From a3c723ee30db61e4c2c5375fa3c8c677336ca113 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 2 Apr 2013 23:48:55 +0100 Subject: Fix minor race condition where SOP.GetGeometricCenter() and GetCenterOfMass() could return results which were never the case if these values were changed whilst the method was running No need to create new Vector3s since these are structs. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ec9e87e..2fcb199 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -2136,9 +2136,9 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor pa = PhysActor; if (pa != null) - return new Vector3(pa.GeometricCenter.X, pa.GeometricCenter.Y, pa.GeometricCenter.Z); + return pa.GeometricCenter; else - return new Vector3(0, 0, 0); + return Vector3.Zero; } public Vector3 GetCenterOfMass() @@ -2146,9 +2146,9 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor pa = PhysActor; if (pa != null) - return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); + return pa.CenterOfMass; else - return new Vector3(0, 0, 0); + return Vector3.Zero; } public float GetMass() -- cgit v1.1 From 3332af4060960a4b649d3d5237988e0f410b54e3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 3 Apr 2013 00:01:06 +0100 Subject: minor: Make SOP.UpdateOffset() more consistent by checking against the same old OffsetPosition rather than one which may vary if it simultaneously changes. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 2fcb199..d412702 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -3915,17 +3915,17 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// + /// Update this part's offset position. /// /// - public void UpdateOffSet(Vector3 pos) + public void UpdateOffSet(Vector3 newPos) { - if ((pos.X != OffsetPosition.X) || - (pos.Y != OffsetPosition.Y) || - (pos.Z != OffsetPosition.Z)) - { - Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); + Vector3 oldPos = OffsetPosition; + if ((newPos.X != oldPos.X) || + (newPos.Y != oldPos.Y) || + (newPos.Z != oldPos.Z)) + { if (ParentGroup.RootPart.GetStatusSandbox()) { if (Util.GetDistanceTo(ParentGroup.RootPart.StatusSandboxPos, newPos) > 10) -- cgit v1.1 From c0319daa403f68427bb80b4845a92eb37f21a7b7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 3 Apr 2013 00:09:28 +0100 Subject: fix minor race condition in SOP.SitTargetPositionLL where inconsistency could occur if the sit target position changed whilst the property was fetched --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index d412702..3e816fc 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1146,7 +1146,7 @@ namespace OpenSim.Region.Framework.Scenes // the mappings more consistant. public Vector3 SitTargetPositionLL { - get { return new Vector3(m_sitTargetPosition.X, m_sitTargetPosition.Y,m_sitTargetPosition.Z); } + get { return m_sitTargetPosition; } set { m_sitTargetPosition = value; } } -- cgit v1.1 From 97f0c9da84f9a3a73a63c209012260fa2c59c0de Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 3 Apr 2013 00:23:20 +0100 Subject: Use consistent GroupPosition value Make SOP.UpdateGroupPosition() rather than one that could change whilst the method is being executed. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 3e816fc..7697411 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -3902,13 +3902,14 @@ namespace OpenSim.Region.Framework.Scenes } } - public void UpdateGroupPosition(Vector3 pos) + public void UpdateGroupPosition(Vector3 newPos) { - if ((pos.X != GroupPosition.X) || - (pos.Y != GroupPosition.Y) || - (pos.Z != GroupPosition.Z)) + Vector3 oldPos = GroupPosition; + + if ((newPos.X != oldPos.X) || + (newPos.Y != oldPos.Y) || + (newPos.Z != oldPos.Z)) { - Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); GroupPosition = newPos; ScheduleTerseUpdate(); } -- cgit v1.1 From 7bf1986e9138df4629aa9323d3ba9fab5c884400 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 3 Apr 2013 00:24:33 +0100 Subject: Fix minor race condition in SOP.SitTargetOrientationLL where inconsistent values could be returned if the sit orientation was changed whilst the property was being fetched. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 13 ++----------- 1 file changed, 2 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 7697411..93d4da0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1152,17 +1152,8 @@ namespace OpenSim.Region.Framework.Scenes public Quaternion SitTargetOrientationLL { - get - { - return new Quaternion( - m_sitTargetOrientation.X, - m_sitTargetOrientation.Y, - m_sitTargetOrientation.Z, - m_sitTargetOrientation.W - ); - } - - set { m_sitTargetOrientation = new Quaternion(value.X, value.Y, value.Z, value.W); } + get { return m_sitTargetOrientation; } + set { m_sitTargetOrientation = value; } } public bool Stopped -- cgit v1.1 From 94d44142e37a9191162a426f28dd23f40b0cf4aa Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 3 Apr 2013 00:48:36 +0100 Subject: minor: Stop falsely logging that a teleport was being aborted on client logout even when no teleport was active. --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 3e69bf2..ca0cef1 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -280,10 +280,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer private void OnConnectionClosed(IClientAPI client) { - if (client.IsLoggingOut) + if (client.IsLoggingOut && m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Aborting)) { - m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Aborting); - m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Aborted teleport request from {0} in {1} due to simultaneous logout", client.Name, Scene.Name); -- cgit v1.1 From 831e4c38506140e9ece2db4b96b4f0960a0276a8 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 4 Apr 2013 00:36:15 +0100 Subject: Fix bug where outstanding llHTTPRequests for scripts were not being aborted when they were deleted. This was because AsyncCommandManager was handing an item ID to IHttpRequestModule.StopHttpRequest() rather than the expected request ID. This commit also makes the http request asynchronous using BeginGetResponse() rather than doing this by launching a new thread so that we can more safely abort it via HttpWebRequest.Abort() rather than aborting the thread itself. This also renames StopHttpRequest() to StopHttpRequestsForScript() since any outstanding requests are now aborted and/or removed. --- .../Scripting/HttpRequest/ScriptsHttpRequests.cs | 92 +++++++++++++++------- .../Region/Framework/Interfaces/IHttpRequests.cs | 8 +- .../Api/Implementation/AsyncCommandManager.cs | 8 +- 3 files changed, 76 insertions(+), 32 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index c2e37c4..1c251b8 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs @@ -28,12 +28,15 @@ using System; using System.Collections.Generic; using System.IO; +using System.Linq; using System.Net; using System.Net.Mail; using System.Net.Security; +using System.Reflection; using System.Text; using System.Threading; using System.Security.Cryptography.X509Certificates; +using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; @@ -250,18 +253,29 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest return reqID; } - public void StopHttpRequest(uint m_localID, UUID m_itemID) + public void StopHttpRequestsForScript(UUID id) { if (m_pendingRequests != null) { + List keysToRemove = null; + lock (HttpListLock) { - HttpRequestClass tmpReq; - if (m_pendingRequests.TryGetValue(m_itemID, out tmpReq)) + foreach (HttpRequestClass req in m_pendingRequests.Values) { - tmpReq.Stop(); - m_pendingRequests.Remove(m_itemID); + if (req.ItemID == id) + { + req.Stop(); + + if (keysToRemove == null) + keysToRemove = new List(); + + keysToRemove.Add(req.ReqID); + } } + + if (keysToRemove != null) + keysToRemove.ForEach(keyToRemove => m_pendingRequests.Remove(keyToRemove)); } } } @@ -362,6 +376,8 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest public class HttpRequestClass: IServiceRequest { +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + // Constants for parameters // public const int HTTP_BODY_MAXLENGTH = 2; // public const int HTTP_METHOD = 0; @@ -419,12 +435,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest public void Process() { - httpThread = new Thread(SendRequest); - httpThread.Name = "HttpRequestThread"; - httpThread.Priority = ThreadPriority.BelowNormal; - httpThread.IsBackground = true; - _finished = false; - httpThread.Start(); + SendRequest(); } /* @@ -435,10 +446,6 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest public void SendRequest() { HttpWebResponse response = null; - StringBuilder sb = new StringBuilder(); - byte[] buf = new byte[8192]; - string tempString = null; - int count = 0; try { @@ -497,11 +504,12 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest bstream.Close(); } - Request.Timeout = HttpTimeout; try { - // execute the request - response = (HttpWebResponse) Request.GetResponse(); + IAsyncResult result = (IAsyncResult)Request.BeginGetResponse(ResponseCallback, null); + + ThreadPool.RegisterWaitForSingleObject( + result.AsyncWaitHandle, new WaitOrTimerCallback(TimeoutCallback), null, HttpTimeout, true); } catch (WebException e) { @@ -510,11 +518,31 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest throw; } response = (HttpWebResponse)e.Response; + _finished = true; } + } + catch (Exception e) + { + Status = (int)OSHttpStatusCode.ClientErrorJoker; + ResponseBody = e.Message; + _finished = true; + } + } + private void ResponseCallback(IAsyncResult ar) + { + HttpWebResponse response = null; + + try + { + response = (HttpWebResponse)Request.EndGetResponse(ar); Status = (int)response.StatusCode; Stream resStream = response.GetResponseStream(); + StringBuilder sb = new StringBuilder(); + byte[] buf = new byte[8192]; + string tempString = null; + int count = 0; do { @@ -530,36 +558,40 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest // continue building the string sb.Append(tempString); } - } while (count > 0); // any more data to read? + } + while (count > 0); // any more data to read? - ResponseBody = sb.ToString(); + ResponseBody = sb.ToString(); } catch (Exception e) { Status = (int)OSHttpStatusCode.ClientErrorJoker; ResponseBody = e.Message; - _finished = true; - return; +// m_log.Debug( +// string.Format("[SCRIPTS HTTP REQUESTS]: Exception on response to {0} for {1} ", Url, ItemID), e); } finally { if (response != null) response.Close(); + + _finished = true; } + } - _finished = true; + private void TimeoutCallback(object state, bool timedOut) + { + if (timedOut) + Request.Abort(); } public void Stop() { - try - { - httpThread.Abort(); - } - catch (Exception) - { - } +// m_log.DebugFormat("[SCRIPTS HTTP REQUESTS]: Stopping request to {0} for {1} ", Url, ItemID); + + if (Request != null) + Request.Abort(); } } } diff --git a/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs b/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs index eb6c5ac..113dcd7 100644 --- a/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs +++ b/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs @@ -45,7 +45,13 @@ namespace OpenSim.Region.Framework.Interfaces { UUID MakeHttpRequest(string url, string parameters, string body); UUID StartHttpRequest(uint localID, UUID itemID, string url, List parameters, Dictionary headers, string body); - void StopHttpRequest(uint m_localID, UUID m_itemID); + + /// + /// Stop and remove all http requests for the given script. + /// + /// + void StopHttpRequestsForScript(UUID id); + IServiceRequest GetNextCompletedRequest(); void RemoveCompletedRequest(UUID id); } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs index 47a9cdc..1c59624 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs @@ -28,7 +28,9 @@ using System; using System.Collections; using System.Collections.Generic; +using System.Reflection; using System.Threading; +using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Monitoring; @@ -45,6 +47,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// public class AsyncCommandManager { +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static Thread cmdHandlerThread; private static int cmdHandlerThreadCycleSleepms; @@ -225,6 +229,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// public static void RemoveScript(IScriptEngine engine, uint localID, UUID itemID) { +// m_log.DebugFormat("[ASYNC COMMAND MANAGER]: Removing facilities for script {0}", itemID); + // Remove a specific script // Remove dataserver events @@ -236,7 +242,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Remove from: HttpRequest IHttpRequestModule iHttpReq = engine.World.RequestModuleInterface(); if (iHttpReq != null) - iHttpReq.StopHttpRequest(localID, itemID); + iHttpReq.StopHttpRequestsForScript(itemID); IWorldComm comms = engine.World.RequestModuleInterface(); if (comms != null) -- cgit v1.1 From f281a994e8544d95961ef669a0fe14c0cba7f175 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 4 Apr 2013 00:49:07 +0100 Subject: refactor: Simplify ScriptsHttpRequests.GetNextCompletedRequest to more simply iterate through pending requests without unnecessary checks. --- .../Scripting/HttpRequest/ScriptsHttpRequests.cs | 14 ++++---------- 1 file changed, 4 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index 1c251b8..ebf56cd 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs @@ -293,19 +293,13 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest { lock (HttpListLock) { - foreach (UUID luid in m_pendingRequests.Keys) + foreach (HttpRequestClass req in m_pendingRequests.Values) { - HttpRequestClass tmpReq; - - if (m_pendingRequests.TryGetValue(luid, out tmpReq)) - { - if (tmpReq.Finished) - { - return tmpReq; - } - } + if (req.Finished) + return req; } } + return null; } -- cgit v1.1 From 0f008d5f7d4a34d4f7529036f5dd83742423c42f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 6 Apr 2013 01:44:06 +0100 Subject: When rezzing a coalesced object, check adjust position of all components. --- .../InventoryAccess/InventoryAccessModule.cs | 47 +++++++++++++--------- 1 file changed, 27 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index eaf4ce2..ebada5a 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -807,7 +807,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } } - if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) + if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, veclist, attachment)) return null; for (int i = 0; i < objlist.Count; i++) @@ -905,10 +905,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess /// /// /// + /// + /// List of vector position adjustments for a coalesced objects. For ordinary objects + /// this list will contain just Vector3.Zero. The order of adjustments must match the order of objlist + /// /// /// true if we can processed with rezzing, false if we need to abort private bool DoPreRezWhenFromItem( - IClientAPI remoteClient, InventoryItemBase item, List objlist, Vector3 pos, bool isAttachment) + IClientAPI remoteClient, InventoryItemBase item, List objlist, + Vector3 pos, List veclist, bool isAttachment) { UUID fromUserInventoryItemId = UUID.Zero; @@ -932,27 +937,29 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } int primcount = 0; - foreach (SceneObjectGroup g in objlist) - primcount += g.PrimCount; - - if (!m_Scene.Permissions.CanRezObject( - primcount, remoteClient.AgentId, pos) - && !isAttachment) + for(int i = 0; i < objlist.Count; i++) { - // The client operates in no fail mode. It will - // have already removed the item from the folder - // if it's no copy. - // Put it back if it's not an attachment - // - if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment)) - remoteClient.SendBulkUpdateInventory(item); + SceneObjectGroup g = objlist[i]; + + if (!m_Scene.Permissions.CanRezObject( + g.PrimCount, remoteClient.AgentId, pos + veclist[i]) + && !isAttachment) + { + // The client operates in no fail mode. It will + // have already removed the item from the folder + // if it's no copy. + // Put it back if it's not an attachment + // + if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment)) + remoteClient.SendBulkUpdateInventory(item); - ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y); - remoteClient.SendAlertMessage(string.Format( - "Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.", - item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.RegionInfo.RegionName)); + ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y); + remoteClient.SendAlertMessage(string.Format( + "Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.", + item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.Name)); - return false; + return false; + } } for (int i = 0; i < objlist.Count; i++) -- cgit v1.1 From 7f070236f72058ba22d017048b978adea380f0a1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 6 Apr 2013 02:34:51 +0100 Subject: Fix taking (and rezzing) of coalesced objects in the non-root subregions of megaregions. This fixes the combined bounding box location for regions bigger than 256x256. It also fixes the position on taking coalesced objects in the non-root regions, where position checks are properly done on rez instead. It also fixes the megaregion land channel to return null if the land does not exist, which should probably also be done for the ordinary land channels rather than returning a dummy region. Inspiration from Garmin's commit in http://opensimulator.org/mantis/view.php?id=6595. Thanks! --- .../InventoryAccess/InventoryAccessModule.cs | 32 ++++----- .../World/Permissions/PermissionsModule.cs | 2 + OpenSim/Region/Framework/Scenes/Scene.cs | 12 ++-- .../RegionCombinerLargeLandChannel.cs | 83 ++++++++++++++-------- 4 files changed, 76 insertions(+), 53 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index ebada5a..f796ec9 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -357,19 +357,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess foreach (SceneObjectGroup objectGroup in objlist) { - Vector3 inventoryStoredPosition = new Vector3 - (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) - ? 250 - : objectGroup.AbsolutePosition.X) - , - (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize) - ? 250 - : objectGroup.AbsolutePosition.Y, - objectGroup.AbsolutePosition.Z); - - originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; - - objectGroup.AbsolutePosition = inventoryStoredPosition; +// Vector3 inventoryStoredPosition = new Vector3 +// (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) +// ? 250 +// : objectGroup.AbsolutePosition.X) +// , +// (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize) +// ? 250 +// : objectGroup.AbsolutePosition.Y, +// objectGroup.AbsolutePosition.Z); +// +// originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; +// +// objectGroup.AbsolutePosition = inventoryStoredPosition; // Make sure all bits but the ones we want are clear // on take. @@ -397,9 +397,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess else itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0], !asAttachment); - // Restore the position of each group now that it has been stored to inventory. - foreach (SceneObjectGroup objectGroup in objlist) - objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID]; +// // Restore the position of each group now that it has been stored to inventory. +// foreach (SceneObjectGroup objectGroup in objlist) +// objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID]; InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID); diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 79dd4a0..77299be 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs @@ -1453,6 +1453,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions bool permission = false; + m_log.DebugFormat("[PERMISSIONS MODULE]: Checking rez object at {0} in {1}", objectPosition, m_scene.Name); + ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); if (land == null) return false; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 911a3e4..f50d3cd 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -5361,12 +5361,12 @@ namespace OpenSim.Region.Framework.Scenes List objects, out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) { - minX = 256; - maxX = -256; - minY = 256; - maxY = -256; - minZ = 8192; - maxZ = -256; + minX = float.MaxValue; + maxX = float.MinValue; + minY = float.MaxValue; + maxY = float.MinValue; + minZ = float.MaxValue; + maxZ = float.MinValue; List offsets = new List(); diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs index b4abc1d..4bf2a82 100644 --- a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs +++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs @@ -27,6 +27,8 @@ using System; using System.Collections.Generic; +using System.Reflection; +using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; @@ -34,10 +36,10 @@ using OpenSim.Region.CoreModules.World.Land; namespace OpenSim.Region.RegionCombinerModule { -public class RegionCombinerLargeLandChannel : ILandChannel + public class RegionCombinerLargeLandChannel : ILandChannel { - // private static readonly ILog m_log = - // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private RegionData RegData; private ILandChannel RootRegionLandChannel; private readonly List RegionConnections; @@ -75,40 +77,51 @@ public class RegionCombinerLargeLandChannel : ILandChannel public ILandObject GetLandObject(int x, int y) { - //m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y); - - if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) - { - return RootRegionLandChannel.GetLandObject(x, y); - } - else - { - int offsetX = (x / (int)Constants.RegionSize); - int offsetY = (y / (int)Constants.RegionSize); - offsetX *= (int)Constants.RegionSize; - offsetY *= (int)Constants.RegionSize; - - foreach (RegionData regionData in RegionConnections) - { - if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) - { - return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); - } - } - ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); - obj.LandData.Name = "NO LAND"; - return obj; - } + return GetLandObject((float)x, (float)y); + +// m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y); +// +// if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) +// { +// return RootRegionLandChannel.GetLandObject(x, y); +// } +// else +// { +// int offsetX = (x / (int)Constants.RegionSize); +// int offsetY = (y / (int)Constants.RegionSize); +// offsetX *= (int)Constants.RegionSize; +// offsetY *= (int)Constants.RegionSize; +// +// foreach (RegionData regionData in RegionConnections) +// { +// if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) +// { +// m_log.DebugFormat( +// "[REGION COMBINER LARGE LAND CHANNEL]: Found region {0} at offset {1},{2}", +// regionData.RegionScene.Name, offsetX, offsetY); +// +// return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); +// } +// } +// //ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); +// //obj.LandData.Name = "NO LAND"; +// //return obj; +// } +// +// m_log.DebugFormat("[REGION COMBINER LARGE LAND CHANNEL]: No region found at {0},{1}, returning null", x, y); +// +// return null; } public ILandObject GetLandObject(int localID) { + // XXX: Possibly should be looking in every land channel, not just the root. return RootRegionLandChannel.GetLandObject(localID); } public ILandObject GetLandObject(float x, float y) { - //m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y); +// m_log.DebugFormat("[BIGLANDTESTFLOAT]: <{0},{1}>", x, y); if (x > 0 && x <= (int)Constants.RegionSize && y > 0 && y <= (int)Constants.RegionSize) { @@ -125,14 +138,22 @@ public class RegionCombinerLargeLandChannel : ILandChannel { if (regionData.Offset.X == offsetX && regionData.Offset.Y == offsetY) { +// m_log.DebugFormat( +// "[REGION COMBINER LARGE LAND CHANNEL]: Found region {0} at offset {1},{2}", +// regionData.RegionScene.Name, offsetX, offsetY); + return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY); } } - ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); - obj.LandData.Name = "NO LAND"; - return obj; +// ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene); +// obj.LandData.Name = "NO LAND"; +// return obj; } + +// m_log.DebugFormat("[REGION COMBINER LARGE LAND CHANNEL]: No region found at {0},{1}, returning null", x, y); + + return null; } public bool IsForcefulBansAllowed() -- cgit v1.1 From fe16dc09da3f2736fad5a9e792f5f81098b5f9a1 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 7 Apr 2013 08:27:49 -0700 Subject: BulletSim: complete movement of physical object action code out of the physical object and into actors for setForce, setTorque, hover, lock axis and avatar move. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 287 +++++++++++++++++++ .../Region/Physics/BulletSPlugin/BSActorHover.cs | 176 ++++++++++++ .../Physics/BulletSPlugin/BSActorLockAxis.cs | 4 +- .../Physics/BulletSPlugin/BSActorMoveToTarget.cs | 156 +++++++++++ .../Physics/BulletSPlugin/BSActorSetForce.cs | 137 +++++++++ .../Physics/BulletSPlugin/BSActorSetTorque.cs | 138 +++++++++ OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 12 +- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 268 +++--------------- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 226 ++++++--------- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 307 ++++----------------- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 3 +- 11 files changed, 1078 insertions(+), 636 deletions(-) create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs new file mode 100755 index 0000000..634a898 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -0,0 +1,287 @@ +/* + * 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 copyrightD + * 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.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorAvatarMove : BSActor +{ + BSVMotor m_velocityMotor; + + public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_velocityMotor = null; + m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (m_controllingPrim.RawForce == OMV.Vector3.Zero) + { + m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh,notAvatarMove,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateAvatarMove(); + } + else + { + DeactivateAvatarMove(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) + { + m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() + { + m_velocityMotor.Reset(); + m_velocityMotor.SetTarget(targ); + m_velocityMotor.SetCurrent(vel); + m_velocityMotor.Enabled = true; + }); + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateAvatarMove() + { + if (m_velocityMotor == null) + { + // Infinite decay and timescale values so motor only changes current to target values. + m_velocityMotor = new BSVMotor("BSCharacter.Velocity", + 0.2f, // time scale + BSMotor.Infinite, // decay time scale + BSMotor.InfiniteVector, // friction timescale + 1f // efficiency + ); + // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. + + m_physicsScene.BeforeStep += Mover; + } + } + + private void DeactivateAvatarMove() + { + if (m_velocityMotor != null) + { + m_physicsScene.BeforeStep -= Mover; + m_velocityMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Mover(float timeStep) + { + // Don't do movement while the object is selected. + if (!isActive) + return; + + // TODO: Decide if the step parameters should be changed depending on the avatar's + // state (flying, colliding, ...). There is code in ODE to do this. + + // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity + // specified for the avatar is the one that should be used. For falling, if the avatar + // is not flying and is not colliding then it is presumed to be falling and the Z + // component is not fooled with (thus allowing gravity to do its thing). + // When the avatar is standing, though, the user has specified a velocity of zero and + // the avatar should be standing. But if the avatar is pushed by something in the world + // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to + // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity + // errors can creap in and the avatar will slowly float off in some direction. + // So, the problem is that, when an avatar is standing, we cannot tell creaping error + // from real pushing. + // The code below uses whether the collider is static or moving to decide whether to zero motion. + + m_velocityMotor.Step(timeStep); + m_controllingPrim.IsStationary = false; + + // If we're not supposed to be moving, make sure things are zero. + if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero) + { + // The avatar shouldn't be moving + m_velocityMotor.Zero(); + + if (m_controllingPrim.IsColliding) + { + // If we are colliding with a stationary object, presume we're standing and don't move around + if (!m_controllingPrim.ColliderIsMoving) + { + m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); + m_controllingPrim.IsStationary = true; + m_controllingPrim.ZeroMotion(true /* inTaintTime */); + } + + // Standing has more friction on the ground + if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction) + { + m_controllingPrim.Friction = BSParam.AvatarStandingFriction; + m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction); + } + } + else + { + if (m_controllingPrim.Flying) + { + // Flying and not collising and velocity nearly zero. + m_controllingPrim.ZeroMotion(true /* inTaintTime */); + } + } + + m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", + m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding); + } + else + { + // Supposed to be moving. + OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue; + + if (m_controllingPrim.Friction != BSParam.AvatarFriction) + { + // Probably starting up walking. Set friction to moving friction. + m_controllingPrim.Friction = BSParam.AvatarFriction; + m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction); + } + + // If falling, we keep the world's downward vector no matter what the other axis specify. + // The check for RawVelocity.Z < 0 makes jumping work (temporary upward force). + if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding) + { + if (m_controllingPrim.RawVelocity.Z < 0) + stepVelocity.Z = m_controllingPrim.RawVelocity.Z; + // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); + } + + // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. + OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass; + + // Should we check for move force being small and forcing velocity to zero? + + // Add special movement force to allow avatars to walk up stepped surfaces. + moveForce += WalkUpStairs(); + + m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", + m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce); + m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce); + } + } + + // Decide if the character is colliding with a low object and compute a force to pop the + // avatar up so it can walk up and over the low objects. + private OMV.Vector3 WalkUpStairs() + { + OMV.Vector3 ret = OMV.Vector3.Zero; + + // This test is done if moving forward, not flying and is colliding with something. + // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}", + // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count); + if (m_controllingPrim.IsColliding && !m_controllingPrim.Flying && m_controllingPrim.TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */) + { + // The range near the character's feet where we will consider stairs + float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f; + float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; + + // Look for a collision point that is near the character's feet and is oriented the same as the charactor is + foreach (KeyValuePair kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList) + { + // Don't care about collisions with the terrain + if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID) + { + OMV.Vector3 touchPosition = kvp.Value.Position; + // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", + // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); + if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) + { + // This contact is within the 'near the feet' range. + // The normal should be our contact point to the object so it is pointing away + // thus the difference between our facing orientation and the normal should be small. + OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation; + OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); + float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); + if (diff < BSParam.AvatarStepApproachFactor) + { + // Found the stairs contact point. Push up a little to raise the character. + float upForce = (touchPosition.Z - nearFeetHeightMin) * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor; + ret = new OMV.Vector3(0f, 0f, upForce); + + // Also move the avatar up for the new height + OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f); + m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; + } + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}", + m_controllingPrim.LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret); + } + } + } + } + + return ret; + } + +} +} + + diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs new file mode 100755 index 0000000..8dd3700 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.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 copyrightD + * 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.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorHover : BSActor +{ + private BSFMotor m_hoverMotor; + + public BSActorHover(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_hoverMotor = null; + m_physicsScene.DetailLog("{0},BSActorHover,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (!m_controllingPrim.HoverActive) + { + m_physicsScene.DetailLog("{0},BSActorHover,refresh,notHovering,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateHover(); + } + else + { + DeactivateHover(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateHover() + { + if (m_hoverMotor == null) + { + // Turning the target on + m_hoverMotor = new BSFMotor("BSActorHover", + m_controllingPrim.HoverTau, // timeScale + BSMotor.Infinite, // decay time scale + BSMotor.Infinite, // friction timescale + 1f // efficiency + ); + m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); + m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z); + m_hoverMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. + + m_physicsScene.BeforeStep += Hoverer; + } + } + + private void DeactivateHover() + { + if (m_hoverMotor != null) + { + m_physicsScene.BeforeStep -= Hoverer; + m_hoverMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Hoverer(float timeStep) + { + // Don't do hovering while the object is selected. + if (!isActive) + return; + + m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z); + m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); + float targetHeight = m_hoverMotor.Step(timeStep); + + // 'targetHeight' is where we'd like the Z of the prim to be at this moment. + // Compute the amount of force to push us there. + float moveForce = (targetHeight - m_controllingPrim.RawPosition.Z) * m_controllingPrim.RawMass; + // Undo anything the object thinks it's doing at the moment + moveForce = -m_controllingPrim.RawVelocity.Z * m_controllingPrim.Mass; + + m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, new OMV.Vector3(0f, 0f, moveForce)); + m_physicsScene.DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", + m_controllingPrim.LocalID, targetHeight, moveForce, m_controllingPrim.RawMass); + } + + // Based on current position, determine what we should be hovering at now. + // Must recompute often. What if we walked offa cliff> + private float ComputeCurrentHoverHeight() + { + float ret = m_controllingPrim.HoverHeight; + float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition); + + switch (m_controllingPrim.HoverType) + { + case PIDHoverType.Ground: + ret = groundHeight + m_controllingPrim.HoverHeight; + break; + case PIDHoverType.GroundAndWater: + float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition); + if (groundHeight > waterHeight) + { + ret = groundHeight + m_controllingPrim.HoverHeight; + } + else + { + ret = waterHeight + m_controllingPrim.HoverHeight; + } + break; + } + return ret; + } +} +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 7219617..c40a499 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -40,7 +40,7 @@ public class BSActorLockAxis : BSActor BSConstraint LockAxisConstraint = null; public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) - : base(physicsScene, pObj,actorName) + : base(physicsScene, pObj, actorName) { m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); LockAxisConstraint = null; @@ -99,7 +99,7 @@ public class BSActorLockAxis : BSActor // If a constraint is set up, remove it from the physical scene RemoveAxisLockConstraint(); // Schedule a call before the next simulation step to restore the constraint. - m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate() + m_physicsScene.PostTaintObject("BSActorLockAxis:" + ActorName, m_controllingPrim.LocalID, delegate() { Refresh(); }); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs new file mode 100755 index 0000000..3517ef2 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -0,0 +1,156 @@ +/* + * 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 copyrightD + * 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.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorMoveToTarget : BSActor +{ + private BSVMotor m_targetMotor; + + public BSActorMoveToTarget(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_targetMotor = null; + m_physicsScene.DetailLog("{0},BSActorMoveToTarget,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (!m_controllingPrim.HoverActive) + { + m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,notMoveToTarget,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateMoveToTarget(); + } + else + { + DeactivateMoveToTarget(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateMoveToTarget() + { + if (m_targetMotor == null) + { + // We're taking over after this. + m_controllingPrim.ZeroMotion(true); + + m_targetMotor = new BSVMotor("BSPrim.PIDTarget", + m_controllingPrim.MoveToTargetTau, // timeScale + BSMotor.Infinite, // decay time scale + BSMotor.InfiniteVector, // friction timescale + 1f // efficiency + ); + m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. + m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget); + m_targetMotor.SetCurrent(m_controllingPrim.RawPosition); + + m_physicsScene.BeforeStep += Mover; + } + } + + private void DeactivateMoveToTarget() + { + if (m_targetMotor != null) + { + m_physicsScene.BeforeStep -= Mover; + m_targetMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Mover(float timeStep) + { + // Don't do hovering while the object is selected. + if (!isActive) + return; + + OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below) + + // 'movePosition' is where we'd like the prim to be at this moment. + OMV.Vector3 movePosition = m_controllingPrim.RawPosition + m_targetMotor.Step(timeStep); + + // If we are very close to our target, turn off the movement motor. + if (m_targetMotor.ErrorIsZero()) + { + m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", + m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); + m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; + m_targetMotor.Enabled = false; + } + else + { + m_controllingPrim.ForcePosition = movePosition; + } + m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition); + } +} +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs new file mode 100755 index 0000000..d942490 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs @@ -0,0 +1,137 @@ +/* + * 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 copyrightD + * 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.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorSetForce : BSActor +{ + BSFMotor m_forceMotor; + + public BSActorSetForce(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_forceMotor = null; + m_physicsScene.DetailLog("{0},BSActorSetForce,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorSetForce,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (m_controllingPrim.RawForce == OMV.Vector3.Zero) + { + m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateSetForce(); + } + else + { + DeactivateSetForce(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateSetForce() + { + if (m_forceMotor == null) + { + // A fake motor that might be used someday + m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f, 1f); + + m_physicsScene.BeforeStep += Mover; + } + } + + private void DeactivateSetForce() + { + if (m_forceMotor != null) + { + m_physicsScene.BeforeStep -= Mover; + m_forceMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Mover(float timeStep) + { + // Don't do force while the object is selected. + if (!isActive) + return; + + m_physicsScene.DetailLog("{0},BSActorSetForce,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawForce); + if (m_controllingPrim.PhysBody.HasPhysicalBody) + { + m_physicsScene.PE.ApplyCentralForce(m_controllingPrim.PhysBody, m_controllingPrim.RawForce); + m_controllingPrim.ActivateIfPhysical(false); + } + + // TODO: + } +} +} + diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs new file mode 100755 index 0000000..e0f719f --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -0,0 +1,138 @@ +/* + * 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 copyrightD + * 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.Physics.Manager; + +using OMV = OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorSetTorque : BSActor +{ + BSFMotor m_torqueMotor; + + public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName) + : base(physicsScene, pObj, actorName) + { + m_torqueMotor = null; + m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID); + } + + // BSActor.isActive + public override bool isActive + { + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + } + + // Release any connections and resources used by the actor. + // BSActor.Dispose() + public override void Dispose() + { + Enabled = false; + } + + // Called when physical parameters (properties set in Bullet) need to be re-applied. + // Called at taint-time. + // BSActor.Refresh() + public override void Refresh() + { + m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh", m_controllingPrim.LocalID); + + // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + if (m_controllingPrim.RawTorque == OMV.Vector3.Zero) + { + m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,removing={1}", m_controllingPrim.LocalID, ActorName); + m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + return; + } + + // If the object is physically active, add the hoverer prestep action + if (isActive) + { + ActivateSetTorque(); + } + else + { + DeactivateSetTorque(); + } + } + + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + // Called at taint-time. + // BSActor.RemoveBodyDependencies() + public override void RemoveBodyDependencies() + { + // Nothing to do for the hoverer since it is all software at pre-step action time. + } + + // If a hover motor has not been created, create one and start the hovering. + private void ActivateSetTorque() + { + if (m_torqueMotor == null) + { + // A fake motor that might be used someday + m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f, 1f); + + m_physicsScene.BeforeStep += Mover; + } + } + + private void DeactivateSetTorque() + { + if (m_torqueMotor != null) + { + m_physicsScene.BeforeStep -= Mover; + m_torqueMotor = null; + } + } + + // Called just before the simulation step. Update the vertical position for hoverness. + private void Mover(float timeStep) + { + // Don't do force while the object is selected. + if (!isActive) + return; + + m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque); + if (m_controllingPrim.PhysBody.HasPhysicalBody) + { + m_controllingPrim.AddAngularForce(m_controllingPrim.RawTorque, false, true); + m_controllingPrim.ActivateIfPhysical(false); + } + + // TODO: + } +} +} + + diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index 5a19ba4..fb4d452 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -32,12 +32,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public class BSActorCollection { - private BSScene PhysicsScene { get; set; } + private BSScene m_physicsScene { get; set; } private Dictionary m_actors; public BSActorCollection(BSScene physicsScene) { - PhysicsScene = physicsScene; + m_physicsScene = physicsScene; m_actors = new Dictionary(); } public void Add(string name, BSActor actor) @@ -61,6 +61,10 @@ public class BSActorCollection Release(); m_actors.Clear(); } + public void Dispose() + { + Clear(); + } public bool HasActor(string name) { return m_actors.ContainsKey(name); @@ -71,6 +75,10 @@ public class BSActorCollection act(kvp.Value); } + public void Enable(bool enabl) + { + ForEachActor(a => a.Enable(enabl)); + } public void Release() { ForEachActor(a => a.Dispose()); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 25be416..09c9b16 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -46,9 +46,6 @@ public sealed class BSCharacter : BSPhysObject private OMV.Vector3 _position; private float _mass; private float _avatarVolume; - private OMV.Vector3 _force; - private OMV.Vector3 _velocity; - private OMV.Vector3 _torque; private float _collisionScore; private OMV.Vector3 _acceleration; private OMV.Quaternion _orientation; @@ -61,17 +58,13 @@ public sealed class BSCharacter : BSPhysObject private OMV.Vector3 _rotationalVelocity; private bool _kinematic; private float _buoyancy; - private bool _isStationaryStanding; // true is standing on a stationary object - private BSVMotor _velocityMotor; + private BSActorAvatarMove m_moveActor; + private const string AvatarMoveActorName = "BSCharacter.AvatarMove"; private OMV.Vector3 _PIDTarget; private bool _usePID; private float _PIDTau; - private bool _useHoverPID; - private float _PIDHoverHeight; - private PIDHoverType _PIDHoverType; - private float _PIDHoverTao; public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) : base(parent_scene, localID, avName, "BSCharacter") @@ -81,11 +74,10 @@ public sealed class BSCharacter : BSPhysObject _flying = isFlying; _orientation = OMV.Quaternion.Identity; - _velocity = OMV.Vector3.Zero; + RawVelocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); Friction = BSParam.AvatarStandingFriction; Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; - _isStationaryStanding = false; // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. @@ -99,7 +91,12 @@ public sealed class BSCharacter : BSPhysObject // set _avatarVolume and _mass based on capsule size, _density and Scale ComputeAvatarVolumeAndMass(); - SetupMovementMotor(); + // The avatar's movement is controlled by this motor that speeds up and slows down + // the avatar seeking to reach the motor's target speed. + // This motor runs as a prestep action for the avatar so it will keep the avatar + // standing as well as moving. Destruction of the avatar will destroy the pre-step action. + m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName); + PhysicalActors.Add(AvatarMoveActorName, m_moveActor); DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, Density, _avatarVolume, RawMass); @@ -139,10 +136,10 @@ public sealed class BSCharacter : BSPhysObject ForcePosition = _position; // Set the velocity - _velocityMotor.Reset(); - _velocityMotor.SetTarget(_velocity); - _velocityMotor.SetCurrent(_velocity); - ForceVelocity = _velocity; + if (m_moveActor != null) + m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false); + + ForceVelocity = RawVelocity; // This will enable or disable the flying buoyancy of the avatar. // Needs to be reset especially when an avatar is recreated after crossing a region boundry. @@ -176,162 +173,6 @@ public sealed class BSCharacter : BSPhysObject PhysBody.ApplyCollisionMask(PhysicsScene); } - // The avatar's movement is controlled by this motor that speeds up and slows down - // the avatar seeking to reach the motor's target speed. - // This motor runs as a prestep action for the avatar so it will keep the avatar - // standing as well as moving. Destruction of the avatar will destroy the pre-step action. - private void SetupMovementMotor() - { - // Infinite decay and timescale values so motor only changes current to target values. - _velocityMotor = new BSVMotor("BSCharacter.Velocity", - 0.2f, // time scale - BSMotor.Infinite, // decay time scale - BSMotor.InfiniteVector, // friction timescale - 1f // efficiency - ); - // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. - - RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep) - { - // TODO: Decide if the step parameters should be changed depending on the avatar's - // state (flying, colliding, ...). There is code in ODE to do this. - - // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity - // specified for the avatar is the one that should be used. For falling, if the avatar - // is not flying and is not colliding then it is presumed to be falling and the Z - // component is not fooled with (thus allowing gravity to do its thing). - // When the avatar is standing, though, the user has specified a velocity of zero and - // the avatar should be standing. But if the avatar is pushed by something in the world - // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to - // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity - // errors can creap in and the avatar will slowly float off in some direction. - // So, the problem is that, when an avatar is standing, we cannot tell creaping error - // from real pushing. - // The code below uses whether the collider is static or moving to decide whether to zero motion. - - _velocityMotor.Step(timeStep); - _isStationaryStanding = false; - - // If we're not supposed to be moving, make sure things are zero. - if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) - { - // The avatar shouldn't be moving - _velocityMotor.Zero(); - - if (IsColliding) - { - // If we are colliding with a stationary object, presume we're standing and don't move around - if (!ColliderIsMoving) - { - DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); - _isStationaryStanding = true; - ZeroMotion(true /* inTaintTime */); - } - - // Standing has more friction on the ground - if (Friction != BSParam.AvatarStandingFriction) - { - Friction = BSParam.AvatarStandingFriction; - PhysicsScene.PE.SetFriction(PhysBody, Friction); - } - } - else - { - if (Flying) - { - // Flying and not collising and velocity nearly zero. - ZeroMotion(true /* inTaintTime */); - } - } - - DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding); - } - else - { - // Supposed to be moving. - OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; - - if (Friction != BSParam.AvatarFriction) - { - // Probably starting up walking. Set friction to moving friction. - Friction = BSParam.AvatarFriction; - PhysicsScene.PE.SetFriction(PhysBody, Friction); - } - - // If falling, we keep the world's downward vector no matter what the other axis specify. - // The check for _velocity.Z < 0 makes jumping work (temporary upward force). - if (!Flying && !IsColliding) - { - if (_velocity.Z < 0) - stepVelocity.Z = _velocity.Z; - // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); - } - - // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. - OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass; - - // Should we check for move force being small and forcing velocity to zero? - - // Add special movement force to allow avatars to walk up stepped surfaces. - moveForce += WalkUpStairs(); - - DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); - PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); - } - }); - } - - // Decide if the character is colliding with a low object and compute a force to pop the - // avatar up so it can walk up and over the low objects. - private OMV.Vector3 WalkUpStairs() - { - OMV.Vector3 ret = OMV.Vector3.Zero; - - // This test is done if moving forward, not flying and is colliding with something. - // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}", - // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count); - if (IsColliding && !Flying && TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */) - { - // The range near the character's feet where we will consider stairs - float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f; - float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; - - // Look for a collision point that is near the character's feet and is oriented the same as the charactor is - foreach (KeyValuePair kvp in CollisionsLastTick.m_objCollisionList) - { - // Don't care about collisions with the terrain - if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID) - { - OMV.Vector3 touchPosition = kvp.Value.Position; - // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", - // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); - if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) - { - // This contact is within the 'near the feet' range. - // The normal should be our contact point to the object so it is pointing away - // thus the difference between our facing orientation and the normal should be small. - OMV.Vector3 directionFacing = OMV.Vector3.UnitX * RawOrientation; - OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); - float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); - if (diff < BSParam.AvatarStepApproachFactor) - { - // Found the stairs contact point. Push up a little to raise the character. - float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor; - ret = new OMV.Vector3(0f, 0f, upForce); - - // Also move the avatar up for the new height - OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f); - ForcePosition = RawPosition + displacement; - } - DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}", - LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret); - } - } - } - } - - return ret; - } public override void RequestPhysicsterseUpdate() { @@ -403,7 +244,7 @@ public sealed class BSCharacter : BSPhysObject // Called at taint time! public override void ZeroMotion(bool inTaintTime) { - _velocity = OMV.Vector3.Zero; + RawVelocity = OMV.Vector3.Zero; _acceleration = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; @@ -542,15 +383,15 @@ public sealed class BSCharacter : BSPhysObject } public override OMV.Vector3 Force { - get { return _force; } + get { return RawForce; } set { - _force = value; + RawForce = value; // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() { - DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); + DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetObjectForce(PhysBody, _force); + PhysicsScene.PE.SetObjectForce(PhysBody, RawForce); }); } } @@ -573,7 +414,7 @@ public sealed class BSCharacter : BSPhysObject { get { - return m_targetVelocity; + return base.m_targetVelocity; } set { @@ -583,51 +424,39 @@ public sealed class BSCharacter : BSPhysObject if (_setAlwaysRun) targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f); - PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() - { - _velocityMotor.Reset(); - _velocityMotor.SetTarget(targetVel); - _velocityMotor.SetCurrent(_velocity); - _velocityMotor.Enabled = true; - }); + if (m_moveActor != null) + m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */); } } - public override OMV.Vector3 RawVelocity - { - get { return _velocity; } - set { _velocity = value; } - } // Directly setting velocity means this is what the user really wants now. public override OMV.Vector3 Velocity { - get { return _velocity; } + get { return RawVelocity; } set { - _velocity = value; - // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); + RawVelocity = value; + // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() { - _velocityMotor.Reset(); - _velocityMotor.SetCurrent(_velocity); - _velocityMotor.SetTarget(_velocity); - _velocityMotor.Enabled = false; + if (m_moveActor != null) + m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); - DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); - ForceVelocity = _velocity; + DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, RawVelocity); + ForceVelocity = RawVelocity; }); } } public override OMV.Vector3 ForceVelocity { - get { return _velocity; } + get { return RawVelocity; } set { PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); - _velocity = value; - PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); + RawVelocity = value; + PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); PhysicsScene.PE.Activate(PhysBody, true); } } public override OMV.Vector3 Torque { - get { return _torque; } - set { _torque = value; + get { return RawTorque; } + set { RawTorque = value; } } public override float CollisionScore { @@ -783,27 +612,6 @@ public sealed class BSCharacter : BSPhysObject set { _PIDTau = value; } } - // Used for llSetHoverHeight and maybe vehicle height - // Hover Height will override MoveTo target's Z - public override bool PIDHoverActive { - set { _useHoverPID = value; } - } - public override float PIDHoverHeight { - set { _PIDHoverHeight = value; } - } - public override PIDHoverType PIDHoverType { - set { _PIDHoverType = value; } - } - public override float PIDHoverTau { - set { _PIDHoverTao = value; } - } - - // For RotLookAt - public override OMV.Quaternion APIDTarget { set { return; } } - public override bool APIDActive { set { return; } } - public override float APIDStrength { set { return; } } - public override float APIDDamping { set { return; } } - public override void AddForce(OMV.Vector3 force, bool pushforce) { // Since this force is being applied in only one step, make this a force per second. @@ -833,7 +641,7 @@ public sealed class BSCharacter : BSPhysObject } } - public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { + public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { } public override void SetMomentum(OMV.Vector3 momentum) { } @@ -887,7 +695,7 @@ public sealed class BSCharacter : BSPhysObject public override void UpdateProperties(EntityProperties entprop) { // Don't change position if standing on a stationary object. - if (!_isStationaryStanding) + if (!IsStationary) _position = entprop.Position; _orientation = entprop.Rotation; @@ -896,8 +704,8 @@ public sealed class BSCharacter : BSPhysObject // and will send agent updates to the clients if velocity changes by more than // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many // extra updates. - if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f)) - _velocity = entprop.Velocity; + if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f)) + RawVelocity = entprop.Velocity; _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; @@ -920,7 +728,7 @@ public sealed class BSCharacter : BSPhysObject // base.RequestPhysicsterseUpdate(); DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", - LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); + LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 98ea833..644bc7e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -43,7 +43,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin * VariableName: used by the simulator and performs taint operations, etc * RawVariableName: direct reference to the BulletSim storage for the variable value * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. - * The last two (and certainly the last one) should be referenced only in taint-time. + * The last one should only be referenced in taint-time. */ /* @@ -84,6 +84,7 @@ public abstract class BSPhysObject : PhysicsActor // Initialize variables kept in base. GravModifier = 1.0f; Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); + HoverActive = false; // We don't have any physical representation yet. PhysBody = new BulletBody(localID); @@ -110,11 +111,10 @@ public abstract class BSPhysObject : PhysicsActor // Tell the object to clean up. public virtual void Destroy() { - UnRegisterAllPreStepActions(); - UnRegisterAllPostStepActions(); + PhysicalActors.Enable(false); PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate() { - PhysicalActors.Release(); + PhysicalActors.Dispose(); }); } @@ -203,15 +203,48 @@ public abstract class BSPhysObject : PhysicsActor public abstract OMV.Quaternion RawOrientation { get; set; } public abstract OMV.Quaternion ForceOrientation { get; set; } - public abstract OMV.Vector3 RawVelocity { get; set; } + public OMV.Vector3 RawVelocity { get; set; } public abstract OMV.Vector3 ForceVelocity { get; set; } + public OMV.Vector3 RawForce { get; set; } + public OMV.Vector3 RawTorque { get; set; } + public override void AddAngularForce(OMV.Vector3 force, bool pushforce) + { + AddAngularForce(force, pushforce, false); + } + public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); + public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } public abstract float ForceBuoyancy { get; set; } public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } + public override bool PIDActive { set { MoveToTargetActive = value; } } + public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } + public override float PIDTau { set { MoveToTargetTau = value; } } + + public bool MoveToTargetActive { get; set; } + public OMV.Vector3 MoveToTargetTarget { get; set; } + public float MoveToTargetTau { get; set; } + + // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z + public override bool PIDHoverActive { set { HoverActive = value; } } + public override float PIDHoverHeight { set { HoverHeight = value; } } + public override PIDHoverType PIDHoverType { set { HoverType = value; } } + public override float PIDHoverTau { set { HoverTau = value; } } + + public bool HoverActive { get; set; } + public float HoverHeight { get; set; } + public PIDHoverType HoverType { get; set; } + public float HoverTau { get; set; } + + // For RotLookAt + public override OMV.Quaternion APIDTarget { set { return; } } + public override bool APIDActive { set { return; } } + public override float APIDStrength { set { return; } } + public override float APIDDamping { set { return; } } + // The current velocity forward public virtual float ForwardSpeed { @@ -237,7 +270,44 @@ public abstract class BSPhysObject : PhysicsActor public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free - public readonly String LockedAxisActorName = "BSPrim.LockedAxis"; + + // Enable physical actions. Bullet will keep sleeping non-moving physical objects so + // they need waking up when parameters are changed. + // Called in taint-time!! + public void ActivateIfPhysical(bool forceIt) + { + if (IsPhysical && PhysBody.HasPhysicalBody) + PhysicsScene.PE.Activate(PhysBody, forceIt); + } + + // 'actors' act on the physical object to change or constrain its motion. These can range from + // hovering to complex vehicle motion. + public delegate BSActor CreateActor(); + public void CreateRemoveActor(bool createRemove, string actorName, bool inTaintTime, CreateActor creator) + { + if (createRemove) + { + PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + { + if (!PhysicalActors.HasActor(actorName)) + { + DetailLog("{0},BSPrim.CreateRemoveActor,taint,registerActor,a={1}", LocalID, actorName); + PhysicalActors.Add(actorName, creator()); + } + }); + } + else + { + PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + { + if (PhysicalActors.HasActor(actorName)) + { + DetailLog("{0},BSPrim.CreateRemoveActor,taint,unregisterActor,a={1}", LocalID, actorName); + PhysicalActors.RemoveAndRelease(actorName); + } + }); + } + } #region Collisions @@ -255,7 +325,9 @@ public abstract class BSPhysObject : PhysicsActor protected CollisionFlags CurrentCollisionFlags { get; set; } // On a collision, check the collider and remember if the last collider was moving // Used to modify the standing of avatars (avatars on stationary things stand still) - protected bool ColliderIsMoving; + public bool ColliderIsMoving; + // Used by BSCharacter to manage standing (and not slipping) + public bool IsStationary; // Count of collisions for this object protected long CollisionAccumulation { get; set; } @@ -293,7 +365,7 @@ public abstract class BSPhysObject : PhysicsActor protected CollisionEventUpdate CollisionCollection; // Remember collisions from last tick for fancy collision based actions // (like a BSCharacter walking up stairs). - protected CollisionEventUpdate CollisionsLastTick; + public CollisionEventUpdate CollisionsLastTick; // The simulation step is telling this object about a collision. // Return 'true' if a collision was processed and should be sent up. @@ -424,104 +496,6 @@ public abstract class BSPhysObject : PhysicsActor public BSActorCollection PhysicalActors; - // There are some actions that must be performed for a physical object before each simulation step. - // These actions are optional so, rather than scanning all the physical objects and asking them - // if they have anything to do, a physical object registers for an event call before the step is performed. - // This bookkeeping makes it easy to add, remove and clean up after all these registrations. - private Dictionary RegisteredPrestepActions = new Dictionary(); - private Dictionary RegisteredPoststepActions = new Dictionary(); - protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) - { - string identifier = op + "-" + id.ToString(); - - lock (RegisteredPrestepActions) - { - // Clean out any existing action - UnRegisterPreStepAction(op, id); - RegisteredPrestepActions[identifier] = actn; - PhysicsScene.BeforeStep += actn; - } - DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); - } - - // Unregister a pre step action. Safe to call if the action has not been registered. - // Returns 'true' if an action was actually removed - protected bool UnRegisterPreStepAction(string op, uint id) - { - string identifier = op + "-" + id.ToString(); - bool removed = false; - lock (RegisteredPrestepActions) - { - if (RegisteredPrestepActions.ContainsKey(identifier)) - { - PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier]; - RegisteredPrestepActions.Remove(identifier); - removed = true; - } - } - DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); - return removed; - } - - protected void UnRegisterAllPreStepActions() - { - lock (RegisteredPrestepActions) - { - foreach (KeyValuePair kvp in RegisteredPrestepActions) - { - PhysicsScene.BeforeStep -= kvp.Value; - } - RegisteredPrestepActions.Clear(); - } - DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); - } - - protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn) - { - string identifier = op + "-" + id.ToString(); - - lock (RegisteredPoststepActions) - { - // Clean out any existing action - UnRegisterPostStepAction(op, id); - RegisteredPoststepActions[identifier] = actn; - PhysicsScene.AfterStep += actn; - } - DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier); - } - - // Unregister a pre step action. Safe to call if the action has not been registered. - // Returns 'true' if an action was actually removed. - protected bool UnRegisterPostStepAction(string op, uint id) - { - string identifier = op + "-" + id.ToString(); - bool removed = false; - lock (RegisteredPoststepActions) - { - if (RegisteredPoststepActions.ContainsKey(identifier)) - { - PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier]; - RegisteredPoststepActions.Remove(identifier); - removed = true; - } - } - DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed); - return removed; - } - - protected void UnRegisterAllPostStepActions() - { - lock (RegisteredPoststepActions) - { - foreach (KeyValuePair kvp in RegisteredPoststepActions) - { - PhysicsScene.AfterStep -= kvp.Value; - } - RegisteredPoststepActions.Clear(); - } - DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID); - } - // When an update to the physical properties happens, this event is fired to let // different actors to modify the update before it is passed around public delegate void PreUpdatePropertyAction(ref EntityProperties entprop); @@ -533,46 +507,6 @@ public abstract class BSPhysObject : PhysicsActor actions(ref entprop); } - private Dictionary RegisteredPreUpdatePropertyActions = new Dictionary(); - public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn) - { - lock (RegisteredPreUpdatePropertyActions) - { - // Clean out any existing action - UnRegisterPreUpdatePropertyAction(identifier); - RegisteredPreUpdatePropertyActions[identifier] = actn; - OnPreUpdateProperty += actn; - } - DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier); - } - public bool UnRegisterPreUpdatePropertyAction(string identifier) - { - bool removed = false; - lock (RegisteredPreUpdatePropertyActions) - { - if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier)) - { - OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier]; - RegisteredPreUpdatePropertyActions.Remove(identifier); - removed = true; - } - } - DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed); - return removed; - } - public void UnRegisterAllPreUpdatePropertyActions() - { - lock (RegisteredPreUpdatePropertyActions) - { - foreach (KeyValuePair kvp in RegisteredPreUpdatePropertyActions) - { - OnPreUpdateProperty -= kvp.Value; - } - RegisteredPreUpdatePropertyActions.Clear(); - } - DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID); - } - #endregion // Per Simulation Step actions // High performance detailed logging routine used by the physical objects. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index e56276a..71fea59 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -55,9 +55,6 @@ public class BSPrim : BSPhysObject private OMV.Vector3 _position; private float _mass; // the mass of this object - private OMV.Vector3 _force; - private OMV.Vector3 _velocity; - private OMV.Vector3 _torque; private OMV.Vector3 _acceleration; private OMV.Quaternion _orientation; private int _physicsActorType; @@ -73,16 +70,13 @@ public class BSPrim : BSPhysObject private int CrossingFailures { get; set; } public BSDynamics VehicleActor; - public string VehicleActorName = "BasicVehicle"; + public const string VehicleActorName = "BasicVehicle"; - private BSVMotor _targetMotor; - private OMV.Vector3 _PIDTarget; - private float _PIDTau; - - private BSFMotor _hoverMotor; - private float _PIDHoverHeight; - private PIDHoverType _PIDHoverType; - private float _PIDHoverTau; + public const string HoverActorName = "HoverActor"; + public const String LockedAxisActorName = "BSPrim.LockedAxis"; + public const string MoveToTargetActorName = "MoveToTargetActor"; + public const string SetForceActorName = "SetForceActor"; + public const string SetTorqueActorName = "SetTorqueActor"; public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) @@ -95,7 +89,7 @@ public class BSPrim : BSPhysObject Scale = size; // prims are the size the user wants them to be (different for BSCharactes). _orientation = rotation; _buoyancy = 0f; - _velocity = OMV.Vector3.Zero; + RawVelocity = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; BaseShape = pbs; _isPhysical = pisPhysical; @@ -233,7 +227,7 @@ public class BSPrim : BSPhysObject // Called at taint time! public override void ZeroMotion(bool inTaintTime) { - _velocity = OMV.Vector3.Zero; + RawVelocity = OMV.Vector3.Zero; _acceleration = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; @@ -270,19 +264,17 @@ public class BSPrim : BSPhysObject if (axis.Z != 1) locking.Z = 0f; LockedAxis = locking; - if (LockedAxis != LockedAxisFree) + CreateRemoveActor(LockedAxis != LockedAxisFree /* creatActor */, LockedAxisActorName, false /* inTaintTime */, delegate() { - PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() - { - // If there is not already an axis locker, make one - if (!PhysicalActors.HasActor(LockedAxisActorName)) - { - DetailLog("{0},BSPrim.LockAngularMotion,taint,registeringLockAxisActor", LocalID); - PhysicalActors.Add(LockedAxisActorName, new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName)); - } - UpdatePhysicalParameters(); - }); - } + return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName); + }); + + // Update parameters so the new actor's Refresh() action is called at the right time. + PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() + { + UpdatePhysicalParameters(); + }); + return; } @@ -407,9 +399,9 @@ public class BSPrim : BSPhysObject ZeroMotion(inTaintTime); ret = true; } - if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity) + if (RawVelocity.LengthSquared() > BSParam.MaxLinearVelocity) { - _velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity); + RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity); ret = true; } if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) @@ -506,35 +498,13 @@ public class BSPrim : BSPhysObject } public override OMV.Vector3 Force { - get { return _force; } + get { return RawForce; } set { - _force = value; - if (_force != OMV.Vector3.Zero) - { - // If the force is non-zero, it must be reapplied each tick because - // Bullet clears the forces applied last frame. - RegisterPreStepAction("BSPrim.setForce", LocalID, - delegate(float timeStep) - { - if (!IsPhysicallyActive || _force == OMV.Vector3.Zero) - { - UnRegisterPreStepAction("BSPrim.setForce", LocalID); - return; - } - - DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); - if (PhysBody.HasPhysicalBody) - { - PhysicsScene.PE.ApplyCentralForce(PhysBody, _force); - ActivateIfPhysical(false); - } - } - ); - } - else + RawForce = value; + CreateRemoveActor(RawForce == OMV.Vector3.Zero, SetForceActorName, false /* inTaintTime */, delegate() { - UnRegisterPreStepAction("BSPrim.setForce", LocalID); - } + return new BSActorSetForce(PhysicsScene, this, SetForceActorName); + }); } } @@ -670,62 +640,39 @@ public class BSPrim : BSPhysObject } } } - public override OMV.Vector3 RawVelocity - { - get { return _velocity; } - set { _velocity = value; } - } public override OMV.Vector3 Velocity { - get { return _velocity; } + get { return RawVelocity; } set { - _velocity = value; + RawVelocity = value; PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() { - // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); - ForceVelocity = _velocity; + // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); + ForceVelocity = RawVelocity; }); } } public override OMV.Vector3 ForceVelocity { - get { return _velocity; } + get { return RawVelocity; } set { PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); - _velocity = Util.ClampV(value, BSParam.MaxLinearVelocity); + RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); if (PhysBody.HasPhysicalBody) { - DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity); - PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); + DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity); + PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); ActivateIfPhysical(false); } } } public override OMV.Vector3 Torque { - get { return _torque; } + get { return RawTorque; } set { - _torque = value; - if (_torque != OMV.Vector3.Zero) + RawTorque = value; + CreateRemoveActor(RawTorque == OMV.Vector3.Zero, SetTorqueActorName, false /* inTaintTime */, delegate() { - // If the torque is non-zero, it must be reapplied each tick because - // Bullet clears the forces applied last frame. - RegisterPreStepAction("BSPrim.setTorque", LocalID, - delegate(float timeStep) - { - if (!IsPhysicallyActive || _torque == OMV.Vector3.Zero) - { - UnRegisterPreStepAction("BSPrim.setTorque", LocalID); - return; - } - - if (PhysBody.HasPhysicalBody) - AddAngularForce(_torque, false, true); - } - ); - } - else - { - UnRegisterPreStepAction("BSPrim.setTorque", LocalID); - } + return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName); + }); // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); } } @@ -909,7 +856,7 @@ public class BSPrim : BSPhysObject // For good measure, make sure the transform is set through to the motion state ForcePosition = _position; - ForceVelocity = _velocity; + ForceVelocity = RawVelocity; ForceRotationalVelocity = _rotationalVelocity; // A dynamic object has mass @@ -966,15 +913,6 @@ public class BSPrim : BSPhysObject } } - // Enable physical actions. Bullet will keep sleeping non-moving physical objects so - // they need waking up when parameters are changed. - // Called in taint-time!! - private void ActivateIfPhysical(bool forceIt) - { - if (IsPhysical && PhysBody.HasPhysicalBody) - PhysicsScene.PE.Activate(PhysBody, forceIt); - } - // Turn on or off the flag controlling whether collision events are returned to the simulator. private void EnableCollisions(bool wantsCollisionEvents) { @@ -1096,78 +1034,13 @@ public class BSPrim : BSPhysObject } } - // Used for MoveTo - public override OMV.Vector3 PIDTarget { - set - { - // TODO: add a sanity check -- don't move more than a region or something like that. - _PIDTarget = value; - } - } - public override float PIDTau { - set { _PIDTau = value; } - } public override bool PIDActive { set { - if (value) - { - // We're taking over after this. - ZeroMotion(true); - - _targetMotor = new BSVMotor("BSPrim.PIDTarget", - _PIDTau, // timeScale - BSMotor.Infinite, // decay time scale - BSMotor.InfiniteVector, // friction timescale - 1f // efficiency - ); - _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. - _targetMotor.SetTarget(_PIDTarget); - _targetMotor.SetCurrent(RawPosition); - /* - _targetMotor = new BSPIDVMotor("BSPrim.PIDTarget"); - _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. - - _targetMotor.SetTarget(_PIDTarget); - _targetMotor.SetCurrent(RawPosition); - _targetMotor.TimeScale = _PIDTau; - _targetMotor.Efficiency = 1f; - */ - - RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep) - { - if (!IsPhysicallyActive) - { - UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID); - return; - } - - OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) - - // 'movePosition' is where we'd like the prim to be at this moment. - OMV.Vector3 movePosition = RawPosition + _targetMotor.Step(timeStep); - - // If we are very close to our target, turn off the movement motor. - if (_targetMotor.ErrorIsZero()) - { - DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", - LocalID, movePosition, RawPosition, Mass); - ForcePosition = _targetMotor.TargetValue; - _targetMotor.Enabled = false; - } - else - { - _position = movePosition; - PositionSanityCheck(true /* intaintTime */); - ForcePosition = _position; - } - DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", LocalID, origPosition, movePosition); - }); - } - else + base.MoveToTargetActive = value; + CreateRemoveActor(MoveToTargetActive, MoveToTargetActorName, false /* inTaintTime */, delegate() { - // Stop any targetting - UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID); - } + return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName); + }); } } @@ -1175,88 +1048,14 @@ public class BSPrim : BSPhysObject // Hover Height will override MoveTo target's Z public override bool PIDHoverActive { set { - if (value) - { - // Turning the target on - _hoverMotor = new BSFMotor("BSPrim.Hover", - _PIDHoverTau, // timeScale - BSMotor.Infinite, // decay time scale - BSMotor.Infinite, // friction timescale - 1f // efficiency - ); - _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); - _hoverMotor.SetCurrent(RawPosition.Z); - _hoverMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. - - RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) - { - // Don't do hovering while the object is selected. - if (!IsPhysicallyActive) - return; - - _hoverMotor.SetCurrent(RawPosition.Z); - _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); - float targetHeight = _hoverMotor.Step(timeStep); - - // 'targetHeight' is where we'd like the Z of the prim to be at this moment. - // Compute the amount of force to push us there. - float moveForce = (targetHeight - RawPosition.Z) * Mass; - // Undo anything the object thinks it's doing at the moment - moveForce = -RawVelocity.Z * Mass; - - PhysicsScene.PE.ApplyCentralImpulse(PhysBody, new OMV.Vector3(0f, 0f, moveForce)); - DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass); - }); - } - else + base.HoverActive = value; + CreateRemoveActor(HoverActive /* creatActor */, HoverActorName, false /* inTaintTime */, delegate() { - UnRegisterPreStepAction("BSPrim.Hover", LocalID); - } - } - } - public override float PIDHoverHeight { - set { _PIDHoverHeight = value; } - } - public override PIDHoverType PIDHoverType { - set { _PIDHoverType = value; } - } - public override float PIDHoverTau { - set { _PIDHoverTau = value; } - } - // Based on current position, determine what we should be hovering at now. - // Must recompute often. What if we walked offa cliff> - private float ComputeCurrentPIDHoverHeight() - { - float ret = _PIDHoverHeight; - float groundHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); - - switch (_PIDHoverType) - { - case PIDHoverType.Ground: - ret = groundHeight + _PIDHoverHeight; - break; - case PIDHoverType.GroundAndWater: - float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); - if (groundHeight > waterHeight) - { - ret = groundHeight + _PIDHoverHeight; - } - else - { - ret = waterHeight + _PIDHoverHeight; - } - break; + return new BSActorHover(PhysicsScene, this, HoverActorName); + }); } - return ret; } - - // For RotLookAt - public override OMV.Quaternion APIDTarget { set { return; } } - public override bool APIDActive { set { return; } } - public override float APIDStrength { set { return; } } - public override float APIDDamping { set { return; } } - public override void AddForce(OMV.Vector3 force, bool pushforce) { // Per documentation, max force is limited. OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); @@ -1324,10 +1123,8 @@ public class BSPrim : BSPhysObject } } - public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { - AddAngularForce(force, pushforce, false); - } - public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) + // BSPhysObject.AddAngularForce() + public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { if (force.IsFinite()) { @@ -1694,8 +1491,8 @@ public class BSPrim : BSPhysObject _orientation = entprop.Rotation; // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be // very sensitive to velocity changes. - if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold)) - _velocity = entprop.Velocity; + if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) + RawVelocity = entprop.Velocity; _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; @@ -1705,7 +1502,7 @@ public class BSPrim : BSPhysObject if (PositionSanityCheck(true /* inTaintTime */ )) { entprop.Position = _position; - entprop.Velocity = _velocity; + entprop.Velocity = RawVelocity; entprop.RotationalVelocity = _rotationalVelocity; entprop.Acceleration = _acceleration; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 8a15abe..a0131c7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -6,7 +6,6 @@ Enable vehicle border crossings (at least as poorly as ODE) Terrain skirts Avatar created in previous region and not new region when crossing border Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) -Lock axis Deleting a linkset while standing on the root will leave the physical shape of the root behind. Not sure if it is because standing on it. Done with large prim linksets. Linkset child rotations. @@ -344,3 +343,5 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. Verify that angular motion specified around Z moves in the vehicle coordinates. DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. Nebadon vehicles turning funny in arena (DONE) +Lock axis (DONE 20130401) + -- cgit v1.1 From a7a1b8b7e9269b446e3396a35153b00942c1e35b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 7 Apr 2013 14:05:35 -0700 Subject: BulletSim: clean up actor code so routines use the same coding pattern. Fix a few enabling problems. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 22 ++--- .../Region/Physics/BulletSPlugin/BSActorHover.cs | 6 +- .../Physics/BulletSPlugin/BSActorLockAxis.cs | 105 ++++++++++----------- .../Physics/BulletSPlugin/BSActorMoveToTarget.cs | 12 +-- .../Physics/BulletSPlugin/BSActorSetForce.cs | 2 +- .../Physics/BulletSPlugin/BSActorSetTorque.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 49 +++++++--- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 3 + .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 35 +++---- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 22 ++--- 10 files changed, 137 insertions(+), 123 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 634a898..8416740 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -67,14 +67,6 @@ public class BSActorAvatarMove : BSActor { m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID); - // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) - if (m_controllingPrim.RawForce == OMV.Vector3.Zero) - { - m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh,notAvatarMove,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; - } - // If the object is physically active, add the hoverer prestep action if (isActive) { @@ -95,14 +87,19 @@ public class BSActorAvatarMove : BSActor // Nothing to do for the hoverer since it is all software at pre-step action time. } + // Usually called when target velocity changes to set the current velocity and the target + // into the movement motor. public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) { m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() { - m_velocityMotor.Reset(); - m_velocityMotor.SetTarget(targ); - m_velocityMotor.SetCurrent(vel); - m_velocityMotor.Enabled = true; + if (m_velocityMotor != null) + { + m_velocityMotor.Reset(); + m_velocityMotor.SetTarget(targ); + m_velocityMotor.SetCurrent(vel); + m_velocityMotor.Enabled = true; + } }); } @@ -119,6 +116,7 @@ public class BSActorAvatarMove : BSActor 1f // efficiency ); // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. + SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); m_physicsScene.BeforeStep += Mover; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 8dd3700..e8310df 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -67,12 +67,10 @@ public class BSActorHover : BSActor { m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID); - // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + // If not active any more, turn me off if (!m_controllingPrim.HoverActive) { - m_physicsScene.DetailLog("{0},BSActorHover,refresh,notHovering,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; + SetEnabled(false); } // If the object is physically active, add the hoverer prestep action diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index c40a499..09ee32b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -36,7 +36,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public class BSActorLockAxis : BSActor { - bool TryExperimentalLockAxisCode = true; BSConstraint LockAxisConstraint = null; public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) @@ -69,18 +68,13 @@ public class BSActorLockAxis : BSActor // If all the axis are free, we don't need to exist if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) { - m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; + Enabled = false; } + // If the object is physically active, add the axis locking constraint - if (Enabled - && m_controllingPrim.IsPhysicallyActive - && TryExperimentalLockAxisCode - && m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree) + if (isActive) { - if (LockAxisConstraint == null) - AddAxisLockConstraint(); + AddAxisLockConstraint(); } else { @@ -108,58 +102,61 @@ public class BSActorLockAxis : BSActor private void AddAxisLockConstraint() { - // Lock that axis by creating a 6DOF constraint that has one end in the world and - // the other in the object. - // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 - // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 + if (LockAxisConstraint == null) + { + // Lock that axis by creating a 6DOF constraint that has one end in the world and + // the other in the object. + // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 + // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 - // Remove any existing axis constraint (just to be sure) - RemoveAxisLockConstraint(); + // Remove any existing axis constraint (just to be sure) + RemoveAxisLockConstraint(); - BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, - OMV.Vector3.Zero, OMV.Quaternion.Identity, - false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); - LockAxisConstraint = axisConstrainer; - m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); + BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, + OMV.Vector3.Zero, OMV.Quaternion.Identity, + false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); + LockAxisConstraint = axisConstrainer; + m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); - // The constraint is tied to the world and oriented to the prim. + // The constraint is tied to the world and oriented to the prim. - // Free to move linearly in the region - OMV.Vector3 linearLow = OMV.Vector3.Zero; - OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; - axisConstrainer.SetLinearLimits(linearLow, linearHigh); + // Free to move linearly in the region + OMV.Vector3 linearLow = OMV.Vector3.Zero; + OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; + axisConstrainer.SetLinearLimits(linearLow, linearHigh); - // Angular with some axis locked - float fPI = (float)Math.PI; - OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); - OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); - if (m_controllingPrim.LockedAxis.X != 1f) - { - angularLow.X = 0f; - angularHigh.X = 0f; - } - if (m_controllingPrim.LockedAxis.Y != 1f) - { - angularLow.Y = 0f; - angularHigh.Y = 0f; - } - if (m_controllingPrim.LockedAxis.Z != 1f) - { - angularLow.Z = 0f; - angularHigh.Z = 0f; - } - if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) - { - m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); - } + // Angular with some axis locked + float fPI = (float)Math.PI; + OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); + OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); + if (m_controllingPrim.LockedAxis.X != 1f) + { + angularLow.X = 0f; + angularHigh.X = 0f; + } + if (m_controllingPrim.LockedAxis.Y != 1f) + { + angularLow.Y = 0f; + angularHigh.Y = 0f; + } + if (m_controllingPrim.LockedAxis.Z != 1f) + { + angularLow.Z = 0f; + angularHigh.Z = 0f; + } + if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) + { + m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); + } - m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", - m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); + m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", + m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); - // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. - axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); + // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. + axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); - axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); + axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); + } } private void RemoveAxisLockConstraint() diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 3517ef2..16c2b14 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -67,15 +67,12 @@ public class BSActorMoveToTarget : BSActor { m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh", m_controllingPrim.LocalID); - // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) - if (!m_controllingPrim.HoverActive) + // If not active any more... + if (!m_controllingPrim.MoveToTargetActive) { - m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,notMoveToTarget,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; + Enabled = false; } - // If the object is physically active, add the hoverer prestep action if (isActive) { ActivateMoveToTarget(); @@ -92,7 +89,7 @@ public class BSActorMoveToTarget : BSActor // BSActor.RemoveBodyDependencies() public override void RemoveBodyDependencies() { - // Nothing to do for the hoverer since it is all software at pre-step action time. + // Nothing to do for the moveToTarget since it is all software at pre-step action time. } // If a hover motor has not been created, create one and start the hovering. @@ -144,7 +141,6 @@ public class BSActorMoveToTarget : BSActor m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; - m_targetMotor.Enabled = false; } else { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs index d942490..3ad138d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs @@ -71,7 +71,7 @@ public class BSActorSetForce : BSActor if (m_controllingPrim.RawForce == OMV.Vector3.Zero) { m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + Enabled = false; return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index e0f719f..159a3a8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -70,8 +70,8 @@ public class BSActorSetTorque : BSActor // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) if (m_controllingPrim.RawTorque == OMV.Vector3.Zero) { - m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName); + Enabled = false; return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index fb4d452..12a8817 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -42,24 +42,36 @@ public class BSActorCollection } public void Add(string name, BSActor actor) { - m_actors[name] = actor; + lock (m_actors) + { + if (!m_actors.ContainsKey(name)) + { + m_actors[name] = actor; + } + } } public bool RemoveAndRelease(string name) { bool ret = false; - if (m_actors.ContainsKey(name)) + lock (m_actors) { - BSActor beingRemoved = m_actors[name]; - beingRemoved.Dispose(); - m_actors.Remove(name); - ret = true; + if (m_actors.ContainsKey(name)) + { + BSActor beingRemoved = m_actors[name]; + m_actors.Remove(name); + beingRemoved.Dispose(); + ret = true; + } } return ret; } public void Clear() { - Release(); - m_actors.Clear(); + lock (m_actors) + { + Release(); + m_actors.Clear(); + } } public void Dispose() { @@ -69,15 +81,22 @@ public class BSActorCollection { return m_actors.ContainsKey(name); } + public bool TryGetActor(string actorName, out BSActor theActor) + { + return m_actors.TryGetValue(actorName, out theActor); + } public void ForEachActor(Action act) { - foreach (KeyValuePair kvp in m_actors) - act(kvp.Value); + lock (m_actors) + { + foreach (KeyValuePair kvp in m_actors) + act(kvp.Value); + } } public void Enable(bool enabl) { - ForEachActor(a => a.Enable(enabl)); + ForEachActor(a => a.SetEnabled(enabl)); } public void Release() { @@ -106,7 +125,7 @@ public abstract class BSActor { protected BSScene m_physicsScene { get; private set; } protected BSPhysObject m_controllingPrim { get; private set; } - protected bool Enabled { get; set; } + public virtual bool Enabled { get; set; } public string ActorName { get; private set; } public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) @@ -122,8 +141,10 @@ public abstract class BSActor { get { return Enabled; } } - // Turn the actor on an off. - public virtual void Enable(bool setEnabled) + + // Turn the actor on an off. Only used by ActorCollection to set all enabled/disabled. + // Anyone else should assign true/false to 'Enabled'. + public void SetEnabled(bool setEnabled) { Enabled = setEnabled; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 09c9b16..a0d58d3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -160,6 +160,9 @@ public sealed class BSCharacter : BSPhysObject // Make so capsule does not fall over PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); + // The avatar mover sets some parameters. + PhysicalActors.Refresh(); + PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 644bc7e..64bf395 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -282,30 +282,31 @@ public abstract class BSPhysObject : PhysicsActor // 'actors' act on the physical object to change or constrain its motion. These can range from // hovering to complex vehicle motion. + // May be called at non-taint time as this just adds the actor to the action list and the real + // work is done during the simulation step. + // Note that, if the actor is already in the list and we are disabling same, the actor is just left + // in the list disabled. public delegate BSActor CreateActor(); - public void CreateRemoveActor(bool createRemove, string actorName, bool inTaintTime, CreateActor creator) + public void EnableActor(bool enableActor, string actorName, CreateActor creator) { - if (createRemove) + lock (PhysicalActors) { - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + BSActor theActor; + if (PhysicalActors.TryGetActor(actorName, out theActor)) { - if (!PhysicalActors.HasActor(actorName)) - { - DetailLog("{0},BSPrim.CreateRemoveActor,taint,registerActor,a={1}", LocalID, actorName); - PhysicalActors.Add(actorName, creator()); - } - }); - } - else - { - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + // The actor already exists so just turn it on or off + theActor.Enabled = enableActor; + } + else { - if (PhysicalActors.HasActor(actorName)) + // The actor does not exist. If it should, create it. + if (enableActor) { - DetailLog("{0},BSPrim.CreateRemoveActor,taint,unregisterActor,a={1}", LocalID, actorName); - PhysicalActors.RemoveAndRelease(actorName); + theActor = creator(); + PhysicalActors.Add(actorName, theActor); + theActor.Enabled = true; } - }); + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 71fea59..16c7a90 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -95,6 +95,7 @@ public class BSPrim : BSPhysObject _isPhysical = pisPhysical; _isVolumeDetect = false; + // We keep a handle to the vehicle actor so we can set vehicle parameters later. VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); PhysicalActors.Add(VehicleActorName, VehicleActor); @@ -264,7 +265,7 @@ public class BSPrim : BSPhysObject if (axis.Z != 1) locking.Z = 0f; LockedAxis = locking; - CreateRemoveActor(LockedAxis != LockedAxisFree /* creatActor */, LockedAxisActorName, false /* inTaintTime */, delegate() + EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate() { return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName); }); @@ -501,7 +502,7 @@ public class BSPrim : BSPhysObject get { return RawForce; } set { RawForce = value; - CreateRemoveActor(RawForce == OMV.Vector3.Zero, SetForceActorName, false /* inTaintTime */, delegate() + EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() { return new BSActorSetForce(PhysicsScene, this, SetForceActorName); }); @@ -510,14 +511,13 @@ public class BSPrim : BSPhysObject public override int VehicleType { get { - return (int)VehicleActor.Type; // if we are a vehicle, return that type + return (int)VehicleActor.Type; } set { Vehicle type = (Vehicle)value; PhysicsScene.TaintedObject("setVehicleType", delegate() { - // 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. VehicleActor.ProcessTypeChange(type); ActivateIfPhysical(false); @@ -669,11 +669,11 @@ public class BSPrim : BSPhysObject get { return RawTorque; } set { RawTorque = value; - CreateRemoveActor(RawTorque == OMV.Vector3.Zero, SetTorqueActorName, false /* inTaintTime */, delegate() + EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() { return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName); }); - // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); + DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); } } public override OMV.Vector3 Acceleration { @@ -786,7 +786,6 @@ public class BSPrim : BSPhysObject MakeDynamic(IsStatic); // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) - VehicleActor.Refresh(); PhysicalActors.Refresh(); // Arrange for collision events if the simulator wants them @@ -1037,7 +1036,7 @@ public class BSPrim : BSPhysObject public override bool PIDActive { set { base.MoveToTargetActive = value; - CreateRemoveActor(MoveToTargetActive, MoveToTargetActorName, false /* inTaintTime */, delegate() + EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() { return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName); }); @@ -1049,7 +1048,7 @@ public class BSPrim : BSPhysObject public override bool PIDHoverActive { set { base.HoverActive = value; - CreateRemoveActor(HoverActive /* creatActor */, HoverActorName, false /* inTaintTime */, delegate() + EnableActor(HoverActive, HoverActorName, delegate() { return new BSActorHover(PhysicsScene, this, HoverActorName); }); @@ -1458,7 +1457,7 @@ public class BSPrim : BSPhysObject { // Create the correct physical representation for this type of object. // Updates base.PhysBody and base.PhysShape with the new information. - // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. + // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody) { // Called if the current prim body is about to be destroyed. @@ -1472,9 +1471,9 @@ public class BSPrim : BSPhysObject return; } + // Called at taint-time protected virtual void RemoveBodyDependencies() { - VehicleActor.RemoveBodyDependencies(); PhysicalActors.RemoveBodyDependencies(); } @@ -1482,6 +1481,7 @@ public class BSPrim : BSPhysObject // the world that things have changed. public override void UpdateProperties(EntityProperties entprop) { + // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. TriggerPreUpdatePropertyAction(ref entprop); // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG -- cgit v1.1 From 99f39836a1879a807bb7d6bf5bf793c3a99584c4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 8 Apr 2013 06:27:01 -0700 Subject: BulletSim: moving comments around. No functional change. --- OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 10 +--------- OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 9 +++++++++ 3 files changed, 11 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index 159a3a8..7a791ec 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -65,7 +65,7 @@ public class BSActorSetTorque : BSActor // BSActor.Refresh() public override void Refresh() { - m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh", m_controllingPrim.LocalID); + m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,torque={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque); // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) if (m_controllingPrim.RawTorque == OMV.Vector3.Zero) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 16c7a90..3423d2e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1514,16 +1514,8 @@ public class BSPrim : BSPhysObject LastEntityProperties = CurrentEntityProperties; CurrentEntityProperties = entprop; + // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims. base.RequestPhysicsterseUpdate(); - /* - else - { - // For debugging, 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); - } - */ } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index d65d407..28242d4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -163,6 +163,15 @@ public class BSPrimLinkable : BSPrimDisplaced // TODO: this will have to change when linksets are articulated. base.UpdateProperties(entprop); } + /* + else + { + // For debugging, 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); + } + */ // The linkset might like to know about changing locations Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); } -- cgit v1.1 From 8690a08881d41c285dd830b4b1646eb116ad098d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Apr 2013 23:02:11 +0100 Subject: minor: Log an exception if we aren't able to delete a script state file rather than simply ignoring it. This should never normally happen but if it does then it can be valuable diagonstic information. --- OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index bf19a42..1e6db43 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -520,8 +520,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance { File.Delete(savedState); } - catch(Exception) + catch (Exception e) { + m_log.Warn( + string.Format( + "[SCRIPT INSTANCE]: Could not delete script state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}. Exception ", + ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name), + e); } } -- cgit v1.1 From 06068444e2486cb761d266c6831c54fc27d7d5c2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Apr 2013 23:21:13 +0100 Subject: Comment out rez perms logging I accidentally left in at 7f07023 (Sat Apr 6 02:34:51 2013) --- OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 77299be..f8e93e1 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs @@ -1453,7 +1453,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions bool permission = false; - m_log.DebugFormat("[PERMISSIONS MODULE]: Checking rez object at {0} in {1}", objectPosition, m_scene.Name); +// m_log.DebugFormat("[PERMISSIONS MODULE]: Checking rez object at {0} in {1}", objectPosition, m_scene.Name); ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y); if (land == null) return false; -- cgit v1.1 From 29e28f4b84677fa1e1b138d0ede610c55add12f2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 10 Apr 2013 00:05:03 +0100 Subject: minor: remove mono compiler warnings in InventoryAccessModule --- .../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index f796ec9..e0009bb 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -353,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess bool asAttachment) { CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero); - Dictionary originalPositions = new Dictionary(); +// Dictionary originalPositions = new Dictionary(); foreach (SceneObjectGroup objectGroup in objlist) { @@ -936,8 +936,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } } - int primcount = 0; - for(int i = 0; i < objlist.Count; i++) + for (int i = 0; i < objlist.Count; i++) { SceneObjectGroup g = objlist[i]; -- cgit v1.1 From 148e46563f9f95e43a460780592deceed3dd5d14 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 10 Apr 2013 00:07:58 +0100 Subject: minor: fix mono compiler warning in ScriptsHttpRequests.cs --- OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index ebf56cd..6793fc8 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs @@ -395,7 +395,6 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest //public bool HttpVerboseThrottle = true; // not implemented public List HttpCustomHeaders = null; public bool HttpPragmaNoCache = true; - private Thread httpThread; // Request info private UUID _itemID; -- cgit v1.1 From 17fd075f39df71d628db08b7c280150f231f8a26 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Apr 2013 11:55:29 -0700 Subject: BulletSim: fix problem where large sets of mega-regions weren't registering all the terrain with the base region. --- OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index cd15850..5240ad8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -213,13 +213,13 @@ public sealed class BSTerrainManager : IDisposable }); } - // Another region is calling this region passing a terrain. + // Another region is calling this region and passing a terrain. // A region that is not the mega-region root will pass its terrain to the root region so the root region // physics engine will have all the terrains. private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) { // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. - PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + m_worldOffset.ToString(), 0, delegate() + PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() { UpdateTerrain(id, heightMap, minCoords, maxCoords); }); @@ -306,7 +306,7 @@ public sealed class BSTerrainManager : IDisposable newTerrainID = ++m_terrainCount; DetailLog("{0},BSTerrainManager.UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", - BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); + BSScene.DetailLogZero, newTerrainID, minCoords, maxCoords); BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); m_terrains.Add(terrainRegionBase, newTerrainPhys); -- cgit v1.1 From 59135c9a31875dc514b3ea2fe14021571807701d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Apr 2013 16:32:54 -0700 Subject: BulletSim: add Bullet HACD library invocation. Turned off by default as not totally debugged. Updated DLLs and SOs with more debugged HACD library code. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 53 ++++- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 1 + .../Physics/BulletSPlugin/BSShapeCollection.cs | 223 ++++++++++++--------- 3 files changed, 183 insertions(+), 94 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 385ed9e..06df85e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -86,6 +86,7 @@ public static class BSParam public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects public static bool ShouldRemoveZeroWidthTriangles { get; private set; } + public static bool ShouldUseBulletHACD { get; set; } public static float TerrainImplementation { get; private set; } public static int TerrainMeshMagnification { get; private set; } @@ -149,6 +150,15 @@ public static class BSParam public static float CSHullVolumeConservationThresholdPercent { get; private set; } public static int CSHullMaxVertices { get; private set; } public static float CSHullMaxSkinWidth { get; private set; } + public static float BHullMaxVerticesPerHull { get; private set; } // 100 + public static float BHullMinClusters { get; private set; } // 2 + public static float BHullCompacityWeight { get; private set; } // 0.1 + public static float BHullVolumeWeight { get; private set; } // 0.0 + public static float BHullConcavity { get; private set; } // 100 + public static bool BHullAddExtraDistPoints { get; private set; } // false + public static bool BHullAddNeighboursDistPoints { get; private set; } // false + public static bool BHullAddFacesPoints { get; private set; } // false + public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false // Linkset implementation parameters public static float LinksetImplementation { get; private set; } @@ -325,6 +335,10 @@ public static class BSParam true, (s) => { return ShouldRemoveZeroWidthTriangles; }, (s,v) => { ShouldRemoveZeroWidthTriangles = v; } ), + new ParameterDefn("ShouldUseBulletHACD", "If true, use the Bullet version of HACD", + false, + (s) => { return ShouldUseBulletHACD; }, + (s,v) => { ShouldUseBulletHACD = v; } ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5, @@ -663,10 +677,47 @@ public static class BSParam (s) => { return CSHullMaxVertices; }, (s,v) => { CSHullMaxVertices = v; } ), new ParameterDefn("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", - 0, + 0f, (s) => { return CSHullMaxSkinWidth; }, (s,v) => { CSHullMaxSkinWidth = v; } ), + new ParameterDefn("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", + 100f, + (s) => { return BHullMaxVerticesPerHull; }, + (s,v) => { BHullMaxVerticesPerHull = v; } ), + new ParameterDefn("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", + 2f, + (s) => { return BHullMinClusters; }, + (s,v) => { BHullMinClusters = v; } ), + new ParameterDefn("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", + 2f, + (s) => { return BHullCompacityWeight; }, + (s,v) => { BHullCompacityWeight = v; } ), + new ParameterDefn("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", + 0.1f, + (s) => { return BHullVolumeWeight; }, + (s,v) => { BHullVolumeWeight = v; } ), + new ParameterDefn("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", + 100f, + (s) => { return BHullConcavity; }, + (s,v) => { BHullConcavity = v; } ), + new ParameterDefn("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", + false, + (s) => { return BHullAddExtraDistPoints; }, + (s,v) => { BHullAddExtraDistPoints = v; } ), + new ParameterDefn("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", + false, + (s) => { return BHullAddNeighboursDistPoints; }, + (s,v) => { BHullAddNeighboursDistPoints = v; } ), + new ParameterDefn("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", + false, + (s) => { return BHullAddFacesPoints; }, + (s,v) => { BHullAddFacesPoints = v; } ), + new ParameterDefn("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", + false, + (s) => { return BHullShouldAdjustCollisionMargin; }, + (s,v) => { BHullShouldAdjustCollisionMargin = v; } ), + new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", (float)BSLinkset.LinksetImplementation.Compound, (s) => { return LinksetImplementation; }, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 9818b05..8e05b58 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -316,6 +316,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters break; case "bulletxna": ret = new BSAPIXNA(engineName, this); + BSParam.ShouldUseBulletHACD = false; break; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index b6ac23d..bfa69b2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -720,7 +720,7 @@ public sealed class BSShapeCollection : IDisposable // Remove usage of the previous shape. DereferenceShape(prim.PhysShape, shapeCallback); - newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); + newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod); // It might not have been created if we're waiting for an asset. newShape = VerifyMeshCreated(newShape, prim); @@ -731,7 +731,7 @@ public sealed class BSShapeCollection : IDisposable } List m_hulls; - private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + private BulletShape CreatePhysicalHull(BSPhysObject prim, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); @@ -745,116 +745,153 @@ public sealed class BSShapeCollection : IDisposable } else { - // Build a new hull in the physical world. - // Pass true for physicalness as this prevents the creation of bounding box which is not needed - IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); - if (meshData != null) + if (BSParam.ShouldUseBulletHACD) { - - int[] indices = meshData.getIndexListAsInt(); - List vertices = meshData.getVertexList(); - - //format conversion from IMesh format to DecompDesc format - List convIndices = new List(); - List convVertices = new List(); - for (int ii = 0; ii < indices.GetLength(0); ii++) + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); + MeshDesc meshDesc; + if (!Meshes.TryGetValue(newHullKey, out meshDesc)) { - convIndices.Add(indices[ii]); + // That's odd because the mesh should have been created before the hull + // but, since it doesn't exist, create it. + newShape = CreatePhysicalMesh(prim, newHullKey, prim.BaseShape, prim.Size, lod); + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,noMeshBuiltNew,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + + if (newShape.HasPhysicalShape) + { + ReferenceShape(newShape); + Meshes.TryGetValue(newHullKey, out meshDesc); + } } - foreach (OMV.Vector3 vv in vertices) + if (meshDesc.shape.HasPhysicalShape) { - convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); + HACDParams parms; + parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; + parms.minClusters = BSParam.BHullMinClusters; + parms.compacityWeight = BSParam.BHullCompacityWeight; + parms.volumeWeight = BSParam.BHullVolumeWeight; + parms.concavity = BSParam.BHullConcavity; + parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); + parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); + parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); + parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); + + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); + newShape = PhysicsScene.PE.BuildHullShapeFromMesh(PhysicsScene.World, meshDesc.shape, parms); + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } - - uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; - if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + } + if (!newShape.HasPhysicalShape) + { + // Build a new hull in the physical world. + // Pass true for physicalness as this prevents the creation of bounding box which is not needed + IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); + if (meshData != null) { - // Simple primitive shapes we know are convex so they are better implemented with - // fewer hulls. - // Check for simple shape (prim without cuts) and reduce split parameter if so. - if (PrimHasNoCuts(pbs)) + int[] indices = meshData.getIndexListAsInt(); + List vertices = meshData.getVertexList(); + + //format conversion from IMesh format to DecompDesc format + List convIndices = new List(); + List convVertices = new List(); + for (int ii = 0; ii < indices.GetLength(0); ii++) { - maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; + convIndices.Add(indices[ii]); + } + foreach (OMV.Vector3 vv in vertices) + { + convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); } - } - // setup and do convex hull conversion - m_hulls = new List(); - DecompDesc dcomp = new DecompDesc(); - dcomp.mIndices = convIndices; - dcomp.mVertices = convVertices; - dcomp.mDepth = maxDepthSplit; - dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; - dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; - dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; - dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; - ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); - // create the hull into the _hulls variable - convexBuilder.process(dcomp); - - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", - BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); - - // Convert the vertices and indices for passing to unmanaged. - // The hull information is passed as a large floating point array. - // The format is: - // convHulls[0] = number of hulls - // convHulls[1] = number of vertices in first hull - // convHulls[2] = hull centroid X coordinate - // convHulls[3] = hull centroid Y coordinate - // convHulls[4] = hull centroid Z coordinate - // convHulls[5] = first hull vertex X - // convHulls[6] = first hull vertex Y - // convHulls[7] = first hull vertex Z - // convHulls[8] = second hull vertex X - // ... - // convHulls[n] = number of vertices in second hull - // convHulls[n+1] = second hull centroid X coordinate - // ... - // - // TODO: is is very inefficient. Someday change the convex hull generator to return - // data structures that do not need to be converted in order to pass to Bullet. - // And maybe put the values directly into pinned memory rather than marshaling. - int hullCount = m_hulls.Count; - int totalVertices = 1; // include one for the count of the hulls - foreach (ConvexResult cr in m_hulls) - { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += cr.HullIndices.Count * 3; // we pass just triangles - } - float[] convHulls = new float[totalVertices]; + uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; + if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) + { + // Simple primitive shapes we know are convex so they are better implemented with + // fewer hulls. + // Check for simple shape (prim without cuts) and reduce split parameter if so. + if (PrimHasNoCuts(pbs)) + { + maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; + } + } - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (ConvexResult cr in m_hulls) - { - // copy vertices for index access - float3[] verts = new float3[cr.HullVertices.Count]; - int kk = 0; - foreach (float3 ff in cr.HullVertices) + // setup and do convex hull conversion + m_hulls = new List(); + DecompDesc dcomp = new DecompDesc(); + dcomp.mIndices = convIndices; + dcomp.mVertices = convVertices; + dcomp.mDepth = maxDepthSplit; + dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; + dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; + dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; + dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; + ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); + // create the hull into the _hulls variable + convexBuilder.process(dcomp); + + DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", + BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); + + // Convert the vertices and indices for passing to unmanaged. + // The hull information is passed as a large floating point array. + // The format is: + // convHulls[0] = number of hulls + // convHulls[1] = number of vertices in first hull + // convHulls[2] = hull centroid X coordinate + // convHulls[3] = hull centroid Y coordinate + // convHulls[4] = hull centroid Z coordinate + // convHulls[5] = first hull vertex X + // convHulls[6] = first hull vertex Y + // convHulls[7] = first hull vertex Z + // convHulls[8] = second hull vertex X + // ... + // convHulls[n] = number of vertices in second hull + // convHulls[n+1] = second hull centroid X coordinate + // ... + // + // TODO: is is very inefficient. Someday change the convex hull generator to return + // data structures that do not need to be converted in order to pass to Bullet. + // And maybe put the values directly into pinned memory rather than marshaling. + int hullCount = m_hulls.Count; + int totalVertices = 1; // include one for the count of the hulls + foreach (ConvexResult cr in m_hulls) { - verts[kk++] = ff; + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += cr.HullIndices.Count * 3; // we pass just triangles } + float[] convHulls = new float[totalVertices]; - // add to the array one hull's worth of data - convHulls[jj++] = cr.HullIndices.Count; - convHulls[jj++] = 0f; // centroid x,y,z - convHulls[jj++] = 0f; - convHulls[jj++] = 0f; - foreach (int ind in cr.HullIndices) + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (ConvexResult cr in m_hulls) { - convHulls[jj++] = verts[ind].x; - convHulls[jj++] = verts[ind].y; - convHulls[jj++] = verts[ind].z; + // copy vertices for index access + float3[] verts = new float3[cr.HullVertices.Count]; + int kk = 0; + foreach (float3 ff in cr.HullVertices) + { + verts[kk++] = ff; + } + + // add to the array one hull's worth of data + convHulls[jj++] = cr.HullIndices.Count; + convHulls[jj++] = 0f; // centroid x,y,z + convHulls[jj++] = 0f; + convHulls[jj++] = 0f; + foreach (int ind in cr.HullIndices) + { + convHulls[jj++] = verts[ind].x; + convHulls[jj++] = verts[ind].y; + convHulls[jj++] = verts[ind].z; + } } + // create the hull data structure in Bullet + newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls); } - // create the hull data structure in Bullet - newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls); } + newShape.shapeKey = newHullKey; } - newShape.shapeKey = newHullKey; - return newShape; } -- cgit v1.1 From 9cc41d511872fcd74a074ab484db2b981f3f5676 Mon Sep 17 00:00:00 2001 From: Vegaslon Date: Tue, 9 Apr 2013 17:23:50 -0400 Subject: Another algorithm for AngularVerticalAttraction. This one Takes into account all rotations before it and makes the corrections more close to the time that sl does. Signed-off-by: Robert Adams --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 23 ++++++++++++++++++++++ 1 file changed, 23 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 0fd1f73..723be0b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1358,6 +1358,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin // If vertical attaction timescale is reasonable if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) { + //Another formula to try got from : + //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html + Vector3 VehicleUpAxis = Vector3.UnitZ *VehicleOrientation; + //Flipping what was originally a timescale into a speed variable and then multiplying it by 2 since only computing half + //the distance between the angles. + float VerticalAttractionSpeed=(1/m_verticalAttractionTimescale)*2.0f; + //making a prediction of where the up axis will be when this is applied rather then where it is now this makes for a smoother + //adjustment and less fighting between the various forces + Vector3 predictedUp = VehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); + //this is only half the distance to the target so it will take 2 seconds to complete the turn. + Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); + //Scaling vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared + Vector3 vertContributionV=torqueVector * VerticalAttractionSpeed *VerticalAttractionSpeed; + VehicleRotationalVelocity += vertContributionV; + VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", + ControllingPrim.LocalID, + VehicleUpAxis, + predictedUp, + torqueVector, + vertContributionV); + //===================================================================== + /* // Possible solution derived from a discussion at: // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no @@ -1392,6 +1414,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin differenceAngle, correctionRotation, vertContributionV); + */ // =================================================================== /* -- cgit v1.1 From b53713cdda3c4e49913a6a82239da35d62f74e68 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Apr 2013 17:14:15 -0700 Subject: BulletSim: some formatting changes. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 27 ++++++++++++++-------- 1 file changed, 17 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 723be0b..612c68b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1360,19 +1360,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin { //Another formula to try got from : //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html - Vector3 VehicleUpAxis = Vector3.UnitZ *VehicleOrientation; - //Flipping what was originally a timescale into a speed variable and then multiplying it by 2 since only computing half - //the distance between the angles. - float VerticalAttractionSpeed=(1/m_verticalAttractionTimescale)*2.0f; - //making a prediction of where the up axis will be when this is applied rather then where it is now this makes for a smoother - //adjustment and less fighting between the various forces + + Vector3 VehicleUpAxis = Vector3.UnitZ * VehicleOrientation; + + // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 + // since only computing half the distance between the angles. + float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; + + // Make a prediction of where the up axis will be when this is applied rather then where it is now as + // this makes for a smoother adjustment and less fighting between the various forces. Vector3 predictedUp = VehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); - //this is only half the distance to the target so it will take 2 seconds to complete the turn. + + // This is only half the distance to the target so it will take 2 seconds to complete the turn. Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); - //Scaling vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared - Vector3 vertContributionV=torqueVector * VerticalAttractionSpeed *VerticalAttractionSpeed; + + // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared + Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; + VehicleRotationalVelocity += vertContributionV; - VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", + + VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", ControllingPrim.LocalID, VehicleUpAxis, predictedUp, -- cgit v1.1 From 5f2cbfc0fd27198f8f05f4a9a4e2908d8b11752e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Apr 2013 17:53:18 -0700 Subject: BulletSim: fixing problems with llMoveToTarget. Not all fixed yet. --- OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs | 2 +- .../Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs | 16 +++++++++++----- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 6 ++++++ 3 files changed, 18 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index e8310df..92ace66 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -50,7 +50,7 @@ public class BSActorHover : BSActor // BSActor.isActive public override bool isActive { - get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + get { return Enabled; } } // Release any connections and resources used by the actor. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 16c2b14..56aacc5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -50,7 +50,7 @@ public class BSActorMoveToTarget : BSActor // BSActor.isActive public override bool isActive { - get { return Enabled && m_controllingPrim.IsPhysicallyActive; } + get { return Enabled; } } // Release any connections and resources used by the actor. @@ -65,7 +65,9 @@ public class BSActorMoveToTarget : BSActor // BSActor.Refresh() public override void Refresh() { - m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh", m_controllingPrim.LocalID); + m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,enabled={1},active={2},target={3},tau={4}", + m_controllingPrim.LocalID, Enabled, m_controllingPrim.MoveToTargetActive, + m_controllingPrim.MoveToTargetTarget, m_controllingPrim.MoveToTargetTau ); // If not active any more... if (!m_controllingPrim.MoveToTargetActive) @@ -100,7 +102,7 @@ public class BSActorMoveToTarget : BSActor // We're taking over after this. m_controllingPrim.ZeroMotion(true); - m_targetMotor = new BSVMotor("BSPrim.PIDTarget", + m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate", m_controllingPrim.MoveToTargetTau, // timeScale BSMotor.Infinite, // decay time scale BSMotor.InfiniteVector, // friction timescale @@ -138,15 +140,19 @@ public class BSActorMoveToTarget : BSActor // If we are very close to our target, turn off the movement motor. if (m_targetMotor.ErrorIsZero()) { - m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", + m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}", m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; + // Setting the position does not cause the physics engine to generate a property update. Force it. + m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); } else { m_controllingPrim.ForcePosition = movePosition; + // Setting the position does not cause the physics engine to generate a property update. Force it. + m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); } - m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition); + m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 64bf395..98eb4ca 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -295,6 +295,7 @@ public abstract class BSPhysObject : PhysicsActor if (PhysicalActors.TryGetActor(actorName, out theActor)) { // The actor already exists so just turn it on or off + DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor); theActor.Enabled = enableActor; } else @@ -302,10 +303,15 @@ public abstract class BSPhysObject : PhysicsActor // The actor does not exist. If it should, create it. if (enableActor) { + DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName); theActor = creator(); PhysicalActors.Add(actorName, theActor); theActor.Enabled = true; } + else + { + DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName); + } } } } -- cgit v1.1 From c5de9840b05514eb659696239593e51e636398b8 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 16 Apr 2013 21:58:24 +0100 Subject: refactor: Remove IClientNetworkServer.NetworkStop() in favour of existing Stop(). This was an undocumented interface which I think was for long defunct region load balancing experiments. Also adds method doc for some IClientNetworkServer methods. --- OpenSim/Region/Application/OpenSimBase.cs | 2 +- OpenSim/Region/ClientStack/IClientNetworkServer.cs | 15 +++++++++++++-- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 5 ----- 3 files changed, 14 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index c555915..d86eefe 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -737,7 +737,7 @@ namespace OpenSim if (foundClientServer) { - m_clientServers[clientServerElement].NetworkStop(); + m_clientServers[clientServerElement].Stop(); m_clientServers.RemoveAt(clientServerElement); } } diff --git a/OpenSim/Region/ClientStack/IClientNetworkServer.cs b/OpenSim/Region/ClientStack/IClientNetworkServer.cs index 54a441b..bb7e6d0 100644 --- a/OpenSim/Region/ClientStack/IClientNetworkServer.cs +++ b/OpenSim/Region/ClientStack/IClientNetworkServer.cs @@ -38,11 +38,22 @@ namespace OpenSim.Region.ClientStack IPAddress _listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager authenticateClass); - void NetworkStop(); bool HandlesRegion(Location x); - void AddScene(IScene x); + /// + /// Add the given scene to be handled by this IClientNetworkServer. + /// + /// + void AddScene(IScene scene); + + /// + /// Start sending and receiving data. + /// void Start(); + + /// + /// Stop sending and receiving data. + /// void Stop(); } } diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 72516cd..985aa4d 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -62,11 +62,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager); } - public void NetworkStop() - { - m_udpServer.Stop(); - } - public void AddScene(IScene scene) { m_udpServer.AddScene(scene); -- cgit v1.1 From ce043c5141dde0ffed39d548bf680885a73e2908 Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 17 Apr 2013 22:41:12 -0700 Subject: Allow changes to TextureEntry to propagate to viewers when MaterialID changes --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 93d4da0..0e85b87 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4571,6 +4571,8 @@ namespace OpenSim.Region.Framework.Scenes if (oldFace.TextureID != newFace.TextureID) changeFlags |= Changed.TEXTURE; + if (oldFace.MaterialID != newFace.MaterialID) + changeFlags |= Changed.TEXTURE; // Max change, skip the rest of testing if (changeFlags == (Changed.TEXTURE | Changed.COLOR)) -- cgit v1.1 From 53122fad400e2d5bac5f02a3e153b6e76c9112b3 Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 17 Apr 2013 23:10:02 -0700 Subject: Thanks lkalif for a fix to SendRegionHandshake() which fixes a potential crash with Server-side baking enabled viewers --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 110e50e..02b326e 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -791,11 +791,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP handshake.RegionInfo3.ColoName = Utils.EmptyBytes; handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType); handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes; - handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[0]; - + + handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[1]; + handshake.RegionInfo4[0].RegionFlagsExtended = args.regionFlags; + handshake.RegionInfo4[0].RegionProtocols = 0; // 1 here would indicate that SSB is supported + OutPacket(handshake, ThrottleOutPacketType.Task); } + public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) { AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete); -- cgit v1.1 From 7c839f176fab8166d4787ddbdffdda5f8d9e55ca Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 17 Apr 2013 23:14:28 -0700 Subject: amend previous commit, a line was left out --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 02b326e..1609012 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -793,6 +793,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes; handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[1]; + handshake.RegionInfo4[0] = new RegionHandshakePacket.RegionInfo4Block(); handshake.RegionInfo4[0].RegionFlagsExtended = args.regionFlags; handshake.RegionInfo4[0].RegionProtocols = 0; // 1 here would indicate that SSB is supported -- cgit v1.1 From d5419f0a463d67ef40c2212484fc95ca0a4b3b5b Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 18 Apr 2013 01:03:19 -0700 Subject: Initial experimental support for materials-capable viewers. This is in a very early stage and this module is disabled by default and should only be used by developers for testing as this module could cause data corruption and/or viewer crashes. No materials are persisted yet. --- .../Materials/MaterialsDemoModule.cs | 382 +++++++++++++++++++++ 1 file changed, 382 insertions(+) create mode 100644 OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs new file mode 100644 index 0000000..de2c3fc --- /dev/null +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -0,0 +1,382 @@ +/* + * 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.Security.Cryptography; // for computing md5 hash +using log4net; +using Mono.Addins; +using Nini.Config; + +using OpenMetaverse; +using OpenMetaverse.StructuredData; + +using OpenSim.Framework; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; + +using Ionic.Zlib; + +// You will need to uncomment these lines if you are adding a region module to some other assembly which does not already +// specify its assembly. Otherwise, the region modules in the assembly will not be picked up when OpenSimulator scans +// the available DLLs +//[assembly: Addin("MyModule", "1.0")] +//[assembly: AddinDependency("OpenSim", "0.5")] + +namespace OpenSim.Region.OptionalModules.MaterialsDemoModule +{ + /// + /// + // # # ## ##### # # # # # #### + // # # # # # # ## # # ## # # # + // # # # # # # # # # # # # # # + // # ## # ###### ##### # # # # # # # # ### + // ## ## # # # # # ## # # ## # # + // # # # # # # # # # # # #### + // + // + // + ////////////// WARNING ////////////////////////////////////////////////////////////////// + /// This is an *Experimental* module for developing support for materials-capable viewers + /// This module should NOT be used in a production environment! It may cause data corruption and + /// viewer crashes. It should be only used to evaluate implementations of materials. + /// + /// CURRENTLY NO MATERIALS ARE PERSISTED ACROSS SIMULATOR RESTARTS OR ARE STORED IN ANY INVENTORY OR ASSETS + /// This may change in future implementations. + /// + /// To enable this module, add this string at the bottom of OpenSim.ini: + /// [MaterialsDemoModule] + /// + /// + /// + + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MaterialsDemoModule")] + public class MaterialsDemoModule : INonSharedRegionModule + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + public string Name { get { return "MaterialsDemoModule"; } } + + public Type ReplaceableInterface { get { return null; } } + + private Scene m_scene = null; + private bool m_enabled = false; + + public void Initialise(IConfigSource source) + { + m_enabled = (source.Configs["MaterialsDemoModule"] != null); + if (!m_enabled) + return; + + m_log.DebugFormat("[MaterialsDemoModule]: INITIALIZED MODULE"); + + } + + public void Close() + { + if (!m_enabled) + return; + + m_log.DebugFormat("[MaterialsDemoModule]: CLOSED MODULE"); + } + + public void AddRegion(Scene scene) + { + if (!m_enabled) + return; + + m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName); + m_scene = scene; + m_scene.EventManager.OnRegisterCaps += new EventManager.RegisterCapsEvent(OnRegisterCaps); + } + + void OnRegisterCaps(OpenMetaverse.UUID agentID, OpenSim.Framework.Capabilities.Caps caps) + { + string capsBase = "/CAPS/" + caps.CapsObjectPath; + + IRequestHandler renderMaterialsPostHandler = new RestStreamHandler("POST", capsBase + "/", RenderMaterialsPostCap); + caps.RegisterHandler("RenderMaterials", renderMaterialsPostHandler); + + // OpenSimulator CAPs infrastructure seems to be somewhat hostile towards any CAP that requires both GET + // and POST handlers, (at least at the time this was originally written), so we first set up a POST + // handler normally and then add a GET handler via MainServer + + IRequestHandler renderMaterialsGetHandler = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap); + MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler); + } + + public void RemoveRegion(Scene scene) + { + if (!m_enabled) + return; + + m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName); + } + + public void RegionLoaded(Scene scene) + { + if (!m_enabled) + return; + m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} LOADED", scene.RegionInfo.RegionName); + } + + public string RenderMaterialsPostCap(string request, string path, + string param, IOSHttpRequest httpRequest, + IOSHttpResponse httpResponse) + { + m_log.Debug("[MaterialsDemoModule]: POST cap handler"); + + OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request); + OSDMap resp = new OSDMap(); + + OSDMap materialsFromViewer = null; + + if (req.ContainsKey("Zipped")) + { + OSD osd = null; + + byte[] inBytes = req["Zipped"].AsBinary(); + + try + { + osd = ZDecompressBytesToOsd(inBytes); + + if (osd != null && osd is OSDMap) + { + materialsFromViewer = osd as OSDMap; + + if (materialsFromViewer.ContainsKey("FullMaterialsPerFace")) + { + OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"]; + if (matsOsd is OSDArray) + { + OSDArray matsArr = matsOsd as OSDArray; + + try + { + foreach (OSDMap matsMap in matsArr) + { + m_log.Debug("[MaterialsDemoModule]: processing matsMap: " + OSDParser.SerializeJsonString(matsMap)); + + uint matLocalID = 0; + try { matLocalID = matsMap["ID"].AsUInteger(); } + catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"ID\" from matsMap: " + e.Message); } + m_log.Debug("[MaterialsDemoModule]: matLocalId: " + matLocalID.ToString()); + + + OSDMap mat = null; + try { mat = matsMap["Material"] as OSDMap; } + catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"Material\" from matsMap: " + e.Message); } + m_log.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat)); + + UUID id = HashOsd(mat); + m_knownMaterials[id] = mat; + + + var sop = m_scene.GetSceneObjectPart(matLocalID); + if (sop == null) + m_log.Debug("[MaterialsDemoModule]: null SOP for localId: " + matLocalID.ToString()); + else + { + var te = sop.Shape.Textures; + + if (te == null) + { + m_log.Debug("[MaterialsDemoModule]: null TextureEntry for localId: " + matLocalID.ToString()); + } + else + { + int face = -1; + + if (matsMap.ContainsKey("Face")) + { + face = matsMap["Face"].AsInteger(); + if (te.FaceTextures == null) // && face == 0) + { + if (te.DefaultTexture == null) + m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture is null"); + else + { + if (te.DefaultTexture.MaterialID == null) + m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture.MaterialID is null"); + else + { + te.DefaultTexture.MaterialID = id; + } + } + } + else + { + if (te.FaceTextures.Length >= face - 1) + { + if (te.FaceTextures[face] == null) + te.DefaultTexture.MaterialID = id; + else + te.FaceTextures[face].MaterialID = id; + } + } + } + else + { + if (te.DefaultTexture != null) + te.DefaultTexture.MaterialID = id; + } + + m_log.Debug("[MaterialsDemoModule]: setting material ID for face " + face.ToString() + " to " + id.ToString()); + + sop.UpdateTextureEntry(te); + } + } + } + } + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception processing received material: " + e.Message); + } + } + } + } + } + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception decoding zipped CAP payload: " + e.Message); + //return ""; + } + m_log.Debug("[MaterialsDemoModule]: knownMaterials.Count: " + m_knownMaterials.Count.ToString()); + } + + + string response = OSDParser.SerializeLLSDXmlString(resp); + + m_log.Debug("[MaterialsDemoModule]: cap request: " + request); + m_log.Debug("[MaterialsDemoModule]: cap response: " + response); + return response; + } + + + public string RenderMaterialsGetCap(string request, string path, + string param, IOSHttpRequest httpRequest, + IOSHttpResponse httpResponse) + { + m_log.Debug("[MaterialsDemoModule]: GET cap handler"); + + OSDMap resp = new OSDMap(); + + + int matsCount = 0; + + OSDArray allOsd = new OSDArray(); + + foreach (KeyValuePair kvp in m_knownMaterials) + { + OSDMap matMap = new OSDMap(); + + matMap["ID"] = OSD.FromBinary(kvp.Key.GetBytes()); + + matMap["Material"] = kvp.Value; + allOsd.Add(matMap); + matsCount++; + } + + + resp["Zipped"] = ZCompressOSD(allOsd, false); + m_log.Debug("[MaterialsDemoModule]: matsCount: " + matsCount.ToString()); + + return OSDParser.SerializeLLSDXmlString(resp); + } + + public Dictionary m_knownMaterials = new Dictionary(); + + /// + /// computes a UUID by hashing a OSD object + /// + /// + /// + private static UUID HashOsd(OSD osd) + { + using (var md5 = MD5.Create()) + using (MemoryStream ms = new MemoryStream(OSDParser.SerializeLLSDBinary(osd, false))) + return new UUID(md5.ComputeHash(ms), 0); + } + + public static OSD ZCompressOSD(OSD inOsd, bool useHeader = true) + { + OSD osd = null; + + using (MemoryStream msSinkCompressed = new MemoryStream()) + { + using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkCompressed, + Ionic.Zlib.CompressionMode.Compress, CompressionLevel.BestCompression, true)) + { + CopyStream(new MemoryStream(OSDParser.SerializeLLSDBinary(inOsd, useHeader)), zOut); + zOut.Close(); + } + + msSinkCompressed.Seek(0L, SeekOrigin.Begin); + osd = OSD.FromBinary( msSinkCompressed.ToArray()); + } + + return osd; + } + + + public static OSD ZDecompressBytesToOsd(byte[] input) + { + OSD osd = null; + + using (MemoryStream msSinkUnCompressed = new MemoryStream()) + { + using (Ionic.Zlib.ZlibStream zOut = new Ionic.Zlib.ZlibStream(msSinkUnCompressed, CompressionMode.Decompress, true)) + { + CopyStream(new MemoryStream(input), zOut); + zOut.Close(); + } + msSinkUnCompressed.Seek(0L, SeekOrigin.Begin); + osd = OSDParser.DeserializeLLSDBinary(msSinkUnCompressed.ToArray()); + } + + return osd; + } + + static void CopyStream(System.IO.Stream input, System.IO.Stream output) + { + byte[] buffer = new byte[2048]; + int len; + while ((len = input.Read(buffer, 0, 2048)) > 0) + { + output.Write(buffer, 0, len); + } + + output.Flush(); + } + + } +} \ No newline at end of file -- cgit v1.1 From 06829c4082ba10fc9d3b4b37f42f01ab005c5e23 Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 18 Apr 2013 01:29:50 -0700 Subject: remove default parameter value that apparently mono cant handle --- OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index de2c3fc..74a4ea7 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -327,7 +327,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule return new UUID(md5.ComputeHash(ms), 0); } - public static OSD ZCompressOSD(OSD inOsd, bool useHeader = true) + public static OSD ZCompressOSD(OSD inOsd, bool useHeader) { OSD osd = null; -- cgit v1.1 From 9ae24cac2fcf5ac00ec8e4ccae5e58e9ff90db74 Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 19 Apr 2013 00:35:06 -0700 Subject: Materials-capable viewers send ImageUpdate packets when updating materials that are normally sent via RenderMaterials CAP. This can cause a race condition for updating TextureEntry fields. Therefore filter any TextureEntry updates so they only update if something actually changed. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 46 ++++++++++++++++------ 1 file changed, 35 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 0e85b87..347a2b5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4549,6 +4549,14 @@ namespace OpenSim.Region.Framework.Scenes oldTex.DefaultTexture = fallbackOldFace; } + // Materials capable viewers can send a ObjectImage packet + // when nothing in TE has changed. MaterialID should be updated + // by the RenderMaterials CAP handler, so updating it here may cause a + // race condtion. Therefore, if no non-materials TE fields have changed, + // we should ignore any changes and not update Shape.TextureEntry + + bool otherFieldsChanged = false; + for (int i = 0 ; i < GetNumberOfSides(); i++) { @@ -4571,24 +4579,40 @@ namespace OpenSim.Region.Framework.Scenes if (oldFace.TextureID != newFace.TextureID) changeFlags |= Changed.TEXTURE; - if (oldFace.MaterialID != newFace.MaterialID) - changeFlags |= Changed.TEXTURE; // Max change, skip the rest of testing if (changeFlags == (Changed.TEXTURE | Changed.COLOR)) break; + + if (!otherFieldsChanged) + { + if (oldFace.Bump != newFace.Bump) otherFieldsChanged = true; + if (oldFace.Fullbright != newFace.Fullbright) otherFieldsChanged = true; + if (oldFace.Glow != newFace.Glow) otherFieldsChanged = true; + if (oldFace.MediaFlags != newFace.MediaFlags) otherFieldsChanged = true; + if (oldFace.OffsetU != newFace.OffsetU) otherFieldsChanged = true; + if (oldFace.OffsetV != newFace.OffsetV) otherFieldsChanged = true; + if (oldFace.RepeatU != newFace.RepeatU) otherFieldsChanged = true; + if (oldFace.RepeatV != newFace.RepeatV) otherFieldsChanged = true; + if (oldFace.Rotation != newFace.Rotation) otherFieldsChanged = true; + if (oldFace.Shiny != newFace.Shiny) otherFieldsChanged = true; + if (oldFace.TexMapType != newFace.TexMapType) otherFieldsChanged = true; + } } - m_shape.TextureEntry = newTex.GetBytes(); - if (changeFlags != 0) - TriggerScriptChangedEvent(changeFlags); - UpdateFlag = UpdateRequired.FULL; - ParentGroup.HasGroupChanged = true; + if (changeFlags != 0 || otherFieldsChanged) + { + m_shape.TextureEntry = newTex.GetBytes(); + if (changeFlags != 0) + TriggerScriptChangedEvent(changeFlags); + UpdateFlag = UpdateRequired.FULL; + ParentGroup.HasGroupChanged = true; - //This is madness.. - //ParentGroup.ScheduleGroupForFullUpdate(); - //This is sparta - ScheduleFullUpdate(); + //This is madness.. + //ParentGroup.ScheduleGroupForFullUpdate(); + //This is sparta + ScheduleFullUpdate(); + } } public void aggregateScriptEvents() -- cgit v1.1 From 258804cc043530927f442cd76337a3dab4ec742b Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 19 Apr 2013 22:19:57 -0700 Subject: RenderMaterials POST Cap now return material entries when invoked with an OSDArray of MaterialIDs --- .../Materials/MaterialsDemoModule.cs | 169 +++++++++++++-------- 1 file changed, 108 insertions(+), 61 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 74a4ea7..7002e66 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -48,7 +48,7 @@ using Ionic.Zlib; // You will need to uncomment these lines if you are adding a region module to some other assembly which does not already // specify its assembly. Otherwise, the region modules in the assembly will not be picked up when OpenSimulator scans // the available DLLs -//[assembly: Addin("MyModule", "1.0")] +//[assembly: Addin("MaterialsDemoModule", "1.0")] //[assembly: AddinDependency("OpenSim", "0.5")] namespace OpenSim.Region.OptionalModules.MaterialsDemoModule @@ -159,6 +159,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule OSDMap materialsFromViewer = null; + OSDArray respArr = new OSDArray(); + if (req.ContainsKey("Zipped")) { OSD osd = null; @@ -169,101 +171,145 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule { osd = ZDecompressBytesToOsd(inBytes); - if (osd != null && osd is OSDMap) + if (osd != null) { - materialsFromViewer = osd as OSDMap; - - if (materialsFromViewer.ContainsKey("FullMaterialsPerFace")) + if (osd is OSDArray) // assume array of MaterialIDs designating requested material entries { - OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"]; - if (matsOsd is OSDArray) + foreach (OSD elem in (OSDArray)osd) { - OSDArray matsArr = matsOsd as OSDArray; try { - foreach (OSDMap matsMap in matsArr) + UUID id = new UUID(elem.AsBinary(), 0); + + if (m_knownMaterials.ContainsKey(id)) + { + m_log.Info("[MaterialsDemoModule]: request for known material ID: " + id.ToString()); + OSDMap matMap = new OSDMap(); + matMap["ID"] = OSD.FromBinary(id.GetBytes()); + + matMap["Material"] = m_knownMaterials[id]; + respArr.Add(matMap); + } + else + m_log.Info("[MaterialsDemoModule]: request for UNKNOWN material ID: " + id.ToString()); + } + catch (Exception e) + { + // report something here? + continue; + } + } + } + else if (osd is OSDMap) // reqest to assign a material + { + materialsFromViewer = osd as OSDMap; + + if (materialsFromViewer.ContainsKey("FullMaterialsPerFace")) + { + OSD matsOsd = materialsFromViewer["FullMaterialsPerFace"]; + if (matsOsd is OSDArray) + { + OSDArray matsArr = matsOsd as OSDArray; + + try { - m_log.Debug("[MaterialsDemoModule]: processing matsMap: " + OSDParser.SerializeJsonString(matsMap)); + foreach (OSDMap matsMap in matsArr) + { + m_log.Debug("[MaterialsDemoModule]: processing matsMap: " + OSDParser.SerializeJsonString(matsMap)); - uint matLocalID = 0; - try { matLocalID = matsMap["ID"].AsUInteger(); } - catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"ID\" from matsMap: " + e.Message); } - m_log.Debug("[MaterialsDemoModule]: matLocalId: " + matLocalID.ToString()); + uint matLocalID = 0; + try { matLocalID = matsMap["ID"].AsUInteger(); } + catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"ID\" from matsMap: " + e.Message); } + m_log.Debug("[MaterialsDemoModule]: matLocalId: " + matLocalID.ToString()); - OSDMap mat = null; - try { mat = matsMap["Material"] as OSDMap; } - catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"Material\" from matsMap: " + e.Message); } - m_log.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat)); + OSDMap mat = null; + try { mat = matsMap["Material"] as OSDMap; } + catch (Exception e) { m_log.Warn("[MaterialsDemoModule]: cannot decode \"Material\" from matsMap: " + e.Message); } + m_log.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat)); - UUID id = HashOsd(mat); - m_knownMaterials[id] = mat; + UUID id = HashOsd(mat); + m_knownMaterials[id] = mat; - var sop = m_scene.GetSceneObjectPart(matLocalID); - if (sop == null) - m_log.Debug("[MaterialsDemoModule]: null SOP for localId: " + matLocalID.ToString()); - else - { - var te = sop.Shape.Textures; - - if (te == null) - { - m_log.Debug("[MaterialsDemoModule]: null TextureEntry for localId: " + matLocalID.ToString()); - } + var sop = m_scene.GetSceneObjectPart(matLocalID); + if (sop == null) + m_log.Debug("[MaterialsDemoModule]: null SOP for localId: " + matLocalID.ToString()); else { - int face = -1; + //var te = sop.Shape.Textures; + var te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length); - if (matsMap.ContainsKey("Face")) + if (te == null) + { + m_log.Debug("[MaterialsDemoModule]: null TextureEntry for localId: " + matLocalID.ToString()); + } + else { - face = matsMap["Face"].AsInteger(); - if (te.FaceTextures == null) // && face == 0) + int face = -1; + + if (matsMap.ContainsKey("Face")) { - if (te.DefaultTexture == null) - m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture is null"); - else + face = matsMap["Face"].AsInteger(); + if (te.FaceTextures == null) // && face == 0) { - if (te.DefaultTexture.MaterialID == null) - m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture.MaterialID is null"); + if (te.DefaultTexture == null) + m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture is null"); else { - te.DefaultTexture.MaterialID = id; + if (te.DefaultTexture.MaterialID == null) + m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture.MaterialID is null"); + else + { + te.DefaultTexture.MaterialID = id; + } + } + } + else + { + if (te.FaceTextures.Length >= face - 1) + { + if (te.FaceTextures[face] == null) + te.DefaultTexture.MaterialID = id; + else + te.FaceTextures[face].MaterialID = id; } } } else { - if (te.FaceTextures.Length >= face - 1) - { - if (te.FaceTextures[face] == null) - te.DefaultTexture.MaterialID = id; - else - te.FaceTextures[face].MaterialID = id; - } + if (te.DefaultTexture != null) + te.DefaultTexture.MaterialID = id; } - } - else - { - if (te.DefaultTexture != null) - te.DefaultTexture.MaterialID = id; - } - m_log.Debug("[MaterialsDemoModule]: setting material ID for face " + face.ToString() + " to " + id.ToString()); + m_log.Debug("[MaterialsDemoModule]: setting material ID for face " + face.ToString() + " to " + id.ToString()); + + //we cant use sop.UpdateTextureEntry(te); because it filters so do it manually - sop.UpdateTextureEntry(te); + if (sop.ParentGroup != null) + { + sop.Shape.TextureEntry = te.GetBytes(); + sop.TriggerScriptChangedEvent(Changed.TEXTURE); + sop.UpdateFlag = UpdateRequired.FULL; + sop.ParentGroup.HasGroupChanged = true; + + sop.ScheduleFullUpdate(); + + } + } } } } - } - catch (Exception e) - { - m_log.Warn("[MaterialsDemoModule]: exception processing received material: " + e.Message); + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception processing received material: " + e.Message); + } } } } } + } catch (Exception e) { @@ -273,7 +319,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule m_log.Debug("[MaterialsDemoModule]: knownMaterials.Count: " + m_knownMaterials.Count.ToString()); } - + + resp["Zipped"] = ZCompressOSD(respArr, false); string response = OSDParser.SerializeLLSDXmlString(resp); m_log.Debug("[MaterialsDemoModule]: cap request: " + request); -- cgit v1.1 From 233f76177997cbe12aa100a3511d45bc1e9ccc5f Mon Sep 17 00:00:00 2001 From: dahlia Date: Sat, 20 Apr 2013 02:08:22 -0700 Subject: handle PUT verb for RenderMaterials Cap --- OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 7002e66..4501dad 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -130,7 +130,11 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule // handler normally and then add a GET handler via MainServer IRequestHandler renderMaterialsGetHandler = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap); - MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler); + MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler); + + // materials viewer seems to use either POST or PUT, so assign POST handler for PUT as well + IRequestHandler renderMaterialsPutHandler = new RestStreamHandler("PUT", capsBase + "/", RenderMaterialsPostCap); + MainServer.Instance.AddStreamHandler(renderMaterialsPutHandler); } public void RemoveRegion(Scene scene) -- cgit v1.1 From 69f07fdb349a2671fe86f96f119c0ea1276faacb Mon Sep 17 00:00:00 2001 From: dahlia Date: Sat, 20 Apr 2013 23:39:07 -0700 Subject: Materials persistence via SceneObjectPart.dynAttrs. This appears to work across region restarts and taking objects into inventory, but probably will not work across archiving via OAR or IAR as materials texture assets may not be adequately referenced to trigger archiving. --- .../Materials/MaterialsDemoModule.cs | 162 ++++++++++++++++++++- 1 file changed, 154 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 4501dad..4ab6609 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -62,15 +62,21 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule // ## ## # # # # # ## # # ## # # // # # # # # # # # # # # #### // - // + // THIS MODULE IS FOR EXPERIMENTAL USE ONLY AND MAY CAUSE REGION OR ASSET CORRUPTION! // ////////////// WARNING ////////////////////////////////////////////////////////////////// /// This is an *Experimental* module for developing support for materials-capable viewers /// This module should NOT be used in a production environment! It may cause data corruption and /// viewer crashes. It should be only used to evaluate implementations of materials. /// - /// CURRENTLY NO MATERIALS ARE PERSISTED ACROSS SIMULATOR RESTARTS OR ARE STORED IN ANY INVENTORY OR ASSETS - /// This may change in future implementations. + /// Materials are persisted via SceneObjectPart.dynattrs. This is a relatively new feature + /// of OpenSimulator and is not field proven at the time this module was written. Persistence + /// may fail or become corrupt and this could cause viewer crashes due to erroneous materials + /// data being sent to viewers. Materials descriptions might survive IAR, OAR, or other means + /// of archiving however the texture resources used by these materials probably will not as they + /// may not be adequately referenced to ensure proper archiving. + /// + /// /// /// To enable this module, add this string at the bottom of OpenSim.ini: /// [MaterialsDemoModule] @@ -89,6 +95,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule private Scene m_scene = null; private bool m_enabled = false; + + public Dictionary m_knownMaterials = new Dictionary(); public void Initialise(IConfigSource source) { @@ -97,7 +105,6 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule return; m_log.DebugFormat("[MaterialsDemoModule]: INITIALIZED MODULE"); - } public void Close() @@ -116,6 +123,14 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName); m_scene = scene; m_scene.EventManager.OnRegisterCaps += new EventManager.RegisterCapsEvent(OnRegisterCaps); + m_scene.EventManager.OnObjectAddedToScene += new Action(EventManager_OnObjectAddedToScene); + } + + void EventManager_OnObjectAddedToScene(SceneObjectGroup obj) + { + foreach (var part in obj.Parts) + if (part != null) + GetStoredMaterialsForPart(part); } void OnRegisterCaps(OpenMetaverse.UUID agentID, OpenSim.Framework.Capabilities.Caps caps) @@ -147,11 +162,130 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule public void RegionLoaded(Scene scene) { - if (!m_enabled) + } + + OSDMap GetMaterial(UUID id) + { + OSDMap map = null; + if (m_knownMaterials.ContainsKey(id)) + { + map = new OSDMap(); + map["ID"] = OSD.FromBinary(id.GetBytes()); + map["Material"] = m_knownMaterials[id]; + } + return map; + } + + void GetStoredMaterialsForPart(SceneObjectPart part) + { + OSDMap OSMaterials = null; + OSDArray matsArr = null; + + if (part.DynAttrs == null) + { + m_log.Warn("[MaterialsDemoModule]: NULL DYNATTRS :( "); + } + + lock (part.DynAttrs) + { + if (part.DynAttrs.ContainsKey("OS:Materials")) + OSMaterials = part.DynAttrs["OS:Materials"]; + if (OSMaterials != null && OSMaterials.ContainsKey("Materials")) + { + + OSD osd = OSMaterials["Materials"]; + if (osd is OSDArray) + matsArr = osd as OSDArray; + } + } + + if (OSMaterials == null) return; - m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} LOADED", scene.RegionInfo.RegionName); + + m_log.Info("[MaterialsDemoModule]: OSMaterials: " + OSDParser.SerializeJsonString(OSMaterials)); + + + if (matsArr == null) + { + m_log.Info("[MaterialsDemoModule]: matsArr is null :( "); + return; + } + + foreach (OSD elemOsd in matsArr) + { + if (elemOsd != null && elemOsd is OSDMap) + { + + OSDMap matMap = elemOsd as OSDMap; + if (matMap.ContainsKey("ID") && matMap.ContainsKey("Material")) + { + try + { + m_knownMaterials[matMap["ID"].AsUUID()] = (OSDMap)matMap["Material"]; + } + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception decoding persisted material: " + e.ToString()); + } + } + } + } } + + void StoreMaterialsForPart(SceneObjectPart part) + { + try + { + if (part == null || part.Shape == null) + return; + + Dictionary mats = new Dictionary(); + + Primitive.TextureEntry te = part.Shape.Textures; + + if (te.DefaultTexture != null) + { + if (m_knownMaterials.ContainsKey(te.DefaultTexture.MaterialID)) + mats[te.DefaultTexture.MaterialID] = m_knownMaterials[te.DefaultTexture.MaterialID]; + } + + if (te.FaceTextures != null) + { + foreach (var face in te.FaceTextures) + { + if (face != null) + { + if (m_knownMaterials.ContainsKey(face.MaterialID)) + mats[face.MaterialID] = m_knownMaterials[face.MaterialID]; + } + } + } + if (mats.Count == 0) + return; + + OSDArray matsArr = new OSDArray(); + foreach (KeyValuePair kvp in mats) + { + OSDMap matOsd = new OSDMap(); + matOsd["ID"] = OSD.FromUUID(kvp.Key); + matOsd["Material"] = kvp.Value; + matsArr.Add(matOsd); + } + + OSDMap OSMaterials = new OSDMap(); + OSMaterials["Materials"] = matsArr; + + lock (part.DynAttrs) + part.DynAttrs["OS:Materials"] = OSMaterials; + } + catch (Exception e) + { + m_log.Warn("[MaterialsDemoModule]: exception in StoreMaterialsForPart(): " + e.ToString()); + } + } + + public string RenderMaterialsPostCap(string request, string path, string param, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) @@ -300,6 +434,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule sop.ScheduleFullUpdate(); + StoreMaterialsForPart(sop); } } } @@ -327,7 +462,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule resp["Zipped"] = ZCompressOSD(respArr, false); string response = OSDParser.SerializeLLSDXmlString(resp); - m_log.Debug("[MaterialsDemoModule]: cap request: " + request); + //m_log.Debug("[MaterialsDemoModule]: cap request: " + request); + m_log.Debug("[MaterialsDemoModule]: cap request (zipped portion): " + ZippedOsdBytesToString(req["Zipped"].AsBinary())); m_log.Debug("[MaterialsDemoModule]: cap response: " + response); return response; } @@ -364,7 +500,17 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule return OSDParser.SerializeLLSDXmlString(resp); } - public Dictionary m_knownMaterials = new Dictionary(); + static string ZippedOsdBytesToString(byte[] bytes) + { + try + { + return OSDParser.SerializeJsonString(ZDecompressBytesToOsd(bytes)); + } + catch (Exception e) + { + return "ZippedOsdBytesToString caught an exception: " + e.ToString(); + } + } /// /// computes a UUID by hashing a OSD object -- cgit v1.1 From 293a024c141d3567d42169f625bc449b89a1b59d Mon Sep 17 00:00:00 2001 From: Melanie Date: Mon, 22 Apr 2013 22:24:41 +0200 Subject: Allow callers to set the invoice parameter for GenericMessage --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 14 ++++++++++++-- .../CoreModules/World/LightShare/LightShareModule.cs | 4 ++-- .../Agent/InternetRelayClientView/Server/IRCClientView.cs | 4 ++-- OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs | 4 ++-- 4 files changed, 18 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 1609012..1eb953c 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -900,9 +900,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } - public void SendGenericMessage(string method, List message) + public void SendGenericMessage(string method, UUID invoice, List message) { GenericMessagePacket gmp = new GenericMessagePacket(); + + gmp.AgentData.AgentID = AgentId; + gmp.AgentData.SessionID = m_sessionId; + gmp.AgentData.TransactionID = invoice; + gmp.MethodData.Method = Util.StringToBytes256(method); gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count]; int i = 0; @@ -915,9 +920,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP OutPacket(gmp, ThrottleOutPacketType.Task); } - public void SendGenericMessage(string method, List message) + public void SendGenericMessage(string method, UUID invoice, List message) { GenericMessagePacket gmp = new GenericMessagePacket(); + + gmp.AgentData.AgentID = AgentId; + gmp.AgentData.SessionID = m_sessionId; + gmp.AgentData.TransactionID = invoice; + gmp.MethodData.Method = Util.StringToBytes256(method); gmp.ParamList = new GenericMessagePacket.ParamListBlock[message.Count]; int i = 0; diff --git a/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs index 4e20196..89f3280 100644 --- a/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs +++ b/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs @@ -195,12 +195,12 @@ namespace OpenSim.Region.CoreModules.World.LightShare if (m_scene.RegionInfo.WindlightSettings.valid) { List param = compileWindlightSettings(wl); - client.SendGenericMessage("Windlight", param); + client.SendGenericMessage("Windlight", UUID.Random(), param); } else { List param = new List(); - client.SendGenericMessage("WindlightReset", param); + client.SendGenericMessage("WindlightReset", UUID.Random(), param); } } } diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 0ac56fa..915ebd8 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -971,12 +971,12 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server // TODO } - public void SendGenericMessage(string method, List message) + public void SendGenericMessage(string method, UUID invoice, List message) { } - public void SendGenericMessage(string method, List message) + public void SendGenericMessage(string method, UUID invoice, List message) { } diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 6bd27f0..0ee00e9 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -620,12 +620,12 @@ namespace OpenSim.Region.OptionalModules.World.NPC } - public void SendGenericMessage(string method, List message) + public void SendGenericMessage(string method, UUID invoice, List message) { } - public void SendGenericMessage(string method, List message) + public void SendGenericMessage(string method, UUID invoice, List message) { } -- cgit v1.1 From e1ac68315491a0962bd4d089f7190e1b82607f43 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 21 Apr 2013 15:59:39 -0700 Subject: BulletSim: fix crash when deleting llVolumeDetect enabled objects. Bullet's check for an object being linked into the world does not work for Bullet's ghost objects so BulletSim was deleting the object while it was still linked into the physical world structures. --- OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index bfa69b2..1976c42 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -162,11 +162,8 @@ public sealed class BSShapeCollection : IDisposable // If the caller needs to know the old body is going away, pass the event up. if (bodyCallback != null) bodyCallback(body); - if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) - { - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); - } + // Removing an object not in the world is a NOOP + PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); // Zero any reference to the shape so it is not freed when the body is deleted. PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); -- cgit v1.1 From 115e0aaf830d31530680b38afd705380be3f284a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 23 Apr 2013 21:54:32 +0100 Subject: Fix issue in ConciergeModule where UpdateBroker was sending malformed XML if any number of avatars other than 1 was in the region. I don't know how well the rest of ConiergeModule works since I've practically never looked at this code. Addresses http://opensimulator.org/mantis/view.php?id=6605 --- OpenSim/Region/OptionalModules/Avatar/Concierge/ConciergeModule.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Avatar/Concierge/ConciergeModule.cs b/OpenSim/Region/OptionalModules/Avatar/Concierge/ConciergeModule.cs index 018357a..c48e585 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Concierge/ConciergeModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Concierge/ConciergeModule.cs @@ -375,11 +375,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.Concierge scene.GetRootAgentCount(), scene.RegionInfo.RegionName, scene.RegionInfo.RegionID, DateTime.UtcNow.ToString("s"))); + scene.ForEachRootScenePresence(delegate(ScenePresence sp) { - list.Append(String.Format(" \n", sp.Name, sp.UUID)); - list.Append(""); + list.Append(String.Format(" \n", sp.Name, sp.UUID)); }); + + list.Append(""); string payload = list.ToString(); // post via REST to broker -- cgit v1.1 From 522ab85045066cb58bb76881032adab7cc6a2d68 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 23 Apr 2013 18:31:12 -0700 Subject: BulletSim: improve avatar stair walking up. Add more parameters to control force of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 103 +++++++++++++++++---- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 15 ++- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 22 ++++- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 + .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 3 + 5 files changed, 123 insertions(+), 25 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 8416740..bd5ee0b1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -40,10 +40,16 @@ public class BSActorAvatarMove : BSActor { BSVMotor m_velocityMotor; + // Set to true if we think we're going up stairs. + // This state is remembered because collisions will turn on and off as we go up stairs. + int m_walkingUpStairs; + float m_lastStepUp; + public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) : base(physicsScene, pObj, actorName) { m_velocityMotor = null; + m_walkingUpStairs = 0; m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID); } @@ -119,6 +125,8 @@ public class BSActorAvatarMove : BSActor SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); m_physicsScene.BeforeStep += Mover; + + m_walkingUpStairs = 0; } } @@ -216,8 +224,6 @@ public class BSActorAvatarMove : BSActor // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass; - // Should we check for move force being small and forcing velocity to zero? - // Add special movement force to allow avatars to walk up stepped surfaces. moveForce += WalkUpStairs(); @@ -233,24 +239,33 @@ public class BSActorAvatarMove : BSActor { OMV.Vector3 ret = OMV.Vector3.Zero; + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}", + m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying, + m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z); // This test is done if moving forward, not flying and is colliding with something. - // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}", - // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count); - if (m_controllingPrim.IsColliding && !m_controllingPrim.Flying && m_controllingPrim.TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */) + // Check for stairs climbing if colliding, not flying and moving forward + if ( m_controllingPrim.IsColliding + && !m_controllingPrim.Flying + && m_controllingPrim.TargetVelocitySpeed > 0.1f ) { // The range near the character's feet where we will consider stairs - float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f; + // float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f; + // Note: there is a problem with the computation of the capsule height. Thus RawPosition is off + // from the height. Revisit size and this computation when height is scaled properly. + float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - 0.05f; float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; - // Look for a collision point that is near the character's feet and is oriented the same as the charactor is + // Look for a collision point that is near the character's feet and is oriented the same as the charactor is. + // Find the highest 'good' collision. + OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero; foreach (KeyValuePair kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList) { // Don't care about collisions with the terrain if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID) { OMV.Vector3 touchPosition = kvp.Value.Position; - // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", - // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", + m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) { // This contact is within the 'near the feet' range. @@ -261,24 +276,76 @@ public class BSActorAvatarMove : BSActor float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); if (diff < BSParam.AvatarStepApproachFactor) { - // Found the stairs contact point. Push up a little to raise the character. - float upForce = (touchPosition.Z - nearFeetHeightMin) * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor; - ret = new OMV.Vector3(0f, 0f, upForce); - - // Also move the avatar up for the new height - OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f); - m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; + if (highestTouchPosition.Z < touchPosition.Z) + highestTouchPosition = touchPosition; } - m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}", - m_controllingPrim.LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret); } } } + m_walkingUpStairs = 0; + // If there is a good step sensing, move the avatar over the step. + if (highestTouchPosition != OMV.Vector3.Zero) + { + // Remember that we are going up stairs. This is needed because collisions + // will stop when we move up so this smoothes out that effect. + m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps; + + m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin; + ret = ComputeStairCorrection(m_lastStepUp); + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}", + m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret); + } + } + else + { + // If we used to be going up stairs but are not now, smooth the case where collision goes away while + // we are bouncing up the stairs. + if (m_walkingUpStairs > 0) + { + m_walkingUpStairs--; + ret = ComputeStairCorrection(m_lastStepUp); + } } return ret; } + private OMV.Vector3 ComputeStairCorrection(float stepUp) + { + OMV.Vector3 ret = OMV.Vector3.Zero; + OMV.Vector3 displacement = OMV.Vector3.Zero; + + if (stepUp > 0f) + { + // Found the stairs contact point. Push up a little to raise the character. + if (BSParam.AvatarStepForceFactor > 0f) + { + float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor; + ret = new OMV.Vector3(0f, 0f, upForce); + } + + // Also move the avatar up for the new height + if (BSParam.AvatarStepUpCorrectionFactor > 0f) + { + // Move the avatar up related to the height of the collision + displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor); + m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; + } + else + { + if (BSParam.AvatarStepUpCorrectionFactor < 0f) + { + // Move the avatar up about the specified step height + displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight); + m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; + } + } + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,disp={1},force={2}", + m_controllingPrim.LocalID, displacement, ret); + + } + return ret; + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 06df85e..980d405 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -128,6 +128,8 @@ public static class BSParam public static float AvatarStepHeight { get; private set; } public static float AvatarStepApproachFactor { get; private set; } public static float AvatarStepForceFactor { get; private set; } + public static float AvatarStepUpCorrectionFactor { get; private set; } + public static int AvatarStepSmoothingSteps { get; private set; } // Vehicle parameters public static float VehicleMaxLinearVelocity { get; private set; } @@ -234,6 +236,7 @@ public static class BSParam objectSet = pObjSetter; } /* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work + * TODO: Maybe use reflection and the name of the variable to create a reference for the getter/setter. public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc) : base(pName, pDesc) { @@ -561,7 +564,7 @@ public static class BSParam (s) => { return AvatarBelowGroundUpCorrectionMeters; }, (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ), new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", - 0.3f, + 0.6f, (s) => { return AvatarStepHeight; }, (s,v) => { AvatarStepHeight = v; } ), new ParameterDefn("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", @@ -569,9 +572,17 @@ public static class BSParam (s) => { return AvatarStepApproachFactor; }, (s,v) => { AvatarStepApproachFactor = v; } ), new ParameterDefn("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", - 2.0f, + 1.0f, (s) => { return AvatarStepForceFactor; }, (s,v) => { AvatarStepForceFactor = v; } ), + new ParameterDefn("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", + 1.0f, + (s) => { return AvatarStepUpCorrectionFactor; }, + (s,v) => { AvatarStepUpCorrectionFactor = v; } ), + new ParameterDefn("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", + 2, + (s) => { return AvatarStepSmoothingSteps; }, + (s,v) => { AvatarStepSmoothingSteps = v; } ), new ParameterDefn("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", 1000.0f, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 98eb4ca..309d004 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -96,7 +96,7 @@ public abstract class BSPhysObject : PhysicsActor SetMaterial((int)MaterialAttributes.Material.Wood); CollisionCollection = new CollisionEventUpdate(); - CollisionsLastTick = CollisionCollection; + CollisionsLastReported = CollisionCollection; SubscribedEventsMs = 0; CollidingStep = 0; CollidingGroundStep = 0; @@ -368,11 +368,14 @@ public abstract class BSPhysObject : PhysicsActor } } - // The collisions that have been collected this tick + // The collisions that have been collected for the next collision reporting (throttled by subscription) protected CollisionEventUpdate CollisionCollection; - // Remember collisions from last tick for fancy collision based actions + // This is the collision collection last reported to the Simulator. + public CollisionEventUpdate CollisionsLastReported; + // Remember the collisions recorded in the last tick for fancy collision checking // (like a BSCharacter walking up stairs). public CollisionEventUpdate CollisionsLastTick; + private long CollisionsLastTickStep = -1; // The simulation step is telling this object about a collision. // Return 'true' if a collision was processed and should be sent up. @@ -399,6 +402,15 @@ public abstract class BSPhysObject : PhysicsActor // For movement tests, remember if we are colliding with an object that is moving. ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; + // Make a collection of the collisions that happened the last simulation tick. + // This is different than the collection created for sending up to the simulator as it is cleared every tick. + if (CollisionsLastTickStep != PhysicsScene.SimulationStep) + { + CollisionsLastTick = new CollisionEventUpdate(); + CollisionsLastTickStep = PhysicsScene.SimulationStep; + } + CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + // If someone has subscribed for collision events log the collision so it will be reported up if (SubscribedEvents()) { CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); @@ -419,7 +431,7 @@ public abstract class BSPhysObject : PhysicsActor bool ret = true; // If the 'no collision' call, force it to happen right now so quick collision_end - bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); + bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); // throttle the collisions to the number of milliseconds specified in the subscription if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) @@ -438,7 +450,7 @@ public abstract class BSPhysObject : PhysicsActor base.SendCollisionUpdate(CollisionCollection); // Remember the collisions from this tick for some collision specific processing. - CollisionsLastTick = CollisionCollection; + CollisionsLastReported = CollisionCollection; // The CollisionCollection instance is passed around in the simulator. // Make sure we don't have a handle to that one and that a new one is used for next time. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 3423d2e..4bc266b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -69,12 +69,17 @@ public class BSPrim : BSPhysObject private int CrossingFailures { get; set; } + // Keep a handle to the vehicle actor so it is easy to set parameters on same. public BSDynamics VehicleActor; public const string VehicleActorName = "BasicVehicle"; + // Parameters for the hover actor public const string HoverActorName = "HoverActor"; + // Parameters for the axis lock actor public const String LockedAxisActorName = "BSPrim.LockedAxis"; + // Parameters for the move to target actor public const string MoveToTargetActorName = "MoveToTargetActor"; + // Parameters for the setForce and setTorque actors public const string SetForceActorName = "SetForceActor"; public const string SetTorqueActorName = "SetTorqueActor"; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index a0131c7..1284ae7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -42,6 +42,8 @@ One sided meshes? Should terrain be built into a closed shape? VEHICLES TODO LIST: ================================================= +UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: + https://github.com/UbitUmarov/Ubit-opensim Border crossing with linked vehicle causes crash 20121129.1411: editting/moving phys object across region boundries causes crash getPos-> btRigidBody::upcast -> getBodyType -> BOOM @@ -167,6 +169,7 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint) MORE ====================================================== +Compute avatar size and scale correctly. Now it is a bit off from the capsule size. Create tests for different interface components Have test objects/scripts measure themselves and turn color if correct/bad Test functions in SL and calibrate correctness there -- cgit v1.1 From e324f6f3f0f8d894190cd7a9733687ac4308b2c1 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 24 Apr 2013 08:03:45 -0700 Subject: BulletSim: update DLLs and SOs to they have no dependencies on newer glibc (2.14) since that is not yet in some Linux distributions. Add unmanaged API calls and code for creating single convex hull shapes. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 27 ++++++++++++++++++++++ OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 10 ++++++++ .../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 7 ++++++ 3 files changed, 44 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index f5b84d4..fdf2cb9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -268,6 +268,25 @@ public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShap BSPhysicsShapeType.SHAPE_HULL); } +public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape) +{ + BulletWorldUnman worldu = world as BulletWorldUnman; + BulletShapeUnman shapeu = meshShape as BulletShapeUnman; + return new BulletShapeUnman( + BSAPICPP.BuildConvexHullShapeFromMesh2(worldu.ptr, shapeu.ptr), + BSPhysicsShapeType.SHAPE_CONVEXHULL); +} + +public override BulletShape CreateConvexHullShape(BulletWorld world, + int indicesCount, int[] indices, + int verticesCount, float[] vertices) +{ + BulletWorldUnman worldu = world as BulletWorldUnman; + return new BulletShapeUnman( + BSAPICPP.CreateConvexHullShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), + BSPhysicsShapeType.SHAPE_CONVEXHULL); +} + public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData) { BulletWorldUnman worldu = world as BulletWorldUnman; @@ -1414,6 +1433,14 @@ public static extern IntPtr CreateHullShape2(IntPtr world, public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape, HACDParams parms); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr BuildConvexHullShapeFromMesh2(IntPtr world, IntPtr meshShape); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr CreateConvexHullShape2(IntPtr world, + int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, + int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index f6b4359..b37265a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -1778,6 +1778,16 @@ private sealed class BulletConstraintXNA : BulletConstraint /* TODO */ return null; } + public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape) + { + /* TODO */ return null; + } + + public override BulletShape CreateConvexHullShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) + { + /* TODO */ return null; + } + public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) { //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index d0d9f34..bfeec24 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -70,6 +70,7 @@ public enum BSPhysicsShapeType SHAPE_COMPOUND = 22, SHAPE_HEIGHTMAP = 23, SHAPE_AVATAR = 24, + SHAPE_CONVEXHULL= 25, }; // The native shapes have predefined shape hash keys @@ -325,6 +326,12 @@ public abstract BulletShape CreateHullShape(BulletWorld world, public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms); +public abstract BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape); + +public abstract BulletShape CreateConvexHullShape(BulletWorld world, + int indicesCount, int[] indices, + int verticesCount, float[] vertices ); + public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); public abstract bool IsNativeShape(BulletShape shape); -- cgit v1.1 From c22a2ab7d21803050317527476c2e18aa2edb40f Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 24 Apr 2013 08:05:42 -0700 Subject: BulletSim: partial addition of BSShape class code preparing for different physical mesh representations (simplified convex meshes) and avatar mesh. --- .../Physics/BulletSPlugin/BSShapeCollection.cs | 28 +-- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 215 +++++++++++++++++---- 2 files changed, 191 insertions(+), 52 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 1976c42..bc26460 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -612,7 +612,7 @@ public sealed class BSShapeCollection : IDisposable newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod); // Take evasive action if the mesh was not constructed. - newShape = VerifyMeshCreated(newShape, prim); + newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); ReferenceShape(newShape); @@ -719,7 +719,7 @@ public sealed class BSShapeCollection : IDisposable newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod); // It might not have been created if we're waiting for an asset. - newShape = VerifyMeshCreated(newShape, prim); + newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); ReferenceShape(newShape); @@ -923,7 +923,7 @@ public sealed class BSShapeCollection : IDisposable // Create a hash of all the shape parameters to be used as a key // for this particular shape. - private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) + public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) { // level of detail based on size and type of the object float lod = BSParam.MeshLOD; @@ -944,7 +944,7 @@ public sealed class BSShapeCollection : IDisposable return pbs.GetMeshKey(size, lod); } // For those who don't want the LOD - private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) + public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) { float lod; return ComputeShapeKey(size, pbs, out lod); @@ -957,7 +957,7 @@ public sealed class BSShapeCollection : IDisposable // us to not loop forever. // Called after creating a physical mesh or hull. If the physical shape was created, // just return. - private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim) + public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) { // If the shape was successfully created, nothing more to do if (newShape.HasPhysicalShape) @@ -969,7 +969,7 @@ public sealed class BSShapeCollection : IDisposable if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", + physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); } else @@ -981,14 +981,14 @@ public sealed class BSShapeCollection : IDisposable && prim.BaseShape.SculptTexture != OMV.UUID.Zero ) { - DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); + physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); // Multiple requestors will know we're waiting for this asset prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; BSPhysObject xprim = prim; Util.FireAndForget(delegate { - RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; + RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; if (assetProvider != null) { BSPhysObject yprim = xprim; // probably not necessary, but, just in case. @@ -1016,7 +1016,7 @@ public sealed class BSShapeCollection : IDisposable yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; else yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", + physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); }); @@ -1024,8 +1024,8 @@ public sealed class BSShapeCollection : IDisposable else { xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", - LogHeader, PhysicsScene.Name); + physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", + LogHeader, physicsScene.Name); } }); } @@ -1033,15 +1033,15 @@ public sealed class BSShapeCollection : IDisposable { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { - PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", + physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); } } } // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. - BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); - DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); + BulletShape fillinShape = physicsScene.Shapes.BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); + physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); return fillinShape; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index ee18379..dd5ae1a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -29,6 +29,9 @@ using System; using System.Collections.Generic; using System.Text; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; + using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin @@ -37,11 +40,19 @@ public abstract class BSShape { public int referenceCount { get; set; } public DateTime lastReferenced { get; set; } + public BulletShape physShapeInfo { get; set; } public BSShape() { referenceCount = 0; lastReferenced = DateTime.Now; + physShapeInfo = new BulletShape(); + } + public BSShape(BulletShape pShape) + { + referenceCount = 0; + lastReferenced = DateTime.Now; + physShapeInfo = pShape; } // Get a reference to a physical shape. Create if it doesn't exist @@ -79,21 +90,30 @@ public abstract class BSShape return ret; } - public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { + BSShapeMesh.GetReference(physicsScene, forceRebuild, prim); + BSShapeHull.GetReference(physicsScene, forceRebuild, prim); return null; } - public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + + // Called when this shape is being used again. + public virtual void IncrementReference() { - return null; + referenceCount++; + lastReferenced = DateTime.Now; + } + + // Called when this shape is being used again. + public virtual void DecrementReference() + { + referenceCount--; + lastReferenced = DateTime.Now; } // Release the use of a physical shape. public abstract void Dereference(BSScene physicsScene); - // All shapes have a static call to get a reference to the physical shape - // protected abstract static BSShape GetReference(); - // Returns a string for debugging that uniquily identifies the memory used by this instance public virtual string AddrString { @@ -112,6 +132,7 @@ public abstract class BSShape } } +// ============================================================================================================ public class BSShapeNull : BSShape { public BSShapeNull() : base() @@ -121,23 +142,39 @@ public class BSShapeNull : BSShape public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } } +// ============================================================================================================ public class BSShapeNative : BSShape { private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; - public BSShapeNative() : base() + public BSShapeNative(BulletShape pShape) : base(pShape) { } + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, - BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) + BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { // Native shapes are not shared and are always built anew. - //return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); - return null; + return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); } - private BSShapeNative(BSScene physicsScene, BSPhysObject prim, - BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) + // Make this reference to the physical shape go away since native shapes are not shared. + public override void Dereference(BSScene physicsScene) + { + // Native shapes are not tracked and are released immediately + if (physShapeInfo.HasPhysicalShape) + { + physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); + physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); + } + physShapeInfo.Clear(); + // Garbage collection will free up this instance. + } + + private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, + BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { + BulletShape newShape; + ShapeData nativeShapeData = new ShapeData(); nativeShapeData.Type = shapeType; nativeShapeData.ID = prim.LocalID; @@ -146,63 +183,164 @@ public class BSShapeNative : BSShape nativeShapeData.MeshKey = (ulong)shapeKey; nativeShapeData.HullKey = (ulong)shapeKey; - - /* if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) { - ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); - physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); + newShape = physicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); + physicsScene.DetailLog("{0},BSShapeNative,capsule,scale={1}", prim.LocalID, prim.Scale); } else { - ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); + newShape = physicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); } - if (ptr == IntPtr.Zero) + if (!newShape.HasPhysicalShape) { physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } - type = shapeType; - key = (UInt64)shapeKey; - */ - } - // Make this reference to the physical shape go away since native shapes are not shared. - public override void Dereference(BSScene physicsScene) - { - /* - // Native shapes are not tracked and are released immediately - physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); - PhysicsScene.PE.DeleteCollisionShape(physicsScene.World, this); - ptr = IntPtr.Zero; - // Garbage collection will free up this instance. - */ + newShape.type = shapeType; + newShape.isNativeShape = true; + newShape.shapeKey = (UInt64)shapeKey; + return newShape; } + } +// ============================================================================================================ public class BSShapeMesh : BSShape { private static string LogHeader = "[BULLETSIM SHAPE MESH]"; private static Dictionary Meshes = new Dictionary(); - public BSShapeMesh() : base() + public BSShapeMesh(BulletShape pShape) : base(pShape) { } - public static BSShape GetReference() { return new BSShapeNull(); } - public override void Dereference(BSScene physicsScene) { } + public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + float lod; + System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + + physicsScene.DetailLog("{0},BSShapeMesh,create,oldKey={1},newKey={2},size={3},lod={4}", + prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); + + BSShapeMesh retMesh; + lock (Meshes) + { + if (Meshes.TryGetValue(newMeshKey, out retMesh)) + { + // The mesh has already been created. Return a new reference to same. + retMesh.IncrementReference(); + } + else + { + // An instance of this mesh has not been created. Build and remember same. + BulletShape newShape = CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); + // Take evasive action if the mesh was not constructed. + newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); + + retMesh = new BSShapeMesh(newShape); + + Meshes.Add(newMeshKey, retMesh); + } + } + return retMesh; + } + public override void Dereference(BSScene physicsScene) + { + lock (Meshes) + { + this.DecrementReference(); + // TODO: schedule aging and destruction of unused meshes. + } + } + + private static BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, + PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + { + BulletShape newShape = null; + + IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, + false, // say it is not physical so a bounding box is not built + false // do not cache the mesh and do not use previously built versions + ); + + if (meshData != null) + { + + int[] indices = meshData.getIndexListAsInt(); + int realIndicesIndex = indices.Length; + float[] verticesAsFloats = meshData.getVertexListAsFloat(); + + if (BSParam.ShouldRemoveZeroWidthTriangles) + { + // Remove degenerate triangles. These are triangles with two of the vertices + // are the same. This is complicated by the problem that vertices are not + // made unique in sculpties so we have to compare the values in the vertex. + realIndicesIndex = 0; + for (int tri = 0; tri < indices.Length; tri += 3) + { + // Compute displacements into vertex array for each vertex of the triangle + int v1 = indices[tri + 0] * 3; + int v2 = indices[tri + 1] * 3; + int v3 = indices[tri + 2] * 3; + // Check to see if any two of the vertices are the same + if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0] + && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1] + && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2]) + || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0] + && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1] + && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2]) + || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0] + && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1] + && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) ) + ) + { + // None of the vertices of the triangles are the same. This is a good triangle; + indices[realIndicesIndex + 0] = indices[tri + 0]; + indices[realIndicesIndex + 1] = indices[tri + 1]; + indices[realIndicesIndex + 2] = indices[tri + 2]; + realIndicesIndex += 3; + } + } + } + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", + BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); + + if (realIndicesIndex != 0) + { + newShape = physicsScene.PE.CreateMeshShape(physicsScene.World, + realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); + } + else + { + physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", + LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); + } + } + newShape.shapeKey = newMeshKey; + + return newShape; + } } +// ============================================================================================================ public class BSShapeHull : BSShape { private static string LogHeader = "[BULLETSIM SHAPE HULL]"; private static Dictionary Hulls = new Dictionary(); - public BSShapeHull() : base() + public BSShapeHull(BulletShape pShape) : base(pShape) + { + } + public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + return new BSShapeNull(); + } + public override void Dereference(BSScene physicsScene) { } - public static BSShape GetReference() { return new BSShapeNull(); } - public override void Dereference(BSScene physicsScene) { } } +// ============================================================================================================ public class BSShapeCompound : BSShape { private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; @@ -216,6 +354,7 @@ public class BSShapeCompound : BSShape public override void Dereference(BSScene physicsScene) { } } +// ============================================================================================================ public class BSShapeAvatar : BSShape { private static string LogHeader = "[BULLETSIM SHAPE AVATAR]"; -- cgit v1.1 From 70081a40a4892b5d3e58218a8cd15a689d875ad0 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 24 Apr 2013 12:45:19 -0700 Subject: Bug fix: compare tolower. This should fix the issue where HG visitors currently in the region were not being found by the avatar picker window. --- .../Region/CoreModules/Framework/UserManagement/UserManagementModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 77e8b00..7b823ba 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -200,7 +200,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // search the local cache foreach (UserData data in m_UserCache.Values) if (users.Find(delegate(UserData d) { return d.Id == data.Id; }) == null && - (data.FirstName.StartsWith(query) || data.LastName.StartsWith(query))) + (data.FirstName.ToLower().StartsWith(query.ToLower()) || data.LastName.ToLower().StartsWith(query.ToLower()))) users.Add(data); AddAdditionalUsers(avatarID, query, users); -- cgit v1.1 From 6f3c905744e674f3cca555a4d36ede2139fcb9d7 Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 25 Apr 2013 00:24:48 +0100 Subject: Add Avination's support for parcel eject and freeze --- .../CoreModules/World/Land/LandManagementModule.cs | 85 ++++++++++++++++++++++ OpenSim/Region/Framework/Scenes/Scene.cs | 40 ++++++---- 2 files changed, 110 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs index dbf5138..693de1d 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs @@ -210,6 +210,9 @@ namespace OpenSim.Region.CoreModules.World.Land client.OnParcelInfoRequest += ClientOnParcelInfoRequest; client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; client.OnPreAgentUpdate += ClientOnPreAgentUpdate; + client.OnParcelEjectUser += ClientOnParcelEjectUser; + client.OnParcelFreezeUser += ClientOnParcelFreezeUser; + EntityBase presenceEntity; if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) @@ -1738,6 +1741,88 @@ namespace OpenSim.Region.CoreModules.World.Land UpdateLandObject(localID, land.LandData); } + Dictionary Timers = new Dictionary(); + + public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target) + { + ScenePresence targetAvatar = null; + ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar); + ScenePresence parcelManager = null; + ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager); + System.Threading.Timer Timer; + + if (targetAvatar.UserLevel == 0) + { + ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y); + if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze)) + return; + if (flags == 0) + { + targetAvatar.AllowMovement = false; + targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world."); + parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen."); + System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen); + Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0); + Timers.Add(targetAvatar.UUID, Timer); + } + else + { + targetAvatar.AllowMovement = true; + targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you."); + parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen."); + Timers.TryGetValue(targetAvatar.UUID, out Timer); + Timers.Remove(targetAvatar.UUID); + Timer.Dispose(); + } + } + } + + private void OnEndParcelFrozen(object avatar) + { + ScenePresence targetAvatar = (ScenePresence)avatar; + targetAvatar.AllowMovement = true; + System.Threading.Timer Timer; + Timers.TryGetValue(targetAvatar.UUID, out Timer); + Timers.Remove(targetAvatar.UUID); + targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false); + } + + public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target) + { + ScenePresence targetAvatar = null; + ScenePresence parcelManager = null; + + // Must have presences + if (!m_scene.TryGetScenePresence(target, out targetAvatar) || + !m_scene.TryGetScenePresence(client.AgentId, out parcelManager)) + return; + + // Cannot eject estate managers or gods + if (m_scene.Permissions.IsAdministrator(target)) + return; + + // Check if you even have permission to do this + ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y); + if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) && + !m_scene.Permissions.IsAdministrator(client.AgentId)) + return; + Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land); + + targetAvatar.TeleportWithMomentum(pos, null); + targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname); + parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected."); + + if ((flags & 1) != 0) // Ban TODO: Remove magic number + { + LandAccessEntry entry = new LandAccessEntry(); + entry.AgentID = targetAvatar.UUID; + entry.Flags = AccessList.Ban; + entry.Expires = 0; // Perm + + land.LandData.ParcelAccessList.Add(entry); + } + } + protected void InstallInterfaces() { Command clearCommand diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f50d3cd..69fe137 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -5138,9 +5138,14 @@ namespace OpenSim.Region.Framework.Scenes get { return m_allowScriptCrossings; } } - public Vector3? GetNearestAllowedPosition(ScenePresence avatar) + public Vector3 GetNearestAllowedPosition(ScenePresence avatar) { - ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); + return GetNearestAllowedPosition(avatar, null); + } + + public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel) + { + ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel); if (nearestParcel != null) { @@ -5149,10 +5154,7 @@ namespace OpenSim.Region.Framework.Scenes Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); if (nearestPoint != null) { -// m_log.DebugFormat( -// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}", -// avatar.Name, nearestPoint, nearestParcel.LandData.Name); - + Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString()); return nearestPoint.Value; } @@ -5162,24 +5164,27 @@ namespace OpenSim.Region.Framework.Scenes nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); if (nearestPoint != null) { -// m_log.DebugFormat( -// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint); - + Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString()); return nearestPoint.Value; } - //Ultimate backup if we have no idea where they are -// m_log.DebugFormat( -// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); + ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y); + if (dest != excludeParcel) + { + // Ultimate backup if we have no idea where they are and + // the last allowed position was in another parcel + Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString()); + return avatar.lastKnownAllowedPosition; + } - return avatar.lastKnownAllowedPosition; + // else fall through to region edge } //Go to the edge, this happens in teleporting to a region with no available parcels Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); - + return nearestRegionEdgePoint; } @@ -5206,13 +5211,18 @@ namespace OpenSim.Region.Framework.Scenes public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) { + return GetNearestAllowedParcel(avatarId, x, y, null); + } + + public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel) + { List all = AllParcels(); float minParcelDistance = float.MaxValue; ILandObject nearestParcel = null; foreach (var parcel in all) { - if (!parcel.IsEitherBannedOrRestricted(avatarId)) + if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel) { float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); if (parcelDistance < minParcelDistance) -- cgit v1.1 From 5cd77a460ca434f50c231ba261647e82e9f033dc Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 25 Apr 2013 00:51:57 +0100 Subject: Commit Avination's God Kick feature. --- .../Region/CoreModules/Avatar/Gods/GodsModule.cs | 199 ++++++++++++++------- 1 file changed, 137 insertions(+), 62 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs index 5a7446f..d9badcd 100644 --- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs @@ -32,14 +32,35 @@ using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; +using System; +using System.Reflection; +using System.Collections; +using System.Collections.Specialized; +using System.Reflection; +using System.IO; +using System.Web; +using System.Xml; +using log4net; using Mono.Addins; +using OpenMetaverse.Messages.Linden; +using OpenMetaverse.StructuredData; +using OpenSim.Framework.Capabilities; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; +using Caps = OpenSim.Framework.Capabilities.Caps; +using OSDArray = OpenMetaverse.StructuredData.OSDArray; +using OSDMap = OpenMetaverse.StructuredData.OSDMap; + namespace OpenSim.Region.CoreModules.Avatar.Gods { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GodsModule")] public class GodsModule : INonSharedRegionModule, IGodsModule { + private static readonly ILog m_log = + LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// Special UUID for actions that apply to all agents private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); @@ -65,6 +86,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods m_scene = scene; m_scene.RegisterModuleInterface(this); m_scene.EventManager.OnNewClient += SubscribeToClientEvents; + m_scene.EventManager.OnRegisterCaps += OnRegisterCaps; + scene.EventManager.OnIncomingInstantMessage += + OnIncomingInstantMessage; } public void RemoveRegion(Scene scene) @@ -98,6 +122,47 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods client.OnRequestGodlikePowers -= RequestGodlikePowers; } + private void OnRegisterCaps(UUID agentID, Caps caps) + { + string uri = "/CAPS/" + UUID.Random(); + + caps.RegisterHandler("UntrustedSimulatorMessage", + new RestStreamHandler("POST", uri, + HandleUntrustedSimulatorMessage)); + } + + private string HandleUntrustedSimulatorMessage(string request, + string path, string param, IOSHttpRequest httpRequest, + IOSHttpResponse httpResponse) + { + OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request); + + string message = osd["message"].AsString(); + + if (message == "GodKickUser") + { + OSDMap body = (OSDMap)osd["body"]; + OSDArray userInfo = (OSDArray)body["UserInfo"]; + OSDMap userData = (OSDMap)userInfo[0]; + + UUID agentID = userData["AgentID"].AsUUID(); + UUID godID = userData["GodID"].AsUUID(); + UUID godSessionID = userData["GodSessionID"].AsUUID(); + uint kickFlags = userData["KickFlags"].AsUInteger(); + string reason = userData["Reason"].AsString(); + ScenePresence god = m_scene.GetScenePresence(godID); + if (god == null || god.ControllingClient.SessionId != godSessionID) + return String.Empty; + + KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason)); + } + else + { + m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message); + } + return String.Empty; + } + public void RequestGodlikePowers( UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) { @@ -146,76 +211,86 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods /// The message to send to the user after it's been turned into a field public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) { - UUID kickUserID = ALL_AGENTS; - + if (!m_scene.Permissions.IsGod(godID)) + return; + ScenePresence sp = m_scene.GetScenePresence(agentID); - if (sp != null || agentID == kickUserID) + if (sp == null && agentID != ALL_AGENTS) { - if (m_scene.Permissions.IsGod(godID)) + IMessageTransferModule transferModule = + m_scene.RequestModuleInterface(); + if (transferModule != null) { - if (kickflags == 0) - { - if (agentID == kickUserID) - { - string reasonStr = Utils.BytesToString(reason); - - m_scene.ForEachClient( - delegate(IClientAPI controller) - { - if (controller.AgentId != godID) - controller.Kick(reasonStr); - } - ); - - // This is a bit crude. It seems the client will be null before it actually stops the thread - // The thread will kill itself eventually :/ - // Is there another way to make sure *all* clients get this 'inter region' message? - m_scene.ForEachRootClient( - delegate(IClientAPI client) - { - if (client.AgentId != godID) - { - client.Close(); - } - } - ); - } - else - { - m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent); + m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID); + transferModule.SendInstantMessage(new GridInstantMessage( + m_scene, godID, "God", agentID, (byte)250, false, + Utils.BytesToString(reason), UUID.Zero, true, + new Vector3(), new byte[] {(byte)kickflags}, true), + delegate(bool success) {} ); + } + return; + } - sp.ControllingClient.Kick(Utils.BytesToString(reason)); - sp.ControllingClient.Close(); - } - } - - if (kickflags == 1) - { - sp.AllowMovement = false; - if (DialogModule != null) - { - DialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason)); - DialogModule.SendAlertToUser(godID, "User Frozen"); - } - } - - if (kickflags == 2) - { - sp.AllowMovement = true; - if (DialogModule != null) - { - DialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason)); - DialogModule.SendAlertToUser(godID, "User Unfrozen"); - } - } + switch (kickflags) + { + case 0: + if (sp != null) + { + KickPresence(sp, Utils.BytesToString(reason)); } - else + else if (agentID == ALL_AGENTS) { - if (DialogModule != null) - DialogModule.SendAlertToUser(godID, "Kick request denied"); + m_scene.ForEachRootScenePresence( + delegate(ScenePresence p) + { + if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID))) + KickPresence(p, Utils.BytesToString(reason)); + } + ); } + break; + case 1: + if (sp != null) + { + sp.AllowMovement = false; + m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason)); + m_dialogModule.SendAlertToUser(godID, "User Frozen"); + } + break; + case 2: + if (sp != null) + { + sp.AllowMovement = true; + m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason)); + m_dialogModule.SendAlertToUser(godID, "User Unfrozen"); + } + break; + default: + break; + } + } + + private void KickPresence(ScenePresence sp, string reason) + { + if (sp.IsChildAgent) + return; + sp.ControllingClient.Kick(reason); + sp.MakeChildAgent(); + sp.ControllingClient.Close(); + } + + private void OnIncomingInstantMessage(GridInstantMessage msg) + { + if (msg.dialog == (uint)250) // Nonlocal kick + { + UUID agentID = new UUID(msg.toAgentID); + string reason = msg.message; + UUID godID = new UUID(msg.fromAgentID); + uint kickMode = (uint)msg.binaryBucket[0]; + + KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason)); } } } -} \ No newline at end of file +} -- cgit v1.1 From ec4f981f1d371b329d227e17cb2f5aaaba364fad Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 25 Apr 2013 01:39:22 +0200 Subject: Adding the dynamic menu module which allows registering new menu options in compliant viewers --- .../Framework/Interfaces/IDynamicMenuModule.cs | 57 +++++ .../ViewerSupport/DynamicMenuModule.cs | 282 +++++++++++++++++++++ 2 files changed, 339 insertions(+) create mode 100644 OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs create mode 100644 OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs b/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs new file mode 100644 index 0000000..08b71e4 --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs @@ -0,0 +1,57 @@ +/* + * 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.Collections.Generic; +using OpenMetaverse; +using OpenSim.Framework; + +namespace OpenSim.Region.Framework.Interfaces +{ + public enum InsertLocation : int + { + Agent = 1, + World = 2, + Tools = 3, + Advanced = 4, + Admin = 5 + } + + public enum UserMode : int + { + Normal = 0, + God = 3 + } + + public delegate void CustomMenuHandler(string action, UUID agentID, List selection); + + public interface IDynamicMenuModule + { + void AddMenuItem(UUID agentID, string title, InsertLocation location, UserMode mode, CustomMenuHandler handler); + void AddMenuItem(string title, InsertLocation location, UserMode mode, CustomMenuHandler handler); + void RemoveMenuItem(string action); + } +} diff --git a/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs b/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs new file mode 100644 index 0000000..917911f --- /dev/null +++ b/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs @@ -0,0 +1,282 @@ +// ****************************************************************** +// Copyright (c) 2008, 2009 Melanie Thielker +// +// All rights reserved +// + +using System; +using System.IO; +using System.Reflection; +using System.Text; +using System.Collections.Generic; +using OpenMetaverse; +using OpenMetaverse.StructuredData; +using OpenSim; +using OpenSim.Region; +using OpenSim.Region.Framework; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Framework; +//using OpenSim.Framework.Capabilities; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; +using Nini.Config; +using log4net; +using Mono.Addins; +using Caps = OpenSim.Framework.Capabilities.Caps; +using OSDMap = OpenMetaverse.StructuredData.OSDMap; + +namespace OpenSim.Region.OptionalModules.ViewerSupport +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DynamicMenu")] + public class DynamicMenuModule : INonSharedRegionModule, IDynamicMenuModule + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + private class MenuItemData + { + public string Title; + public UUID AgentID; + public InsertLocation Location; + public UserMode Mode; + public CustomMenuHandler Handler; + } + + private Dictionary> m_menuItems = + new Dictionary>(); + + private Scene m_scene; + + public string Name + { + get { return "DynamicMenuModule"; } + } + + public Type ReplaceableInterface + { + get { return null; } + } + + public void Initialise(IConfigSource config) + { + } + + public void Close() + { + } + + public void AddRegion(Scene scene) + { + m_scene = scene; + scene.EventManager.OnRegisterCaps += OnRegisterCaps; + m_scene.RegisterModuleInterface(this); + } + + public void RegionLoaded(Scene scene) + { + ISimulatorFeaturesModule featuresModule = m_scene.RequestModuleInterface(); + + if (featuresModule != null) + featuresModule.OnSimulatorFeaturesRequest += OnSimulatorFeaturesRequest; + } + + public void RemoveRegion(Scene scene) + { + } + + private void OnSimulatorFeaturesRequest(UUID agentID, ref OSDMap features) + { + OSD menus = new OSDMap(); + if (features.ContainsKey("menus")) + menus = features["menus"]; + + OSDMap agent = new OSDMap(); + OSDMap world = new OSDMap(); + OSDMap tools = new OSDMap(); + OSDMap advanced = new OSDMap(); + OSDMap admin = new OSDMap(); + if (((OSDMap)menus).ContainsKey("agent")) + agent = (OSDMap)((OSDMap)menus)["agent"]; + if (((OSDMap)menus).ContainsKey("world")) + world = (OSDMap)((OSDMap)menus)["world"]; + if (((OSDMap)menus).ContainsKey("tools")) + tools = (OSDMap)((OSDMap)menus)["tools"]; + if (((OSDMap)menus).ContainsKey("advanced")) + advanced = (OSDMap)((OSDMap)menus)["advanced"]; + if (((OSDMap)menus).ContainsKey("admin")) + admin = (OSDMap)((OSDMap)menus)["admin"]; + + if (m_menuItems.ContainsKey(UUID.Zero)) + { + foreach (MenuItemData d in m_menuItems[UUID.Zero]) + { + if (d.Mode == UserMode.God && (!m_scene.Permissions.IsGod(agentID))) + continue; + + OSDMap loc = null; + switch (d.Location) + { + case InsertLocation.Agent: + loc = agent; + break; + case InsertLocation.World: + loc = world; + break; + case InsertLocation.Tools: + loc = tools; + break; + case InsertLocation.Advanced: + loc = advanced; + break; + case InsertLocation.Admin: + loc = admin; + break; + } + + if (loc == null) + continue; + + loc[d.Title] = OSD.FromString(d.Title); + } + } + + if (m_menuItems.ContainsKey(agentID)) + { + foreach (MenuItemData d in m_menuItems[agentID]) + { + if (d.Mode == UserMode.God && (!m_scene.Permissions.IsGod(agentID))) + continue; + + OSDMap loc = null; + switch (d.Location) + { + case InsertLocation.Agent: + loc = agent; + break; + case InsertLocation.World: + loc = world; + break; + case InsertLocation.Tools: + loc = tools; + break; + case InsertLocation.Advanced: + loc = advanced; + break; + case InsertLocation.Admin: + loc = admin; + break; + } + + if (loc == null) + continue; + + loc[d.Title] = OSD.FromString(d.Title); + } + } + + + ((OSDMap)menus)["agent"] = agent; + ((OSDMap)menus)["world"] = world; + ((OSDMap)menus)["tools"] = tools; + ((OSDMap)menus)["advanced"] = advanced; + ((OSDMap)menus)["admin"] = admin; + + features["menus"] = menus; + } + + private void OnRegisterCaps(UUID agentID, Caps caps) + { + string capUrl = "/CAPS/" + UUID.Random() + "/"; + + capUrl = "/CAPS/" + UUID.Random() + "/"; + caps.RegisterHandler("CustomMenuAction", new MenuActionHandler(capUrl, "CustomMenuAction", agentID, this, m_scene)); + } + + internal void HandleMenuSelection(string action, UUID agentID, List selection) + { + if (m_menuItems.ContainsKey(agentID)) + { + foreach (MenuItemData d in m_menuItems[agentID]) + { + if (d.Title == action) + d.Handler(action, agentID, selection); + } + } + + if (m_menuItems.ContainsKey(UUID.Zero)) + { + foreach (MenuItemData d in m_menuItems[UUID.Zero]) + { + if (d.Title == action) + d.Handler(action, agentID, selection); + } + } + } + + public void AddMenuItem(string title, InsertLocation location, UserMode mode, CustomMenuHandler handler) + { + AddMenuItem(UUID.Zero, title, location, mode, handler); + } + + public void AddMenuItem(UUID agentID, string title, InsertLocation location, UserMode mode, CustomMenuHandler handler) + { + if (!m_menuItems.ContainsKey(agentID)) + m_menuItems[agentID] = new List(); + + m_menuItems[agentID].Add(new MenuItemData() { Title = title, AgentID = agentID, Location = location, Mode = mode, Handler = handler }); + } + + public void RemoveMenuItem(string action) + { + foreach (KeyValuePair> kvp in m_menuItems) + { + List pendingDeletes = new List(); + foreach (MenuItemData d in kvp.Value) + { + if (d.Title == action) + pendingDeletes.Add(d); + } + + foreach (MenuItemData d in pendingDeletes) + kvp.Value.Remove(d); + } + } + } + + public class MenuActionHandler : BaseStreamHandler + { + private static readonly ILog m_log = + LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + private UUID m_agentID; + private Scene m_scene; + private DynamicMenuModule m_module; + + public MenuActionHandler(string path, string name, UUID agentID, DynamicMenuModule module, Scene scene) + :base("POST", path, name, agentID.ToString()) + { + m_agentID = agentID; + m_scene = scene; + m_module = module; + } + + public override byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) + { + StreamReader reader = new StreamReader(request); + string requestBody = reader.ReadToEnd(); + + OSD osd = OSDParser.DeserializeLLSDXml(requestBody); + + string action = ((OSDMap)osd)["action"].AsString(); + OSDArray selection = (OSDArray)((OSDMap)osd)["selection"]; + List sel = new List(); + for (int i = 0 ; i < selection.Count ; i++) + sel.Add(selection[i].AsUInteger()); + + Util.FireAndForget(x => { m_module.HandleMenuSelection(action, m_agentID, sel); }); + + Encoding encoding = Encoding.UTF8; + return encoding.GetBytes(OSDParser.SerializeLLSDXmlString(new OSD())); + } + } +} -- cgit v1.1 From 0e22021c650a84ae1b9ed86d7c8df3beeb6e54ed Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 24 Apr 2013 19:00:41 -0700 Subject: Make the kicked user's avie truly disappear when it's god-kicked. --- OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs index d9badcd..16673ec 100644 --- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs @@ -276,8 +276,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods if (sp.IsChildAgent) return; sp.ControllingClient.Kick(reason); - sp.MakeChildAgent(); - sp.ControllingClient.Close(); + sp.Scene.IncomingCloseAgent(sp.UUID, true); } private void OnIncomingInstantMessage(GridInstantMessage msg) -- cgit v1.1 From c10405330d0fa5855c3f8180fdc8347cb87fed4f Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 24 Apr 2013 20:43:15 -0700 Subject: UUIDGatherer now includes UUIDs which reference texture assets used as materials --- OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 66 +++++++++++++++++++++++++ 1 file changed, 66 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index ad33607..0e83781 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -34,6 +34,7 @@ using System.Threading; using log4net; using OpenMetaverse; using OpenMetaverse.Assets; +using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Services.Interfaces; @@ -184,6 +185,9 @@ namespace OpenSim.Region.Framework.Scenes if (!assetUuids.ContainsKey(tii.AssetID)) GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); } + + // get any texture UUIDs used for materials such as normal and specular maps + GatherMaterialsUuids(part, assetUuids); } catch (Exception e) { @@ -208,6 +212,68 @@ namespace OpenSim.Region.Framework.Scenes // } // } + + /// + /// 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 + OSDMap OSMaterials = null; + + lock (part.DynAttrs) + { + if (part.DynAttrs.ContainsKey("OS:Materials")) + OSMaterials = part.DynAttrs["OS:Materials"]; + if (OSMaterials != null && OSMaterials.ContainsKey("Materials")) + { + OSD osd = OSMaterials["Materials"]; + //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); + + if (osd is OSDArray) + { + OSDArray matsArr = osd 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 /// asynchronous callback is used, we will wait for it to complete. -- cgit v1.1 From 5d0a8ff39149a41d332dc40ae0bb1dc0972d0512 Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 25 Apr 2013 20:48:12 +0100 Subject: Change copyright notice on DynamicMenuModule to proper BSD --- .../ViewerSupport/DynamicMenuModule.cs | 31 ++++++++++++++++++---- 1 file changed, 26 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs b/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs index 917911f..1ea1c20 100644 --- a/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs +++ b/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs @@ -1,8 +1,29 @@ -// ****************************************************************** -// Copyright (c) 2008, 2009 Melanie Thielker -// -// All rights reserved -// +/* + * 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.IO; -- cgit v1.1 From 03c9d8ae4fa9a47cda66814177071c258f5b4437 Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 25 Apr 2013 21:35:18 +0100 Subject: Change EconomyDataRequest signature to use an IClientAPI rather than UUID. This is needed because recent LL viewer codebases call this earlier in login when the client is not yet established in the sim and can't be found by UUID. Sending the reply requires having the IClientAPI. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- .../World/MoneyModule/SampleMoneyModule.cs | 17 ++++++----------- 2 files changed, 7 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 1eb953c..bede379 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -9682,7 +9682,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP EconomyDataRequest handlerEconomoyDataRequest = OnEconomyDataRequest; if (handlerEconomoyDataRequest != null) { - handlerEconomoyDataRequest(AgentId); + handlerEconomoyDataRequest(this); } return true; } diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs index 7bbf500..37af8c7 100644 --- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs +++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs @@ -688,19 +688,14 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule /// Event called Economy Data Request handler. /// /// - public void EconomyDataRequestHandler(UUID agentId) + public void EconomyDataRequestHandler(IClientAPI user) { - IClientAPI user = LocateClientObject(agentId); + Scene s = LocateSceneClientIn(user.AgentId); - if (user != null) - { - Scene s = LocateSceneClientIn(user.AgentId); - - user.SendEconomyData(EnergyEfficiency, s.RegionInfo.ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate, - PriceObjectClaim, PriceObjectRent, PriceObjectScaleFactor, PriceParcelClaim, PriceParcelClaimFactor, - PriceParcelRent, PricePublicObjectDecay, PricePublicObjectDelete, PriceRentLight, PriceUpload, - TeleportMinPrice, TeleportPriceExponent); - } + user.SendEconomyData(EnergyEfficiency, s.RegionInfo.ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate, + PriceObjectClaim, PriceObjectRent, PriceObjectScaleFactor, PriceParcelClaim, PriceParcelClaimFactor, + PriceParcelRent, PricePublicObjectDecay, PricePublicObjectDelete, PriceRentLight, PriceUpload, + TeleportMinPrice, TeleportPriceExponent); } private void ValidateLandBuy(Object osender, EventManager.LandBuyArgs e) -- cgit v1.1 From ef08ab68a7a8870e4ec300a0da5533ea097a9577 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 27 Apr 2013 17:42:54 +0100 Subject: Small oversight in EconomyDataRequest - this would have affected everyone NOT using a money module. --- OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs index 37af8c7..5863379 100644 --- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs +++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs @@ -690,8 +690,6 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule /// public void EconomyDataRequestHandler(IClientAPI user) { - Scene s = LocateSceneClientIn(user.AgentId); - user.SendEconomyData(EnergyEfficiency, s.RegionInfo.ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate, PriceObjectClaim, PriceObjectRent, PriceObjectScaleFactor, PriceParcelClaim, PriceParcelClaimFactor, PriceParcelRent, PricePublicObjectDecay, PricePublicObjectDelete, PriceRentLight, PriceUpload, -- cgit v1.1 From cbb3bb62dae548917a899171bd69972e85a1642d Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 27 Apr 2013 17:56:39 +0100 Subject: Unbreak the sample money module --- OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs index 5863379..35f44d0 100644 --- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs +++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs @@ -690,6 +690,8 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule /// public void EconomyDataRequestHandler(IClientAPI user) { + Scene s = (Scene)user.Scene; + user.SendEconomyData(EnergyEfficiency, s.RegionInfo.ObjectCapacity, ObjectCount, PriceEnergyUnit, PriceGroupCreate, PriceObjectClaim, PriceObjectRent, PriceObjectScaleFactor, PriceParcelClaim, PriceParcelClaimFactor, PriceParcelRent, PricePublicObjectDecay, PricePublicObjectDelete, PriceRentLight, PriceUpload, -- cgit v1.1 From 3ff7391495271fed152aadc7a588ae976e09bafc Mon Sep 17 00:00:00 2001 From: Melanie Date: Mon, 29 Apr 2013 00:55:34 +0100 Subject: Some more pieces of Avination's ban system - if an avatar isn't allowed on any parcel in the sim, keep them out entirely. --- OpenSim/Region/Framework/Scenes/Scene.cs | 95 +++++++++++++++++++++++++++++--- 1 file changed, 88 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 69fe137..829a7e9 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3693,7 +3693,7 @@ namespace OpenSim.Region.Framework.Scenes //On login test land permisions if (vialogin) { - if (land != null && !TestLandRestrictions(agent, land, out reason)) + if (land != null && !TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y)) { return false; } @@ -3868,20 +3868,37 @@ namespace OpenSim.Region.Framework.Scenes return true; } - private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) + public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY) { - bool banned = land.IsBannedFromLand(agent.AgentID); - bool restricted = land.IsRestrictedFromLand(agent.AgentID); + if (posX < 0) + posX = 0; + else if (posX >= 256) + posX = 255.999f; + if (posY < 0) + posY = 0; + else if (posY >= 256) + posY = 255.999f; + + reason = String.Empty; + if (Permissions.IsGod(agentID)) + return true; + + ILandObject land = LandChannel.GetLandObject(posX, posY); + if (land == null) + return false; + + bool banned = land.IsBannedFromLand(agentID); + bool restricted = land.IsRestrictedFromLand(agentID); if (banned || restricted) { - ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); + ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY); if (nearestParcel != null) { //Move agent to nearest allowed Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); - agent.startpos.X = newPosition.X; - agent.startpos.Y = newPosition.Y; + posX = newPosition.X; + posY = newPosition.Y; } else { @@ -5466,6 +5483,8 @@ namespace OpenSim.Region.Framework.Scenes /// public bool QueryAccess(UUID agentID, Vector3 position, out string reason) { + reason = "You are banned from the region"; + if (EntityTransferModule.IsInTransit(agentID)) { reason = "Agent is still in transit from this region"; @@ -5477,6 +5496,12 @@ namespace OpenSim.Region.Framework.Scenes return false; } + if (Permissions.IsGod(agentID)) + { + reason = String.Empty; + return true; + } + // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. // However, the long term fix is to make sure root agent count is always accurate. m_sceneGraph.RecalculateStats(); @@ -5497,6 +5522,41 @@ namespace OpenSim.Region.Framework.Scenes } } + ScenePresence presence = GetScenePresence(agentID); + IClientAPI client = null; + AgentCircuitData aCircuit = null; + + if (presence != null) + { + client = presence.ControllingClient; + if (client != null) + aCircuit = client.RequestClientInfo(); + } + + // We may be called before there is a presence or a client. + // Fake AgentCircuitData to keep IAuthorizationModule smiling + if (client == null) + { + aCircuit = new AgentCircuitData(); + aCircuit.AgentID = agentID; + aCircuit.firstname = String.Empty; + aCircuit.lastname = String.Empty; + } + + try + { + if (!AuthorizeUser(aCircuit, out reason)) + { + // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); + return false; + } + } + catch (Exception e) + { + m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message); + return false; + } + if (position == Vector3.Zero) // Teleport { if (!RegionInfo.EstateSettings.AllowDirectTeleport) @@ -5530,6 +5590,27 @@ namespace OpenSim.Region.Framework.Scenes } } } + + float posX = 128.0f; + float posY = 128.0f; + + if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY)) + { + // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID); + return false; + } + } + else // Walking + { + ILandObject land = LandChannel.GetLandObject(position.X, position.Y); + if (land == null) + return false; + + bool banned = land.IsBannedFromLand(agentID); + bool restricted = land.IsRestrictedFromLand(agentID); + + if (banned || restricted) + return false; } reason = String.Empty; -- cgit v1.1 From 890cb6a29373a54dde2d06b13e42d07676710dc2 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 27 Apr 2013 14:00:58 -0700 Subject: BulletSim: complete BSShape classes. --- .../Physics/BulletSPlugin/BSShapeCollection.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 327 ++++++++++++++++++++- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 6 +- 3 files changed, 316 insertions(+), 19 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index bc26460..0f9b3c3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -499,7 +499,7 @@ public sealed class BSShapeCollection : IDisposable } // return 'true' if this shape description does not include any cutting or twisting. - private bool PrimHasNoCuts(PrimitiveBaseShape pbs) + public static bool PrimHasNoCuts(PrimitiveBaseShape pbs) { return pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 && pbs.ProfileHollow == 0 diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index dd5ae1a..e427dbc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -31,6 +31,7 @@ using System.Text; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; +using OpenSim.Region.Physics.ConvexDecompositionDotNet; using OMV = OpenMetaverse; @@ -73,7 +74,7 @@ public abstract class BSShape if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) { // Getting a reference to a compound shape gets you the compound shape with the root prim shape added - ret = BSShapeCompound.GetReference(prim); + ret = BSShapeCompound.GetReference(physicsScene, prim); physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); } @@ -92,6 +93,7 @@ public abstract class BSShape } private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { + // TODO: work needed here!! BSShapeMesh.GetReference(physicsScene, forceRebuild, prim); BSShapeHull.GetReference(physicsScene, forceRebuild, prim); return null; @@ -209,7 +211,7 @@ public class BSShapeNative : BSShape public class BSShapeMesh : BSShape { private static string LogHeader = "[BULLETSIM SHAPE MESH]"; - private static Dictionary Meshes = new Dictionary(); + public static Dictionary Meshes = new Dictionary(); public BSShapeMesh(BulletShape pShape) : base(pShape) { @@ -219,10 +221,10 @@ public class BSShapeMesh : BSShape float lod; System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeMesh,create,oldKey={1},newKey={2},size={3},lod={4}", + physicsScene.DetailLog("{0},BSShapeMesh,getReference,oldKey={1},newKey={2},size={3},lod={4}", prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); - BSShapeMesh retMesh; + BSShapeMesh retMesh = new BSShapeMesh(new BulletShape()); lock (Meshes) { if (Meshes.TryGetValue(newMeshKey, out retMesh)) @@ -233,13 +235,17 @@ public class BSShapeMesh : BSShape else { // An instance of this mesh has not been created. Build and remember same. - BulletShape newShape = CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); - // Take evasive action if the mesh was not constructed. - newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); + BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); - retMesh = new BSShapeMesh(newShape); + // Check to see if mesh was created (might require an asset). + newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); + if (newShape.type == BSPhysicsShapeType.SHAPE_MESH) + { + // If a mesh was what was created, remember the built shape for later sharing. + Meshes.Add(newMeshKey, retMesh); + } - Meshes.Add(newMeshKey, retMesh); + retMesh.physShapeInfo = newShape; } } return retMesh; @@ -252,8 +258,28 @@ public class BSShapeMesh : BSShape // TODO: schedule aging and destruction of unused meshes. } } + // Loop through all the known meshes and return the description based on the physical address. + public static bool TryGetMeshByPtr(BulletShape pShape, out BSShapeMesh outMesh) + { + bool ret = false; + BSShapeMesh foundDesc = null; + lock (Meshes) + { + foreach (BSShapeMesh sm in Meshes.Values) + { + if (sm.physShapeInfo.ReferenceSame(pShape)) + { + foundDesc = sm; + ret = true; + break; + } - private static BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, + } + } + outMesh = foundDesc; + return ret; + } + private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = null; @@ -326,32 +352,301 @@ public class BSShapeMesh : BSShape public class BSShapeHull : BSShape { private static string LogHeader = "[BULLETSIM SHAPE HULL]"; - private static Dictionary Hulls = new Dictionary(); + public static Dictionary Hulls = new Dictionary(); public BSShapeHull(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { - return new BSShapeNull(); + float lod; + System.UInt64 newHullKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + + physicsScene.DetailLog("{0},BSShapeHull,getReference,oldKey={1},newKey={2},size={3},lod={4}", + prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); + + BSShapeHull retHull = new BSShapeHull(new BulletShape()); + lock (Hulls) + { + if (Hulls.TryGetValue(newHullKey, out retHull)) + { + // The mesh has already been created. Return a new reference to same. + retHull.IncrementReference(); + } + else + { + // An instance of this mesh has not been created. Build and remember same. + BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod); + + // Check to see if mesh was created (might require an asset). + newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); + if (newShape.type == BSPhysicsShapeType.SHAPE_MESH) + { + // If a mesh was what was created, remember the built shape for later sharing. + Hulls.Add(newHullKey, retHull); + } + + retHull = new BSShapeHull(newShape); + retHull.physShapeInfo = newShape; + } + } + return retHull; } public override void Dereference(BSScene physicsScene) { } + List m_hulls; + private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey, + PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + { + BulletShape newShape = new BulletShape(); + IntPtr hullPtr = IntPtr.Zero; + + if (BSParam.ShouldUseBulletHACD) + { + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); + BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); + + if (meshShape.physShapeInfo.HasPhysicalShape) + { + HACDParams parms; + parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; + parms.minClusters = BSParam.BHullMinClusters; + parms.compacityWeight = BSParam.BHullCompacityWeight; + parms.volumeWeight = BSParam.BHullVolumeWeight; + parms.concavity = BSParam.BHullConcavity; + parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); + parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); + parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); + parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); + + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); + newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + } + // Now done with the mesh shape. + meshShape.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + } + if (!newShape.HasPhysicalShape) + { + // Build a new hull in the physical world. + // Pass true for physicalness as this prevents the creation of bounding box which is not needed + IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); + if (meshData != null) + { + int[] indices = meshData.getIndexListAsInt(); + List vertices = meshData.getVertexList(); + + //format conversion from IMesh format to DecompDesc format + List convIndices = new List(); + List convVertices = new List(); + for (int ii = 0; ii < indices.GetLength(0); ii++) + { + convIndices.Add(indices[ii]); + } + foreach (OMV.Vector3 vv in vertices) + { + convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); + } + + uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; + if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) + { + // Simple primitive shapes we know are convex so they are better implemented with + // fewer hulls. + // Check for simple shape (prim without cuts) and reduce split parameter if so. + if (BSShapeCollection.PrimHasNoCuts(pbs)) + { + maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; + } + } + + // setup and do convex hull conversion + m_hulls = new List(); + DecompDesc dcomp = new DecompDesc(); + dcomp.mIndices = convIndices; + dcomp.mVertices = convVertices; + dcomp.mDepth = maxDepthSplit; + dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; + dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; + dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; + dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; + ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); + // create the hull into the _hulls variable + convexBuilder.process(dcomp); + + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", + BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); + + // Convert the vertices and indices for passing to unmanaged. + // The hull information is passed as a large floating point array. + // The format is: + // convHulls[0] = number of hulls + // convHulls[1] = number of vertices in first hull + // convHulls[2] = hull centroid X coordinate + // convHulls[3] = hull centroid Y coordinate + // convHulls[4] = hull centroid Z coordinate + // convHulls[5] = first hull vertex X + // convHulls[6] = first hull vertex Y + // convHulls[7] = first hull vertex Z + // convHulls[8] = second hull vertex X + // ... + // convHulls[n] = number of vertices in second hull + // convHulls[n+1] = second hull centroid X coordinate + // ... + // + // TODO: is is very inefficient. Someday change the convex hull generator to return + // data structures that do not need to be converted in order to pass to Bullet. + // And maybe put the values directly into pinned memory rather than marshaling. + int hullCount = m_hulls.Count; + int totalVertices = 1; // include one for the count of the hulls + foreach (ConvexResult cr in m_hulls) + { + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += cr.HullIndices.Count * 3; // we pass just triangles + } + float[] convHulls = new float[totalVertices]; + + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (ConvexResult cr in m_hulls) + { + // copy vertices for index access + float3[] verts = new float3[cr.HullVertices.Count]; + int kk = 0; + foreach (float3 ff in cr.HullVertices) + { + verts[kk++] = ff; + } + + // add to the array one hull's worth of data + convHulls[jj++] = cr.HullIndices.Count; + convHulls[jj++] = 0f; // centroid x,y,z + convHulls[jj++] = 0f; + convHulls[jj++] = 0f; + foreach (int ind in cr.HullIndices) + { + convHulls[jj++] = verts[ind].x; + convHulls[jj++] = verts[ind].y; + convHulls[jj++] = verts[ind].z; + } + } + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + } + newShape.shapeKey = newHullKey; + } + return newShape; + } + // Callback from convex hull creater with a newly created hull. + // Just add it to our collection of hulls for this shape. + private void HullReturn(ConvexResult result) + { + m_hulls.Add(result); + return; + } + // Loop through all the known hulls and return the description based on the physical address. + public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeHull outHull) + { + bool ret = false; + BSShapeHull foundDesc = null; + lock (Hulls) + { + foreach (BSShapeHull sh in Hulls.Values) + { + if (sh.physShapeInfo.ReferenceSame(pShape)) + { + foundDesc = sh; + ret = true; + break; + } + + } + } + outHull = foundDesc; + return ret; + } } + // ============================================================================================================ public class BSShapeCompound : BSShape { private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; - public BSShapeCompound() : base() + public BSShapeCompound(BulletShape pShape) : base(pShape) { } - public static BSShape GetReference(BSPhysObject prim) + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) { - return new BSShapeNull(); + // Compound shapes are not shared so a new one is created every time. + return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); + } + // Dereferencing a compound shape releases the hold on all the child shapes. + public override void Dereference(BSScene physicsScene) + { + if (!physicsScene.PE.IsCompound(physShapeInfo)) + { + // Failed the sanity check!! + physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", + LogHeader, physShapeInfo.type, physShapeInfo.AddrString); + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", + BSScene.DetailLogZero, physShapeInfo.type, physShapeInfo.AddrString); + return; + } + + int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", + BSScene.DetailLogZero, physShapeInfo, numChildren); + + // Loop through all the children dereferencing each. + for (int ii = numChildren - 1; ii >= 0; ii--) + { + BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); + DereferenceAnonCollisionShape(physicsScene, childShape); + } + physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); + } + private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene, BSPhysObject prim) + { + BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); + return cShape; + } + // Sometimes we have a pointer to a collision shape but don't know what type it is. + // Figure out type and call the correct dereference routine. + // Called at taint-time. + private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) + { + BSShapeMesh meshDesc; + if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) + { + meshDesc.Dereference(physicsScene); + } + else + { + BSShapeHull hullDesc; + if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc)) + { + hullDesc.Dereference(physicsScene); + } + else + { + if (physicsScene.PE.IsCompound(pShape)) + { + BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); + recursiveCompound.Dereference(physicsScene); + } + else + { + if (physicsScene.PE.IsNativeShape(pShape)) + { + BSShapeNative nativeShape = new BSShapeNative(pShape); + nativeShape.Dereference(physicsScene); + } + } + } + } } - public override void Dereference(BSScene physicsScene) { } } // ============================================================================================================ diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 1284ae7..c67081a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -11,6 +11,8 @@ Deleting a linkset while standing on the root will leave the physical shape of t Linkset child rotations. Nebadon spiral tube has middle sections which are rotated wrong. Select linked spiral tube. Delink and note where the middle section ends up. +Refarb compound linkset creation to create a pseudo-root for center-of-mass + Let children change their shape to physical indendently and just add shapes to compound Vehicle angular vertical attraction vehicle angular banking Center-of-gravity @@ -27,14 +29,13 @@ llLookAt Avatars walking up stairs (HALF DONE) Avatar movement flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) - walking up stairs is not calibrated correctly (stairs out of Kepler cabin) + walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) Vehicle script tuning/debugging Avanti speed script Weapon shooter script Move material definitions (friction, ...) into simulator. Add material densities to the material types. -Terrain detail: double terrain mesh detail One sided meshes? Should terrain be built into a closed shape? When meshes get partially wedged into the terrain, they cannot push themselves out. It is possible that Bullet processes collisions whether entering or leaving a mesh. @@ -347,4 +348,5 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. Nebadon vehicles turning funny in arena (DONE) Lock axis (DONE 20130401) +Terrain detail: double terrain mesh detail (DONE) -- cgit v1.1 From e5582939fd8d78b61c6f1eeda6de45d94f4b4926 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 28 Apr 2013 14:44:21 -0700 Subject: BulletSim: massive refactor of shape classes. Removed shape specific code from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 6 +- OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 4 +- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 4 +- .../Region/Physics/BulletSPlugin/BSActorHover.cs | 4 +- .../Physics/BulletSPlugin/BSActorLockAxis.cs | 4 +- .../Physics/BulletSPlugin/BSActorMoveToTarget.cs | 4 +- .../Physics/BulletSPlugin/BSActorSetForce.cs | 4 +- .../Physics/BulletSPlugin/BSActorSetTorque.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 6 +- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 19 +- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 9 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 35 +- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 4 +- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 11 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 34 +- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 9 +- .../Physics/BulletSPlugin/BSShapeCollection.cs | 966 ++------------------- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 203 +++-- .../Region/Physics/BulletSPlugin/BulletSimData.cs | 6 +- 20 files changed, 290 insertions(+), 1050 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index fdf2cb9..8a22bc7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -79,7 +79,7 @@ private sealed class BulletShapeUnman : BulletShape : base() { ptr = xx; - type = typ; + shapeType = typ; } public override bool HasPhysicalShape { @@ -91,7 +91,7 @@ private sealed class BulletShapeUnman : BulletShape } public override BulletShape Clone() { - return new BulletShapeUnman(ptr, type); + return new BulletShapeUnman(ptr, shapeType); } public override bool ReferenceSame(BulletShape other) { @@ -375,7 +375,7 @@ public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletSha { BulletWorldUnman worldu = world as BulletWorldUnman; BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; - return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type); + return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.shapeType); } public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index b37265a..1ef8b17 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -85,7 +85,7 @@ private sealed class BulletShapeXNA : BulletShape : base() { shape = xx; - type = typ; + shapeType = typ; } public override bool HasPhysicalShape { @@ -97,7 +97,7 @@ private sealed class BulletShapeXNA : BulletShape } public override BulletShape Clone() { - return new BulletShapeXNA(shape, type); + return new BulletShapeXNA(shape, shapeType); } public override bool ReferenceSame(BulletShape other) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index bd5ee0b1..ac05979 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -87,8 +87,8 @@ public class BSActorAvatarMove : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 92ace66..3630ca8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -87,8 +87,8 @@ public class BSActorHover : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 09ee32b..6059af5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -85,8 +85,8 @@ public class BSActorLockAxis : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { if (LockAxisConstraint != null) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 56aacc5..1b598fd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -88,8 +88,8 @@ public class BSActorMoveToTarget : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the moveToTarget since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs index 3ad138d..c0f40fd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs @@ -89,8 +89,8 @@ public class BSActorSetForce : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index 7a791ec..b3806e1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -89,8 +89,8 @@ public class BSActorSetTorque : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index 12a8817..5e3f1c4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -106,9 +106,9 @@ public class BSActorCollection { ForEachActor(a => a.Refresh()); } - public void RemoveBodyDependencies() + public void RemoveDependencies() { - ForEachActor(a => a.RemoveBodyDependencies()); + ForEachActor(a => a.RemoveDependencies()); } } @@ -154,7 +154,7 @@ public abstract class BSActor public abstract void Refresh(); // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. - public abstract void RemoveBodyDependencies(); + public abstract void RemoveDependencies(); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index a0d58d3..da23a262 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -123,8 +123,8 @@ public sealed class BSCharacter : BSPhysObject { PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); PhysBody.Clear(); - PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */); - PhysShape.Clear(); + PhysShape.Dereference(PhysicsScene); + PhysShape = new BSShapeNull(); }); } @@ -146,8 +146,8 @@ public sealed class BSCharacter : BSPhysObject Flying = _flying; PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); - PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin); - PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); + PhysicsScene.PE.SetMargin(PhysShape.physShapeInfo, PhysicsScene.Params.collisionMargin); + PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); if (BSParam.CcdMotionThreshold > 0f) { @@ -205,9 +205,9 @@ public sealed class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() { - if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) + if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) { - PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); + PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); UpdatePhysicalMassProperties(RawMass, true); // Make sure this change appears as a property update event PhysicsScene.PE.PushUpdate(PhysBody); @@ -221,11 +221,6 @@ public sealed class BSCharacter : BSPhysObject { set { BaseShape = value; } } - // I want the physics engine to make an avatar capsule - public override BSPhysicsShapeType PreferredPhysicalShape - { - get {return BSPhysicsShapeType.SHAPE_CAPSULE; } - } public override bool Grabbed { set { _grabbed = value; } @@ -381,7 +376,7 @@ public sealed class BSCharacter : BSPhysObject } public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) { - OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); + OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 612c68b..e2e807e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -625,7 +625,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Vehicles report collision events so we know when it's on the ground m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); - ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass); + ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); @@ -649,7 +649,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } // BSActor.RemoveBodyDependencies - public override void RemoveBodyDependencies() + public override void RemoveDependencies() { Refresh(); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 4ece1eb..df1dd34 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -93,13 +93,6 @@ public abstract class BSLinkset // to the physical representation is done via the tainting mechenism. protected object m_linksetActivityLock = new Object(); - // Some linksets have a preferred physical shape. - // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. - public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor) - { - return BSPhysicsShapeType.SHAPE_UNKNOWN; - } - // We keep the prim's mass in the linkset structure since it could be dependent on other prims public float LinksetMass { get; protected set; } @@ -263,7 +256,7 @@ public abstract class BSLinkset // This is called when the root body is changing. // Returns 'true' of something was actually removed and would need restoring // Called at taint-time!! - public abstract bool RemoveBodyDependencies(BSPrimLinkable child); + public abstract bool RemoveDependencies(BSPrimLinkable child); // ================================================================ protected virtual float ComputeLinksetMass() diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index e05562a..a20bbc3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -98,19 +98,6 @@ public sealed class BSLinksetCompound : BSLinkset { } - // For compound implimented linksets, if there are children, use compound shape for the root. - public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor) - { - // Returning 'unknown' means we don't have a preference. - BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; - if (IsRoot(requestor) && HasAnyChildren) - { - ret = BSPhysicsShapeType.SHAPE_COMPOUND; - } - // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); - return ret; - } - // When physical properties are changed the linkset needs to recalculate // its internal properties. public override void Refresh(BSPrimLinkable requestor) @@ -218,22 +205,22 @@ public sealed class BSLinksetCompound : BSLinkset // and that is caused by us updating the object. if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) { - // Find the physical instance of the child - if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape)) + // Find the physical instance of the child + if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) { // It is possible that the linkset is still under construction and the child is not yet // inserted into the compound shape. A rebuild of the linkset in a pre-step action will // build the whole thing with the new position or rotation. // The index must be checked because Bullet references the child array but does no validity // checking of the child index passed. - int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape); + int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo); if (updated.LinksetChildIndex < numLinksetChildren) { - BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, updated.LinksetChildIndex); + BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex); if (linksetChildShape.HasPhysicalShape) { // Found the child shape within the compound shape - PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, updated.LinksetChildIndex, + PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex, updated.RawPosition - LinksetRoot.RawPosition, updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation), true /* shouldRecalculateLocalAabb */); @@ -278,7 +265,7 @@ public sealed class BSLinksetCompound : BSLinkset // Since we don't keep in world relationships, do nothing unless it's a child changing. // Returns 'true' of something was actually removed and would need restoring // Called at taint-time!! - public override bool RemoveBodyDependencies(BSPrimLinkable child) + public override bool RemoveDependencies(BSPrimLinkable child) { bool ret = false; @@ -404,11 +391,12 @@ public sealed class BSLinksetCompound : BSLinkset { try { + /* // Suppress rebuilding while rebuilding. (We know rebuilding is on only one thread.) Rebuilding = true; // Cause the root shape to be rebuilt as a compound object with just the root in it - LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime */); + LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime ); // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. @@ -430,10 +418,10 @@ public sealed class BSLinksetCompound : BSLinkset LinksetRoot.ForcePosition = LinksetRoot.RawPosition; // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM - PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0 /* childIndex */, + PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, 0 /* childIndex , -centerDisplacement, OMV.Quaternion.Identity, // LinksetRoot.RawOrientation, - false /* shouldRecalculateLocalAabb (is done later after linkset built) */); + false /* shouldRecalculateLocalAabb (is done later after linkset built) ); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement); @@ -501,6 +489,7 @@ public sealed class BSLinksetCompound : BSLinkset // Enable the physical position updator to return the position and rotation of the root shape PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); + */ } finally { @@ -508,7 +497,7 @@ public sealed class BSLinksetCompound : BSLinkset } // See that the Aabb surrounds the new shape - PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape); + PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); } } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 6d252ca..1811772 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -93,11 +93,11 @@ public sealed class BSLinksetConstraints : BSLinkset // up to rebuild the constraints before the next simulation step. // Returns 'true' of something was actually removed and would need restoring // Called at taint-time!! - public override bool RemoveBodyDependencies(BSPrimLinkable child) + public override bool RemoveDependencies(BSPrimLinkable child) { bool ret = false; - DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", + DetailLog("{0},BSLinksetConstraint.RemoveDependencies,removeChildrenForRoot,rID={1},rBody={2}", child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString); lock (m_linksetActivityLock) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 309d004..b6eb619 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -88,7 +88,7 @@ public abstract class BSPhysObject : PhysicsActor // We don't have any physical representation yet. PhysBody = new BulletBody(localID); - PhysShape = new BulletShape(); + PhysShape = new BSShapeNull(); PrimAssetState = PrimAssetCondition.Unknown; @@ -138,7 +138,7 @@ public abstract class BSPhysObject : PhysicsActor // Reference to the physical body (btCollisionObject) of this object public BulletBody PhysBody; // Reference to the physical shape (btCollisionShape) of this object - public BulletShape PhysShape; + public BSShape PhysShape; // The physical representation of the prim might require an asset fetch. // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. @@ -151,13 +151,6 @@ public abstract class BSPhysObject : PhysicsActor // The objects base shape information. Null if not a prim type shape. public PrimitiveBaseShape BaseShape { get; protected set; } - // Some types of objects have preferred physical representations. - // Returns SHAPE_UNKNOWN if there is no preference. - public virtual BSPhysicsShapeType PreferredPhysicalShape - { - get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } - } - // When the physical properties are updated, an EntityProperty holds the update values. // Keep the current and last EntityProperties to enable computation of differences // between the current update and the previous values. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4bc266b..5d12338 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -134,8 +134,8 @@ public class BSPrim : BSPhysObject // If there are physical body and shape, release my use of same. PhysicsScene.Shapes.DereferenceBody(PhysBody, null); PhysBody.Clear(); - PhysicsScene.Shapes.DereferenceShape(PhysShape, null); - PhysShape.Clear(); + PhysShape.Dereference(PhysicsScene); + PhysShape = new BSShapeNull(); }); } @@ -161,25 +161,13 @@ public class BSPrim : BSPhysObject ForceBodyShapeRebuild(false); } } - // 'unknown' says to choose the best type - public override BSPhysicsShapeType PreferredPhysicalShape - { get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } } - public override bool ForceBodyShapeRebuild(bool inTaintTime) { - if (inTaintTime) + PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() { _mass = CalculateMass(); // changing the shape changes the mass CreateGeomAndObject(true); - } - else - { - PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", delegate() - { - _mass = CalculateMass(); // changing the shape changes the mass - CreateGeomAndObject(true); - }); - } + }); return true; } public override bool Grabbed { @@ -462,7 +450,7 @@ public class BSPrim : BSPhysObject Gravity = ComputeGravity(Buoyancy); PhysicsScene.PE.SetGravity(PhysBody, Gravity); - Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); + Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia); PhysicsScene.PE.UpdateInertiaTensor(PhysBody); @@ -805,7 +793,8 @@ public class BSPrim : BSPhysObject PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", - LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); + LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), + CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); } // "Making dynamic" means changing to and from static. @@ -1463,12 +1452,13 @@ public class BSPrim : BSPhysObject // Create the correct physical representation for this type of object. // Updates base.PhysBody and base.PhysShape with the new information. // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. - PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody) + PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, delegate(BulletBody pBody, BulletShape pShape) { // Called if the current prim body is about to be destroyed. // Remove all the physical dependencies on the old body. // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) - RemoveBodyDependencies(); + // Note: this virtual function is overloaded by BSPrimLinkable to remove linkset constraints. + RemoveDependencies(); }); // Make sure the properties are set on the new object @@ -1477,9 +1467,9 @@ public class BSPrim : BSPhysObject } // Called at taint-time - protected virtual void RemoveBodyDependencies() + protected virtual void RemoveDependencies() { - PhysicalActors.RemoveBodyDependencies(); + PhysicalActors.RemoveDependencies(); } // The physics engine says that properties have updated. Update same and inform diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 28242d4..81104ec 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -61,9 +61,6 @@ public class BSPrimLinkable : BSPrimDisplaced base.Destroy(); } - public override BSPhysicsShapeType PreferredPhysicalShape - { get { return Linkset.PreferredPhysicalShape(this); } } - public override void link(Manager.PhysicsActor obj) { BSPrimLinkable parent = obj as BSPrimLinkable; @@ -149,10 +146,10 @@ public class BSPrimLinkable : BSPrimDisplaced } // Body is being taken apart. Remove physical dependencies and schedule a rebuild. - protected override void RemoveBodyDependencies() + protected override void RemoveDependencies() { - Linkset.RemoveBodyDependencies(this); - base.RemoveBodyDependencies(); + Linkset.RemoveDependencies(this); + base.RemoveDependencies(); } public override void UpdateProperties(EntityProperties entprop) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 0f9b3c3..3c23509 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -38,38 +38,15 @@ public sealed class BSShapeCollection : IDisposable { private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; - private BSScene PhysicsScene { get; set; } + private BSScene m_physicsScene { get; set; } private Object m_collectionActivityLock = new Object(); - // Description of a Mesh - private struct MeshDesc - { - public BulletShape shape; - public int referenceCount; - public DateTime lastReferenced; - public UInt64 shapeKey; - } - - // Description of a hull. - // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. - private struct HullDesc - { - public BulletShape shape; - public int referenceCount; - public DateTime lastReferenced; - public UInt64 shapeKey; - } - - // The sharable set of meshes and hulls. Indexed by their shape hash. - private Dictionary Meshes = new Dictionary(); - private Dictionary Hulls = new Dictionary(); - private bool DDetail = false; public BSShapeCollection(BSScene physScene) { - PhysicsScene = physScene; + m_physicsScene = physScene; // Set the next to 'true' for very detailed shape update detailed logging (detailed details?) // While detailed debugging is still active, this is better than commenting out all the // DetailLog statements. When debugging slows down, this and the protected logging @@ -86,22 +63,18 @@ public sealed class BSShapeCollection : IDisposable // Mostly used for changing bodies out from under Linksets. // Useful for other cases where parameters need saving. // Passing 'null' says no callback. - public delegate void ShapeDestructionCallback(BulletShape shape); - public delegate void BodyDestructionCallback(BulletBody body); + public delegate void PhysicalDestructionCallback(BulletBody pBody, BulletShape pShape); // Called to update/change the body and shape for an object. - // First checks the shape and updates that if necessary then makes - // sure the body is of the right type. + // The object has some shape and body on it. Here we decide if that is the correct shape + // for the current state of the object (static/dynamic/...). + // If bodyCallback is not null, it is called if either the body or the shape are changed + // so dependencies (like constraints) can be removed before the physical object is dereferenced. // Return 'true' if either the body or the shape changed. - // 'shapeCallback' and 'bodyCallback' are, if non-null, functions called just before - // the current shape or body is destroyed. This allows the caller to remove any - // higher level dependencies on the shape or body. Mostly used for LinkSets to - // remove the physical constraints before the body is destroyed. - // Called at taint-time!! - public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, - ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) + // Called at taint-time. + public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) { - PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); + m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); bool ret = false; @@ -111,12 +84,12 @@ public sealed class BSShapeCollection : IDisposable // Do we have the correct geometry for this type of object? // Updates prim.BSShape with information/pointers to shape. // Returns 'true' of BSShape is changed to a new shape. - bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback); + bool newGeom = CreateGeom(forceRebuild, prim, bodyCallback); // If we had to select a new shape geometry for the object, // rebuild the body around it. // Updates prim.BSBody with information/pointers to requested body // Returns 'true' if BSBody was changed. - bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, bodyCallback); + bool newBody = CreateBody((newGeom || forceRebuild), prim, m_physicsScene.World, bodyCallback); ret = newGeom || newBody; } DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", @@ -127,271 +100,20 @@ public sealed class BSShapeCollection : IDisposable public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) { - return GetBodyAndShape(forceRebuild, sim, prim, null, null); - } - - // Track another user of a body. - // We presume the caller has allocated the body. - // Bodies only have one user so the body is just put into the world if not already there. - private void ReferenceBody(BulletBody body) - { - lock (m_collectionActivityLock) - { - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); - if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) - { - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body); - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); - } - } - } - - // Release the usage of a body. - // Called when releasing use of a BSBody. BSShape is handled separately. - // Called in taint time. - public void DereferenceBody(BulletBody body, BodyDestructionCallback bodyCallback ) - { - if (!body.HasPhysicalBody) - return; - - PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); - - lock (m_collectionActivityLock) - { - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); - // If the caller needs to know the old body is going away, pass the event up. - if (bodyCallback != null) bodyCallback(body); - - // Removing an object not in the world is a NOOP - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); - - // Zero any reference to the shape so it is not freed when the body is deleted. - PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); - PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); - } - } - - // Track the datastructures and use count for a shape. - // When creating a hull, this is called first to reference the mesh - // and then again to reference the hull. - // Meshes and hulls for the same shape have the same hash key. - // NOTE that native shapes are not added to the mesh list or removed. - // Returns 'true' if this is the initial reference to the shape. Otherwise reused. - public bool ReferenceShape(BulletShape shape) - { - bool ret = false; - switch (shape.type) - { - case BSPhysicsShapeType.SHAPE_MESH: - MeshDesc meshDesc; - if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) - { - // There is an existing instance of this mesh. - meshDesc.referenceCount++; - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingMesh,key={1},cnt={2}", - BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); - } - else - { - // This is a new reference to a mesh - meshDesc.shape = shape.Clone(); - meshDesc.shapeKey = shape.shapeKey; - // We keep a reference to the underlying IMesh data so a hull can be built - meshDesc.referenceCount = 1; - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}", - BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); - ret = true; - } - meshDesc.lastReferenced = System.DateTime.Now; - Meshes[shape.shapeKey] = meshDesc; - break; - case BSPhysicsShapeType.SHAPE_HULL: - HullDesc hullDesc; - if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) - { - // There is an existing instance of this hull. - hullDesc.referenceCount++; - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingHull,key={1},cnt={2}", - BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); - } - else - { - // This is a new reference to a hull - hullDesc.shape = shape.Clone(); - hullDesc.shapeKey = shape.shapeKey; - hullDesc.referenceCount = 1; - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", - BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); - ret = true; - - } - hullDesc.lastReferenced = System.DateTime.Now; - Hulls[shape.shapeKey] = hullDesc; - break; - case BSPhysicsShapeType.SHAPE_UNKNOWN: - break; - default: - // Native shapes are not tracked and they don't go into any list - break; - } - return ret; - } - - // Release the usage of a shape. - public void DereferenceShape(BulletShape shape, ShapeDestructionCallback shapeCallback) - { - if (!shape.HasPhysicalShape) - return; - - PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceShape"); - - if (shape.HasPhysicalShape) - { - if (shape.isNativeShape) - { - // Native shapes are not tracked and are released immediately - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1}", - BSScene.DetailLogZero, shape.AddrString); - if (shapeCallback != null) shapeCallback(shape); - PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); - } - else - { - switch (shape.type) - { - case BSPhysicsShapeType.SHAPE_HULL: - DereferenceHull(shape, shapeCallback); - break; - case BSPhysicsShapeType.SHAPE_MESH: - DereferenceMesh(shape, shapeCallback); - break; - case BSPhysicsShapeType.SHAPE_COMPOUND: - DereferenceCompound(shape, shapeCallback); - break; - case BSPhysicsShapeType.SHAPE_UNKNOWN: - break; - default: - break; - } - } - } - } - - // Count down the reference count for a mesh shape - // Called at taint-time. - private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback) - { - MeshDesc meshDesc; - if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) - { - meshDesc.referenceCount--; - // TODO: release the Bullet storage - if (shapeCallback != null) shapeCallback(shape); - meshDesc.lastReferenced = System.DateTime.Now; - Meshes[shape.shapeKey] = meshDesc; - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}", - BSScene.DetailLogZero, shape, meshDesc.referenceCount); - - } + return GetBodyAndShape(forceRebuild, sim, prim, null); } - // Count down the reference count for a hull shape - // Called at taint-time. - private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback) + // If the existing prim's shape is to be replaced, remove the tie to the existing shape + // before replacing it. + private void DereferenceExistingShape(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) { - HullDesc hullDesc; - if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) + if (prim.PhysShape.HasPhysicalShape) { - hullDesc.referenceCount--; - // TODO: release the Bullet storage (aging old entries?) - - // Tell upper layers that, if they have dependencies on this shape, this link is going away - if (shapeCallback != null) shapeCallback(shape); - - hullDesc.lastReferenced = System.DateTime.Now; - Hulls[shape.shapeKey] = hullDesc; - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}", - BSScene.DetailLogZero, shape, hullDesc.referenceCount); - } - } - - // Remove a reference to a compound shape. - // Taking a compound shape apart is a little tricky because if you just delete the - // physical shape, it will free all the underlying children. We can't do that because - // they could be shared. So, this removes each of the children from the compound and - // dereferences them separately before destroying the compound collision object itself. - // Called at taint-time. - private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) - { - if (!PhysicsScene.PE.IsCompound(shape)) - { - // Failed the sanity check!! - PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", - LogHeader, shape.type, shape.AddrString); - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", - BSScene.DetailLogZero, shape.type, shape.AddrString); - return; - } - - int numChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(shape); - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren); - - for (int ii = numChildren - 1; ii >= 0; ii--) - { - BulletShape childShape = PhysicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(shape, ii); - DereferenceAnonCollisionShape(childShape); - } - PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); - } - - // Sometimes we have a pointer to a collision shape but don't know what type it is. - // Figure out type and call the correct dereference routine. - // Called at taint-time. - private void DereferenceAnonCollisionShape(BulletShape shapeInfo) - { - MeshDesc meshDesc; - HullDesc hullDesc; - - if (TryGetMeshByPtr(shapeInfo, out meshDesc)) - { - shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; - shapeInfo.shapeKey = meshDesc.shapeKey; - } - else - { - if (TryGetHullByPtr(shapeInfo, out hullDesc)) - { - shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; - shapeInfo.shapeKey = hullDesc.shapeKey; - } - else - { - if (PhysicsScene.PE.IsCompound(shapeInfo)) - { - shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; - } - else - { - if (PhysicsScene.PE.IsNativeShape(shapeInfo)) - { - shapeInfo.isNativeShape = true; - shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) - } - } - } - } - - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); - - if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) - { - DereferenceShape(shapeInfo, null); - } - else - { - PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}", - LogHeader, PhysicsScene.RegionName, shapeInfo.AddrString); + if (shapeCallback != null) + shapeCallback(prim.PhysBody, prim.PhysShape.physShapeInfo); + prim.PhysShape.Dereference(m_physicsScene); } + prim.PhysShape = new BSShapeNull(); } // Create the geometry information in Bullet for later use. @@ -402,40 +124,7 @@ public sealed class BSShapeCollection : IDisposable // Info in prim.BSShape is updated to the new shape. // Returns 'true' if the geometry was rebuilt. // Called at taint-time! - private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) - { - bool ret = false; - bool haveShape = false; - - if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) - { - // an avatar capsule is close to a native shape (it is not shared) - GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE, shapeCallback); - if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); - ret = true; - haveShape = true; - } - - // Compound shapes are handled special as they are rebuilt from scratch. - // This isn't too great a hardship since most of the child shapes will have already been created. - if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) - { - ret = GetReferenceToCompoundShape(prim, shapeCallback); - if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); - haveShape = true; - } - - if (!haveShape) - { - ret = CreateGeomNonSpecial(forceRebuild, prim, shapeCallback); - } - - return ret; - } - - // Create a mesh, hull or native shape. - // Return 'true' if the prim's shape was changed. - public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) + private bool CreateGeom(bool forceRebuild, BSPhysObject prim, PhysicalDestructionCallback shapeCallback) { bool ret = false; bool haveShape = false; @@ -443,19 +132,21 @@ public sealed class BSShapeCollection : IDisposable PrimitiveBaseShape pbs = prim.BaseShape; // If the prim attributes are simple, this could be a simple Bullet native shape + // Native shapes work whether to object is static or physical. if (!haveShape && nativeShapePossible && pbs != null - && !pbs.SculptEntry - && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) || PrimHasNoCuts(pbs)) ) + && PrimHasNoCuts(pbs) + && ( !pbs.SculptEntry || (pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) ) + ) { // Get the scale of any existing shape so we can see if the new shape is same native type and same size. OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; if (prim.PhysShape.HasPhysicalShape) - scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape); + scaleOfExistingShape = m_physicsScene.PE.GetLocalScaling(prim.PhysShape.physShapeInfo); if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", - prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); + prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.physShapeInfo.shapeType); // It doesn't look like Bullet scales native spheres so make sure the scales are all equal if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) @@ -463,26 +154,28 @@ public sealed class BSShapeCollection : IDisposable { haveShape = true; if (forceRebuild - || prim.Scale != scaleOfExistingShape - || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE - ) + || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_SPHERE + ) { - ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE, - FixedShapeKey.KEY_SPHERE, shapeCallback); + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, + BSPhysicsShapeType.SHAPE_SPHERE, FixedShapeKey.KEY_SPHERE); } if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}", prim.LocalID, forceRebuild, ret, prim.PhysShape); } + // If we didn't make a sphere, maybe a box will work. if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) { haveShape = true; if (forceRebuild || prim.Scale != scaleOfExistingShape - || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX + || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_BOX ) { - ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX, - FixedShapeKey.KEY_BOX, shapeCallback); + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, + BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); } if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}", prim.LocalID, forceRebuild, ret, prim.PhysShape); @@ -511,7 +204,7 @@ public sealed class BSShapeCollection : IDisposable } // return 'true' if the prim's shape was changed. - public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) + private bool CreateGeomMeshOrHull(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) { bool ret = false; @@ -520,537 +213,70 @@ public sealed class BSShapeCollection : IDisposable if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) { // Update prim.BSShape to reference a hull of this shape. - ret = GetReferenceToHull(prim, shapeCallback); + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", - prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); + prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); } else { - ret = GetReferenceToMesh(prim, shapeCallback); + // Update prim.BSShape to reference a mesh of this shape. + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", - prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); + prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); } return ret; } - // Creates a native shape and assignes it to prim.BSShape. - // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). - private bool GetReferenceToNativeShape(BSPhysObject prim, - BSPhysicsShapeType shapeType, FixedShapeKey shapeKey, - ShapeDestructionCallback shapeCallback) - { - // release any previous shape - DereferenceShape(prim.PhysShape, shapeCallback); - - BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); - - // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. - if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", - prim.LocalID, newShape, prim.Scale); - - // native shapes are scaled by Bullet - prim.PhysShape = newShape; - return true; - } - - private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, - FixedShapeKey shapeKey) - { - BulletShape newShape; - // Need to make sure the passed shape information is for the native type. - ShapeData nativeShapeData = new ShapeData(); - nativeShapeData.Type = shapeType; - nativeShapeData.ID = prim.LocalID; - nativeShapeData.Scale = prim.Scale; - nativeShapeData.Size = prim.Scale; // unneeded, I think. - nativeShapeData.MeshKey = (ulong)shapeKey; - nativeShapeData.HullKey = (ulong)shapeKey; - - if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) - { - - newShape = PhysicsScene.PE.BuildCapsuleShape(PhysicsScene.World, 1f, 1f, prim.Scale); - if (DDetail) DetailLog("{0},BSShapeCollection.BuildPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); - } - else - { - // Native shapes are scaled in Bullet so set the scaling to the size - newShape = PhysicsScene.PE.BuildNativeShape(PhysicsScene.World, nativeShapeData); - - } - if (!newShape.HasPhysicalShape) - { - PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", - LogHeader, prim.LocalID, shapeType); - } - newShape.shapeKey = (System.UInt64)shapeKey; - newShape.isNativeShape = true; - - return newShape; - } - - // Builds a mesh shape in the physical world and updates prim.BSShape. - // Dereferences previous shape in BSShape and adds a reference for this new shape. - // Returns 'true' of a mesh was actually built. Otherwise . - // Called at taint-time! - private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback) - { - BulletShape newShape = new BulletShape(); - - float lod; - System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - - // if this new shape is the same as last time, don't recreate the mesh - if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH) - return false; - - if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); - - // Since we're recreating new, get rid of the reference to the previous shape - DereferenceShape(prim.PhysShape, shapeCallback); - - newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod); - // Take evasive action if the mesh was not constructed. - newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); - - ReferenceShape(newShape); - - prim.PhysShape = newShape; - - return true; // 'true' means a new shape has been added to this prim - } - - private BulletShape CreatePhysicalMesh(BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + // Track another user of a body. + // We presume the caller has allocated the body. + // Bodies only have one user so the body is just put into the world if not already there. + private void ReferenceBody(BulletBody body) { - BulletShape newShape = new BulletShape(); - - MeshDesc meshDesc; - if (Meshes.TryGetValue(newMeshKey, out meshDesc)) - { - // If the mesh has already been built just use it. - newShape = meshDesc.shape.Clone(); - } - else + lock (m_collectionActivityLock) { - IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, - false, // say it is not physical so a bounding box is not built - false // do not cache the mesh and do not use previously built versions - ); - - if (meshData != null) + if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); + if (!m_physicsScene.PE.IsInWorld(m_physicsScene.World, body)) { - - int[] indices = meshData.getIndexListAsInt(); - int realIndicesIndex = indices.Length; - float[] verticesAsFloats = meshData.getVertexListAsFloat(); - - if (BSParam.ShouldRemoveZeroWidthTriangles) - { - // Remove degenerate triangles. These are triangles with two of the vertices - // are the same. This is complicated by the problem that vertices are not - // made unique in sculpties so we have to compare the values in the vertex. - realIndicesIndex = 0; - for (int tri = 0; tri < indices.Length; tri += 3) - { - // Compute displacements into vertex array for each vertex of the triangle - int v1 = indices[tri + 0] * 3; - int v2 = indices[tri + 1] * 3; - int v3 = indices[tri + 2] * 3; - // Check to see if any two of the vertices are the same - if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0] - && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1] - && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2]) - || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0] - && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1] - && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2]) - || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0] - && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1] - && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) ) - ) - { - // None of the vertices of the triangles are the same. This is a good triangle; - indices[realIndicesIndex + 0] = indices[tri + 0]; - indices[realIndicesIndex + 1] = indices[tri + 1]; - indices[realIndicesIndex + 2] = indices[tri + 2]; - realIndicesIndex += 3; - } - } - } - DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", - BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); - - if (realIndicesIndex != 0) - { - newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, - realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); - } - else - { - PhysicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", - LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name); - } + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, body); + if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); } } - newShape.shapeKey = newMeshKey; - - return newShape; - } - - // See that hull shape exists in the physical world and update prim.BSShape. - // We could be creating the hull because scale changed or whatever. - // Return 'true' if a new hull was built. Otherwise, returning a shared hull instance. - private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) - { - BulletShape newShape; - - float lod; - System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - - // if the hull hasn't changed, don't rebuild it - if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL) - return false; - - if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", - prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); - - // Remove usage of the previous shape. - DereferenceShape(prim.PhysShape, shapeCallback); - - newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod); - // It might not have been created if we're waiting for an asset. - newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); - - ReferenceShape(newShape); - - prim.PhysShape = newShape; - return true; // 'true' means a new shape has been added to this prim } - List m_hulls; - private BulletShape CreatePhysicalHull(BSPhysObject prim, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + // Release the usage of a body. + // Called when releasing use of a BSBody. BSShape is handled separately. + // Called in taint time. + public void DereferenceBody(BulletBody body, PhysicalDestructionCallback bodyCallback ) { + if (!body.HasPhysicalBody) + return; - BulletShape newShape = new BulletShape(); - IntPtr hullPtr = IntPtr.Zero; + m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); - HullDesc hullDesc; - if (Hulls.TryGetValue(newHullKey, out hullDesc)) - { - // If the hull shape already has been created, just use the one shared instance. - newShape = hullDesc.shape.Clone(); - } - else + lock (m_collectionActivityLock) { - if (BSParam.ShouldUseBulletHACD) - { - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); - MeshDesc meshDesc; - if (!Meshes.TryGetValue(newHullKey, out meshDesc)) - { - // That's odd because the mesh should have been created before the hull - // but, since it doesn't exist, create it. - newShape = CreatePhysicalMesh(prim, newHullKey, prim.BaseShape, prim.Size, lod); - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,noMeshBuiltNew,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); - - if (newShape.HasPhysicalShape) - { - ReferenceShape(newShape); - Meshes.TryGetValue(newHullKey, out meshDesc); - } - } - if (meshDesc.shape.HasPhysicalShape) - { - HACDParams parms; - parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; - parms.minClusters = BSParam.BHullMinClusters; - parms.compacityWeight = BSParam.BHullCompacityWeight; - parms.volumeWeight = BSParam.BHullVolumeWeight; - parms.concavity = BSParam.BHullConcavity; - parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); - parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); - parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); - parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); - - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); - newShape = PhysicsScene.PE.BuildHullShapeFromMesh(PhysicsScene.World, meshDesc.shape, parms); - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); - } - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); - } - if (!newShape.HasPhysicalShape) - { - // Build a new hull in the physical world. - // Pass true for physicalness as this prevents the creation of bounding box which is not needed - IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); - if (meshData != null) - { - int[] indices = meshData.getIndexListAsInt(); - List vertices = meshData.getVertexList(); - - //format conversion from IMesh format to DecompDesc format - List convIndices = new List(); - List convVertices = new List(); - for (int ii = 0; ii < indices.GetLength(0); ii++) - { - convIndices.Add(indices[ii]); - } - foreach (OMV.Vector3 vv in vertices) - { - convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); - } - - uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; - if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) - { - // Simple primitive shapes we know are convex so they are better implemented with - // fewer hulls. - // Check for simple shape (prim without cuts) and reduce split parameter if so. - if (PrimHasNoCuts(pbs)) - { - maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; - } - } - - // setup and do convex hull conversion - m_hulls = new List(); - DecompDesc dcomp = new DecompDesc(); - dcomp.mIndices = convIndices; - dcomp.mVertices = convVertices; - dcomp.mDepth = maxDepthSplit; - dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; - dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; - dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; - dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; - ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); - // create the hull into the _hulls variable - convexBuilder.process(dcomp); - - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", - BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); - - // Convert the vertices and indices for passing to unmanaged. - // The hull information is passed as a large floating point array. - // The format is: - // convHulls[0] = number of hulls - // convHulls[1] = number of vertices in first hull - // convHulls[2] = hull centroid X coordinate - // convHulls[3] = hull centroid Y coordinate - // convHulls[4] = hull centroid Z coordinate - // convHulls[5] = first hull vertex X - // convHulls[6] = first hull vertex Y - // convHulls[7] = first hull vertex Z - // convHulls[8] = second hull vertex X - // ... - // convHulls[n] = number of vertices in second hull - // convHulls[n+1] = second hull centroid X coordinate - // ... - // - // TODO: is is very inefficient. Someday change the convex hull generator to return - // data structures that do not need to be converted in order to pass to Bullet. - // And maybe put the values directly into pinned memory rather than marshaling. - int hullCount = m_hulls.Count; - int totalVertices = 1; // include one for the count of the hulls - foreach (ConvexResult cr in m_hulls) - { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += cr.HullIndices.Count * 3; // we pass just triangles - } - float[] convHulls = new float[totalVertices]; - - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (ConvexResult cr in m_hulls) - { - // copy vertices for index access - float3[] verts = new float3[cr.HullVertices.Count]; - int kk = 0; - foreach (float3 ff in cr.HullVertices) - { - verts[kk++] = ff; - } - - // add to the array one hull's worth of data - convHulls[jj++] = cr.HullIndices.Count; - convHulls[jj++] = 0f; // centroid x,y,z - convHulls[jj++] = 0f; - convHulls[jj++] = 0f; - foreach (int ind in cr.HullIndices) - { - convHulls[jj++] = verts[ind].x; - convHulls[jj++] = verts[ind].y; - convHulls[jj++] = verts[ind].z; - } - } - // create the hull data structure in Bullet - newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls); - } - } - newShape.shapeKey = newHullKey; - } - - return newShape; - } - - // Callback from convex hull creater with a newly created hull. - // Just add it to our collection of hulls for this shape. - private void HullReturn(ConvexResult result) - { - m_hulls.Add(result); - return; - } - - // Compound shapes are always built from scratch. - // This shouldn't be to bad since most of the parts will be meshes that had been built previously. - private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback) - { - // Remove reference to the old shape - // Don't need to do this as the shape is freed when the new root shape is created below. - // DereferenceShape(prim.PhysShape, true, shapeCallback); - - BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false); - - // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. - CreateGeomMeshOrHull(prim, shapeCallback); - PhysicsScene.PE.AddChildShapeToCompoundShape(cShape, prim.PhysShape, OMV.Vector3.Zero, OMV.Quaternion.Identity); - if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", - prim.LocalID, cShape, prim.PhysShape); - - prim.PhysShape = cShape; - - return true; - } - - // Create a hash of all the shape parameters to be used as a key - // for this particular shape. - public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) - { - // level of detail based on size and type of the object - float lod = BSParam.MeshLOD; - - // prims with curvy internal cuts need higher lod - if (pbs.HollowShape == HollowShape.Circle) - lod = BSParam.MeshCircularLOD; - - if (pbs.SculptEntry) - lod = BSParam.SculptLOD; - - // Mega prims usually get more detail because one can interact with shape approximations at this size. - float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); - if (maxAxis > BSParam.MeshMegaPrimThreshold) - lod = BSParam.MeshMegaPrimLOD; - - retLod = lod; - return pbs.GetMeshKey(size, lod); - } - // For those who don't want the LOD - public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) - { - float lod; - return ComputeShapeKey(size, pbs, out lod); - } - - // The creation of a mesh or hull can fail if an underlying asset is not available. - // There are two cases: 1) the asset is not in the cache and it needs to be fetched; - // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). - // The first case causes the asset to be fetched. The second case requires - // us to not loop forever. - // Called after creating a physical mesh or hull. If the physical shape was created, - // just return. - public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) - { - // If the shape was successfully created, nothing more to do - if (newShape.HasPhysicalShape) - return newShape; + if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); + // If the caller needs to know the old body is going away, pass the event up. + if (bodyCallback != null) + bodyCallback(body, null); - // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been - // fetched but we end up here again, the meshing of the asset must have failed. - // Prevent trying to keep fetching the mesh by declaring failure. - if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) - { - prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - } - else - { - // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset - if (prim.BaseShape.SculptEntry - && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed - && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting - && prim.BaseShape.SculptTexture != OMV.UUID.Zero - ) - { - physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); - // Multiple requestors will know we're waiting for this asset - prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; + // Removing an object not in the world is a NOOP + m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, body); - BSPhysObject xprim = prim; - Util.FireAndForget(delegate - { - RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; - if (assetProvider != null) - { - BSPhysObject yprim = xprim; // probably not necessary, but, just in case. - assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) - { - bool assetFound = false; - string mismatchIDs = String.Empty; // DEBUG DEBUG - if (asset != null && yprim.BaseShape.SculptEntry) - { - if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) - { - yprim.BaseShape.SculptData = asset.Data; - // This will cause the prim to see that the filler shape is not the right - // one and try again to build the object. - // No race condition with the normal shape setting since the rebuild is at taint time. - yprim.ForceBodyShapeRebuild(false /* inTaintTime */); - assetFound = true; - } - else - { - mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; - } - } - if (assetFound) - yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; - else - yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", - yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); + // Zero any reference to the shape so it is not freed when the body is deleted. + m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, body, null); - }); - } - else - { - xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", - LogHeader, physicsScene.Name); - } - }); - } - else - { - if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) - { - physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - } - } + m_physicsScene.PE.DestroyObject(m_physicsScene.World, body); } - - // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. - BulletShape fillinShape = physicsScene.Shapes.BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); - physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); - - return fillinShape; } // Create a body object in Bullet. // Updates prim.BSBody with the information about the new body if one is created. // Returns 'true' if an object was actually created. // Called at taint-time. - private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BodyDestructionCallback bodyCallback) + private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, PhysicalDestructionCallback bodyCallback) { bool ret = false; @@ -1061,7 +287,7 @@ public sealed class BSShapeCollection : IDisposable // If not a solid object, body is a GhostObject. Otherwise a RigidBody. if (!mustRebuild) { - CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(prim.PhysBody); + CollisionObjectTypes bodyType = (CollisionObjectTypes)m_physicsScene.PE.GetBodyType(prim.PhysBody); if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) { @@ -1079,12 +305,12 @@ public sealed class BSShapeCollection : IDisposable BulletBody aBody; if (prim.IsSolid) { - aBody = PhysicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation); + aBody = m_physicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody); } else { - aBody = PhysicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation); + aBody = m_physicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); } @@ -1098,46 +324,10 @@ public sealed class BSShapeCollection : IDisposable return ret; } - private bool TryGetMeshByPtr(BulletShape shape, out MeshDesc outDesc) - { - bool ret = false; - MeshDesc foundDesc = new MeshDesc(); - foreach (MeshDesc md in Meshes.Values) - { - if (md.shape.ReferenceSame(shape)) - { - foundDesc = md; - ret = true; - break; - } - - } - outDesc = foundDesc; - return ret; - } - - private bool TryGetHullByPtr(BulletShape shape, out HullDesc outDesc) - { - bool ret = false; - HullDesc foundDesc = new HullDesc(); - foreach (HullDesc hd in Hulls.Values) - { - if (hd.shape.ReferenceSame(shape)) - { - foundDesc = hd; - ret = true; - break; - } - - } - outDesc = foundDesc; - return ret; - } - private void DetailLog(string msg, params Object[] args) { - if (PhysicsScene.PhysicsLogging.Enabled) - PhysicsScene.DetailLog(msg, args); + if (m_physicsScene.PhysicsLogging.Enabled) + m_physicsScene.DetailLog(msg, args); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index e427dbc..a7b3f02 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -39,6 +39,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public abstract class BSShape { + private static string LogHeader = "[BULLETSIM SHAPE]"; + public int referenceCount { get; set; } public DateTime lastReferenced { get; set; } public BulletShape physShapeInfo { get; set; } @@ -56,49 +58,6 @@ public abstract class BSShape physShapeInfo = pShape; } - // Get a reference to a physical shape. Create if it doesn't exist - public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) - { - BSShape ret = null; - - if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) - { - // an avatar capsule is close to a native shape (it is not shared) - ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE, - FixedShapeKey.KEY_CAPSULE); - physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); - } - - // Compound shapes are handled special as they are rebuilt from scratch. - // This isn't too great a hardship since most of the child shapes will have already been created. - if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) - { - // Getting a reference to a compound shape gets you the compound shape with the root prim shape added - ret = BSShapeCompound.GetReference(physicsScene, prim); - physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); - } - - // Avatars have their own unique shape - if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_AVATAR) - { - // Getting a reference to a compound shape gets you the compound shape with the root prim shape added - ret = BSShapeAvatar.GetReference(prim); - physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,avatarShape,shape={1}", prim.LocalID, ret); - } - - if (ret == null) - ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); - - return ret; - } - private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) - { - // TODO: work needed here!! - BSShapeMesh.GetReference(physicsScene, forceRebuild, prim); - BSShapeHull.GetReference(physicsScene, forceRebuild, prim); - return null; - } - // Called when this shape is being used again. public virtual void IncrementReference() { @@ -116,6 +75,27 @@ public abstract class BSShape // Release the use of a physical shape. public abstract void Dereference(BSScene physicsScene); + // Return 'true' if there is an allocated physics physical shape under this class instance. + public virtual bool HasPhysicalShape + { + get + { + if (physShapeInfo != null) + return physShapeInfo.HasPhysicalShape; + return false; + } + } + public virtual BSPhysicsShapeType ShapeType + { + get + { + BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; + if (physShapeInfo != null && physShapeInfo.HasPhysicalShape) + ret = physShapeInfo.shapeType; + return ret; + } + } + // Returns a string for debugging that uniquily identifies the memory used by this instance public virtual string AddrString { @@ -132,6 +112,119 @@ public abstract class BSShape buff.Append(">"); return buff.ToString(); } + + // Create a hash of all the shape parameters to be used as a key for this particular shape. + public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) + { + // level of detail based on size and type of the object + float lod = BSParam.MeshLOD; + if (pbs.SculptEntry) + lod = BSParam.SculptLOD; + + // Mega prims usually get more detail because one can interact with shape approximations at this size. + float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); + if (maxAxis > BSParam.MeshMegaPrimThreshold) + lod = BSParam.MeshMegaPrimLOD; + + retLod = lod; + return pbs.GetMeshKey(size, lod); + } + + // The creation of a mesh or hull can fail if an underlying asset is not available. + // There are two cases: 1) the asset is not in the cache and it needs to be fetched; + // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). + // The first case causes the asset to be fetched. The second case requires + // us to not loop forever. + // Called after creating a physical mesh or hull. If the physical shape was created, + // just return. + public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) + { + // If the shape was successfully created, nothing more to do + if (newShape.HasPhysicalShape) + return newShape; + + // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been + // fetched but we end up here again, the meshing of the asset must have failed. + // Prevent trying to keep fetching the mesh by declaring failure. + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) + { + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", + LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + } + else + { + // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset + if (prim.BaseShape.SculptEntry + && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed + && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting + && prim.BaseShape.SculptTexture != OMV.UUID.Zero + ) + { + physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); + // Multiple requestors will know we're waiting for this asset + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; + + BSPhysObject xprim = prim; + Util.FireAndForget(delegate + { + RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; + if (assetProvider != null) + { + BSPhysObject yprim = xprim; // probably not necessary, but, just in case. + assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) + { + bool assetFound = false; + string mismatchIDs = String.Empty; // DEBUG DEBUG + if (asset != null && yprim.BaseShape.SculptEntry) + { + if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) + { + yprim.BaseShape.SculptData = asset.Data; + // This will cause the prim to see that the filler shape is not the right + // one and try again to build the object. + // No race condition with the normal shape setting since the rebuild is at taint time. + yprim.ForceBodyShapeRebuild(false /* inTaintTime */); + assetFound = true; + } + else + { + mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; + } + } + if (assetFound) + yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; + else + yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", + yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); + }); + } + else + { + xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", + LogHeader, physicsScene.Name); + } + }); + } + else + { + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) + { + physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", + LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + } + } + } + + // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. + BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); + physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); + + return fillShape.physShapeInfo; + } + } // ============================================================================================================ @@ -199,7 +292,7 @@ public class BSShapeNative : BSShape physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } - newShape.type = shapeType; + newShape.shapeType = shapeType; newShape.isNativeShape = true; newShape.shapeKey = (UInt64)shapeKey; return newShape; @@ -219,10 +312,11 @@ public class BSShapeMesh : BSShape public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { float lod; - System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); physicsScene.DetailLog("{0},BSShapeMesh,getReference,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); + prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), + newMeshKey.ToString("X"), prim.Size, lod); BSShapeMesh retMesh = new BSShapeMesh(new BulletShape()); lock (Meshes) @@ -238,8 +332,8 @@ public class BSShapeMesh : BSShape BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); // Check to see if mesh was created (might require an asset). - newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); - if (newShape.type == BSPhysicsShapeType.SHAPE_MESH) + newShape = VerifyMeshCreated(physicsScene, newShape, prim); + if (newShape.shapeType == BSPhysicsShapeType.SHAPE_MESH) { // If a mesh was what was created, remember the built shape for later sharing. Meshes.Add(newMeshKey, retMesh); @@ -360,10 +454,10 @@ public class BSShapeHull : BSShape public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { float lod; - System.UInt64 newHullKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); physicsScene.DetailLog("{0},BSShapeHull,getReference,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); + prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); BSShapeHull retHull = new BSShapeHull(new BulletShape()); lock (Hulls) @@ -379,8 +473,8 @@ public class BSShapeHull : BSShape BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod); // Check to see if mesh was created (might require an asset). - newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); - if (newShape.type == BSPhysicsShapeType.SHAPE_MESH) + newShape = VerifyMeshCreated(physicsScene, newShape, prim); + if (newShape.shapeType == BSPhysicsShapeType.SHAPE_MESH) { // If a mesh was what was created, remember the built shape for later sharing. Hulls.Add(newHullKey, retHull); @@ -569,7 +663,6 @@ public class BSShapeHull : BSShape } } - // ============================================================================================================ public class BSShapeCompound : BSShape { @@ -589,9 +682,9 @@ public class BSShapeCompound : BSShape { // Failed the sanity check!! physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", - LogHeader, physShapeInfo.type, physShapeInfo.AddrString); + LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", - BSScene.DetailLogZero, physShapeInfo.type, physShapeInfo.AddrString); + BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs index 8012d91..906e4f9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs @@ -104,11 +104,11 @@ public class BulletShape { public BulletShape() { - type = BSPhysicsShapeType.SHAPE_UNKNOWN; + shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN; shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; isNativeShape = false; } - public BSPhysicsShapeType type; + public BSPhysicsShapeType shapeType; public System.UInt64 shapeKey; public bool isNativeShape; @@ -133,7 +133,7 @@ public class BulletShape buff.Append(") is its center-of-mass - OMV.Vector3 centerOfMassW = LinksetRoot.RawPosition; - if (!disableCOM) // DEBUG DEBUG - { - // Compute a center-of-mass in world coordinates. - centerOfMassW = ComputeLinksetCenterOfMass(); - } + OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass(); OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); @@ -414,20 +416,7 @@ public sealed class BSLinksetCompound : BSLinkset OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; LinksetRoot.SetEffectiveCenterOfMassW(centerDisplacement); - // This causes the physical position of the root prim to be offset to accomodate for the displacements - LinksetRoot.ForcePosition = LinksetRoot.RawPosition; - - // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM - PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, 0 /* childIndex , - -centerDisplacement, - OMV.Quaternion.Identity, // LinksetRoot.RawOrientation, - false /* shouldRecalculateLocalAabb (is done later after linkset built) ); - - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", - LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement); - - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", - LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); + // TODO: add phantom root shape to be the center-of-mass // Add a shape for each of the other children in the linkset int memberIndex = 1; @@ -440,56 +429,31 @@ public sealed class BSLinksetCompound : BSLinkset else { cPrim.LinksetChildIndex = memberIndex; + } - if (cPrim.PhysShape.isNativeShape) - { - // A native shape is turned into a hull collision shape because native - // shapes are not shared so we have to hullify it so it will be tracked - // and freed at the correct time. This also solves the scaling problem - // (native shapes scale but hull/meshes are assumed to not be). - // TODO: decide of the native shape can just be used in the compound shape. - // Use call to CreateGeomNonSpecial(). - BulletShape saveShape = cPrim.PhysShape; - cPrim.PhysShape.Clear(); // Don't let the create free the child's shape - PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); - BulletShape newShape = cPrim.PhysShape; - cPrim.PhysShape = saveShape; - - OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; - OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, offsetPos, offsetRot); - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", - LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, newShape, offsetPos, offsetRot); - } - else - { - // For the shared shapes (meshes and hulls), just use the shape in the child. - // The reference count added here will be decremented when the compound shape - // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced). - if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) - { - PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", - LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); - } - OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; - OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", + BSShape childShape = cPrim.PhysShape; + childShape.IncrementReference(); + OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; + OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; + PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); - } - memberIndex++; - } + memberIndex++; + return false; // 'false' says to move onto the next child in the list }); + // Sneak the built compound shape in as the shape of the root prim. + // Note this doesn't touch the root prim's PhysShape so be sure the manage the difference. + PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); + // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); // Enable the physical position updator to return the position and rotation of the root shape PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); - */ } finally { -- cgit v1.1 From ad1787770ed02f71feaa002ab689467e187803bb Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 28 Apr 2013 21:50:47 -0700 Subject: BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or 'm_physicsScene' to match coding conventions and reduce confusion. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 112 ++++++------ OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 8 +- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 10 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 34 ++-- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 16 +- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 52 +++--- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 188 ++++++++++----------- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 8 +- .../Physics/BulletSPlugin/BSTerrainHeightmap.cs | 28 +-- .../Physics/BulletSPlugin/BSTerrainManager.cs | 56 +++--- .../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 52 +++--- 11 files changed, 282 insertions(+), 282 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index da23a262..e12fc8e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -95,18 +95,18 @@ public sealed class BSCharacter : BSPhysObject // the avatar seeking to reach the motor's target speed. // This motor runs as a prestep action for the avatar so it will keep the avatar // standing as well as moving. Destruction of the avatar will destroy the pre-step action. - m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName); + m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); PhysicalActors.Add(AvatarMoveActorName, m_moveActor); DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, Density, _avatarVolume, RawMass); // do actual creation in taint time - PhysicsScene.TaintedObject("BSCharacter.create", delegate() + PhysScene.TaintedObject("BSCharacter.create", delegate() { DetailLog("{0},BSCharacter.create,taint", LocalID); // New body and shape into PhysBody and PhysShape - PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); + PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); SetPhysicalProperties(); }); @@ -119,18 +119,18 @@ public sealed class BSCharacter : BSPhysObject base.Destroy(); DetailLog("{0},BSCharacter.Destroy", LocalID); - PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() + PhysScene.TaintedObject("BSCharacter.destroy", delegate() { - PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); + PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); PhysBody.Clear(); - PhysShape.Dereference(PhysicsScene); + PhysShape.Dereference(PhysScene); PhysShape = new BSShapeNull(); }); } private void SetPhysicalProperties() { - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); ZeroMotion(true); ForcePosition = _position; @@ -145,35 +145,35 @@ public sealed class BSCharacter : BSPhysObject // Needs to be reset especially when an avatar is recreated after crossing a region boundry. Flying = _flying; - PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); - PhysicsScene.PE.SetMargin(PhysShape.physShapeInfo, PhysicsScene.Params.collisionMargin); - PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); - PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); + PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); + PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin); + PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); + PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); if (BSParam.CcdMotionThreshold > 0f) { - PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); - PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); + PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); + PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); } UpdatePhysicalMassProperties(RawMass, false); // Make so capsule does not fall over - PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); + PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); // The avatar mover sets some parameters. PhysicalActors.Refresh(); - PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); + PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); - PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); + PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); + PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); // Do this after the object has been added to the world PhysBody.collisionType = CollisionType.Avatar; - PhysBody.ApplyCollisionMask(PhysicsScene); + PhysBody.ApplyCollisionMask(PhysScene); } @@ -203,14 +203,14 @@ public sealed class BSCharacter : BSPhysObject DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, Density, _avatarVolume, RawMass); - PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() + PhysScene.TaintedObject("BSCharacter.setSize", delegate() { if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) { - PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); + PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); UpdatePhysicalMassProperties(RawMass, true); // Make sure this change appears as a property update event - PhysicsScene.PE.PushUpdate(PhysBody); + PhysScene.PE.PushUpdate(PhysBody); } }); @@ -247,24 +247,24 @@ public sealed class BSCharacter : BSPhysObject _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties directly into the physics engine - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.ClearAllForces(PhysBody); + PhysScene.PE.ClearAllForces(PhysBody); }); } public override void ZeroAngularMotion(bool inTaintTime) { _rotationalVelocity = OMV.Vector3.Zero; - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); - PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); + PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); + PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); // The next also get rid of applied linear force but the linear velocity is untouched. - PhysicsScene.PE.ClearForces(PhysBody); + PhysScene.PE.ClearForces(PhysBody); } }); } @@ -286,7 +286,7 @@ public sealed class BSCharacter : BSPhysObject set { _position = value; - PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() + PhysScene.TaintedObject("BSCharacter.setPosition", delegate() { DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); PositionSanityCheck(); @@ -296,14 +296,14 @@ public sealed class BSCharacter : BSPhysObject } public override OMV.Vector3 ForcePosition { get { - _position = PhysicsScene.PE.GetPosition(PhysBody); + _position = PhysScene.PE.GetPosition(PhysBody); return _position; } set { _position = value; if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); } } } @@ -317,18 +317,18 @@ public sealed class BSCharacter : BSPhysObject bool ret = false; // TODO: check for out of bounds - if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) + if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) { // The character is out of the known/simulated area. // Force the avatar position to be within known. ScenePresence will use the position // plus the velocity to decide if the avatar is moving out of the region. - RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); + RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); return true; } // If below the ground, move the avatar up - float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); + float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); if (Position.Z < terrainHeight) { DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); @@ -337,7 +337,7 @@ public sealed class BSCharacter : BSPhysObject } if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) { - float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); + float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); if (Position.Z < waterHeight) { _position.Z = waterHeight; @@ -358,7 +358,7 @@ public sealed class BSCharacter : BSPhysObject { // The new position value must be pushed into the physics engine but we can't // just assign to "Position" because of potential call loops. - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() + PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() { DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); ForcePosition = _position; @@ -376,8 +376,8 @@ public sealed class BSCharacter : BSPhysObject } public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) { - OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); - PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); + OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); + PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia); } public override OMV.Vector3 Force { @@ -385,11 +385,11 @@ public sealed class BSCharacter : BSPhysObject set { RawForce = value; // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); - PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() + PhysScene.TaintedObject("BSCharacter.SetForce", delegate() { DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetObjectForce(PhysBody, RawForce); + PhysScene.PE.SetObjectForce(PhysBody, RawForce); }); } } @@ -432,7 +432,7 @@ public sealed class BSCharacter : BSPhysObject set { RawVelocity = value; // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); - PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() + PhysScene.TaintedObject("BSCharacter.setVelocity", delegate() { if (m_moveActor != null) m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); @@ -445,11 +445,11 @@ public sealed class BSCharacter : BSPhysObject public override OMV.Vector3 ForceVelocity { get { return RawVelocity; } set { - PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); + PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); RawVelocity = value; - PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); - PhysicsScene.PE.Activate(PhysBody, true); + PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); + PhysScene.PE.Activate(PhysBody, true); } } public override OMV.Vector3 Torque { @@ -479,7 +479,7 @@ public sealed class BSCharacter : BSPhysObject if (_orientation != value) { _orientation = value; - PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() + PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() { ForceOrientation = _orientation; }); @@ -491,7 +491,7 @@ public sealed class BSCharacter : BSPhysObject { get { - _orientation = PhysicsScene.PE.GetOrientation(PhysBody); + _orientation = PhysScene.PE.GetOrientation(PhysBody); return _orientation; } set @@ -500,7 +500,7 @@ public sealed class BSCharacter : BSPhysObject if (PhysBody.HasPhysicalBody) { // _position = PhysicsScene.PE.GetPosition(BSBody); - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); } } } @@ -549,14 +549,14 @@ public sealed class BSCharacter : BSPhysObject public override bool FloatOnWater { set { _floatOnWater = value; - PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() + PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() { if (PhysBody.HasPhysicalBody) { if (_floatOnWater) - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); else - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); } }); } @@ -577,7 +577,7 @@ public sealed class BSCharacter : BSPhysObject public override float Buoyancy { get { return _buoyancy; } set { _buoyancy = value; - PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() + PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate() { DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); ForceBuoyancy = _buoyancy; @@ -587,7 +587,7 @@ public sealed class BSCharacter : BSPhysObject public override float ForceBuoyancy { get { return _buoyancy; } set { - PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); + PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); _buoyancy = value; DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); @@ -595,7 +595,7 @@ public sealed class BSCharacter : BSPhysObject float grav = BSParam.Gravity * (1f - _buoyancy); Gravity = new OMV.Vector3(0f, 0f, grav); if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetGravity(PhysBody, Gravity); + PhysScene.PE.SetGravity(PhysBody, Gravity); } } @@ -613,7 +613,7 @@ public sealed class BSCharacter : BSPhysObject public override void AddForce(OMV.Vector3 force, bool pushforce) { // Since this force is being applied in only one step, make this a force per second. - OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; + OMV.Vector3 addForce = force / PhysScene.LastTimeStep; AddForce(addForce, pushforce, false); } private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { @@ -622,13 +622,13 @@ public sealed class BSCharacter : BSPhysObject OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() + PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() { // Bullet adds this central force to the total force for this tick // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); + PhysScene.PE.ApplyCentralForce(PhysBody, addForce); } }); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index e2e807e..56d2415 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -789,7 +789,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) { lastRememberedHeightPos = pos; - m_knownTerrainHeight = ControllingPrim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); + m_knownTerrainHeight = ControllingPrim.PhysScene.TerrainManager.GetTerrainHeightAtXYZ(pos); m_knownHas |= m_knownChangedTerrainHeight; } return m_knownTerrainHeight; @@ -801,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { if ((m_knownHas & m_knownChangedWaterLevel) == 0) { - m_knownWaterLevel = ControllingPrim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); + m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); m_knownHas |= m_knownChangedWaterLevel; } return (float)m_knownWaterLevel; @@ -1637,8 +1637,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Invoke the detailed logger and output something if it's enabled. private void VDetailLog(string msg, params Object[] args) { - if (ControllingPrim.PhysicsScene.VehicleLoggingEnabled) - ControllingPrim.PhysicsScene.DetailLog(msg, args); + if (ControllingPrim.PhysScene.VehicleLoggingEnabled) + ControllingPrim.PhysScene.DetailLog(msg, args); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index df1dd34..6d0d0eb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -80,7 +80,7 @@ public abstract class BSLinkset public BSPrimLinkable LinksetRoot { get; protected set; } - public BSScene PhysicsScene { get; private set; } + protected BSScene m_physicsScene { get; private set; } static int m_nextLinksetID = 1; public int LinksetID { get; private set; } @@ -115,7 +115,7 @@ public abstract class BSLinkset // We create LOTS of linksets. if (m_nextLinksetID <= 0) m_nextLinksetID = 1; - PhysicsScene = scene; + m_physicsScene = scene; LinksetRoot = parent; m_children = new HashSet(); LinksetMass = parent.RawMass; @@ -158,7 +158,7 @@ public abstract class BSLinkset } // The child is down to a linkset of just itself - return BSLinkset.Factory(PhysicsScene, child); + return BSLinkset.Factory(m_physicsScene, child); } // Return 'true' if the passed object is the root object of this linkset @@ -316,8 +316,8 @@ public abstract class BSLinkset // Invoke the detailed logger and output something if it's enabled. protected void DetailLog(string msg, params Object[] args) { - if (PhysicsScene.PhysicsLogging.Enabled) - PhysicsScene.DetailLog(msg, args); + if (m_physicsScene.PhysicsLogging.Enabled) + m_physicsScene.DetailLog(msg, args); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index be01808..01ada3f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -121,7 +121,7 @@ public sealed class BSLinksetCompound : BSLinkset // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. if (!Rebuilding && HasAnyChildren) { - PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() + m_physicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() { if (HasAnyChildren) RecomputeLinksetCompound(); @@ -147,10 +147,10 @@ public sealed class BSLinksetCompound : BSLinkset { // The origional prims are removed from the world as the shape of the root compound // shape takes over. - PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); - PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); + m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); // We don't want collisions from the old linkset children. - PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); child.PhysBody.collisionType = CollisionType.LinksetChild; @@ -175,12 +175,12 @@ public sealed class BSLinksetCompound : BSLinkset else { // The non-physical children can come back to life. - PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); child.PhysBody.collisionType = CollisionType.LinksetChild; // Don't force activation so setting of DISABLE_SIMULATION can stay if used. - PhysicsScene.PE.Activate(child.PhysBody, false); + m_physicsScene.PE.Activate(child.PhysBody, false); ret = true; } return ret; @@ -196,7 +196,7 @@ public sealed class BSLinksetCompound : BSLinkset // but it also means all the child positions get updated. // What would cause an unnecessary rebuild so we make sure the linkset is in a // region before bothering to do a rebuild. - if (!IsRoot(updated) && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) + if (!IsRoot(updated) && m_physicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) { // If a child of the linkset is updating only the position or rotation, that can be done // without rebuilding the linkset. @@ -209,21 +209,21 @@ public sealed class BSLinksetCompound : BSLinkset if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) { // Find the physical instance of the child - if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) + if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) { // It is possible that the linkset is still under construction and the child is not yet // inserted into the compound shape. A rebuild of the linkset in a pre-step action will // build the whole thing with the new position or rotation. // The index must be checked because Bullet references the child array but does no validity // checking of the child index passed. - int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo); + int numLinksetChildren = m_physicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo); if (updated.LinksetChildIndex < numLinksetChildren) { - BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex); + BulletShape linksetChildShape = m_physicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex); if (linksetChildShape.HasPhysicalShape) { // Found the child shape within the compound shape - PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex, + m_physicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex, updated.RawPosition - LinksetRoot.RawPosition, updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation), true /* shouldRecalculateLocalAabb */); @@ -401,9 +401,9 @@ public sealed class BSLinksetCompound : BSLinkset // Here we build the compound shape made up of all the children. // Free up any shape we'd previously built. - LinksetShape.Dereference(PhysicsScene); + LinksetShape.Dereference(m_physicsScene); - LinksetShape = BSShapeCompound.GetReference(PhysicsScene, LinksetRoot); + LinksetShape = BSShapeCompound.GetReference(m_physicsScene, LinksetRoot); // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. @@ -435,7 +435,7 @@ public sealed class BSLinksetCompound : BSLinkset childShape.IncrementReference(); OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); + m_physicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); @@ -446,14 +446,14 @@ public sealed class BSLinksetCompound : BSLinkset // Sneak the built compound shape in as the shape of the root prim. // Note this doesn't touch the root prim's PhysShape so be sure the manage the difference. - PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); + m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); // Enable the physical position updator to return the position and rotation of the root shape - PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); + m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); } finally { @@ -461,7 +461,7 @@ public sealed class BSLinksetCompound : BSLinkset } // See that the Aabb surrounds the new shape - PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); + m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); } } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 1811772..a06a44d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -51,7 +51,7 @@ public sealed class BSLinksetConstraints : BSLinkset if (HasAnyChildren && IsRoot(requestor)) { // Queue to happen after all the other taint processing - PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() + m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() { if (HasAnyChildren && IsRoot(requestor)) RecomputeLinksetConstraints(); @@ -142,7 +142,7 @@ public sealed class BSLinksetConstraints : BSLinkset rootx.LocalID, rootx.PhysBody.AddrString, childx.LocalID, childx.PhysBody.AddrString); - PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() + m_physicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() { PhysicallyUnlinkAChildFromRoot(rootx, childx); }); @@ -187,7 +187,7 @@ public sealed class BSLinksetConstraints : BSLinkset // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 BSConstraint6Dof constrain = new BSConstraint6Dof( - PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); + m_physicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); /* NOTE: below is an attempt to build constraint with full frame computation, etc. @@ -216,7 +216,7 @@ public sealed class BSLinksetConstraints : BSLinkset // ================================================================================== */ - PhysicsScene.Constraints.AddConstraint(constrain); + m_physicsScene.Constraints.AddConstraint(constrain); // zero linear and angular limits makes the objects unable to move in relation to each other constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); @@ -248,10 +248,10 @@ public sealed class BSLinksetConstraints : BSLinkset childPrim.LocalID, childPrim.PhysBody.AddrString); // Find the constraint for this link and get rid of it from the overall collection and from my list - if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) + if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) { // Make the child refresh its location - PhysicsScene.PE.PushUpdate(childPrim.PhysBody); + m_physicsScene.PE.PushUpdate(childPrim.PhysBody); ret = true; } @@ -265,7 +265,7 @@ public sealed class BSLinksetConstraints : BSLinkset { DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); - return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); + return m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); } // Call each of the constraints that make up this linkset and recompute the @@ -289,7 +289,7 @@ public sealed class BSLinksetConstraints : BSLinkset child.UpdatePhysicalMassProperties(linksetMass, true); BSConstraint constrain; - if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) + if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) { // If constraint doesn't exist yet, create it. constrain = BuildConstraint(LinksetRoot, child); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index b6eb619..6a3ada2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -72,14 +72,14 @@ public abstract class BSPhysObject : PhysicsActor } protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { - PhysicsScene = parentScene; + PhysScene = parentScene; LocalID = localID; PhysObjectName = name; Name = name; // PhysicsActor also has the name of the object. Someday consolidate. TypeName = typeName; // The collection of things that push me around - PhysicalActors = new BSActorCollection(PhysicsScene); + PhysicalActors = new BSActorCollection(PhysScene); // Initialize variables kept in base. GravModifier = 1.0f; @@ -112,13 +112,13 @@ public abstract class BSPhysObject : PhysicsActor public virtual void Destroy() { PhysicalActors.Enable(false); - PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate() + PhysScene.TaintedObject("BSPhysObject.Destroy", delegate() { PhysicalActors.Dispose(); }); } - public BSScene PhysicsScene { get; protected set; } + public BSScene PhysScene { get; protected set; } // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor public string PhysObjectName { get; protected set; } public string TypeName { get; protected set; } @@ -270,7 +270,7 @@ public abstract class BSPhysObject : PhysicsActor public void ActivateIfPhysical(bool forceIt) { if (IsPhysical && PhysBody.HasPhysicalBody) - PhysicsScene.PE.Activate(PhysBody, forceIt); + PhysScene.PE.Activate(PhysBody, forceIt); } // 'actors' act on the physical object to change or constrain its motion. These can range from @@ -333,29 +333,29 @@ public abstract class BSPhysObject : PhysicsActor protected long CollisionAccumulation { get; set; } public override bool IsColliding { - get { return (CollidingStep == PhysicsScene.SimulationStep); } + get { return (CollidingStep == PhysScene.SimulationStep); } set { if (value) - CollidingStep = PhysicsScene.SimulationStep; + CollidingStep = PhysScene.SimulationStep; else CollidingStep = 0; } } public override bool CollidingGround { - get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } + get { return (CollidingGroundStep == PhysScene.SimulationStep); } set { if (value) - CollidingGroundStep = PhysicsScene.SimulationStep; + CollidingGroundStep = PhysScene.SimulationStep; else CollidingGroundStep = 0; } } public override bool CollidingObj { - get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } + get { return (CollidingObjectStep == PhysScene.SimulationStep); } set { if (value) - CollidingObjectStep = PhysicsScene.SimulationStep; + CollidingObjectStep = PhysScene.SimulationStep; else CollidingObjectStep = 0; } @@ -380,14 +380,14 @@ public abstract class BSPhysObject : PhysicsActor bool ret = false; // The following lines make IsColliding(), CollidingGround() and CollidingObj work - CollidingStep = PhysicsScene.SimulationStep; - if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) + CollidingStep = PhysScene.SimulationStep; + if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID) { - CollidingGroundStep = PhysicsScene.SimulationStep; + CollidingGroundStep = PhysScene.SimulationStep; } else { - CollidingObjectStep = PhysicsScene.SimulationStep; + CollidingObjectStep = PhysScene.SimulationStep; } CollisionAccumulation++; @@ -397,10 +397,10 @@ public abstract class BSPhysObject : PhysicsActor // Make a collection of the collisions that happened the last simulation tick. // This is different than the collection created for sending up to the simulator as it is cleared every tick. - if (CollisionsLastTickStep != PhysicsScene.SimulationStep) + if (CollisionsLastTickStep != PhysScene.SimulationStep) { CollisionsLastTick = new CollisionEventUpdate(); - CollisionsLastTickStep = PhysicsScene.SimulationStep; + CollisionsLastTickStep = PhysScene.SimulationStep; } CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); @@ -427,9 +427,9 @@ public abstract class BSPhysObject : PhysicsActor bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); // throttle the collisions to the number of milliseconds specified in the subscription - if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) + if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) { - NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; + NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs; // We are called if we previously had collisions. If there are no collisions // this time, send up one last empty event so OpenSim can sense collision end. @@ -464,10 +464,10 @@ public abstract class BSPhysObject : PhysicsActor // make sure first collision happens NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); - PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() + PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate() { if (PhysBody.HasPhysicalBody) - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } else @@ -479,11 +479,11 @@ public abstract class BSPhysObject : PhysicsActor public override void UnSubscribeEvents() { // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); SubscribedEventsMs = 0; - PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() + PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() { // Make sure there is a body there because sometimes destruction happens in an un-ideal order. if (PhysBody.HasPhysicalBody) - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } // Return 'true' if the simulator wants collision events @@ -497,7 +497,7 @@ public abstract class BSPhysObject : PhysicsActor { // Scale the collision count by the time since the last collision. // The "+1" prevents dividing by zero. - long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; + long timeAgo = PhysScene.SimulationStep - CollidingStep + 1; CollisionScore = CollisionAccumulation / timeAgo; } public override float CollisionScore { get; set; } @@ -524,8 +524,8 @@ public abstract class BSPhysObject : PhysicsActor // High performance detailed logging routine used by the physical objects. protected void DetailLog(string msg, params Object[] args) { - if (PhysicsScene.PhysicsLogging.Enabled) - PhysicsScene.DetailLog(msg, args); + if (PhysScene.PhysicsLogging.Enabled) + PhysScene.DetailLog(msg, args); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 5d12338..0d45579 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -101,21 +101,21 @@ public class BSPrim : BSPhysObject _isVolumeDetect = false; // We keep a handle to the vehicle actor so we can set vehicle parameters later. - VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); + VehicleActor = new BSDynamics(PhysScene, this, VehicleActorName); PhysicalActors.Add(VehicleActorName, VehicleActor); _mass = CalculateMass(); // DetailLog("{0},BSPrim.constructor,call", LocalID); // do the actual object creation at taint time - PhysicsScene.TaintedObject("BSPrim.create", delegate() + PhysScene.TaintedObject("BSPrim.create", delegate() { // Make sure the object is being created with some sanity. ExtremeSanityCheck(true /* inTaintTime */); CreateGeomAndObject(true); - CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody); + CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody); }); } @@ -128,13 +128,13 @@ public class BSPrim : BSPhysObject // Undo any vehicle properties this.VehicleType = (int)Vehicle.TYPE_NONE; - PhysicsScene.TaintedObject("BSPrim.Destroy", delegate() + PhysScene.TaintedObject("BSPrim.Destroy", delegate() { DetailLog("{0},BSPrim.Destroy,taint,", LocalID); // If there are physical body and shape, release my use of same. - PhysicsScene.Shapes.DereferenceBody(PhysBody, null); + PhysScene.Shapes.DereferenceBody(PhysBody, null); PhysBody.Clear(); - PhysShape.Dereference(PhysicsScene); + PhysShape.Dereference(PhysScene); PhysShape = new BSShapeNull(); }); } @@ -163,7 +163,7 @@ public class BSPrim : BSPhysObject } public override bool ForceBodyShapeRebuild(bool inTaintTime) { - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() { _mass = CalculateMass(); // changing the shape changes the mass CreateGeomAndObject(true); @@ -180,7 +180,7 @@ public class BSPrim : BSPhysObject if (value != _isSelected) { _isSelected = value; - PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() + PhysScene.TaintedObject("BSPrim.setSelected", delegate() { DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); SetObjectDynamic(false); @@ -226,23 +226,23 @@ public class BSPrim : BSPhysObject _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.ClearAllForces(PhysBody); + PhysScene.PE.ClearAllForces(PhysBody); }); } public override void ZeroAngularMotion(bool inTaintTime) { _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() { // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); - PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); + PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); + PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); } }); } @@ -260,11 +260,11 @@ public class BSPrim : BSPhysObject EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate() { - return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName); + return new BSActorLockAxis(PhysScene, this, LockedAxisActorName); }); // Update parameters so the new actor's Refresh() action is called at the right time. - PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() + PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate() { UpdatePhysicalParameters(); }); @@ -294,7 +294,7 @@ public class BSPrim : BSPhysObject _position = value; PositionSanityCheck(false); - PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() + PhysScene.TaintedObject("BSPrim.setPosition", delegate() { DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); ForcePosition = _position; @@ -304,14 +304,14 @@ public class BSPrim : BSPhysObject public override OMV.Vector3 ForcePosition { get { - _position = PhysicsScene.PE.GetPosition(PhysBody); + _position = PhysScene.PE.GetPosition(PhysBody); return _position; } set { _position = value; if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); ActivateIfPhysical(false); } } @@ -328,7 +328,7 @@ public class BSPrim : BSPhysObject if (!IsPhysicallyActive) return ret; - if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) + if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) { // The physical object is out of the known/simulated area. // Upper levels of code will handle the transition to other areas so, for @@ -336,7 +336,7 @@ public class BSPrim : BSPhysObject return ret; } - float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); + float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); OMV.Vector3 upForce = OMV.Vector3.Zero; float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z)); if ((RawPosition.Z + approxSize / 2f) < terrainHeight) @@ -357,7 +357,7 @@ public class BSPrim : BSPhysObject if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) { - float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); + float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); // TODO: a floating motor so object will bob in the water if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) { @@ -365,7 +365,7 @@ public class BSPrim : BSPhysObject upForce.Z = (waterHeight - RawPosition.Z) * 1f; // Apply upforce and overcome gravity. - OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity; + OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); AddForce(correctionForce, false, inTaintTime); ret = true; @@ -431,10 +431,10 @@ public class BSPrim : BSPhysObject { if (IsStatic) { - PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity); + PhysScene.PE.SetGravity(PhysBody, PhysScene.DefaultGravity); Inertia = OMV.Vector3.Zero; - PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia); - PhysicsScene.PE.UpdateInertiaTensor(PhysBody); + PhysScene.PE.SetMassProps(PhysBody, 0f, Inertia); + PhysScene.PE.UpdateInertiaTensor(PhysBody); } else { @@ -443,16 +443,16 @@ public class BSPrim : BSPhysObject // Changing interesting properties doesn't change proxy and collision cache // information. The Bullet solution is to re-add the object to the world // after parameters are changed. - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); } // The computation of mass props requires gravity to be set on the object. Gravity = ComputeGravity(Buoyancy); - PhysicsScene.PE.SetGravity(PhysBody, Gravity); + PhysScene.PE.SetGravity(PhysBody, Gravity); - Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); - PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia); - PhysicsScene.PE.UpdateInertiaTensor(PhysBody); + Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); + PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia); + PhysScene.PE.UpdateInertiaTensor(PhysBody); DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, Gravity, inWorld); @@ -468,7 +468,7 @@ public class BSPrim : BSPhysObject // Return what gravity should be set to this very moment public OMV.Vector3 ComputeGravity(float buoyancy) { - OMV.Vector3 ret = PhysicsScene.DefaultGravity; + OMV.Vector3 ret = PhysScene.DefaultGravity; if (!IsStatic) { @@ -497,7 +497,7 @@ public class BSPrim : BSPhysObject RawForce = value; EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() { - return new BSActorSetForce(PhysicsScene, this, SetForceActorName); + return new BSActorSetForce(PhysScene, this, SetForceActorName); }); } } @@ -509,7 +509,7 @@ public class BSPrim : BSPhysObject set { Vehicle type = (Vehicle)value; - PhysicsScene.TaintedObject("setVehicleType", delegate() + PhysScene.TaintedObject("setVehicleType", delegate() { // Vehicle code changes the parameters for this vehicle type. VehicleActor.ProcessTypeChange(type); @@ -519,7 +519,7 @@ public class BSPrim : BSPhysObject } public override void VehicleFloatParam(int param, float value) { - PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() + PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); ActivateIfPhysical(false); @@ -527,7 +527,7 @@ public class BSPrim : BSPhysObject } public override void VehicleVectorParam(int param, OMV.Vector3 value) { - PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() + PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); ActivateIfPhysical(false); @@ -535,7 +535,7 @@ public class BSPrim : BSPhysObject } public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { - PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() + PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() { VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); ActivateIfPhysical(false); @@ -543,7 +543,7 @@ public class BSPrim : BSPhysObject } public override void VehicleFlags(int param, bool remove) { - PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() + PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() { VehicleActor.ProcessVehicleFlags(param, remove); }); @@ -555,7 +555,7 @@ public class BSPrim : BSPhysObject if (_isVolumeDetect != newValue) { _isVolumeDetect = newValue; - PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() + PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() { // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); SetObjectDynamic(true); @@ -566,7 +566,7 @@ public class BSPrim : BSPhysObject public override void SetMaterial(int material) { base.SetMaterial(material); - PhysicsScene.TaintedObject("BSPrim.SetMaterial", delegate() + PhysScene.TaintedObject("BSPrim.SetMaterial", delegate() { UpdatePhysicalParameters(); }); @@ -579,7 +579,7 @@ public class BSPrim : BSPhysObject if (base.Friction != value) { base.Friction = value; - PhysicsScene.TaintedObject("BSPrim.setFriction", delegate() + PhysScene.TaintedObject("BSPrim.setFriction", delegate() { UpdatePhysicalParameters(); }); @@ -594,7 +594,7 @@ public class BSPrim : BSPhysObject if (base.Restitution != value) { base.Restitution = value; - PhysicsScene.TaintedObject("BSPrim.setRestitution", delegate() + PhysScene.TaintedObject("BSPrim.setRestitution", delegate() { UpdatePhysicalParameters(); }); @@ -611,7 +611,7 @@ public class BSPrim : BSPhysObject if (base.Density != value) { base.Density = value; - PhysicsScene.TaintedObject("BSPrim.setDensity", delegate() + PhysScene.TaintedObject("BSPrim.setDensity", delegate() { UpdatePhysicalParameters(); }); @@ -626,7 +626,7 @@ public class BSPrim : BSPhysObject if (base.GravModifier != value) { base.GravModifier = value; - PhysicsScene.TaintedObject("BSPrim.setGravityModifier", delegate() + PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate() { UpdatePhysicalParameters(); }); @@ -637,7 +637,7 @@ public class BSPrim : BSPhysObject get { return RawVelocity; } set { RawVelocity = value; - PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() + PhysScene.TaintedObject("BSPrim.setVelocity", delegate() { // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); ForceVelocity = RawVelocity; @@ -647,13 +647,13 @@ public class BSPrim : BSPhysObject public override OMV.Vector3 ForceVelocity { get { return RawVelocity; } set { - PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); + PhysScene.AssertInTaintTime("BSPrim.ForceVelocity"); RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity); - PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); + PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); ActivateIfPhysical(false); } } @@ -664,7 +664,7 @@ public class BSPrim : BSPhysObject RawTorque = value; EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() { - return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName); + return new BSActorSetTorque(PhysScene, this, SetTorqueActorName); }); DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); } @@ -687,7 +687,7 @@ public class BSPrim : BSPhysObject return; _orientation = value; - PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() + PhysScene.TaintedObject("BSPrim.setOrientation", delegate() { ForceOrientation = _orientation; }); @@ -698,14 +698,14 @@ public class BSPrim : BSPhysObject { get { - _orientation = PhysicsScene.PE.GetOrientation(PhysBody); + _orientation = PhysScene.PE.GetOrientation(PhysBody); return _orientation; } set { _orientation = value; if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); } } public override int PhysicsActorType { @@ -718,7 +718,7 @@ public class BSPrim : BSPhysObject if (_isPhysical != value) { _isPhysical = value; - PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() + PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate() { DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); SetObjectDynamic(true); @@ -773,7 +773,7 @@ public class BSPrim : BSPhysObject // Mangling all the physical properties requires the object not be in the physical world. // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); // Set up the object physicalness (does gravity and collisions move this object) MakeDynamic(IsStatic); @@ -790,7 +790,7 @@ public class BSPrim : BSPhysObject AddObjectToPhysicalWorld(); // Rebuild its shape - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); + PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), @@ -807,28 +807,28 @@ public class BSPrim : BSPhysObject if (makeStatic) { // Become a Bullet 'static' object type - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); // Stop all movement ZeroMotion(true); // Set various physical properties so other object interact properly - PhysicsScene.PE.SetFriction(PhysBody, Friction); - PhysicsScene.PE.SetRestitution(PhysBody, Restitution); - PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); + PhysScene.PE.SetFriction(PhysBody, Friction); + PhysScene.PE.SetRestitution(PhysBody, Restitution); + PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); // Mass is zero which disables a bunch of physics stuff in Bullet UpdatePhysicalMassProperties(0f, false); // Set collision detection parameters if (BSParam.CcdMotionThreshold > 0f) { - PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); - PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); + PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); + PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); } // The activation state is 'disabled' so Bullet will not try to act on it. // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION); // Start it out sleeping and physical actions could wake it up. - PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); + PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); // This collides like a static object PhysBody.collisionType = CollisionType.Static; @@ -836,11 +836,11 @@ public class BSPrim : BSPhysObject else { // Not a Bullet static object - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); // Set various physical properties so other object interact properly - PhysicsScene.PE.SetFriction(PhysBody, Friction); - PhysicsScene.PE.SetRestitution(PhysBody, Restitution); + PhysScene.PE.SetFriction(PhysBody, Friction); + PhysScene.PE.SetRestitution(PhysBody, Restitution); // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution); // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 @@ -858,22 +858,22 @@ public class BSPrim : BSPhysObject // Set collision detection parameters if (BSParam.CcdMotionThreshold > 0f) { - PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); - PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); + PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); + PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); } // Various values for simulation limits - PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); - PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); - PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); - PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); + PhysScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); + PhysScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); + PhysScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); + PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); // This collides like an object. PhysBody.collisionType = CollisionType.Dynamic; // Force activation of the object so Bullet will act on it. // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. - PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); + PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); } } @@ -883,7 +883,7 @@ public class BSPrim : BSPhysObject // the functions after this one set up the state of a possibly newly created collision body. private void MakeSolid(bool makeSolid) { - CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody); + CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysScene.PE.GetBodyType(PhysBody); if (makeSolid) { // Verify the previous code created the correct shape for this type of thing. @@ -891,7 +891,7 @@ public class BSPrim : BSPhysObject { m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); } - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); } else { @@ -899,7 +899,7 @@ public class BSPrim : BSPhysObject { m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); } - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); // Change collision info from a static object to a ghosty collision object PhysBody.collisionType = CollisionType.VolumeDetect; @@ -911,11 +911,11 @@ public class BSPrim : BSPhysObject { if (wantsCollisionEvents) { - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); } else { - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); } } @@ -926,7 +926,7 @@ public class BSPrim : BSPhysObject { if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); } else { @@ -961,12 +961,12 @@ public class BSPrim : BSPhysObject public override bool FloatOnWater { set { _floatOnWater = value; - PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() + PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate() { if (_floatOnWater) - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); else - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); }); } } @@ -978,7 +978,7 @@ public class BSPrim : BSPhysObject _rotationalVelocity = value; Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); - PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() + PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() { ForceRotationalVelocity = _rotationalVelocity; }); @@ -993,7 +993,7 @@ public class BSPrim : BSPhysObject if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); - PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); + PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); ActivateIfPhysical(false); } @@ -1009,7 +1009,7 @@ public class BSPrim : BSPhysObject get { return _buoyancy; } set { _buoyancy = value; - PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() + PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate() { ForceBuoyancy = _buoyancy; }); @@ -1032,7 +1032,7 @@ public class BSPrim : BSPhysObject base.MoveToTargetActive = value; EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() { - return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName); + return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName); }); } } @@ -1044,7 +1044,7 @@ public class BSPrim : BSPhysObject base.HoverActive = value; EnableActor(HoverActive, HoverActorName, delegate() { - return new BSActorHover(PhysicsScene, this, HoverActorName); + return new BSActorHover(PhysScene, this, HoverActorName); }); } } @@ -1054,7 +1054,7 @@ public class BSPrim : BSPhysObject OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); // Since this force is being applied in only one step, make this a force per second. - addForce /= PhysicsScene.LastTimeStep; + addForce /= PhysScene.LastTimeStep; AddForce(addForce, pushforce, false /* inTaintTime */); } @@ -1069,13 +1069,13 @@ public class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); OMV.Vector3 addForce = force; - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() { // Bullet adds this central force to the total force for this tick DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); + PhysScene.PE.ApplyCentralForce(PhysBody, addForce); ActivateIfPhysical(false); } }); @@ -1097,13 +1097,13 @@ public class BSPrim : BSPhysObject OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() { // Bullet adds this impulse immediately to the velocity DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.ApplyCentralImpulse(PhysBody, addImpulse); + PhysScene.PE.ApplyCentralImpulse(PhysBody, addImpulse); ActivateIfPhysical(false); } }); @@ -1122,12 +1122,12 @@ public class BSPrim : BSPhysObject if (force.IsFinite()) { OMV.Vector3 angForce = force; - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() { if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce); - PhysicsScene.PE.ApplyTorque(PhysBody, angForce); + PhysScene.PE.ApplyTorque(PhysBody, angForce); ActivateIfPhysical(false); } }); @@ -1146,11 +1146,11 @@ public class BSPrim : BSPhysObject public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) { OMV.Vector3 applyImpulse = impulse; - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() { if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); + PhysScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); ActivateIfPhysical(false); } }); @@ -1452,7 +1452,7 @@ public class BSPrim : BSPhysObject // Create the correct physical representation for this type of object. // Updates base.PhysBody and base.PhysShape with the new information. // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. - PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, delegate(BulletBody pBody, BulletShape pShape) + PhysScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysScene.World, this, delegate(BulletBody pBody, BulletShape pShape) { // Called if the current prim body is about to be destroyed. // Remove all the physical dependencies on the old body. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 81104ec..5236909 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -47,9 +47,9 @@ public class BSPrimLinkable : BSPrimDisplaced OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) { - Linkset = BSLinkset.Factory(PhysicsScene, this); + Linkset = BSLinkset.Factory(PhysScene, this); - PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() + PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() { Linkset.Refresh(this); }); @@ -99,7 +99,7 @@ public class BSPrimLinkable : BSPrimDisplaced set { base.Position = value; - PhysicsScene.TaintedObject("BSPrimLinkset.setPosition", delegate() + PhysScene.TaintedObject("BSPrimLinkset.setPosition", delegate() { Linkset.UpdateProperties(UpdatedProperties.Position, this); }); @@ -113,7 +113,7 @@ public class BSPrimLinkable : BSPrimDisplaced set { base.Orientation = value; - PhysicsScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() + PhysScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() { Linkset.UpdateProperties(UpdatedProperties.Orientation, this); }); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index e4fecc3..5a19797 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs @@ -92,7 +92,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys private void BuildHeightmapTerrain() { // Create the terrain shape from the mapInfo - m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID, + m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); @@ -103,26 +103,26 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); - m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, + m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, m_mapInfo.ID, centerPos, Quaternion.Identity); // Set current terrain attributes - PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); - PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); - PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); - PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); + m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); + m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); + m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); + m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); // Return the new terrain to the world of physical objects - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody); + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody); // redo its bounding box now that it is in the world - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody); + m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody); m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; - m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene); + m_mapInfo.terrainBody.ApplyCollisionMask(m_physicsScene); // Make it so the terrain will not move or be considered for movement. - PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); + m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); return; } @@ -134,9 +134,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys { if (m_mapInfo.terrainBody.HasPhysicalBody) { - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody); + m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody); // Frees both the body and the shape. - PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody); + m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody); } } m_mapInfo = null; @@ -155,7 +155,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys catch { // Sometimes they give us wonky values of X and Y. Give a warning and return something. - PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", + m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", LogHeader, m_mapInfo.terrainRegionBase, pos); ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; } @@ -165,7 +165,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys // The passed position is relative to the base of the region. public override float GetWaterLevelAtXYZ(Vector3 pos) { - return PhysicsScene.SimpleWaterLevel; + return m_physicsScene.SimpleWaterLevel; } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 5240ad8..0d16eda 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -50,14 +50,14 @@ public abstract class BSTerrainPhys : IDisposable Mesh = 1 } - public BSScene PhysicsScene { get; private set; } + protected BSScene m_physicsScene { get; private set; } // Base of the region in world coordinates. Coordinates inside the region are relative to this. public Vector3 TerrainBase { get; private set; } public uint ID { get; private set; } public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) { - PhysicsScene = physicsScene; + m_physicsScene = physicsScene; TerrainBase = regionBase; ID = id; } @@ -86,7 +86,7 @@ public sealed class BSTerrainManager : IDisposable public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); // The scene that I am part of - private BSScene PhysicsScene { get; set; } + private BSScene m_physicsScene { get; set; } // The ground plane created to keep thing from falling to infinity. private BulletBody m_groundPlane; @@ -113,7 +113,7 @@ public sealed class BSTerrainManager : IDisposable public BSTerrainManager(BSScene physicsScene) { - PhysicsScene = physicsScene; + m_physicsScene = physicsScene; m_terrains = new Dictionary(); // Assume one region of default size @@ -132,21 +132,21 @@ public sealed class BSTerrainManager : IDisposable // safe to call Bullet in real time. We hope no one is moving prims around yet. public void CreateInitialGroundPlaneAndTerrain() { - DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); + DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); // The ground plane is here to catch things that are trying to drop to negative infinity - BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); - m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, + BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); + m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane); - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane); + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); + m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane); // Ground plane does not move - PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); + m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); // Everything collides with the ground plane. m_groundPlane.collisionType = CollisionType.Groundplane; - m_groundPlane.ApplyCollisionMask(PhysicsScene); + m_groundPlane.ApplyCollisionMask(m_physicsScene); - BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); + BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_physicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); lock (m_terrains) { // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. @@ -157,12 +157,12 @@ public sealed class BSTerrainManager : IDisposable // Release all the terrain structures we might have allocated public void ReleaseGroundPlaneAndTerrain() { - DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); + DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); if (m_groundPlane.HasPhysicalBody) { - if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane)) + if (m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_groundPlane)) { - PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_groundPlane); + m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_groundPlane); } m_groundPlane.Clear(); } @@ -188,7 +188,7 @@ public sealed class BSTerrainManager : IDisposable float[] localHeightMap = heightMap; // If there are multiple requests for changes to the same terrain between ticks, // only do that last one. - PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() + m_physicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() { if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) { @@ -219,7 +219,7 @@ public sealed class BSTerrainManager : IDisposable private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) { // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. - PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() + m_physicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() { UpdateTerrain(id, heightMap, minCoords, maxCoords); }); @@ -318,26 +318,26 @@ public sealed class BSTerrainManager : IDisposable // TODO: redo terrain implementation selection to allow other base types than heightMap. private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) { - PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", - LogHeader, PhysicsScene.RegionName, terrainRegionBase, + m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", + LogHeader, m_physicsScene.RegionName, terrainRegionBase, (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); BSTerrainPhys newTerrainPhys = null; switch ((int)BSParam.TerrainImplementation) { case (int)BSTerrainPhys.TerrainImplementation.Heightmap: - newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, + newTerrainPhys = new BSTerrainHeightmap(m_physicsScene, terrainRegionBase, id, heightMap, minCoords, maxCoords); break; case (int)BSTerrainPhys.TerrainImplementation.Mesh: - newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, + newTerrainPhys = new BSTerrainMesh(m_physicsScene, terrainRegionBase, id, heightMap, minCoords, maxCoords); break; default: - PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", + m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", LogHeader, (int)BSParam.TerrainImplementation, BSParam.TerrainImplementation, - PhysicsScene.RegionName, terrainRegionBase); + m_physicsScene.RegionName, terrainRegionBase); break; } return newTerrainPhys; @@ -429,8 +429,8 @@ public sealed class BSTerrainManager : IDisposable } else { - PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", - LogHeader, PhysicsScene.RegionName, tX, tY); + m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", + LogHeader, m_physicsScene.RegionName, tX, tY); DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", BSScene.DetailLogZero, pos, terrainBaseXYZ); } @@ -451,8 +451,8 @@ public sealed class BSTerrainManager : IDisposable } else { - PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", - LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret); + m_physicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", + LogHeader, m_physicsScene.RegionName, pos, terrainBaseXYZ, ret); } return ret; } @@ -564,7 +564,7 @@ public sealed class BSTerrainManager : IDisposable private void DetailLog(string msg, params Object[] args) { - PhysicsScene.PhysicsLogging.Write(msg, args); + m_physicsScene.PhysicsLogging.Write(msg, args); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 2ce1513..ee2a1f2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs @@ -80,7 +80,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys if (BSParam.TerrainMeshMagnification == 1) { // If a magnification of one, use the old routine that is tried and true. - meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, + meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene, initialMap, m_sizeX, m_sizeY, // input size Vector3.Zero, // base for mesh out indicesCount, out indices, out verticesCount, out vertices); @@ -88,7 +88,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys else { // Other magnifications use the newer routine - meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene, + meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene, initialMap, m_sizeX, m_sizeY, // input size BSParam.TerrainMeshMagnification, physicsScene.TerrainManager.DefaultRegionSize, @@ -98,21 +98,21 @@ public sealed class BSTerrainMesh : BSTerrainPhys if (!meshCreationSuccess) { // DISASTER!! - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); - PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); + m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); + m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", + m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); - m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); + m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); if (!m_terrainShape.HasPhysicalShape) { // DISASTER!! - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); - PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); + m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); + m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } @@ -120,52 +120,52 @@ public sealed class BSTerrainMesh : BSTerrainPhys Vector3 pos = regionBase; Quaternion rot = Quaternion.Identity; - m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); + m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); if (!m_terrainBody.HasPhysicalBody) { // DISASTER!! - PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); + m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); // Set current terrain attributes - PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); - PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); - PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); - PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); - PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); + m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); + m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); + m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); + m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); + m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); // Static objects are not very massive. - PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); + m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); // Put the new terrain to the world of physical objects - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody); // Redo its bounding box now that it is in the world - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); + m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody); m_terrainBody.collisionType = CollisionType.Terrain; - m_terrainBody.ApplyCollisionMask(PhysicsScene); + m_terrainBody.ApplyCollisionMask(m_physicsScene); if (BSParam.UseSingleSidedMeshes) { - PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); - PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); + m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); + m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); } // Make it so the terrain will not move or be considered for movement. - PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); + m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); } public override void Dispose() { if (m_terrainBody.HasPhysicalBody) { - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody); + m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody); // Frees both the body and the shape. - PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); + m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody); m_terrainBody.Clear(); m_terrainShape.Clear(); } @@ -185,7 +185,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys catch { // Sometimes they give us wonky values of X and Y. Give a warning and return something. - PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", + m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", LogHeader, TerrainBase, pos); ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; } @@ -195,7 +195,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys // The passed position is relative to the base of the region. public override float GetWaterLevelAtXYZ(Vector3 pos) { - return PhysicsScene.SimpleWaterLevel; + return m_physicsScene.SimpleWaterLevel; } // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). -- cgit v1.1 From 92ee288d666963aae2a058cc964be009a504f084 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 29 Apr 2013 07:54:50 -0700 Subject: BulletSim: remove trailing white space to make git happier. No functional changes. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 6 +- OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 138 ++++++++++----------- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 2 +- .../Physics/BulletSPlugin/BSActorLockAxis.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 2 +- .../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 6 +- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 6 +- .../Physics/BulletSPlugin/BSConstraintHinge.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 22 ++-- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 2 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 12 +- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 6 +- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 8 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 20 +-- .../Physics/BulletSPlugin/BSTerrainHeightmap.cs | 6 +- .../Physics/BulletSPlugin/BSTerrainManager.cs | 10 +- .../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 6 +- .../Region/Physics/BulletSPlugin/BulletSimData.cs | 42 +++---- 20 files changed, 152 insertions(+), 152 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 8a22bc7..231f0f8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -75,7 +75,7 @@ private sealed class BulletBodyUnman : BulletBody private sealed class BulletShapeUnman : BulletShape { public IntPtr ptr; - public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) + public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) : base() { ptr = xx; @@ -255,7 +255,7 @@ public override BulletShape CreateHullShape(BulletWorld world, int hullCount, fl { BulletWorldUnman worldu = world as BulletWorldUnman; return new BulletShapeUnman( - BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), + BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), BSPhysicsShapeType.SHAPE_HULL); } @@ -1503,7 +1503,7 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, +public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float scaleFactor, float collisionMargin); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 1ef8b17..59780ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -81,7 +81,7 @@ private sealed class BulletBodyXNA : BulletBody private sealed class BulletShapeXNA : BulletShape { public CollisionShape shape; - public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) + public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) : base() { shape = xx; @@ -137,8 +137,8 @@ private sealed class BulletConstraintXNA : BulletConstraint internal int LastEntityProperty = 0; internal EntityProperties[] UpdatedObjects; - internal Dictionary specialCollisionObjects; - + internal Dictionary specialCollisionObjects; + private static int m_collisionsThisFrame; private BSScene PhysicsScene { get; set; } @@ -151,7 +151,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } /// - /// + /// /// /// /// @@ -174,7 +174,7 @@ private sealed class BulletConstraintXNA : BulletConstraint DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); - + return true; } @@ -300,7 +300,7 @@ private sealed class BulletConstraintXNA : BulletConstraint public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; return world.GetForceUpdateAllAabbs(); - + } public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) { @@ -404,7 +404,7 @@ private sealed class BulletConstraintXNA : BulletConstraint IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); mat._origin = vposition; collisionObject.SetWorldTransform(mat); - + } public override Vector3 GetPosition(BulletBody pCollisionObject) @@ -457,7 +457,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; collisionObject.Activate(pforceactivation); - + } public override Quaternion GetOrientation(BulletBody pCollisionObject) @@ -486,7 +486,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.GetCcdSweptSphereRadius(); - + } public override IntPtr GetUserPointer(BulletBody pCollisionObject) @@ -559,8 +559,8 @@ private sealed class BulletConstraintXNA : BulletConstraint } - public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, - Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, + public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, + Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) { @@ -604,7 +604,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } /// - /// + /// /// /// /// @@ -824,7 +824,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { RigidBody body = (pBody as BulletBodyXNA).rigidBody; float angularDamping = body.GetAngularDamping(); - body.SetDamping(lin_damping, angularDamping); + body.SetDamping(lin_damping, angularDamping); } public override float GetLinearDamping(BulletBody pBody) @@ -907,7 +907,7 @@ private sealed class BulletConstraintXNA : BulletConstraint RigidBody bo = co as RigidBody; if (bo == null) { - + if (world.IsInWorld(co)) { world.RemoveCollisionObject(co); @@ -915,7 +915,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } else { - + if (world.IsInWorld(bo)) { world.RemoveRigidBody(bo); @@ -947,7 +947,7 @@ private sealed class BulletConstraintXNA : BulletConstraint // TODO: Turn this from a reference copy to a Value Copy. BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType())); - + return shape2; } @@ -957,7 +957,7 @@ private sealed class BulletConstraintXNA : BulletConstraint return false; } //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); - + public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) { CollisionWorld world = (pWorld as BulletWorldXNA).world; @@ -993,11 +993,11 @@ private sealed class BulletConstraintXNA : BulletConstraint m_startWorldTransform = IndexedMatrix.Identity; */ body.SetUserPointer(pLocalID); - + return new BulletBodyXNA(pLocalID, body); } - + public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) { @@ -1025,7 +1025,7 @@ private sealed class BulletConstraintXNA : BulletConstraint public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) { - /* TODO */ + /* TODO */ return Vector3.Zero; } public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } @@ -1035,7 +1035,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.IsStaticObject(); - + } public override bool IsKinematicObject(BulletBody pCollisionObject) { @@ -1098,10 +1098,10 @@ private sealed class BulletConstraintXNA : BulletConstraint return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); } - private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, + private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, - int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, + int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, object mDebugLogCallbackHandle) { CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); @@ -1138,9 +1138,9 @@ private sealed class BulletConstraintXNA : BulletConstraint p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; - + p.vehicleAngularDamping = BSParam.VehicleAngularDamping; - + p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; @@ -1160,7 +1160,7 @@ private sealed class BulletConstraintXNA : BulletConstraint p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; p.physicsLoggingFrames = o[0].physicsLoggingFrames; DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); - + DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); @@ -1263,7 +1263,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } } return ret; - + } public override float GetAngularMotionDisc(BulletShape pShape) @@ -1353,10 +1353,10 @@ private sealed class BulletConstraintXNA : BulletConstraint CollisionShape shape = (pShape as BulletShapeXNA).shape; gObj.SetCollisionShape(shape); gObj.SetUserPointer(pLocalID); - + if (specialCollisionObjects.ContainsKey(pLocalID)) specialCollisionObjects[pLocalID] = gObj; - else + else specialCollisionObjects.Add(pLocalID, gObj); // TODO: Add to Special CollisionObjects! @@ -1447,8 +1447,8 @@ private sealed class BulletConstraintXNA : BulletConstraint return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType())); } - public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { - + public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { + if (cShape == null) return null; CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape; @@ -1456,7 +1456,7 @@ private sealed class BulletConstraintXNA : BulletConstraint BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); - return retShape; + return retShape; } public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin) @@ -1598,8 +1598,8 @@ private sealed class BulletConstraintXNA : BulletConstraint return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); } - public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, - Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, + public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, + Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) { @@ -1745,7 +1745,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CompoundShape compoundshape = new CompoundShape(false); - + compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); int ii = 1; @@ -1761,7 +1761,7 @@ private sealed class BulletConstraintXNA : BulletConstraint int ender = ((ii + 4) + (vertexCount*3)); for (int iii = ii + 4; iii < ender; iii+=3) { - + virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); } ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); @@ -1769,7 +1769,7 @@ private sealed class BulletConstraintXNA : BulletConstraint compoundshape.AddChildShape(ref childTrans, convexShape); ii += (vertexCount*3 + 4); } - + return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); } @@ -1791,13 +1791,13 @@ private sealed class BulletConstraintXNA : BulletConstraint public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) { //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); - + for (int iter = 0; iter < pVerticesCount; iter++) { if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; } - + ObjectArray indicesarr = new ObjectArray(indices); ObjectArray vertices = new ObjectArray(verticesAsFloats); DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); @@ -1811,7 +1811,7 @@ private sealed class BulletConstraintXNA : BulletConstraint mesh.m_vertexStride = 3; mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; mesh.m_triangleIndexStride = 3; - + TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); @@ -1822,7 +1822,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } public static void DumpRaw(ObjectArrayindices, ObjectArray vertices, int pIndicesCount,int pVerticesCount ) { - + String fileName = "objTest3.raw"; String completePath = System.IO.Path.Combine(Util.configDir(), fileName); StreamWriter sw = new StreamWriter(completePath); @@ -1848,7 +1848,7 @@ private sealed class BulletConstraintXNA : BulletConstraint string s = vertices[indices[i * 3]].ToString("0.0000"); s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); - + sw.Write(s + "\n"); } @@ -1870,7 +1870,7 @@ private sealed class BulletConstraintXNA : BulletConstraint mesh.m_vertexStride = 3; mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; mesh.m_triangleIndexStride = 3; - + TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); @@ -1901,7 +1901,7 @@ private sealed class BulletConstraintXNA : BulletConstraint sw.Close(); } - public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, + public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin) { const int upAxis = 2; @@ -1943,14 +1943,14 @@ private sealed class BulletConstraintXNA : BulletConstraint /* TODO */ updatedEntityCount = 0; collidersCount = 0; - + int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); return ret; } - private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, + private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders) { @@ -1959,24 +1959,24 @@ private sealed class BulletConstraintXNA : BulletConstraint return epic; } - private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, + private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) { int numSimSteps = 0; Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length); Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length); LastEntityProperty=0; - + LastCollisionDesc=0; - + updatedEntityCount = 0; collidersCount = 0; - + if (pWorld is BulletWorldXNA) { @@ -2033,7 +2033,7 @@ private sealed class BulletConstraintXNA : BulletConstraint collidersCount = LastCollisionDesc; colliders = UpdatedCollisions; - + } else @@ -2041,15 +2041,15 @@ private sealed class BulletConstraintXNA : BulletConstraint //if (updatedEntities is null) //updatedEntities = new List(); //updatedEntityCount = 0; - - + + //collidersCount = 0; - + updatedEntities = new EntityProperties[0]; - + colliders = new CollisionDesc[0]; - + } return numSimSteps; } @@ -2057,7 +2057,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { IOverlappingPairCache cache = obj.GetOverlappingPairCache(); ObjectArray pairs = cache.GetOverlappingPairArray(); - + DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); BroadphasePair collisionPair; @@ -2069,7 +2069,7 @@ private sealed class BulletConstraintXNA : BulletConstraint ManifoldPoint pt; int numPairs = pairs.Count; - + for (int i = 0; i < numPairs; i++) { manifoldArray.Clear(); @@ -2078,7 +2078,7 @@ private sealed class BulletConstraintXNA : BulletConstraint collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); if (collisionPair == null) continue; - + collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); for (int j = 0; j < manifoldArray.Count; j++) { @@ -2101,7 +2101,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) { - + IndexedVector3 contactNormal = norm; if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) @@ -2171,11 +2171,11 @@ private sealed class BulletConstraintXNA : BulletConstraint if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) { CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; - + IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); using ( - ClosestNotMeRayResultCallback rayCallback = + ClosestNotMeRayResultCallback rayCallback = new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) ) { @@ -2191,9 +2191,9 @@ private sealed class BulletConstraintXNA : BulletConstraint return false; } } - - + + public class SimMotionState : DefaultMotionState { @@ -2286,12 +2286,12 @@ private sealed class BulletConstraintXNA : BulletConstraint m_lastProperties = m_properties; if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length) m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties); - + //(*m_updatesThisFrame)[m_properties.ID] = &m_properties; } - - - + + + } public override void SetRigidBody(RigidBody body) @@ -2314,7 +2314,7 @@ private sealed class BulletConstraintXNA : BulletConstraint (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) && (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon))); } - + } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index ac05979..4e067b5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -115,7 +115,7 @@ public class BSActorAvatarMove : BSActor if (m_velocityMotor == null) { // Infinite decay and timescale values so motor only changes current to target values. - m_velocityMotor = new BSVMotor("BSCharacter.Velocity", + m_velocityMotor = new BSVMotor("BSCharacter.Velocity", 0.2f, // time scale BSMotor.Infinite, // decay time scale BSMotor.InfiniteVector, // friction timescale diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 6059af5..7801d8e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -63,7 +63,7 @@ public class BSActorLockAxis : BSActor // BSActor.Refresh() public override void Refresh() { - m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", + m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive); // If all the axis are free, we don't need to exist if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index 5e3f1c4..fff63e4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -117,7 +117,7 @@ public class BSActorCollection /// Each physical object can have 'actors' who are pushing the object around. /// This can be used for hover, locking axis, making vehicles, etc. /// Each physical object can have multiple actors acting on it. -/// +/// /// An actor usually registers itself with physics scene events (pre-step action) /// and modifies the parameters on the host physical object. /// diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index bfeec24..3378c93 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -298,7 +298,7 @@ public abstract class BSAPITemplate { // Returns the name of the underlying Bullet engine public abstract string BulletEngineName { get; } -public abstract string BulletEngineVersion { get; protected set;} +public abstract string BulletEngineVersion { get; protected set;} // Initialization and simulation public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, @@ -373,7 +373,7 @@ public abstract void DestroyObject(BulletWorld sim, BulletBody obj); // ===================================================================================== public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); -public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, +public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin); // ===================================================================================== @@ -388,7 +388,7 @@ public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, - Vector3 frameInBloc, Quaternion frameInBrot, + Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e12fc8e..542f732 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -371,7 +371,7 @@ public sealed class BSCharacter : BSPhysObject public override float Mass { get { return _mass; } } // used when we only want this prim's mass and not the linkset thing - public override float RawMass { + public override float RawMass { get {return _mass; } } public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) @@ -586,7 +586,7 @@ public sealed class BSCharacter : BSPhysObject } public override float ForceBuoyancy { get { return _buoyancy; } - set { + set { PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); _buoyancy = value; @@ -647,7 +647,7 @@ public sealed class BSCharacter : BSPhysObject private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) { OMV.Vector3 newScale; - + // Bullet's capsule total height is the "passed height + radius * 2"; // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) // The number we pass in for 'scaling' is the multiplier to get that base diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs index 7714a03..ed89f63 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs @@ -45,7 +45,7 @@ public sealed class BSConstraintHinge : BSConstraint m_body1 = obj1; m_body2 = obj2; m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, - pivotInA, pivotInB, axisInA, axisInB, + pivotInA, pivotInB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); m_enabled = true; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 56d2415..f535e50 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1019,7 +1019,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG VehicleVelocity /= VehicleVelocity.Length(); VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; - VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", + VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); } else if (newVelocityLengthSq < 0.001f) @@ -1094,7 +1094,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (VehiclePosition.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = VehiclePosition.Z; } - + if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) { if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) @@ -1188,7 +1188,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // used with conjunction with banking: the strength of the banking will decay when the // vehicle no longer experiences collisions. The decay timescale is the same as // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering - // when they are in mid jump. + // when they are in mid jump. // TODO: this code is wrong. Also, what should it do for boats (height from water)? // This is just using the ground and a general collision check. Should really be using // a downward raycast to find what is below. @@ -1254,7 +1254,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin VehicleAddForce(appliedGravity); - VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", + VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", ControllingPrim.LocalID, m_VehicleGravity, ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); } @@ -1330,7 +1330,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : // This flag prevents linear deflection parallel to world z-axis. This is useful // for preventing ground vehicles with large linear deflection, like bumper cars, - // from climbing their linear deflection into the sky. + // from climbing their linear deflection into the sky. // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement // TODO: This is here because this is where ODE put it but documentation says it // is a linear effect. Where should this check go? @@ -1463,7 +1463,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", - Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, + Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); */ } @@ -1530,13 +1530,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude // of the yaw effect will be proportional to the // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's - // velocity along its preferred axis of motion. + // velocity along its preferred axis of motion. // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any // positive rotation (by the right-hand rule) about the roll-axis will effect a // (negative) torque around the yaw-axis, making it turn to the right--that is the // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. // Negating the banking coefficient will make it so that the vehicle leans to the - // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). + // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making // banking vehicles do what you want rather than what the laws of physics allow. // For example, consider a real motorcycle...it must be moving forward in order for @@ -1548,11 +1548,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the // banking effect depends only on the vehicle's rotation about its roll-axis compared // to "dynamic" where the banking is also proportional to its velocity along its - // roll-axis. Finding the best value of the "mixture" will probably require trial and error. + // roll-axis. Finding the best value of the "mixture" will probably require trial and error. // The time it takes for the banking behavior to defeat a preexisting angular velocity about the // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to // bank quickly then give it a banking timescale of about a second or less, otherwise you can - // make a sluggish vehicle by giving it a timescale of several seconds. + // make a sluggish vehicle by giving it a timescale of several seconds. public void ComputeAngularBanking() { if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) @@ -1581,7 +1581,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; VehicleRotationalVelocity += bankingContributionV; - + VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 6d0d0eb..76c2187 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -214,7 +214,7 @@ public abstract class BSLinkset // I am the root of a linkset and a new child is being added // Called while LinkActivity is locked. protected abstract void AddChildToLinkset(BSPrimLinkable child); - + // I am the root of a linkset and one of my children is being removed. // Safe to call even if the child is not really in my linkset. protected abstract void RemoveChildFromLinkset(BSPrimLinkable child); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 01ada3f..1fd541f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -114,7 +114,7 @@ public sealed class BSLinksetCompound : BSLinkset // Schedule a refresh to happen after all the other taint processing. private void ScheduleRebuild(BSPrimLinkable requestor) { - DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", + DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); // When rebuilding, it is possible to set properties that would normally require a rebuild. // If already rebuilding, don't request another rebuild. @@ -208,7 +208,7 @@ public sealed class BSLinksetCompound : BSLinkset // and that is caused by us updating the object. if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) { - // Find the physical instance of the child + // Find the physical instance of the child if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) { // It is possible that the linkset is still under construction and the child is not yet diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 9501e2d..0128d8d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs @@ -102,7 +102,7 @@ public class BSVMotor : BSMotor return ErrorIsZero(LastError); } public virtual bool ErrorIsZero(Vector3 err) - { + { return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); } @@ -115,7 +115,7 @@ public class BSVMotor : BSMotor CurrentValue = TargetValue = Vector3.Zero; ErrorZeroThreshold = 0.001f; } - public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) + public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) : this(useName) { TimeScale = timeScale; @@ -237,7 +237,7 @@ public class BSVMotor : BSMotor MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", BSScene.DetailLogZero, UseName, - TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, + TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, CurrentValue, TargetValue); LastError = BSMotor.InfiniteVector; @@ -248,7 +248,7 @@ public class BSVMotor : BSMotor BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); } MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); - + } @@ -279,7 +279,7 @@ public class BSFMotor : BSMotor return ErrorIsZero(LastError); } public virtual bool ErrorIsZero(float err) - { + { return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); } @@ -410,7 +410,7 @@ public class BSPIDVMotor : BSVMotor // The factors are vectors for the three dimensions. This is the proportional of each // that is applied. This could be multiplied through the actual factors but it // is sometimes easier to manipulate the factors and their mix separately. - // to + // to public Vector3 FactorMix; // Arbritrary factor range. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 980d405..5ebeace 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -37,7 +37,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public static class BSParam { - private static string LogHeader = "[BULLETSIM PARAMETERS]"; + private static string LogHeader = "[BULLETSIM PARAMETERS]"; // Tuning notes: // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 @@ -51,7 +51,7 @@ public static class BSParam // This is separate/independent from the collision margin. The collision margin increases the object a bit // to improve collision detection performance and accuracy. // =================== - // From: + // From: // Level of Detail values kept as float because that's what the Meshmerizer wants public static float MeshLOD { get; private set; } @@ -636,7 +636,7 @@ public static class BSParam new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", false, (s) => { return ShouldDisableContactPoolDynamicAllocation; }, - (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; + (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", false, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 6a3ada2..28d4bd7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -38,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin * Class to wrap all objects. * The rest of BulletSim doesn't need to keep checking for avatars or prims * unless the difference is significant. - * + * * Variables in the physicsl objects are in three forms: * VariableName: used by the simulator and performs taint operations, etc * RawVariableName: direct reference to the BulletSim storage for the variable value @@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v - * BS.ApplyCentralForce BS.ApplyTorque + * BS.ApplyCentralForce BS.ApplyTorque */ // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. @@ -353,7 +353,7 @@ public abstract class BSPhysObject : PhysicsActor } public override bool CollidingObj { get { return (CollidingObjectStep == PhysScene.SimulationStep); } - set { + set { if (value) CollidingObjectStep = PhysScene.SimulationStep; else @@ -447,7 +447,7 @@ public abstract class BSPhysObject : PhysicsActor // The CollisionCollection instance is passed around in the simulator. // Make sure we don't have a handle to that one and that a new one is used for next time. - // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, + // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, // a race condition is created for the other users of this instance. CollisionCollection = new CollisionEventUpdate(); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 0d45579..7e2af78 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -420,7 +420,7 @@ public class BSPrim : BSPhysObject get { return _mass; } } // used when we only want this prim's mass and not the linkset thing - public override float RawMass { + public override float RawMass { get { return _mass; } } // Set the physical mass to the passed mass. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index bfc7ae7..5c58ad5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -142,7 +142,7 @@ public abstract class BSShape // If the shape was successfully created, nothing more to do if (newShape.HasPhysicalShape) return newShape; - + // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been // fetched but we end up here again, the meshing of the asset must have failed. // Prevent trying to keep fetching the mesh by declaring failure. @@ -155,7 +155,7 @@ public abstract class BSShape else { // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset - if (prim.BaseShape.SculptEntry + if (prim.BaseShape.SculptEntry && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting && prim.BaseShape.SculptTexture != OMV.UUID.Zero @@ -164,7 +164,7 @@ public abstract class BSShape physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); // Multiple requestors will know we're waiting for this asset prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; - + BSPhysObject xprim = prim; Util.FireAndForget(delegate { @@ -245,8 +245,8 @@ public class BSShapeNative : BSShape { } - public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, - BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, + BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { // Native shapes are not shared and are always built anew. return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); @@ -379,7 +379,7 @@ public class BSShapeMesh : BSShape { BulletShape newShape = null; - IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, + IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, false, // say it is not physical so a bounding box is not built false // do not cache the mesh and do not use previously built versions ); @@ -671,8 +671,8 @@ public class BSShapeCompound : BSShape public BSShapeCompound(BulletShape pShape) : base(pShape) { } - public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) - { + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) + { // Compound shapes are not shared so a new one is created every time. return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); } @@ -750,8 +750,8 @@ public class BSShapeAvatar : BSShape public BSShapeAvatar() : base() { } - public static BSShape GetReference(BSPhysObject prim) - { + public static BSShape GetReference(BSPhysObject prim) + { return new BSShapeNull(); } public override void Dereference(BSScene physicsScene) { } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index 5a19797..c7deb4e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs @@ -68,7 +68,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys // This minCoords and maxCoords passed in give the size of the terrain (min and max Z // are the high and low points of the heightmap). - public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, + public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, Vector3 minCoords, Vector3 maxCoords) : base(physicsScene, regionBase, id) { @@ -92,7 +92,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys private void BuildHeightmapTerrain() { // Create the terrain shape from the mapInfo - m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, + m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); @@ -103,7 +103,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); - m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, + m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, m_mapInfo.ID, centerPos, Quaternion.Identity); // Set current terrain attributes diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 0d16eda..c4807c4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -135,7 +135,7 @@ public sealed class BSTerrainManager : IDisposable DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); // The ground plane is here to catch things that are trying to drop to negative infinity BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); - m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, + m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); @@ -318,8 +318,8 @@ public sealed class BSTerrainManager : IDisposable // TODO: redo terrain implementation selection to allow other base types than heightMap. private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) { - m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", - LogHeader, m_physicsScene.RegionName, terrainRegionBase, + m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", + LogHeader, m_physicsScene.RegionName, terrainRegionBase, (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); BSTerrainPhys newTerrainPhys = null; switch ((int)BSParam.TerrainImplementation) @@ -334,8 +334,8 @@ public sealed class BSTerrainManager : IDisposable break; default: m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", - LogHeader, - (int)BSParam.TerrainImplementation, + LogHeader, + (int)BSParam.TerrainImplementation, BSParam.TerrainImplementation, m_physicsScene.RegionName, terrainRegionBase); break; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index ee2a1f2..e4ca098 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs @@ -51,7 +51,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys BulletShape m_terrainShape; BulletBody m_terrainBody; - public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) + public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) : base(physicsScene, regionBase, id) { } @@ -62,7 +62,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys } // Create terrain mesh from a heightmap. - public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, + public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, Vector3 minCoords, Vector3 maxCoords) : base(physicsScene, regionBase, id) { @@ -104,7 +104,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys return; } - m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", + m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs index 906e4f9..d5060e3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs @@ -224,42 +224,42 @@ public static class BulletSimData // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code // but, instead, use references to this dictionary. Finding and debugging // collision flag problems will be made easier. -public static Dictionary CollisionTypeMasks +public static Dictionary CollisionTypeMasks = new Dictionary() { - { CollisionType.Avatar, - new CollisionTypeFilterGroup(CollisionType.Avatar, - (uint)CollisionFilterGroups.BCharacterGroup, + { CollisionType.Avatar, + new CollisionTypeFilterGroup(CollisionType.Avatar, + (uint)CollisionFilterGroups.BCharacterGroup, (uint)CollisionFilterGroups.BAllGroup) }, - { CollisionType.Groundplane, - new CollisionTypeFilterGroup(CollisionType.Groundplane, - (uint)CollisionFilterGroups.BGroundPlaneGroup, + { CollisionType.Groundplane, + new CollisionTypeFilterGroup(CollisionType.Groundplane, + (uint)CollisionFilterGroups.BGroundPlaneGroup, (uint)CollisionFilterGroups.BAllGroup) }, - { CollisionType.Terrain, - new CollisionTypeFilterGroup(CollisionType.Terrain, - (uint)CollisionFilterGroups.BTerrainGroup, + { CollisionType.Terrain, + new CollisionTypeFilterGroup(CollisionType.Terrain, + (uint)CollisionFilterGroups.BTerrainGroup, (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) }, - { CollisionType.Static, - new CollisionTypeFilterGroup(CollisionType.Static, - (uint)CollisionFilterGroups.BStaticGroup, + { CollisionType.Static, + new CollisionTypeFilterGroup(CollisionType.Static, + (uint)CollisionFilterGroups.BStaticGroup, (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) }, - { CollisionType.Dynamic, - new CollisionTypeFilterGroup(CollisionType.Dynamic, - (uint)CollisionFilterGroups.BSolidGroup, + { CollisionType.Dynamic, + new CollisionTypeFilterGroup(CollisionType.Dynamic, + (uint)CollisionFilterGroups.BSolidGroup, (uint)(CollisionFilterGroups.BAllGroup)) }, - { CollisionType.VolumeDetect, - new CollisionTypeFilterGroup(CollisionType.VolumeDetect, - (uint)CollisionFilterGroups.BSensorTrigger, + { CollisionType.VolumeDetect, + new CollisionTypeFilterGroup(CollisionType.VolumeDetect, + (uint)CollisionFilterGroups.BSensorTrigger, (uint)(~CollisionFilterGroups.BSensorTrigger)) }, { CollisionType.LinksetChild, - new CollisionTypeFilterGroup(CollisionType.LinksetChild, - (uint)CollisionFilterGroups.BLinksetChildGroup, + new CollisionTypeFilterGroup(CollisionType.LinksetChild, + (uint)CollisionFilterGroups.BLinksetChildGroup, (uint)(CollisionFilterGroups.BNoneGroup)) // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) }, -- cgit v1.1 From 12054aaa9ff66cc785d2018526ff6f3e94f86915 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 17:14:44 +0100 Subject: Fix bug where an agent that declined an inventory offer and subsequently emptied their trash would make the item invalid in the giver's inventory This was because the original item/folder ID was sent in the session slot of the offer IM rather than the copy. --- .../Avatar/Inventory/Transfer/InventoryTransferModule.cs | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index bcb7f42..e1ada97 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -213,7 +213,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer user.ControllingClient.SendBulkUpdateInventory(folderCopy); // HACK!! - im.imSessionID = folderID.Guid; + // Insert the ID of the copied item into the IM so that we know which item to move to trash if it + // is rejected. + // XXX: This is probably a misuse of the session ID slot. + im.imSessionID = copyID.Guid; } else { @@ -243,7 +246,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer user.ControllingClient.SendBulkUpdateInventory(itemCopy); // HACK!! - im.imSessionID = itemID.Guid; + // Insert the ID of the copied item into the IM so that we know which item to move to trash if it + // is rejected. + // XXX: This is probably a misuse of the session ID slot. + im.imSessionID = copyID.Guid; } // Send the IM to the recipient. The item is already -- cgit v1.1 From a7cbb9edc98fabc6d2705d69310f4356e84c7596 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 20:50:49 +0100 Subject: Add regression test for offer, accept and subsequent receiver delete of an item offered via instant message. --- .../Inventory/Transfer/InventoryTransferModule.cs | 83 +--------------------- 1 file changed, 3 insertions(+), 80 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index e1ada97..c292700 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -47,10 +47,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer /// private List m_Scenelist = new List(); -// private Dictionary m_AgentRegions = -// new Dictionary(); - private IMessageTransferModule m_TransferModule = null; + private IMessageTransferModule m_TransferModule; private bool m_Enabled = true; #region Region Module interface @@ -81,9 +79,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer // scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; -// scene.EventManager.OnClientClosed += ClientLoggedOut; scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; -// scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene; } public void RegionLoaded(Scene scene) @@ -96,11 +92,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer m_log.Error("[INVENTORY TRANSFER]: No Message transfer module found, transfers will be local only"); m_Enabled = false; - m_Scenelist.Clear(); - scene.EventManager.OnNewClient -= OnNewClient; -// scene.EventManager.OnClientClosed -= ClientLoggedOut; +// m_Scenelist.Clear(); +// scene.EventManager.OnNewClient -= OnNewClient; scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage; -// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene; } } } @@ -108,9 +102,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer public void RemoveRegion(Scene scene) { scene.EventManager.OnNewClient -= OnNewClient; -// scene.EventManager.OnClientClosed -= ClientLoggedOut; scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage; -// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene; m_Scenelist.Remove(scene); } @@ -139,11 +131,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer // Inventory giving is conducted via instant message client.OnInstantMessage += OnInstantMessage; } - -// protected void OnSetRootAgentScene(UUID id, Scene scene) -// { -// m_AgentRegions[id] = scene; -// } private Scene FindClientScene(UUID agentId) { @@ -460,70 +447,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer } } -// public bool NeedSceneCacheClear(UUID agentID, Scene scene) -// { -// if (!m_AgentRegions.ContainsKey(agentID)) -// { -// // Since we can get here two ways, we need to scan -// // the scenes here. This is somewhat more expensive -// // but helps avoid a nasty bug -// // -// -// foreach (Scene s in m_Scenelist) -// { -// ScenePresence presence; -// -// if (s.TryGetScenePresence(agentID, out presence)) -// { -// // If the agent is in this scene, then we -// // are being called twice in a single -// // teleport. This is wasteful of cycles -// // but harmless due to this 2nd level check -// // -// // If the agent is found in another scene -// // then the list wasn't current -// // -// // If the agent is totally unknown, then what -// // are we even doing here?? -// // -// if (s == scene) -// { -// //m_log.Debug("[INVTRANSFERMOD]: s == scene. Returning true in " + scene.RegionInfo.RegionName); -// return true; -// } -// else -// { -// //m_log.Debug("[INVTRANSFERMOD]: s != scene. Returning false in " + scene.RegionInfo.RegionName); -// return false; -// } -// } -// } -// //m_log.Debug("[INVTRANSFERMOD]: agent not in scene. Returning true in " + scene.RegionInfo.RegionName); -// return true; -// } -// -// // The agent is left in current Scene, so we must be -// // going to another instance -// // -// if (m_AgentRegions[agentID] == scene) -// { -// //m_log.Debug("[INVTRANSFERMOD]: m_AgentRegions[agentID] == scene. Returning true in " + scene.RegionInfo.RegionName); -// m_AgentRegions.Remove(agentID); -// return true; -// } -// -// // Another region has claimed the agent -// // -// //m_log.Debug("[INVTRANSFERMOD]: last resort. Returning false in " + scene.RegionInfo.RegionName); -// return false; -// } -// -// public void ClientLoggedOut(UUID agentID, Scene scene) -// { -// if (m_AgentRegions.ContainsKey(agentID)) -// m_AgentRegions.Remove(agentID); -// } - /// /// /// -- cgit v1.1 From 0beccf23c0c2e7b2420f4f150d5f2566f0d63370 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 21:11:44 +0100 Subject: Add regression test for inventory item give, reject and subsequent trash folder purge by receiver. This commit also actually adds the InventoryTransferModuleTests file which I previously forgot --- .../Transfer/Tests/InventoryTransferModuleTests.cs | 256 +++++++++++++++++++++ 1 file changed, 256 insertions(+) create mode 100644 OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs new file mode 100644 index 0000000..b07d38c --- /dev/null +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs @@ -0,0 +1,256 @@ +/* + * 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.Reflection; +using log4net.Config; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenMetaverse.Assets; +using OpenSim.Framework; +using OpenSim.Region.CoreModules.Avatar.Inventory.Transfer; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer.Tests +{ + [TestFixture] + public class InventoryTransferModuleTests : OpenSimTestCase + { + protected TestScene m_scene; + + [SetUp] + public override void SetUp() + { + base.SetUp(); + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Messaging"); + config.Configs["Messaging"].Set("InventoryTransferModule", "InventoryTransferModule"); + + m_scene = new SceneHelpers().SetupScene(); + SceneHelpers.SetupSceneModules(m_scene, config, new InventoryTransferModule()); + } + + [Test] + public void TestAcceptGivenItem() + { +// TestHelpers.EnableLogging(); + + UUID initialSessionId = TestHelpers.ParseTail(0x10); + UUID itemId = TestHelpers.ParseTail(0x100); + UUID assetId = TestHelpers.ParseTail(0x200); + + UserAccount ua1 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); + UserAccount ua2 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); + + ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); + TestClient giverClient = (TestClient)giverSp.ControllingClient; + + ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); + TestClient receiverClient = (TestClient)receiverSp.ControllingClient; + + // Create the object to test give + InventoryItemBase originalItem + = UserInventoryHelpers.CreateInventoryItem( + m_scene, "givenObj", itemId, assetId, giverSp.UUID, InventoryType.Object); + + byte[] giveImBinaryBucket = new byte[17]; + byte[] itemIdBytes = itemId.GetBytes(); + Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); + + GridInstantMessage giveIm + = new GridInstantMessage( + m_scene, + giverSp.UUID, + giverSp.Name, + receiverSp.UUID, + (byte)InstantMessageDialog.InventoryOffered, + false, + "inventory offered msg", + initialSessionId, + false, + Vector3.Zero, + giveImBinaryBucket, + true); + + giverClient.HandleImprovedInstantMessage(giveIm); + + // These details might not all be correct. + GridInstantMessage acceptIm + = new GridInstantMessage( + m_scene, + receiverSp.UUID, + receiverSp.Name, + giverSp.UUID, + (byte)InstantMessageDialog.InventoryAccepted, + false, + "inventory accepted msg", + initialSessionId, + false, + Vector3.Zero, + null, + true); + + receiverClient.HandleImprovedInstantMessage(acceptIm); + + // Test for item remaining in the giver's inventory (here we assume a copy item) + // TODO: Test no-copy items. + InventoryItemBase originalItemAfterGive + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); + + Assert.That(originalItemAfterGive, Is.Not.Null); + Assert.That(originalItemAfterGive.ID, Is.EqualTo(originalItem.ID)); + + // Test for item successfully making it into the receiver's inventory + InventoryItemBase receivedItem + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, receiverSp.UUID, "Objects/givenObj"); + + Assert.That(receivedItem, Is.Not.Null); + Assert.That(receivedItem.ID, Is.Not.EqualTo(originalItem.ID)); + + // Test that on a delete, item still exists and is accessible for the giver. + m_scene.InventoryService.DeleteItems(receiverSp.UUID, new List() { receivedItem.ID }); + + InventoryItemBase originalItemAfterDelete + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); + + Assert.That(originalItemAfterDelete, Is.Not.Null); + + // TODO: Test scenario where giver deletes their item first. + } + + /// + /// Test user rejection of a given item. + /// + /// + /// A rejected item still ends up in the user's trash folder. + /// + [Test] + public void TestRejectGivenItem() + { +// TestHelpers.EnableLogging(); + + UUID initialSessionId = TestHelpers.ParseTail(0x10); + UUID itemId = TestHelpers.ParseTail(0x100); + UUID assetId = TestHelpers.ParseTail(0x200); + + UserAccount ua1 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); + UserAccount ua2 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); + + ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); + TestClient giverClient = (TestClient)giverSp.ControllingClient; + + ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); + TestClient receiverClient = (TestClient)receiverSp.ControllingClient; + + // Create the object to test give + InventoryItemBase originalItem + = UserInventoryHelpers.CreateInventoryItem( + m_scene, "givenObj", itemId, assetId, giverSp.UUID, InventoryType.Object); + + GridInstantMessage receivedIm = null; + receiverClient.OnReceivedInstantMessage += im => receivedIm = im; + + byte[] giveImBinaryBucket = new byte[17]; + byte[] itemIdBytes = itemId.GetBytes(); + Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); + + GridInstantMessage giveIm + = new GridInstantMessage( + m_scene, + giverSp.UUID, + giverSp.Name, + receiverSp.UUID, + (byte)InstantMessageDialog.InventoryOffered, + false, + "inventory offered msg", + initialSessionId, + false, + Vector3.Zero, + giveImBinaryBucket, + true); + + giverClient.HandleImprovedInstantMessage(giveIm); + + // These details might not all be correct. + // Session ID is now the created item ID (!) + GridInstantMessage rejectIm + = new GridInstantMessage( + m_scene, + receiverSp.UUID, + receiverSp.Name, + giverSp.UUID, + (byte)InstantMessageDialog.InventoryDeclined, + false, + "inventory declined msg", + new UUID(receivedIm.imSessionID), + false, + Vector3.Zero, + null, + true); + + receiverClient.HandleImprovedInstantMessage(rejectIm); + + // Test for item remaining in the giver's inventory (here we assume a copy item) + // TODO: Test no-copy items. + InventoryItemBase originalItemAfterGive + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); + + Assert.That(originalItemAfterGive, Is.Not.Null); + Assert.That(originalItemAfterGive.ID, Is.EqualTo(originalItem.ID)); + + // Test for item successfully making it into the receiver's inventory + InventoryItemBase receivedItem + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, receiverSp.UUID, "Trash/givenObj"); + + InventoryFolderBase trashFolder + = m_scene.InventoryService.GetFolderForType(receiverSp.UUID, AssetType.TrashFolder); + + Assert.That(receivedItem, Is.Not.Null); + Assert.That(receivedItem.ID, Is.Not.EqualTo(originalItem.ID)); + Assert.That(receivedItem.Folder, Is.EqualTo(trashFolder.ID)); + + // Test that on a delete, item still exists and is accessible for the giver. + m_scene.InventoryService.PurgeFolder(trashFolder); + + InventoryItemBase originalItemAfterDelete + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); + + Assert.That(originalItemAfterDelete, Is.Not.Null); + } + } +} \ No newline at end of file -- cgit v1.1 From 67789201c3ae40bd4697f3479eb183599baa3658 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 22:14:13 +0100 Subject: Add TestRejectGivenFolder() and TestAcceptGivenFolder() regression tests --- .../Inventory/Transfer/InventoryTransferModule.cs | 10 +- .../Transfer/Tests/InventoryTransferModuleTests.cs | 193 +++++++++++++++++++++ 2 files changed, 198 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index c292700..1417a19 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -175,9 +175,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer { UUID folderID = new UUID(im.binaryBucket, 1); - m_log.DebugFormat("[INVENTORY TRANSFER]: Inserting original folder {0} "+ - "into agent {1}'s inventory", - folderID, new UUID(im.toAgentID)); + m_log.DebugFormat( + "[INVENTORY TRANSFER]: Inserting original folder {0} into agent {1}'s inventory", + folderID, new UUID(im.toAgentID)); InventoryFolderBase folderCopy = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); @@ -200,7 +200,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer user.ControllingClient.SendBulkUpdateInventory(folderCopy); // HACK!! - // Insert the ID of the copied item into the IM so that we know which item to move to trash if it + // Insert the ID of the copied folder into the IM so that we know which item to move to trash if it // is rejected. // XXX: This is probably a misuse of the session ID slot. im.imSessionID = copyID.Guid; @@ -396,7 +396,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer { folder = new InventoryFolderBase(inventoryID, client.AgentId); folder = invService.GetFolder(folder); - + if (folder != null & trashFolder != null) { previousParentFolderID = folder.ParentID; diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs index b07d38c..162a0c3 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs @@ -252,5 +252,198 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer.Tests Assert.That(originalItemAfterDelete, Is.Not.Null); } + + [Test] + public void TestAcceptGivenFolder() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + UUID initialSessionId = TestHelpers.ParseTail(0x10); + UUID folderId = TestHelpers.ParseTail(0x100); + + UserAccount ua1 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); + UserAccount ua2 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); + + ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); + TestClient giverClient = (TestClient)giverSp.ControllingClient; + + ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); + TestClient receiverClient = (TestClient)receiverSp.ControllingClient; + + InventoryFolderBase originalFolder + = UserInventoryHelpers.CreateInventoryFolder( + m_scene.InventoryService, giverSp.UUID, folderId, "f1", true); + + byte[] giveImBinaryBucket = new byte[17]; + giveImBinaryBucket[0] = (byte)AssetType.Folder; + byte[] itemIdBytes = folderId.GetBytes(); + Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); + + GridInstantMessage giveIm + = new GridInstantMessage( + m_scene, + giverSp.UUID, + giverSp.Name, + receiverSp.UUID, + (byte)InstantMessageDialog.InventoryOffered, + false, + "inventory offered msg", + initialSessionId, + false, + Vector3.Zero, + giveImBinaryBucket, + true); + + giverClient.HandleImprovedInstantMessage(giveIm); + + // These details might not all be correct. + GridInstantMessage acceptIm + = new GridInstantMessage( + m_scene, + receiverSp.UUID, + receiverSp.Name, + giverSp.UUID, + (byte)InstantMessageDialog.InventoryAccepted, + false, + "inventory accepted msg", + initialSessionId, + false, + Vector3.Zero, + null, + true); + + receiverClient.HandleImprovedInstantMessage(acceptIm); + + // Test for item remaining in the giver's inventory (here we assume a copy item) + // TODO: Test no-copy items. + InventoryFolderBase originalFolderAfterGive + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); + + Assert.That(originalFolderAfterGive, Is.Not.Null); + Assert.That(originalFolderAfterGive.ID, Is.EqualTo(originalFolder.ID)); + + // Test for item successfully making it into the receiver's inventory + InventoryFolderBase receivedFolder + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, receiverSp.UUID, "f1"); + + Assert.That(receivedFolder, Is.Not.Null); + Assert.That(receivedFolder.ID, Is.Not.EqualTo(originalFolder.ID)); + + // Test that on a delete, item still exists and is accessible for the giver. + m_scene.InventoryService.DeleteFolders(receiverSp.UUID, new List() { receivedFolder.ID }); + + InventoryFolderBase originalFolderAfterDelete + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); + + Assert.That(originalFolderAfterDelete, Is.Not.Null); + + // TODO: Test scenario where giver deletes their item first. + } + + /// + /// Test user rejection of a given item. + /// + /// + /// A rejected item still ends up in the user's trash folder. + /// + [Test] + public void TestRejectGivenFolder() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + UUID initialSessionId = TestHelpers.ParseTail(0x10); + UUID folderId = TestHelpers.ParseTail(0x100); + + UserAccount ua1 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); + UserAccount ua2 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); + + ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); + TestClient giverClient = (TestClient)giverSp.ControllingClient; + + ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); + TestClient receiverClient = (TestClient)receiverSp.ControllingClient; + + // Create the folder to test give + InventoryFolderBase originalFolder + = UserInventoryHelpers.CreateInventoryFolder( + m_scene.InventoryService, giverSp.UUID, folderId, "f1", true); + + GridInstantMessage receivedIm = null; + receiverClient.OnReceivedInstantMessage += im => receivedIm = im; + + byte[] giveImBinaryBucket = new byte[17]; + giveImBinaryBucket[0] = (byte)AssetType.Folder; + byte[] itemIdBytes = folderId.GetBytes(); + Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); + + GridInstantMessage giveIm + = new GridInstantMessage( + m_scene, + giverSp.UUID, + giverSp.Name, + receiverSp.UUID, + (byte)InstantMessageDialog.InventoryOffered, + false, + "inventory offered msg", + initialSessionId, + false, + Vector3.Zero, + giveImBinaryBucket, + true); + + giverClient.HandleImprovedInstantMessage(giveIm); + + // These details might not all be correct. + // Session ID is now the created item ID (!) + GridInstantMessage rejectIm + = new GridInstantMessage( + m_scene, + receiverSp.UUID, + receiverSp.Name, + giverSp.UUID, + (byte)InstantMessageDialog.InventoryDeclined, + false, + "inventory declined msg", + new UUID(receivedIm.imSessionID), + false, + Vector3.Zero, + null, + true); + + receiverClient.HandleImprovedInstantMessage(rejectIm); + + // Test for item remaining in the giver's inventory (here we assume a copy item) + // TODO: Test no-copy items. + InventoryFolderBase originalFolderAfterGive + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); + + Assert.That(originalFolderAfterGive, Is.Not.Null); + Assert.That(originalFolderAfterGive.ID, Is.EqualTo(originalFolder.ID)); + + // Test for folder successfully making it into the receiver's inventory + InventoryFolderBase receivedFolder + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, receiverSp.UUID, "Trash/f1"); + + InventoryFolderBase trashFolder + = m_scene.InventoryService.GetFolderForType(receiverSp.UUID, AssetType.TrashFolder); + + Assert.That(receivedFolder, Is.Not.Null); + Assert.That(receivedFolder.ID, Is.Not.EqualTo(originalFolder.ID)); + Assert.That(receivedFolder.ParentID, Is.EqualTo(trashFolder.ID)); + + // Test that on a delete, item still exists and is accessible for the giver. + m_scene.InventoryService.PurgeFolder(trashFolder); + + InventoryFolderBase originalFolderAfterDelete + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); + + Assert.That(originalFolderAfterDelete, Is.Not.Null); + } } } \ No newline at end of file -- cgit v1.1 From 537b243360a69f63210003371d1e6ef9f9c3716c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 22:18:11 +0100 Subject: minor: Eliminate warning in LLimageManagerTests by properly calling through to OpenSimTestCase.SetUp() --- OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs index 7d9f581..a0e0078 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs @@ -75,6 +75,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests [SetUp] public void SetUp() { + base.SetUp(); + UUID userId = TestHelpers.ParseTail(0x3); J2KDecoderModule j2kdm = new J2KDecoderModule(); -- cgit v1.1 From 15a3f80e2eb82c5e4726d5cd93cfed32da5d6768 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 29 Apr 2013 17:30:38 -0700 Subject: BulletSim: LinksetCompound work to disable collision for root and child prims so compound shape can do all collisions. Don't try to build a compound linkset for non-physical linksets. Remove and replace root body when compound shape is added so collision cache is rebuilt. --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 44 +++++++++++++++------- 1 file changed, 30 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 1fd541f..e967dfc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -143,19 +143,18 @@ public sealed class BSLinksetCompound : BSLinkset // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. ScheduleRebuild(LinksetRoot); } - else - { - // The origional prims are removed from the world as the shape of the root compound - // shape takes over. - m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); - m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); - // We don't want collisions from the old linkset children. - m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - child.PhysBody.collisionType = CollisionType.LinksetChild; + // The origional prims are removed from the world as the shape of the root compound + // shape takes over. + m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); + // We don't want collisions from the old linkset children. + m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + + child.PhysBody.collisionType = CollisionType.LinksetChild; + + ret = true; - ret = true; - } return ret; } @@ -190,6 +189,13 @@ public sealed class BSLinksetCompound : BSLinkset // Called at taint-time. public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated) { + if (!LinksetRoot.IsPhysicallyActive) + { + // No reason to do this physical stuff for static linksets. + DetailLog("{0},BSLinksetCompound.UpdateProperties,notPhysical", LinksetRoot.LocalID); + return; + } + // The user moving a child around requires the rebuilding of the linkset compound shape // One problem is this happens when a border is crossed -- the simulator implementation // stores the position into the group which causes the move of the object @@ -392,6 +398,13 @@ public sealed class BSLinksetCompound : BSLinkset private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged private void RecomputeLinksetCompound() { + if (!LinksetRoot.IsPhysicallyActive) + { + // There is no reason to build all this physical stuff for a non-physical linkset + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); + return; + } + try { // This replaces the physical shape of the root prim with a compound shape made up of the root @@ -403,7 +416,8 @@ public sealed class BSLinksetCompound : BSLinkset // Free up any shape we'd previously built. LinksetShape.Dereference(m_physicsScene); - LinksetShape = BSShapeCompound.GetReference(m_physicsScene, LinksetRoot); + // Get a new compound shape to build the linkset shape in. + LinksetShape = BSShapeCompound.GetReference(m_physicsScene); // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. @@ -431,8 +445,7 @@ public sealed class BSLinksetCompound : BSLinkset cPrim.LinksetChildIndex = memberIndex; } - BSShape childShape = cPrim.PhysShape; - childShape.IncrementReference(); + BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; m_physicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); @@ -446,7 +459,10 @@ public sealed class BSLinksetCompound : BSLinkset // Sneak the built compound shape in as the shape of the root prim. // Note this doesn't touch the root prim's PhysShape so be sure the manage the difference. + // Object removed and added to world to get collision cache rebuilt for new shape. + m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody); m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody); // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); -- cgit v1.1 From d322625f9062d7748a1a896b6fd37c51f7f41435 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 29 Apr 2013 17:30:54 -0700 Subject: BulletSim: Add non-static BSShape.GetReference for getting another reference to an existing shape instance. BSShapeNative rebuilds shape for all references. BSShapeCompound returns another reference copy if the compound shape already exists (for linksets). --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 125 +++++++++++++++------ .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 9 ++ 2 files changed, 102 insertions(+), 32 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 5c58ad5..f0c9fd5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -47,26 +47,31 @@ public abstract class BSShape public BSShape() { - referenceCount = 0; + referenceCount = 1; lastReferenced = DateTime.Now; physShapeInfo = new BulletShape(); } public BSShape(BulletShape pShape) { - referenceCount = 0; + referenceCount = 1; lastReferenced = DateTime.Now; physShapeInfo = pShape; } + // Get another reference to this shape. + public abstract BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim); + // Called when this shape is being used again. - public virtual void IncrementReference() + // Used internally. External callers should call instance.GetReference() to properly copy/reference + // the shape. + protected virtual void IncrementReference() { referenceCount++; lastReferenced = DateTime.Now; } // Called when this shape is being used again. - public virtual void DecrementReference() + protected virtual void DecrementReference() { referenceCount--; lastReferenced = DateTime.Now; @@ -99,12 +104,19 @@ public abstract class BSShape // Returns a string for debugging that uniquily identifies the memory used by this instance public virtual string AddrString { - get { return "unknown"; } + get + { + if (physShapeInfo != null) + return physShapeInfo.AddrString; + return "unknown"; + } } public override string ToString() { StringBuilder buff = new StringBuilder(); + buff.Append(" m_hulls; private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey, @@ -520,7 +562,7 @@ public class BSShapeHull : BSShape physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } // Now done with the mesh shape. - meshShape.DecrementReference(); + meshShape.Dereference(physicsScene); physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } if (!newShape.HasPhysicalShape) @@ -671,37 +713,52 @@ public class BSShapeCompound : BSShape public BSShapeCompound(BulletShape pShape) : base(pShape) { } - public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) + public static BSShape GetReference(BSScene physicsScene) + { + // Base compound shapes are not shared so this returns a raw shape. + // A built compound shape can be reused in linksets. + return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene)); + } + public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) { - // Compound shapes are not shared so a new one is created every time. - return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); + // Calling this reference means we want another handle to an existing compound shape + // (usually linksets) so return this copy. + IncrementReference(); + return this; } // Dereferencing a compound shape releases the hold on all the child shapes. public override void Dereference(BSScene physicsScene) { - if (!physicsScene.PE.IsCompound(physShapeInfo)) + lock (physShapeInfo) { - // Failed the sanity check!! - physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", - LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); - physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", - BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); - return; - } + Dereference(physicsScene); + if (referenceCount <= 0) + { + if (!physicsScene.PE.IsCompound(physShapeInfo)) + { + // Failed the sanity check!! + physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", + LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", + BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); + return; + } - int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); - physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", - BSScene.DetailLogZero, physShapeInfo, numChildren); + int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", + BSScene.DetailLogZero, physShapeInfo, numChildren); - // Loop through all the children dereferencing each. - for (int ii = numChildren - 1; ii >= 0; ii--) - { - BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); - DereferenceAnonCollisionShape(physicsScene, childShape); + // Loop through all the children dereferencing each. + for (int ii = numChildren - 1; ii >= 0; ii--) + { + BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); + DereferenceAnonCollisionShape(physicsScene, childShape); + } + physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); + } } - physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); } - private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene, BSPhysObject prim) + private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene) { BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); return cShape; @@ -754,6 +811,10 @@ public class BSShapeAvatar : BSShape { return new BSShapeNull(); } + public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) + { + return new BSShapeNull(); + } public override void Dereference(BSScene physicsScene) { } // From the front: diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index c67081a..559a73f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -1,3 +1,12 @@ +PROBLEMS TO LOOK INTO +================================================= +Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly. + Have to rez new vehicle and delete the old to fix situation. +Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd + position state where it will not settle onto ground properly, etc +Two of Nebadon vehicles in a sim max the CPU. This is new. +A sitting, active vehicle bobs up and down a small amount. + CURRENT PRIORITIES ================================================= Use the HACD convex hull routine in Bullet rather than the C# version. -- cgit v1.1 From 7cdb07b386ffe88749fcc6cabadd9851f254699d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 30 Apr 2013 11:42:11 -0700 Subject: BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all working yet. --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 37 ++++++++++++++++------ .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 3 +- .../Physics/BulletSPlugin/BSPrimDisplaced.cs | 22 ++++++++++--- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 2 +- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 3 ++ 5 files changed, 50 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index e967dfc..e3ce7fb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -395,7 +395,8 @@ public sealed class BSLinksetCompound : BSLinkset // Constraint linksets are rebuilt every time. // Note that this works for rebuilding just the root after a linkset is taken apart. // Called at taint time!! - private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged + private bool UseBulletSimRootOffsetHack = false; + private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting private void RecomputeLinksetCompound() { if (!LinksetRoot.IsPhysicallyActive) @@ -428,11 +429,19 @@ public sealed class BSLinksetCompound : BSLinkset // 'centerDisplacement' is the value to subtract from children to give physical offset position OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; - LinksetRoot.SetEffectiveCenterOfMassW(centerDisplacement); - - // TODO: add phantom root shape to be the center-of-mass + if (UseBulletSimRootOffsetHack || disableCOM) + { + centerDisplacement = OMV.Vector3.Zero; + LinksetRoot.ClearDisplacement(); + } + else + { + LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacement); + } + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", + LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacement); - // Add a shape for each of the other children in the linkset + // Add the shapes of all the components of the linkset int memberIndex = 1; ForEachMember(delegate(BSPrimLinkable cPrim) { @@ -449,8 +458,8 @@ public sealed class BSLinksetCompound : BSLinkset OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; m_physicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", - LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1}cShape={2},offPos={3},offRot={4}", + LinksetRoot.LocalID, memberIndex, cPrim.PhysShape, offsetPos, offsetRot); memberIndex++; @@ -463,13 +472,21 @@ public sealed class BSLinksetCompound : BSLinkset m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody); m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addBody,body={1},shape={2}", + LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetShape); // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); - // Enable the physical position updator to return the position and rotation of the root shape - m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); + if (UseBulletSimRootOffsetHack) + { + // Enable the physical position updator to return the position and rotation of the root shape. + // This enables a feature in the C++ code to return the world coordinates of the first shape in the + // compound shape. This eleviates the need to offset the returned physical position by the + // center-of-mass offset. + m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); + } } finally { @@ -477,7 +494,7 @@ public sealed class BSLinksetCompound : BSLinkset } // See that the Aabb surrounds the new shape - m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); + m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetShape.physShapeInfo); } } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 28d4bd7..7eba851 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -259,7 +259,8 @@ public abstract class BSPhysObject : PhysicsActor // The user can optionally set the center of mass. The user's setting will override any // computed center-of-mass (like in linksets). - public OMV.Vector3? UserSetCenterOfMass { get; set; } + // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. + public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index f1c3b5c..f5ee671 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs @@ -78,14 +78,16 @@ public class BSPrimDisplaced : BSPrim // Set this sets and computes the displacement from the passed prim to the center-of-mass. // A user set value for center-of-mass overrides whatever might be passed in here. // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). - public virtual void SetEffectiveCenterOfMassW(Vector3 centerOfMassDisplacement) + public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) { Vector3 comDisp; - if (UserSetCenterOfMass.HasValue) - comDisp = (OMV.Vector3)UserSetCenterOfMass; + if (UserSetCenterOfMassDisplacement.HasValue) + comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; else comDisp = centerOfMassDisplacement; + DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", + LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); if (comDisp == Vector3.Zero) { // If there is no diplacement. Things get reset. @@ -107,9 +109,15 @@ public class BSPrimDisplaced : BSPrim set { if (PositionDisplacement != OMV.Vector3.Zero) - base.ForcePosition = value - (PositionDisplacement * RawOrientation); + { + OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); + DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); + base.ForcePosition = displacedPos; + } else + { base.ForcePosition = value; + } } } @@ -118,6 +126,7 @@ public class BSPrimDisplaced : BSPrim get { return base.ForceOrientation; } set { + // TODO: base.ForceOrientation = value; } } @@ -143,7 +152,10 @@ public class BSPrimDisplaced : BSPrim { // Correct for any rotation around the center-of-mass // TODO!!! - entprop.Position = entprop.Position + (PositionDisplacement * entprop.Rotation); + + OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); + DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); + entprop.Position = displacedPos; // entprop.Rotation = something; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index f0c9fd5..3faa484 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -117,7 +117,7 @@ public abstract class BSShape StringBuilder buff = new StringBuilder(); buff.Append(" validCaps = new List(); + + foreach (OSD c in capsRequested) + validCaps.Add(c.AsString()); + + Hashtable caps = m_HostCapsObj.CapsHandlers.GetCapsDetails(true, validCaps); // Add the external too foreach (KeyValuePair kvp in m_HostCapsObj.ExternalCapsHandlers) + { + if (!validCaps.Contains(kvp.Key)) + continue; + caps[kvp.Key] = kvp.Value; + } string result = LLSDHelpers.SerialiseLLSDReply(caps); diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs index 8329af0..6ae9448 100644 --- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs @@ -240,7 +240,7 @@ namespace OpenSim.Region.CoreModules.Framework { caps.AppendFormat("** User {0}:\n", kvp.Key); - for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false).GetEnumerator(); kvp2.MoveNext(); ) + for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false, null).GetEnumerator(); kvp2.MoveNext(); ) { Uri uri = new Uri(kvp2.Value.ToString()); caps.AppendFormat(m_showCapsCommandFormat, kvp2.Key, uri.PathAndQuery); -- cgit v1.1 From 206fb306a7820cf593570e35ddfa8e7c5a10e449 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 1 May 2013 19:01:43 +0100 Subject: Update SmartThreadPool to latest version 2.2.3 with a major and minor change. SmartThreadPool code comes from http://www.codeproject.com/Articles/7933/Smart-Thread-Pool This version implements thread abort (via WorkItem.Cancel(true)), threadpool naming, max thread stack, etc. so we no longer need to manually patch those. However, two changes have been made to stock 2.2.3. Major change: WorkItem.Cancel(bool abortExecution) in our version does not succeed if the work item was in progress and thread abort was not specified. This is to match previous behaviour where we handle co-operative termination via another mechanism rather than checking WorkItem.IsCanceled. Minor change: Did not add STP's StopWatch implementation as this is only used WinCE and Silverlight and causes a build clash with System.Diagnostics.StopWatch The reason for updating is to see if this improves http://opensimulator.org/mantis/view.php?id=6557 and http://opensimulator.org/mantis/view.php?id=6586 --- OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs | 2 +- OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | 9 ++++++--- OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 4 ++-- OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs | 6 +++--- 4 files changed, 12 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs index 35ae44c..b9a217b 100644 --- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs @@ -51,7 +51,7 @@ namespace OpenSim.Region.ScriptEngine.Interfaces public interface IScriptWorkItem { bool Cancel(); - void Abort(); + bool Abort(); /// /// Wait for the work item to complete. diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index 1e6db43..f9d3afc 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -564,9 +564,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance public bool Stop(int timeout) { -// m_log.DebugFormat( -// "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}", -// ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks); + if (DebugLevel >= 1) + m_log.DebugFormat( + "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}", + ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks); IScriptWorkItem workItem; @@ -627,6 +628,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance } } + Console.WriteLine("Here9"); + lock (EventQueue) { workItem = m_CurrentWorkItem; diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 0d9babb..5804aa8 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -483,7 +483,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine /// /// Basis on which to sort output. Can be null if no sort needs to take place private void HandleScriptsAction( - string[] cmdparams, Action action, Func keySelector) + string[] cmdparams, Action action, System.Func keySelector) { if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) return; @@ -1517,7 +1517,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine startInfo.MaxWorkerThreads = maxThreads; startInfo.MinWorkerThreads = minThreads; startInfo.ThreadPriority = threadPriority;; - startInfo.StackSize = stackSize; + startInfo.MaxStackSize = stackSize; startInfo.StartSuspended = true; m_ThreadPool = new SmartThreadPool(startInfo); diff --git a/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs b/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs index 8dd7677..9d9dee1 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs @@ -52,16 +52,16 @@ namespace OpenSim.Region.ScriptEngine.XEngine return wr.Cancel(); } - public void Abort() + public bool Abort() { - wr.Abort(); + return wr.Cancel(true); } public bool Wait(int t) { // We use the integer version of WaitAll because the current version of SmartThreadPool has a bug with the // TimeSpan version. The number of milliseconds in TimeSpan is an int64 so when STP casts it down to an - // int (32-bit) we can end up with bad values. This occurs on Windows though curious not on Mono 2.10.8 + // int (32-bit) we can end up with bad values. This occurs on Windows though curiously not on Mono 2.10.8 // (or very likely other versions of Mono at least up until 3.0.3). return SmartThreadPool.WaitAll(new IWorkItemResult[] {wr}, t, false); } -- cgit v1.1 From 81a90e30c637f84e6ef5d1cf7c188c1f6db12eb3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 1 May 2013 19:29:46 +0100 Subject: Add in-code exaplanation for the change in cancellation signalling in STP 2.2.3. Remove left in Console.WriteLine accidentally inserted in recent 206fb306 --- OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index f9d3afc..887a317 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -628,8 +628,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance } } - Console.WriteLine("Here9"); - lock (EventQueue) { workItem = m_CurrentWorkItem; -- cgit v1.1 From b26276c8c48a8cf4edb468b2fd428815034a6320 Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 1 May 2013 21:35:50 +0100 Subject: Fix the long standing bug of items being delivered to lost and found or trash when takig copy. This bug was recently aggravated through the perms changes required for the export permission. --- .../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index e0009bb..eb37626 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -646,11 +646,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } else { - if (remoteClient == null || so.OwnerID != remoteClient.AgentId) + if (remoteClient == null || so.RootPart.OwnerID != remoteClient.AgentId) { // Taking copy of another person's item. Take to // Objects folder. folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); + so.FromFolderID = UUID.Zero; } else { @@ -666,7 +667,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess // if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) { - if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) + if (so.FromFolderID != UUID.Zero && so.RootPart.OwnerID == remoteClient.AgentId) { InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); folder = m_Scene.InventoryService.GetFolder(f); -- cgit v1.1 From e3d9d5566a799fdbb4261010b97b8b04dbd7da1e Mon Sep 17 00:00:00 2001 From: BlueWall Date: Wed, 1 May 2013 18:46:57 -0400 Subject: Fix inventory issue Fix issue where objects rezzed from Trash or Lost And Found then be placed back in the respective folder when taking the object or a copy back into inventory. --- .../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index eb37626..e6d6cbf 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -671,6 +671,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); folder = m_Scene.InventoryService.GetFolder(f); + + if(folder.Type == 14 || folder.Type == 16) + { + // folder.Type = 6; + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); + } } } -- cgit v1.1 From 0378baed350b846132b2f501c74bd39a2675e41d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 1 May 2013 17:15:54 -0700 Subject: BulletSim: rework LinksetCompound to work with new BSShape system. Not all working yet. --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 146 ++++++--------------- 1 file changed, 40 insertions(+), 106 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index e3ce7fb..20eb871 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -35,6 +35,7 @@ using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { + /* // When a child is linked, the relationship position of the child to the parent // is remembered so the child's world position can be recomputed when it is // removed from the linkset. @@ -88,17 +89,15 @@ sealed class BSLinksetCompoundInfo : BSLinksetInfo return buff.ToString(); } }; + */ public sealed class BSLinksetCompound : BSLinkset { private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; - private BSShape LinksetShape; - public BSLinksetCompound(BSScene scene, BSPrimLinkable parent) : base(scene, parent) { - LinksetShape = new BSShapeNull(); } // When physical properties are changed the linkset needs to recalculate @@ -143,25 +142,11 @@ public sealed class BSLinksetCompound : BSLinkset // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. ScheduleRebuild(LinksetRoot); } - - // The origional prims are removed from the world as the shape of the root compound - // shape takes over. - m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); - m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); - // We don't want collisions from the old linkset children. - m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - - child.PhysBody.collisionType = CollisionType.LinksetChild; - - ret = true; - return ret; } - // The object is going static (non-physical). Do any setup necessary for a static linkset. + // The object is going static (non-physical). We do not do anything for static linksets. // Return 'true' if any properties updated on the passed object. - // This doesn't normally happen -- OpenSim removes the objects from the physical - // world if it is a static linkset. // Called at taint-time! public override bool MakeStatic(BSPrimLinkable child) { @@ -169,19 +154,9 @@ public sealed class BSLinksetCompound : BSLinkset DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); if (IsRoot(child)) { + // Schedule a rebuild to verify that the root shape is set to the real shape. ScheduleRebuild(LinksetRoot); } - else - { - // The non-physical children can come back to life. - m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); - - child.PhysBody.collisionType = CollisionType.LinksetChild; - - // Don't force activation so setting of DISABLE_SIMULATION can stay if used. - m_physicsScene.PE.Activate(child.PhysBody, false); - ret = true; - } return ret; } @@ -283,9 +258,6 @@ public sealed class BSLinksetCompound : BSLinkset if (!IsRoot(child)) { - // Because it is a convenient time, recompute child world position and rotation based on - // its position in the linkset. - RecomputeChildWorldPosition(child, true /* inTaintTime */); child.LinksetInfo = null; } @@ -296,50 +268,6 @@ public sealed class BSLinksetCompound : BSLinkset return ret; } - // When the linkset is built, the child shape is added to the compound shape relative to the - // root shape. The linkset then moves around but this does not move the actual child - // prim. The child prim's location must be recomputed based on the location of the root shape. - private void RecomputeChildWorldPosition(BSPrimLinkable child, bool inTaintTime) - { - // For the moment (20130201), disable this computation (converting the child physical addr back to - // a region address) until we have a good handle on center-of-mass offsets and what the physics - // engine moving a child actually means. - // The simulator keeps track of where children should be as the linkset moves. Setting - // the pos/rot here does not effect that knowledge as there is no good way for the - // physics engine to send the simulator an update for a child. - - /* - BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; - if (lci != null) - { - if (inTaintTime) - { - OMV.Vector3 oldPos = child.RawPosition; - child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetFromRoot; - child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot; - DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}", - child.LocalID, oldPos, lci, child.RawPosition); - } - else - { - // TaintedObject is not used here so the raw position is set now and not at taint-time. - child.Position = LinksetRoot.RawPosition + lci.OffsetFromRoot; - child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot; - } - } - else - { - // This happens when children have been added to the linkset but the linkset - // has not been constructed yet. So like, at taint time, adding children to a linkset - // and then changing properties of the children (makePhysical, for instance) - // but the post-print action of actually rebuilding the linkset has not yet happened. - // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}", - // LogHeader, child.LocalID); - DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID); - } - */ - } - // ================================================================ // Add a new child to the linkset. @@ -372,7 +300,6 @@ public sealed class BSLinksetCompound : BSLinkset child.LocalID, child.PhysBody.AddrString); // Cause the child's body to be rebuilt and thus restored to normal operation - RecomputeChildWorldPosition(child, false); child.LinksetInfo = null; child.ForceBodyShapeRebuild(false); @@ -399,26 +326,27 @@ public sealed class BSLinksetCompound : BSLinkset private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting private void RecomputeLinksetCompound() { - if (!LinksetRoot.IsPhysicallyActive) - { - // There is no reason to build all this physical stuff for a non-physical linkset - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); - return; - } - try { - // This replaces the physical shape of the root prim with a compound shape made up of the root - // shape and all the children. + Rebuilding = true; + + // No matter what is being done, force the root prim's PhysBody and PhysShape to get set + // to what they should be as if the root was not in a linkset. + // Not that bad since we only get into this routine if there are children in the linkset and + // something has been updated/changed. + LinksetRoot.ForceBodyShapeRebuild(true); - // RootPrim.PhysShape is the shape of the root prim. - // Here we build the compound shape made up of all the children. + // There is no reason to build all this physical stuff for a non-physical linkset. + if (!LinksetRoot.IsPhysicallyActive) + { + // Clean up any old linkset shape and make sure the root shape is set to the root object. + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); - // Free up any shape we'd previously built. - LinksetShape.Dereference(m_physicsScene); + return; // Note the 'finally' clause at the botton which will get executed. + } // Get a new compound shape to build the linkset shape in. - LinksetShape = BSShapeCompound.GetReference(m_physicsScene); + BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene); // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. @@ -445,35 +373,41 @@ public sealed class BSLinksetCompound : BSLinkset int memberIndex = 1; ForEachMember(delegate(BSPrimLinkable cPrim) { - if (IsRoot(cPrim)) - { - cPrim.LinksetChildIndex = 0; - } - else - { - cPrim.LinksetChildIndex = memberIndex; - } + // Root shape is always index zero. + cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex; + // Get a reference to the shape of the child and add that shape to the linkset compound shape BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - m_physicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1}cShape={2},offPos={3},offRot={4}", + m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", LinksetRoot.LocalID, memberIndex, cPrim.PhysShape, offsetPos, offsetRot); + // Since we are borrowing the shape of the child, disable the origional child body + if (!IsRoot(cPrim)) + { + m_physicsScene.PE.AddToCollisionFlags(cPrim.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + m_physicsScene.PE.ForceActivationState(cPrim.PhysBody, ActivationState.DISABLE_SIMULATION); + // We don't want collisions from the old linkset children. + m_physicsScene.PE.RemoveFromCollisionFlags(cPrim.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + cPrim.PhysBody.collisionType = CollisionType.LinksetChild; + } + memberIndex++; return false; // 'false' says to move onto the next child in the list }); - // Sneak the built compound shape in as the shape of the root prim. - // Note this doesn't touch the root prim's PhysShape so be sure the manage the difference. + // Replace the root shape with the built compound shape. // Object removed and added to world to get collision cache rebuilt for new shape. + LinksetRoot.PhysShape.Dereference(m_physicsScene); + LinksetRoot.PhysShape = linksetShape; m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody); - m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); + m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, linksetShape.physShapeInfo); m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addBody,body={1},shape={2}", - LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetShape); + LinksetRoot.LocalID, LinksetRoot.PhysBody, linksetShape); // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); @@ -494,7 +428,7 @@ public sealed class BSLinksetCompound : BSLinkset } // See that the Aabb surrounds the new shape - m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetShape.physShapeInfo); + m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); } } } \ No newline at end of file -- cgit v1.1 From ed46b42feae4659653ba54a9290dddede6f24f2e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 1 May 2013 17:16:46 -0700 Subject: BulletSim: fix crash when mesh asset wasn't available when meshing the first time. Debugging added for mesh/hull asset fetch. --- .../Physics/BulletSPlugin/BSShapeCollection.cs | 1 + OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 28 ++++++++++++++-------- 2 files changed, 19 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 19855da..a4250be 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -132,6 +132,7 @@ public sealed class BSShapeCollection : IDisposable PrimitiveBaseShape pbs = prim.BaseShape; // Kludge to create the capsule for the avatar. + // TDOD: Remove/redo this when BSShapeAvatar is working!! BSCharacter theChar = prim as BSCharacter; if (theChar != null) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 3faa484..2962249 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -164,6 +164,8 @@ public abstract class BSShape prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", + prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); } else { @@ -174,29 +176,33 @@ public abstract class BSShape && prim.BaseShape.SculptTexture != OMV.UUID.Zero ) { - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}", + prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); // Multiple requestors will know we're waiting for this asset prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; BSPhysObject xprim = prim; Util.FireAndForget(delegate { + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID); RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; if (assetProvider != null) { BSPhysObject yprim = xprim; // probably not necessary, but, just in case. assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) { + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); bool assetFound = false; string mismatchIDs = String.Empty; // DEBUG DEBUG if (asset != null && yprim.BaseShape.SculptEntry) { if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) { - yprim.BaseShape.SculptData = asset.Data; + yprim.BaseShape.SculptData = (byte[])asset.Data.Clone(); // This will cause the prim to see that the filler shape is not the right // one and try again to build the object. // No race condition with the normal shape setting since the rebuild is at taint time. + yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; yprim.ForceBodyShapeRebuild(false /* inTaintTime */); assetFound = true; } @@ -205,11 +211,11 @@ public abstract class BSShape mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; } } - if (assetFound) - yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; - else + if (!assetFound) + { yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - physicsScene.DetailLog("{0},BSShape,fetchAssetCallback,found={1},isSculpt={2},ids={3}", + } + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); }); } @@ -227,6 +233,8 @@ public abstract class BSShape { physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", + prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); } } } @@ -359,7 +367,7 @@ public class BSShapeMesh : BSShape // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); - if (newShape.shapeType == BSPhysicsShapeType.SHAPE_MESH) + if (!newShape.isNativeShape) { // If a mesh was what was created, remember the built shape for later sharing. Meshes.Add(newMeshKey, retMesh); @@ -408,7 +416,7 @@ public class BSShapeMesh : BSShape private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { - BulletShape newShape = null; + BulletShape newShape = new BulletShape(); IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, false, // say it is not physical so a bounding box is not built @@ -507,7 +515,7 @@ public class BSShapeHull : BSShape // Check to see if hull was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); - if (newShape.shapeType == BSPhysicsShapeType.SHAPE_HULL) + if (!newShape.isNativeShape) { // If a mesh was what was created, remember the built shape for later sharing. Hulls.Add(newHullKey, retHull); @@ -731,7 +739,7 @@ public class BSShapeCompound : BSShape { lock (physShapeInfo) { - Dereference(physicsScene); + this.DecrementReference(); if (referenceCount <= 0) { if (!physicsScene.PE.IsCompound(physShapeInfo)) -- cgit v1.1 From d9c3947824feccd3522c70a72b75c72a84bab3e0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 2 May 2013 10:06:12 -0700 Subject: BulletSim: Rebuild physical body if physical shape changes for mesh and hull. Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 1 + OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +- .../Physics/BulletSPlugin/BSShapeCollection.cs | 35 +++++++++++-- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 59 +++++++++++++++------- 4 files changed, 73 insertions(+), 24 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index f535e50..b9bd909 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -596,6 +596,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin public override void Refresh() { // If asking for a refresh, reset the physical parameters before the next simulation step. + // Called whether active or not since the active state may be updated before the next step. m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate() { SetPhysicalParameters(); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 7e2af78..3d68d7f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -767,7 +767,7 @@ public class BSPrim : BSPhysObject if (!PhysBody.HasPhysicalBody) { // This would only happen if updates are called for during initialization when the body is not set up yet. - DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID); + // DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID); return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index a4250be..809435d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -227,16 +227,41 @@ public sealed class BSShapeCollection : IDisposable if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) { // Update prim.BSShape to reference a hull of this shape. - DereferenceExistingShape(prim, shapeCallback); - prim.PhysShape = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + BSShape potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + // If the current shape is not what is on the prim at the moment, time to change. + if (!prim.PhysShape.HasPhysicalShape + || potentialHull.ShapeType != prim.PhysShape.ShapeType + || potentialHull.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) + { + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = potentialHull; + ret = true; + } + else + { + potentialHull.Dereference(m_physicsScene); + } if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); } else { // Update prim.BSShape to reference a mesh of this shape. - DereferenceExistingShape(prim, shapeCallback); - prim.PhysShape = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + // If the current shape is not what is on the prim at the moment, time to change. + if (!prim.PhysShape.HasPhysicalShape + || potentialMesh.ShapeType != prim.PhysShape.ShapeType + || potentialMesh.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) + { + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = potentialMesh; + ret = true; + } + else + { + // We don't need this reference to the mesh that is already being using. + potentialMesh.Dereference(m_physicsScene); + } if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); } @@ -320,7 +345,7 @@ public sealed class BSShapeCollection : IDisposable if (prim.IsSolid) { aBody = m_physicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); - if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody); + if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,rigid,body={1}", prim.LocalID, aBody); } else { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 2962249..3346626 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -115,10 +115,15 @@ public abstract class BSShape public override string ToString() { StringBuilder buff = new StringBuilder(); - buff.Append(""); @@ -184,21 +189,21 @@ public abstract class BSShape BSPhysObject xprim = prim; Util.FireAndForget(delegate { - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID); + // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID); RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; if (assetProvider != null) { BSPhysObject yprim = xprim; // probably not necessary, but, just in case. assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) { - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); + // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); bool assetFound = false; string mismatchIDs = String.Empty; // DEBUG DEBUG if (asset != null && yprim.BaseShape.SculptEntry) { if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) { - yprim.BaseShape.SculptData = (byte[])asset.Data.Clone(); + yprim.BaseShape.SculptData = asset.Data; // This will cause the prim to see that the filler shape is not the right // one and try again to build the object. // No race condition with the normal shape setting since the rebuild is at taint time. @@ -290,7 +295,7 @@ public class BSShapeNative : BSShape { if (physShapeInfo.HasPhysicalShape) { - physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); + physicsScene.DetailLog("{0},BSShapeNative.Dereference,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); } physShapeInfo.Clear(); @@ -347,9 +352,8 @@ public class BSShapeMesh : BSShape float lod; System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeMesh,getReference,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), - newMeshKey.ToString("X"), prim.Size, lod); + physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", + prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); BSShapeMesh retMesh = null; lock (Meshes) @@ -389,6 +393,7 @@ public class BSShapeMesh : BSShape lock (Meshes) { this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeMesh.Dereference,shape={1}", BSScene.DetailLogZero, this); // TODO: schedule aging and destruction of unused meshes. } } @@ -425,6 +430,12 @@ public class BSShapeMesh : BSShape if (meshData != null) { + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) + { + // Release the fetched asset data once it has been used. + pbs.SculptData = new byte[0]; + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; + } int[] indices = meshData.getIndexListAsInt(); int realIndicesIndex = indices.Length; @@ -462,8 +473,8 @@ public class BSShapeMesh : BSShape } } } - physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", - BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); + physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,key={1},origTri={2},realTri={3},numVerts={4}", + BSScene.DetailLogZero, newMeshKey.ToString("X"), indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); if (realIndicesIndex != 0) { @@ -496,8 +507,8 @@ public class BSShapeHull : BSShape float lod; System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeHull,getReference,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); + physicsScene.DetailLog("{0},BSShapeHull,getReference,newKey={1},size={2},lod={3}", + prim.LocalID, newHullKey.ToString("X"), prim.Size, lod); BSShapeHull retHull = null; lock (Hulls) @@ -537,6 +548,7 @@ public class BSShapeHull : BSShape lock (Hulls) { this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeHull.Dereference,shape={1}", BSScene.DetailLogZero, this); // TODO: schedule aging and destruction of unused meshes. } } @@ -549,6 +561,8 @@ public class BSShapeHull : BSShape if (BSParam.ShouldUseBulletHACD) { + // Build the hull shape from an existing mesh shape. + // The mesh should have already been created in Bullet. physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); @@ -568,18 +582,26 @@ public class BSShapeHull : BSShape physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + + // Now done with the mesh shape. + meshShape.Dereference(physicsScene); } - // Now done with the mesh shape. - meshShape.Dereference(physicsScene); physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } if (!newShape.HasPhysicalShape) { - // Build a new hull in the physical world. + // Build a new hull in the physical world using the C# HACD algorigthm. // Pass true for physicalness as this prevents the creation of bounding box which is not needed IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); if (meshData != null) { + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) + { + // Release the fetched asset data once it has been used. + pbs.SculptData = new byte[0]; + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; + } + int[] indices = meshData.getIndexListAsInt(); List vertices = meshData.getVertexList(); @@ -740,6 +762,7 @@ public class BSShapeCompound : BSShape lock (physShapeInfo) { this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeCompound.Dereference,shape={1}", BSScene.DetailLogZero, this); if (referenceCount <= 0) { if (!physicsScene.PE.IsCompound(physShapeInfo)) -- cgit v1.1 From 4042c82a7293c40955a14d04d9e5ae05d35ef7cf Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 2 May 2013 12:27:30 -0700 Subject: BulletSim: prims with no cuts created with single convex hull shape. Parameter added to enable/disable this feature. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 5 ++ OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 3 + .../Physics/BulletSPlugin/BSShapeCollection.cs | 19 +++++- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 74 ++++++++++++++++++++++ 4 files changed, 99 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5ebeace..2ac68e3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -87,6 +87,7 @@ public static class BSParam public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects public static bool ShouldRemoveZeroWidthTriangles { get; private set; } public static bool ShouldUseBulletHACD { get; set; } + public static bool ShouldUseSingleConvexHullForPrims { get; set; } public static float TerrainImplementation { get; private set; } public static int TerrainMeshMagnification { get; private set; } @@ -342,6 +343,10 @@ public static class BSParam false, (s) => { return ShouldUseBulletHACD; }, (s,v) => { ShouldUseBulletHACD = v; } ), + new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", + true, + (s) => { return ShouldUseSingleConvexHullForPrims; }, + (s,v) => { ShouldUseSingleConvexHullForPrims = v; } ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 8e05b58..a4a8794 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -316,7 +316,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters break; case "bulletxna": ret = new BSAPIXNA(engineName, this); + // Disable some features that are not implemented in BulletXNA + m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader); BSParam.ShouldUseBulletHACD = false; + BSParam.ShouldUseSingleConvexHullForPrims = false; break; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 809435d..794857c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -226,8 +226,23 @@ public sealed class BSShapeCollection : IDisposable // made. Native shapes work in either case. if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) { - // Update prim.BSShape to reference a hull of this shape. - BSShape potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + // Use a simple, single mesh convex hull shape if the object is simple enough + BSShape potentialHull = null; + + PrimitiveBaseShape pbs = prim.BaseShape; + if (BSParam.ShouldUseSingleConvexHullForPrims + && pbs != null + && !pbs.SculptEntry + && PrimHasNoCuts(pbs) + ) + { + potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); + } + else + { + potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + } + // If the current shape is not what is on the prim at the moment, time to change. if (!prim.PhysShape.HasPhysicalShape || potentialHull.ShapeType != prim.PhysShape.ShapeType diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 3346626..9ef2923 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -832,6 +832,80 @@ public class BSShapeCompound : BSShape } // ============================================================================================================ +public class BSShapeConvexHull : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE CONVEX HULL]"; + public static Dictionary ConvexHulls = new Dictionary(); + + public BSShapeConvexHull(BulletShape pShape) : base(pShape) + { + } + public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + float lod; + System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + + physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", + prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); + + BSShapeConvexHull retConvexHull = null; + lock (ConvexHulls) + { + if (ConvexHulls.TryGetValue(newMeshKey, out retConvexHull)) + { + // The mesh has already been created. Return a new reference to same. + retConvexHull.IncrementReference(); + } + else + { + retConvexHull = new BSShapeConvexHull(new BulletShape()); + BulletShape convexShape = null; + + // Get a handle to a mesh to build the hull from + BSShape baseMesh = BSShapeMesh.GetReference(physicsScene, false /* forceRebuild */, prim); + if (baseMesh.physShapeInfo.isNativeShape) + { + // We get here if the mesh was not creatable. Could be waiting for an asset from the disk. + // In the short term, we return the native shape and a later ForceBodyShapeRebuild should + // get back to this code with a buildable mesh. + // TODO: not sure the temp native shape is freed when the mesh is rebuilt. When does this get freed? + convexShape = baseMesh.physShapeInfo; + } + else + { + convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo); + convexShape.shapeKey = newMeshKey; + ConvexHulls.Add(convexShape.shapeKey, retConvexHull); + } + + // Done with the base mesh + baseMesh.Dereference(physicsScene); + + retConvexHull.physShapeInfo = convexShape; + } + } + return retConvexHull; + } + public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) + { + // Calling this reference means we want another handle to an existing shape + // (usually linksets) so return this copy. + IncrementReference(); + return this; + } + // Dereferencing a compound shape releases the hold on all the child shapes. + public override void Dereference(BSScene physicsScene) + { + lock (ConvexHulls) + { + this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeConvexHull.Dereference,shape={1}", BSScene.DetailLogZero, this); + // TODO: schedule aging and destruction of unused meshes. + } + } +} + +// ============================================================================================================ public class BSShapeAvatar : BSShape { private static string LogHeader = "[BULLETSIM SHAPE AVATAR]"; -- cgit v1.1 From 304c5d4a8b8a1137bac18f7f6443ea85cec86184 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 3 May 2013 18:48:50 +0100 Subject: On startup, start scenes after we're set up all local scenes, rather than starting scenes before others have been created. This aims to avoid a race condition where scenes could look to inform neighbours that they were up before those neighbours had been created. http://opensimulator.org/mantis/view.php?id=6618 --- OpenSim/Region/Application/OpenSimBase.cs | 4 +--- OpenSim/Region/Framework/Scenes/Scene.cs | 16 ++++++++++++++-- OpenSim/Region/Framework/Scenes/SceneBase.cs | 4 ++++ 3 files changed, 19 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index d86eefe..f9e0cf1 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -425,9 +425,6 @@ namespace OpenSim mscene = scene; - scene.Start(); - scene.StartScripts(); - return clientServers; } @@ -751,6 +748,7 @@ namespace OpenSim ShutdownClientServer(whichRegion); IScene scene; CreateRegion(whichRegion, true, out scene); + scene.Start(); } # region Setup methods diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 829a7e9..4f674a3 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -389,10 +389,12 @@ namespace OpenSim.Region.Framework.Scenes if (value) { if (!m_active) - Start(); + Start(false); } else { + // This appears assymetric with Start() above but is not - setting m_active = false stops the loops + // XXX: Possibly this should be in an explicit Stop() method for symmetry. m_active = false; } } @@ -1331,10 +1333,18 @@ namespace OpenSim.Region.Framework.Scenes } } + public override void Start() + { + Start(true); + } + /// /// Start the scene /// - public void Start() + /// + /// Start the scripts within the scene. + /// + public void Start(bool startScripts) { m_active = true; @@ -1353,6 +1363,8 @@ namespace OpenSim.Region.Framework.Scenes m_heartbeatThread = Watchdog.StartThread( Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); + + StartScripts(); } /// diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index d3e968e..d2097ea 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs @@ -561,6 +561,10 @@ namespace OpenSim.Region.Framework.Scenes get { return false; } } + public virtual void Start() + { + } + public void Restart() { // This has to be here to fire the event -- cgit v1.1 From 5d93c99e8cf188b29b4c5265619eb4a4d3eeacf6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 3 May 2013 18:56:58 +0100 Subject: Fix possible race condition with local region cache if a region was added after startup. --- .../Grid/LocalGridServiceConnector.cs | 43 ++++++++++++++-------- 1 file changed, 28 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs index c0c2ca7..c32820e 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs @@ -142,10 +142,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid scene.RegisterModuleInterface(this); - if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID)) - m_log.ErrorFormat("[LOCAL GRID SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!"); - else - m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene)); + lock (m_LocalCache) + { + if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID)) + m_log.ErrorFormat("[LOCAL GRID SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!"); + else + m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene)); + } } public void RemoveRegion(Scene scene) @@ -153,8 +156,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid if (!m_Enabled) return; - m_LocalCache[scene.RegionInfo.RegionID].Clear(); - m_LocalCache.Remove(scene.RegionInfo.RegionID); + lock (m_LocalCache) + { + m_LocalCache[scene.RegionInfo.RegionID].Clear(); + m_LocalCache.Remove(scene.RegionInfo.RegionID); + } } public void RegionLoaded(Scene scene) @@ -191,12 +197,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid // First see if it's a neighbour, even if it isn't on this sim. // Neighbour data is cached in memory, so this is fast - foreach (RegionCache rcache in m_LocalCache.Values) + + lock (m_LocalCache) { - region = rcache.GetRegionByPosition(x, y); - if (region != null) + foreach (RegionCache rcache in m_LocalCache.Values) { - return region; + region = rcache.GetRegionByPosition(x, y); + if (region != null) + { + return region; + } } } @@ -245,12 +255,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid { System.Text.StringBuilder caps = new System.Text.StringBuilder(); - foreach (KeyValuePair kvp in m_LocalCache) + lock (m_LocalCache) { - caps.AppendFormat("*** Neighbours of {0} ({1}) ***\n", kvp.Value.RegionName, kvp.Key); - List regions = kvp.Value.GetNeighbours(); - foreach (GridRegion r in regions) - caps.AppendFormat(" {0} @ {1}-{2}\n", r.RegionName, r.RegionLocX / Constants.RegionSize, r.RegionLocY / Constants.RegionSize); + foreach (KeyValuePair kvp in m_LocalCache) + { + caps.AppendFormat("*** Neighbours of {0} ({1}) ***\n", kvp.Value.RegionName, kvp.Key); + List regions = kvp.Value.GetNeighbours(); + foreach (GridRegion r in regions) + caps.AppendFormat(" {0} @ {1}-{2}\n", r.RegionName, r.RegionLocX / Constants.RegionSize, r.RegionLocY / Constants.RegionSize); + } } MainConsole.Instance.Output(caps.ToString()); -- cgit v1.1 From 5d25bb3084937d266375cba61b3a2c802bd57717 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 3 May 2013 14:23:53 -0700 Subject: BulletSim: zero vehicle motion when changing vehicle type. Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 6 +++--- .../Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 16 +++++----------- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 4 ++++ .../Region/Physics/BulletSPlugin/BSShapeCollection.cs | 7 +++---- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 9 ++------- 6 files changed, 18 insertions(+), 26 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index b9bd909..c5bee6d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -559,9 +559,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin break; } - // Update any physical parameters based on this type. - Refresh(); - m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f); @@ -589,6 +586,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin { RegisterForSceneEvents(); } + + // Update any physical parameters based on this type. + Refresh(); } #endregion // Vehicle parameter setting diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 20eb871..1f16cc8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -246,7 +246,8 @@ public sealed class BSLinksetCompound : BSLinkset } // Routine called when rebuilding the body of some member of the linkset. - // Since we don't keep in world relationships, do nothing unless it's a child changing. + // If one of the bodies is being changed, the linkset needs rebuilding. + // For instance, a linkset is built and then a mesh asset is read in and the mesh is recreated. // Returns 'true' of something was actually removed and would need restoring // Called at taint-time!! public override bool RemoveDependencies(BSPrimLinkable child) @@ -256,14 +257,7 @@ public sealed class BSLinksetCompound : BSLinkset DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child)); - if (!IsRoot(child)) - { - child.LinksetInfo = null; - } - - // Cannot schedule a refresh/rebuild here because this routine is called when - // the linkset is being rebuilt. - // InternalRefresh(LinksetRoot); + ScheduleRebuild(child); return ret; } @@ -322,7 +316,7 @@ public sealed class BSLinksetCompound : BSLinkset // Constraint linksets are rebuilt every time. // Note that this works for rebuilding just the root after a linkset is taken apart. // Called at taint time!! - private bool UseBulletSimRootOffsetHack = false; + private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting private void RecomputeLinksetCompound() { @@ -382,7 +376,7 @@ public sealed class BSLinksetCompound : BSLinkset OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", - LinksetRoot.LocalID, memberIndex, cPrim.PhysShape, offsetPos, offsetRot); + LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot); // Since we are borrowing the shape of the child, disable the origional child body if (!IsRoot(cPrim)) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 3d68d7f..d3f3475 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -511,7 +511,7 @@ public class BSPrim : BSPhysObject PhysScene.TaintedObject("setVehicleType", delegate() { - // Vehicle code changes the parameters for this vehicle type. + ZeroMotion(true /* inTaintTime */); VehicleActor.ProcessTypeChange(type); ActivateIfPhysical(false); }); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 5236909..235da78 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -182,6 +182,10 @@ public class BSPrimLinkable : BSPrimDisplaced { return false; } + + // TODO: handle collisions of other objects with with children of linkset. + // This is a problem for LinksetCompound since the children are packed into the root. + return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 794857c..64aaa15 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -254,10 +254,10 @@ public sealed class BSShapeCollection : IDisposable } else { + // The current shape on the prim is the correct one. We don't need the potential reference. potentialHull.Dereference(m_physicsScene); } - if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", - prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); + if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1}", prim.LocalID, prim.PhysShape); } else { @@ -277,8 +277,7 @@ public sealed class BSShapeCollection : IDisposable // We don't need this reference to the mesh that is already being using. potentialMesh.Dereference(m_physicsScene); } - if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", - prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); + if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1}", prim.LocalID, prim.PhysShape); } return ret; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 9ef2923..3e4ee5a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -352,9 +352,6 @@ public class BSShapeMesh : BSShape float lod; System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", - prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); - BSShapeMesh retMesh = null; lock (Meshes) { @@ -380,6 +377,7 @@ public class BSShapeMesh : BSShape retMesh.physShapeInfo = newShape; } } + physicsScene.DetailLog("{0},BSShapeMesh,getReference,mesh={1},size={2},lod={3}", prim.LocalID, retMesh, prim.Size, lod); return retMesh; } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) @@ -507,9 +505,6 @@ public class BSShapeHull : BSShape float lod; System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeHull,getReference,newKey={1},size={2},lod={3}", - prim.LocalID, newHullKey.ToString("X"), prim.Size, lod); - BSShapeHull retHull = null; lock (Hulls) { @@ -531,10 +526,10 @@ public class BSShapeHull : BSShape // If a mesh was what was created, remember the built shape for later sharing. Hulls.Add(newHullKey, retHull); } - retHull.physShapeInfo = newShape; } } + physicsScene.DetailLog("{0},BSShapeHull,getReference,hull={1},size={2},lod={3}", prim.LocalID, retHull, prim.Size, lod); return retHull; } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) -- cgit v1.1 From ad00466483c0bcdb5d05759130f35870c6a7a177 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 6 May 2013 09:17:54 -0700 Subject: Minor reordering of operations on NewUserConnection. The agent circuit needs to be added earlier for some of the checks to work correctly. --- OpenSim/Region/Framework/Scenes/Scene.cs | 22 +++++++++++++++++----- 1 file changed, 17 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 69fe137..ff7e5ed 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3687,14 +3687,21 @@ namespace OpenSim.Region.Framework.Scenes sp.ControllingClient.Close(true); sp = null; } - + + // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. + // We need the circuit data here for some of the subsequent checks. (groups, for example) + // If the checks fail, we remove the circuit. + agent.teleportFlags = teleportFlags; + m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); + land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); - //On login test land permisions + // On login test land permisions if (vialogin) { if (land != null && !TestLandRestrictions(agent, land, out reason)) { + m_authenticateHandler.RemoveCircuit(agent.circuitcode); return false; } } @@ -3706,13 +3713,17 @@ namespace OpenSim.Region.Framework.Scenes try { if (!VerifyUserPresence(agent, out reason)) + { + m_authenticateHandler.RemoveCircuit(agent.circuitcode); return false; + } } catch (Exception e) { m_log.ErrorFormat( "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); + m_authenticateHandler.RemoveCircuit(agent.circuitcode); return false; } } @@ -3720,13 +3731,17 @@ namespace OpenSim.Region.Framework.Scenes try { if (!AuthorizeUser(agent, out reason)) + { + m_authenticateHandler.RemoveCircuit(agent.circuitcode); return false; + } } catch (Exception e) { m_log.ErrorFormat( "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); + m_authenticateHandler.RemoveCircuit(agent.circuitcode); return false; } @@ -3761,9 +3776,6 @@ namespace OpenSim.Region.Framework.Scenes } } - // In all cases, add or update the circuit data with the new agent circuit data and teleport flags - agent.teleportFlags = teleportFlags; - m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); if (vialogin) { -- cgit v1.1 From f9fb1484aa00f8bfadead06ce71d004502fb564e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 3 May 2013 15:46:35 -0700 Subject: BulletSim: extend BSActorLockAxis to allow locking linear movement in addition to angular movement. Not enabled by anything yet. --- .../Physics/BulletSPlugin/BSActorLockAxis.cs | 25 +++++++++++++++++----- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 9 +++++--- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 ++-- 3 files changed, 28 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 7801d8e..8b0fdeb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -64,9 +64,9 @@ public class BSActorLockAxis : BSActor public override void Refresh() { m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", - m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive); + m_controllingPrim.LocalID, m_controllingPrim.LockedAngularAxis, Enabled, m_controllingPrim.IsPhysicallyActive); // If all the axis are free, we don't need to exist - if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) + if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree) { Enabled = false; } @@ -123,23 +123,38 @@ public class BSActorLockAxis : BSActor // Free to move linearly in the region OMV.Vector3 linearLow = OMV.Vector3.Zero; OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; + if (m_controllingPrim.LockedLinearAxis.X != BSPhysObject.FreeAxis) + { + linearLow.X = m_controllingPrim.RawPosition.X; + linearHigh.X = m_controllingPrim.RawPosition.X; + } + if (m_controllingPrim.LockedLinearAxis.Y != BSPhysObject.FreeAxis) + { + linearLow.Y = m_controllingPrim.RawPosition.Y; + linearHigh.Y = m_controllingPrim.RawPosition.Y; + } + if (m_controllingPrim.LockedLinearAxis.Z != BSPhysObject.FreeAxis) + { + linearLow.Z = m_controllingPrim.RawPosition.Z; + linearHigh.Z = m_controllingPrim.RawPosition.Z; + } axisConstrainer.SetLinearLimits(linearLow, linearHigh); // Angular with some axis locked float fPI = (float)Math.PI; OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); - if (m_controllingPrim.LockedAxis.X != 1f) + if (m_controllingPrim.LockedAngularAxis.X != BSPhysObject.FreeAxis) { angularLow.X = 0f; angularHigh.X = 0f; } - if (m_controllingPrim.LockedAxis.Y != 1f) + if (m_controllingPrim.LockedAngularAxis.Y != BSPhysObject.FreeAxis) { angularLow.Y = 0f; angularHigh.Y = 0f; } - if (m_controllingPrim.LockedAxis.Z != 1f) + if (m_controllingPrim.LockedAngularAxis.Z != BSPhysObject.FreeAxis) { angularLow.Z = 0f; angularHigh.Z = 0f; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e796804..cca887a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -108,7 +108,8 @@ public abstract class BSPhysObject : PhysicsActor CollisionScore = 0; // All axis free. - LockedAxis = LockedAxisFree; + LockedLinearAxis = LockedAxisFree; + LockedAngularAxis = LockedAxisFree; } // Tell the object to clean up. @@ -265,8 +266,10 @@ public abstract class BSPhysObject : PhysicsActor // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } - public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. - public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free + public OMV.Vector3 LockedLinearAxis { get; set; } // zero means locked. one means free. + public OMV.Vector3 LockedAngularAxis { get; set; } // zero means locked. one means free. + public const float FreeAxis = 1f; + public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free // Enable physical actions. Bullet will keep sleeping non-moving physical objects so // they need waking up when parameters are changed. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index d3f3475..f5b0361 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -256,9 +256,9 @@ public class BSPrim : BSPhysObject if (axis.X != 1) locking.X = 0f; if (axis.Y != 1) locking.Y = 0f; if (axis.Z != 1) locking.Z = 0f; - LockedAxis = locking; + LockedAngularAxis = locking; - EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate() + EnableActor(LockedAngularAxis != LockedAxisFree, LockedAxisActorName, delegate() { return new BSActorLockAxis(PhysScene, this, LockedAxisActorName); }); -- cgit v1.1 From bf318969836bf38dbd0325f24fa3d1bd12f34d77 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 3 May 2013 17:14:31 -0700 Subject: BulletSim: simplify parameter specification by reducing the number of specifications required for simple properties with defaults. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 283 +++++++-------------- 2 files changed, 94 insertions(+), 191 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index c5bee6d..0dd2aa5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -146,7 +146,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin enableAngularVerticalAttraction = true; enableAngularDeflection = false; enableAngularBanking = true; - if (BSParam.VehicleDebuggingEnabled) + if (BSParam.VehicleDebuggingEnable) { enableAngularVerticalAttraction = true; enableAngularDeflection = false; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 2ac68e3..3ca7e16 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -26,6 +26,7 @@ */ using System; using System.Collections.Generic; +using System.Reflection; using System.Text; using OpenSim.Region.Physics.Manager; @@ -144,7 +145,7 @@ public static class BSParam public static Vector3 VehicleAngularFactor { get; private set; } public static float VehicleGroundGravityFudge { get; private set; } public static float VehicleAngularBankingTimescaleFudge { get; private set; } - public static bool VehicleDebuggingEnabled { get; private set; } + public static bool VehicleDebuggingEnable { get; private set; } // Convex Hulls public static int CSHullMaxDepthSplit { get; private set; } @@ -236,17 +237,41 @@ public static class BSParam getter = pGetter; objectSet = pObjSetter; } - /* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work - * TODO: Maybe use reflection and the name of the variable to create a reference for the getter/setter. - public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc) + // Simple parameter variable where property name is the same as the INI file name + // and the value is only a simple get and set. + public ParameterDefn(string pName, string pDesc, T pDefault) : base(pName, pDesc) { defaultValue = pDefault; - setter = (s, v) => { loc = v; }; - getter = (s) => { return loc; }; + setter = (s, v) => { SetValueByName(s, name, v); }; + getter = (s) => { return GetValueByName(s, name); }; objectSet = null; } - */ + // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same. + private void SetValueByName(BSScene s, string pName, T val) + { + PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); + if (prop == null) + { + // This should only be output when someone adds a new INI parameter and misspells the name. + s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName); + } + else + { + prop.SetValue(null, val, null); + } + } + // Use reflection to find the property named 'pName' in BSParam and return the value in same. + private T GetValueByName(BSScene s, string pName) + { + PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); + if (prop == null) + { + // This should only be output when someone adds a new INI parameter and misspells the name. + s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName); + } + return (T)prop.GetValue(null, null); + } public override void AssignDefault(BSScene s) { setter(s, defaultValue); @@ -336,26 +361,16 @@ public static class BSParam (s) => { return ShouldUseHullsForPhysicalObjects; }, (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ), new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", - true, - (s) => { return ShouldRemoveZeroWidthTriangles; }, - (s,v) => { ShouldRemoveZeroWidthTriangles = v; } ), + true ), new ParameterDefn("ShouldUseBulletHACD", "If true, use the Bullet version of HACD", - false, - (s) => { return ShouldUseBulletHACD; }, - (s,v) => { ShouldUseBulletHACD = v; } ), + false ), new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", - true, - (s) => { return ShouldUseSingleConvexHullForPrims; }, - (s,v) => { ShouldUseSingleConvexHullForPrims = v; } ), + true ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", - 5, - (s) => { return CrossingFailuresBeforeOutOfBounds; }, - (s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ), + 5 ), new ParameterDefn("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator", - 0.1f, - (s) => { return UpdateVelocityChangeThreshold; }, - (s,v) => { UpdateVelocityChangeThreshold = v; } ), + 0.1f ), new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 32f, @@ -422,18 +437,12 @@ public static class BSParam (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ), // Density is passed around as 100kg/m3. This scales that to 1kg/m3. new ParameterDefn("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", - 0.01f, - (s) => { return DensityScaleFactor; }, - (s,v) => { DensityScaleFactor = v; } ), + 0.01f ), new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", - 2200f, - (s) => { return (float)PID_D; }, - (s,v) => { PID_D = v; } ), + 2200f ), new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", - 900f, - (s) => { return (float)PID_P; }, - (s,v) => { PID_P = v; } ), + 900f ), new ParameterDefn("DefaultFriction", "Friction factor used on new objects", 0.2f, @@ -500,94 +509,50 @@ public static class BSParam (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ), new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", - (float)BSTerrainPhys.TerrainImplementation.Mesh, - (s) => { return TerrainImplementation; }, - (s,v) => { TerrainImplementation = v; } ), + (float)BSTerrainPhys.TerrainImplementation.Mesh ), new ParameterDefn("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , - 2, - (s) => { return TerrainMeshMagnification; }, - (s,v) => { TerrainMeshMagnification = v; } ), + 2 ), new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , - 0.3f, - (s) => { return TerrainFriction; }, - (s,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), + 0.3f ), new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , - 0.8f, - (s) => { return TerrainHitFraction; }, - (s,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), + 0.8f ), new ParameterDefn("TerrainRestitution", "Bouncyness" , - 0f, - (s) => { return TerrainRestitution; }, - (s,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), + 0f ), new ParameterDefn("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" , - 0.0f, - (s) => { return TerrainContactProcessingThreshold; }, - (s,v) => { TerrainContactProcessingThreshold = v; /* TODO: set on real terrain */ } ), + 0.0f ), new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , - 0.08f, - (s) => { return TerrainCollisionMargin; }, - (s,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), + 0.08f ), new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", - 0.2f, - (s) => { return AvatarFriction; }, - (s,v) => { AvatarFriction = v; } ), + 0.2f ), new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", - 0.95f, - (s) => { return AvatarStandingFriction; }, - (s,v) => { AvatarStandingFriction = v; } ), + 0.95f ), new ParameterDefn("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", - 1.3f, - (s) => { return AvatarAlwaysRunFactor; }, - (s,v) => { AvatarAlwaysRunFactor = v; } ), + 1.3f ), new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", - 3.5f, - (s) => { return AvatarDensity; }, - (s,v) => { AvatarDensity = v; } ), + 3.5f) , new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", - 0f, - (s) => { return AvatarRestitution; }, - (s,v) => { AvatarRestitution = v; } ), + 0f ), new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", - 0.6f, - (s) => { return AvatarCapsuleWidth; }, - (s,v) => { AvatarCapsuleWidth = v; } ), + 0.6f ) , new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", - 0.45f, - (s) => { return AvatarCapsuleDepth; }, - (s,v) => { AvatarCapsuleDepth = v; } ), + 0.45f ), new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", - 1.5f, - (s) => { return AvatarCapsuleHeight; }, - (s,v) => { AvatarCapsuleHeight = v; } ), + 1.5f ), new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", - 0.1f, - (s) => { return AvatarContactProcessingThreshold; }, - (s,v) => { AvatarContactProcessingThreshold = v; } ), + 0.1f ), new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", - 1.0f, - (s) => { return AvatarBelowGroundUpCorrectionMeters; }, - (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ), + 1.0f ), new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", - 0.6f, - (s) => { return AvatarStepHeight; }, - (s,v) => { AvatarStepHeight = v; } ), + 0.6f ) , new ParameterDefn("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", - 0.6f, - (s) => { return AvatarStepApproachFactor; }, - (s,v) => { AvatarStepApproachFactor = v; } ), + 0.6f ), new ParameterDefn("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", - 1.0f, - (s) => { return AvatarStepForceFactor; }, - (s,v) => { AvatarStepForceFactor = v; } ), + 1.0f ), new ParameterDefn("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", - 1.0f, - (s) => { return AvatarStepUpCorrectionFactor; }, - (s,v) => { AvatarStepUpCorrectionFactor = v; } ), + 1.0f ), new ParameterDefn("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", - 2, - (s) => { return AvatarStepSmoothingSteps; }, - (s,v) => { AvatarStepSmoothingSteps = v; } ), + 2 ), new ParameterDefn("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", 1000.0f, @@ -598,37 +563,21 @@ public static class BSParam (s) => { return (float)VehicleMaxAngularVelocity; }, (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", - 0.0f, - (s) => { return VehicleAngularDamping; }, - (s,v) => { VehicleAngularDamping = v; } ), + 0.0f ), new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)", - new Vector3(1f, 1f, 1f), - (s) => { return VehicleLinearFactor; }, - (s,v) => { VehicleLinearFactor = v; } ), + new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", - new Vector3(1f, 1f, 1f), - (s) => { return VehicleAngularFactor; }, - (s,v) => { VehicleAngularFactor = v; } ), + new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", - 0.0f, - (s) => { return VehicleFriction; }, - (s,v) => { VehicleFriction = v; } ), + 0.0f ), new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", - 0.0f, - (s) => { return VehicleRestitution; }, - (s,v) => { VehicleRestitution = v; } ), + 0.0f ), new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", - 0.2f, - (s) => { return VehicleGroundGravityFudge; }, - (s,v) => { VehicleGroundGravityFudge = v; } ), + 0.2f ), new ParameterDefn("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", - 60.0f, - (s) => { return VehicleAngularBankingTimescaleFudge; }, - (s,v) => { VehicleAngularBankingTimescaleFudge = v; } ), + 60.0f ), new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", - false, - (s) => { return VehicleDebuggingEnabled; }, - (s,v) => { VehicleDebuggingEnabled = v; } ), + false ), new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 0f, @@ -673,99 +622,53 @@ public static class BSParam (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), new ParameterDefn("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy", - 7, - (s) => { return CSHullMaxDepthSplit; }, - (s,v) => { CSHullMaxDepthSplit = v; } ), + 7 ), new ParameterDefn("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes", - 2, - (s) => { return CSHullMaxDepthSplitForSimpleShapes; }, - (s,v) => { CSHullMaxDepthSplitForSimpleShapes = v; } ), + 2 ), new ParameterDefn("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)", - 5f, - (s) => { return CSHullConcavityThresholdPercent; }, - (s,v) => { CSHullConcavityThresholdPercent = v; } ), + 5f ), new ParameterDefn("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)", - 5f, - (s) => { return CSHullVolumeConservationThresholdPercent; }, - (s,v) => { CSHullVolumeConservationThresholdPercent = v; } ), + 5f ), new ParameterDefn("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.", - 32, - (s) => { return CSHullMaxVertices; }, - (s,v) => { CSHullMaxVertices = v; } ), + 32 ), new ParameterDefn("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", - 0f, - (s) => { return CSHullMaxSkinWidth; }, - (s,v) => { CSHullMaxSkinWidth = v; } ), + 0f ), new ParameterDefn("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", - 100f, - (s) => { return BHullMaxVerticesPerHull; }, - (s,v) => { BHullMaxVerticesPerHull = v; } ), + 100f ), new ParameterDefn("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", - 2f, - (s) => { return BHullMinClusters; }, - (s,v) => { BHullMinClusters = v; } ), + 2f ), new ParameterDefn("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", - 2f, - (s) => { return BHullCompacityWeight; }, - (s,v) => { BHullCompacityWeight = v; } ), + 0.1f ), new ParameterDefn("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", - 0.1f, - (s) => { return BHullVolumeWeight; }, - (s,v) => { BHullVolumeWeight = v; } ), + 0f ), new ParameterDefn("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", - 100f, - (s) => { return BHullConcavity; }, - (s,v) => { BHullConcavity = v; } ), + 100f ), new ParameterDefn("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", - false, - (s) => { return BHullAddExtraDistPoints; }, - (s,v) => { BHullAddExtraDistPoints = v; } ), + false ), new ParameterDefn("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", - false, - (s) => { return BHullAddNeighboursDistPoints; }, - (s,v) => { BHullAddNeighboursDistPoints = v; } ), + false ), new ParameterDefn("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", - false, - (s) => { return BHullAddFacesPoints; }, - (s,v) => { BHullAddFacesPoints = v; } ), + false ), new ParameterDefn("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", - false, - (s) => { return BHullShouldAdjustCollisionMargin; }, - (s,v) => { BHullShouldAdjustCollisionMargin = v; } ), + false ), new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", - (float)BSLinkset.LinksetImplementation.Compound, - (s) => { return LinksetImplementation; }, - (s,v) => { LinksetImplementation = v; } ), + (float)BSLinkset.LinksetImplementation.Compound ), new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", - false, - (s) => { return LinkConstraintUseFrameOffset; }, - (s,v) => { LinkConstraintUseFrameOffset = v; } ), + false ), new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", - true, - (s) => { return LinkConstraintEnableTransMotor; }, - (s,v) => { LinkConstraintEnableTransMotor = v; } ), + true ), new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", - 5.0f, - (s) => { return LinkConstraintTransMotorMaxVel; }, - (s,v) => { LinkConstraintTransMotorMaxVel = v; } ), + 5.0f ), new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", - 0.1f, - (s) => { return LinkConstraintTransMotorMaxForce; }, - (s,v) => { LinkConstraintTransMotorMaxForce = v; } ), + 0.1f ), new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", - 0.1f, - (s) => { return LinkConstraintCFM; }, - (s,v) => { LinkConstraintCFM = v; } ), + 0.1f ), new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", - 0.1f, - (s) => { return LinkConstraintERP; }, - (s,v) => { LinkConstraintERP = v; } ), + 0.1f ), new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", - 40, - (s) => { return LinkConstraintSolverIterations; }, - (s,v) => { LinkConstraintSolverIterations = v; } ), + 40 ), new ParameterDefn("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", 0, -- cgit v1.1 From 045aaa838ac0a6e129ff1d8ec65053508df1d51a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 6 May 2013 13:29:19 -0700 Subject: BulletSim: remove friction calcuation from BSMotor and move linear and angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 1 - .../Region/Physics/BulletSPlugin/BSActorHover.cs | 1 - .../Physics/BulletSPlugin/BSActorMoveToTarget.cs | 1 - .../Physics/BulletSPlugin/BSActorSetForce.cs | 2 +- .../Physics/BulletSPlugin/BSActorSetTorque.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 44 ++++++++++----- OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 63 +++++----------------- 7 files changed, 47 insertions(+), 67 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 4e067b5..ac8c30c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -118,7 +118,6 @@ public class BSActorAvatarMove : BSActor m_velocityMotor = new BSVMotor("BSCharacter.Velocity", 0.2f, // time scale BSMotor.Infinite, // decay time scale - BSMotor.InfiniteVector, // friction timescale 1f // efficiency ); // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 3630ca8..8a79809 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -102,7 +102,6 @@ public class BSActorHover : BSActor m_hoverMotor = new BSFMotor("BSActorHover", m_controllingPrim.HoverTau, // timeScale BSMotor.Infinite, // decay time scale - BSMotor.Infinite, // friction timescale 1f // efficiency ); m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 1b598fd..75ff24e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -105,7 +105,6 @@ public class BSActorMoveToTarget : BSActor m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate", m_controllingPrim.MoveToTargetTau, // timeScale BSMotor.Infinite, // decay time scale - BSMotor.InfiniteVector, // friction timescale 1f // efficiency ); m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs index c0f40fd..96fa0b6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs @@ -101,7 +101,7 @@ public class BSActorSetForce : BSActor if (m_forceMotor == null) { // A fake motor that might be used someday - m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f, 1f); + m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f); m_physicsScene.BeforeStep += Mover; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index b3806e1..65098e1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -101,7 +101,7 @@ public class BSActorSetTorque : BSActor if (m_torqueMotor == null) { // A fake motor that might be used someday - m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f, 1f); + m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f); m_physicsScene.BeforeStep += Mover; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 0dd2aa5..272a162 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -235,7 +235,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin // set all of the components to the same value case Vehicle.ANGULAR_FRICTION_TIMESCALE: m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); - m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue, pValue, pValue); @@ -244,7 +243,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); - m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue, pValue, pValue); @@ -265,7 +263,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin { case Vehicle.ANGULAR_FRICTION_TIMESCALE: m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); - m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; break; case Vehicle.ANGULAR_MOTOR_DIRECTION: // Limit requested angular speed to 2 rps= 4 pi rads/sec @@ -278,7 +275,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); - m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); @@ -559,14 +555,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin break; } - m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, - m_linearMotorDecayTimescale, m_linearFrictionTimescale, - 1f); + m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, 1f); m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) - m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, - m_angularMotorDecayTimescale, m_angularFrictionTimescale, - 1f); + m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, m_angularMotorDecayTimescale, 1f); m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) /* Not implemented @@ -574,7 +566,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin BSMotor.Infinite, BSMotor.InfiniteVector, m_verticalAttractionEfficiency); // Z goes away and we keep X and Y - m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) */ @@ -1050,8 +1041,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Add this correction to the velocity to make it faster/slower. VehicleVelocity += linearMotorVelocityW; - VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}", - ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity); + // Friction reduces vehicle motion + Vector3 frictionFactor = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep); + VehicleVelocity -= (VehicleVelocity * frictionFactor); + + VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}", + ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, + linearMotorVelocityW, VehicleVelocity, frictionFactor); } public void ComputeLinearTerrainHeightCorrection(float pTimestep) @@ -1342,6 +1338,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin // } VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; + + // Reduce any velocity by friction. + Vector3 frictionFactor = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep); + VehicleRotationalVelocity -= (VehicleRotationalVelocity * frictionFactor); + VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV); } @@ -1629,6 +1630,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin } + // Given a friction vector (reduction in seconds) and a timestep, return the factor to reduce + // some value by to apply this friction. + private Vector3 ComputeFrictionFactor(Vector3 friction, float pTimestep) + { + Vector3 frictionFactor = Vector3.Zero; + if (friction != BSMotor.InfiniteVector) + { + // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; + // Individual friction components can be 'infinite' so compute each separately. + frictionFactor.X = (friction.X == BSMotor.Infinite) ? 0f : (1f / friction.X); + frictionFactor.Y = (friction.Y == BSMotor.Infinite) ? 0f : (1f / friction.Y); + frictionFactor.Z = (friction.Z == BSMotor.Infinite) ? 0f : (1f / friction.Z); + frictionFactor *= pTimestep; + } + return frictionFactor; + } + private float ClampInRange(float low, float val, float high) { return Math.Max(low, Math.Min(val, high)); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 0128d8d..ef662b5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs @@ -65,13 +65,11 @@ public abstract class BSMotor } // Motor which moves CurrentValue to TargetValue over TimeScale seconds. -// The TargetValue decays in TargetValueDecayTimeScale and -// the CurrentValue will be held back by FrictionTimeScale. +// The TargetValue decays in TargetValueDecayTimeScale. // This motor will "zero itself" over time in that the targetValue will // decay to zero and the currentValue will follow it to that zero. // The overall effect is for the returned correction value to go from large -// values (the total difference between current and target minus friction) -// to small and eventually zero values. +// values to small and eventually zero values. // TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. // For instance, if something is moving at speed X and the desired speed is Y, @@ -88,7 +86,6 @@ public class BSVMotor : BSMotor public virtual float TimeScale { get; set; } public virtual float TargetValueDecayTimeScale { get; set; } - public virtual Vector3 FrictionTimescale { get; set; } public virtual float Efficiency { get; set; } public virtual float ErrorZeroThreshold { get; set; } @@ -111,16 +108,14 @@ public class BSVMotor : BSMotor { TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; Efficiency = 1f; - FrictionTimescale = BSMotor.InfiniteVector; CurrentValue = TargetValue = Vector3.Zero; ErrorZeroThreshold = 0.001f; } - public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) + public BSVMotor(string useName, float timeScale, float decayTimeScale, float efficiency) : this(useName) { TimeScale = timeScale; TargetValueDecayTimeScale = decayTimeScale; - FrictionTimescale = frictionTimeScale; Efficiency = efficiency; CurrentValue = TargetValue = Vector3.Zero; } @@ -165,26 +160,11 @@ public class BSVMotor : BSMotor TargetValue *= (1f - decayFactor); } - // The amount we can correct the error is reduced by the friction - Vector3 frictionFactor = Vector3.Zero; - if (FrictionTimescale != BSMotor.InfiniteVector) - { - // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; - // Individual friction components can be 'infinite' so compute each separately. - frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X); - frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y); - frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z); - frictionFactor *= timeStep; - CurrentValue *= (Vector3.One - frictionFactor); - } - MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", BSScene.DetailLogZero, UseName, origCurrVal, origTarget, timeStep, error, correction); - MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}", - BSScene.DetailLogZero, UseName, - TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor, - TargetValue, CurrentValue); + MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}", + BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue); } else { @@ -235,9 +215,9 @@ public class BSVMotor : BSMotor // maximum number of outputs to generate. int maxOutput = 50; MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); - MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", + MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},eff={4},curr={5},tgt={6}", BSScene.DetailLogZero, UseName, - TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, + TimeScale, TargetValueDecayTimeScale, Efficiency, CurrentValue, TargetValue); LastError = BSMotor.InfiniteVector; @@ -254,8 +234,8 @@ public class BSVMotor : BSMotor public override string ToString() { - return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>", - UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale); + return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>", + UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale); } } @@ -265,7 +245,6 @@ public class BSFMotor : BSMotor { public virtual float TimeScale { get; set; } public virtual float TargetValueDecayTimeScale { get; set; } - public virtual float FrictionTimescale { get; set; } public virtual float Efficiency { get; set; } public virtual float ErrorZeroThreshold { get; set; } @@ -283,12 +262,11 @@ public class BSFMotor : BSMotor return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); } - public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency) + public BSFMotor(string useName, float timeScale, float decayTimescale, float efficiency) : base(useName) { TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; Efficiency = 1f; - FrictionTimescale = BSMotor.Infinite; CurrentValue = TargetValue = 0f; ErrorZeroThreshold = 0.01f; } @@ -331,24 +309,11 @@ public class BSFMotor : BSMotor TargetValue *= (1f - decayFactor); } - // The amount we can correct the error is reduced by the friction - float frictionFactor = 0f; - if (FrictionTimescale != BSMotor.Infinite) - { - // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; - // Individual friction components can be 'infinite' so compute each separately. - frictionFactor = 1f / FrictionTimescale; - frictionFactor *= timeStep; - CurrentValue *= (1f - frictionFactor); - } - MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", BSScene.DetailLogZero, UseName, origCurrVal, origTarget, timeStep, error, correction); - MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}", - BSScene.DetailLogZero, UseName, - TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor, - TargetValue, CurrentValue); + MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}", + BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue); } else { @@ -390,8 +355,8 @@ public class BSFMotor : BSMotor public override string ToString() { - return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>", - UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale); + return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>", + UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale); } } -- cgit v1.1 From 93e1986d690cda415c9cce639a2656bc773a9a29 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 6 May 2013 16:48:01 -0700 Subject: BulletSim: apply linear and angular friction in vehicle coordinates and not world coordinates. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 272a162..04ea289 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1042,12 +1042,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin VehicleVelocity += linearMotorVelocityW; // Friction reduces vehicle motion - Vector3 frictionFactor = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep); - VehicleVelocity -= (VehicleVelocity * frictionFactor); + Vector3 frictionFactorW = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep) * VehicleOrientation; + VehicleVelocity -= (VehicleVelocity * frictionFactorW); VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}", ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, - linearMotorVelocityW, VehicleVelocity, frictionFactor); + linearMotorVelocityW, VehicleVelocity, frictionFactorW); } public void ComputeLinearTerrainHeightCorrection(float pTimestep) @@ -1340,10 +1340,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; // Reduce any velocity by friction. - Vector3 frictionFactor = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep); - VehicleRotationalVelocity -= (VehicleRotationalVelocity * frictionFactor); + Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep) * VehicleOrientation; + VehicleRotationalVelocity -= (VehicleRotationalVelocity * frictionFactorW); - VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV); + VDetailLog("{0}, MoveAngular,angularTurning,angContribV={1}", ControllingPrim.LocalID, angularMotorContributionV); } // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: -- cgit v1.1 From 4c83b5e719ad288b1250fbed3f74698fa34eff21 Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 7 May 2013 00:31:11 +0100 Subject: Step one of estate settings sharing - port the Avination Estate module (complete module) as changes are too extensive to apply manually --- .../EntityTransfer/EntityTransferModule.cs | 13 +++-- .../EntityTransfer/HGEntityTransferModule.cs | 21 +++++--- .../World/Estate/EstateManagementModule.cs | 57 +++++++++++++++++----- .../Framework/Interfaces/IEntityTransferModule.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 5 +- 5 files changed, 71 insertions(+), 27 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index ca0cef1..eac0da7 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -243,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer protected virtual void OnNewClient(IClientAPI client) { - client.OnTeleportHomeRequest += TeleportHome; + client.OnTeleportHomeRequest += TriggerTeleportHome; client.OnTeleportLandmarkRequest += RequestTeleportLandmark; if (!DisableInterRegionTeleportCancellation) @@ -1071,7 +1071,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer #region Teleport Home - public virtual void TeleportHome(UUID id, IClientAPI client) + public virtual void TriggerTeleportHome(UUID id, IClientAPI client) + { + TeleportHome(id, client); + } + + public virtual bool TeleportHome(UUID id, IClientAPI client) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); @@ -1086,7 +1091,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { // can't find the Home region: Tell viewer and abort client.SendTeleportFailed("Your home region could not be found."); - return; + return false; } m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", @@ -1096,6 +1101,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer ((Scene)(client.Scene)).RequestTeleportLocation( client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); + return true; } else { @@ -1103,6 +1109,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", client.Name, client.AgentId); } + return false; } #endregion diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 33ea063..02ed1a0 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -184,7 +184,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer protected override void OnNewClient(IClientAPI client) { - client.OnTeleportHomeRequest += TeleportHome; + client.OnTeleportHomeRequest += TriggerTeleportHome; client.OnTeleportLandmarkRequest += RequestTeleportLandmark; client.OnConnectionClosed += new Action(OnConnectionClosed); } @@ -409,7 +409,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // return base.UpdateAgent(reg, finalDestination, agentData, sp); //} - public override void TeleportHome(UUID id, IClientAPI client) + public virtual void TriggerTeleportHome(UUID id, IClientAPI client) + { + TeleportHome(id, client); + } + + public override bool TeleportHome(UUID id, IClientAPI client) { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); @@ -420,8 +425,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { // local grid user m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); - base.TeleportHome(id, client); - return; + return base.TeleportHome(id, client); } // Foreign user wants to go home @@ -431,7 +435,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { client.SendTeleportFailed("Your information has been lost"); m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); - return; + return false; } IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); @@ -441,7 +445,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { client.SendTeleportFailed("Your home region could not be found"); m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); - return; + return false; } ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); @@ -449,7 +453,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { client.SendTeleportFailed("Internal error"); m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); - return; + return false; } GridRegion homeGatekeeper = MakeRegion(aCircuit); @@ -460,6 +464,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer DoTeleport( sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); + return true; } /// @@ -586,4 +591,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return region; } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index 60f6739..91f6501 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs @@ -32,6 +32,7 @@ using System.IO; using System.Linq; using System.Reflection; using System.Security; +using System.Timers; using log4net; using Mono.Addins; using Nini.Config; @@ -48,6 +49,7 @@ namespace OpenSim.Region.CoreModules.World.Estate { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private Timer m_regionChangeTimer = new Timer(); public Scene Scene { get; private set; } public IUserManagement UserManager { get; private set; } @@ -65,6 +67,8 @@ namespace OpenSim.Region.CoreModules.World.Estate public event ChangeDelegate OnEstateInfoChange; public event MessageDelegate OnEstateMessage; + private int m_delayCount = 0; + #region Region Module interface public string Name { get { return "EstateManagementModule"; } } @@ -114,6 +118,12 @@ namespace OpenSim.Region.CoreModules.World.Estate #region Packet Data Responders + private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice) + { + sendDetailedEstateData(remote_client, invoice); + sendEstateLists(remote_client, invoice); + } + private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) { uint sun = 0; @@ -136,7 +146,10 @@ namespace OpenSim.Region.CoreModules.World.Estate (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, Scene.RegionInfo.EstateSettings.AbuseEmail, estateOwner); + } + private void sendEstateLists(IClientAPI remote_client, UUID invoice) + { remote_client.SendEstateList(invoice, (int)Constants.EstateAccessCodex.EstateManagers, Scene.RegionInfo.EstateSettings.EstateManagers, @@ -330,7 +343,7 @@ namespace OpenSim.Region.CoreModules.World.Estate timeInSeconds -= 15; } - restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); + restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false); m_log.InfoFormat( "User {0} requested restart of region {1} in {2} seconds", @@ -546,7 +559,11 @@ namespace OpenSim.Region.CoreModules.World.Estate { if (!s.IsChildAgent) { - Scene.TeleportClientHome(user, s.ControllingClient); + if (!Scene.TeleportClientHome(user, s.ControllingClient)) + { + s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out."); + s.ControllingClient.Close(); + } } } @@ -555,7 +572,7 @@ namespace OpenSim.Region.CoreModules.World.Estate { remote_client.SendAlertMessage("User is already on the region ban list"); } - //m_scene.RegionInfo.regionBanlist.Add(Manager(user); + //Scene.RegionInfo.regionBanlist.Add(Manager(user); remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); } else @@ -611,7 +628,7 @@ namespace OpenSim.Region.CoreModules.World.Estate remote_client.SendAlertMessage("User is not on the region ban list"); } - //m_scene.RegionInfo.regionBanlist.Add(Manager(user); + //Scene.RegionInfo.regionBanlist.Add(Manager(user); remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); } else @@ -777,7 +794,11 @@ namespace OpenSim.Region.CoreModules.World.Estate ScenePresence s = Scene.GetScenePresence(prey); if (s != null) { - Scene.TeleportClientHome(prey, s.ControllingClient); + if (!Scene.TeleportClientHome(prey, s.ControllingClient)) + { + s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out."); + s.ControllingClient.Close(); + } } } } @@ -795,7 +816,13 @@ namespace OpenSim.Region.CoreModules.World.Estate // Also make sure they are actually in the region ScenePresence p; if(Scene.TryGetScenePresence(client.AgentId, out p)) - Scene.TeleportClientHome(p.UUID, p.ControllingClient); + { + if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient)) + { + p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out."); + p.ControllingClient.Close(); + } + } } }); } @@ -1170,7 +1197,7 @@ namespace OpenSim.Region.CoreModules.World.Estate private void EventManager_OnNewClient(IClientAPI client) { - client.OnDetailedEstateDataRequest += sendDetailedEstateData; + client.OnDetailedEstateDataRequest += clientSendDetailedEstateData; client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; // client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; @@ -1218,8 +1245,6 @@ 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; @@ -1229,11 +1254,11 @@ namespace OpenSim.Region.CoreModules.World.Estate flags |= RegionFlags.Sandbox; if (Scene.RegionInfo.EstateSettings.AllowVoice) flags |= RegionFlags.AllowVoice; + if (Scene.RegionInfo.EstateSettings.BlockDwell) + flags |= RegionFlags.BlockDwell; + if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport) + flags |= RegionFlags.ResetHomeOnTeleport; - // Fudge these to always on, so the menu options activate - // - flags |= RegionFlags.AllowLandmark; - flags |= RegionFlags.AllowSetHome; // TODO: SkipUpdateInterestList @@ -1294,6 +1319,12 @@ namespace OpenSim.Region.CoreModules.World.Estate public void TriggerRegionInfoChange() { + m_regionChangeTimer.Stop(); + m_regionChangeTimer.Start(); + } + + protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e) + { ChangeDelegate change = OnRegionInfoChange; if (change != null) diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs index 69be83e..1c43a25 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs @@ -72,7 +72,7 @@ namespace OpenSim.Region.Framework.Interfaces /// /// /// - void TeleportHome(UUID id, IClientAPI client); + bool TeleportHome(UUID id, IClientAPI client); /// /// Show whether the given agent is being teleported. diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 8fe2d72..2aba2dd 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3230,17 +3230,18 @@ namespace OpenSim.Region.Framework.Scenes /// /// The avatar's Unique ID /// The IClientAPI for the client - public virtual void TeleportClientHome(UUID agentId, IClientAPI client) + public virtual bool TeleportClientHome(UUID agentId, IClientAPI client) { if (EntityTransferModule != null) { - EntityTransferModule.TeleportHome(agentId, client); + return EntityTransferModule.TeleportHome(agentId, client); } else { m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); client.SendTeleportFailed("Unable to perform teleports on this simulator."); } + return false; } /// -- cgit v1.1 From 5d5edde4290030345bc25841a25d23552e533972 Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 7 May 2013 00:37:45 +0100 Subject: Step 2: commit the IEstateModuleInterface changes needed --- OpenSim/Region/Framework/Interfaces/IEstateModule.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs index 1983984..d49b24e 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs @@ -40,11 +40,12 @@ namespace OpenSim.Region.Framework.Interfaces uint GetRegionFlags(); bool IsManager(UUID avatarID); - + /// /// Tell all clients about the current state of the region (terrain textures, water height, etc.). /// void sendRegionHandshakeToAll(); + void TriggerEstateInfoChange(); /// /// Fires the OnRegionInfoChange event. -- cgit v1.1 From 1c6b8293d7b9e312c5b1fb544a1de7fd3b145670 Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 7 May 2013 00:52:40 +0100 Subject: Step 3: Commit the Avination XEstate estate comms handler This adds estate-wide Teleport Home and Teleport All User Home as well --- .../CoreModules/World/Estate/XEstateConnector.cs | 215 +++++++++++++++ .../CoreModules/World/Estate/XEstateModule.cs | 254 ++++++++++++++++++ .../World/Estate/XEstateRequestHandler.cs | 298 +++++++++++++++++++++ 3 files changed, 767 insertions(+) create mode 100644 OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs create mode 100644 OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs create mode 100644 OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs new file mode 100644 index 0000000..948c893 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs @@ -0,0 +1,215 @@ +/* + * 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.Reflection; + +using OpenSim.Services.Interfaces; +using GridRegion = OpenSim.Services.Interfaces.GridRegion; +using OpenSim.Server.Base; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Framework; +using OpenSim.Region.Framework.Scenes; + +using OpenMetaverse; +using log4net; + +namespace OpenSim.Region.CoreModules.World.Estate +{ + public class EstateConnector + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + protected XEstateModule m_EstateModule; + + public EstateConnector(XEstateModule module) + { + m_EstateModule = module; + } + + public void SendTeleportHomeOneUser(uint EstateID, UUID PreyID) + { + Dictionary sendData = new Dictionary(); + sendData["METHOD"] = "teleport_home_one_user"; + + sendData["EstateID"] = EstateID.ToString(); + sendData["PreyID"] = PreyID.ToString(); + + SendToEstate(EstateID, sendData); + } + + public void SendTeleportHomeAllUsers(uint EstateID) + { + Dictionary sendData = new Dictionary(); + sendData["METHOD"] = "teleport_home_all_users"; + + sendData["EstateID"] = EstateID.ToString(); + + SendToEstate(EstateID, sendData); + } + + public bool SendUpdateCovenant(uint EstateID, UUID CovenantID) + { + Dictionary sendData = new Dictionary(); + sendData["METHOD"] = "update_covenant"; + + sendData["CovenantID"] = CovenantID.ToString(); + sendData["EstateID"] = EstateID.ToString(); + + // Handle local regions locally + // + foreach (Scene s in m_EstateModule.Scenes) + { + if (s.RegionInfo.EstateSettings.EstateID == EstateID) + s.RegionInfo.RegionSettings.Covenant = CovenantID; +// s.ReloadEstateData(); + } + + SendToEstate(EstateID, sendData); + + return true; + } + + public bool SendUpdateEstate(uint EstateID) + { + Dictionary sendData = new Dictionary(); + sendData["METHOD"] = "update_estate"; + + sendData["EstateID"] = EstateID.ToString(); + + // Handle local regions locally + // + foreach (Scene s in m_EstateModule.Scenes) + { + if (s.RegionInfo.EstateSettings.EstateID == EstateID) + s.ReloadEstateData(); + } + + SendToEstate(EstateID, sendData); + + return true; + } + + public void SendEstateMessage(uint EstateID, UUID FromID, string FromName, string Message) + { + Dictionary sendData = new Dictionary(); + sendData["METHOD"] = "estate_message"; + + sendData["EstateID"] = EstateID.ToString(); + sendData["FromID"] = FromID.ToString(); + sendData["FromName"] = FromName; + sendData["Message"] = Message; + + SendToEstate(EstateID, sendData); + } + + private void SendToEstate(uint EstateID, Dictionary sendData) + { + List regions = m_EstateModule.Scenes[0].GetEstateRegions((int)EstateID); + + UUID ScopeID = UUID.Zero; + + // Handle local regions locally + // + foreach (Scene s in m_EstateModule.Scenes) + { + if (regions.Contains(s.RegionInfo.RegionID)) + { + // All regions in one estate are in the same scope. + // Use that scope. + // + ScopeID = s.RegionInfo.ScopeID; + regions.Remove(s.RegionInfo.RegionID); + } + } + + // Our own region should always be in the above list. + // In a standalone this would not be true. But then, + // Scope ID is not relevat there. Use first scope. + // + if (ScopeID == UUID.Zero) + ScopeID = m_EstateModule.Scenes[0].RegionInfo.ScopeID; + + // Don't send to the same instance twice + // + List done = new List(); + + // Send to remote regions + // + foreach (UUID regionID in regions) + { + GridRegion region = m_EstateModule.Scenes[0].GridService.GetRegionByUUID(ScopeID, regionID); + if (region != null) + { + string url = "http://" + region.ExternalHostName + ":" + region.HttpPort; + if (done.Contains(url)) + continue; + + Call(region, sendData); + done.Add(url); + } + } + } + + private bool Call(GridRegion region, Dictionary sendData) + { + string reqString = ServerUtils.BuildQueryString(sendData); + // m_log.DebugFormat("[XESTATE CONNECTOR]: queryString = {0}", reqString); + try + { + string url = "http://" + region.ExternalHostName + ":" + region.HttpPort; + string reply = SynchronousRestFormsRequester.MakeRequest("POST", + url + "/estate", + reqString); + if (reply != string.Empty) + { + Dictionary replyData = ServerUtils.ParseXmlResponse(reply); + + if (replyData.ContainsKey("RESULT")) + { + if (replyData["RESULT"].ToString().ToLower() == "true") + return true; + else + return false; + } + else + m_log.DebugFormat("[XESTATE CONNECTOR]: reply data does not contain result field"); + + } + else + m_log.DebugFormat("[XESTATE CONNECTOR]: received empty reply"); + } + catch (Exception e) + { + m_log.DebugFormat("[XESTATE CONNECTOR]: Exception when contacting remote sim: {0}", e.Message); + } + + return false; + } + } +} diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs new file mode 100644 index 0000000..1f099c6 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs @@ -0,0 +1,254 @@ +/* + * 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; +using System.Collections.Generic; +using System.Reflection; +using log4net; +using Nini.Config; +using Nwc.XmlRpc; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Communications; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using OpenSim.Server.Base; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; +using Mono.Addins; + +namespace OpenSim.Region.CoreModules.World.Estate +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "XEstate")] + public class XEstateModule : ISharedRegionModule + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + protected List m_Scenes = new List(); + protected bool m_InInfoUpdate = false; + + public bool InInfoUpdate + { + get { return m_InInfoUpdate; } + set { m_InInfoUpdate = value; } + } + + public List Scenes + { + get { return m_Scenes; } + } + + protected EstateConnector m_EstateConnector; + + public void Initialise(IConfigSource config) + { + int port = 0; + + IConfig estateConfig = config.Configs["Estate"]; + if (estateConfig != null) + { + port = estateConfig.GetInt("Port", 0); + } + + m_EstateConnector = new EstateConnector(this); + + // Instantiate the request handler + IHttpServer server = MainServer.GetHttpServer((uint)port); + server.AddStreamHandler(new EstateRequestHandler(this)); + } + + public void PostInitialise() + { + } + + public void Close() + { + } + + public void AddRegion(Scene scene) + { + m_Scenes.Add(scene); + + scene.EventManager.OnNewClient += OnNewClient; + } + + public void RegionLoaded(Scene scene) + { + IEstateModule em = scene.RequestModuleInterface(); + + em.OnRegionInfoChange += OnRegionInfoChange; + em.OnEstateInfoChange += OnEstateInfoChange; + em.OnEstateMessage += OnEstateMessage; + } + + public void RemoveRegion(Scene scene) + { + scene.EventManager.OnNewClient -= OnNewClient; + + m_Scenes.Remove(scene); + } + + public string Name + { + get { return "EstateModule"; } + } + + public Type ReplaceableInterface + { + get { return null; } + } + + private Scene FindScene(UUID RegionID) + { + foreach (Scene s in Scenes) + { + if (s.RegionInfo.RegionID == RegionID) + return s; + } + + return null; + } + + private void OnRegionInfoChange(UUID RegionID) + { + Scene s = FindScene(RegionID); + if (s == null) + return; + + if (!m_InInfoUpdate) + m_EstateConnector.SendUpdateCovenant(s.RegionInfo.EstateSettings.EstateID, s.RegionInfo.RegionSettings.Covenant); + } + + private void OnEstateInfoChange(UUID RegionID) + { + Scene s = FindScene(RegionID); + if (s == null) + return; + + if (!m_InInfoUpdate) + m_EstateConnector.SendUpdateEstate(s.RegionInfo.EstateSettings.EstateID); + } + + private void OnEstateMessage(UUID RegionID, UUID FromID, string FromName, string Message) + { + Scene senderScenes = FindScene(RegionID); + if (senderScenes == null) + return; + + uint estateID = senderScenes.RegionInfo.EstateSettings.EstateID; + + foreach (Scene s in Scenes) + { + if (s.RegionInfo.EstateSettings.EstateID == estateID) + { + IDialogModule dm = s.RequestModuleInterface(); + + if (dm != null) + { + dm.SendNotificationToUsersInRegion(FromID, FromName, + Message); + } + } + } + if (!m_InInfoUpdate) + m_EstateConnector.SendEstateMessage(estateID, FromID, FromName, Message); + } + + private void OnNewClient(IClientAPI client) + { + client.OnEstateTeleportOneUserHomeRequest += OnEstateTeleportOneUserHomeRequest; + client.OnEstateTeleportAllUsersHomeRequest += OnEstateTeleportAllUsersHomeRequest; + + } + + private void OnEstateTeleportOneUserHomeRequest(IClientAPI client, UUID invoice, UUID senderID, UUID prey) + { + if (prey == UUID.Zero) + return; + + if (!(client.Scene is Scene)) + return; + + Scene scene = (Scene)client.Scene; + + uint estateID = scene.RegionInfo.EstateSettings.EstateID; + + if (!scene.Permissions.CanIssueEstateCommand(client.AgentId, false)) + return; + + foreach (Scene s in Scenes) + { + if (s == scene) + continue; // Already handles by estate module + if (s.RegionInfo.EstateSettings.EstateID != estateID) + continue; + + ScenePresence p = scene.GetScenePresence(prey); + if (p != null && !p.IsChildAgent) + { + p.ControllingClient.SendTeleportStart(16); + scene.TeleportClientHome(prey, p.ControllingClient); + } + } + + m_EstateConnector.SendTeleportHomeOneUser(estateID, prey); + } + + private void OnEstateTeleportAllUsersHomeRequest(IClientAPI client, UUID invoice, UUID senderID) + { + if (!(client.Scene is Scene)) + return; + + Scene scene = (Scene)client.Scene; + + uint estateID = scene.RegionInfo.EstateSettings.EstateID; + + if (!scene.Permissions.CanIssueEstateCommand(client.AgentId, false)) + return; + + foreach (Scene s in Scenes) + { + if (s == scene) + continue; // Already handles by estate module + if (s.RegionInfo.EstateSettings.EstateID != estateID) + continue; + + scene.ForEachScenePresence(delegate(ScenePresence p) { + if (p != null && !p.IsChildAgent) + { + p.ControllingClient.SendTeleportStart(16); + scene.TeleportClientHome(p.ControllingClient.AgentId, p.ControllingClient); + } + }); + } + + m_EstateConnector.SendTeleportHomeAllUsers(estateID); + } + } +} diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs new file mode 100644 index 0000000..eb74cda --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs @@ -0,0 +1,298 @@ +/* + * 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 OpenSim.Framework; +using OpenSim.Server.Base; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Framework.Interfaces; + +using OpenMetaverse; +using log4net; + +namespace OpenSim.Region.CoreModules.World.Estate +{ + public class EstateRequestHandler : BaseStreamHandler + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + protected XEstateModule m_EstateModule; + protected Object m_RequestLock = new Object(); + + public EstateRequestHandler(XEstateModule fmodule) + : base("POST", "/estate") + { + m_EstateModule = fmodule; + } + + public override byte[] Handle(string path, Stream requestData, + IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) + { + StreamReader sr = new StreamReader(requestData); + string body = sr.ReadToEnd(); + sr.Close(); + body = body.Trim(); + + m_log.DebugFormat("[XESTATE HANDLER]: query String: {0}", body); + + try + { + lock (m_RequestLock) + { + Dictionary request = + ServerUtils.ParseQueryString(body); + + if (!request.ContainsKey("METHOD")) + return FailureResult(); + + string method = request["METHOD"].ToString(); + request.Remove("METHOD"); + + try + { + m_EstateModule.InInfoUpdate = false; + + switch (method) + { + case "update_covenant": + return UpdateCovenant(request); + case "update_estate": + return UpdateEstate(request); + case "estate_message": + return EstateMessage(request); + case "teleport_home_one_user": + return TeleportHomeOneUser(request); + case "teleport_home_all_users": + return TeleportHomeAllUsers(request); + } + } + finally + { + m_EstateModule.InInfoUpdate = false; + } + } + } + catch (Exception e) + { + m_log.Debug("[XESTATE]: Exception {0}" + e.ToString()); + } + + return FailureResult(); + } + + byte[] TeleportHomeAllUsers(Dictionary request) + { + UUID PreyID = UUID.Zero; + int EstateID = 0; + + if (!request.ContainsKey("EstateID")) + return FailureResult(); + + if (!Int32.TryParse(request["EstateID"].ToString(), out EstateID)) + return FailureResult(); + + foreach (Scene s in m_EstateModule.Scenes) + { + if (s.RegionInfo.EstateSettings.EstateID == EstateID) + { + s.ForEachScenePresence(delegate(ScenePresence p) { + if (p != null && !p.IsChildAgent) + { + p.ControllingClient.SendTeleportStart(16); + s.TeleportClientHome(p.ControllingClient.AgentId, p.ControllingClient); + } + }); + } + } + + return SuccessResult(); + } + + byte[] TeleportHomeOneUser(Dictionary request) + { + UUID PreyID = UUID.Zero; + int EstateID = 0; + + if (!request.ContainsKey("PreyID") || + !request.ContainsKey("EstateID")) + { + return FailureResult(); + } + + if (!UUID.TryParse(request["PreyID"].ToString(), out PreyID)) + return FailureResult(); + + if (!Int32.TryParse(request["EstateID"].ToString(), out EstateID)) + return FailureResult(); + + foreach (Scene s in m_EstateModule.Scenes) + { + if (s.RegionInfo.EstateSettings.EstateID == EstateID) + { + ScenePresence p = s.GetScenePresence(PreyID); + if (p != null && !p.IsChildAgent) + { + p.ControllingClient.SendTeleportStart(16); + s.TeleportClientHome(PreyID, p.ControllingClient); + } + } + } + + return SuccessResult(); + } + + byte[] EstateMessage(Dictionary request) + { + UUID FromID = UUID.Zero; + string FromName = String.Empty; + string Message = String.Empty; + int EstateID = 0; + + if (!request.ContainsKey("FromID") || + !request.ContainsKey("FromName") || + !request.ContainsKey("Message") || + !request.ContainsKey("EstateID")) + { + return FailureResult(); + } + + if (!UUID.TryParse(request["FromID"].ToString(), out FromID)) + return FailureResult(); + + if (!Int32.TryParse(request["EstateID"].ToString(), out EstateID)) + return FailureResult(); + + FromName = request["FromName"].ToString(); + Message = request["Message"].ToString(); + + foreach (Scene s in m_EstateModule.Scenes) + { + if (s.RegionInfo.EstateSettings.EstateID == EstateID) + { + IDialogModule dm = s.RequestModuleInterface(); + + if (dm != null) + { + dm.SendNotificationToUsersInRegion(FromID, FromName, + Message); + } + } + } + + return SuccessResult(); + } + + byte[] UpdateCovenant(Dictionary request) + { + UUID CovenantID = UUID.Zero; + int EstateID = 0; + + if (!request.ContainsKey("CovenantID") || !request.ContainsKey("EstateID")) + return FailureResult(); + + if (!UUID.TryParse(request["CovenantID"].ToString(), out CovenantID)) + return FailureResult(); + + if (!Int32.TryParse(request["EstateID"].ToString(), out EstateID)) + return FailureResult(); + + foreach (Scene s in m_EstateModule.Scenes) + { + if (s.RegionInfo.EstateSettings.EstateID == (uint)EstateID) + s.RegionInfo.RegionSettings.Covenant = CovenantID; + } + + return SuccessResult(); + } + + byte[] UpdateEstate(Dictionary request) + { + int EstateID = 0; + + if (!request.ContainsKey("EstateID")) + return FailureResult(); + if (!Int32.TryParse(request["EstateID"].ToString(), out EstateID)) + return FailureResult(); + + foreach (Scene s in m_EstateModule.Scenes) + { + if (s.RegionInfo.EstateSettings.EstateID == (uint)EstateID) + s.ReloadEstateData(); + } + return SuccessResult(); + } + + private byte[] FailureResult() + { + return BoolResult(false); + } + + private byte[] SuccessResult() + { + return BoolResult(true); + } + + private byte[] BoolResult(bool value) + { + XmlDocument doc = new XmlDocument(); + + XmlNode xmlnode = doc.CreateNode(XmlNodeType.XmlDeclaration, + "", ""); + + doc.AppendChild(xmlnode); + + XmlElement rootElement = doc.CreateElement("", "ServerResponse", + ""); + + doc.AppendChild(rootElement); + + XmlElement result = doc.CreateElement("", "RESULT", ""); + result.AppendChild(doc.CreateTextNode(value.ToString())); + + rootElement.AppendChild(result); + + return DocToBytes(doc); + } + + private byte[] DocToBytes(XmlDocument doc) + { + MemoryStream ms = new MemoryStream(); + XmlTextWriter xw = new XmlTextWriter(ms, null); + xw.Formatting = Formatting.Indented; + doc.WriteTo(xw); + xw.Flush(); + + return ms.ToArray(); + } + } +} -- cgit v1.1 From 84118c5735f49bb38ded2ccc72b1bd7d39c09010 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 6 May 2013 18:05:37 -0700 Subject: BulletSim: properly free references to simple convex hull shapes. Didn't loose memory since shapes are shared but did mess up usage accounting. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 45 +++++++++++++++++++----- 1 file changed, 37 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 3e4ee5a..9d47657 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -117,11 +117,11 @@ public abstract class BSShape StringBuilder buff = new StringBuilder(); if (physShapeInfo == null) { - buff.Append(",noPhys"); + buff.Append(" --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 04ea289..e93dbd7 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1028,6 +1028,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 currentVelV = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVelV); + // Friction reduces vehicle motion + Vector3 frictionFactorW = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep); + linearMotorCorrectionV -= (currentVelV * frictionFactorW); + // Motor is vehicle coordinates. Rotate it to world coordinates Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation; @@ -1041,9 +1045,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Add this correction to the velocity to make it faster/slower. VehicleVelocity += linearMotorVelocityW; - // Friction reduces vehicle motion - Vector3 frictionFactorW = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep) * VehicleOrientation; - VehicleVelocity -= (VehicleVelocity * frictionFactorW); + VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}", ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, -- cgit v1.1 From ac6dcd35fb77f118fc6c3d72cb029591306c7e99 Mon Sep 17 00:00:00 2001 From: Vegaslon Date: Mon, 6 May 2013 21:19:48 -0400 Subject: Bulletsim: and the rotational friction. Signed-off-by: Robert Adams --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index e93dbd7..c16b7d3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1339,11 +1339,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin // angularMotorContributionV.Y = 0f; // } + // Reduce any velocity by friction. + Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep); + angularMotorContributionV -= (currentAngularV * frictionFactorW); + VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; - // Reduce any velocity by friction. - Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep) * VehicleOrientation; - VehicleRotationalVelocity -= (VehicleRotationalVelocity * frictionFactorW); + VDetailLog("{0}, MoveAngular,angularTurning,angContribV={1}", ControllingPrim.LocalID, angularMotorContributionV); } -- cgit v1.1 From e92c05ebbdc44084326c3dcfa0a2ca0958e4b5e6 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 7 May 2013 18:01:48 -0700 Subject: Added AvatarPickerSearch capability handler. --- .../Linden/Caps/AvatarPickerSearchModule.cs | 140 +++++++++++++++++++++ .../UserManagement/HGUserManagementModule.cs | 2 +- .../UserManagement/UserManagementModule.cs | 72 ++++++----- 3 files changed, 179 insertions(+), 35 deletions(-) create mode 100644 OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs new file mode 100644 index 0000000..d7af1f2 --- /dev/null +++ b/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs @@ -0,0 +1,140 @@ +/* + * 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; +using System.Collections.Specialized; +using System.Drawing; +using System.Drawing.Imaging; +using System.Reflection; +using System.IO; +using System.Web; +using log4net; +using Nini.Config; +using Mono.Addins; +using OpenMetaverse; +using OpenMetaverse.StructuredData; +using OpenSim.Framework; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using Caps = OpenSim.Framework.Capabilities.Caps; +using OpenSim.Capabilities.Handlers; + +namespace OpenSim.Region.ClientStack.Linden +{ + + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AvatarPickerSearchModule")] + public class AvatarPickerSearchModule : INonSharedRegionModule + { + private static readonly ILog m_log = + LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + private Scene m_scene; + private IPeople m_People; + private bool m_Enabled = false; + + private string m_URL; + + #region ISharedRegionModule Members + + public void Initialise(IConfigSource source) + { + IConfig config = source.Configs["ClientStack.LindenCaps"]; + if (config == null) + return; + + m_URL = config.GetString("Cap_AvatarPickerSearch", string.Empty); + m_log.DebugFormat("[XXX]: Cap_AvatarPickerSearch = {0}", m_URL); + // Cap doesn't exist + if (m_URL != string.Empty) + m_Enabled = true; + } + + public void AddRegion(Scene s) + { + if (!m_Enabled) + return; + + m_scene = s; + } + + public void RemoveRegion(Scene s) + { + if (!m_Enabled) + return; + + m_scene.EventManager.OnRegisterCaps -= RegisterCaps; + m_scene = null; + } + + public void RegionLoaded(Scene s) + { + if (!m_Enabled) + return; + + m_People = m_scene.RequestModuleInterface(); + m_scene.EventManager.OnRegisterCaps += RegisterCaps; + } + + public void PostInitialise() + { + } + + public void Close() { } + + public string Name { get { return "AvatarPickerSearchModule"; } } + + public Type ReplaceableInterface + { + get { return null; } + } + + #endregion + + public void RegisterCaps(UUID agentID, Caps caps) + { + UUID capID = UUID.Random(); + + if (m_URL == "localhost") + { + m_log.DebugFormat("[AVATAR PICKER SEARCH]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName); + caps.RegisterHandler( + "AvatarPickerSearch", + new AvatarPickerSearchHandler("/CAPS/" + capID + "/", m_People, "AvatarPickerSearch", "Search for avatars by name")); + } + else + { + // m_log.DebugFormat("[AVATAR PICKER SEARCH]: {0} in region {1}", m_URL, m_scene.RegionInfo.RegionName); + caps.RegisterHandler("AvatarPickerSearch", m_URL); + } + } + + } +} diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs index 8ce20e9..fac93e6 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs @@ -70,7 +70,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement #endregion ISharedRegionModule - protected override void AddAdditionalUsers(UUID avatarID, string query, List users) + protected override void AddAdditionalUsers(string query, List users) { if (query.Contains("@")) // First.Last@foo.com, maybe? { diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 7b823ba..6847e57 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -46,17 +46,8 @@ using Mono.Addins; namespace OpenSim.Region.CoreModules.Framework.UserManagement { - public class UserData - { - public UUID Id { get; set; } - public string FirstName { get; set; } - public string LastName { get; set; } - public string HomeURL { get; set; } - public Dictionary ServerURLs { get; set; } - } - [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "UserManagementModule")] - public class UserManagementModule : ISharedRegionModule, IUserManagement + public class UserManagementModule : ISharedRegionModule, IUserManagement, IPeople { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -101,6 +92,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement m_Scenes.Add(scene); scene.RegisterModuleInterface(this); + scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += new EventManager.OnNewClientDelegate(EventManager_OnNewClient); scene.EventManager.OnPrimsLoaded += new EventManager.PrimsLoaded(EventManager_OnPrimsLoaded); } @@ -181,29 +173,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement m_log.DebugFormat("[USER MANAGEMENT MODULE]: HandleAvatarPickerRequest for {0}", query); - // searhc the user accounts service - List accs = m_Scenes[0].UserAccountService.GetUserAccounts(m_Scenes[0].RegionInfo.ScopeID, query); - - List users = new List(); - if (accs != null) - { - foreach (UserAccount acc in accs) - { - UserData ud = new UserData(); - ud.FirstName = acc.FirstName; - ud.LastName = acc.LastName; - ud.Id = acc.PrincipalID; - users.Add(ud); - } - } - - // search the local cache - foreach (UserData data in m_UserCache.Values) - if (users.Find(delegate(UserData d) { return d.Id == data.Id; }) == null && - (data.FirstName.ToLower().StartsWith(query.ToLower()) || data.LastName.ToLower().StartsWith(query.ToLower()))) - users.Add(data); - - AddAdditionalUsers(avatarID, query, users); + List users = GetUserData(query, 500, 1); AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket)PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); // TODO: don't create new blocks if recycling an old packet @@ -249,12 +219,46 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement client.SendAvatarPickerReply(agent_data, data_args); } - protected virtual void AddAdditionalUsers(UUID avatarID, string query, List users) + protected virtual void AddAdditionalUsers(string query, List users) { } #endregion Event Handlers + #region IPeople + + public List GetUserData(string query, int page_size, int page_number) + { + // search the user accounts service + List accs = m_Scenes[0].UserAccountService.GetUserAccounts(m_Scenes[0].RegionInfo.ScopeID, query); + + List users = new List(); + if (accs != null) + { + foreach (UserAccount acc in accs) + { + UserData ud = new UserData(); + ud.FirstName = acc.FirstName; + ud.LastName = acc.LastName; + ud.Id = acc.PrincipalID; + users.Add(ud); + } + } + + // search the local cache + foreach (UserData data in m_UserCache.Values) + if (users.Find(delegate(UserData d) { return d.Id == data.Id; }) == null && + (data.FirstName.ToLower().StartsWith(query.ToLower()) || data.LastName.ToLower().StartsWith(query.ToLower()))) + users.Add(data); + + AddAdditionalUsers(query, users); + + return users; + + } + + #endregion IPeople + private void CacheCreators(SceneObjectGroup sog) { //m_log.DebugFormat("[USER MANAGEMENT MODULE]: processing {0} {1}; {2}", sog.RootPart.Name, sog.RootPart.CreatorData, sog.RootPart.CreatorIdentification); -- cgit v1.1 From 33aaa40bee37ca4d8a3afa10fbbea7c1be3a1d58 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Wed, 8 May 2013 13:13:51 -0700 Subject: Adds an event and a method so that handling of the CachedTexture packet can be pulled out of LLClientView and moved to AvatarFactory. The first pass at reusing textures (turned off by default) is included. When reusing textures, if the baked textures from a previous login are still in the asset service (which generally means that they are in the simulator's cache) then the avatar will not need to rebake. This is both a performance improvement (specifically that an avatars baked textures do not need to be sent to other users who have the old textures cached) and a resource improvement (don't have to deal with duplicate bakes in the asset service cache). --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 58 +++++++++++++++------ .../Avatar/AvatarFactory/AvatarFactoryModule.cs | 59 ++++++++++++++++++++++ .../Server/IRCClientView.cs | 6 +++ .../Region/OptionalModules/World/NPC/NPCAvatar.cs | 6 +++ 4 files changed, 114 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index bede379..47dd842 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -84,6 +84,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP public event ModifyTerrain OnModifyTerrain; public event Action OnRegionHandShakeReply; public event GenericCall1 OnRequestWearables; + public event CachedTextureRequest OnCachedTextureRequest; public event SetAppearance OnSetAppearance; public event AvatarNowWearing OnAvatarNowWearing; public event RezSingleAttachmentFromInv OnRezSingleAttachmentFromInv; @@ -321,7 +322,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP private readonly byte[] m_channelVersion = Utils.EmptyBytes; private readonly IGroupsModule m_GroupsModule; - private int m_cachedTextureSerial; private PriorityQueue m_entityUpdates; private PriorityQueue m_entityProps; private Prioritizer m_prioritizer; @@ -11462,8 +11462,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP } /// - /// Send a response back to a client when it asks the asset server (via the region server) if it has - /// its appearance texture cached. /// /// /// At the moment, we always reply that there is no cached texture. @@ -11473,33 +11471,63 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// protected bool HandleAgentTextureCached(IClientAPI simclient, Packet packet) { - //m_log.Debug("texture cached: " + packet.ToString()); AgentCachedTexturePacket cachedtex = (AgentCachedTexturePacket)packet; - AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse); if (cachedtex.AgentData.SessionID != SessionId) return false; + List requestArgs = new List(); + + for (int i = 0; i < cachedtex.WearableData.Length; i++) + { + CachedTextureRequestArg arg = new CachedTextureRequestArg(); + arg.BakedTextureIndex = cachedtex.WearableData[i].TextureIndex; + arg.WearableHashID = cachedtex.WearableData[i].ID; + + requestArgs.Add(arg); + } + + CachedTextureRequest handlerCachedTextureRequest = OnCachedTextureRequest; + if (handlerCachedTextureRequest != null) + { + handlerCachedTextureRequest(simclient,cachedtex.AgentData.SerialNum,requestArgs); + } + + return true; + } + + /// + /// Send a response back to a client when it asks the asset server (via the region server) if it has + /// its appearance texture cached. + /// + /// + /// + /// + /// + public void SendCachedTextureResponse(ISceneEntity avatar, int serial, List cachedTextures) + { + ScenePresence presence = avatar as ScenePresence; + if (presence == null) + return; + + AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse); + // TODO: don't create new blocks if recycling an old packet - cachedresp.AgentData.AgentID = AgentId; + cachedresp.AgentData.AgentID = m_agentId; cachedresp.AgentData.SessionID = m_sessionId; - cachedresp.AgentData.SerialNum = m_cachedTextureSerial; - m_cachedTextureSerial++; - cachedresp.WearableData = - new AgentCachedTextureResponsePacket.WearableDataBlock[cachedtex.WearableData.Length]; + cachedresp.AgentData.SerialNum = serial; + cachedresp.WearableData = new AgentCachedTextureResponsePacket.WearableDataBlock[cachedTextures.Count]; - for (int i = 0; i < cachedtex.WearableData.Length; i++) + for (int i = 0; i < cachedTextures.Count; i++) { cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock(); - cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex; - cachedresp.WearableData[i].TextureID = UUID.Zero; + cachedresp.WearableData[i].TextureIndex = (byte)cachedTextures[i].BakedTextureIndex; + cachedresp.WearableData[i].TextureID = cachedTextures[i].BakedTextureID; cachedresp.WearableData[i].HostName = new byte[0]; } cachedresp.Header.Zerocoded = true; OutPacket(cachedresp, ThrottleOutPacketType.Task); - - return true; } protected bool HandleMultipleObjUpdate(IClientAPI simClient, Packet packet) diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index c7ac7c4..b640b48 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -55,6 +55,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory private int m_savetime = 5; // seconds to wait before saving changed appearance private int m_sendtime = 2; // seconds to wait before sending changed appearance + private bool m_reusetextures = false; private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates private System.Timers.Timer m_updateTimer = new System.Timers.Timer(); @@ -73,6 +74,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory { m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime))); m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime))); + m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures); + // m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime); } @@ -131,6 +134,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory client.OnRequestWearables += Client_OnRequestWearables; client.OnSetAppearance += Client_OnSetAppearance; client.OnAvatarNowWearing += Client_OnAvatarNowWearing; + client.OnCachedTextureRequest += Client_OnCachedTextureRequest; } #endregion @@ -671,6 +675,61 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory QueueAppearanceSave(client.AgentId); } } + + /// + /// Respond to the cached textures request from the client + /// + /// + /// + /// + private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List cachedTextureRequest) + { + // m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId); + ScenePresence sp = m_scene.GetScenePresence(client.AgentId); + + List cachedTextureResponse = new List(); + foreach (CachedTextureRequestArg request in cachedTextureRequest) + { + UUID texture = UUID.Zero; + int index = request.BakedTextureIndex; + + if (m_reusetextures) + { + // this is the most insanely dumb way to do this... however it seems to + // actually work. if the appearance has been reset because wearables have + // changed then the texture entries are zero'd out until the bakes are + // uploaded. on login, if the textures exist in the cache (eg if you logged + // into the simulator recently, then the appearance will pull those and send + // them back in the packet and you won't have to rebake. if the textures aren't + // in the cache then the intial makeroot() call in scenepresence will zero + // them out. + // + // a better solution (though how much better is an open question) is to + // store the hashes in the appearance and compare them. Thats's coming. + + Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index]; + if (face != null) + texture = face.TextureID; + + // m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index); + } + + CachedTextureResponseArg response = new CachedTextureResponseArg(); + response.BakedTextureIndex = index; + response.BakedTextureID = texture; + response.HostName = null; + + cachedTextureResponse.Add(response); + } + + // m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial); + // The serial number appears to be used to match requests and responses + // in the texture transaction. We just send back the serial number + // that was provided in the request. The viewer bumps this for us. + client.SendCachedTextureResponse(sp, serial, cachedTextureResponse); + } + + #endregion public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction) diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 915ebd8..3644856 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -660,6 +660,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server public event BakeTerrain OnBakeTerrain; public event EstateChangeInfo OnEstateChangeInfo; public event EstateManageTelehub OnEstateManageTelehub; + public event CachedTextureRequest OnCachedTextureRequest; public event SetAppearance OnSetAppearance; public event AvatarNowWearing OnAvatarNowWearing; public event RezSingleAttachmentFromInv OnRezSingleAttachmentFromInv; @@ -938,7 +939,12 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server { } + + public void SendCachedTextureResponse(ISceneEntity avatar, int serial, List cachedTextures) + { + } + public void SendStartPingCheck(byte seq) { diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 0ee00e9..8aae300 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -391,6 +391,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC public event EstateTeleportAllUsersHomeRequest OnEstateTeleportAllUsersHomeRequest; public event EstateChangeInfo OnEstateChangeInfo; public event EstateManageTelehub OnEstateManageTelehub; + public event CachedTextureRequest OnCachedTextureRequest; public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; @@ -569,6 +570,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC { } + public void SendCachedTextureResponse(ISceneEntity avatar, int serial, List cachedTextures) + { + + } + public virtual void Kick(string message) { } -- cgit v1.1 From 543d1fe70b54fb26d7ce19b397468c66269f0e20 Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 8 May 2013 21:14:52 +0100 Subject: Guard the scene list when estates are updated --- .../Region/CoreModules/World/Estate/XEstateConnector.cs | 17 ++++++++++------- .../Region/CoreModules/World/Estate/XEstateModule.cs | 6 ++++-- 2 files changed, 14 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs index 948c893..73e706c 100644 --- a/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs +++ b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs @@ -136,15 +136,18 @@ namespace OpenSim.Region.CoreModules.World.Estate // Handle local regions locally // - foreach (Scene s in m_EstateModule.Scenes) + lock (m_EstateModule.Scenes) { - if (regions.Contains(s.RegionInfo.RegionID)) + foreach (Scene s in m_EstateModule.Scenes) { - // All regions in one estate are in the same scope. - // Use that scope. - // - ScopeID = s.RegionInfo.ScopeID; - regions.Remove(s.RegionInfo.RegionID); + if (regions.Contains(s.RegionInfo.RegionID)) + { + // All regions in one estate are in the same scope. + // Use that scope. + // + ScopeID = s.RegionInfo.ScopeID; + regions.Remove(s.RegionInfo.RegionID); + } } } diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs index 1f099c6..f54ab2c 100644 --- a/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs @@ -93,7 +93,8 @@ namespace OpenSim.Region.CoreModules.World.Estate public void AddRegion(Scene scene) { - m_Scenes.Add(scene); + lock (m_Scenes) + m_Scenes.Add(scene); scene.EventManager.OnNewClient += OnNewClient; } @@ -111,7 +112,8 @@ namespace OpenSim.Region.CoreModules.World.Estate { scene.EventManager.OnNewClient -= OnNewClient; - m_Scenes.Remove(scene); + lock (m_Scenes) + m_Scenes.Remove(scene); } public string Name -- cgit v1.1 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 a1031772ebc240a3cda9cb8dcf581678be4b2143 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 10 May 2013 08:09:26 -0700 Subject: Delete debug message --- OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs index d7af1f2..9f2aed0 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs @@ -71,7 +71,6 @@ namespace OpenSim.Region.ClientStack.Linden return; m_URL = config.GetString("Cap_AvatarPickerSearch", string.Empty); - m_log.DebugFormat("[XXX]: Cap_AvatarPickerSearch = {0}", m_URL); // Cap doesn't exist if (m_URL != string.Empty) m_Enabled = true; -- 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 From 48f8b884c33ba5f5b7991d1047f4f2f988eb7415 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 11 May 2013 07:15:09 -0700 Subject: Handle SetHome properly --- .../CoreModules/World/Land/LandManagementModule.cs | 59 ++++++++++++++++++++++ 1 file changed, 59 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs index 693de1d..c295f3a 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs @@ -74,6 +74,8 @@ namespace OpenSim.Region.CoreModules.World.Land protected IUserManagement m_userManager; protected IPrimCountModule m_primCountModule; + protected IDialogModule m_Dialog; + protected IGroupsModule m_Groups; // Minimum for parcels to work is 64m even if we don't actually use them. #pragma warning disable 0429 @@ -153,6 +155,8 @@ namespace OpenSim.Region.CoreModules.World.Land { m_userManager = m_scene.RequestModuleInterface(); m_primCountModule = m_scene.RequestModuleInterface(); + m_Dialog = m_scene.RequestModuleInterface(); + m_Groups = m_scene.RequestModuleInterface(); } public void RemoveRegion(Scene scene) @@ -212,6 +216,7 @@ namespace OpenSim.Region.CoreModules.World.Land client.OnPreAgentUpdate += ClientOnPreAgentUpdate; client.OnParcelEjectUser += ClientOnParcelEjectUser; client.OnParcelFreezeUser += ClientOnParcelFreezeUser; + client.OnSetStartLocationRequest += ClientOnSetHome; EntityBase presenceEntity; @@ -1823,6 +1828,60 @@ namespace OpenSim.Region.CoreModules.World.Land } } + /// + /// Sets the Home Point. The LoginService uses this to know where to put a user when they log-in + /// + /// + /// + /// + /// + /// + public virtual void ClientOnSetHome(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) + { + m_log.DebugFormat("[XXX]: SetHome"); + // Let's find the parcel in question + ILandObject land = landChannel.GetLandObject(position); + if (land == null || m_scene.GridUserService == null) + { + m_Dialog.SendAlertToUser(remoteClient, "Set Home request Failed."); + return; + } + + // Can the user set home here? + bool canSetHome = false; + // (a) land owners can set home + if (remoteClient.AgentId == land.LandData.OwnerID) + canSetHome = true; + // (b) members of land-owned group in roles that can set home + if (land.LandData.IsGroupOwned && m_Groups != null) + { + ulong gpowers = remoteClient.GetGroupPowers(land.LandData.GroupID); + m_log.DebugFormat("[XXX]: GroupPowers 0x{0:x16}", gpowers); + if ((gpowers & (ulong)GroupPowers.AllowSetHome) == 1) + canSetHome = true; + } + // (c) parcels with telehubs can be the home of anyone + if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero) + { + // If the telehub in this parcel? + SceneObjectGroup telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject); + if (telehub != null && land.ContainsPoint((int)telehub.AbsolutePosition.X, (int)telehub.AbsolutePosition.Y)) + canSetHome = true; + } + + if (canSetHome) + { + if (m_scene.GridUserService != null && m_scene.GridUserService.SetHome(remoteClient.AgentId.ToString(), land.RegionUUID, position, lookAt)) + // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. + m_Dialog.SendAlertToUser(remoteClient, "Home position set."); + else + m_Dialog.SendAlertToUser(remoteClient, "Set Home request Failed."); + } + else + m_Dialog.SendAlertToUser(remoteClient, "You are not allowed to set your home location in this parcel."); + } + + protected void InstallInterfaces() { Command clearCommand -- cgit v1.1 From a4431381fa8a4f759a9c7eb9e30ae915504d4fdc Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 11 May 2013 07:58:14 -0700 Subject: Finalize the logic for SetHome. See comments in Land/LandManagementModule.cs about who has permission to set home where. --- .../CoreModules/World/Land/LandManagementModule.cs | 47 +++++++++------------- .../Region/CoreModules/World/Land/LandObject.cs | 7 ---- OpenSim/Region/Framework/Scenes/Scene.cs | 19 --------- 3 files changed, 19 insertions(+), 54 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs index c295f3a..1789d6d 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs @@ -75,7 +75,6 @@ namespace OpenSim.Region.CoreModules.World.Land protected IUserManagement m_userManager; protected IPrimCountModule m_primCountModule; protected IDialogModule m_Dialog; - protected IGroupsModule m_Groups; // Minimum for parcels to work is 64m even if we don't actually use them. #pragma warning disable 0429 @@ -156,7 +155,6 @@ namespace OpenSim.Region.CoreModules.World.Land m_userManager = m_scene.RequestModuleInterface(); m_primCountModule = m_scene.RequestModuleInterface(); m_Dialog = m_scene.RequestModuleInterface(); - m_Groups = m_scene.RequestModuleInterface(); } public void RemoveRegion(Scene scene) @@ -1838,44 +1836,37 @@ namespace OpenSim.Region.CoreModules.World.Land /// public virtual void ClientOnSetHome(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) { - m_log.DebugFormat("[XXX]: SetHome"); // Let's find the parcel in question ILandObject land = landChannel.GetLandObject(position); if (land == null || m_scene.GridUserService == null) { - m_Dialog.SendAlertToUser(remoteClient, "Set Home request Failed."); + m_Dialog.SendAlertToUser(remoteClient, "Set Home request failed."); return; } - // Can the user set home here? - bool canSetHome = false; - // (a) land owners can set home - if (remoteClient.AgentId == land.LandData.OwnerID) - canSetHome = true; - // (b) members of land-owned group in roles that can set home - if (land.LandData.IsGroupOwned && m_Groups != null) - { - ulong gpowers = remoteClient.GetGroupPowers(land.LandData.GroupID); - m_log.DebugFormat("[XXX]: GroupPowers 0x{0:x16}", gpowers); - if ((gpowers & (ulong)GroupPowers.AllowSetHome) == 1) - canSetHome = true; - } - // (c) parcels with telehubs can be the home of anyone + // Gather some data + ulong gpowers = remoteClient.GetGroupPowers(land.LandData.GroupID); + SceneObjectGroup telehub = null; if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero) - { - // If the telehub in this parcel? - SceneObjectGroup telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject); - if (telehub != null && land.ContainsPoint((int)telehub.AbsolutePosition.X, (int)telehub.AbsolutePosition.Y)) - canSetHome = true; - } + // Does the telehub exist in the scene? + telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject); - if (canSetHome) - { - if (m_scene.GridUserService != null && m_scene.GridUserService.SetHome(remoteClient.AgentId.ToString(), land.RegionUUID, position, lookAt)) + // Can the user set home here? + if (// (a) gods and land managers can set home + m_scene.Permissions.IsAdministrator(remoteClient.AgentId) || + m_scene.Permissions.IsGod(remoteClient.AgentId) || + // (b) land owners can set home + remoteClient.AgentId == land.LandData.OwnerID || + // (c) members of the land-associated group in roles that can set home + ((gpowers & (ulong)GroupPowers.AllowSetHome) == (ulong)GroupPowers.AllowSetHome) || + // (d) parcels with telehubs can be the home of anyone + (telehub != null && land.ContainsPoint((int)telehub.AbsolutePosition.X, (int)telehub.AbsolutePosition.Y))) + { + if (m_scene.GridUserService.SetHome(remoteClient.AgentId.ToString(), land.RegionUUID, position, lookAt)) // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. m_Dialog.SendAlertToUser(remoteClient, "Home position set."); else - m_Dialog.SendAlertToUser(remoteClient, "Set Home request Failed."); + m_Dialog.SendAlertToUser(remoteClient, "Set Home request failed."); } else m_Dialog.SendAlertToUser(remoteClient, "You are not allowed to set your home location in this parcel."); diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs index 5969d45..8406442 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs @@ -228,13 +228,6 @@ namespace OpenSim.Region.CoreModules.World.Land if (estateModule != null) regionFlags = estateModule.GetRegionFlags(); - // In a perfect world, this would have worked. - // -// if ((landData.Flags & (uint)ParcelFlags.AllowLandmark) != 0) -// regionFlags |= (uint)RegionFlags.AllowLandmark; -// if (landData.OwnerID == remote_client.AgentId) -// regionFlags |= (uint)RegionFlags.AllowSetHome; - int seq_id; if (snap_selection && (sequence_id == 0)) { diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 80c4922..6bbcbd7 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3090,7 +3090,6 @@ namespace OpenSim.Region.Framework.Scenes { //client.OnNameFromUUIDRequest += HandleUUIDNameRequest; client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; - client.OnSetStartLocationRequest += SetHomeRezPoint; client.OnRegionHandleRequest += RegionHandleRequest; } @@ -3215,7 +3214,6 @@ namespace OpenSim.Region.Framework.Scenes { //client.OnNameFromUUIDRequest -= HandleUUIDNameRequest; client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest; - client.OnSetStartLocationRequest -= SetHomeRezPoint; client.OnRegionHandleRequest -= RegionHandleRequest; } @@ -3342,23 +3340,6 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Sets the Home Point. The LoginService uses this to know where to put a user when they log-in - /// - /// - /// - /// - /// - /// - public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) - { - if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) - // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. - m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); - else - m_dialogModule.SendAlertToUser(remoteClient, "Set Home request Failed."); - } - - /// /// Get the avatar apperance for the given client. /// /// -- cgit v1.1 From 45f37e11ad6e9a9917a6ea07ec52dec9058393f0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 13 May 2013 08:40:24 -0700 Subject: BulletSim: use heightmap terrain when using BulletXNA. Output messages on features disabled when using BulletXNA. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 ++++ 2 files changed, 5 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 3ca7e16..5504478 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -90,7 +90,7 @@ public static class BSParam public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } - public static float TerrainImplementation { get; private set; } + public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } public static float TerrainFriction { get; private set; } public static float TerrainHitFraction { get; private set; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index a4a8794..3f407ce 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -318,8 +318,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters ret = new BSAPIXNA(engineName, this); // Disable some features that are not implemented in BulletXNA m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader); + m_log.InfoFormat("{0} Disabling ShouldUseBulletHACD", LogHeader); BSParam.ShouldUseBulletHACD = false; + m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader); BSParam.ShouldUseSingleConvexHullForPrims = false; + m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader); + BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; break; } -- cgit v1.1 From 15360cbb6ba83e40f474cca84082c908af49c58e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 13 May 2013 13:03:13 -0700 Subject: BulletSim: add adjustment for avatar capsule height scaling. Makes avatar standing on ground view better and enables tuning. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 27 ++++++++++++++++++---- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 9 ++++++++ 2 files changed, 32 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 542f732..3671fc2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -1,4 +1,4 @@ -/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -649,12 +649,12 @@ public sealed class BSCharacter : BSPhysObject OMV.Vector3 newScale; // Bullet's capsule total height is the "passed height + radius * 2"; - // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) + // The base capsule is 1 unit in diameter and 2 units in height (passed radius=0.5, passed height = 1) // The number we pass in for 'scaling' is the multiplier to get that base // shape to be the size desired. // So, when creating the scale for the avatar height, we take the passed height // (size.Z) and remove the caps. - // Another oddity of the Bullet capsule implementation is that it presumes the Y + // An oddity of the Bullet capsule implementation is that it presumes the Y // dimension is the radius of the capsule. Even though some of the code allows // for a asymmetrical capsule, other parts of the code presume it is cylindrical. @@ -662,8 +662,27 @@ public sealed class BSCharacter : BSPhysObject newScale.X = size.X / 2f; newScale.Y = size.Y / 2f; + float heightAdjust = BSParam.AvatarHeightMidFudge; + if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f) + { + // An avatar is between 1.61 and 2.12 meters. Midpoint is 1.87m. + // The "times 4" relies on the fact that the difference from the midpoint to the extremes is exactly 0.25 + float midHeightOffset = size.Z - 1.87f; + if (midHeightOffset < 0f) + { + // Small avatar. Add the adjustment based on the distance from midheight + heightAdjust += -1f * midHeightOffset * 4f * BSParam.AvatarHeightLowFudge; + } + else + { + // Large avatar. Add the adjustment based on the distance from midheight + heightAdjust += midHeightOffset * 4f * BSParam.AvatarHeightHighFudge; + } + } // The total scale height is the central cylindar plus the caps on the two ends. - newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f; + newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2) + heightAdjust) / 2f; + // m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale); + // If smaller than the endcaps, just fake like we're almost that small if (newScale.Z < 0) newScale.Z = 0.1f; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5504478..d33292f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -125,6 +125,9 @@ public static class BSParam public static float AvatarCapsuleWidth { get; private set; } public static float AvatarCapsuleDepth { get; private set; } public static float AvatarCapsuleHeight { get; private set; } + public static float AvatarHeightLowFudge { get; private set; } + public static float AvatarHeightMidFudge { get; private set; } + public static float AvatarHeightHighFudge { get; private set; } public static float AvatarContactProcessingThreshold { get; private set; } public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } public static float AvatarStepHeight { get; private set; } @@ -539,6 +542,12 @@ public static class BSParam 0.45f ), new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", 1.5f ), + new ParameterDefn("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground", + -0.2f ), + new ParameterDefn("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground", + 0.1f ), + new ParameterDefn("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground", + 0.1f ), new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 0.1f ), new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", -- cgit v1.1 From c86e828dbfed8b9cf72c7e7e8d1dad0c0e9f8940 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 13 May 2013 13:05:27 -0700 Subject: BulletSim: add a lock to try and catch a native shape creation/destruction race condition. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 262d734..72d039b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -283,8 +283,13 @@ public class BSShapeNative : BSShape public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { // Native shapes are not shared so we return a new shape. - return new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim, - physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey) ); + BSShape ret = null; + lock (physShapeInfo) + { + ret = new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim, + physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey)); + } + return ret; } // Make this reference to the physical shape go away since native shapes are not shared. -- cgit v1.1 From f32a21d96707f87ecbdaf42c0059f8494a119d31 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 14 May 2013 08:12:01 -0700 Subject: HGTP-mesh bug: the mesh download requests were going to the departing sims for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up! --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 3 --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 +++ 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 985aa4d..0fa1c0e 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1371,9 +1371,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // circuit code to the existing child agent. This is not particularly obvious. SendAckImmediate(endPoint, uccp.Header.Sequence); - // We only want to send initial data to new clients, not ones which are being converted from child to root. - if (client != null) - client.SceneAgent.SendInitialDataToMe(); } else { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 215a689..be78bd0 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1348,6 +1348,8 @@ namespace OpenSim.Region.Framework.Scenes // Create child agents in neighbouring regions if (openChildAgents && !IsChildAgent) { + SendInitialDataToMe(); + IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); if (m_agentTransfer != null) Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); @@ -1355,6 +1357,7 @@ namespace OpenSim.Region.Framework.Scenes IFriendsModule friendsModule = m_scene.RequestModuleInterface(); if (friendsModule != null) friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); + } // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region -- cgit v1.1 From 645da54f25bb034eb76151daa9723763eae13303 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 14 May 2013 08:47:18 -0700 Subject: Revert "HGTP-mesh bug: the mesh download requests were going to the departing sims for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up!" This reverts commit f32a21d96707f87ecbdaf42c0059f8494a119d31. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 3 +++ OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 --- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 0fa1c0e..985aa4d 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1371,6 +1371,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP // circuit code to the existing child agent. This is not particularly obvious. SendAckImmediate(endPoint, uccp.Header.Sequence); + // We only want to send initial data to new clients, not ones which are being converted from child to root. + if (client != null) + client.SceneAgent.SendInitialDataToMe(); } else { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index be78bd0..215a689 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1348,8 +1348,6 @@ namespace OpenSim.Region.Framework.Scenes // Create child agents in neighbouring regions if (openChildAgents && !IsChildAgent) { - SendInitialDataToMe(); - IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); if (m_agentTransfer != null) Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); @@ -1357,7 +1355,6 @@ namespace OpenSim.Region.Framework.Scenes IFriendsModule friendsModule = m_scene.RequestModuleInterface(); if (friendsModule != null) friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); - } // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region -- cgit v1.1 From b135f1d58a1f3532cb198bf25680864e335d4cb1 Mon Sep 17 00:00:00 2001 From: Vegaslon Date: Thu, 9 May 2013 10:25:44 -0400 Subject: BulletSim: Fix for mantis 6487, also minor adjustment to fix flying while you are running. Signed-off-by: Robert Adams --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 3671fc2..ff5b6ab 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -419,7 +419,7 @@ public sealed class BSCharacter : BSPhysObject DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); m_targetVelocity = value; OMV.Vector3 targetVel = value; - if (_setAlwaysRun) + if (_setAlwaysRun && !_flying) targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f); if (m_moveActor != null) @@ -481,7 +481,10 @@ public sealed class BSCharacter : BSPhysObject _orientation = value; PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() { - ForceOrientation = _orientation; + // Bullet assumes we know what we are doing when forcing orientation + // so it lets us go against all the rules and just compensates for them later. + // This keeps us from flipping the capsule over which the veiwer does not understand. + ForceOrientation = new OMV.Quaternion(0, 0, _orientation.Z,0); }); } } -- cgit v1.1 From 91091c3e5453088242e05a682283fc7f9f5c7ae3 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 14 May 2013 09:06:58 -0700 Subject: Second take at HGTP-mesh bug: delay sending the initial data only for agents that are coming via TP (root agents) --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 8 +++++++- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 1 + 2 files changed, 8 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 985aa4d..8eb2e06 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1373,7 +1373,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP // We only want to send initial data to new clients, not ones which are being converted from child to root. if (client != null) - client.SceneAgent.SendInitialDataToMe(); + { + AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code); + bool tp = (aCircuit.teleportFlags > 0); + // Let's delay this for TP agents, otherwise the viewer doesn't know where to get meshes from + if (!tp) + client.SceneAgent.SendInitialDataToMe(); + } } else { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 215a689..2a265db 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1348,6 +1348,7 @@ namespace OpenSim.Region.Framework.Scenes // Create child agents in neighbouring regions if (openChildAgents && !IsChildAgent) { + SendInitialDataToMe(); IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); if (m_agentTransfer != null) Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); -- cgit v1.1 From e9847a4dbd5657c16b11835301167a98e7ca7e55 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 14 May 2013 19:44:41 +0100 Subject: Comment out some debugging item permission messages since these are highly noisy on the console. Please re-enable when required --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 80581dc..6c79b13 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -422,13 +422,13 @@ namespace OpenSim.Region.Framework.Scenes // is not allowed to change the export flag. bool denyExportChange = false; - m_log.InfoFormat("[XXX]: B: {0} O: {1} E: {2}", itemUpd.BasePermissions, itemUpd.CurrentPermissions, itemUpd.EveryOnePermissions); +// m_log.DebugFormat("[XXX]: B: {0} O: {1} E: {2}", itemUpd.BasePermissions, itemUpd.CurrentPermissions, itemUpd.EveryOnePermissions); // If the user is not the creator or doesn't have "E" in both "B" and "O", deny setting export if ((item.BasePermissions & (uint)(PermissionMask.All | PermissionMask.Export)) != (uint)(PermissionMask.All | PermissionMask.Export) || (item.CurrentPermissions & (uint)PermissionMask.Export) == 0 || item.CreatorIdAsUuid != item.Owner) denyExportChange = true; - m_log.InfoFormat("[XXX]: Deny Export Update {0}", denyExportChange); +// m_log.DebugFormat("[XXX]: Deny Export Update {0}", denyExportChange); // If it is already set, force it set and also force full perm // else prevent setting it. It can and should never be set unless @@ -452,7 +452,7 @@ namespace OpenSim.Region.Framework.Scenes // If the new state is exportable, force full perm if ((itemUpd.EveryOnePermissions & (uint)PermissionMask.Export) != 0) { - m_log.InfoFormat("[XXX]: Force full perm"); +// m_log.DebugFormat("[XXX]: Force full perm"); itemUpd.NextPermissions = (uint)(PermissionMask.All); } } -- cgit v1.1 From df2a0fec5f2b0d7e9938c1bc1bdc965b767ec25f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 14 May 2013 20:11:58 +0100 Subject: Comment out log message about looking for asset data in remove asset service for now, in order to reduce log levels in a test region with many hg origin avatars --- OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs index afbe56b..a168bfe 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs @@ -426,7 +426,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!assetServerURL.EndsWith("/") && !assetServerURL.EndsWith("=")) assetServerURL = assetServerURL + "/"; - m_log.DebugFormat("[J2KIMAGE]: texture {0} not found in local asset storage. Trying user's storage.", assetServerURL + id); +// m_log.DebugFormat("[J2KIMAGE]: texture {0} not found in local asset storage. Trying user's storage.", assetServerURL + id); AssetService.Get(assetServerURL + id, InventoryAccessModule, AssetReceived); return; } -- cgit v1.1 From 23ebae1828a540a7754dafae1794467582fe35d5 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 14 May 2013 13:40:07 -0700 Subject: Eliminate race condition where SimStatsReporter starts reporting stats before the region is completely initialized. --- OpenSim/Region/Framework/Scenes/SimStatsReporter.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs index b9d615e..95f9caf 100644 --- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs @@ -289,6 +289,9 @@ namespace OpenSim.Region.Framework.Scenes private void statsHeartBeat(object sender, EventArgs e) { + if (!m_scene.Active) + return; + SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); -- cgit v1.1 From 177a53fbcf521767f7277ccccabad689d7674953 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 15 May 2013 22:04:38 +0100 Subject: Fix issue where osMakeNotecard() would fail if given a list containing vectors or quaternions. http://opensimulator.org/mantis/view.php?id=6640 --- OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs | 60 ++++++++++++------------- 1 file changed, 30 insertions(+), 30 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs index 44fdd1a..9ca5ca9 100644 --- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs @@ -544,21 +544,33 @@ namespace OpenSim.Region.ScriptEngine.Shared set {m_data = value; } } - // Function to obtain LSL type from an index. This is needed - // because LSL lists allow for multiple types, and safely - // iterating in them requires a type check. + + /// + /// Obtain LSL type from an index. + /// + /// + /// This is needed because LSL lists allow for multiple types, and safely + /// iterating in them requires a type check. + /// + /// + /// public Type GetLSLListItemType(int itemIndex) { return m_data[itemIndex].GetType(); } - // Member functions to obtain item as specific types. - // For cases where implicit conversions would apply if items - // were not in a list (e.g. integer to float, but not float - // to integer) functions check for alternate types so as to - // down-cast from Object to the correct type. - // Note: no checks for item index being valid are performed - + /// + /// Obtain float from an index. + /// + /// + /// For cases where implicit conversions would apply if items + /// were not in a list (e.g. integer to float, but not float + /// to integer) functions check for alternate types so as to + /// down-cast from Object to the correct type. + /// Note: no checks for item index being valid are performed + /// + /// + /// public LSL_Types.LSLFloat GetLSLFloatItem(int itemIndex) { if (m_data[itemIndex] is LSL_Types.LSLInteger) @@ -589,26 +601,14 @@ namespace OpenSim.Region.ScriptEngine.Shared public LSL_Types.LSLString GetLSLStringItem(int itemIndex) { - if (m_data[itemIndex] is LSL_Types.key) - { - return (LSL_Types.key)m_data[itemIndex]; - } - else if (m_data[itemIndex] is String) - { - return new LSL_Types.LSLString((string)m_data[itemIndex]); - } - else if (m_data[itemIndex] is LSL_Types.LSLFloat) - { - return new LSL_Types.LSLString((LSLFloat)m_data[itemIndex]); - } - else if (m_data[itemIndex] is LSL_Types.LSLInteger) - { - return new LSL_Types.LSLString((LSLInteger)m_data[itemIndex]); - } - else - { - return (LSL_Types.LSLString)m_data[itemIndex]; - } + if (m_data[itemIndex] is LSL_Types.key) + { + return (LSL_Types.key)m_data[itemIndex]; + } + else + { + return new LSL_Types.LSLString(m_data[itemIndex].ToString()); + } } public LSL_Types.LSLInteger GetLSLIntegerItem(int itemIndex) -- cgit v1.1 From 46eb8465a01b7dd923b962035562c953d4eb78e4 Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 15 May 2013 17:12:17 -0700 Subject: fall back to using a display mesh for physics proxy if no physics_mesh entry was wound in a mesh asset --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 8145d61..2d102de 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -358,6 +358,10 @@ namespace OpenSim.Region.Physics.Meshing physicsParms = (OSDMap)map["physics_shape"]; // old asset format else if (map.ContainsKey("physics_mesh")) physicsParms = (OSDMap)map["physics_mesh"]; // new asset format + else if (map.ContainsKey("medium_lod")) + physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh + else if (map.ContainsKey("high_lod")) + physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :) if (physicsParms == null) { -- cgit v1.1 From bd31821792a940709ff1355a91b9b60302cc1a17 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 16 May 2013 16:37:21 +0100 Subject: On logout, send close child agent requests to neighbours asynchronously, so user is not prevented from relogging if many neighbours are present but not responsive. The symptom here is that previous user connections are still present but are labelled active == false --- OpenSim/Region/Framework/Scenes/Scene.cs | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 6bbcbd7..50bea6f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3435,16 +3435,13 @@ namespace OpenSim.Region.Framework.Scenes if (closeChildAgents && CapsModule != null) CapsModule.RemoveCaps(agentID); -// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever -// // this method is doing is HORRIBLE!!! - // Commented pending deletion since this method no longer appears to do anything at all -// avatar.Scene.NeedSceneCacheClear(avatar.UUID); - if (closeChildAgents && !isChildAgent) { List regions = avatar.KnownRegionHandles; regions.Remove(RegionInfo.RegionHandle); - m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); + + // We must do this asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. + Util.FireAndForget(delegate { m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); }); } m_eventManager.TriggerClientClosed(agentID, this); -- cgit v1.1 From d214e2d0c4b8e1ea5e0d69e2ba94cd668be610bd Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 16 May 2013 17:12:02 +0100 Subject: On closing child agents, send separate asynchronous requests to each neighbour rather than sending all closes concurrently on a separate thread. This is to reduce race conditions where neighbours may be responding erratically, thus mixing up create and close agent requests in time. This mirrors OpenSimulator behaviour on enabling child agents where each region is contacted separately. --- OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++-- OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | 4 +--- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 ++---- 3 files changed, 5 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 50bea6f..8fe9b66 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3440,8 +3440,8 @@ namespace OpenSim.Region.Framework.Scenes List regions = avatar.KnownRegionHandles; regions.Remove(RegionInfo.RegionHandle); - // We must do this asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. - Util.FireAndForget(delegate { m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); }); + // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. + m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); } m_eventManager.TriggerClientClosed(agentID, this); diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index 305f8a4..8c84c98 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -222,9 +222,7 @@ namespace OpenSim.Region.Framework.Scenes public void SendCloseChildAgentConnections(UUID agentID, List regionslst) { foreach (ulong handle in regionslst) - { - SendCloseChildAgent(agentID, handle); - } + Util.FireAndForget(delegate { SendCloseChildAgent(agentID, handle); }); } public List RequestNamedRegions(string name, int maxNumber) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 2a265db..9e9089b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3135,10 +3135,8 @@ namespace OpenSim.Region.Framework.Scenes if (byebyeRegions.Count > 0) { m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); - Util.FireAndForget(delegate - { - m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, byebyeRegions); - }); + + m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, byebyeRegions); } foreach (ulong handle in byebyeRegions) -- cgit v1.1 From 3bc8cf65a4e933cfdd0597affc1685c74fb29dba Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 16 May 2013 17:30:30 +0100 Subject: Where this is not already happening, trigger asychoronous calls to CloseChildAgent() above the LocalSimulationConnector level. This is so that other callers (such as SceneCommunicationService.SendCloseChildAgentConnections() can perform all closes asynchronously without pointlessly firing another thread for local closes). No functional change apart from elimination of unnecessary chaining of new threads. --- .../Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 1 + .../ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index eac0da7..9579449 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -937,6 +937,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer EnableChildAgents(sp); // Finally, kill the agent we just created at the destination. + // XXX: Possibly this should be done asynchronously. Scene.SimulationService.CloseAgent(finalDestination, sp.UUID); } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index a413546..9427961 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -317,7 +317,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation // "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate", // s.RegionInfo.RegionName, destination.RegionHandle); - Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id, false); }); + m_scenes[destination.RegionID].IncomingCloseAgent(id, false); return true; } -- cgit v1.1 From 61f4ab667447da953018b9e63821777ec5f144b0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 16 May 2013 18:25:04 +0100 Subject: minor: Remove completely unused IClientAPI.RequestClientInfo() call from EntityTransferModule.CrossAgentToNewRegionAsync() --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 3 --- 1 file changed, 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 9579449..4f693c6 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1482,9 +1482,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return agent; } - //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo(); - agent.ControllingClient.RequestClientInfo(); - //m_log.Debug("BEFORE CROSS"); //Scene.DumpChildrenSeeds(UUID); //DumpKnownRegions(); -- cgit v1.1 From ec818a506bd125b1a89b2ff04f15108521a0f2e9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 16 May 2013 18:26:22 +0100 Subject: minor: remove long commented out scene cache clearing code in EntityTransferModule.CrossAgentToNewRegionAsync() --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 9 --------- 1 file changed, 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 4f693c6..f58a24f 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1541,15 +1541,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer agent.CloseChildAgents(neighbourx, neighboury); AgentHasMovedAway(agent, false); - -// // the user may change their profile information in other region, -// // so the userinfo in UserProfileCache is not reliable any more, delete it -// // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE! -// if (agent.Scene.NeedSceneCacheClear(agent.UUID)) -// { -// m_log.DebugFormat( -// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID); -// } //m_log.Debug("AFTER CROSS"); //Scene.DumpChildrenSeeds(UUID); -- cgit v1.1 From 214bae14799c05c12595b067ff2eb0e2e5b4eeb2 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 17 May 2013 14:43:53 -0700 Subject: BulletSim: fix BulletSim crashing if there is no [BulletSim] section in any INI file. Update TODO list. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 6 ++++++ OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 14 ++++++-------- 2 files changed, 12 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 3f407ce..9ed2d06 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -268,6 +268,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // Do any replacements in the parameters m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); } + else + { + BulletEngineName = "BulletUnmanaged"; + m_physicsLoggingEnabled = false; + VehicleLoggingEnabled = false; + } // The material characteristics. BSMaterials.InitializeFromDefaults(Params); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 5792ae6..df1da63 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -1,16 +1,12 @@ -PROBLEMS TO LOOK INTO +CURRENT PROBLEMS TO FIX AND/OR LOOK AT ================================================= -Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly. +Script changing rotation of child prim while vehicle moving (eg turning wheel) causes + the wheel to appear to jump back. Looks like sending position from previous update. +Vehicle ride, get up, ride again. Second time vehicle does not act correctly. Have to rez new vehicle and delete the old to fix situation. Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd position state where it will not settle onto ground properly, etc Two of Nebadon vehicles in a sim max the CPU. This is new. -A sitting, active vehicle bobs up and down a small amount. - -CURRENT PRIORITIES -================================================= -Use the HACD convex hull routine in Bullet rather than the C# version. - Speed up hullifying large meshes. Enable vehicle border crossings (at least as poorly as ODE) Terrain skirts Avatar created in previous region and not new region when crossing border @@ -361,4 +357,6 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. Nebadon vehicles turning funny in arena (DONE) Lock axis (DONE 20130401) Terrain detail: double terrain mesh detail (DONE) +Use the HACD convex hull routine in Bullet rather than the C# version. + Speed up hullifying large meshes. (DONE) -- cgit v1.1 From fa8f5bafb225624fe4a0df88acf1f4c227632fe0 Mon Sep 17 00:00:00 2001 From: dahlia Date: Sat, 18 May 2013 01:23:09 -0700 Subject: add prototype code to decode convex hulls from mesh assets. Please do not use yet; the interface will be defined in a later commit. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 131 +++++++++++++++++++++----- 1 file changed, 110 insertions(+), 21 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 2d102de..825e622 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -79,6 +79,8 @@ namespace OpenSim.Region.Physics.Meshing private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh + private List> mConvexHulls = null; + private Dictionary m_uniqueMeshes = new Dictionary(); public Meshmerizer(IConfigSource config) @@ -363,6 +365,57 @@ namespace OpenSim.Region.Physics.Meshing else if (map.ContainsKey("high_lod")) physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :) + if (map.ContainsKey("physics_convex")) + { // pull this out also in case physics engine can use it + try + { + OSDMap convexBlock = (OSDMap)map["physics_convex"]; + if (convexBlock.ContainsKey("HullList")) + { + byte[] hullList = convexBlock["HullList"].AsBinary(); + Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); + if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); + Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); + if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); + + // decompress and decode hull points + byte[] posBytes = DecompressOsd(convexBlock["Positions"].AsBinary()).AsBinary(); + + List> hulls = new List>(); + int posNdx = 0; + + foreach (byte cnt in hullList) + { + int count = cnt == 0 ? 256 : cnt; + List hull = new List(); + + for (int i = 0; i < cnt; i++) + { + ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + + Vector3 pos = new Vector3( + Utils.UInt16ToFloat(uX, min.X, max.X) * size.X, + Utils.UInt16ToFloat(uY, min.Y, max.Y) * size.Y, + Utils.UInt16ToFloat(uZ, min.Z, max.Z) * size.Z + ); + + hull.Add(pos); + } + + hulls.Add(hull); + } + + mConvexHulls = hulls; + } + } + catch (Exception e) + { + m_log.WarnFormat("[MESH]: exception decoding convex block: {0}", e.Message); + } + } + if (physicsParms == null) { m_log.WarnFormat("[MESH]: No recognized physics mesh found in mesh asset for {0}", primName); @@ -381,27 +434,7 @@ namespace OpenSim.Region.Physics.Meshing // byte[] decompressed = new byte[physSize * 5]; try { - using (MemoryStream inMs = new MemoryStream(meshBytes)) - { - using (MemoryStream outMs = new MemoryStream()) - { - using (ZOutputStream zOut = new ZOutputStream(outMs)) - { - byte[] readBuffer = new byte[2048]; - int readLen = 0; - while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0) - { - zOut.Write(readBuffer, 0, readLen); - } - zOut.Flush(); - outMs.Seek(0, SeekOrigin.Begin); - - byte[] decompressedBuf = outMs.GetBuffer(); - - decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); - } - } - } + decodedMeshOsd = DecompressOsd(meshBytes); } catch (Exception e) { @@ -428,6 +461,41 @@ namespace OpenSim.Region.Physics.Meshing return true; } + + /// + /// decompresses a gzipped OSD object + /// + /// the OSD object + /// + /// + private static OSD DecompressOsd(byte[] meshBytes) + { + OSD decodedOsd = null; + + using (MemoryStream inMs = new MemoryStream(meshBytes)) + { + using (MemoryStream outMs = new MemoryStream()) + { + using (ZOutputStream zOut = new ZOutputStream(outMs)) + { + byte[] readBuffer = new byte[2048]; + int readLen = 0; + while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0) + { + zOut.Write(readBuffer, 0, readLen); + } + zOut.Flush(); + outMs.Seek(0, SeekOrigin.Begin); + + byte[] decompressedBuf = outMs.GetBuffer(); + + decodedOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); + } + } + } + return decodedOsd; + } + /// /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim. /// @@ -704,6 +772,27 @@ namespace OpenSim.Region.Physics.Meshing return true; } + /// + /// temporary prototype code - please do not use until the interface has been finalized! + /// + /// value to scale the hull points by + /// a list of hulls if they exist and have been successfully decoded, otherwise null + public List> GetConvexHulls(Vector3 size) + { + if (mConvexHulls == null) + return null; + + List> hulls = new List>(); + foreach (var hull in mConvexHulls) + { + List verts = new List(); + foreach (var vert in hull) + verts.Add(vert * size); + } + + return hulls; + } + public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) { return CreateMesh(primName, primShape, size, lod, false, true); -- cgit v1.1 From 477bee6468f35ca9264fc8f752a9124e32503901 Mon Sep 17 00:00:00 2001 From: dahlia Date: Sat, 18 May 2013 11:15:05 -0700 Subject: remove duplicate hull scaling --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 825e622..a57146c 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -396,9 +396,9 @@ namespace OpenSim.Region.Physics.Meshing ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; Vector3 pos = new Vector3( - Utils.UInt16ToFloat(uX, min.X, max.X) * size.X, - Utils.UInt16ToFloat(uY, min.Y, max.Y) * size.Y, - Utils.UInt16ToFloat(uZ, min.Z, max.Z) * size.Z + Utils.UInt16ToFloat(uX, min.X, max.X), + Utils.UInt16ToFloat(uY, min.Y, max.Y), + Utils.UInt16ToFloat(uZ, min.Z, max.Z) ); hull.Add(pos); -- cgit v1.1 From e65d1e459eb875cb2d0d5f9aa6042c640daa19fd Mon Sep 17 00:00:00 2001 From: dahlia Date: Sat, 18 May 2013 13:11:22 -0700 Subject: fix error in hull point indexing --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index a57146c..79edc12 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -389,7 +389,7 @@ namespace OpenSim.Region.Physics.Meshing int count = cnt == 0 ? 256 : cnt; List hull = new List(); - for (int i = 0; i < cnt; i++) + for (int i = 0; i < count; i++) { ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; -- cgit v1.1 From 26904cc5a16d0bbbd9984bfc36354680b0ee27fb Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 20 May 2013 09:25:50 -0700 Subject: Add comment --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 2a265db..1b81985 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1348,7 +1348,9 @@ namespace OpenSim.Region.Framework.Scenes // Create child agents in neighbouring regions if (openChildAgents && !IsChildAgent) { + // Remember in HandleUseCircuitCode, we delayed this to here SendInitialDataToMe(); + IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); if (m_agentTransfer != null) Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); -- cgit v1.1 From 6ae426c96ba0bfdad9e884364f5b6be5b4cd61a9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 17:25:06 +0100 Subject: Lock m_UserCache whilst iterating over it in UserManagementModule.GetUserData() to avoid concurrency exceptions --- .../Framework/UserManagement/UserManagementModule.cs | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 6847e57..d99c8eb 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -246,10 +246,15 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } // search the local cache - foreach (UserData data in m_UserCache.Values) - if (users.Find(delegate(UserData d) { return d.Id == data.Id; }) == null && - (data.FirstName.ToLower().StartsWith(query.ToLower()) || data.LastName.ToLower().StartsWith(query.ToLower()))) - users.Add(data); + lock (m_UserCache) + { + foreach (UserData data in m_UserCache.Values) + { + if (users.Find(delegate(UserData d) { return d.Id == data.Id; }) == null && + (data.FirstName.ToLower().StartsWith(query.ToLower()) || data.LastName.ToLower().StartsWith(query.ToLower()))) + users.Add(data); + } + } AddAdditionalUsers(query, users); -- cgit v1.1 From c47de9878dd8af19fa9b4322a8a49646712ebf9b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 17:45:15 +0100 Subject: Log when "Unknown User" is sent to a user because the UMM had no binding for that UUID and when a binding replaces a previous "Unknown User" entry. This is a temporary measure to hunt down issues where some but not all users see others as "Unknown user" in text chat, etc. http://opensimulator.org/mantis/view.php?id=6625 --- .../UserManagement/UserManagementModule.cs | 49 ++++++++++++++-------- 1 file changed, 32 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index d99c8eb..06f1712 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -157,13 +157,16 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } else { - string[] names = GetUserNames(uuid); + string[] names; + bool foundRealName = TryGetUserNames(uuid, out names); + if (names.Length == 2) { - //m_log.DebugFormat("[XXX] HandleUUIDNameRequest {0} is {1} {2}", uuid, names[0], names[1]); + if (!foundRealName) + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, remote_client.Name); + remote_client.SendNameReply(uuid, names[0], names[1]); } - } } @@ -277,17 +280,24 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } } - private string[] GetUserNames(UUID uuid) + /// + /// Try to get the names bound to the given uuid. + /// + /// True if the name was found, false if not. + /// + /// The array of names if found. If not found, then names[0] = "Unknown" and names[1] = "User" + private bool TryGetUserNames(UUID uuid, out string[] names) { - string[] returnstring = new string[2]; + names = new string[2]; lock (m_UserCache) { if (m_UserCache.ContainsKey(uuid)) { - returnstring[0] = m_UserCache[uuid].FirstName; - returnstring[1] = m_UserCache[uuid].LastName; - return returnstring; + names[0] = m_UserCache[uuid].FirstName; + names[1] = m_UserCache[uuid].LastName; + + return true; } } @@ -295,8 +305,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement if (account != null) { - returnstring[0] = account.FirstName; - returnstring[1] = account.LastName; + names[0] = account.FirstName; + names[1] = account.LastName; UserData user = new UserData(); user.FirstName = account.FirstName; @@ -304,14 +314,16 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement lock (m_UserCache) m_UserCache[uuid] = user; + + return true; } else { - returnstring[0] = "Unknown"; - returnstring[1] = "User"; - } + names[0] = "Unknown"; + names[1] = "User"; - return returnstring; + return false; + } } #region IUserManagement @@ -347,15 +359,17 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement public string GetUserName(UUID uuid) { - string[] names = GetUserNames(uuid); + string[] names; + TryGetUserNames(uuid, out names); + if (names.Length == 2) { string firstname = names[0]; string lastname = names[1]; return firstname + " " + lastname; - } + return "(hippos)"; } @@ -471,12 +485,13 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement //ignore updates without creator data return; } + //try update unknown users //and creator's home URL's if ((oldUser.FirstName == "Unknown" && !creatorData.Contains ("Unknown")) || (oldUser.HomeURL != null && !creatorData.StartsWith (oldUser.HomeURL))) { m_UserCache.Remove (id); -// m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData,oldUser.HomeURL); + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); } else { -- cgit v1.1 From 6edecd5d94949873411b0625928b4f0ad0e01f9a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 18:00:41 +0100 Subject: Add "show name" console command to make it possible to show a single binding of a UUID to a name. --- .../UserManagement/UserManagementModule.cs | 34 ++++++++++++++++++++++ 1 file changed, 34 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 06f1712..48ec12f 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -568,6 +568,13 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement protected void RegisterConsoleCmds() { MainConsole.Instance.Commands.AddCommand("Users", true, + "show name", + "show name ", + "Show the bindings between a single user UUID and a user name", + String.Empty, + HandleShowUser); + + MainConsole.Instance.Commands.AddCommand("Users", true, "show names", "show names", "Show the bindings between user UUIDs and user names", @@ -575,6 +582,33 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement HandleShowUsers); } + private void HandleShowUser(string module, string[] cmd) + { + if (cmd.Length < 3) + { + MainConsole.Instance.OutputFormat("Usage: show name "); + return; + } + + UUID userId; + if (!ConsoleUtil.TryParseConsoleUuid(MainConsole.Instance, cmd[2], out userId)) + return; + + string[] names; + if (!TryGetUserNames(userId, out names)) + { + MainConsole.Instance.OutputFormat("No name known for user with id {0}", userId); + return; + } + + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.AddColumn("UUID", 36); + cdt.AddColumn("Name", 60); + cdt.AddRow(userId, string.Join(" ", names)); + + MainConsole.Instance.Output(cdt.ToString()); + } + private void HandleShowUsers(string module, string[] cmd) { lock (m_UserCache) -- cgit v1.1 From 5c8d38d6cf00ea8e53ff52ac5eafde40ee94b68e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 18:10:42 +0100 Subject: minor: Change "show names" command to use consistent console display table --- .../UserManagement/UserManagementModule.cs | 24 ++++++++-------------- 1 file changed, 9 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 48ec12f..d75a85f 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -603,7 +603,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement ConsoleDisplayTable cdt = new ConsoleDisplayTable(); cdt.AddColumn("UUID", 36); - cdt.AddColumn("Name", 60); + cdt.AddColumn("Name", 30); cdt.AddRow(userId, string.Join(" ", names)); MainConsole.Instance.Output(cdt.ToString()); @@ -611,24 +611,18 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement private void HandleShowUsers(string module, string[] cmd) { + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.AddColumn("UUID", 36); + cdt.AddColumn("Name", 30); + cdt.AddColumn("HomeURL", 40); + lock (m_UserCache) { - if (m_UserCache.Count == 0) - { - MainConsole.Instance.Output("No users found"); - return; - } - - MainConsole.Instance.Output("UUID User Name"); - MainConsole.Instance.Output("-----------------------------------------------------------------------------"); foreach (KeyValuePair kvp in m_UserCache) - { - MainConsole.Instance.Output(String.Format("{0} {1} {2} ({3})", - kvp.Key, kvp.Value.FirstName, kvp.Value.LastName, kvp.Value.HomeURL)); - } - - return; + cdt.AddRow(kvp.Key, string.Format("{0} {1}", kvp.Value.FirstName, kvp.Value.LastName), kvp.Value.HomeURL); } + + MainConsole.Instance.Output(cdt.ToString()); } } } \ No newline at end of file -- cgit v1.1 From 434c3cf83b09fbbf4b3d20b079597a40d63bae2f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 18:15:22 +0100 Subject: Make "show name" command display HomeURL like "show names" --- .../Framework/UserManagement/UserManagementModule.cs | 15 +++++++++++---- 1 file changed, 11 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index d75a85f..f8f4235 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -595,16 +595,23 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement return; string[] names; - if (!TryGetUserNames(userId, out names)) + + UserData ud; + + lock (m_UserCache) { - MainConsole.Instance.OutputFormat("No name known for user with id {0}", userId); - return; + if (!m_UserCache.TryGetValue(userId, out ud)) + { + MainConsole.Instance.OutputFormat("No name known for user with id {0}", userId); + return; + } } ConsoleDisplayTable cdt = new ConsoleDisplayTable(); cdt.AddColumn("UUID", 36); cdt.AddColumn("Name", 30); - cdt.AddRow(userId, string.Join(" ", names)); + cdt.AddColumn("HomeURL", 40); + cdt.AddRow(userId, string.Join(" ", ud.FirstName, ud.LastName), ud.HomeURL); MainConsole.Instance.Output(cdt.ToString()); } -- cgit v1.1 From ba6a6b2d4021160a68dec906b3a0b3930e870a51 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 18:18:16 +0100 Subject: Fix compile failure from recent git master 434c3cf --- .../Region/CoreModules/Framework/UserManagement/UserManagementModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index f8f4235..806f5e5 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -611,7 +611,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement cdt.AddColumn("UUID", 36); cdt.AddColumn("Name", 30); cdt.AddColumn("HomeURL", 40); - cdt.AddRow(userId, string.Join(" ", ud.FirstName, ud.LastName), ud.HomeURL); + cdt.AddRow(userId, string.Format("{0} {1}", ud.FirstName, ud.LastName), ud.HomeURL); MainConsole.Instance.Output(cdt.ToString()); } -- cgit v1.1 From 06ab16889744ab3f3cef7d698b19408368711194 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 22:26:15 +0100 Subject: To further help with tracking down the apperance of too much "Unknown User" in chatlogs, etc. temporarily change each instance of this in OpenSimulator so we can identify where it's coming from For instance, the "Unknown User" in Util.ParseUniversalUserIdenitifer becaomes "Unknown UserUPUUI (class initials + method initials) This is to help with http://opensimulator.org/mantis/view.php?id=6625 --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 4 ++-- OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs | 2 +- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 4 ++-- 3 files changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 8056030..4613344 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -371,7 +371,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends foreach (string fid in outstanding) { UUID fromAgentID; - string firstname = "Unknown", lastname = "User"; + string firstname = "Unknown", lastname = "UserFMSFOIN"; if (!GetAgentInfo(client.Scene.RegionInfo.ScopeID, fid, out fromAgentID, out firstname, out lastname)) { m_log.DebugFormat("[FRIENDS MODULE]: skipping malformed friend {0}", fid); @@ -397,7 +397,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends protected virtual bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last) { - first = "Unknown"; last = "User"; + first = "Unknown"; last = "UserFMGAI"; if (!UUID.TryParse(fid, out agentID)) return false; diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs index bf5c0bb..b3e3aa2 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs @@ -293,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends protected override bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last) { - first = "Unknown"; last = "User"; + first = "Unknown"; last = "UserHGGAI"; if (base.GetAgentInfo(scopeID, fid, out agentID, out first, out last)) return true; diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 806f5e5..a720d7b 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -320,7 +320,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else { names[0] = "Unknown"; - names[1] = "User"; + names[1] = "UserUMMTGUN"; return false; } @@ -536,7 +536,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else { user.FirstName = "Unknown"; - user.LastName = "User"; + user.LastName = "UserUMMAU"; } AddUserInternal (user); -- cgit v1.1 From 9de3979f5b91ae4bf9b05b89ec59999c43514f90 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 17 May 2013 21:17:54 -0700 Subject: BulletSim: add gImpact shape type. Add logic to use gImpact shape for prims that have cuts or holes. Default logic to 'off' as it needs debugging. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 15 +++ OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 11 +- .../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 5 + OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 + OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 + .../Physics/BulletSPlugin/BSShapeCollection.cs | 15 ++- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 130 +++++++++++++++++++-- 7 files changed, 167 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 231f0f8..12a0c17 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -251,6 +251,16 @@ public override BulletShape CreateMeshShape(BulletWorld world, BSPhysicsShapeType.SHAPE_MESH); } +public override BulletShape CreateGImpactShape(BulletWorld world, + int indicesCount, int[] indices, + int verticesCount, float[] vertices) +{ + BulletWorldUnman worldu = world as BulletWorldUnman; + return new BulletShapeUnman( + BSAPICPP.CreateGImpactShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), + BSPhysicsShapeType.SHAPE_GIMPACT); +} + public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) { BulletWorldUnman worldu = world as BulletWorldUnman; @@ -1426,6 +1436,11 @@ public static extern IntPtr CreateMeshShape2(IntPtr world, int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr CreateGImpactShape2(IntPtr world, + int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, + int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateHullShape2(IntPtr world, int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 59780ae..6db5f5e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -1475,7 +1475,7 @@ private sealed class BulletConstraintXNA : BulletConstraint ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE: - ret = BSPhysicsShapeType.SHAPE_MESH; + ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; break; case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_HULL; @@ -1503,7 +1503,7 @@ private sealed class BulletConstraintXNA : BulletConstraint ret = BSPhysicsShapeType.SHAPE_CONE; break; case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE: - ret = BSPhysicsShapeType.SHAPE_UNKNOWN; + ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; break; case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_CYLINDER; @@ -1547,7 +1547,7 @@ private sealed class BulletConstraintXNA : BulletConstraint break; ///Used for GIMPACT Trimesh integration case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE: - ret = BSPhysicsShapeType.SHAPE_MESH; + ret = BSPhysicsShapeType.SHAPE_GIMPACT; break; ///Multimaterial mesh case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE: @@ -1820,6 +1820,11 @@ private sealed class BulletConstraintXNA : BulletConstraint return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); } + public override BulletShape CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) + { + // TODO: + return null; + } public static void DumpRaw(ObjectArrayindices, ObjectArray vertices, int pIndicesCount,int pVerticesCount ) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 3378c93..6cdc112 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -71,6 +71,7 @@ public enum BSPhysicsShapeType SHAPE_HEIGHTMAP = 23, SHAPE_AVATAR = 24, SHAPE_CONVEXHULL= 25, + SHAPE_GIMPACT = 26, }; // The native shapes have predefined shape hash keys @@ -321,6 +322,10 @@ public abstract BulletShape CreateMeshShape(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices ); +public abstract BulletShape CreateGImpactShape(BulletWorld world, + int indicesCount, int[] indices, + int verticesCount, float[] vertices ); + public abstract BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index d33292f..9a9e527 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -89,6 +89,7 @@ public static class BSParam public static bool ShouldRemoveZeroWidthTriangles { get; private set; } public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } + public static bool ShouldUseGImpactShapeForPrims { get; set; } public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } @@ -369,6 +370,8 @@ public static class BSParam false ), new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", true ), + new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", + false ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 9ed2d06..39f5b0a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -328,6 +328,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters BSParam.ShouldUseBulletHACD = false; m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader); BSParam.ShouldUseSingleConvexHullForPrims = false; + m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader); + BSParam.ShouldUseGImpactShapeForPrims = false; m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader); BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; break; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 64aaa15..32bbc8f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -230,6 +230,7 @@ public sealed class BSShapeCollection : IDisposable BSShape potentialHull = null; PrimitiveBaseShape pbs = prim.BaseShape; + // Use a simple, one section convex shape for prims that are probably convex (no cuts or twists) if (BSParam.ShouldUseSingleConvexHullForPrims && pbs != null && !pbs.SculptEntry @@ -238,7 +239,17 @@ public sealed class BSShapeCollection : IDisposable { potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); } - else + // Use the GImpact shape if it is a prim that has some concaveness + if (potentialHull == null + && BSParam.ShouldUseGImpactShapeForPrims + && pbs != null + && !pbs.SculptEntry + ) + { + potentialHull = BSShapeGImpact.GetReference(m_physicsScene, false /* forceRebuild */, prim); + } + // If not any of the simple cases, just make a hull + if (potentialHull == null) { potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); } @@ -261,7 +272,7 @@ public sealed class BSShapeCollection : IDisposable } else { - // Update prim.BSShape to reference a mesh of this shape. + // Non-physical objects should be just meshes. BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); // If the current shape is not what is on the prim at the moment, time to change. if (!prim.PhysShape.HasPhysicalShape diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 72d039b..0152233 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -422,9 +422,22 @@ public class BSShapeMesh : BSShape outMesh = foundDesc; return ret; } + + public delegate BulletShape CreateShapeCall(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices ); private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { + return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, + (w, iC, i, vC, v) => physicsScene.PE.CreateMeshShape(w, iC, i, vC, v) ); + } + + // Code that uses the mesher to create the index/vertices info for a trimesh shape. + // This is used by the passed 'makeShape' call to create the Bullet mesh shape. + // The actual build call is passed so this logic can be used by several of the shapes that use a + // simple mesh as their base shape. + public static BulletShape CreatePhysicalMeshShape(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, + PrimitiveBaseShape pbs, OMV.Vector3 size, float lod, CreateShapeCall makeShape) + { BulletShape newShape = new BulletShape(); IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, @@ -482,8 +495,7 @@ public class BSShapeMesh : BSShape if (realIndicesIndex != 0) { - newShape = physicsScene.PE.CreateMeshShape(physicsScene.World, - realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); + newShape = makeShape(physicsScene.World, realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); } else { @@ -803,6 +815,7 @@ public class BSShapeCompound : BSShape // Called at taint-time. private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) { + // TODO: figure a better way to go through all the shape types and find a possible instance. BSShapeMesh meshDesc; if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) { @@ -824,17 +837,25 @@ public class BSShapeCompound : BSShape } else { - if (physicsScene.PE.IsCompound(pShape)) + BSShapeGImpact gImpactDesc; + if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc)) { - BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); - recursiveCompound.Dereference(physicsScene); + gImpactDesc.Dereference(physicsScene); } else { - if (physicsScene.PE.IsNativeShape(pShape)) + if (physicsScene.PE.IsCompound(pShape)) + { + BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); + recursiveCompound.Dereference(physicsScene); + } + else { - BSShapeNative nativeShape = new BSShapeNative(pShape); - nativeShape.Dereference(physicsScene); + if (physicsScene.PE.IsNativeShape(pShape)) + { + BSShapeNative nativeShape = new BSShapeNative(pShape); + nativeShape.Dereference(physicsScene); + } } } } @@ -857,7 +878,7 @@ public class BSShapeConvexHull : BSShape float lod; System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", + physicsScene.DetailLog("{0},BSShapeConvexHull,getReference,newKey={1},size={2},lod={3}", prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); BSShapeConvexHull retConvexHull = null; @@ -937,6 +958,97 @@ public class BSShapeConvexHull : BSShape return ret; } } +// ============================================================================================================ +public class BSShapeGImpact : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE GIMPACT]"; + public static Dictionary GImpacts = new Dictionary(); + + public BSShapeGImpact(BulletShape pShape) : base(pShape) + { + } + public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + float lod; + System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + + physicsScene.DetailLog("{0},BSShapeGImpact,getReference,newKey={1},size={2},lod={3}", + prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); + + BSShapeGImpact retGImpact = null; + lock (GImpacts) + { + if (GImpacts.TryGetValue(newMeshKey, out retGImpact)) + { + // The mesh has already been created. Return a new reference to same. + retGImpact.IncrementReference(); + } + else + { + retGImpact = new BSShapeGImpact(new BulletShape()); + BulletShape newShape = retGImpact.CreatePhysicalGImpact(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); + + // Check to see if mesh was created (might require an asset). + newShape = VerifyMeshCreated(physicsScene, newShape, prim); + 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. + GImpacts.Add(newMeshKey, retGImpact); + } + + retGImpact.physShapeInfo = newShape; + } + } + return retGImpact; + } + + private BulletShape CreatePhysicalGImpact(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, + PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + { + return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, + (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) ); + } + + public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) + { + // Calling this reference means we want another handle to an existing shape + // (usually linksets) so return this copy. + IncrementReference(); + return this; + } + // Dereferencing a compound shape releases the hold on all the child shapes. + public override void Dereference(BSScene physicsScene) + { + lock (GImpacts) + { + this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeGImpact.Dereference,shape={1}", BSScene.DetailLogZero, this); + // TODO: schedule aging and destruction of unused meshes. + } + } + // Loop through all the known hulls and return the description based on the physical address. + public static bool TryGetGImpactByPtr(BulletShape pShape, out BSShapeGImpact outHull) + { + bool ret = false; + BSShapeGImpact foundDesc = null; + lock (GImpacts) + { + foreach (BSShapeGImpact sh in GImpacts.Values) + { + if (sh.physShapeInfo.ReferenceSame(pShape)) + { + foundDesc = sh; + ret = true; + break; + } + + } + } + outHull = foundDesc; + return ret; + } +} // ============================================================================================================ public class BSShapeAvatar : BSShape -- cgit v1.1 From 2fd8819a043269f9308cb46c71893e6eb35a426e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 21 May 2013 21:32:30 -0700 Subject: BulletSim: add code to experimentally use asset hull data. Default to 'off' as it needs debugging. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 ++ OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 55 ++++++++++++++++++++++-- 2 files changed, 54 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 9a9e527..5cff668 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -90,6 +90,7 @@ public static class BSParam public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } public static bool ShouldUseGImpactShapeForPrims { get; set; } + public static bool ShouldUseAssetHulls { get; set; } public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } @@ -372,6 +373,8 @@ public static class BSParam true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", false ), + new ParameterDefn("UseAssetHulls", "If true, use hull if specified in the mesh asset info", + false ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 0152233..b7f7e6c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -31,6 +31,7 @@ using System.Text; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; +using OpenSim.Region.Physics.Meshing; using OpenSim.Region.Physics.ConvexDecompositionDotNet; using OMV = OpenMetaverse; @@ -573,9 +574,56 @@ public class BSShapeHull : BSShape PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); - IntPtr hullPtr = IntPtr.Zero; + newShape.shapeKey = newHullKey; - if (BSParam.ShouldUseBulletHACD) + // Pass true for physicalness as this prevents the creation of bounding box which is not needed + IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); + + // If there is hull data in the mesh asset, build the hull from that + if (meshData != null && BSParam.ShouldUseAssetHulls) + { + Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; + if (realMesher != null) + { + List> allHulls = realMesher.GetConvexHulls(size); + if (allHulls != null) + { + int hullCount = allHulls.Count; + int totalVertices = 1; // include one for the count of the hulls + // Using the structure described for HACD hulls, create the memory sturcture + // to pass the hull data to the creater. + foreach (List hullVerts in allHulls) + { + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += hullVerts.Count * 3; // one vertex is three dimensions + } + float[] convHulls = new float[totalVertices]; + + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (List hullVerts in allHulls) + { + convHulls[jj + 0] = hullVerts.Count; + convHulls[jj + 1] = 0f; // centroid x,y,z + convHulls[jj + 2] = 0f; + convHulls[jj + 3] = 0f; + jj += 4; + foreach (OMV.Vector3 oneVert in hullVerts) + { + convHulls[jj + 0] = oneVert.X; + convHulls[jj + 1] = oneVert.Y; + convHulls[jj + 2] = oneVert.Z; + jj += 3; + } + } + + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + } + } + } + // If no hull specified in the asset and we should use Bullet's HACD approximation... + if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) { // Build the hull shape from an existing mesh shape. // The mesh should have already been created in Bullet. @@ -604,11 +652,10 @@ public class BSShapeHull : BSShape } physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } + // If no hull specified, use our HACD hull approximation. if (!newShape.HasPhysicalShape) { // Build a new hull in the physical world using the C# HACD algorigthm. - // Pass true for physicalness as this prevents the creation of bounding box which is not needed - IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); if (meshData != null) { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) -- cgit v1.1 From 6596a1de806d1ec509f3a570a0944ab9aff5947c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 21 May 2013 22:16:18 -0700 Subject: Revert "BulletSim: add code to experimentally use asset hull data." This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e. Remove this code until I can figure out why the references that are clearly in prebuild.xml doesn't work for the 'using OpenSim.Region.Physics.Meshing' in BSShape.cs. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 -- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 55 ++---------------------- 2 files changed, 4 insertions(+), 54 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5cff668..9a9e527 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -90,7 +90,6 @@ public static class BSParam public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } public static bool ShouldUseGImpactShapeForPrims { get; set; } - public static bool ShouldUseAssetHulls { get; set; } public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } @@ -373,8 +372,6 @@ public static class BSParam true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", false ), - new ParameterDefn("UseAssetHulls", "If true, use hull if specified in the mesh asset info", - false ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index b7f7e6c..0152233 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -31,7 +31,6 @@ using System.Text; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; -using OpenSim.Region.Physics.Meshing; using OpenSim.Region.Physics.ConvexDecompositionDotNet; using OMV = OpenMetaverse; @@ -574,56 +573,9 @@ public class BSShapeHull : BSShape PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); - newShape.shapeKey = newHullKey; + IntPtr hullPtr = IntPtr.Zero; - // Pass true for physicalness as this prevents the creation of bounding box which is not needed - IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); - - // If there is hull data in the mesh asset, build the hull from that - if (meshData != null && BSParam.ShouldUseAssetHulls) - { - Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; - if (realMesher != null) - { - List> allHulls = realMesher.GetConvexHulls(size); - if (allHulls != null) - { - int hullCount = allHulls.Count; - int totalVertices = 1; // include one for the count of the hulls - // Using the structure described for HACD hulls, create the memory sturcture - // to pass the hull data to the creater. - foreach (List hullVerts in allHulls) - { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += hullVerts.Count * 3; // one vertex is three dimensions - } - float[] convHulls = new float[totalVertices]; - - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (List hullVerts in allHulls) - { - convHulls[jj + 0] = hullVerts.Count; - convHulls[jj + 1] = 0f; // centroid x,y,z - convHulls[jj + 2] = 0f; - convHulls[jj + 3] = 0f; - jj += 4; - foreach (OMV.Vector3 oneVert in hullVerts) - { - convHulls[jj + 0] = oneVert.X; - convHulls[jj + 1] = oneVert.Y; - convHulls[jj + 2] = oneVert.Z; - jj += 3; - } - } - - // create the hull data structure in Bullet - newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); - } - } - } - // If no hull specified in the asset and we should use Bullet's HACD approximation... - if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) + if (BSParam.ShouldUseBulletHACD) { // Build the hull shape from an existing mesh shape. // The mesh should have already been created in Bullet. @@ -652,10 +604,11 @@ public class BSShapeHull : BSShape } physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } - // If no hull specified, use our HACD hull approximation. if (!newShape.HasPhysicalShape) { // Build a new hull in the physical world using the C# HACD algorigthm. + // Pass true for physicalness as this prevents the creation of bounding box which is not needed + IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); if (meshData != null) { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) -- cgit v1.1 From 7d38f4940c39b217bcf6b90b7811933099916de9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 22 May 2013 20:01:57 +0100 Subject: Implement llSetSoundQueueing(). This is controlled by the viewer, not the server. So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim. You probably need to use llPreloadSound() for best results --- OpenSim/Region/CoreModules/World/Sound/SoundModule.cs | 9 +++++++++ OpenSim/Region/Framework/Interfaces/ISoundModule.cs | 8 +++++++- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 10 +++++++++- .../Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 12 ++++++++---- 4 files changed, 33 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs index 883045a..d093224 100644 --- a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs +++ b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs @@ -369,6 +369,15 @@ namespace OpenSim.Region.CoreModules.World.Sound }); } + public void SetSoundQueueing(UUID objectID, bool shouldQueue) + { + SceneObjectPart part; + if (!m_scene.TryGetSceneObjectPart(objectID, out part)) + return; + + part.SoundQueueing = shouldQueue; + } + #endregion } } diff --git a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs index 68af492..8372ddd 100644 --- a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs +++ b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs @@ -104,7 +104,6 @@ namespace OpenSim.Region.Framework.Interfaces /// Sound asset ID /// Sound volume /// Triggered or not. - /// /// Sound radius /// Play using sound master /// Play as sound master @@ -123,5 +122,12 @@ namespace OpenSim.Region.Framework.Interfaces /// AABB top north-east corner void TriggerSoundLimited(UUID objectID, UUID sound, double volume, Vector3 min, Vector3 max); + + /// + /// Set whether sounds on the given prim should be queued. + /// + /// + /// + void SetSoundQueueing(UUID objectID, bool shouldQueue); } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 347a2b5..b1c1cbb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -219,6 +219,14 @@ namespace OpenSim.Region.Framework.Scenes public double SoundRadius; + /// + /// Should sounds played from this prim be queued? + /// + /// + /// This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting. + /// + public bool SoundQueueing { get; set; } + public uint TimeStampFull; public uint TimeStampLastActivity; // Will be used for AutoReturn @@ -2429,7 +2437,7 @@ namespace OpenSim.Region.Framework.Scenes if (soundModule != null) { soundModule.SendSound(UUID, CollisionSound, - CollisionSoundVolume, true, (byte)0, 0, false, + CollisionSoundVolume, true, 0, 0, false, false); } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 969243c..0b4b043 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2474,9 +2474,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // send the sound, once, to all clients in range if (m_SoundModule != null) { - m_SoundModule.SendSound(m_host.UUID, - ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0, - 0, false, false); + m_SoundModule.SendSound( + m_host.UUID, + ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), + volume, false, m_host.SoundQueueing ? (byte)SoundFlags.Queue : (byte)SoundFlags.None, + 0, false, false); } } @@ -11822,7 +11824,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llSetSoundQueueing(int queue) { m_host.AddScriptLPS(1); - NotImplemented("llSetSoundQueueing"); + + if (m_SoundModule != null) + m_SoundModule.SetSoundQueueing(m_host.UUID, queue == ScriptBaseClass.TRUE.value); } public void llCollisionSprite(string impact_sprite) -- cgit v1.1 From 61cdf9390d8dc124b0ef3afabb5bcb63328686eb Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 22 May 2013 16:06:06 -0700 Subject: BulletSim: fix problem with walking up stairs that are oriented in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index ff5b6ab..48f842e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -483,8 +483,15 @@ public sealed class BSCharacter : BSPhysObject { // Bullet assumes we know what we are doing when forcing orientation // so it lets us go against all the rules and just compensates for them later. - // This keeps us from flipping the capsule over which the veiwer does not understand. - ForceOrientation = new OMV.Quaternion(0, 0, _orientation.Z,0); + // This forces rotation to be only around the Z axis and doesn't change any of the other axis. + // This keeps us from flipping the capsule over which the veiwer does not understand. + float oRoll, oPitch, oYaw; + _orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); + OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); + // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", + // LocalID, _orientation, OMV.Vector3.UnitX * _orientation, + // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); + ForceOrientation = trimmedOrientation; }); } } -- cgit v1.1 From ffc9b3dda766c15e053b9296d15356533f7e99f8 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 21 May 2013 21:32:30 -0700 Subject: BulletSim: add code to experimentally use asset hull data. Default to 'off' as it needs debugging. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 ++ OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 55 ++++++++++++++++++++++-- 2 files changed, 54 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 9a9e527..5cff668 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -90,6 +90,7 @@ public static class BSParam public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } public static bool ShouldUseGImpactShapeForPrims { get; set; } + public static bool ShouldUseAssetHulls { get; set; } public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } @@ -372,6 +373,8 @@ public static class BSParam true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", false ), + new ParameterDefn("UseAssetHulls", "If true, use hull if specified in the mesh asset info", + false ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 0152233..b7f7e6c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -31,6 +31,7 @@ using System.Text; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; +using OpenSim.Region.Physics.Meshing; using OpenSim.Region.Physics.ConvexDecompositionDotNet; using OMV = OpenMetaverse; @@ -573,9 +574,56 @@ public class BSShapeHull : BSShape PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); - IntPtr hullPtr = IntPtr.Zero; + newShape.shapeKey = newHullKey; - if (BSParam.ShouldUseBulletHACD) + // Pass true for physicalness as this prevents the creation of bounding box which is not needed + IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); + + // If there is hull data in the mesh asset, build the hull from that + if (meshData != null && BSParam.ShouldUseAssetHulls) + { + Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; + if (realMesher != null) + { + List> allHulls = realMesher.GetConvexHulls(size); + if (allHulls != null) + { + int hullCount = allHulls.Count; + int totalVertices = 1; // include one for the count of the hulls + // Using the structure described for HACD hulls, create the memory sturcture + // to pass the hull data to the creater. + foreach (List hullVerts in allHulls) + { + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += hullVerts.Count * 3; // one vertex is three dimensions + } + float[] convHulls = new float[totalVertices]; + + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (List hullVerts in allHulls) + { + convHulls[jj + 0] = hullVerts.Count; + convHulls[jj + 1] = 0f; // centroid x,y,z + convHulls[jj + 2] = 0f; + convHulls[jj + 3] = 0f; + jj += 4; + foreach (OMV.Vector3 oneVert in hullVerts) + { + convHulls[jj + 0] = oneVert.X; + convHulls[jj + 1] = oneVert.Y; + convHulls[jj + 2] = oneVert.Z; + jj += 3; + } + } + + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + } + } + } + // If no hull specified in the asset and we should use Bullet's HACD approximation... + if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) { // Build the hull shape from an existing mesh shape. // The mesh should have already been created in Bullet. @@ -604,11 +652,10 @@ public class BSShapeHull : BSShape } physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } + // If no hull specified, use our HACD hull approximation. if (!newShape.HasPhysicalShape) { // Build a new hull in the physical world using the C# HACD algorigthm. - // Pass true for physicalness as this prevents the creation of bounding box which is not needed - IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); if (meshData != null) { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) -- cgit v1.1 From 5efce21abc92fa1005fa8651a5622fe72cf83ff3 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 22 May 2013 21:57:07 -0700 Subject: BulletSim: correct errors caused by misspelled INI parameter spec. Add debugging messages for hull asset use. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 9 ++++++--- 2 files changed, 7 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5cff668..c19eda1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -373,7 +373,7 @@ public static class BSParam true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", false ), - new ParameterDefn("UseAssetHulls", "If true, use hull if specified in the mesh asset info", + new ParameterDefn("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", false ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index b7f7e6c..6729d6b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -619,6 +619,9 @@ public class BSShapeHull : BSShape // create the hull data structure in Bullet newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", + prim.LocalID, hullCount, totalVertices, newShape); } } } @@ -627,7 +630,7 @@ public class BSShapeHull : BSShape { // Build the hull shape from an existing mesh shape. // The mesh should have already been created in Bullet. - physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID); BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); if (meshShape.physShapeInfo.HasPhysicalShape) @@ -645,12 +648,12 @@ public class BSShapeHull : BSShape physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); - physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape); // Now done with the mesh shape. meshShape.Dereference(physicsScene); } - physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } // If no hull specified, use our HACD hull approximation. if (!newShape.HasPhysicalShape) -- cgit v1.1 From 29b3b44fab46a44f911e582ab284025086cf3692 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 23 May 2013 14:40:16 -0700 Subject: BulletSim: add locking around Meshmerizer use to eliminate possible race condition when extracting the convex hulls. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 302 ++++++++++++----------- 1 file changed, 157 insertions(+), 145 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 6729d6b..48f1394 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -441,10 +441,14 @@ public class BSShapeMesh : BSShape { BulletShape newShape = new BulletShape(); - IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, - false, // say it is not physical so a bounding box is not built - false // do not cache the mesh and do not use previously built versions - ); + IMesh meshData = null; + lock (physicsScene.mesher) + { + meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, + false, // say it is not physical so a bounding box is not built + false // do not cache the mesh and do not use previously built versions + ); + } if (meshData != null) { @@ -576,55 +580,67 @@ public class BSShapeHull : BSShape BulletShape newShape = new BulletShape(); newShape.shapeKey = newHullKey; - // Pass true for physicalness as this prevents the creation of bounding box which is not needed - IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); - - // If there is hull data in the mesh asset, build the hull from that - if (meshData != null && BSParam.ShouldUseAssetHulls) + IMesh meshData = null; + List> allHulls = null; + lock (physicsScene.mesher) { - Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; - if (realMesher != null) + // Pass true for physicalness as this prevents the creation of bounding box which is not needed + meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); + + // If we should use the asset's hull info, fetch it out of the locked mesher + if (meshData != null && BSParam.ShouldUseAssetHulls) { - List> allHulls = realMesher.GetConvexHulls(size); - if (allHulls != null) + Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; + if (realMesher != null) { - int hullCount = allHulls.Count; - int totalVertices = 1; // include one for the count of the hulls - // Using the structure described for HACD hulls, create the memory sturcture - // to pass the hull data to the creater. - foreach (List hullVerts in allHulls) - { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += hullVerts.Count * 3; // one vertex is three dimensions - } - float[] convHulls = new float[totalVertices]; - - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (List hullVerts in allHulls) - { - convHulls[jj + 0] = hullVerts.Count; - convHulls[jj + 1] = 0f; // centroid x,y,z - convHulls[jj + 2] = 0f; - convHulls[jj + 3] = 0f; - jj += 4; - foreach (OMV.Vector3 oneVert in hullVerts) - { - convHulls[jj + 0] = oneVert.X; - convHulls[jj + 1] = oneVert.Y; - convHulls[jj + 2] = oneVert.Z; - jj += 3; - } - } + allHulls = realMesher.GetConvexHulls(size); + } + if (allHulls == null) + { + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID); + } + } + } - // create the hull data structure in Bullet - newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + // If there is hull data in the mesh asset, build the hull from that + if (allHulls != null && BSParam.ShouldUseAssetHulls) + { + int hullCount = allHulls.Count; + int totalVertices = 1; // include one for the count of the hulls + // Using the structure described for HACD hulls, create the memory sturcture + // to pass the hull data to the creater. + foreach (List hullVerts in allHulls) + { + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += hullVerts.Count * 3; // one vertex is three dimensions + } + float[] convHulls = new float[totalVertices]; - physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", - prim.LocalID, hullCount, totalVertices, newShape); + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (List hullVerts in allHulls) + { + convHulls[jj + 0] = hullVerts.Count; + convHulls[jj + 1] = 0f; // centroid x,y,z + convHulls[jj + 2] = 0f; + convHulls[jj + 3] = 0f; + jj += 4; + foreach (OMV.Vector3 oneVert in hullVerts) + { + convHulls[jj + 0] = oneVert.X; + convHulls[jj + 1] = oneVert.Y; + convHulls[jj + 2] = oneVert.Z; + jj += 3; } } + + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", + prim.LocalID, hullCount, totalVertices, newShape); } + // If no hull specified in the asset and we should use Bullet's HACD approximation... if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) { @@ -655,120 +671,116 @@ public class BSShapeHull : BSShape } physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } - // If no hull specified, use our HACD hull approximation. - if (!newShape.HasPhysicalShape) + + // If no other hull specifications, use our HACD hull approximation. + if (!newShape.HasPhysicalShape && meshData != null) { - // Build a new hull in the physical world using the C# HACD algorigthm. - if (meshData != null) + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { - if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) - { - // Release the fetched asset data once it has been used. - pbs.SculptData = new byte[0]; - prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; - } + // Release the fetched asset data once it has been used. + pbs.SculptData = new byte[0]; + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; + } - int[] indices = meshData.getIndexListAsInt(); - List vertices = meshData.getVertexList(); + int[] indices = meshData.getIndexListAsInt(); + List vertices = meshData.getVertexList(); - //format conversion from IMesh format to DecompDesc format - List convIndices = new List(); - List convVertices = new List(); - for (int ii = 0; ii < indices.GetLength(0); ii++) - { - convIndices.Add(indices[ii]); - } - foreach (OMV.Vector3 vv in vertices) - { - convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); - } + //format conversion from IMesh format to DecompDesc format + List convIndices = new List(); + List convVertices = new List(); + for (int ii = 0; ii < indices.GetLength(0); ii++) + { + convIndices.Add(indices[ii]); + } + foreach (OMV.Vector3 vv in vertices) + { + convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); + } - uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; - if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) + uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; + if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) + { + // Simple primitive shapes we know are convex so they are better implemented with + // fewer hulls. + // Check for simple shape (prim without cuts) and reduce split parameter if so. + if (BSShapeCollection.PrimHasNoCuts(pbs)) { - // Simple primitive shapes we know are convex so they are better implemented with - // fewer hulls. - // Check for simple shape (prim without cuts) and reduce split parameter if so. - if (BSShapeCollection.PrimHasNoCuts(pbs)) - { - maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; - } + maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; } + } + + // setup and do convex hull conversion + m_hulls = new List(); + DecompDesc dcomp = new DecompDesc(); + dcomp.mIndices = convIndices; + dcomp.mVertices = convVertices; + dcomp.mDepth = maxDepthSplit; + dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; + dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; + dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; + dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; + ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); + // create the hull into the _hulls variable + convexBuilder.process(dcomp); + + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", + BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); + + // Convert the vertices and indices for passing to unmanaged. + // The hull information is passed as a large floating point array. + // The format is: + // convHulls[0] = number of hulls + // convHulls[1] = number of vertices in first hull + // convHulls[2] = hull centroid X coordinate + // convHulls[3] = hull centroid Y coordinate + // convHulls[4] = hull centroid Z coordinate + // convHulls[5] = first hull vertex X + // convHulls[6] = first hull vertex Y + // convHulls[7] = first hull vertex Z + // convHulls[8] = second hull vertex X + // ... + // convHulls[n] = number of vertices in second hull + // convHulls[n+1] = second hull centroid X coordinate + // ... + // + // TODO: is is very inefficient. Someday change the convex hull generator to return + // data structures that do not need to be converted in order to pass to Bullet. + // And maybe put the values directly into pinned memory rather than marshaling. + int hullCount = m_hulls.Count; + int totalVertices = 1; // include one for the count of the hulls + foreach (ConvexResult cr in m_hulls) + { + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += cr.HullIndices.Count * 3; // we pass just triangles + } + float[] convHulls = new float[totalVertices]; - // setup and do convex hull conversion - m_hulls = new List(); - DecompDesc dcomp = new DecompDesc(); - dcomp.mIndices = convIndices; - dcomp.mVertices = convVertices; - dcomp.mDepth = maxDepthSplit; - dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; - dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; - dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; - dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; - ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); - // create the hull into the _hulls variable - convexBuilder.process(dcomp); - - physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", - BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); - - // Convert the vertices and indices for passing to unmanaged. - // The hull information is passed as a large floating point array. - // The format is: - // convHulls[0] = number of hulls - // convHulls[1] = number of vertices in first hull - // convHulls[2] = hull centroid X coordinate - // convHulls[3] = hull centroid Y coordinate - // convHulls[4] = hull centroid Z coordinate - // convHulls[5] = first hull vertex X - // convHulls[6] = first hull vertex Y - // convHulls[7] = first hull vertex Z - // convHulls[8] = second hull vertex X - // ... - // convHulls[n] = number of vertices in second hull - // convHulls[n+1] = second hull centroid X coordinate - // ... - // - // TODO: is is very inefficient. Someday change the convex hull generator to return - // data structures that do not need to be converted in order to pass to Bullet. - // And maybe put the values directly into pinned memory rather than marshaling. - int hullCount = m_hulls.Count; - int totalVertices = 1; // include one for the count of the hulls - foreach (ConvexResult cr in m_hulls) + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (ConvexResult cr in m_hulls) + { + // copy vertices for index access + float3[] verts = new float3[cr.HullVertices.Count]; + int kk = 0; + foreach (float3 ff in cr.HullVertices) { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += cr.HullIndices.Count * 3; // we pass just triangles + verts[kk++] = ff; } - float[] convHulls = new float[totalVertices]; - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (ConvexResult cr in m_hulls) + // add to the array one hull's worth of data + convHulls[jj++] = cr.HullIndices.Count; + convHulls[jj++] = 0f; // centroid x,y,z + convHulls[jj++] = 0f; + convHulls[jj++] = 0f; + foreach (int ind in cr.HullIndices) { - // copy vertices for index access - float3[] verts = new float3[cr.HullVertices.Count]; - int kk = 0; - foreach (float3 ff in cr.HullVertices) - { - verts[kk++] = ff; - } - - // add to the array one hull's worth of data - convHulls[jj++] = cr.HullIndices.Count; - convHulls[jj++] = 0f; // centroid x,y,z - convHulls[jj++] = 0f; - convHulls[jj++] = 0f; - foreach (int ind in cr.HullIndices) - { - convHulls[jj++] = verts[ind].x; - convHulls[jj++] = verts[ind].y; - convHulls[jj++] = verts[ind].z; - } + convHulls[jj++] = verts[ind].x; + convHulls[jj++] = verts[ind].y; + convHulls[jj++] = verts[ind].z; } - // create the hull data structure in Bullet - newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); } - newShape.shapeKey = newHullKey; + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); } return newShape; } -- cgit v1.1 From 0e002e369339719204f26c07157713bfc40fecca Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 23 May 2013 14:41:05 -0700 Subject: Add DEBUG level logging in Meshmerizer for mesh parsing. There is a compile time variable to turn this logging off if it is too spammy. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 27 +++++++++++++++++++++++++-- 1 file changed, 25 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 79edc12..adc0dc9 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -64,6 +64,7 @@ namespace OpenSim.Region.Physics.Meshing public class Meshmerizer : IMesher { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static string LogHeader = "[MESH]"; // Setting baseDir to a path will enable the dumping of raw files // raw files can be imported by blender so a visual inspection of the results can be done @@ -72,6 +73,8 @@ namespace OpenSim.Region.Physics.Meshing #else private const string baseDir = null; //"rawFiles"; #endif + // If 'true', lots of DEBUG logging of asset parsing details + private bool debugDetail = true; private bool cacheSculptMaps = true; private string decodedSculptMapPath = null; @@ -357,13 +360,25 @@ namespace OpenSim.Region.Physics.Meshing OSDMap physicsParms = null; OSDMap map = (OSDMap)meshOsd; if (map.ContainsKey("physics_shape")) + { physicsParms = (OSDMap)map["physics_shape"]; // old asset format + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': using 'physics_shape' mesh data", LogHeader, primName); + } else if (map.ContainsKey("physics_mesh")) + { physicsParms = (OSDMap)map["physics_mesh"]; // new asset format + if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'physics_mesh' mesh data", LogHeader, primName); + } else if (map.ContainsKey("medium_lod")) + { physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh + if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'medium_lod' mesh data", LogHeader, primName); + } else if (map.ContainsKey("high_lod")) + { physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :) + if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'high_lod' mesh data", LogHeader, primName); + } if (map.ContainsKey("physics_convex")) { // pull this out also in case physics engine can use it @@ -408,11 +423,16 @@ namespace OpenSim.Region.Physics.Meshing } mConvexHulls = hulls; + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); + } + else + { + if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); } } catch (Exception e) { - m_log.WarnFormat("[MESH]: exception decoding convex block: {0}", e.Message); + m_log.WarnFormat("{0} exception decoding convex block: {1}", LogHeader, e); } } @@ -438,7 +458,7 @@ namespace OpenSim.Region.Physics.Meshing } catch (Exception e) { - m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString()); + m_log.ErrorFormat("{0} prim='{1}': exception decoding physical mesh: {2}", LogHeader, primName, e); return false; } @@ -455,6 +475,9 @@ namespace OpenSim.Region.Physics.Meshing if (subMeshOsd is OSDMap) AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); } + if (debugDetail) + m_log.DebugFormat("{0} {1}: mesh decoded. offset={2}, size={3}, nCoords={4}, nFaces={5}", + LogHeader, primName, physOffset, physSize, coords.Count, faces.Count); } } -- cgit v1.1 From 28548ab347487b1ed4e6cf50af30a6eacf963f7d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 23 May 2013 23:05:56 +0100 Subject: Fix bug where both ordinary UserManagementModule and HGUserManagementModules were being added to scenes if no UserManagementModule was specified. Without explicit config non-hg UMM is used - this is in common with other HG modules. This was causing a non-HG module to unpredictably use the UMM or HGUMM, though lack of bug reports suggest either UMM was always used or it didn't matter in this case. --- .../CoreModules/Framework/UserManagement/HGUserManagementModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs index fac93e6..ad3cf15 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs @@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement public new void Initialise(IConfigSource config) { - string umanmod = config.Configs["Modules"].GetString("UserManagementModule", Name); + string umanmod = config.Configs["Modules"].GetString("UserManagementModule", null); if (umanmod == Name) { m_Enabled = true; -- cgit v1.1 From c5549d27306c71cd5ed96e7cba68bd28d5e6d9b0 Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 23 May 2013 15:47:47 -0700 Subject: add decoder for bounding convex hull --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 57 +++++++++++++++++++++++++-- 1 file changed, 53 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index adc0dc9..fd45efe 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -83,6 +83,7 @@ namespace OpenSim.Region.Physics.Meshing private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh private List> mConvexHulls = null; + private List mBoundingHull = null; private Dictionary m_uniqueMeshes = new Dictionary(); @@ -324,6 +325,9 @@ namespace OpenSim.Region.Physics.Meshing faces = new List(); OSD meshOsd = null; + mConvexHulls = null; + mBoundingHull = null; + if (primShape.SculptData.Length <= 0) { // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this @@ -385,13 +389,41 @@ namespace OpenSim.Region.Physics.Meshing try { OSDMap convexBlock = (OSDMap)map["physics_convex"]; + + Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); + if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); + Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); + if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); + + List boundingHull = null; + + if (convexBlock.ContainsKey("BoundingVerts")) + { + // decompress and decode bounding hull points + byte[] boundingVertsBytes = DecompressOsd(convexBlock["BoundingVerts"].AsBinary()).AsBinary(); + boundingHull = new List(); + for (int i = 0; i < boundingVertsBytes.Length;) + { + ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + + Vector3 pos = new Vector3( + Utils.UInt16ToFloat(uX, min.X, max.X), + Utils.UInt16ToFloat(uY, min.Y, max.Y), + Utils.UInt16ToFloat(uZ, min.Z, max.Z) + ); + + boundingHull.Add(pos); + } + + mBoundingHull = boundingHull; + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nHulls={2}", LogHeader, primName, mBoundingHull.Count); + } + if (convexBlock.ContainsKey("HullList")) { byte[] hullList = convexBlock["HullList"].AsBinary(); - Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); - if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); - Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); - if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); // decompress and decode hull points byte[] posBytes = DecompressOsd(convexBlock["Positions"].AsBinary()).AsBinary(); @@ -799,6 +831,23 @@ namespace OpenSim.Region.Physics.Meshing /// temporary prototype code - please do not use until the interface has been finalized! /// /// value to scale the hull points by + /// a list of vertices in the bounding hull if it exists and has been successfully decoded, otherwise null + public List GetBoundingHull(Vector3 size) + { + if (mBoundingHull == null) + return null; + + List verts = new List(); + foreach (var vert in mBoundingHull) + verts.Add(vert * size); + + return verts; + } + + /// + /// temporary prototype code - please do not use until the interface has been finalized! + /// + /// value to scale the hull points by /// a list of hulls if they exist and have been successfully decoded, otherwise null public List> GetConvexHulls(Vector3 size) { -- cgit v1.1 From 9b56f993261954fe9918bd0c9205a41e058183a1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 23 May 2013 23:52:07 +0100 Subject: Fix bug where a cloned object would report the wrong llGetNumberOfPrims() when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session. This was because the sitting avatars list was being cloned rather than reset. Addresses http://opensimulator.org/mantis/view.php?id=6649 --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 38fa26a..2d4218d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1500,6 +1500,7 @@ namespace OpenSim.Region.Framework.Scenes dupe.IsAttachment = true; dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); + dupe.m_sittingAvatars = new List(); if (!userExposed) { -- cgit v1.1 From 02fe05f346f3c4acad0116e702ed197a52b3fb4d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 24 May 2013 00:41:47 +0100 Subject: Fix issue where llSetPayPrice on either one of a clone prim in the same OpenSimulator session would change the prices on both prims. This is because the PayPrice array refernence was being memberwise cloned and not the array itself. Addresses http://opensimulator.org/mantis/view.php?id=6639 --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b1c1cbb..ea8c3c5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1799,6 +1799,8 @@ namespace OpenSim.Region.Framework.Scenes Array.Copy(Shape.ExtraParams, extraP, extraP.Length); dupe.Shape.ExtraParams = extraP; + dupe.PayPrice = (int[])PayPrice.Clone(); + dupe.DynAttrs.CopyFrom(DynAttrs); if (userExposed) -- cgit v1.1 From eb2bd9d203dbc9d202ae62594fcbdb53d38031ac Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 24 May 2013 00:46:58 +0100 Subject: minor: Remove unnecessary duplication of AbsolutePosition Vector3 in SOG.Copy() As a struct, Vector3 has already been cloned by MemberwiseClone() --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 2d4218d..df23cc5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1499,7 +1499,6 @@ namespace OpenSim.Region.Framework.Scenes if (!userExposed) dupe.IsAttachment = true; - dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); dupe.m_sittingAvatars = new List(); if (!userExposed) -- cgit v1.1 From 0cdea5c2f302ece2d37357b7e7b8c1d3f6ed8f94 Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 24 May 2013 01:53:37 -0700 Subject: correct some errors in decoding of mesh asset convex decomposition data --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 136 ++++++++++++++++---------- 1 file changed, 83 insertions(+), 53 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index fd45efe..3e2b663 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -386,61 +386,57 @@ namespace OpenSim.Region.Physics.Meshing if (map.ContainsKey("physics_convex")) { // pull this out also in case physics engine can use it + OSD convexBlockOsd = null; try { OSDMap convexBlock = (OSDMap)map["physics_convex"]; - - Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); - if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); - Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); - if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); - - List boundingHull = null; - - if (convexBlock.ContainsKey("BoundingVerts")) { - // decompress and decode bounding hull points - byte[] boundingVertsBytes = DecompressOsd(convexBlock["BoundingVerts"].AsBinary()).AsBinary(); - boundingHull = new List(); - for (int i = 0; i < boundingVertsBytes.Length;) - { - ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; - ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; - ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; - - Vector3 pos = new Vector3( - Utils.UInt16ToFloat(uX, min.X, max.X), - Utils.UInt16ToFloat(uY, min.Y, max.Y), - Utils.UInt16ToFloat(uZ, min.Z, max.Z) - ); + int convexOffset = convexBlock["offset"].AsInteger() + (int)start; + int convexSize = convexBlock["size"].AsInteger(); - boundingHull.Add(pos); + byte[] convexBytes = new byte[convexSize]; + + System.Buffer.BlockCopy(primShape.SculptData, convexOffset, convexBytes, 0, convexSize); + + try + { + convexBlockOsd = DecompressOsd(convexBytes); + } + catch (Exception e) + { + m_log.ErrorFormat("{0} prim='{1}': exception decoding convex block: {2}", LogHeader, primName, e); + //return false; } - - mBoundingHull = boundingHull; - if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nHulls={2}", LogHeader, primName, mBoundingHull.Count); } - - if (convexBlock.ContainsKey("HullList")) + + if (convexBlockOsd != null && convexBlockOsd is OSDMap) { - byte[] hullList = convexBlock["HullList"].AsBinary(); + convexBlock = convexBlockOsd as OSDMap; - // decompress and decode hull points - byte[] posBytes = DecompressOsd(convexBlock["Positions"].AsBinary()).AsBinary(); - - List> hulls = new List>(); - int posNdx = 0; + if (debugDetail) + { + string keys = "[MESH]: keys found in convexBlock: "; + foreach (KeyValuePair kvp in convexBlock) + keys += "'" + kvp.Key + "' "; + m_log.Info(keys); + } + + Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); + if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); + Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); + if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); + + List boundingHull = null; - foreach (byte cnt in hullList) + if (convexBlock.ContainsKey("BoundingVerts")) { - int count = cnt == 0 ? 256 : cnt; - List hull = new List(); - - for (int i = 0; i < count; i++) + byte[] boundingVertsBytes = convexBlock["BoundingVerts"].AsBinary(); + boundingHull = new List(); + for (int i = 0; i < boundingVertsBytes.Length; ) { - ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; - ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; - ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; Vector3 pos = new Vector3( Utils.UInt16ToFloat(uX, min.X, max.X), @@ -448,18 +444,52 @@ namespace OpenSim.Region.Physics.Meshing Utils.UInt16ToFloat(uZ, min.Z, max.Z) ); - hull.Add(pos); + boundingHull.Add(pos); } - hulls.Add(hull); + mBoundingHull = boundingHull; + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nVerts={2}", LogHeader, primName, mBoundingHull.Count); } - mConvexHulls = hulls; - if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); - } - else - { - if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); + if (convexBlock.ContainsKey("HullList")) + { + byte[] hullList = convexBlock["HullList"].AsBinary(); + + byte[] posBytes = convexBlock["Positions"].AsBinary(); + + List> hulls = new List>(); + int posNdx = 0; + + foreach (byte cnt in hullList) + { + int count = cnt == 0 ? 256 : cnt; + List hull = new List(); + + for (int i = 0; i < count; i++) + { + ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + + Vector3 pos = new Vector3( + Utils.UInt16ToFloat(uX, min.X, max.X), + Utils.UInt16ToFloat(uY, min.Y, max.Y), + Utils.UInt16ToFloat(uZ, min.Z, max.Z) + ); + + hull.Add(pos); + } + + hulls.Add(hull); + } + + mConvexHulls = hulls; + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); + } + else + { + if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); + } } } catch (Exception e) @@ -483,7 +513,7 @@ namespace OpenSim.Region.Physics.Meshing OSD decodedMeshOsd = new OSD(); byte[] meshBytes = new byte[physSize]; System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); -// byte[] decompressed = new byte[physSize * 5]; + // byte[] decompressed = new byte[physSize * 5]; try { decodedMeshOsd = DecompressOsd(meshBytes); @@ -499,7 +529,7 @@ namespace OpenSim.Region.Physics.Meshing // physics_shape is an array of OSDMaps, one for each submesh if (decodedMeshOsd is OSDArray) { -// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); + // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); decodedMeshOsdArray = (OSDArray)decodedMeshOsd; foreach (OSD subMeshOsd in decodedMeshOsdArray) -- cgit v1.1 From 440905ad14d4261df9da0fd2ce7e20a350982af1 Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 24 May 2013 10:31:14 -0700 Subject: change a hull debugging message to Debug instead of Info --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 3e2b663..2c10568 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -418,7 +418,7 @@ namespace OpenSim.Region.Physics.Meshing string keys = "[MESH]: keys found in convexBlock: "; foreach (KeyValuePair kvp in convexBlock) keys += "'" + kvp.Key + "' "; - m_log.Info(keys); + m_log.Debug(keys); } Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); -- cgit v1.1 From 681fbda4b6b9700421b82dc639f954c60871542e Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Fri, 24 May 2013 13:18:16 -0700 Subject: This is an experimental patch that adds support for comparing texture hashes for the purpose of accurately responding to AgentTextureCached packets. There is a change to IClientAPI to report the wearbles hashes that come in through the SetAppearance packet. Added storage of the texture hashes in the appearance. While these are added to the Pack/Unpack (with support for missing values) routines (which means Simian will store them properly), they are not currently persisted in Robust. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 27 +++++- .../Avatar/AvatarFactory/AvatarFactoryModule.cs | 102 ++++++++++++--------- .../Server/IRCClientView.cs | 2 +- 3 files changed, 80 insertions(+), 51 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index e014471..dd8ef9c 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -6214,7 +6214,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (appear.ObjectData.TextureEntry.Length > 1) te = new Primitive.TextureEntry(appear.ObjectData.TextureEntry, 0, appear.ObjectData.TextureEntry.Length); - handlerSetAppearance(sender, te, visualparams); + List hashes = new List(); + for (int i = 0; i < appear.WearableData.Length; i++) + { + CachedTextureRequestArg arg = new CachedTextureRequestArg(); + arg.BakedTextureIndex = appear.WearableData[i].TextureIndex; + arg.WearableHashID = appear.WearableData[i].CacheID; + hashes.Add(arg); + } + + handlerSetAppearance(sender, te, visualparams, hashes); } catch (Exception e) { @@ -11487,12 +11496,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP requestArgs.Add(arg); } - CachedTextureRequest handlerCachedTextureRequest = OnCachedTextureRequest; - if (handlerCachedTextureRequest != null) + try + { + CachedTextureRequest handlerCachedTextureRequest = OnCachedTextureRequest; + if (handlerCachedTextureRequest != null) + { + handlerCachedTextureRequest(simclient,cachedtex.AgentData.SerialNum,requestArgs); + } + } + catch (Exception e) { - handlerCachedTextureRequest(simclient,cachedtex.AgentData.SerialNum,requestArgs); + m_log.ErrorFormat("[CLIENT VIEW]: AgentTextureCached packet handler threw an exception, {0}", e); + return false; } - + return true; } diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index b640b48..482bf6f 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -147,7 +147,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// public void SetAppearance(IScenePresence sp, AvatarAppearance appearance) { - SetAppearance(sp, appearance.Texture, appearance.VisualParams); + DoSetAppearance(sp, appearance.Texture, appearance.VisualParams, new List()); } /// @@ -158,9 +158,20 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) { -// m_log.DebugFormat( -// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", -// sp.Name, textureEntry, visualParams); + DoSetAppearance(sp, textureEntry, visualParams, new List()); + } + + /// + /// Set appearance data (texture asset IDs and slider settings) + /// + /// + /// + /// + protected void DoSetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, List hashes) + { + // m_log.DebugFormat( + // "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", + // sp.Name, textureEntry, visualParams); // TODO: This is probably not necessary any longer, just assume the // textureEntry set implies that the appearance transaction is complete @@ -190,18 +201,22 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // Process the baked texture array if (textureEntry != null) { -// m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); - -// WriteBakedTexturesReport(sp, m_log.DebugFormat); + // m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); + // WriteBakedTexturesReport(sp, m_log.DebugFormat); changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; -// WriteBakedTexturesReport(sp, m_log.DebugFormat); + // WriteBakedTexturesReport(sp, m_log.DebugFormat); // If bake textures are missing and this is not an NPC, request a rebake from client if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc)) RequestRebake(sp, true); + // Save the wearble hashes in the appearance + sp.Appearance.ResetTextureHashes(); + foreach (CachedTextureRequestArg arg in hashes) + sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID); + // This appears to be set only in the final stage of the appearance // update transaction. In theory, we should be able to do an immediate // appearance send and save here. @@ -235,13 +250,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public bool SendAppearance(UUID agentId) { -// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); + // m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); ScenePresence sp = m_scene.GetScenePresence(agentId); if (sp == null) { // This is expected if the user has gone away. -// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); + // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); return false; } @@ -318,7 +333,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// public void QueueAppearanceSend(UUID agentid) { -// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); + // m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); // 10000 ticks per millisecond, 1000 milliseconds per second long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); @@ -331,7 +346,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public void QueueAppearanceSave(UUID agentid) { -// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid); + // m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid); // 10000 ticks per millisecond, 1000 milliseconds per second long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); @@ -356,9 +371,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (face == null) continue; -// m_log.DebugFormat( -// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", -// face.TextureID, idx, client.Name, client.AgentId); + // m_log.DebugFormat( + // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", + // face.TextureID, idx, client.Name, client.AgentId); // if the texture is one of the "defaults" then skip it // this should probably be more intelligent (skirt texture doesnt matter @@ -373,7 +388,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return false; } -// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); + // m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); // If we only found default textures, then the appearance is not cached return (defonly ? false : true); @@ -392,9 +407,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (face == null) continue; -// m_log.DebugFormat( -// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", -// face.TextureID, idx, client.Name, client.AgentId); + // m_log.DebugFormat( + // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", + // face.TextureID, idx, client.Name, client.AgentId); // if the texture is one of the "defaults" then skip it // this should probably be more intelligent (skirt texture doesnt matter @@ -458,9 +473,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (bakeType == BakeType.Unknown) continue; -// m_log.DebugFormat( -// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}", -// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); + // m_log.DebugFormat( + // "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}", + // acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType); Primitive.TextureEntryFace texture = faceTextures[ftIndex]; // this will be null if there's no such baked texture @@ -484,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory UUID avatarID = kvp.Key; long sendTime = kvp.Value; -// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now); + // m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now); if (sendTime < now) { @@ -530,11 +545,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (sp == null) { // This is expected if the user has gone away. -// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); + // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); return; } -// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid); + // m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid); // This could take awhile since it needs to pull inventory // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape @@ -622,12 +637,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// /// /// - private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) + private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, List hashes) { // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp != null) - SetAppearance(sp, textureEntry, visualParams); + DoSetAppearance(sp, textureEntry, visualParams, hashes); else m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); } @@ -684,7 +699,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List cachedTextureRequest) { - // m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId); + // m_log.DebugFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId); List cachedTextureResponse = new List(); @@ -695,23 +710,20 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (m_reusetextures) { - // this is the most insanely dumb way to do this... however it seems to - // actually work. if the appearance has been reset because wearables have - // changed then the texture entries are zero'd out until the bakes are - // uploaded. on login, if the textures exist in the cache (eg if you logged - // into the simulator recently, then the appearance will pull those and send - // them back in the packet and you won't have to rebake. if the textures aren't - // in the cache then the intial makeroot() call in scenepresence will zero - // them out. - // - // a better solution (though how much better is an open question) is to - // store the hashes in the appearance and compare them. Thats's coming. - - Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index]; - if (face != null) - texture = face.TextureID; - - // m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index); + if (sp.Appearance.GetTextureHash(index) == request.WearableHashID) + { + Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index]; + if (face != null) + texture = face.TextureID; + } + else + { + // We know that that hash is wrong, null it out + // and wait for the setappearance call + sp.Appearance.SetTextureHash(index,UUID.Zero); + } + + // m_log.WarnFormat("[AVFACTORY]: use texture {0} for index {1}; hash={2}",texture,index,request.WearableHashID); } CachedTextureResponseArg response = new CachedTextureResponseArg(); diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 384eb1f..118635d 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -907,7 +907,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server // Mimicking LLClientView which gets always set appearance from client. AvatarAppearance appearance; m_scene.GetAvatarAppearance(this, out appearance); - OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone()); + OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone(), new List()); } public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args) -- cgit v1.1 From bb0ea250907e24fe22490406e855cdcd958ba148 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Fri, 24 May 2013 13:25:25 -0700 Subject: Protect one more update of the baked texture hashes. --- .../Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 482bf6f..aea768e 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -214,8 +214,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // Save the wearble hashes in the appearance sp.Appearance.ResetTextureHashes(); - foreach (CachedTextureRequestArg arg in hashes) - sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID); + if (m_reusetextures) + { + foreach (CachedTextureRequestArg arg in hashes) + sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID); + } // This appears to be set only in the final stage of the appearance // update transaction. In theory, we should be able to do an immediate -- cgit v1.1 From a087dbed7f57f3ec431782dd51ba43110a0f4ae3 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Fri, 24 May 2013 13:26:07 -0700 Subject: One more appearance change: drop sending the SendAppearance packet to avatar when it becomes root. This packet shows up in the viewer logs as an error and appears to cause problems for completing the texture rebake process for v1 viewers in some cases. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9e9089b..e1a8941 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2711,7 +2711,9 @@ 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(); - SendAppearanceToAgent(this); + + // This invocation always shows up in the viewer logs as an error. + // SendAppearanceToAgent(this); // If we are using the the cached appearance then send it out to everyone if (cachedappearance) -- cgit v1.1 From 81a6c397811c587cd97b5bb0f186fe6e799f865b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:20:26 -0700 Subject: Meshmerizer: add INI parameter to enable DEBUG mesh detail logging. Default to off. To turn mesh parsing DEBUG detail logging on, add [Mesh] LogMeshDetail=true to the INI file. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 2c10568..1b499d0 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -74,7 +74,7 @@ namespace OpenSim.Region.Physics.Meshing private const string baseDir = null; //"rawFiles"; #endif // If 'true', lots of DEBUG logging of asset parsing details - private bool debugDetail = true; + private bool debugDetail = false; private bool cacheSculptMaps = true; private string decodedSculptMapPath = null; @@ -94,8 +94,11 @@ namespace OpenSim.Region.Physics.Meshing decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); - if(mesh_config != null) + if (mesh_config != null) + { useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); + debugDetail = mesh_config.GetBoolean("LogMeshDetails", debugDetail); + } try { @@ -415,7 +418,7 @@ namespace OpenSim.Region.Physics.Meshing if (debugDetail) { - string keys = "[MESH]: keys found in convexBlock: "; + string keys = LogHeader + " keys found in convexBlock: "; foreach (KeyValuePair kvp in convexBlock) keys += "'" + kvp.Key + "' "; m_log.Debug(keys); -- cgit v1.1 From 4979940def5561015cb56bc660c6ec721722b9fc Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:23:10 -0700 Subject: BulletSim: properly set mesh hash key in use tracking structure. Shouldn't see any functional difference. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 48f1394..81edc12 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -578,7 +578,6 @@ public class BSShapeHull : BSShape PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); - newShape.shapeKey = newHullKey; IMesh meshData = null; List> allHulls = null; @@ -782,6 +781,7 @@ public class BSShapeHull : BSShape // create the hull data structure in Bullet newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); } + newShape.shapeKey = newHullKey; return newShape; } // Callback from convex hull creater with a newly created hull. @@ -906,6 +906,7 @@ public class BSShapeCompound : BSShape } else { + // Didn't find it in the lists of specific types. It could be compound. if (physicsScene.PE.IsCompound(pShape)) { BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); @@ -913,6 +914,7 @@ public class BSShapeCompound : BSShape } else { + // If none of the above, maybe it is a simple native shape. if (physicsScene.PE.IsNativeShape(pShape)) { BSShapeNative nativeShape = new BSShapeNative(pShape); @@ -1052,6 +1054,7 @@ public class BSShapeGImpact : BSShape // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); + newShape.shapeKey = newMeshKey; if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { // If a mesh was what was created, remember the built shape for later sharing. -- cgit v1.1 From 5f1f5ea5ab5badf5944471fefe0a45f7b4f41b91 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:24:16 -0700 Subject: BulletSim: add VehicleInertiaFactor to allow modifying inertia. Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 3 ++- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 +++ 2 files changed, 5 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index c16b7d3..311cf4f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -617,7 +617,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Vehicles report collision events so we know when it's on the ground m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); - ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); + Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); + ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index c19eda1..e98a7fb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -148,6 +148,7 @@ public static class BSParam public static float VehicleRestitution { get; private set; } public static Vector3 VehicleLinearFactor { get; private set; } public static Vector3 VehicleAngularFactor { get; private set; } + public static Vector3 VehicleInertiaFactor { get; private set; } public static float VehicleGroundGravityFudge { get; private set; } public static float VehicleAngularBankingTimescaleFudge { get; private set; } public static bool VehicleDebuggingEnable { get; private set; } @@ -583,6 +584,8 @@ public static class BSParam new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", new Vector3(1f, 1f, 1f) ), + new ParameterDefn("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)", + new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", 0.0f ), new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", -- cgit v1.1 From 182137263412fb23f9bdb250afbe1b1509280aac Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:32:19 -0700 Subject: Meshmerizer: remember to add the copied hull verts to the list of hulls. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 1b499d0..fc679e7 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -893,6 +893,7 @@ namespace OpenSim.Region.Physics.Meshing List verts = new List(); foreach (var vert in hull) verts.Add(vert * size); + hulls.Add(verts); } return hulls; -- cgit v1.1 From 533bbf033df88fd231eb0e7d2b0aa5a0058163ea Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 25 May 2013 02:08:54 +0100 Subject: Update the money framework to allow sending the new style linden "serverside is now viewerside" messages regarding currency This will require all money modules to be refactored! --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 30 ++++++++++------------ .../Server/IRCClientView.cs | 7 +---- .../Avatar/XmlRpcGroups/GroupsModule.cs | 2 +- .../World/MoneyModule/SampleMoneyModule.cs | 13 +++++++--- .../Region/OptionalModules/World/NPC/NPCAvatar.cs | 7 +---- 5 files changed, 26 insertions(+), 33 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index dd8ef9c..e47397d 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -345,7 +345,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // protected HashSet m_attachmentsSent; - private int m_moneyBalance; private int m_animationSequenceNumber = 1; private bool m_SendLogoutPacketWhenClosing = true; @@ -420,7 +419,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP public string Name { get { return FirstName + " " + LastName; } } public uint CircuitCode { get { return m_circuitCode; } } - public int MoneyBalance { get { return m_moneyBalance; } } public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } } /// @@ -483,7 +481,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_firstName = sessionInfo.LoginInfo.First; m_lastName = sessionInfo.LoginInfo.Last; m_startpos = sessionInfo.LoginInfo.StartPos; - m_moneyBalance = 1000; m_udpServer = udpServer; m_udpClient = udpClient; @@ -1538,7 +1535,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP OutPacket(tpProgress, ThrottleOutPacketType.Unknown); } - public void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance) + public void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance, int transactionType, UUID sourceID, bool sourceIsGroup, UUID destID, bool destIsGroup, int amount, string item) { MoneyBalanceReplyPacket money = (MoneyBalanceReplyPacket)PacketPool.Instance.GetPacket(PacketType.MoneyBalanceReply); money.MoneyData.AgentID = AgentId; @@ -1546,7 +1543,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP money.MoneyData.TransactionSuccess = success; money.MoneyData.Description = description; money.MoneyData.MoneyBalance = balance; - money.TransactionInfo.ItemDescription = Util.StringToBytes256("NONE"); + money.TransactionInfo.TransactionType = transactionType; + money.TransactionInfo.SourceID = sourceID; + money.TransactionInfo.IsSourceGroup = sourceIsGroup; + money.TransactionInfo.DestID = destID; + money.TransactionInfo.IsDestGroup = destIsGroup; + money.TransactionInfo.Amount = amount; + money.TransactionInfo.ItemDescription = Util.StringToBytes256(item); + OutPacket(money, ThrottleOutPacketType.Task); } @@ -2279,6 +2283,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// public AgentAlertMessagePacket BuildAgentAlertPacket(string message, bool modal) { + // Prepend a slash to make the message come up in the top right + // again. + // Allow special formats to be sent from aware modules. + if (!modal && !message.StartsWith("ALERT: ") && !message.StartsWith("NOTIFY: ") && message != "Home position set." && message != "You died and have been teleported to your home location") + message = "/" + message; AgentAlertMessagePacket alertPack = (AgentAlertMessagePacket)PacketPool.Instance.GetPacket(PacketType.AgentAlertMessage); alertPack.AgentData.AgentID = AgentId; alertPack.AlertData.Message = Util.StringToBytes256(message); @@ -11933,17 +11942,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting, method); } - public bool AddMoney(int debit) - { - if (m_moneyBalance + debit >= 0) - { - m_moneyBalance += debit; - SendMoneyBalance(UUID.Zero, true, Util.StringToBytes256("Poof Poof!"), m_moneyBalance); - return true; - } - return false; - } - protected void HandleAutopilot(Object sender, string method, List args) { float locx = 0; diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 118635d..3726191 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -1056,7 +1056,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server { } - public void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance) + public void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance, int transactionType, UUID sourceID, bool sourceIsGroup, UUID destID, bool destIsGroup, int amount, string item) { } @@ -1196,11 +1196,6 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server } - public bool AddMoney(int debit) - { - return true; - } - public void SendSunPos(Vector3 sunPos, Vector3 sunVel, ulong CurrentTime, uint SecondsPerSunCycle, uint SecondsPerYear, float OrbitalPosition) { diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs index 29f9591..32fb54b 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs @@ -764,7 +764,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups remoteClient.SendCreateGroupReply(UUID.Zero, false, "You have got insufficient funds to create a group."); return UUID.Zero; } - money.ApplyCharge(GetRequestingAgentID(remoteClient), money.GroupCreationCharge, "Group Creation"); + money.ApplyCharge(GetRequestingAgentID(remoteClient), money.GroupCreationCharge, MoneyTransactionType.GroupCreate); } UUID groupID = m_groupData.CreateGroup(GetRequestingAgentID(remoteClient), name, charter, showInList, insigniaID, membershipFee, openEnrollment, allowPublish, maturePublish, GetRequestingAgentID(remoteClient)); diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs index 35f44d0..1345db9 100644 --- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs +++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs @@ -191,9 +191,14 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule // Please do not refactor these to be just one method // Existing implementations need the distinction // - public void ApplyCharge(UUID agentID, int amount, string text) + public void ApplyCharge(UUID agentID, int amount, MoneyTransactionType type, string extraData) { } + + public void ApplyCharge(UUID agentID, int amount, MoneyTransactionType type) + { + } + public void ApplyUploadCharge(UUID agentID, int amount, string text) { } @@ -322,7 +327,7 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule client.SendAlertMessage(e.Message + " "); } - client.SendMoneyBalance(TransactionID, true, new byte[0], returnfunds); + client.SendMoneyBalance(TransactionID, true, new byte[0], returnfunds, 0, UUID.Zero, false, UUID.Zero, false, 0, String.Empty); } else { @@ -385,12 +390,12 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule { if (sender != null) { - sender.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(senderID)); + sender.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(senderID), 0, UUID.Zero, false, UUID.Zero, false, 0, String.Empty); } if (receiver != null) { - receiver.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(receiverID)); + receiver.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(receiverID), 0, UUID.Zero, false, UUID.Zero, false, 0, String.Empty); } } } diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 553443f..592e4e1 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -694,7 +694,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC { } - public virtual void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance) + public virtual void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance, int transactionType, UUID sourceID, bool sourceIsGroup, UUID destID, bool destIsGroup, int amount, string item) { } @@ -866,11 +866,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC { } - public bool AddMoney(int debit) - { - return false; - } - public void SendSunPos(Vector3 sunPos, Vector3 sunVel, ulong time, uint dlen, uint ylen, float phase) { } -- cgit v1.1 From 0c35d28933ddb2cae7b4f095b35ed4e386a1b71b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 26 May 2013 17:35:12 -0700 Subject: BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOs which recompute GImpact shape bounding box after creation as Bullet doesn't do that itself (something it does for nearly every other shape). Now, physical prims without cuts become single mesh convex meshes. Physical prims with cuts become GImpact meshes. Meshes become a set of convex hulls approximated from the mesh unless the hulls are specified in the mesh asset data. The use of GImpact shapes should make some mechanical physics more stable. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index e98a7fb..0f0a494 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -373,7 +373,7 @@ public static class BSParam new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", - false ), + true ), new ParameterDefn("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", false ), -- cgit v1.1 From 7c3a46cceaf9dac694b1c387f37adc2c51c6ee40 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 27 May 2013 14:38:59 -0700 Subject: BulletSim: default using mesh asset hulls to 'true'. This means that, if the mesh asset specifies physics hulls, BulletSim will fetch and use same rather than approximating the hulls. If physics hulls are not specified, the representation will fall back to the regular physics mesh. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 0f0a494..2651e3b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -373,9 +373,9 @@ public static class BSParam new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", - true ), - new ParameterDefn("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", false ), + new ParameterDefn("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", + true ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), -- cgit v1.1 From ae0d6ab28a03ec23c91eaf6a8ac94b890916a1ca Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 28 May 2013 09:19:08 -0700 Subject: BulletSim: don't zero motion when changing vehicle type. Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground). --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index f5b0361..e11e365 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -511,7 +511,10 @@ public class BSPrim : BSPhysObject PhysScene.TaintedObject("setVehicleType", delegate() { - ZeroMotion(true /* inTaintTime */); + // Some vehicle scripts change vehicle type on the fly as an easy way to + // change all the parameters. Like a plane changing to CAR when on the + // ground. In this case, don't want to zero motion. + // ZeroMotion(true /* inTaintTime */); VehicleActor.ProcessTypeChange(type); ActivateIfPhysical(false); }); -- cgit v1.1 From 7e1c7f54c719910145a88bfebf16435b9f142901 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 28 May 2013 20:59:25 -0700 Subject: First change in Vivox for ages! -- added a lock to serialize calls to vivox servers. This may ameliorate things when lots of avies arrive in a sim at about the same time. Turns out that there are 4 http requests per avie to Vivox. --- .../Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs | 39 ++++++++++++++-------- 1 file changed, 25 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs index cb69411..db4869d 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs @@ -117,6 +117,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice private IConfig m_config; + private object m_Lock; + public void Initialise(IConfigSource config) { @@ -128,6 +130,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice if (!m_config.GetBoolean("enabled", false)) return; + m_Lock = new object(); + try { // retrieve configuration variables @@ -1111,25 +1115,32 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice doc = new XmlDocument(); - try + // Let's serialize all calls to Vivox. Most of these are driven by + // the clients (CAPs), when the user arrives at the region. We don't + // want to issue many simultaneous http requests to Vivox, because mono + // doesn't like that + lock (m_Lock) { - // Otherwise prepare the request - m_log.DebugFormat("[VivoxVoice] Sending request <{0}>", requrl); + try + { + // Otherwise prepare the request + m_log.DebugFormat("[VivoxVoice] Sending request <{0}>", requrl); - HttpWebRequest req = (HttpWebRequest)WebRequest.Create(requrl); + HttpWebRequest req = (HttpWebRequest)WebRequest.Create(requrl); - // We are sending just parameters, no content - req.ContentLength = 0; + // We are sending just parameters, no content + req.ContentLength = 0; - // Send request and retrieve the response - using (HttpWebResponse rsp = (HttpWebResponse)req.GetResponse()) + // Send request and retrieve the response + using (HttpWebResponse rsp = (HttpWebResponse)req.GetResponse()) using (Stream s = rsp.GetResponseStream()) - using (XmlTextReader rdr = new XmlTextReader(s)) - doc.Load(rdr); - } - catch (Exception e) - { - m_log.ErrorFormat("[VivoxVoice] Error in admin call : {0}", e.Message); + using (XmlTextReader rdr = new XmlTextReader(s)) + doc.Load(rdr); + } + catch (Exception e) + { + m_log.ErrorFormat("[VivoxVoice] Error in admin call : {0}", e.Message); + } } // If we're debugging server responses, dump the whole -- cgit v1.1 From 4898f18f89c104e74fa37793671231118d75e3ae Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 29 May 2013 21:28:38 +0100 Subject: Add HG regression TestCachedUserNameForNewAgent() --- .../Tests/HGUserManagementModuleTests.cs | 76 ++++++++++++++++++++++ 1 file changed, 76 insertions(+) create mode 100644 OpenSim/Region/CoreModules/Framework/UserManagement/Tests/HGUserManagementModuleTests.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/Tests/HGUserManagementModuleTests.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/Tests/HGUserManagementModuleTests.cs new file mode 100644 index 0000000..9259a83 --- /dev/null +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/Tests/HGUserManagementModuleTests.cs @@ -0,0 +1,76 @@ +/* + * 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 Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.CoreModules.Framework.UserManagement; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Region.CoreModules.Framework.UserManagement.Tests +{ + [TestFixture] + public class HGUserManagementModuleTests : OpenSimTestCase + { + /// + /// Test that a new HG agent (i.e. one without a user account) has their name cached in the UMM upon creation. + /// + [Test] + public void TestCachedUserNameForNewAgent() + { + TestHelpers.InMethod(); + TestHelpers.EnableLogging(); + + HGUserManagementModule hgumm = new HGUserManagementModule(); + UUID userId = TestHelpers.ParseStem("11"); + string firstName = "Fred"; + string lastName = "Astaire"; + string homeUri = "example.com"; + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Modules"); + config.Configs["Modules"].Set("UserManagementModule", hgumm.Name); + + SceneHelpers sceneHelpers = new SceneHelpers(); + TestScene scene = sceneHelpers.SetupScene(); + SceneHelpers.SetupSceneModules(scene, config, hgumm); + + AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); + acd.firstname = firstName; + acd.lastname = lastName; + acd.ServiceURLs["HomeURI"] = "http://" + homeUri; + + SceneHelpers.AddScenePresence(scene, acd); + + string name = hgumm.GetUserName(userId); + Assert.That(name, Is.EqualTo(string.Format("{0}.{1} @{2}", firstName, lastName, homeUri))); + } + } +} \ No newline at end of file -- cgit v1.1 From cc7aa88b264cd5fa35591b9768ebc230b1814824 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 29 May 2013 23:08:54 +0100 Subject: Try caching the user name for a new agent earlier on in the process of establishing a connection, to see if this helps with "Unknown UserUMMTGUN" issues. The UMMTGUN form of Unknown User seems to appear because a viewer sometimes sends a UUIDNameRequest UDP request that fails to find a binding. However, in theory the incoming agent should have made that binding before any such request is triggered. So moving this binding to an earlier point in the process to see if this makes a difference. Unknown user name is also updated to UserUMMTGUN2 - if you see the old name then you need to clear your viewer cache. This relates to http://opensimulator.org/mantis/view.php?id=6625 --- .../UserManagement/Tests/HGUserManagementModuleTests.cs | 2 +- .../Framework/UserManagement/UserManagementModule.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 12 +++++++++--- 3 files changed, 11 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/Tests/HGUserManagementModuleTests.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/Tests/HGUserManagementModuleTests.cs index 9259a83..9d36aa5 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/Tests/HGUserManagementModuleTests.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/Tests/HGUserManagementModuleTests.cs @@ -46,7 +46,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement.Tests public void TestCachedUserNameForNewAgent() { TestHelpers.InMethod(); - TestHelpers.EnableLogging(); +// TestHelpers.EnableLogging(); HGUserManagementModule hgumm = new HGUserManagementModule(); UUID userId = TestHelpers.ParseStem("11"); diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index a720d7b..1e70b84 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -320,7 +320,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else { names[0] = "Unknown"; - names[1] = "UserUMMTGUN"; + names[1] = "UserUMMTGUN2"; return false; } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 8fe9b66..5dea634 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2847,7 +2847,9 @@ namespace OpenSim.Region.Framework.Scenes // client is for a root or child agent. client.SceneAgent = sp; - // Cache the user's name + // This is currently also being done earlier in NewUserConnection for real users to see if this + // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other + // places. However, we still need to do it here for NPCs. CacheUserName(sp, aCircuit); EventManager.TriggerOnNewClient(client); @@ -2871,7 +2873,7 @@ namespace OpenSim.Region.Framework.Scenes { string first = aCircuit.firstname, last = aCircuit.lastname; - if (sp.PresenceType == PresenceType.Npc) + if (sp != null && sp.PresenceType == PresenceType.Npc) { UserManagementModule.AddUser(aCircuit.AgentID, first, last); } @@ -3766,8 +3768,12 @@ namespace OpenSim.Region.Framework.Scenes CapsModule.SetAgentCapsSeeds(agent); } } - } + // Try caching an incoming user name much earlier on to see if this helps with an issue + // where HG users are occasionally seen by others as "Unknown User" because their UUIDName + // request for the HG avatar appears to trigger before the user name is cached. + CacheUserName(null, agent); + } if (vialogin) { -- cgit v1.1 From 8f9a726465c5bb7528d6ae7d74f20818d4ee3094 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 30 May 2013 19:27:20 +0100 Subject: If on a sit request we sit the avatar on a different prim in a linkset for some reason (e.g. because it has a sit target), then send the actual sit prim UUID to the viewer rather than the requested one. This purports to fix the issue described in http://opensimulator.org/mantis/view.php?id=6653 where the camera can end up following the requested sit prim rather than the actual. The original spot was by Vegaslon, this commit just goes about it in a slightly different way This commit also makes m_requestedSitTargetUUID to be the actual UUID, which is consistent with m_requestedSitTargetID which was already doing this. However, this adjustment has no practical effect since we only currently need to know that there's any requested sit UUID at all, not which one it is. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index ab7fd5b..e8aa52e 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2138,9 +2138,9 @@ namespace OpenSim.Region.Framework.Scenes forceMouselook = part.GetForceMouselook(); ControllingClient.SendSitResponse( - targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); + part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); - m_requestedSitTargetUUID = targetID; + m_requestedSitTargetUUID = part.UUID; HandleAgentSit(ControllingClient, UUID); @@ -2165,7 +2165,7 @@ namespace OpenSim.Region.Framework.Scenes if (part != null) { m_requestedSitTargetID = part.LocalId; - m_requestedSitTargetUUID = targetID; + m_requestedSitTargetUUID = part.UUID; // m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); -- cgit v1.1 From 12a3b855619735b2e36a67ab99027029c8b57260 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 30 May 2013 22:20:02 +0100 Subject: Fix passing of voice distance attenuation to the Vivox voice server. Because of a typo, this wasn't being done at all - now the 'default' value as described in OpenSimDefaults.ini of 10m is passed (vivox_channel_clamping_distance) Thanks to Ai Austin for spotting this. --- .../Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs index db4869d..2d65530 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs @@ -836,7 +836,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice requrl = String.Format("{0}&chan_roll_off={1}", requrl, m_vivoxChannelRollOff); requrl = String.Format("{0}&chan_dist_model={1}", requrl, m_vivoxChannelDistanceModel); requrl = String.Format("{0}&chan_max_range={1}", requrl, m_vivoxChannelMaximumRange); - requrl = String.Format("{0}&chan_ckamping_distance={1}", requrl, m_vivoxChannelClampingDistance); + requrl = String.Format("{0}&chan_clamping_distance={1}", requrl, m_vivoxChannelClampingDistance); XmlElement resp = VivoxCall(requrl, true); if (XmlFind(resp, "response.level0.body.chan_uri", out channelUri)) -- cgit v1.1 From 6b88a665d3a3196288b5aa16eb23f7673c2433ac Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 30 May 2013 22:43:52 +0100 Subject: minor: fix warnings in GodsModule that were due to duplicate using statements --- OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs | 18 +++++++----------- 1 file changed, 7 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs index 16673ec..a542d62 100644 --- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs @@ -26,29 +26,25 @@ */ using System; -using System.Collections.Generic; -using Nini.Config; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Framework.Scenes; -using OpenSim.Region.Framework.Interfaces; -using System; -using System.Reflection; using System.Collections; +using System.Collections.Generic; using System.Collections.Specialized; -using System.Reflection; using System.IO; +using System.Reflection; using System.Web; using System.Xml; using log4net; - using Mono.Addins; - +using Nini.Config; +using OpenMetaverse; using OpenMetaverse.Messages.Linden; using OpenMetaverse.StructuredData; +using OpenSim.Framework; using OpenSim.Framework.Capabilities; using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Framework.Interfaces; using Caps = OpenSim.Framework.Capabilities.Caps; using OSDArray = OpenMetaverse.StructuredData.OSDArray; using OSDMap = OpenMetaverse.StructuredData.OSDMap; -- cgit v1.1 From 328883700a15e4216bf7b251ac099d38f413375e Mon Sep 17 00:00:00 2001 From: BlueWall Date: Mon, 13 May 2013 22:11:28 -0400 Subject: UserProfiles UserProfiles for Robust and Standalone. Includes service and connectors for Robust and standalone opensim plus matching region module. --- .../Avatar/Profile/BasicProfileModule.cs | 176 --- .../Avatar/UserProfiles/UserProfileModule.cs | 1386 ++++++++++++++++++++ .../LocalUserProfilesServiceConnector.cs | 226 ++++ .../Grid/LocalGridServiceConnector.cs | 1 + 4 files changed, 1613 insertions(+), 176 deletions(-) delete mode 100644 OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs create mode 100644 OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs create mode 100644 OpenSim/Region/CoreModules/ServiceConnectorsIn/UserProfiles/LocalUserProfilesServiceConnector.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs deleted file mode 100644 index bf24030..0000000 --- a/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs +++ /dev/null @@ -1,176 +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; -using System.Collections.Generic; -using System.Globalization; -using System.Reflection; - -using OpenMetaverse; -using log4net; -using Nini.Config; -using Mono.Addins; - -using OpenSim.Framework; -using OpenSim.Region.Framework.Interfaces; -using OpenSim.Region.Framework.Scenes; -using OpenSim.Services.Interfaces; - -namespace OpenSim.Region.CoreModules.Avatar.Profile -{ - [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicProfileModule")] - public class BasicProfileModule : IProfileModule, ISharedRegionModule - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - // - // Module vars - // - private List m_Scenes = new List(); - private bool m_Enabled = false; - - #region ISharedRegionModule - - public void Initialise(IConfigSource config) - { - m_log.DebugFormat("[PROFILE MODULE]: Basic Profile Module enabled"); - m_Enabled = true; - } - - public void AddRegion(Scene scene) - { - if (!m_Enabled) - return; - - lock (m_Scenes) - { - if (!m_Scenes.Contains(scene)) - { - m_Scenes.Add(scene); - // Hook up events - scene.EventManager.OnNewClient += OnNewClient; - scene.RegisterModuleInterface(this); - } - } - } - - public void RegionLoaded(Scene scene) - { - if (!m_Enabled) - return; - } - - public void RemoveRegion(Scene scene) - { - if (!m_Enabled) - return; - - lock (m_Scenes) - { - m_Scenes.Remove(scene); - } - } - - public void PostInitialise() - { - } - - public void Close() - { - } - - public string Name - { - get { return "BasicProfileModule"; } - } - - public Type ReplaceableInterface - { - get { return typeof(IProfileModule); } - } - - #endregion - - /// New Client Event Handler - private void OnNewClient(IClientAPI client) - { - //Profile - client.OnRequestAvatarProperties += RequestAvatarProperties; - } - - public void RequestAvatarProperties(IClientAPI remoteClient, UUID avatarID) - { - IScene s = remoteClient.Scene; - if (!(s is Scene)) - return; - -// Scene scene = (Scene)s; - - string profileUrl = String.Empty; - string aboutText = String.Empty; - string firstLifeAboutText = String.Empty; - UUID image = UUID.Zero; - UUID firstLifeImage = UUID.Zero; - UUID partner = UUID.Zero; - uint wantMask = 0; - string wantText = String.Empty; - uint skillsMask = 0; - string skillsText = String.Empty; - string languages = String.Empty; - - UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, avatarID); - - string name = "Avatar"; - int created = 0; - if (account != null) - { - name = account.FirstName + " " + account.LastName; - created = account.Created; - } - Byte[] charterMember = Utils.StringToBytes(name); - - profileUrl = "No profile data"; - aboutText = string.Empty; - firstLifeAboutText = string.Empty; - image = UUID.Zero; - firstLifeImage = UUID.Zero; - partner = UUID.Zero; - - remoteClient.SendAvatarProperties(avatarID, aboutText, - Util.ToDateTime(created).ToString( - "M/d/yyyy", CultureInfo.InvariantCulture), - charterMember, firstLifeAboutText, - (uint)(0 & 0xff), - firstLifeImage, image, profileUrl, partner); - - //Viewer expects interest data when it asks for properties. - remoteClient.SendAvatarInterestsReply(avatarID, wantMask, wantText, - skillsMask, skillsText, languages); - } - - } -} diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs new file mode 100644 index 0000000..563617d --- /dev/null +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -0,0 +1,1386 @@ +/* + * 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.IO; +using System.Text; +using System.Collections; +using System.Collections.Generic; +using System.Globalization; +using System.Net; +using System.Net.Sockets; +using System.Reflection; +using System.Xml; +using OpenMetaverse; +using OpenMetaverse.StructuredData; +using log4net; +using Nini.Config; +using Nwc.XmlRpc; +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using Mono.Addins; +using OpenSim.Services.Connectors.Hypergrid; + +namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "UserProfilesModule")] + public class UserProfileModule : IProfileModule, INonSharedRegionModule + { + /// + /// Logging + /// + static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + // The pair of Dictionaries are used to handle the switching of classified ads + // by maintaining a cache of classified id to creator id mappings and an interest + // count. The entries are removed when the interest count reaches 0. + Dictionary classifiedCache = new Dictionary(); + Dictionary classifiedInterest = new Dictionary(); + + public Scene Scene + { + get; private set; + } + + /// + /// Gets or sets the ConfigSource. + /// + /// + /// The configuration + /// + public IConfigSource Config { + get; + set; + } + + /// + /// Gets or sets the URI to the profile server. + /// + /// + /// The profile server URI. + /// + public string ProfileServerUri { + get; + set; + } + + IProfileModule ProfileModule + { + get; set; + } + + IUserManagement UserManagementModule + { + get; set; + } + + /// + /// Gets or sets a value indicating whether this + /// is enabled. + /// + /// + /// true if enabled; otherwise, false. + /// + public bool Enabled { + get; + set; + } + + #region IRegionModuleBase implementation + /// + /// This is called to initialize the region module. For shared modules, this is called exactly once, after + /// creating the single (shared) instance. For non-shared modules, this is called once on each instance, after + /// the instace for the region has been created. + /// + /// + /// Source. + /// + public void Initialise(IConfigSource source) + { + Config = source; + + IConfig profileConfig = Config.Configs["Profile"]; + + if (profileConfig == null) + { + Enabled = false; + return; + } + + // If we find ProfileURL then we configure for FULL support + // else we setup for BASIC support + ProfileServerUri = profileConfig.GetString("ProfileURL", ""); + if (ProfileServerUri == "") + { + m_log.Info("[PROFILES] UserProfiles module is activated in BASIC mode"); + Enabled = false; + return; + } + else + { + m_log.Info("[PROFILES] UserProfiles module is activated in FULL mode"); + Enabled = true; + } + } + + /// + /// Adds the region. + /// + /// + /// Scene. + /// + public void AddRegion(Scene scene) + { + Scene = scene; + Scene.RegisterModuleInterface(this); + Scene.EventManager.OnNewClient += OnNewClient; + Scene.EventManager.OnMakeRootAgent += HandleOnMakeRootAgent; + + UserManagementModule = Scene.RequestModuleInterface(); + } + + void HandleOnMakeRootAgent (ScenePresence obj) + { + GetImageAssets(((IScenePresence)obj).UUID); + } + + /// + /// Removes the region. + /// + /// + /// Scene. + /// + public void RemoveRegion(Scene scene) + { + } + + /// + /// This will be called once for every scene loaded. In a shared module this will be multiple times in one + /// instance, while a nonshared module instance will only be called once. This method is called after AddRegion + /// has been called in all modules for that scene, providing an opportunity to request another module's + /// interface, or hook an event from another module. + /// + /// + /// Scene. + /// + public void RegionLoaded(Scene scene) + { + } + + /// + /// If this returns non-null, it is the type of an interface that this module intends to register. This will + /// cause the loader to defer loading of this module until all other modules have been loaded. If no other + /// module has registered the interface by then, this module will be activated, else it will remain inactive, + /// letting the other module take over. This should return non-null ONLY in modules that are intended to be + /// easily replaceable, e.g. stub implementations that the developer expects to be replaced by third party + /// provided modules. + /// + /// + /// The replaceable interface. + /// + public Type ReplaceableInterface + { + get { return typeof(IProfileModule); } + } + + /// + /// Called as the instance is closed. + /// + public void Close() + { + } + + /// + /// The name of the module + /// + /// + /// Gets the module name. + /// + public string Name + { + get { return "UserProfileModule"; } + } + #endregion IRegionModuleBase implementation + + #region Region Event Handlers + /// + /// Raises the new client event. + /// + /// + /// Client. + /// + void OnNewClient(IClientAPI client) + { + // Basic or Full module? + if(!Enabled) + { + client.OnRequestAvatarProperties += BasicRequestProperties; + return; + } + + //Profile + client.OnRequestAvatarProperties += RequestAvatarProperties; + client.OnUpdateAvatarProperties += AvatarPropertiesUpdate; + client.OnAvatarInterestUpdate += AvatarInterestsUpdate; + + // Classifieds + client.AddGenericPacketHandler("avatarclassifiedsrequest", ClassifiedsRequest); + client.OnClassifiedInfoUpdate += ClassifiedInfoUpdate; + client.OnClassifiedInfoRequest += ClassifiedInfoRequest; + client.OnClassifiedDelete += ClassifiedDelete; + + // Picks + client.AddGenericPacketHandler("avatarpicksrequest", PicksRequest); + client.AddGenericPacketHandler("pickinforequest", PickInfoRequest); + client.OnPickInfoUpdate += PickInfoUpdate; + client.OnPickDelete += PickDelete; + + // Notes + client.AddGenericPacketHandler("avatarnotesrequest", NotesRequest); + client.OnAvatarNotesUpdate += NotesUpdate; + } + #endregion Region Event Handlers + + #region Classified + /// + /// + /// Handles the avatar classifieds request. + /// + /// + /// Sender. + /// + /// + /// Method. + /// + /// + /// Arguments. + /// + public void ClassifiedsRequest(Object sender, string method, List args) + { + if (!(sender is IClientAPI)) + return; + + IClientAPI remoteClient = (IClientAPI)sender; + + UUID targetID; + UUID.TryParse(args[0], out targetID); + + // Can't handle NPC yet... + ScenePresence p = FindPresence(targetID); + + if (null != p) + { + if (p.PresenceType == PresenceType.Npc) + return; + } + + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(targetID, out serverURI); + UUID creatorId = UUID.Zero; + + OSDMap parameters= new OSDMap(); + UUID.TryParse(args[0], out creatorId); + parameters.Add("creatorId", OSD.FromUUID(creatorId)); + OSD Params = (OSD)parameters; + if(!JsonRpcRequest(ref Params, "avatarclassifiedsrequest", serverURI, UUID.Random().ToString())) + { + // Error Handling here! + // if(parameters.ContainsKey("message") + } + + parameters = (OSDMap)Params; + + OSDArray list = (OSDArray)parameters["result"]; + + Dictionary classifieds = new Dictionary(); + + foreach(OSD map in list) + { + OSDMap m = (OSDMap)map; + UUID cid = m["classifieduuid"].AsUUID(); + string name = m["name"].AsString(); + + classifieds[cid] = name; + + if(!classifiedCache.ContainsKey(cid)) + { + classifiedCache.Add(cid,creatorId); + classifiedInterest.Add(cid, 0); + } + + classifiedInterest[cid] ++; + } + + remoteClient.SendAvatarClassifiedReply(new UUID(args[0]), classifieds); + } + + public void ClassifiedInfoRequest(UUID queryClassifiedID, IClientAPI remoteClient) + { + UUID target = remoteClient.AgentId; + UserClassifiedAdd ad = new UserClassifiedAdd(); + ad.ClassifiedId = queryClassifiedID; + + if(classifiedCache.ContainsKey(queryClassifiedID)) + { + target = classifiedCache[queryClassifiedID]; + + if(classifiedInterest[queryClassifiedID] -- == 0) + { + lock(classifiedCache) + { + lock(classifiedInterest) + { + classifiedInterest.Remove(queryClassifiedID); + } + classifiedCache.Remove(queryClassifiedID); + } + } + } + + + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(target, out serverURI); + + object Ad = (object)ad; + if(!JsonRpcRequest(ref Ad, "classifieds_info_query", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error getting classified info", false); + return; + } + ad = (UserClassifiedAdd) Ad; + + if(ad.CreatorId == UUID.Zero) + return; + + Vector3 globalPos = new Vector3(); + Vector3.TryParse(ad.GlobalPos, out globalPos); + + remoteClient.SendClassifiedInfoReply(ad.ClassifiedId, ad.CreatorId, (uint)ad.CreationDate, (uint)ad.ExpirationDate, + (uint)ad.Category, ad.Name, ad.Description, ad.ParcelId, (uint)ad.ParentEstate, + ad.SnapshotId, ad.SimName, globalPos, ad.ParcelName, ad.Flags, ad.Price); + + } + + /// + /// Classifieds info update. + /// + /// + /// Queryclassified I. + /// + /// + /// Query category. + /// + /// + /// Query name. + /// + /// + /// Query description. + /// + /// + /// Query parcel I. + /// + /// + /// Query parent estate. + /// + /// + /// Query snapshot I. + /// + /// + /// Query global position. + /// + /// + /// Queryclassified flags. + /// + /// + /// Queryclassified price. + /// + /// + /// Remote client. + /// + public void ClassifiedInfoUpdate(UUID queryclassifiedID, uint queryCategory, string queryName, string queryDescription, UUID queryParcelID, + uint queryParentEstate, UUID querySnapshotID, Vector3 queryGlobalPos, byte queryclassifiedFlags, + int queryclassifiedPrice, IClientAPI remoteClient) + { + UserClassifiedAdd ad = new UserClassifiedAdd(); + + Scene s = (Scene) remoteClient.Scene; + Vector3 pos = remoteClient.SceneAgent.AbsolutePosition; + ILandObject land = s.LandChannel.GetLandObject(pos.X, pos.Y); + ScenePresence p = FindPresence(remoteClient.AgentId); + Vector3 avaPos = p.AbsolutePosition; + + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + + if (land == null) + { + ad.ParcelName = string.Empty; + } + else + { + ad.ParcelName = land.LandData.Name; + } + + ad.CreatorId = remoteClient.AgentId; + ad.ClassifiedId = queryclassifiedID; + ad.Category = Convert.ToInt32(queryCategory); + ad.Name = queryName; + ad.Description = queryDescription; + ad.ParentEstate = Convert.ToInt32(queryParentEstate); + ad.SnapshotId = querySnapshotID; + ad.SimName = remoteClient.Scene.RegionInfo.RegionName; + ad.GlobalPos = queryGlobalPos.ToString (); + ad.Flags = queryclassifiedFlags; + ad.Price = queryclassifiedPrice; + ad.ParcelId = p.currentParcelUUID; + + object Ad = ad; + + OSD X = OSD.SerializeMembers(Ad); + + if(!JsonRpcRequest(ref Ad, "classified_update", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error updating classified", false); + } + } + + /// + /// Classifieds delete. + /// + /// + /// Query classified I. + /// + /// + /// Remote client. + /// + public void ClassifiedDelete(UUID queryClassifiedID, IClientAPI remoteClient) + { + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + + UUID classifiedId; + OSDMap parameters= new OSDMap(); + UUID.TryParse(queryClassifiedID.ToString(), out classifiedId); + parameters.Add("classifiedId", OSD.FromUUID(classifiedId)); + OSD Params = (OSD)parameters; + if(!JsonRpcRequest(ref Params, "classified_delete", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error classified delete", false); + } + + parameters = (OSDMap)Params; + } + #endregion Classified + + #region Picks + /// + /// Handles the avatar picks request. + /// + /// + /// Sender. + /// + /// + /// Method. + /// + /// + /// Arguments. + /// + public void PicksRequest(Object sender, string method, List args) + { + if (!(sender is IClientAPI)) + return; + + IClientAPI remoteClient = (IClientAPI)sender; + + UUID targetId; + UUID.TryParse(args[0], out targetId); + + // Can't handle NPC yet... + ScenePresence p = FindPresence(targetId); + + if (null != p) + { + if (p.PresenceType == PresenceType.Npc) + return; + } + + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(targetId, out serverURI); + + OSDMap parameters= new OSDMap(); + parameters.Add("creatorId", OSD.FromUUID(targetId)); + OSD Params = (OSD)parameters; + if(!JsonRpcRequest(ref Params, "avatarpicksrequest", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error requesting picks", false); + return; + } + + parameters = (OSDMap)Params; + + OSDArray list = (OSDArray)parameters["result"]; + + Dictionary picks = new Dictionary(); + + foreach(OSD map in list) + { + OSDMap m = (OSDMap)map; + UUID cid = m["pickuuid"].AsUUID(); + string name = m["name"].AsString(); + + m_log.DebugFormat("[PROFILES]: PicksRequest {0}", name); + + picks[cid] = name; + } + remoteClient.SendAvatarPicksReply(new UUID(args[0]), picks); + } + + /// + /// Handles the pick info request. + /// + /// + /// Sender. + /// + /// + /// Method. + /// + /// + /// Arguments. + /// + public void PickInfoRequest(Object sender, string method, List args) + { + if (!(sender is IClientAPI)) + return; + + UUID targetID; + UUID.TryParse(args[0], out targetID); + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(targetID, out serverURI); + IClientAPI remoteClient = (IClientAPI)sender; + + UserProfilePick pick = new UserProfilePick(); + UUID.TryParse(args[0], out pick.CreatorId); + UUID.TryParse(args[1], out pick.PickId); + + + object Pick = (object)pick; + if(!JsonRpcRequest(ref Pick, "pickinforequest", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error selecting pick", false); + } + pick = (UserProfilePick) Pick; + if(pick.SnapshotId == UUID.Zero) + { + // In case of a new UserPick, the data may not be ready and we would send wrong data, skip it... + m_log.DebugFormat("[PROFILES]: PickInfoRequest: SnapshotID is {0}", UUID.Zero.ToString()); + return; + } + + Vector3 globalPos; + Vector3.TryParse(pick.GlobalPos,out globalPos); + + m_log.DebugFormat("[PROFILES]: PickInfoRequest: {0} : {1}", pick.Name.ToString(), pick.SnapshotId.ToString()); + + remoteClient.SendPickInfoReply(pick.PickId,pick.CreatorId,pick.TopPick,pick.ParcelId,pick.Name, + pick.Desc,pick.SnapshotId,pick.User,pick.OriginalName,pick.SimName, + globalPos,pick.SortOrder,pick.Enabled); + } + + /// + /// Updates the userpicks + /// + /// + /// Remote client. + /// + /// + /// Pick I. + /// + /// + /// the creator of the pick + /// + /// + /// Top pick. + /// + /// + /// Name. + /// + /// + /// Desc. + /// + /// + /// Snapshot I. + /// + /// + /// Sort order. + /// + /// + /// Enabled. + /// + public void PickInfoUpdate(IClientAPI remoteClient, UUID pickID, UUID creatorID, bool topPick, string name, string desc, UUID snapshotID, int sortOrder, bool enabled) + { + + m_log.DebugFormat("[PROFILES]: Start PickInfoUpdate Name: {0} PickId: {1} SnapshotId: {2}", name, pickID.ToString(), snapshotID.ToString()); + UserProfilePick pick = new UserProfilePick(); + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + ScenePresence p = FindPresence(remoteClient.AgentId); + + Vector3 avaPos = p.AbsolutePosition; + // Getting the global position for the Avatar + Vector3 posGlobal = new Vector3(remoteClient.Scene.RegionInfo.RegionLocX*Constants.RegionSize + avaPos.X, + remoteClient.Scene.RegionInfo.RegionLocY*Constants.RegionSize + avaPos.Y, + avaPos.Z); + + string landOwnerName = string.Empty; + ILandObject land = p.Scene.LandChannel.GetLandObject(avaPos.X, avaPos.Y); + if(land.LandData.IsGroupOwned) + { + IGroupsModule groupMod = p.Scene.RequestModuleInterface(); + UUID groupId = land.LandData.GroupID; + GroupRecord groupRecord = groupMod.GetGroupRecord(groupId); + landOwnerName = groupRecord.GroupName; + } + else + { + IUserAccountService accounts = p.Scene.RequestModuleInterface(); + UserAccount user = accounts.GetUserAccount(p.Scene.RegionInfo.ScopeID, land.LandData.OwnerID); + landOwnerName = user.Name; + } + + pick.PickId = pickID; + pick.CreatorId = creatorID; + pick.TopPick = topPick; + pick.Name = name; + pick.Desc = desc; + pick.ParcelId = p.currentParcelUUID; + pick.SnapshotId = snapshotID; + pick.User = landOwnerName; + pick.SimName = remoteClient.Scene.RegionInfo.RegionName; + pick.GlobalPos = posGlobal.ToString(); + pick.SortOrder = sortOrder; + pick.Enabled = enabled; + + object Pick = (object)pick; + if(!JsonRpcRequest(ref Pick, "picks_update", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error updating pick", false); + } + + m_log.DebugFormat("[PROFILES]: Finish PickInfoUpdate {0} {1}", pick.Name, pick.PickId.ToString()); + } + + /// + /// Delete a Pick + /// + /// + /// Remote client. + /// + /// + /// Query pick I. + /// + public void PickDelete(IClientAPI remoteClient, UUID queryPickID) + { + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + + OSDMap parameters= new OSDMap(); + parameters.Add("pickId", OSD.FromUUID(queryPickID)); + OSD Params = (OSD)parameters; + if(!JsonRpcRequest(ref Params, "picks_delete", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error picks delete", false); + } + } + #endregion Picks + + #region Notes + /// + /// Handles the avatar notes request. + /// + /// + /// Sender. + /// + /// + /// Method. + /// + /// + /// Arguments. + /// + public void NotesRequest(Object sender, string method, List args) + { + UserProfileNotes note = new UserProfileNotes(); + + if (!(sender is IClientAPI)) + return; + + IClientAPI remoteClient = (IClientAPI)sender; + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + note.TargetId = remoteClient.AgentId; + UUID.TryParse(args[0], out note.UserId); + + object Note = (object)note; + if(!JsonRpcRequest(ref Note, "avatarnotesrequest", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error requesting note", false); + } + note = (UserProfileNotes) Note; + + remoteClient.SendAvatarNotesReply(note.TargetId, note.Notes); + } + + /// + /// Avatars the notes update. + /// + /// + /// Remote client. + /// + /// + /// Query target I. + /// + /// + /// Query notes. + /// + public void NotesUpdate(IClientAPI remoteClient, UUID queryTargetID, string queryNotes) + { + UserProfileNotes note = new UserProfileNotes(); + + note.UserId = remoteClient.AgentId; + note.TargetId = queryTargetID; + note.Notes = queryNotes; + + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + + object Note = note; + if(!JsonRpcRequest(ref Note, "avatar_notes_update", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error updating note", false); + } + } + #endregion Notes + + #region Avatar Properties + /// + /// Update the avatars interests . + /// + /// + /// Remote client. + /// + /// + /// Wantmask. + /// + /// + /// Wanttext. + /// + /// + /// Skillsmask. + /// + /// + /// Skillstext. + /// + /// + /// Languages. + /// + public void AvatarInterestsUpdate(IClientAPI remoteClient, uint wantmask, string wanttext, uint skillsmask, string skillstext, string languages) + { + UserProfileProperties prop = new UserProfileProperties(); + + prop.UserId = remoteClient.AgentId; + prop.WantToMask = (int)wantmask; + prop.WantToText = wanttext; + prop.SkillsMask = (int)skillsmask; + prop.SkillsText = skillstext; + prop.Language = languages; + + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + + object Param = prop; + if(!JsonRpcRequest(ref Param, "avatar_interests_update", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error updating interests", false); + } + } + + public void BasicRequestProperties(IClientAPI remoteClient, UUID avatarID) + { + IScene s = remoteClient.Scene; + if (!(s is Scene)) + return; + + string profileUrl = String.Empty; + string aboutText = String.Empty; + string firstLifeAboutText = String.Empty; + UUID image = UUID.Zero; + UUID firstLifeImage = UUID.Zero; + UUID partner = UUID.Zero; + uint wantMask = 0; + string wantText = String.Empty; + uint skillsMask = 0; + string skillsText = String.Empty; + string languages = String.Empty; + + UserAccount account = Scene.UserAccountService.GetUserAccount(Scene.RegionInfo.ScopeID, avatarID); + + string name = "Avatar"; + int created = 0; + if (account != null) + { + name = account.FirstName + " " + account.LastName; + created = account.Created; + } + Byte[] charterMember = Utils.StringToBytes(name); + + profileUrl = "No profile data"; + aboutText = string.Empty; + firstLifeAboutText = string.Empty; + image = UUID.Zero; + firstLifeImage = UUID.Zero; + partner = UUID.Zero; + + remoteClient.SendAvatarProperties(avatarID, aboutText, + Util.ToDateTime(created).ToString( + "M/d/yyyy", CultureInfo.InvariantCulture), + charterMember, firstLifeAboutText, + (uint)(0 & 0xff), + firstLifeImage, image, profileUrl, partner); + + //Viewer expects interest data when it asks for properties. + remoteClient.SendAvatarInterestsReply(avatarID, wantMask, wantText, + skillsMask, skillsText, languages); + } + + /// + /// Requests the avatar properties. + /// + /// + /// Remote client. + /// + /// + /// Avatar I. + /// + public void RequestAvatarProperties(IClientAPI remoteClient, UUID avatarID) + { + if ( String.IsNullOrEmpty(avatarID.ToString()) || String.IsNullOrEmpty(remoteClient.AgentId.ToString())) + { + // Looking for a reason that some viewers are sending null Id's + m_log.DebugFormat("[PROFILES]: This should not happen remoteClient.AgentId {0} - avatarID {1}", remoteClient.AgentId, avatarID); + return; + } + + // Can't handle NPC yet... + ScenePresence p = FindPresence(avatarID); + + if (null != p) + { + if (p.PresenceType == PresenceType.Npc) + return; + } + + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(avatarID, out serverURI); + + UserAccount account = null; + Dictionary userInfo; + + if (!foreign) + { + account = Scene.UserAccountService.GetUserAccount(Scene.RegionInfo.ScopeID, avatarID); + } + else + { + userInfo = new Dictionary(); + } + + Byte[] charterMember = new Byte[1]; + string born = String.Empty; + uint flags = 0x00; + + if (null != account) + { + if (account.UserTitle == "") + { + charterMember[0] = (Byte)((account.UserFlags & 0xf00) >> 8); + } + else + { + charterMember = Utils.StringToBytes(account.UserTitle); + } + + born = Util.ToDateTime(account.Created).ToString( + "M/d/yyyy", CultureInfo.InvariantCulture); + flags = (uint)(account.UserFlags & 0xff); + } + else + { + if (GetUserAccountData(avatarID, out userInfo) == true) + { + if ((string)userInfo["user_title"] == "") + { + charterMember[0] = (Byte)(((Byte)userInfo["user_flags"] & 0xf00) >> 8); + } + else + { + charterMember = Utils.StringToBytes((string)userInfo["user_title"]); + } + + int val_born = (int)userInfo["user_created"]; + born = Util.ToDateTime(val_born).ToString( + "M/d/yyyy", CultureInfo.InvariantCulture); + + // picky, picky + int val_flags = (int)userInfo["user_flags"]; + flags = (uint)(val_flags & 0xff); + } + } + + UserProfileProperties props = new UserProfileProperties(); + string result = string.Empty; + + props.UserId = avatarID; + GetProfileData(ref props, out result); + + remoteClient.SendAvatarProperties(props.UserId, props.AboutText, born, charterMember , props.FirstLifeText, flags, + props.FirstLifeImageId, props.ImageId, props.WebUrl, props.PartnerId); + + + remoteClient.SendAvatarInterestsReply(props.UserId, (uint)props.WantToMask, props.WantToText, (uint)props.SkillsMask, + props.SkillsText, props.Language); + } + + /// + /// Updates the avatar properties. + /// + /// + /// Remote client. + /// + /// + /// New profile. + /// + public void AvatarPropertiesUpdate(IClientAPI remoteClient, UserProfileData newProfile) + { + if (remoteClient.AgentId == newProfile.ID) + { + UserProfileProperties prop = new UserProfileProperties(); + + prop.UserId = remoteClient.AgentId; + prop.WebUrl = newProfile.ProfileUrl; + prop.ImageId = newProfile.Image; + prop.AboutText = newProfile.AboutText; + prop.FirstLifeImageId = newProfile.FirstLifeImage; + prop.FirstLifeText = newProfile.FirstLifeAboutText; + + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + + object Prop = prop; + + if(!JsonRpcRequest(ref Prop, "avatar_properties_update", serverURI, UUID.Random().ToString())) + { + remoteClient.SendAgentAlertMessage( + "Error updating properties", false); + } + + RequestAvatarProperties(remoteClient, newProfile.ID); + } + } + + + /// + /// Gets the profile data. + /// + /// + /// The profile data. + /// + /// + /// User I. + /// + bool GetProfileData(ref UserProfileProperties properties, out string message) + { + // Can't handle NPC yet... + ScenePresence p = FindPresence(properties.UserId); + + if (null != p) + { + if (p.PresenceType == PresenceType.Npc) + { + message = "Id points to NPC"; + return false; + } + } + + string serverURI = string.Empty; + bool foreign = GetUserProfileServerURI(properties.UserId, out serverURI); + + // This is checking a friend on the home grid + // Not HG friend + if ( String.IsNullOrEmpty(serverURI)) + { + message = "No Presence - foreign friend"; + return false; + } + + object Prop = (object)properties; + JsonRpcRequest(ref Prop, "avatar_properties_request", serverURI, UUID.Random().ToString()); + properties = (UserProfileProperties)Prop; + + message = "Success"; + return true; + } + #endregion Avatar Properties + + #region Utils + bool GetImageAssets(UUID avatarId) + { + string profileServerURI = string.Empty; + string assetServerURI = string.Empty; + + bool foreign = GetUserProfileServerURI(avatarId, out profileServerURI); + + if(!foreign) + return true; + + assetServerURI = UserManagementModule.GetUserServerURL(avatarId, "AssetServerURI"); + + OSDMap parameters= new OSDMap(); + parameters.Add("avatarId", OSD.FromUUID(avatarId)); + OSD Params = (OSD)parameters; + if(!JsonRpcRequest(ref Params, "image_assets_request", profileServerURI, UUID.Random().ToString())) + { + // Error Handling here! + // if(parameters.ContainsKey("message") + return false; + } + + parameters = (OSDMap)Params; + + OSDArray list = (OSDArray)parameters["result"]; + + foreach(OSD asset in list) + { + OSDString assetId = (OSDString)asset; + + Scene.AssetService.Get(string.Format("{0}/{1}",assetServerURI, assetId.AsString()), this, + delegate (string assetID, Object s, AssetBase a) + { + // m_log.DebugFormat("[PROFILES]: Getting Image Assets {0}", assetID); + return; + }); + } + return true; + } + + /// + /// Gets the user account data. + /// + /// + /// The user profile data. + /// + /// + /// If set to true user I. + /// + /// + /// If set to true user info. + /// + bool GetUserAccountData(UUID userID, out Dictionary userInfo) + { + Dictionary info = new Dictionary(); + + if (UserManagementModule.IsLocalGridUser(userID)) + { + // Is local + IUserAccountService uas = Scene.UserAccountService; + UserAccount account = uas.GetUserAccount(Scene.RegionInfo.ScopeID, userID); + + info["user_flags"] = account.UserFlags; + info["user_created"] = account.Created; + + if (!String.IsNullOrEmpty(account.UserTitle)) + info["user_title"] = account.UserTitle; + else + info["user_title"] = ""; + + userInfo = info; + + return false; + } + else + { + // Is Foreign + string home_url = UserManagementModule.GetUserServerURL(userID, "HomeURI"); + + if (String.IsNullOrEmpty(home_url)) + { + info["user_flags"] = 0; + info["user_created"] = 0; + info["user_title"] = "Unavailable"; + + userInfo = info; + return true; + } + + UserAgentServiceConnector uConn = new UserAgentServiceConnector(home_url); + + Dictionary account = uConn.GetUserInfo(userID); + + if (account.Count > 0) + { + if (account.ContainsKey("user_flags")) + info["user_flags"] = account["user_flags"]; + else + info["user_flags"] = ""; + + if (account.ContainsKey("user_created")) + info["user_created"] = account["user_created"]; + else + info["user_created"] = ""; + + info["user_title"] = "HG Visitor"; + } + else + { + info["user_flags"] = 0; + info["user_created"] = 0; + info["user_title"] = "HG Visitor"; + } + userInfo = info; + return true; + } + } + + /// + /// Gets the user profile server UR. + /// + /// + /// The user profile server UR. + /// + /// + /// If set to true user I. + /// + /// + /// If set to true server UR. + /// + bool GetUserProfileServerURI(UUID userID, out string serverURI) + { + bool local; + local = UserManagementModule.IsLocalGridUser(userID); + + if (!local) + { + serverURI = UserManagementModule.GetUserServerURL(userID, "ProfileServerURI"); + // Is Foreign + return true; + } + else + { + serverURI = ProfileServerUri; + // Is local + return false; + } + } + + /// + /// Finds the presence. + /// + /// + /// The presence. + /// + /// + /// Client I. + /// + ScenePresence FindPresence(UUID clientID) + { + ScenePresence p; + + p = Scene.GetScenePresence(clientID); + if (p != null && !p.IsChildAgent) + return p; + + return null; + } + #endregion Util + + #region Web Util + /// + /// Sends json-rpc request with a serializable type. + /// + /// + /// OSD Map. + /// + /// + /// Serializable type . + /// + /// + /// Json-rpc method to call. + /// + /// + /// URI of json-rpc service. + /// + /// + /// Id for our call. + /// + bool JsonRpcRequest(ref object parameters, string method, string uri, string jsonId) + { + if (jsonId == null) + throw new ArgumentNullException ("jsonId"); + if (uri == null) + throw new ArgumentNullException ("uri"); + if (method == null) + throw new ArgumentNullException ("method"); + if (parameters == null) + throw new ArgumentNullException ("parameters"); + + // Prep our payload + OSDMap json = new OSDMap(); + + json.Add("jsonrpc", OSD.FromString("2.0")); + json.Add("id", OSD.FromString(jsonId)); + json.Add("method", OSD.FromString(method)); + // Experiment + json.Add("params", OSD.SerializeMembers(parameters)); + + string jsonRequestData = OSDParser.SerializeJsonString(json); + byte[] content = Encoding.UTF8.GetBytes(jsonRequestData); + + HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(uri); + // webRequest.Credentials = new NetworkCredential(rpcUser, rpcPass); + webRequest.ContentType = "application/json-rpc"; + webRequest.Method = "POST"; + + Stream dataStream = webRequest.GetRequestStream(); + dataStream.Write(content, 0, content.Length); + dataStream.Close(); + + WebResponse webResponse = null; + try + { + webResponse = webRequest.GetResponse(); + } + catch (WebException e) + { + Console.WriteLine("Web Error" + e.Message); + Console.WriteLine ("Please check input"); + return false; + } + + byte[] buf = new byte[8192]; + Stream rstream = webResponse.GetResponseStream(); + OSDMap mret = (OSDMap)OSDParser.DeserializeJson(rstream); + + if(mret.ContainsKey("error")) + return false; + + // get params... + OSD.DeserializeMembers(ref parameters, (OSDMap) mret["result"]); + return true; + } + + /// + /// Sends json-rpc request with OSD parameter. + /// + /// + /// The rpc request. + /// + /// + /// data - incoming as parameters, outgong as result/error + /// + /// + /// Json-rpc method to call. + /// + /// + /// URI of json-rpc service. + /// + /// + /// If set to true json identifier. + /// + bool JsonRpcRequest(ref OSD data, string method, string uri, string jsonId) + { + OSDMap map = new OSDMap(); + + map["jsonrpc"] = "2.0"; + if(string.IsNullOrEmpty(jsonId)) + map["id"] = UUID.Random().ToString(); + else + map["id"] = jsonId; + + map["method"] = method; + map["params"] = data; + + string jsonRequestData = OSDParser.SerializeJsonString(map); + byte[] content = Encoding.UTF8.GetBytes(jsonRequestData); + + HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(uri); + webRequest.ContentType = "application/json-rpc"; + webRequest.Method = "POST"; + + Stream dataStream = webRequest.GetRequestStream(); + dataStream.Write(content, 0, content.Length); + dataStream.Close(); + + WebResponse webResponse = null; + try + { + webResponse = webRequest.GetResponse(); + } + catch (WebException e) + { + Console.WriteLine("Web Error" + e.Message); + Console.WriteLine ("Please check input"); + return false; + } + + byte[] buf = new byte[8192]; + Stream rstream = webResponse.GetResponseStream(); + + OSDMap response = new OSDMap(); + response = (OSDMap)OSDParser.DeserializeJson(rstream); + if(response.ContainsKey("error")) + { + data = response["error"]; + return false; + } + + data = response; + + return true; + } + #endregion Web Util + } +} diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsIn/UserProfiles/LocalUserProfilesServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsIn/UserProfiles/LocalUserProfilesServiceConnector.cs new file mode 100644 index 0000000..323535a --- /dev/null +++ b/OpenSim/Region/CoreModules/ServiceConnectorsIn/UserProfiles/LocalUserProfilesServiceConnector.cs @@ -0,0 +1,226 @@ + +/* + * 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 log4net; +using Mono.Addins; +using Nini.Config; +using System; +using System.Collections.Generic; +using System.Reflection; +using OpenSim.Framework; +using OpenSim.Framework.Console; +using OpenSim.Server.Base; +using OpenSim.Server.Handlers; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Framework.Servers; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using GridRegion = OpenSim.Services.Interfaces.GridRegion; +using OpenMetaverse; + +namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Profile +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalUserProfilesServicesConnector")] + public class LocalUserProfilesServicesConnector : ISharedRegionModule + { + private static readonly ILog m_log = + LogManager.GetLogger( + MethodBase.GetCurrentMethod().DeclaringType); + + private Dictionary regions = new Dictionary(); + + public IUserProfilesService ServiceModule + { + get; private set; + } + + public bool Enabled + { + get; private set; + } + + public string Name + { + get + { + return "LocalUserProfilesServicesConnector"; + } + } + + public string ConfigName + { + get; private set; + } + + public Type ReplaceableInterface + { + get { return null; } + } + + public LocalUserProfilesServicesConnector() + { + m_log.Debug("[LOCAL USERPROFILES SERVICE CONNECTOR]: LocalUserProfileServicesConnector no params"); + } + + public LocalUserProfilesServicesConnector(IConfigSource source) + { + m_log.Debug("[LOCAL USERPROFILES SERVICE CONNECTOR]: LocalUserProfileServicesConnector instantiated directly."); + InitialiseService(source); + } + + public void InitialiseService(IConfigSource source) + { + ConfigName = "UserProfilesService"; + + // Instantiate the request handler + IHttpServer Server = MainServer.Instance; + + IConfig config = source.Configs[ConfigName]; + if (config == null) + { + m_log.Error("[LOCAL USERPROFILES SERVICE CONNECTOR]: UserProfilesService missing from OpenSim.ini"); + return; + } + + if(!config.GetBoolean("Enabled",false)) + { + Enabled = false; + return; + } + + Enabled = true; + + string serviceDll = config.GetString("LocalServiceModule", + String.Empty); + + if (serviceDll == String.Empty) + { + m_log.Error("[LOCAL USERPROFILES SERVICE CONNECTOR]: No LocalServiceModule named in section UserProfilesService"); + return; + } + + Object[] args = new Object[] { source, ConfigName }; + ServiceModule = + ServerUtils.LoadPlugin(serviceDll, + args); + + if (ServiceModule == null) + { + m_log.Error("[LOCAL USERPROFILES SERVICE CONNECTOR]: Can't load user profiles service"); + return; + } + + Enabled = true; + + JsonRpcProfileHandlers handler = new JsonRpcProfileHandlers(ServiceModule); + + Server.AddJsonRPCHandler("avatarclassifiedsrequest", handler.AvatarClassifiedsRequest); + Server.AddJsonRPCHandler("classified_update", handler.ClassifiedUpdate); + Server.AddJsonRPCHandler("classifieds_info_query", handler.ClassifiedInfoRequest); + Server.AddJsonRPCHandler("classified_delete", handler.ClassifiedDelete); + Server.AddJsonRPCHandler("avatarpicksrequest", handler.AvatarPicksRequest); + Server.AddJsonRPCHandler("pickinforequest", handler.PickInfoRequest); + Server.AddJsonRPCHandler("picks_update", handler.PicksUpdate); + Server.AddJsonRPCHandler("picks_delete", handler.PicksDelete); + Server.AddJsonRPCHandler("avatarnotesrequest", handler.AvatarNotesRequest); + Server.AddJsonRPCHandler("avatar_notes_update", handler.NotesUpdate); + Server.AddJsonRPCHandler("avatar_properties_request", handler.AvatarPropertiesRequest); + Server.AddJsonRPCHandler("avatar_properties_update", handler.AvatarPropertiesUpdate); + Server.AddJsonRPCHandler("avatar_interests_update", handler.AvatarInterestsUpdate); + Server.AddJsonRPCHandler("image_assets_request", handler.AvatarImageAssetsRequest); + Server.AddJsonRPCHandler("user_data_request", handler.RequestUserAppData); + Server.AddJsonRPCHandler("user_data_update", handler.UpdateUserAppData); + + } + + #region ISharedRegionModule implementation + + void ISharedRegionModule.PostInitialise() + { + if(!Enabled) + return; + } + + #endregion + + #region IRegionModuleBase implementation + + void IRegionModuleBase.Initialise(IConfigSource source) + { + IConfig moduleConfig = source.Configs["Modules"]; + if (moduleConfig != null) + { + string name = moduleConfig.GetString("UserProfilesServices", ""); + if (name == Name) + { + InitialiseService(source); + m_log.Info("[LOCAL USERPROFILES SERVICE CONNECTOR]: Local user profiles connector enabled"); + } + } + } + + void IRegionModuleBase.Close() + { + return; + } + + void IRegionModuleBase.AddRegion(Scene scene) + { + if (!Enabled) + return; + + lock (regions) + { + if (regions.ContainsKey(scene.RegionInfo.RegionID)) + m_log.ErrorFormat("[LOCAL USERPROFILES SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!"); + else + regions.Add(scene.RegionInfo.RegionID, scene); + } + } + + void IRegionModuleBase.RemoveRegion(Scene scene) + { + if (!Enabled) + return; + + lock (regions) + { + if (regions.ContainsKey(scene.RegionInfo.RegionID)) + regions.Remove(scene.RegionInfo.RegionID); + } + } + + void IRegionModuleBase.RegionLoaded(Scene scene) + { + if (!Enabled) + return; + } + #endregion + } +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs index c32820e..3849a3f 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs @@ -56,6 +56,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid public LocalGridServicesConnector() { + m_log.Debug("[LOCAL GRID SERVICE CONNECTOR]: LocalGridServicesConnector no parms."); } public LocalGridServicesConnector(IConfigSource source) -- cgit v1.1 From 46335b103e1f993c6aa77e46f89e5ee0d6d7497e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 30 May 2013 23:51:35 +0100 Subject: If an exception occurs in the AsyncCommandManager loop, spit it out to log rather than silently swallowing it. This might help diagnose the cause of http://opensimulator.org/mantis/view.php?id=6651 where sometimes scripts fail to start on region start. --- .../Shared/Api/Implementation/AsyncCommandManager.cs | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs index 1c59624..352e316 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs @@ -47,7 +47,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// public class AsyncCommandManager { -// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static Thread cmdHandlerThread; private static int cmdHandlerThreadCycleSleepms; @@ -183,17 +183,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { try { - while (true) - { - Thread.Sleep(cmdHandlerThreadCycleSleepms); + Thread.Sleep(cmdHandlerThreadCycleSleepms); - DoOneCmdHandlerPass(); + DoOneCmdHandlerPass(); - Watchdog.UpdateThread(); - } + Watchdog.UpdateThread(); } - catch + catch (Exception e) { + m_log.Error("[ASYNC COMMAND MANAGER]: Exception in command handler pass: ", e); } } } -- cgit v1.1 From 439f11cc3cf2ab8f7fdc1d8746f1d8ab44c911eb Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 30 May 2013 09:21:58 -0700 Subject: Add region heartbeat start event to complement heartbeat end event. This allows object modification before the usual heartbeat operation. --- OpenSim/Region/Framework/Scenes/EventManager.cs | 23 +++++++++++++++++++++++ OpenSim/Region/Framework/Scenes/Scene.cs | 2 ++ 2 files changed, 25 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 59d0148..a246319 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -969,6 +969,8 @@ namespace OpenSim.Region.Framework.Scenes public delegate void RegionStarted(Scene scene); public event RegionStarted OnRegionStarted; + public delegate void RegionHeartbeatStart(Scene scene); + public event RegionHeartbeatStart OnRegionHeartbeatStart; public delegate void RegionHeartbeatEnd(Scene scene); public event RegionHeartbeatEnd OnRegionHeartbeatEnd; @@ -3068,6 +3070,27 @@ namespace OpenSim.Region.Framework.Scenes } } + public void TriggerRegionHeartbeatStart(Scene scene) + { + RegionHeartbeatStart handler = OnRegionHeartbeatStart; + + if (handler != null) + { + foreach (RegionHeartbeatStart d in handler.GetInvocationList()) + { + try + { + d(scene); + } + catch (Exception e) + { + m_log.ErrorFormat("[EVENT MANAGER]: Delegate for OnRegionHeartbeatStart failed - continuing {0} - {1}", + e.Message, e.StackTrace); + } + } + } + } + public void TriggerRegionHeartbeatEnd(Scene scene) { RegionHeartbeatEnd handler = OnRegionHeartbeatEnd; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 5dea634..0743ce7 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1517,6 +1517,8 @@ namespace OpenSim.Region.Framework.Scenes try { + EventManager.TriggerRegionHeartbeatStart(this); + // Apply taints in terrain module to terrain in physics scene if (Frame % m_update_terrain == 0) { -- cgit v1.1 From 48a175eff760e04f8096acd404058755d7c2919c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 30 May 2013 14:30:45 -0700 Subject: Add methods to Animation and AnimationSet for easier manipulation and display of groups of animations (Equal(), ToString(), FromOSDArray(), ...). No functional change to animations. --- .../Framework/Scenes/Animation/AnimationSet.cs | 110 +++++++++++++++++++++ .../Scenes/Animation/DefaultAvatarAnimations.cs | 26 +++++ 2 files changed, 136 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs index 66edfed..5dee64d 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs @@ -28,8 +28,11 @@ using System; using System.Collections.Generic; using System.Reflection; +using System.Text; using log4net; using OpenMetaverse; +using OpenMetaverse.StructuredData; + using OpenSim.Framework; using Animation = OpenSim.Framework.Animation; @@ -60,6 +63,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation ResetDefaultAnimation(); } + public AnimationSet(OSDArray pArray) + { + ResetDefaultAnimation(); + FromOSDArray(pArray); + } + public bool HasAnimation(UUID animID) { if (m_defaultAnimation.AnimID == animID) @@ -218,5 +227,106 @@ namespace OpenSim.Region.Framework.Scenes.Animation foreach (OpenSim.Framework.Animation anim in theArray) m_animations.Add(anim); } + + // Create representation of this AnimationSet as an OSDArray. + // First two entries in the array are the default and implicitDefault animations + // followed by the other animations. + public OSDArray ToOSDArray() + { + OSDArray ret = new OSDArray(); + ret.Add(DefaultAnimation.PackUpdateMessage()); + ret.Add(ImplicitDefaultAnimation.PackUpdateMessage()); + + foreach (OpenSim.Framework.Animation anim in m_animations) + ret.Add(anim.PackUpdateMessage()); + + return ret; + } + + public void FromOSDArray(OSDArray pArray) + { + this.Clear(); + + if (pArray.Count >= 1) + { + m_defaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[0]); + } + if (pArray.Count >= 2) + { + m_implicitDefaultAnimation = new OpenSim.Framework.Animation((OSDMap)pArray[1]); + } + for (int ii = 2; ii < pArray.Count; ii++) + { + m_animations.Add(new OpenSim.Framework.Animation((OSDMap)pArray[ii])); + } + } + + // Compare two AnimationSets and return 'true' if the default animations are the same + // and all of the animations in the list are equal. + public override bool Equals(object obj) + { + AnimationSet other = obj as AnimationSet; + if (other != null) + { + if (this.DefaultAnimation.Equals(other.DefaultAnimation) + && this.ImplicitDefaultAnimation.Equals(other.ImplicitDefaultAnimation)) + { + // The defaults are the same. Is the list of animations the same? + OpenSim.Framework.Animation[] thisAnims = this.ToArray(); + OpenSim.Framework.Animation[] otherAnims = other.ToArray(); + if (thisAnims.Length == 0 && otherAnims.Length == 0) + return true; // the common case + if (thisAnims.Length == otherAnims.Length) + { + // Do this the hard way but since the list is usually short this won't take long. + foreach (OpenSim.Framework.Animation thisAnim in thisAnims) + { + bool found = false; + foreach (OpenSim.Framework.Animation otherAnim in otherAnims) + { + if (thisAnim.Equals(otherAnim)) + { + found = true; + break; + } + } + if (!found) + { + // If anything is not in the other list, these are not equal + return false; + } + } + // Found everything in the other list. Since lists are equal length, they must be equal. + return true; + } + } + return false; + } + // Don't know what was passed, but the base system will figure it out for me. + return base.Equals(obj); + } + + public override string ToString() + { + StringBuilder buff = new StringBuilder(); + buff.Append("dflt="); + buff.Append(DefaultAnimation.ToString()); + buff.Append(",iDflt="); + if (DefaultAnimation == ImplicitDefaultAnimation) + buff.Append("same"); + else + buff.Append(ImplicitDefaultAnimation.ToString()); + if (m_animations.Count > 0) + { + buff.Append(",anims="); + foreach (OpenSim.Framework.Animation anim in m_animations) + { + buff.Append("<"); + buff.Append(anim.ToString()); + buff.Append(">,"); + } + } + return buff.ToString(); + } } } diff --git a/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs index c2b0468..b79dd8f 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/DefaultAvatarAnimations.cs @@ -104,5 +104,31 @@ namespace OpenSim.Region.Framework.Scenes.Animation return UUID.Zero; } + + /// + /// Get the name of the animation given a UUID. If there is no matching animation + /// return the UUID as a string. + /// + public static string GetDefaultAnimationName(UUID uuid) + { + string ret = "unknown"; + if (AnimsUUID.ContainsValue(uuid)) + { + foreach (KeyValuePair kvp in AnimsUUID) + { + if (kvp.Value == uuid) + { + ret = kvp.Key; + break; + } + } + } + else + { + ret = uuid.ToString(); + } + + return ret; + } } } \ No newline at end of file -- cgit v1.1 From 4d32ca19bf27048105aeb01c67f0f9647ed3e700 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 30 May 2013 19:15:14 -0700 Subject: Trigger OnScenePresenceUpdated when the avatar's animations change. --- .../Framework/Scenes/Animation/ScenePresenceAnimator.cs | 17 ++++++++++++++--- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 8 +++++++- 2 files changed, 21 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index e92a087..a701a79 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -92,7 +92,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation GetAnimName(animID), animID, m_scenePresence.Name); if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) + { SendAnimPack(); + } } // Called from scripts @@ -131,7 +133,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation GetAnimName(animID), animID, m_scenePresence.Name); if (m_animations.Remove(animID, allowNoDefault)) + { SendAnimPack(); + } } // Called from scripts @@ -163,8 +167,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation /// The movement animation is reserved for "main" animations /// that are mutually exclusive, e.g. flying and sitting. /// - public void TrySetMovementAnimation(string anim) + /// 'true' if the animation was updated + public bool TrySetMovementAnimation(string anim) { + bool ret = false; if (!m_scenePresence.IsChildAgent) { // m_log.DebugFormat( @@ -181,6 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation // 16384 is CHANGED_ANIMATION m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION}); SendAnimPack(); + ret = true; } } else @@ -189,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}", anim, m_scenePresence.Name); } + return ret; } /// @@ -422,8 +430,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation /// /// Update the movement animation of this avatar according to its current state /// - public void UpdateMovementAnimations() + /// 'true' if the animation was changed + public bool UpdateMovementAnimations() { + bool ret = false; lock (m_animations) { string newMovementAnimation = DetermineMovementAnimation(); @@ -437,9 +447,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation // Only set it if it's actually changed, give a script // a chance to stop a default animation - TrySetMovementAnimation(CurrentMovementAnimation); + ret = TrySetMovementAnimation(CurrentMovementAnimation); } } + return ret; } public UUID[] GetAnimationArray() diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e8aa52e..b8ff7f7 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2039,6 +2039,7 @@ namespace OpenSim.Region.Framework.Scenes } Animator.TrySetMovementAnimation("STAND"); + TriggerScenePresenceUpdated(); } private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) @@ -2432,6 +2433,7 @@ namespace OpenSim.Region.Framework.Scenes } Animator.TrySetMovementAnimation(sitAnimation); SendAvatarDataToAllAgents(); + TriggerScenePresenceUpdated(); } } @@ -2440,6 +2442,7 @@ namespace OpenSim.Region.Framework.Scenes // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.. m_AngularVelocity = Vector3.Zero; Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); + TriggerScenePresenceUpdated(); SitGround = true; RemoveFromPhysicalScene(); } @@ -2456,11 +2459,13 @@ namespace OpenSim.Region.Framework.Scenes public void HandleStartAnim(IClientAPI remoteClient, UUID animID) { Animator.AddAnimation(animID, UUID.Zero); + TriggerScenePresenceUpdated(); } public void HandleStopAnim(IClientAPI remoteClient, UUID animID) { Animator.RemoveAnimation(animID, false); + TriggerScenePresenceUpdated(); } /// @@ -3465,7 +3470,8 @@ namespace OpenSim.Region.Framework.Scenes // if (m_updateCount > 0) // { - Animator.UpdateMovementAnimations(); + if (Animator.UpdateMovementAnimations()) + TriggerScenePresenceUpdated(); // m_updateCount--; // } -- cgit v1.1 From 00c1586ff8cd0abb2270a109087857adefe3b5c2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 31 May 2013 18:12:36 +0100 Subject: refactor: Remove unused AsyncCommandManager.PleaseShutdown --- .../Shared/Api/Implementation/AsyncCommandManager.cs | 20 +------------------- 1 file changed, 1 insertion(+), 19 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs index 352e316..c71b571 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs @@ -377,23 +377,5 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } } - - #region Check llRemoteData channels - - #endregion - - #region Check llListeners - - #endregion - - /// - /// If set to true then threads and stuff should try to make a graceful exit - /// - public bool PleaseShutdown - { - get { return _PleaseShutdown; } - set { _PleaseShutdown = value; } - } - private bool _PleaseShutdown = false; } -} +} \ No newline at end of file -- cgit v1.1 From 921ad8704e08fccc994f7907e7cb1e9372e355b9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 31 May 2013 22:50:15 +0100 Subject: Lock areas of AsyncCommandManager where multiple threads could try to access/update the same static structures simultaneously. This is possible where there is more than one scene (multiple copies of the same script engine) and/or more than one script engine being used. These operations are not thread safe and could be leading to the exceptions/problems seen in http://opensimulator.org/mantis/view.php?id=6651 This also prevents a small race condition where more than one AsyncLSLCmdHandlerThread could be started. --- .../Api/Implementation/AsyncCommandManager.cs | 288 +++++++++++++-------- 1 file changed, 177 insertions(+), 111 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs index c71b571..72e8415 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs @@ -52,6 +52,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api private static Thread cmdHandlerThread; private static int cmdHandlerThreadCycleSleepms; + /// + /// Lock for reading/writing static components of AsyncCommandManager. + /// + /// + /// This lock exists so that multiple threads from different engines and/or different copies of the same engine + /// are prevented from running non-thread safe code (e.g. read/write of lists) concurrently. + /// + private static object staticLock = new object(); + private static List m_Scenes = new List(); private static List m_ScriptEngines = new List(); @@ -74,37 +83,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public Dataserver DataserverPlugin { - get { return m_Dataserver[m_ScriptEngine]; } + get + { + lock (staticLock) + return m_Dataserver[m_ScriptEngine]; + } } public Timer TimerPlugin { - get { return m_Timer[m_ScriptEngine]; } + get + { + lock (staticLock) + return m_Timer[m_ScriptEngine]; + } } public HttpRequest HttpRequestPlugin { - get { return m_HttpRequest[m_ScriptEngine]; } + get + { + lock (staticLock) + return m_HttpRequest[m_ScriptEngine]; + } } public Listener ListenerPlugin { - get { return m_Listener[m_ScriptEngine]; } + get + { + lock (staticLock) + return m_Listener[m_ScriptEngine]; + } } public SensorRepeat SensorRepeatPlugin { - get { return m_SensorRepeat[m_ScriptEngine]; } + get + { + lock (staticLock) + return m_SensorRepeat[m_ScriptEngine]; + } } public XmlRequest XmlRequestPlugin { - get { return m_XmlRequest[m_ScriptEngine]; } + get + { + lock (staticLock) + return m_XmlRequest[m_ScriptEngine]; + } } public IScriptEngine[] ScriptEngines { - get { return m_ScriptEngines.ToArray(); } + get + { + lock (staticLock) + return m_ScriptEngines.ToArray(); + } } public AsyncCommandManager(IScriptEngine _ScriptEngine) @@ -112,29 +149,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_ScriptEngine = _ScriptEngine; m_Scene = m_ScriptEngine.World; - if (m_Scenes.Count == 0) - ReadConfig(); - - if (!m_Scenes.Contains(m_Scene)) - m_Scenes.Add(m_Scene); - if (!m_ScriptEngines.Contains(m_ScriptEngine)) - m_ScriptEngines.Add(m_ScriptEngine); - - // Create instances of all plugins - if (!m_Dataserver.ContainsKey(m_ScriptEngine)) - m_Dataserver[m_ScriptEngine] = new Dataserver(this); - if (!m_Timer.ContainsKey(m_ScriptEngine)) - m_Timer[m_ScriptEngine] = new Timer(this); - if (!m_HttpRequest.ContainsKey(m_ScriptEngine)) - m_HttpRequest[m_ScriptEngine] = new HttpRequest(this); - if (!m_Listener.ContainsKey(m_ScriptEngine)) - m_Listener[m_ScriptEngine] = new Listener(this); - if (!m_SensorRepeat.ContainsKey(m_ScriptEngine)) - m_SensorRepeat[m_ScriptEngine] = new SensorRepeat(this); - if (!m_XmlRequest.ContainsKey(m_ScriptEngine)) - m_XmlRequest[m_ScriptEngine] = new XmlRequest(this); - - StartThread(); + // If there is more than one scene in the simulator or multiple script engines are used on the same region + // then more than one thread could arrive at this block of code simultaneously. However, it cannot be + // executed concurrently both because concurrent list operations are not thread-safe and because of other + // race conditions such as the later check of cmdHandlerThread == null. + lock (staticLock) + { + if (m_Scenes.Count == 0) + ReadConfig(); + + if (!m_Scenes.Contains(m_Scene)) + m_Scenes.Add(m_Scene); + if (!m_ScriptEngines.Contains(m_ScriptEngine)) + m_ScriptEngines.Add(m_ScriptEngine); + + // Create instances of all plugins + if (!m_Dataserver.ContainsKey(m_ScriptEngine)) + m_Dataserver[m_ScriptEngine] = new Dataserver(this); + if (!m_Timer.ContainsKey(m_ScriptEngine)) + m_Timer[m_ScriptEngine] = new Timer(this); + if (!m_HttpRequest.ContainsKey(m_ScriptEngine)) + m_HttpRequest[m_ScriptEngine] = new HttpRequest(this); + if (!m_Listener.ContainsKey(m_ScriptEngine)) + m_Listener[m_ScriptEngine] = new Listener(this); + if (!m_SensorRepeat.ContainsKey(m_ScriptEngine)) + m_SensorRepeat[m_ScriptEngine] = new SensorRepeat(this); + if (!m_XmlRequest.ContainsKey(m_ScriptEngine)) + m_XmlRequest[m_ScriptEngine] = new XmlRequest(this); + + StartThread(); + } } private static void StartThread() @@ -198,25 +242,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api private static void DoOneCmdHandlerPass() { - // Check HttpRequests - m_HttpRequest[m_ScriptEngines[0]].CheckHttpRequests(); + lock (staticLock) + { + // Check HttpRequests + m_HttpRequest[m_ScriptEngines[0]].CheckHttpRequests(); - // Check XMLRPCRequests - m_XmlRequest[m_ScriptEngines[0]].CheckXMLRPCRequests(); + // Check XMLRPCRequests + m_XmlRequest[m_ScriptEngines[0]].CheckXMLRPCRequests(); - foreach (IScriptEngine s in m_ScriptEngines) - { - // Check Listeners - m_Listener[s].CheckListeners(); + foreach (IScriptEngine s in m_ScriptEngines) + { + // Check Listeners + m_Listener[s].CheckListeners(); - // Check timers - m_Timer[s].CheckTimerEvents(); + // Check timers + m_Timer[s].CheckTimerEvents(); - // Check Sensors - m_SensorRepeat[s].CheckSenseRepeaterEvents(); + // Check Sensors + m_SensorRepeat[s].CheckSenseRepeaterEvents(); - // Check dataserver - m_Dataserver[s].ExpireRequests(); + // Check dataserver + m_Dataserver[s].ExpireRequests(); + } } } @@ -229,32 +276,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { // m_log.DebugFormat("[ASYNC COMMAND MANAGER]: Removing facilities for script {0}", itemID); - // Remove a specific script + lock (staticLock) + { + // Remove dataserver events + m_Dataserver[engine].RemoveEvents(localID, itemID); - // Remove dataserver events - m_Dataserver[engine].RemoveEvents(localID, itemID); + // Remove from: Timers + m_Timer[engine].UnSetTimerEvents(localID, itemID); - // Remove from: Timers - m_Timer[engine].UnSetTimerEvents(localID, itemID); + // Remove from: HttpRequest + IHttpRequestModule iHttpReq = engine.World.RequestModuleInterface(); + if (iHttpReq != null) + iHttpReq.StopHttpRequestsForScript(itemID); - // Remove from: HttpRequest - IHttpRequestModule iHttpReq = engine.World.RequestModuleInterface(); - if (iHttpReq != null) - iHttpReq.StopHttpRequestsForScript(itemID); + IWorldComm comms = engine.World.RequestModuleInterface(); + if (comms != null) + comms.DeleteListener(itemID); - IWorldComm comms = engine.World.RequestModuleInterface(); - if (comms != null) - comms.DeleteListener(itemID); + IXMLRPC xmlrpc = engine.World.RequestModuleInterface(); + if (xmlrpc != null) + { + xmlrpc.DeleteChannels(itemID); + xmlrpc.CancelSRDRequests(itemID); + } - IXMLRPC xmlrpc = engine.World.RequestModuleInterface(); - if (xmlrpc != null) - { - xmlrpc.DeleteChannels(itemID); - xmlrpc.CancelSRDRequests(itemID); + // Remove Sensors + m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID); } - - // Remove Sensors - m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID); } /// @@ -264,10 +312,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// public static SensorRepeat GetSensorRepeatPlugin(IScriptEngine engine) { - if (m_SensorRepeat.ContainsKey(engine)) - return m_SensorRepeat[engine]; - else - return null; + lock (staticLock) + { + if (m_SensorRepeat.ContainsKey(engine)) + return m_SensorRepeat[engine]; + else + return null; + } } /// @@ -277,10 +328,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// public static Dataserver GetDataserverPlugin(IScriptEngine engine) { - if (m_Dataserver.ContainsKey(engine)) - return m_Dataserver[engine]; - else - return null; + lock (staticLock) + { + if (m_Dataserver.ContainsKey(engine)) + return m_Dataserver[engine]; + else + return null; + } } /// @@ -290,10 +344,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// public static Timer GetTimerPlugin(IScriptEngine engine) { - if (m_Timer.ContainsKey(engine)) - return m_Timer[engine]; - else - return null; + lock (staticLock) + { + if (m_Timer.ContainsKey(engine)) + return m_Timer[engine]; + else + return null; + } } /// @@ -303,38 +360,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// public static Listener GetListenerPlugin(IScriptEngine engine) { - if (m_Listener.ContainsKey(engine)) - return m_Listener[engine]; - else - return null; + lock (staticLock) + { + if (m_Listener.ContainsKey(engine)) + return m_Listener[engine]; + else + return null; + } } public static Object[] GetSerializationData(IScriptEngine engine, UUID itemID) { List data = new List(); - Object[] listeners = m_Listener[engine].GetSerializationData(itemID); - if (listeners.Length > 0) + lock (staticLock) { - data.Add("listener"); - data.Add(listeners.Length); - data.AddRange(listeners); - } + Object[] listeners = m_Listener[engine].GetSerializationData(itemID); + if (listeners.Length > 0) + { + data.Add("listener"); + data.Add(listeners.Length); + data.AddRange(listeners); + } - Object[] timers=m_Timer[engine].GetSerializationData(itemID); - if (timers.Length > 0) - { - data.Add("timer"); - data.Add(timers.Length); - data.AddRange(timers); - } + Object[] timers=m_Timer[engine].GetSerializationData(itemID); + if (timers.Length > 0) + { + data.Add("timer"); + data.Add(timers.Length); + data.AddRange(timers); + } - Object[] sensors = m_SensorRepeat[engine].GetSerializationData(itemID); - if (sensors.Length > 0) - { - data.Add("sensor"); - data.Add(sensors.Length); - data.AddRange(sensors); + Object[] sensors = m_SensorRepeat[engine].GetSerializationData(itemID); + if (sensors.Length > 0) + { + data.Add("sensor"); + data.Add(sensors.Length); + data.AddRange(sensors); + } } return data.ToArray(); @@ -359,20 +422,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api idx+=len; + lock (staticLock) + { switch (type) { - case "listener": - m_Listener[engine].CreateFromData(localID, itemID, - hostID, item); - break; - case "timer": - m_Timer[engine].CreateFromData(localID, itemID, - hostID, item); - break; - case "sensor": - m_SensorRepeat[engine].CreateFromData(localID, - itemID, hostID, item); - break; + case "listener": + m_Listener[engine].CreateFromData(localID, itemID, + hostID, item); + break; + case "timer": + m_Timer[engine].CreateFromData(localID, itemID, + hostID, item); + break; + case "sensor": + m_SensorRepeat[engine].CreateFromData(localID, + itemID, hostID, item); + break; + } } } } -- cgit v1.1 From 217c7d11401dbf15ada3de750e7ad0df85a02894 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 31 May 2013 23:00:10 +0100 Subject: Remove unnecessary m_scenes and m_scene from AsyncCommandManager. These were private and the sole point of use (to know when to load config for the first time) can be done by looking at script engines instead. --- .../ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs index 72e8415..998f40b 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs @@ -61,12 +61,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api /// private static object staticLock = new object(); - private static List m_Scenes = new List(); private static List m_ScriptEngines = new List(); public IScriptEngine m_ScriptEngine; - private IScene m_Scene; private static Dictionary m_Dataserver = new Dictionary(); @@ -147,7 +145,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public AsyncCommandManager(IScriptEngine _ScriptEngine) { m_ScriptEngine = _ScriptEngine; - m_Scene = m_ScriptEngine.World; // If there is more than one scene in the simulator or multiple script engines are used on the same region // then more than one thread could arrive at this block of code simultaneously. However, it cannot be @@ -155,11 +152,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // race conditions such as the later check of cmdHandlerThread == null. lock (staticLock) { - if (m_Scenes.Count == 0) + if (m_ScriptEngines.Count == 0) ReadConfig(); - if (!m_Scenes.Contains(m_Scene)) - m_Scenes.Add(m_Scene); if (!m_ScriptEngines.Contains(m_ScriptEngine)) m_ScriptEngines.Add(m_ScriptEngine); -- cgit v1.1 From ba2f13db63a58698ca47e9ba51a1a1509b838a77 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Fri, 31 May 2013 18:48:01 -0400 Subject: Adding back the BasicProfileModule --- .../Avatar/Profile/BasicProfileModule.cs | 176 +++++++++++++++++++++ .../Avatar/UserProfiles/UserProfileModule.cs | 88 ++--------- 2 files changed, 191 insertions(+), 73 deletions(-) create mode 100644 OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs new file mode 100644 index 0000000..bf24030 --- /dev/null +++ b/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.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; +using System.Collections.Generic; +using System.Globalization; +using System.Reflection; + +using OpenMetaverse; +using log4net; +using Nini.Config; +using Mono.Addins; + +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; + +namespace OpenSim.Region.CoreModules.Avatar.Profile +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicProfileModule")] + public class BasicProfileModule : IProfileModule, ISharedRegionModule + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + // + // Module vars + // + private List m_Scenes = new List(); + private bool m_Enabled = false; + + #region ISharedRegionModule + + public void Initialise(IConfigSource config) + { + m_log.DebugFormat("[PROFILE MODULE]: Basic Profile Module enabled"); + m_Enabled = true; + } + + public void AddRegion(Scene scene) + { + if (!m_Enabled) + return; + + lock (m_Scenes) + { + if (!m_Scenes.Contains(scene)) + { + m_Scenes.Add(scene); + // Hook up events + scene.EventManager.OnNewClient += OnNewClient; + scene.RegisterModuleInterface(this); + } + } + } + + public void RegionLoaded(Scene scene) + { + if (!m_Enabled) + return; + } + + public void RemoveRegion(Scene scene) + { + if (!m_Enabled) + return; + + lock (m_Scenes) + { + m_Scenes.Remove(scene); + } + } + + public void PostInitialise() + { + } + + public void Close() + { + } + + public string Name + { + get { return "BasicProfileModule"; } + } + + public Type ReplaceableInterface + { + get { return typeof(IProfileModule); } + } + + #endregion + + /// New Client Event Handler + private void OnNewClient(IClientAPI client) + { + //Profile + client.OnRequestAvatarProperties += RequestAvatarProperties; + } + + public void RequestAvatarProperties(IClientAPI remoteClient, UUID avatarID) + { + IScene s = remoteClient.Scene; + if (!(s is Scene)) + return; + +// Scene scene = (Scene)s; + + string profileUrl = String.Empty; + string aboutText = String.Empty; + string firstLifeAboutText = String.Empty; + UUID image = UUID.Zero; + UUID firstLifeImage = UUID.Zero; + UUID partner = UUID.Zero; + uint wantMask = 0; + string wantText = String.Empty; + uint skillsMask = 0; + string skillsText = String.Empty; + string languages = String.Empty; + + UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, avatarID); + + string name = "Avatar"; + int created = 0; + if (account != null) + { + name = account.FirstName + " " + account.LastName; + created = account.Created; + } + Byte[] charterMember = Utils.StringToBytes(name); + + profileUrl = "No profile data"; + aboutText = string.Empty; + firstLifeAboutText = string.Empty; + image = UUID.Zero; + firstLifeImage = UUID.Zero; + partner = UUID.Zero; + + remoteClient.SendAvatarProperties(avatarID, aboutText, + Util.ToDateTime(created).ToString( + "M/d/yyyy", CultureInfo.InvariantCulture), + charterMember, firstLifeAboutText, + (uint)(0 & 0xff), + firstLifeImage, image, profileUrl, partner); + + //Viewer expects interest data when it asks for properties. + remoteClient.SendAvatarInterestsReply(avatarID, wantMask, wantText, + skillsMask, skillsText, languages); + } + + } +} diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 563617d..5b228ee 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -124,8 +124,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles public void Initialise(IConfigSource source) { Config = source; + ReplaceableInterface = typeof(IProfileModule); - IConfig profileConfig = Config.Configs["Profile"]; + IConfig profileConfig = Config.Configs["UserProfiles"]; if (profileConfig == null) { @@ -135,18 +136,16 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles // If we find ProfileURL then we configure for FULL support // else we setup for BASIC support - ProfileServerUri = profileConfig.GetString("ProfileURL", ""); + ProfileServerUri = profileConfig.GetString("ProfileServiceURL", ""); if (ProfileServerUri == "") { - m_log.Info("[PROFILES] UserProfiles module is activated in BASIC mode"); Enabled = false; return; } - else - { - m_log.Info("[PROFILES] UserProfiles module is activated in FULL mode"); - Enabled = true; - } + + m_log.Debug("[PROFILES]: Full Profiles Enabled"); + ReplaceableInterface = null; + Enabled = true; } /// @@ -157,6 +156,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles /// public void AddRegion(Scene scene) { + if(!Enabled) + return; + Scene = scene; Scene.RegisterModuleInterface(this); Scene.EventManager.OnNewClient += OnNewClient; @@ -178,6 +180,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles /// public void RemoveRegion(Scene scene) { + if(!Enabled) + return; } /// @@ -191,6 +195,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles /// public void RegionLoaded(Scene scene) { + if(!Enabled) + return; } /// @@ -206,7 +212,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles /// public Type ReplaceableInterface { - get { return typeof(IProfileModule); } + get; private set; } /// @@ -237,13 +243,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles /// void OnNewClient(IClientAPI client) { - // Basic or Full module? - if(!Enabled) - { - client.OnRequestAvatarProperties += BasicRequestProperties; - return; - } - //Profile client.OnRequestAvatarProperties += RequestAvatarProperties; client.OnUpdateAvatarProperties += AvatarPropertiesUpdate; @@ -839,63 +838,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } } - public void BasicRequestProperties(IClientAPI remoteClient, UUID avatarID) - { - IScene s = remoteClient.Scene; - if (!(s is Scene)) - return; - - string profileUrl = String.Empty; - string aboutText = String.Empty; - string firstLifeAboutText = String.Empty; - UUID image = UUID.Zero; - UUID firstLifeImage = UUID.Zero; - UUID partner = UUID.Zero; - uint wantMask = 0; - string wantText = String.Empty; - uint skillsMask = 0; - string skillsText = String.Empty; - string languages = String.Empty; - - UserAccount account = Scene.UserAccountService.GetUserAccount(Scene.RegionInfo.ScopeID, avatarID); - - string name = "Avatar"; - int created = 0; - if (account != null) - { - name = account.FirstName + " " + account.LastName; - created = account.Created; - } - Byte[] charterMember = Utils.StringToBytes(name); - - profileUrl = "No profile data"; - aboutText = string.Empty; - firstLifeAboutText = string.Empty; - image = UUID.Zero; - firstLifeImage = UUID.Zero; - partner = UUID.Zero; - - remoteClient.SendAvatarProperties(avatarID, aboutText, - Util.ToDateTime(created).ToString( - "M/d/yyyy", CultureInfo.InvariantCulture), - charterMember, firstLifeAboutText, - (uint)(0 & 0xff), - firstLifeImage, image, profileUrl, partner); - - //Viewer expects interest data when it asks for properties. - remoteClient.SendAvatarInterestsReply(avatarID, wantMask, wantText, - skillsMask, skillsText, languages); - } - - /// - /// Requests the avatar properties. - /// - /// - /// Remote client. - /// - /// - /// Avatar I. - /// public void RequestAvatarProperties(IClientAPI remoteClient, UUID avatarID) { if ( String.IsNullOrEmpty(avatarID.ToString()) || String.IsNullOrEmpty(remoteClient.AgentId.ToString())) -- cgit v1.1 From 07058b044be59b6e07efedeca36b2b464e984195 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 1 Jun 2013 14:52:44 -0700 Subject: BulletSim: experimental movement of physics execution off of heartbeat thread. Off by default until more testing. Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics engine to be called on its own thread and the heartbeat thread only handles the reporting of property updates and collisions. Physics frame rate is about right but physics execution time goes to zero as accounted by the heartbeat loop. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 8 + OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 3 +- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 271 +++++++++++++++++------- 3 files changed, 209 insertions(+), 73 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 2651e3b..afd547a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -54,6 +54,9 @@ public static class BSParam // =================== // From: + public static bool UseSeparatePhysicsThread { get; private set; } + public static float PhysicsTimeStep { get; private set; } + // Level of Detail values kept as float because that's what the Meshmerizer wants public static float MeshLOD { get; private set; } public static float MeshCircularLOD { get; private set; } @@ -354,6 +357,11 @@ public static class BSParam // v = value (appropriate type) private static ParameterDefnBase[] ParameterDefinitions = { + new ParameterDefn("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat", + false ), + new ParameterDefn("PhysicsTimeStep", "If separate thread, seconds to simulate each interval", + 0.1f ), + new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", true, (s) => { return ShouldMeshSculptedPrim; }, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index e11e365..95bdc7b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1513,7 +1513,8 @@ public class BSPrim : BSPhysObject CurrentEntityProperties = entprop; // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims. - base.RequestPhysicsterseUpdate(); + + PhysScene.PostUpdate(this); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 39f5b0a..423c389 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -56,12 +56,23 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public string BulletEngineName { get; private set; } public BSAPITemplate PE; + // If the physics engine is running on a separate thread + public Thread m_physicsThread; + public Dictionary PhysObjects; public BSShapeCollection Shapes; // Keeping track of the objects with collisions so we can report begin and end of a collision public HashSet ObjectsWithCollisions = new HashSet(); public HashSet ObjectsWithNoMoreCollisions = new HashSet(); + + // All the collision processing is protected with this lock object + public Object CollisionLock = new Object(); + + // Properties are updated here + public Object UpdateLock = new Object(); + public HashSet ObjectsWithUpdates = new HashSet(); + // Keep track of all the avatars so we can send them a collision event // every tick so OpenSim will update its animation. private HashSet m_avatars = new HashSet(); @@ -77,12 +88,19 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public BSConstraintCollection Constraints { get; private set; } // Simulation parameters + internal float m_physicsStepTime; // if running independently, the interval simulated by default + internal int m_maxSubSteps; internal float m_fixedTimeStep; - internal long m_simulationStep = 0; - internal float NominalFrameRate { get; set; } + + internal float m_simulatedTime; // the time simulated previously. Used for physics framerate calc. + + internal long m_simulationStep = 0; // The current simulation step. public long SimulationStep { get { return m_simulationStep; } } - internal float LastTimeStep { get; private set; } + + internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate() + + internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to // Physical objects can register for prestep or poststep events public delegate void PreStepAction(float timeStep); @@ -90,7 +108,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public event PreStepAction BeforeStep; public event PostStepAction AfterStep; - // A value of the time now so all the collision and update routines do not have to get their own + // 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; } @@ -188,6 +206,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters PhysObjects = new Dictionary(); Shapes = new BSShapeCollection(this); + m_simulatedTime = 0f; + LastTimeStep = 0.1f; + // Allocate pinned memory to pass parameters. UnmanagedParams = new ConfigurationParameters[1]; @@ -227,10 +248,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters TerrainManager = new BSTerrainManager(this); TerrainManager.CreateInitialGroundPlaneAndTerrain(); + // Put some informational messages into the log file. m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); InTaintTime = false; m_initialized = true; + + // If the physics engine runs on its own thread, start same. + if (BSParam.UseSeparatePhysicsThread) + { + // The physics simulation should happen independently of the heartbeat loop + m_physicsThread = new Thread(BulletSPluginPhysicsThread); + m_physicsThread.Name = BulletEngineName; + m_physicsThread.Start(); + } } // All default parameter values are set here. There should be no values set in the @@ -270,6 +301,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters } else { + // Nothing in the configuration INI file so assume unmanaged and other defaults. BulletEngineName = "BulletUnmanaged"; m_physicsLoggingEnabled = false; VehicleLoggingEnabled = false; @@ -317,6 +349,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters switch (selectionName) { + case "bullet": case "bulletunmanaged": ret = new BSAPIUnman(engineName, this); break; @@ -494,25 +527,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters #endregion // Prim and Avatar addition and removal #region Simulation - // Simulate one timestep + + // Call from the simulator to send physics information to the simulator objects. + // This pushes all the collision and property update events into the objects in + // the simulator and, since it is on the heartbeat thread, there is an implicit + // locking of those data structures from other heartbeat events. + // If the physics engine is running on a separate thread, the update information + // will be in the ObjectsWithCollions and ObjectsWithUpdates structures. public override float Simulate(float timeStep) { + if (!BSParam.UseSeparatePhysicsThread) + { + DoPhysicsStep(timeStep); + } + return SendUpdatesToSimulator(timeStep); + } + + // Call the physics engine to do one 'timeStep' and collect collisions and updates + // into ObjectsWithCollisions and ObjectsWithUpdates data structures. + private void DoPhysicsStep(float timeStep) + { // prevent simulation until we've been initialized - if (!m_initialized) return 5.0f; + if (!m_initialized) return; LastTimeStep = timeStep; int updatedEntityCount = 0; int collidersCount = 0; - int beforeTime = 0; + int beforeTime = Util.EnvironmentTickCount(); int simTime = 0; - // update the prim states while we know the physics engine is not busy int numTaints = _taintOperations.Count; - InTaintTime = true; // Only used for debugging so locking is not necessary. + // update the prim states while we know the physics engine is not busy ProcessTaints(); // Some of the physical objects requre individual, pre-step calls @@ -535,18 +584,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters int numSubSteps = 0; try { - if (PhysicsLogging.Enabled) - beforeTime = Util.EnvironmentTickCount(); - numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount); - if (PhysicsLogging.Enabled) - { - simTime = Util.EnvironmentTickCountSubtract(beforeTime); - DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", - DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, - updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); - } } catch (Exception e) { @@ -558,77 +597,62 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters collidersCount = 0; } + // Make the physics engine dump useful statistics periodically if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0)) PE.DumpPhysicsStatistics(World); // Get a value for 'now' so all the collision and update routines don't have to get their own. SimulationNowTime = Util.EnvironmentTickCount(); - // If there were collisions, process them by sending the event to the prim. - // Collisions must be processed before updates. - if (collidersCount > 0) + // Send collision information to the colliding objects. The objects decide if the collision + // is 'real' (like linksets don't collide with themselves) and the individual objects + // know if the simulator has subscribed to collisions. + lock (CollisionLock) { - for (int ii = 0; ii < collidersCount; ii++) + if (collidersCount > 0) { - uint cA = m_collisionArray[ii].aID; - uint cB = m_collisionArray[ii].bID; - Vector3 point = m_collisionArray[ii].point; - Vector3 normal = m_collisionArray[ii].normal; - float penetration = m_collisionArray[ii].penetration; - SendCollision(cA, cB, point, normal, penetration); - SendCollision(cB, cA, point, -normal, penetration); - } - } - - // The above SendCollision's batch up the collisions on the objects. - // Now push the collisions into the simulator. - if (ObjectsWithCollisions.Count > 0) - { - foreach (BSPhysObject bsp in ObjectsWithCollisions) - if (!bsp.SendCollisions()) + for (int ii = 0; ii < collidersCount; ii++) { - // If the object is done colliding, see that it's removed from the colliding list - ObjectsWithNoMoreCollisions.Add(bsp); + uint cA = m_collisionArray[ii].aID; + uint cB = m_collisionArray[ii].bID; + Vector3 point = m_collisionArray[ii].point; + Vector3 normal = m_collisionArray[ii].normal; + float penetration = m_collisionArray[ii].penetration; + SendCollision(cA, cB, point, normal, penetration); + SendCollision(cB, cA, point, -normal, penetration); } + } } - // This is a kludge to get avatar movement updates. - // The simulator expects collisions for avatars even if there are have been no collisions. - // The event updates avatar animations and stuff. - // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. - foreach (BSPhysObject bsp in m_avatars) - if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice - bsp.SendCollisions(); - - // Objects that are done colliding are removed from the ObjectsWithCollisions list. - // Not done above because it is inside an iteration of ObjectWithCollisions. - // This complex collision processing is required to create an empty collision - // event call after all real collisions have happened on an object. This enables - // the simulator to generate the 'collision end' event. - if (ObjectsWithNoMoreCollisions.Count > 0) - { - foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) - ObjectsWithCollisions.Remove(po); - ObjectsWithNoMoreCollisions.Clear(); - } - // Done with collisions. - - // If any of the objects had updated properties, tell the object it has been changed by the physics engine - if (updatedEntityCount > 0) + // If any of the objects had updated properties, tell the managed objects about the update + // and remember that there was a change so it will be passed to the simulator. + lock (UpdateLock) { - for (int ii = 0; ii < updatedEntityCount; ii++) + if (updatedEntityCount > 0) { - EntityProperties entprop = m_updateArray[ii]; - BSPhysObject pobj; - if (PhysObjects.TryGetValue(entprop.ID, out pobj)) + for (int ii = 0; ii < updatedEntityCount; ii++) { - pobj.UpdateProperties(entprop); + EntityProperties entprop = m_updateArray[ii]; + BSPhysObject pobj; + if (PhysObjects.TryGetValue(entprop.ID, out pobj)) + { + pobj.UpdateProperties(entprop); + } } } } + // Some actors want to know when the simulation step is complete. TriggerPostStepEvent(timeStep); + simTime = Util.EnvironmentTickCountSubtract(beforeTime); + if (PhysicsLogging.Enabled) + { + DetailLog("{0},DoPhysicsStep,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", + DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, + updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); + } + // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. // Only enable this in a limited test world with few objects. if (m_physicsPhysicalDumpEnabled) @@ -637,7 +661,84 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // 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. // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55). - return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; + m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; + } + + // Called by a BSPhysObject to note that it has changed properties and this information + // should be passed up to the simulator at the proper time. + // Note: this is called by the BSPhysObject from invocation via DoPhysicsStep() above so + // this is is under UpdateLock. + public void PostUpdate(BSPhysObject updatee) + { + ObjectsWithUpdates.Add(updatee); + } + + // The simulator thinks it is physics time so return all the collisions and position + // updates that were collected in actual physics simulation. + private float SendUpdatesToSimulator(float timeStep) + { + if (!m_initialized) return 5.0f; + + DetailLog("{0},SendUpdatesToSimulator,collisions={1},updates={2},simedTime={3}", + BSScene.DetailLogZero, ObjectsWithCollisions.Count, ObjectsWithUpdates.Count, m_simulatedTime); + // Push the collisions into the simulator. + lock (CollisionLock) + { + if (ObjectsWithCollisions.Count > 0) + { + foreach (BSPhysObject bsp in ObjectsWithCollisions) + if (!bsp.SendCollisions()) + { + // If the object is done colliding, see that it's removed from the colliding list + ObjectsWithNoMoreCollisions.Add(bsp); + } + } + + // This is a kludge to get avatar movement updates. + // The simulator expects collisions for avatars even if there are have been no collisions. + // The event updates avatar animations and stuff. + // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. + foreach (BSPhysObject bsp in m_avatars) + if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice + bsp.SendCollisions(); + + // Objects that are done colliding are removed from the ObjectsWithCollisions list. + // Not done above because it is inside an iteration of ObjectWithCollisions. + // This complex collision processing is required to create an empty collision + // event call after all real collisions have happened on an object. This allows + // the simulator to generate the 'collision end' event. + if (ObjectsWithNoMoreCollisions.Count > 0) + { + foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) + ObjectsWithCollisions.Remove(po); + ObjectsWithNoMoreCollisions.Clear(); + } + } + + // Call the simulator for each object that has physics property updates. + HashSet updatedObjects = null; + lock (UpdateLock) + { + if (ObjectsWithUpdates.Count > 0) + { + updatedObjects = ObjectsWithUpdates; + ObjectsWithUpdates = new HashSet(); + } + } + if (updatedObjects != null) + { + foreach (BSPhysObject obj in updatedObjects) + { + obj.RequestPhysicsterseUpdate(); + } + updatedObjects.Clear(); + } + + // Return the framerate simulated to give the above returned results. + // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock). + float simTime = m_simulatedTime; + m_simulatedTime = 0f; + return simTime; } // Something has collided @@ -656,7 +757,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters return; } - // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. + // Note: 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); @@ -664,13 +765,39 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) { - // If a collision was posted, remember to send it to the simulator + // If a collision was 'good', remember to send it to the simulator ObjectsWithCollisions.Add(collider); } return; } + public void BulletSPluginPhysicsThread() + { + while (m_initialized) + { + int beginSimulationRealtimeMS = Util.EnvironmentTickCount(); + DoPhysicsStep(BSParam.PhysicsTimeStep); + int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS); + int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS; + + if (simulationTimeVsRealtimeDifferenceMS > 0) + { + // The simulation of the time interval took less than realtime. + // Do a sleep for the rest of realtime. + DetailLog("{0},BulletSPluginPhysicsThread,sleeping={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS); + Thread.Sleep(simulationTimeVsRealtimeDifferenceMS); + } + else + { + // The simulation took longer than realtime. + // Do some scaling of simulation time. + // TODO. + DetailLog("{0},BulletSPluginPhysicsThread,longerThanRealtime={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS); + } + } + } + #endregion // Simulation public override void GetResults() { } -- cgit v1.1 From 0c971d148cbee691136a8e6f6c0b3dd40ba4e78a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 5 Jun 2013 07:09:43 -0700 Subject: BulletSim: fix corner case when rebuilding a compound linkset while a mesh/hull while a mesh or hull is being rebuilt when its asset is fetched. This fixes a 'pure virtual function' crash when changing physical state of complex linksets that include many meshes. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 57 +++++++++++++++++++----- 1 file changed, 46 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 81edc12..867d2ab 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -389,9 +389,21 @@ public class BSShapeMesh : BSShape } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { - // Another reference to this shape is just counted. - IncrementReference(); - return this; + BSShape ret = null; + // If the underlying shape is native, the actual shape has not been build (waiting for asset) + // and we must create a copy of the native shape since they are never shared. + if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape) + { + // TODO: decide when the native shapes should be freed. Check in Dereference? + ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); + } + else + { + // Another reference to this shape is just counted. + IncrementReference(); + ret = this; + } + return ret; } public override void Dereference(BSScene physicsScene) { @@ -560,9 +572,21 @@ public class BSShapeHull : BSShape } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { - // Another reference to this shape is just counted. - IncrementReference(); - return this; + BSShape ret = null; + // If the underlying shape is native, the actual shape has not been build (waiting for asset) + // and we must create a copy of the native shape since they are never shared. + if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape) + { + // TODO: decide when the native shapes should be freed. Check in Dereference? + ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); + } + else + { + // Another reference to this shape is just counted. + IncrementReference(); + ret = this; + } + return ret; } public override void Dereference(BSScene physicsScene) { @@ -1075,12 +1099,23 @@ public class BSShapeGImpact : BSShape (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) ); } - public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) + public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { - // Calling this reference means we want another handle to an existing shape - // (usually linksets) so return this copy. - IncrementReference(); - return this; + BSShape ret = null; + // If the underlying shape is native, the actual shape has not been build (waiting for asset) + // and we must create a copy of the native shape since they are never shared. + if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape) + { + // TODO: decide when the native shapes should be freed. Check in Dereference? + ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); + } + else + { + // Another reference to this shape is just counted. + IncrementReference(); + ret = this; + } + return ret; } // Dereferencing a compound shape releases the hold on all the child shapes. public override void Dereference(BSScene physicsScene) -- cgit v1.1 From b5d0ac4c42629812523f5af4384f61dee00ef495 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 5 Jun 2013 07:12:14 -0700 Subject: BulletSim: default PhysicsTimeStep to same as the simulator's heartbeat timestep when running the physics engine on a separate thread. This reduces the occurance of heartbeats that happen when there is no physics step which is seen as vehicle jerkyness. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index afd547a..aad1108 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -360,7 +360,7 @@ public static class BSParam new ParameterDefn("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat", false ), new ParameterDefn("PhysicsTimeStep", "If separate thread, seconds to simulate each interval", - 0.1f ), + 0.089f ), new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", true, -- cgit v1.1 From b4f472c4fab5c1b3fda0f86bba330d5bf0800e22 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Wed, 5 Jun 2013 15:08:25 -0400 Subject: Make locking more uniform --- .../Avatar/UserProfiles/UserProfileModule.cs | 33 +++++++++++++--------- 1 file changed, 19 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 5b228ee..7165cb6 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -62,6 +62,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles // count. The entries are removed when the interest count reaches 0. Dictionary classifiedCache = new Dictionary(); Dictionary classifiedInterest = new Dictionary(); + Object classifiedLock; public Scene Scene { @@ -326,14 +327,20 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles string name = m["name"].AsString(); classifieds[cid] = name; - + if(!classifiedCache.ContainsKey(cid)) { - classifiedCache.Add(cid,creatorId); - classifiedInterest.Add(cid, 0); +// lock(classifiedLock) +// { + lock(classifiedCache) + classifiedCache.Add(cid,creatorId); + lock(classifiedInterest) + classifiedInterest.Add(cid, 0); +// } } - classifiedInterest[cid] ++; + lock(classifiedInterest) + classifiedInterest[cid] ++; } remoteClient.SendAvatarClassifiedReply(new UUID(args[0]), classifieds); @@ -346,22 +353,20 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles ad.ClassifiedId = queryClassifiedID; if(classifiedCache.ContainsKey(queryClassifiedID)) - { + { target = classifiedCache[queryClassifiedID]; - if(classifiedInterest[queryClassifiedID] -- == 0) + lock(classifiedInterest) + classifiedInterest[queryClassifiedID] --; + + if(classifiedInterest[queryClassifiedID] == 0) { + lock(classifiedInterest) + classifiedInterest.Remove(queryClassifiedID); lock(classifiedCache) - { - lock(classifiedInterest) - { - classifiedInterest.Remove(queryClassifiedID); - } classifiedCache.Remove(queryClassifiedID); - } } - } - + } string serverURI = string.Empty; bool foreign = GetUserProfileServerURI(target, out serverURI); -- cgit v1.1 From 10572b78f8d726ff07fd37dca4bb4f27f38563cb Mon Sep 17 00:00:00 2001 From: BlueWall Date: Wed, 5 Jun 2013 15:10:53 -0400 Subject: Remove a couple of orphaned lines --- OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs | 3 --- 1 file changed, 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 7165cb6..13f0167 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -330,13 +330,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles if(!classifiedCache.ContainsKey(cid)) { -// lock(classifiedLock) -// { lock(classifiedCache) classifiedCache.Add(cid,creatorId); lock(classifiedInterest) classifiedInterest.Add(cid, 0); -// } } lock(classifiedInterest) -- cgit v1.1 From f41fc4eb25ade48a358511564f3911a4605c1c31 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 5 Jun 2013 22:20:48 +0100 Subject: Avoid a deadlock where a script can attempt to take a ScriptInstance.m_Scripts lock then a lock on SP.m_attachments whilst SP.MakeRootAgent() attempts to take in the opposite order. This is because scripts (at least on XEngine) start unsuspended - deceptively the ResumeScripts() calls in various places in the code are actually completely redundant (and useless). The solution chosen here is to use a copy of the SP attachments and not have the list locked whilst creating the scripts when an avatar enters the region. This looks to address http://opensimulator.org/mantis/view.php?id=6557 --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 32 ++++++++++++++++-------- 1 file changed, 21 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index b8ff7f7..bab14dd 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -121,6 +121,8 @@ namespace OpenSim.Region.Framework.Scenes /// /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is /// necessary. + /// NOTE: To avoid deadlocks, do not lock m_attachments and then perform other tasks under that lock. Take a copy + /// of the list and act on that instead. /// private List m_attachments = new List(); @@ -971,19 +973,27 @@ 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 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. + 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 - foreach (SceneObjectGroup sog in m_attachments) - { - sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); - sog.ResumeScripts(); - } + // Resume scripts + foreach (SceneObjectGroup sog in attachments) + { + sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); + sog.ResumeScripts(); } } } -- cgit v1.1 From e449950030decf7e65e7d9b334ddaed25c1bd629 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Wed, 5 Jun 2013 18:42:15 -0400 Subject: Prevent processing for Npc --- OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 13f0167..a97c9b4 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -62,7 +62,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles // count. The entries are removed when the interest count reaches 0. Dictionary classifiedCache = new Dictionary(); Dictionary classifiedInterest = new Dictionary(); - Object classifiedLock; public Scene Scene { @@ -170,6 +169,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles void HandleOnMakeRootAgent (ScenePresence obj) { + if(obj.PresenceType == PresenceType.Npc) + return; + GetImageAssets(((IScenePresence)obj).UUID); } -- cgit v1.1 From a7dbafb0e383ca5043a71284cdc35569acc5e2be Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 5 Jun 2013 23:42:50 +0100 Subject: Port Avination's inventory send throttling --- .../Linden/Caps/WebFetchInvDescModule.cs | 265 +++++++++++++++++---- 1 file changed, 213 insertions(+), 52 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 6890f4a..7dd9770 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -27,18 +27,25 @@ using System; using System.Collections; +using System.Collections.Generic; using System.Reflection; +using System.Threading; using log4net; using Nini.Config; using Mono.Addins; using OpenMetaverse; using OpenSim.Framework; +using OpenSim.Framework.Monitoring; +using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; +using OpenSim.Framework.Capabilities; using OpenSim.Services.Interfaces; using Caps = OpenSim.Framework.Capabilities.Caps; using OpenSim.Capabilities.Handlers; +using OpenMetaverse; +using OpenMetaverse.StructuredData; namespace OpenSim.Region.ClientStack.Linden { @@ -48,67 +55,74 @@ namespace OpenSim.Region.ClientStack.Linden [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "WebFetchInvDescModule")] public class WebFetchInvDescModule : INonSharedRegionModule { -// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + class aPollRequest + { + public PollServiceInventoryEventArgs thepoll; + public UUID reqID; + public Hashtable request; + public ScenePresence presence; + public List folders; + } + + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; private IInventoryService m_InventoryService; private ILibraryService m_LibraryService; - private bool m_Enabled; + private static WebFetchInvDescHandler m_webFetchHandler; - private string m_fetchInventoryDescendents2Url; - private string m_webFetchInventoryDescendentsUrl; + private Dictionary m_capsDict = new Dictionary(); + private static Thread[] m_workerThreads = null; - private WebFetchInvDescHandler m_webFetchHandler; + private static DoubleQueue m_queue = + new DoubleQueue(); #region ISharedRegionModule Members public void Initialise(IConfigSource source) { - IConfig config = source.Configs["ClientStack.LindenCaps"]; - if (config == null) - return; - - m_fetchInventoryDescendents2Url = config.GetString("Cap_FetchInventoryDescendents2", string.Empty); - m_webFetchInventoryDescendentsUrl = config.GetString("Cap_WebFetchInventoryDescendents", string.Empty); - - if (m_fetchInventoryDescendents2Url != string.Empty || m_webFetchInventoryDescendentsUrl != string.Empty) - { - m_Enabled = true; - } } public void AddRegion(Scene s) { - if (!m_Enabled) - return; - m_scene = s; } public void RemoveRegion(Scene s) { - if (!m_Enabled) - return; - m_scene.EventManager.OnRegisterCaps -= RegisterCaps; + m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps; m_scene = null; } public void RegionLoaded(Scene s) { - if (!m_Enabled) - return; - m_InventoryService = m_scene.InventoryService; m_LibraryService = m_scene.LibraryService; // We'll reuse the same handler for all requests. - if (m_fetchInventoryDescendents2Url == "localhost" || m_webFetchInventoryDescendentsUrl == "localhost") - m_webFetchHandler = new WebFetchInvDescHandler(m_InventoryService, m_LibraryService); + m_webFetchHandler = new WebFetchInvDescHandler(m_InventoryService, m_LibraryService); m_scene.EventManager.OnRegisterCaps += RegisterCaps; + m_scene.EventManager.OnDeregisterCaps += DeregisterCaps; + + if (m_workerThreads == null) + { + m_workerThreads = new Thread[2]; + + for (uint i = 0; i < 2; i++) + { + m_workerThreads[i] = Watchdog.StartThread(DoInventoryRequests, + String.Format("InventoryWorkerThread{0}", i), + ThreadPriority.Normal, + false, + true, + null, + int.MaxValue); + } + } } public void PostInitialise() @@ -126,43 +140,190 @@ namespace OpenSim.Region.ClientStack.Linden #endregion - private void RegisterCaps(UUID agentID, Caps caps) + ~WebFetchInvDescModule() { - if (m_webFetchInventoryDescendentsUrl != "") - RegisterFetchCap(agentID, caps, "WebFetchInventoryDescendents", m_webFetchInventoryDescendentsUrl); - - if (m_fetchInventoryDescendents2Url != "") - RegisterFetchCap(agentID, caps, "FetchInventoryDescendents2", m_fetchInventoryDescendents2Url); + foreach (Thread t in m_workerThreads) + Watchdog.AbortThread(t.ManagedThreadId); } - private void RegisterFetchCap(UUID agentID, Caps caps, string capName, string url) + private class PollServiceInventoryEventArgs : PollServiceEventArgs { - string capUrl; + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + private Dictionary responses = + new Dictionary(); + + private Scene m_scene; - if (url == "localhost") + public PollServiceInventoryEventArgs(Scene scene, UUID pId) : + base(null, null, null, null, pId) { - capUrl = "/CAPS/" + UUID.Random(); + m_scene = scene; + + HasEvents = (x, y) => { lock (responses) return responses.ContainsKey(x); }; + GetEvents = (x, y, z) => + { + lock (responses) + { + try + { + return responses[x]; + } + finally + { + responses.Remove(x); + } + } + }; + + Request = (x, y) => + { + ScenePresence sp = m_scene.GetScenePresence(Id); + if (sp == null) + { + m_log.ErrorFormat("[INVENTORY]: Unable to find ScenePresence for {0}", Id); + return; + } + + aPollRequest reqinfo = new aPollRequest(); + reqinfo.thepoll = this; + reqinfo.reqID = x; + reqinfo.request = y; + reqinfo.presence = sp; + reqinfo.folders = new List(); + + // Decode the request here + string request = y["body"].ToString(); + + request = request.Replace("00000000-0000-0000-0000-000000000000", "00000000-0000-0000-0000-000000000000"); + + request = request.Replace("fetch_folders0", "fetch_folders0"); + request = request.Replace("fetch_folders1", "fetch_folders1"); + + Hashtable hash = new Hashtable(); + try + { + hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request)); + } + catch (LLSD.LLSDParseException e) + { + m_log.ErrorFormat("[INVENTORY]: Fetch error: {0}{1}" + e.Message, e.StackTrace); + m_log.Error("Request: " + request); + return; + } + catch (System.Xml.XmlException) + { + m_log.ErrorFormat("[INVENTORY]: XML Format error"); + } + + ArrayList foldersrequested = (ArrayList)hash["folders"]; + + bool highPriority = false; + + for (int i = 0; i < foldersrequested.Count; i++) + { + Hashtable inventoryhash = (Hashtable)foldersrequested[i]; + string folder = inventoryhash["folder_id"].ToString(); + UUID folderID; + if (UUID.TryParse(folder, out folderID)) + { + if (!reqinfo.folders.Contains(folderID)) + { + //TODO: Port COF handling from Avination + reqinfo.folders.Add(folderID); + } + } + } + + if (highPriority) + m_queue.EnqueueHigh(reqinfo); + else + m_queue.EnqueueLow(reqinfo); + }; + + NoEvents = (x, y) => + { +/* + lock (requests) + { + Hashtable request = requests.Find(id => id["RequestID"].ToString() == x.ToString()); + requests.Remove(request); + } +*/ + Hashtable response = new Hashtable(); + + response["int_response_code"] = 500; + response["str_response_string"] = "Script timeout"; + response["content_type"] = "text/plain"; + response["keepalive"] = false; + response["reusecontext"] = false; + + return response; + }; + } - IRequestHandler reqHandler - = new RestStreamHandler( - "POST", - capUrl, - m_webFetchHandler.FetchInventoryDescendentsRequest, - "FetchInventoryDescendents2", - agentID.ToString()); + public void Process(aPollRequest requestinfo) + { + UUID requestID = requestinfo.reqID; + + Hashtable response = new Hashtable(); + + response["int_response_code"] = 200; + response["content_type"] = "text/plain"; + response["keepalive"] = false; + response["reusecontext"] = false; - caps.RegisterHandler(capName, reqHandler); + response["str_response_string"] = m_webFetchHandler.FetchInventoryDescendentsRequest( + requestinfo.request["body"].ToString(), String.Empty, String.Empty, null, null); + + lock (responses) + responses[requestID] = response; } - else + } + + private void RegisterCaps(UUID agentID, Caps caps) + { + string capUrl = "/CAPS/" + UUID.Random() + "/"; + + // Register this as a poll service + PollServiceInventoryEventArgs args = new PollServiceInventoryEventArgs(m_scene, agentID); + + MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args); + + string hostName = m_scene.RegionInfo.ExternalHostName; + uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port; + string protocol = "http"; + + if (MainServer.Instance.UseSSL) { - capUrl = url; + hostName = MainServer.Instance.SSLCommonName; + port = MainServer.Instance.SSLPort; + protocol = "https"; + } + caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl)); + + m_capsDict[agentID] = capUrl; + } - caps.RegisterHandler(capName, capUrl); + private void DeregisterCaps(UUID agentID, Caps caps) + { + string capUrl; + + if (m_capsDict.TryGetValue(agentID, out capUrl)) + { + MainServer.Instance.RemoveHTTPHandler("", capUrl); + m_capsDict.Remove(agentID); } + } -// m_log.DebugFormat( -// "[WEB FETCH INV DESC MODULE]: Registered capability {0} at {1} in region {2} for {3}", -// capName, capUrl, m_scene.RegionInfo.RegionName, agentID); + private void DoInventoryRequests() + { + while (true) + { + aPollRequest poolreq = m_queue.Dequeue(); + + poolreq.thepoll.Process(poolreq); + } } } -} \ No newline at end of file +} -- cgit v1.1 From e1d98c9e4c579c9feb6bcc4e7473e2372f496fdb Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 6 Jun 2013 02:25:19 +0100 Subject: Committing Avination's Keyframe module. This is not hooked up yet and will do nothing. More commits to follow. --- OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 766 ++++++++++++++++++++++ 1 file changed, 766 insertions(+) create mode 100644 OpenSim/Region/Framework/Scenes/KeyframeMotion.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs new file mode 100644 index 0000000..d773ee7 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs @@ -0,0 +1,766 @@ +// Proprietary code of Avination Virtual Limited +// (c) 2012 Melanie Thielker +// + +using System; +using System.Timers; +using System.Collections; +using System.Collections.Generic; +using System.IO; +using System.Diagnostics; +using System.Reflection; +using System.Threading; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Physics.Manager; +using OpenSim.Region.Framework.Scenes.Serialization; +using System.Runtime.Serialization.Formatters.Binary; +using System.Runtime.Serialization; +using Timer = System.Timers.Timer; +using log4net; + +namespace OpenSim.Region.Framework.Scenes +{ + public class KeyframeTimer + { + private static Dictionarym_timers = + new Dictionary(); + + private Timer m_timer; + private Dictionary m_motions = new Dictionary(); + private object m_lockObject = new object(); + private object m_timerLock = new object(); + private const double m_tickDuration = 50.0; + private Scene m_scene; + + public double TickDuration + { + get { return m_tickDuration; } + } + + public KeyframeTimer(Scene scene) + { + m_timer = new Timer(); + m_timer.Interval = TickDuration; + m_timer.AutoReset = true; + m_timer.Elapsed += OnTimer; + + m_scene = scene; + + m_timer.Start(); + } + + private void OnTimer(object sender, ElapsedEventArgs ea) + { + if (!Monitor.TryEnter(m_timerLock)) + return; + + try + { + List motions; + + lock (m_lockObject) + { + motions = new List(m_motions.Keys); + } + + foreach (KeyframeMotion m in motions) + { + try + { + m.OnTimer(TickDuration); + } + catch (Exception inner) + { + // Don't stop processing + } + } + } + catch (Exception e) + { + // Keep running no matter what + } + finally + { + Monitor.Exit(m_timerLock); + } + } + + public static void Add(KeyframeMotion motion) + { + KeyframeTimer timer; + + if (motion.Scene == null) + return; + + lock (m_timers) + { + if (!m_timers.TryGetValue(motion.Scene, out timer)) + { + timer = new KeyframeTimer(motion.Scene); + m_timers[motion.Scene] = timer; + } + } + + lock (timer.m_lockObject) + { + timer.m_motions[motion] = null; + } + } + + public static void Remove(KeyframeMotion motion) + { + KeyframeTimer timer; + + if (motion.Scene == null) + return; + + lock (m_timers) + { + if (!m_timers.TryGetValue(motion.Scene, out timer)) + { + return; + } + } + + lock (timer.m_lockObject) + { + timer.m_motions.Remove(motion); + } + } + } + + [Serializable] + public class KeyframeMotion + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + public enum PlayMode : int + { + Forward = 0, + Reverse = 1, + Loop = 2, + PingPong = 3 + }; + + [Flags] + public enum DataFormat : int + { + Translation = 2, + Rotation = 1 + } + + [Serializable] + public struct Keyframe + { + public Vector3? Position; + public Quaternion? Rotation; + public Quaternion StartRotation; + public int TimeMS; + public int TimeTotal; + public Vector3 AngularVelocity; + }; + + private Vector3 m_serializedPosition; + private Vector3 m_basePosition; + private Quaternion m_baseRotation; + + private Keyframe m_currentFrame; + + private List m_frames = new List(); + + private Keyframe[] m_keyframes; + + // skip timer events. + //timer.stop doesn't assure there aren't event threads still being fired + [NonSerialized()] + private bool m_timerStopped; + + [NonSerialized()] + private bool m_isCrossing; + + [NonSerialized()] + private bool m_waitingCrossing; + + // retry position for cross fail + [NonSerialized()] + private Vector3 m_nextPosition; + + [NonSerialized()] + private SceneObjectGroup m_group; + + private PlayMode m_mode = PlayMode.Forward; + private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation; + + private bool m_running = false; + + [NonSerialized()] + private bool m_selected = false; + + private int m_iterations = 0; + + private int m_skipLoops = 0; + + [NonSerialized()] + private Scene m_scene; + + public Scene Scene + { + get { return m_scene; } + } + + public DataFormat Data + { + get { return m_data; } + } + + public bool Selected + { + set + { + if (m_group != null) + { + if (!value) + { + // Once we're let go, recompute positions + if (m_selected) + UpdateSceneObject(m_group); + } + else + { + // Save selection position in case we get moved + if (!m_selected) + { + StopTimer(); + m_serializedPosition = m_group.AbsolutePosition; + } + } + } + m_isCrossing = false; + m_waitingCrossing = false; + m_selected = value; + } + } + + private void StartTimer() + { + KeyframeTimer.Add(this); + m_timerStopped = false; + } + + private void StopTimer() + { + m_timerStopped = true; + KeyframeTimer.Remove(this); + } + + public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data) + { + KeyframeMotion newMotion = null; + + try + { + MemoryStream ms = new MemoryStream(data); + BinaryFormatter fmt = new BinaryFormatter(); + + newMotion = (KeyframeMotion)fmt.Deserialize(ms); + + newMotion.m_group = grp; + + if (grp != null) + { + newMotion.m_scene = grp.Scene; + if (grp.IsSelected) + newMotion.m_selected = true; + } + + newMotion.m_timerStopped = false; + newMotion.m_running = true; + newMotion.m_isCrossing = false; + newMotion.m_waitingCrossing = false; + } + catch + { + newMotion = null; + } + + return newMotion; + } + + public void UpdateSceneObject(SceneObjectGroup grp) + { + m_isCrossing = false; + m_waitingCrossing = false; + StopTimer(); + + if (grp == null) + return; + + m_group = grp; + m_scene = grp.Scene; + + Vector3 grppos = grp.AbsolutePosition; + Vector3 offset = grppos - m_serializedPosition; + // avoid doing it more than once + // current this will happen draging a prim to other region + m_serializedPosition = grppos; + + m_basePosition += offset; + m_currentFrame.Position += offset; + + m_nextPosition += offset; + + for (int i = 0; i < m_frames.Count; i++) + { + Keyframe k = m_frames[i]; + k.Position += offset; + m_frames[i]=k; + } + + if (m_running) + Start(); + } + + public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data) + { + m_mode = mode; + m_data = data; + + m_group = grp; + if (grp != null) + { + m_basePosition = grp.AbsolutePosition; + m_baseRotation = grp.GroupRotation; + m_scene = grp.Scene; + } + + m_timerStopped = true; + m_isCrossing = false; + m_waitingCrossing = false; + } + + public void SetKeyframes(Keyframe[] frames) + { + m_keyframes = frames; + } + + public KeyframeMotion Copy(SceneObjectGroup newgrp) + { + StopTimer(); + + KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data); + + newmotion.m_group = newgrp; + newmotion.m_scene = newgrp.Scene; + + if (m_keyframes != null) + { + newmotion.m_keyframes = new Keyframe[m_keyframes.Length]; + m_keyframes.CopyTo(newmotion.m_keyframes, 0); + } + + newmotion.m_frames = new List(m_frames); + + newmotion.m_basePosition = m_basePosition; + newmotion.m_baseRotation = m_baseRotation; + + if (m_selected) + newmotion.m_serializedPosition = m_serializedPosition; + else + { + if (m_group != null) + newmotion.m_serializedPosition = m_group.AbsolutePosition; + else + newmotion.m_serializedPosition = m_serializedPosition; + } + + newmotion.m_currentFrame = m_currentFrame; + + newmotion.m_iterations = m_iterations; + newmotion.m_running = m_running; + + if (m_running && !m_waitingCrossing) + StartTimer(); + + return newmotion; + } + + public void Delete() + { + m_running = false; + StopTimer(); + m_isCrossing = false; + m_waitingCrossing = false; + m_frames.Clear(); + m_keyframes = null; + } + + public void Start() + { + m_isCrossing = false; + m_waitingCrossing = false; + if (m_keyframes != null && m_group != null && m_keyframes.Length > 0) + { + StartTimer(); + m_running = true; + } + else + { + m_running = false; + StopTimer(); + } + } + + public void Stop() + { + m_running = false; + m_isCrossing = false; + m_waitingCrossing = false; + + StopTimer(); + + m_basePosition = m_group.AbsolutePosition; + m_baseRotation = m_group.GroupRotation; + + m_group.RootPart.Velocity = Vector3.Zero; + m_group.RootPart.AngularVelocity = Vector3.Zero; + m_group.SendGroupRootTerseUpdate(); +// m_group.RootPart.ScheduleTerseUpdate(); + m_frames.Clear(); + } + + public void Pause() + { + m_running = false; + StopTimer(); + + m_group.RootPart.Velocity = Vector3.Zero; + m_group.RootPart.AngularVelocity = Vector3.Zero; + m_group.SendGroupRootTerseUpdate(); +// m_group.RootPart.ScheduleTerseUpdate(); + + } + + private void GetNextList() + { + m_frames.Clear(); + Vector3 pos = m_basePosition; + Quaternion rot = m_baseRotation; + + if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0) + { + int direction = 1; + if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0))) + direction = -1; + + int start = 0; + int end = m_keyframes.Length; + + if (direction < 0) + { + start = m_keyframes.Length - 1; + end = -1; + } + + for (int i = start; i != end ; i += direction) + { + Keyframe k = m_keyframes[i]; + + if (k.Position.HasValue) + { + k.Position = (k.Position * direction); +// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f); + k.Position += pos; + } + else + { + k.Position = pos; +// k.Velocity = Vector3.Zero; + } + + k.StartRotation = rot; + if (k.Rotation.HasValue) + { + if (direction == -1) + k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation); + k.Rotation = rot * k.Rotation; + } + else + { + k.Rotation = rot; + } + +/* ang vel not in use for now + + float angle = 0; + + float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W; + float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W; + float aa_bb = aa * bb; + + if (aa_bb == 0) + { + angle = 0; + } + else + { + float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X + + k.StartRotation.Y * ((Quaternion)k.Rotation).Y + + k.StartRotation.Z * ((Quaternion)k.Rotation).Z + + k.StartRotation.W * ((Quaternion)k.Rotation).W; + float q = (ab * ab) / aa_bb; + + if (q > 1.0f) + { + angle = 0; + } + else + { + angle = (float)Math.Acos(2 * q - 1); + } + } + + k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000)); + */ + k.TimeTotal = k.TimeMS; + + m_frames.Add(k); + + pos = (Vector3)k.Position; + rot = (Quaternion)k.Rotation; + } + + m_basePosition = pos; + m_baseRotation = rot; + + m_iterations++; + } + } + + public void OnTimer(double tickDuration) + { + if (m_skipLoops > 0) + { + m_skipLoops--; + return; + } + + if (m_timerStopped) // trap events still in air even after a timer.stop + return; + + if (m_group == null) + return; + + bool update = false; + + if (m_selected) + { + if (m_group.RootPart.Velocity != Vector3.Zero) + { + m_group.RootPart.Velocity = Vector3.Zero; + m_group.SendGroupRootTerseUpdate(); + + } + return; + } + + if (m_isCrossing) + { + // if crossing and timer running then cross failed + // wait some time then + // retry to set the position that evtually caused the outbound + // if still outside region this will call startCrossing below + m_isCrossing = false; + m_group.AbsolutePosition = m_nextPosition; + if (!m_isCrossing) + { + StopTimer(); + StartTimer(); + } + return; + } + + if (m_frames.Count == 0) + { + GetNextList(); + + if (m_frames.Count == 0) + { + Stop(); + Scene scene = m_group.Scene; + + IScriptModule[] scriptModules = scene.RequestModuleInterfaces(); + foreach (IScriptModule m in scriptModules) + { + if (m == null) + continue; + m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]); + } + + return; + } + + m_currentFrame = m_frames[0]; + m_currentFrame.TimeMS += (int)tickDuration; + + //force a update on a keyframe transition + update = true; + } + + m_currentFrame.TimeMS -= (int)tickDuration; + + // Do the frame processing + double steps = (double)m_currentFrame.TimeMS / tickDuration; + + if (steps <= 0.0) + { + m_group.RootPart.Velocity = Vector3.Zero; + m_group.RootPart.AngularVelocity = Vector3.Zero; + + m_nextPosition = (Vector3)m_currentFrame.Position; + m_group.AbsolutePosition = m_nextPosition; + + // we are sending imediate updates, no doing force a extra terseUpdate + // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation); + + m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation; + m_frames.RemoveAt(0); + if (m_frames.Count > 0) + m_currentFrame = m_frames[0]; + + update = true; + } + else + { + float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; + + Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; + Vector3 motionThisFrame = v / (float)steps; + v = v * 1000 / m_currentFrame.TimeMS; + + if (Vector3.Mag(motionThisFrame) >= 0.05f) + { + // m_group.AbsolutePosition += motionThisFrame; + m_nextPosition = m_group.AbsolutePosition + motionThisFrame; + m_group.AbsolutePosition = m_nextPosition; + + //m_group.RootPart.Velocity = v; + update = true; + } + + if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation) + { + Quaternion current = m_group.GroupRotation; + + Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete); + step.Normalize(); +/* use simpler change detection +* float angle = 0; + + float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; + float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; + float aa_bb = aa * bb; + + if (aa_bb == 0) + { + angle = 0; + } + else + { + float ab = current.X * step.X + + current.Y * step.Y + + current.Z * step.Z + + current.W * step.W; + float q = (ab * ab) / aa_bb; + + if (q > 1.0f) + { + angle = 0; + } + else + { + angle = (float)Math.Acos(2 * q - 1); + } + } + + if (angle > 0.01f) +*/ + if(Math.Abs(step.X - current.X) > 0.001f + || Math.Abs(step.Y - current.Y) > 0.001f + || Math.Abs(step.Z - current.Z) > 0.001f) + // assuming w is a dependente var + + { +// m_group.UpdateGroupRotationR(step); + m_group.RootPart.RotationOffset = step; + + //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); + update = true; + } + } + } + + if (update) + { + m_group.SendGroupRootTerseUpdate(); + } + } + + public Byte[] Serialize() + { + StopTimer(); + MemoryStream ms = new MemoryStream(); + + BinaryFormatter fmt = new BinaryFormatter(); + SceneObjectGroup tmp = m_group; + m_group = null; + if (!m_selected && tmp != null) + m_serializedPosition = tmp.AbsolutePosition; + fmt.Serialize(ms, this); + m_group = tmp; + if (m_running && !m_waitingCrossing) + StartTimer(); + + return ms.ToArray(); + } + + public void StartCrossingCheck() + { + // timer will be restart by crossingFailure + // or never since crossing worked and this + // should be deleted + StopTimer(); + + m_isCrossing = true; + m_waitingCrossing = true; + + // to remove / retune to smoth crossings + if (m_group.RootPart.Velocity != Vector3.Zero) + { + m_group.RootPart.Velocity = Vector3.Zero; + m_group.SendGroupRootTerseUpdate(); +// m_group.RootPart.ScheduleTerseUpdate(); + } + } + + public void CrossingFailure() + { + m_waitingCrossing = false; + + if (m_group != null) + { + m_group.RootPart.Velocity = Vector3.Zero; + m_group.SendGroupRootTerseUpdate(); +// m_group.RootPart.ScheduleTerseUpdate(); + + if (m_running) + { + StopTimer(); + m_skipLoops = 1200; // 60 seconds + StartTimer(); + } + } + } + } +} -- cgit v1.1 From 81ad9255b5f44d988bf37cfaf6dc59b05fd744b7 Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 6 Jun 2013 03:03:05 +0100 Subject: Hook up Keyframe motion to almost everything. Failing to cross a sim border may yield unexpected results in some cases. No database persistence yet, --- .../EntityTransfer/EntityTransferModule.cs | 3 + .../InventoryAccess/InventoryAccessModule.cs | 3 + OpenSim/Region/Framework/Scenes/Scene.cs | 9 ++ OpenSim/Region/Framework/Scenes/SceneGraph.cs | 11 ++ .../Region/Framework/Scenes/SceneObjectGroup.cs | 13 ++ OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 15 +++ .../Scenes/Serialization/SceneObjectSerializer.cs | 16 +++ .../Shared/Api/Implementation/LSL_Api.cs | 140 +++++++++++++++++++++ .../ScriptEngine/Shared/Api/Interface/ILSL_Api.cs | 1 + .../Shared/Api/Runtime/LSL_Constants.cs | 13 ++ .../ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs | 5 + 11 files changed, 229 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index f58a24f..85d26f3 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -2247,6 +2247,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // move out of the region creating an infinite loop of failed attempts to cross grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false); + if (grp.RootPart.KeyframeMotion != null) + grp.RootPart.KeyframeMotion.CrossingFailure(); + grp.ScheduleGroupForFullUpdate(); } } diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index e6d6cbf..880205a 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -357,6 +357,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess foreach (SceneObjectGroup objectGroup in objlist) { + if (objectGroup.RootPart.KeyframeMotion != null) + objectGroup.RootPart.KeyframeMotion.Stop(); + objectGroup.RootPart.KeyframeMotion = null; // Vector3 inventoryStoredPosition = new Vector3 // (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) // ? 250 diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 0743ce7..a9f8a85 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2364,6 +2364,12 @@ namespace OpenSim.Region.Framework.Scenes foreach (SceneObjectPart part in partList) { + if (part.KeyframeMotion != null) + { + part.KeyframeMotion.Delete(); + part.KeyframeMotion = null; + } + if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) { PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? @@ -2705,6 +2711,9 @@ namespace OpenSim.Region.Framework.Scenes // before we restart the scripts, or else some functions won't work. newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); newObject.ResumeScripts(); + + if (newObject.RootPart.KeyframeMotion != null) + newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); } // Do this as late as possible so that listeners have full access to the incoming object diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index a84f6d3..bb7ae7f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -1645,6 +1645,12 @@ namespace OpenSim.Region.Framework.Scenes /// protected internal void LinkObjects(SceneObjectPart root, List children) { + if (root.KeyframeMotion != null) + { + root.KeyframeMotion.Stop(); + root.KeyframeMotion = null; + } + SceneObjectGroup parentGroup = root.ParentGroup; if (parentGroup == null) return; @@ -1722,6 +1728,11 @@ namespace OpenSim.Region.Framework.Scenes { if (part != null) { + if (part.KeyframeMotion != null) + { + part.KeyframeMotion.Stop(); + part.KeyframeMotion = null; + } if (part.ParentGroup.PrimCount != 1) // Skip single { if (part.LinkNum < 2) // Root diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index df23cc5..da80e4f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -455,6 +455,9 @@ namespace OpenSim.Region.Framework.Scenes || Scene.TestBorderCross(val, Cardinals.S)) && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) { + if (m_rootPart.KeyframeMotion != null) + m_rootPart.KeyframeMotion.StartCrossingCheck(); + m_scene.CrossPrimGroupIntoNewRegion(val, this, true); } } @@ -578,6 +581,8 @@ namespace OpenSim.Region.Framework.Scenes childPa.Selected = value; } } + if (RootPart.KeyframeMotion != null) + RootPart.KeyframeMotion.Selected = value; } } @@ -1551,6 +1556,8 @@ namespace OpenSim.Region.Framework.Scenes newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); } + if (part.KeyframeMotion != null) + newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); } if (userExposed) @@ -1578,6 +1585,12 @@ namespace OpenSim.Region.Framework.Scenes public void ScriptSetPhysicsStatus(bool usePhysics) { + if (usePhysics) + { + if (RootPart.KeyframeMotion != null) + RootPart.KeyframeMotion.Stop(); + RootPart.KeyframeMotion = null; + } UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ea8c3c5..ff3f738 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -354,6 +354,13 @@ namespace OpenSim.Region.Framework.Scenes private UUID m_collisionSound; private float m_collisionSoundVolume; + private KeyframeMotion m_keyframeMotion = null; + + public KeyframeMotion KeyframeMotion + { + get; set; + } + #endregion Fields // ~SceneObjectPart() @@ -1799,6 +1806,8 @@ namespace OpenSim.Region.Framework.Scenes Array.Copy(Shape.ExtraParams, extraP, extraP.Length); dupe.Shape.ExtraParams = extraP; + // safeguard actual copy is done in sog.copy + dupe.KeyframeMotion = null; dupe.PayPrice = (int[])PayPrice.Clone(); dupe.DynAttrs.CopyFrom(DynAttrs); @@ -2001,6 +2010,9 @@ namespace OpenSim.Region.Framework.Scenes { if (UsePhysics) { + if (ParentGroup.RootPart.KeyframeMotion != null) + ParentGroup.RootPart.KeyframeMotion.Stop(); + ParentGroup.RootPart.KeyframeMotion = null; ParentGroup.Scene.AddPhysicalPrim(1); pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; @@ -4327,6 +4339,9 @@ namespace OpenSim.Region.Framework.Scenes if (isPhysical) { + if (ParentGroup.RootPart.KeyframeMotion != null) + ParentGroup.RootPart.KeyframeMotion.Stop(); + ParentGroup.RootPart.KeyframeMotion = null; ParentGroup.Scene.AddPhysicalPrim(1); pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 39420a6..3882b45 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization sr.Close(); } + XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion"); + if (keymotion.Count > 0) + sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText)); + else + sceneObject.RootPart.KeyframeMotion = null; + // Script state may, or may not, exist. Not having any, is NOT // ever a problem. sceneObject.LoadScriptState(doc); @@ -1182,6 +1188,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization }); writer.WriteEndElement(); + + if (sog.RootPart.KeyframeMotion != null) + { + Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); + + writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); + writer.WriteBase64(data, 0, data.Length); + writer.WriteEndElement(); + } + writer.WriteEndElement(); } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 0b4b043..cd6092d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -7296,6 +7296,146 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } + public void llSetKeyframedMotion(LSL_List frames, LSL_List options) + { + SceneObjectGroup group = m_host.ParentGroup; + + if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical) + return; + if (group.IsAttachment) + return; + + if (frames.Data.Length > 0) // We are getting a new motion + { + if (group.RootPart.KeyframeMotion != null) + group.RootPart.KeyframeMotion.Delete(); + group.RootPart.KeyframeMotion = null; + + int idx = 0; + + KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward; + KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation; + + while (idx < options.Data.Length) + { + int option = (int)options.GetLSLIntegerItem(idx++); + int remain = options.Data.Length - idx; + + switch (option) + { + case ScriptBaseClass.KFM_MODE: + if (remain < 1) + break; + int modeval = (int)options.GetLSLIntegerItem(idx++); + switch(modeval) + { + case ScriptBaseClass.KFM_FORWARD: + mode = KeyframeMotion.PlayMode.Forward; + break; + case ScriptBaseClass.KFM_REVERSE: + mode = KeyframeMotion.PlayMode.Reverse; + break; + case ScriptBaseClass.KFM_LOOP: + mode = KeyframeMotion.PlayMode.Loop; + break; + case ScriptBaseClass.KFM_PING_PONG: + mode = KeyframeMotion.PlayMode.PingPong; + break; + } + break; + case ScriptBaseClass.KFM_DATA: + if (remain < 1) + break; + int dataval = (int)options.GetLSLIntegerItem(idx++); + data = (KeyframeMotion.DataFormat)dataval; + break; + } + } + + group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data); + + idx = 0; + + int elemLength = 2; + if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation)) + elemLength = 3; + + List keyframes = new List(); + while (idx < frames.Data.Length) + { + int remain = frames.Data.Length - idx; + + if (remain < elemLength) + break; + + KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe(); + frame.Position = null; + frame.Rotation = null; + + if ((data & KeyframeMotion.DataFormat.Translation) != 0) + { + LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++); + frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z); + } + if ((data & KeyframeMotion.DataFormat.Rotation) != 0) + { + LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++); + Quaternion q = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s); + q.Normalize(); + frame.Rotation = q; + } + + float tempf = (float)frames.GetLSLFloatItem(idx++); + frame.TimeMS = (int)(tempf * 1000.0f); + + keyframes.Add(frame); + } + + group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray()); + group.RootPart.KeyframeMotion.Start(); + } + else + { + if (group.RootPart.KeyframeMotion == null) + return; + + if (options.Data.Length == 0) + { + group.RootPart.KeyframeMotion.Stop(); + return; + } + + int code = (int)options.GetLSLIntegerItem(0); + + int idx = 0; + + while (idx < options.Data.Length) + { + int option = (int)options.GetLSLIntegerItem(idx++); + int remain = options.Data.Length - idx; + + switch (option) + { + case ScriptBaseClass.KFM_COMMAND: + int cmd = (int)options.GetLSLIntegerItem(idx++); + switch (cmd) + { + case ScriptBaseClass.KFM_CMD_PLAY: + group.RootPart.KeyframeMotion.Start(); + break; + case ScriptBaseClass.KFM_CMD_STOP: + group.RootPart.KeyframeMotion.Stop(); + break; + case ScriptBaseClass.KFM_CMD_PAUSE: + group.RootPart.KeyframeMotion.Pause(); + break; + } + break; + } + } + } + } + protected LSL_List SetPrimParams(SceneObjectPart part, LSL_List rules, string originFunc, ref uint rulesParsed) { int idx = 0; diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs index 4ac179a..a6ea88c 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs @@ -427,6 +427,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces void print(string str); void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules, string originFunc); + void llSetKeyframedMotion(LSL_List frames, LSL_List options); LSL_List GetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs index dc5ef13..559068d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs @@ -748,6 +748,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; + public const int KFM_MODE = 1; + public const int KFM_LOOP = 1; + public const int KFM_REVERSE = 3; + public const int KFM_FORWARD = 0; + public const int KFM_PING_PONG = 2; + public const int KFM_DATA = 2; + public const int KFM_TRANSLATION = 2; + public const int KFM_ROTATION = 1; + public const int KFM_COMMAND = 0; + public const int KFM_CMD_PLAY = 0; + public const int KFM_CMD_STOP = 1; + public const int KFM_CMD_PAUSE = 2; + /// /// process name parameter as regex /// diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs index c7a7cf6..398c125 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs @@ -554,6 +554,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase return m_LSL_Functions.llGetLinkNumberOfSides(link); } + public void llSetKeyframedMotion(LSL_List frames, LSL_List options) + { + m_LSL_Functions.llSetKeyframedMotion(frames, options); + } + public LSL_Integer llGetListEntryType(LSL_List src, int index) { return m_LSL_Functions.llGetListEntryType(src, index); -- cgit v1.1 From 2ebf70d719e1db2062a9a55bd1037e43c089276e Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 5 Jun 2013 20:19:59 -0700 Subject: Strengthen some assumptions. --- .../CoreModules/ServiceConnectorsOut/Inventory/HGInventoryBroker.cs | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/HGInventoryBroker.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/HGInventoryBroker.cs index e474ef6..58576d1 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/HGInventoryBroker.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/HGInventoryBroker.cs @@ -233,6 +233,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory if (sp != null) { AgentCircuitData aCircuit = scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); + if (aCircuit == null) + return; + if (aCircuit.ServiceURLs == null) + return; + if (aCircuit.ServiceURLs.ContainsKey("InventoryServerURI")) { inventoryURL = aCircuit.ServiceURLs["InventoryServerURI"].ToString(); -- cgit v1.1 From 06012f86753b1d2d688980fae06ad27cea147ddb Mon Sep 17 00:00:00 2001 From: Melanie Date: Thu, 6 Jun 2013 23:49:02 +0100 Subject: Fix keyframe motion copyright --- OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 29 ++++++++++++++++++++--- 1 file changed, 26 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index d773ee7..8a40278 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs @@ -1,6 +1,29 @@ -// Proprietary code of Avination Virtual Limited -// (c) 2012 Melanie Thielker -// +/* + * 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.Timers; -- cgit v1.1 From 045c26f6265ff4e66f07280da555e10a0dc9e2fa Mon Sep 17 00:00:00 2001 From: Donnie Roberts Date: Wed, 5 Jun 2013 19:55:18 -0400 Subject: In LocalFriendshipTerminated, send the original client's agentId to the friend being removed instead of the friend's own id. --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 6 +++--- OpenSim/Region/CoreModules/Avatar/Friends/FriendsRequestHandler.cs | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 4613344..41ea2a2 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -685,7 +685,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends // // Try local - if (LocalFriendshipTerminated(exfriendID)) + if (LocalFriendshipTerminated(client.AgentId, exfriendID)) return; PresenceInfo[] friendSessions = PresenceService.GetAgents(new string[] { exfriendID.ToString() }); @@ -827,13 +827,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends return false; } - public bool LocalFriendshipTerminated(UUID exfriendID) + public bool LocalFriendshipTerminated(UUID userID, UUID exfriendID) { IClientAPI friendClient = LocateClientObject(exfriendID); if (friendClient != null) { // the friend in this sim as root agent - friendClient.SendTerminateFriend(exfriendID); + friendClient.SendTerminateFriend(userID); // update local cache RecacheFriends(friendClient); // we're done diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsRequestHandler.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsRequestHandler.cs index 637beef..08196f1 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsRequestHandler.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsRequestHandler.cs @@ -193,7 +193,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends if (!UUID.TryParse(request["ToID"].ToString(), out toID)) return FailureResult(); - if (m_FriendsModule.LocalFriendshipTerminated(toID)) + if (m_FriendsModule.LocalFriendshipTerminated(fromID, toID)) return SuccessResult(); return FailureResult(); -- cgit v1.1 From f2a4d9b99cfefac622cc3d499cbdc757c4bff527 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 7 Jun 2013 19:13:24 +0100 Subject: Fix regression where multiple close agents could be sent to the wrong neighbour region on root agent close. This was introduced in git master d214e2d0 (Thu May 16 17:12:02 2013) Caught out by the fact that value types used in iterators act like references and this was dispatched asynchronously. Should address http://opensimulator.org/mantis/view.php?id=6658 --- OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index 8c84c98..8238e23 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -222,7 +222,12 @@ namespace OpenSim.Region.Framework.Scenes public void SendCloseChildAgentConnections(UUID agentID, List regionslst) { foreach (ulong handle in regionslst) - Util.FireAndForget(delegate { SendCloseChildAgent(agentID, handle); }); + { + // We must take a copy here since handle is acts like a reference when used in an iterator. + // This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region. + ulong handleCopy = handle; + Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy); }); + } } public List RequestNamedRegions(string name, int maxNumber) -- cgit v1.1 From 454499ff60bf45f77f6f25e9164fcbbfff967bba Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 7 Jun 2013 23:38:23 +0100 Subject: minor: Comment out debug logging (at warn level) about number of objects force selected and turn down to debug level --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index e47397d..9784d15 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -4828,7 +4828,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP public void SendForceClientSelectObjects(List ObjectIDs) { - m_log.WarnFormat("[LLCLIENTVIEW] sending select with {0} objects", ObjectIDs.Count); +// m_log.DebugFormat("[LLCLIENTVIEW] sending select with {0} objects", ObjectIDs.Count); bool firstCall = true; const int MAX_OBJECTS_PER_PACKET = 251; -- cgit v1.1 From 7c0bfca7a03584dd65c5659f177b434ee94ddc9d Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 7 Jun 2013 23:43:45 +0100 Subject: Adding Avination's PollService to round out the HTTP inventory changes --- .../ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 4 ++-- OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs | 4 ++-- OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs | 8 ++++---- 3 files changed, 8 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index c7d4283..e73a04a 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -376,7 +376,7 @@ namespace OpenSim.Region.ClientStack.Linden // TODO: Add EventQueueGet name/description for diagnostics MainServer.Instance.AddPollServiceHTTPHandler( eventQueueGetPath, - new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID)); + new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID, 40000)); // m_log.DebugFormat( // "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}", @@ -418,7 +418,7 @@ namespace OpenSim.Region.ClientStack.Linden } } - public Hashtable GetEvents(UUID requestID, UUID pAgentId, string request) + public Hashtable GetEvents(UUID requestID, UUID pAgentId) { if (DebugLevel >= 2) m_log.DebugFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 7dd9770..7e6b027 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -156,12 +156,12 @@ namespace OpenSim.Region.ClientStack.Linden private Scene m_scene; public PollServiceInventoryEventArgs(Scene scene, UUID pId) : - base(null, null, null, null, pId) + base(null, null, null, null, pId, int.MaxValue) { m_scene = scene; HasEvents = (x, y) => { lock (responses) return responses.ContainsKey(x); }; - GetEvents = (x, y, z) => + GetEvents = (x, y) => { lock (responses) { diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs index c9cd412..976ab93 100644 --- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs @@ -237,7 +237,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp m_HttpServer.AddPollServiceHTTPHandler( uri, - new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); + new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000)); m_log.DebugFormat( "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}", @@ -282,7 +282,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp m_HttpsServer.AddPollServiceHTTPHandler( uri, - new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); + new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000)); m_log.DebugFormat( "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}", @@ -516,7 +516,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp } } - private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) + private Hashtable GetEvents(UUID requestID, UUID sessionID) { Hashtable response; @@ -668,4 +668,4 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp ScriptRemoved(itemID); } } -} \ No newline at end of file +} -- cgit v1.1 From 75631e0267dbf58253dfcf6327b4d65f35bbaa6d Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 7 Jun 2013 23:55:03 +0100 Subject: Supply proper type information for the various types of requests --- .../Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs | 1 + OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs | 12 ++++++------ 2 files changed, 7 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 7e6b027..9101fc3 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -288,6 +288,7 @@ namespace OpenSim.Region.ClientStack.Linden // Register this as a poll service PollServiceInventoryEventArgs args = new PollServiceInventoryEventArgs(m_scene, agentID); + args.Type = PollServiceEventArgs.EventType.Inventory; MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args); string hostName = m_scene.RegionInfo.ExternalHostName; diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs index 976ab93..def8162 100644 --- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs @@ -235,9 +235,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp string uri = "/lslhttp/" + urlcode.ToString() + "/"; - m_HttpServer.AddPollServiceHTTPHandler( - uri, - new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000)); + PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000); + args.Type = PollServiceEventArgs.EventType.LslHttp; + m_HttpServer.AddPollServiceHTTPHandler(uri, args); m_log.DebugFormat( "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}", @@ -280,9 +280,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp string uri = "/lslhttps/" + urlcode.ToString() + "/"; - m_HttpsServer.AddPollServiceHTTPHandler( - uri, - new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000)); + PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000); + args.Type = PollServiceEventArgs.EventType.LslHttp; + m_HttpsServer.AddPollServiceHTTPHandler(uri, args); m_log.DebugFormat( "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}", -- cgit v1.1 From 07cc16ff9ccecb4871ae954f2415fb2c5586ec44 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 7 Jun 2013 16:00:32 -0700 Subject: Put the configuration back in FetchInventoryDesc2 cap. --- .../Linden/Caps/WebFetchInvDescModule.cs | 29 ++++++++++++++++++++++ 1 file changed, 29 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 7dd9770..2586cf0 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -71,6 +71,11 @@ namespace OpenSim.Region.ClientStack.Linden private IInventoryService m_InventoryService; private ILibraryService m_LibraryService; + private bool m_Enabled; + + private string m_fetchInventoryDescendents2Url; + private string m_webFetchInventoryDescendentsUrl; + private static WebFetchInvDescHandler m_webFetchHandler; private Dictionary m_capsDict = new Dictionary(); @@ -83,15 +88,32 @@ namespace OpenSim.Region.ClientStack.Linden public void Initialise(IConfigSource source) { + IConfig config = source.Configs["ClientStack.LindenCaps"]; + if (config == null) + return; + + m_fetchInventoryDescendents2Url = config.GetString("Cap_FetchInventoryDescendents2", string.Empty); + m_webFetchInventoryDescendentsUrl = config.GetString("Cap_WebFetchInventoryDescendents", string.Empty); + + if (m_fetchInventoryDescendents2Url != string.Empty || m_webFetchInventoryDescendentsUrl != string.Empty) + { + m_Enabled = true; + } } public void AddRegion(Scene s) { + if (!m_Enabled) + return; + m_scene = s; } public void RemoveRegion(Scene s) { + if (!m_Enabled) + return; + m_scene.EventManager.OnRegisterCaps -= RegisterCaps; m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps; m_scene = null; @@ -99,6 +121,9 @@ namespace OpenSim.Region.ClientStack.Linden public void RegionLoaded(Scene s) { + if (!m_Enabled) + return; + m_InventoryService = m_scene.InventoryService; m_LibraryService = m_scene.LibraryService; @@ -283,6 +308,9 @@ namespace OpenSim.Region.ClientStack.Linden private void RegisterCaps(UUID agentID, Caps caps) { + if (m_fetchInventoryDescendents2Url == "") + return; + string capUrl = "/CAPS/" + UUID.Random() + "/"; // Register this as a poll service @@ -300,6 +328,7 @@ namespace OpenSim.Region.ClientStack.Linden port = MainServer.Instance.SSLPort; protocol = "https"; } + caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl)); m_capsDict[agentID] = capUrl; -- cgit v1.1 From 138722482175ba7571f8086d9b9172c9975543a6 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Fri, 7 Jun 2013 20:09:10 -0400 Subject: Ensure selected module is the only active one --- OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs index bf24030..2bb24ae 100644 --- a/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Profile/BasicProfileModule.cs @@ -57,6 +57,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Profile public void Initialise(IConfigSource config) { + if(config.Configs["UserProfiles"] != null) + return; + m_log.DebugFormat("[PROFILE MODULE]: Basic Profile Module enabled"); m_Enabled = true; } -- cgit v1.1 From 1cb1245d847fad5a088e0bb727433ee1e53d81da Mon Sep 17 00:00:00 2001 From: BlueWall Date: Fri, 7 Jun 2013 20:14:39 -0400 Subject: SQLite support for UserProfiles --- OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index a97c9b4..72e557c 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -130,6 +130,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles if (profileConfig == null) { + m_log.Debug("[PROFILES]: UserProfiles disabled, no configuration"); Enabled = false; return; } -- cgit v1.1 From 75e4af9d3959b666b652013d2de4d5f4625f9fa2 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Sat, 8 Jun 2013 11:00:05 -0400 Subject: Catch exception triggered by incoming avatars using legacy profiles --- .../CoreModules/Avatar/UserProfiles/UserProfileModule.cs | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 72e557c..322addd 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -1317,7 +1317,16 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles Stream rstream = webResponse.GetResponseStream(); OSDMap response = new OSDMap(); - response = (OSDMap)OSDParser.DeserializeJson(rstream); + try + { + response = (OSDMap)OSDParser.DeserializeJson(rstream); + } + catch (Exception e) + { + m_log.DebugFormat("[PROFILES]: JsonRpcRequest Error {0} - remote user with legacy profiles?", e.Message); + return false; + } + if(response.ContainsKey("error")) { data = response["error"]; -- cgit v1.1 From 7de0912a979746c1e1301c080c49152ae7cd57b5 Mon Sep 17 00:00:00 2001 From: Talun Date: Mon, 10 Jun 2013 09:32:14 +0100 Subject: Mantis 5346: llAxisAngle2Rot() should normalize before computing Corrected to agree with http://wiki.secondlife.com/wiki/Llaxisangle2rot#Deep_Notes to normalise the vector before computing the quaternion Signed-off-by: dahlia --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index cd6092d..ec5aa49 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4651,6 +4651,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api s = Math.Cos(angle * 0.5); t = Math.Sin(angle * 0.5); // temp value to avoid 2 more sin() calcs + axis = LSL_Vector.Norm(axis); x = axis.x * t; y = axis.y * t; z = axis.z * t; -- cgit v1.1 From 57141e34bf415861a8acfdaa0086e0e651c679d9 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 10 Jun 2013 13:26:19 -0700 Subject: Remove Temporary from use to shortcut asset stores. The Local property differentiates between local & grid storage. The Temporary property just says that which service handles the it, the asset can be safely removed in the future. --- OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs | 2 +- .../ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs index d221d68..9f58175 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs @@ -322,7 +322,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset // a copy of the local asset. m_Cache.Cache(asset); - if (asset.Temporary || asset.Local) + if (asset.Local) { if (m_Cache != null) m_Cache.Cache(asset); diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs index 480cd69..52b1039 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs @@ -258,7 +258,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset if (m_Cache != null) m_Cache.Cache(asset); - if (asset.Temporary || asset.Local) + if (asset.Local) { // m_log.DebugFormat( // "[LOCAL ASSET SERVICE CONNECTOR]: Returning asset {0} {1} without querying database since status Temporary = {2}, Local = {3}", -- cgit v1.1 From 795acaa6aa8e32ad0281226208a6b1bbc2292bf5 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 10 Jun 2013 14:12:45 -0700 Subject: BulletSim: add failure flag for meshing failure vs asset fetch failure so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list. --- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 35 ++++++++++++----- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 44 +++++++++++----------- 4 files changed, 51 insertions(+), 34 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index cca887a..a4c5e08 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -148,7 +148,7 @@ public abstract class BSPhysObject : PhysicsActor // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. public enum PrimAssetCondition { - Unknown, Waiting, Failed, Fetched + Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched } public PrimAssetCondition PrimAssetState { get; set; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 423c389..dec6b6f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -249,7 +249,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters TerrainManager.CreateInitialGroundPlaneAndTerrain(); // Put some informational messages into the log file. - m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); + m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); InTaintTime = false; m_initialized = true; @@ -374,7 +374,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters } else { - m_log.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); + m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); } return ret; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 867d2ab..202a4ce 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -167,7 +167,7 @@ public abstract class BSShape // Prevent trying to keep fetching the mesh by declaring failure. if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { - prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", @@ -177,7 +177,8 @@ public abstract class BSShape { // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset if (prim.BaseShape.SculptEntry - && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed + && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedAssetFetch + && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedMeshing && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting && prim.BaseShape.SculptTexture != OMV.UUID.Zero ) @@ -219,7 +220,7 @@ public abstract class BSShape } if (!assetFound) { - yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch; } physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); @@ -227,7 +228,7 @@ public abstract class BSShape } else { - xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch; physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", LogHeader, physicsScene.Name); } @@ -235,13 +236,20 @@ public abstract class BSShape } else { - if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) { physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); } + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing) + { + physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. obj={1}, texture={2}", + LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,objNam={1},tex={2}", + prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); + } } } @@ -374,7 +382,9 @@ public class BSShapeMesh : BSShape // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); - if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) + if (!newShape.isNativeShape + || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing + || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) { // 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. @@ -517,7 +527,7 @@ 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; + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; 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); @@ -559,7 +569,9 @@ public class BSShapeHull : BSShape // Check to see if hull was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); - if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) + if (!newShape.isNativeShape + || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing + || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) { // If a mesh was what was created, remember the built shape for later sharing. Hulls.Add(newHullKey, retHull); @@ -1079,10 +1091,13 @@ public class BSShapeGImpact : BSShape // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); newShape.shapeKey = newMeshKey; - if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) + if (!newShape.isNativeShape + || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing + || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) { // 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. + // Also note that if meshing failed we put it in the mesh list as there is nothing + // else to do about the mesh. GImpacts.Add(newMeshKey, retGImpact); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index df1da63..1e01526 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -2,11 +2,6 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT ================================================= Script changing rotation of child prim while vehicle moving (eg turning wheel) causes the wheel to appear to jump back. Looks like sending position from previous update. -Vehicle ride, get up, ride again. Second time vehicle does not act correctly. - Have to rez new vehicle and delete the old to fix situation. -Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd - position state where it will not settle onto ground properly, etc -Two of Nebadon vehicles in a sim max the CPU. This is new. Enable vehicle border crossings (at least as poorly as ODE) Terrain skirts Avatar created in previous region and not new region when crossing border @@ -23,24 +18,17 @@ vehicle angular banking Center-of-gravity Vehicle angular deflection Preferred orientation angular correction fix -when should angular and linear motor targets be zeroed? when selected? - Need a vehicle.clear()? Or an 'else' in prestep if not physical. Teravus llMoveToTarget script debug Mixing of hover, buoyancy/gravity, moveToTarget, into one force Setting hover height to zero disables hover even if hover flags are on (from SL wiki) limitMotorUp calibration (more down?) llRotLookAt llLookAt -Avatars walking up stairs (HALF DONE) -Avatar movement - flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) - walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) - avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) +Convert to avatar mesh capsule. Include rotation of capsule. Vehicle script tuning/debugging Avanti speed script Weapon shooter script Move material definitions (friction, ...) into simulator. -Add material densities to the material types. One sided meshes? Should terrain be built into a closed shape? When meshes get partially wedged into the terrain, they cannot push themselves out. It is possible that Bullet processes collisions whether entering or leaving a mesh. @@ -53,12 +41,8 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. Same for other velocity settings. UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: https://github.com/UbitUmarov/Ubit-opensim -Border crossing with linked vehicle causes crash - 20121129.1411: editting/moving phys object across region boundries causes crash - getPos-> btRigidBody::upcast -> getBodyType -> BOOM Vehicles (Move smoothly) Some vehicles should not be able to turn if no speed or off ground. -What to do if vehicle and prim buoyancy differ? Cannot edit/move a vehicle being ridden: it jumps back to the origional position. Neb car jiggling left and right Happens on terrain and any other mesh object. Flat cubes are much smoother. @@ -68,8 +52,6 @@ For limitMotorUp, use raycast down to find if vehicle is in the air. Verify llGetVel() is returning a smooth and good value for vehicle movement. llGetVel() should return the root's velocity if requested in a child prim. Implement function efficiency for lineaar and angular motion. -After getting off a vehicle, the root prim is phantom (can be walked through) - Need to force a position update for the root prim after compound shape destruction Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). A kludge that isn't fixing the real problem of Bullet adding extra motion. @@ -78,11 +60,10 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl creates over-correction and over-shoot and wabbling. Vehicle attributes are not restored when a vehicle is rezzed on region creation Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized. +What to do if vehicle and prim buoyancy differ? GENERAL TODO LIST: ================================================= -Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. - Regular triangle meshes don't do physical collisions. Resitution of a prim works on another prim but not on terrain. The dropped prim doesn't bounce properly on the terrain. Add a sanity check for PIDTarget location. @@ -359,4 +340,25 @@ Lock axis (DONE 20130401) Terrain detail: double terrain mesh detail (DONE) Use the HACD convex hull routine in Bullet rather than the C# version. Speed up hullifying large meshes. (DONE) +Vehicle ride, get up, ride again. Second time vehicle does not act correctly. + Have to rez new vehicle and delete the old to fix situation. + (DONE 20130520: normalize rotations) +Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd + position state where it will not settle onto ground properly, etc + (DONE 20130520: normalize rotations) +Two of Nebadon vehicles in a sim max the CPU. This is new. + (DONE 20130520: two problems: if asset failed to mesh, constantly refetched + asset; vehicle was sending too many messages to all linkset members) +Add material densities to the material types. (WILL NOT BE DONE: not how it is done) +Avatars walking up stairs (DONE) +Avatar movement + flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) + walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) + avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) +After getting off a vehicle, the root prim is phantom (can be walked through) + Need to force a position update for the root prim after compound shape destruction + (DONE) +Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. + Regular triangle meshes don't do physical collisions. + (DONE: discovered GImpact is VERY CPU intensive) -- cgit v1.1 From 82e3b9a6e0f0e1731df9080e4de63bc7c7079ec4 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 10 Jun 2013 15:14:55 -0700 Subject: Fix test for adding temporary assets. Code for non-local temporary assets is there but commented out. --- .../Asset/Tests/AssetConnectorTests.cs | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs index 1982473..7073433 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs @@ -93,7 +93,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); lasc.Initialise(config); + // If it is local, it should not be stored AssetBase a1 = AssetHelpers.CreateNotecardAsset(); + a1.Local = true; a1.Temporary = true; lasc.Store(a1); @@ -102,6 +104,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests Assert.That(lasc.GetData(a1.ID), Is.Null); Assert.That(lasc.GetMetadata(a1.ID), Is.Null); + // If it is remote, it should be stored + // AssetBase a2 = AssetHelpers.CreateNotecardAsset(); + // a2.Local = false; + // a2.Temporary = true; + + // lasc.Store(a2); + + // AssetBase retreivedA2 = lasc.Get(a2.ID); + // Assert.That(retreivedA2.ID, Is.EqualTo(a2.ID)); + // Assert.That(retreivedA2.Metadata.ID, Is.EqualTo(a2.Metadata.ID)); + // Assert.That(retreivedA2.Data.Length, Is.EqualTo(a2.Data.Length)); + + // AssetMetadata retrievedA2Metadata = lasc.GetMetadata(a2.ID); + // Assert.That(retrievedA2Metadata.ID, Is.EqualTo(a2.ID)); + + // byte[] retrievedA2Data = lasc.GetData(a2.ID); + // Assert.That(retrievedA2Data.Length, Is.EqualTo(a2.Data.Length)); + // TODO: Add cache and check that this does receive a copy of the asset } -- cgit v1.1 From a949556c4ea74c993fc15bcfdcbc672d9f971897 Mon Sep 17 00:00:00 2001 From: dahlia Date: Mon, 10 Jun 2013 16:42:49 -0700 Subject: add a Normalize() method for LSL_Rotation --- OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs | 25 +++++++++++++++++++++++++ 1 file changed, 25 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs index 9ca5ca9..f6d94a3 100644 --- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs @@ -371,6 +371,31 @@ namespace OpenSim.Region.ScriptEngine.Shared #endregion + #region Methods + public Quaternion Normalize() + { + double length = Math.Sqrt(x * x + y * y + z * z + s * s); + if (length < float.Epsilon) + { + x = 1; + y = 0; + z = 0; + s = 0; + } + else + { + + double invLength = 1.0 / length; + x *= invLength; + y *= invLength; + z *= invLength; + s *= invLength; + } + + return this; + } + #endregion + #region Overriders public override int GetHashCode() -- cgit v1.1 From 1c7fbb86c21f79938e4ea9dafef1e8d8f4a29a8d Mon Sep 17 00:00:00 2001 From: teravus Date: Mon, 10 Jun 2013 18:47:08 -0500 Subject: Check For NaN and Infinity in llRot2Axis/Angle Fixes mantis #6669 --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index ec5aa49..9427061 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4692,7 +4692,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api y = rot.y / s; z = rot.z / s; } - + if ((double.IsNaN(x)) || double.IsInfinity(x)) x = 0; + if ((double.IsNaN(y)) || double.IsInfinity(y)) y = 0; + if ((double.IsNaN(z)) || double.IsInfinity(z)) z = 0; return new LSL_Vector(x,y,z); } @@ -4714,7 +4716,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } double angle = 2 * Math.Acos(rot.s); - + if ((double.IsNaN(angle)) || double.IsInfinity(angle)) angle = 0; return angle; } -- cgit v1.1 From b242ead6df06f013f507a4a15495a2720ec5d089 Mon Sep 17 00:00:00 2001 From: dahlia Date: Mon, 10 Jun 2013 17:10:04 -0700 Subject: llRot2Axis now checks absolute value of s rotation component before normalizing. Also removed some excessive division and cleaned up a bit --- .../Shared/Api/Implementation/LSL_Api.cs | 28 +++++----------------- 1 file changed, 6 insertions(+), 22 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 9427061..c48285a 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4665,37 +4665,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Vector llRot2Axis(LSL_Rotation rot) { m_host.AddScriptLPS(1); - double x,y,z; + double x, y, z; - if (rot.s > 1) // normalization needed - { - double length = Math.Sqrt(rot.x * rot.x + rot.y * rot.y + - rot.z * rot.z + rot.s * rot.s); - - rot.x /= length; - rot.y /= length; - rot.z /= length; - rot.s /= length; - - } + if (Math.Abs(rot.s) > 1) // normalization needed + rot.Normalize(); - // double angle = 2 * Math.Acos(rot.s); double s = Math.Sqrt(1 - rot.s * rot.s); if (s < 0.001) { - x = 1; - y = z = 0; + return new LSL_Vector(1, 0, 0); } else { - x = rot.x / s; // normalise axis - y = rot.y / s; - z = rot.z / s; + double invS = 1.0 / s; + return new LSL_Vector(rot.x * invS, rot.y * invS, rot.z * invS); } - if ((double.IsNaN(x)) || double.IsInfinity(x)) x = 0; - if ((double.IsNaN(y)) || double.IsInfinity(y)) y = 0; - if ((double.IsNaN(z)) || double.IsInfinity(z)) z = 0; - return new LSL_Vector(x,y,z); } -- cgit v1.1 From 9d9b9d4938687f97ac82fc22917471f22198ef12 Mon Sep 17 00:00:00 2001 From: dahlia Date: Mon, 10 Jun 2013 17:11:49 -0700 Subject: llRot2Angle now checks absolute value of s rotation component before normalizing --- .../ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 14 +++----------- 1 file changed, 3 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index c48285a..39bac82 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4688,19 +4688,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - if (rot.s > 1) // normalization needed - { - double length = Math.Sqrt(rot.x * rot.x + rot.y * rot.y + - rot.z * rot.z + rot.s * rot.s); - - rot.x /= length; - rot.y /= length; - rot.z /= length; - rot.s /= length; - } + if (Math.Abs(rot.s) > 1) // normalization needed + rot.Normalize(); double angle = 2 * Math.Acos(rot.s); - if ((double.IsNaN(angle)) || double.IsInfinity(angle)) angle = 0; + return angle; } -- cgit v1.1 From ba84074468e0805e0a378bf31fc580437e7ce015 Mon Sep 17 00:00:00 2001 From: dahlia Date: Mon, 10 Jun 2013 17:54:14 -0700 Subject: LSL_Rotation.Normalize() now returns 0,0,0,1 for x,y,z,s when normalization fails --- OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs index f6d94a3..50f9377 100644 --- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs @@ -377,10 +377,10 @@ namespace OpenSim.Region.ScriptEngine.Shared double length = Math.Sqrt(x * x + y * y + z * z + s * s); if (length < float.Epsilon) { - x = 1; + x = 0; y = 0; z = 0; - s = 0; + s = 1; } else { -- cgit v1.1 From ed950e6c7444510c7171c1b7829eedbf731e218a Mon Sep 17 00:00:00 2001 From: dahlia Date: Tue, 11 Jun 2013 00:29:40 -0700 Subject: Adjust output of llRot2Axis and llRot2Angle to match domains SL(tm) uses. Addresses Mantis #0006671 --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 39bac82..e1630b3 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4678,6 +4678,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api else { double invS = 1.0 / s; + if (rot.s < 0) invS = -invS; return new LSL_Vector(rot.x * invS, rot.y * invS, rot.z * invS); } } @@ -4692,6 +4693,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api rot.Normalize(); double angle = 2 * Math.Acos(rot.s); + if (angle > Math.PI) + angle = 2 * Math.PI - angle; return angle; } -- cgit v1.1 From d47a18fd09cfa7abc5fbd646a7a8edbec12c870c Mon Sep 17 00:00:00 2001 From: teravus Date: Tue, 11 Jun 2013 08:56:20 -0500 Subject: * Adds KeyFrameMotion storage support to SQLite, just a note, seems that there's still something wrong with keyframed motion starting when the sim starts up, you have to 'select' and 'deselect' the prim again to get it to appear to move. Not sure what this is but maybe melanie_t can comment on this. * Has a prim table migration.. that might take a while, hold on to your hats. * Fixes a null-ref when shutting down while keyframed motion is active. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ff3f738..482d958 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -779,7 +779,8 @@ namespace OpenSim.Region.Framework.Scenes } // Tell the physics engines that this prim changed. - ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); + if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); } catch (Exception e) { @@ -892,7 +893,7 @@ namespace OpenSim.Region.Framework.Scenes //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString()); } - if (ParentGroup != null) + if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); //} } -- cgit v1.1 From 26b66c730e85744c365512a8c0a2a3cc64f5695c Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 11 Jun 2013 20:39:09 +0200 Subject: Put the "script saved" and "notecard saved" messages back into the bottom right corner. --- .../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 880205a..1203192 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -260,7 +260,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess return UUID.Zero; } - remoteClient.SendAgentAlertMessage("Notecard saved", false); + remoteClient.SendAlertMessage("Notecard saved"); } else if ((InventoryType)item.InvType == InventoryType.LSL) { @@ -270,7 +270,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess return UUID.Zero; } - remoteClient.SendAgentAlertMessage("Script saved", false); + remoteClient.SendAlertMessage("Script saved"); } AssetBase asset = -- cgit v1.1 From b33db917f59ecfcab96a2aec45e19987dbcb44a2 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 11 Jun 2013 15:36:27 -0700 Subject: Really bad idea to lock m_UserCache for so long in UserManagementModule. Added a special lock object instead, if we really want to avoid concurrent executions of that code. --- .../UserManagement/UserManagementModule.cs | 30 ++++++++++++---------- 1 file changed, 17 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 1e70b84..ac21b53 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -56,6 +56,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // The cache protected Dictionary m_UserCache = new Dictionary(); + private object m_AddUserLock = new object(); #region ISharedRegionModule @@ -475,9 +476,11 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement UserData oldUser; //lock the whole block - prevent concurrent update - lock (m_UserCache) + lock (m_AddUserLock) { - m_UserCache.TryGetValue (id, out oldUser); + lock (m_UserCache) + m_UserCache.TryGetValue(id, out oldUser); + if (oldUser != null) { if (creatorData == null || creatorData == String.Empty) @@ -488,9 +491,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement //try update unknown users //and creator's home URL's - if ((oldUser.FirstName == "Unknown" && !creatorData.Contains ("Unknown")) || (oldUser.HomeURL != null && !creatorData.StartsWith (oldUser.HomeURL))) + if ((oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) || (oldUser.HomeURL != null && !creatorData.StartsWith(oldUser.HomeURL))) { - m_UserCache.Remove (id); + lock (m_UserCache) + m_UserCache.Remove(id); m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); } else @@ -500,38 +504,38 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } } - UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount (m_Scenes [0].RegionInfo.ScopeID, id); + UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, id); if (account != null) { - AddUser (id, account.FirstName, account.LastName); + AddUser(id, account.FirstName, account.LastName); } else { - UserData user = new UserData (); + UserData user = new UserData(); user.Id = id; if (creatorData != null && creatorData != string.Empty) { //creatorData = ; - string[] parts = creatorData.Split (';'); + string[] parts = creatorData.Split(';'); if (parts.Length >= 1) { - user.HomeURL = parts [0]; + user.HomeURL = parts[0]; try { - Uri uri = new Uri (parts [0]); + Uri uri = new Uri(parts[0]); user.LastName = "@" + uri.Authority; } catch (UriFormatException) { - m_log.DebugFormat ("[SCENE]: Unable to parse Uri {0}", parts [0]); + m_log.DebugFormat("[SCENE]: Unable to parse Uri {0}", parts[0]); user.LastName = "@unknown"; } } if (parts.Length >= 2) - user.FirstName = parts [1].Replace (' ', '.'); + user.FirstName = parts[1].Replace(' ', '.'); } else { @@ -539,7 +543,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement user.LastName = "UserUMMAU"; } - AddUserInternal (user); + AddUserInternal(user); } } } -- cgit v1.1 From d8da83b4ff924587c14c888c2a992c56b9b76c80 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 11 Jun 2013 15:50:12 -0700 Subject: Removed the lock entirely --- .../UserManagement/UserManagementModule.cs | 108 ++++++++++----------- 1 file changed, 52 insertions(+), 56 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index ac21b53..864e181 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -56,7 +56,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // The cache protected Dictionary m_UserCache = new Dictionary(); - private object m_AddUserLock = new object(); #region ISharedRegionModule @@ -476,75 +475,72 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement UserData oldUser; //lock the whole block - prevent concurrent update - lock (m_AddUserLock) - { - lock (m_UserCache) - m_UserCache.TryGetValue(id, out oldUser); + lock (m_UserCache) + m_UserCache.TryGetValue(id, out oldUser); - if (oldUser != null) + if (oldUser != null) + { + if (creatorData == null || creatorData == String.Empty) { - if (creatorData == null || creatorData == String.Empty) - { - //ignore updates without creator data - return; - } - - //try update unknown users - //and creator's home URL's - if ((oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) || (oldUser.HomeURL != null && !creatorData.StartsWith(oldUser.HomeURL))) - { - lock (m_UserCache) - m_UserCache.Remove(id); - m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); - } - else - { - //we have already a valid user within the cache - return; - } + //ignore updates without creator data + return; } - UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, id); - - if (account != null) + //try update unknown users + //and creator's home URL's + if ((oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) || (oldUser.HomeURL != null && !creatorData.StartsWith(oldUser.HomeURL))) { - AddUser(id, account.FirstName, account.LastName); + lock (m_UserCache) + m_UserCache.Remove(id); + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); } else { - UserData user = new UserData(); - user.Id = id; + //we have already a valid user within the cache + return; + } + } - if (creatorData != null && creatorData != string.Empty) - { - //creatorData = ; + UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, id); - string[] parts = creatorData.Split(';'); - if (parts.Length >= 1) + if (account != null) + { + AddUser(id, account.FirstName, account.LastName); + } + else + { + UserData user = new UserData(); + user.Id = id; + + if (creatorData != null && creatorData != string.Empty) + { + //creatorData = ; + + string[] parts = creatorData.Split(';'); + if (parts.Length >= 1) + { + user.HomeURL = parts[0]; + try { - user.HomeURL = parts[0]; - try - { - Uri uri = new Uri(parts[0]); - user.LastName = "@" + uri.Authority; - } - catch (UriFormatException) - { - m_log.DebugFormat("[SCENE]: Unable to parse Uri {0}", parts[0]); - user.LastName = "@unknown"; - } + Uri uri = new Uri(parts[0]); + user.LastName = "@" + uri.Authority; + } + catch (UriFormatException) + { + m_log.DebugFormat("[SCENE]: Unable to parse Uri {0}", parts[0]); + user.LastName = "@unknown"; } - if (parts.Length >= 2) - user.FirstName = parts[1].Replace(' ', '.'); - } - else - { - user.FirstName = "Unknown"; - user.LastName = "UserUMMAU"; } - - AddUserInternal(user); + if (parts.Length >= 2) + user.FirstName = parts[1].Replace(' ', '.'); } + else + { + user.FirstName = "Unknown"; + user.LastName = "UserUMMAU"; + } + + AddUserInternal(user); } } -- cgit v1.1 From 135e10ba09a527d14a2fea0c6398757ce450c9fa Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 11 Jun 2013 23:55:45 +0100 Subject: Uncomment Mic's code and split to create new regression TestAddTemporaryAsset() and TestAddTemporaryLocalAsset() --- .../Asset/Tests/AssetConnectorTests.cs | 64 ++++++++++++++-------- 1 file changed, 41 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs index 7073433..4f75191 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs @@ -42,7 +42,7 @@ using OpenSim.Tests.Common; namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests { [TestFixture] - public class AssetConnectorsTests : OpenSimTestCase + public class AssetConnectorTests : OpenSimTestCase { [Test] public void TestAddAsset() @@ -77,7 +77,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests // TODO: Add cache and check that this does receive a copy of the asset } - [Test] public void TestAddTemporaryAsset() { TestHelpers.InMethod(); @@ -93,10 +92,45 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); lasc.Initialise(config); - // If it is local, it should not be stored + // If it is remote, it should be stored + AssetBase a2 = AssetHelpers.CreateNotecardAsset(); + a2.Local = false; + a2.Temporary = true; + + lasc.Store(a2); + + AssetBase retreivedA2 = lasc.Get(a2.ID); + Assert.That(retreivedA2.ID, Is.EqualTo(a2.ID)); + Assert.That(retreivedA2.Metadata.ID, Is.EqualTo(a2.Metadata.ID)); + Assert.That(retreivedA2.Data.Length, Is.EqualTo(a2.Data.Length)); + + AssetMetadata retrievedA2Metadata = lasc.GetMetadata(a2.ID); + Assert.That(retrievedA2Metadata.ID, Is.EqualTo(a2.ID)); + + byte[] retrievedA2Data = lasc.GetData(a2.ID); + Assert.That(retrievedA2Data.Length, Is.EqualTo(a2.Data.Length)); + + // 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; - a1.Temporary = true; lasc.Store(a1); @@ -104,29 +138,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests Assert.That(lasc.GetData(a1.ID), Is.Null); Assert.That(lasc.GetMetadata(a1.ID), Is.Null); - // If it is remote, it should be stored - // AssetBase a2 = AssetHelpers.CreateNotecardAsset(); - // a2.Local = false; - // a2.Temporary = true; - - // lasc.Store(a2); - - // AssetBase retreivedA2 = lasc.Get(a2.ID); - // Assert.That(retreivedA2.ID, Is.EqualTo(a2.ID)); - // Assert.That(retreivedA2.Metadata.ID, Is.EqualTo(a2.Metadata.ID)); - // Assert.That(retreivedA2.Data.Length, Is.EqualTo(a2.Data.Length)); - - // AssetMetadata retrievedA2Metadata = lasc.GetMetadata(a2.ID); - // Assert.That(retrievedA2Metadata.ID, Is.EqualTo(a2.ID)); - - // byte[] retrievedA2Data = lasc.GetData(a2.ID); - // Assert.That(retrievedA2Data.Length, Is.EqualTo(a2.Data.Length)); - // TODO: Add cache and check that this does receive a copy of the asset } [Test] - public void TestAddLocalAsset() + public void TestAddTemporaryLocalAsset() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); @@ -141,8 +157,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); lasc.Initialise(config); + // If it is local, it should not be stored AssetBase a1 = AssetHelpers.CreateNotecardAsset(); a1.Local = true; + a1.Temporary = true; lasc.Store(a1); -- cgit v1.1 From 7556a0f699f8474b7ac23cbebacc695c93f374fa Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 11 Jun 2013 17:18:12 -0700 Subject: Add TriggerScenePresenceUpdated events when an animation is added or removed. Shouldn't impact anyone as only DSG seems to use OnScenePresenceUpdated event. Some minor format changes to AnimationSet's ToString(). --- OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs | 8 ++++++-- .../Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 2 ++ OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 3 files changed, 9 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs index 5dee64d..b7400ea 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs @@ -312,18 +312,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation buff.Append("dflt="); buff.Append(DefaultAnimation.ToString()); buff.Append(",iDflt="); - if (DefaultAnimation == ImplicitDefaultAnimation) + if (DefaultAnimation.Equals(ImplicitDefaultAnimation)) buff.Append("same"); else buff.Append(ImplicitDefaultAnimation.ToString()); if (m_animations.Count > 0) { buff.Append(",anims="); + bool firstTime = true; foreach (OpenSim.Framework.Animation anim in m_animations) { + if (!firstTime) + buff.Append(","); buff.Append("<"); buff.Append(anim.ToString()); - buff.Append(">,"); + buff.Append(">"); + firstTime = false; } } return buff.ToString(); diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index a701a79..3b5a5bd 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -94,6 +94,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) { SendAnimPack(); + m_scenePresence.TriggerScenePresenceUpdated(); } } @@ -135,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation if (m_animations.Remove(animID, allowNoDefault)) { SendAnimPack(); + m_scenePresence.TriggerScenePresenceUpdated(); } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index bab14dd..774546c 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat("[SCENE PRESENCE]: Destructor called on {0}", Name); // } - private void TriggerScenePresenceUpdated() + public void TriggerScenePresenceUpdated() { if (m_scene != null) m_scene.EventManager.TriggerScenePresenceUpdated(this); -- cgit v1.1 From 3cb65f0d3166f976713a7c095eb37e6de05061d0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 11 Jun 2013 17:58:08 -0700 Subject: BulletSim: when meshing or asset fetching fails, include position and region with the offending object's name in the error message. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 40 ++++++++++++++-------- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 4 +++ 2 files changed, 30 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 202a4ce..006a9c1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -168,10 +168,10 @@ public abstract class BSShape if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; - physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", - prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. prim={1}, texture={2}", + LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,prim={1},tex={2}", + prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); } else { @@ -238,17 +238,17 @@ public abstract class BSShape { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) { - physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", - prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. prim={1}, texture={2}", + LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,prim={1},tex={2}", + prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); } if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing) { - physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. obj={1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,objNam={1},tex={2}", - prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. prim={1}, texture={2}", + LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,prim={1},tex={2}", + prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); } } } @@ -260,6 +260,19 @@ public abstract class BSShape return fillShape.physShapeInfo; } + public static String UsefulPrimInfo(BSScene pScene, BSPhysObject prim) + { + StringBuilder buff = new StringBuilder(prim.PhysObjectName); + buff.Append("/pos="); + buff.Append(prim.RawPosition.ToString()); + if (pScene != null) + { + buff.Append("/rgn="); + buff.Append(pScene.Name); + } + return buff.ToString(); + } + #endregion // Common shape routines } @@ -528,8 +541,7 @@ public class BSShapeMesh : BSShape { // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; - physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", - LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); + physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim={1}", LogHeader, UsefulPrimInfo(physicsScene, prim) ); physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 1e01526..4357ef1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -1,5 +1,9 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT ================================================= +Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. + Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? + Negative buoyancy computed correctly +Computation of mesh mass. How done? How should it be done? Script changing rotation of child prim while vehicle moving (eg turning wheel) causes the wheel to appear to jump back. Looks like sending position from previous update. Enable vehicle border crossings (at least as poorly as ODE) -- cgit v1.1 From 33573003620674f4a4f6c8fadd969c7aa6576a5d Mon Sep 17 00:00:00 2001 From: teravus Date: Wed, 12 Jun 2013 18:13:00 -0500 Subject: * This fixes having to select and deselect prim to get keyframemotion to start running when pulled from data storage. --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index da80e4f..7b5fdcb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -763,6 +763,11 @@ namespace OpenSim.Region.Framework.Scenes for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; + if (part.KeyframeMotion != null) + { + part.KeyframeMotion.UpdateSceneObject(this); + } + if (Object.ReferenceEquals(part, m_rootPart)) continue; -- cgit v1.1 From 7c00ccb548154c73e9953be19122e4750ef781bd Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 12 Jun 2013 17:48:20 -0700 Subject: DataSnapshot: changed those annoying messages to Debug instead of Info. --- OpenSim/Region/DataSnapshot/DataRequestHandler.cs | 4 ++-- OpenSim/Region/DataSnapshot/SnapshotStore.cs | 12 ++++++------ 2 files changed, 8 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/DataSnapshot/DataRequestHandler.cs b/OpenSim/Region/DataSnapshot/DataRequestHandler.cs index 32e93b4..50276ae 100644 --- a/OpenSim/Region/DataSnapshot/DataRequestHandler.cs +++ b/OpenSim/Region/DataSnapshot/DataRequestHandler.cs @@ -63,7 +63,7 @@ namespace OpenSim.Region.DataSnapshot public Hashtable OnGetSnapshot(Hashtable keysvals) { - m_log.Info("[DATASNAPSHOT] Received collection request"); + m_log.Debug("[DATASNAPSHOT] Received collection request"); Hashtable reply = new Hashtable(); int statuscode = 200; @@ -80,7 +80,7 @@ namespace OpenSim.Region.DataSnapshot public Hashtable OnValidate(Hashtable keysvals) { - m_log.Info("[DATASNAPSHOT] Received validation request"); + m_log.Debug("[DATASNAPSHOT] Received validation request"); Hashtable reply = new Hashtable(); int statuscode = 200; diff --git a/OpenSim/Region/DataSnapshot/SnapshotStore.cs b/OpenSim/Region/DataSnapshot/SnapshotStore.cs index aa3d2ff..480aaaf 100644 --- a/OpenSim/Region/DataSnapshot/SnapshotStore.cs +++ b/OpenSim/Region/DataSnapshot/SnapshotStore.cs @@ -120,7 +120,7 @@ namespace OpenSim.Region.DataSnapshot provider.Stale = false; m_scenes[provider.GetParentScene] = true; - m_log.Info("[DATASNAPSHOT]: Generated fragment response for provider type " + provider.Name); + m_log.Debug("[DATASNAPSHOT]: Generated fragment response for provider type " + provider.Name); } else { @@ -134,7 +134,7 @@ namespace OpenSim.Region.DataSnapshot data = factory.ImportNode(node, true); } - m_log.Info("[DATASNAPSHOT]: Retrieved fragment response for provider type " + provider.Name); + m_log.Debug("[DATASNAPSHOT]: Retrieved fragment response for provider type " + provider.Name); } return data; @@ -154,7 +154,7 @@ namespace OpenSim.Region.DataSnapshot if (!m_scenes[scene]) { - m_log.Info("[DATASNAPSHOT]: Attempting to retrieve snapshot from cache."); + m_log.Debug("[DATASNAPSHOT]: Attempting to retrieve snapshot from cache."); //get snapshot from cache String path = DataFileNameScene(scene); @@ -168,11 +168,11 @@ namespace OpenSim.Region.DataSnapshot regionElement = factory.ImportNode(node, true); } - m_log.Info("[DATASNAPSHOT]: Obtained snapshot from cache for " + scene.RegionInfo.RegionName); + m_log.Debug("[DATASNAPSHOT]: Obtained snapshot from cache for " + scene.RegionInfo.RegionName); } else { - m_log.Info("[DATASNAPSHOT]: Attempting to generate snapshot."); + m_log.Debug("[DATASNAPSHOT]: Attempting to generate snapshot."); //make snapshot regionElement = MakeRegionNode(scene, factory); @@ -211,7 +211,7 @@ namespace OpenSim.Region.DataSnapshot m_scenes[scene] = false; - m_log.Info("[DATASNAPSHOT]: Generated new snapshot for " + scene.RegionInfo.RegionName); + m_log.Debug("[DATASNAPSHOT]: Generated new snapshot for " + scene.RegionInfo.RegionName); } return regionElement; -- cgit v1.1 From d412c1b0eb002b9ad5e6fc7aa1e01ea8f3725618 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 14 Jun 2013 23:53:20 +0100 Subject: Don't try to abort worker threads in WebFetchInvDescModule if module was not enabled. This also moves the abort to RemoveRegion() rather than a destructor. --- .../Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index d1afff2..2024018 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -116,6 +116,10 @@ namespace OpenSim.Region.ClientStack.Linden m_scene.EventManager.OnRegisterCaps -= RegisterCaps; m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps; + + foreach (Thread t in m_workerThreads) + Watchdog.AbortThread(t.ManagedThreadId); + m_scene = null; } @@ -165,12 +169,6 @@ namespace OpenSim.Region.ClientStack.Linden #endregion - ~WebFetchInvDescModule() - { - foreach (Thread t in m_workerThreads) - Watchdog.AbortThread(t.ManagedThreadId); - } - private class PollServiceInventoryEventArgs : PollServiceEventArgs { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); -- cgit v1.1 From fc89bde044bf5805af9a5fe79d6e29e665e133ef Mon Sep 17 00:00:00 2001 From: Talun Date: Thu, 13 Jun 2013 22:57:09 +0100 Subject: Mantis 6108: ossetprimitiveparams temporary/phantom problem Corrected to ensure that the target prim is updated by osSetPrimitiveParams when setting PRIM_TEMP_ON_REZ and/or PRIM_PHANTOM instead of the prim that the script is in. --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index e1630b3..d2e9f6c 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -7725,7 +7725,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return null; string ph = rules.Data[idx++].ToString(); - m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); + part.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); break; @@ -7764,7 +7764,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return null; string temp = rules.Data[idx++].ToString(); - m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); + part.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); break; -- cgit v1.1 From f074739e3381f85a73dfddcb522c0060edede148 Mon Sep 17 00:00:00 2001 From: Talun Date: Wed, 12 Jun 2013 00:06:08 +0100 Subject: Mantis 6280: llSetContentType(). An implementation. An implimentation of llSetContentType including all of the new constants added since the mantis was raised. --- .../Shared/Api/Implementation/LSL_Api.cs | 67 ++++++++++++++++++++++ .../ScriptEngine/Shared/Api/Interface/ILSL_Api.cs | 1 + .../Shared/Api/Runtime/LSL_Constants.cs | 11 ++++ .../ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs | 5 ++ 4 files changed, 84 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index d2e9f6c..733e868 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -1480,6 +1480,73 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_host.SetFaceColorAlpha(face, color, null); } + public void llSetContentType(LSL_Key id, LSL_Integer type) + { + m_host.AddScriptLPS(1); + + if (m_UrlModule == null) + return; + + // Make sure the content type is text/plain to start with + m_UrlModule.HttpContentType(new UUID(id), "text/plain"); + + // Is the object owner online and in the region + ScenePresence agent = World.GetScenePresence(m_host.ParentGroup.OwnerID); + if (agent == null || agent.IsChildAgent) + return; // Fail if the owner is not in the same region + + // Is it the embeded browser? + string userAgent = m_UrlModule.GetHttpHeader(new UUID(id), "user-agent"); + if (userAgent.IndexOf("SecondLife") < 0) + return; // Not the embedded browser. Is this check good enough? + + // Use the IP address of the client and check against the request + // seperate logins from the same IP will allow all of them to get non-text/plain as long + // as the owner is in the region. Same as SL! + string logonFromIPAddress = agent.ControllingClient.RemoteEndPoint.Address.ToString(); + string requestFromIPAddress = m_UrlModule.GetHttpHeader(new UUID(id), "remote_addr"); + //m_log.Debug("IP from header='" + requestFromIPAddress + "' IP from endpoint='" + logonFromIPAddress + "'"); + if (requestFromIPAddress == null || requestFromIPAddress.Trim() == "") + return; + if (logonFromIPAddress == null || logonFromIPAddress.Trim() == "") + return; + + // If the request isnt from the same IP address then the request cannot be from the owner + if (!requestFromIPAddress.Trim().Equals(logonFromIPAddress.Trim())) + return; + + switch (type) + { + case ScriptBaseClass.CONTENT_TYPE_HTML: + m_UrlModule.HttpContentType(new UUID(id), "text/html"); + break; + case ScriptBaseClass.CONTENT_TYPE_XML: + m_UrlModule.HttpContentType(new UUID(id), "application/xml"); + break; + case ScriptBaseClass.CONTENT_TYPE_XHTML: + m_UrlModule.HttpContentType(new UUID(id), "application/xhtml+xml"); + break; + case ScriptBaseClass.CONTENT_TYPE_ATOM: + m_UrlModule.HttpContentType(new UUID(id), "application/atom+xml"); + break; + case ScriptBaseClass.CONTENT_TYPE_JSON: + m_UrlModule.HttpContentType(new UUID(id), "application/json"); + break; + case ScriptBaseClass.CONTENT_TYPE_LLSD: + m_UrlModule.HttpContentType(new UUID(id), "application/llsd+xml"); + break; + case ScriptBaseClass.CONTENT_TYPE_FORM: + m_UrlModule.HttpContentType(new UUID(id), "application/x-www-form-urlencoded"); + break; + case ScriptBaseClass.CONTENT_TYPE_RSS: + m_UrlModule.HttpContentType(new UUID(id), "application/rss+xml"); + break; + default: + m_UrlModule.HttpContentType(new UUID(id), "text/plain"); + break; + } + } + public void SetTexGen(SceneObjectPart part, int face,int style) { Primitive.TextureEntry tex = part.Shape.Textures; diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs index a6ea88c..ff13ee6 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs @@ -338,6 +338,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces void llSetCameraParams(LSL_List rules); void llSetClickAction(int action); void llSetColor(LSL_Vector color, int face); + void llSetContentType(LSL_Key id, LSL_Integer type); void llSetDamage(double damage); void llSetForce(LSL_Vector force, int local); void llSetForceAndTorque(LSL_Vector force, LSL_Vector torque, int local); diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs index 559068d..1137ad8 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs @@ -359,6 +359,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase public const int HTTP_CUSTOM_HEADER = 5; public const int HTTP_PRAGMA_NO_CACHE = 6; + // llSetContentType + public const int CONTENT_TYPE_TEXT = 0; //text/plain + public const int CONTENT_TYPE_HTML = 1; //text/html + public const int CONTENT_TYPE_XML = 2; //application/xml + public const int CONTENT_TYPE_XHTML = 3; //application/xhtml+xml + public const int CONTENT_TYPE_ATOM = 4; //application/atom+xml + public const int CONTENT_TYPE_JSON = 5; //application/json + public const int CONTENT_TYPE_LLSD = 6; //application/llsd+xml + public const int CONTENT_TYPE_FORM = 7; //application/x-www-form-urlencoded + public const int CONTENT_TYPE_RSS = 8; //application/rss+xml + public const int PRIM_MATERIAL = 2; public const int PRIM_PHYSICS = 3; public const int PRIM_TEMP_ON_REZ = 4; diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs index 398c125..87cc342 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs @@ -1528,6 +1528,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase m_LSL_Functions.llSetColor(color, face); } + public void llSetContentType(LSL_Key id, LSL_Integer type) + { + m_LSL_Functions.llSetContentType(id, type); + } + public void llSetDamage(double damage) { m_LSL_Functions.llSetDamage(damage); -- cgit v1.1 From da3724a904d1edb48b83d7f87b7283fd61c7a273 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 15 Jun 2013 00:11:36 +0100 Subject: minor: remove mono compiler warnings from LSL_Api, properly format method doc for llRot2Axis() --- .../Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 733e868..256167c 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4726,13 +4726,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return new LSL_Rotation(x,y,z,s); } - - // Xantor 29/apr/2008 - // converts a Quaternion to X,Y,Z axis rotations + /// + /// Converts a Quaternion to X,Y,Z axis rotations + /// + /// + /// public LSL_Vector llRot2Axis(LSL_Rotation rot) { m_host.AddScriptLPS(1); - double x, y, z; if (Math.Abs(rot.s) > 1) // normalization needed rot.Normalize(); @@ -7454,14 +7455,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return; } - int code = (int)options.GetLSLIntegerItem(0); - int idx = 0; while (idx < options.Data.Length) { int option = (int)options.GetLSLIntegerItem(idx++); - int remain = options.Data.Length - idx; switch (option) { -- cgit v1.1 From 720806b66183dc55589beb9161bdea071ac9c6fa Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 15 Jun 2013 00:34:45 +0100 Subject: Adjust the locking on InventoryCache. Locking for r/w of the ExpiringCache isn't needed since it's thread safe but r/w of contained dictionaries isn't thread-safe --- .../Inventory/InventoryCache.cs | 37 ++++++++++++++-------- 1 file changed, 23 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs index 1e434b9..dcf33a1 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs @@ -1,11 +1,14 @@ using System; using System.Collections.Generic; - +using System.Threading; using OpenSim.Framework; using OpenMetaverse; namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory { + /// + /// Cache root and system inventory folders to reduce number of potentially remote inventory calls and associated holdups. + /// public class InventoryCache { private const double CACHE_EXPIRATION_SECONDS = 3600.0; // 1 hour @@ -16,8 +19,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory public void Cache(UUID userID, InventoryFolderBase root) { - lock (m_RootFolders) - m_RootFolders.AddOrUpdate(userID, root, CACHE_EXPIRATION_SECONDS); + m_RootFolders.AddOrUpdate(userID, root, CACHE_EXPIRATION_SECONDS); } public InventoryFolderBase GetRootFolder(UUID userID) @@ -31,14 +33,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory public void Cache(UUID userID, AssetType type, InventoryFolderBase folder) { - lock (m_FolderTypes) + Dictionary ff = null; + if (!m_FolderTypes.TryGetValue(userID, out ff)) + { + ff = new Dictionary(); + m_FolderTypes.Add(userID, ff, CACHE_EXPIRATION_SECONDS); + } + + // We need to lock here since two threads could potentially retrieve the same dictionary + // and try to add a folder for that type simultaneously. Dictionary<>.Add() is not described as thread-safe in the SDK + // even if the folders are identical. + lock (ff) { - Dictionary ff = null; - if (!m_FolderTypes.TryGetValue(userID, out ff)) - { - ff = new Dictionary(); - m_FolderTypes.Add(userID, ff, CACHE_EXPIRATION_SECONDS); - } if (!ff.ContainsKey(type)) ff.Add(type, folder); } @@ -50,8 +56,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory if (m_FolderTypes.TryGetValue(userID, out ff)) { InventoryFolderBase f = null; - if (ff.TryGetValue(type, out f)) - return f; + + lock (ff) + { + if (ff.TryGetValue(type, out f)) + return f; + } } return null; @@ -59,8 +69,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory public void Cache(UUID userID, InventoryCollection inv) { - lock (m_Inventories) - m_Inventories.AddOrUpdate(userID, inv, 120); + m_Inventories.AddOrUpdate(userID, inv, 120); } public InventoryCollection GetUserInventory(UUID userID) -- cgit v1.1 From ecfc6a3f4a44b70c3d7b3b03126f29f246136dfa Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 15 Jun 2013 00:36:04 +0100 Subject: Add the standard OpenSimulator copyright notice to the top of InventoryCache.cs --- .../Inventory/InventoryCache.cs | 29 +++++++++++++++++++++- 1 file changed, 28 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs index dcf33a1..2fc8ee3 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/InventoryCache.cs @@ -1,4 +1,31 @@ -using System; +/* + * 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.Threading; using OpenSim.Framework; -- cgit v1.1 From 9c530d725f13da91caffdbce2759d58a456afff5 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 15 Jun 2013 00:41:02 +0100 Subject: refactor: In UserProfileModule, change classifiedCache and classifiedInterest to m_classifiedCache and m_classifiedInterest This is the coding standard name style for private fields. --- .../Avatar/UserProfiles/UserProfileModule.cs | 42 ++++++++++++---------- 1 file changed, 23 insertions(+), 19 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 322addd..97bb781 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -60,8 +60,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles // The pair of Dictionaries are used to handle the switching of classified ads // by maintaining a cache of classified id to creator id mappings and an interest // count. The entries are removed when the interest count reaches 0. - Dictionary classifiedCache = new Dictionary(); - Dictionary classifiedInterest = new Dictionary(); + Dictionary m_classifiedCache = new Dictionary(); + Dictionary m_classifiedInterest = new Dictionary(); public Scene Scene { @@ -331,16 +331,19 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles classifieds[cid] = name; - if(!classifiedCache.ContainsKey(cid)) + lock(m_classifiedCache) { - lock(classifiedCache) - classifiedCache.Add(cid,creatorId); - lock(classifiedInterest) - classifiedInterest.Add(cid, 0); + if (!m_classifiedCache.ContainsKey(cid)) + { + m_classifiedCache.Add(cid,creatorId); + + lock(m_classifiedInterest) + m_classifiedInterest.Add(cid, 0); + } } - lock(classifiedInterest) - classifiedInterest[cid] ++; + lock(m_classifiedInterest) + m_classifiedInterest[cid]++; } remoteClient.SendAvatarClassifiedReply(new UUID(args[0]), classifieds); @@ -352,19 +355,20 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles UserClassifiedAdd ad = new UserClassifiedAdd(); ad.ClassifiedId = queryClassifiedID; - if(classifiedCache.ContainsKey(queryClassifiedID)) + lock (classifie + if (m_classifiedCache.ContainsKey(queryClassifiedID)) { - target = classifiedCache[queryClassifiedID]; + target = m_classifiedCache[queryClassifiedID]; - lock(classifiedInterest) - classifiedInterest[queryClassifiedID] --; + lock(m_classifiedInterest) + m_classifiedInterest[queryClassifiedID] --; - if(classifiedInterest[queryClassifiedID] == 0) + if(m_classifiedInterest[queryClassifiedID] == 0) { - lock(classifiedInterest) - classifiedInterest.Remove(queryClassifiedID); - lock(classifiedCache) - classifiedCache.Remove(queryClassifiedID); + lock(m_classifiedInterest) + m_classifiedInterest.Remove(queryClassifiedID); + lock(m_classifiedCache) + m_classifiedCache.Remove(queryClassifiedID); } } @@ -1339,4 +1343,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } #endregion Web Util } -} +} \ No newline at end of file -- cgit v1.1 From 42b0c68eabcd79ea1d7d5776b399bcbb46bbbf98 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 15 Jun 2013 00:46:55 +0100 Subject: Correct build break in previous commit 9c530d7 --- .../Avatar/UserProfiles/UserProfileModule.cs | 17 +++++++---------- 1 file changed, 7 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 97bb781..d7ffea8 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -60,8 +60,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles // The pair of Dictionaries are used to handle the switching of classified ads // by maintaining a cache of classified id to creator id mappings and an interest // count. The entries are removed when the interest count reaches 0. - Dictionary m_classifiedCache = new Dictionary(); - Dictionary m_classifiedInterest = new Dictionary(); + Dictionary m_classifiedCache = new Dictionary(); + Dictionary m_classifiedInterest = new Dictionary(); public Scene Scene { @@ -102,7 +102,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles /// /// Gets or sets a value indicating whether this - /// is enabled. + /// is enabled. /// /// /// true if enabled; otherwise, false. @@ -331,15 +331,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles classifieds[cid] = name; - lock(m_classifiedCache) + if (!m_classifiedCache.ContainsKey(cid)) { - if (!m_classifiedCache.ContainsKey(cid)) - { + lock(m_classifiedCache) m_classifiedCache.Add(cid,creatorId); - lock(m_classifiedInterest) - m_classifiedInterest.Add(cid, 0); - } + lock(m_classifiedInterest) + m_classifiedInterest.Add(cid, 0); } lock(m_classifiedInterest) @@ -355,7 +353,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles UserClassifiedAdd ad = new UserClassifiedAdd(); ad.ClassifiedId = queryClassifiedID; - lock (classifie if (m_classifiedCache.ContainsKey(queryClassifiedID)) { target = m_classifiedCache[queryClassifiedID]; -- cgit v1.1 From e6cb7b47646f8d7a23aca50d92fb57a639bbf702 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 15 Jun 2013 00:52:57 +0100 Subject: Lock m_classifiedCache and m_classifiedInterest dictionary reads in UserProfileModule since in the presence of writes these are not thread-safe operations. Simplified locking to m_classifiedCache only since r/w of both dictionaries always occurs together --- .../Avatar/UserProfiles/UserProfileModule.cs | 27 +++++++++++----------- 1 file changed, 13 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index d7ffea8..161f160 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -331,17 +331,16 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles classifieds[cid] = name; - if (!m_classifiedCache.ContainsKey(cid)) + lock (m_classifiedCache) { - lock(m_classifiedCache) + if (!m_classifiedCache.ContainsKey(cid)) + { m_classifiedCache.Add(cid,creatorId); - - lock(m_classifiedInterest) m_classifiedInterest.Add(cid, 0); - } + } - lock(m_classifiedInterest) m_classifiedInterest[cid]++; + } } remoteClient.SendAvatarClassifiedReply(new UUID(args[0]), classifieds); @@ -353,19 +352,19 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles UserClassifiedAdd ad = new UserClassifiedAdd(); ad.ClassifiedId = queryClassifiedID; - if (m_classifiedCache.ContainsKey(queryClassifiedID)) - { - target = m_classifiedCache[queryClassifiedID]; + lock (m_classifiedCache) + { + if (m_classifiedCache.ContainsKey(queryClassifiedID)) + { + target = m_classifiedCache[queryClassifiedID]; - lock(m_classifiedInterest) m_classifiedInterest[queryClassifiedID] --; - if(m_classifiedInterest[queryClassifiedID] == 0) - { - lock(m_classifiedInterest) + if (m_classifiedInterest[queryClassifiedID] == 0) + { m_classifiedInterest.Remove(queryClassifiedID); - lock(m_classifiedCache) m_classifiedCache.Remove(queryClassifiedID); + } } } -- cgit v1.1 From 694c4bcbb671338263802457bb5a384c4fe44d26 Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 14 Jun 2013 20:00:20 -0700 Subject: correct method doc for llRot2Axis() --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 256167c..c0b8373 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4727,7 +4727,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } /// - /// Converts a Quaternion to X,Y,Z axis rotations + /// Returns the axis of rotation for a quaternion /// /// /// -- cgit v1.1 From 0d2fd0d914581f755661455b8db2b9e399154632 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 17 Jun 2013 22:39:00 +0100 Subject: Make general server stats available on the robust console as well as the simulator console This means the "show stats" command is now active on the robust console. --- OpenSim/Region/Application/Application.cs | 1 + OpenSim/Region/Application/OpenSim.cs | 2 +- OpenSim/Region/Application/OpenSimBase.cs | 7 +- .../Framework/Monitoring/ServerStats.cs | 339 --------------------- 4 files changed, 5 insertions(+), 344 deletions(-) delete mode 100644 OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/Application.cs b/OpenSim/Region/Application/Application.cs index c3e7ec2..e451aa8 100644 --- a/OpenSim/Region/Application/Application.cs +++ b/OpenSim/Region/Application/Application.cs @@ -124,6 +124,7 @@ namespace OpenSim workerThreads = workerThreadsMax; m_log.InfoFormat("[OPENSIM MAIN]: Limiting worker threads to {0}",workerThreads); } + // Increase the number of IOCP threads available. // Mono defaults to a tragically low number (24 on 6-core / 8GB Fedora 17) if (iocpThreads < iocpThreadsMin) diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 11dd052..9325b12 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -372,7 +372,7 @@ namespace OpenSim "Unload a module", HandleModules); } - public override void ShutdownSpecific() + protected override void ShutdownSpecific() { if (m_shutdownCommandsFile != String.Empty) { diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index f9e0cf1..7ca87a3 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -231,10 +231,7 @@ namespace OpenSim } if (m_console != null) - { - StatsManager.RegisterConsoleCommands(m_console); AddPluginCommands(m_console); - } } protected virtual void AddPluginCommands(ICommandConsole console) @@ -880,7 +877,7 @@ namespace OpenSim /// /// Performs any last-minute sanity checking and shuts down the region server /// - public override void ShutdownSpecific() + protected override void ShutdownSpecific() { if (proxyUrl.Length > 0) { @@ -900,6 +897,8 @@ namespace OpenSim { m_log.Error("[SHUTDOWN]: Ignoring failure during shutdown - ", e); } + + base.ShutdownSpecific(); } /// diff --git a/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs b/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs deleted file mode 100644 index 6e74ce0..0000000 --- a/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs +++ /dev/null @@ -1,339 +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.Diagnostics; -using System.Linq; -using System.Net.NetworkInformation; -using System.Text; -using System.Threading; - -using log4net; -using Mono.Addins; -using Nini.Config; - -using OpenSim.Framework; -using OpenSim.Framework.Console; -using OpenSim.Framework.Monitoring; -using OpenSim.Region.Framework.Interfaces; -using OpenSim.Region.Framework.Scenes; - -using OpenMetaverse.StructuredData; - -namespace OpenSim.Region.OptionalModules.Framework.Monitoring -{ -[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ServerStatistics")] -public class ServerStats : ISharedRegionModule -{ - private readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); - private readonly string LogHeader = "[SERVER STATS]"; - - public bool Enabled = false; - private static Dictionary RegisteredStats = new Dictionary(); - - public readonly string CategoryServer = "server"; - - public readonly string ContainerProcessor = "processor"; - public readonly string ContainerMemory = "memory"; - public readonly string ContainerNetwork = "network"; - public readonly string ContainerProcess = "process"; - - public string NetworkInterfaceTypes = "Ethernet"; - - readonly int performanceCounterSampleInterval = 500; - int lastperformanceCounterSampleTime = 0; - - private class PerfCounterControl - { - public PerformanceCounter perfCounter; - public int lastFetch; - public string name; - public PerfCounterControl(PerformanceCounter pPc) - : this(pPc, String.Empty) - { - } - public PerfCounterControl(PerformanceCounter pPc, string pName) - { - perfCounter = pPc; - lastFetch = 0; - name = pName; - } - } - - PerfCounterControl processorPercentPerfCounter = null; - - #region ISharedRegionModule - // IRegionModuleBase.Name - public string Name { get { return "Server Stats"; } } - // IRegionModuleBase.ReplaceableInterface - public Type ReplaceableInterface { get { return null; } } - // IRegionModuleBase.Initialize - public void Initialise(IConfigSource source) - { - IConfig cfg = source.Configs["Monitoring"]; - - if (cfg != null) - Enabled = cfg.GetBoolean("ServerStatsEnabled", true); - - if (Enabled) - { - NetworkInterfaceTypes = cfg.GetString("NetworkInterfaceTypes", "Ethernet"); - } - } - // IRegionModuleBase.Close - public void Close() - { - if (RegisteredStats.Count > 0) - { - foreach (Stat stat in RegisteredStats.Values) - { - StatsManager.DeregisterStat(stat); - stat.Dispose(); - } - RegisteredStats.Clear(); - } - } - // IRegionModuleBase.AddRegion - public void AddRegion(Scene scene) - { - } - // IRegionModuleBase.RemoveRegion - public void RemoveRegion(Scene scene) - { - } - // IRegionModuleBase.RegionLoaded - public void RegionLoaded(Scene scene) - { - } - // ISharedRegionModule.PostInitialize - public void PostInitialise() - { - if (RegisteredStats.Count == 0) - { - RegisterServerStats(); - } - } - #endregion ISharedRegionModule - - private void MakeStat(string pName, string pDesc, string pUnit, string pContainer, Action act) - { - string desc = pDesc; - if (desc == null) - desc = pName; - Stat stat = new Stat(pName, pName, desc, pUnit, CategoryServer, pContainer, StatType.Pull, act, StatVerbosity.Info); - StatsManager.RegisterStat(stat); - RegisteredStats.Add(pName, stat); - } - - public void RegisterServerStats() - { - lastperformanceCounterSampleTime = Util.EnvironmentTickCount(); - PerformanceCounter tempPC; - Stat tempStat; - string tempName; - - try - { - tempName = "CPUPercent"; - tempPC = new PerformanceCounter("Processor", "% Processor Time", "_Total"); - processorPercentPerfCounter = new PerfCounterControl(tempPC); - // A long time bug in mono is that CPU percent is reported as CPU percent idle. Windows reports CPU percent busy. - tempStat = new Stat(tempName, tempName, "", "percent", CategoryServer, ContainerProcessor, - StatType.Pull, (s) => { GetNextValue(s, processorPercentPerfCounter, Util.IsWindows() ? 1 : -1); }, - StatVerbosity.Info); - StatsManager.RegisterStat(tempStat); - RegisteredStats.Add(tempName, tempStat); - - MakeStat("TotalProcessorTime", null, "sec", ContainerProcessor, - (s) => { s.Value = Process.GetCurrentProcess().TotalProcessorTime.TotalSeconds; }); - - MakeStat("UserProcessorTime", null, "sec", ContainerProcessor, - (s) => { s.Value = Process.GetCurrentProcess().UserProcessorTime.TotalSeconds; }); - - MakeStat("PrivilegedProcessorTime", null, "sec", ContainerProcessor, - (s) => { s.Value = Process.GetCurrentProcess().PrivilegedProcessorTime.TotalSeconds; }); - - MakeStat("Threads", null, "threads", ContainerProcessor, - (s) => { s.Value = Process.GetCurrentProcess().Threads.Count; }); - } - catch (Exception e) - { - m_log.ErrorFormat("{0} Exception creating 'Process': {1}", LogHeader, e); - } - - try - { - List okInterfaceTypes = new List(NetworkInterfaceTypes.Split(',')); - - IEnumerable nics = NetworkInterface.GetAllNetworkInterfaces(); - foreach (NetworkInterface nic in nics) - { - if (nic.OperationalStatus != OperationalStatus.Up) - continue; - - string nicInterfaceType = nic.NetworkInterfaceType.ToString(); - if (!okInterfaceTypes.Contains(nicInterfaceType)) - { - m_log.DebugFormat("{0} Not including stats for network interface '{1}' of type '{2}'.", - LogHeader, nic.Name, nicInterfaceType); - m_log.DebugFormat("{0} To include, add to comma separated list in [Monitoring]NetworkInterfaceTypes={1}", - LogHeader, NetworkInterfaceTypes); - continue; - } - - if (nic.Supports(NetworkInterfaceComponent.IPv4)) - { - IPv4InterfaceStatistics nicStats = nic.GetIPv4Statistics(); - if (nicStats != null) - { - MakeStat("BytesRcvd/" + nic.Name, nic.Name, "KB", ContainerNetwork, - (s) => { LookupNic(s, (ns) => { return ns.BytesReceived; }, 1024.0); }); - MakeStat("BytesSent/" + nic.Name, nic.Name, "KB", ContainerNetwork, - (s) => { LookupNic(s, (ns) => { return ns.BytesSent; }, 1024.0); }); - MakeStat("TotalBytes/" + nic.Name, nic.Name, "KB", ContainerNetwork, - (s) => { LookupNic(s, (ns) => { return ns.BytesSent + ns.BytesReceived; }, 1024.0); }); - } - } - // TODO: add IPv6 (it may actually happen someday) - } - } - catch (Exception e) - { - m_log.ErrorFormat("{0} Exception creating 'Network Interface': {1}", LogHeader, e); - } - - MakeStat("ProcessMemory", null, "MB", ContainerMemory, - (s) => { s.Value = Process.GetCurrentProcess().WorkingSet64 / 1024d / 1024d; }); - MakeStat("ObjectMemory", null, "MB", ContainerMemory, - (s) => { s.Value = GC.GetTotalMemory(false) / 1024d / 1024d; }); - MakeStat("LastMemoryChurn", null, "MB/sec", ContainerMemory, - (s) => { s.Value = Math.Round(MemoryWatchdog.LastMemoryChurn * 1000d / 1024d / 1024d, 3); }); - MakeStat("AverageMemoryChurn", null, "MB/sec", ContainerMemory, - (s) => { s.Value = Math.Round(MemoryWatchdog.AverageMemoryChurn * 1000d / 1024d / 1024d, 3); }); - } - - // Notes on performance counters: - // "How To Read Performance Counters": http://blogs.msdn.com/b/bclteam/archive/2006/06/02/618156.aspx - // "How to get the CPU Usage in C#": http://stackoverflow.com/questions/278071/how-to-get-the-cpu-usage-in-c - // "Mono Performance Counters": http://www.mono-project.com/Mono_Performance_Counters - private delegate double PerfCounterNextValue(); - private void GetNextValue(Stat stat, PerfCounterControl perfControl) - { - GetNextValue(stat, perfControl, 1.0); - } - private void GetNextValue(Stat stat, PerfCounterControl perfControl, double factor) - { - if (Util.EnvironmentTickCountSubtract(perfControl.lastFetch) > performanceCounterSampleInterval) - { - if (perfControl != null && perfControl.perfCounter != null) - { - try - { - // Kludge for factor to run double duty. If -1, subtract the value from one - if (factor == -1) - stat.Value = 1 - perfControl.perfCounter.NextValue(); - else - stat.Value = perfControl.perfCounter.NextValue() / factor; - } - catch (Exception e) - { - m_log.ErrorFormat("{0} Exception on NextValue fetching {1}: {2}", LogHeader, stat.Name, e); - } - perfControl.lastFetch = Util.EnvironmentTickCount(); - } - } - } - - // Lookup the nic that goes with this stat and set the value by using a fetch action. - // Not sure about closure with delegates inside delegates. - private delegate double GetIPv4StatValue(IPv4InterfaceStatistics interfaceStat); - private void LookupNic(Stat stat, GetIPv4StatValue getter, double factor) - { - // Get the one nic that has the name of this stat - IEnumerable nics = NetworkInterface.GetAllNetworkInterfaces().Where( - (network) => network.Name == stat.Description); - try - { - foreach (NetworkInterface nic in nics) - { - IPv4InterfaceStatistics intrStats = nic.GetIPv4Statistics(); - if (intrStats != null) - { - double newVal = Math.Round(getter(intrStats) / factor, 3); - stat.Value = newVal; - } - break; - } - } - catch - { - // There are times interfaces go away so we just won't update the stat for this - m_log.ErrorFormat("{0} Exception fetching stat on interface '{1}'", LogHeader, stat.Description); - } - } -} - -public class ServerStatsAggregator : Stat -{ - public ServerStatsAggregator( - string shortName, - string name, - string description, - string unitName, - string category, - string container - ) - : base( - shortName, - name, - description, - unitName, - category, - container, - StatType.Push, - MeasuresOfInterest.None, - null, - StatVerbosity.Info) - { - } - public override string ToConsoleString() - { - StringBuilder sb = new StringBuilder(); - - return sb.ToString(); - } - - public override OSDMap ToOSDMap() - { - OSDMap ret = new OSDMap(); - - return ret; - } -} - -} -- cgit v1.1 From b9dac1f8df3f58cc7b85938f7bbff1e79de371be Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 17 Jun 2013 23:17:55 +0100 Subject: Fix test failure in BasicCircuitTests from previous commit 0d2fd0d9 --- OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs index 556df30..b47ff54 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs @@ -33,6 +33,7 @@ using NUnit.Framework; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; +using OpenSim.Framework.Monitoring; using OpenSim.Region.Framework.Scenes; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; @@ -69,6 +70,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests { base.SetUp(); m_scene = new SceneHelpers().SetupScene(); + StatsManager.SimExtraStats = new SimExtraStatsCollector(); } /// @@ -210,8 +212,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests ScenePresence spAfterAckTimeout = m_scene.GetScenePresence(sp.UUID); Assert.That(spAfterAckTimeout, Is.Null); - -// TestHelpers.DisableLogging(); } // /// -- cgit v1.1 From 713a14a6b56188eb0ccf71e2ff78835bd258417e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 17 Jun 2013 23:23:56 +0100 Subject: minor: remove mono compiler warnings in WebFetchInvDescModule --- OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 2024018..0e3cd6b 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -34,6 +34,7 @@ using log4net; using Nini.Config; using Mono.Addins; using OpenMetaverse; +using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Framework.Monitoring; using OpenSim.Framework.Servers; @@ -44,8 +45,6 @@ using OpenSim.Framework.Capabilities; using OpenSim.Services.Interfaces; using Caps = OpenSim.Framework.Capabilities.Caps; using OpenSim.Capabilities.Handlers; -using OpenMetaverse; -using OpenMetaverse.StructuredData; namespace OpenSim.Region.ClientStack.Linden { @@ -64,7 +63,7 @@ namespace OpenSim.Region.ClientStack.Linden public List folders; } - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; -- cgit v1.1 From 0767523834b51772cbdf61002e9c7cbae334ee72 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 18 Jun 2013 21:21:59 +0100 Subject: Fix other places when saving scripts or notecards in prim inventories where messages should be transient without an OK button --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 6c79b13..1e4d558 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -326,7 +326,7 @@ namespace OpenSim.Region.Framework.Scenes // Update item with new asset item.AssetID = asset.FullID; if (group.UpdateInventoryItem(item)) - remoteClient.SendAgentAlertMessage("Script saved", false); + remoteClient.SendAlertMessage("Script saved"); part.SendPropertiesToClient(remoteClient); @@ -342,7 +342,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - remoteClient.SendAgentAlertMessage("Script saved", false); + remoteClient.SendAlertMessage("Script saved"); } // Tell anyone managing scripts that a script has been reloaded/changed @@ -1616,11 +1616,11 @@ namespace OpenSim.Region.Framework.Scenes remoteClient, part, transactionID, currentItem); if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) - remoteClient.SendAgentAlertMessage("Notecard saved", false); + remoteClient.SendAlertMessage("Notecard saved"); else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) - remoteClient.SendAgentAlertMessage("Script saved", false); + remoteClient.SendAlertMessage("Script saved"); else - remoteClient.SendAgentAlertMessage("Item saved", false); + remoteClient.SendAlertMessage("Item saved"); } // Base ALWAYS has move -- cgit v1.1 From 3fe5e9057f4f45e39c3056742855f580a51c921f Mon Sep 17 00:00:00 2001 From: Kevin Cozens Date: Mon, 10 Jun 2013 19:59:08 -0400 Subject: Prevent an exception if no offline messages were retrieved. --- .../Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs index 7d763fa..7f3d0a2 100644 --- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs @@ -182,7 +182,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); if (msglist == null) + { m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list."); + return; + } foreach (GridInstantMessage im in msglist) { -- cgit v1.1 From 8a86e29579d654be979bac00c2620d49eb7fb457 Mon Sep 17 00:00:00 2001 From: Talun Date: Tue, 18 Jun 2013 15:09:55 +0100 Subject: Mantis 6608: Math error in parcel dimensions/borders seen with land show command This patch changes the land show console command to return numbers in the range 4 to 256 for the "to" coordinates instead of 0 to 252 Also trailing spaces removed from some lines. --- OpenSim/Region/CoreModules/World/Land/LandObject.cs | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs index 8406442..e55c9ed 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs @@ -81,14 +81,14 @@ namespace OpenSim.Region.CoreModules.World.Land set { m_landData = value; } } - + public IPrimCounts PrimCounts { get; set; } public UUID RegionUUID { get { return m_scene.RegionInfo.RegionID; } } - + public Vector3 StartPoint { get @@ -101,11 +101,11 @@ namespace OpenSim.Region.CoreModules.World.Land return new Vector3(x * 4, y * 4, 0); } } - + return new Vector3(-1, -1, -1); } - } - + } + public Vector3 EndPoint { get @@ -116,15 +116,15 @@ namespace OpenSim.Region.CoreModules.World.Land { if (LandBitmap[x, y]) { - return new Vector3(x * 4, y * 4, 0); - } + return new Vector3(x * 4 + 4, y * 4 + 4, 0); + } } - } - + } + return new Vector3(-1, -1, -1); } } - + #region Constructors public LandObject(UUID owner_id, bool is_group_owned, Scene scene) -- cgit v1.1 From bbeff4b8ca34a4567f2215ed5e90637a00d8c81e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 20 Jun 2013 09:55:40 -0700 Subject: BulletSim: rework velocity updating when not colliding and not flying to prevent infinite jumps. Now jumps last only AvatarJumpFrames long (default 4) which is about as high as in SL. TODO: jumping should only depend on standing (collision with feet) rather than collision anywhere on the avatar. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 44 +++++++++++++++++++--- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 ++ 2 files changed, 42 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index ac8c30c..928b350 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -43,8 +43,14 @@ public class BSActorAvatarMove : BSActor // Set to true if we think we're going up stairs. // This state is remembered because collisions will turn on and off as we go up stairs. int m_walkingUpStairs; + // The amount the step up is applying. Used to smooth stair walking. float m_lastStepUp; + // Jumping happens over several frames. If use applies up force while colliding, start the + // jump and allow the jump to continue for this number of frames. + int m_jumpFrames = 0; + float m_jumpVelocity = 0f; + public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) : base(physicsScene, pObj, actorName) { @@ -206,17 +212,45 @@ public class BSActorAvatarMove : BSActor if (m_controllingPrim.Friction != BSParam.AvatarFriction) { - // Probably starting up walking. Set friction to moving friction. + // Probably starting to walk. Set friction to moving friction. m_controllingPrim.Friction = BSParam.AvatarFriction; m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction); } - // If falling, we keep the world's downward vector no matter what the other axis specify. - // The check for RawVelocity.Z < 0 makes jumping work (temporary upward force). if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding) { - if (m_controllingPrim.RawVelocity.Z < 0) + stepVelocity.Z = m_controllingPrim.RawVelocity.Z; + } + + + // Colliding and not flying with an upward force. The avatar must be trying to jump. + if (!m_controllingPrim.Flying && m_controllingPrim.IsColliding && stepVelocity.Z > 0) + { + // We allow the upward force to happen for this many frames. + m_jumpFrames = BSParam.AvatarJumpFrames; + m_jumpVelocity = stepVelocity.Z; + } + + // The case where the avatar is not colliding and is not flying is special. + // The avatar is either falling or jumping and the user can be applying force to the avatar + // (force in some direction or force up or down). + // If the avatar has negative Z velocity and is not colliding, presume we're falling and keep the velocity. + // If the user is trying to apply upward force but we're not colliding, assume the avatar + // is trying to jump and don't apply the upward force if not touching the ground any more. + if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding) + { + // If upward velocity is being applied, this must be a jump and only allow that to go on so long + if (m_jumpFrames > 0) + { + // Since not touching the ground, only apply upward force for so long. + m_jumpFrames--; + stepVelocity.Z = m_jumpVelocity; + } + else + { + // Since we're not affected by anything, whatever vertical motion the avatar has, continue that. stepVelocity.Z = m_controllingPrim.RawVelocity.Z; + } // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); } @@ -241,7 +275,7 @@ public class BSActorAvatarMove : BSActor m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}", m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying, m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z); - // This test is done if moving forward, not flying and is colliding with something. + // Check for stairs climbing if colliding, not flying and moving forward if ( m_controllingPrim.IsColliding && !m_controllingPrim.Flying diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index aad1108..6437b04 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -134,6 +134,7 @@ public static class BSParam public static float AvatarHeightMidFudge { get; private set; } public static float AvatarHeightHighFudge { get; private set; } public static float AvatarContactProcessingThreshold { get; private set; } + public static int AvatarJumpFrames { get; private set; } public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } public static float AvatarStepHeight { get; private set; } public static float AvatarStepApproachFactor { get; private set; } @@ -567,6 +568,8 @@ public static class BSParam 0.1f ), new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", 1.0f ), + new ParameterDefn("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.", + 4 ), new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", 0.6f ) , new ParameterDefn("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", -- cgit v1.1 From a5de4f692bd0de5faccdcf32a923a72949bb3cca Mon Sep 17 00:00:00 2001 From: Vegaslon Date: Sat, 15 Jun 2013 17:23:43 -0400 Subject: BulletSim: Implementation of Linear Deflection, it is a partial help for the vehicle tuning diffrence between Opensim and Second life. Signed-off-by: Robert Adams --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 38 +++++++++++++++++++--- 1 file changed, 33 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 311cf4f..51207f1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -209,7 +209,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_VhoverTimescale = Math.Max(pValue, 0.01f); break; case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: - m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); + m_linearDeflectionEfficiency = ClampInRange(0f, pValue, 1f); break; case Vehicle.LINEAR_DEFLECTION_TIMESCALE: m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); @@ -1029,9 +1029,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 currentVelV = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVelV); + //Compute Linear deflection. + Vector3 linearDeflectionFactorV = ComputeLinearDeflection(m_linearDeflectionEfficiency, currentVelV, pTimestep); + linearMotorCorrectionV += linearDeflectionFactorV; + // Friction reduces vehicle motion - Vector3 frictionFactorW = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep); - linearMotorCorrectionV -= (currentVelV * frictionFactorW); + Vector3 frictionFactorV = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep); + linearMotorCorrectionV -= (currentVelV * frictionFactorV); // Motor is vehicle coordinates. Rotate it to world coordinates Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation; @@ -1048,9 +1052,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin - VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}", + VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6},LinearDeflec={7}", ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, - linearMotorVelocityW, VehicleVelocity, frictionFactorW); + linearMotorVelocityW, VehicleVelocity, frictionFactorV, linearDeflectionFactorV); } public void ComputeLinearTerrainHeightCorrection(float pTimestep) @@ -1651,6 +1655,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin } return frictionFactor; } + //Given a Deflection Effiency and a Velocity, Returns a Velocity that is Partially Deflected onto the X Axis + //Clamped so that a DeflectionTimescale of less then 1 does not increase force over original velocity + private Vector3 ComputeLinearDeflection(float DeflectionEfficiency,Vector3 Velocity,float pTimestep) + { + Vector3 LinearDeflection = Vector3.Zero; + LinearDeflection.Y = SortedClampInRange(0, (Velocity.Y * DeflectionEfficiency) / m_linearDeflectionTimescale, Velocity.Y); + LinearDeflection.Z = SortedClampInRange(0, (Velocity.Z * DeflectionEfficiency) / m_linearDeflectionTimescale, Velocity.Z); + LinearDeflection.X += Math.Abs(LinearDeflection.Y); + LinearDeflection.X += Math.Abs(LinearDeflection.Z); + LinearDeflection *= pTimestep; + return LinearDeflection*=new Vector3(1,-1,-1); + + } + private float SortedClampInRange(float clampa, float val, float clampb) + { + if (clampa > clampb) + { + float temp = clampa; + clampa = clampb; + clampb = temp; + } + return ClampInRange(clampa, val, clampb); + + } private float ClampInRange(float low, float val, float high) { -- cgit v1.1 From 74539659f6f9be557dbd07fdefa1adae1c59ce87 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 21 Jun 2013 10:46:21 -0700 Subject: BulletSim: move new linear deflection code to own routine. Remove VehicleForwardVelocity changed storage since the value will be modified as movement is processed. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 64 ++++++++++++---------- 1 file changed, 35 insertions(+), 29 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 51207f1..07e87d1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -707,7 +707,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin private Vector3 m_knownRotationalVelocity; private Vector3 m_knownRotationalForce; private Vector3 m_knownRotationalImpulse; - private Vector3 m_knownForwardVelocity; // vehicle relative forward speed private const int m_knownChangedPosition = 1 << 0; private const int m_knownChangedVelocity = 1 << 1; @@ -719,7 +718,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin private const int m_knownChangedRotationalImpulse = 1 << 7; private const int m_knownChangedTerrainHeight = 1 << 8; private const int m_knownChangedWaterLevel = 1 << 9; - private const int m_knownChangedForwardVelocity = 1 <<10; public void ForgetKnownVehicleProperties() { @@ -923,12 +921,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { get { - if ((m_knownHas & m_knownChangedForwardVelocity) == 0) - { - m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); - m_knownHas |= m_knownChangedForwardVelocity; - } - return m_knownForwardVelocity; + return VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); } } private float VehicleForwardSpeed @@ -981,6 +974,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin { ComputeLinearVelocity(pTimestep); + ComputeLinearDeflection(pTimestep); + ComputeLinearTerrainHeightCorrection(pTimestep); ComputeLinearHover(pTimestep); @@ -1026,14 +1021,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin { // Step the motor from the current value. Get the correction needed this step. Vector3 origVelW = VehicleVelocity; // DEBUG - Vector3 currentVelV = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); + Vector3 currentVelV = VehicleForwardVelocity; Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVelV); - //Compute Linear deflection. - Vector3 linearDeflectionFactorV = ComputeLinearDeflection(m_linearDeflectionEfficiency, currentVelV, pTimestep); - linearMotorCorrectionV += linearDeflectionFactorV; - - // Friction reduces vehicle motion + // Friction reduces vehicle motion based on absolute speed. Slow vehicle down by friction. Vector3 frictionFactorV = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep); linearMotorCorrectionV -= (currentVelV * frictionFactorV); @@ -1050,11 +1041,38 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Add this correction to the velocity to make it faster/slower. VehicleVelocity += linearMotorVelocityW; + VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}", + ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, + linearMotorVelocityW, VehicleVelocity, frictionFactorV); + } + //Given a Deflection Effiency and a Velocity, Returns a Velocity that is Partially Deflected onto the X Axis + //Clamped so that a DeflectionTimescale of less then 1 does not increase force over original velocity + private void ComputeLinearDeflection(float pTimestep) + { + Vector3 linearDeflectionV = Vector3.Zero; + Vector3 velocityV = VehicleForwardVelocity; - VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6},LinearDeflec={7}", - ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, - linearMotorVelocityW, VehicleVelocity, frictionFactorV, linearDeflectionFactorV); + // Velocity in Y and Z dimensions is movement to the side or turning. + // Compute deflection factor from the to the side and rotational velocity + linearDeflectionV.Y = SortedClampInRange(0, (velocityV.Y * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Y); + linearDeflectionV.Z = SortedClampInRange(0, (velocityV.Z * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Z); + + // Velocity to the side and around is corrected and moved into the forward direction + linearDeflectionV.X += Math.Abs(linearDeflectionV.Y); + linearDeflectionV.X += Math.Abs(linearDeflectionV.Z); + + // Scale the deflection to the fractional simulation time + linearDeflectionV *= pTimestep; + + // Subtract the sideways and rotational velocity deflection factors while adding the correction forward + linearDeflectionV *= new Vector3(1,-1,-1); + + // Correciont is vehicle relative. Convert to world coordinates and add to the velocity + VehicleVelocity += linearDeflectionV * VehicleOrientation; + + VDetailLog("{0}, MoveLinear,LinearDeflection,linDefEff={1},linDefTS={2},linDeflectionV={3}", + ControllingPrim.LocalID, m_linearDeflectionEfficiency, m_linearDeflectionTimescale, linearDeflectionV); } public void ComputeLinearTerrainHeightCorrection(float pTimestep) @@ -1655,19 +1673,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } return frictionFactor; } - //Given a Deflection Effiency and a Velocity, Returns a Velocity that is Partially Deflected onto the X Axis - //Clamped so that a DeflectionTimescale of less then 1 does not increase force over original velocity - private Vector3 ComputeLinearDeflection(float DeflectionEfficiency,Vector3 Velocity,float pTimestep) - { - Vector3 LinearDeflection = Vector3.Zero; - LinearDeflection.Y = SortedClampInRange(0, (Velocity.Y * DeflectionEfficiency) / m_linearDeflectionTimescale, Velocity.Y); - LinearDeflection.Z = SortedClampInRange(0, (Velocity.Z * DeflectionEfficiency) / m_linearDeflectionTimescale, Velocity.Z); - LinearDeflection.X += Math.Abs(LinearDeflection.Y); - LinearDeflection.X += Math.Abs(LinearDeflection.Z); - LinearDeflection *= pTimestep; - return LinearDeflection*=new Vector3(1,-1,-1); - } private float SortedClampInRange(float clampa, float val, float clampb) { if (clampa > clampb) -- cgit v1.1 From 4778d67005c3364ee3f75bdd6640f03ff945d885 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 21 Jun 2013 20:52:46 -0700 Subject: Finally moved HG agent transfers to use agent fatpacks. --- .../CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 02ed1a0..0715324 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -273,7 +273,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { string userAgentDriver = agentCircuit.ServiceURLs["HomeURI"].ToString(); IUserAgentService connector = new UserAgentServiceConnector(userAgentDriver); - bool success = connector.LoginAgentToGrid(agentCircuit, reg, finalDestination, out reason); + bool success = connector.LoginAgentToGrid(agentCircuit, reg, finalDestination, false, out reason); logout = success; // flag for later logout from this grid; this is an HG TP if (success) -- cgit v1.1 From ca3ce6da7349425f117ad1f1a596e7e868fdd4c1 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 22 Jun 2013 08:26:59 -0700 Subject: HG: avoid call on localhost between sim and UAS for standalone. --- .../EntityTransfer/HGEntityTransferModule.cs | 21 ++++++++++++++++++++- 1 file changed, 20 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 0715324..630d1c3 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -53,8 +53,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private int m_levelHGTeleport = 0; + private string m_ThisHomeURI; private GatekeeperServiceConnector m_GatekeeperConnector; + private IUserAgentService m_UAS; protected bool m_RestrictAppearanceAbroad; protected string m_AccountName; @@ -143,6 +145,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: {0} enabled.", Name); } } + + moduleConfig = source.Configs["Hypergrid"]; + if (moduleConfig != null) + { + m_ThisHomeURI = moduleConfig.GetString("HomeURI", string.Empty); + if (m_ThisHomeURI != string.Empty && !m_ThisHomeURI.EndsWith("/")) + m_ThisHomeURI += '/'; + } } public override void AddRegion(Scene scene) @@ -194,7 +204,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer base.RegionLoaded(scene); if (m_Enabled) + { m_GatekeeperConnector = new GatekeeperServiceConnector(scene.AssetService); + m_UAS = scene.RequestModuleInterface(); + } } public override void RemoveRegion(Scene scene) @@ -272,7 +285,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (agentCircuit.ServiceURLs.ContainsKey("HomeURI")) { string userAgentDriver = agentCircuit.ServiceURLs["HomeURI"].ToString(); - IUserAgentService connector = new UserAgentServiceConnector(userAgentDriver); + IUserAgentService connector; + + if (userAgentDriver.Equals(m_ThisHomeURI) && m_UAS != null) + connector = m_UAS; + else + connector = new UserAgentServiceConnector(userAgentDriver); + bool success = connector.LoginAgentToGrid(agentCircuit, reg, finalDestination, false, out reason); logout = success; // flag for later logout from this grid; this is an HG TP -- cgit v1.1 From 6c7e33fe472014688837b993118fc48878f134ff Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 22 Jun 2013 08:29:06 -0700 Subject: Change IsLocalRegion from using region handle to using regionID. This was affecting UpdateAgent and CloseAgent in cases where the foreign region is on the same coordinates as *some* local region. --- .../Simulation/RemoteSimulationConnector.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs index b2a1b23..d120e11 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs @@ -194,7 +194,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation return false; // Try local first - if (m_localBackend.IsLocalRegion(destination.RegionHandle)) + if (m_localBackend.IsLocalRegion(destination.RegionID)) return m_localBackend.UpdateAgent(destination, cAgentData); return m_remoteConnector.UpdateAgent(destination, cAgentData); @@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation return false; // Try local first - if (m_localBackend.IsLocalRegion(destination.RegionHandle)) + if (m_localBackend.IsLocalRegion(destination.RegionID)) return m_localBackend.UpdateAgent(destination, cAgentData); return m_remoteConnector.UpdateAgent(destination, cAgentData); @@ -224,7 +224,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation return true; // else do the remote thing - if (!m_localBackend.IsLocalRegion(destination.RegionHandle)) + if (!m_localBackend.IsLocalRegion(destination.RegionID)) return m_remoteConnector.RetrieveAgent(destination, id, out agent); return false; @@ -273,7 +273,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation return true; // else do the remote thing - if (!m_localBackend.IsLocalRegion(destination.RegionHandle)) + if (!m_localBackend.IsLocalRegion(destination.RegionID)) return m_remoteConnector.CloseAgent(destination, id); return false; @@ -296,7 +296,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation } // else do the remote thing - if (!m_localBackend.IsLocalRegion(destination.RegionHandle)) + if (!m_localBackend.IsLocalRegion(destination.RegionID)) return m_remoteConnector.CreateObject(destination, newPosition, sog, isLocalCall); return false; -- cgit v1.1 From 4bf1afe300c61ac79fee7d794ead2b0100c5687a Mon Sep 17 00:00:00 2001 From: Melanie Date: Sun, 23 Jun 2013 01:14:07 +0200 Subject: Fix prim locking to behave like SL --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 7b5fdcb..f1036ae 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -2699,8 +2699,8 @@ namespace OpenSim.Region.Framework.Scenes part.ClonePermissions(RootPart); }); - uint lockMask = ~(uint)PermissionMask.Move; - uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move; + uint lockMask = ~(uint)(PermissionMask.Move | PermissionMask.Modify); + uint lockBit = RootPart.OwnerMask & (uint)(PermissionMask.Move | PermissionMask.Modify); RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask); RootPart.ScheduleFullUpdate(); } -- cgit v1.1 From 4b00203fa5d1ae645cf7bd67d061ee751d5c447b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Jun 2013 00:15:55 +0100 Subject: Tidy up SOG.UpdateRootPosition() to eliminate unnecessary copying of Vector3 structs --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 14 ++++---------- 1 file changed, 4 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index f1036ae..75d0667 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3028,8 +3028,8 @@ namespace OpenSim.Region.Framework.Scenes /// /// Update just the root prim position in a linkset /// - /// - public void UpdateRootPosition(Vector3 pos) + /// + public void UpdateRootPosition(Vector3 newPos) { // m_log.DebugFormat( // "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); @@ -3038,16 +3038,10 @@ namespace OpenSim.Region.Framework.Scenes // for (int i = 0; i < parts.Length; i++) // parts[i].StoreUndoState(); - Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); - Vector3 oldPos = - new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, - AbsolutePosition.Y + m_rootPart.OffsetPosition.Y, - AbsolutePosition.Z + m_rootPart.OffsetPosition.Z); + Vector3 oldPos = AbsolutePosition + RootPart.OffsetPosition; Vector3 diff = oldPos - newPos; - Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z); Quaternion partRotation = m_rootPart.RotationOffset; - axDiff *= Quaternion.Inverse(partRotation); - diff = axDiff; + diff *= Quaternion.Inverse(partRotation); SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) -- cgit v1.1 From ce9b1320d273890610a2ccd4f1ada39498135049 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Jun 2013 00:41:46 +0100 Subject: Improve situation where editing just the root prim of an attachment causes other prims to be set to very far off positions on reattach. Functionally the same as the patch by tglion in http://opensimulator.org/mantis/view.php?id=5334 However, not yet perfect - after editing just root prim on reattach the position is still wrong, though other prims are not set to far off positions. --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 75d0667..4b4e4ba 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3038,7 +3038,16 @@ namespace OpenSim.Region.Framework.Scenes // for (int i = 0; i < parts.Length; i++) // parts[i].StoreUndoState(); - Vector3 oldPos = AbsolutePosition + RootPart.OffsetPosition; + Vector3 oldPos; + + // FIXME: This improves the situation where editing just the root prim of an attached object would send + // all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim + // still ends up in the wrong position on reattach. + if (IsAttachment) + oldPos = RootPart.OffsetPosition; + else + oldPos = AbsolutePosition + RootPart.OffsetPosition; + Vector3 diff = oldPos - newPos; Quaternion partRotation = m_rootPart.RotationOffset; diff *= Quaternion.Inverse(partRotation); -- cgit v1.1 From f78d2ef166a523397c770858176eff646be4021d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Jun 2013 00:46:15 +0100 Subject: Update temporary "Unknown UserUMMTGUN2" name to "Unknown UserUMMTGUN3" to see if Diva's recent HG updates (post 6c7e33f) fix this issue. This string is returned if a UserManagementModule.TryGetUserNames() cannot find a server-side name binding or a user account for a given UUID. This is only called when the viewer requests a binding via the UDP UUIDNameRequest message --- .../Region/CoreModules/Framework/UserManagement/UserManagementModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 864e181..194b591 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -320,7 +320,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else { names[0] = "Unknown"; - names[1] = "UserUMMTGUN2"; + names[1] = "UserUMMTGUN3"; return false; } -- cgit v1.1 From f7d09b898ad6df32b3f07cb64657623980178c2f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 27 Jun 2013 23:14:28 +0100 Subject: Make the concept of namespaces explicit in dynamic attributes This is in order to reduce the likelihood of naming clashes, make it easier to filter in/out attributes, ensure uniformity, etc. All dynattrs in the opensim distro itself or likely future ones should be in the "OpenSim" namespace. This does alter the underlying dynattrs data structure. All data in previous structures may not be available, though old structures should not cause errors. This is done without notice since this feature has been explicitly labelled as experimental, subject to change and has not been in a release. However, existing materials data is being preserved by moving it to the "Materials" store in the "OpenSim" namespace. --- .../Framework/DynamicAttributes/DAExampleModule.cs | 17 ++++++--- .../Framework/DynamicAttributes/DOExampleModule.cs | 8 ++-- .../World/Serialiser/Tests/SerialiserTests.cs | 44 ++++++++++++++++++---- .../Scenes/Serialization/SceneObjectSerializer.cs | 2 +- OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 18 +++++---- .../Materials/MaterialsDemoModule.cs | 26 +++++-------- 6 files changed, 72 insertions(+), 43 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs index 1f1568f..0c632b1 100644 --- a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs @@ -44,11 +44,12 @@ namespace OpenSim.Region.CoreModules.Framework.DynamicAttributes.DAExampleModule [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DAExampleModule")] public class DAExampleModule : INonSharedRegionModule { -// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private static readonly bool ENABLED = false; // enable for testing + private readonly bool ENABLED = false; // enable for testing - public const string DANamespace = "DAExample Module"; + public const string Namespace = "Example"; + public const string StoreName = "DA"; protected Scene m_scene; protected IDialogModule m_dialogMod; @@ -65,6 +66,8 @@ namespace OpenSim.Region.CoreModules.Framework.DynamicAttributes.DAExampleModule m_scene = scene; m_scene.EventManager.OnSceneGroupMove += OnSceneGroupMove; m_dialogMod = m_scene.RequestModuleInterface(); + + m_log.DebugFormat("[DA EXAMPLE MODULE]: Added region {0}", m_scene.Name); } } @@ -91,7 +94,7 @@ namespace OpenSim.Region.CoreModules.Framework.DynamicAttributes.DAExampleModule if (sop == null) return true; - if (!sop.DynAttrs.TryGetValue(DANamespace, out attrs)) + if (!sop.DynAttrs.TryGetStore(Namespace, StoreName, out attrs)) attrs = new OSDMap(); OSDInteger newValue; @@ -106,12 +109,14 @@ namespace OpenSim.Region.CoreModules.Framework.DynamicAttributes.DAExampleModule attrs["moves"] = newValue; - sop.DynAttrs[DANamespace] = attrs; + sop.DynAttrs.SetStore(Namespace, StoreName, attrs); } sop.ParentGroup.HasGroupChanged = true; - m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", sop.Name, sop.UUID, newValue)); + string msg = string.Format("{0} {1} moved {2} times", sop.Name, sop.UUID, newValue); + m_log.DebugFormat("[DA EXAMPLE MODULE]: {0}", msg); + m_dialogMod.SendGeneralAlert(msg); return true; } diff --git a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs index 650aa35..166a994 100644 --- a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs @@ -64,8 +64,8 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule private Scene m_scene; private IDialogModule m_dialogMod; - - public string Name { get { return "DOExample Module"; } } + + public string Name { get { return "DO"; } } public Type ReplaceableInterface { get { return null; } } public void Initialise(IConfigSource source) {} @@ -106,7 +106,7 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule // Console.WriteLine("Here for {0}", so.Name); - if (rootPart.DynAttrs.TryGetValue(DAExampleModule.DANamespace, out attrs)) + if (rootPart.DynAttrs.TryGetStore(DAExampleModule.Namespace, DAExampleModule.StoreName, out attrs)) { movesSoFar = attrs["moves"].AsInteger(); @@ -114,7 +114,7 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule "[DO EXAMPLE MODULE]: Found saved moves {0} for {1} in {2}", movesSoFar, so.Name, m_scene.Name); } - rootPart.DynObjs.Add(Name, new MyObject(movesSoFar)); + rootPart.DynObjs.Add(DAExampleModule.Namespace, Name, new MyObject(movesSoFar)); } private bool OnSceneGroupMove(UUID groupId, Vector3 delta) diff --git a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs index b4348c9..66059fb 100644 --- a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs +++ b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs @@ -144,7 +144,20 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests None 00000000-0000-0000-0000-000000000000 0 - MyStorethe answer42 + + + + MyNamespace + + MyStore + + the answer + 42 + + + + + @@ -333,7 +346,20 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests 0 2147483647 None - MyStorelast wordsRosebud + + + + MyNamespace + + MyStore + + last words + Rosebud + + + + + 00000000-0000-0000-0000-000000000000 @@ -362,7 +388,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests Assert.That(rootPart.UUID, Is.EqualTo(new UUID("e6a5a05e-e8cc-4816-8701-04165e335790"))); Assert.That(rootPart.CreatorID, Is.EqualTo(new UUID("a6dacf01-4636-4bb9-8a97-30609438af9d"))); Assert.That(rootPart.Name, Is.EqualTo("PrimMyRide")); - OSDMap store = rootPart.DynAttrs["MyStore"]; + OSDMap store = rootPart.DynAttrs.GetStore("MyNamespace", "MyStore"); Assert.AreEqual(42, store["the answer"].AsInteger()); // TODO: Check other properties @@ -414,13 +440,14 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests rp.CreatorID = rpCreatorId; rp.Shape = shape; + string daNamespace = "MyNamespace"; string daStoreName = "MyStore"; string daKey = "foo"; string daValue = "bar"; OSDMap myStore = new OSDMap(); myStore.Add(daKey, daValue); rp.DynAttrs = new DAMap(); - rp.DynAttrs[daStoreName] = myStore; + rp.DynAttrs.SetStore(daNamespace, daStoreName, myStore); SceneObjectGroup so = new SceneObjectGroup(rp); @@ -481,7 +508,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests Assert.That(name, Is.EqualTo(rpName)); Assert.That(creatorId, Is.EqualTo(rpCreatorId)); Assert.NotNull(daMap); - Assert.AreEqual(daValue, daMap[daStoreName][daKey].AsString()); + Assert.AreEqual(daValue, daMap.GetStore(daNamespace, daStoreName)[daKey].AsString()); } [Test] @@ -496,7 +523,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests Assert.That(rootPart.UUID, Is.EqualTo(new UUID("9be68fdd-f740-4a0f-9675-dfbbb536b946"))); Assert.That(rootPart.CreatorID, Is.EqualTo(new UUID("b46ef588-411e-4a8b-a284-d7dcfe8e74ef"))); Assert.That(rootPart.Name, Is.EqualTo("PrimFun")); - OSDMap store = rootPart.DynAttrs["MyStore"]; + OSDMap store = rootPart.DynAttrs.GetStore("MyNamespace", "MyStore"); Assert.AreEqual("Rosebud", store["last words"].AsString()); // TODO: Check other properties @@ -522,13 +549,14 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests rp.CreatorID = rpCreatorId; rp.Shape = shape; + string daNamespace = "MyNamespace"; string daStoreName = "MyStore"; string daKey = "foo"; string daValue = "bar"; OSDMap myStore = new OSDMap(); myStore.Add(daKey, daValue); rp.DynAttrs = new DAMap(); - rp.DynAttrs[daStoreName] = myStore; + rp.DynAttrs.SetStore(daNamespace, daStoreName, myStore); SceneObjectGroup so = new SceneObjectGroup(rp); @@ -585,7 +613,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests Assert.That(name, Is.EqualTo(rpName)); Assert.That(creatorId, Is.EqualTo(rpCreatorId)); Assert.NotNull(daMap); - Assert.AreEqual(daValue, daMap[daStoreName][daKey].AsString()); + Assert.AreEqual(daValue, daMap.GetStore(daNamespace, daStoreName)[daKey].AsString()); } } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 3882b45..945745e 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -1290,7 +1290,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization if (sop.MediaUrl != null) writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString()); - if (sop.DynAttrs.Count > 0) + if (sop.DynAttrs.CountNamespaces > 0) { writer.WriteStartElement("DynAttrs"); sop.DynAttrs.WriteXml(writer); diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 0e83781..586b59d 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -212,7 +212,6 @@ namespace OpenSim.Region.Framework.Scenes // } // } - /// /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps /// @@ -221,20 +220,23 @@ namespace OpenSim.Region.Framework.Scenes public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids) { // scan thru the dynAttrs map of this part for any textures used as materials - OSDMap OSMaterials = null; + OSD osdMaterials = null; lock (part.DynAttrs) { - if (part.DynAttrs.ContainsKey("OS:Materials")) - OSMaterials = part.DynAttrs["OS:Materials"]; - if (OSMaterials != null && OSMaterials.ContainsKey("Materials")) + if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) + { + OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); + materialsStore.TryGetValue("Materials", out osdMaterials); + } + + if (osdMaterials != null) { - OSD osd = OSMaterials["Materials"]; //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); - if (osd is OSDArray) + if (osdMaterials is OSDArray) { - OSDArray matsArr = osd as OSDArray; + OSDArray matsArr = osdMaterials as OSDArray; foreach (OSDMap matMap in matsArr) { try diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 4ab6609..5b15a73 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -178,7 +178,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule void GetStoredMaterialsForPart(SceneObjectPart part) { - OSDMap OSMaterials = null; + OSD OSMaterials = null; OSDArray matsArr = null; if (part.DynAttrs == null) @@ -188,23 +188,20 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule lock (part.DynAttrs) { - if (part.DynAttrs.ContainsKey("OS:Materials")) - OSMaterials = part.DynAttrs["OS:Materials"]; - if (OSMaterials != null && OSMaterials.ContainsKey("Materials")) + if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) { - - OSD osd = OSMaterials["Materials"]; - if (osd is OSDArray) - matsArr = osd as OSDArray; + OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); + materialsStore.TryGetValue("Materials", out OSMaterials); } - } - if (OSMaterials == null) - return; + if (OSMaterials != null && OSMaterials is OSDArray) + matsArr = OSMaterials as OSDArray; + else + return; + } m_log.Info("[MaterialsDemoModule]: OSMaterials: " + OSDParser.SerializeJsonString(OSMaterials)); - if (matsArr == null) { m_log.Info("[MaterialsDemoModule]: matsArr is null :( "); @@ -215,7 +212,6 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule { if (elemOsd != null && elemOsd is OSDMap) { - OSDMap matMap = elemOsd as OSDMap; if (matMap.ContainsKey("ID") && matMap.ContainsKey("Material")) { @@ -232,7 +228,6 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule } } - void StoreMaterialsForPart(SceneObjectPart part) { try @@ -277,7 +272,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule OSMaterials["Materials"] = matsArr; lock (part.DynAttrs) - part.DynAttrs["OS:Materials"] = OSMaterials; + part.DynAttrs.SetStore("OpenSim", "Materials", OSMaterials); } catch (Exception e) { @@ -285,7 +280,6 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule } } - public string RenderMaterialsPostCap(string request, string path, string param, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) -- cgit v1.1 From 149487ea0f74a46a70c98b3a31259b667f4d29b2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 27 Jun 2013 23:42:35 +0100 Subject: refactor: Move code for gathering textures referenced by materials into MaterialsDemoModule from UuidGatherer This code is now triggered via EventManager.OnGatherUuids which modules can subscribe to. --- OpenSim/Region/Framework/Scenes/EventManager.cs | 31 ++++++++++ OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 69 +-------------------- .../Materials/MaterialsDemoModule.cs | 72 +++++++++++++++++++++- 3 files changed, 103 insertions(+), 69 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index a246319..720bfa9 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -1021,6 +1021,16 @@ namespace OpenSim.Region.Framework.Scenes /// public event TeleportFail OnTeleportFail; + public delegate void GatherUuids(SceneObjectPart sop, IDictionary assetUuids); + + /// + /// Triggered when UUIDs referenced by a scene object are being gathered for archiving, hg transfer, etc. + /// + /// + /// The listener should add references to the IDictionary as appropriate. + /// + public event GatherUuids OnGatherUuids; + public class MoneyTransferArgs : EventArgs { public UUID sender; @@ -3237,5 +3247,26 @@ namespace OpenSim.Region.Framework.Scenes } } } + + public void TriggerGatherUuids(SceneObjectPart sop, IDictionary assetUuids) + { + GatherUuids handler = OnGatherUuids; + + if (handler != null) + { + foreach (GatherUuids d in handler.GetInvocationList()) + { + try + { + d(sop, assetUuids); + } + catch (Exception e) + { + m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}", + e.Message, e.StackTrace); + } + } + } + } } } diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 586b59d..3492813 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -186,8 +186,7 @@ namespace OpenSim.Region.Framework.Scenes GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); } - // get any texture UUIDs used for materials such as normal and specular maps - GatherMaterialsUuids(part, assetUuids); + part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); } catch (Exception e) { @@ -211,71 +210,7 @@ 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"); - 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 /// asynchronous callback is used, we will wait for it to complete. diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 5b15a73..e7b8928 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -121,9 +121,11 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule return; m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName); + m_scene = scene; - m_scene.EventManager.OnRegisterCaps += new EventManager.RegisterCapsEvent(OnRegisterCaps); - m_scene.EventManager.OnObjectAddedToScene += new Action(EventManager_OnObjectAddedToScene); + m_scene.EventManager.OnRegisterCaps += OnRegisterCaps; + m_scene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene; + m_scene.EventManager.OnGatherUuids += GatherMaterialsUuids; } void EventManager_OnObjectAddedToScene(SceneObjectGroup obj) @@ -157,6 +159,10 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule if (!m_enabled) return; + m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps; + m_scene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene; + m_scene.EventManager.OnGatherUuids -= GatherMaterialsUuids; + m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName); } @@ -569,5 +575,67 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule output.Flush(); } + /// + /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps + /// + /// + /// + private 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"); + 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("[MaterialsDemoModule]: exception getting materials: " + e.Message); + } + } + } + } + } + } } } \ No newline at end of file -- cgit v1.1 From c1b8f83dd4ad3e3c811a16b4b096edab7abccf8e Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 27 Jun 2013 17:53:15 -0700 Subject: test for null return from DynAttrs.GetStore() --- OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index e7b8928..be2d8da 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -590,6 +590,9 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) { OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); + if (materialsStore == null) + return; + materialsStore.TryGetValue("Materials", out osdMaterials); } -- cgit v1.1 From d47fc48b3230b6d5cb555014d6242960cd397810 Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 27 Jun 2013 18:01:17 -0700 Subject: and yet another check for null returned from DynAttrs.GetStore() --- OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index be2d8da..34dc552 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -197,6 +197,10 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) { OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); + + if (materialsStore == null) + return; + materialsStore.TryGetValue("Materials", out OSMaterials); } -- cgit v1.1 From f6ce87c96d037787963d203346c5cb1a1dd52747 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 28 Jun 2013 18:50:33 +0100 Subject: Reinsert code for gathering uuids reference by materials back directly into UuidGatherer for now. This cannot be triggered as an event from Scene.EventManager since some invocations of UuidGatherer (e.g. IAR saving) use scene objects which are not in scenes. There needs to be some way for modules to register for events which are not connected with a particular scene. --- OpenSim/Region/Framework/Scenes/EventManager.cs | 58 ++++----- OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 71 ++++++++++- .../Materials/MaterialsDemoModule.cs | 136 +++++++++++---------- 3 files changed, 168 insertions(+), 97 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 720bfa9..61b0ebd 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -1021,15 +1021,15 @@ namespace OpenSim.Region.Framework.Scenes /// public event TeleportFail OnTeleportFail; - public delegate void GatherUuids(SceneObjectPart sop, IDictionary assetUuids); - - /// - /// Triggered when UUIDs referenced by a scene object are being gathered for archiving, hg transfer, etc. - /// - /// - /// The listener should add references to the IDictionary as appropriate. - /// - public event GatherUuids OnGatherUuids; +// public delegate void GatherUuids(SceneObjectPart sop, IDictionary assetUuids); +// +// /// +// /// Triggered when UUIDs referenced by a scene object are being gathered for archiving, hg transfer, etc. +// /// +// /// +// /// The listener should add references to the IDictionary as appropriate. +// /// +// public event GatherUuids OnGatherUuids; public class MoneyTransferArgs : EventArgs { @@ -3248,25 +3248,25 @@ namespace OpenSim.Region.Framework.Scenes } } - public void TriggerGatherUuids(SceneObjectPart sop, IDictionary assetUuids) - { - GatherUuids handler = OnGatherUuids; - - if (handler != null) - { - foreach (GatherUuids d in handler.GetInvocationList()) - { - try - { - d(sop, assetUuids); - } - catch (Exception e) - { - m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}", - e.Message, e.StackTrace); - } - } - } - } +// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary assetUuids) +// { +// GatherUuids handler = OnGatherUuids; +// +// if (handler != null) +// { +// foreach (GatherUuids d in handler.GetInvocationList()) +// { +// try +// { +// d(sop, assetUuids); +// } +// catch (Exception e) +// { +// m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}", +// e.Message, e.StackTrace); +// } +// } +// } +// } } } diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 3492813..4e5fb8e 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -186,7 +186,13 @@ namespace OpenSim.Region.Framework.Scenes GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); } - part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); + // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed + // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and + // 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) { @@ -210,6 +216,69 @@ 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"); + 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 diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 34dc552..1cfbab0 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -125,7 +125,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule m_scene = scene; m_scene.EventManager.OnRegisterCaps += OnRegisterCaps; m_scene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene; - m_scene.EventManager.OnGatherUuids += GatherMaterialsUuids; +// m_scene.EventManager.OnGatherUuids += GatherMaterialsUuids; } void EventManager_OnObjectAddedToScene(SceneObjectGroup obj) @@ -161,7 +161,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps; m_scene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene; - m_scene.EventManager.OnGatherUuids -= GatherMaterialsUuids; +// m_scene.EventManager.OnGatherUuids -= GatherMaterialsUuids; m_log.DebugFormat("[MaterialsDemoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName); } @@ -579,70 +579,72 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule output.Flush(); } - /// - /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps - /// - /// - /// - private 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("[MaterialsDemoModule]: exception getting materials: " + e.Message); - } - } - } - } - } - } + // FIXME: This code is currently still in UuidGatherer since we cannot use Scene.EventManager as some + // calls to the gatherer are done for objects with no scene. +// /// +// /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps +// /// +// /// +// /// +// private 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("[MaterialsDemoModule]: exception getting materials: " + e.Message); +// } +// } +// } +// } +// } +// } } } \ No newline at end of file -- cgit v1.1 From cbb51227296df9b158430d4a8adfcc96bdd55ed5 Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 28 Jun 2013 14:00:28 -0700 Subject: add some locking to materials storage dictionary --- .../Materials/MaterialsDemoModule.cs | 72 +++++++++++++--------- 1 file changed, 42 insertions(+), 30 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 34dc552..19d8141 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -173,11 +173,14 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule OSDMap GetMaterial(UUID id) { OSDMap map = null; - if (m_knownMaterials.ContainsKey(id)) + lock (m_knownMaterials) { - map = new OSDMap(); - map["ID"] = OSD.FromBinary(id.GetBytes()); - map["Material"] = m_knownMaterials[id]; + if (m_knownMaterials.ContainsKey(id)) + { + map = new OSDMap(); + map["ID"] = OSD.FromBinary(id.GetBytes()); + map["Material"] = m_knownMaterials[id]; + } } return map; } @@ -227,7 +230,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule { try { - m_knownMaterials[matMap["ID"].AsUUID()] = (OSDMap)matMap["Material"]; + lock (m_knownMaterials) + m_knownMaterials[matMap["ID"].AsUUID()] = (OSDMap)matMap["Material"]; } catch (Exception e) { @@ -251,8 +255,11 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule if (te.DefaultTexture != null) { - if (m_knownMaterials.ContainsKey(te.DefaultTexture.MaterialID)) - mats[te.DefaultTexture.MaterialID] = m_knownMaterials[te.DefaultTexture.MaterialID]; + lock (m_knownMaterials) + { + if (m_knownMaterials.ContainsKey(te.DefaultTexture.MaterialID)) + mats[te.DefaultTexture.MaterialID] = m_knownMaterials[te.DefaultTexture.MaterialID]; + } } if (te.FaceTextures != null) @@ -261,8 +268,11 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule { if (face != null) { - if (m_knownMaterials.ContainsKey(face.MaterialID)) - mats[face.MaterialID] = m_knownMaterials[face.MaterialID]; + lock (m_knownMaterials) + { + if (m_knownMaterials.ContainsKey(face.MaterialID)) + mats[face.MaterialID] = m_knownMaterials[face.MaterialID]; + } } } } @@ -323,18 +333,21 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule try { UUID id = new UUID(elem.AsBinary(), 0); - - if (m_knownMaterials.ContainsKey(id)) + + lock (m_knownMaterials) { - m_log.Info("[MaterialsDemoModule]: request for known material ID: " + id.ToString()); - OSDMap matMap = new OSDMap(); - matMap["ID"] = OSD.FromBinary(id.GetBytes()); + if (m_knownMaterials.ContainsKey(id)) + { + m_log.Info("[MaterialsDemoModule]: request for known material ID: " + id.ToString()); + OSDMap matMap = new OSDMap(); + matMap["ID"] = OSD.FromBinary(id.GetBytes()); - matMap["Material"] = m_knownMaterials[id]; - respArr.Add(matMap); + matMap["Material"] = m_knownMaterials[id]; + respArr.Add(matMap); + } + else + m_log.Info("[MaterialsDemoModule]: request for UNKNOWN material ID: " + id.ToString()); } - else - m_log.Info("[MaterialsDemoModule]: request for UNKNOWN material ID: " + id.ToString()); } catch (Exception e) { @@ -372,7 +385,8 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule m_log.Debug("[MaterialsDemoModule]: mat: " + OSDParser.SerializeJsonString(mat)); UUID id = HashOsd(mat); - m_knownMaterials[id] = mat; + lock (m_knownMaterials) + m_knownMaterials[id] = mat; var sop = m_scene.GetSceneObjectPart(matLocalID); @@ -480,24 +494,22 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule m_log.Debug("[MaterialsDemoModule]: GET cap handler"); OSDMap resp = new OSDMap(); - - int matsCount = 0; - OSDArray allOsd = new OSDArray(); - foreach (KeyValuePair kvp in m_knownMaterials) + lock (m_knownMaterials) { - OSDMap matMap = new OSDMap(); - - matMap["ID"] = OSD.FromBinary(kvp.Key.GetBytes()); + foreach (KeyValuePair kvp in m_knownMaterials) + { + OSDMap matMap = new OSDMap(); - matMap["Material"] = kvp.Value; - allOsd.Add(matMap); - matsCount++; + matMap["ID"] = OSD.FromBinary(kvp.Key.GetBytes()); + matMap["Material"] = kvp.Value; + allOsd.Add(matMap); + matsCount++; + } } - resp["Zipped"] = ZCompressOSD(allOsd, false); m_log.Debug("[MaterialsDemoModule]: matsCount: " + matsCount.ToString()); -- cgit v1.1 From 371085546d93c610770abe1182e2add1d75cb16e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 28 Jun 2013 23:57:41 +0100 Subject: Add materials store null check into UuidGatherer code. --- OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 4e5fb8e..8f69ce3 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -232,6 +232,10 @@ namespace OpenSim.Region.Framework.Scenes if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) { OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); + + if (materialsStore == null) + return; + materialsStore.TryGetValue("Materials", out osdMaterials); } -- cgit v1.1 From 0c9702156581cd3948fe07bdae23f3530105d2b5 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 29 Jun 2013 21:05:45 -0700 Subject: More debug for mantis #6625. It looks like the home friends list is being fetched on HG TPs. --- .../CoreModules/Avatar/Friends/HGFriendsModule.cs | 41 +++++++++++----------- 1 file changed, 21 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs index b3e3aa2..ae45b99 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs @@ -183,6 +183,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends if (Util.ParseUniversalUserIdentifier(finfo.Friend, out id, out url, out first, out last, out tmp)) { IUserManagement uMan = m_Scenes[0].RequestModuleInterface(); + m_log.DebugFormat("[HGFRIENDS MODULE]: caching {0}", finfo.Friend); uMan.AddUser(id, url + ";" + first + " " + last); } } @@ -347,31 +348,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends return null; } - public override FriendInfo[] GetFriendsFromService(IClientAPI client) - { -// m_log.DebugFormat("[HGFRIENDS MODULE]: Entering GetFriendsFromService for {0}", client.Name); - Boolean agentIsLocal = true; - if (UserManagementModule != null) - agentIsLocal = UserManagementModule.IsLocalGridUser(client.AgentId); +// public override FriendInfo[] GetFriendsFromService(IClientAPI client) +// { +//// m_log.DebugFormat("[HGFRIENDS MODULE]: Entering GetFriendsFromService for {0}", client.Name); +// Boolean agentIsLocal = true; +// if (UserManagementModule != null) +// agentIsLocal = UserManagementModule.IsLocalGridUser(client.AgentId); - if (agentIsLocal) - return base.GetFriendsFromService(client); +// if (agentIsLocal) +// return base.GetFriendsFromService(client); - FriendInfo[] finfos = new FriendInfo[0]; - // Foreigner - AgentCircuitData agentClientCircuit = ((Scene)(client.Scene)).AuthenticateHandler.GetAgentCircuitData(client.CircuitCode); - if (agentClientCircuit != null) - { - //[XXX] string agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit); +// FriendInfo[] finfos = new FriendInfo[0]; +// // Foreigner +// AgentCircuitData agentClientCircuit = ((Scene)(client.Scene)).AuthenticateHandler.GetAgentCircuitData(client.CircuitCode); +// if (agentClientCircuit != null) +// { +// //[XXX] string agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit); - finfos = FriendsService.GetFriends(client.AgentId.ToString()); - m_log.DebugFormat("[HGFRIENDS MODULE]: Fetched {0} local friends for visitor {1}", finfos.Length, client.AgentId.ToString()); - } +// finfos = FriendsService.GetFriends(client.AgentId.ToString()); +// m_log.DebugFormat("[HGFRIENDS MODULE]: Fetched {0} local friends for visitor {1}", finfos.Length, client.AgentId.ToString()); +// } -// m_log.DebugFormat("[HGFRIENDS MODULE]: Exiting GetFriendsFromService for {0}", client.Name); +//// m_log.DebugFormat("[HGFRIENDS MODULE]: Exiting GetFriendsFromService for {0}", client.Name); - return finfos; - } +// return finfos; +// } protected override bool StoreRights(UUID agentID, UUID friendID, int rights) { -- cgit v1.1 From 8fa5d12fcb73ffcc7144009e0147febcfa3ce704 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 29 Jun 2013 21:26:58 -0700 Subject: One more debug mantis #6625 --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 41ea2a2..50371ce 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -292,6 +292,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends friendsData = new UserFriendData(); friendsData.PrincipalID = agentID; friendsData.Friends = GetFriendsFromService(client); + m_log.DebugFormat("[FRIENDS MODULE]: User has {1} friends", friendsData.Friends.Length); friendsData.Refcount = 1; m_Friends[agentID] = friendsData; -- cgit v1.1 From c462e0a51ce04a580eab49df6c679c20eff74c8d Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 29 Jun 2013 21:30:07 -0700 Subject: Fixed previous debug message --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 50371ce..d9d302c 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -292,7 +292,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends friendsData = new UserFriendData(); friendsData.PrincipalID = agentID; friendsData.Friends = GetFriendsFromService(client); - m_log.DebugFormat("[FRIENDS MODULE]: User has {1} friends", friendsData.Friends.Length); + m_log.DebugFormat("[FRIENDS MODULE]: User has {0} friends", friendsData.Friends.Length); friendsData.Refcount = 1; m_Friends[agentID] = friendsData; -- cgit v1.1 From 74e7fac13fcb5d15d469d27694fc89d5f784ade0 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 29 Jun 2013 22:32:26 -0700 Subject: More on mantis #6625 --- .../ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs index 2d3ba82..70ba944 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs @@ -204,7 +204,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory Util.FireAndForget(delegate { foreach (InventoryItemBase item in items) - UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); + if (!string.IsNullOrEmpty(item.CreatorData)) + UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); }); } -- cgit v1.1 From 1fc873d09fbc0d29e35d2a8f34c134bb8ac01480 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 30 Jun 2013 07:21:22 -0700 Subject: Same fix to LocalInventoryServiceConnector.cs --- .../ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs index ec5751d..99913a9 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs @@ -196,7 +196,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory Util.FireAndForget(delegate { foreach (InventoryItemBase item in items) - UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); + if (!string.IsNullOrEmpty(item.CreatorData)) + UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); }); } -- cgit v1.1 From 1e97972f78a852f24664f730f2e502c3b8a680c8 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 30 Jun 2013 07:25:13 -0700 Subject: Revert "One more debug mantis #6625" This reverts commit 8fa5d12fcb73ffcc7144009e0147febcfa3ce704. Conflicts: OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index d9d302c..41ea2a2 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -292,7 +292,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends friendsData = new UserFriendData(); friendsData.PrincipalID = agentID; friendsData.Friends = GetFriendsFromService(client); - m_log.DebugFormat("[FRIENDS MODULE]: User has {0} friends", friendsData.Friends.Length); friendsData.Refcount = 1; m_Friends[agentID] = friendsData; -- cgit v1.1 From 2f4a729d408acfd311c8b7bc53d2cbff9d2ddfad Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 29 Jun 2013 06:42:38 -0700 Subject: BulletSim: add inTaintTime parameter to collision cache clear function. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 6437b04..d17c8e7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -706,7 +706,7 @@ public static class BSParam new ParameterDefn("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", 0f, (s) => { return 0f; }, - (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ), + (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ), new ParameterDefn("ResetConstraintSolver", "Setting this is any value resets the constraint solver", 0f, (s) => { return 0f; }, @@ -792,10 +792,10 @@ public static class BSParam // ===================================================================== // There are parameters that, when set, cause things to happen in the physics engine. // This causes the broadphase collision cache to be cleared. - private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v) + private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime) { BSScene physScene = pPhysScene; - physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate() + physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate() { physScene.PE.ResetBroadphasePool(physScene.World); }); -- cgit v1.1 From 23516717e48095011c1c06d64785ef7d91754ff2 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 30 Jun 2013 13:39:58 -0700 Subject: BulletSim: a better version of llMoveToTarget that doesn't go crazy. There is still some overshoot but mostly fixes Mantis 6693. Fix bug where moveToTarget was active for non-physical objects and while selected. Fix bug where move target was not getting changed if the script changed the target during a move. --- .../Physics/BulletSPlugin/BSActorMoveToTarget.cs | 80 +++++++++++++++++++--- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 15 ++-- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 1 + OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 19 ++++- 5 files changed, 98 insertions(+), 19 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 75ff24e..bdf4bc0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -50,7 +50,8 @@ public class BSActorMoveToTarget : BSActor // BSActor.isActive public override bool isActive { - get { return Enabled; } + // MoveToTarget only works on physical prims + get { return Enabled && m_controllingPrim.IsPhysicallyActive; } } // Release any connections and resources used by the actor. @@ -102,16 +103,28 @@ public class BSActorMoveToTarget : BSActor // We're taking over after this. m_controllingPrim.ZeroMotion(true); - m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate", - m_controllingPrim.MoveToTargetTau, // timeScale - BSMotor.Infinite, // decay time scale - 1f // efficiency + /* Someday use the PID controller + m_targetMotor = new BSPIDVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString()); + m_targetMotor.TimeScale = m_controllingPrim.MoveToTargetTau; + m_targetMotor.Efficiency = 1f; + */ + m_targetMotor = new BSVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString(), + m_controllingPrim.MoveToTargetTau, // timeScale + BSMotor.Infinite, // decay time scale + 1f // efficiency ); m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget); m_targetMotor.SetCurrent(m_controllingPrim.RawPosition); - m_physicsScene.BeforeStep += Mover; + // m_physicsScene.BeforeStep += Mover; + m_physicsScene.BeforeStep += Mover2; + } + else + { + // If already allocated, make sure the target and other paramters are current + m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget); + m_targetMotor.SetCurrent(m_controllingPrim.RawPosition); } } @@ -119,12 +132,16 @@ public class BSActorMoveToTarget : BSActor { if (m_targetMotor != null) { - m_physicsScene.BeforeStep -= Mover; + // m_physicsScene.BeforeStep -= Mover; + m_physicsScene.BeforeStep -= Mover2; m_targetMotor = null; } } - // Called just before the simulation step. Update the vertical position for hoverness. + // Origional mover that set the objects position to move to the target. + // The problem was that gravity would keep trying to push the object down so + // the overall downward velocity would increase to infinity. + // Called just before the simulation step. private void Mover(float timeStep) { // Don't do hovering while the object is selected. @@ -142,6 +159,7 @@ public class BSActorMoveToTarget : BSActor m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}", m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; + m_controllingPrim.ForceVelocity = OMV.Vector3.Zero; // Setting the position does not cause the physics engine to generate a property update. Force it. m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); } @@ -151,7 +169,51 @@ public class BSActorMoveToTarget : BSActor // Setting the position does not cause the physics engine to generate a property update. Force it. m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); } - m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition); + m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", + m_controllingPrim.LocalID, origPosition, movePosition); + } + + // Version of mover that applies forces to move the physical object to the target. + // Also overcomes gravity so the object doesn't just drop to the ground. + // Called just before the simulation step. + private void Mover2(float timeStep) + { + // Don't do hovering while the object is selected. + if (!isActive) + return; + + OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below) + OMV.Vector3 addedForce = OMV.Vector3.Zero; + + // CorrectionVector is the movement vector required this step + OMV.Vector3 correctionVector = m_targetMotor.Step(timeStep, m_controllingPrim.RawPosition); + + // If we are very close to our target, turn off the movement motor. + if (m_targetMotor.ErrorIsZero()) + { + m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,zeroMovement,pos={1},mass={2}", + m_controllingPrim.LocalID, m_controllingPrim.RawPosition, m_controllingPrim.Mass); + m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; + m_controllingPrim.ForceVelocity = OMV.Vector3.Zero; + // Setting the position does not cause the physics engine to generate a property update. Force it. + m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); + } + else + { + // First force to move us there -- the motor return a timestep scaled value. + addedForce = correctionVector / timeStep; + // Remove the existing velocity (only the moveToTarget force counts) + addedForce -= m_controllingPrim.RawVelocity; + // Overcome gravity. + addedForce -= m_controllingPrim.Gravity; + + // Add enough force to overcome the mass of the object + addedForce *= m_controllingPrim.Mass; + + m_controllingPrim.AddForce(addedForce, false /* pushForce */, true /* inTaintTime */); + } + m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,move,fromPos={1},addedForce={2}", + m_controllingPrim.LocalID, origPosition, addedForce); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 48f842e..5ef6992 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -626,7 +626,7 @@ public sealed class BSCharacter : BSPhysObject OMV.Vector3 addForce = force / PhysScene.LastTimeStep; AddForce(addForce, pushforce, false); } - private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { + public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { if (force.IsFinite()) { OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index ef662b5..1214703 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs @@ -144,7 +144,6 @@ public class BSVMotor : BSMotor Vector3 correction = Vector3.Zero; Vector3 error = TargetValue - CurrentValue; - LastError = error; if (!ErrorIsZero(error)) { correction = StepError(timeStep, error); @@ -179,6 +178,7 @@ public class BSVMotor : BSMotor MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}", BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue); } + LastError = error; return correction; } @@ -293,7 +293,6 @@ public class BSFMotor : BSMotor float correction = 0f; float error = TargetValue - CurrentValue; - LastError = error; if (!ErrorIsZero(error)) { correction = StepError(timeStep, error); @@ -328,6 +327,7 @@ public class BSFMotor : BSMotor MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); } + LastError = error; return CurrentValue; } @@ -363,7 +363,7 @@ public class BSFMotor : BSMotor // ============================================================================ // ============================================================================ -// Proportional, Integral, Derivitive Motor +// Proportional, Integral, Derivitive ("PID") Motor // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. public class BSPIDVMotor : BSVMotor { @@ -434,15 +434,14 @@ public class BSPIDVMotor : BSVMotor // A simple derivitive is the rate of change from the last error. Vector3 derivitive = (error - LastError) * timeStep; - LastError = error; // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) - Vector3 ret = error * timeStep * proportionFactor * FactorMix.X - + RunningIntegration * integralFactor * FactorMix.Y - + derivitive * derivFactor * FactorMix.Z + Vector3 ret = error / TimeScale * timeStep * proportionFactor * FactorMix.X + + RunningIntegration / TimeScale * integralFactor * FactorMix.Y + + derivitive / TimeScale * derivFactor * FactorMix.Z ; - MDetailLog("{0},BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}", + MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}", BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret); return ret; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index a4c5e08..a0d5c42 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -210,6 +210,7 @@ public abstract class BSPhysObject : PhysicsActor AddAngularForce(force, pushforce, false); } public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); + public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 95bdc7b..90f74df 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -450,6 +450,9 @@ public class BSPrim : BSPhysObject Gravity = ComputeGravity(Buoyancy); PhysScene.PE.SetGravity(PhysBody, Gravity); + OMV.Vector3 currentScale = PhysScene.PE.GetLocalScaling(PhysShape.physShapeInfo); // DEBUG DEBUG + DetailLog("{0},BSPrim.UpdateMassProperties,currentScale{1},shape={2}", LocalID, currentScale, PhysShape.physShapeInfo); // DEBUG DEBUG + Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia); PhysScene.PE.UpdateInertiaTensor(PhysBody); @@ -1040,6 +1043,20 @@ public class BSPrim : BSPhysObject } } + public override OMV.Vector3 PIDTarget + { + set + { + base.PIDTarget = value; + BSActor actor; + if (PhysicalActors.TryGetActor(MoveToTargetActorName, out actor)) + { + // if the actor exists, tell it to refresh its values. + actor.Refresh(); + } + + } + } // Used for llSetHoverHeight and maybe vehicle height // Hover Height will override MoveTo target's Z public override bool PIDHoverActive { @@ -1063,7 +1080,7 @@ public class BSPrim : BSPhysObject // Applying a force just adds this to the total force on the object. // This added force will only last the next simulation tick. - public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { + public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { // for an object, doesn't matter if force is a pushforce or not if (IsPhysicallyActive) { -- cgit v1.1 From 425d2a2a972de34c1853c6049727d4c0eea38af4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 30 Jun 2013 13:48:27 -0700 Subject: BulletSim: set linkset type to be prim specific rather than a simulator wide default. This allows individual prims to differ in the underlying linkset implementation. --- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 16 ++++------------ .../Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 2 -- OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 5 ++++- 3 files changed, 8 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 76c2187..ad8e10f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -33,14 +33,6 @@ using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { -// A BSPrim can get individual information about its linkedness attached -// to it through an instance of a subclass of LinksetInfo. -// Each type of linkset will define the information needed for its type. -public abstract class BSLinksetInfo -{ - public virtual void Clear() { } -} - public abstract class BSLinkset { // private static string LogHeader = "[BULLETSIM LINKSET]"; @@ -56,15 +48,15 @@ public abstract class BSLinkset { BSLinkset ret = null; - switch ((int)BSParam.LinksetImplementation) + switch (parent.LinksetType) { - case (int)LinksetImplementation.Constraint: + case LinksetImplementation.Constraint: ret = new BSLinksetConstraints(physScene, parent); break; - case (int)LinksetImplementation.Compound: + case LinksetImplementation.Compound: ret = new BSLinksetCompound(physScene, parent); break; - case (int)LinksetImplementation.Manual: + case LinksetImplementation.Manual: // ret = new BSLinksetManual(physScene, parent); break; default: diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 350a5d1..308cf13 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -238,7 +238,6 @@ public sealed class BSLinksetCompound : BSLinkset // there will already be a rebuild scheduled. DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", updated.LocalID, whichUpdated); - updated.LinksetInfo = null; // setting to 'null' causes relative position to be recomputed. ScheduleRebuild(updated); } } @@ -294,7 +293,6 @@ public sealed class BSLinksetCompound : BSLinkset child.LocalID, child.PhysBody.AddrString); // Cause the child's body to be rebuilt and thus restored to normal operation - child.LinksetInfo = null; child.ForceBodyShapeRebuild(false); if (!HasAnyChildren) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 235da78..87eed98 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -41,12 +41,15 @@ public class BSPrimLinkable : BSPrimDisplaced // The index of this child prim. public int LinksetChildIndex { get; set; } - public BSLinksetInfo LinksetInfo { get; set; } + public BSLinkset.LinksetImplementation LinksetType { get; set; } public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) { + // Default linkset implementation for this prim + LinksetType = (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation; + Linkset = BSLinkset.Factory(PhysScene, this); PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() -- cgit v1.1 From 9d5ae759504f01dceac5d3f859da1e43e28797ad Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 30 Jun 2013 17:06:27 -0700 Subject: BulletSim: remove the handle to the vehicle actor and cause routines that need it to look it up. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 70 ++++++++++++++++------ .../Physics/BulletSPlugin/Tests/BasicVehicles.cs | 32 +++++----- 2 files changed, 70 insertions(+), 32 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 90f74df..b2947c6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -70,18 +70,17 @@ public class BSPrim : BSPhysObject private int CrossingFailures { get; set; } // Keep a handle to the vehicle actor so it is easy to set parameters on same. - public BSDynamics VehicleActor; public const string VehicleActorName = "BasicVehicle"; // Parameters for the hover actor - public const string HoverActorName = "HoverActor"; + public const string HoverActorName = "BSPrim.HoverActor"; // Parameters for the axis lock actor public const String LockedAxisActorName = "BSPrim.LockedAxis"; // Parameters for the move to target actor - public const string MoveToTargetActorName = "MoveToTargetActor"; + public const string MoveToTargetActorName = "BSPrim.MoveToTargetActor"; // Parameters for the setForce and setTorque actors - public const string SetForceActorName = "SetForceActor"; - public const string SetTorqueActorName = "SetTorqueActor"; + public const string SetForceActorName = "BSPrim.SetForceActor"; + public const string SetTorqueActorName = "BSPrim.SetTorqueActor"; public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) @@ -100,9 +99,8 @@ public class BSPrim : BSPhysObject _isPhysical = pisPhysical; _isVolumeDetect = false; - // We keep a handle to the vehicle actor so we can set vehicle parameters later. - VehicleActor = new BSDynamics(PhysScene, this, VehicleActorName); - PhysicalActors.Add(VehicleActorName, VehicleActor); + // Add a dynamic vehicle to our set of actors that can move this prim. + PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); _mass = CalculateMass(); @@ -505,9 +503,25 @@ public class BSPrim : BSPhysObject } } + // Find and return a handle to the current vehicle actor. + // Return 'null' if there is no vehicle actor. + public BSDynamics GetVehicleActor() + { + BSDynamics ret = null; + BSActor actor; + if (PhysicalActors.TryGetActor(VehicleActorName, out actor)) + { + ret = actor as BSDynamics; + } + return ret; + } public override int VehicleType { get { - return (int)VehicleActor.Type; + int ret = (int)Vehicle.TYPE_NONE; + BSDynamics vehicleActor = GetVehicleActor(); + if (vehicleActor != null) + ret = (int)vehicleActor.Type; + return ret; } set { Vehicle type = (Vehicle)value; @@ -518,8 +532,12 @@ public class BSPrim : BSPhysObject // change all the parameters. Like a plane changing to CAR when on the // ground. In this case, don't want to zero motion. // ZeroMotion(true /* inTaintTime */); - VehicleActor.ProcessTypeChange(type); - ActivateIfPhysical(false); + BSDynamics vehicleActor = GetVehicleActor(); + if (vehicleActor != null) + { + vehicleActor.ProcessTypeChange(type); + ActivateIfPhysical(false); + } }); } } @@ -527,31 +545,47 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { - VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); - ActivateIfPhysical(false); + BSDynamics vehicleActor = GetVehicleActor(); + if (vehicleActor != null) + { + vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); + ActivateIfPhysical(false); + } }); } public override void VehicleVectorParam(int param, OMV.Vector3 value) { PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { - VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); - ActivateIfPhysical(false); + BSDynamics vehicleActor = GetVehicleActor(); + if (vehicleActor != null) + { + vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); + ActivateIfPhysical(false); + } }); } public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() { - VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); - ActivateIfPhysical(false); + BSDynamics vehicleActor = GetVehicleActor(); + if (vehicleActor != null) + { + vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); + ActivateIfPhysical(false); + } }); } public override void VehicleFlags(int param, bool remove) { PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() { - VehicleActor.ProcessVehicleFlags(param, remove); + BSDynamics vehicleActor = GetVehicleActor(); + if (vehicleActor != null) + { + vehicleActor.ProcessVehicleFlags(param, remove); + } }); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index b040e21..583c436 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs @@ -114,21 +114,25 @@ public class BasicVehicles : OpenSimTestCase // Instead the appropriate values are set and calls are made just the parts of the // controller we want to exercise. Stepping the physics engine then applies // the actions of that one feature. - TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); - TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); - TestVehicle.VehicleActor.enableAngularVerticalAttraction = true; - - TestVehicle.IsPhysical = true; - PhysicsScene.ProcessTaints(); - - // Step the simulator a bunch of times and vertical attraction should orient the vehicle up - for (int ii = 0; ii < simSteps; ii++) + BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); + if (vehicleActor != null) { - TestVehicle.VehicleActor.ForgetKnownVehicleProperties(); - TestVehicle.VehicleActor.ComputeAngularVerticalAttraction(); - TestVehicle.VehicleActor.PushKnownChanged(); - - PhysicsScene.Simulate(simulationTimeStep); + vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); + vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); + vehicleActor.enableAngularVerticalAttraction = true; + + TestVehicle.IsPhysical = true; + PhysicsScene.ProcessTaints(); + + // Step the simulator a bunch of times and vertical attraction should orient the vehicle up + for (int ii = 0; ii < simSteps; ii++) + { + vehicleActor.ForgetKnownVehicleProperties(); + vehicleActor.ComputeAngularVerticalAttraction(); + vehicleActor.PushKnownChanged(); + + PhysicsScene.Simulate(simulationTimeStep); + } } TestVehicle.IsPhysical = false; -- cgit v1.1 From c24c99f4bab0ef2e926ebc46235ffed25fdd9add Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 30 Jun 2013 19:08:15 -0700 Subject: BulletSim: fix an occasional crash with flushing log files. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index dec6b6f..155d143 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -223,8 +223,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // can be left in and every call doesn't have to check for null. if (m_physicsLoggingEnabled) { - PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); - PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages. + PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush); + PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages. } else { @@ -1106,8 +1106,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public void DetailLog(string msg, params Object[] args) { PhysicsLogging.Write(msg, args); - // Add the Flush() if debugging crashes. Gets all the messages written out. - if (m_physicsLoggingDoFlush) PhysicsLogging.Flush(); } // Used to fill in the LocalID when there isn't one. It's the correct number of characters. public const string DetailLogZero = "0000000000"; -- cgit v1.1 From 8eb86c9ec91ee41699ab455fc5e788a4bff53071 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 30 Jun 2013 19:22:43 -0700 Subject: BulletSim: add the reset of the last commit for flush log file problems. Fix small typo in one log message. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 07e87d1..aa247dd 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1276,7 +1276,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin VehicleAddForce(appliedGravity); - VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", + VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={5}", ControllingPrim.LocalID, m_VehicleGravity, ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 155d143..1645c98 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -223,7 +223,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // can be left in and every call doesn't have to check for null. if (m_physicsLoggingEnabled) { - PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush); + PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush); PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages. } else -- cgit v1.1 From 635704b7ef739d553a2354bc1bde6c9588c04cad Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 1 Jul 2013 23:54:04 +0100 Subject: Update debug unknown user name UserUMMTGUN3 to UserUMMTGUN4 and UserUMMAU -> UserUMMAU2 to track any new occurences. This is to see the impact that Diva's fixes related to this issue (last one is currently commit c7383688) You will need to clear your viewer cache for this to have any effect Relates to http://opensimulator.org/mantis/view.php?id=6625 --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 194b591..5da64f7 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -320,7 +320,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else { names[0] = "Unknown"; - names[1] = "UserUMMTGUN3"; + names[1] = "UserUMMTGUN4"; return false; } @@ -537,7 +537,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else { user.FirstName = "Unknown"; - user.LastName = "UserUMMAU"; + user.LastName = "UserUMMAU2"; } AddUserInternal(user); -- cgit v1.1 From ccca0059695e0321ae1aa223c9e8b89cc141b58f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 2 Jul 2013 13:29:44 -0700 Subject: HG: close a loophole by which if something was wrong with the ServiceURLs it resulted in never ending asset requests --- OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs | 2 +- .../CoreModules/Framework/InventoryAccess/HGAssetMapper.cs | 9 +++++++++ .../Framework/InventoryAccess/HGInventoryAccessModule.cs | 2 +- 3 files changed, 11 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs index a168bfe..4d0568d 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs @@ -421,7 +421,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // foreign user is visiting, we need to try again after the first fail to the local // asset service. string assetServerURL = string.Empty; - if (InventoryAccessModule.IsForeignUser(AgentID, out assetServerURL)) + if (InventoryAccessModule.IsForeignUser(AgentID, out assetServerURL) && !string.IsNullOrEmpty(assetServerURL)) { if (!assetServerURL.EndsWith("/") && !assetServerURL.EndsWith("=")) assetServerURL = assetServerURL + "/"; diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs index 7871eda..144895c 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs @@ -73,6 +73,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess private AssetMetadata FetchMetadata(string url, UUID assetID) { + if (string.IsNullOrEmpty(url)) + return null; + if (!url.EndsWith("/") && !url.EndsWith("=")) url = url + "/"; @@ -92,6 +95,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess AssetBase asset = m_scene.AssetService.Get(assetID.ToString()); if (asset == null) { + if (string.IsNullOrEmpty(url)) + return null; + if (!url.EndsWith("/") && !url.EndsWith("=")) url = url + "/"; @@ -109,6 +115,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess public bool PostAsset(string url, AssetBase asset) { + if (string.IsNullOrEmpty(url)) + return false; + if (asset != null) { if (!url.EndsWith("/") && !url.EndsWith("=")) diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index b2b628d..64d5f61 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -297,7 +297,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess if (m_Scene.TryGetScenePresence(userID, out sp)) { AgentCircuitData aCircuit = m_Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); - if (aCircuit.ServiceURLs.ContainsKey("AssetServerURI")) + if (aCircuit != null && aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI")) { assetServerURL = aCircuit.ServiceURLs["AssetServerURI"].ToString(); assetServerURL = assetServerURL.Trim(new char[] { '/' }); -- cgit v1.1 From e984bfb4c63718d5176b17f6beea46f4512cf304 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 2 Jul 2013 14:31:39 -0700 Subject: This should have a strong effect on the Unknown User issue mantis #6625 --- .../Framework/UserManagement/UserManagementModule.cs | 20 ++++++++++++++++++-- 1 file changed, 18 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 5da64f7..a1343fb 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -319,8 +319,25 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } else { + // Let's try the GridUser service + GridUserInfo uInfo = m_Scenes[0].GridUserService.GetGridUserInfo(uuid.ToString()); + if (uInfo != null) + { + string url, first, last, tmp; + UUID u; + if (Util.ParseUniversalUserIdentifier(uInfo.UserID, out u, out url, out first, out last, out tmp)) + { + AddUser(uuid, first, last, url); + + names[0] = m_UserCache[uuid].FirstName; + names[1] = m_UserCache[uuid].LastName; + + return true; + } + } + names[0] = "Unknown"; - names[1] = "UserUMMTGUN4"; + names[1] = "UserUMMTGUN5"; return false; } @@ -474,7 +491,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement //m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, creatorData {1}", id, creatorData); UserData oldUser; - //lock the whole block - prevent concurrent update lock (m_UserCache) m_UserCache.TryGetValue(id, out oldUser); -- cgit v1.1 From 626940ceb83102a6aa0eebb81e10c86f1feb8eff Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 2 Jul 2013 15:39:10 -0700 Subject: More debug messages --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index a1343fb..ff31b67 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -323,6 +323,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement GridUserInfo uInfo = m_Scenes[0].GridUserService.GetGridUserInfo(uuid.ToString()); if (uInfo != null) { + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Found grid user {0}", uInfo.UserID); string url, first, last, tmp; UUID u; if (Util.ParseUniversalUserIdentifier(uInfo.UserID, out u, out url, out first, out last, out tmp)) @@ -334,10 +335,14 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement return true; } + else + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Unable to parse UUI"); } + else + m_log.DebugFormat("[USER MANAGEMENT MODULE]: No grid user found"); names[0] = "Unknown"; - names[1] = "UserUMMTGUN5"; + names[1] = "UserUMMTGUN6"; return false; } -- cgit v1.1 From d01b8e163d14ee76c291565b5630d5049cde9b95 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 3 Jul 2013 00:27:22 +0100 Subject: minor: Correct typo of "Descrition" to "Description" in "show object *" console commands Thanks to Ai Austin for pointing this out. --- .../Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs index e434b2e..0e79733 100644 --- a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs @@ -546,7 +546,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands { ConsoleDisplayList cdl = new ConsoleDisplayList(); cdl.AddRow("Name", so.Name); - cdl.AddRow("Descrition", so.Description); + cdl.AddRow("Description", so.Description); cdl.AddRow("Local ID", so.LocalId); cdl.AddRow("UUID", so.UUID); cdl.AddRow("Location", string.Format("{0} @ {1}", so.AbsolutePosition, so.Scene.Name)); -- cgit v1.1 From 4d24bf75fd695a12683987d9803018c2ec4cae60 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 2 Jul 2013 16:46:35 -0700 Subject: Deleted debug messages. Fixed a null ref exception on the POST handler of GridUserServerPostHandler.cs --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index ff31b67..90af82e 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -323,7 +323,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement GridUserInfo uInfo = m_Scenes[0].GridUserService.GetGridUserInfo(uuid.ToString()); if (uInfo != null) { - m_log.DebugFormat("[USER MANAGEMENT MODULE]: Found grid user {0}", uInfo.UserID); string url, first, last, tmp; UUID u; if (Util.ParseUniversalUserIdentifier(uInfo.UserID, out u, out url, out first, out last, out tmp)) @@ -336,10 +335,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement return true; } else - m_log.DebugFormat("[USER MANAGEMENT MODULE]: Unable to parse UUI"); + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Unable to parse UUI {0}", uInfo.UserID); } else - m_log.DebugFormat("[USER MANAGEMENT MODULE]: No grid user found"); + m_log.DebugFormat("[USER MANAGEMENT MODULE]: No grid user found {0}", uuid); names[0] = "Unknown"; names[1] = "UserUMMTGUN6"; -- cgit v1.1 From 119f84fe11586f9abf76325e9466c8cd8f0d1a72 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 2 Jul 2013 17:03:04 -0700 Subject: Squoosh one last opportunity for Unknown Users to creep in. --- .../Framework/UserManagement/UserManagementModule.cs | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 90af82e..e19631e 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -532,7 +532,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement UserData user = new UserData(); user.Id = id; - if (creatorData != null && creatorData != string.Empty) + if (!string.IsNullOrEmpty(creatorData)) { //creatorData = ; @@ -553,14 +553,12 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } if (parts.Length >= 2) user.FirstName = parts[1].Replace(' ', '.'); + + AddUserInternal(user); + } - else - { - user.FirstName = "Unknown"; - user.LastName = "UserUMMAU2"; - } + // else don't add the user to the cache, period. - AddUserInternal(user); } } -- cgit v1.1 From 25889b2d7ef08b27591aa61ab4950bdbc856d7a5 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 4 Jul 2013 00:02:53 +0100 Subject: change "debug packet" command to "debug lludp packet" to conform with other "debug lludp" options also moves the implementing code into LLUDPServer.cs along with other debug commands from OpenSim.cs gets all debug lludp commands to only activate for the set scene if not root --- OpenSim/Region/Application/OpenSim.cs | 51 ------------------- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 59 ++++++++++++++++++++++ OpenSim/Region/Framework/Scenes/SceneManager.cs | 23 --------- 3 files changed, 59 insertions(+), 74 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 9325b12..6ff7f01 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -226,18 +226,6 @@ namespace OpenSim "Force the update of all objects on clients", HandleForceUpdate); - m_console.Commands.AddCommand("Debug", false, "debug packet", - "debug packet [ ]", - "Turn on packet debugging", - "If level > 255 then all incoming and outgoing packets are logged.\n" - + "If level <= 255 then incoming AgentUpdate and outgoing SimStats and SimulatorViewerTimeMessage packets are not logged.\n" - + "If level <= 200 then incoming RequestImage and outgoing ImagePacket, ImageData, LayerData and CoarseLocationUpdate packets are not logged.\n" - + "If level <= 100 then incoming ViewerEffect and AgentAnimation and outgoing ViewerEffect and AvatarAnimation packets are not logged.\n" - + "If level <= 50 then outgoing ImprovedTerseObjectUpdate packets are not logged.\n" - + "If level <= 0 then no packets are logged.\n" - + "If an avatar name is given then only packets from that avatar are logged", - Debug); - m_console.Commands.AddCommand("General", false, "change region", "change region ", "Change current console region", ChangeSelectedRegion); @@ -701,45 +689,6 @@ namespace OpenSim RefreshPrompt(); } - /// - /// Turn on some debugging values for OpenSim. - /// - /// - protected void Debug(string module, string[] args) - { - if (args.Length == 1) - return; - - switch (args[1]) - { - case "packet": - string name = null; - if (args.Length == 5) - name = string.Format("{0} {1}", args[3], args[4]); - - if (args.Length > 2) - { - int newDebug; - if (int.TryParse(args[2], out newDebug)) - { - SceneManager.SetDebugPacketLevelOnCurrentScene(newDebug, name); - // We provide user information elsewhere if any clients had their debug level set. -// MainConsole.Instance.OutputFormat("Debug packet level set to {0}", newDebug); - } - else - { - MainConsole.Instance.Output("Usage: debug packet 0..255"); - } - } - - break; - - default: - MainConsole.Instance.Output("Unknown debug command"); - break; - } - } - // see BaseOpenSimServer /// /// Many commands list objects for debugging. Some of the types are listed here diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 8eb2e06..ff31ef5 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -513,6 +513,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP EnablePoolStats(); MainConsole.Instance.Commands.AddCommand( + "Debug", false, "debug lludp packet", + "debug lludp packet [ ]", + "Turn on packet debugging", + "If level > 255 then all incoming and outgoing packets are logged.\n" + + "If level <= 255 then incoming AgentUpdate and outgoing SimStats and SimulatorViewerTimeMessage packets are not logged.\n" + + "If level <= 200 then incoming RequestImage and outgoing ImagePacket, ImageData, LayerData and CoarseLocationUpdate packets are not logged.\n" + + "If level <= 100 then incoming ViewerEffect and AgentAnimation and outgoing ViewerEffect and AvatarAnimation packets are not logged.\n" + + "If level <= 50 then outgoing ImprovedTerseObjectUpdate packets are not logged.\n" + + "If level <= 0 then no packets are logged.\n" + + "If an avatar name is given then only packets from that avatar are logged", + HandlePacketCommand); + + MainConsole.Instance.Commands.AddCommand( "Debug", false, "debug lludp start", @@ -553,8 +566,45 @@ namespace OpenSim.Region.ClientStack.LindenUDP HandleStatusCommand); } + private void HandlePacketCommand(string module, string[] args) + { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + + string name = null; + + if (args.Length == 6) + name = string.Format("{0} {1}", args[4], args[5]); + + if (args.Length > 3) + { + int newDebug; + if (int.TryParse(args[3], out newDebug)) + { + m_scene.ForEachScenePresence(sp => + { + if (name == null || sp.Name == name) + { + m_log.DebugFormat( + "Packet debug for {0} ({1}) set to {2} in {3}", + sp.Name, sp.IsChildAgent ? "child" : "root", newDebug, m_scene.Name); + + sp.ControllingClient.DebugPacketLevel = newDebug; + } + }); + } + else + { + MainConsole.Instance.Output("Usage: debug lludp packet 0..255 [ ]"); + } + } + } + private void HandleStartCommand(string module, string[] args) { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + if (args.Length != 4) { MainConsole.Instance.Output("Usage: debug lludp start "); @@ -572,6 +622,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP private void HandleStopCommand(string module, string[] args) { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + if (args.Length != 4) { MainConsole.Instance.Output("Usage: debug lludp stop "); @@ -589,6 +642,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP private void HandlePoolCommand(string module, string[] args) { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + if (args.Length != 4) { MainConsole.Instance.Output("Usage: debug lludp pool "); @@ -621,6 +677,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP private void HandleStatusCommand(string module, string[] args) { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + MainConsole.Instance.OutputFormat( "IN LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningInbound ? "enabled" : "disabled"); diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs index 780bd01..28f7896 100644 --- a/OpenSim/Region/Framework/Scenes/SceneManager.cs +++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs @@ -477,29 +477,6 @@ namespace OpenSim.Region.Framework.Scenes return false; } - /// - /// Set the debug packet level on each current scene. This level governs which packets are printed out to the - /// console. - /// - /// - /// Name of avatar to debug - public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name) - { - ForEachSelectedScene(scene => - scene.ForEachScenePresence(sp => - { - if (name == null || sp.Name == name) - { - m_log.DebugFormat( - "Packet debug for {0} ({1}) set to {2}", - sp.Name, sp.IsChildAgent ? "child" : "root", newDebug); - - sp.ControllingClient.DebugPacketLevel = newDebug; - } - }) - ); - } - public List GetCurrentSceneAvatars() { List avatars = new List(); -- cgit v1.1 From 27cdfb7b840423cf8cee08988dc487eeb34d71c7 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 08:47:45 -0700 Subject: HG Friends: debug an issue where the friends data stored in the DB is incomplete. --- OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs index ae45b99..d8f7dc9 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs @@ -546,6 +546,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends FriendsService.StoreFriend(agentID.ToString(), theFriendUUID, 1); // and also the converse FriendsService.StoreFriend(theFriendUUID, agentID.ToString(), 1); + m_log.DebugFormat("[HGFRIENDS MODULE]: Stored {0} {01}", agentID, theFriendUUID); //if (!confirming) //{ -- cgit v1.1 From 5eb78aad96f2dbaf7c4c0e5fa7e678076a2edbfc Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 09:17:01 -0700 Subject: Revert "HG Friends: debug an issue where the friends data stored in the DB is incomplete." This reverts commit 27cdfb7b840423cf8cee08988dc487eeb34d71c7. --- OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs index d8f7dc9..ae45b99 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs @@ -546,7 +546,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends FriendsService.StoreFriend(agentID.ToString(), theFriendUUID, 1); // and also the converse FriendsService.StoreFriend(theFriendUUID, agentID.ToString(), 1); - m_log.DebugFormat("[HGFRIENDS MODULE]: Stored {0} {01}", agentID, theFriendUUID); //if (!confirming) //{ -- cgit v1.1 From 16f40c1a15454fd6b093ae901c307670f12602fe Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 4 Jul 2013 17:29:53 +0100 Subject: Add --default option to "debug lludp packet" command to allow packet logging to be performed immediately from client start --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 69 ++++++++++++++++------ 1 file changed, 52 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index ff31ef5..82fad11 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -34,6 +34,7 @@ using System.Net.Sockets; using System.Reflection; using System.Threading; using log4net; +using NDesk.Options; using Nini.Config; using OpenMetaverse.Packets; using OpenSim.Framework; @@ -102,10 +103,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// public class LLUDPServer : OpenSimUDPBase { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// Maximum transmission unit, or UDP packet size, for the LLUDP protocol public const int MTU = 1400; - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// + /// Default packet debug level given to new clients + /// + public int DefaultClientPacketDebugLevel { get; set; } /// The measured resolution of Environment.TickCount public readonly float TickCountResolution; @@ -514,7 +520,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP MainConsole.Instance.Commands.AddCommand( "Debug", false, "debug lludp packet", - "debug lludp packet [ ]", + "debug lludp packet [--default] [ ]", "Turn on packet debugging", "If level > 255 then all incoming and outgoing packets are logged.\n" + "If level <= 255 then incoming AgentUpdate and outgoing SimStats and SimulatorViewerTimeMessage packets are not logged.\n" @@ -522,7 +528,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP + "If level <= 100 then incoming ViewerEffect and AgentAnimation and outgoing ViewerEffect and AvatarAnimation packets are not logged.\n" + "If level <= 50 then outgoing ImprovedTerseObjectUpdate packets are not logged.\n" + "If level <= 0 then no packets are logged.\n" - + "If an avatar name is given then only packets from that avatar are logged", + + "If --default is specified then the level becomes the default logging level for all subsequent agents.\n" + + "In this case, you cannot also specify an avatar name.\n" + + "If an avatar name is given then only packets from that avatar are logged.", HandlePacketCommand); MainConsole.Instance.Commands.AddCommand( @@ -571,31 +579,54 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) return; + bool setAsDefaultLevel = false; + OptionSet optionSet = new OptionSet().Add("default", o => setAsDefaultLevel = o != null); + List filteredArgs = optionSet.Parse(args); + string name = null; - if (args.Length == 6) - name = string.Format("{0} {1}", args[4], args[5]); + if (filteredArgs.Count == 6) + { + if (!setAsDefaultLevel) + { + name = string.Format("{0} {1}", filteredArgs[4], filteredArgs[5]); + } + else + { + MainConsole.Instance.OutputFormat("ERROR: Cannot specify a user name when setting default logging level"); + return; + } + } - if (args.Length > 3) + if (filteredArgs.Count > 3) { int newDebug; - if (int.TryParse(args[3], out newDebug)) + if (int.TryParse(filteredArgs[3], out newDebug)) { - m_scene.ForEachScenePresence(sp => + if (setAsDefaultLevel) + { + DefaultClientPacketDebugLevel = newDebug; + MainConsole.Instance.OutputFormat( + "Debug packet debug for new clients set to {0}", DefaultClientPacketDebugLevel); + } + else { - if (name == null || sp.Name == name) + m_scene.ForEachScenePresence(sp => { - m_log.DebugFormat( - "Packet debug for {0} ({1}) set to {2} in {3}", - sp.Name, sp.IsChildAgent ? "child" : "root", newDebug, m_scene.Name); - - sp.ControllingClient.DebugPacketLevel = newDebug; - } - }); + if (name == null || sp.Name == name) + { + MainConsole.Instance.OutputFormat( + "Packet debug for {0} ({1}) set to {2} in {3}", + sp.Name, sp.IsChildAgent ? "child" : "root", newDebug, m_scene.Name); + + sp.ControllingClient.DebugPacketLevel = newDebug; + } + }); + } } else { - MainConsole.Instance.Output("Usage: debug lludp packet 0..255 [ ]"); + MainConsole.Instance.Output("Usage: debug lludp packet [--default] 0..255 [ ]"); } } } @@ -687,6 +718,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP "OUT LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningOutbound ? "enabled" : "disabled"); MainConsole.Instance.OutputFormat("LLUDP pools in {0} are {1}", m_scene.Name, UsePools ? "on" : "off"); + + MainConsole.Instance.OutputFormat( + "Packet debug level for new clients is {0}", DefaultClientPacketDebugLevel); } public bool HandlesRegion(Location x) @@ -1533,6 +1567,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP client = new LLClientView(m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode); client.OnLogout += LogoutHandler; + client.DebugPacketLevel = DefaultClientPacketDebugLevel; ((LLClientView)client).DisableFacelights = m_disableFacelights; -- cgit v1.1 From 98a2fa8e358a6a008eea28161e48e4bfc877e11e Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 10:23:20 -0700 Subject: HG Friends: this was commented some commits ago, but it shouldn't have been. --- .../CoreModules/Avatar/Friends/HGFriendsModule.cs | 49 +++++++++++----------- 1 file changed, 24 insertions(+), 25 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs index ae45b99..6d1fd1f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs @@ -348,31 +348,30 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends return null; } -// public override FriendInfo[] GetFriendsFromService(IClientAPI client) -// { -//// m_log.DebugFormat("[HGFRIENDS MODULE]: Entering GetFriendsFromService for {0}", client.Name); -// Boolean agentIsLocal = true; -// if (UserManagementModule != null) -// agentIsLocal = UserManagementModule.IsLocalGridUser(client.AgentId); - -// if (agentIsLocal) -// return base.GetFriendsFromService(client); - -// FriendInfo[] finfos = new FriendInfo[0]; -// // Foreigner -// AgentCircuitData agentClientCircuit = ((Scene)(client.Scene)).AuthenticateHandler.GetAgentCircuitData(client.CircuitCode); -// if (agentClientCircuit != null) -// { -// //[XXX] string agentUUI = Util.ProduceUserUniversalIdentifier(agentClientCircuit); - -// finfos = FriendsService.GetFriends(client.AgentId.ToString()); -// m_log.DebugFormat("[HGFRIENDS MODULE]: Fetched {0} local friends for visitor {1}", finfos.Length, client.AgentId.ToString()); -// } - -//// m_log.DebugFormat("[HGFRIENDS MODULE]: Exiting GetFriendsFromService for {0}", client.Name); - -// return finfos; -// } + public override FriendInfo[] GetFriendsFromService(IClientAPI client) + { + // m_log.DebugFormat("[HGFRIENDS MODULE]: Entering GetFriendsFromService for {0}", client.Name); + Boolean agentIsLocal = true; + if (UserManagementModule != null) + agentIsLocal = UserManagementModule.IsLocalGridUser(client.AgentId); + + if (agentIsLocal) + return base.GetFriendsFromService(client); + + FriendInfo[] finfos = new FriendInfo[0]; + // Foreigner + AgentCircuitData agentClientCircuit = ((Scene)(client.Scene)).AuthenticateHandler.GetAgentCircuitData(client.CircuitCode); + if (agentClientCircuit != null) + { + // Note that this is calling a different interface than base; this one calls with a string param! + finfos = FriendsService.GetFriends(client.AgentId.ToString()); + m_log.DebugFormat("[HGFRIENDS MODULE]: Fetched {0} local friends for visitor {1}", finfos.Length, client.AgentId.ToString()); + } + + // m_log.DebugFormat("[HGFRIENDS MODULE]: Exiting GetFriendsFromService for {0}", client.Name); + + return finfos; + } protected override bool StoreRights(UUID agentID, UUID friendID, int rights) { -- cgit v1.1 From ae42c93f9a2c7df4e7c14896df27544f283c8114 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 10:59:21 -0700 Subject: Now trying to find a cause of freeze at login related to friends status notifications. --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 41ea2a2..bc501b7 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -526,8 +526,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends if (friendSession.RegionID != UUID.Zero) { GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); - //m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName); - m_FriendsSimConnector.StatusNotify(region, userID, friendSession.UserID, online); + if (region != null) + { + m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName); + m_FriendsSimConnector.StatusNotify(region, userID, friendSession.UserID, online); + } } } } -- cgit v1.1 From 0cc0a2485c6502df096b9070ff0c8e5584dae2fd Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 11:18:05 -0700 Subject: More debug related to the previous commit --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index bc501b7..16a2b9b 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -526,9 +526,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends if (friendSession.RegionID != UUID.Zero) { GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); + m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", (region == null ? "null" : region.RegionName)); if (region != null) { - m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", region.RegionName); m_FriendsSimConnector.StatusNotify(region, userID, friendSession.UserID, online); } } -- cgit v1.1 From ec9ffbb89a8925cebae29d9950475eaa1b280de4 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 11:36:10 -0700 Subject: More debug, same issue --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 6 ++++-- .../Framework/InventoryAccess/HGInventoryAccessModule.cs | 2 +- 2 files changed, 5 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 16a2b9b..ea69abb 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -523,15 +523,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends foreach (PresenceInfo friendSession in friendSessions) { // let's guard against sessions-gone-bad - if (friendSession.RegionID != UUID.Zero) + if (friendSession != null && friendSession.RegionID != UUID.Zero) { + m_log.DebugFormat("[FRIENDS]: Get region {0}", friendSession.RegionID); GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); - m_log.DebugFormat("[FRIENDS]: Remote Notify to region {0}", (region == null ? "null" : region.RegionName)); if (region != null) { m_FriendsSimConnector.StatusNotify(region, userID, friendSession.UserID, online); } } + else + m_log.DebugFormat("[FRIENDS]: friend session is null or the region is UUID.Zero"); } } diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index 64d5f61..1eae0ac 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -244,7 +244,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) { - m_log.DebugFormat("[HGScene] RezObject itemID={0} fromTaskID={1}", itemID, fromTaskID); + m_log.DebugFormat("[HGScene]: RezObject itemID={0} fromTaskID={1}", itemID, fromTaskID); //if (fromTaskID.Equals(UUID.Zero)) //{ -- cgit v1.1 From bf214122cddf62b46d6074755b08a3b0acef853f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 11:53:22 -0700 Subject: More debug, same issue --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 2 ++ OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index ea69abb..6d4c65d 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -498,6 +498,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends protected virtual void StatusNotify(List friendList, UUID userID, bool online) { + m_log.DebugFormat("[FRIENDS]: Entering StatusNotify for {0}", userID); + List friendStringIds = friendList.ConvertAll(friend => friend.Friend); List remoteFriendStringIds = new List(); foreach (string friendStringId in friendStringIds) diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs index 6d1fd1f..a456009 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs @@ -252,7 +252,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends protected override void StatusNotify(List friendList, UUID userID, bool online) { -// m_log.DebugFormat("[HGFRIENDS MODULE]: Entering StatusNotify for {0}", userID); + m_log.DebugFormat("[HGFRIENDS MODULE]: Entering StatusNotify for {0}", userID); // First, let's divide the friends on a per-domain basis Dictionary> friendsPerDomain = new Dictionary>(); -- cgit v1.1 From fdafc2a16c3c661231d47f0c979438f2500ec131 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 4 Jul 2013 20:39:16 +0100 Subject: With diva's permission, temporarily reinsert Unknown UserUMMAU3 to make sure that GUN7 failure has largely disappeared. Unknown UserUMMAU3 insertion should definitely be removed down the line. However, I would like a little more time to check the GUN* reduction first, since removing UMMAU3 will make these failures appear as GUN7 instead. Also bumps GUN6 -> GUN7 and UMMAU2 -> UMMAU3 --- .../UserManagement/UserManagementModule.cs | 25 ++++++++++++++++------ 1 file changed, 18 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index e19631e..461c385 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -135,7 +135,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement s.ForEachSOG(delegate(SceneObjectGroup sog) { CacheCreators(sog); }); } - void EventManager_OnNewClient(IClientAPI client) { client.OnConnectionClosed += new Action(HandleConnectionClosed); @@ -151,6 +150,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement void HandleUUIDNameRequest(UUID uuid, IClientAPI remote_client) { +// m_log.DebugFormat( +// "[USER MANAGEMENT MODULE]: Handling request for name binding of UUID {0} from {1}", +// uuid, remote_client.Name); + if (m_Scenes[0].LibraryService != null && (m_Scenes[0].LibraryService.LibraryRootFolder.Owner == uuid)) { remote_client.SendNameReply(uuid, "Mr", "OpenSim"); @@ -338,10 +341,12 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement m_log.DebugFormat("[USER MANAGEMENT MODULE]: Unable to parse UUI {0}", uInfo.UserID); } else - m_log.DebugFormat("[USER MANAGEMENT MODULE]: No grid user found {0}", uuid); + { + m_log.DebugFormat("[USER MANAGEMENT MODULE]: No grid user found for {0}", uuid); + } names[0] = "Unknown"; - names[1] = "UserUMMTGUN6"; + names[1] = "UserUMMTGUN7"; return false; } @@ -553,12 +558,18 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } if (parts.Length >= 2) user.FirstName = parts[1].Replace(' ', '.'); - - AddUserInternal(user); - } - // else don't add the user to the cache, period. + else + { + // Temporarily add unknown user entries of this type into the cache so that we can distinguish + // this source from other recent (hopefully resolved) bugs that fail to retrieve a user name binding + // TODO: Can be removed when GUN* unknown users have definitely dropped significantly or + // disappeared. + user.FirstName = "Unknown"; + user.LastName = "UserUMMAU3"; + } + AddUserInternal(user); } } -- cgit v1.1 From ca380ec0397b28a3d7a3f2c60aeb6eaf1153be31 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 12:41:45 -0700 Subject: Same freeze issue, now checking if it's in estate --- OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs index 73e706c..d23e51a 100644 --- a/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs +++ b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs @@ -130,6 +130,7 @@ namespace OpenSim.Region.CoreModules.World.Estate private void SendToEstate(uint EstateID, Dictionary sendData) { + m_log.DebugFormat("[XESTATE CONNECTOR]: SendToEstate"); List regions = m_EstateModule.Scenes[0].GetEstateRegions((int)EstateID); UUID ScopeID = UUID.Zero; -- cgit v1.1 From 38a04ff993052980a2dfbfbdbe0d2853e2d8950e Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 13:00:06 -0700 Subject: Revert "Same freeze issue, now checking if it's in estate" This reverts commit ca380ec0397b28a3d7a3f2c60aeb6eaf1153be31. --- OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs index d23e51a..73e706c 100644 --- a/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs +++ b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs @@ -130,7 +130,6 @@ namespace OpenSim.Region.CoreModules.World.Estate private void SendToEstate(uint EstateID, Dictionary sendData) { - m_log.DebugFormat("[XESTATE CONNECTOR]: SendToEstate"); List regions = m_EstateModule.Scenes[0].GetEstateRegions((int)EstateID); UUID ScopeID = UUID.Zero; -- cgit v1.1 From da3aa441388e589ffcd7a667aadc260f8084854f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 13:27:53 -0700 Subject: Debug the RegionHandle handler (same issue) --- OpenSim/Region/Framework/Scenes/Scene.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index a9f8a85..aa14529 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4889,6 +4889,7 @@ namespace OpenSim.Region.Framework.Scenes public void RegionHandleRequest(IClientAPI client, UUID regionID) { + m_log.DebugFormat("[SCENE]: RegionHandleRequest {0}", regionID); ulong handle = 0; if (regionID == RegionInfo.RegionID) handle = RegionInfo.RegionHandle; -- cgit v1.1 From d80936bbbb85280623478f3a25d59a4a4da9c3e6 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 14:07:25 -0700 Subject: Guard against completely unknown user UUIDs. --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 461c385..a7cbc8f 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -332,10 +332,13 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement { AddUser(uuid, first, last, url); - names[0] = m_UserCache[uuid].FirstName; - names[1] = m_UserCache[uuid].LastName; + if (m_UserCache.ContainsKey(uuid)) + { + names[0] = m_UserCache[uuid].FirstName; + names[1] = m_UserCache[uuid].LastName; - return true; + return true; + } } else m_log.DebugFormat("[USER MANAGEMENT MODULE]: Unable to parse UUI {0}", uInfo.UserID); -- cgit v1.1 From 8265a88c4a4b1c18f1bc0accfde250fe47b08c50 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 14:51:18 -0700 Subject: Throttle the viewer's requests for region handles. Apparently Kokua is requesting this for all landmarks in inventory. Not sure why. But this seems to be the root cause of the login freeze mentioned before. This commit adds a blocking queue / process thread pattern. --- .../GridServiceThrottleModule.cs | 161 +++++++++++++++++++++ OpenSim/Region/Framework/Scenes/Scene.cs | 18 --- 2 files changed, 161 insertions(+), 18 deletions(-) create mode 100644 OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs new file mode 100644 index 0000000..5511fea --- /dev/null +++ b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs @@ -0,0 +1,161 @@ +/* + * 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.Reflection; +using System.Threading; +using log4net; +using Mono.Addins; +using Nini.Config; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Framework.Monitoring; +using OpenSim.Region.Framework.Scenes; +using GridRegion = OpenSim.Services.Interfaces.GridRegion; + +namespace OpenSim.Region.CoreModules.Framework +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GridServiceThrottleModule")] + public class GridServiceThrottleModule : ISharedRegionModule + { + private static readonly ILog m_log = LogManager.GetLogger( + MethodBase.GetCurrentMethod().DeclaringType); + + private readonly List m_scenes = new List(); + + private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); + + public void Initialise(IConfigSource config) + { + Watchdog.StartThread( + ProcessQueue, + "GridServiceRequestThread", + ThreadPriority.BelowNormal, + true, + true); + } + + public void AddRegion(Scene scene) + { + lock (m_scenes) + { + m_scenes.Add(scene); + scene.EventManager.OnNewClient += OnNewClient; + } + } + + public void RegionLoaded(Scene scene) + { + } + + public void RemoveRegion(Scene scene) + { + lock (m_scenes) + { + m_scenes.Remove(scene); + scene.EventManager.OnNewClient -= OnNewClient; + } + } + + void OnNewClient(IClientAPI client) + { + client.OnRegionHandleRequest += OnRegionHandleRequest; + } + + public void PostInitialise() + { + } + + public void Close() + { + } + + public string Name + { + get { return "GridServiceThrottleModule"; } + } + + public Type ReplaceableInterface + { + get { return null; } + } + + public void OnRegionHandleRequest(IClientAPI client, UUID regionID) + { + m_log.DebugFormat("[GRIDSERVICE THROTTLE]: RegionHandleRequest {0}", regionID); + ulong handle = 0; + if (IsLocalRegionHandle(regionID, out handle)) + { + client.SendRegionHandle(regionID, handle); + return; + } + + GridRegionRequest request = new GridRegionRequest(client, regionID); + m_RequestQueue.Enqueue(request); + + } + + private bool IsLocalRegionHandle(UUID regionID, out ulong regionHandle) + { + regionHandle = 0; + foreach (Scene s in m_scenes) + if (s.RegionInfo.RegionID == regionID) + { + regionHandle = s.RegionInfo.RegionHandle; + return true; + } + return false; + } + + private void ProcessQueue() + { + while (true) + { + GridRegionRequest request = m_RequestQueue.Dequeue(); + GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, request.regionID); + + if (r != null && r.RegionHandle != 0) + request.client.SendRegionHandle(request.regionID, r.RegionHandle); + + } + } + } + + class GridRegionRequest + { + public IClientAPI client; + public UUID regionID; + + public GridRegionRequest(IClientAPI c, UUID r) + { + client = c; + regionID = r; + } + } +} diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index aa14529..355e0ee 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3103,7 +3103,6 @@ namespace OpenSim.Region.Framework.Scenes { //client.OnNameFromUUIDRequest += HandleUUIDNameRequest; client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; - client.OnRegionHandleRequest += RegionHandleRequest; } public virtual void SubscribeToClientNetworkEvents(IClientAPI client) @@ -3227,7 +3226,6 @@ namespace OpenSim.Region.Framework.Scenes { //client.OnNameFromUUIDRequest -= HandleUUIDNameRequest; client.OnMoneyTransferRequest -= ProcessMoneyTransferRequest; - client.OnRegionHandleRequest -= RegionHandleRequest; } public virtual void UnSubscribeToClientNetworkEvents(IClientAPI client) @@ -4887,22 +4885,6 @@ namespace OpenSim.Region.Framework.Scenes #endregion - public void RegionHandleRequest(IClientAPI client, UUID regionID) - { - m_log.DebugFormat("[SCENE]: RegionHandleRequest {0}", regionID); - ulong handle = 0; - if (regionID == RegionInfo.RegionID) - handle = RegionInfo.RegionHandle; - else - { - GridRegion r = GridService.GetRegionByUUID(UUID.Zero, regionID); - if (r != null) - handle = r.RegionHandle; - } - - if (handle != 0) - client.SendRegionHandle(regionID, handle); - } // Commented pending deletion since this method no longer appears to do anything at all // public bool NeedSceneCacheClear(UUID agentID) -- cgit v1.1 From ca26583e6bfdc9aa62e917a736f52ed5fdac75cd Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 4 Jul 2013 15:17:06 -0700 Subject: Delete some verbose debug messages --- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 8 ++++---- OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs | 2 +- .../Framework/GridServiceThrottle/GridServiceThrottleModule.cs | 2 +- 3 files changed, 6 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 6d4c65d..b693f2d 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -498,7 +498,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends protected virtual void StatusNotify(List friendList, UUID userID, bool online) { - m_log.DebugFormat("[FRIENDS]: Entering StatusNotify for {0}", userID); + //m_log.DebugFormat("[FRIENDS]: Entering StatusNotify for {0}", userID); List friendStringIds = friendList.ConvertAll(friend => friend.Friend); List remoteFriendStringIds = new List(); @@ -527,15 +527,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends // let's guard against sessions-gone-bad if (friendSession != null && friendSession.RegionID != UUID.Zero) { - m_log.DebugFormat("[FRIENDS]: Get region {0}", friendSession.RegionID); + //m_log.DebugFormat("[FRIENDS]: Get region {0}", friendSession.RegionID); GridRegion region = GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, friendSession.RegionID); if (region != null) { m_FriendsSimConnector.StatusNotify(region, userID, friendSession.UserID, online); } } - else - m_log.DebugFormat("[FRIENDS]: friend session is null or the region is UUID.Zero"); + //else + // m_log.DebugFormat("[FRIENDS]: friend session is null or the region is UUID.Zero"); } } diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs index a456009..d00945e 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs @@ -252,7 +252,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends protected override void StatusNotify(List friendList, UUID userID, bool online) { - m_log.DebugFormat("[HGFRIENDS MODULE]: Entering StatusNotify for {0}", userID); + //m_log.DebugFormat("[HGFRIENDS MODULE]: Entering StatusNotify for {0}", userID); // First, let's divide the friends on a per-domain basis Dictionary> friendsPerDomain = new Dictionary>(); diff --git a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs index 5511fea..a662731 100644 --- a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs @@ -108,7 +108,7 @@ namespace OpenSim.Region.CoreModules.Framework public void OnRegionHandleRequest(IClientAPI client, UUID regionID) { - m_log.DebugFormat("[GRIDSERVICE THROTTLE]: RegionHandleRequest {0}", regionID); + //m_log.DebugFormat("[GRIDSERVICE THROTTLE]: RegionHandleRequest {0}", regionID); ulong handle = 0; if (IsLocalRegionHandle(regionID, out handle)) { -- cgit v1.1 From dd15f954997333e007dbdc81b8a2e0fcd4583aa2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 5 Jul 2013 20:06:27 +0100 Subject: Add very basic regression test TestChildAgentSingleRegionCapabilities() which checks for addition and removal of capabilities on add/remove of child agent --- .../Scenes/Tests/ScenePresenceCapabilityTests.cs | 88 ++++++++++++++++++++++ 1 file changed, 88 insertions(+) create mode 100644 OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs new file mode 100644 index 0000000..5714042 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs @@ -0,0 +1,88 @@ +/* + * 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.Reflection; +using System.Text; +using System.Threading; +using System.Timers; +using Timer = System.Timers.Timer; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Communications; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; +using OpenSim.Region.ClientStack.Linden; +using OpenSim.Region.CoreModules.Framework; +using OpenSim.Region.CoreModules.Framework.EntityTransfer; +using OpenSim.Region.CoreModules.World.Serialiser; +using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; +using GridRegion = OpenSim.Services.Interfaces.GridRegion; + +namespace OpenSim.Region.Framework.Scenes.Tests +{ + [TestFixture] + public class ScenePresenceCapabilityTests : OpenSimTestCase + { + [Test] + public void TestChildAgentSingleRegionCapabilities() + { + TestHelpers.InMethod(); + TestHelpers.EnableLogging(); + + UUID spUuid = TestHelpers.ParseTail(0x1); + + // XXX: This is not great since the use of statics will mean that this has to be manually cleaned up for + // any subsequent test. + // XXX: May replace with a mock IHttpServer later. + BaseHttpServer httpServer = new BaseHttpServer(99999); + MainServer.AddHttpServer(httpServer); + MainServer.Instance = httpServer; + + CapabilitiesModule capsMod = new CapabilitiesModule(); + TestScene scene = new SceneHelpers().SetupScene(); + SceneHelpers.SetupSceneModules(scene, capsMod); + + ScenePresence sp = SceneHelpers.AddChildScenePresence(scene, spUuid); + Assert.That(capsMod.GetCapsForUser(spUuid), Is.Not.Null); + + // TODO: Need to add tests for other ICapabiltiesModule methods. + + scene.IncomingCloseAgent(sp.UUID, false); + Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null); + + // TODO: Need to add tests for other ICapabiltiesModule methods. + } + } +} \ No newline at end of file -- cgit v1.1 From 5dbdd5f8b4856357340357394edc2f9e229a0582 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 6 Jul 2013 00:12:48 +0100 Subject: refactor: Make stats and sim status simpler by extending BaseStreamHandler like other handlers instead of implementing the IStreamedRequestHandler interface directly --- OpenSim/Region/Application/OpenSimBase.cs | 74 +++++----------------- .../Region/Framework/Scenes/RegionStatsHandler.cs | 26 ++------ 2 files changed, 23 insertions(+), 77 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 7ca87a3..841069c 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -759,73 +759,49 @@ namespace OpenSim /// /// Handler to supply the current status of this sim /// + /// /// Currently this is always OK if the simulator is still listening for connections on its HTTP service - public class SimStatusHandler : IStreamedRequestHandler + /// + public class SimStatusHandler : BaseStreamHandler { - public byte[] Handle(string path, Stream request, + public SimStatusHandler() : base("GET", "/simstatus", "SimStatus", "Simulator Status") {} + + public override byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes("OK"); } - public string Name { get { return "SimStatus"; } } - public string Description { get { return "Simulator Status"; } } - - public string ContentType + public override string ContentType { get { return "text/plain"; } } - - public string HttpMethod - { - get { return "GET"; } - } - - public string Path - { - get { return "/simstatus"; } - } } /// /// Handler to supply the current extended status of this sim /// Sends the statistical data in a json serialization /// - public class XSimStatusHandler : IStreamedRequestHandler + public class XSimStatusHandler : BaseStreamHandler { OpenSimBase m_opensim; - string osXStatsURI = String.Empty; - - public string Name { get { return "XSimStatus"; } } - public string Description { get { return "Simulator XStatus"; } } - public XSimStatusHandler(OpenSimBase sim) + public XSimStatusHandler(OpenSimBase sim) + : base("GET", "/" + Util.SHA1Hash(sim.osSecret), "XSimStatus", "Simulator XStatus") { m_opensim = sim; - osXStatsURI = Util.SHA1Hash(sim.osSecret); } - public byte[] Handle(string path, Stream request, + public override byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest)); } - public string ContentType + public override string ContentType { get { return "text/plain"; } } - - public string HttpMethod - { - get { return "GET"; } - } - - public string Path - { - // This is for the OpenSimulator instance and is the osSecret hashed - get { return "/" + osXStatsURI; } - } } /// @@ -834,42 +810,26 @@ namespace OpenSim /// If the request contains a key, "callback" the response will be wrappend in the /// associated value for jsonp used with ajax/javascript /// - public class UXSimStatusHandler : IStreamedRequestHandler + public class UXSimStatusHandler : BaseStreamHandler { OpenSimBase m_opensim; - string osUXStatsURI = String.Empty; - - public string Name { get { return "UXSimStatus"; } } - public string Description { get { return "Simulator UXStatus"; } } public UXSimStatusHandler(OpenSimBase sim) + : base("GET", "/" + sim.userStatsURI, "UXSimStatus", "Simulator UXStatus") { - m_opensim = sim; - osUXStatsURI = sim.userStatsURI; - + m_opensim = sim; } - public byte[] Handle(string path, Stream request, + public override byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest)); } - public string ContentType + public override string ContentType { get { return "text/plain"; } } - - public string HttpMethod - { - get { return "GET"; } - } - - public string Path - { - // This is for the OpenSimulator instance and is the user provided URI - get { return "/" + osUXStatsURI; } - } } #endregion diff --git a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs index c11174d..726becf 100644 --- a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs +++ b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs @@ -46,47 +46,33 @@ using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.Scenes { - public class RegionStatsHandler : IStreamedRequestHandler + public class RegionStatsHandler : BaseStreamHandler { //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private string osRXStatsURI = String.Empty; private string osXStatsURI = String.Empty; //private string osSecret = String.Empty; private OpenSim.Framework.RegionInfo regionInfo; public string localZone = TimeZone.CurrentTimeZone.StandardName; public TimeSpan utcOffset = TimeZone.CurrentTimeZone.GetUtcOffset(DateTime.Now); - public string Name { get { return "RegionStats"; } } - public string Description { get { return "Region Statistics"; } } - - public RegionStatsHandler(RegionInfo region_info) + public RegionStatsHandler(RegionInfo region_info) + : base("GET", "/" + Util.SHA1Hash(region_info.regionSecret), "RegionStats", "Region Statistics") { regionInfo = region_info; - osRXStatsURI = Util.SHA1Hash(regionInfo.regionSecret); osXStatsURI = Util.SHA1Hash(regionInfo.osSecret); } - public byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) + public override byte[] Handle( + string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(Report()); } - public string ContentType + public override string ContentType { get { return "text/plain"; } } - - public string HttpMethod - { - get { return "GET"; } - } - - public string Path - { - // This is for the region and is the regionSecret hashed - get { return "/" + osRXStatsURI; } - } private string Report() { -- cgit v1.1 From 67407024a2e0b6e27f526cc2312e93fd867a855b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 6 Jul 2013 00:29:19 +0100 Subject: Update thread watchdog on GridServiceRequestThread periodically and turn off alarming Unfortunately, alarm can spuriously go off if the thread blocks for a long time on an empty queue. --- .../Framework/GridServiceThrottle/GridServiceThrottleModule.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs index a662731..f1eb1ad 100644 --- a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs @@ -58,7 +58,7 @@ namespace OpenSim.Region.CoreModules.Framework "GridServiceRequestThread", ThreadPriority.BelowNormal, true, - true); + false); } public void AddRegion(Scene scene) @@ -137,6 +137,8 @@ namespace OpenSim.Region.CoreModules.Framework { while (true) { + Watchdog.UpdateThread(); + GridRegionRequest request = m_RequestQueue.Dequeue(); GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, request.regionID); -- cgit v1.1 From 55ac8c83c78d3b8d5fd027174328171849f8d1e2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 6 Jul 2013 00:34:22 +0100 Subject: Get InventoryWorkerThreads to update watchdog on processing requests --- OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 0e3cd6b..b90df17 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -347,6 +347,8 @@ namespace OpenSim.Region.ClientStack.Linden { while (true) { + Watchdog.UpdateThread(); + aPollRequest poolreq = m_queue.Dequeue(); poolreq.thepoll.Process(poolreq); -- cgit v1.1 From 98de67d57316a20fc813db853d6175fb8d8783ef Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 6 Jul 2013 00:55:14 +0100 Subject: Fix mono warning in LLImageManagerTests --- OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs index a0e0078..83144e3 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs @@ -73,7 +73,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests } [SetUp] - public void SetUp() + public override void SetUp() { base.SetUp(); -- cgit v1.1 From c358d5d168f349cbfbb10c1c4f1e992830b11fa4 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 5 Jul 2013 20:17:10 -0700 Subject: Changed a few bits in Inventory/Archiver/InventoryArchiveReadRequest.cs to be less dependent on a Scene. --- .../Archiver/InventoryArchiveReadRequest.cs | 32 ++++++++++++---------- .../Inventory/Archiver/InventoryArchiverModule.cs | 4 +-- .../Tests/InventoryArchiveLoadPathTests.cs | 12 ++++---- .../Archiver/Tests/InventoryArchiveSaveTests.cs | 2 +- .../CoreModules/Framework/Library/LibraryModule.cs | 4 +-- 5 files changed, 29 insertions(+), 25 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs index 98285e9..31c42d8 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs @@ -67,10 +67,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver /// protected bool m_merge; - /// - /// We only use this to request modules - /// - protected Scene m_scene; + protected IInventoryService m_InventoryService; + protected IAssetService m_AssetService; + protected IUserAccountService m_UserAccountService; /// /// The stream from which the inventory archive will be loaded. @@ -118,9 +117,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver protected Dictionary m_creatorIdForAssetId = new Dictionary(); public InventoryArchiveReadRequest( - Scene scene, UserAccount userInfo, string invPath, string loadPath, bool merge) + IInventoryService inv, IAssetService assets, IUserAccountService uacc, UserAccount userInfo, string invPath, string loadPath, bool merge) : this( - scene, + inv, + assets, + uacc, userInfo, invPath, new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress), @@ -129,9 +130,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver } public InventoryArchiveReadRequest( - Scene scene, UserAccount userInfo, string invPath, Stream loadStream, bool merge) + IInventoryService inv, IAssetService assets, IUserAccountService uacc, UserAccount userInfo, string invPath, Stream loadStream, bool merge) { - m_scene = scene; + m_InventoryService = inv; + m_AssetService = assets; + m_UserAccountService = uacc; m_merge = merge; m_userInfo = userInfo; m_invPath = invPath; @@ -162,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver List folderCandidates = InventoryArchiveUtils.FindFoldersByPath( - m_scene.InventoryService, m_userInfo.PrincipalID, m_invPath); + m_InventoryService, m_userInfo.PrincipalID, m_invPath); if (folderCandidates.Count == 0) { @@ -297,7 +300,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver string plainPath = ArchiveConstants.ExtractPlainPathFromIarPath(archivePath); List folderCandidates = InventoryArchiveUtils.FindFoldersByPath( - m_scene.InventoryService, m_userInfo.PrincipalID, plainPath); + m_InventoryService, m_userInfo.PrincipalID, plainPath); if (folderCandidates.Count != 0) { @@ -380,7 +383,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver = new InventoryFolderBase( newFolderId, newFolderName, m_userInfo.PrincipalID, (short)AssetType.Unknown, destFolder.ID, 1); - m_scene.InventoryService.AddFolder(destFolder); + m_InventoryService.AddFolder(destFolder); // Record that we have now created this folder iarPathExisting += rawDirsToCreate[i] + "/"; @@ -406,7 +409,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver // Don't use the item ID that's in the file item.ID = UUID.Random(); - UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.UserAccountService); + UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_UserAccountService); if (UUID.Zero != ospResolvedId) // The user exists in this grid { // m_log.DebugFormat("[INVENTORY ARCHIVER]: Found creator {0} via OSPA resolution", ospResolvedId); @@ -436,7 +439,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver // relying on native tar tools. m_creatorIdForAssetId[item.AssetID] = item.CreatorIdAsUuid; - m_scene.AddInventoryItem(item); + if (!m_InventoryService.AddItem(item)) + m_log.WarnFormat("[INVENTORY ARCHIVER]: Unable to save item {0} in folder {1}", item.Name, item.Folder); return item; } @@ -533,7 +537,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver AssetBase asset = new AssetBase(assetId, "From IAR", assetType, UUID.Zero.ToString()); asset.Data = data; - m_scene.AssetService.Store(asset); + m_AssetService.Store(asset); return true; } diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs index 849449b..797097f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs @@ -294,7 +294,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver try { - request = new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadStream, merge); + request = new InventoryArchiveReadRequest(m_aScene.InventoryService, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadStream, merge); } catch (EntryPointNotFoundException e) { @@ -342,7 +342,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver try { - request = new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadPath, merge); + request = new InventoryArchiveReadRequest(m_aScene.InventoryService, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadPath, merge); } catch (EntryPointNotFoundException e) { diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs index 95f562e..08f199a 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs @@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests { // Test replication of path1 - new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false) + new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, null, (Stream)null, false) .ReplicateArchivePathToUserInventory( iarPath1, scene.InventoryService.GetRootFolder(ua1.PrincipalID), foldersCreated, nodesLoaded); @@ -246,7 +246,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests { // Test replication of path2 - new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false) + new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, null, (Stream)null, false) .ReplicateArchivePathToUserInventory( iarPath2, scene.InventoryService.GetRootFolder(ua1.PrincipalID), foldersCreated, nodesLoaded); @@ -291,8 +291,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random()); string itemArchivePath = string.Join("", new string[] { folder1ArchiveName, folder2ArchiveName }); - - new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false) + + new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, null, (Stream)null, false) .ReplicateArchivePathToUserInventory( itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID), new Dictionary(), new HashSet()); @@ -342,8 +342,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random()); string itemArchivePath = string.Join("", new string[] { folder1ArchiveName, folder2ArchiveName }); - - new InventoryArchiveReadRequest(scene, ua1, folder1ExistingName, (Stream)null, true) + + new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, folder1ExistingName, (Stream)null, true) .ReplicateArchivePathToUserInventory( itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID), new Dictionary(), new HashSet()); diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs index 5e7e24c..b85739e 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs @@ -86,7 +86,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); InventoryArchiveReadRequest iarr - = new InventoryArchiveReadRequest(null, null, null, (Stream)null, false); + = new InventoryArchiveReadRequest(null, null, null, null, null, (Stream)null, false); iarr.LoadControlFile(filePath, data); Assert.That(iarr.ControlFileLoaded, Is.True); diff --git a/OpenSim/Region/CoreModules/Framework/Library/LibraryModule.cs b/OpenSim/Region/CoreModules/Framework/Library/LibraryModule.cs index d07cff4..69d7e16 100644 --- a/OpenSim/Region/CoreModules/Framework/Library/LibraryModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Library/LibraryModule.cs @@ -176,7 +176,7 @@ namespace OpenSim.Region.CoreModules.Framework.Library m_log.InfoFormat("[LIBRARY MODULE]: Loading library archive {0} ({1})...", iarFileName, simpleName); simpleName = GetInventoryPathFromName(simpleName); - InventoryArchiveReadRequest archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, simpleName, iarFileName, false); + InventoryArchiveReadRequest archread = new InventoryArchiveReadRequest(m_MockScene.InventoryService, m_MockScene.AssetService, m_MockScene.UserAccountService, uinfo, simpleName, iarFileName, false); try { HashSet nodes = archread.Execute(); @@ -185,7 +185,7 @@ namespace OpenSim.Region.CoreModules.Framework.Library // didn't find the subfolder with the given name; place it on the top m_log.InfoFormat("[LIBRARY MODULE]: Didn't find {0} in library. Placing archive on the top level", simpleName); archread.Close(); - archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, "/", iarFileName, false); + archread = new InventoryArchiveReadRequest(m_MockScene.InventoryService, m_MockScene.AssetService, m_MockScene.UserAccountService, uinfo, "/", iarFileName, false); archread.Execute(); } -- cgit v1.1 From 5f97c6f8f06f0b90ab815a1d44358dc256ec5a50 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 4 Jul 2013 12:16:33 -0700 Subject: BulletSim: non-functional updates. Comments and formatting. Update TODO list. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 14 +++- OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 15 +++-- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 6 +- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 75 +++++++++++++--------- 4 files changed, 67 insertions(+), 43 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index aa247dd..c27d3f0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -774,7 +774,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Since the computation of terrain height can be a little involved, this routine // is used to fetch the height only once for each vehicle simulation step. - Vector3 lastRememberedHeightPos; + Vector3 lastRememberedHeightPos = new Vector3(-1, -1, -1); private float GetTerrainHeight(Vector3 pos) { if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) @@ -788,14 +788,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Since the computation of water level can be a little involved, this routine // is used ot fetch the level only once for each vehicle simulation step. + Vector3 lastRememberedWaterHeightPos = new Vector3(-1, -1, -1); private float GetWaterLevel(Vector3 pos) { - if ((m_knownHas & m_knownChangedWaterLevel) == 0) + if ((m_knownHas & m_knownChangedWaterLevel) == 0 || pos != lastRememberedWaterHeightPos) { + lastRememberedWaterHeightPos = pos; m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); m_knownHas |= m_knownChangedWaterLevel; } - return (float)m_knownWaterLevel; + return m_knownWaterLevel; } private Vector3 VehiclePosition @@ -991,11 +993,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin { Vector3 vel = VehicleVelocity; if ((m_flags & (VehicleFlag.NO_X)) != 0) + { vel.X = 0; + } if ((m_flags & (VehicleFlag.NO_Y)) != 0) + { vel.Y = 0; + } if ((m_flags & (VehicleFlag.NO_Z)) != 0) + { vel.Z = 0; + } VehicleVelocity = vel; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 1214703..7693195 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs @@ -188,6 +188,8 @@ public class BSVMotor : BSMotor CurrentValue = current; return Step(timeStep); } + // Given and error, computer a correction for this step. + // Simple scaling of the error by the timestep. public virtual Vector3 StepError(float timeStep, Vector3 error) { if (!Enabled) return Vector3.Zero; @@ -221,7 +223,7 @@ public class BSVMotor : BSMotor CurrentValue, TargetValue); LastError = BSMotor.InfiniteVector; - while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) + while (maxOutput-- > 0 && !ErrorIsZero()) { Vector3 lastStep = Step(timeStep); MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", @@ -375,7 +377,6 @@ public class BSPIDVMotor : BSVMotor // The factors are vectors for the three dimensions. This is the proportional of each // that is applied. This could be multiplied through the actual factors but it // is sometimes easier to manipulate the factors and their mix separately. - // to public Vector3 FactorMix; // Arbritrary factor range. @@ -413,14 +414,14 @@ public class BSPIDVMotor : BSVMotor // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. // If efficiency is low (0f), use a factor value that overcorrects. // TODO: might want to vary contribution of different factor depending on efficiency. - float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; - // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; + // float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; + float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; proportionFactor = new Vector3(factor, factor, factor); integralFactor = new Vector3(factor, factor, factor); derivFactor = new Vector3(factor, factor, factor); - MDetailLog("{0},BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); + MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); } } @@ -441,8 +442,8 @@ public class BSPIDVMotor : BSVMotor + derivitive / TimeScale * derivFactor * FactorMix.Z ; - MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}", - BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret); + MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}", + BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret); return ret; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index b2947c6..f0858ca 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1125,7 +1125,9 @@ public class BSPrim : BSPhysObject OMV.Vector3 addForce = force; PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() { - // Bullet adds this central force to the total force for this tick + // Bullet adds this central force to the total force for this tick. + // Deep down in Bullet: + // linearVelocity += totalForce / mass * timeStep; DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); if (PhysBody.HasPhysicalBody) { @@ -1493,6 +1495,8 @@ public class BSPrim : BSPhysObject returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); + DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}", + LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size); return returnMass; }// end CalculateMass diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 4357ef1..0453376 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -3,25 +3,21 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? Negative buoyancy computed correctly +Center-of-gravity Computation of mesh mass. How done? How should it be done? -Script changing rotation of child prim while vehicle moving (eg turning wheel) causes - the wheel to appear to jump back. Looks like sending position from previous update. Enable vehicle border crossings (at least as poorly as ODE) Terrain skirts Avatar created in previous region and not new region when crossing border Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) +User settable terrain mesh + Allow specifying as convex or concave and use different getHeight functions depending +Boats, when turning nose down into the water + Acts like rotation around Z is also effecting rotation around X and Y Deleting a linkset while standing on the root will leave the physical shape of the root behind. Not sure if it is because standing on it. Done with large prim linksets. Linkset child rotations. Nebadon spiral tube has middle sections which are rotated wrong. Select linked spiral tube. Delink and note where the middle section ends up. -Refarb compound linkset creation to create a pseudo-root for center-of-mass - Let children change their shape to physical indendently and just add shapes to compound -Vehicle angular vertical attraction -vehicle angular banking -Center-of-gravity -Vehicle angular deflection - Preferred orientation angular correction fix Teravus llMoveToTarget script debug Mixing of hover, buoyancy/gravity, moveToTarget, into one force Setting hover height to zero disables hover even if hover flags are on (from SL wiki) @@ -33,10 +29,16 @@ Vehicle script tuning/debugging Avanti speed script Weapon shooter script Move material definitions (friction, ...) into simulator. +osGetPhysicsEngineVerion() and create a version code for the C++ DLL One sided meshes? Should terrain be built into a closed shape? When meshes get partially wedged into the terrain, they cannot push themselves out. It is possible that Bullet processes collisions whether entering or leaving a mesh. Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 +Small physical objects do not interact correctly + Create chain of .5x.5x.1 torui and make all but top physical so to hang. + The chain will fall apart and pairs will dance around on ground + Chains of 1x1x.2 will stay connected but will dance. + Chains above 2x2x.4 are more stable and get stablier as torui get larger. VEHICLES TODO LIST: ================================================= @@ -45,14 +47,12 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. Same for other velocity settings. UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: https://github.com/UbitUmarov/Ubit-opensim -Vehicles (Move smoothly) Some vehicles should not be able to turn if no speed or off ground. Cannot edit/move a vehicle being ridden: it jumps back to the origional position. Neb car jiggling left and right Happens on terrain and any other mesh object. Flat cubes are much smoother. This has been reduced but not eliminated. Implement referenceFrame for all the motion routines. -For limitMotorUp, use raycast down to find if vehicle is in the air. Verify llGetVel() is returning a smooth and good value for vehicle movement. llGetVel() should return the root's velocity if requested in a child prim. Implement function efficiency for lineaar and angular motion. @@ -93,29 +93,15 @@ Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. Duplicating a physical prim causes old prim to jump away Dup a phys prim and the original become unselected and thus interacts w/ selected prim. Scenes with hundred of thousands of static objects take a lot of physics CPU time. -BSPrim.Force should set a continious force on the prim. The force should be - applied each tick. Some limits? Gun sending shooter flying. Collision margin (gap between physical objects lying on each other) Boundry checking (crashes related to crossing boundry) Add check for border edge position for avatars and objects. Verify the events are created for border crossings. -Avatar rotation (check out changes to ScenePresence for physical rotation) -Avatar running (what does phys engine need to do?) -Small physical objects do not interact correctly - Create chain of .5x.5x.1 torui and make all but top physical so to hang. - The chain will fall apart and pairs will dance around on ground - Chains of 1x1x.2 will stay connected but will dance. - Chains above 2x2x.4 are more stable and get stablier as torui get larger. -Add PID motor for avatar movement (slow to stop, ...) -setForce should set a constant force. Different than AddImpulse. -Implement raycast. Implement ShapeCollection.Dispose() -Implement water as a plain so raycasting and collisions can happen with same. +Implement water as a plain or mesh so raycasting and collisions can happen with same. Add collision penetration return Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance() -Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE - Also osGetPhysicsEngineVerion() maybe. Linkset.Position and Linkset.Orientation requre rewrite to properly return child position. LinksetConstraint acts like it's at taint time!! Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) @@ -127,9 +113,6 @@ Selecting and deselecting physical objects causes CPU processing time to jump Re-implement buoyancy as a separate force on the object rather than diddling gravity. Register a pre-step event to add the force. More efficient memory usage when passing hull information from BSPrim to BulletSim -Avatar movement motor check for zero or small movement. Somehow suppress small movements - when avatar has stopped and is just standing. Simple test for near zero has - the problem of preventing starting up (increase from zero) especially when falling. Physical and phantom will drop through the terrain @@ -172,7 +155,6 @@ Do we need to do convex hulls all the time? Can complex meshes be left meshes? There is some problem with meshes and collisions Hulls are not as detailed as meshes. Hulled vehicles insides are different shape. Debounce avatar contact so legs don't keep folding up when standing. -Implement LSL physics controls. Like STATUS_ROTATE_X. Add border extensions to terrain to help region crossings and objects leaving region. Use a different capsule shape for avatar when sitting LL uses a pyrimidal shape scaled by the avatar's bounding box @@ -205,8 +187,6 @@ Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale INTERNAL IMPROVEMENT/CLEANUP ================================================= -Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to - BSScene.TaintedObject() could immediately execute the callback if already in taint time. Create the physical wrapper classes (BulletBody, BulletShape) by methods on BSAPITemplate and make their actual implementation Bullet engine specific. For the short term, just call the existing functions in ShapeCollection. @@ -365,4 +345,35 @@ After getting off a vehicle, the root prim is phantom (can be walked through) Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. Regular triangle meshes don't do physical collisions. (DONE: discovered GImpact is VERY CPU intensive) +Script changing rotation of child prim while vehicle moving (eg turning wheel) causes + the wheel to appear to jump back. Looks like sending position from previous update. + (DONE: redo of compound linksets fixed problem) +Refarb compound linkset creation to create a pseudo-root for center-of-mass + Let children change their shape to physical indendently and just add shapes to compound + (DONE: redo of compound linkset fixed problem) +Vehicle angular vertical attraction (DONE: vegaslon code) +vehicle angular banking (DONE: vegaslon code) +Vehicle angular deflection (DONE: vegaslon code) + Preferred orientation angular correction fix +Vehicles (Move smoothly) +For limitMotorUp, use raycast down to find if vehicle is in the air. + (WILL NOT BE DONE: gravity does the job well enough) +BSPrim.Force should set a continious force on the prim. The force should be + applied each tick. Some limits? + (DONE: added physical actors. Implemented SetForce, SetTorque, ...) +Implement LSL physics controls. Like STATUS_ROTATE_X. (DONE) +Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE +Avatar rotation (check out changes to ScenePresence for physical rotation) (DONE) +Avatar running (what does phys engine need to do?) (DONE: multiplies run factor by walking force) +setForce should set a constant force. Different than AddImpulse. (DONE) +Add PID motor for avatar movement (slow to stop, ...) (WNBD: current works ok) +Avatar movement motor check for zero or small movement. Somehow suppress small movements + when avatar has stopped and is just standing. Simple test for near zero has + the problem of preventing starting up (increase from zero) especially when falling. + (DONE: avatar movement actor knows if standing on stationary object and zeros motion) +Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to + BSScene.TaintedObject() could immediately execute the callback if already in taint time. + (DONE) + + -- cgit v1.1 From 03268d85c41c94e7b35802b9dea1ce08299e5426 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 2 Jun 2013 10:04:15 -0700 Subject: BulletSim: comments and non-functional changes working toward the center-of-gravity implementation. --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 11 +++++---- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 +++ .../Physics/BulletSPlugin/BSPrimDisplaced.cs | 26 +++++++++++++--------- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 19 ++++++++++++---- 4 files changed, 39 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 308cf13..30f6c8c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -315,7 +315,6 @@ public sealed class BSLinksetCompound : BSLinkset // Note that this works for rebuilding just the root after a linkset is taken apart. // Called at taint time!! private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape - private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting private void RecomputeLinksetCompound() { try @@ -331,9 +330,7 @@ public sealed class BSLinksetCompound : BSLinkset // There is no reason to build all this physical stuff for a non-physical linkset. if (!LinksetRoot.IsPhysicallyActive) { - // Clean up any old linkset shape and make sure the root shape is set to the root object. DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); - return; // Note the 'finally' clause at the botton which will get executed. } @@ -347,9 +344,9 @@ public sealed class BSLinksetCompound : BSLinkset OMV.Quaternion invRootOrientation = OMV.Quaternion.Normalize(OMV.Quaternion.Inverse(LinksetRoot.RawOrientation)); - // 'centerDisplacement' is the value to subtract from children to give physical offset position + // 'centerDisplacementV' is the value to subtract from children to give physical offset position OMV.Vector3 centerDisplacementV = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; - if (UseBulletSimRootOffsetHack || disableCOM) + if (UseBulletSimRootOffsetHack || !BSParam.LinksetOffsetCenterOfMass) { centerDisplacementV = OMV.Vector3.Zero; LinksetRoot.ClearDisplacement(); @@ -357,6 +354,8 @@ public sealed class BSLinksetCompound : BSLinkset else { LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV); + // The actual center-of-mass could have been set by the user. + centerDisplacementV = LinksetRoot.PositionDisplacement; } DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacementV); @@ -409,7 +408,7 @@ public sealed class BSLinksetCompound : BSLinkset { // Enable the physical position updator to return the position and rotation of the root shape. // This enables a feature in the C++ code to return the world coordinates of the first shape in the - // compound shape. This eleviates the need to offset the returned physical position by the + // compound shape. This aleviates the need to offset the returned physical position by the // center-of-mass offset. m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index d17c8e7..0f84bf7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -176,6 +176,7 @@ public static class BSParam // Linkset implementation parameters public static float LinksetImplementation { get; private set; } + public static bool LinksetOffsetCenterOfMass { get; private set; } public static bool LinkConstraintUseFrameOffset { get; private set; } public static bool LinkConstraintEnableTransMotor { get; private set; } public static float LinkConstraintTransMotorMaxVel { get; private set; } @@ -684,6 +685,8 @@ public static class BSParam new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", (float)BSLinkset.LinksetImplementation.Compound ), + new ParameterDefn("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same", + false ), new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", false ), new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index f5ee671..9a05349 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs @@ -44,12 +44,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public class BSPrimDisplaced : BSPrim { - // The purpose of this module is to do any mapping between what the simulator thinks + // The purpose of this subclass is to do any mapping between what the simulator thinks // the prim position and orientation is and what the physical position/orientation. // This difference happens because Bullet assumes the center-of-mass is the <0,0,0> - // of the prim/linkset. The simulator tracks the location of the prim/linkset by - // the location of the root prim. So, if center-of-mass is anywhere but the origin - // of the root prim, the physical origin is displaced from the simulator origin. + // of the prim/linkset. The simulator, on the other hand, tracks the location of + // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere + // but the origin of the root prim, the physical origin is displaced from the simulator origin. // // This routine works by capturing the Force* setting of position/orientation/... and // adjusting the simulator values (being set) into the physical values. @@ -61,6 +61,7 @@ public class BSPrimDisplaced : BSPrim public virtual OMV.Vector3 PositionDisplacement { get; set; } public virtual OMV.Quaternion OrientationDisplacement { get; set; } + public virtual OMV.Quaternion OrientationDisplacementOrigInv { get; set; } public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) @@ -99,7 +100,8 @@ public class BSPrimDisplaced : BSPrim // Remember the displacement from root as well as the origional rotation of the // new center-of-mass. PositionDisplacement = comDisp; - OrientationDisplacement = OMV.Quaternion.Identity; + OrientationDisplacement = Quaternion.Normalize(RawOrientation); + OrientationDisplacementOrigInv = Quaternion.Inverse(OrientationDisplacement); } } @@ -110,7 +112,7 @@ public class BSPrimDisplaced : BSPrim { if (PositionDisplacement != OMV.Vector3.Zero) { - OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); + OMV.Vector3 displacedPos = value - (PositionDisplacement * (OrientationDisplacementOrigInv * RawOrientation)); DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); base.ForcePosition = displacedPos; } @@ -126,7 +128,8 @@ public class BSPrimDisplaced : BSPrim get { return base.ForceOrientation; } set { - // TODO: + // Changing orientation also changes the position of the center-of-mass since + // the orientation passed is for a rotation around the root prim's center. base.ForceOrientation = value; } } @@ -150,10 +153,13 @@ public class BSPrimDisplaced : BSPrim // Undo any center-of-mass displacement that might have been done. if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity) { - // Correct for any rotation around the center-of-mass - // TODO!!! + // The origional shape was offset from 'zero' by PositionDisplacement and rotated by OrientationDisplacement. + // These physical locations and rotation must be back converted to be centered around the displaced + // root shape. + + // The root position is the reported position displaced by the rotated displacement. + OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * (entprop.Rotation * OrientationDisplacementOrigInv)); - OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); entprop.Position = displacedPos; // entprop.Rotation = something; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 87eed98..6d7de35 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -37,6 +37,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public class BSPrimLinkable : BSPrimDisplaced { + // The purpose of this subclass is to add linkset functionality to the prim. This overrides + // operations necessary for keeping the linkset created and, additionally, this + // calls the linkset implementation for its creation and management. + + // This adds the overrides for link() and delink() so the prim is linkable. + public BSLinkset Linkset { get; set; } // The index of this child prim. public int LinksetChildIndex { get; set; } @@ -69,8 +75,8 @@ public class BSPrimLinkable : BSPrimDisplaced BSPrimLinkable parent = obj as BSPrimLinkable; if (parent != null) { - BSPhysObject parentBefore = Linkset.LinksetRoot; - int childrenBefore = Linkset.NumberOfChildren; + BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG + int childrenBefore = Linkset.NumberOfChildren; // DEBUG Linkset = parent.Linkset.AddMeToLinkset(this); @@ -85,8 +91,8 @@ public class BSPrimLinkable : BSPrimDisplaced // TODO: decide if this parent checking needs to happen at taint time // Race condition here: if link() and delink() in same simulation tick, the delink will not happen - BSPhysObject parentBefore = Linkset.LinksetRoot; - int childrenBefore = Linkset.NumberOfChildren; + BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG + int childrenBefore = Linkset.NumberOfChildren; // DEBUG Linkset = Linkset.RemoveMeFromLinkset(this); @@ -128,6 +134,7 @@ public class BSPrimLinkable : BSPrimDisplaced get { return Linkset.LinksetMass; } } + // Refresh the linkset structure and parameters when the prim's physical parameters are changed. public override void UpdatePhysicalParameters() { base.UpdatePhysicalParameters(); @@ -139,6 +146,7 @@ public class BSPrimLinkable : BSPrimDisplaced Linkset.Refresh(this); } + // When the prim is made dynamic or static, the linkset needs to change. protected override void MakeDynamic(bool makeStatic) { base.MakeDynamic(makeStatic); @@ -155,6 +163,8 @@ public class BSPrimLinkable : BSPrimDisplaced base.RemoveDependencies(); } + // Called after a simulation step for the changes in physical object properties. + // Do any filtering/modification needed for linksets. public override void UpdateProperties(EntityProperties entprop) { if (Linkset.IsRoot(this)) @@ -176,6 +186,7 @@ public class BSPrimLinkable : BSPrimDisplaced Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); } + // Called after a simulation step to post a collision with this object. public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { -- cgit v1.1 From 97698ae3119e01ecd2c98f7a17ad37204b9bfd9c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 10 Jun 2013 06:40:07 -0700 Subject: BulletSim: More tweaking on center-of-mass. Almost there. Changes have no effect if LinksetOffsetCenterOfMass=false (the default). --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 78 +++++----------------- .../Physics/BulletSPlugin/BSPrimDisplaced.cs | 63 +++++++---------- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 10 +++ OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 1 - 4 files changed, 51 insertions(+), 101 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 30f6c8c..96626ca 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -35,62 +35,6 @@ using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { - /* -// When a child is linked, the relationship position of the child to the parent -// is remembered so the child's world position can be recomputed when it is -// removed from the linkset. -sealed class BSLinksetCompoundInfo : BSLinksetInfo -{ - public int Index; - public OMV.Vector3 OffsetFromRoot; - public OMV.Vector3 OffsetFromCenterOfMass; - public OMV.Quaternion OffsetRot; - public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r) - { - Index = indx; - OffsetFromRoot = p; - OffsetFromCenterOfMass = p; - OffsetRot = r; - } - // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape) - public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement) - { - // Each child position and rotation is given relative to the center-of-mass. - OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation); - OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation; - OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement; - OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation; - - // Save relative position for recomputing child's world position after moving linkset. - Index = indx; - OffsetFromRoot = displacementFromRoot; - OffsetFromCenterOfMass = displacementFromCOM; - OffsetRot = displacementRot; - } - public override void Clear() - { - Index = 0; - OffsetFromRoot = OMV.Vector3.Zero; - OffsetFromCenterOfMass = OMV.Vector3.Zero; - OffsetRot = OMV.Quaternion.Identity; - } - public override string ToString() - { - StringBuilder buff = new StringBuilder(); - buff.Append(""); - return buff.ToString(); - } -}; - */ - public sealed class BSLinksetCompound : BSLinkset { private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; @@ -151,7 +95,9 @@ public sealed class BSLinksetCompound : BSLinkset public override bool MakeStatic(BSPrimLinkable child) { bool ret = false; + DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); + child.ClearDisplacement(); if (IsRoot(child)) { // Schedule a rebuild to verify that the root shape is set to the real shape. @@ -364,16 +310,28 @@ public sealed class BSLinksetCompound : BSLinkset int memberIndex = 1; ForEachMember(delegate(BSPrimLinkable cPrim) { - // Root shape is always index zero. - cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex; + if (IsRoot(cPrim)) + { + // Root shape is always index zero. + cPrim.LinksetChildIndex = 0; + } + else + { + cPrim.LinksetChildIndex = memberIndex; + memberIndex++; + } // Get a reference to the shape of the child and add that shape to the linkset compound shape BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); + + // Offset the child shape from the center-of-mass and rotate it to vehicle relative OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacementV; OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation; + + // Add the child shape to the compound shape being built m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", - LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot); + LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot); // Since we are borrowing the shape of the child, disable the origional child body if (!IsRoot(cPrim)) @@ -385,8 +343,6 @@ public sealed class BSLinksetCompound : BSLinkset cPrim.PhysBody.collisionType = CollisionType.LinksetChild; } - memberIndex++; - return false; // 'false' says to move onto the next child in the list }); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index 9a05349..a11bca0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs @@ -51,7 +51,7 @@ public class BSPrimDisplaced : BSPrim // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere // but the origin of the root prim, the physical origin is displaced from the simulator origin. // - // This routine works by capturing the Force* setting of position/orientation/... and + // This routine works by capturing ForcePosition and // adjusting the simulator values (being set) into the physical values. // The conversion is also done in the opposite direction (physical origin -> simulator origin). // @@ -60,8 +60,6 @@ public class BSPrimDisplaced : BSPrim // class. public virtual OMV.Vector3 PositionDisplacement { get; set; } - public virtual OMV.Quaternion OrientationDisplacement { get; set; } - public virtual OMV.Quaternion OrientationDisplacementOrigInv { get; set; } public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) @@ -70,15 +68,17 @@ public class BSPrimDisplaced : BSPrim ClearDisplacement(); } + // Clears any center-of-mass displacement introduced by linksets, etc. + // Does not clear the displacement set by the user. public void ClearDisplacement() { - PositionDisplacement = OMV.Vector3.Zero; - OrientationDisplacement = OMV.Quaternion.Identity; + SetEffectiveCenterOfMassDisplacement(OMV.Vector3.Zero); } // Set this sets and computes the displacement from the passed prim to the center-of-mass. // A user set value for center-of-mass overrides whatever might be passed in here. // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). + // Called at taint time. public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) { Vector3 comDisp; @@ -87,21 +87,17 @@ public class BSPrimDisplaced : BSPrim else comDisp = centerOfMassDisplacement; + if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) ) + comDisp = Vector3.Zero; + DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); - if (comDisp == Vector3.Zero) + if ( comDisp != PositionDisplacement ) { - // If there is no diplacement. Things get reset. - PositionDisplacement = OMV.Vector3.Zero; - OrientationDisplacement = OMV.Quaternion.Identity; - } - else - { - // Remember the displacement from root as well as the origional rotation of the - // new center-of-mass. + // Displacement setting is changing. + // The relationship between the physical object and simulated object must be aligned. PositionDisplacement = comDisp; - OrientationDisplacement = Quaternion.Normalize(RawOrientation); - OrientationDisplacementOrigInv = Quaternion.Inverse(OrientationDisplacement); + this.ForcePosition = RawPosition; } } @@ -112,7 +108,11 @@ public class BSPrimDisplaced : BSPrim { if (PositionDisplacement != OMV.Vector3.Zero) { - OMV.Vector3 displacedPos = value - (PositionDisplacement * (OrientationDisplacementOrigInv * RawOrientation)); + // The displacement is always relative to the vehicle so, when setting position, + // the caller means to set the position of the root prim. + // This offsets the setting value to the center-of-mass and sends that to the + // physics engine. + OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); base.ForcePosition = displacedPos; } @@ -123,26 +123,12 @@ public class BSPrimDisplaced : BSPrim } } - public override Quaternion ForceOrientation - { - get { return base.ForceOrientation; } - set - { - // Changing orientation also changes the position of the center-of-mass since - // the orientation passed is for a rotation around the root prim's center. - base.ForceOrientation = value; - } - } - - // TODO: decide if this is the right place for these variables. - // Somehow incorporate the optional settability by the user. - // Is this used? + // These are also overridden by BSPrimLinkable if the prim can be part of a linkset public override OMV.Vector3 CenterOfMass { get { return RawPosition; } } - // Is this used? public override OMV.Vector3 GeometricCenter { get { return RawPosition; } @@ -151,18 +137,17 @@ public class BSPrimDisplaced : BSPrim public override void UpdateProperties(EntityProperties entprop) { // Undo any center-of-mass displacement that might have been done. - if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity) + if (PositionDisplacement != OMV.Vector3.Zero) { - // The origional shape was offset from 'zero' by PositionDisplacement and rotated by OrientationDisplacement. - // These physical locations and rotation must be back converted to be centered around the displaced + // The origional shape was offset from 'zero' by PositionDisplacement. + // These physical location must be back converted to be centered around the displaced // root shape. // The root position is the reported position displaced by the rotated displacement. - OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * (entprop.Rotation * OrientationDisplacementOrigInv)); - - DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); + OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); + DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},newPos={3}", + LocalID, entprop.Position, PositionDisplacement, displacedPos); entprop.Position = displacedPos; - // entprop.Rotation = something; } base.UpdateProperties(entprop); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 6d7de35..7058646 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -134,6 +134,16 @@ public class BSPrimLinkable : BSPrimDisplaced get { return Linkset.LinksetMass; } } + public override OMV.Vector3 CenterOfMass + { + get { return Linkset.CenterOfMass; } + } + + public override OMV.Vector3 GeometricCenter + { + get { return Linkset.GeometricCenter; } + } + // Refresh the linkset structure and parameters when the prim's physical parameters are changed. public override void UpdatePhysicalParameters() { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 1645c98..e56a6f6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -785,7 +785,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters { // The simulation of the time interval took less than realtime. // Do a sleep for the rest of realtime. - DetailLog("{0},BulletSPluginPhysicsThread,sleeping={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS); Thread.Sleep(simulationTimeVsRealtimeDifferenceMS); } else -- cgit v1.1 From a65cec3986431f5a2f4f9eb2424157def0d035c8 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 6 Jul 2013 08:22:59 -0700 Subject: BulletSim: implementation of linkset center-of-mass. Default off, for the moment, until more testing. Add separate thread and center-of-mass flags to OpenSimDefaults.ini. Clean up comments in OpenSimDefaults.ini. --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 20 +++++--- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 3 ++ OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 +- .../Physics/BulletSPlugin/BSPrimDisplaced.cs | 60 ++++++++++++++++------ .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 11 ++-- 5 files changed, 70 insertions(+), 29 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 96626ca..1d94142 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -271,6 +271,8 @@ public sealed class BSLinksetCompound : BSLinkset // to what they should be as if the root was not in a linkset. // Not that bad since we only get into this routine if there are children in the linkset and // something has been updated/changed. + // Have to do the rebuild before checking for physical because this might be a linkset + // being destructed and going non-physical. LinksetRoot.ForceBodyShapeRebuild(true); // There is no reason to build all this physical stuff for a non-physical linkset. @@ -283,28 +285,29 @@ public sealed class BSLinksetCompound : BSLinkset // Get a new compound shape to build the linkset shape in. BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene); - // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass(); OMV.Quaternion invRootOrientation = OMV.Quaternion.Normalize(OMV.Quaternion.Inverse(LinksetRoot.RawOrientation)); + OMV.Vector3 origRootPosition = LinksetRoot.RawPosition; - // 'centerDisplacementV' is the value to subtract from children to give physical offset position + // 'centerDisplacementV' is the vehicle relative distance from the simulator root position to the center-of-mass OMV.Vector3 centerDisplacementV = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; if (UseBulletSimRootOffsetHack || !BSParam.LinksetOffsetCenterOfMass) { + // Zero everything if center-of-mass displacement is not being done. centerDisplacementV = OMV.Vector3.Zero; LinksetRoot.ClearDisplacement(); } else { - LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV); // The actual center-of-mass could have been set by the user. - centerDisplacementV = LinksetRoot.PositionDisplacement; + centerDisplacementV = LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV); } + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", - LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacementV); + LinksetRoot.LocalID, origRootPosition, centerOfMassW, centerDisplacementV); // Add the shapes of all the components of the linkset int memberIndex = 1; @@ -321,11 +324,11 @@ public sealed class BSLinksetCompound : BSLinkset memberIndex++; } - // Get a reference to the shape of the child and add that shape to the linkset compound shape + // Get a reference to the shape of the child for adding of that shape to the linkset compound shape BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); - // Offset the child shape from the center-of-mass and rotate it to vehicle relative - OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacementV; + // Offset the child shape from the center-of-mass and rotate it to vehicle relative. + OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV; OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation; // Add the child shape to the compound shape being built @@ -366,6 +369,7 @@ public sealed class BSLinksetCompound : BSLinkset // This enables a feature in the C++ code to return the world coordinates of the first shape in the // compound shape. This aleviates the need to offset the returned physical position by the // center-of-mass offset. + // TODO: either debug this feature or remove it. m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index a0d5c42..738e2d0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -90,6 +90,8 @@ public abstract class BSPhysObject : PhysicsActor PhysBody = new BulletBody(localID); PhysShape = new BSShapeNull(); + UserSetCenterOfMassDisplacement = null; + PrimAssetState = PrimAssetCondition.Unknown; // Default material type. Also sets Friction, Restitution and Density. @@ -180,6 +182,7 @@ public abstract class BSPhysObject : PhysicsActor Material = (MaterialAttributes.Material)material; // Setting the material sets the material attributes also. + // TODO: decide if this is necessary -- the simulator does this. MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); Friction = matAttrib.friction; Restitution = matAttrib.restitution; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index f0858ca..ce4c3da 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -802,6 +802,7 @@ public class BSPrim : BSPhysObject // isSolid: other objects bounce off of this object // isVolumeDetect: other objects pass through but can generate collisions // collisionEvents: whether this object returns collision events + // NOTE: overloaded by BSPrimLinkable to also update linkset physical parameters. public virtual void UpdatePhysicalParameters() { if (!PhysBody.HasPhysicalBody) @@ -1532,6 +1533,8 @@ public class BSPrim : BSPhysObject // The physics engine says that properties have updated. Update same and inform // the world that things have changed. + // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims. + // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimDisplaced which handles mapping physical position to simulator position. public override void UpdateProperties(EntityProperties entprop) { // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. @@ -1567,8 +1570,6 @@ public class BSPrim : BSPhysObject LastEntityProperties = CurrentEntityProperties; CurrentEntityProperties = entprop; - // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims. - PhysScene.PostUpdate(this); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index a11bca0..35d5a08 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs @@ -59,6 +59,7 @@ public class BSPrimDisplaced : BSPrim // are converted into simulator origin values before being passed to the base // class. + // PositionDisplacement is the vehicle relative distance from the root prim position to the center-of-mass. public virtual OMV.Vector3 PositionDisplacement { get; set; } public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, @@ -72,49 +73,77 @@ public class BSPrimDisplaced : BSPrim // Does not clear the displacement set by the user. public void ClearDisplacement() { - SetEffectiveCenterOfMassDisplacement(OMV.Vector3.Zero); + if (UserSetCenterOfMassDisplacement.HasValue) + PositionDisplacement = (OMV.Vector3)UserSetCenterOfMassDisplacement; + else + PositionDisplacement = OMV.Vector3.Zero; } // Set this sets and computes the displacement from the passed prim to the center-of-mass. // A user set value for center-of-mass overrides whatever might be passed in here. // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). + // Returns the relative offset from the root position to the center-of-mass. // Called at taint time. - public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) + public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) { + PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement"); Vector3 comDisp; if (UserSetCenterOfMassDisplacement.HasValue) comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; else comDisp = centerOfMassDisplacement; + // Eliminate any jitter caused be very slight differences in masses and positions if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) ) comDisp = Vector3.Zero; DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); - if ( comDisp != PositionDisplacement ) + if ( !comDisp.ApproxEquals(PositionDisplacement, 0.01f) ) { // Displacement setting is changing. // The relationship between the physical object and simulated object must be aligned. PositionDisplacement = comDisp; this.ForcePosition = RawPosition; } + + return PositionDisplacement; } + // 'ForcePosition' is the one way to set the physical position of the body in the physics engine. + // Displace the simulator idea of position (center of root prim) to the physical position. public override Vector3 ForcePosition { - get { return base.ForcePosition; } + get { + OMV.Vector3 physPosition = base.ForcePosition; + if (PositionDisplacement != OMV.Vector3.Zero) + { + // If there is some displacement, return the physical position (center-of-mass) + // location minus the displacement to give the center of the root prim. + OMV.Vector3 displacement = PositionDisplacement * ForceOrientation; + DetailLog("{0},BSPrimDisplaced.ForcePosition,get,physPos={1},disp={2},simPos={3}", + LocalID, physPosition, displacement, physPosition - displacement); + physPosition -= displacement; + } + return physPosition; + } set { if (PositionDisplacement != OMV.Vector3.Zero) { - // The displacement is always relative to the vehicle so, when setting position, - // the caller means to set the position of the root prim. - // This offsets the setting value to the center-of-mass and sends that to the - // physics engine. - OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); - DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); - base.ForcePosition = displacedPos; + // This value is the simulator's idea of where the prim is: the center of the root prim + RawPosition = value; + + // Move the passed root prim postion to the center-of-mass position and set in the physics engine. + OMV.Vector3 displacement = PositionDisplacement * RawOrientation; + OMV.Vector3 displacedPos = RawPosition + displacement; + DetailLog("{0},BSPrimDisplaced.ForcePosition,set,simPos={1},disp={2},physPos={3}", + LocalID, RawPosition, displacement, displacedPos); + if (PhysBody.HasPhysicalBody) + { + PhysScene.PE.SetTranslation(PhysBody, displacedPos, RawOrientation); + ActivateIfPhysical(false); + } } else { @@ -143,10 +172,11 @@ public class BSPrimDisplaced : BSPrim // These physical location must be back converted to be centered around the displaced // root shape. - // The root position is the reported position displaced by the rotated displacement. - OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); - DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},newPos={3}", - LocalID, entprop.Position, PositionDisplacement, displacedPos); + // Move the returned center-of-mass location to the root prim location. + OMV.Vector3 displacement = PositionDisplacement * entprop.Rotation; + OMV.Vector3 displacedPos = entprop.Position - displacement; + DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},simPos={3}", + LocalID, entprop.Position, displacement, displacedPos); entprop.Position = displacedPos; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 7058646..1fbcfcc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -160,10 +160,13 @@ public class BSPrimLinkable : BSPrimDisplaced protected override void MakeDynamic(bool makeStatic) { base.MakeDynamic(makeStatic); - if (makeStatic) - Linkset.MakeStatic(this); - else - Linkset.MakeDynamic(this); + if (Linkset != null) // null can happen during initialization + { + if (makeStatic) + Linkset.MakeStatic(this); + else + Linkset.MakeDynamic(this); + } } // Body is being taken apart. Remove physical dependencies and schedule a rebuild. -- cgit v1.1 From d838f15d97d5ae400af86aa52c9ea68f0ba299bb Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 6 Jul 2013 09:53:30 -0700 Subject: Add implementations for llSetVelocity and llSetAngularVelocity. --- .../Shared/Api/Implementation/LSL_Api.cs | 26 ++++++++++++++++++++++ .../ScriptEngine/Shared/Api/Interface/ILSL_Api.cs | 2 ++ .../ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs | 10 +++++++++ 3 files changed, 38 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index c0b8373..34e2b4d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2382,6 +2382,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return force; } + public void llSetVelocity(LSL_Vector velocity, int local) + { + m_host.AddScriptLPS(1); + + if (!m_host.ParentGroup.IsDeleted) + { + if (local != 0) + velocity *= llGetRot(); + + m_host.ParentGroup.RootPart.Velocity = velocity; + } + } + + public void llSetAngularVelocity(LSL_Vector angularVelocity, int local) + { + m_host.AddScriptLPS(1); + + if (!m_host.ParentGroup.IsDeleted) + { + if (local != 0) + angularVelocity *= llGetRot(); + + m_host.ParentGroup.RootPart.AngularVelocity = angularVelocity; + } + } + public LSL_Integer llTarget(LSL_Vector position, double range) { m_host.AddScriptLPS(1); diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs index ff13ee6..340edb3 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs @@ -342,6 +342,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces void llSetDamage(double damage); void llSetForce(LSL_Vector force, int local); void llSetForceAndTorque(LSL_Vector force, LSL_Vector torque, int local); + void llSetVelocity(LSL_Vector velocity, int local); + void llSetAngularVelocity(LSL_Vector angularVelocity, int local); void llSetHoverHeight(double height, int water, double tau); void llSetInventoryPermMask(string item, int mask, int value); void llSetLinkAlpha(int linknumber, double alpha, int face); diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs index 87cc342..7cd17e7 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs @@ -1548,6 +1548,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase m_LSL_Functions.llSetForceAndTorque(force, torque, local); } + public void llSetVelocity(LSL_Vector force, int local) + { + m_LSL_Functions.llSetVelocity(force, local); + } + + public void llSetAngularVelocity(LSL_Vector force, int local) + { + m_LSL_Functions.llSetAngularVelocity(force, local); + } + public void llSetHoverHeight(double height, int water, double tau) { m_LSL_Functions.llSetHoverHeight(height, water, tau); -- cgit v1.1 From 9b75d757241e87408c50b1f92996bf667960c348 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 6 Jul 2013 16:51:14 -0700 Subject: WARNING: BRUTE FORCE DEBUG AGAIN. AVOID USING THIS COMMIT --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index a7cbc8f..11227ef 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -521,6 +521,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement lock (m_UserCache) m_UserCache.Remove(id); m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); + Util.PrintCallStack(); + } else { @@ -555,7 +557,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } catch (UriFormatException) { - m_log.DebugFormat("[SCENE]: Unable to parse Uri {0}", parts[0]); + m_log.DebugFormat("[SCENE]: Unable to parse Uri {0} from {1}", parts[0], creatorData); user.LastName = "@unknown"; } } -- cgit v1.1 From 1dd3a0bc576b04e8989e8ac16e96aff024c0d6cd Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 6 Jul 2013 17:29:19 -0700 Subject: MORE DEBUG. DON"T USE THIS. --- .../Inventory/RemoteXInventoryServiceConnector.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs index 70ba944..8f41355 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs @@ -201,12 +201,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory List items = new List(invCol.Items); if (items != null && items.Count > 0) - Util.FireAndForget(delegate - { + //Util.FireAndForget(delegate + //{ foreach (InventoryItemBase item in items) if (!string.IsNullOrEmpty(item.CreatorData)) UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); - }); + //}); } return invCol; -- cgit v1.1 From 391633c072792fc36a188d6fa88e994fa150807d Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 6 Jul 2013 18:02:17 -0700 Subject: Some more fixes on strange behaviors of Unknown User, esp. related to large messy inventories and esp. related to kokua --- .../UserManagement/UserManagementModule.cs | 5 ++-- .../Inventory/RemoteXInventoryServiceConnector.cs | 27 +++++++++++----------- 2 files changed, 16 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 11227ef..74608b3 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -514,9 +514,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement return; } - //try update unknown users - //and creator's home URL's - if ((oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) || (oldUser.HomeURL != null && !creatorData.StartsWith(oldUser.HomeURL))) + //try update unknown users, but don't update anyone else + if (oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) { lock (m_UserCache) m_UserCache.Remove(id); diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs index 8f41355..7f78076 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs @@ -195,19 +195,20 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory { InventoryCollection invCol = m_RemoteConnector.GetFolderContent(userID, folderID); - if (invCol != null && UserManager != null) - { - // Protect ourselves against the caller subsequently modifying the items list - List items = new List(invCol.Items); - - if (items != null && items.Count > 0) - //Util.FireAndForget(delegate - //{ - foreach (InventoryItemBase item in items) - if (!string.IsNullOrEmpty(item.CreatorData)) - UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); - //}); - } + // Commenting this for now, because it's causing more grief than good + //if (invCol != null && UserManager != null) + //{ + // // Protect ourselves against the caller subsequently modifying the items list + // List items = new List(invCol.Items); + + // if (items != null && items.Count > 0) + // //Util.FireAndForget(delegate + // //{ + // foreach (InventoryItemBase item in items) + // if (!string.IsNullOrEmpty(item.CreatorData)) + // UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); + // //}); + //} return invCol; } -- cgit v1.1 From 71e26555bd67b8636cf71f71951cfc2aad68a2ee Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 6 Jul 2013 18:16:27 -0700 Subject: Revert "WARNING: BRUTE FORCE DEBUG AGAIN. AVOID USING THIS COMMIT" This reverts commit 9b75d757241e87408c50b1f92996bf667960c348. --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 74608b3..524d159 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -520,8 +520,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement lock (m_UserCache) m_UserCache.Remove(id); m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); - Util.PrintCallStack(); - } else { @@ -556,7 +554,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } catch (UriFormatException) { - m_log.DebugFormat("[SCENE]: Unable to parse Uri {0} from {1}", parts[0], creatorData); + m_log.DebugFormat("[SCENE]: Unable to parse Uri {0}", parts[0]); user.LastName = "@unknown"; } } -- cgit v1.1 From 128667735291234c4655216af0fdfc6f07355e20 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 6 Jul 2013 18:37:54 -0700 Subject: Try to normalize the creatorData of scene object parts with the trailing '/'. What a nightmare this '/' is! --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 482d958..f287a34 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -505,7 +505,11 @@ namespace OpenSim.Region.Framework.Scenes CreatorID = uuid; } if (parts.Length >= 2) + { CreatorData = parts[1]; + if (!CreatorData.EndsWith("/")) + CreatorData += "/"; + } if (parts.Length >= 3) name = parts[2]; -- cgit v1.1 From 70d24a654b8eb0257ca927327d51bd0e47f85259 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 7 Jul 2013 05:46:24 -0700 Subject: BulletSim: rename position and orientation variables to remove the inconsistant use of Raw* and _* conventions. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 78 +++++++++----------- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 84 ++++++++++------------ 3 files changed, 71 insertions(+), 95 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 5ef6992..c9e3ca0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -43,12 +43,10 @@ public sealed class BSCharacter : BSPhysObject private OMV.Vector3 _size; private bool _grabbed; private bool _selected; - private OMV.Vector3 _position; private float _mass; private float _avatarVolume; private float _collisionScore; private OMV.Vector3 _acceleration; - private OMV.Quaternion _orientation; private int _physicsActorType; private bool _isPhysical; private bool _flying; @@ -70,10 +68,10 @@ public sealed class BSCharacter : BSPhysObject : base(parent_scene, localID, avName, "BSCharacter") { _physicsActorType = (int)ActorTypes.Agent; - _position = pos; + RawPosition = pos; _flying = isFlying; - _orientation = OMV.Quaternion.Identity; + RawOrientation = OMV.Quaternion.Identity; RawVelocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); Friction = BSParam.AvatarStandingFriction; @@ -133,7 +131,7 @@ public sealed class BSCharacter : BSPhysObject PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); ZeroMotion(true); - ForcePosition = _position; + ForcePosition = RawPosition; // Set the velocity if (m_moveActor != null) @@ -272,38 +270,33 @@ public sealed class BSCharacter : BSPhysObject public override void LockAngularMotion(OMV.Vector3 axis) { return; } - public override OMV.Vector3 RawPosition - { - get { return _position; } - set { _position = value; } - } public override OMV.Vector3 Position { get { // Don't refetch the position because this function is called a zillion times - // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); - return _position; + // RawPosition = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); + return RawPosition; } set { - _position = value; + RawPosition = value; PhysScene.TaintedObject("BSCharacter.setPosition", delegate() { - DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); + DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); PositionSanityCheck(); - ForcePosition = _position; + ForcePosition = RawPosition; }); } } public override OMV.Vector3 ForcePosition { get { - _position = PhysScene.PE.GetPosition(PhysBody); - return _position; + RawPosition = PhysScene.PE.GetPosition(PhysBody); + return RawPosition; } set { - _position = value; + RawPosition = value; if (PhysBody.HasPhysicalBody) { - PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); } } } @@ -331,16 +324,16 @@ public sealed class BSCharacter : BSPhysObject float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); if (Position.Z < terrainHeight) { - DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); - _position.Z = terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters; + DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight); + RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters); ret = true; } if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) { - float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); + float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); if (Position.Z < waterHeight) { - _position.Z = waterHeight; + RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, waterHeight); ret = true; } } @@ -360,8 +353,8 @@ public sealed class BSCharacter : BSPhysObject // just assign to "Position" because of potential call loops. PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() { - DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); - ForcePosition = _position; + DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); + ForcePosition = RawPosition; }); ret = true; } @@ -466,19 +459,14 @@ public sealed class BSCharacter : BSPhysObject get { return _acceleration; } set { _acceleration = value; } } - public override OMV.Quaternion RawOrientation - { - get { return _orientation; } - set { _orientation = value; } - } public override OMV.Quaternion Orientation { - get { return _orientation; } + get { return RawOrientation; } set { // Orientation is set zillions of times when an avatar is walking. It's like // the viewer doesn't trust us. - if (_orientation != value) + if (RawOrientation != value) { - _orientation = value; + RawOrientation = value; PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() { // Bullet assumes we know what we are doing when forcing orientation @@ -486,10 +474,10 @@ public sealed class BSCharacter : BSPhysObject // This forces rotation to be only around the Z axis and doesn't change any of the other axis. // This keeps us from flipping the capsule over which the veiwer does not understand. float oRoll, oPitch, oYaw; - _orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); + RawOrientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", - // LocalID, _orientation, OMV.Vector3.UnitX * _orientation, + // LocalID, RawOrientation, OMV.Vector3.UnitX * RawOrientation, // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); ForceOrientation = trimmedOrientation; }); @@ -501,16 +489,16 @@ public sealed class BSCharacter : BSPhysObject { get { - _orientation = PhysScene.PE.GetOrientation(PhysBody); - return _orientation; + RawOrientation = PhysScene.PE.GetOrientation(PhysBody); + return RawOrientation; } set { - _orientation = value; + RawOrientation = value; if (PhysBody.HasPhysicalBody) { - // _position = PhysicsScene.PE.GetPosition(BSBody); - PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); + // RawPosition = PhysicsScene.PE.GetPosition(BSBody); + PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); } } } @@ -723,9 +711,9 @@ public sealed class BSCharacter : BSPhysObject { // Don't change position if standing on a stationary object. if (!IsStationary) - _position = entprop.Position; + RawPosition = entprop.Position; - _orientation = entprop.Rotation; + RawOrientation = entprop.Rotation; // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar // and will send agent updates to the clients if velocity changes by more than @@ -740,8 +728,8 @@ public sealed class BSCharacter : BSPhysObject // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. if (PositionSanityCheck(true)) { - DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); - entprop.Position = _position; + DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, RawPosition); + entprop.Position = RawPosition; } // remember the current and last set values @@ -755,7 +743,7 @@ public sealed class BSCharacter : BSPhysObject // base.RequestPhysicsterseUpdate(); DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", - LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity); + LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 738e2d0..a41eaf8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -197,10 +197,10 @@ public abstract class BSPhysObject : PhysicsActor // Update the physical location and motion of the object. Called with data from Bullet. public abstract void UpdateProperties(EntityProperties entprop); - public abstract OMV.Vector3 RawPosition { get; set; } + public virtual OMV.Vector3 RawPosition { get; set; } public abstract OMV.Vector3 ForcePosition { get; set; } - public abstract OMV.Quaternion RawOrientation { get; set; } + public virtual OMV.Quaternion RawOrientation { get; set; } public abstract OMV.Quaternion ForceOrientation { get; set; } public OMV.Vector3 RawVelocity { get; set; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index ce4c3da..d43448e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -51,12 +51,8 @@ public class BSPrim : BSPhysObject private bool _isSelected; private bool _isVolumeDetect; - // _position is what the simulator thinks the positions of the prim is. - private OMV.Vector3 _position; - private float _mass; // the mass of this object private OMV.Vector3 _acceleration; - private OMV.Quaternion _orientation; private int _physicsActorType; private bool _isPhysical; private bool _flying; @@ -88,10 +84,10 @@ public class BSPrim : BSPhysObject { // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); _physicsActorType = (int)ActorTypes.Prim; - _position = pos; + RawPosition = pos; _size = size; Scale = size; // prims are the size the user wants them to be (different for BSCharactes). - _orientation = rotation; + RawOrientation = rotation; _buoyancy = 0f; RawVelocity = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; @@ -270,46 +266,42 @@ public class BSPrim : BSPhysObject return; } - public override OMV.Vector3 RawPosition - { - get { return _position; } - set { _position = value; } - } public override OMV.Vector3 Position { get { // don't do the GetObjectPosition for root elements because this function is called a zillion times. - // _position = ForcePosition; - return _position; + // RawPosition = ForcePosition; + return RawPosition; } set { // If the position must be forced into the physics engine, use ForcePosition. // All positions are given in world positions. - if (_position == value) + if (RawPosition == value) { - DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); + DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); return; } - _position = value; + RawPosition = value; PositionSanityCheck(false); PhysScene.TaintedObject("BSPrim.setPosition", delegate() { - DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); - ForcePosition = _position; + DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); + ForcePosition = RawPosition; }); } } + // NOTE: overloaded by BSPrimDisplaced to handle offset for center-of-gravity. public override OMV.Vector3 ForcePosition { get { - _position = PhysScene.PE.GetPosition(PhysBody); - return _position; + RawPosition = PhysScene.PE.GetPosition(PhysBody); + return RawPosition; } set { - _position = value; + RawPosition = value; if (PhysBody.HasPhysicalBody) { - PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); ActivateIfPhysical(false); } } @@ -343,10 +335,10 @@ public class BSPrim : BSPhysObject float targetHeight = terrainHeight + (Size.Z / 2f); // If the object is below ground it just has to be moved up because pushing will // not get it through the terrain - _position.Z = targetHeight; + RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, targetHeight); if (inTaintTime) { - ForcePosition = _position; + ForcePosition = RawPosition; } // If we are throwing the object around, zero its other forces ZeroMotion(inTaintTime); @@ -355,7 +347,7 @@ public class BSPrim : BSPhysObject if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) { - float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); + float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); // TODO: a floating motor so object will bob in the water if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) { @@ -364,7 +356,7 @@ public class BSPrim : BSPhysObject // Apply upforce and overcome gravity. OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; - DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); + DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, RawPosition, upForce, correctionForce); AddForce(correctionForce, false, inTaintTime); ret = true; } @@ -383,11 +375,11 @@ public class BSPrim : BSPhysObject uint wayOutThere = Constants.RegionSize * Constants.RegionSize; // There have been instances of objects getting thrown way out of bounds and crashing // the border crossing code. - if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere - || _position.Y < -Constants.RegionSize || _position.Y > wayOutThere - || _position.Z < -Constants.RegionSize || _position.Z > wayOutThere) + if ( RawPosition.X < -Constants.RegionSize || RawPosition.X > wayOutThere + || RawPosition.Y < -Constants.RegionSize || RawPosition.Y > wayOutThere + || RawPosition.Z < -Constants.RegionSize || RawPosition.Z > wayOutThere) { - _position = new OMV.Vector3(10, 10, 50); + RawPosition = new OMV.Vector3(10, 10, 50); ZeroMotion(inTaintTime); ret = true; } @@ -713,23 +705,19 @@ public class BSPrim : BSPhysObject get { return _acceleration; } set { _acceleration = value; } } - public override OMV.Quaternion RawOrientation - { - get { return _orientation; } - set { _orientation = value; } - } + public override OMV.Quaternion Orientation { get { - return _orientation; + return RawOrientation; } set { - if (_orientation == value) + if (RawOrientation == value) return; - _orientation = value; + RawOrientation = value; PhysScene.TaintedObject("BSPrim.setOrientation", delegate() { - ForceOrientation = _orientation; + ForceOrientation = RawOrientation; }); } } @@ -738,14 +726,14 @@ public class BSPrim : BSPhysObject { get { - _orientation = PhysScene.PE.GetOrientation(PhysBody); - return _orientation; + RawOrientation = PhysScene.PE.GetOrientation(PhysBody); + return RawOrientation; } set { - _orientation = value; + RawOrientation = value; if (PhysBody.HasPhysicalBody) - PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); } } public override int PhysicsActorType { @@ -889,7 +877,7 @@ public class BSPrim : BSPhysObject // PhysicsScene.PE.ClearAllForces(BSBody); // For good measure, make sure the transform is set through to the motion state - ForcePosition = _position; + ForcePosition = RawPosition; ForceVelocity = RawVelocity; ForceRotationalVelocity = _rotationalVelocity; @@ -1543,8 +1531,8 @@ public class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG // Assign directly to the local variables so the normal set actions do not happen - _position = entprop.Position; - _orientation = entprop.Rotation; + RawPosition = entprop.Position; + RawOrientation = entprop.Rotation; // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be // very sensitive to velocity changes. if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) @@ -1557,13 +1545,13 @@ public class BSPrim : BSPhysObject // The sanity check can change the velocity and/or position. if (PositionSanityCheck(true /* inTaintTime */ )) { - entprop.Position = _position; + entprop.Position = RawPosition; entprop.Velocity = RawVelocity; entprop.RotationalVelocity = _rotationalVelocity; entprop.Acceleration = _acceleration; } - OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG + OMV.Vector3 direction = OMV.Vector3.UnitX * RawOrientation; // DEBUG DEBUG DEBUG DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); // remember the current and last set values -- cgit v1.1 From 6026759406f20cb89cbc62fcfc3af324c61c5ab0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 7 Jul 2013 05:47:41 -0700 Subject: BulletSim: fix jumping up and down of linksets when center-of-mass was enabled. Didn't effect the physical position but the viewer saw the linkset jumping between its simulator center and its physical center. --- OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index 35d5a08..2eb1440 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs @@ -23,11 +23,6 @@ * 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. - * - * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial - * are Copyright (c) 2009 Linden Research, Inc and are used under their license - * of Creative Commons Attribution-Share Alike 3.0 - * (http://creativecommons.org/licenses/by-sa/3.0/). */ using System; @@ -115,7 +110,7 @@ public class BSPrimDisplaced : BSPrim public override Vector3 ForcePosition { get { - OMV.Vector3 physPosition = base.ForcePosition; + OMV.Vector3 physPosition = PhysScene.PE.GetPosition(PhysBody); if (PositionDisplacement != OMV.Vector3.Zero) { // If there is some displacement, return the physical position (center-of-mass) @@ -125,6 +120,7 @@ public class BSPrimDisplaced : BSPrim LocalID, physPosition, displacement, physPosition - displacement); physPosition -= displacement; } + RawPosition = physPosition; return physPosition; } set -- cgit v1.1 From bbc40fab620dd61e500d8f74fa1b0d64ecc7c3b6 Mon Sep 17 00:00:00 2001 From: Vegaslon Date: Sat, 6 Jul 2013 12:53:20 -0400 Subject: BulletSim: Different Implementation of Angular Deflection for vehicles, Activates it again and fixes problem with fighting with vertical attractor removing wobble of forward axis. Comments on testing welcome, May require adjustments of this force or other forces after this commit, exact tweaking to come after testing on other hardware. Signed-off-by: Robert Adams --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 31 +++++++++++----------- 1 file changed, 16 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index c27d3f0..82fe267 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin public void SetupVehicleDebugging() { enableAngularVerticalAttraction = true; - enableAngularDeflection = false; + enableAngularDeflection = true; enableAngularBanking = true; if (BSParam.VehicleDebuggingEnable) { @@ -173,7 +173,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin switch (pParam) { case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: - m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); + m_angularDeflectionEfficiency = ClampInRange(0f, pValue, 1f); break; case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); @@ -1512,11 +1512,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // in that direction. // TODO: implement reference frame. public void ComputeAngularDeflection() - { - // Since angularMotorUp and angularDeflection are computed independently, they will calculate - // approximately the same X or Y correction. When added together (when contributions are combined) - // this creates an over-correction and then wabbling as the target is overshot. - // TODO: rethink how the different correction computations inter-relate. + { if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) { @@ -1531,10 +1527,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin // The direction the vehicle is pointing Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; - pointingDirection.Normalize(); + //Predict where the Vehicle will be pointing after AngularVelocity change is applied. This will keep + // from overshooting and allow this correction to merge with the Vertical Attraction peacefully. + Vector3 predictedPointingDirection = pointingDirection * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); + predictedPointingDirection.Normalize(); // The difference between what is and what should be. - Vector3 deflectionError = movingDirection - pointingDirection; + // Vector3 deflectionError = movingDirection - predictedPointingDirection; + Vector3 deflectionError = Vector3.Cross(movingDirection, predictedPointingDirection); // Don't try to correct very large errors (not our job) // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X); @@ -1547,15 +1547,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); // Scale the correction by recovery timescale and efficiency - deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency; - deflectContributionV /= m_angularDeflectionTimescale; - - VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; + // Not modeling a spring so clamp the scale to no more then the arc + deflectContributionV = (-deflectionError) * ClampInRange(0, m_angularDeflectionEfficiency/m_angularDeflectionTimescale,1f); + //deflectContributionV /= m_angularDeflectionTimescale; + // VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; + VehicleRotationalVelocity += deflectContributionV; VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); - VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", - ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); + VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3},PredictedPointingDir={4}", + ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale, predictedPointingDirection); } } -- cgit v1.1 From c66a9a08e4fed5cc675aac8a7a2999549049d79c Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 8 Jul 2013 08:41:18 -0700 Subject: Placed a throttle on UserManagementModule for name lookups. Singularity apparently is flooding the sims with name requests. --- .../UserManagement/HGUserManagementModule.cs | 2 +- .../UserManagement/UserManagementModule.cs | 66 ++++++++++++++++++---- 2 files changed, 57 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs index ad3cf15..245c808 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs @@ -58,7 +58,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement if (umanmod == Name) { m_Enabled = true; - RegisterConsoleCmds(); + Init(); m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name); } } diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 524d159..a528093 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -28,9 +28,11 @@ using System; using System.Collections.Generic; using System.IO; using System.Reflection; +using System.Threading; using OpenSim.Framework; using OpenSim.Framework.Console; +using OpenSim.Framework.Monitoring; using OpenSim.Region.ClientStack.LindenUDP; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; @@ -57,6 +59,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // The cache protected Dictionary m_UserCache = new Dictionary(); + // Throttle the name requests + private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); + + #region ISharedRegionModule public void Initialise(IConfigSource config) @@ -65,7 +71,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement if (umanmod == Name) { m_Enabled = true; - RegisterConsoleCmds(); + Init(); m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name); } } @@ -160,16 +166,9 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } else { - string[] names; - bool foundRealName = TryGetUserNames(uuid, out names); + NameRequest request = new NameRequest(remote_client, uuid); + m_RequestQueue.Enqueue(request); - if (names.Length == 2) - { - if (!foundRealName) - m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, remote_client.Name); - - remote_client.SendNameReply(uuid, names[0], names[1]); - } } } @@ -596,6 +595,18 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement #endregion IUserManagement + protected void Init() + { + RegisterConsoleCmds(); + Watchdog.StartThread( + ProcessQueue, + "NameRequestThread", + ThreadPriority.BelowNormal, + true, + false); + + } + protected void RegisterConsoleCmds() { MainConsole.Instance.Commands.AddCommand("Users", true, @@ -662,5 +673,40 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement MainConsole.Instance.Output(cdt.ToString()); } + + private void ProcessQueue() + { + while (true) + { + Watchdog.UpdateThread(); + + NameRequest request = m_RequestQueue.Dequeue(); + string[] names; + bool foundRealName = TryGetUserNames(request.uuid, out names); + + if (names.Length == 2) + { + if (!foundRealName) + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], request.uuid, request.client.Name); + + request.client.SendNameReply(request.uuid, names[0], names[1]); + } + + } + } + + } + + class NameRequest + { + public IClientAPI client; + public UUID uuid; + + public NameRequest(IClientAPI c, UUID n) + { + client = c; + uuid = n; + } } + } \ No newline at end of file -- cgit v1.1 From a38c2abae4a5262ec0332426c9721b8718d4e85f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 8 Jul 2013 18:07:04 +0100 Subject: Make dictionary read/write locking consistent in CapabilitiesModule, rename two dictionary fields to standard m_ format --- .../Framework/Caps/CapabilitiesModule.cs | 130 +++++++++++++-------- 1 file changed, 82 insertions(+), 48 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs index 6ae9448..c8b341b 100644 --- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs @@ -57,8 +57,8 @@ namespace OpenSim.Region.CoreModules.Framework /// protected Dictionary m_capsObjects = new Dictionary(); - protected Dictionary capsPaths = new Dictionary(); - protected Dictionary> childrenSeeds + protected Dictionary m_capsPaths = new Dictionary(); + protected Dictionary> m_childrenSeeds = new Dictionary>(); public void Initialise(IConfigSource source) @@ -105,35 +105,42 @@ namespace OpenSim.Region.CoreModules.Framework if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) return; + Caps caps; String capsObjectPath = GetCapsPath(agentId); - if (m_capsObjects.ContainsKey(agentId)) + lock (m_capsObjects) { - Caps oldCaps = m_capsObjects[agentId]; - - m_log.DebugFormat( - "[CAPS]: Recreating caps for agent {0}. Old caps path {1}, new caps path {2}. ", - agentId, oldCaps.CapsObjectPath, capsObjectPath); - // This should not happen. The caller code is confused. We need to fix that. - // CAPs can never be reregistered, or the client will be confused. - // Hence this return here. - //return; - } + if (m_capsObjects.ContainsKey(agentId)) + { + Caps oldCaps = m_capsObjects[agentId]; + + m_log.DebugFormat( + "[CAPS]: Recreating caps for agent {0}. Old caps path {1}, new caps path {2}. ", + agentId, oldCaps.CapsObjectPath, capsObjectPath); + // This should not happen. The caller code is confused. We need to fix that. + // CAPs can never be reregistered, or the client will be confused. + // Hence this return here. + //return; + } - Caps caps = new Caps(MainServer.Instance, m_scene.RegionInfo.ExternalHostName, - (MainServer.Instance == null) ? 0: MainServer.Instance.Port, - capsObjectPath, agentId, m_scene.RegionInfo.RegionName); + caps = new Caps(MainServer.Instance, m_scene.RegionInfo.ExternalHostName, + (MainServer.Instance == null) ? 0: MainServer.Instance.Port, + capsObjectPath, agentId, m_scene.RegionInfo.RegionName); - m_capsObjects[agentId] = caps; + m_capsObjects[agentId] = caps; + } m_scene.EventManager.TriggerOnRegisterCaps(agentId, caps); } public void RemoveCaps(UUID agentId) { - if (childrenSeeds.ContainsKey(agentId)) + lock (m_childrenSeeds) { - childrenSeeds.Remove(agentId); + if (m_childrenSeeds.ContainsKey(agentId)) + { + m_childrenSeeds.Remove(agentId); + } } lock (m_capsObjects) @@ -168,16 +175,22 @@ namespace OpenSim.Region.CoreModules.Framework public void SetAgentCapsSeeds(AgentCircuitData agent) { - capsPaths[agent.AgentID] = agent.CapsPath; - childrenSeeds[agent.AgentID] - = ((agent.ChildrenCapSeeds == null) ? new Dictionary() : agent.ChildrenCapSeeds); + lock (m_capsPaths) + m_capsPaths[agent.AgentID] = agent.CapsPath; + + lock (m_childrenSeeds) + m_childrenSeeds[agent.AgentID] + = ((agent.ChildrenCapSeeds == null) ? new Dictionary() : agent.ChildrenCapSeeds); } public string GetCapsPath(UUID agentId) { - if (capsPaths.ContainsKey(agentId)) + lock (m_capsPaths) { - return capsPaths[agentId]; + if (m_capsPaths.ContainsKey(agentId)) + { + return m_capsPaths[agentId]; + } } return null; @@ -186,17 +199,24 @@ namespace OpenSim.Region.CoreModules.Framework public Dictionary GetChildrenSeeds(UUID agentID) { Dictionary seeds = null; - if (childrenSeeds.TryGetValue(agentID, out seeds)) - return seeds; + + lock (m_childrenSeeds) + if (m_childrenSeeds.TryGetValue(agentID, out seeds)) + return seeds; + return new Dictionary(); } public void DropChildSeed(UUID agentID, ulong handle) { Dictionary seeds; - if (childrenSeeds.TryGetValue(agentID, out seeds)) + + lock (m_childrenSeeds) { - seeds.Remove(handle); + if (m_childrenSeeds.TryGetValue(agentID, out seeds)) + { + seeds.Remove(handle); + } } } @@ -204,30 +224,41 @@ namespace OpenSim.Region.CoreModules.Framework { Dictionary seeds; string returnval; - if (childrenSeeds.TryGetValue(agentID, out seeds)) + + lock (m_childrenSeeds) { - if (seeds.TryGetValue(handle, out returnval)) - return returnval; + if (m_childrenSeeds.TryGetValue(agentID, out seeds)) + { + if (seeds.TryGetValue(handle, out returnval)) + return returnval; + } } + return null; } public void SetChildrenSeed(UUID agentID, Dictionary seeds) { //m_log.DebugFormat(" !!! Setting child seeds in {0} to {1}", m_scene.RegionInfo.RegionName, seeds.Count); - childrenSeeds[agentID] = seeds; + + lock (m_childrenSeeds) + m_childrenSeeds[agentID] = seeds; } public void DumpChildrenSeeds(UUID agentID) { m_log.Info("================ ChildrenSeed "+m_scene.RegionInfo.RegionName+" ================"); - foreach (KeyValuePair kvp in childrenSeeds[agentID]) + + lock (m_childrenSeeds) { - uint x, y; - Utils.LongToUInts(kvp.Key, out x, out y); - x = x / Constants.RegionSize; - y = y / Constants.RegionSize; - m_log.Info(" >> "+x+", "+y+": "+kvp.Value); + foreach (KeyValuePair kvp in m_childrenSeeds[agentID]) + { + uint x, y; + Utils.LongToUInts(kvp.Key, out x, out y); + x = x / Constants.RegionSize; + y = y / Constants.RegionSize; + m_log.Info(" >> "+x+", "+y+": "+kvp.Value); + } } } @@ -236,21 +267,24 @@ namespace OpenSim.Region.CoreModules.Framework StringBuilder caps = new StringBuilder(); caps.AppendFormat("Region {0}:\n", m_scene.RegionInfo.RegionName); - foreach (KeyValuePair kvp in m_capsObjects) + lock (m_capsObjects) { - caps.AppendFormat("** User {0}:\n", kvp.Key); - - for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false, null).GetEnumerator(); kvp2.MoveNext(); ) + foreach (KeyValuePair kvp in m_capsObjects) { - Uri uri = new Uri(kvp2.Value.ToString()); - caps.AppendFormat(m_showCapsCommandFormat, kvp2.Key, uri.PathAndQuery); - } + caps.AppendFormat("** User {0}:\n", kvp.Key); + + for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false, null).GetEnumerator(); kvp2.MoveNext(); ) + { + Uri uri = new Uri(kvp2.Value.ToString()); + caps.AppendFormat(m_showCapsCommandFormat, kvp2.Key, uri.PathAndQuery); + } - foreach (KeyValuePair kvp3 in kvp.Value.ExternalCapsHandlers) - caps.AppendFormat(m_showCapsCommandFormat, kvp3.Key, kvp3.Value); + foreach (KeyValuePair kvp3 in kvp.Value.ExternalCapsHandlers) + caps.AppendFormat(m_showCapsCommandFormat, kvp3.Key, kvp3.Value); + } } MainConsole.Instance.Output(caps.ToString()); } } -} +} \ No newline at end of file -- cgit v1.1 From e19defde36ddbd5ff90d8304c6fe3b57110f8078 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 8 Jul 2013 22:03:07 +0100 Subject: Add "show caps stats by user" and "show caps stats by cap" console commands to print various counts of capability invocation by user and by cap This currently prints caps requests received and handled, so that overload of received compared to handled or deadlock can be detected. This involves making BaseStreamHandler and BaseOutputStream record the ints, which means inheritors should subclass ProcessRequest() instead of Handle() However, existing inheriting classes overriding Handle() will still work, albeit without stats recording. "show caps" becomes "show caps list" to disambiguate between show caps commands --- OpenSim/Region/Application/OpenSimBase.cs | 8 +- .../ClientStack/Linden/Caps/RegionConsoleModule.cs | 2 +- .../Avatar/Friends/FriendsRequestHandler.cs | 2 +- .../Framework/Caps/CapabilitiesModule.cs | 234 ++++++++++++++++++++- .../World/Estate/XEstateRequestHandler.cs | 2 +- .../Region/Framework/Scenes/RegionStatsHandler.cs | 2 +- .../ViewerSupport/DynamicMenuModule.cs | 2 +- .../World/WorldView/WorldViewRequestHandler.cs | 2 +- 8 files changed, 240 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 841069c..f0c088a 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -766,7 +766,7 @@ namespace OpenSim { public SimStatusHandler() : base("GET", "/simstatus", "SimStatus", "Simulator Status") {} - public override byte[] Handle(string path, Stream request, + protected override byte[] ProcessRequest(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes("OK"); @@ -792,7 +792,7 @@ namespace OpenSim m_opensim = sim; } - public override byte[] Handle(string path, Stream request, + protected override byte[] ProcessRequest(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest)); @@ -810,7 +810,7 @@ namespace OpenSim /// If the request contains a key, "callback" the response will be wrappend in the /// associated value for jsonp used with ajax/javascript /// - public class UXSimStatusHandler : BaseStreamHandler + protected class UXSimStatusHandler : BaseStreamHandler { OpenSimBase m_opensim; @@ -820,7 +820,7 @@ namespace OpenSim m_opensim = sim; } - public override byte[] Handle(string path, Stream request, + protected override byte[] ProcessRequest(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(m_opensim.StatReport(httpRequest)); diff --git a/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs index 69dd76f..a133a69 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs @@ -176,7 +176,7 @@ namespace OpenSim.Region.ClientStack.Linden m_isGod = m_scene.Permissions.IsGod(agentID); } - public override byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) + protected override byte[] ProcessRequest(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { StreamReader reader = new StreamReader(request); string message = reader.ReadToEnd(); diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsRequestHandler.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsRequestHandler.cs index 08196f1..2116605 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsRequestHandler.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsRequestHandler.cs @@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends m_FriendsModule = fmodule; } - public override byte[] Handle( + protected override byte[] ProcessRequest( string path, Stream requestData, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { StreamReader sr = new StreamReader(requestData); diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs index c8b341b..bd60611 100644 --- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs @@ -28,6 +28,7 @@ using System; using System.Collections; using System.Collections.Generic; +using System.Linq; using System.Reflection; using System.Text; using log4net; @@ -37,6 +38,7 @@ using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using Caps=OpenSim.Framework.Capabilities.Caps; @@ -58,6 +60,7 @@ namespace OpenSim.Region.CoreModules.Framework protected Dictionary m_capsObjects = new Dictionary(); protected Dictionary m_capsPaths = new Dictionary(); + protected Dictionary> m_childrenSeeds = new Dictionary>(); @@ -70,9 +73,24 @@ namespace OpenSim.Region.CoreModules.Framework m_scene = scene; m_scene.RegisterModuleInterface(this); - MainConsole.Instance.Commands.AddCommand("Comms", false, "show caps", - "show caps", - "Shows all registered capabilities for users", HandleShowCapsCommand); + MainConsole.Instance.Commands.AddCommand( + "Comms", false, "show caps list", + "show caps list", + "Shows list of registered capabilities for users.", HandleShowCapsListCommand); + + MainConsole.Instance.Commands.AddCommand( + "Comms", false, "show caps stats by user", + "show caps stats [ ]", + "Shows statistics on capabilities use by user.", + "If a user name is given, then prints a detailed breakdown of caps use ordered by number of requests received.", + HandleShowCapsStatsByUserCommand); + + MainConsole.Instance.Commands.AddCommand( + "Comms", false, "show caps stats by cap", + "show caps stats by cap []", + "Shows statistics on capabilities use by capability.", + "If a capability name is given, then prints a detailed breakdown of use by each user.", + HandleShowCapsStatsByCapCommand); } public void RegionLoaded(Scene scene) @@ -262,8 +280,11 @@ namespace OpenSim.Region.CoreModules.Framework } } - private void HandleShowCapsCommand(string module, string[] cmdparams) + private void HandleShowCapsListCommand(string module, string[] cmdParams) { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + StringBuilder caps = new StringBuilder(); caps.AppendFormat("Region {0}:\n", m_scene.RegionInfo.RegionName); @@ -286,5 +307,210 @@ namespace OpenSim.Region.CoreModules.Framework MainConsole.Instance.Output(caps.ToString()); } + + private void HandleShowCapsStatsByCapCommand(string module, string[] cmdParams) + { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + + if (cmdParams.Length != 5 && cmdParams.Length != 6) + { + MainConsole.Instance.Output("Usage: show caps stats by cap []"); + return; + } + + StringBuilder sb = new StringBuilder(); + sb.AppendFormat("Region {0}:\n", m_scene.Name); + + if (cmdParams.Length == 5) + { + BuildSummaryStatsByCapReport(sb); + } + else if (cmdParams.Length == 6) + { + BuildDetailedStatsByCapReport(sb, cmdParams[5]); + } + + MainConsole.Instance.Output(sb.ToString()); + } + + private void BuildDetailedStatsByCapReport(StringBuilder sb, string capName) + { + sb.AppendFormat("Capability name {0}\n", capName); + + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.AddColumn("User Name", 34); + cdt.AddColumn("Req Received", 12); + cdt.AddColumn("Req Handled", 12); + cdt.Indent = 2; + + Dictionary receivedStats = new Dictionary(); + Dictionary handledStats = new Dictionary(); + + m_scene.ForEachScenePresence( + sp => + { + Caps caps = m_scene.CapsModule.GetCapsForUser(sp.UUID); + + if (caps == null) + return; + + Dictionary capsHandlers = caps.CapsHandlers.GetCapsHandlers(); + + IRequestHandler reqHandler; + if (capsHandlers.TryGetValue(capName, out reqHandler)) + { + receivedStats[sp.Name] = reqHandler.RequestsReceived; + handledStats[sp.Name] = reqHandler.RequestsHandled; + } + } + ); + + foreach (KeyValuePair kvp in receivedStats.OrderByDescending(kp => kp.Value)) + { + cdt.AddRow(kvp.Key, kvp.Value, handledStats[kvp.Key]); + } + + sb.Append(cdt.ToString()); + } + + private void BuildSummaryStatsByCapReport(StringBuilder sb) + { + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.AddColumn("Name", 34); + cdt.AddColumn("Req Received", 12); + cdt.AddColumn("Req Handled", 12); + cdt.Indent = 2; + + Dictionary receivedStats = new Dictionary(); + Dictionary handledStats = new Dictionary(); + + m_scene.ForEachScenePresence( + sp => + { + Caps caps = m_scene.CapsModule.GetCapsForUser(sp.UUID); + + if (caps == null) + return; + + Dictionary capsHandlers = caps.CapsHandlers.GetCapsHandlers(); + + foreach (IRequestHandler reqHandler in capsHandlers.Values) + { + string reqName = reqHandler.Name ?? ""; + + if (!receivedStats.ContainsKey(reqName)) + { + receivedStats[reqName] = reqHandler.RequestsReceived; + handledStats[reqName] = reqHandler.RequestsHandled; + } + else + { + receivedStats[reqName] += reqHandler.RequestsReceived; + handledStats[reqName] += reqHandler.RequestsHandled; + } + } + } + ); + + foreach (KeyValuePair kvp in receivedStats.OrderByDescending(kp => kp.Value)) + cdt.AddRow(kvp.Key, kvp.Value, handledStats[kvp.Key]); + + sb.Append(cdt.ToString()); + } + + private void HandleShowCapsStatsByUserCommand(string module, string[] cmdParams) + { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + + if (cmdParams.Length != 5 && cmdParams.Length != 7) + { + MainConsole.Instance.Output("Usage: show caps stats by user [ ]"); + return; + } + + StringBuilder sb = new StringBuilder(); + sb.AppendFormat("Region {0}:\n", m_scene.Name); + + if (cmdParams.Length == 5) + { + BuildSummaryStatsByUserReport(sb); + } + else if (cmdParams.Length == 7) + { + string firstName = cmdParams[5]; + string lastName = cmdParams[6]; + + ScenePresence sp = m_scene.GetScenePresence(firstName, lastName); + + if (sp == null) + return; + + BuildDetailedStatsByUserReport(sb, sp); + } + + MainConsole.Instance.Output(sb.ToString()); + } + + private void BuildDetailedStatsByUserReport(StringBuilder sb, ScenePresence sp) + { + sb.AppendFormat("Avatar name {0}, type {1}\n", sp.Name, sp.IsChildAgent ? "child" : "root"); + + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.AddColumn("Cap Name", 34); + cdt.AddColumn("Req Received", 12); + cdt.AddColumn("Req Handled", 12); + cdt.Indent = 2; + + Caps caps = m_scene.CapsModule.GetCapsForUser(sp.UUID); + + if (caps == null) + return; + + Dictionary capsHandlers = caps.CapsHandlers.GetCapsHandlers(); + + foreach (IRequestHandler reqHandler in capsHandlers.Values.OrderByDescending(rh => rh.RequestsReceived)) + { + cdt.AddRow(reqHandler.Name, reqHandler.RequestsReceived, reqHandler.RequestsHandled); + } + + sb.Append(cdt.ToString()); + } + + private void BuildSummaryStatsByUserReport(StringBuilder sb) + { + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.AddColumn("Name", 32); + cdt.AddColumn("Type", 5); + cdt.AddColumn("Req Received", 12); + cdt.AddColumn("Req Handled", 12); + cdt.Indent = 2; + + m_scene.ForEachScenePresence( + sp => + { + Caps caps = m_scene.CapsModule.GetCapsForUser(sp.UUID); + + if (caps == null) + return; + + Dictionary capsHandlers = caps.CapsHandlers.GetCapsHandlers(); + + int totalRequestsReceived = 0; + int totalRequestsHandled = 0; + + foreach (IRequestHandler reqHandler in capsHandlers.Values) + { + totalRequestsReceived += reqHandler.RequestsReceived; + totalRequestsHandled += reqHandler.RequestsHandled; + } + + cdt.AddRow(sp.Name, sp.IsChildAgent ? "child" : "root", totalRequestsReceived, totalRequestsHandled); + } + ); + + sb.Append(cdt.ToString()); + } } } \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs index eb74cda..2366767 100644 --- a/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs +++ b/OpenSim/Region/CoreModules/World/Estate/XEstateRequestHandler.cs @@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.Estate m_EstateModule = fmodule; } - public override byte[] Handle(string path, Stream requestData, + protected override byte[] ProcessRequest(string path, Stream requestData, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { StreamReader sr = new StreamReader(requestData); diff --git a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs index 726becf..f208afb 100644 --- a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs +++ b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs @@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes osXStatsURI = Util.SHA1Hash(regionInfo.osSecret); } - public override byte[] Handle( + protected override byte[] ProcessRequest( string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { return Util.UTF8.GetBytes(Report()); diff --git a/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs b/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs index 1ea1c20..6e0a80a 100644 --- a/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs +++ b/OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs @@ -281,7 +281,7 @@ namespace OpenSim.Region.OptionalModules.ViewerSupport m_module = module; } - public override byte[] Handle(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) + protected override byte[] ProcessRequest(string path, Stream request, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { StreamReader reader = new StreamReader(request); string requestBody = reader.ReadToEnd(); diff --git a/OpenSim/Region/OptionalModules/World/WorldView/WorldViewRequestHandler.cs b/OpenSim/Region/OptionalModules/World/WorldView/WorldViewRequestHandler.cs index 550b5d4..8720cc7 100644 --- a/OpenSim/Region/OptionalModules/World/WorldView/WorldViewRequestHandler.cs +++ b/OpenSim/Region/OptionalModules/World/WorldView/WorldViewRequestHandler.cs @@ -55,7 +55,7 @@ namespace OpenSim.Region.OptionalModules.World.WorldView m_WorldViewModule = fmodule; } - public override byte[] Handle(string path, Stream requestData, + protected override byte[] ProcessRequest(string path, Stream requestData, IOSHttpRequest httpRequest, IOSHttpResponse httpResponse) { httpResponse.ContentType = "image/jpeg"; -- cgit v1.1 From 013710168b3878fc0a93a92a1c026efb49da9935 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 8 Jul 2013 22:39:07 +0100 Subject: For stat purposes, add names to capability request handlers where these were not set --- .../Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs | 10 ++++++++-- .../ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 3 ++- OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs | 6 +++--- .../Region/OptionalModules/Materials/MaterialsDemoModule.cs | 11 +++++++---- 4 files changed, 20 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index a46c24a..5c6bc1c 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -207,9 +207,15 @@ namespace OpenSim.Region.ClientStack.Linden m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req); m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); - IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData); + + IRequestHandler getObjectPhysicsDataHandler + = new RestStreamHandler( + "POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData, "GetObjectPhysicsData", null); m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler); - IRequestHandler UpdateAgentInformationHandler = new RestStreamHandler("POST", capsBase + m_UpdateAgentInformationPath, UpdateAgentInformation); + + IRequestHandler UpdateAgentInformationHandler + = new RestStreamHandler( + "POST", capsBase + m_UpdateAgentInformationPath, UpdateAgentInformation, "UpdateAgentInformation", null); m_HostCapsObj.RegisterHandler("UpdateAgentInformation", UpdateAgentInformationHandler); m_HostCapsObj.RegisterHandler( diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index e73a04a..50bfda1 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -366,7 +366,8 @@ namespace OpenSim.Region.ClientStack.Linden // EventQueueGet when it receive capability information, but then we replace the rest handler immediately // afterwards with the poll service. So for now, we'll pass a null instead to simplify code reading, but // really it should be possible to directly register the poll handler as a capability. - caps.RegisterHandler("EventQueueGet", new RestHTTPHandler("POST", eventQueueGetPath, null)); + caps.RegisterHandler( + "EventQueueGet", new RestHTTPHandler("POST", eventQueueGetPath, null, "EventQueueGet", null)); // delegate(Hashtable m_dhttpMethod) // { // return ProcessQueue(m_dhttpMethod, agentID, caps); diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs index a542d62..0cd495c 100644 --- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs @@ -122,9 +122,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods { string uri = "/CAPS/" + UUID.Random(); - caps.RegisterHandler("UntrustedSimulatorMessage", - new RestStreamHandler("POST", uri, - HandleUntrustedSimulatorMessage)); + caps.RegisterHandler( + "UntrustedSimulatorMessage", + new RestStreamHandler("POST", uri, HandleUntrustedSimulatorMessage, "UntrustedSimulatorMessage", null)); } private string HandleUntrustedSimulatorMessage(string request, diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 3a39971..00504d0 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -139,18 +139,21 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule { string capsBase = "/CAPS/" + caps.CapsObjectPath; - IRequestHandler renderMaterialsPostHandler = new RestStreamHandler("POST", capsBase + "/", RenderMaterialsPostCap); - caps.RegisterHandler("RenderMaterials", renderMaterialsPostHandler); + IRequestHandler renderMaterialsPostHandler + = new RestStreamHandler("POST", capsBase + "/", RenderMaterialsPostCap, "RenderMaterialsPost", null); + caps.RegisterHandler("RenderMaterialsPost", renderMaterialsPostHandler); // OpenSimulator CAPs infrastructure seems to be somewhat hostile towards any CAP that requires both GET // and POST handlers, (at least at the time this was originally written), so we first set up a POST // handler normally and then add a GET handler via MainServer - IRequestHandler renderMaterialsGetHandler = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap); + IRequestHandler renderMaterialsGetHandler + = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap, "RenderMaterialsGet", null); MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler); // materials viewer seems to use either POST or PUT, so assign POST handler for PUT as well - IRequestHandler renderMaterialsPutHandler = new RestStreamHandler("PUT", capsBase + "/", RenderMaterialsPostCap); + IRequestHandler renderMaterialsPutHandler + = new RestStreamHandler("PUT", capsBase + "/", RenderMaterialsPostCap, "RenderMaterialsPut", null); MainServer.Instance.AddStreamHandler(renderMaterialsPutHandler); } -- cgit v1.1 From 047ef9c2a5cb573c0a506fecd0f2a7e8dc85c023 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 8 Jul 2013 23:36:57 +0100 Subject: minor: remove some mono compiler warnings in OdePlugin --- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 1 - OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 2 +- 2 files changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 0d66496..13c69d6 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -108,7 +108,6 @@ namespace OpenSim.Region.Physics.OdePlugin private Vector3 m_taintAngularLock = Vector3.One; private IntPtr Amotor = IntPtr.Zero; - private object m_assetsLock = new object(); private bool m_assetFailed = false; private Vector3 m_PIDTarget; diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 07663b3..7e652fc 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -46,7 +46,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// public class OdePlugin : IPhysicsPlugin { - private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private OdeScene m_scene; -- cgit v1.1 From af9b17c54570a1634d078df0feb8f1b53ffb0726 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 8 Jul 2013 23:52:40 +0100 Subject: minor: remove mono compiler warnings related to keyframe code --- OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 9 +++------ OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 -- 2 files changed, 3 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index 8a40278..29652aa 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs @@ -55,7 +55,6 @@ namespace OpenSim.Region.Framework.Scenes private object m_lockObject = new object(); private object m_timerLock = new object(); private const double m_tickDuration = 50.0; - private Scene m_scene; public double TickDuration { @@ -69,8 +68,6 @@ namespace OpenSim.Region.Framework.Scenes m_timer.AutoReset = true; m_timer.Elapsed += OnTimer; - m_scene = scene; - m_timer.Start(); } @@ -94,13 +91,13 @@ namespace OpenSim.Region.Framework.Scenes { m.OnTimer(TickDuration); } - catch (Exception inner) + catch (Exception) { // Don't stop processing } } } - catch (Exception e) + catch (Exception) { // Keep running no matter what } @@ -157,7 +154,7 @@ namespace OpenSim.Region.Framework.Scenes [Serializable] public class KeyframeMotion { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public enum PlayMode : int { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index f287a34..f361acb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -354,8 +354,6 @@ namespace OpenSim.Region.Framework.Scenes private UUID m_collisionSound; private float m_collisionSoundVolume; - private KeyframeMotion m_keyframeMotion = null; - public KeyframeMotion KeyframeMotion { get; set; -- cgit v1.1 From 5f58b9b5526c401e039d27b8c92603ff02421fb8 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Jul 2013 00:04:46 +0100 Subject: minor: remove some mono compiler warnings in UserProfileModule --- .../Avatar/UserProfiles/UserProfileModule.cs | 29 ++++++++++------------ 1 file changed, 13 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 161f160..44edd7f 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -304,7 +304,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(targetID, out serverURI); +// bool foreign = GetUserProfileServerURI(targetID, out serverURI); UUID creatorId = UUID.Zero; OSDMap parameters= new OSDMap(); @@ -369,7 +369,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(target, out serverURI); +// bool foreign = GetUserProfileServerURI(target, out serverURI); object Ad = (object)ad; if(!JsonRpcRequest(ref Ad, "classifieds_info_query", serverURI, UUID.Random().ToString())) @@ -438,10 +438,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles Vector3 pos = remoteClient.SceneAgent.AbsolutePosition; ILandObject land = s.LandChannel.GetLandObject(pos.X, pos.Y); ScenePresence p = FindPresence(remoteClient.AgentId); - Vector3 avaPos = p.AbsolutePosition; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); +// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); if (land == null) { @@ -488,7 +487,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles public void ClassifiedDelete(UUID queryClassifiedID, IClientAPI remoteClient) { string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); +// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); UUID classifiedId; OSDMap parameters= new OSDMap(); @@ -538,7 +537,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(targetId, out serverURI); +// bool foreign = GetUserProfileServerURI(targetId, out serverURI); OSDMap parameters= new OSDMap(); parameters.Add("creatorId", OSD.FromUUID(targetId)); @@ -589,7 +588,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles UUID targetID; UUID.TryParse(args[0], out targetID); string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(targetID, out serverURI); +// bool foreign = GetUserProfileServerURI(targetID, out serverURI); IClientAPI remoteClient = (IClientAPI)sender; UserProfilePick pick = new UserProfilePick(); @@ -657,7 +656,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles m_log.DebugFormat("[PROFILES]: Start PickInfoUpdate Name: {0} PickId: {1} SnapshotId: {2}", name, pickID.ToString(), snapshotID.ToString()); UserProfilePick pick = new UserProfilePick(); string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); +// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); ScenePresence p = FindPresence(remoteClient.AgentId); Vector3 avaPos = p.AbsolutePosition; @@ -717,7 +716,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles public void PickDelete(IClientAPI remoteClient, UUID queryPickID) { string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); +// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); OSDMap parameters= new OSDMap(); parameters.Add("pickId", OSD.FromUUID(queryPickID)); @@ -752,7 +751,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles IClientAPI remoteClient = (IClientAPI)sender; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); +// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); note.TargetId = remoteClient.AgentId; UUID.TryParse(args[0], out note.UserId); @@ -788,7 +787,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles note.Notes = queryNotes; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); +// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); object Note = note; if(!JsonRpcRequest(ref Note, "avatar_notes_update", serverURI, UUID.Random().ToString())) @@ -833,7 +832,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles prop.Language = languages; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); +// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); object Param = prop; if(!JsonRpcRequest(ref Param, "avatar_interests_update", serverURI, UUID.Random().ToString())) @@ -955,7 +954,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles prop.FirstLifeText = newProfile.FirstLifeAboutText; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); +// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); object Prop = prop; @@ -994,7 +993,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(properties.UserId, out serverURI); +// bool foreign = GetUserProfileServerURI(properties.UserId, out serverURI); // This is checking a friend on the home grid // Not HG friend @@ -1247,7 +1246,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles return false; } - byte[] buf = new byte[8192]; Stream rstream = webResponse.GetResponseStream(); OSDMap mret = (OSDMap)OSDParser.DeserializeJson(rstream); @@ -1313,7 +1311,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles return false; } - byte[] buf = new byte[8192]; Stream rstream = webResponse.GetResponseStream(); OSDMap response = new OSDMap(); -- cgit v1.1 From fad4241e4ea898b0dca0176cc9b428d03ba44d1c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 8 Jul 2013 16:21:10 -0700 Subject: BulletSim: make all the different angularVerticalAttraction algorithms selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces). --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 261 ++++++++++----------- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 15 +- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 +- .../Physics/BulletSPlugin/Tests/BasicVehicles.cs | 4 +- 4 files changed, 146 insertions(+), 138 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 82fe267..a5f2e98 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -125,33 +125,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin static readonly float PIOverFour = ((float)Math.PI) / 4f; static readonly float PIOverTwo = ((float)Math.PI) / 2f; - // For debugging, flags to turn on and off individual corrections. - public bool enableAngularVerticalAttraction; - public bool enableAngularDeflection; - public bool enableAngularBanking; - public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) : base(myScene, myPrim, actorName) { ControllingPrim = myPrim; Type = Vehicle.TYPE_NONE; m_haveRegisteredForSceneEvents = false; - SetupVehicleDebugging(); - } - - // Stopgap debugging enablement. Allows source level debugging but still checking - // in changes by making enablement of debugging flags from INI file. - public void SetupVehicleDebugging() - { - enableAngularVerticalAttraction = true; - enableAngularDeflection = true; - enableAngularBanking = true; - if (BSParam.VehicleDebuggingEnable) - { - enableAngularVerticalAttraction = true; - enableAngularDeflection = false; - enableAngularBanking = false; - } } // Return 'true' if this vehicle is doing vehicle things @@ -556,10 +535,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin } m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, 1f); - m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) + // m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, m_angularMotorDecayTimescale, 1f); - m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) + // m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) /* Not implemented m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, @@ -1393,116 +1372,134 @@ namespace OpenSim.Region.Physics.BulletSPlugin { // If vertical attaction timescale is reasonable - if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) + if (BSParam.VehicleEnableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) { - //Another formula to try got from : - //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html - - Vector3 VehicleUpAxis = Vector3.UnitZ * VehicleOrientation; - - // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 - // since only computing half the distance between the angles. - float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; - - // Make a prediction of where the up axis will be when this is applied rather then where it is now as - // this makes for a smoother adjustment and less fighting between the various forces. - Vector3 predictedUp = VehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); - - // This is only half the distance to the target so it will take 2 seconds to complete the turn. - Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); - - // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared - Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; - - VehicleRotationalVelocity += vertContributionV; - - VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", - ControllingPrim.LocalID, - VehicleUpAxis, - predictedUp, - torqueVector, - vertContributionV); - //===================================================================== - /* - // Possible solution derived from a discussion at: - // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no - - // Create a rotation that is only the vehicle's rotation around Z - Vector3 currentEuler = Vector3.Zero; - VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z); - Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z); - - // Create the axis that is perpendicular to the up vector and the rotated up vector. - Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); - // Compute the angle between those to vectors. - double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation))); - // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical - - // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. - // TODO: add 'efficiency'. - differenceAngle /= m_verticalAttractionTimescale; - - // Create the quaterian representing the correction angle - Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle); - - // Turn that quaternion into Euler values to make it into velocities to apply. - Vector3 vertContributionV = Vector3.Zero; - correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z); - vertContributionV *= -1f; - - VehicleRotationalVelocity += vertContributionV; - - VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}", - ControllingPrim.LocalID, - differenceAxis, - differenceAngle, - correctionRotation, - vertContributionV); - */ - - // =================================================================== - /* - Vector3 vertContributionV = Vector3.Zero; - Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG - - // Take a vector pointing up and convert it from world to vehicle relative coords. - Vector3 verticalError = Vector3.Normalize(Vector3.UnitZ * VehicleOrientation); - - // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) - // is now: - // leaning to one side: rotated around the X axis with the Y value going - // from zero (nearly straight up) to one (completely to the side)) or - // leaning front-to-back: rotated around the Y axis with the value of X being between - // zero and one. - // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. - - // Y error means needed rotation around X axis and visa versa. - // Since the error goes from zero to one, the asin is the corresponding angle. - vertContributionV.X = (float)Math.Asin(verticalError.Y); - // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) - vertContributionV.Y = -(float)Math.Asin(verticalError.X); - - // If verticalError.Z is negative, the vehicle is upside down. Add additional push. - if (verticalError.Z < 0f) + Vector3 vehicleUpAxis = Vector3.UnitZ * VehicleOrientation; + switch (BSParam.VehicleAngularVerticalAttractionAlgorithm) { - vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour; - // vertContribution.Y -= PIOverFour; + case 0: + { + //Another formula to try got from : + //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html + + // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 + // since only computing half the distance between the angles. + float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; + + // Make a prediction of where the up axis will be when this is applied rather then where it is now as + // this makes for a smoother adjustment and less fighting between the various forces. + Vector3 predictedUp = vehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); + + // This is only half the distance to the target so it will take 2 seconds to complete the turn. + Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); + + // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared + Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; + + VehicleRotationalVelocity += vertContributionV; + + VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", + ControllingPrim.LocalID, + vehicleUpAxis, + predictedUp, + torqueVector, + vertContributionV); + break; + } + case 1: + { + // Possible solution derived from a discussion at: + // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no + + // Create a rotation that is only the vehicle's rotation around Z + Vector3 currentEuler = Vector3.Zero; + VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z); + Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z); + + // Create the axis that is perpendicular to the up vector and the rotated up vector. + Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); + // Compute the angle between those to vectors. + double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation))); + // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical + + // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. + // TODO: add 'efficiency'. + differenceAngle /= m_verticalAttractionTimescale; + + // Create the quaterian representing the correction angle + Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle); + + // Turn that quaternion into Euler values to make it into velocities to apply. + Vector3 vertContributionV = Vector3.Zero; + correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z); + vertContributionV *= -1f; + + VehicleRotationalVelocity += vertContributionV; + + VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}", + ControllingPrim.LocalID, + vehicleUpAxis, + differenceAxis, + differenceAngle, + correctionRotation, + vertContributionV); + break; + } + case 2: + { + Vector3 vertContributionV = Vector3.Zero; + Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG + + // Take a vector pointing up and convert it from world to vehicle relative coords. + Vector3 verticalError = Vector3.Normalize(Vector3.UnitZ * VehicleOrientation); + + // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) + // is now: + // leaning to one side: rotated around the X axis with the Y value going + // from zero (nearly straight up) to one (completely to the side)) or + // leaning front-to-back: rotated around the Y axis with the value of X being between + // zero and one. + // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. + + // Y error means needed rotation around X axis and visa versa. + // Since the error goes from zero to one, the asin is the corresponding angle. + vertContributionV.X = (float)Math.Asin(verticalError.Y); + // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) + vertContributionV.Y = -(float)Math.Asin(verticalError.X); + + // If verticalError.Z is negative, the vehicle is upside down. Add additional push. + if (verticalError.Z < 0f) + { + vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour; + // vertContribution.Y -= PIOverFour; + } + + // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. + // Correction happens over a number of seconds. + Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG + + // The correction happens over the user's time period + vertContributionV /= m_verticalAttractionTimescale; + + // Rotate the vehicle rotation to the world coordinates. + VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); + + VDetailLog("{0}, MoveAngular,verticalAttraction,,upAxis={1},origRotVW={2},vertError={3},unscaledV={4},eff={5},ts={6},vertContribV={7}", + ControllingPrim.LocalID, + vehicleUpAxis, + origRotVelW, + verticalError, + unscaledContribVerticalErrorV, + m_verticalAttractionEfficiency, + m_verticalAttractionTimescale, + vertContributionV); + break; + } + default: + { + break; + } } - - // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. - // Correction happens over a number of seconds. - Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG - - // The correction happens over the user's time period - vertContributionV /= m_verticalAttractionTimescale; - - // Rotate the vehicle rotation to the world coordinates. - VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); - - VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", - Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, - m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); - */ } } @@ -1514,7 +1511,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin public void ComputeAngularDeflection() { - if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) + if (BSParam.VehicleEnableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) { Vector3 deflectContributionV = Vector3.Zero; @@ -1593,7 +1590,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // make a sluggish vehicle by giving it a timescale of several seconds. public void ComputeAngularBanking() { - if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) + if (BSParam.VehicleEnableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) { Vector3 bankingContributionV = Vector3.Zero; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 0f84bf7..75c3399 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -155,7 +155,10 @@ public static class BSParam public static Vector3 VehicleInertiaFactor { get; private set; } public static float VehicleGroundGravityFudge { get; private set; } public static float VehicleAngularBankingTimescaleFudge { get; private set; } - public static bool VehicleDebuggingEnable { get; private set; } + public static bool VehicleEnableAngularVerticalAttraction { get; private set; } + public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; } + public static bool VehicleEnableAngularDeflection { get; private set; } + public static bool VehicleEnableAngularBanking { get; private set; } // Convex Hulls public static int CSHullMaxDepthSplit { get; private set; } @@ -606,8 +609,14 @@ public static class BSParam 0.2f ), new ParameterDefn("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", 60.0f ), - new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", - false ), + new ParameterDefn("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect", + true ), + new ParameterDefn("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.", + 1 ), + new ParameterDefn("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect", + true ), + new ParameterDefn("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect", + true ), new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 0f, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index e56a6f6..214271b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -1,4 +1,4 @@ -/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -648,7 +648,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters simTime = Util.EnvironmentTickCountSubtract(beforeTime); if (PhysicsLogging.Enabled) { - DetailLog("{0},DoPhysicsStep,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", + DetailLog("{0},DoPhysicsStep,complete,frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 583c436..48d3742 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs @@ -57,6 +57,8 @@ public class BasicVehicles : OpenSimTestCase public void Init() { Dictionary engineParams = new Dictionary(); + engineParams.Add("VehicleEnableAngularVerticalAttraction", "true"); + engineParams.Add("VehicleAngularVerticalAttractionAlgorithm", "1"); PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere(); @@ -119,7 +121,7 @@ public class BasicVehicles : OpenSimTestCase { vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); - vehicleActor.enableAngularVerticalAttraction = true; + // vehicleActor.enableAngularVerticalAttraction = true; TestVehicle.IsPhysical = true; PhysicsScene.ProcessTaints(); -- cgit v1.1 From 33eea62606908ca39ac90eb9c99b0eee3c5f39de Mon Sep 17 00:00:00 2001 From: dahlia Date: Mon, 8 Jul 2013 17:12:39 -0700 Subject: remove an invalid null UUID check which caused a warning --- OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 00504d0..b997d4d 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -416,14 +416,7 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule if (te.DefaultTexture == null) m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture is null"); else - { - if (te.DefaultTexture.MaterialID == null) - m_log.Debug("[MaterialsDemoModule]: te.DefaultTexture.MaterialID is null"); - else - { - te.DefaultTexture.MaterialID = id; - } - } + te.DefaultTexture.MaterialID = id; } else { -- cgit v1.1 From 065f8f56a248724c34d115f77a4d5b1a422f26f4 Mon Sep 17 00:00:00 2001 From: dahlia Date: Mon, 8 Jul 2013 19:18:01 -0700 Subject: remove some cruft and trigger a rebuild --- OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index b997d4d..0a0d65c 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -397,7 +397,6 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule m_log.Debug("[MaterialsDemoModule]: null SOP for localId: " + matLocalID.ToString()); else { - //var te = sop.Shape.Textures; var te = new Primitive.TextureEntry(sop.Shape.TextureEntry, 0, sop.Shape.TextureEntry.Length); if (te == null) -- cgit v1.1 From 2c761cef192670a6f54fe10bb5b5894b5371ea7c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Jul 2013 09:33:46 -0700 Subject: BulletSim: add parameter to optionally disable vehicle linear deflection. Add parameter to not apply vehicle linear deflection Z forces if vehicle is not colliding. This defaults to 'true' so vehicles will fall even if there is some linear deflection to apply. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 42 ++++++++++++++-------- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 8 ++++- 2 files changed, 34 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index a5f2e98..0204967 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -905,6 +905,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin return VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); } } + private float VehicleForwardSpeed { get @@ -1040,26 +1041,37 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 linearDeflectionV = Vector3.Zero; Vector3 velocityV = VehicleForwardVelocity; - // Velocity in Y and Z dimensions is movement to the side or turning. - // Compute deflection factor from the to the side and rotational velocity - linearDeflectionV.Y = SortedClampInRange(0, (velocityV.Y * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Y); - linearDeflectionV.Z = SortedClampInRange(0, (velocityV.Z * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Z); + if (BSParam.VehicleEnableLinearDeflection) + { + // Velocity in Y and Z dimensions is movement to the side or turning. + // Compute deflection factor from the to the side and rotational velocity + linearDeflectionV.Y = SortedClampInRange(0, (velocityV.Y * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Y); + linearDeflectionV.Z = SortedClampInRange(0, (velocityV.Z * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Z); - // Velocity to the side and around is corrected and moved into the forward direction - linearDeflectionV.X += Math.Abs(linearDeflectionV.Y); - linearDeflectionV.X += Math.Abs(linearDeflectionV.Z); + // Velocity to the side and around is corrected and moved into the forward direction + linearDeflectionV.X += Math.Abs(linearDeflectionV.Y); + linearDeflectionV.X += Math.Abs(linearDeflectionV.Z); - // Scale the deflection to the fractional simulation time - linearDeflectionV *= pTimestep; + // Scale the deflection to the fractional simulation time + linearDeflectionV *= pTimestep; - // Subtract the sideways and rotational velocity deflection factors while adding the correction forward - linearDeflectionV *= new Vector3(1,-1,-1); + // Subtract the sideways and rotational velocity deflection factors while adding the correction forward + linearDeflectionV *= new Vector3(1, -1, -1); - // Correciont is vehicle relative. Convert to world coordinates and add to the velocity - VehicleVelocity += linearDeflectionV * VehicleOrientation; + // Correction is vehicle relative. Convert to world coordinates. + Vector3 linearDeflectionW = linearDeflectionV * VehicleOrientation; - VDetailLog("{0}, MoveLinear,LinearDeflection,linDefEff={1},linDefTS={2},linDeflectionV={3}", - ControllingPrim.LocalID, m_linearDeflectionEfficiency, m_linearDeflectionTimescale, linearDeflectionV); + // Optionally, if not colliding, don't effect world downward velocity. Let falling things fall. + if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.IsColliding) + { + linearDeflectionW.Z = 0f; + } + + VehicleVelocity += linearDeflectionW; + + VDetailLog("{0}, MoveLinear,LinearDeflection,linDefEff={1},linDefTS={2},linDeflectionV={3}", + ControllingPrim.LocalID, m_linearDeflectionEfficiency, m_linearDeflectionTimescale, linearDeflectionV); + } } public void ComputeLinearTerrainHeightCorrection(float pTimestep) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 75c3399..dcf1e83 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -155,6 +155,8 @@ public static class BSParam public static Vector3 VehicleInertiaFactor { get; private set; } public static float VehicleGroundGravityFudge { get; private set; } public static float VehicleAngularBankingTimescaleFudge { get; private set; } + public static bool VehicleEnableLinearDeflection { get; private set; } + public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; } public static bool VehicleEnableAngularVerticalAttraction { get; private set; } public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; } public static bool VehicleEnableAngularDeflection { get; private set; } @@ -609,10 +611,14 @@ public static class BSParam 0.2f ), new ParameterDefn("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", 60.0f ), + new ParameterDefn("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect", + true ), + new ParameterDefn("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles", + true ), new ParameterDefn("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect", true ), new ParameterDefn("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.", - 1 ), + 0 ), new ParameterDefn("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect", true ), new ParameterDefn("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect", -- cgit v1.1 From 67e500383eb024fe4dd2681d0c5d902f289b65d8 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 9 Jul 2013 14:12:52 -0700 Subject: Put guards on a bunch of exception-inducing code, as seen in logs from load test. --- .../CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs | 6 +++--- .../Framework/InventoryAccess/HGInventoryAccessModule.cs | 2 +- .../CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs | 5 +++++ OpenSim/Region/Framework/Scenes/Scene.cs | 4 +++- OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | 6 ++++++ OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | 3 ++- 6 files changed, 20 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 630d1c3..759155a 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -171,11 +171,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (!so.IsAttachment) return; - if (so.Scene.UserManagementModule.IsLocalGridUser(so.AttachedAvatar)) + if (so.AttachedAvatar == UUID.Zero || Scene.UserManagementModule.IsLocalGridUser(so.AttachedAvatar)) return; // foreign user - AgentCircuitData aCircuit = so.Scene.AuthenticateHandler.GetAgentCircuitData(so.AttachedAvatar); + AgentCircuitData aCircuit = Scene.AuthenticateHandler.GetAgentCircuitData(so.AttachedAvatar); if (aCircuit != null && (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) { if (aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI")) @@ -183,7 +183,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer string url = aCircuit.ServiceURLs["AssetServerURI"].ToString(); m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachement {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url); Dictionary ids = new Dictionary(); - HGUuidGatherer uuidGatherer = new HGUuidGatherer(so.Scene.AssetService, url); + HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url); uuidGatherer.GatherAssetUuids(so, ids); foreach (KeyValuePair kvp in ids) diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index 1eae0ac..e0c8ea6 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -135,7 +135,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess if (sp is ScenePresence) { AgentCircuitData aCircuit = ((ScenePresence)sp).Scene.AuthenticateHandler.GetAgentCircuitData(client.AgentId); - if ((aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) + if (aCircuit != null && (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0) { if (m_RestrictInventoryAccessAbroad) { diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs index 221f815..e05d186 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/GridUser/ActivityDetector.cs @@ -81,6 +81,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.GridUser public void OnConnectionClose(IClientAPI client) { + if (client == null) + return; + if (client.SceneAgent == null) + return; + if (client.SceneAgent.IsChildAgent) return; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 355e0ee..54956ee 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3687,7 +3687,9 @@ namespace OpenSim.Region.Framework.Scenes "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", sp.Name, sp.UUID, RegionInfo.RegionName); - sp.ControllingClient.Close(true); + if (sp.ControllingClient != null) + sp.ControllingClient.Close(true); + sp = null; } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index dcb62f8..527ca35 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs @@ -67,6 +67,12 @@ namespace OpenSim.Region.Framework.Scenes { int scriptsStarted = 0; + if (m_scene == null) + { + m_log.DebugFormat("[PRIM INVENTORY]: m_scene is null. Unable to create script instances"); + return 0; + } + // Don't start scripts if they're turned off in the region! if (!m_scene.RegionInfo.RegionSettings.DisableScripts) { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 7dba7c8..3f223a3 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -553,7 +553,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void StopScriptInstance(TaskInventoryItem item) { - m_part.ParentGroup.Scene.EventManager.TriggerStopScript(m_part.LocalId, item.ItemID); + if (m_part.ParentGroup.Scene != null) + m_part.ParentGroup.Scene.EventManager.TriggerStopScript(m_part.LocalId, item.ItemID); // At the moment, even stopped scripts are counted as active, which is probably wrong. // m_part.ParentGroup.AddActiveScriptCount(-1); -- cgit v1.1 From 095066b1cefa7e25ba5983ead1818727c2d64ccc Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Jul 2013 23:39:29 +0100 Subject: Handle UUIDNameRequest UDP packet processing async instead of within the main inbound UDP processing loop, to avoid any chance that this is delaying the main udp in loop. The potential impact of this should be lower now that these requests are being placed on a queue. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 9784d15..bd61c3f 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5390,7 +5390,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP AddLocalPacketHandler(PacketType.TeleportLandmarkRequest, HandleTeleportLandmarkRequest); AddLocalPacketHandler(PacketType.TeleportCancel, HandleTeleportCancel); AddLocalPacketHandler(PacketType.TeleportLocationRequest, HandleTeleportLocationRequest); - AddLocalPacketHandler(PacketType.UUIDNameRequest, HandleUUIDNameRequest, false); + AddLocalPacketHandler(PacketType.UUIDNameRequest, HandleUUIDNameRequest); AddLocalPacketHandler(PacketType.RegionHandleRequest, HandleRegionHandleRequest); AddLocalPacketHandler(PacketType.ParcelInfoRequest, HandleParcelInfoRequest); AddLocalPacketHandler(PacketType.ParcelAccessListRequest, HandleParcelAccessListRequest, false); -- cgit v1.1 From cec8e6d0f7d073d69166a7bc3594772ae51820e2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 9 Jul 2013 23:52:47 +0100 Subject: If a sensor is in an attachment, avoid throwing an exception if the attachee is removed from the scene before we try to retrieve them. --- .../Shared/Api/Implementation/Plugins/SensorRepeat.cs | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs index 88ab515..6e74227 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs @@ -353,6 +353,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins // Position of a sensor in a child prim attached to an avatar // will be still wrong. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); + + // Don't proceed if the avatar for this attachment has since been removed from the scene. + if (avatar == null) + return sensedEntities; + q = avatar.GetWorldRotation() * q; } @@ -480,6 +485,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins // Position of a sensor in a child prim attached to an avatar // will be still wrong. ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); + + // Don't proceed if the avatar for this attachment has since been removed from the scene. + if (avatar == null) + return sensedEntities; + q = avatar.GetWorldRotation() * q; } -- cgit v1.1 From bb6fb65392dfa2249eeade137ea3316b3b3364c9 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Jul 2013 18:24:39 -0700 Subject: Revert "minor: remove some mono compiler warnings in UserProfileModule" Revert until we understand why all the calls to GetUserProfileServerURI were also commented out. This reverts commit 5f58b9b5526c401e039d27b8c92603ff02421fb8. --- .../Avatar/UserProfiles/UserProfileModule.cs | 29 ++++++++++++---------- 1 file changed, 16 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 44edd7f..161f160 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -304,7 +304,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(targetID, out serverURI); + bool foreign = GetUserProfileServerURI(targetID, out serverURI); UUID creatorId = UUID.Zero; OSDMap parameters= new OSDMap(); @@ -369,7 +369,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(target, out serverURI); + bool foreign = GetUserProfileServerURI(target, out serverURI); object Ad = (object)ad; if(!JsonRpcRequest(ref Ad, "classifieds_info_query", serverURI, UUID.Random().ToString())) @@ -438,9 +438,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles Vector3 pos = remoteClient.SceneAgent.AbsolutePosition; ILandObject land = s.LandChannel.GetLandObject(pos.X, pos.Y); ScenePresence p = FindPresence(remoteClient.AgentId); + Vector3 avaPos = p.AbsolutePosition; string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); if (land == null) { @@ -487,7 +488,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles public void ClassifiedDelete(UUID queryClassifiedID, IClientAPI remoteClient) { string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); UUID classifiedId; OSDMap parameters= new OSDMap(); @@ -537,7 +538,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(targetId, out serverURI); + bool foreign = GetUserProfileServerURI(targetId, out serverURI); OSDMap parameters= new OSDMap(); parameters.Add("creatorId", OSD.FromUUID(targetId)); @@ -588,7 +589,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles UUID targetID; UUID.TryParse(args[0], out targetID); string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(targetID, out serverURI); + bool foreign = GetUserProfileServerURI(targetID, out serverURI); IClientAPI remoteClient = (IClientAPI)sender; UserProfilePick pick = new UserProfilePick(); @@ -656,7 +657,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles m_log.DebugFormat("[PROFILES]: Start PickInfoUpdate Name: {0} PickId: {1} SnapshotId: {2}", name, pickID.ToString(), snapshotID.ToString()); UserProfilePick pick = new UserProfilePick(); string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); ScenePresence p = FindPresence(remoteClient.AgentId); Vector3 avaPos = p.AbsolutePosition; @@ -716,7 +717,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles public void PickDelete(IClientAPI remoteClient, UUID queryPickID) { string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); OSDMap parameters= new OSDMap(); parameters.Add("pickId", OSD.FromUUID(queryPickID)); @@ -751,7 +752,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles IClientAPI remoteClient = (IClientAPI)sender; string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); note.TargetId = remoteClient.AgentId; UUID.TryParse(args[0], out note.UserId); @@ -787,7 +788,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles note.Notes = queryNotes; string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); object Note = note; if(!JsonRpcRequest(ref Note, "avatar_notes_update", serverURI, UUID.Random().ToString())) @@ -832,7 +833,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles prop.Language = languages; string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); object Param = prop; if(!JsonRpcRequest(ref Param, "avatar_interests_update", serverURI, UUID.Random().ToString())) @@ -954,7 +955,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles prop.FirstLifeText = newProfile.FirstLifeAboutText; string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); object Prop = prop; @@ -993,7 +994,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; -// bool foreign = GetUserProfileServerURI(properties.UserId, out serverURI); + bool foreign = GetUserProfileServerURI(properties.UserId, out serverURI); // This is checking a friend on the home grid // Not HG friend @@ -1246,6 +1247,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles return false; } + byte[] buf = new byte[8192]; Stream rstream = webResponse.GetResponseStream(); OSDMap mret = (OSDMap)OSDParser.DeserializeJson(rstream); @@ -1311,6 +1313,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles return false; } + byte[] buf = new byte[8192]; Stream rstream = webResponse.GetResponseStream(); OSDMap response = new OSDMap(); -- cgit v1.1 From 38e6da5522a53c7f65eac64ae7b0af929afb1ae6 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Jul 2013 18:34:24 -0700 Subject: Comment out old inbound UDP throttling hack. This would cause the UDP reception thread to sleep for 30ms if the number of available user worker threads got low. It doesn't look like any of the UDP packet types are marked async so this check is 1) unnecessary and 2) really crazy since it stops up the reception thread under heavy load without any indication. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 82fad11..2aab4f9 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1615,6 +1615,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { IncomingPacket incomingPacket = null; + /* // HACK: This is a test to try and rate limit packet handling on Mono. // If it works, a more elegant solution can be devised if (Util.FireAndForgetCount() < 2) @@ -1622,6 +1623,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP //m_log.Debug("[LLUDPSERVER]: Incoming packet handler is sleeping"); Thread.Sleep(30); } + */ if (packetInbox.Dequeue(100, ref incomingPacket)) { -- cgit v1.1 From 1b265b213b65076ee346d85f62d2d61a72ea3ca6 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 10 Jul 2013 16:09:45 -0700 Subject: Added show client-stats [first last] command to expose what viewers are requesting. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 18 +++- .../Region/ClientStack/Linden/UDP/LLUDPClient.cs | 27 +++-- .../Agent/UDP/Linden/LindenUDPInfoModule.cs | 109 ++++++++++++++++++++- 3 files changed, 137 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index bd61c3f..3d92705 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -678,12 +678,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP //there is a local handler for this packet type if (pprocessor.Async) { + ClientInfo cinfo = UDPClient.GetClientInfo(); + if (!cinfo.AsyncRequests.ContainsKey(packet.Type.ToString())) + cinfo.AsyncRequests[packet.Type.ToString()] = 0; + cinfo.AsyncRequests[packet.Type.ToString()]++; + object obj = new AsyncPacketProcess(this, pprocessor.method, packet); Util.FireAndForget(ProcessSpecificPacketAsync, obj); result = true; } else { + ClientInfo cinfo = UDPClient.GetClientInfo(); + if (!cinfo.SyncRequests.ContainsKey(packet.Type.ToString())) + cinfo.SyncRequests[packet.Type.ToString()] = 0; + cinfo.SyncRequests[packet.Type.ToString()]++; + result = pprocessor.method(this, packet); } } @@ -698,6 +708,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP } if (found) { + ClientInfo cinfo = UDPClient.GetClientInfo(); + if (!cinfo.GenericRequests.ContainsKey(packet.Type.ToString())) + cinfo.GenericRequests[packet.Type.ToString()] = 0; + cinfo.GenericRequests[packet.Type.ToString()]++; + result = method(this, packet); } } @@ -12030,7 +12045,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP ClientInfo info = m_udpClient.GetClientInfo(); info.proxyEP = null; - info.agentcircuit = RequestClientInfo(); + if (info.agentcircuit == null) + info.agentcircuit = RequestClientInfo(); return info; } diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs index 621e0fd..7749446 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs @@ -159,6 +159,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC private int m_maxRTO = 60000; + private ClientInfo m_info = new ClientInfo(); + /// /// Default constructor /// @@ -240,20 +242,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP // TODO: This data structure is wrong in so many ways. Locking and copying the entire lists // of pending and needed ACKs for every client every time some method wants information about // this connection is a recipe for poor performance - ClientInfo info = new ClientInfo(); - info.pendingAcks = new Dictionary(); - info.needAck = new Dictionary(); - - info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate; - info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate; - info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate; - info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate; - info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate; - info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate; - info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate; - info.totalThrottle = (int)m_throttleCategory.DripRate; - - return info; + + m_info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate; + m_info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate; + m_info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate; + m_info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate; + m_info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate; + m_info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate; + m_info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate; + m_info.totalThrottle = (int)m_throttleCategory.DripRate; + + return m_info; } /// diff --git a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs index 992f38e..b1aec81 100644 --- a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs +++ b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs @@ -27,6 +27,7 @@ using System; using System.Collections.Generic; +using System.Linq; using System.Reflection; using System.Text; using log4net; @@ -51,7 +52,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LindenUDPInfoModule")] public class LindenUDPInfoModule : ISharedRegionModule { -// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected Dictionary m_scenes = new Dictionary(); @@ -130,6 +131,15 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden "Go on/off emergency monitoring mode", "Go on/off emergency monitoring mode", HandleEmergencyMonitoring); + + scene.AddCommand( + "Comms", this, "show client-stats", + "show client-stats [first_name last_name]", + "Show client request stats", + "Without the 'first_name last_name' option, all clients are shown." + + " With the 'first_name last_name' option only a specific client is shown.", + (mod, cmd) => MainConsole.Instance.Output(HandleClientStatsReport(cmd))); + } public void RemoveRegion(Scene scene) @@ -587,6 +597,101 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden (throttleRates.Asset * 8) / 1000); return report.ToString(); - } + } + + /// + /// Show client stats data + /// + /// + /// + protected string HandleClientStatsReport(string[] showParams) + { + // NOTE: This writes to m_log on purpose. We want to store this information + // in case we need to analyze it later. + // + if (showParams.Length <= 3) + { + m_log.InfoFormat("[INFO]: {0,-12} {1,20} {2,6} {3,11} {4, 10}", "Region", "Name", "Root", "Time", "Reqs/min"); + foreach (Scene scene in m_scenes.Values) + { + scene.ForEachClient( + delegate(IClientAPI client) + { + if (client is LLClientView) + { + LLClientView llClient = client as LLClientView; + ClientInfo cinfo = llClient.UDPClient.GetClientInfo(); + int avg_reqs = cinfo.AsyncRequests.Count + cinfo.GenericRequests.Count + cinfo.SyncRequests.Count; + avg_reqs = avg_reqs / ((DateTime.Now - cinfo.StartedTime).Minutes + 1); + + m_log.InfoFormat("[INFO]: {0,-12} {1,20} {2,4} {3,9}min {4,10}", + scene.RegionInfo.RegionName, llClient.Name, + (llClient.SceneAgent.IsChildAgent ? "N" : "Y"), (DateTime.Now - cinfo.StartedTime).Minutes, avg_reqs); + } + }); + } + return string.Empty; + } + + string fname = "", lname = ""; + + if (showParams.Length > 2) + fname = showParams[2]; + if (showParams.Length > 3) + lname = showParams[3]; + + foreach (Scene scene in m_scenes.Values) + { + scene.ForEachClient( + delegate(IClientAPI client) + { + if (client is LLClientView) + { + LLClientView llClient = client as LLClientView; + + if (llClient.Name == fname + " " + lname) + { + + ClientInfo cinfo = llClient.GetClientInfo(); + AgentCircuitData aCircuit = scene.AuthenticateHandler.GetAgentCircuitData(llClient.CircuitCode); + if (aCircuit == null) // create a dummy one + aCircuit = new AgentCircuitData(); + + if (!llClient.SceneAgent.IsChildAgent) + m_log.InfoFormat("[INFO]: {0} # {1} # {2}", llClient.Name, aCircuit.Viewer, aCircuit.Id0); + + int avg_reqs = cinfo.AsyncRequests.Count + cinfo.GenericRequests.Count + cinfo.SyncRequests.Count; + avg_reqs = avg_reqs / ((DateTime.Now - cinfo.StartedTime).Minutes + 1); + + m_log.InfoFormat("[INFO]:"); + m_log.InfoFormat("[INFO]: {0} # {1} # Time: {2}min # Avg Reqs/min: {3}", scene.RegionInfo.RegionName, + (llClient.SceneAgent.IsChildAgent ? "Child" : "Root"), (DateTime.Now - cinfo.StartedTime).Minutes, avg_reqs); + + Dictionary sortedDict = (from entry in cinfo.AsyncRequests orderby entry.Value descending select entry) + .ToDictionary(pair => pair.Key, pair => pair.Value); + + m_log.InfoFormat("[INFO]: {0,25}", "TOP ASYNC"); + foreach (KeyValuePair kvp in sortedDict.Take(12)) + m_log.InfoFormat("[INFO]: {0,25} {1,-6}", kvp.Key, kvp.Value); + + m_log.InfoFormat("[INFO]:"); + sortedDict = (from entry in cinfo.SyncRequests orderby entry.Value descending select entry) + .ToDictionary(pair => pair.Key, pair => pair.Value); + m_log.InfoFormat("[INFO]: {0,25}", "TOP SYNC"); + foreach (KeyValuePair kvp in sortedDict.Take(12)) + m_log.InfoFormat("[INFO]: {0,25} {1,-6}", kvp.Key, kvp.Value); + + m_log.InfoFormat("[INFO]:"); + sortedDict = (from entry in cinfo.GenericRequests orderby entry.Value descending select entry) + .ToDictionary(pair => pair.Key, pair => pair.Value); + m_log.InfoFormat("[INFO]: {0,25}", "TOP GENERIC"); + foreach (KeyValuePair kvp in sortedDict.Take(12)) + m_log.InfoFormat("[INFO]: {0,25} {1,-6}", kvp.Key, kvp.Value); + } + } + }); + } + return string.Empty; + } } } \ No newline at end of file -- cgit v1.1 From bdaeb02863cb56e0d543b1e97eb3356571911f90 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 10 Jul 2013 17:14:20 -0700 Subject: show client stats: Fixed the requests/min. Also changed the spelling of the command, not without the dash. --- .../Agent/UDP/Linden/LindenUDPInfoModule.cs | 43 +++++++++++----------- 1 file changed, 22 insertions(+), 21 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs index b1aec81..79509ab 100644 --- a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs +++ b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs @@ -133,8 +133,8 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden HandleEmergencyMonitoring); scene.AddCommand( - "Comms", this, "show client-stats", - "show client-stats [first_name last_name]", + "Comms", this, "show client stats", + "show client stats [first_name last_name]", "Show client request stats", "Without the 'first_name last_name' option, all clients are shown." + " With the 'first_name last_name' option only a specific client is shown.", @@ -609,7 +609,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden // NOTE: This writes to m_log on purpose. We want to store this information // in case we need to analyze it later. // - if (showParams.Length <= 3) + if (showParams.Length <= 4) { m_log.InfoFormat("[INFO]: {0,-12} {1,20} {2,6} {3,11} {4, 10}", "Region", "Name", "Root", "Time", "Reqs/min"); foreach (Scene scene in m_scenes.Values) @@ -621,7 +621,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden { LLClientView llClient = client as LLClientView; ClientInfo cinfo = llClient.UDPClient.GetClientInfo(); - int avg_reqs = cinfo.AsyncRequests.Count + cinfo.GenericRequests.Count + cinfo.SyncRequests.Count; + int avg_reqs = cinfo.AsyncRequests.Values.Sum() + cinfo.GenericRequests.Values.Sum() + cinfo.SyncRequests.Values.Sum(); avg_reqs = avg_reqs / ((DateTime.Now - cinfo.StartedTime).Minutes + 1); m_log.InfoFormat("[INFO]: {0,-12} {1,20} {2,4} {3,9}min {4,10}", @@ -635,10 +635,10 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden string fname = "", lname = ""; - if (showParams.Length > 2) - fname = showParams[2]; if (showParams.Length > 3) - lname = showParams[3]; + fname = showParams[3]; + if (showParams.Length > 4) + lname = showParams[4]; foreach (Scene scene in m_scenes.Values) { @@ -660,7 +660,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden if (!llClient.SceneAgent.IsChildAgent) m_log.InfoFormat("[INFO]: {0} # {1} # {2}", llClient.Name, aCircuit.Viewer, aCircuit.Id0); - int avg_reqs = cinfo.AsyncRequests.Count + cinfo.GenericRequests.Count + cinfo.SyncRequests.Count; + int avg_reqs = cinfo.AsyncRequests.Values.Sum() + cinfo.GenericRequests.Values.Sum() + cinfo.SyncRequests.Values.Sum(); avg_reqs = avg_reqs / ((DateTime.Now - cinfo.StartedTime).Minutes + 1); m_log.InfoFormat("[INFO]:"); @@ -669,29 +669,30 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden Dictionary sortedDict = (from entry in cinfo.AsyncRequests orderby entry.Value descending select entry) .ToDictionary(pair => pair.Key, pair => pair.Value); + PrintRequests("TOP ASYNC", sortedDict, cinfo.AsyncRequests.Values.Sum()); - m_log.InfoFormat("[INFO]: {0,25}", "TOP ASYNC"); - foreach (KeyValuePair kvp in sortedDict.Take(12)) - m_log.InfoFormat("[INFO]: {0,25} {1,-6}", kvp.Key, kvp.Value); - - m_log.InfoFormat("[INFO]:"); sortedDict = (from entry in cinfo.SyncRequests orderby entry.Value descending select entry) .ToDictionary(pair => pair.Key, pair => pair.Value); - m_log.InfoFormat("[INFO]: {0,25}", "TOP SYNC"); - foreach (KeyValuePair kvp in sortedDict.Take(12)) - m_log.InfoFormat("[INFO]: {0,25} {1,-6}", kvp.Key, kvp.Value); + PrintRequests("TOP SYNC", sortedDict, cinfo.SyncRequests.Values.Sum()); - m_log.InfoFormat("[INFO]:"); sortedDict = (from entry in cinfo.GenericRequests orderby entry.Value descending select entry) .ToDictionary(pair => pair.Key, pair => pair.Value); - m_log.InfoFormat("[INFO]: {0,25}", "TOP GENERIC"); - foreach (KeyValuePair kvp in sortedDict.Take(12)) - m_log.InfoFormat("[INFO]: {0,25} {1,-6}", kvp.Key, kvp.Value); + PrintRequests("TOP GENERIC", sortedDict, cinfo.GenericRequests.Values.Sum()); } } }); } return string.Empty; - } + } + + private void PrintRequests(string type, Dictionary sortedDict, int sum) + { + m_log.InfoFormat("[INFO]:"); + m_log.InfoFormat("[INFO]: {0,25}", type); + foreach (KeyValuePair kvp in sortedDict.Take(12)) + m_log.InfoFormat("[INFO]: {0,25} {1,-6}", kvp.Key, kvp.Value); + m_log.InfoFormat("[INFO]: {0,25}", "..."); + m_log.InfoFormat("[INFO]: {0,25} {1,-6}", "Total", sum); + } } } \ No newline at end of file -- cgit v1.1 From fe5da43d15506d029be260b2e60a69787686d062 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 10 Jul 2013 19:29:14 -0700 Subject: EXPERIMENTAL: make RequestImage (UDP packet handler) sync instead of async. This _shouldn't_ screw things up, given that all this does is to dump the request in a queue. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 3d92705..16e7207 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5373,7 +5373,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP AddLocalPacketHandler(PacketType.ScriptAnswerYes, HandleScriptAnswerYes, false); AddLocalPacketHandler(PacketType.ObjectClickAction, HandleObjectClickAction, false); AddLocalPacketHandler(PacketType.ObjectMaterial, HandleObjectMaterial, false); - AddLocalPacketHandler(PacketType.RequestImage, HandleRequestImage); + AddLocalPacketHandler(PacketType.RequestImage, HandleRequestImage, false); AddLocalPacketHandler(PacketType.TransferRequest, HandleTransferRequest); AddLocalPacketHandler(PacketType.AssetUploadRequest, HandleAssetUploadRequest); AddLocalPacketHandler(PacketType.RequestXfer, HandleRequestXfer); -- cgit v1.1 From 9173130fde7dd93d6d9ad5dea317e5f1f0e66b40 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 10 Jul 2013 20:48:13 -0700 Subject: Switched RegionHandshakeReply to Sync, because it's not doing anything blocking. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 16e7207..c5b6ac6 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5312,7 +5312,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP AddLocalPacketHandler(PacketType.RezObject, HandlerRezObject); AddLocalPacketHandler(PacketType.DeRezObject, HandlerDeRezObject); AddLocalPacketHandler(PacketType.ModifyLand, HandlerModifyLand); - AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply); + AddLocalPacketHandler(PacketType.RegionHandshakeReply, HandlerRegionHandshakeReply, false); AddLocalPacketHandler(PacketType.AgentWearablesRequest, HandlerAgentWearablesRequest); AddLocalPacketHandler(PacketType.AgentSetAppearance, HandlerAgentSetAppearance); AddLocalPacketHandler(PacketType.AgentIsNowWearing, HandlerAgentIsNowWearing); -- cgit v1.1 From 0120e858b7985b0f9571461d036a9099a25af9ad Mon Sep 17 00:00:00 2001 From: dahlia Date: Wed, 10 Jul 2013 22:30:41 -0700 Subject: remove names from Capability handlers (added by justincc in commit 013710168b3878fc0a93a92a1c026efb49da9935) as they seem to disable the use of multiple access methods for a single Capability in MaterialsDemoModule --- .../Region/OptionalModules/Materials/MaterialsDemoModule.cs | 11 ++++------- 1 file changed, 4 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 0a0d65c..088eb0f 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -139,21 +139,18 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule { string capsBase = "/CAPS/" + caps.CapsObjectPath; - IRequestHandler renderMaterialsPostHandler - = new RestStreamHandler("POST", capsBase + "/", RenderMaterialsPostCap, "RenderMaterialsPost", null); - caps.RegisterHandler("RenderMaterialsPost", renderMaterialsPostHandler); + IRequestHandler renderMaterialsPostHandler = new RestStreamHandler("POST", capsBase + "/", RenderMaterialsPostCap); + caps.RegisterHandler("RenderMaterials", renderMaterialsPostHandler); // OpenSimulator CAPs infrastructure seems to be somewhat hostile towards any CAP that requires both GET // and POST handlers, (at least at the time this was originally written), so we first set up a POST // handler normally and then add a GET handler via MainServer - IRequestHandler renderMaterialsGetHandler - = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap, "RenderMaterialsGet", null); + IRequestHandler renderMaterialsGetHandler = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap); MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler); // materials viewer seems to use either POST or PUT, so assign POST handler for PUT as well - IRequestHandler renderMaterialsPutHandler - = new RestStreamHandler("PUT", capsBase + "/", RenderMaterialsPostCap, "RenderMaterialsPut", null); + IRequestHandler renderMaterialsPutHandler = new RestStreamHandler("PUT", capsBase + "/", RenderMaterialsPostCap); MainServer.Instance.AddStreamHandler(renderMaterialsPutHandler); } -- cgit v1.1 From 3b48b6a7927796c3d830a83afe8c8ad558ddf1f8 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 11 Jul 2013 09:44:48 -0700 Subject: Switched TransferRequest (UDP packet handler) to sync. The permissions checks may block, so they get a FireAndForget. Everything else is non-blocking. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 214 +++++++++++---------- 1 file changed, 115 insertions(+), 99 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index c5b6ac6..ef4f190 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5374,7 +5374,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP AddLocalPacketHandler(PacketType.ObjectClickAction, HandleObjectClickAction, false); AddLocalPacketHandler(PacketType.ObjectMaterial, HandleObjectMaterial, false); AddLocalPacketHandler(PacketType.RequestImage, HandleRequestImage, false); - AddLocalPacketHandler(PacketType.TransferRequest, HandleTransferRequest); + AddLocalPacketHandler(PacketType.TransferRequest, HandleTransferRequest, false); AddLocalPacketHandler(PacketType.AssetUploadRequest, HandleAssetUploadRequest); AddLocalPacketHandler(PacketType.RequestXfer, HandleRequestXfer); AddLocalPacketHandler(PacketType.SendXferPacket, HandleSendXferPacket); @@ -7751,129 +7751,145 @@ namespace OpenSim.Region.ClientStack.LindenUDP //m_log.Debug("ClientView.ProcessPackets.cs:ProcessInPacket() - Got transfer request"); TransferRequestPacket transfer = (TransferRequestPacket)Pack; - //m_log.Debug("Transfer Request: " + transfer.ToString()); - // Validate inventory transfers - // Has to be done here, because AssetCache can't do it - // UUID taskID = UUID.Zero; if (transfer.TransferInfo.SourceType == (int)SourceType.SimInventoryItem) { - taskID = new UUID(transfer.TransferInfo.Params, 48); - UUID itemID = new UUID(transfer.TransferInfo.Params, 64); - UUID requestID = new UUID(transfer.TransferInfo.Params, 80); - -// m_log.DebugFormat( -// "[CLIENT]: Got request for asset {0} from item {1} in prim {2} by {3}", -// requestID, itemID, taskID, Name); - if (!(((Scene)m_scene).Permissions.BypassPermissions())) { - if (taskID != UUID.Zero) // Prim + // We're spawning a thread because the permissions check can block this thread + Util.FireAndForget(delegate { - SceneObjectPart part = ((Scene)m_scene).GetSceneObjectPart(taskID); + // This requests the asset if needed + HandleSimInventoryTransferRequestWithPermsCheck(sender, transfer); + }); + return true; + } + } + else if (transfer.TransferInfo.SourceType == (int)SourceType.SimEstate) + { + //TransferRequestPacket does not include covenant uuid? + //get scene covenant uuid + taskID = m_scene.RegionInfo.RegionSettings.Covenant; + } - if (part == null) - { - m_log.WarnFormat( - "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but prim does not exist", - Name, requestID, itemID, taskID); - return true; - } + // This is non-blocking + MakeAssetRequest(transfer, taskID); - TaskInventoryItem tii = part.Inventory.GetInventoryItem(itemID); - if (tii == null) - { - m_log.WarnFormat( - "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but item does not exist", - Name, requestID, itemID, taskID); - return true; - } + return true; + } - if (tii.Type == (int)AssetType.LSLText) - { - if (!((Scene)m_scene).Permissions.CanEditScript(itemID, taskID, AgentId)) - return true; - } - else if (tii.Type == (int)AssetType.Notecard) - { - if (!((Scene)m_scene).Permissions.CanEditNotecard(itemID, taskID, AgentId)) - return true; - } - else - { - // TODO: Change this code to allow items other than notecards and scripts to be successfully - // shared with group. In fact, this whole block of permissions checking should move to an IPermissionsModule - if (part.OwnerID != AgentId) - { - m_log.WarnFormat( - "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but the prim is owned by {4}", - Name, requestID, itemID, taskID, part.OwnerID); - return true; - } + private void HandleSimInventoryTransferRequestWithPermsCheck(IClientAPI sender, TransferRequestPacket transfer) + { + UUID taskID = new UUID(transfer.TransferInfo.Params, 48); + UUID itemID = new UUID(transfer.TransferInfo.Params, 64); + UUID requestID = new UUID(transfer.TransferInfo.Params, 80); - if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0) - { - m_log.WarnFormat( - "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but modify permissions are not set", - Name, requestID, itemID, taskID); - return true; - } + //m_log.DebugFormat( + // "[CLIENT]: Got request for asset {0} from item {1} in prim {2} by {3}", + // requestID, itemID, taskID, Name); - if (tii.OwnerID != AgentId) - { - m_log.WarnFormat( - "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but the item is owned by {4}", - Name, requestID, itemID, taskID, tii.OwnerID); - return true; - } + //m_log.Debug("Transfer Request: " + transfer.ToString()); + // Validate inventory transfers + // Has to be done here, because AssetCache can't do it + // + if (taskID != UUID.Zero) // Prim + { + SceneObjectPart part = ((Scene)m_scene).GetSceneObjectPart(taskID); - if (( - tii.CurrentPermissions & ((uint)PermissionMask.Modify | (uint)PermissionMask.Copy | (uint)PermissionMask.Transfer)) - != ((uint)PermissionMask.Modify | (uint)PermissionMask.Copy | (uint)PermissionMask.Transfer)) - { - m_log.WarnFormat( - "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but item permissions are not modify/copy/transfer", - Name, requestID, itemID, taskID); - return true; - } + if (part == null) + { + m_log.WarnFormat( + "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but prim does not exist", + Name, requestID, itemID, taskID); + return; + } - if (tii.AssetID != requestID) - { - m_log.WarnFormat( - "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but this does not match item's asset {4}", - Name, requestID, itemID, taskID, tii.AssetID); - return true; - } - } + TaskInventoryItem tii = part.Inventory.GetInventoryItem(itemID); + if (tii == null) + { + m_log.WarnFormat( + "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but item does not exist", + Name, requestID, itemID, taskID); + return; + } + + if (tii.Type == (int)AssetType.LSLText) + { + if (!((Scene)m_scene).Permissions.CanEditScript(itemID, taskID, AgentId)) + return; + } + else if (tii.Type == (int)AssetType.Notecard) + { + if (!((Scene)m_scene).Permissions.CanEditNotecard(itemID, taskID, AgentId)) + return; + } + else + { + // TODO: Change this code to allow items other than notecards and scripts to be successfully + // shared with group. In fact, this whole block of permissions checking should move to an IPermissionsModule + if (part.OwnerID != AgentId) + { + m_log.WarnFormat( + "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but the prim is owned by {4}", + Name, requestID, itemID, taskID, part.OwnerID); + return; } - else // Agent + + if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0) { - IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); - if (invAccess != null) - { - if (!invAccess.CanGetAgentInventoryItem(this, itemID, requestID)) - return false; - } - else - { - return false; - } + m_log.WarnFormat( + "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but modify permissions are not set", + Name, requestID, itemID, taskID); + return; + } + + if (tii.OwnerID != AgentId) + { + m_log.WarnFormat( + "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but the item is owned by {4}", + Name, requestID, itemID, taskID, tii.OwnerID); + return; + } + + if (( + tii.CurrentPermissions & ((uint)PermissionMask.Modify | (uint)PermissionMask.Copy | (uint)PermissionMask.Transfer)) + != ((uint)PermissionMask.Modify | (uint)PermissionMask.Copy | (uint)PermissionMask.Transfer)) + { + m_log.WarnFormat( + "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but item permissions are not modify/copy/transfer", + Name, requestID, itemID, taskID); + return; + } + + if (tii.AssetID != requestID) + { + m_log.WarnFormat( + "[CLIENT]: {0} requested asset {1} from item {2} in prim {3} but this does not match item's asset {4}", + Name, requestID, itemID, taskID, tii.AssetID); + return; } } } - else - if (transfer.TransferInfo.SourceType == (int)SourceType.SimEstate) + else // Agent + { + IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); + if (invAccess != null) + { + if (!invAccess.CanGetAgentInventoryItem(this, itemID, requestID)) + return; + } + else { - //TransferRequestPacket does not include covenant uuid? - //get scene covenant uuid - taskID = m_scene.RegionInfo.RegionSettings.Covenant; + return; } + } + // Permissions out of the way, let's request the asset MakeAssetRequest(transfer, taskID); - return true; } + private bool HandleAssetUploadRequest(IClientAPI sender, Packet Pack) { AssetUploadRequestPacket request = (AssetUploadRequestPacket)Pack; -- cgit v1.1 From 604967b31e0ce4500587d0b88b81e6eecc4efdae Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 11 Jul 2013 09:47:46 -0700 Subject: Switched UUIDNameRequest and RegionHandleRequest to Sync, because now they are also non-blocking handlers. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index ef4f190..79c80a7 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5405,8 +5405,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP AddLocalPacketHandler(PacketType.TeleportLandmarkRequest, HandleTeleportLandmarkRequest); AddLocalPacketHandler(PacketType.TeleportCancel, HandleTeleportCancel); AddLocalPacketHandler(PacketType.TeleportLocationRequest, HandleTeleportLocationRequest); - AddLocalPacketHandler(PacketType.UUIDNameRequest, HandleUUIDNameRequest); - AddLocalPacketHandler(PacketType.RegionHandleRequest, HandleRegionHandleRequest); + AddLocalPacketHandler(PacketType.UUIDNameRequest, HandleUUIDNameRequest, false); + AddLocalPacketHandler(PacketType.RegionHandleRequest, HandleRegionHandleRequest, false); AddLocalPacketHandler(PacketType.ParcelInfoRequest, HandleParcelInfoRequest); AddLocalPacketHandler(PacketType.ParcelAccessListRequest, HandleParcelAccessListRequest, false); AddLocalPacketHandler(PacketType.ParcelAccessListUpdate, HandleParcelAccessListUpdate, false); -- cgit v1.1 From c4f1ec1fd643ab3748235dfb89bc1e66165558f9 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 11 Jul 2013 10:21:20 -0700 Subject: Changed the UserProfileModule so that it's less greedy in terms of thread usage. --- .../CoreModules/Avatar/UserProfiles/UserProfileModule.cs | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 161f160..c04098c 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -173,7 +173,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles if(obj.PresenceType == PresenceType.Npc) return; - GetImageAssets(((IScenePresence)obj).UUID); + Util.FireAndForget(delegate + { + GetImageAssets(((IScenePresence)obj).UUID); + }); } /// @@ -1044,12 +1047,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles { OSDString assetId = (OSDString)asset; - Scene.AssetService.Get(string.Format("{0}/{1}",assetServerURI, assetId.AsString()), this, - delegate (string assetID, Object s, AssetBase a) - { - // m_log.DebugFormat("[PROFILES]: Getting Image Assets {0}", assetID); - return; - }); + Scene.AssetService.Get(string.Format("{0}/{1}",assetServerURI, assetId.AsString())); } return true; } -- cgit v1.1 From 44e9849ed1190dbc29ffa97fa5df286dc9794edb Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 11 Jul 2013 23:02:30 +0100 Subject: Fix regression where llHTTPRequests which did not get an OK response returned 499 and the exception message in the http_response event rather than the actual response code and body. This was a regression since commit 831e4c3 (Thu Apr 4 00:36:15 2013) This commit also adds a regression test for this case, though this currently only works with Mono This aims to address http://opensimulator.org/mantis/view.php?id=6704 --- .../Scripting/HttpRequest/ScriptsHttpRequests.cs | 77 ++++---- .../HttpRequest/Tests/ScriptsHttpRequestsTests.cs | 201 +++++++++++++++++++++ 2 files changed, 238 insertions(+), 40 deletions(-) create mode 100644 OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index 6793fc8..1a62405 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs @@ -419,7 +419,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest get { return _reqID; } set { _reqID = value; } } - public HttpWebRequest Request; + public WebRequest Request; public string ResponseBody; public List ResponseMetadata; public Dictionary ResponseHeaders; @@ -431,18 +431,11 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest SendRequest(); } - /* - * TODO: More work on the response codes. Right now - * returning 200 for success or 499 for exception - */ - public void SendRequest() { - HttpWebResponse response = null; - try { - Request = (HttpWebRequest) WebRequest.Create(Url); + Request = WebRequest.Create(Url); Request.Method = HttpMethod; Request.ContentType = HttpMIMEType; @@ -480,14 +473,17 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest } } - foreach (KeyValuePair entry in ResponseHeaders) - if (entry.Key.ToLower().Equals("user-agent")) - Request.UserAgent = entry.Value; - else - Request.Headers[entry.Key] = entry.Value; + if (ResponseHeaders != null) + { + foreach (KeyValuePair entry in ResponseHeaders) + if (entry.Key.ToLower().Equals("user-agent") && Request is HttpWebRequest) + ((HttpWebRequest)Request).UserAgent = entry.Value; + else + Request.Headers[entry.Key] = entry.Value; + } // Encode outbound data - if (OutboundBody.Length > 0) + if (OutboundBody != null && OutboundBody.Length > 0) { byte[] data = Util.UTF8.GetBytes(OutboundBody); @@ -510,12 +506,19 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest { throw; } - response = (HttpWebResponse)e.Response; + + HttpWebResponse response = (HttpWebResponse)e.Response; + + Status = (int)response.StatusCode; + ResponseBody = response.StatusDescription; _finished = true; } } catch (Exception e) { +// m_log.Debug( +// string.Format("[SCRIPTS HTTP REQUESTS]: Exception on request to {0} for {1} ", Url, ItemID), e); + Status = (int)OSHttpStatusCode.ClientErrorJoker; ResponseBody = e.Message; _finished = true; @@ -528,33 +531,27 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest try { - response = (HttpWebResponse)Request.EndGetResponse(ar); - Status = (int)response.StatusCode; - - Stream resStream = response.GetResponseStream(); - StringBuilder sb = new StringBuilder(); - byte[] buf = new byte[8192]; - string tempString = null; - int count = 0; - - do + try { - // fill the buffer with data - count = resStream.Read(buf, 0, buf.Length); - - // make sure we read some data - if (count != 0) + response = (HttpWebResponse)Request.EndGetResponse(ar); + } + catch (WebException e) + { + if (e.Status != WebExceptionStatus.ProtocolError) { - // translate from bytes to ASCII text - tempString = Util.UTF8.GetString(buf, 0, count); - - // continue building the string - sb.Append(tempString); + throw; } - } - while (count > 0); // any more data to read? - ResponseBody = sb.ToString(); + response = (HttpWebResponse)e.Response; + } + + Status = (int)response.StatusCode; + + using (Stream stream = response.GetResponseStream()) + { + StreamReader reader = new StreamReader(stream, Encoding.UTF8); + ResponseBody = reader.ReadToEnd(); + } } catch (Exception e) { @@ -587,4 +584,4 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest Request.Abort(); } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs new file mode 100644 index 0000000..f638f91 --- /dev/null +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs @@ -0,0 +1,201 @@ +/* + * 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.Net; +using System.Reflection; +using System.Runtime.Serialization; +using System.Text; +using System.Threading; +using log4net.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenMetaverse.Assets; +using OpenSim.Framework; +using OpenSim.Region.CoreModules.Scripting.HttpRequest; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Region.CoreModules.Scripting.HttpRequest.Tests +{ + class TestWebRequestCreate : IWebRequestCreate + { + public TestWebRequest NextRequest { get; set; } + + public WebRequest Create(Uri uri) + { +// NextRequest.RequestUri = uri; + + return NextRequest; + +// return new TestWebRequest(new SerializationInfo(typeof(TestWebRequest), new FormatterConverter()), new StreamingContext()); + } + } + + class TestWebRequest : WebRequest + { + public override string ContentType { get; set; } + public override string Method { get; set; } + + public Func OnEndGetResponse { get; set; } + + public TestWebRequest() : base() + { +// Console.WriteLine("created"); + } + +// public TestWebRequest(SerializationInfo serializationInfo, StreamingContext streamingContext) +// : base(serializationInfo, streamingContext) +// { +// Console.WriteLine("created"); +// } + + public override IAsyncResult BeginGetResponse(AsyncCallback callback, object state) + { +// Console.WriteLine("bish"); + TestAsyncResult tasr = new TestAsyncResult(); + callback(tasr); + + return tasr; + } + + public override WebResponse EndGetResponse(IAsyncResult asyncResult) + { +// Console.WriteLine("bosh"); + return OnEndGetResponse(asyncResult); + } + } + + class TestHttpWebResponse : HttpWebResponse + { + public string Response { get; set; } + + public TestHttpWebResponse(SerializationInfo serializationInfo, StreamingContext streamingContext) + : base(serializationInfo, streamingContext) {} + + public override Stream GetResponseStream() + { + return new MemoryStream(Encoding.UTF8.GetBytes(Response)); + } + } + + class TestAsyncResult : IAsyncResult + { + WaitHandle m_wh = new ManualResetEvent(true); + + object IAsyncResult.AsyncState + { + get { + throw new System.NotImplementedException (); + } + } + + WaitHandle IAsyncResult.AsyncWaitHandle + { + get { return m_wh; } + } + + bool IAsyncResult.CompletedSynchronously + { + get { return false; } + } + + bool IAsyncResult.IsCompleted + { + get { return true; } + } + } + + /// + /// Test script http request code. + /// + /// + /// This class uses some very hacky workarounds in order to mock HttpWebResponse which are Mono dependent (though + /// alternative code can be written to make this work for Windows). However, the value of being able to + /// regression test this kind of code is very high. + /// + [TestFixture] + public class ScriptsHttpRequestsTests : OpenSimTestCase + { + /// + /// Test what happens when we get a 404 response from a call. + /// + [Test] + public void Test404Response() + { + TestHelpers.InMethod(); + TestHelpers.EnableLogging(); + + if (!Util.IsPlatformMono) + Assert.Ignore("Ignoring test since can only currently run on Mono"); + + string rawResponse = "boom"; + + TestWebRequestCreate twrc = new TestWebRequestCreate(); + + TestWebRequest twr = new TestWebRequest(); + //twr.OnEndGetResponse += ar => new TestHttpWebResponse(null, new StreamingContext()); + twr.OnEndGetResponse += ar => + { + SerializationInfo si = new SerializationInfo(typeof(HttpWebResponse), new FormatterConverter()); + StreamingContext sc = new StreamingContext(); +// WebHeaderCollection headers = new WebHeaderCollection(); +// si.AddValue("m_HttpResponseHeaders", headers); + si.AddValue("uri", new Uri("test://arrg")); +// si.AddValue("m_Certificate", null); + si.AddValue("version", HttpVersion.Version11); + si.AddValue("statusCode", HttpStatusCode.NotFound); + si.AddValue("contentLength", 0); + si.AddValue("method", "GET"); + si.AddValue("statusDescription", "Not Found"); + si.AddValue("contentType", null); + si.AddValue("cookieCollection", new CookieCollection()); + + TestHttpWebResponse thwr = new TestHttpWebResponse(si, sc); + thwr.Response = rawResponse; + + throw new WebException("no message", null, WebExceptionStatus.ProtocolError, thwr); + }; + + twrc.NextRequest = twr; + + WebRequest.RegisterPrefix("test", twrc); + HttpRequestClass hr = new HttpRequestClass(); + hr.Url = "test://something"; + hr.SendRequest(); + + while (!hr.Finished) + Thread.Sleep(100); + + Assert.That(hr.Status, Is.EqualTo((int)HttpStatusCode.NotFound)); + Assert.That(hr.ResponseBody, Is.EqualTo(rawResponse)); + } + } +} \ No newline at end of file -- cgit v1.1 From e15a15688bbee6b7a76bb29f7879e0c59491449a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 11 Jul 2013 23:11:35 +0100 Subject: minor: Take out unnecessary clumsy sleep at the end of regression Test404Response(). This wasn't actually necessary in the end but was accidentally left in. --- .../Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs | 3 --- 1 file changed, 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs index f638f91..180a046 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs @@ -191,9 +191,6 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest.Tests hr.Url = "test://something"; hr.SendRequest(); - while (!hr.Finished) - Thread.Sleep(100); - Assert.That(hr.Status, Is.EqualTo((int)HttpStatusCode.NotFound)); Assert.That(hr.ResponseBody, Is.EqualTo(rawResponse)); } -- cgit v1.1 From 7c2e4786ce9b85459b8c8973f658aa9a221925dc Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 11 Jul 2013 23:19:55 +0100 Subject: minor: remove some regression test logging switches accidentally left uncommented. --- .../CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs | 2 +- OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs index 180a046..e812d81 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/Tests/ScriptsHttpRequestsTests.cs @@ -151,7 +151,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest.Tests public void Test404Response() { TestHelpers.InMethod(); - TestHelpers.EnableLogging(); +// TestHelpers.EnableLogging(); if (!Util.IsPlatformMono) Assert.Ignore("Ignoring test since can only currently run on Mono"); diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs index 5714042..b6fb730 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs @@ -59,7 +59,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests public void TestChildAgentSingleRegionCapabilities() { TestHelpers.InMethod(); - TestHelpers.EnableLogging(); +// TestHelpers.EnableLogging(); UUID spUuid = TestHelpers.ParseTail(0x1); -- cgit v1.1 From ba8f9c9d0a7d07b7587663baef9c52293a3ac404 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 11 Jul 2013 23:51:10 +0100 Subject: Try naming the materials handlers again, this time registering the POST as RenderMaterials This was probably the mistake. The other handlers are named RenderMaterials as well but this actully has no affect apart from on stats, due to a (counterintuitive) disconnect between the registration name and the name of the request handler. Will be tested very soon and reverted if this still does not work. --- OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs index 088eb0f..d8f5563 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsDemoModule.cs @@ -139,18 +139,21 @@ namespace OpenSim.Region.OptionalModules.MaterialsDemoModule { string capsBase = "/CAPS/" + caps.CapsObjectPath; - IRequestHandler renderMaterialsPostHandler = new RestStreamHandler("POST", capsBase + "/", RenderMaterialsPostCap); + IRequestHandler renderMaterialsPostHandler + = new RestStreamHandler("POST", capsBase + "/", RenderMaterialsPostCap, "RenderMaterials", null); caps.RegisterHandler("RenderMaterials", renderMaterialsPostHandler); // OpenSimulator CAPs infrastructure seems to be somewhat hostile towards any CAP that requires both GET // and POST handlers, (at least at the time this was originally written), so we first set up a POST // handler normally and then add a GET handler via MainServer - IRequestHandler renderMaterialsGetHandler = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap); + IRequestHandler renderMaterialsGetHandler + = new RestStreamHandler("GET", capsBase + "/", RenderMaterialsGetCap, "RenderMaterials", null); MainServer.Instance.AddStreamHandler(renderMaterialsGetHandler); // materials viewer seems to use either POST or PUT, so assign POST handler for PUT as well - IRequestHandler renderMaterialsPutHandler = new RestStreamHandler("PUT", capsBase + "/", RenderMaterialsPostCap); + IRequestHandler renderMaterialsPutHandler + = new RestStreamHandler("PUT", capsBase + "/", RenderMaterialsPostCap, "RenderMaterials", null); MainServer.Instance.AddStreamHandler(renderMaterialsPutHandler); } -- cgit v1.1 From 1909ee70f8f3df6558ce2abfc8b1d03fc5565a63 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 11 Jul 2013 16:57:07 -0700 Subject: Centralize duplicated code in SceneObjectPart for subscribing to collision events. Improve logic for knowing when to add processing routine to physics actor. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 97 ++++++++++------------ 1 file changed, 43 insertions(+), 54 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index f361acb..830fe31 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4213,31 +4213,12 @@ namespace OpenSim.Region.Framework.Scenes AddToPhysics(UsePhysics, SetPhantom, false); pa = PhysActor; - if (pa != null) { pa.SetMaterial(Material); DoPhysicsPropertyUpdate(UsePhysics, true); - - if ( - ((AggregateScriptEvents & scriptEvents.collision) != 0) || - ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || - ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || - ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || - ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || - ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - (CollisionSound != UUID.Zero) - ) - { - pa.OnCollisionUpdate += PhysicsCollision; - pa.SubscribeEvents(1000); - } + + SubscribeForCollisionEvents(); } } else // it already has a physical representation @@ -4291,6 +4272,46 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); } + // Subscribe for physics collision events if needed for scripts and sounds + public void SubscribeForCollisionEvents() + { + if (PhysActor != null) + { + if ( + ((AggregateScriptEvents & scriptEvents.collision) != 0) || + ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || + ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || + ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || + ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || + ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || + ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || + ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || + ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || + ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || + ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || + ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || + (CollisionSound != UUID.Zero) + ) + { + if (!PhysActor.SubscribedEvents()) + { + // If not already subscribed for event, set up for a collision event. + PhysActor.OnCollisionUpdate += PhysicsCollision; + PhysActor.SubscribeEvents(1000); + } + } + else + { + // There is no need to be subscribed to collisions so, if subscribed, remove subscription + if (PhysActor.SubscribedEvents()) + { + PhysActor.OnCollisionUpdate -= PhysicsCollision; + PhysActor.UnSubscribeEvents(); + } + } + } + } + /// /// Adds this part to the physics scene. /// @@ -4680,39 +4701,7 @@ namespace OpenSim.Region.Framework.Scenes objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; } - PhysicsActor pa = PhysActor; - - if ( - ((AggregateScriptEvents & scriptEvents.collision) != 0) || - ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || - ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || - ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || - ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || - ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - (CollisionSound != UUID.Zero) - ) - { - // subscribe to physics updates. - if (pa != null) - { - pa.OnCollisionUpdate += PhysicsCollision; - pa.SubscribeEvents(1000); - } - } - else - { - if (pa != null) - { - pa.UnSubscribeEvents(); - pa.OnCollisionUpdate -= PhysicsCollision; - } - } + SubscribeForCollisionEvents(); //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) //{ -- cgit v1.1 From 29f6ae199efd705052422b2fe9dd0e815447b0a8 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 12 Jul 2013 12:53:58 -0700 Subject: Changed UploadBakedTextureModule so that it uses the same pattern as the others, in preparation for experiments to direct baked texture uploads to a robust instance. No functional or configuration changes -- should work exactly as before. --- .../Linden/Caps/UploadBakedTextureModule.cs | 35 +++++++++++++++++----- 1 file changed, 27 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs index 3b0ccd7..79a935d 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs @@ -63,9 +63,16 @@ namespace OpenSim.Region.ClientStack.Linden private Scene m_scene; private bool m_persistBakedTextures; + private string m_URL; public void Initialise(IConfigSource source) { + IConfig config = source.Configs["ClientStack.LindenCaps"]; + if (config == null) + return; + + m_URL = config.GetString("Cap_UploadBakedTexture", string.Empty); + IConfig appearanceConfig = source.Configs["Appearance"]; if (appearanceConfig != null) m_persistBakedTextures = appearanceConfig.GetBoolean("PersistBakedTextures", m_persistBakedTextures); @@ -100,15 +107,27 @@ namespace OpenSim.Region.ClientStack.Linden public void RegisterCaps(UUID agentID, Caps caps) { - caps.RegisterHandler( - "UploadBakedTexture", - new RestStreamHandler( - "POST", - "/CAPS/" + caps.CapsObjectPath + m_uploadBakedTexturePath, - new UploadBakedTextureHandler( - caps, m_scene.AssetService, m_persistBakedTextures).UploadBakedTexture, + UUID capID = UUID.Random(); + + //caps.RegisterHandler("GetTexture", new StreamHandler("GET", "/CAPS/" + capID, ProcessGetTexture)); + if (m_URL == "localhost") + { + caps.RegisterHandler( "UploadBakedTexture", - agentID.ToString())); + new RestStreamHandler( + "POST", + "/CAPS/" + caps.CapsObjectPath + m_uploadBakedTexturePath, + new UploadBakedTextureHandler( + caps, m_scene.AssetService, m_persistBakedTextures).UploadBakedTexture, + "UploadBakedTexture", + agentID.ToString())); + + } + else + { + caps.RegisterHandler("UploadBakedTexture", m_URL); + } + } } } \ No newline at end of file -- cgit v1.1 From 3d118fb580ea0a5e9d9b23f5f876fca80cd17d0e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 12 Jul 2013 18:53:27 +0100 Subject: In co-op termination, extend EventWaitHandle to give this an indefinite lifetime in order to avoid a later RemotingException if scripts are being loaded into their own domains. This is necessary because XEngineScriptBase now retains a reference to an EventWaitHandle when co-op termination is active. Aims to address http://opensimulator.org/mantis/view.php?id=6634 --- .../ScriptEngine/Shared/Instance/ScriptInstance.cs | 23 ++++++++++++++++++++-- 1 file changed, 21 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index 887a317..229180f 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -241,7 +241,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance if (Engine.Config.GetString("ScriptStopStrategy", "abort") == "co-op") { m_coopTermination = true; - m_coopSleepHandle = new AutoResetEvent(false); + m_coopSleepHandle = new XEngineEventWaitHandle(false, EventResetMode.AutoReset); } } @@ -1201,4 +1201,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance Suspended = false; } } -} + + /// + /// Xengine event wait handle. + /// + /// + /// This class exists becase XEngineScriptBase gets a reference to this wait handle. We need to make sure that + /// when scripts are running in different AppDomains the lease does not expire. + /// FIXME: Like LSL_Api, etc., this effectively leaks memory since the GC will never collect it. To avoid this, + /// proper remoting sponsorship needs to be implemented across the board. + /// + public class XEngineEventWaitHandle : EventWaitHandle + { + public XEngineEventWaitHandle(bool initialState, EventResetMode mode) : base(initialState, mode) {} + + public override Object InitializeLifetimeService() + { + return null; + } + } +} \ No newline at end of file -- cgit v1.1 From d06c85ea77f76f4d915081ed6b314d66d6d38fbf Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 13 Jul 2013 00:29:07 +0100 Subject: Reinsert PhysicsActor variable back into SOP.SubscribeForCollisionEvents() in order to avoid a race condition. A separate PhysicsActor variable is used in case some other thread removes the PhysicsActor whilst this code is executing. If this is now impossible please revert - just adding this now whilst I remember. Also makes method comment into proper method doc. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 20 ++++++++++++-------- 1 file changed, 12 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 830fe31..eb3af42 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4272,10 +4272,14 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); } - // Subscribe for physics collision events if needed for scripts and sounds + /// + /// Subscribe for physics collision events if needed for scripts and sounds + /// public void SubscribeForCollisionEvents() { - if (PhysActor != null) + PhysicsActor pa = PhysActor; + + if (pa != null) { if ( ((AggregateScriptEvents & scriptEvents.collision) != 0) || @@ -4293,20 +4297,20 @@ namespace OpenSim.Region.Framework.Scenes (CollisionSound != UUID.Zero) ) { - if (!PhysActor.SubscribedEvents()) + if (!pa.SubscribedEvents()) { // If not already subscribed for event, set up for a collision event. - PhysActor.OnCollisionUpdate += PhysicsCollision; - PhysActor.SubscribeEvents(1000); + pa.OnCollisionUpdate += PhysicsCollision; + pa.SubscribeEvents(1000); } } else { // There is no need to be subscribed to collisions so, if subscribed, remove subscription - if (PhysActor.SubscribedEvents()) + if (pa.SubscribedEvents()) { - PhysActor.OnCollisionUpdate -= PhysicsCollision; - PhysActor.UnSubscribeEvents(); + pa.OnCollisionUpdate -= PhysicsCollision; + pa.UnSubscribeEvents(); } } } -- cgit v1.1 From a412b1d6823141129bef3ab906c6590eb6a81c72 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 09:46:58 -0700 Subject: Moved SendInitialDataToMe to earlier in CompleteMovement. Moved TriggerOnMakeRootAgent to the end of CompleteMovement. Justin, if you read this, there's a long story here. Some time ago you placed SendInitialDataToMe at the very beginning of client creation (in LLUDPServer). That is problematic, as we discovered relatively recently: on TPs, as soon as the client starts getting data from child agents, it starts requesting resources back *from the simulator where its root agent is*. We found this to be the problem behind meshes missing on HG TPs (because the viewer was requesting the meshes of the receiving sim from the departing grid). But this affects much more than meshes and HG TPs. It may also explain cloud avatars after a local TP: baked textures are only stored in the simulator, so if a child agent receives a UUID of a baked texture in the destination sim and requests that texture from the departing sim where the root agent is, it will fail to get that texture. Bottom line: we need to delay sending the new simulator data to the viewer until we are absolutely sure that the viewer knows that its main agent is in a new sim. Hence, moving it to CompleteMovement. Now I am trying to tune the initial rez delay that we all experience in the CC. I think that when I fixed the issue described above, I may have moved SendInitialDataToMe to much later than it should be, so now I'm moving to earlier in CompleteMovement. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 19 ++++++++++++++----- 2 files changed, 15 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 2aab4f9..85270a6 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1469,7 +1469,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code); bool tp = (aCircuit.teleportFlags > 0); - // Let's delay this for TP agents, otherwise the viewer doesn't know where to get meshes from + // Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from if (!tp) client.SceneAgent.SendInitialDataToMe(); } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 774546c..bd4f68e 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1010,7 +1010,9 @@ namespace OpenSim.Region.Framework.Scenes // recorded, which stops the input from being processed. MovementFlag = 0; - m_scene.EventManager.TriggerOnMakeRootAgent(this); + // DIVA NOTE: I moved TriggerOnMakeRootAgent out of here and into the end of + // CompleteMovement. We don't want modules doing heavy computation before CompleteMovement + // is over. } public int GetStateSource() @@ -1327,10 +1329,15 @@ namespace OpenSim.Region.Framework.Scenes bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); MakeRootAgent(AbsolutePosition, flying); ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); + // Remember in HandleUseCircuitCode, we delayed this to here + // This will also send the initial data to clients when TP to a neighboring region. + // Not ideal, but until we know we're TP-ing from a neighboring region, there's not much we can do + if (m_teleportFlags > 0) + SendInitialDataToMe(); // m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); - if ((m_callbackURI != null) && !m_callbackURI.Equals("")) + if (!string.IsNullOrEmpty(m_callbackURI)) { // We cannot sleep here since this would hold up the inbound packet processing thread, as // CompleteMovement() is executed synchronously. However, it might be better to delay the release @@ -1358,9 +1365,6 @@ namespace OpenSim.Region.Framework.Scenes // Create child agents in neighbouring regions if (openChildAgents && !IsChildAgent) { - // Remember in HandleUseCircuitCode, we delayed this to here - SendInitialDataToMe(); - IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); if (m_agentTransfer != null) Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); @@ -1382,6 +1386,11 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat( // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); + + // DIVA NOTE: moved this here from MakeRoot. We don't want modules making heavy + // computations before CompleteMovement is over + m_scene.EventManager.TriggerOnMakeRootAgent(this); + } /// -- cgit v1.1 From ff4ad60207431427e26a365df1ff28aa380faf12 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 10:05:11 -0700 Subject: Same issue as previous commit. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index bd4f68e..fcb841a 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2694,15 +2694,16 @@ namespace OpenSim.Region.Framework.Scenes // we created a new ScenePresence (a new child agent) in a fresh region. // Request info about all the (root) agents in this region // Note: This won't send data *to* other clients in that region (children don't send) - SendOtherAgentsAvatarDataToMe(); - SendOtherAgentsAppearanceToMe(); - EntityBase[] entities = Scene.Entities.GetEntities(); foreach(EntityBase e in entities) { if (e != null && e is SceneObjectGroup) ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); } + + SendOtherAgentsAvatarDataToMe(); + SendOtherAgentsAppearanceToMe(); + }); } -- cgit v1.1 From 3a26e366d2829c2f66a8aa22158bd0905f0894de Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 10:35:41 -0700 Subject: This commit effectively reverses the previous one, but it's just to log that we found the root of the rez delay: the priority scheme BestAvatarResponsiveness, which is currently the default, was the culprit. Changing it to FrontBack made the region rez be a lot more natural. BestAvatarResponsiveness introduces the region rez delay in cases where the region is full of avatars with lots of attachments, which is the case in CC load tests. In that case, the inworld prims are sent only after all avatar attachments are sent. Not recommended for regions with heavy avatar traffic! --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index fcb841a..9f8ada3 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2694,16 +2694,16 @@ namespace OpenSim.Region.Framework.Scenes // we created a new ScenePresence (a new child agent) in a fresh region. // Request info about all the (root) agents in this region // Note: This won't send data *to* other clients in that region (children don't send) + SendOtherAgentsAvatarDataToMe(); + SendOtherAgentsAppearanceToMe(); + EntityBase[] entities = Scene.Entities.GetEntities(); - foreach(EntityBase e in entities) + foreach (EntityBase e in entities) { if (e != null && e is SceneObjectGroup) ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); } - SendOtherAgentsAvatarDataToMe(); - SendOtherAgentsAppearanceToMe(); - }); } -- cgit v1.1 From 682537738008746f0aca22954902f3a4dfbdc95f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 11:11:18 -0700 Subject: Trying to reduce CPU usage on logins and TPs: trying radical elimination of all FireAndForgets throughout CompleteMovement. There were 4. --- .../Avatar/UserProfiles/UserProfileModule.cs | 5 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 60 ++++++++++------------ 2 files changed, 27 insertions(+), 38 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index c04098c..e7216ed 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -173,10 +173,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles if(obj.PresenceType == PresenceType.Npc) return; - Util.FireAndForget(delegate - { - GetImageAssets(((IScenePresence)obj).UUID); - }); + GetImageAssets(((IScenePresence)obj).UUID); } /// diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9f8ada3..4d796fe 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -958,14 +958,7 @@ namespace OpenSim.Region.Framework.Scenes // Viewers which have a current outfit folder will actually rez their own attachments. However, // viewers without (e.g. v1 viewers) will not, so we still need to make this call. if (Scene.AttachmentsModule != null) - Util.FireAndForget( - o => - { -// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) -// System.Threading.Thread.Sleep(7000); - - Scene.AttachmentsModule.RezAttachments(this); - }); + Scene.AttachmentsModule.RezAttachments(this); } else { @@ -1362,18 +1355,6 @@ namespace OpenSim.Region.Framework.Scenes ValidateAndSendAppearanceAndAgentData(); - // Create child agents in neighbouring regions - if (openChildAgents && !IsChildAgent) - { - IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); - if (m_agentTransfer != null) - Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); - - IFriendsModule friendsModule = m_scene.RequestModuleInterface(); - if (friendsModule != null) - friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); - } - // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. // This may be due to viewer code or it may be something we're not doing properly simulator side. @@ -1383,6 +1364,19 @@ namespace OpenSim.Region.Framework.Scenes sog.ScheduleGroupForFullUpdate(); } + // Create child agents in neighbouring regions + if (openChildAgents && !IsChildAgent) + { + IFriendsModule friendsModule = m_scene.RequestModuleInterface(); + if (friendsModule != null) + friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); + + IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); + if (m_agentTransfer != null) + m_agentTransfer.EnableChildAgents(this); // this can take a while... several seconds + + } + // m_log.DebugFormat( // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); @@ -2689,22 +2683,20 @@ namespace OpenSim.Region.Framework.Scenes public void SendInitialDataToMe() { // Send all scene object to the new client - Util.FireAndForget(delegate + + // we created a new ScenePresence (a new child agent) in a fresh region. + // Request info about all the (root) agents in this region + // Note: This won't send data *to* other clients in that region (children don't send) + SendOtherAgentsAvatarDataToMe(); + SendOtherAgentsAppearanceToMe(); + + EntityBase[] entities = Scene.Entities.GetEntities(); + foreach (EntityBase e in entities) { - // we created a new ScenePresence (a new child agent) in a fresh region. - // Request info about all the (root) agents in this region - // Note: This won't send data *to* other clients in that region (children don't send) - SendOtherAgentsAvatarDataToMe(); - SendOtherAgentsAppearanceToMe(); - - EntityBase[] entities = Scene.Entities.GetEntities(); - foreach (EntityBase e in entities) - { - if (e != null && e is SceneObjectGroup) - ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); - } + if (e != null && e is SceneObjectGroup) + ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); + } - }); } /// -- cgit v1.1 From bc405a6a349f4d2be3f79afe7e8a88738339ef1f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 11:30:37 -0700 Subject: That didn't fix the problem. Revert "Trying to reduce CPU usage on logins and TPs: trying radical elimination of all FireAndForgets throughout CompleteMovement. There were 4." This reverts commit 682537738008746f0aca22954902f3a4dfbdc95f. --- .../Avatar/UserProfiles/UserProfileModule.cs | 5 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 60 ++++++++++++---------- 2 files changed, 38 insertions(+), 27 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index e7216ed..c04098c 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -173,7 +173,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles if(obj.PresenceType == PresenceType.Npc) return; - GetImageAssets(((IScenePresence)obj).UUID); + Util.FireAndForget(delegate + { + GetImageAssets(((IScenePresence)obj).UUID); + }); } /// diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4d796fe..9f8ada3 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -958,7 +958,14 @@ namespace OpenSim.Region.Framework.Scenes // Viewers which have a current outfit folder will actually rez their own attachments. However, // viewers without (e.g. v1 viewers) will not, so we still need to make this call. if (Scene.AttachmentsModule != null) - Scene.AttachmentsModule.RezAttachments(this); + Util.FireAndForget( + o => + { +// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) +// System.Threading.Thread.Sleep(7000); + + Scene.AttachmentsModule.RezAttachments(this); + }); } else { @@ -1355,26 +1362,25 @@ namespace OpenSim.Region.Framework.Scenes ValidateAndSendAppearanceAndAgentData(); - // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region - // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. - // This may be due to viewer code or it may be something we're not doing properly simulator side. - lock (m_attachments) - { - foreach (SceneObjectGroup sog in m_attachments) - sog.ScheduleGroupForFullUpdate(); - } - // Create child agents in neighbouring regions if (openChildAgents && !IsChildAgent) { + IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); + if (m_agentTransfer != null) + Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); + IFriendsModule friendsModule = m_scene.RequestModuleInterface(); if (friendsModule != null) friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); + } - IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); - if (m_agentTransfer != null) - m_agentTransfer.EnableChildAgents(this); // this can take a while... several seconds - + // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region + // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. + // This may be due to viewer code or it may be something we're not doing properly simulator side. + lock (m_attachments) + { + foreach (SceneObjectGroup sog in m_attachments) + sog.ScheduleGroupForFullUpdate(); } // m_log.DebugFormat( @@ -2683,20 +2689,22 @@ namespace OpenSim.Region.Framework.Scenes public void SendInitialDataToMe() { // Send all scene object to the new client - - // we created a new ScenePresence (a new child agent) in a fresh region. - // Request info about all the (root) agents in this region - // Note: This won't send data *to* other clients in that region (children don't send) - SendOtherAgentsAvatarDataToMe(); - SendOtherAgentsAppearanceToMe(); - - EntityBase[] entities = Scene.Entities.GetEntities(); - foreach (EntityBase e in entities) + Util.FireAndForget(delegate { - if (e != null && e is SceneObjectGroup) - ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); - } + // we created a new ScenePresence (a new child agent) in a fresh region. + // Request info about all the (root) agents in this region + // Note: This won't send data *to* other clients in that region (children don't send) + SendOtherAgentsAvatarDataToMe(); + SendOtherAgentsAppearanceToMe(); + + EntityBase[] entities = Scene.Entities.GetEntities(); + foreach (EntityBase e in entities) + { + if (e != null && e is SceneObjectGroup) + ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); + } + }); } /// -- cgit v1.1 From 5a1d6727e15623af4700058d516cabf03fb910ac Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 11:39:17 -0700 Subject: Some more debug to see how many threads are available. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9f8ada3..11b15a7 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1383,6 +1383,8 @@ namespace OpenSim.Region.Framework.Scenes sog.ScheduleGroupForFullUpdate(); } + m_log.DebugFormat("[SCENE PRESENCE]: ({0}) Available threads: {1}", Name, Util.FireAndForgetCount()); + // m_log.DebugFormat( // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); -- cgit v1.1 From 931eb892d92bcd61194655ec02def6264d8b182e Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 17:56:42 -0700 Subject: Deleted GET agent all around. Not used. --- .../Simulation/LocalSimulationConnector.cs | 20 -------------------- .../Simulation/RemoteSimulationConnector.cs | 18 ------------------ 2 files changed, 38 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 9427961..2dc3d2a 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -250,26 +250,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation return true; } - public bool RetrieveAgent(GridRegion destination, UUID id, out IAgentData agent) - { - agent = null; - - if (destination == null) - return false; - - if (m_scenes.ContainsKey(destination.RegionID)) - { -// m_log.DebugFormat( -// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate", -// s.RegionInfo.RegionName, destination.RegionHandle); - - return m_scenes[destination.RegionID].IncomingRetrieveRootAgent(id, out agent); - } - - //m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate"); - return false; - } - public bool QueryAccess(GridRegion destination, UUID id, Vector3 position, out string version, out string reason) { reason = "Communications failure"; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs index d120e11..4aa2d2a 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs @@ -212,24 +212,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation return m_remoteConnector.UpdateAgent(destination, cAgentData); } - public bool RetrieveAgent(GridRegion destination, UUID id, out IAgentData agent) - { - agent = null; - - if (destination == null) - return false; - - // Try local first - if (m_localBackend.RetrieveAgent(destination, id, out agent)) - return true; - - // else do the remote thing - if (!m_localBackend.IsLocalRegion(destination.RegionID)) - return m_remoteConnector.RetrieveAgent(destination, id, out agent); - - return false; - } - public bool QueryAccess(GridRegion destination, UUID id, Vector3 position, out string version, out string reason) { reason = "Communications failure"; -- cgit v1.1 From b4f1b9acf65f9e782d56602e60c58be6145c5cca Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 21:28:46 -0700 Subject: Guard against unauthorized agent deletes. --- .../EntityTransfer/EntityTransferModule.cs | 14 ++++++------ .../Simulation/LocalSimulationConnector.cs | 4 ++-- .../Simulation/RemoteSimulationConnector.cs | 6 ++--- OpenSim/Region/Framework/Scenes/Scene.cs | 26 +++++++++++++++++----- .../Framework/Scenes/SceneCommunicationService.cs | 8 +++---- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 ++++- 6 files changed, 42 insertions(+), 22 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 85d26f3..ef2ed4f 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -817,7 +817,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.", sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); - Fail(sp, finalDestination, logout, "Connection between viewer and destination region could not be established."); + Fail(sp, finalDestination, logout, Util.Md5Hash(currentAgentCircuit.Id0), "Connection between viewer and destination region could not be established."); return; } @@ -829,7 +829,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request", sp.Name, finalDestination.RegionName, sp.Scene.Name); - CleanupFailedInterRegionTeleport(sp, finalDestination); + CleanupFailedInterRegionTeleport(sp, Util.Md5Hash(currentAgentCircuit.Id0), finalDestination); return; } @@ -873,7 +873,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); - Fail(sp, finalDestination, logout, "Destination region did not signal teleport completion."); + Fail(sp, finalDestination, logout, Util.Md5Hash(currentAgentCircuit.Id0), "Destination region did not signal teleport completion."); return; } @@ -927,7 +927,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// /// /// - protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, GridRegion finalDestination) + protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination) { m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); @@ -938,7 +938,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Finally, kill the agent we just created at the destination. // XXX: Possibly this should be done asynchronously. - Scene.SimulationService.CloseAgent(finalDestination, sp.UUID); + Scene.SimulationService.CloseAgent(finalDestination, sp.UUID, auth_token); } /// @@ -948,9 +948,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// /// /// Human readable reason for teleport failure. Will be sent to client. - protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout, string reason) + protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout, string auth_code, string reason) { - CleanupFailedInterRegionTeleport(sp, finalDestination); + CleanupFailedInterRegionTeleport(sp, auth_code, finalDestination); m_interRegionTeleportFailures.Value++; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 2dc3d2a..6d5039b 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -286,7 +286,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation return false; } - public bool CloseAgent(GridRegion destination, UUID id) + public bool CloseAgent(GridRegion destination, UUID id, string auth_token) { if (destination == null) return false; @@ -297,7 +297,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation // "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate", // s.RegionInfo.RegionName, destination.RegionHandle); - m_scenes[destination.RegionID].IncomingCloseAgent(id, false); + m_scenes[destination.RegionID].IncomingCloseAgent(id, false, auth_token); return true; } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs index 4aa2d2a..8722b80 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs @@ -245,18 +245,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation } - public bool CloseAgent(GridRegion destination, UUID id) + public bool CloseAgent(GridRegion destination, UUID id, string auth_token) { if (destination == null) return false; // Try local first - if (m_localBackend.CloseAgent(destination, id)) + if (m_localBackend.CloseAgent(destination, id, auth_token)) return true; // else do the remote thing if (!m_localBackend.IsLocalRegion(destination.RegionID)) - return m_remoteConnector.CloseAgent(destination, id); + return m_remoteConnector.CloseAgent(destination, id, auth_token); return false; } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 54956ee..becea1f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3452,7 +3452,7 @@ namespace OpenSim.Region.Framework.Scenes regions.Remove(RegionInfo.RegionHandle); // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. - m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); + m_sceneGridService.SendCloseChildAgentConnections(agentID, Util.Md5Hash(acd.Id0), regions); } m_eventManager.TriggerClientClosed(agentID, this); @@ -4277,6 +4277,25 @@ namespace OpenSim.Region.Framework.Scenes return false; } + /// + /// Authenticated close (via network) + /// + /// + /// + /// + /// + public bool IncomingCloseAgent(UUID agentID, bool force, string auth_token) + { + //m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token); + + // Check that the auth_token is valid + AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID); + if (acd != null && Util.Md5Hash(acd.Id0) == auth_token) + return IncomingCloseAgent(agentID, force); + else + m_log.ErrorFormat("[SCENE]: Request to close agent {0} with invalid authorization token {1}", agentID, auth_token); + return false; + } /// /// Tell a single agent to disconnect from the region. @@ -4292,12 +4311,9 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); if (presence != null) - { presence.ControllingClient.Close(force); - return true; - } - // Agent not here + // Agent not here return false; } diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index 8238e23..77889fa 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -197,7 +197,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Closes a child agent on a given region /// - protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) + protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token) { // let's do our best, but there's not much we can do if the neighbour doesn't accept. @@ -210,7 +210,7 @@ namespace OpenSim.Region.Framework.Scenes m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); - m_scene.SimulationService.CloseAgent(destination, agentID); + m_scene.SimulationService.CloseAgent(destination, agentID, auth_token); } /// @@ -219,14 +219,14 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// - public void SendCloseChildAgentConnections(UUID agentID, List regionslst) + public void SendCloseChildAgentConnections(UUID agentID, string auth_code, List regionslst) { foreach (ulong handle in regionslst) { // We must take a copy here since handle is acts like a reference when used in an iterator. // This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region. ulong handleCopy = handle; - Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy); }); + Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy, auth_code); }); } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 11b15a7..5991a34 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3167,7 +3167,11 @@ namespace OpenSim.Region.Framework.Scenes { m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); - m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, byebyeRegions); + AgentCircuitData acd = Scene.AuthenticateHandler.GetAgentCircuitData(UUID); + string auth = string.Empty; + if (acd != null) + auth = Util.Md5Hash(acd.Id0); + m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, auth, byebyeRegions); } foreach (ulong handle in byebyeRegions) -- cgit v1.1 From a2ee887c6d4cc0756b808353ad0183b1e7e29b74 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 22:32:52 -0700 Subject: Deleted a line too many --- OpenSim/Region/Framework/Scenes/Scene.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index becea1f..264aaa8 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4311,7 +4311,10 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); if (presence != null) + { presence.ControllingClient.Close(force); + return true; + } // Agent not here return false; -- cgit v1.1 From e4f741f0062dfe948e071a88f643f96931140f67 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 22:52:51 -0700 Subject: This should fix the failing test. --- OpenSim/Region/Framework/Scenes/Scene.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 264aaa8..155054a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3452,7 +3452,7 @@ namespace OpenSim.Region.Framework.Scenes regions.Remove(RegionInfo.RegionHandle); // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. - m_sceneGridService.SendCloseChildAgentConnections(agentID, Util.Md5Hash(acd.Id0), regions); + m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.Id0 != null ? Util.Md5Hash(acd.Id0) : string.Empty, regions); } m_eventManager.TriggerClientClosed(agentID, this); @@ -4308,7 +4308,6 @@ namespace OpenSim.Region.Framework.Scenes public bool IncomingCloseAgent(UUID agentID, bool force) { //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); - ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); if (presence != null) { -- cgit v1.1 From fcb0349d565154926be87144d374c7b6d6476eab Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 23:01:41 -0700 Subject: And this fixes the other failing tests. Justin, the thread pool is not being initialized in the tests! --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5991a34..b7ce173 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1383,8 +1383,6 @@ namespace OpenSim.Region.Framework.Scenes sog.ScheduleGroupForFullUpdate(); } - m_log.DebugFormat("[SCENE PRESENCE]: ({0}) Available threads: {1}", Name, Util.FireAndForgetCount()); - // m_log.DebugFormat( // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); -- cgit v1.1 From f3b3e21dea98b4ea974ae7649a63d00b69e6dfed Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 14 Jul 2013 07:28:40 -0700 Subject: Change the auth token to be the user's sessionid. --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 6 +++--- OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++-- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 3 files changed, 6 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index ef2ed4f..344c8d7 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -817,7 +817,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.", sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); - Fail(sp, finalDestination, logout, Util.Md5Hash(currentAgentCircuit.Id0), "Connection between viewer and destination region could not be established."); + Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established."); return; } @@ -829,7 +829,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request", sp.Name, finalDestination.RegionName, sp.Scene.Name); - CleanupFailedInterRegionTeleport(sp, Util.Md5Hash(currentAgentCircuit.Id0), finalDestination); + CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination); return; } @@ -873,7 +873,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); - Fail(sp, finalDestination, logout, Util.Md5Hash(currentAgentCircuit.Id0), "Destination region did not signal teleport completion."); + Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion."); return; } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 155054a..ea7081c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3452,7 +3452,7 @@ namespace OpenSim.Region.Framework.Scenes regions.Remove(RegionInfo.RegionHandle); // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. - m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.Id0 != null ? Util.Md5Hash(acd.Id0) : string.Empty, regions); + m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions); } m_eventManager.TriggerClientClosed(agentID, this); @@ -4290,7 +4290,7 @@ namespace OpenSim.Region.Framework.Scenes // Check that the auth_token is valid AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID); - if (acd != null && Util.Md5Hash(acd.Id0) == auth_token) + if (acd != null && acd.SessionID.ToString() == auth_token) return IncomingCloseAgent(agentID, force); else m_log.ErrorFormat("[SCENE]: Request to close agent {0} with invalid authorization token {1}", agentID, auth_token); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index b7ce173..c5cca22 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3168,7 +3168,7 @@ namespace OpenSim.Region.Framework.Scenes AgentCircuitData acd = Scene.AuthenticateHandler.GetAgentCircuitData(UUID); string auth = string.Empty; if (acd != null) - auth = Util.Md5Hash(acd.Id0); + auth = acd.SessionID.ToString(); m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, auth, byebyeRegions); } -- cgit v1.1 From c61ff917ef99a00d4062f264ed10c2a662585e8a Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 14 Jul 2013 09:21:28 -0700 Subject: Authenticate ChildAgentUpdate too. --- OpenSim/Region/Framework/Scenes/Scene.cs | 42 +++++++++++++++--------- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 +- 2 files changed, 29 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index ea7081c..b07faa2 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4202,10 +4202,18 @@ namespace OpenSim.Region.Framework.Scenes if (childAgentUpdate != null) { - childAgentUpdate.ChildAgentDataUpdate(cAgentData); - return true; + if (cAgentData.SessionID == childAgentUpdate.ControllingClient.SessionId) + { + childAgentUpdate.ChildAgentDataUpdate(cAgentData); + return true; + } + else + { + m_log.WarnFormat("[SCENE]: Attempt to update agent {0} with invalid session id {1}", childAgentUpdate.UUID, cAgentData.SessionID); + Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", + childAgentUpdate.UUID, childAgentUpdate.ControllingClient.SessionId, cAgentData.SessionID)); + } } - return false; } @@ -4221,20 +4229,24 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); if (childAgentUpdate != null) { - // I can't imagine *yet* why we would get an update if the agent is a root agent.. - // however to avoid a race condition crossing borders.. - if (childAgentUpdate.IsChildAgent) + if (childAgentUpdate.ControllingClient.SessionId == cAgentData.SessionID) { - uint rRegionX = (uint)(cAgentData.RegionHandle >> 40); - uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8); - uint tRegionX = RegionInfo.RegionLocX; - uint tRegionY = RegionInfo.RegionLocY; - //Send Data to ScenePresence - childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); - // Not Implemented: - //TODO: Do we need to pass the message on to one of our neighbors? + // I can't imagine *yet* why we would get an update if the agent is a root agent.. + // however to avoid a race condition crossing borders.. + if (childAgentUpdate.IsChildAgent) + { + uint rRegionX = (uint)(cAgentData.RegionHandle >> 40); + uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8); + uint tRegionX = RegionInfo.RegionLocX; + uint tRegionY = RegionInfo.RegionLocY; + //Send Data to ScenePresence + childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); + // Not Implemented: + //TODO: Do we need to pass the message on to one of our neighbors? + } } - + else + m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}", childAgentUpdate.UUID, cAgentData.SessionID); return true; } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index c5cca22..990ef6e 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2927,7 +2927,7 @@ namespace OpenSim.Region.Framework.Scenes cadu.Velocity = Velocity; AgentPosition agentpos = new AgentPosition(); - agentpos.CopyFrom(cadu); + agentpos.CopyFrom(cadu, ControllingClient.SessionId); // Let's get this out of the update loop Util.FireAndForget(delegate { m_scene.SendOutChildAgentUpdates(agentpos, this); }); @@ -3266,6 +3266,7 @@ namespace OpenSim.Region.Framework.Scenes cAgent.AgentID = UUID; cAgent.RegionID = Scene.RegionInfo.RegionID; + cAgent.SessionID = ControllingClient.SessionId; cAgent.Position = AbsolutePosition; cAgent.Velocity = m_velocity; -- cgit v1.1 From 98f59ffed59d33c3737787bff85a72fde545fc94 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 14 Jul 2013 09:22:55 -0700 Subject: Fix broken tests -- the test setup was wrong... sigh. --- OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs index 5a72239..5df9aba 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs @@ -112,6 +112,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; + moveArgs.SessionID = acd.SessionID; originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); -- cgit v1.1 From c8dcb8474d0b0698168863328e61a6929bb0770f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 14 Jul 2013 10:26:05 -0700 Subject: Let's go easy on authenticating ChildAgentUpdates, otherwise this will be chaotic while ppl are using different versions of opensim. Warning only, but no enforcement. --- OpenSim/Region/Framework/Scenes/Scene.cs | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index b07faa2..9cfe869 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4202,17 +4202,15 @@ namespace OpenSim.Region.Framework.Scenes if (childAgentUpdate != null) { - if (cAgentData.SessionID == childAgentUpdate.ControllingClient.SessionId) + if (cAgentData.SessionID != childAgentUpdate.ControllingClient.SessionId) { - childAgentUpdate.ChildAgentDataUpdate(cAgentData); - return true; - } - else - { - m_log.WarnFormat("[SCENE]: Attempt to update agent {0} with invalid session id {1}", childAgentUpdate.UUID, cAgentData.SessionID); + m_log.WarnFormat("[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", childAgentUpdate.UUID, cAgentData.SessionID); Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", childAgentUpdate.UUID, childAgentUpdate.ControllingClient.SessionId, cAgentData.SessionID)); } + + childAgentUpdate.ChildAgentDataUpdate(cAgentData); + return true; } return false; } -- cgit v1.1 From b0140383da21de03cb655160a2912d04c5b470e6 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 14 Jul 2013 15:47:54 -0700 Subject: Cleanup old hg sessions (older than 2 days) --- .../CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 759155a..76dbc72 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -207,6 +207,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { m_GatekeeperConnector = new GatekeeperServiceConnector(scene.AssetService); m_UAS = scene.RequestModuleInterface(); + if (m_UAS == null) + m_UAS = new UserAgentServiceConnector(m_ThisHomeURI); + } } @@ -573,12 +576,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (uMan != null && uMan.IsLocalGridUser(obj.AgentId)) { // local grid user + m_UAS.LogoutAgent(obj.AgentId, obj.SessionId); return; } AgentCircuitData aCircuit = ((Scene)(obj.Scene)).AuthenticateHandler.GetAgentCircuitData(obj.CircuitCode); - - if (aCircuit.ServiceURLs.ContainsKey("HomeURI")) + if (aCircuit != null && aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("HomeURI")) { string url = aCircuit.ServiceURLs["HomeURI"].ToString(); IUserAgentService security = new UserAgentServiceConnector(url); -- cgit v1.1 From ac73e702935dd4607c13aaec3095940fba7932ca Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 15 Jul 2013 11:27:49 -0700 Subject: Trying to hunt the CPU spikes recently experienced. Revert "Comment out old inbound UDP throttling hack. This would cause the UDP" This reverts commit 38e6da5522a53c7f65eac64ae7b0af929afb1ae6. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 85270a6..e20a194 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1615,7 +1615,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP { IncomingPacket incomingPacket = null; - /* // HACK: This is a test to try and rate limit packet handling on Mono. // If it works, a more elegant solution can be devised if (Util.FireAndForgetCount() < 2) @@ -1623,7 +1622,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP //m_log.Debug("[LLUDPSERVER]: Incoming packet handler is sleeping"); Thread.Sleep(30); } - */ if (packetInbox.Dequeue(100, ref incomingPacket)) { -- cgit v1.1 From fbb01bd28064cde3e00ddf2a0cc4ce87ddd4cb6e Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 15 Jul 2013 11:37:49 -0700 Subject: Protect against null requests --- .../GridServiceThrottle/GridServiceThrottleModule.cs | 10 ++++++---- .../Framework/UserManagement/UserManagementModule.cs | 18 ++++++++++-------- 2 files changed, 16 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs index f1eb1ad..fd4d48a 100644 --- a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs @@ -140,11 +140,13 @@ namespace OpenSim.Region.CoreModules.Framework Watchdog.UpdateThread(); GridRegionRequest request = m_RequestQueue.Dequeue(); - GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, request.regionID); - - if (r != null && r.RegionHandle != 0) - request.client.SendRegionHandle(request.regionID, r.RegionHandle); + if (request != null) + { + GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, request.regionID); + if (r != null && r.RegionHandle != 0) + request.client.SendRegionHandle(request.regionID, r.RegionHandle); + } } } } diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index a528093..507329e 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -681,17 +681,19 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement Watchdog.UpdateThread(); NameRequest request = m_RequestQueue.Dequeue(); - string[] names; - bool foundRealName = TryGetUserNames(request.uuid, out names); - - if (names.Length == 2) + if (request != null) { - if (!foundRealName) - m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], request.uuid, request.client.Name); + string[] names; + bool foundRealName = TryGetUserNames(request.uuid, out names); - request.client.SendNameReply(request.uuid, names[0], names[1]); - } + if (names.Length == 2) + { + if (!foundRealName) + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], request.uuid, request.client.Name); + request.client.SendNameReply(request.uuid, names[0], names[1]); + } + } } } -- cgit v1.1 From 864f15ce4dfd412df8442a26429b9dd7a2bf9e12 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 15 Jul 2013 11:52:26 -0700 Subject: Revert the revert Revert "Trying to hunt the CPU spikes recently experienced." This reverts commit ac73e702935dd4607c13aaec3095940fba7932ca. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index e20a194..85270a6 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1615,6 +1615,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { IncomingPacket incomingPacket = null; + /* // HACK: This is a test to try and rate limit packet handling on Mono. // If it works, a more elegant solution can be devised if (Util.FireAndForgetCount() < 2) @@ -1622,6 +1623,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP //m_log.Debug("[LLUDPSERVER]: Incoming packet handler is sleeping"); Thread.Sleep(30); } + */ if (packetInbox.Dequeue(100, ref incomingPacket)) { -- cgit v1.1 From b060ce96d93a33298b59392210af4d336e0d171b Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 15 Jul 2013 12:05:31 -0700 Subject: Puts RequestImage (UDP) back to asyn -- CPU spike hunt --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 79c80a7..f57e069 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5373,7 +5373,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP AddLocalPacketHandler(PacketType.ScriptAnswerYes, HandleScriptAnswerYes, false); AddLocalPacketHandler(PacketType.ObjectClickAction, HandleObjectClickAction, false); AddLocalPacketHandler(PacketType.ObjectMaterial, HandleObjectMaterial, false); - AddLocalPacketHandler(PacketType.RequestImage, HandleRequestImage, false); + AddLocalPacketHandler(PacketType.RequestImage, HandleRequestImage); AddLocalPacketHandler(PacketType.TransferRequest, HandleTransferRequest, false); AddLocalPacketHandler(PacketType.AssetUploadRequest, HandleAssetUploadRequest); AddLocalPacketHandler(PacketType.RequestXfer, HandleRequestXfer); -- cgit v1.1 From 687c1a420a6f3c254eb7104fee40a79fc6a39e1d Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 15 Jul 2013 12:33:31 -0700 Subject: Guard against null ref --- OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index b90df17..5b0859b 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -351,7 +351,8 @@ namespace OpenSim.Region.ClientStack.Linden aPollRequest poolreq = m_queue.Dequeue(); - poolreq.thepoll.Process(poolreq); + if (poolreq != null && poolreq.thepoll != null) + poolreq.thepoll.Process(poolreq); } } } -- cgit v1.1 From 68fbf7eebb12bcd22c3e3308a838c5c2e9b1c47f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 15 Jul 2013 12:34:10 -0700 Subject: Revert "Puts RequestImage (UDP) back to asyn -- CPU spike hunt" This reverts commit b060ce96d93a33298b59392210af4d336e0d171b. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index f57e069..79c80a7 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5373,7 +5373,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP AddLocalPacketHandler(PacketType.ScriptAnswerYes, HandleScriptAnswerYes, false); AddLocalPacketHandler(PacketType.ObjectClickAction, HandleObjectClickAction, false); AddLocalPacketHandler(PacketType.ObjectMaterial, HandleObjectMaterial, false); - AddLocalPacketHandler(PacketType.RequestImage, HandleRequestImage); + AddLocalPacketHandler(PacketType.RequestImage, HandleRequestImage, false); AddLocalPacketHandler(PacketType.TransferRequest, HandleTransferRequest, false); AddLocalPacketHandler(PacketType.AssetUploadRequest, HandleAssetUploadRequest); AddLocalPacketHandler(PacketType.RequestXfer, HandleRequestXfer); -- cgit v1.1 From 1b7b664c8696531fec26378d1386362d8a3da55e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 15 Jul 2013 23:22:39 +0100 Subject: Add request received/handling stats for caps which are served by http poll handlers. This adds explicit cap poll handler supporting to the Caps classes rather than relying on callers to do the complicated coding. Other refactoring was required to get logic into the right places to support this. --- .../Linden/Caps/BunchOfCaps/BunchOfCaps.cs | 13 +-- .../Linden/Caps/EventQueue/EventQueueGetModule.cs | 2 +- .../Linden/Caps/WebFetchInvDescModule.cs | 66 ++++++++-------- .../Framework/Caps/CapabilitiesModule.cs | 92 +++++++++++++++++----- .../CoreModules/Scripting/LSLHttp/UrlModule.cs | 6 +- 5 files changed, 110 insertions(+), 69 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index 5c6bc1c..1d4c7f0 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -285,18 +285,7 @@ namespace OpenSim.Region.ClientStack.Linden foreach (OSD c in capsRequested) validCaps.Add(c.AsString()); - Hashtable caps = m_HostCapsObj.CapsHandlers.GetCapsDetails(true, validCaps); - - // Add the external too - foreach (KeyValuePair kvp in m_HostCapsObj.ExternalCapsHandlers) - { - if (!validCaps.Contains(kvp.Key)) - continue; - - caps[kvp.Key] = kvp.Value; - } - - string result = LLSDHelpers.SerialiseLLSDReply(caps); + string result = LLSDHelpers.SerialiseLLSDReply(m_HostCapsObj.GetCapsDetails(true, validCaps)); //m_log.DebugFormat("[CAPS] CapsRequest {0}", result); diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index 50bfda1..ca38a97 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -377,7 +377,7 @@ namespace OpenSim.Region.ClientStack.Linden // TODO: Add EventQueueGet name/description for diagnostics MainServer.Instance.AddPollServiceHTTPHandler( eventQueueGetPath, - new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID, 40000)); + new PollServiceEventArgs(null, eventQueueGetPath, HasEvents, GetEvents, NoEvents, agentID, 40000)); // m_log.DebugFormat( // "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}", diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index b90df17..86a0298 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -77,7 +77,6 @@ namespace OpenSim.Region.ClientStack.Linden private static WebFetchInvDescHandler m_webFetchHandler; - private Dictionary m_capsDict = new Dictionary(); private static Thread[] m_workerThreads = null; private static DoubleQueue m_queue = @@ -114,7 +113,6 @@ namespace OpenSim.Region.ClientStack.Linden return; m_scene.EventManager.OnRegisterCaps -= RegisterCaps; - m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps; foreach (Thread t in m_workerThreads) Watchdog.AbortThread(t.ManagedThreadId); @@ -134,7 +132,6 @@ namespace OpenSim.Region.ClientStack.Linden m_webFetchHandler = new WebFetchInvDescHandler(m_InventoryService, m_LibraryService); m_scene.EventManager.OnRegisterCaps += RegisterCaps; - m_scene.EventManager.OnDeregisterCaps += DeregisterCaps; if (m_workerThreads == null) { @@ -177,8 +174,8 @@ namespace OpenSim.Region.ClientStack.Linden private Scene m_scene; - public PollServiceInventoryEventArgs(Scene scene, UUID pId) : - base(null, null, null, null, pId, int.MaxValue) + public PollServiceInventoryEventArgs(Scene scene, string url, UUID pId) : + base(null, url, null, null, null, pId, int.MaxValue) { m_scene = scene; @@ -308,40 +305,39 @@ namespace OpenSim.Region.ClientStack.Linden if (m_fetchInventoryDescendents2Url == "") return; - string capUrl = "/CAPS/" + UUID.Random() + "/"; - // Register this as a poll service - PollServiceInventoryEventArgs args = new PollServiceInventoryEventArgs(m_scene, agentID); - + PollServiceInventoryEventArgs args + = new PollServiceInventoryEventArgs(m_scene, "/CAPS/" + UUID.Random() + "/", agentID); args.Type = PollServiceEventArgs.EventType.Inventory; - MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args); - - string hostName = m_scene.RegionInfo.ExternalHostName; - uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port; - string protocol = "http"; - - if (MainServer.Instance.UseSSL) - { - hostName = MainServer.Instance.SSLCommonName; - port = MainServer.Instance.SSLPort; - protocol = "https"; - } - - caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl)); - m_capsDict[agentID] = capUrl; + caps.RegisterPollHandler("FetchInventoryDescendents2", args); + +// MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args); +// +// string hostName = m_scene.RegionInfo.ExternalHostName; +// uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port; +// string protocol = "http"; +// +// if (MainServer.Instance.UseSSL) +// { +// hostName = MainServer.Instance.SSLCommonName; +// port = MainServer.Instance.SSLPort; +// protocol = "https"; +// } +// +// caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl)); } - private void DeregisterCaps(UUID agentID, Caps caps) - { - string capUrl; - - if (m_capsDict.TryGetValue(agentID, out capUrl)) - { - MainServer.Instance.RemoveHTTPHandler("", capUrl); - m_capsDict.Remove(agentID); - } - } +// private void DeregisterCaps(UUID agentID, Caps caps) +// { +// string capUrl; +// +// if (m_capsDict.TryGetValue(agentID, out capUrl)) +// { +// MainServer.Instance.RemoveHTTPHandler("", capUrl); +// m_capsDict.Remove(agentID); +// } +// } private void DoInventoryRequests() { @@ -355,4 +351,4 @@ namespace OpenSim.Region.ClientStack.Linden } } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs index bd60611..ad1c4ce 100644 --- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs @@ -80,7 +80,7 @@ namespace OpenSim.Region.CoreModules.Framework MainConsole.Instance.Commands.AddCommand( "Comms", false, "show caps stats by user", - "show caps stats [ ]", + "show caps stats by user [ ]", "Shows statistics on capabilities use by user.", "If a user name is given, then prints a detailed breakdown of caps use ordered by number of requests received.", HandleShowCapsStatsByUserCommand); @@ -285,27 +285,31 @@ namespace OpenSim.Region.CoreModules.Framework if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) return; - StringBuilder caps = new StringBuilder(); - caps.AppendFormat("Region {0}:\n", m_scene.RegionInfo.RegionName); + StringBuilder capsReport = new StringBuilder(); + capsReport.AppendFormat("Region {0}:\n", m_scene.RegionInfo.RegionName); lock (m_capsObjects) { foreach (KeyValuePair kvp in m_capsObjects) { - caps.AppendFormat("** User {0}:\n", kvp.Key); + capsReport.AppendFormat("** User {0}:\n", kvp.Key); + Caps caps = kvp.Value; - for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false, null).GetEnumerator(); kvp2.MoveNext(); ) + for (IDictionaryEnumerator kvp2 = caps.CapsHandlers.GetCapsDetails(false, null).GetEnumerator(); kvp2.MoveNext(); ) { Uri uri = new Uri(kvp2.Value.ToString()); - caps.AppendFormat(m_showCapsCommandFormat, kvp2.Key, uri.PathAndQuery); + capsReport.AppendFormat(m_showCapsCommandFormat, kvp2.Key, uri.PathAndQuery); } - foreach (KeyValuePair kvp3 in kvp.Value.ExternalCapsHandlers) - caps.AppendFormat(m_showCapsCommandFormat, kvp3.Key, kvp3.Value); + foreach (KeyValuePair kvp2 in caps.GetPollHandlers()) + capsReport.AppendFormat(m_showCapsCommandFormat, kvp2.Key, kvp2.Value.Url); + + foreach (KeyValuePair kvp3 in caps.ExternalCapsHandlers) + capsReport.AppendFormat(m_showCapsCommandFormat, kvp3.Key, kvp3.Value); } } - MainConsole.Instance.Output(caps.ToString()); + MainConsole.Instance.Output(capsReport.ToString()); } private void HandleShowCapsStatsByCapCommand(string module, string[] cmdParams) @@ -362,7 +366,16 @@ namespace OpenSim.Region.CoreModules.Framework { receivedStats[sp.Name] = reqHandler.RequestsReceived; handledStats[sp.Name] = reqHandler.RequestsHandled; - } + } + else + { + PollServiceEventArgs pollHandler = null; + if (caps.TryGetPollHandler(capName, out pollHandler)) + { + receivedStats[sp.Name] = pollHandler.RequestsReceived; + handledStats[sp.Name] = pollHandler.RequestsHandled; + } + } } ); @@ -391,11 +404,9 @@ namespace OpenSim.Region.CoreModules.Framework Caps caps = m_scene.CapsModule.GetCapsForUser(sp.UUID); if (caps == null) - return; - - Dictionary capsHandlers = caps.CapsHandlers.GetCapsHandlers(); + return; - foreach (IRequestHandler reqHandler in capsHandlers.Values) + foreach (IRequestHandler reqHandler in caps.CapsHandlers.GetCapsHandlers().Values) { string reqName = reqHandler.Name ?? ""; @@ -410,6 +421,23 @@ namespace OpenSim.Region.CoreModules.Framework handledStats[reqName] += reqHandler.RequestsHandled; } } + + foreach (KeyValuePair kvp in caps.GetPollHandlers()) + { + string name = kvp.Key; + PollServiceEventArgs pollHandler = kvp.Value; + + if (!receivedStats.ContainsKey(name)) + { + receivedStats[name] = pollHandler.RequestsReceived; + handledStats[name] = pollHandler.RequestsHandled; + } + else + { + receivedStats[name] += pollHandler.RequestsReceived; + handledStats[name] += pollHandler.RequestsHandled; + } + } } ); @@ -468,12 +496,16 @@ namespace OpenSim.Region.CoreModules.Framework if (caps == null) return; - Dictionary capsHandlers = caps.CapsHandlers.GetCapsHandlers(); + List capRows = new List(); - foreach (IRequestHandler reqHandler in capsHandlers.Values.OrderByDescending(rh => rh.RequestsReceived)) - { - cdt.AddRow(reqHandler.Name, reqHandler.RequestsReceived, reqHandler.RequestsHandled); - } + foreach (IRequestHandler reqHandler in caps.CapsHandlers.GetCapsHandlers().Values) + capRows.Add(new CapTableRow(reqHandler.Name, reqHandler.RequestsReceived, reqHandler.RequestsHandled)); + + foreach (KeyValuePair kvp in caps.GetPollHandlers()) + capRows.Add(new CapTableRow(kvp.Key, kvp.Value.RequestsReceived, kvp.Value.RequestsHandled)); + + foreach (CapTableRow ctr in capRows.OrderByDescending(ctr => ctr.RequestsReceived)) + cdt.AddRow(ctr.Name, ctr.RequestsReceived, ctr.RequestsHandled); sb.Append(cdt.ToString()); } @@ -505,6 +537,14 @@ namespace OpenSim.Region.CoreModules.Framework totalRequestsReceived += reqHandler.RequestsReceived; totalRequestsHandled += reqHandler.RequestsHandled; } + + Dictionary capsPollHandlers = caps.GetPollHandlers(); + + foreach (PollServiceEventArgs handler in capsPollHandlers.Values) + { + totalRequestsReceived += handler.RequestsReceived; + totalRequestsHandled += handler.RequestsHandled; + } cdt.AddRow(sp.Name, sp.IsChildAgent ? "child" : "root", totalRequestsReceived, totalRequestsHandled); } @@ -512,5 +552,19 @@ namespace OpenSim.Region.CoreModules.Framework sb.Append(cdt.ToString()); } + + private class CapTableRow + { + public string Name { get; set; } + public int RequestsReceived { get; set; } + public int RequestsHandled { get; set; } + + public CapTableRow(string name, int requestsReceived, int requestsHandled) + { + Name = name; + RequestsReceived = requestsReceived; + RequestsHandled = requestsHandled; + } + } } } \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs index def8162..99a3122 100644 --- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs @@ -235,7 +235,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp string uri = "/lslhttp/" + urlcode.ToString() + "/"; - PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000); + PollServiceEventArgs args + = new PollServiceEventArgs(HttpRequestHandler, uri, HasEvents, GetEvents, NoEvents, urlcode, 25000); args.Type = PollServiceEventArgs.EventType.LslHttp; m_HttpServer.AddPollServiceHTTPHandler(uri, args); @@ -280,7 +281,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp string uri = "/lslhttps/" + urlcode.ToString() + "/"; - PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000); + PollServiceEventArgs args + = new PollServiceEventArgs(HttpRequestHandler, uri, HasEvents, GetEvents, NoEvents, urlcode, 25000); args.Type = PollServiceEventArgs.EventType.LslHttp; m_HttpsServer.AddPollServiceHTTPHandler(uri, args); -- cgit v1.1 From e8e073aa97a8f756f42b242dd1cfcd05beb4d8ef Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 16 Jul 2013 00:05:45 +0100 Subject: Simplify EventQueue cap setup so that it is also stat monitored. Curiously, the number of requests received is always one greater than that shown as handled - needs investigation --- .../Linden/Caps/EventQueue/EventQueueGetModule.cs | 74 +++++++++------------- 1 file changed, 29 insertions(+), 45 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index ca38a97..1835a72 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -252,29 +252,32 @@ namespace OpenSim.Region.ClientStack.Linden List removeitems = new List(); lock (m_AvatarQueueUUIDMapping) - { - foreach (UUID ky in m_AvatarQueueUUIDMapping.Keys) - { -// m_log.DebugFormat("[EVENTQUEUE]: Found key {0} in m_AvatarQueueUUIDMapping while looking for {1}", ky, AgentID); - if (ky == agentID) - { - removeitems.Add(ky); - } - } + m_AvatarQueueUUIDMapping.Remove(agentID); - foreach (UUID ky in removeitems) - { - UUID eventQueueGetUuid = m_AvatarQueueUUIDMapping[ky]; - m_AvatarQueueUUIDMapping.Remove(ky); - - string eqgPath = GenerateEqgCapPath(eventQueueGetUuid); - MainServer.Instance.RemovePollServiceHTTPHandler("", eqgPath); - -// m_log.DebugFormat( -// "[EVENT QUEUE GET MODULE]: Removed EQG handler {0} for {1} in {2}", -// eqgPath, agentID, m_scene.RegionInfo.RegionName); - } - } +// lock (m_AvatarQueueUUIDMapping) +// { +// foreach (UUID ky in m_AvatarQueueUUIDMapping.Keys) +// { +//// m_log.DebugFormat("[EVENTQUEUE]: Found key {0} in m_AvatarQueueUUIDMapping while looking for {1}", ky, AgentID); +// if (ky == agentID) +// { +// removeitems.Add(ky); +// } +// } +// +// foreach (UUID ky in removeitems) +// { +// UUID eventQueueGetUuid = m_AvatarQueueUUIDMapping[ky]; +// m_AvatarQueueUUIDMapping.Remove(ky); +// +// string eqgPath = GenerateEqgCapPath(eventQueueGetUuid); +// MainServer.Instance.RemovePollServiceHTTPHandler("", eqgPath); +// +//// m_log.DebugFormat( +//// "[EVENT QUEUE GET MODULE]: Removed EQG handler {0} for {1} in {2}", +//// eqgPath, agentID, m_scene.RegionInfo.RegionName); +// } +// } UUID searchval = UUID.Zero; @@ -359,29 +362,10 @@ namespace OpenSim.Region.ClientStack.Linden m_AvatarQueueUUIDMapping.Add(agentID, eventQueueGetUUID); } - string eventQueueGetPath = GenerateEqgCapPath(eventQueueGetUUID); - - // Register this as a caps handler - // FIXME: Confusingly, we need to register separate as a capability so that the client is told about - // EventQueueGet when it receive capability information, but then we replace the rest handler immediately - // afterwards with the poll service. So for now, we'll pass a null instead to simplify code reading, but - // really it should be possible to directly register the poll handler as a capability. - caps.RegisterHandler( - "EventQueueGet", new RestHTTPHandler("POST", eventQueueGetPath, null, "EventQueueGet", null)); -// delegate(Hashtable m_dhttpMethod) -// { -// return ProcessQueue(m_dhttpMethod, agentID, caps); -// })); - - // This will persist this beyond the expiry of the caps handlers - // TODO: Add EventQueueGet name/description for diagnostics - MainServer.Instance.AddPollServiceHTTPHandler( - eventQueueGetPath, - new PollServiceEventArgs(null, eventQueueGetPath, HasEvents, GetEvents, NoEvents, agentID, 40000)); - -// m_log.DebugFormat( -// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}", -// eventQueueGetPath, agentID, m_scene.RegionInfo.RegionName); + caps.RegisterPollHandler( + "EventQueueGet", + new PollServiceEventArgs( + null, GenerateEqgCapPath(eventQueueGetUUID), HasEvents, GetEvents, NoEvents, agentID, 40000)); Random rnd = new Random(Environment.TickCount); lock (m_ids) -- cgit v1.1 From 70aa77f520060a27df1fb7fbdf39685ff866dcf8 Mon Sep 17 00:00:00 2001 From: dahlia Date: Tue, 16 Jul 2013 01:31:09 -0700 Subject: add locking to internal queue in WebFetchInvDescModule; lack of which caused a random crash in a load test yesterday --- .../ClientStack/Linden/Caps/WebFetchInvDescModule.cs | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 164adeb..4ff617f 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -254,10 +254,13 @@ namespace OpenSim.Region.ClientStack.Linden } } - if (highPriority) - m_queue.EnqueueHigh(reqinfo); - else - m_queue.EnqueueLow(reqinfo); + lock (m_queue) + { + if (highPriority) + m_queue.EnqueueHigh(reqinfo); + else + m_queue.EnqueueLow(reqinfo); + } }; NoEvents = (x, y) => @@ -345,7 +348,9 @@ namespace OpenSim.Region.ClientStack.Linden { Watchdog.UpdateThread(); - aPollRequest poolreq = m_queue.Dequeue(); + aPollRequest poolreq = null; + lock (m_queue) + poolreq = m_queue.Dequeue(); if (poolreq != null && poolreq.thepoll != null) poolreq.thepoll.Process(poolreq); -- cgit v1.1 From 6dd454240fb962a408c979060701531f0f458e8e Mon Sep 17 00:00:00 2001 From: dahlia Date: Tue, 16 Jul 2013 02:03:01 -0700 Subject: revert last commit which seems to conflict with DoubleQueue internals. The random crash might be in DoubleQueue instead. See http://pastebin.com/XhNBNqsc --- .../ClientStack/Linden/Caps/WebFetchInvDescModule.cs | 15 +++++---------- 1 file changed, 5 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 4ff617f..164adeb 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -254,13 +254,10 @@ namespace OpenSim.Region.ClientStack.Linden } } - lock (m_queue) - { - if (highPriority) - m_queue.EnqueueHigh(reqinfo); - else - m_queue.EnqueueLow(reqinfo); - } + if (highPriority) + m_queue.EnqueueHigh(reqinfo); + else + m_queue.EnqueueLow(reqinfo); }; NoEvents = (x, y) => @@ -348,9 +345,7 @@ namespace OpenSim.Region.ClientStack.Linden { Watchdog.UpdateThread(); - aPollRequest poolreq = null; - lock (m_queue) - poolreq = m_queue.Dequeue(); + aPollRequest poolreq = m_queue.Dequeue(); if (poolreq != null && poolreq.thepoll != null) poolreq.thepoll.Process(poolreq); -- cgit v1.1 From 5a01ffa5150edf4c4f8b4675d8c8c2b2c6ec0684 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 07:15:14 -0700 Subject: High CPU hunt: try a different blocking queue, DoubleQueue --- .../Framework/GridServiceThrottle/GridServiceThrottleModule.cs | 3 ++- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 1 + 2 files changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs index fd4d48a..a069317 100644 --- a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs @@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Framework private readonly List m_scenes = new List(); - private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); + //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); + private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); public void Initialise(IConfigSource config) { diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 507329e..ffb8bda 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -60,6 +60,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement protected Dictionary m_UserCache = new Dictionary(); // Throttle the name requests + //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); -- cgit v1.1 From 6da50d34dfb321e71b5242ab8d82a9801da5d05b Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 07:19:13 -0700 Subject: Actually use DoubleQueue in UserManagement/UserManagementModule --- .../Region/CoreModules/Framework/UserManagement/UserManagementModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index ffb8bda..9f5e4ae 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -61,7 +61,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // Throttle the name requests //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); - private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); + private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); #region ISharedRegionModule -- cgit v1.1 From e0f0b88dece110ca10208a2f826f9e360a9d7826 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 13:01:39 -0700 Subject: In the pursuit of using less CPU: now trying to avoid blocking queues altogether. Instead, this uses a timer. No sure if it's better or worse, but worth the try. --- .../GridServiceThrottleModule.cs | 71 +++++++++++++++++++--- .../UserManagement/UserManagementModule.cs | 64 ++++++++++++++++--- 2 files changed, 120 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs index a069317..83be644 100644 --- a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs @@ -48,18 +48,26 @@ namespace OpenSim.Region.CoreModules.Framework MethodBase.GetCurrentMethod().DeclaringType); private readonly List m_scenes = new List(); + private System.Timers.Timer m_timer = new System.Timers.Timer(); //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); - private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); + // private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); + private Queue m_RequestQueue = new Queue(); public void Initialise(IConfigSource config) { - Watchdog.StartThread( - ProcessQueue, - "GridServiceRequestThread", - ThreadPriority.BelowNormal, - true, - false); + m_timer = new System.Timers.Timer(); + m_timer.AutoReset = false; + m_timer.Interval = 15000; // 15 secs at first + m_timer.Elapsed += ProcessQueue; + m_timer.Start(); + + //Watchdog.StartThread( + // ProcessQueue, + // "GridServiceRequestThread", + // ThreadPriority.BelowNormal, + // true, + // false); } public void AddRegion(Scene scene) @@ -89,6 +97,16 @@ namespace OpenSim.Region.CoreModules.Framework client.OnRegionHandleRequest += OnRegionHandleRequest; } + //void OnMakeRootAgent(ScenePresence obj) + //{ + // lock (m_timer) + // { + // m_timer.Stop(); + // m_timer.Interval = 1000; + // m_timer.Start(); + // } + //} + public void PostInitialise() { } @@ -118,7 +136,8 @@ namespace OpenSim.Region.CoreModules.Framework } GridRegionRequest request = new GridRegionRequest(client, regionID); - m_RequestQueue.Enqueue(request); + lock (m_RequestQueue) + m_RequestQueue.Enqueue(request); } @@ -134,6 +153,41 @@ namespace OpenSim.Region.CoreModules.Framework return false; } + private bool AreThereRootAgents() + { + foreach (Scene s in m_scenes) + { + if (s.GetRootAgentCount() > 0) + return true; + } + + return false; + } + + private void ProcessQueue(object sender, System.Timers.ElapsedEventArgs e) + { + while (m_RequestQueue.Count > 0) + { + GridRegionRequest request = null; + lock (m_RequestQueue) + request = m_RequestQueue.Dequeue(); + if (request != null) + { + GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, request.regionID); + + if (r != null && r.RegionHandle != 0) + request.client.SendRegionHandle(request.regionID, r.RegionHandle); + } + } + + if (AreThereRootAgents()) + m_timer.Interval = 1000; // 1 sec + else + m_timer.Interval = 10000; // 10 secs + + m_timer.Start(); + } + private void ProcessQueue() { while (true) @@ -150,6 +204,7 @@ namespace OpenSim.Region.CoreModules.Framework } } } + } class GridRegionRequest diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 9f5e4ae..61c1e70 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -61,8 +61,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // Throttle the name requests //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); - private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); + //private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); + private Queue m_RequestQueue = new Queue(); + private System.Timers.Timer m_timer; #region ISharedRegionModule @@ -599,12 +601,18 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement protected void Init() { RegisterConsoleCmds(); - Watchdog.StartThread( - ProcessQueue, - "NameRequestThread", - ThreadPriority.BelowNormal, - true, - false); + //Watchdog.StartThread( + // ProcessQueue, + // "NameRequestThread", + // ThreadPriority.BelowNormal, + // true, + // false); + + m_timer = new System.Timers.Timer(); + m_timer.AutoReset = false; + m_timer.Interval = 15000; // 15 secs at first + m_timer.Elapsed += ProcessQueue; + m_timer.Start(); } @@ -698,6 +706,48 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } } + private bool AreThereRootAgents() + { + foreach (Scene s in m_Scenes) + { + if (s.GetRootAgentCount() > 0) + return true; + } + + return false; + } + + private void ProcessQueue(object sender, System.Timers.ElapsedEventArgs e) + { + while (m_RequestQueue.Count > 0) + { + NameRequest request = null; + lock (m_RequestQueue) + request = m_RequestQueue.Dequeue(); + + if (request != null) + { + string[] names; + bool foundRealName = TryGetUserNames(request.uuid, out names); + + if (names.Length == 2) + { + if (!foundRealName) + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], request.uuid, request.client.Name); + + request.client.SendNameReply(request.uuid, names[0], names[1]); + } + } + } + + if (AreThereRootAgents()) + m_timer.Interval = 1000; // 1 sec + else + m_timer.Interval = 10000; // 10 secs + + m_timer.Start(); + + } } class NameRequest -- cgit v1.1 From 3fbd2c54bc7357ea61b3a8b0c56473ae6a5a3260 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 17:04:32 -0700 Subject: Eliminated the UserManagement/UserManagementModule throttle thread. Made the other one generic, taking any continuation. --- .../GridServiceThrottleModule.cs | 160 ++++++++++--------- .../UserManagement/UserManagementModule.cs | 177 +++++++-------------- 2 files changed, 148 insertions(+), 189 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs index 83be644..d805fd3 100644 --- a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs @@ -42,7 +42,7 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion; namespace OpenSim.Region.CoreModules.Framework { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GridServiceThrottleModule")] - public class GridServiceThrottleModule : ISharedRegionModule + public class ServiceThrottleModule : ISharedRegionModule, IServiceThrottleModule { private static readonly ILog m_log = LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); @@ -52,12 +52,16 @@ namespace OpenSim.Region.CoreModules.Framework //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); // private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); - private Queue m_RequestQueue = new Queue(); + //private Queue m_RequestQueue = new Queue(); + private Queue m_RequestQueue = new Queue(); + + #region ISharedRegionModule public void Initialise(IConfigSource config) { m_timer = new System.Timers.Timer(); m_timer.AutoReset = false; + m_timer.Enabled = true; m_timer.Interval = 15000; // 15 secs at first m_timer.Elapsed += ProcessQueue; m_timer.Start(); @@ -75,7 +79,9 @@ namespace OpenSim.Region.CoreModules.Framework lock (m_scenes) { m_scenes.Add(scene); + scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; + scene.EventManager.OnMakeRootAgent += OnMakeRootAgent; } } @@ -92,21 +98,6 @@ namespace OpenSim.Region.CoreModules.Framework } } - void OnNewClient(IClientAPI client) - { - client.OnRegionHandleRequest += OnRegionHandleRequest; - } - - //void OnMakeRootAgent(ScenePresence obj) - //{ - // lock (m_timer) - // { - // m_timer.Stop(); - // m_timer.Interval = 1000; - // m_timer.Start(); - // } - //} - public void PostInitialise() { } @@ -117,7 +108,7 @@ namespace OpenSim.Region.CoreModules.Framework public string Name { - get { return "GridServiceThrottleModule"; } + get { return "ServiceThrottleModule"; } } public Type ReplaceableInterface @@ -125,9 +116,31 @@ namespace OpenSim.Region.CoreModules.Framework get { return null; } } + #endregion ISharedRegionMOdule + + #region Events + + void OnNewClient(IClientAPI client) + { + client.OnRegionHandleRequest += OnRegionHandleRequest; + } + + void OnMakeRootAgent(ScenePresence obj) + { + lock (m_timer) + { + if (!m_timer.Enabled) + { + m_timer.Interval = 1000; + m_timer.Enabled = true; + m_timer.Start(); + } + } + } + public void OnRegionHandleRequest(IClientAPI client, UUID regionID) { - //m_log.DebugFormat("[GRIDSERVICE THROTTLE]: RegionHandleRequest {0}", regionID); + //m_log.DebugFormat("[SERVICE THROTTLE]: RegionHandleRequest {0}", regionID); ulong handle = 0; if (IsLocalRegionHandle(regionID, out handle)) { @@ -135,87 +148,90 @@ namespace OpenSim.Region.CoreModules.Framework return; } - GridRegionRequest request = new GridRegionRequest(client, regionID); + Action action = delegate + { + GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, regionID); + + if (r != null && r.RegionHandle != 0) + client.SendRegionHandle(regionID, r.RegionHandle); + }; + lock (m_RequestQueue) - m_RequestQueue.Enqueue(request); + m_RequestQueue.Enqueue(action); } - private bool IsLocalRegionHandle(UUID regionID, out ulong regionHandle) + #endregion Events + + #region IServiceThrottleModule + + public void Enqueue(Action continuation) { - regionHandle = 0; - foreach (Scene s in m_scenes) - if (s.RegionInfo.RegionID == regionID) - { - regionHandle = s.RegionInfo.RegionHandle; - return true; - } - return false; + m_RequestQueue.Enqueue(continuation); } - private bool AreThereRootAgents() - { - foreach (Scene s in m_scenes) - { - if (s.GetRootAgentCount() > 0) - return true; - } + #endregion IServiceThrottleModule - return false; - } + #region Process Continuation Queue private void ProcessQueue(object sender, System.Timers.ElapsedEventArgs e) { + m_log.DebugFormat("[YYY]: Process queue with {0} continuations", m_RequestQueue.Count); + while (m_RequestQueue.Count > 0) { - GridRegionRequest request = null; + Action continuation = null; lock (m_RequestQueue) - request = m_RequestQueue.Dequeue(); - if (request != null) - { - GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, request.regionID); + continuation = m_RequestQueue.Dequeue(); - if (r != null && r.RegionHandle != 0) - request.client.SendRegionHandle(request.regionID, r.RegionHandle); - } + if (continuation != null) + continuation(); } if (AreThereRootAgents()) - m_timer.Interval = 1000; // 1 sec + { + lock (m_timer) + { + m_timer.Interval = 1000; // 1 sec + m_timer.Enabled = true; + m_timer.Start(); + } + } else - m_timer.Interval = 10000; // 10 secs + lock (m_timer) + m_timer.Enabled = false; - m_timer.Start(); } - private void ProcessQueue() - { - while (true) - { - Watchdog.UpdateThread(); + #endregion Process Continuation Queue - GridRegionRequest request = m_RequestQueue.Dequeue(); - if (request != null) - { - GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, request.regionID); + #region Misc - if (r != null && r.RegionHandle != 0) - request.client.SendRegionHandle(request.regionID, r.RegionHandle); + private bool IsLocalRegionHandle(UUID regionID, out ulong regionHandle) + { + regionHandle = 0; + foreach (Scene s in m_scenes) + if (s.RegionInfo.RegionID == regionID) + { + regionHandle = s.RegionInfo.RegionHandle; + return true; } - } + return false; } - } - - class GridRegionRequest - { - public IClientAPI client; - public UUID regionID; - - public GridRegionRequest(IClientAPI c, UUID r) + private bool AreThereRootAgents() { - client = c; - regionID = r; + foreach (Scene s in m_scenes) + { + foreach (ScenePresence sp in s.GetScenePresences()) + if (!sp.IsChildAgent) + return true; + } + + return false; } + + #endregion Misc } + } diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 61c1e70..73b59d3 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -56,16 +56,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement protected bool m_Enabled; protected List m_Scenes = new List(); + protected IServiceThrottleModule m_ServiceThrottle; // The cache protected Dictionary m_UserCache = new Dictionary(); - // Throttle the name requests - //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); - //private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); - private Queue m_RequestQueue = new Queue(); - - private System.Timers.Timer m_timer; - #region ISharedRegionModule public void Initialise(IConfigSource config) @@ -118,6 +112,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement public void RegionLoaded(Scene s) { + if (m_Enabled && m_ServiceThrottle == null) + m_ServiceThrottle = s.RequestModuleInterface(); } public void PostInitialise() @@ -157,7 +153,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement client.OnAvatarPickerRequest -= new AvatarPickerRequest(HandleAvatarPickerRequest); } - void HandleUUIDNameRequest(UUID uuid, IClientAPI remote_client) + void HandleUUIDNameRequest(UUID uuid, IClientAPI client) { // m_log.DebugFormat( // "[USER MANAGEMENT MODULE]: Handling request for name binding of UUID {0} from {1}", @@ -165,12 +161,33 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement if (m_Scenes[0].LibraryService != null && (m_Scenes[0].LibraryService.LibraryRootFolder.Owner == uuid)) { - remote_client.SendNameReply(uuid, "Mr", "OpenSim"); + client.SendNameReply(uuid, "Mr", "OpenSim"); } else { - NameRequest request = new NameRequest(remote_client, uuid); - m_RequestQueue.Enqueue(request); + string[] names = new string[2]; + if (TryGetUserNamesFromCache(uuid, names)) + { + client.SendNameReply(uuid, names[0], names[1]); + return; + } + + // Not found in cache, get it from services + m_ServiceThrottle.Enqueue(delegate + { + m_log.DebugFormat("[YYY]: Name request {0}", uuid); + bool foundRealName = TryGetUserNamesFromServices(uuid, names); + + if (names.Length == 2) + { + if (!foundRealName) + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, client.Name); + else + m_log.DebugFormat("[YYY]: Found user {0} {1} for uuid {2}", names[0], names[1], uuid); + + client.SendNameReply(uuid, names[0], names[1]); + } + }); } } @@ -286,15 +303,27 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } /// - /// Try to get the names bound to the given uuid. + /// /// - /// True if the name was found, false if not. - /// - /// The array of names if found. If not found, then names[0] = "Unknown" and names[1] = "User" - private bool TryGetUserNames(UUID uuid, out string[] names) + /// + /// Caller please provide a properly instantiated array for names, string[2] + /// + private bool TryGetUserNames(UUID uuid, string[] names) { - names = new string[2]; + if (names == null) + names = new string[2]; + + if (TryGetUserNamesFromCache(uuid, names)) + return true; + + if (TryGetUserNamesFromServices(uuid, names)) + return true; + + return false; + } + private bool TryGetUserNamesFromCache(UUID uuid, string[] names) + { lock (m_UserCache) { if (m_UserCache.ContainsKey(uuid)) @@ -306,6 +335,17 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } } + return false; + } + + /// + /// Try to get the names bound to the given uuid, from the services. + /// + /// True if the name was found, false if not. + /// + /// The array of names if found. If not found, then names[0] = "Unknown" and names[1] = "User" + private bool TryGetUserNamesFromServices(UUID uuid, string[] names) + { UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(UUID.Zero, uuid); if (account != null) @@ -390,18 +430,11 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement public string GetUserName(UUID uuid) { - string[] names; - TryGetUserNames(uuid, out names); + string[] names = new string[2]; + TryGetUserNames(uuid, names); - if (names.Length == 2) - { - string firstname = names[0]; - string lastname = names[1]; - - return firstname + " " + lastname; - } + return names[0] + " " + names[1]; - return "(hippos)"; } public string GetUserHomeURL(UUID userID) @@ -601,19 +634,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement protected void Init() { RegisterConsoleCmds(); - //Watchdog.StartThread( - // ProcessQueue, - // "NameRequestThread", - // ThreadPriority.BelowNormal, - // true, - // false); - - m_timer = new System.Timers.Timer(); - m_timer.AutoReset = false; - m_timer.Interval = 15000; // 15 secs at first - m_timer.Elapsed += ProcessQueue; - m_timer.Start(); - } protected void RegisterConsoleCmds() @@ -683,83 +703,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement MainConsole.Instance.Output(cdt.ToString()); } - private void ProcessQueue() - { - while (true) - { - Watchdog.UpdateThread(); - - NameRequest request = m_RequestQueue.Dequeue(); - if (request != null) - { - string[] names; - bool foundRealName = TryGetUserNames(request.uuid, out names); - - if (names.Length == 2) - { - if (!foundRealName) - m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], request.uuid, request.client.Name); - - request.client.SendNameReply(request.uuid, names[0], names[1]); - } - } - } - } - - private bool AreThereRootAgents() - { - foreach (Scene s in m_Scenes) - { - if (s.GetRootAgentCount() > 0) - return true; - } - - return false; - } - - private void ProcessQueue(object sender, System.Timers.ElapsedEventArgs e) - { - while (m_RequestQueue.Count > 0) - { - NameRequest request = null; - lock (m_RequestQueue) - request = m_RequestQueue.Dequeue(); - - if (request != null) - { - string[] names; - bool foundRealName = TryGetUserNames(request.uuid, out names); - - if (names.Length == 2) - { - if (!foundRealName) - m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], request.uuid, request.client.Name); - - request.client.SendNameReply(request.uuid, names[0], names[1]); - } - } - } - - if (AreThereRootAgents()) - m_timer.Interval = 1000; // 1 sec - else - m_timer.Interval = 10000; // 10 secs - - m_timer.Start(); - - } - } - - class NameRequest - { - public IClientAPI client; - public UUID uuid; - - public NameRequest(IClientAPI c, UUID n) - { - client = c; - uuid = n; - } } } \ No newline at end of file -- cgit v1.1 From 99a600753e2013a5e5c4649da78bc5b871461c8e Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 17:06:17 -0700 Subject: Changed the name to ServiceThrottle/ServiceThrottleModule in order to reflect its more generic nature. --- .../GridServiceThrottleModule.cs | 237 --------------------- .../ServiceThrottle/ServiceThrottleModule.cs | 237 +++++++++++++++++++++ 2 files changed, 237 insertions(+), 237 deletions(-) delete mode 100644 OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs create mode 100644 OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs deleted file mode 100644 index d805fd3..0000000 --- a/OpenSim/Region/CoreModules/Framework/GridServiceThrottle/GridServiceThrottleModule.cs +++ /dev/null @@ -1,237 +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.Reflection; -using System.Threading; -using log4net; -using Mono.Addins; -using Nini.Config; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Framework.Interfaces; -using OpenSim.Framework.Monitoring; -using OpenSim.Region.Framework.Scenes; -using GridRegion = OpenSim.Services.Interfaces.GridRegion; - -namespace OpenSim.Region.CoreModules.Framework -{ - [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GridServiceThrottleModule")] - public class ServiceThrottleModule : ISharedRegionModule, IServiceThrottleModule - { - private static readonly ILog m_log = LogManager.GetLogger( - MethodBase.GetCurrentMethod().DeclaringType); - - private readonly List m_scenes = new List(); - private System.Timers.Timer m_timer = new System.Timers.Timer(); - - //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); - // private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); - //private Queue m_RequestQueue = new Queue(); - private Queue m_RequestQueue = new Queue(); - - #region ISharedRegionModule - - public void Initialise(IConfigSource config) - { - m_timer = new System.Timers.Timer(); - m_timer.AutoReset = false; - m_timer.Enabled = true; - m_timer.Interval = 15000; // 15 secs at first - m_timer.Elapsed += ProcessQueue; - m_timer.Start(); - - //Watchdog.StartThread( - // ProcessQueue, - // "GridServiceRequestThread", - // ThreadPriority.BelowNormal, - // true, - // false); - } - - public void AddRegion(Scene scene) - { - lock (m_scenes) - { - m_scenes.Add(scene); - scene.RegisterModuleInterface(this); - scene.EventManager.OnNewClient += OnNewClient; - scene.EventManager.OnMakeRootAgent += OnMakeRootAgent; - } - } - - public void RegionLoaded(Scene scene) - { - } - - public void RemoveRegion(Scene scene) - { - lock (m_scenes) - { - m_scenes.Remove(scene); - scene.EventManager.OnNewClient -= OnNewClient; - } - } - - public void PostInitialise() - { - } - - public void Close() - { - } - - public string Name - { - get { return "ServiceThrottleModule"; } - } - - public Type ReplaceableInterface - { - get { return null; } - } - - #endregion ISharedRegionMOdule - - #region Events - - void OnNewClient(IClientAPI client) - { - client.OnRegionHandleRequest += OnRegionHandleRequest; - } - - void OnMakeRootAgent(ScenePresence obj) - { - lock (m_timer) - { - if (!m_timer.Enabled) - { - m_timer.Interval = 1000; - m_timer.Enabled = true; - m_timer.Start(); - } - } - } - - public void OnRegionHandleRequest(IClientAPI client, UUID regionID) - { - //m_log.DebugFormat("[SERVICE THROTTLE]: RegionHandleRequest {0}", regionID); - ulong handle = 0; - if (IsLocalRegionHandle(regionID, out handle)) - { - client.SendRegionHandle(regionID, handle); - return; - } - - Action action = delegate - { - GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, regionID); - - if (r != null && r.RegionHandle != 0) - client.SendRegionHandle(regionID, r.RegionHandle); - }; - - lock (m_RequestQueue) - m_RequestQueue.Enqueue(action); - - } - - #endregion Events - - #region IServiceThrottleModule - - public void Enqueue(Action continuation) - { - m_RequestQueue.Enqueue(continuation); - } - - #endregion IServiceThrottleModule - - #region Process Continuation Queue - - private void ProcessQueue(object sender, System.Timers.ElapsedEventArgs e) - { - m_log.DebugFormat("[YYY]: Process queue with {0} continuations", m_RequestQueue.Count); - - while (m_RequestQueue.Count > 0) - { - Action continuation = null; - lock (m_RequestQueue) - continuation = m_RequestQueue.Dequeue(); - - if (continuation != null) - continuation(); - } - - if (AreThereRootAgents()) - { - lock (m_timer) - { - m_timer.Interval = 1000; // 1 sec - m_timer.Enabled = true; - m_timer.Start(); - } - } - else - lock (m_timer) - m_timer.Enabled = false; - - } - - #endregion Process Continuation Queue - - #region Misc - - private bool IsLocalRegionHandle(UUID regionID, out ulong regionHandle) - { - regionHandle = 0; - foreach (Scene s in m_scenes) - if (s.RegionInfo.RegionID == regionID) - { - regionHandle = s.RegionInfo.RegionHandle; - return true; - } - return false; - } - - private bool AreThereRootAgents() - { - foreach (Scene s in m_scenes) - { - foreach (ScenePresence sp in s.GetScenePresences()) - if (!sp.IsChildAgent) - return true; - } - - return false; - } - - #endregion Misc - } - -} diff --git a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs new file mode 100644 index 0000000..d805fd3 --- /dev/null +++ b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs @@ -0,0 +1,237 @@ +/* + * 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.Reflection; +using System.Threading; +using log4net; +using Mono.Addins; +using Nini.Config; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Framework.Monitoring; +using OpenSim.Region.Framework.Scenes; +using GridRegion = OpenSim.Services.Interfaces.GridRegion; + +namespace OpenSim.Region.CoreModules.Framework +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GridServiceThrottleModule")] + public class ServiceThrottleModule : ISharedRegionModule, IServiceThrottleModule + { + private static readonly ILog m_log = LogManager.GetLogger( + MethodBase.GetCurrentMethod().DeclaringType); + + private readonly List m_scenes = new List(); + private System.Timers.Timer m_timer = new System.Timers.Timer(); + + //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); + // private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); + //private Queue m_RequestQueue = new Queue(); + private Queue m_RequestQueue = new Queue(); + + #region ISharedRegionModule + + public void Initialise(IConfigSource config) + { + m_timer = new System.Timers.Timer(); + m_timer.AutoReset = false; + m_timer.Enabled = true; + m_timer.Interval = 15000; // 15 secs at first + m_timer.Elapsed += ProcessQueue; + m_timer.Start(); + + //Watchdog.StartThread( + // ProcessQueue, + // "GridServiceRequestThread", + // ThreadPriority.BelowNormal, + // true, + // false); + } + + public void AddRegion(Scene scene) + { + lock (m_scenes) + { + m_scenes.Add(scene); + scene.RegisterModuleInterface(this); + scene.EventManager.OnNewClient += OnNewClient; + scene.EventManager.OnMakeRootAgent += OnMakeRootAgent; + } + } + + public void RegionLoaded(Scene scene) + { + } + + public void RemoveRegion(Scene scene) + { + lock (m_scenes) + { + m_scenes.Remove(scene); + scene.EventManager.OnNewClient -= OnNewClient; + } + } + + public void PostInitialise() + { + } + + public void Close() + { + } + + public string Name + { + get { return "ServiceThrottleModule"; } + } + + public Type ReplaceableInterface + { + get { return null; } + } + + #endregion ISharedRegionMOdule + + #region Events + + void OnNewClient(IClientAPI client) + { + client.OnRegionHandleRequest += OnRegionHandleRequest; + } + + void OnMakeRootAgent(ScenePresence obj) + { + lock (m_timer) + { + if (!m_timer.Enabled) + { + m_timer.Interval = 1000; + m_timer.Enabled = true; + m_timer.Start(); + } + } + } + + public void OnRegionHandleRequest(IClientAPI client, UUID regionID) + { + //m_log.DebugFormat("[SERVICE THROTTLE]: RegionHandleRequest {0}", regionID); + ulong handle = 0; + if (IsLocalRegionHandle(regionID, out handle)) + { + client.SendRegionHandle(regionID, handle); + return; + } + + Action action = delegate + { + GridRegion r = m_scenes[0].GridService.GetRegionByUUID(UUID.Zero, regionID); + + if (r != null && r.RegionHandle != 0) + client.SendRegionHandle(regionID, r.RegionHandle); + }; + + lock (m_RequestQueue) + m_RequestQueue.Enqueue(action); + + } + + #endregion Events + + #region IServiceThrottleModule + + public void Enqueue(Action continuation) + { + m_RequestQueue.Enqueue(continuation); + } + + #endregion IServiceThrottleModule + + #region Process Continuation Queue + + private void ProcessQueue(object sender, System.Timers.ElapsedEventArgs e) + { + m_log.DebugFormat("[YYY]: Process queue with {0} continuations", m_RequestQueue.Count); + + while (m_RequestQueue.Count > 0) + { + Action continuation = null; + lock (m_RequestQueue) + continuation = m_RequestQueue.Dequeue(); + + if (continuation != null) + continuation(); + } + + if (AreThereRootAgents()) + { + lock (m_timer) + { + m_timer.Interval = 1000; // 1 sec + m_timer.Enabled = true; + m_timer.Start(); + } + } + else + lock (m_timer) + m_timer.Enabled = false; + + } + + #endregion Process Continuation Queue + + #region Misc + + private bool IsLocalRegionHandle(UUID regionID, out ulong regionHandle) + { + regionHandle = 0; + foreach (Scene s in m_scenes) + if (s.RegionInfo.RegionID == regionID) + { + regionHandle = s.RegionInfo.RegionHandle; + return true; + } + return false; + } + + private bool AreThereRootAgents() + { + foreach (Scene s in m_scenes) + { + foreach (ScenePresence sp in s.GetScenePresences()) + if (!sp.IsChildAgent) + return true; + } + + return false; + } + + #endregion Misc + } + +} -- cgit v1.1 From a006caabbcfe6e2a2b4a6118d217d3bd9abd4d99 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 17:06:54 -0700 Subject: Added IServiceThrottleModule.cs --- OpenSim/Region/Framework/Interfaces/IServiceThrottleModule.cs | 11 +++++++++++ 1 file changed, 11 insertions(+) create mode 100644 OpenSim/Region/Framework/Interfaces/IServiceThrottleModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Interfaces/IServiceThrottleModule.cs b/OpenSim/Region/Framework/Interfaces/IServiceThrottleModule.cs new file mode 100644 index 0000000..bb6a8b4 --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/IServiceThrottleModule.cs @@ -0,0 +1,11 @@ +using System; +using System.Collections.Generic; + +namespace OpenSim.Region.Framework.Interfaces +{ + public interface IServiceThrottleModule + { + void Enqueue(Action continuation); + } + +} -- cgit v1.1 From 9f578cf0c83ba56d5a999df7411f4065fc17d24b Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 17:18:11 -0700 Subject: Deleted a couple of verbose messages --- .../CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs | 2 +- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 4 +--- 2 files changed, 2 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs index d805fd3..553e4ca 100644 --- a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs @@ -176,7 +176,7 @@ namespace OpenSim.Region.CoreModules.Framework private void ProcessQueue(object sender, System.Timers.ElapsedEventArgs e) { - m_log.DebugFormat("[YYY]: Process queue with {0} continuations", m_RequestQueue.Count); + //m_log.DebugFormat("[YYY]: Process queue with {0} continuations", m_RequestQueue.Count); while (m_RequestQueue.Count > 0) { diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 73b59d3..da28a53 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -175,15 +175,13 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // Not found in cache, get it from services m_ServiceThrottle.Enqueue(delegate { - m_log.DebugFormat("[YYY]: Name request {0}", uuid); + //m_log.DebugFormat("[YYY]: Name request {0}", uuid); bool foundRealName = TryGetUserNamesFromServices(uuid, names); if (names.Length == 2) { if (!foundRealName) m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, client.Name); - else - m_log.DebugFormat("[YYY]: Found user {0} {1} for uuid {2}", names[0], names[1], uuid); client.SendNameReply(uuid, names[0], names[1]); } -- cgit v1.1 From 9f129938c9c75bb4513b0b93248985100fe0e921 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Tue, 16 Jul 2013 17:43:36 -0700 Subject: Attachments module only registers when enabled. This enables alternative attachments module implementations. All calls to Scene.AttachmentsModule are checking for null. Ideally, if we support disabling attachments then we need a null attachments module to register with the scene. --- OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 6 ++++-- OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | 6 ++++-- .../RegionCombinerModule/RegionCombinerIndividualEventForwarder.cs | 6 ++++-- 3 files changed, 12 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index f69ec21..2f5a76f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -74,10 +74,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public void AddRegion(Scene scene) { m_scene = scene; - m_scene.RegisterModuleInterface(this); - if (Enabled) { + // Only register module with scene if it is enabled. All callers check for a null attachments module. + // Ideally, there should be a null attachments module for when this core attachments module has been + // disabled. Registering only when enabled allows for other attachments module implementations. + m_scene.RegisterModuleInterface(this); m_scene.EventManager.OnNewClient += SubscribeToClientEvents; m_scene.EventManager.OnStartScript += (localID, itemID) => HandleScriptStateChange(localID, true); m_scene.EventManager.OnStopScript += (localID, itemID) => HandleScriptStateChange(localID, false); diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 7d46d92..69189b3 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -116,7 +116,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC return false; // Delete existing npc attachments - scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false); + if(scene.AttachmentsModule != null) + scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false); // XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet // since it doesn't transfer attachments @@ -125,7 +126,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC npc.Appearance = npcAppearance; // Rez needed npc attachments - scene.AttachmentsModule.RezAttachments(npc); + if (scene.AttachmentsModule != null) + scene.AttachmentsModule.RezAttachments(npc); IAvatarFactoryModule module = scene.RequestModuleInterface(); diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerIndividualEventForwarder.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerIndividualEventForwarder.cs index f424e7f..83732e2 100644 --- a/OpenSim/Region/RegionCombinerModule/RegionCombinerIndividualEventForwarder.cs +++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerIndividualEventForwarder.cs @@ -51,7 +51,8 @@ namespace OpenSim.Region.RegionCombinerModule m_virtScene.UnSubscribeToClientPrimEvents(client); m_virtScene.UnSubscribeToClientPrimRezEvents(client); m_virtScene.UnSubscribeToClientInventoryEvents(client); - ((AttachmentsModule)m_virtScene.AttachmentsModule).UnsubscribeFromClientEvents(client); + if(m_virtScene.AttachmentsModule != null) + ((AttachmentsModule)m_virtScene.AttachmentsModule).UnsubscribeFromClientEvents(client); //m_virtScene.UnSubscribeToClientTeleportEvents(client); m_virtScene.UnSubscribeToClientScriptEvents(client); @@ -66,7 +67,8 @@ namespace OpenSim.Region.RegionCombinerModule client.OnRezObject += LocalRezObject; m_rootScene.SubscribeToClientInventoryEvents(client); - ((AttachmentsModule)m_rootScene.AttachmentsModule).SubscribeToClientEvents(client); + if (m_rootScene.AttachmentsModule != null) + ((AttachmentsModule)m_rootScene.AttachmentsModule).SubscribeToClientEvents(client); //m_rootScene.SubscribeToClientTeleportEvents(client); m_rootScene.SubscribeToClientScriptEvents(client); -- cgit v1.1 From d4720bd721b518efbc681df2f4e7d1ca35aa0f3c Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 17:53:05 -0700 Subject: Added config var to fiddle with the Interval for the service throttle thread --- .../CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs index 553e4ca..a3ca6d6 100644 --- a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs @@ -54,11 +54,14 @@ namespace OpenSim.Region.CoreModules.Framework // private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); //private Queue m_RequestQueue = new Queue(); private Queue m_RequestQueue = new Queue(); + private int m_Interval; #region ISharedRegionModule public void Initialise(IConfigSource config) { + m_Interval = Util.GetConfigVarFromSections(config, "Interval", new string[] { "ServiceThrottle" }, 2000); + m_timer = new System.Timers.Timer(); m_timer.AutoReset = false; m_timer.Enabled = true; @@ -131,7 +134,7 @@ namespace OpenSim.Region.CoreModules.Framework { if (!m_timer.Enabled) { - m_timer.Interval = 1000; + m_timer.Interval = m_Interval; m_timer.Enabled = true; m_timer.Start(); } -- cgit v1.1 From 5f27aaa6ddb857dbfbbe0219d0e29c42ad903375 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 18:22:42 -0700 Subject: UserManagementModule: in the continuation, call the method that also looks up the cache, because the resource may be here in the meantime --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index da28a53..e8bdcc9 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -172,11 +172,11 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement return; } - // Not found in cache, get it from services + // Not found in cache, queue continuation m_ServiceThrottle.Enqueue(delegate { //m_log.DebugFormat("[YYY]: Name request {0}", uuid); - bool foundRealName = TryGetUserNamesFromServices(uuid, names); + bool foundRealName = TryGetUserNames(uuid, names); if (names.Length == 2) { -- cgit v1.1 From 9432f3c94d0b0345132e5ff9eaf966b96cf218c2 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 19:04:30 -0700 Subject: Improvements to the ServiceThrottleModule: added a category and an itemid to the interface, so that duplicate requests aren't enqueued more than once. --- .../ServiceThrottle/ServiceThrottleModule.cs | 35 ++++++++++++++++------ .../UserManagement/UserManagementModule.cs | 2 +- .../Framework/Interfaces/IServiceThrottleModule.cs | 10 ++++++- 3 files changed, 36 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs index a3ca6d6..1554b3e 100644 --- a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs @@ -50,17 +50,15 @@ namespace OpenSim.Region.CoreModules.Framework private readonly List m_scenes = new List(); private System.Timers.Timer m_timer = new System.Timers.Timer(); - //private OpenSim.Framework.BlockingQueue m_RequestQueue = new OpenSim.Framework.BlockingQueue(); - // private OpenSim.Framework.DoubleQueue m_RequestQueue = new OpenSim.Framework.DoubleQueue(); - //private Queue m_RequestQueue = new Queue(); private Queue m_RequestQueue = new Queue(); + private Dictionary> m_Pending = new Dictionary>(); private int m_Interval; #region ISharedRegionModule public void Initialise(IConfigSource config) { - m_Interval = Util.GetConfigVarFromSections(config, "Interval", new string[] { "ServiceThrottle" }, 2000); + m_Interval = Util.GetConfigVarFromSections(config, "Interval", new string[] { "ServiceThrottle" }, 5000); m_timer = new System.Timers.Timer(); m_timer.AutoReset = false; @@ -159,18 +157,37 @@ namespace OpenSim.Region.CoreModules.Framework client.SendRegionHandle(regionID, r.RegionHandle); }; - lock (m_RequestQueue) - m_RequestQueue.Enqueue(action); - + Enqueue("region", regionID.ToString(), action); } #endregion Events #region IServiceThrottleModule - public void Enqueue(Action continuation) + public void Enqueue(string category, string itemid, Action continuation) { - m_RequestQueue.Enqueue(continuation); + lock (m_RequestQueue) + { + if (m_Pending.ContainsKey(category)) + { + if (m_Pending[category].Contains(itemid)) + // Don't enqueue, it's already pending + return; + } + else + m_Pending.Add(category, new List()); + + m_Pending[category].Add(itemid); + + m_RequestQueue.Enqueue(delegate + { + continuation(); + lock (m_RequestQueue) + { + m_Pending[category].Remove(itemid); + } + }); + } } #endregion IServiceThrottleModule diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index e8bdcc9..a91adfa 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } // Not found in cache, queue continuation - m_ServiceThrottle.Enqueue(delegate + m_ServiceThrottle.Enqueue("name", uuid.ToString(), delegate { //m_log.DebugFormat("[YYY]: Name request {0}", uuid); bool foundRealName = TryGetUserNames(uuid, names); diff --git a/OpenSim/Region/Framework/Interfaces/IServiceThrottleModule.cs b/OpenSim/Region/Framework/Interfaces/IServiceThrottleModule.cs index bb6a8b4..198256f 100644 --- a/OpenSim/Region/Framework/Interfaces/IServiceThrottleModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IServiceThrottleModule.cs @@ -5,7 +5,15 @@ namespace OpenSim.Region.Framework.Interfaces { public interface IServiceThrottleModule { - void Enqueue(Action continuation); + /// + /// Enqueue a continuation meant to get a resource from elsewhere. + /// As usual with CPS, caller beware: if that continuation is a never-ending computation, + /// the whole thread will be blocked, and no requests are processed + /// + /// Category of the resource (e.g. name, region) + /// The resource identifier + /// The continuation to be executed + void Enqueue(string category, string itemid, Action continuation); } } -- cgit v1.1 From 894554faf61fe8ae02c1348612845ae2553efbd4 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 16 Jul 2013 20:28:48 -0700 Subject: Removed the MapItems thread. Redirected the map items requests to the services throttle thread. Didn't change anything in how that processor is implemented, for better or for worse. --- .../ServiceThrottle/ServiceThrottleModule.cs | 5 +-- .../CoreModules/World/WorldMap/WorldMapModule.cs | 49 +++++++++++++++++++--- 2 files changed, 45 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs index 1554b3e..a70261e 100644 --- a/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/ServiceThrottle/ServiceThrottleModule.cs @@ -181,11 +181,10 @@ namespace OpenSim.Region.CoreModules.Framework m_RequestQueue.Enqueue(delegate { - continuation(); lock (m_RequestQueue) - { m_Pending[category].Remove(itemid); - } + + continuation(); }); } } diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index c50ab64..a26a5f0 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs @@ -81,6 +81,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap private List m_rootAgents = new List(); private volatile bool threadrunning = false; + private IServiceThrottleModule m_ServiceThrottle; + //private int CacheRegionsDistance = 256; #region INonSharedRegionModule Members @@ -131,6 +133,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap public virtual void RegionLoaded (Scene scene) { + if (!m_Enabled) + return; + + m_ServiceThrottle = scene.RequestModuleInterface(); } @@ -170,13 +176,13 @@ namespace OpenSim.Region.CoreModules.World.WorldMap m_scene.EventManager.OnMakeRootAgent += MakeRootAgent; m_scene.EventManager.OnRegionUp += OnRegionUp; - StartThread(new object()); +// StartThread(new object()); } // this has to be called with a lock on m_scene protected virtual void RemoveHandlers() { - StopThread(); +// StopThread(); m_scene.EventManager.OnRegionUp -= OnRegionUp; m_scene.EventManager.OnMakeRootAgent -= MakeRootAgent; @@ -526,7 +532,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap /// public void process() { - const int MAX_ASYNC_REQUESTS = 20; + //const int MAX_ASYNC_REQUESTS = 20; try { while (true) @@ -571,13 +577,44 @@ namespace OpenSim.Region.CoreModules.World.WorldMap Watchdog.RemoveThread(); } + const int MAX_ASYNC_REQUESTS = 20; + /// - /// Enqueues the map item request into the processing thread + /// Enqueues the map item request into the services throttle processing thread /// /// - public void EnqueueMapItemRequest(MapRequestState state) + public void EnqueueMapItemRequest(MapRequestState st) { - requests.Enqueue(state); + + m_ServiceThrottle.Enqueue("map-item", st.regionhandle.ToString() + st.agentID.ToString(), delegate + { + if (st.agentID != UUID.Zero) + { + bool dorequest = true; + lock (m_rootAgents) + { + if (!m_rootAgents.Contains(st.agentID)) + dorequest = false; + } + + if (dorequest && !m_blacklistedregions.ContainsKey(st.regionhandle)) + { + if (nAsyncRequests >= MAX_ASYNC_REQUESTS) // hit the break + { + // AH!!! Recursive ! + // Put this request back in the queue and return + EnqueueMapItemRequest(st); + return; + } + + RequestMapItemsDelegate d = RequestMapItemsAsync; + d.BeginInvoke(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle, RequestMapItemsCompleted, null); + //OSDMap response = RequestMapItemsAsync(st.agentID, st.flags, st.EstateID, st.godlike, st.itemtype, st.regionhandle); + //RequestMapItemsCompleted(response); + Interlocked.Increment(ref nAsyncRequests); + } + } + }); } /// -- cgit v1.1 From 2c8bf4aaa66a4cc9fc8fd9f89825e7cd1b43f3d6 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 17 Jul 2013 10:19:44 -0700 Subject: BulletSim: fix small bug where everything looked like it was colliding before the first simulator step. --- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 13 +++++++------ OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 3 +++ 2 files changed, 10 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index a41eaf8..fc4545f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -103,9 +103,10 @@ public abstract class BSPhysObject : PhysicsActor CollisionsLastTickStep = -1; SubscribedEventsMs = 0; - CollidingStep = 0; - CollidingGroundStep = 0; - CollisionAccumulation = 0; + // Crazy values that will never be true + CollidingStep = BSScene.NotASimulationStep; + CollidingGroundStep = BSScene.NotASimulationStep; + CollisionAccumulation = BSScene.NotASimulationStep; ColliderIsMoving = false; CollisionScore = 0; @@ -349,7 +350,7 @@ public abstract class BSPhysObject : PhysicsActor if (value) CollidingStep = PhysScene.SimulationStep; else - CollidingStep = 0; + CollidingStep = BSScene.NotASimulationStep; } } public override bool CollidingGround { @@ -359,7 +360,7 @@ public abstract class BSPhysObject : PhysicsActor if (value) CollidingGroundStep = PhysScene.SimulationStep; else - CollidingGroundStep = 0; + CollidingGroundStep = BSScene.NotASimulationStep; } } public override bool CollidingObj { @@ -368,7 +369,7 @@ public abstract class BSPhysObject : PhysicsActor if (value) CollidingObjectStep = PhysScene.SimulationStep; else - CollidingObjectStep = 0; + CollidingObjectStep = BSScene.NotASimulationStep; } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 214271b..41aca3b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -97,6 +97,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters internal long m_simulationStep = 0; // The current simulation step. public long SimulationStep { get { return m_simulationStep; } } + // A number to use for SimulationStep that is probably not any step value + // Used by the collision code (which remembers the step when a collision happens) to remember not any simulation step. + public static long NotASimulationStep = -1234; internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate() -- cgit v1.1 From e46459ef21e1ee5ceaeca70365a7c881d33b09ce Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 17 Jul 2013 11:19:36 -0700 Subject: Cleared up much confusion in PollServiceRequestManager. Here's the history: When Melanie added the web fetch inventory throttle to core, she made the long poll requests (EQs) effectively be handled on an active loop. All those requests, if they existed, were being constantly dequeued, checked for events (which most often they didn't have), and requeued again. This was an active loop thread on a 100ms cycle! This fixes the issue. Now the inventory requests, if they aren't ready to be served, are placed directly back in the queue, but the long poll requests aren't placed there until there are events ready to be sent or timeout has been reached. This puts the LongPollServiceWatcherThread back to 1sec cycle, as it was before. --- .../ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index 1835a72..f0445ff 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -364,8 +364,7 @@ namespace OpenSim.Region.ClientStack.Linden caps.RegisterPollHandler( "EventQueueGet", - new PollServiceEventArgs( - null, GenerateEqgCapPath(eventQueueGetUUID), HasEvents, GetEvents, NoEvents, agentID, 40000)); + new PollServiceEventArgs(null, GenerateEqgCapPath(eventQueueGetUUID), HasEvents, GetEvents, NoEvents, agentID, 40000)); Random rnd = new Random(Environment.TickCount); lock (m_ids) @@ -383,7 +382,10 @@ namespace OpenSim.Region.ClientStack.Linden Queue queue = GetQueue(agentID); if (queue != null) lock (queue) + { + //m_log.WarnFormat("POLLED FOR EVENTS BY {0} in {1} -- {2}", agentID, m_scene.RegionInfo.RegionName, queue.Count); return queue.Count > 0; + } return false; } @@ -406,7 +408,7 @@ namespace OpenSim.Region.ClientStack.Linden public Hashtable GetEvents(UUID requestID, UUID pAgentId) { if (DebugLevel >= 2) - m_log.DebugFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); + m_log.WarnFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); Queue queue = TryGetQueue(pAgentId); OSD element; -- cgit v1.1 From f64f07e7c5b115d4005462d976fb60727c6d1cd1 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Wed, 17 Jul 2013 14:55:48 -0700 Subject: command line kick user now uses exact name match instead of substring search to avoid kicking the wrong user or multiple wrong users. --- OpenSim/Region/Application/OpenSim.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 6ff7f01..b071df8 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -423,8 +423,8 @@ namespace OpenSim { RegionInfo regionInfo = presence.Scene.RegionInfo; - if (presence.Firstname.ToLower().Contains(mainParams[2].ToLower()) && - presence.Lastname.ToLower().Contains(mainParams[3].ToLower())) + if (presence.Firstname.ToLower().Equals(mainParams[2].ToLower()) && + presence.Lastname.ToLower().Equals(mainParams[3].ToLower())) { MainConsole.Instance.Output( String.Format( @@ -438,6 +438,7 @@ namespace OpenSim presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); presence.Scene.IncomingCloseAgent(presence.UUID, force); + break; } } -- cgit v1.1 From fa2370b32ee57a07f27501152c3c705a883b13d8 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 17 Jul 2013 15:05:36 -0700 Subject: Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:" This reverts commit e46459ef21e1ee5ceaeca70365a7c881d33b09ce. --- .../ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index f0445ff..1835a72 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -364,7 +364,8 @@ namespace OpenSim.Region.ClientStack.Linden caps.RegisterPollHandler( "EventQueueGet", - new PollServiceEventArgs(null, GenerateEqgCapPath(eventQueueGetUUID), HasEvents, GetEvents, NoEvents, agentID, 40000)); + new PollServiceEventArgs( + null, GenerateEqgCapPath(eventQueueGetUUID), HasEvents, GetEvents, NoEvents, agentID, 40000)); Random rnd = new Random(Environment.TickCount); lock (m_ids) @@ -382,10 +383,7 @@ namespace OpenSim.Region.ClientStack.Linden Queue queue = GetQueue(agentID); if (queue != null) lock (queue) - { - //m_log.WarnFormat("POLLED FOR EVENTS BY {0} in {1} -- {2}", agentID, m_scene.RegionInfo.RegionName, queue.Count); return queue.Count > 0; - } return false; } @@ -408,7 +406,7 @@ namespace OpenSim.Region.ClientStack.Linden public Hashtable GetEvents(UUID requestID, UUID pAgentId) { if (DebugLevel >= 2) - m_log.WarnFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); + m_log.DebugFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); Queue queue = TryGetQueue(pAgentId); OSD element; -- cgit v1.1 From 6572847518646f3f46959f613e602efc16210dcf Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Thu, 18 Jul 2013 02:28:07 -0700 Subject: Added MinPoolThreads to ini [Startup] section to control SmartThreadPool. --- OpenSim/Region/Application/OpenSim.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index b071df8..9dcc8da 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -86,6 +86,7 @@ namespace OpenSim IConfig startupConfig = Config.Configs["Startup"]; IConfig networkConfig = Config.Configs["Network"]; + int stpMinThreads = 2; int stpMaxThreads = 15; if (startupConfig != null) @@ -112,12 +113,13 @@ namespace OpenSim if (!String.IsNullOrEmpty(asyncCallMethodStr) && Utils.EnumTryParse(asyncCallMethodStr, out asyncCallMethod)) Util.FireAndForgetMethod = asyncCallMethod; + stpMinThreads = startupConfig.GetInt("MinPoolThreads", 15); stpMaxThreads = startupConfig.GetInt("MaxPoolThreads", 15); m_consolePrompt = startupConfig.GetString("ConsolePrompt", @"Region (\R) "); } if (Util.FireAndForgetMethod == FireAndForgetMethod.SmartThreadPool) - Util.InitThreadPool(stpMaxThreads); + Util.InitThreadPool(stpMinThreads, stpMaxThreads); m_log.Info("[OPENSIM MAIN]: Using async_call_method " + Util.FireAndForgetMethod); } -- cgit v1.1 From 9e35b069a43942285214ff485c8f5ffb53e7c5ec Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 18 Jul 2013 12:23:27 -0700 Subject: Reverting the reverts I did yesterday. cpu-branch has now been successfully tested, and I'm merging back those changes, which proved to be good. Revert "Revert "Cleared up much confusion in PollServiceRequestManager. Here's the history:"" This reverts commit fa2370b32ee57a07f27501152c3c705a883b13d8. --- .../ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index 1835a72..f0445ff 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -364,8 +364,7 @@ namespace OpenSim.Region.ClientStack.Linden caps.RegisterPollHandler( "EventQueueGet", - new PollServiceEventArgs( - null, GenerateEqgCapPath(eventQueueGetUUID), HasEvents, GetEvents, NoEvents, agentID, 40000)); + new PollServiceEventArgs(null, GenerateEqgCapPath(eventQueueGetUUID), HasEvents, GetEvents, NoEvents, agentID, 40000)); Random rnd = new Random(Environment.TickCount); lock (m_ids) @@ -383,7 +382,10 @@ namespace OpenSim.Region.ClientStack.Linden Queue queue = GetQueue(agentID); if (queue != null) lock (queue) + { + //m_log.WarnFormat("POLLED FOR EVENTS BY {0} in {1} -- {2}", agentID, m_scene.RegionInfo.RegionName, queue.Count); return queue.Count > 0; + } return false; } @@ -406,7 +408,7 @@ namespace OpenSim.Region.ClientStack.Linden public Hashtable GetEvents(UUID requestID, UUID pAgentId) { if (DebugLevel >= 2) - m_log.DebugFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); + m_log.WarnFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); Queue queue = TryGetQueue(pAgentId); OSD element; -- cgit v1.1 From d9d995914c5fba00d4ccaf66b899384c8ea3d5eb Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 18 Jul 2013 01:17:46 +0100 Subject: try Hacking in an AutoResetEvent to control the outgoing UDP loop instead of a continuous loop with sleeps. Does appear to have a cpu impact but may need further tweaking --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 20 ++++++++++++++++++++ OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 10 ++++++++-- 2 files changed, 28 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 79c80a7..7229d7c 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -3776,6 +3776,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP ResendPrimUpdate(update); } +// OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>(); +// OpenSim.Framework.Lazy> compressedUpdateBlocks = new OpenSim.Framework.Lazy>(); +// OpenSim.Framework.Lazy> terseUpdateBlocks = new OpenSim.Framework.Lazy>(); +// OpenSim.Framework.Lazy> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy>(); +// +// OpenSim.Framework.Lazy> objectUpdates = new OpenSim.Framework.Lazy>(); +// OpenSim.Framework.Lazy> compressedUpdates = new OpenSim.Framework.Lazy>(); +// OpenSim.Framework.Lazy> terseUpdates = new OpenSim.Framework.Lazy>(); +// OpenSim.Framework.Lazy> terseAgentUpdates = new OpenSim.Framework.Lazy>(); + + private void ProcessEntityUpdates(int maxUpdates) { OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>(); @@ -3788,6 +3799,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP OpenSim.Framework.Lazy> terseUpdates = new OpenSim.Framework.Lazy>(); OpenSim.Framework.Lazy> terseAgentUpdates = new OpenSim.Framework.Lazy>(); +// objectUpdateBlocks.Value.Clear(); +// compressedUpdateBlocks.Value.Clear(); +// terseUpdateBlocks.Value.Clear(); +// terseAgentUpdateBlocks.Value.Clear(); +// objectUpdates.Value.Clear(); +// compressedUpdates.Value.Clear(); +// terseUpdates.Value.Clear(); +// terseAgentUpdates.Value.Clear(); + // Check to see if this is a flush if (maxUpdates <= 0) { diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 85270a6..54cafb2 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -806,8 +806,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP } PacketPool.Instance.ReturnPacket(packet); + m_dataPresentEvent.Set(); + } + private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); + /// /// Start the process of sending a packet to the client. /// @@ -1658,6 +1662,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Action generic every round Action clientPacketHandler = ClientOutgoingPacketHandler; +// while (true) while (base.IsRunningOutbound) { try @@ -1718,8 +1723,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP // If nothing was sent, sleep for the minimum amount of time before a // token bucket could get more tokens - if (!m_packetSent) - Thread.Sleep((int)TickCountResolution); + //if (!m_packetSent) + // Thread.Sleep((int)TickCountResolution); + m_dataPresentEvent.WaitOne(100); Watchdog.UpdateThread(); } -- cgit v1.1 From b5062ae7ee4067158f255a0d62fb87b8eaf9d1d6 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 18 Jul 2013 13:30:04 -0700 Subject: Changed the timoeut of EQ 502s (no events) to 50 secs. The viewer post requests timeout in 60 secs. There's plenty of room for improvement in handling the EQs. Some other time... --- .../ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index f0445ff..c5e28ad 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -65,6 +65,13 @@ namespace OpenSim.Region.ClientStack.Linden /// public int DebugLevel { get; set; } + // Viewer post requests timeout in 60 secs + // https://bitbucket.org/lindenlab/viewer-release/src/421c20423df93d650cc305dc115922bb30040999/indra/llmessage/llhttpclient.cpp?at=default#cl-44 + // + private const int VIEWER_TIMEOUT = 60 * 1000; + // Just to be safe, we work on a 10 sec shorter cycle + private const int SERVER_EQ_TIME_NO_EVENTS = VIEWER_TIMEOUT - (10 * 1000); + protected Scene m_scene; private Dictionary m_ids = new Dictionary(); @@ -363,8 +370,8 @@ namespace OpenSim.Region.ClientStack.Linden } caps.RegisterPollHandler( - "EventQueueGet", - new PollServiceEventArgs(null, GenerateEqgCapPath(eventQueueGetUUID), HasEvents, GetEvents, NoEvents, agentID, 40000)); + "EventQueueGet", + new PollServiceEventArgs(null, GenerateEqgCapPath(eventQueueGetUUID), HasEvents, GetEvents, NoEvents, agentID, SERVER_EQ_TIME_NO_EVENTS)); Random rnd = new Random(Environment.TickCount); lock (m_ids) -- cgit v1.1 From 1d65b0d80296a672c8023293aee7d0a01bad4066 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 18 Jul 2013 19:09:55 -0700 Subject: BulletSim: add position resetting for stationary avatars so they don't move around when standing on a stationary object. Create proper linkage between BSCharacter and its actor by generating a UpdatedProperties event the same way BSPrim does. --- .../Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 17 ++++++++++++++++- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 8 ++++---- 2 files changed, 20 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 928b350..0f11c4a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -130,6 +130,7 @@ public class BSActorAvatarMove : BSActor SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); m_physicsScene.BeforeStep += Mover; + m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty; m_walkingUpStairs = 0; } @@ -139,6 +140,7 @@ public class BSActorAvatarMove : BSActor { if (m_velocityMotor != null) { + m_controllingPrim.OnPreUpdateProperty -= Process_OnPreUpdateProperty; m_physicsScene.BeforeStep -= Mover; m_velocityMotor = null; } @@ -197,7 +199,7 @@ public class BSActorAvatarMove : BSActor { if (m_controllingPrim.Flying) { - // Flying and not collising and velocity nearly zero. + // Flying and not colliding and velocity nearly zero. m_controllingPrim.ZeroMotion(true /* inTaintTime */); } } @@ -266,6 +268,19 @@ public class BSActorAvatarMove : BSActor } } + // Called just as the property update is received from the physics engine. + // Do any mode necessary for avatar movement. + private void Process_OnPreUpdateProperty(ref EntityProperties entprop) + { + // Don't change position if standing on a stationary object. + if (m_controllingPrim.IsStationary) + { + entprop.Position = m_controllingPrim.RawPosition; + m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation); + } + + } + // Decide if the character is colliding with a low object and compute a force to pop the // avatar up so it can walk up and over the low objects. private OMV.Vector3 WalkUpStairs() diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index c9e3ca0..59e7f5f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -709,10 +709,10 @@ public sealed class BSCharacter : BSPhysObject // the world that things have changed. public override void UpdateProperties(EntityProperties entprop) { - // Don't change position if standing on a stationary object. - if (!IsStationary) - RawPosition = entprop.Position; + // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. + TriggerPreUpdatePropertyAction(ref entprop); + RawPosition = entprop.Position; RawOrientation = entprop.Rotation; // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar @@ -740,7 +740,7 @@ public sealed class BSCharacter : BSPhysObject // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. - // base.RequestPhysicsterseUpdate(); + // PhysScene.PostUpdate(this); DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); -- cgit v1.1 From 63c42d66022ea7f1c2805b8f77980af5d4ba1fb4 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 18 Jul 2013 21:28:36 +0100 Subject: Do some simple queue empty checks in the main outgoing udp loop instead of always performing these on a separate fired thread. This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic. However, needs testing at scale. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 28 +++++++++ .../ClientStack/Linden/UDP/LLImageManager.cs | 7 +++ .../Region/ClientStack/Linden/UDP/LLUDPClient.cs | 69 ++++++++++++++++------ .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 4 +- .../ClientStack/Linden/UDP/OpenSimUDPBase.cs | 6 +- 5 files changed, 92 insertions(+), 22 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 7229d7c..711a574 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -485,6 +485,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_udpServer = udpServer; m_udpClient = udpClient; m_udpClient.OnQueueEmpty += HandleQueueEmpty; + m_udpClient.HasUpdates += HandleHasUpdates; m_udpClient.OnPacketStats += PopulateStats; m_prioritizer = new Prioritizer(m_scene); @@ -4133,8 +4134,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP void HandleQueueEmpty(ThrottleOutPacketTypeFlags categories) { +// if (!m_udpServer.IsRunningOutbound) +// return; + if ((categories & ThrottleOutPacketTypeFlags.Task) != 0) { +// if (!m_udpServer.IsRunningOutbound) +// return; + if (m_maxUpdates == 0 || m_LastQueueFill == 0) { m_maxUpdates = m_udpServer.PrimUpdatesPerCallback; @@ -4160,6 +4167,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP ImageManager.ProcessImageQueue(m_udpServer.TextureSendLimit); } + internal bool HandleHasUpdates(ThrottleOutPacketTypeFlags categories) + { + bool hasUpdates = false; + + if ((categories & ThrottleOutPacketTypeFlags.Task) != 0) + { + if (m_entityUpdates.Count > 0) + hasUpdates = true; + else if (m_entityProps.Count > 0) + hasUpdates = true; + } + + if ((categories & ThrottleOutPacketTypeFlags.Texture) != 0) + { + if (ImageManager.HasUpdates()) + hasUpdates = true; + } + + return hasUpdates; + } + public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID) { AssetUploadCompletePacket newPack = new AssetUploadCompletePacket(); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs index 073c357..41dd4d1 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs @@ -206,6 +206,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } + public bool HasUpdates() + { + J2KImage image = GetHighestPriorityImage(); + + return image != null && image.IsDecoded; + } + public bool ProcessImageQueue(int packetsToSend) { int packetsSent = 0; diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs index 7749446..202cc62 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs @@ -31,6 +31,7 @@ using System.Net; using System.Threading; using log4net; using OpenSim.Framework; +using OpenSim.Framework.Monitoring; using OpenMetaverse; using OpenMetaverse.Packets; @@ -81,6 +82,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// hooked to put more data on the empty queue public event QueueEmpty OnQueueEmpty; + public event Func HasUpdates; + /// AgentID for this client public readonly UUID AgentID; /// The remote address of the connected client @@ -613,15 +616,38 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Throttle categories to fire the callback for private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories) { - if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty) +// if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty) + if (!m_isQueueEmptyRunning && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty) { + m_isQueueEmptyRunning = true; + + int start = Environment.TickCount & Int32.MaxValue; + const int MIN_CALLBACK_MS = 30; + + m_nextOnQueueEmpty = start + MIN_CALLBACK_MS; + if (m_nextOnQueueEmpty == 0) + m_nextOnQueueEmpty = 1; + // Use a value of 0 to signal that FireQueueEmpty is running - m_nextOnQueueEmpty = 0; - // Asynchronously run the callback - Util.FireAndForget(FireQueueEmpty, categories); +// m_nextOnQueueEmpty = 0; + + m_categories = categories; + + if (HasUpdates(m_categories)) + { + // Asynchronously run the callback + Util.FireAndForget(FireQueueEmpty, categories); + } + else + { + m_isQueueEmptyRunning = false; + } } } + private bool m_isQueueEmptyRunning; + private ThrottleOutPacketTypeFlags m_categories = 0; + /// /// Fires the OnQueueEmpty callback and sets the minimum time that it /// can be called again @@ -631,22 +657,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// signature private void FireQueueEmpty(object o) { - const int MIN_CALLBACK_MS = 30; +// int start = Environment.TickCount & Int32.MaxValue; +// const int MIN_CALLBACK_MS = 30; - ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o; - QueueEmpty callback = OnQueueEmpty; - - int start = Environment.TickCount & Int32.MaxValue; +// if (m_udpServer.IsRunningOutbound) +// { + ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o; + QueueEmpty callback = OnQueueEmpty; - if (callback != null) - { - try { callback(categories); } - catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); } - } + if (callback != null) + { +// if (m_udpServer.IsRunningOutbound) +// { + try { callback(categories); } + catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); } +// } + } +// } + +// m_nextOnQueueEmpty = start + MIN_CALLBACK_MS; +// if (m_nextOnQueueEmpty == 0) +// m_nextOnQueueEmpty = 1; + +// } - m_nextOnQueueEmpty = start + MIN_CALLBACK_MS; - if (m_nextOnQueueEmpty == 0) - m_nextOnQueueEmpty = 1; + m_isQueueEmptyRunning = false; } /// diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 54cafb2..e871ca2 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1662,8 +1662,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Action generic every round Action clientPacketHandler = ClientOutgoingPacketHandler; -// while (true) - while (base.IsRunningOutbound) + while (true) +// while (base.IsRunningOutbound) { try { diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index f143c32..512f60d 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -308,8 +308,8 @@ namespace OpenMetaverse public void AsyncBeginSend(UDPPacketBuffer buf) { - if (IsRunningOutbound) - { +// if (IsRunningOutbound) +// { try { m_udpSocket.BeginSendTo( @@ -323,7 +323,7 @@ namespace OpenMetaverse } catch (SocketException) { } catch (ObjectDisposedException) { } - } +// } } void AsyncEndSend(IAsyncResult result) -- cgit v1.1 From 3a476bf60ce6364f5fd562132625027b73606fea Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 18 Jul 2013 22:42:25 +0100 Subject: Fix up a temporary debugging change from last commit which stopped "lludp stop out" from actually doing anything --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index e871ca2..a1085fa 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1662,8 +1662,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Action generic every round Action clientPacketHandler = ClientOutgoingPacketHandler; - while (true) -// while (base.IsRunningOutbound) + while (base.IsRunningOutbound) { try { -- cgit v1.1 From 66048e1a7024f151739fdb0be2309787a76c8403 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 18 Jul 2013 22:54:10 +0100 Subject: minor: provide user feedback in the log for now when udp in/out bound threads are started/stopped --- OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index 512f60d..a919141 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -111,6 +111,8 @@ namespace OpenMetaverse if (!IsRunningInbound) { + m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop"); + const int SIO_UDP_CONNRESET = -1744830452; IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); @@ -155,6 +157,8 @@ namespace OpenMetaverse /// public void StartOutbound() { + m_log.DebugFormat("[UDPBASE]: Starting outbound UDP loop"); + IsRunningOutbound = true; } @@ -162,10 +166,8 @@ namespace OpenMetaverse { if (IsRunningInbound) { - // wait indefinitely for a writer lock. Once this is called, the .NET runtime - // will deny any more reader locks, in effect blocking all other send/receive - // threads. Once we have the lock, we set IsRunningInbound = false to inform the other - // threads that the socket is closed. + m_log.DebugFormat("[UDPBASE]: Stopping inbound UDP loop"); + IsRunningInbound = false; m_udpSocket.Close(); } @@ -173,6 +175,8 @@ namespace OpenMetaverse public void StopOutbound() { + m_log.DebugFormat("[UDPBASE]: Stopping outbound UDP loop"); + IsRunningOutbound = false; } -- cgit v1.1 From 5a2d4d888c02bef984f42eecaec62164a1e58b72 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 18 Jul 2013 23:05:45 +0100 Subject: Hack in console command "debug lludp toggle agentupdate" to allow AgentUpdate in packets to be discarded at a very early stage. Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected. Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much). Need to see the results with much higher av numbers. --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 24 ++++++++++++++++++++++ 1 file changed, 24 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index a1085fa..78d4165 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -572,6 +572,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP "debug lludp status", "Return status of LLUDP packet processing.", HandleStatusCommand); + + MainConsole.Instance.Commands.AddCommand( + "Debug", + false, + "debug lludp toggle agentupdate", + "debug lludp toggle agentupdate", + "Toggle whether agentupdate packets are processed or simply discarded.", + HandleAgentUpdateCommand); } private void HandlePacketCommand(string module, string[] args) @@ -706,6 +714,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } + bool m_discardAgentUpdates; + + private void HandleAgentUpdateCommand(string module, string[] args) + { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + + m_discardAgentUpdates = !m_discardAgentUpdates; + + MainConsole.Instance.OutputFormat( + "Discard AgentUpdates now {0} for {1}", m_discardAgentUpdates, m_scene.Name); + } + private void HandleStatusCommand(string module, string[] args) { if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) @@ -1286,6 +1307,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length); #endregion BinaryStats + if (m_discardAgentUpdates && packet.Type == PacketType.AgentUpdate) + return; + #region Ping Check Handling if (packet.Type == PacketType.StartPingCheck) -- cgit v1.1 From e5c677779b8501c245e5399240ffe3ca2519ec72 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 19 Jul 2013 00:16:09 +0100 Subject: Add measure of number of inbound AgentUpdates that were seen as significant to "show client stats" (i.e. sent on for further processing instead of being discarded) Added here since it was the most convenient place Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall Also tidies up display. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 3 +++ .../OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs | 12 +++++++++--- 2 files changed, 12 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 711a574..3145275 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5565,6 +5565,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Packet Handlers + public int TotalSignificantAgentUpdates { get; private set; } + #region Scene/Avatar private bool HandleAgentUpdate(IClientAPI sener, Packet packet) @@ -5614,6 +5616,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (update) { // m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); + TotalSignificantAgentUpdates++; m_lastAgentUpdateArgs.AgentID = x.AgentID; m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; diff --git a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs index 79509ab..c208b38 100644 --- a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs +++ b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs @@ -611,7 +611,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden // if (showParams.Length <= 4) { - m_log.InfoFormat("[INFO]: {0,-12} {1,20} {2,6} {3,11} {4, 10}", "Region", "Name", "Root", "Time", "Reqs/min"); + m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}", "Region", "Name", "Root", "Time", "Reqs/min", "Sig. AgentUpdates"); foreach (Scene scene in m_scenes.Values) { scene.ForEachClient( @@ -624,9 +624,15 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden int avg_reqs = cinfo.AsyncRequests.Values.Sum() + cinfo.GenericRequests.Values.Sum() + cinfo.SyncRequests.Values.Sum(); avg_reqs = avg_reqs / ((DateTime.Now - cinfo.StartedTime).Minutes + 1); - m_log.InfoFormat("[INFO]: {0,-12} {1,20} {2,4} {3,9}min {4,10}", + m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11}/min {5,-16}", scene.RegionInfo.RegionName, llClient.Name, - (llClient.SceneAgent.IsChildAgent ? "N" : "Y"), (DateTime.Now - cinfo.StartedTime).Minutes, avg_reqs); + llClient.SceneAgent.IsChildAgent ? "N" : "Y", + (DateTime.Now - cinfo.StartedTime).Minutes, + avg_reqs, + string.Format( + "{0}, {1}%", + llClient.TotalSignificantAgentUpdates, + (float)llClient.TotalSignificantAgentUpdates / cinfo.SyncRequests["AgentUpdate"] * 100)); } }); } -- cgit v1.1 From 61eda1f441092eb12936472de2dc73898e40aa16 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 19 Jul 2013 00:51:13 +0100 Subject: Make the check as to whether any particular inbound AgentUpdate packet is significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.) Appears to have some impact on cpu but needs testing. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 170 ++++++++++++++------- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 17 ++- .../Agent/UDP/Linden/LindenUDPInfoModule.cs | 4 +- 3 files changed, 131 insertions(+), 60 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 3145275..7e5511f 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -357,7 +357,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// This does mean that agent updates must be processed synchronously, at least for each client, and called methods /// cannot retain a reference to it outside of that method. /// - private AgentUpdateArgs m_lastAgentUpdateArgs; + private AgentUpdateArgs m_lastAgentUpdateArgs = new AgentUpdateArgs(); + + private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs(); protected Dictionary m_packetHandlers = new Dictionary(); protected Dictionary m_genericPacketHandlers = new Dictionary(); //PauPaw:Local Generic Message handlers @@ -5569,80 +5571,136 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Scene/Avatar + /// + /// This checks the update significance against the last update made. + /// + /// Can only be called by one thread at a time, and not at the same time as + /// + /// /returns> + /// + public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + { + bool update = false; + + if (m_lastAgentUpdateArgs != null) + { + // These should be ordered from most-likely to + // least likely to change. I've made an initial + // guess at that. + update = + ( + (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || + (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || + (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || + (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || + (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || + (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || + (x.Far != m_lastAgentUpdateArgs.Far) || + (x.Flags != m_lastAgentUpdateArgs.Flags) || + (x.State != m_lastAgentUpdateArgs.State) || + (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || + (x.SessionID != m_lastAgentUpdateArgs.SessionID) || + (x.AgentID != m_lastAgentUpdateArgs.AgentID) + ); + } + else + { + m_lastAgentUpdateArgs = new AgentUpdateArgs(); + update = true; + } + + if (update) + { +// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); + TotalSignificantAgentUpdates++; + + m_lastAgentUpdateArgs.AgentID = x.AgentID; + m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; + m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; + m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter; + m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; + m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; + m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags; + m_lastAgentUpdateArgs.Far = x.Far; + m_lastAgentUpdateArgs.Flags = x.Flags; + m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation; + m_lastAgentUpdateArgs.SessionID = x.SessionID; + m_lastAgentUpdateArgs.State = x.State; + } + + return update; + } + private bool HandleAgentUpdate(IClientAPI sener, Packet packet) { if (OnAgentUpdate != null) { AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; - #region Packet Session and User Check - if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId) - { - PacketPool.Instance.ReturnPacket(packet); - return false; - } - #endregion - - bool update = false; + // Now done earlier +// #region Packet Session and User Check +// if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId) +// { +// PacketPool.Instance.ReturnPacket(packet); +// return false; +// } +// #endregion +// +// bool update = false; AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; - - if (m_lastAgentUpdateArgs != null) - { - // These should be ordered from most-likely to - // least likely to change. I've made an initial - // guess at that. - update = - ( - (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || - (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || - (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || - (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || - (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || - (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || - (x.Far != m_lastAgentUpdateArgs.Far) || - (x.Flags != m_lastAgentUpdateArgs.Flags) || - (x.State != m_lastAgentUpdateArgs.State) || - (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || - (x.SessionID != m_lastAgentUpdateArgs.SessionID) || - (x.AgentID != m_lastAgentUpdateArgs.AgentID) - ); - } - else - { - m_lastAgentUpdateArgs = new AgentUpdateArgs(); - update = true; - } - - if (update) - { -// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); +// +// if (m_lastAgentUpdateArgs != null) +// { +// // These should be ordered from most-likely to +// // least likely to change. I've made an initial +// // guess at that. +// update = +// ( +// (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || +// (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || +// (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || +// (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || +// (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || +// (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || +// (x.Far != m_lastAgentUpdateArgs.Far) || +// (x.Flags != m_lastAgentUpdateArgs.Flags) || +// (x.State != m_lastAgentUpdateArgs.State) || +// (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || +// (x.SessionID != m_lastAgentUpdateArgs.SessionID) || +// (x.AgentID != m_lastAgentUpdateArgs.AgentID) +// ); +// } +// +// if (update) +// { +//// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); TotalSignificantAgentUpdates++; - m_lastAgentUpdateArgs.AgentID = x.AgentID; - m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; - m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; - m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter; - m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; - m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; - m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags; - m_lastAgentUpdateArgs.Far = x.Far; - m_lastAgentUpdateArgs.Flags = x.Flags; - m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation; - m_lastAgentUpdateArgs.SessionID = x.SessionID; - m_lastAgentUpdateArgs.State = x.State; + m_thisAgentUpdateArgs.AgentID = x.AgentID; + m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation; + m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; + m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter; + m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; + m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; + m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags; + m_thisAgentUpdateArgs.Far = x.Far; + m_thisAgentUpdateArgs.Flags = x.Flags; + m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; + m_thisAgentUpdateArgs.SessionID = x.SessionID; + m_thisAgentUpdateArgs.State = x.State; UpdateAgent handlerAgentUpdate = OnAgentUpdate; UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate; if (handlerPreAgentUpdate != null) - OnPreAgentUpdate(this, m_lastAgentUpdateArgs); + OnPreAgentUpdate(this, m_thisAgentUpdateArgs); if (handlerAgentUpdate != null) - OnAgentUpdate(this, m_lastAgentUpdateArgs); + OnAgentUpdate(this, m_thisAgentUpdateArgs); handlerAgentUpdate = null; handlerPreAgentUpdate = null; - } +// } } PacketPool.Instance.ReturnPacket(packet); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 78d4165..766c2fe 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1307,8 +1307,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length); #endregion BinaryStats - if (m_discardAgentUpdates && packet.Type == PacketType.AgentUpdate) - return; + if (packet.Type == PacketType.AgentUpdate) + { + if (m_discardAgentUpdates) + return; + + AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; + + if (agentUpdate.AgentData.SessionID != client.SessionId + || agentUpdate.AgentData.AgentID != client.AgentId + || !((LLClientView)client).CheckAgentUpdateSignificance(agentUpdate.AgentData)) + { + PacketPool.Instance.ReturnPacket(packet); + return; + } + } #region Ping Check Handling diff --git a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs index c208b38..3e6067d 100644 --- a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs +++ b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs @@ -611,7 +611,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden // if (showParams.Length <= 4) { - m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}", "Region", "Name", "Root", "Time", "Reqs/min", "Sig. AgentUpdates"); + m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}", "Region", "Name", "Root", "Time", "Reqs/min", "Sig. AgentUpdates"); foreach (Scene scene in m_scenes.Values) { scene.ForEachClient( @@ -624,7 +624,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden int avg_reqs = cinfo.AsyncRequests.Values.Sum() + cinfo.GenericRequests.Values.Sum() + cinfo.SyncRequests.Values.Sum(); avg_reqs = avg_reqs / ((DateTime.Now - cinfo.StartedTime).Minutes + 1); - m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11}/min {5,-16}", + m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}", scene.RegionInfo.RegionName, llClient.Name, llClient.SceneAgent.IsChildAgent ? "N" : "Y", (DateTime.Now - cinfo.StartedTime).Minutes, -- cgit v1.1 From 866de5397890edbc0355b1925bf8537b40bab6a3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 19 Jul 2013 00:56:45 +0100 Subject: Remove some pointless code in CheckAgentUpdateSignificance() --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 50 +++++++++------------- 1 file changed, 20 insertions(+), 30 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 7e5511f..c5bb697 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5574,40 +5574,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// /// This checks the update significance against the last update made. /// - /// Can only be called by one thread at a time, and not at the same time as - /// + /// Can only be called by one thread at a time /// /returns> /// public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - bool update = false; - - if (m_lastAgentUpdateArgs != null) - { - // These should be ordered from most-likely to - // least likely to change. I've made an initial - // guess at that. - update = - ( - (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || - (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || - (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || - (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || - (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || - (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || - (x.Far != m_lastAgentUpdateArgs.Far) || - (x.Flags != m_lastAgentUpdateArgs.Flags) || - (x.State != m_lastAgentUpdateArgs.State) || - (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || - (x.SessionID != m_lastAgentUpdateArgs.SessionID) || - (x.AgentID != m_lastAgentUpdateArgs.AgentID) - ); - } - else - { - m_lastAgentUpdateArgs = new AgentUpdateArgs(); - update = true; - } + // These should be ordered from most-likely to + // least likely to change. I've made an initial + // guess at that. + bool update = + ( + (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || + (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || + (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || + (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || + (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || + (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || + (x.Far != m_lastAgentUpdateArgs.Far) || + (x.Flags != m_lastAgentUpdateArgs.Flags) || + (x.State != m_lastAgentUpdateArgs.State) || + (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || + (x.SessionID != m_lastAgentUpdateArgs.SessionID) || + (x.AgentID != m_lastAgentUpdateArgs.AgentID) + ); + if (update) { -- cgit v1.1 From 3a6acbcc149fb359c2be2ee2c646c9b15809c01e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 19 Jul 2013 01:00:38 +0100 Subject: furhter shorten CheckAgentUpdateSignificance(). No real perf impact. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index c5bb697..3d085c3 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5582,8 +5582,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // These should be ordered from most-likely to // least likely to change. I've made an initial // guess at that. - bool update = - ( + if ( (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || @@ -5596,10 +5595,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || (x.SessionID != m_lastAgentUpdateArgs.SessionID) || (x.AgentID != m_lastAgentUpdateArgs.AgentID) - ); - - - if (update) + ) { // m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); TotalSignificantAgentUpdates++; @@ -5616,9 +5612,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation; m_lastAgentUpdateArgs.SessionID = x.SessionID; m_lastAgentUpdateArgs.State = x.State; + + return true; } - return update; + return false; } private bool HandleAgentUpdate(IClientAPI sener, Packet packet) -- cgit v1.1 From 174105ad028c5ed318850238d97aa7c3b1d7f207 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 19 Jul 2013 22:11:32 -0700 Subject: Fixed the stats in show client stats. Also left some comments with observations about AgentUpdates. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 18 +++++++++++++----- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 ++ .../Agent/UDP/Linden/LindenUDPInfoModule.cs | 8 ++++---- 3 files changed, 19 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 3d085c3..66a8ea7 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5567,7 +5567,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Packet Handlers - public int TotalSignificantAgentUpdates { get; private set; } + public int TotalAgentUpdates { get; set; } #region Scene/Avatar @@ -5583,11 +5583,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP // least likely to change. I've made an initial // guess at that. if ( - (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || + /* These 4 are the worst offenders! We should consider ignoring most of them. + * With Singularity, there is a bug where sometimes the spam on these doesn't stop */ (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || + /* */ + (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || (x.Far != m_lastAgentUpdateArgs.Far) || (x.Flags != m_lastAgentUpdateArgs.Flags) || @@ -5597,8 +5600,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP (x.AgentID != m_lastAgentUpdateArgs.AgentID) ) { -// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); - TotalSignificantAgentUpdates++; + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", + // x.CameraAtAxis, x.CameraCenter); + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", + // x.CameraLeftAxis, x.CameraUpAxis); + //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", + // x.BodyRotation, x.HeadRotation); + //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", + // x.ControlFlags, x.Flags, x.Far, x.State); m_lastAgentUpdateArgs.AgentID = x.AgentID; m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; @@ -5662,7 +5671,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // if (update) // { //// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); - TotalSignificantAgentUpdates++; m_thisAgentUpdateArgs.AgentID = x.AgentID; m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation; diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 766c2fe..32282af 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1312,6 +1312,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (m_discardAgentUpdates) return; + ((LLClientView)client).TotalAgentUpdates++; + AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; if (agentUpdate.AgentData.SessionID != client.SessionId diff --git a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs index 3e6067d..15dea17 100644 --- a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs +++ b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs @@ -611,7 +611,7 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden // if (showParams.Length <= 4) { - m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}", "Region", "Name", "Root", "Time", "Reqs/min", "Sig. AgentUpdates"); + m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}", "Region", "Name", "Root", "Time", "Reqs/min", "AgentUpdates"); foreach (Scene scene in m_scenes.Values) { scene.ForEachClient( @@ -630,9 +630,9 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden (DateTime.Now - cinfo.StartedTime).Minutes, avg_reqs, string.Format( - "{0}, {1}%", - llClient.TotalSignificantAgentUpdates, - (float)llClient.TotalSignificantAgentUpdates / cinfo.SyncRequests["AgentUpdate"] * 100)); + "{0} ({1:0.00}%)", + llClient.TotalAgentUpdates, + (float)cinfo.SyncRequests["AgentUpdate"] / llClient.TotalAgentUpdates * 100)); } }); } -- cgit v1.1 From d5a1779465b6d875ebe5822ce6f15df3378b759f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 20 Jul 2013 12:20:35 -0700 Subject: Manage AgentUpdates more sanely: - The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around - Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later - Ignore updates of HeadRotation, which were problematic and aren't being used up stream --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 214 +++++++++++---------- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 110 +++++++---- .../Server/IRCClientView.cs | 1 + .../Region/OptionalModules/World/NPC/NPCAvatar.cs | 1 + 4 files changed, 180 insertions(+), 146 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 66a8ea7..6c58aac 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -96,6 +96,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP public event Action OnCompleteMovementToRegion; public event UpdateAgent OnPreAgentUpdate; public event UpdateAgent OnAgentUpdate; + public event UpdateAgent OnAgentCameraUpdate; public event AgentRequestSit OnAgentRequestSit; public event AgentSit OnAgentSit; public event AvatarPickerRequest OnAvatarPickerRequest; @@ -357,9 +358,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// This does mean that agent updates must be processed synchronously, at least for each client, and called methods /// cannot retain a reference to it outside of that method. /// - private AgentUpdateArgs m_lastAgentUpdateArgs = new AgentUpdateArgs(); - private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs(); + private float qdelta1; + private float qdelta2; + private float vdelta1; + private float vdelta2; + private float vdelta3; + private float vdelta4; protected Dictionary m_packetHandlers = new Dictionary(); protected Dictionary m_genericPacketHandlers = new Dictionary(); //PauPaw:Local Generic Message handlers @@ -5571,57 +5576,75 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Scene/Avatar + private const float QDELTA = 0.01f; + private const float VDELTA = 0.01f; + /// /// This checks the update significance against the last update made. /// /// Can only be called by one thread at a time - /// /returns> + /// /// public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - // These should be ordered from most-likely to - // least likely to change. I've made an initial - // guess at that. + return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); + } + + /// + /// This checks the movement/state update significance against the last update made. + /// + /// Can only be called by one thread at a time + /// + /// + public bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + { + qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); + qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); + if ( + (qdelta1 > QDELTA) || + // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack + //(qdelta2 > QDELTA * 10) || + (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) || + (x.Far != m_thisAgentUpdateArgs.Far) || + (x.Flags != m_thisAgentUpdateArgs.Flags) || + (x.State != m_thisAgentUpdateArgs.State) + ) + { + //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", + // qdelta1, qdelta2); + //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3} (Thread {4})", + // x.ControlFlags, x.Flags, x.Far, x.State, Thread.CurrentThread.Name); + return true; + } + + return false; + } + + /// + /// This checks the camera update significance against the last update made. + /// + /// Can only be called by one thread at a time + /// + /// + public bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + { + vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); + vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); + vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); + vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); if ( - /* These 4 are the worst offenders! We should consider ignoring most of them. + /* These 4 are the worst offenders! * With Singularity, there is a bug where sometimes the spam on these doesn't stop */ - (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || - (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || - (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || - (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || - /* */ - (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || - (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || - (x.Far != m_lastAgentUpdateArgs.Far) || - (x.Flags != m_lastAgentUpdateArgs.Flags) || - (x.State != m_lastAgentUpdateArgs.State) || - (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || - (x.SessionID != m_lastAgentUpdateArgs.SessionID) || - (x.AgentID != m_lastAgentUpdateArgs.AgentID) + (vdelta1 > VDELTA) || + (vdelta2 > VDELTA) || + (vdelta3 > VDELTA) || + (vdelta4 > VDELTA) ) { //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", // x.CameraAtAxis, x.CameraCenter); //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", // x.CameraLeftAxis, x.CameraUpAxis); - //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", - // x.BodyRotation, x.HeadRotation); - //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", - // x.ControlFlags, x.Flags, x.Far, x.State); - - m_lastAgentUpdateArgs.AgentID = x.AgentID; - m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; - m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; - m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter; - m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; - m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; - m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags; - m_lastAgentUpdateArgs.Far = x.Far; - m_lastAgentUpdateArgs.Flags = x.Flags; - m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation; - m_lastAgentUpdateArgs.SessionID = x.SessionID; - m_lastAgentUpdateArgs.State = x.State; - return true; } @@ -5629,75 +5652,54 @@ namespace OpenSim.Region.ClientStack.LindenUDP } private bool HandleAgentUpdate(IClientAPI sener, Packet packet) - { - if (OnAgentUpdate != null) - { - AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; + { + // We got here, which means that something in agent update was significant - // Now done earlier -// #region Packet Session and User Check -// if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId) -// { -// PacketPool.Instance.ReturnPacket(packet); -// return false; -// } -// #endregion -// -// bool update = false; - AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; -// -// if (m_lastAgentUpdateArgs != null) -// { -// // These should be ordered from most-likely to -// // least likely to change. I've made an initial -// // guess at that. -// update = -// ( -// (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || -// (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || -// (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || -// (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || -// (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || -// (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || -// (x.Far != m_lastAgentUpdateArgs.Far) || -// (x.Flags != m_lastAgentUpdateArgs.Flags) || -// (x.State != m_lastAgentUpdateArgs.State) || -// (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || -// (x.SessionID != m_lastAgentUpdateArgs.SessionID) || -// (x.AgentID != m_lastAgentUpdateArgs.AgentID) -// ); -// } -// -// if (update) -// { -//// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); - - m_thisAgentUpdateArgs.AgentID = x.AgentID; - m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation; - m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; - m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter; - m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; - m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; - m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags; - m_thisAgentUpdateArgs.Far = x.Far; - m_thisAgentUpdateArgs.Flags = x.Flags; - m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; - m_thisAgentUpdateArgs.SessionID = x.SessionID; - m_thisAgentUpdateArgs.State = x.State; - - UpdateAgent handlerAgentUpdate = OnAgentUpdate; - UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate; - - if (handlerPreAgentUpdate != null) - OnPreAgentUpdate(this, m_thisAgentUpdateArgs); - - if (handlerAgentUpdate != null) - OnAgentUpdate(this, m_thisAgentUpdateArgs); - - handlerAgentUpdate = null; - handlerPreAgentUpdate = null; -// } - } + AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; + AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; + + if (x.AgentID != AgentId || x.SessionID != SessionId) + return false; + + // Before we update the current m_thisAgentUpdateArgs, let's check this again + // to see what exactly changed + bool movement = CheckAgentMovementUpdateSignificance(x); + bool camera = CheckAgentCameraUpdateSignificance(x); + + m_thisAgentUpdateArgs.AgentID = x.AgentID; + m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation; + m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; + m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter; + m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; + m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; + m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags; + m_thisAgentUpdateArgs.Far = x.Far; + m_thisAgentUpdateArgs.Flags = x.Flags; + m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; + m_thisAgentUpdateArgs.SessionID = x.SessionID; + m_thisAgentUpdateArgs.State = x.State; + + UpdateAgent handlerAgentUpdate = OnAgentUpdate; + UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate; + UpdateAgent handlerAgentCameraUpdate = OnAgentCameraUpdate; + + // Was there a significant movement/state change? + if (movement) + { + if (handlerPreAgentUpdate != null) + OnPreAgentUpdate(this, m_thisAgentUpdateArgs); + + if (handlerAgentUpdate != null) + OnAgentUpdate(this, m_thisAgentUpdateArgs); + } + // Was there a significant camera(s) change? + if (camera) + if (handlerAgentCameraUpdate != null) + handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs); + + handlerAgentUpdate = null; + handlerPreAgentUpdate = null; + handlerAgentCameraUpdate = null; PacketPool.Instance.ReturnPacket(packet); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 990ef6e..5543964 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -801,6 +801,7 @@ namespace OpenSim.Region.Framework.Scenes { ControllingClient.OnCompleteMovementToRegion += CompleteMovement; ControllingClient.OnAgentUpdate += HandleAgentUpdate; + ControllingClient.OnAgentCameraUpdate += HandleAgentCamerasUpdate; ControllingClient.OnAgentRequestSit += HandleAgentRequestSit; ControllingClient.OnAgentSit += HandleAgentSit; ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; @@ -1438,9 +1439,9 @@ namespace OpenSim.Region.Framework.Scenes /// public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}", -// Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); + //m_log.DebugFormat( + // "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}", + // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); if (IsChildAgent) { @@ -1448,10 +1449,6 @@ namespace OpenSim.Region.Framework.Scenes return; } - ++m_movementUpdateCount; - if (m_movementUpdateCount < 1) - m_movementUpdateCount = 1; - #region Sanity Checking // This is irritating. Really. @@ -1482,21 +1479,6 @@ namespace OpenSim.Region.Framework.Scenes AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; - // Camera location in world. We'll need to raytrace - // from this location from time to time. - CameraPosition = agentData.CameraCenter; - if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance) - { - ReprioritizeUpdates(); - m_lastCameraPosition = CameraPosition; - } - - // Use these three vectors to figure out what the agent is looking at - // Convert it to a Matrix and/or Quaternion - CameraAtAxis = agentData.CameraAtAxis; - CameraLeftAxis = agentData.CameraLeftAxis; - CameraUpAxis = agentData.CameraUpAxis; - // The Agent's Draw distance setting // When we get to the point of re-computing neighbors everytime this // changes, then start using the agent's drawdistance rather than the @@ -1504,12 +1486,6 @@ namespace OpenSim.Region.Framework.Scenes // DrawDistance = agentData.Far; DrawDistance = Scene.DefaultDrawDistance; - // Check if Client has camera in 'follow cam' or 'build' mode. - Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); - - m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f) - && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; - m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; @@ -1529,17 +1505,6 @@ namespace OpenSim.Region.Framework.Scenes StandUp(); } - //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); - // Raycast from the avatar's head to the camera to see if there's anything blocking the view - if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) - { - if (m_followCamAuto) - { - Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; - m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); - } - } - uint flagsForScripts = (uint)flags; flags = RemoveIgnoredControls(flags, IgnoredControls); @@ -1764,9 +1729,74 @@ namespace OpenSim.Region.Framework.Scenes } m_scene.EventManager.TriggerOnClientMovement(this); - TriggerScenePresenceUpdated(); } + + /// + /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering. + /// + public void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) + { + //m_log.DebugFormat( + // "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}", + // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); + + if (IsChildAgent) + { + // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); + return; + } + + ++m_movementUpdateCount; + if (m_movementUpdateCount < 1) + m_movementUpdateCount = 1; + + + AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; + + // Camera location in world. We'll need to raytrace + // from this location from time to time. + CameraPosition = agentData.CameraCenter; + if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance) + { + ReprioritizeUpdates(); + m_lastCameraPosition = CameraPosition; + } + + // Use these three vectors to figure out what the agent is looking at + // Convert it to a Matrix and/or Quaternion + CameraAtAxis = agentData.CameraAtAxis; + CameraLeftAxis = agentData.CameraLeftAxis; + CameraUpAxis = agentData.CameraUpAxis; + + // The Agent's Draw distance setting + // When we get to the point of re-computing neighbors everytime this + // changes, then start using the agent's drawdistance rather than the + // region's draw distance. + // DrawDistance = agentData.Far; + DrawDistance = Scene.DefaultDrawDistance; + + // Check if Client has camera in 'follow cam' or 'build' mode. + Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); + + m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f) + && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; + + + //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); + // Raycast from the avatar's head to the camera to see if there's anything blocking the view + if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) + { + if (m_followCamAuto) + { + Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; + m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); + } + } + + TriggerScenePresenceUpdated(); + } + /// /// Calculate an update to move the presence to the set target. /// diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 3726191..9b69da3 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -687,6 +687,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server public event Action OnCompleteMovementToRegion; public event UpdateAgent OnPreAgentUpdate; public event UpdateAgent OnAgentUpdate; + public event UpdateAgent OnAgentCameraUpdate; public event AgentRequestSit OnAgentRequestSit; public event AgentSit OnAgentSit; public event AvatarPickerRequest OnAvatarPickerRequest; diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 592e4e1..6c38b65 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -258,6 +258,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC public event Action OnCompleteMovementToRegion; public event UpdateAgent OnPreAgentUpdate; public event UpdateAgent OnAgentUpdate; + public event UpdateAgent OnAgentCameraUpdate; public event AgentRequestSit OnAgentRequestSit; public event AgentSit OnAgentSit; public event AvatarPickerRequest OnAvatarPickerRequest; -- cgit v1.1 From 3919c805054e6ce240c72436414ecee18a6c2947 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 20 Jul 2013 13:42:39 -0700 Subject: A couple of small optimizations over the previous commit --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 18 ++++++++++-------- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 2 files changed, 11 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 6c58aac..2907580 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5587,6 +5587,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { + // Compute these only once, when this function is called from down below + qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); + //qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); + vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); + vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); + vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); + vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); + return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); } @@ -5596,10 +5604,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Can only be called by one thread at a time /// /// - public bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); - qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); if ( (qdelta1 > QDELTA) || // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack @@ -5626,12 +5632,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Can only be called by one thread at a time /// /// - public bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); - vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); - vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); - vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); if ( /* These 4 are the worst offenders! * With Singularity, there is a bug where sometimes the spam on these doesn't stop */ diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5543964..2359f55 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1735,7 +1735,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering. /// - public void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) + private void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) { //m_log.DebugFormat( // "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}", -- cgit v1.1 From 032c637c10ee16f5a3b9b690de812701f3badee6 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 20 Jul 2013 15:42:01 -0700 Subject: Filter certain viewer effects depending on distance between the avatar that is generating the effect and the cameras of the observers. In particular, this applies to LookAt (which is really verbose and occurs every time users move the mouse) and Beam (which doesn't occur that often, but that can be extremely noisy (10.sec) when it happens) --- .../Framework/Scenes/Scene.PacketHandlers.cs | 32 +++++++++++++++++----- 1 file changed, 25 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index df43271..998c19e 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs @@ -390,6 +390,7 @@ namespace OpenSim.Region.Framework.Scenes void ProcessViewerEffect(IClientAPI remoteClient, List args) { // TODO: don't create new blocks if recycling an old packet + bool discardableEffects = true; ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count]; for (int i = 0; i < args.Count; i++) { @@ -401,17 +402,34 @@ namespace OpenSim.Region.Framework.Scenes effect.Type = args[i].Type; effect.TypeData = args[i].TypeData; effectBlockArray[i] = effect; + + if ((EffectType)effect.Type != EffectType.LookAt && (EffectType)effect.Type != EffectType.Beam) + discardableEffects = false; + + //m_log.DebugFormat("[YYY]: VE {0} {1} {2}", effect.AgentID, effect.Duration, (EffectType)effect.Type); } - ForEachClient( - delegate(IClientAPI client) + ForEachScenePresence(sp => { - if (client.AgentId != remoteClient.AgentId) - client.SendViewerEffect(effectBlockArray); - } - ); + if (sp.ControllingClient.AgentId != remoteClient.AgentId) + { + if (!discardableEffects || + (discardableEffects && ShouldSendDiscardableEffect(remoteClient, sp))) + { + //m_log.DebugFormat("[YYY]: Sending to {0}", sp.UUID); + sp.ControllingClient.SendViewerEffect(effectBlockArray); + } + //else + // m_log.DebugFormat("[YYY]: Not sending to {0}", sp.UUID); + } + }); } - + + private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other) + { + return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10; + } + /// /// Tell the client about the various child items and folders contained in the requested folder. /// -- cgit v1.1 From b5ab0698d6328c90d779c2af29914da840335233 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 20 Jul 2013 17:58:32 -0700 Subject: EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 27 ++++------------------ OpenSim/Region/Framework/Scenes/ScenePresence.cs | 5 +++- .../Server/IRCClientView.cs | 2 +- .../Region/OptionalModules/World/NPC/NPCAvatar.cs | 2 +- 4 files changed, 10 insertions(+), 26 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 2907580..a8759ab 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5016,7 +5016,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { ScenePresence presence = (ScenePresence)entity; - attachPoint = 0; + attachPoint = presence.State; collisionPlane = presence.CollisionPlane; position = presence.OffsetPosition; velocity = presence.Velocity; @@ -5040,7 +5040,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP SceneObjectPart part = (SceneObjectPart)entity; attachPoint = part.ParentGroup.AttachmentPoint; - + attachPoint = ((attachPoint % 16) * 16 + (attachPoint / 16)); // m_log.DebugFormat( // "[LLCLIENTVIEW]: Sending attachPoint {0} for {1} {2} to {3}", // attachPoint, part.Name, part.LocalId, Name); @@ -5068,7 +5068,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP pos += 4; // Avatar/CollisionPlane - data[pos++] = (byte)((attachPoint % 16) * 16 + (attachPoint / 16)); ; + data[pos++] = (byte) attachPoint; if (avatar) { data[pos++] = 1; @@ -12550,7 +12550,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP OutPacket(dialog, ThrottleOutPacketType.Task); } - public void StopFlying(ISceneEntity p) + public void SendAgentTerseUpdate(ISceneEntity p) { if (p is ScenePresence) { @@ -12564,25 +12564,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP Vector3 pos = presence.AbsolutePosition; - if (presence.Appearance.AvatarHeight != 127.0f) - pos += new Vector3(0f, 0f, (presence.Appearance.AvatarHeight/6f)); - else - pos += new Vector3(0f, 0f, (1.56f/6f)); - - presence.AbsolutePosition = pos; - - // attach a suitable collision plane regardless of the actual situation to force the LLClient to land. - // Collision plane below the avatar's position a 6th of the avatar's height is suitable. - // Mind you, that this method doesn't get called if the avatar's velocity magnitude is greater then a - // certain amount.. because the LLClient wouldn't land in that situation anyway. - - // why are we still testing for this really old height value default??? - if (presence.Appearance.AvatarHeight != 127.0f) - presence.CollisionPlane = new Vector4(0, 0, 0, pos.Z - presence.Appearance.AvatarHeight/6f); - else - presence.CollisionPlane = new Vector4(0, 0, 0, pos.Z - (1.56f/6f)); - - ImprovedTerseObjectUpdatePacket.ObjectDataBlock block = CreateImprovedTerseBlock(p, false); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 2359f55..e06cec8 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1125,7 +1125,7 @@ namespace OpenSim.Region.Framework.Scenes public void StopFlying() { - ControllingClient.StopFlying(this); + ControllingClient.SendAgentTerseUpdate(this); } /// @@ -1728,6 +1728,9 @@ namespace OpenSim.Region.Framework.Scenes SendControlsToScripts(flagsForScripts); } + if ((State & 0x10) != 0) + ControllingClient.SendAgentTerseUpdate(this); + m_scene.EventManager.TriggerOnClientMovement(this); } diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 9b69da3..23a435d 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -1673,7 +1673,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server { } - public void StopFlying(ISceneEntity presence) + public void SendAgentTerseUpdate(ISceneEntity presence) { } diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 6c38b65..9a61702 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -1229,7 +1229,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC { } - public void StopFlying(ISceneEntity presence) + public void SendAgentTerseUpdate(ISceneEntity presence) { } -- cgit v1.1 From 116a449d8945d1d04013860f952841a71df80be7 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 20 Jul 2013 19:20:20 -0700 Subject: The quaternion delta was a bit to high, now that the head rotation is out of the equation. (head rotation was the problematic one) --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index a8759ab..021b7c1 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5576,7 +5576,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Scene/Avatar - private const float QDELTA = 0.01f; + private const float QDELTA = 0.000001f; private const float VDELTA = 0.01f; /// -- cgit v1.1 From 8d18ad2f6f75320dfb605b960f74531c1921b91b Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 21 Jul 2013 08:50:52 -0700 Subject: Minor aesthetic change to make things more clear. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e06cec8..33db88b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1728,7 +1728,8 @@ namespace OpenSim.Region.Framework.Scenes SendControlsToScripts(flagsForScripts); } - if ((State & 0x10) != 0) + // We need to send this back to the client in order to see the edit beams + if ((State & (uint)AgentState.Editing) != 0) ControllingClient.SendAgentTerseUpdate(this); m_scene.EventManager.TriggerOnClientMovement(this); -- cgit v1.1 From 99a727600b938383224285d9dad79e2b564cb1fe Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 21 Jul 2013 10:07:35 -0700 Subject: Minor cosmetic changes. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 50 ++++++++++------------ 1 file changed, 23 insertions(+), 27 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 021b7c1..e23e55b 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5595,7 +5595,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); - return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); + bool significant = CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); + + // Emergency debugging + //if (significant) + //{ + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", + // x.CameraAtAxis, x.CameraCenter); + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", + // x.CameraLeftAxis, x.CameraUpAxis); + //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", + // qdelta1, qdelta2); + //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", + // x.ControlFlags, x.Flags, x.Far, x.State); + //} + + return significant; + } /// @@ -5606,24 +5622,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - if ( + return ( (qdelta1 > QDELTA) || // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack //(qdelta2 > QDELTA * 10) || (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) || (x.Far != m_thisAgentUpdateArgs.Far) || (x.Flags != m_thisAgentUpdateArgs.Flags) || - (x.State != m_thisAgentUpdateArgs.State) - ) - { - //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", - // qdelta1, qdelta2); - //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3} (Thread {4})", - // x.ControlFlags, x.Flags, x.Far, x.State, Thread.CurrentThread.Name); - return true; - } - - return false; + (x.State != m_thisAgentUpdateArgs.State) + ); } /// @@ -5634,23 +5641,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - if ( - /* These 4 are the worst offenders! - * With Singularity, there is a bug where sometimes the spam on these doesn't stop */ + return ( (vdelta1 > VDELTA) || (vdelta2 > VDELTA) || (vdelta3 > VDELTA) || - (vdelta4 > VDELTA) - ) - { - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", - // x.CameraAtAxis, x.CameraCenter); - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", - // x.CameraLeftAxis, x.CameraUpAxis); - return true; - } - - return false; + (vdelta4 > VDELTA) + ); } private bool HandleAgentUpdate(IClientAPI sener, Packet packet) -- cgit v1.1 From 803632f8f32d91bb4aec678d8b45a8430c2703e1 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Jul 2013 16:26:17 -0700 Subject: BulletSim: freshen up the code for constraint based linksets. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 4 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 1 + .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 82 ++++++++++++++++------ 3 files changed, 64 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 0204967..4c2c1c1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1029,8 +1029,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Add this correction to the velocity to make it faster/slower. VehicleVelocity += linearMotorVelocityW; - VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}", - ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, + VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},tgt={3},correctV={4},correctW={5},newVelW={6},fricFact={7}", + ControllingPrim.LocalID, origVelW, currentVelV, m_linearMotor.TargetValue, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity, frictionFactorV); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 1d94142..3668456 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -59,6 +59,7 @@ public sealed class BSLinksetCompound : BSLinkset { DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); + // When rebuilding, it is possible to set properties that would normally require a rebuild. // If already rebuilding, don't request another rebuild. // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index a06a44d..f17d698 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -48,12 +48,22 @@ public sealed class BSLinksetConstraints : BSLinkset { base.Refresh(requestor); - if (HasAnyChildren && IsRoot(requestor)) + } + + private void ScheduleRebuild(BSPrimLinkable requestor) + { + DetailLog("{0},BSLinksetConstraint.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", + requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); + + // When rebuilding, it is possible to set properties that would normally require a rebuild. + // If already rebuilding, don't request another rebuild. + // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. + if (!Rebuilding && HasAnyChildren) { // Queue to happen after all the other taint processing m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() { - if (HasAnyChildren && IsRoot(requestor)) + if (HasAnyChildren) RecomputeLinksetConstraints(); }); } @@ -67,8 +77,14 @@ public sealed class BSLinksetConstraints : BSLinkset // Called at taint-time! public override bool MakeDynamic(BSPrimLinkable child) { - // What is done for each object in BSPrim is what we want. - return false; + bool ret = false; + DetailLog("{0},BSLinksetConstraints.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); + if (IsRoot(child)) + { + // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. + ScheduleRebuild(LinksetRoot); + } + return ret; } // The object is going static (non-physical). Do any setup necessary for a static linkset. @@ -78,8 +94,16 @@ public sealed class BSLinksetConstraints : BSLinkset // Called at taint-time! public override bool MakeStatic(BSPrimLinkable child) { - // What is done for each object in BSPrim is what we want. - return false; + bool ret = false; + + DetailLog("{0},BSLinksetConstraint.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); + child.ClearDisplacement(); + if (IsRoot(child)) + { + // Schedule a rebuild to verify that the root shape is set to the real shape. + ScheduleRebuild(LinksetRoot); + } + return ret; } // Called at taint-time!! @@ -105,7 +129,7 @@ public sealed class BSLinksetConstraints : BSLinkset // Just undo all the constraints for this linkset. Rebuild at the end of the step. ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); // Cause the constraints, et al to be rebuilt before the next simulation step. - Refresh(LinksetRoot); + ScheduleRebuild(LinksetRoot); } return ret; } @@ -123,7 +147,7 @@ public sealed class BSLinksetConstraints : BSLinkset DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); // Cause constraints and assorted properties to be recomputed before the next simulation step. - Refresh(LinksetRoot); + ScheduleRebuild(LinksetRoot); } return; } @@ -147,7 +171,7 @@ public sealed class BSLinksetConstraints : BSLinkset PhysicallyUnlinkAChildFromRoot(rootx, childx); }); // See that the linkset parameters are recomputed at the end of the taint time. - Refresh(LinksetRoot); + ScheduleRebuild(LinksetRoot); } else { @@ -165,6 +189,7 @@ public sealed class BSLinksetConstraints : BSLinkset Refresh(rootPrim); } + // Create a static constraint between the two passed objects private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) { // Zero motion for children so they don't interpolate @@ -281,24 +306,39 @@ public sealed class BSLinksetConstraints : BSLinkset DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass); - foreach (BSPrimLinkable child in m_children) + try { - // A child in the linkset physically shows the mass of the whole linkset. - // This allows Bullet to apply enough force on the child to move the whole linkset. - // (Also do the mass stuff before recomputing the constraint so mass is not zero.) - child.UpdatePhysicalMassProperties(linksetMass, true); + Rebuilding = true; - BSConstraint constrain; - if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) + // There is no reason to build all this physical stuff for a non-physical linkset. + if (!LinksetRoot.IsPhysicallyActive) { - // If constraint doesn't exist yet, create it. - constrain = BuildConstraint(LinksetRoot, child); + DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); + return; // Note the 'finally' clause at the botton which will get executed. } - constrain.RecomputeConstraintVariables(linksetMass); - // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG - } + foreach (BSPrimLinkable child in m_children) + { + // A child in the linkset physically shows the mass of the whole linkset. + // This allows Bullet to apply enough force on the child to move the whole linkset. + // (Also do the mass stuff before recomputing the constraint so mass is not zero.) + child.UpdatePhysicalMassProperties(linksetMass, true); + + BSConstraint constrain; + if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) + { + // If constraint doesn't exist yet, create it. + constrain = BuildConstraint(LinksetRoot, child); + } + constrain.RecomputeConstraintVariables(linksetMass); + // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG + } + } + finally + { + Rebuilding = false; + } } } } -- cgit v1.1 From 13a4a80b3893af13ab748c177b731fed813974ca Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 10 Jul 2013 09:32:26 -0700 Subject: Add experimental stubs for an extension function interface on both PhysicsScene and PhysicsActor. --- OpenSim/Region/Physics/Manager/PhysicsActor.cs | 6 ++++++ OpenSim/Region/Physics/Manager/PhysicsScene.cs | 9 +++++++++ 2 files changed, 15 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index bd806eb..2500f27 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -313,6 +313,12 @@ namespace OpenSim.Region.Physics.Manager public abstract void SubscribeEvents(int ms); public abstract void UnSubscribeEvents(); public abstract bool SubscribedEvents(); + + // Extendable interface for new, physics engine specific operations + public virtual object Extension(string pFunct, params object[] pParams) + { + throw new NotImplementedException(); + } } public class NullPhysicsActor : PhysicsActor diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 290b72e..07a1d36 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -25,10 +25,13 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +using System; using System.Collections.Generic; using System.Reflection; + using log4net; using Nini.Config; + using OpenSim.Framework; using OpenMetaverse; @@ -331,5 +334,11 @@ namespace OpenSim.Region.Physics.Manager { return false; } + + // Extendable interface for new, physics engine specific operations + public virtual object Extension(string pFunct, params object[] pParams) + { + throw new NotImplementedException(); + } } } -- cgit v1.1 From b4c3a791aa55390bff071b3fe4bbe70c1d252703 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 11 Jul 2013 14:33:03 -0700 Subject: BulletSim: move collision processing for linksets from BSPrimLinkable into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 16 ++--- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 75 +++++++++++++++++++++- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 11 ++++ OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 +- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 32 +++++++-- 5 files changed, 121 insertions(+), 18 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 4c2c1c1..1540df1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1001,7 +1001,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin else if (newVelocityLengthSq < 0.001f) VehicleVelocity = Vector3.Zero; - VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.IsColliding, VehicleVelocity ); + VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, VehicleVelocity ); } // end MoveLinear() @@ -1062,7 +1062,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 linearDeflectionW = linearDeflectionV * VehicleOrientation; // Optionally, if not colliding, don't effect world downward velocity. Let falling things fall. - if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.IsColliding) + if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.HasSomeCollision) { linearDeflectionW.Z = 0f; } @@ -1222,7 +1222,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); distanceAboveGround = VehiclePosition.Z - targetHeight; // Not colliding if the vehicle is off the ground - if (!Prim.IsColliding) + if (!Prim.HasSomeCollision) { // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); VehicleVelocity += new Vector3(0, 0, -distanceAboveGround); @@ -1233,12 +1233,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin // be computed with a motor. // TODO: add interaction with banking. VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", - Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); + Prim.LocalID, distanceAboveGround, Prim.HasSomeCollision, ret); */ // Another approach is to measure if we're going up. If going up and not colliding, // the vehicle is in the air. Fix that by pushing down. - if (!ControllingPrim.IsColliding && VehicleVelocity.Z > 0.1) + if (!ControllingPrim.HasSomeCollision && VehicleVelocity.Z > 0.1) { // Get rid of any of the velocity vector that is pushing us up. float upVelocity = VehicleVelocity.Z; @@ -1260,7 +1260,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } */ VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", - ControllingPrim.LocalID, ControllingPrim.IsColliding, upVelocity, VehicleVelocity); + ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, upVelocity, VehicleVelocity); } } } @@ -1270,14 +1270,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; // Hack to reduce downward force if the vehicle is probably sitting on the ground - if (ControllingPrim.IsColliding && IsGroundVehicle) + if (ControllingPrim.HasSomeCollision && IsGroundVehicle) appliedGravity *= BSParam.VehicleGroundGravityFudge; VehicleAddForce(appliedGravity); VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={5}", ControllingPrim.LocalID, m_VehicleGravity, - ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); + ControllingPrim.HasSomeCollision, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); } // ======================================================================= diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index ad8e10f..78c0af7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -203,6 +203,33 @@ public abstract class BSLinkset return ret; } + // Called after a simulation step to post a collision with this object. + // Return 'true' if linkset processed the collision. 'false' says the linkset didn't have + // anything to add for the collision and it should be passed through normal processing. + // Default processing for a linkset. + public virtual bool HandleCollide(uint collidingWith, BSPhysObject collidee, + OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) + { + bool ret = false; + + // prims in the same linkset cannot collide with each other + BSPrimLinkable convCollidee = collidee as BSPrimLinkable; + if (convCollidee != null && (LinksetID == convCollidee.Linkset.LinksetID)) + { + // By returning 'true', we tell the caller the collision has been 'handled' so it won't + // do anything about this collision and thus, effectivily, ignoring the collision. + ret = true; + } + else + { + // Not a collision between members of the linkset. Must be a real collision. + // So the linkset root can know if there is a collision anywhere in the linkset. + LinksetRoot.SomeCollisionSimulationStep = m_physicsScene.SimulationStep; + } + + return ret; + } + // I am the root of a linkset and a new child is being added // Called while LinkActivity is locked. protected abstract void AddChildToLinkset(BSPrimLinkable child); @@ -251,6 +278,53 @@ public abstract class BSLinkset public abstract bool RemoveDependencies(BSPrimLinkable child); // ================================================================ + // Some physical setting happen to all members of the linkset + public virtual void SetPhysicalFriction(float friction) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetFriction(member.PhysBody, friction); + return false; // 'false' says to continue looping + } + ); + } + public virtual void SetPhysicalRestitution(float restitution) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetRestitution(member.PhysBody, restitution); + return false; // 'false' says to continue looping + } + ); + } + public virtual void SetPhysicalGravity(OMV.Vector3 gravity) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetGravity(member.PhysBody, gravity); + return false; // 'false' says to continue looping + } + ); + } + public virtual void ComputeLocalInertia() + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + { + OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass); + member.Inertia = inertia * BSParam.VehicleInertiaFactor; + m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia); + m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody); + } + return false; // 'false' says to continue looping + } + ); + } + // ================================================================ protected virtual float ComputeLinksetMass() { float mass = LinksetRoot.RawMass; @@ -311,6 +385,5 @@ public abstract class BSLinkset if (m_physicsScene.PhysicsLogging.Enabled) m_physicsScene.DetailLog(msg, args); } - } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index fc4545f..d34b797 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -353,6 +353,16 @@ public abstract class BSPhysObject : PhysicsActor CollidingStep = BSScene.NotASimulationStep; } } + // Complex objects (like linksets) need to know if there is a collision on any part of + // their shape. 'IsColliding' has an existing definition of reporting a collision on + // only this specific prim or component of linksets. + // 'HasSomeCollision' is defined as reporting if there is a collision on any part of + // the complex body that this prim is the root of. + public virtual bool HasSomeCollision + { + get { return IsColliding; } + set { IsColliding = value; } + } public override bool CollidingGround { get { return (CollidingGroundStep == PhysScene.SimulationStep); } set @@ -386,6 +396,7 @@ public abstract class BSPhysObject : PhysicsActor // Return 'true' if a collision was processed and should be sent up. // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. // Called at taint time from within the Step() function + public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); public virtual bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index d43448e..4771934 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -495,8 +495,8 @@ public class BSPrim : BSPhysObject } } - // Find and return a handle to the current vehicle actor. - // Return 'null' if there is no vehicle actor. + // Find and return a handle to the current vehicle actor. + // Return 'null' if there is no vehicle actor. public BSDynamics GetVehicleActor() { BSDynamics ret = null; @@ -507,6 +507,7 @@ public class BSPrim : BSPhysObject } return ret; } + public override int VehicleType { get { int ret = (int)Vehicle.TYPE_NONE; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 1fbcfcc..2f392da 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -200,20 +200,38 @@ public class BSPrimLinkable : BSPrimDisplaced } // Called after a simulation step to post a collision with this object. + // This returns 'true' if the collision has been queued and the SendCollisions call must + // be made at the end of the simulation step. public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { - // prims in the same linkset cannot collide with each other - BSPrimLinkable convCollidee = collidee as BSPrimLinkable; - if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID)) + bool ret = false; + // Ask the linkset if it wants to handle the collision + if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth)) { - return false; + // The linkset didn't handle it so pass the collision through normal processing + ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); } + return ret; + } - // TODO: handle collisions of other objects with with children of linkset. - // This is a problem for LinksetCompound since the children are packed into the root. + // A linkset reports any collision on any part of the linkset. + public long SomeCollisionSimulationStep = 0; + public override bool HasSomeCollision + { + get + { + return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding; + } + set + { + if (value) + SomeCollisionSimulationStep = PhysScene.SimulationStep; + else + SomeCollisionSimulationStep = 0; - return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); + base.HasSomeCollision = value; + } } } } -- cgit v1.1 From acb7b4a09ad564d1dfae3ad12adbb593ca3942c9 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 16 Jul 2013 09:59:52 -0700 Subject: BulletSim: only create vehicle prim actor when vehicles are enabled. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 43 ++++++++++++++++------ .../Physics/BulletSPlugin/Tests/BasicVehicles.cs | 2 +- 2 files changed, 33 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4771934..fdb2925 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -96,7 +96,7 @@ public class BSPrim : BSPhysObject _isVolumeDetect = false; // Add a dynamic vehicle to our set of actors that can move this prim. - PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); + // PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); _mass = CalculateMass(); @@ -497,7 +497,7 @@ public class BSPrim : BSPhysObject // Find and return a handle to the current vehicle actor. // Return 'null' if there is no vehicle actor. - public BSDynamics GetVehicleActor() + public BSDynamics GetVehicleActor(bool createIfNone) { BSDynamics ret = null; BSActor actor; @@ -505,13 +505,21 @@ public class BSPrim : BSPhysObject { ret = actor as BSDynamics; } + else + { + if (createIfNone) + { + ret = new BSDynamics(PhysScene, this, VehicleActorName); + PhysicalActors.Add(ret.ActorName, ret); + } + } return ret; } public override int VehicleType { get { int ret = (int)Vehicle.TYPE_NONE; - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); if (vehicleActor != null) ret = (int)vehicleActor.Type; return ret; @@ -525,11 +533,24 @@ public class BSPrim : BSPhysObject // change all the parameters. Like a plane changing to CAR when on the // ground. In this case, don't want to zero motion. // ZeroMotion(true /* inTaintTime */); - BSDynamics vehicleActor = GetVehicleActor(); - if (vehicleActor != null) + if (type == Vehicle.TYPE_NONE) { - vehicleActor.ProcessTypeChange(type); - ActivateIfPhysical(false); + // Vehicle type is 'none' so get rid of any actor that may have been allocated. + BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); + if (vehicleActor != null) + { + PhysicalActors.RemoveAndRelease(vehicleActor.ActorName); + } + } + else + { + // Vehicle type is not 'none' so create an actor and set it running. + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); + if (vehicleActor != null) + { + vehicleActor.ProcessTypeChange(type); + ActivateIfPhysical(false); + } } }); } @@ -538,7 +559,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); @@ -550,7 +571,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); @@ -562,7 +583,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() { - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); @@ -574,7 +595,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() { - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessVehicleFlags(param, remove); diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 48d3742..48e74eb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs @@ -116,7 +116,7 @@ public class BasicVehicles : OpenSimTestCase // Instead the appropriate values are set and calls are made just the parts of the // controller we want to exercise. Stepping the physics engine then applies // the actions of that one feature. - BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); + BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); -- cgit v1.1 From d0d654e2186c8b81c1150da89a549e4f7162a2b4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 16 Jul 2013 10:01:03 -0700 Subject: BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable and start changing the logic to handle the base prim as a complex object (ie, a linkset). --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 17 +++++++++++++++-- 1 file changed, 15 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 1540df1..82d7c44 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -45,7 +45,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin private static string LogHeader = "[BULLETSIM VEHICLE]"; // the prim this dynamic controller belongs to - private BSPrim ControllingPrim { get; set; } + private BSPrimLinkable ControllingPrim { get; set; } private bool m_haveRegisteredForSceneEvents; @@ -128,9 +128,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) : base(myScene, myPrim, actorName) { - ControllingPrim = myPrim; Type = Vehicle.TYPE_NONE; m_haveRegisteredForSceneEvents = false; + + ControllingPrim = myPrim as BSPrimLinkable; + if (ControllingPrim == null) + { + // THIS CANNOT HAPPEN!! + } + VDetailLog("{0},Creation", ControllingPrim.LocalID); } // Return 'true' if this vehicle is doing vehicle things @@ -585,6 +591,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Friction affects are handled by this vehicle code m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); + // ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction); + // ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution); // Moderate angular movement introduced by Bullet. // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. @@ -595,17 +603,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Vehicles report collision events so we know when it's on the ground m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); + // ControllingPrim.Linkset.SetPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); + // ControllingPrim.Linkset.ComputeLocalInertia(BSParam.VehicleInertiaFactor); // Set the gravity for the vehicle depending on the buoyancy // TODO: what should be done if prim and vehicle buoyancy differ? m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); + // ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero); VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, @@ -617,6 +628,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { if (ControllingPrim.PhysBody.HasPhysicalBody) m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); + // ControllingPrim.Linkset.RemoveFromPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); } } @@ -629,6 +641,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // BSActor.Release() public override void Dispose() { + VDetailLog("{0},Dispose", ControllingPrim.LocalID); UnregisterForSceneEvents(); Type = Vehicle.TYPE_NONE; Enabled = false; -- cgit v1.1 From b44f0e1a00eba7f76401692322e48a3b23a81164 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 16 Jul 2013 10:02:14 -0700 Subject: BulletSim: Add logic to linksets to change physical properties for whole linkset. Override physical property setting for BSLinksetCompound as there are not children to the compound spape. --- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 6 +--- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 24 +++++++++++++-- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 36 ++++++++++++++++++++++ 3 files changed, 59 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index fff63e4..e0ccc50 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -69,7 +69,7 @@ public class BSActorCollection { lock (m_actors) { - Release(); + ForEachActor(a => a.Dispose()); m_actors.Clear(); } } @@ -98,10 +98,6 @@ public class BSActorCollection { ForEachActor(a => a.SetEnabled(enabl)); } - public void Release() - { - ForEachActor(a => a.Dispose()); - } public void Refresh() { ForEachActor(a => a.Refresh()); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 78c0af7..960c0b4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -309,14 +309,14 @@ public abstract class BSLinkset } ); } - public virtual void ComputeLocalInertia() + public virtual void ComputeLocalInertia(OMV.Vector3 inertiaFactor) { ForEachMember((member) => { if (member.PhysBody.HasPhysicalBody) { OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass); - member.Inertia = inertia * BSParam.VehicleInertiaFactor; + member.Inertia = inertia * inertiaFactor; m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia); m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody); } @@ -324,6 +324,26 @@ public abstract class BSLinkset } ); } + public virtual void SetPhysicalCollisionFlags(CollisionFlags collFlags) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetCollisionFlags(member.PhysBody, collFlags); + return false; // 'false' says to continue looping + } + ); + } + public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.RemoveFromCollisionFlags(member.PhysBody, collFlags); + return false; // 'false' says to continue looping + } + ); + } // ================================================================ protected virtual float ComputeLinksetMass() { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 3668456..33ae5a5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -44,6 +44,42 @@ public sealed class BSLinksetCompound : BSLinkset { } + // ================================================================ + // Changing the physical property of the linkset only needs to change the root + public override void SetPhysicalFriction(float friction) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetFriction(LinksetRoot.PhysBody, friction); + } + public override void SetPhysicalRestitution(float restitution) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetRestitution(LinksetRoot.PhysBody, restitution); + } + public override void SetPhysicalGravity(OMV.Vector3 gravity) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity); + } + public override void ComputeLocalInertia(OMV.Vector3 inertiaFactor) + { + OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, LinksetRoot.Mass); + LinksetRoot.Inertia = inertia * inertiaFactor; + m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, LinksetRoot.Mass, LinksetRoot.Inertia); + m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody); + } + public override void SetPhysicalCollisionFlags(CollisionFlags collFlags) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags); + } + public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.RemoveFromCollisionFlags(LinksetRoot.PhysBody, collFlags); + } + // ================================================================ + // When physical properties are changed the linkset needs to recalculate // its internal properties. public override void Refresh(BSPrimLinkable requestor) -- cgit v1.1 From 84d0699761b8da546f9faef084240d7b15f16321 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Jul 2013 12:07:42 -0700 Subject: Revert "BulletSim: Add logic to linksets to change physical properties for" The changes don't seem to be ready for prime time. This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164. --- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 6 +++- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 24 ++------------- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 36 ---------------------- 3 files changed, 7 insertions(+), 59 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index e0ccc50..fff63e4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -69,7 +69,7 @@ public class BSActorCollection { lock (m_actors) { - ForEachActor(a => a.Dispose()); + Release(); m_actors.Clear(); } } @@ -98,6 +98,10 @@ public class BSActorCollection { ForEachActor(a => a.SetEnabled(enabl)); } + public void Release() + { + ForEachActor(a => a.Dispose()); + } public void Refresh() { ForEachActor(a => a.Refresh()); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 960c0b4..78c0af7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -309,14 +309,14 @@ public abstract class BSLinkset } ); } - public virtual void ComputeLocalInertia(OMV.Vector3 inertiaFactor) + public virtual void ComputeLocalInertia() { ForEachMember((member) => { if (member.PhysBody.HasPhysicalBody) { OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass); - member.Inertia = inertia * inertiaFactor; + member.Inertia = inertia * BSParam.VehicleInertiaFactor; m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia); m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody); } @@ -324,26 +324,6 @@ public abstract class BSLinkset } ); } - public virtual void SetPhysicalCollisionFlags(CollisionFlags collFlags) - { - ForEachMember((member) => - { - if (member.PhysBody.HasPhysicalBody) - m_physicsScene.PE.SetCollisionFlags(member.PhysBody, collFlags); - return false; // 'false' says to continue looping - } - ); - } - public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) - { - ForEachMember((member) => - { - if (member.PhysBody.HasPhysicalBody) - m_physicsScene.PE.RemoveFromCollisionFlags(member.PhysBody, collFlags); - return false; // 'false' says to continue looping - } - ); - } // ================================================================ protected virtual float ComputeLinksetMass() { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 33ae5a5..3668456 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -44,42 +44,6 @@ public sealed class BSLinksetCompound : BSLinkset { } - // ================================================================ - // Changing the physical property of the linkset only needs to change the root - public override void SetPhysicalFriction(float friction) - { - if (LinksetRoot.PhysBody.HasPhysicalBody) - m_physicsScene.PE.SetFriction(LinksetRoot.PhysBody, friction); - } - public override void SetPhysicalRestitution(float restitution) - { - if (LinksetRoot.PhysBody.HasPhysicalBody) - m_physicsScene.PE.SetRestitution(LinksetRoot.PhysBody, restitution); - } - public override void SetPhysicalGravity(OMV.Vector3 gravity) - { - if (LinksetRoot.PhysBody.HasPhysicalBody) - m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity); - } - public override void ComputeLocalInertia(OMV.Vector3 inertiaFactor) - { - OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, LinksetRoot.Mass); - LinksetRoot.Inertia = inertia * inertiaFactor; - m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, LinksetRoot.Mass, LinksetRoot.Inertia); - m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody); - } - public override void SetPhysicalCollisionFlags(CollisionFlags collFlags) - { - if (LinksetRoot.PhysBody.HasPhysicalBody) - m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags); - } - public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) - { - if (LinksetRoot.PhysBody.HasPhysicalBody) - m_physicsScene.PE.RemoveFromCollisionFlags(LinksetRoot.PhysBody, collFlags); - } - // ================================================================ - // When physical properties are changed the linkset needs to recalculate // its internal properties. public override void Refresh(BSPrimLinkable requestor) -- cgit v1.1 From 7b187deb19517aa7c880458894643a5448566a94 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Jul 2013 12:08:25 -0700 Subject: Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable" The changes don't seem to be ready for prime time. This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 17 ++--------------- 1 file changed, 2 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 82d7c44..1540df1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -45,7 +45,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin private static string LogHeader = "[BULLETSIM VEHICLE]"; // the prim this dynamic controller belongs to - private BSPrimLinkable ControllingPrim { get; set; } + private BSPrim ControllingPrim { get; set; } private bool m_haveRegisteredForSceneEvents; @@ -128,15 +128,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) : base(myScene, myPrim, actorName) { + ControllingPrim = myPrim; Type = Vehicle.TYPE_NONE; m_haveRegisteredForSceneEvents = false; - - ControllingPrim = myPrim as BSPrimLinkable; - if (ControllingPrim == null) - { - // THIS CANNOT HAPPEN!! - } - VDetailLog("{0},Creation", ControllingPrim.LocalID); } // Return 'true' if this vehicle is doing vehicle things @@ -591,8 +585,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Friction affects are handled by this vehicle code m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); - // ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction); - // ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution); // Moderate angular movement introduced by Bullet. // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. @@ -603,20 +595,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Vehicles report collision events so we know when it's on the ground m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); - // ControllingPrim.Linkset.SetPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); - // ControllingPrim.Linkset.ComputeLocalInertia(BSParam.VehicleInertiaFactor); // Set the gravity for the vehicle depending on the buoyancy // TODO: what should be done if prim and vehicle buoyancy differ? m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); - // ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero); VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, @@ -628,7 +617,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin { if (ControllingPrim.PhysBody.HasPhysicalBody) m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); - // ControllingPrim.Linkset.RemoveFromPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); } } @@ -641,7 +629,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin // BSActor.Release() public override void Dispose() { - VDetailLog("{0},Dispose", ControllingPrim.LocalID); UnregisterForSceneEvents(); Type = Vehicle.TYPE_NONE; Enabled = false; -- cgit v1.1 From 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Jul 2013 12:08:49 -0700 Subject: Revert "BulletSim: only create vehicle prim actor when vehicles are enabled." The changes don't seem to be ready for prime time. This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 43 ++++++---------------- .../Physics/BulletSPlugin/Tests/BasicVehicles.cs | 2 +- 2 files changed, 12 insertions(+), 33 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index fdb2925..4771934 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -96,7 +96,7 @@ public class BSPrim : BSPhysObject _isVolumeDetect = false; // Add a dynamic vehicle to our set of actors that can move this prim. - // PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); + PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); _mass = CalculateMass(); @@ -497,7 +497,7 @@ public class BSPrim : BSPhysObject // Find and return a handle to the current vehicle actor. // Return 'null' if there is no vehicle actor. - public BSDynamics GetVehicleActor(bool createIfNone) + public BSDynamics GetVehicleActor() { BSDynamics ret = null; BSActor actor; @@ -505,21 +505,13 @@ public class BSPrim : BSPhysObject { ret = actor as BSDynamics; } - else - { - if (createIfNone) - { - ret = new BSDynamics(PhysScene, this, VehicleActorName); - PhysicalActors.Add(ret.ActorName, ret); - } - } return ret; } public override int VehicleType { get { int ret = (int)Vehicle.TYPE_NONE; - BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); + BSDynamics vehicleActor = GetVehicleActor(); if (vehicleActor != null) ret = (int)vehicleActor.Type; return ret; @@ -533,24 +525,11 @@ public class BSPrim : BSPhysObject // change all the parameters. Like a plane changing to CAR when on the // ground. In this case, don't want to zero motion. // ZeroMotion(true /* inTaintTime */); - if (type == Vehicle.TYPE_NONE) - { - // Vehicle type is 'none' so get rid of any actor that may have been allocated. - BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); - if (vehicleActor != null) - { - PhysicalActors.RemoveAndRelease(vehicleActor.ActorName); - } - } - else + BSDynamics vehicleActor = GetVehicleActor(); + if (vehicleActor != null) { - // Vehicle type is not 'none' so create an actor and set it running. - BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); - if (vehicleActor != null) - { - vehicleActor.ProcessTypeChange(type); - ActivateIfPhysical(false); - } + vehicleActor.ProcessTypeChange(type); + ActivateIfPhysical(false); } }); } @@ -559,7 +538,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { - BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); + BSDynamics vehicleActor = GetVehicleActor(); if (vehicleActor != null) { vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); @@ -571,7 +550,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { - BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); + BSDynamics vehicleActor = GetVehicleActor(); if (vehicleActor != null) { vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); @@ -583,7 +562,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() { - BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); + BSDynamics vehicleActor = GetVehicleActor(); if (vehicleActor != null) { vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); @@ -595,7 +574,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() { - BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); + BSDynamics vehicleActor = GetVehicleActor(); if (vehicleActor != null) { vehicleActor.ProcessVehicleFlags(param, remove); diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 48e74eb..48d3742 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs @@ -116,7 +116,7 @@ public class BasicVehicles : OpenSimTestCase // Instead the appropriate values are set and calls are made just the parts of the // controller we want to exercise. Stepping the physics engine then applies // the actions of that one feature. - BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */); + BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); if (vehicleActor != null) { vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); -- cgit v1.1 From c45659863d8821a48a32e5b687c7b2a6d90b0300 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Jul 2013 12:09:17 -0700 Subject: Revert "BulletSim: move collision processing for linksets from BSPrimLinkable" The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 16 ++--- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 75 +--------------------- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 11 ---- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 +- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 32 ++------- 5 files changed, 18 insertions(+), 121 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 1540df1..4c2c1c1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1001,7 +1001,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin else if (newVelocityLengthSq < 0.001f) VehicleVelocity = Vector3.Zero; - VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, VehicleVelocity ); + VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.IsColliding, VehicleVelocity ); } // end MoveLinear() @@ -1062,7 +1062,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 linearDeflectionW = linearDeflectionV * VehicleOrientation; // Optionally, if not colliding, don't effect world downward velocity. Let falling things fall. - if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.HasSomeCollision) + if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.IsColliding) { linearDeflectionW.Z = 0f; } @@ -1222,7 +1222,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); distanceAboveGround = VehiclePosition.Z - targetHeight; // Not colliding if the vehicle is off the ground - if (!Prim.HasSomeCollision) + if (!Prim.IsColliding) { // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); VehicleVelocity += new Vector3(0, 0, -distanceAboveGround); @@ -1233,12 +1233,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin // be computed with a motor. // TODO: add interaction with banking. VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", - Prim.LocalID, distanceAboveGround, Prim.HasSomeCollision, ret); + Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); */ // Another approach is to measure if we're going up. If going up and not colliding, // the vehicle is in the air. Fix that by pushing down. - if (!ControllingPrim.HasSomeCollision && VehicleVelocity.Z > 0.1) + if (!ControllingPrim.IsColliding && VehicleVelocity.Z > 0.1) { // Get rid of any of the velocity vector that is pushing us up. float upVelocity = VehicleVelocity.Z; @@ -1260,7 +1260,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } */ VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", - ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, upVelocity, VehicleVelocity); + ControllingPrim.LocalID, ControllingPrim.IsColliding, upVelocity, VehicleVelocity); } } } @@ -1270,14 +1270,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; // Hack to reduce downward force if the vehicle is probably sitting on the ground - if (ControllingPrim.HasSomeCollision && IsGroundVehicle) + if (ControllingPrim.IsColliding && IsGroundVehicle) appliedGravity *= BSParam.VehicleGroundGravityFudge; VehicleAddForce(appliedGravity); VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={5}", ControllingPrim.LocalID, m_VehicleGravity, - ControllingPrim.HasSomeCollision, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); + ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); } // ======================================================================= diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 78c0af7..ad8e10f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -203,33 +203,6 @@ public abstract class BSLinkset return ret; } - // Called after a simulation step to post a collision with this object. - // Return 'true' if linkset processed the collision. 'false' says the linkset didn't have - // anything to add for the collision and it should be passed through normal processing. - // Default processing for a linkset. - public virtual bool HandleCollide(uint collidingWith, BSPhysObject collidee, - OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) - { - bool ret = false; - - // prims in the same linkset cannot collide with each other - BSPrimLinkable convCollidee = collidee as BSPrimLinkable; - if (convCollidee != null && (LinksetID == convCollidee.Linkset.LinksetID)) - { - // By returning 'true', we tell the caller the collision has been 'handled' so it won't - // do anything about this collision and thus, effectivily, ignoring the collision. - ret = true; - } - else - { - // Not a collision between members of the linkset. Must be a real collision. - // So the linkset root can know if there is a collision anywhere in the linkset. - LinksetRoot.SomeCollisionSimulationStep = m_physicsScene.SimulationStep; - } - - return ret; - } - // I am the root of a linkset and a new child is being added // Called while LinkActivity is locked. protected abstract void AddChildToLinkset(BSPrimLinkable child); @@ -278,53 +251,6 @@ public abstract class BSLinkset public abstract bool RemoveDependencies(BSPrimLinkable child); // ================================================================ - // Some physical setting happen to all members of the linkset - public virtual void SetPhysicalFriction(float friction) - { - ForEachMember((member) => - { - if (member.PhysBody.HasPhysicalBody) - m_physicsScene.PE.SetFriction(member.PhysBody, friction); - return false; // 'false' says to continue looping - } - ); - } - public virtual void SetPhysicalRestitution(float restitution) - { - ForEachMember((member) => - { - if (member.PhysBody.HasPhysicalBody) - m_physicsScene.PE.SetRestitution(member.PhysBody, restitution); - return false; // 'false' says to continue looping - } - ); - } - public virtual void SetPhysicalGravity(OMV.Vector3 gravity) - { - ForEachMember((member) => - { - if (member.PhysBody.HasPhysicalBody) - m_physicsScene.PE.SetGravity(member.PhysBody, gravity); - return false; // 'false' says to continue looping - } - ); - } - public virtual void ComputeLocalInertia() - { - ForEachMember((member) => - { - if (member.PhysBody.HasPhysicalBody) - { - OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass); - member.Inertia = inertia * BSParam.VehicleInertiaFactor; - m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia); - m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody); - } - return false; // 'false' says to continue looping - } - ); - } - // ================================================================ protected virtual float ComputeLinksetMass() { float mass = LinksetRoot.RawMass; @@ -385,5 +311,6 @@ public abstract class BSLinkset if (m_physicsScene.PhysicsLogging.Enabled) m_physicsScene.DetailLog(msg, args); } + } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index d34b797..fc4545f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -353,16 +353,6 @@ public abstract class BSPhysObject : PhysicsActor CollidingStep = BSScene.NotASimulationStep; } } - // Complex objects (like linksets) need to know if there is a collision on any part of - // their shape. 'IsColliding' has an existing definition of reporting a collision on - // only this specific prim or component of linksets. - // 'HasSomeCollision' is defined as reporting if there is a collision on any part of - // the complex body that this prim is the root of. - public virtual bool HasSomeCollision - { - get { return IsColliding; } - set { IsColliding = value; } - } public override bool CollidingGround { get { return (CollidingGroundStep == PhysScene.SimulationStep); } set @@ -396,7 +386,6 @@ public abstract class BSPhysObject : PhysicsActor // Return 'true' if a collision was processed and should be sent up. // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. // Called at taint time from within the Step() function - public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); public virtual bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4771934..d43448e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -495,8 +495,8 @@ public class BSPrim : BSPhysObject } } - // Find and return a handle to the current vehicle actor. - // Return 'null' if there is no vehicle actor. + // Find and return a handle to the current vehicle actor. + // Return 'null' if there is no vehicle actor. public BSDynamics GetVehicleActor() { BSDynamics ret = null; @@ -507,7 +507,6 @@ public class BSPrim : BSPhysObject } return ret; } - public override int VehicleType { get { int ret = (int)Vehicle.TYPE_NONE; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 2f392da..1fbcfcc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -200,38 +200,20 @@ public class BSPrimLinkable : BSPrimDisplaced } // Called after a simulation step to post a collision with this object. - // This returns 'true' if the collision has been queued and the SendCollisions call must - // be made at the end of the simulation step. public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { - bool ret = false; - // Ask the linkset if it wants to handle the collision - if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth)) + // prims in the same linkset cannot collide with each other + BSPrimLinkable convCollidee = collidee as BSPrimLinkable; + if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID)) { - // The linkset didn't handle it so pass the collision through normal processing - ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); + return false; } - return ret; - } - // A linkset reports any collision on any part of the linkset. - public long SomeCollisionSimulationStep = 0; - public override bool HasSomeCollision - { - get - { - return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding; - } - set - { - if (value) - SomeCollisionSimulationStep = PhysScene.SimulationStep; - else - SomeCollisionSimulationStep = 0; + // TODO: handle collisions of other objects with with children of linkset. + // This is a problem for LinksetCompound since the children are packed into the root. - base.HasSomeCollision = value; - } + return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); } } } -- cgit v1.1 From 89857378ce79f93a265bc1eb151e17742032abfa Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Jul 2013 12:09:55 -0700 Subject: Revert "Add experimental stubs for an extension function interface on both" The changes don't seem to be ready for prime time. This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca. --- OpenSim/Region/Physics/Manager/PhysicsActor.cs | 6 ------ OpenSim/Region/Physics/Manager/PhysicsScene.cs | 9 --------- 2 files changed, 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 2500f27..bd806eb 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -313,12 +313,6 @@ namespace OpenSim.Region.Physics.Manager public abstract void SubscribeEvents(int ms); public abstract void UnSubscribeEvents(); public abstract bool SubscribedEvents(); - - // Extendable interface for new, physics engine specific operations - public virtual object Extension(string pFunct, params object[] pParams) - { - throw new NotImplementedException(); - } } public class NullPhysicsActor : PhysicsActor diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 07a1d36..290b72e 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -25,13 +25,10 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ -using System; using System.Collections.Generic; using System.Reflection; - using log4net; using Nini.Config; - using OpenSim.Framework; using OpenMetaverse; @@ -334,11 +331,5 @@ namespace OpenSim.Region.Physics.Manager { return false; } - - // Extendable interface for new, physics engine specific operations - public virtual object Extension(string pFunct, params object[] pParams) - { - throw new NotImplementedException(); - } } } -- cgit v1.1 From 44543ebe638f391fc1c7ff532fe4470006dec55a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Jul 2013 12:10:23 -0700 Subject: Revert "BulletSim: freshen up the code for constraint based linksets." The changes don't seem to be ready for prime time. This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 4 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 1 - .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 82 ++++++---------------- 3 files changed, 23 insertions(+), 64 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 4c2c1c1..0204967 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1029,8 +1029,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Add this correction to the velocity to make it faster/slower. VehicleVelocity += linearMotorVelocityW; - VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},tgt={3},correctV={4},correctW={5},newVelW={6},fricFact={7}", - ControllingPrim.LocalID, origVelW, currentVelV, m_linearMotor.TargetValue, linearMotorCorrectionV, + VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}", + ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity, frictionFactorV); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 3668456..1d94142 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -59,7 +59,6 @@ public sealed class BSLinksetCompound : BSLinkset { DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); - // When rebuilding, it is possible to set properties that would normally require a rebuild. // If already rebuilding, don't request another rebuild. // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index f17d698..a06a44d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -48,22 +48,12 @@ public sealed class BSLinksetConstraints : BSLinkset { base.Refresh(requestor); - } - - private void ScheduleRebuild(BSPrimLinkable requestor) - { - DetailLog("{0},BSLinksetConstraint.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", - requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); - - // When rebuilding, it is possible to set properties that would normally require a rebuild. - // If already rebuilding, don't request another rebuild. - // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. - if (!Rebuilding && HasAnyChildren) + if (HasAnyChildren && IsRoot(requestor)) { // Queue to happen after all the other taint processing m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() { - if (HasAnyChildren) + if (HasAnyChildren && IsRoot(requestor)) RecomputeLinksetConstraints(); }); } @@ -77,14 +67,8 @@ public sealed class BSLinksetConstraints : BSLinkset // Called at taint-time! public override bool MakeDynamic(BSPrimLinkable child) { - bool ret = false; - DetailLog("{0},BSLinksetConstraints.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); - if (IsRoot(child)) - { - // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. - ScheduleRebuild(LinksetRoot); - } - return ret; + // What is done for each object in BSPrim is what we want. + return false; } // The object is going static (non-physical). Do any setup necessary for a static linkset. @@ -94,16 +78,8 @@ public sealed class BSLinksetConstraints : BSLinkset // Called at taint-time! public override bool MakeStatic(BSPrimLinkable child) { - bool ret = false; - - DetailLog("{0},BSLinksetConstraint.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); - child.ClearDisplacement(); - if (IsRoot(child)) - { - // Schedule a rebuild to verify that the root shape is set to the real shape. - ScheduleRebuild(LinksetRoot); - } - return ret; + // What is done for each object in BSPrim is what we want. + return false; } // Called at taint-time!! @@ -129,7 +105,7 @@ public sealed class BSLinksetConstraints : BSLinkset // Just undo all the constraints for this linkset. Rebuild at the end of the step. ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); // Cause the constraints, et al to be rebuilt before the next simulation step. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } return ret; } @@ -147,7 +123,7 @@ public sealed class BSLinksetConstraints : BSLinkset DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); // Cause constraints and assorted properties to be recomputed before the next simulation step. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } return; } @@ -171,7 +147,7 @@ public sealed class BSLinksetConstraints : BSLinkset PhysicallyUnlinkAChildFromRoot(rootx, childx); }); // See that the linkset parameters are recomputed at the end of the taint time. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } else { @@ -189,7 +165,6 @@ public sealed class BSLinksetConstraints : BSLinkset Refresh(rootPrim); } - // Create a static constraint between the two passed objects private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) { // Zero motion for children so they don't interpolate @@ -306,39 +281,24 @@ public sealed class BSLinksetConstraints : BSLinkset DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass); - try + foreach (BSPrimLinkable child in m_children) { - Rebuilding = true; + // A child in the linkset physically shows the mass of the whole linkset. + // This allows Bullet to apply enough force on the child to move the whole linkset. + // (Also do the mass stuff before recomputing the constraint so mass is not zero.) + child.UpdatePhysicalMassProperties(linksetMass, true); - // There is no reason to build all this physical stuff for a non-physical linkset. - if (!LinksetRoot.IsPhysicallyActive) + BSConstraint constrain; + if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) { - DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); - return; // Note the 'finally' clause at the botton which will get executed. + // If constraint doesn't exist yet, create it. + constrain = BuildConstraint(LinksetRoot, child); } + constrain.RecomputeConstraintVariables(linksetMass); - foreach (BSPrimLinkable child in m_children) - { - // A child in the linkset physically shows the mass of the whole linkset. - // This allows Bullet to apply enough force on the child to move the whole linkset. - // (Also do the mass stuff before recomputing the constraint so mass is not zero.) - child.UpdatePhysicalMassProperties(linksetMass, true); - - BSConstraint constrain; - if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) - { - // If constraint doesn't exist yet, create it. - constrain = BuildConstraint(LinksetRoot, child); - } - constrain.RecomputeConstraintVariables(linksetMass); - - // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG - } - } - finally - { - Rebuilding = false; + // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG } + } } } -- cgit v1.1 From e6b6af62dd677077664fdc8801b3a7e894a2b8da Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Jul 2013 15:41:14 -0700 Subject: Added check for user movement specification before discarding an incoming AgentUpdate packet. This fixes the problem with vehicles not moving forward after the first up-arrow. Code to fix a potential exception when using different IClientAPIs. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 81 +++++++++++----------- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 3 +- 2 files changed, 42 insertions(+), 42 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index e23e55b..32549c8 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -359,12 +359,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// cannot retain a reference to it outside of that method. /// private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs(); - private float qdelta1; - private float qdelta2; - private float vdelta1; - private float vdelta2; - private float vdelta3; - private float vdelta4; protected Dictionary m_packetHandlers = new Dictionary(); protected Dictionary m_genericPacketHandlers = new Dictionary(); //PauPaw:Local Generic Message handlers @@ -5576,7 +5570,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Scene/Avatar + // Threshold for body rotation to be a significant agent update private const float QDELTA = 0.000001f; + // Threshold for camera rotation to be a significant agent update private const float VDELTA = 0.01f; /// @@ -5587,31 +5583,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - // Compute these only once, when this function is called from down below - qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); - //qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); - vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); - vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); - vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); - vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); - - bool significant = CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); - - // Emergency debugging - //if (significant) - //{ - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", - // x.CameraAtAxis, x.CameraCenter); - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", - // x.CameraLeftAxis, x.CameraUpAxis); - //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", - // qdelta1, qdelta2); - //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", - // x.ControlFlags, x.Flags, x.Far, x.State); - //} - - return significant; - + return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); } /// @@ -5622,15 +5594,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - return ( - (qdelta1 > QDELTA) || + float qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); + //qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); + + bool movementSignificant = + (qdelta1 > QDELTA) // significant if body rotation above threshold // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack - //(qdelta2 > QDELTA * 10) || - (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) || - (x.Far != m_thisAgentUpdateArgs.Far) || - (x.Flags != m_thisAgentUpdateArgs.Flags) || - (x.State != m_thisAgentUpdateArgs.State) - ); + // || (qdelta2 > QDELTA * 10) // significant if head rotation above threshold + || (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed + || (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands + || (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed + || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed + || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed + ; + //if (movementSignificant) + //{ + //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", + // qdelta1, qdelta2); + //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", + // x.ControlFlags, x.Flags, x.Far, x.State); + //} + return movementSignificant; } /// @@ -5641,12 +5625,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - return ( + float vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); + float vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); + float vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); + float vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); + + bool cameraSignificant = (vdelta1 > VDELTA) || (vdelta2 > VDELTA) || (vdelta3 > VDELTA) || (vdelta4 > VDELTA) - ); + ; + + //if (cameraSignificant) + //{ + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", + // x.CameraAtAxis, x.CameraCenter); + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", + // x.CameraLeftAxis, x.CameraUpAxis); + //} + + return cameraSignificant; } private bool HandleAgentUpdate(IClientAPI sener, Packet packet) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 32282af..f5c0b05 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1316,9 +1316,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; + LLClientView llClient = client as LLClientView; if (agentUpdate.AgentData.SessionID != client.SessionId || agentUpdate.AgentData.AgentID != client.AgentId - || !((LLClientView)client).CheckAgentUpdateSignificance(agentUpdate.AgentData)) + || !(llClient == null || llClient.CheckAgentUpdateSignificance(agentUpdate.AgentData)) ) { PacketPool.Instance.ReturnPacket(packet); return; -- cgit v1.1 From bf517899a7a63278d4ed22d5485c37d61d47bb58 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 22 Jul 2013 23:30:09 +0100 Subject: Add AverageUDPProcessTime stat to try and get a handle on how long we're taking on the initial processing of a UDP packet. If we're not receiving packets with multiple threads (m_asyncPacketHandling) then this is critical since it will limit the number of incoming UDP requests that the region can handle and affects packet loss. If m_asyncPacketHandling then this is less critical though a long process will increase the scope for threads to race. This is an experimental stat which may be changed. --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 19 +++++++++-- .../ClientStack/Linden/UDP/OpenSimUDPBase.cs | 39 ++++++++++++++++++++++ 2 files changed, 56 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index f5c0b05..d3823f3 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -70,8 +70,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( "IncomingPacketsProcessedCount", - "Number of inbound UDP packets processed", - "Number of inbound UDP packets processed", + "Number of inbound LL protocol packets processed", + "Number of inbound LL protocol packets processed", "", "clientstack", scene.Name, @@ -79,6 +79,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP MeasuresOfInterest.AverageChangeOverTime, stat => stat.Value = m_udpServer.IncomingPacketsProcessed, StatVerbosity.Debug)); + + StatsManager.RegisterStat( + new Stat( + "AverageUDPProcessTime", + "Average number of milliseconds taken to process each incoming UDP packet in a sample.", + "This is for initial receive processing which is separate from the later client LL packet processing stage.", + "ms", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.None, + stat => stat.Value = m_udpServer.AverageReceiveTicksForLastSamplePeriod / TimeSpan.TicksPerMillisecond, +// stat => +// stat.Value = Math.Round(m_udpServer.AverageReceiveTicksForLastSamplePeriod / TimeSpan.TicksPerMillisecond, 7), + StatVerbosity.Debug)); } public bool HandlesRegion(Location x) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index a919141..46a3261 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -78,6 +78,26 @@ namespace OpenMetaverse public bool IsRunningOutbound { get; private set; } /// + /// Number of receives over which to establish a receive time average. + /// + private readonly static int s_receiveTimeSamples = 500; + + /// + /// Current number of samples taken to establish a receive time average. + /// + private int m_currentReceiveTimeSamples; + + /// + /// Cumulative receive time for the sample so far. + /// + private int m_receiveTicksInCurrentSamplePeriod; + + /// + /// The average time taken for each require receive in the last sample. + /// + public float AverageReceiveTicksForLastSamplePeriod { get; private set; } + + /// /// Default constructor /// /// Local IP address to bind the server to @@ -286,6 +306,8 @@ namespace OpenMetaverse try { + int startTick = Util.EnvironmentTickCount(); + // get the length of data actually read from the socket, store it with the // buffer buffer.DataLength = m_udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint); @@ -293,6 +315,23 @@ namespace OpenMetaverse // call the abstract method PacketReceived(), passing the buffer that // has just been filled from the socket read. PacketReceived(buffer); + + // If more than one thread can be calling AsyncEndReceive() at once (e.g. if m_asyncPacketHandler) + // then a particular stat may be inaccurate due to a race condition. We won't worry about this + // since this should be rare and won't cause a runtime problem. + if (m_currentReceiveTimeSamples >= s_receiveTimeSamples) + { + AverageReceiveTicksForLastSamplePeriod + = (float)m_receiveTicksInCurrentSamplePeriod / s_receiveTimeSamples; + + m_receiveTicksInCurrentSamplePeriod = 0; + m_currentReceiveTimeSamples = 0; + } + else + { + m_receiveTicksInCurrentSamplePeriod += Util.EnvironmentTickCountSubtract(startTick); + m_currentReceiveTimeSamples++; + } } catch (SocketException) { } catch (ObjectDisposedException) { } -- cgit v1.1 From 8396f1bd42cf42d412c09e769c491930aaa8bfea Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 22 Jul 2013 23:58:45 +0100 Subject: Record raw number of UDP receives as clientstack.IncomingUDPReceivesCount --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 13 +++++++++++++ OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs | 8 +++++++- 2 files changed, 20 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index d3823f3..5300b1e 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -69,6 +69,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( + "IncomingUDPReceivesCount", + "Number of inbound LL protocol packets processed", + "Number of inbound LL protocol packets processed", + "", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.AverageChangeOverTime, + stat => stat.Value = m_udpServer.UdpReceives, + StatVerbosity.Debug)); + + StatsManager.RegisterStat( + new Stat( "IncomingPacketsProcessedCount", "Number of inbound LL protocol packets processed", "Number of inbound LL protocol packets processed", diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index 46a3261..b4044b5 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -78,6 +78,11 @@ namespace OpenMetaverse public bool IsRunningOutbound { get; private set; } /// + /// Number of UDP receives. + /// + public int UdpReceives { get; private set; } + + /// /// Number of receives over which to establish a receive time average. /// private readonly static int s_receiveTimeSamples = 500; @@ -295,6 +300,8 @@ namespace OpenMetaverse // to AsyncBeginReceive if (IsRunningInbound) { + UdpReceives++; + // Asynchronous mode will start another receive before the // callback for this packet is even fired. Very parallel :-) if (m_asyncPacketHandling) @@ -345,7 +352,6 @@ namespace OpenMetaverse if (!m_asyncPacketHandling) AsyncBeginReceive(); } - } } -- cgit v1.1 From 60732c96efd149bbb0484b327b00463dc5b81aff Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 23 Jul 2013 00:15:58 +0100 Subject: Add clientstack.OutgoingUDPSendsCount stat to show number of outbound UDP packets sent by a region per second --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 18 +++++++++++++++--- .../Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs | 7 +++++++ 2 files changed, 22 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 5300b1e..cc4de10 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -70,8 +70,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( "IncomingUDPReceivesCount", - "Number of inbound LL protocol packets processed", - "Number of inbound LL protocol packets processed", + "Number of UDP receives performed", + "Number of UDP receives performed", "", "clientstack", scene.Name, @@ -95,6 +95,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( + "OutgoingUDPSendsCount", + "Number of UDP sends performed", + "Number of UDP sends performed", + "", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.AverageChangeOverTime, + stat => stat.Value = m_udpServer.UdpSends, + StatVerbosity.Debug)); + + StatsManager.RegisterStat( + new Stat( "AverageUDPProcessTime", "Average number of milliseconds taken to process each incoming UDP packet in a sample.", "This is for initial receive processing which is separate from the later client LL packet processing stage.", @@ -856,7 +869,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP PacketPool.Instance.ReturnPacket(packet); m_dataPresentEvent.Set(); - } private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index b4044b5..d0ed7e8 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -83,6 +83,11 @@ namespace OpenMetaverse public int UdpReceives { get; private set; } /// + /// Number of UDP sends + /// + public int UdpSends { get; private set; } + + /// /// Number of receives over which to establish a receive time average. /// private readonly static int s_receiveTimeSamples = 500; @@ -381,6 +386,8 @@ namespace OpenMetaverse { // UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState; m_udpSocket.EndSendTo(result); + + UdpSends++; } catch (SocketException) { } catch (ObjectDisposedException) { } -- cgit v1.1 From 9fb9da1b6c86e10b229706fe06f2875c8a63a52f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 23 Jul 2013 00:31:57 +0100 Subject: Add clientstack.InboxPacketsCount stat. This records the number of packets waiting to be processed at the second stage (after initial UDP processing) If this consistently increases then this is a problem since it means the simulator is receiving more requests than it can distribute to other parts of the code. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index cc4de10..0e9f1b7 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -500,6 +500,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_scene = (Scene)scene; m_location = new Location(m_scene.RegionInfo.RegionHandle); + StatsManager.RegisterStat( + new Stat( + "InboxPacketsCount", + "Number of LL protocol packets waiting for the second stage of processing after initial receive.", + "Number of LL protocol packets waiting for the second stage of processing after initial receive.", + "", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.AverageChangeOverTime, + stat => stat.Value = packetInbox.Count, + StatVerbosity.Debug)); + // XXX: These stats are also pool stats but we register them separately since they are currently not // turned on and off by EnablePools()/DisablePools() StatsManager.RegisterStat( -- cgit v1.1 From a57a472ab8edf70430a8391909e6078b9ae0f26d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 23 Jul 2013 00:51:59 +0100 Subject: Add proper method doc and comments to m_dataPresentEvent (from d9d9959) --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 0e9f1b7..37fd252 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -223,6 +223,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Flag to signal when clients should send pings protected bool m_sendPing; + /// + /// Event used to signal when queued packets are available for sending. + /// + /// + /// This allows the outbound loop to only operate when there is data to send rather than continuously polling. + /// Some data is sent immediately and not queued. That data would not trigger this event. + /// + private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); + private Pool m_incomingPacketPool; /// @@ -881,11 +890,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP } PacketPool.Instance.ReturnPacket(packet); + m_dataPresentEvent.Set(); } - private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); - /// /// Start the process of sending a packet to the client. /// @@ -1817,6 +1825,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP // token bucket could get more tokens //if (!m_packetSent) // Thread.Sleep((int)TickCountResolution); + // + // Instead, now wait for data present to be explicitly signalled. Evidence so far is that with + // modern mono it reduces CPU base load since there is no more continuous polling. m_dataPresentEvent.WaitOne(100); Watchdog.UpdateThread(); -- cgit v1.1 From af9deed13593a85aef64205f9ca616a06711963c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 23 Jul 2013 08:11:21 -0700 Subject: Revert "Revert "BulletSim: freshen up the code for constraint based linksets."" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 4 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 1 + .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 82 ++++++++++++++++------ 3 files changed, 64 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 0204967..4c2c1c1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1029,8 +1029,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Add this correction to the velocity to make it faster/slower. VehicleVelocity += linearMotorVelocityW; - VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}", - ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, + VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},tgt={3},correctV={4},correctW={5},newVelW={6},fricFact={7}", + ControllingPrim.LocalID, origVelW, currentVelV, m_linearMotor.TargetValue, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity, frictionFactorV); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 1d94142..3668456 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -59,6 +59,7 @@ public sealed class BSLinksetCompound : BSLinkset { DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); + // When rebuilding, it is possible to set properties that would normally require a rebuild. // If already rebuilding, don't request another rebuild. // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index a06a44d..f17d698 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -48,12 +48,22 @@ public sealed class BSLinksetConstraints : BSLinkset { base.Refresh(requestor); - if (HasAnyChildren && IsRoot(requestor)) + } + + private void ScheduleRebuild(BSPrimLinkable requestor) + { + DetailLog("{0},BSLinksetConstraint.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", + requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); + + // When rebuilding, it is possible to set properties that would normally require a rebuild. + // If already rebuilding, don't request another rebuild. + // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. + if (!Rebuilding && HasAnyChildren) { // Queue to happen after all the other taint processing m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() { - if (HasAnyChildren && IsRoot(requestor)) + if (HasAnyChildren) RecomputeLinksetConstraints(); }); } @@ -67,8 +77,14 @@ public sealed class BSLinksetConstraints : BSLinkset // Called at taint-time! public override bool MakeDynamic(BSPrimLinkable child) { - // What is done for each object in BSPrim is what we want. - return false; + bool ret = false; + DetailLog("{0},BSLinksetConstraints.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); + if (IsRoot(child)) + { + // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. + ScheduleRebuild(LinksetRoot); + } + return ret; } // The object is going static (non-physical). Do any setup necessary for a static linkset. @@ -78,8 +94,16 @@ public sealed class BSLinksetConstraints : BSLinkset // Called at taint-time! public override bool MakeStatic(BSPrimLinkable child) { - // What is done for each object in BSPrim is what we want. - return false; + bool ret = false; + + DetailLog("{0},BSLinksetConstraint.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); + child.ClearDisplacement(); + if (IsRoot(child)) + { + // Schedule a rebuild to verify that the root shape is set to the real shape. + ScheduleRebuild(LinksetRoot); + } + return ret; } // Called at taint-time!! @@ -105,7 +129,7 @@ public sealed class BSLinksetConstraints : BSLinkset // Just undo all the constraints for this linkset. Rebuild at the end of the step. ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); // Cause the constraints, et al to be rebuilt before the next simulation step. - Refresh(LinksetRoot); + ScheduleRebuild(LinksetRoot); } return ret; } @@ -123,7 +147,7 @@ public sealed class BSLinksetConstraints : BSLinkset DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); // Cause constraints and assorted properties to be recomputed before the next simulation step. - Refresh(LinksetRoot); + ScheduleRebuild(LinksetRoot); } return; } @@ -147,7 +171,7 @@ public sealed class BSLinksetConstraints : BSLinkset PhysicallyUnlinkAChildFromRoot(rootx, childx); }); // See that the linkset parameters are recomputed at the end of the taint time. - Refresh(LinksetRoot); + ScheduleRebuild(LinksetRoot); } else { @@ -165,6 +189,7 @@ public sealed class BSLinksetConstraints : BSLinkset Refresh(rootPrim); } + // Create a static constraint between the two passed objects private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) { // Zero motion for children so they don't interpolate @@ -281,24 +306,39 @@ public sealed class BSLinksetConstraints : BSLinkset DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass); - foreach (BSPrimLinkable child in m_children) + try { - // A child in the linkset physically shows the mass of the whole linkset. - // This allows Bullet to apply enough force on the child to move the whole linkset. - // (Also do the mass stuff before recomputing the constraint so mass is not zero.) - child.UpdatePhysicalMassProperties(linksetMass, true); + Rebuilding = true; - BSConstraint constrain; - if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) + // There is no reason to build all this physical stuff for a non-physical linkset. + if (!LinksetRoot.IsPhysicallyActive) { - // If constraint doesn't exist yet, create it. - constrain = BuildConstraint(LinksetRoot, child); + DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); + return; // Note the 'finally' clause at the botton which will get executed. } - constrain.RecomputeConstraintVariables(linksetMass); - // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG - } + foreach (BSPrimLinkable child in m_children) + { + // A child in the linkset physically shows the mass of the whole linkset. + // This allows Bullet to apply enough force on the child to move the whole linkset. + // (Also do the mass stuff before recomputing the constraint so mass is not zero.) + child.UpdatePhysicalMassProperties(linksetMass, true); + + BSConstraint constrain; + if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) + { + // If constraint doesn't exist yet, create it. + constrain = BuildConstraint(LinksetRoot, child); + } + constrain.RecomputeConstraintVariables(linksetMass); + // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG + } + } + finally + { + Rebuilding = false; + } } } } -- cgit v1.1 From 401c2e2f2ec7c6001387df505665b19477afd4cf Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 23 Jul 2013 08:12:34 -0700 Subject: Revert "Revert "Add experimental stubs for an extension function interface on both"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa. --- OpenSim/Region/Physics/Manager/PhysicsActor.cs | 6 ++++++ OpenSim/Region/Physics/Manager/PhysicsScene.cs | 9 +++++++++ 2 files changed, 15 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index bd806eb..2500f27 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -313,6 +313,12 @@ namespace OpenSim.Region.Physics.Manager public abstract void SubscribeEvents(int ms); public abstract void UnSubscribeEvents(); public abstract bool SubscribedEvents(); + + // Extendable interface for new, physics engine specific operations + public virtual object Extension(string pFunct, params object[] pParams) + { + throw new NotImplementedException(); + } } public class NullPhysicsActor : PhysicsActor diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 290b72e..07a1d36 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -25,10 +25,13 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +using System; using System.Collections.Generic; using System.Reflection; + using log4net; using Nini.Config; + using OpenSim.Framework; using OpenMetaverse; @@ -331,5 +334,11 @@ namespace OpenSim.Region.Physics.Manager { return false; } + + // Extendable interface for new, physics engine specific operations + public virtual object Extension(string pFunct, params object[] pParams) + { + throw new NotImplementedException(); + } } } -- cgit v1.1 From aec8852af793699a4c1093a38b992daf2dbd97f3 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 23 Jul 2013 08:13:01 -0700 Subject: Revert "Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 16 ++--- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 75 +++++++++++++++++++++- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 11 ++++ OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 +- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 32 +++++++-- 5 files changed, 121 insertions(+), 18 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 4c2c1c1..1540df1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1001,7 +1001,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin else if (newVelocityLengthSq < 0.001f) VehicleVelocity = Vector3.Zero; - VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.IsColliding, VehicleVelocity ); + VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, VehicleVelocity ); } // end MoveLinear() @@ -1062,7 +1062,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 linearDeflectionW = linearDeflectionV * VehicleOrientation; // Optionally, if not colliding, don't effect world downward velocity. Let falling things fall. - if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.IsColliding) + if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.HasSomeCollision) { linearDeflectionW.Z = 0f; } @@ -1222,7 +1222,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); distanceAboveGround = VehiclePosition.Z - targetHeight; // Not colliding if the vehicle is off the ground - if (!Prim.IsColliding) + if (!Prim.HasSomeCollision) { // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); VehicleVelocity += new Vector3(0, 0, -distanceAboveGround); @@ -1233,12 +1233,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin // be computed with a motor. // TODO: add interaction with banking. VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", - Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); + Prim.LocalID, distanceAboveGround, Prim.HasSomeCollision, ret); */ // Another approach is to measure if we're going up. If going up and not colliding, // the vehicle is in the air. Fix that by pushing down. - if (!ControllingPrim.IsColliding && VehicleVelocity.Z > 0.1) + if (!ControllingPrim.HasSomeCollision && VehicleVelocity.Z > 0.1) { // Get rid of any of the velocity vector that is pushing us up. float upVelocity = VehicleVelocity.Z; @@ -1260,7 +1260,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } */ VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", - ControllingPrim.LocalID, ControllingPrim.IsColliding, upVelocity, VehicleVelocity); + ControllingPrim.LocalID, ControllingPrim.HasSomeCollision, upVelocity, VehicleVelocity); } } } @@ -1270,14 +1270,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; // Hack to reduce downward force if the vehicle is probably sitting on the ground - if (ControllingPrim.IsColliding && IsGroundVehicle) + if (ControllingPrim.HasSomeCollision && IsGroundVehicle) appliedGravity *= BSParam.VehicleGroundGravityFudge; VehicleAddForce(appliedGravity); VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={5}", ControllingPrim.LocalID, m_VehicleGravity, - ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); + ControllingPrim.HasSomeCollision, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); } // ======================================================================= diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index ad8e10f..78c0af7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -203,6 +203,33 @@ public abstract class BSLinkset return ret; } + // Called after a simulation step to post a collision with this object. + // Return 'true' if linkset processed the collision. 'false' says the linkset didn't have + // anything to add for the collision and it should be passed through normal processing. + // Default processing for a linkset. + public virtual bool HandleCollide(uint collidingWith, BSPhysObject collidee, + OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) + { + bool ret = false; + + // prims in the same linkset cannot collide with each other + BSPrimLinkable convCollidee = collidee as BSPrimLinkable; + if (convCollidee != null && (LinksetID == convCollidee.Linkset.LinksetID)) + { + // By returning 'true', we tell the caller the collision has been 'handled' so it won't + // do anything about this collision and thus, effectivily, ignoring the collision. + ret = true; + } + else + { + // Not a collision between members of the linkset. Must be a real collision. + // So the linkset root can know if there is a collision anywhere in the linkset. + LinksetRoot.SomeCollisionSimulationStep = m_physicsScene.SimulationStep; + } + + return ret; + } + // I am the root of a linkset and a new child is being added // Called while LinkActivity is locked. protected abstract void AddChildToLinkset(BSPrimLinkable child); @@ -251,6 +278,53 @@ public abstract class BSLinkset public abstract bool RemoveDependencies(BSPrimLinkable child); // ================================================================ + // Some physical setting happen to all members of the linkset + public virtual void SetPhysicalFriction(float friction) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetFriction(member.PhysBody, friction); + return false; // 'false' says to continue looping + } + ); + } + public virtual void SetPhysicalRestitution(float restitution) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetRestitution(member.PhysBody, restitution); + return false; // 'false' says to continue looping + } + ); + } + public virtual void SetPhysicalGravity(OMV.Vector3 gravity) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetGravity(member.PhysBody, gravity); + return false; // 'false' says to continue looping + } + ); + } + public virtual void ComputeLocalInertia() + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + { + OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass); + member.Inertia = inertia * BSParam.VehicleInertiaFactor; + m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia); + m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody); + } + return false; // 'false' says to continue looping + } + ); + } + // ================================================================ protected virtual float ComputeLinksetMass() { float mass = LinksetRoot.RawMass; @@ -311,6 +385,5 @@ public abstract class BSLinkset if (m_physicsScene.PhysicsLogging.Enabled) m_physicsScene.DetailLog(msg, args); } - } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index fc4545f..d34b797 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -353,6 +353,16 @@ public abstract class BSPhysObject : PhysicsActor CollidingStep = BSScene.NotASimulationStep; } } + // Complex objects (like linksets) need to know if there is a collision on any part of + // their shape. 'IsColliding' has an existing definition of reporting a collision on + // only this specific prim or component of linksets. + // 'HasSomeCollision' is defined as reporting if there is a collision on any part of + // the complex body that this prim is the root of. + public virtual bool HasSomeCollision + { + get { return IsColliding; } + set { IsColliding = value; } + } public override bool CollidingGround { get { return (CollidingGroundStep == PhysScene.SimulationStep); } set @@ -386,6 +396,7 @@ public abstract class BSPhysObject : PhysicsActor // Return 'true' if a collision was processed and should be sent up. // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. // Called at taint time from within the Step() function + public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); public virtual bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index d43448e..4771934 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -495,8 +495,8 @@ public class BSPrim : BSPhysObject } } - // Find and return a handle to the current vehicle actor. - // Return 'null' if there is no vehicle actor. + // Find and return a handle to the current vehicle actor. + // Return 'null' if there is no vehicle actor. public BSDynamics GetVehicleActor() { BSDynamics ret = null; @@ -507,6 +507,7 @@ public class BSPrim : BSPhysObject } return ret; } + public override int VehicleType { get { int ret = (int)Vehicle.TYPE_NONE; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 1fbcfcc..2f392da 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -200,20 +200,38 @@ public class BSPrimLinkable : BSPrimDisplaced } // Called after a simulation step to post a collision with this object. + // This returns 'true' if the collision has been queued and the SendCollisions call must + // be made at the end of the simulation step. public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { - // prims in the same linkset cannot collide with each other - BSPrimLinkable convCollidee = collidee as BSPrimLinkable; - if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID)) + bool ret = false; + // Ask the linkset if it wants to handle the collision + if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth)) { - return false; + // The linkset didn't handle it so pass the collision through normal processing + ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); } + return ret; + } - // TODO: handle collisions of other objects with with children of linkset. - // This is a problem for LinksetCompound since the children are packed into the root. + // A linkset reports any collision on any part of the linkset. + public long SomeCollisionSimulationStep = 0; + public override bool HasSomeCollision + { + get + { + return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding; + } + set + { + if (value) + SomeCollisionSimulationStep = PhysScene.SimulationStep; + else + SomeCollisionSimulationStep = 0; - return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); + base.HasSomeCollision = value; + } } } } -- cgit v1.1 From b14156aa6317b2c0ca6801730beb7c51eed97244 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 23 Jul 2013 08:13:29 -0700 Subject: Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 43 ++++++++++++++++------ .../Physics/BulletSPlugin/Tests/BasicVehicles.cs | 2 +- 2 files changed, 33 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4771934..fdb2925 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -96,7 +96,7 @@ public class BSPrim : BSPhysObject _isVolumeDetect = false; // Add a dynamic vehicle to our set of actors that can move this prim. - PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); + // PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); _mass = CalculateMass(); @@ -497,7 +497,7 @@ public class BSPrim : BSPhysObject // Find and return a handle to the current vehicle actor. // Return 'null' if there is no vehicle actor. - public BSDynamics GetVehicleActor() + public BSDynamics GetVehicleActor(bool createIfNone) { BSDynamics ret = null; BSActor actor; @@ -505,13 +505,21 @@ public class BSPrim : BSPhysObject { ret = actor as BSDynamics; } + else + { + if (createIfNone) + { + ret = new BSDynamics(PhysScene, this, VehicleActorName); + PhysicalActors.Add(ret.ActorName, ret); + } + } return ret; } public override int VehicleType { get { int ret = (int)Vehicle.TYPE_NONE; - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); if (vehicleActor != null) ret = (int)vehicleActor.Type; return ret; @@ -525,11 +533,24 @@ public class BSPrim : BSPhysObject // change all the parameters. Like a plane changing to CAR when on the // ground. In this case, don't want to zero motion. // ZeroMotion(true /* inTaintTime */); - BSDynamics vehicleActor = GetVehicleActor(); - if (vehicleActor != null) + if (type == Vehicle.TYPE_NONE) { - vehicleActor.ProcessTypeChange(type); - ActivateIfPhysical(false); + // Vehicle type is 'none' so get rid of any actor that may have been allocated. + BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); + if (vehicleActor != null) + { + PhysicalActors.RemoveAndRelease(vehicleActor.ActorName); + } + } + else + { + // Vehicle type is not 'none' so create an actor and set it running. + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); + if (vehicleActor != null) + { + vehicleActor.ProcessTypeChange(type); + ActivateIfPhysical(false); + } } }); } @@ -538,7 +559,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); @@ -550,7 +571,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); @@ -562,7 +583,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() { - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); @@ -574,7 +595,7 @@ public class BSPrim : BSPhysObject { PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() { - BSDynamics vehicleActor = GetVehicleActor(); + BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessVehicleFlags(param, remove); diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 48d3742..48e74eb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs @@ -116,7 +116,7 @@ public class BasicVehicles : OpenSimTestCase // Instead the appropriate values are set and calls are made just the parts of the // controller we want to exercise. Stepping the physics engine then applies // the actions of that one feature. - BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); + BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) { vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); -- cgit v1.1 From 75686e0e49308a21ca013d246544f88cd8e90cbd Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 23 Jul 2013 08:13:56 -0700 Subject: Revert "Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 7b187deb19517aa7c880458894643a5448566a94. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 17 +++++++++++++++-- 1 file changed, 15 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 1540df1..82d7c44 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -45,7 +45,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin private static string LogHeader = "[BULLETSIM VEHICLE]"; // the prim this dynamic controller belongs to - private BSPrim ControllingPrim { get; set; } + private BSPrimLinkable ControllingPrim { get; set; } private bool m_haveRegisteredForSceneEvents; @@ -128,9 +128,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) : base(myScene, myPrim, actorName) { - ControllingPrim = myPrim; Type = Vehicle.TYPE_NONE; m_haveRegisteredForSceneEvents = false; + + ControllingPrim = myPrim as BSPrimLinkable; + if (ControllingPrim == null) + { + // THIS CANNOT HAPPEN!! + } + VDetailLog("{0},Creation", ControllingPrim.LocalID); } // Return 'true' if this vehicle is doing vehicle things @@ -585,6 +591,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Friction affects are handled by this vehicle code m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); + // ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction); + // ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution); // Moderate angular movement introduced by Bullet. // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. @@ -595,17 +603,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Vehicles report collision events so we know when it's on the ground m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); + // ControllingPrim.Linkset.SetPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); + // ControllingPrim.Linkset.ComputeLocalInertia(BSParam.VehicleInertiaFactor); // Set the gravity for the vehicle depending on the buoyancy // TODO: what should be done if prim and vehicle buoyancy differ? m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); + // ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero); VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, @@ -617,6 +628,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { if (ControllingPrim.PhysBody.HasPhysicalBody) m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); + // ControllingPrim.Linkset.RemoveFromPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); } } @@ -629,6 +641,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // BSActor.Release() public override void Dispose() { + VDetailLog("{0},Dispose", ControllingPrim.LocalID); UnregisterForSceneEvents(); Type = Vehicle.TYPE_NONE; Enabled = false; -- cgit v1.1 From f499b328c44ef29d92aa2ef8102aad6ff5cbe336 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 23 Jul 2013 08:14:20 -0700 Subject: Revert "Revert "BulletSim: Add logic to linksets to change physical properties for"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 84d0699761b8da546f9faef084240d7b15f16321. --- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 6 +--- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 24 +++++++++++++-- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 36 ++++++++++++++++++++++ 3 files changed, 59 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index fff63e4..e0ccc50 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -69,7 +69,7 @@ public class BSActorCollection { lock (m_actors) { - Release(); + ForEachActor(a => a.Dispose()); m_actors.Clear(); } } @@ -98,10 +98,6 @@ public class BSActorCollection { ForEachActor(a => a.SetEnabled(enabl)); } - public void Release() - { - ForEachActor(a => a.Dispose()); - } public void Refresh() { ForEachActor(a => a.Refresh()); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 78c0af7..960c0b4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -309,14 +309,14 @@ public abstract class BSLinkset } ); } - public virtual void ComputeLocalInertia() + public virtual void ComputeLocalInertia(OMV.Vector3 inertiaFactor) { ForEachMember((member) => { if (member.PhysBody.HasPhysicalBody) { OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass); - member.Inertia = inertia * BSParam.VehicleInertiaFactor; + member.Inertia = inertia * inertiaFactor; m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia); m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody); } @@ -324,6 +324,26 @@ public abstract class BSLinkset } ); } + public virtual void SetPhysicalCollisionFlags(CollisionFlags collFlags) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetCollisionFlags(member.PhysBody, collFlags); + return false; // 'false' says to continue looping + } + ); + } + public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.RemoveFromCollisionFlags(member.PhysBody, collFlags); + return false; // 'false' says to continue looping + } + ); + } // ================================================================ protected virtual float ComputeLinksetMass() { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 3668456..33ae5a5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -44,6 +44,42 @@ public sealed class BSLinksetCompound : BSLinkset { } + // ================================================================ + // Changing the physical property of the linkset only needs to change the root + public override void SetPhysicalFriction(float friction) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetFriction(LinksetRoot.PhysBody, friction); + } + public override void SetPhysicalRestitution(float restitution) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetRestitution(LinksetRoot.PhysBody, restitution); + } + public override void SetPhysicalGravity(OMV.Vector3 gravity) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity); + } + public override void ComputeLocalInertia(OMV.Vector3 inertiaFactor) + { + OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, LinksetRoot.Mass); + LinksetRoot.Inertia = inertia * inertiaFactor; + m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, LinksetRoot.Mass, LinksetRoot.Inertia); + m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody); + } + public override void SetPhysicalCollisionFlags(CollisionFlags collFlags) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags); + } + public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.RemoveFromCollisionFlags(LinksetRoot.PhysBody, collFlags); + } + // ================================================================ + // When physical properties are changed the linkset needs to recalculate // its internal properties. public override void Refresh(BSPrimLinkable requestor) -- cgit v1.1 From aec8d1e6be43422b0f93de47d6e46cc3e17399cc Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 23 Jul 2013 09:09:25 -0700 Subject: BulletSim: Turn on center-of-mass calculation by default. Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 8 +++++--- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 ++-- 2 files changed, 7 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index dcf1e83..0bdb5f1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -461,8 +461,9 @@ public static class BSParam (s) => { return MaxAddForceMagnitude; }, (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ), // Density is passed around as 100kg/m3. This scales that to 1kg/m3. + // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well new ParameterDefn("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", - 0.01f ), + 0.0001f ), new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", 2200f ), @@ -607,8 +608,9 @@ public static class BSParam 0.0f ), new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", 0.0f ), + // Turn off fudge with DensityScaleFactor = 0.0001. Value used to be 0.2f; new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", - 0.2f ), + 1.0f ), new ParameterDefn("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", 60.0f ), new ParameterDefn("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect", @@ -701,7 +703,7 @@ public static class BSParam new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", (float)BSLinkset.LinksetImplementation.Compound ), new ParameterDefn("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same", - false ), + true ), new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", false ), new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index fdb2925..e92a1d2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -440,8 +440,8 @@ public class BSPrim : BSPhysObject Gravity = ComputeGravity(Buoyancy); PhysScene.PE.SetGravity(PhysBody, Gravity); - OMV.Vector3 currentScale = PhysScene.PE.GetLocalScaling(PhysShape.physShapeInfo); // DEBUG DEBUG - DetailLog("{0},BSPrim.UpdateMassProperties,currentScale{1},shape={2}", LocalID, currentScale, PhysShape.physShapeInfo); // DEBUG DEBUG + // OMV.Vector3 currentScale = PhysScene.PE.GetLocalScaling(PhysShape.physShapeInfo); // DEBUG DEBUG + // DetailLog("{0},BSPrim.UpdateMassProperties,currentScale{1},shape={2}", LocalID, currentScale, PhysShape.physShapeInfo); // DEBUG DEBUG Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia); -- cgit v1.1 From 7c1eb86c7df2e9c9ccfcf4fe6811af29adbef931 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 21 Jul 2013 15:46:00 -0700 Subject: Don't post Link asset types back to the home grid --- .../Framework/InventoryAccess/HGInventoryAccessModule.cs | 9 ++++++--- OpenSim/Region/Framework/Scenes/EventManager.cs | 6 +++--- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 4 ++-- 3 files changed, 11 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index e0c8ea6..460d147 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -185,8 +185,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } } - public void UploadInventoryItem(UUID avatarID, UUID assetID, string name, int userlevel) + public void UploadInventoryItem(UUID avatarID, AssetType type, UUID assetID, string name, int userlevel) { + if (type == AssetType.Link) + return; + string userAssetServer = string.Empty; if (IsForeignUser(avatarID, out userAssetServer) && userAssetServer != string.Empty && m_OutboundPermission) { @@ -221,7 +224,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { UUID newAssetID = base.CapsUpdateInventoryItemAsset(remoteClient, itemID, data); - UploadInventoryItem(remoteClient.AgentId, newAssetID, "", 0); + UploadInventoryItem(remoteClient.AgentId, AssetType.Unknown, newAssetID, "", 0); return newAssetID; } @@ -232,7 +235,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess protected override void ExportAsset(UUID agentID, UUID assetID) { if (!assetID.Equals(UUID.Zero)) - UploadInventoryItem(agentID, assetID, "", 0); + UploadInventoryItem(agentID, AssetType.Unknown, assetID, "", 0); else m_log.Debug("[HGScene]: Scene.Inventory did not create asset"); } diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 61b0ebd..39d7512 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -742,7 +742,7 @@ namespace OpenSim.Region.Framework.Scenes public event OnIncomingSceneObjectDelegate OnIncomingSceneObject; public delegate void OnIncomingSceneObjectDelegate(SceneObjectGroup so); - public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel); + public delegate void NewInventoryItemUploadComplete(UUID avatarID, AssetType type, UUID assetID, string name, int userlevel); public event NewInventoryItemUploadComplete OnNewInventoryItemUploadComplete; @@ -2146,7 +2146,7 @@ namespace OpenSim.Region.Framework.Scenes } } - public void TriggerOnNewInventoryItemUploadComplete(UUID agentID, UUID AssetID, String AssetName, int userlevel) + public void TriggerOnNewInventoryItemUploadComplete(UUID agentID, AssetType type, UUID AssetID, String AssetName, int userlevel) { NewInventoryItemUploadComplete handlerNewInventoryItemUpdateComplete = OnNewInventoryItemUploadComplete; if (handlerNewInventoryItemUpdateComplete != null) @@ -2155,7 +2155,7 @@ namespace OpenSim.Region.Framework.Scenes { try { - d(agentID, AssetID, AssetName, userlevel); + d(agentID, type, AssetID, AssetName, userlevel); } catch (Exception e) { diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 1e4d558..58fa18c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -139,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes { userlevel = 1; } - EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, item.AssetID, item.Name, userlevel); + EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel); return true; } @@ -178,7 +178,7 @@ namespace OpenSim.Region.Framework.Scenes { userlevel = 1; } - EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, item.AssetID, item.Name, userlevel); + EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel); if (originalFolder != UUID.Zero) { -- cgit v1.1 From 744276dd50daaaba5b4c54ab37f5a034bd48ca3a Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 23 Jul 2013 14:17:32 -0700 Subject: In renaming the folders for hypergriding, don't rename the Current Outfit folder. The viewer doesn't like that. --- .../CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index 460d147..94ea077 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -384,7 +384,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess foreach (InventoryFolderBase f in content.Folders) { - if (f.Name != "My Suitcase") + if (f.Name != "My Suitcase" && f.Name != "Current Outfit") { f.Name = f.Name + " (Unavailable)"; keep.Add(f); -- cgit v1.1 From 901bdfed4093c4d87c59abfbd576e71b2374b7c3 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 23 Jul 2013 14:23:22 -0700 Subject: Restoring landing on prims, which had been affected by the edit beams commit. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 33db88b..6433878 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1125,6 +1125,25 @@ namespace OpenSim.Region.Framework.Scenes public void StopFlying() { + Vector3 pos = AbsolutePosition; + if (Appearance.AvatarHeight != 127.0f) + pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f)); + else + pos += new Vector3(0f, 0f, (1.56f / 6f)); + + AbsolutePosition = pos; + + // attach a suitable collision plane regardless of the actual situation to force the LLClient to land. + // Collision plane below the avatar's position a 6th of the avatar's height is suitable. + // Mind you, that this method doesn't get called if the avatar's velocity magnitude is greater then a + // certain amount.. because the LLClient wouldn't land in that situation anyway. + + // why are we still testing for this really old height value default??? + if (Appearance.AvatarHeight != 127.0f) + CollisionPlane = new Vector4(0, 0, 0, pos.Z - Appearance.AvatarHeight / 6f); + else + CollisionPlane = new Vector4(0, 0, 0, pos.Z - (1.56f / 6f)); + ControllingClient.SendAgentTerseUpdate(this); } -- cgit v1.1 From 516062ae1fb7417bbd1e206cb412da41094addfb Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 23 Jul 2013 15:04:24 -0700 Subject: Don't touch the Current Outfit folder also on coming back home --- .../Framework/InventoryAccess/HGInventoryAccessModule.cs | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index 94ea077..8f9800f 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -351,7 +351,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess InventoryFolderBase root = m_Scene.InventoryService.GetRootFolder(client.AgentId); InventoryCollection content = m_Scene.InventoryService.GetFolderContent(client.AgentId, root.ID); - inv.SendBulkUpdateInventory(content.Folders.ToArray(), content.Items.ToArray()); + List keep = new List(); + + foreach (InventoryFolderBase f in content.Folders) + { + if (f.Name != "My Suitcase" && f.Name != "Current Outfit") + keep.Add(f); + } + + inv.SendBulkUpdateInventory(keep.ToArray(), content.Items.ToArray()); } } } -- cgit v1.1 From feef9d64a478695aa9721423c818e57bf4e0dff6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 23 Jul 2013 23:42:34 +0100 Subject: For unknown user issue, bump GUN7 to GUN8 and UMMAU3 to UMMAU4 to assess what looks like a very significant reducing in GUN occurrances --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index a91adfa..53bd2e2 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -389,7 +389,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } names[0] = "Unknown"; - names[1] = "UserUMMTGUN7"; + names[1] = "UserUMMTGUN8"; return false; } @@ -601,7 +601,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // TODO: Can be removed when GUN* unknown users have definitely dropped significantly or // disappeared. user.FirstName = "Unknown"; - user.LastName = "UserUMMAU3"; + user.LastName = "UserUMMAU4"; } AddUserInternal(user); -- cgit v1.1 From e103e34f1d17d218c55ebb1ff19450c018cf73b2 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 24 Jul 2013 11:23:19 -0700 Subject: Added config var that we all thought was already there: see_into_region. (Note: different from the defunct see_into_neighboring_sim, which used to control the process from the other end). This enables child agents in neighbors for which the root agent doesn't have permission to be in. --- OpenSim/Region/Framework/Scenes/Scene.cs | 79 ++++++++++++++++++-------------- 1 file changed, 45 insertions(+), 34 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 9cfe869..e443c1d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -230,6 +230,8 @@ namespace OpenSim.Region.Framework.Scenes public int MaxUndoCount { get; set; } + public bool SeeIntoRegion { get; set; } + // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; public bool LoginLock = false; @@ -839,6 +841,8 @@ namespace OpenSim.Region.Framework.Scenes //Animation states m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); + SeeIntoRegion = startupConfig.GetBoolean("see_into_region", true); + MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); @@ -4010,51 +4014,58 @@ namespace OpenSim.Region.Framework.Scenes m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!"); } - List agentGroups = new List(); - - if (m_groupsModule != null) + // We only test the things below when we want to cut off + // child agents from being present in the scene for which their root + // agent isn't allowed. Otherwise, we allow child agents. The test for + // the root is done elsewhere (QueryAccess) + if (!SeeIntoRegion) { - GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID); + List agentGroups = new List(); - if (GroupMembership != null) - { - for (int i = 0; i < GroupMembership.Length; i++) - agentGroups.Add(GroupMembership[i].GroupID); - } - else + if (m_groupsModule != null) { - m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!"); + GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID); + + if (GroupMembership != null) + { + for (int i = 0; i < GroupMembership.Length; i++) + agentGroups.Add(GroupMembership[i].GroupID); + } + else + { + m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!"); + } } - } - bool groupAccess = false; - UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups; + bool groupAccess = false; + UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups; - if (estateGroups != null) - { - foreach (UUID group in estateGroups) + if (estateGroups != null) { - if (agentGroups.Contains(group)) + foreach (UUID group in estateGroups) { - groupAccess = true; - break; + if (agentGroups.Contains(group)) + { + groupAccess = true; + break; + } } } - } - else - { - m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); - } + else + { + m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); + } - if (!RegionInfo.EstateSettings.PublicAccess && - !RegionInfo.EstateSettings.HasAccess(agent.AgentID) && - !groupAccess) - { - m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", - agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); - reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", - RegionInfo.RegionName); - return false; + if (!RegionInfo.EstateSettings.PublicAccess && + !RegionInfo.EstateSettings.HasAccess(agent.AgentID) && + !groupAccess) + { + m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", + agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); + reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", + RegionInfo.RegionName); + return false; + } } // TODO: estate/region settings are not properly hooked up -- cgit v1.1 From 00d4a26eefafbe078af78458c9ca58931e29ecb9 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 24 Jul 2013 11:42:35 -0700 Subject: Amend previous commit. --- OpenSim/Region/Framework/Scenes/Scene.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index e443c1d..f766140 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3739,7 +3739,7 @@ namespace OpenSim.Region.Framework.Scenes try { - if (!AuthorizeUser(agent, out reason)) + if (!AuthorizeUser(agent, SeeIntoRegion, out reason)) { m_authenticateHandler.RemoveCircuit(agent.circuitcode); return false; @@ -3979,7 +3979,7 @@ namespace OpenSim.Region.Framework.Scenes /// outputs the reason to this string /// True if the region accepts this agent. False if it does not. False will /// also return a reason. - protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason) + protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason) { reason = String.Empty; @@ -4018,7 +4018,7 @@ namespace OpenSim.Region.Framework.Scenes // child agents from being present in the scene for which their root // agent isn't allowed. Otherwise, we allow child agents. The test for // the root is done elsewhere (QueryAccess) - if (!SeeIntoRegion) + if (!bypassAccessControl) { List agentGroups = new List(); @@ -5588,7 +5588,7 @@ namespace OpenSim.Region.Framework.Scenes try { - if (!AuthorizeUser(aCircuit, out reason)) + if (!AuthorizeUser(aCircuit, false, out reason)) { // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); return false; -- cgit v1.1 From 9ab78d412cdb61b3d5c4727002c3a8eb7f6abb7f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 21 Jul 2013 17:38:01 -0700 Subject: EXPERIMENTAL: yet another variation of ES/EAC/TPFinish --- .../EntityTransfer/EntityTransferModule.cs | 78 +++++++++++----------- 1 file changed, 39 insertions(+), 39 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 344c8d7..3e7575b 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -744,30 +744,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer #endregion capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); - if (m_eqModule != null) - { - // The EnableSimulator message makes the client establish a connection with the destination - // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the - // correct circuit code. - m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); - - // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination - // simulator to confirm that it has established communication with the viewer. - Thread.Sleep(200); - - // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears - // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly - // only on TeleportFinish). This is untested for region teleport between different simulators - // though this probably also works. - m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); - } - else - { - // XXX: This is a little misleading since we're information the client of its avatar destination, - // which may or may not be a neighbour region of the source region. This path is probably little - // used anyway (with EQ being the one used). But it is currently being used for test code. - sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); - } + //if (m_eqModule != null) + //{ + // // The EnableSimulator message makes the client establish a connection with the destination + // // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the + // // correct circuit code. + // m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); + + // // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination + // // simulator to confirm that it has established communication with the viewer. + // Thread.Sleep(200); + + // // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears + // // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly + // // only on TeleportFinish). This is untested for region teleport between different simulators + // // though this probably also works. + // m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); + //} + //else + //{ + // // XXX: This is a little misleading since we're information the client of its avatar destination, + // // which may or may not be a neighbour region of the source region. This path is probably little + // // used anyway (with EQ being the one used). But it is currently being used for test code. + // sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); + //} } else { @@ -796,6 +796,21 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } + // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator, + // where that neighbour simulator could otherwise request a child agent create on the source which then + // closes our existing agent which is still signalled as root. + sp.IsChildAgent = true; + + if (m_eqModule != null) + { + m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); + } + else + { + sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, + teleportFlags, capsPath); + } + // A common teleport failure occurs when we can send CreateAgent to the // destination region but the viewer cannot establish the connection (e.g. due to network issues between // the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then @@ -838,21 +853,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); - // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator, - // where that neighbour simulator could otherwise request a child agent create on the source which then - // closes our existing agent which is still signalled as root. - sp.IsChildAgent = true; - - if (m_eqModule != null) - { - m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); - } - else - { - sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, - teleportFlags, capsPath); - } - // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation // that the client contacted the destination before we close things here. -- cgit v1.1 From aae29c0ee2467a7978df53dba6f8461d1f566c59 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 21 Jul 2013 20:22:13 -0700 Subject: Further tweaks on TPs: not sending the callback URL and instead waiting 15sec before closing the agent. This seems to be working fairly well. The viewer seems to have an 8 sec delay between UseCircuitCode and CompleteMovement. Also added back the position on UpdateAgent, because it's needed for TPing between neighboring regions. --- .../EntityTransfer/EntityTransferModule.cs | 59 ++++++++++++---------- .../Presence/PresenceDetector.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- 3 files changed, 35 insertions(+), 28 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 3e7575b..5124aed 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -684,6 +684,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); } + //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Contacting destination..."); + // Let's create an agent there if one doesn't exist yet. // NOTE: logout will always be false for a non-HG teleport. bool logout = false; @@ -724,8 +726,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Past this point we have to attempt clean up if the teleport fails, so update transfer state. m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); - // OK, it got this agent. Let's close some child agents - sp.CloseChildAgents(newRegionX, newRegionY); + #region old protocol IClientIPEndpoint ipepClient; if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) @@ -775,11 +776,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } + #endregion old protocol + // Let's send a full update of the agent. This is a synchronous call. AgentData agent = new AgentData(); sp.CopyTo(agent); agent.Position = position; - SetCallbackURL(agent, sp.Scene.RegionInfo); + //SetCallbackURL(agent, sp.Scene.RegionInfo); //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent..."); @@ -801,6 +804,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // closes our existing agent which is still signalled as root. sp.IsChildAgent = true; + // New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid if (m_eqModule != null) { m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); @@ -853,30 +857,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); - // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which - // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation - // that the client contacted the destination before we close things here. - if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID)) - { - if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) - { - m_interRegionTeleportAborts.Value++; - - m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.", - sp.Name, finalDestination.RegionName, sp.Scene.Name); - - return; - } - - m_log.WarnFormat( - "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", - sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); + //// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which + //// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation + //// that the client contacted the destination before we close things here. + //if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID)) + //{ + // if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) + // { + // m_interRegionTeleportAborts.Value++; + + // m_log.DebugFormat( + // "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.", + // sp.Name, finalDestination.RegionName, sp.Scene.Name); + + // return; + // } + + // m_log.WarnFormat( + // "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", + // sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); - Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion."); + // Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion."); - return; - } + // return; + //} m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); @@ -897,6 +901,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Now let's make it officially a child agent sp.MakeChildAgent(); + // OK, it got this agent. Let's close some child agents + sp.CloseChildAgents(newRegionX, newRegionY); + // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) @@ -907,7 +914,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // // This sleep can be increased if necessary. However, whilst it's active, // an agent cannot teleport back to this region if it has teleported away. - Thread.Sleep(2000); + Thread.Sleep(15000); sp.Scene.IncomingCloseAgent(sp.UUID, false); } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/PresenceDetector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/PresenceDetector.cs index 172bea1..516ad40 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/PresenceDetector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/PresenceDetector.cs @@ -79,7 +79,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence public void OnConnectionClose(IClientAPI client) { - if (!client.SceneAgent.IsChildAgent) + if (client != null && client.SceneAgent != null && !client.SceneAgent.IsChildAgent) { // m_log.DebugFormat("[PRESENCE DETECTOR]: Detected client logout {0} in {1}", client.AgentId, client.Scene.RegionInfo.RegionName); m_PresenceService.LogoutAgent(client.SessionId); diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f766140..d4ef3d9 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4269,7 +4269,7 @@ namespace OpenSim.Region.Framework.Scenes /// protected virtual ScenePresence WaitGetScenePresence(UUID agentID) { - int ntimes = 10; + int ntimes = 20; ScenePresence sp = null; while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) Thread.Sleep(1000); -- cgit v1.1 From 3891a8946bb72c9256d8de4185bf4a72c90be859 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 22 Jul 2013 11:54:35 -0700 Subject: New Teleport protocol (V2), still compatible with V1 and older. (version of the destination is being checked) In this new protocol, and as committed before, the viewer is not sent EnableSimulator/EstablishChildCommunication for the destination. Instead, it is sent TeleportFinish directly. TeleportFinish, in turn, makes the viewer send a UserCircuitCode packet followed by CompleteMovementIntoRegion packet. These 2 packets tend to occur one after the other almost immediately to the point that when CMIR arrives the client is not even connected yet and that packet is ignored (there might have been some race conditions here before); then the viewer sends CMIR again within 5-8 secs. But the delay between them may be higher in busier regions, which may lead to race conditions. This commit improves the process so there are are no race conditions at the destination. CompleteMovement (triggered by the viewer) waits until Update has been sent from the origin. Update, in turn, waits until there is a *root* scene presence -- so making sure CompleteMovement has run MakeRoot. In other words, there are two threadlets at the destination, one from the viewer and one from the origin region, waiting for each other to do the right thing. That makes it safe to close the agent at the origin upon return of the Update call without having to wait for callback, because we are absolutely sure that the viewer knows it is in th new region. Note also that in the V1 protocol, the destination was getting UseCircuitCode from the viewer twice -- once on EstablishAgentCommunication and then again on TeleportFinish. The second UCC was being ignored, but it shows how we were not following the expected steps... --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 68 ++++++ .../EntityTransfer/EntityTransferModule.cs | 263 +++++++++++++++------ .../Simulation/LocalSimulationConnector.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 18 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 33 ++- 5 files changed, 310 insertions(+), 74 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 37fd252..1b72b26 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1257,6 +1257,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // UseCircuitCode handling if (packet.Type == PacketType.UseCircuitCode) { + m_log.DebugFormat("[ZZZ]: In the dungeon: UseCircuitCode"); // We need to copy the endpoint so that it doesn't get changed when another thread reuses the // buffer. object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet }; @@ -1265,6 +1266,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP return; } + else if (packet.Type == PacketType.CompleteAgentMovement) + { + // Send ack straight away to let the viewer know that we got it. + SendAckImmediate(endPoint, packet.Header.Sequence); + + m_log.DebugFormat("[ZZZ]: In the dungeon: CompleteAgentMovement"); + // We need to copy the endpoint so that it doesn't get changed when another thread reuses the + // buffer. + object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet }; + + Util.FireAndForget(HandleCompleteMovementIntoRegion, array); + + return; + } // Determine which agent this packet came from IClientAPI client; @@ -1604,6 +1619,56 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } + private void HandleCompleteMovementIntoRegion(object o) + { + IPEndPoint endPoint = null; + IClientAPI client = null; + + try + { + object[] array = (object[])o; + endPoint = (IPEndPoint)array[0]; + CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1]; + + // Determine which agent this packet came from + int count = 10; + while (!m_scene.TryGetClient(endPoint, out client) && count-- > 0) + { + m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)"); + Thread.Sleep(200); + } + + if (client == null) + return; + + IncomingPacket incomingPacket1; + + // Inbox insertion + if (UsePools) + { + incomingPacket1 = m_incomingPacketPool.GetObject(); + incomingPacket1.Client = (LLClientView)client; + incomingPacket1.Packet = packet; + } + else + { + incomingPacket1 = new IncomingPacket((LLClientView)client, packet); + } + + packetInbox.Enqueue(incomingPacket1); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[LLUDPSERVER]: CompleteMovementIntoRegion handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}", + endPoint != null ? endPoint.ToString() : "n/a", + client != null ? client.Name : "unknown", + client != null ? client.AgentId.ToString() : "unknown", + e.Message, + e.StackTrace); + } + } + /// /// Send an ack immediately to the given endpoint. /// @@ -1999,6 +2064,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP Packet packet = incomingPacket.Packet; LLClientView client = incomingPacket.Client; + if (packet is CompleteAgentMovementPacket) + m_log.DebugFormat("[ZZZ]: Received CompleteAgentMovementPacket"); + if (client.IsActive) { m_currentIncomingClient = client; diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 5124aed..b0c0b1d 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -684,7 +684,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); } - //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Contacting destination..."); + if (version.Equals("SIMULATION/0.2")) + TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason); + else + TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason); + + } + + private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination, + IPEndPoint endPoint, uint teleportFlags, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, string version, out string reason) + { + ulong destinationHandle = finalDestination.RegionHandle; + AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); // Let's create an agent there if one doesn't exist yet. // NOTE: logout will always be false for a non-HG teleport. @@ -707,7 +718,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_interRegionTeleportCancels.Value++; m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request", + "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request", sp.Name, finalDestination.RegionName, sp.Scene.Name); return; @@ -725,14 +736,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Past this point we have to attempt clean up if the teleport fails, so update transfer state. m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); - - #region old protocol - - IClientIPEndpoint ipepClient; + + IClientIPEndpoint ipepClient; + string capsPath = String.Empty; if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) { m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}", + "[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for incoming agent {3} from {4}", finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name); //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent..."); @@ -745,30 +755,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer #endregion capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); - //if (m_eqModule != null) - //{ - // // The EnableSimulator message makes the client establish a connection with the destination - // // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the - // // correct circuit code. - // m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); - - // // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination - // // simulator to confirm that it has established communication with the viewer. - // Thread.Sleep(200); - - // // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears - // // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly - // // only on TeleportFinish). This is untested for region teleport between different simulators - // // though this probably also works. - // m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); - //} - //else - //{ - // // XXX: This is a little misleading since we're information the client of its avatar destination, - // // which may or may not be a neighbour region of the source region. This path is probably little - // // used anyway (with EQ being the one used). But it is currently being used for test code. - // sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); - //} + if (m_eqModule != null) + { + // The EnableSimulator message makes the client establish a connection with the destination + // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the + // correct circuit code. + m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); + + // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination + // simulator to confirm that it has established communication with the viewer. + Thread.Sleep(200); + + // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears + // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly + // only on TeleportFinish). This is untested for region teleport between different simulators + // though this probably also works. + m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); + } + else + { + // XXX: This is a little misleading since we're information the client of its avatar destination, + // which may or may not be a neighbour region of the source region. This path is probably little + // used anyway (with EQ being the one used). But it is currently being used for test code. + sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); + } } else { @@ -776,15 +786,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } - #endregion old protocol - // Let's send a full update of the agent. This is a synchronous call. AgentData agent = new AgentData(); sp.CopyTo(agent); - agent.Position = position; - //SetCallbackURL(agent, sp.Scene.RegionInfo); + agent.Position = agentCircuit.startpos; + SetCallbackURL(agent, sp.Scene.RegionInfo); - //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent..."); // We will check for an abort before UpdateAgent since UpdateAgent will require an active viewer to // establish th econnection to the destination which makes it return true. @@ -814,7 +821,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, teleportFlags, capsPath); } - + // A common teleport failure occurs when we can send CreateAgent to the // destination region but the viewer cannot establish the connection (e.g. due to network issues between // the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then @@ -835,7 +842,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_log.WarnFormat( "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.", sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); - + Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established."); return; } @@ -845,7 +852,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_interRegionTeleportCancels.Value++; m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request", + "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request", sp.Name, finalDestination.RegionName, sp.Scene.Name); CleanupFailedInterRegionTeleport(sp, currentAgentCircuit.SessionID.ToString(), finalDestination); @@ -857,30 +864,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); - //// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which - //// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation - //// that the client contacted the destination before we close things here. - //if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID)) - //{ - // if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) - // { - // m_interRegionTeleportAborts.Value++; - - // m_log.DebugFormat( - // "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.", - // sp.Name, finalDestination.RegionName, sp.Scene.Name); - - // return; - // } - - // m_log.WarnFormat( - // "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", - // sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); - - // Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion."); + // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which + // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation + // that the client contacted the destination before we close things here. + if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID)) + { + if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) + { + m_interRegionTeleportAborts.Value++; - // return; - //} + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.", + sp.Name, finalDestination.RegionName, sp.Scene.Name); + + return; + } + + m_log.WarnFormat( + "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", + sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); + + Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Destination region did not signal teleport completion."); + + return; + } m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); @@ -914,7 +921,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // // This sleep can be increased if necessary. However, whilst it's active, // an agent cannot teleport back to this region if it has teleported away. - Thread.Sleep(15000); + Thread.Sleep(2000); sp.Scene.IncomingCloseAgent(sp.UUID, false); } @@ -925,6 +932,126 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } } + private void TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination, + IPEndPoint endPoint, uint teleportFlags, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, string version, out string reason) + { + ulong destinationHandle = finalDestination.RegionHandle; + AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); + + // Let's create an agent there if one doesn't exist yet. + // NOTE: logout will always be false for a non-HG teleport. + bool logout = false; + if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) + { + m_interRegionTeleportFailures.Value++; + + sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason)); + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}", + sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason); + + return; + } + + // Past this point we have to attempt clean up if the teleport fails, so update transfer state. + m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); + + IClientIPEndpoint ipepClient; + string capsPath = String.Empty; + if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) + { + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Determined that region {0} at {1},{2} needs new child agent for agent {3} from {4}", + finalDestination.RegionName, newRegionX, newRegionY, sp.Name, Scene.Name); + + //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent..."); + #region IP Translation for NAT + // Uses ipepClient above + if (sp.ClientView.TryGet(out ipepClient)) + { + endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address); + } + #endregion + capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); + } + else + { + agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle); + capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); + } + + // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator, + // where that neighbour simulator could otherwise request a child agent create on the source which then + // closes our existing agent which is still signalled as root. + //sp.IsChildAgent = true; + + // New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid + if (m_eqModule != null) + m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); + else + sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, + teleportFlags, capsPath); + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", + capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); + + // Let's send a full update of the agent. + AgentData agent = new AgentData(); + sp.CopyTo(agent); + agent.Position = agentCircuit.startpos; + agent.SenderWantsToWaitForRoot = true; + //SetCallbackURL(agent, sp.Scene.RegionInfo); + + // Send the Update. If this returns true, we know the client has contacted the destination + // via CompleteMovementIntoRegion, so we can let go. + // If it returns false, something went wrong, and we need to abort. + m_log.DebugFormat("[ZZZ]: Sending Update"); + if (!UpdateAgent(reg, finalDestination, agent, sp)) + { + if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) + { + m_interRegionTeleportAborts.Value++; + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.", + sp.Name, finalDestination.RegionName, sp.Scene.Name); + + return; + } + + m_log.WarnFormat( + "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.", + sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); + + Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established."); + return; + } + + m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); + + // May need to logout or other cleanup + AgentHasMovedAway(sp, logout); + + // Well, this is it. The agent is over there. + KillEntity(sp.Scene, sp.LocalId); + + // Now let's make it officially a child agent + sp.MakeChildAgent(); + + // OK, it got this agent. Let's close some child agents + sp.CloseChildAgents(newRegionX, newRegionY); + + // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone + + if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) + sp.Scene.IncomingCloseAgent(sp.UUID, false); + else + // now we have a child agent in this region. + sp.Reset(); + } + /// /// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation. /// @@ -938,11 +1065,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer { m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); - sp.IsChildAgent = false; - ReInstantiateScripts(sp); - - EnableChildAgents(sp); + if (sp.IsChildAgent) // We had set it to child before attempted TP (V1) + { + sp.IsChildAgent = false; + ReInstantiateScripts(sp); + EnableChildAgents(sp); + } // Finally, kill the agent we just created at the destination. // XXX: Possibly this should be done asynchronously. Scene.SimulationService.CloseAgent(finalDestination, sp.UUID, auth_token); diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 6d5039b..7dd10f7 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -48,7 +48,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation /// /// Version of this service /// - private const string m_Version = "SIMULATION/0.1"; + private const string m_Version = "SIMULATION/0.2"; /// /// Map region ID to scene. diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d4ef3d9..da8a1b8 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4221,6 +4221,20 @@ namespace OpenSim.Region.Framework.Scenes } childAgentUpdate.ChildAgentDataUpdate(cAgentData); + + int ntimes = 20; + if (cAgentData.SenderWantsToWaitForRoot) + { + while (childAgentUpdate.IsChildAgent && ntimes-- > 0) + Thread.Sleep(500); + + m_log.DebugFormat( + "[SCENE PRESENCE]: Found presence {0} {1} {2} in {3} after {4} waits", + childAgentUpdate.Name, childAgentUpdate.UUID, childAgentUpdate.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 20 - ntimes); + + if (childAgentUpdate.IsChildAgent) + return false; + } return true; } return false; @@ -4278,10 +4292,6 @@ namespace OpenSim.Region.Framework.Scenes m_log.WarnFormat( "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout", agentID, RegionInfo.RegionName); -// else -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Found presence {0} {1} {2} in {3} after {4} waits", -// sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 10 - ntimes); return sp; } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6433878..891e04e 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -29,7 +29,9 @@ using System; using System.Xml; using System.Collections.Generic; using System.Reflection; +using System.Threading; using System.Timers; +using Timer = System.Timers.Timer; using OpenMetaverse; using log4net; using Nini.Config; @@ -1311,6 +1313,26 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); } + private bool WaitForUpdateAgent(IClientAPI client) + { + // Before UpdateAgent, m_originRegionID is UUID.Zero; after, it's non-Zero + int count = 20; + while (m_originRegionID.Equals(UUID.Zero) && count-- > 0) + { + m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.RegionInfo.RegionName); + Thread.Sleep(200); + } + + if (m_originRegionID.Equals(UUID.Zero)) + { + // Movement into region will fail + m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived", client.Name); + return false; + } + + return true; + } + /// /// Complete Avatar's movement into the region. /// @@ -1328,6 +1350,12 @@ namespace OpenSim.Region.Framework.Scenes "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", client.Name, Scene.RegionInfo.RegionName, AbsolutePosition); + if (m_teleportFlags != TeleportFlags.ViaLogin) + // Let's wait until UpdateAgent (called by departing region) is done + if (!WaitForUpdateAgent(client)) + // The sending region never sent the UpdateAgent data, we have to refuse + return; + Vector3 look = Velocity; if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) @@ -1348,10 +1376,11 @@ namespace OpenSim.Region.Framework.Scenes bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); MakeRootAgent(AbsolutePosition, flying); + + // Tell the client that we're totally ready ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); + // Remember in HandleUseCircuitCode, we delayed this to here - // This will also send the initial data to clients when TP to a neighboring region. - // Not ideal, but until we know we're TP-ing from a neighboring region, there's not much we can do if (m_teleportFlags > 0) SendInitialDataToMe(); -- cgit v1.1 From aaee63af8241f23c94bc97435a3b1d17425df890 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 22 Jul 2013 13:16:13 -0700 Subject: Minor improvements on TP V1 trying to make it exactly as it was before. --- .../EntityTransfer/EntityTransferModule.cs | 32 ++++++++++++---------- 1 file changed, 17 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index b0c0b1d..4f11326 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -697,6 +697,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer ulong destinationHandle = finalDestination.RegionHandle; AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Using TP V1"); // Let's create an agent there if one doesn't exist yet. // NOTE: logout will always be false for a non-HG teleport. bool logout = false; @@ -736,7 +737,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Past this point we have to attempt clean up if the teleport fails, so update transfer state. m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); - + + // OK, it got this agent. Let's close some child agents + sp.CloseChildAgents(newRegionX, newRegionY); + IClientIPEndpoint ipepClient; string capsPath = String.Empty; if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) @@ -811,17 +815,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // closes our existing agent which is still signalled as root. sp.IsChildAgent = true; - // New protocol: send TP Finish directly, without prior ES or EAC. That's what happens in the Linden grid - if (m_eqModule != null) - { - m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); - } - else - { - sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, - teleportFlags, capsPath); - } - // A common teleport failure occurs when we can send CreateAgent to the // destination region but the viewer cannot establish the connection (e.g. due to network issues between // the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then @@ -847,6 +840,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } + // OK, send TPFinish to the client, so that it starts the process of contacting the destination region + if (m_eqModule != null) + { + m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); + } + else + { + sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, + teleportFlags, capsPath); + } + if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { m_interRegionTeleportCancels.Value++; @@ -908,9 +912,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Now let's make it officially a child agent sp.MakeChildAgent(); - // OK, it got this agent. Let's close some child agents - sp.CloseChildAgents(newRegionX, newRegionY); - // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) @@ -1063,6 +1064,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination) { + m_log.DebugFormat("[ZZZ]: FAIL!"); m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); if (sp.IsChildAgent) // We had set it to child before attempted TP (V1) -- cgit v1.1 From d7984ef775d0854606dadd71eac77d5f487ab8df Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 22 Jul 2013 13:29:58 -0700 Subject: More on putting TP V1 as it was --- .../EntityTransfer/EntityTransferModule.cs | 32 +++++++++++----------- 1 file changed, 16 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 4f11326..22b577b 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -810,11 +810,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } - // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator, - // where that neighbour simulator could otherwise request a child agent create on the source which then - // closes our existing agent which is still signalled as root. - sp.IsChildAgent = true; - // A common teleport failure occurs when we can send CreateAgent to the // destination region but the viewer cannot establish the connection (e.g. due to network issues between // the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then @@ -840,17 +835,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } - // OK, send TPFinish to the client, so that it starts the process of contacting the destination region - if (m_eqModule != null) - { - m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); - } - else - { - sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, - teleportFlags, capsPath); - } - if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) { m_interRegionTeleportCancels.Value++; @@ -868,6 +852,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); + // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator, + // where that neighbour simulator could otherwise request a child agent create on the source which then + // closes our existing agent which is still signalled as root. + sp.IsChildAgent = true; + + // OK, send TPFinish to the client, so that it starts the process of contacting the destination region + if (m_eqModule != null) + { + m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); + } + else + { + sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, + teleportFlags, capsPath); + } + // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation // that the client contacted the destination before we close things here. -- cgit v1.1 From 261512606d77747701934e80e150bd55454571f2 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 22 Jul 2013 14:23:50 -0700 Subject: Improve the opening test in CompleteMovement, to account for multiple flags besides ViaLogin. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 891e04e..edd49eb 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1350,7 +1350,7 @@ namespace OpenSim.Region.Framework.Scenes "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", client.Name, Scene.RegionInfo.RegionName, AbsolutePosition); - if (m_teleportFlags != TeleportFlags.ViaLogin) + if ((m_teleportFlags & TeleportFlags.ViaLogin) != 0) // Let's wait until UpdateAgent (called by departing region) is done if (!WaitForUpdateAgent(client)) // The sending region never sent the UpdateAgent data, we have to refuse -- cgit v1.1 From 879cbb45753bf3f3144512748acd8faf120fc626 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 22 Jul 2013 14:35:14 -0700 Subject: This commit message intentionally left blank (last commit was idiotic) --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index edd49eb..7f24174 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1350,7 +1350,8 @@ namespace OpenSim.Region.Framework.Scenes "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", client.Name, Scene.RegionInfo.RegionName, AbsolutePosition); - if ((m_teleportFlags & TeleportFlags.ViaLogin) != 0) + // Make sure it's not a login agent. We don't want to wait for updates during login + if ((m_teleportFlags & TeleportFlags.ViaLogin) == 0) // Let's wait until UpdateAgent (called by departing region) is done if (!WaitForUpdateAgent(client)) // The sending region never sent the UpdateAgent data, we have to refuse -- cgit v1.1 From c0433d5e4c8170de10e16dd09d85bf620a1530ae Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 22 Jul 2013 18:46:51 -0700 Subject: Changed the RegionHandshake packet to the Unknown queue, so that it is sent with high priority and hopefully gets to the client before AgentMovementComplete --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 32549c8..8b2440a 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -811,7 +811,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP handshake.RegionInfo4[0].RegionFlagsExtended = args.regionFlags; handshake.RegionInfo4[0].RegionProtocols = 0; // 1 here would indicate that SSB is supported - OutPacket(handshake, ThrottleOutPacketType.Task); + OutPacket(handshake, ThrottleOutPacketType.Unknown); } -- cgit v1.1 From 14530b260764372df3627206c531b96b9d817dbe Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 22 Jul 2013 20:20:48 -0700 Subject: Minor adjustment on timings of waits. --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 23 ++++++++++++++++++---- OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++-- 2 files changed, 21 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 1b72b26..43167ee 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1631,11 +1631,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1]; // Determine which agent this packet came from - int count = 10; - while (!m_scene.TryGetClient(endPoint, out client) && count-- > 0) + int count = 20; + bool ready = false; + while (!ready && count-- > 0) { - m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)"); - Thread.Sleep(200); + if (m_scene.TryGetClient(endPoint, out client) && client.IsActive) + { + LLUDPClient udpClient = ((LLClientView)client).UDPClient; + if (udpClient != null && udpClient.IsConnected) + ready = true; + else + { + m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)"); + Thread.Sleep(200); + } + } + else + { + m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)"); + Thread.Sleep(200); + } } if (client == null) diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index da8a1b8..84fdef0 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4226,10 +4226,10 @@ namespace OpenSim.Region.Framework.Scenes if (cAgentData.SenderWantsToWaitForRoot) { while (childAgentUpdate.IsChildAgent && ntimes-- > 0) - Thread.Sleep(500); + Thread.Sleep(1000); m_log.DebugFormat( - "[SCENE PRESENCE]: Found presence {0} {1} {2} in {3} after {4} waits", + "[SCENE]: Found presence {0} {1} {2} in {3} after {4} waits", childAgentUpdate.Name, childAgentUpdate.UUID, childAgentUpdate.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 20 - ntimes); if (childAgentUpdate.IsChildAgent) -- cgit v1.1 From e6a0f6e428e32356eba14729766aac28cec9989f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 22 Jul 2013 20:49:40 -0700 Subject: One more thing to test in order to let CompleteMovement go up the stack. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 43167ee..f40948f 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1635,9 +1635,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP bool ready = false; while (!ready && count-- > 0) { - if (m_scene.TryGetClient(endPoint, out client) && client.IsActive) + if (m_scene.TryGetClient(endPoint, out client) && client.IsActive && client.SceneAgent != null) { - LLUDPClient udpClient = ((LLClientView)client).UDPClient; + LLClientView llClientView = (LLClientView)client; + LLUDPClient udpClient = llClientView.UDPClient; if (udpClient != null && udpClient.IsConnected) ready = true; else -- cgit v1.1 From 4e5c7bdeb3222edeff8fbf8c01ce0b5916473e46 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 22 Jul 2013 22:00:20 -0700 Subject: Moved TriggerOnMakeRootAgent back to the end of MakeRootAgent, to see if that eliminates the temporary placement at infinity upon TPs --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7f24174..f9190d9 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1013,9 +1013,8 @@ namespace OpenSim.Region.Framework.Scenes // recorded, which stops the input from being processed. MovementFlag = 0; - // DIVA NOTE: I moved TriggerOnMakeRootAgent out of here and into the end of - // CompleteMovement. We don't want modules doing heavy computation before CompleteMovement - // is over. + m_scene.EventManager.TriggerOnMakeRootAgent(this); + } public int GetStateSource() @@ -1437,10 +1436,6 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); - // DIVA NOTE: moved this here from MakeRoot. We don't want modules making heavy - // computations before CompleteMovement is over - m_scene.EventManager.TriggerOnMakeRootAgent(this); - } /// -- cgit v1.1 From 46d017b19745ccdd5948865de53375a814bf2659 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 24 Jul 2013 12:54:13 -0700 Subject: Today's wild shot at the infinity problem. Wait on the child agent left behind. --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 22b577b..29ba5f8 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1047,7 +1047,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) + { + Thread.Sleep(5000); sp.Scene.IncomingCloseAgent(sp.UUID, false); + } else // now we have a child agent in this region. sp.Reset(); @@ -1064,7 +1067,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination) { - m_log.DebugFormat("[ZZZ]: FAIL!"); m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); if (sp.IsChildAgent) // We had set it to child before attempted TP (V1) -- cgit v1.1 From f0320f56520318d20e8aa250c441b72aa1f0019c Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 24 Jul 2013 14:22:59 -0700 Subject: The previous commit did fix the infinity problem! I'm putting the same time on TP_V1 and adding a big red warning on top of those lines. --- .../Framework/EntityTransfer/EntityTransferModule.cs | 20 +++++++++++++------- 1 file changed, 13 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 29ba5f8..1ea0fd7 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -916,13 +916,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { - // We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before - // they regard the new region as the current region after receiving the AgentMovementComplete - // response. If close is sent before then, it will cause the viewer to quit instead. - // - // This sleep can be increased if necessary. However, whilst it's active, - // an agent cannot teleport back to this region if it has teleported away. - Thread.Sleep(2000); + // RED ALERT!!!! + // PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES. + // THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion + // BEFORE THEY SETTLE IN THE NEW REGION. + // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR + // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. + Thread.Sleep(5000); sp.Scene.IncomingCloseAgent(sp.UUID, false); } @@ -1048,6 +1048,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { + // RED ALERT!!!! + // PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES. + // THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion + // BEFORE THEY SETTLE IN THE NEW REGION. + // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR + // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. Thread.Sleep(5000); sp.Scene.IncomingCloseAgent(sp.UUID, false); } -- cgit v1.1 From cac37e298c267e4fa9c8d4306df85d74bff81fbe Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 24 Jul 2013 14:24:17 -0700 Subject: Deleted all [ZZZ] debug messages. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 5 ----- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 1 - 2 files changed, 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index f40948f..25e10be 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1257,7 +1257,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // UseCircuitCode handling if (packet.Type == PacketType.UseCircuitCode) { - m_log.DebugFormat("[ZZZ]: In the dungeon: UseCircuitCode"); // We need to copy the endpoint so that it doesn't get changed when another thread reuses the // buffer. object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet }; @@ -1271,7 +1270,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Send ack straight away to let the viewer know that we got it. SendAckImmediate(endPoint, packet.Header.Sequence); - m_log.DebugFormat("[ZZZ]: In the dungeon: CompleteAgentMovement"); // We need to copy the endpoint so that it doesn't get changed when another thread reuses the // buffer. object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet }; @@ -2080,9 +2078,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP Packet packet = incomingPacket.Packet; LLClientView client = incomingPacket.Client; - if (packet is CompleteAgentMovementPacket) - m_log.DebugFormat("[ZZZ]: Received CompleteAgentMovementPacket"); - if (client.IsActive) { m_currentIncomingClient = client; diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 1ea0fd7..70fbfc3 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1008,7 +1008,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Send the Update. If this returns true, we know the client has contacted the destination // via CompleteMovementIntoRegion, so we can let go. // If it returns false, something went wrong, and we need to abort. - m_log.DebugFormat("[ZZZ]: Sending Update"); if (!UpdateAgent(reg, finalDestination, agent, sp)) { if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) -- cgit v1.1 From 20b989e048fff3215b90af6a34954b7ceb5e9868 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 24 Jul 2013 17:10:26 -0700 Subject: Increased the wait time to 15 secs. In a 0.7.5 standalone where the effect was always present, this seems to have fixed it. --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 70fbfc3..ea2d9b5 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -922,7 +922,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // BEFORE THEY SETTLE IN THE NEW REGION. // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. - Thread.Sleep(5000); + Thread.Sleep(15000); sp.Scene.IncomingCloseAgent(sp.UUID, false); } @@ -1053,7 +1053,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // BEFORE THEY SETTLE IN THE NEW REGION. // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. - Thread.Sleep(5000); + Thread.Sleep(15000); sp.Scene.IncomingCloseAgent(sp.UUID, false); } else -- cgit v1.1 From 1fabdcc43cc2d62ff03888166582b25884056e94 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Jul 2013 01:04:16 +0100 Subject: If a returning teleport starts to reuse a downgraded child connection that was a previous root agent, do not close that child agent at the end of the 15 sec teleport timer. This prevents an issue if the user teleports back to the neighbour simulator of a source before 15 seconds have elapsed. This more closely emulates observed linden behaviour, though the timeout there is 50 secs and applies to all the pre-teleport agents. Currently sticks a DoNotClose flag on ScenePresence though this may be temporary as possibly it could be incorporated into the ETM state machine --- .../EntityTransfer/EntityTransferModule.cs | 10 +++++++- OpenSim/Region/Framework/Scenes/Scene.cs | 29 ++++++++++++++-------- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 7 ++++++ 3 files changed, 34 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index ea2d9b5..31db778 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1054,7 +1054,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. Thread.Sleep(15000); - sp.Scene.IncomingCloseAgent(sp.UUID, false); + + if (!sp.DoNotClose) + { + sp.Scene.IncomingCloseAgent(sp.UUID, false); + } + else + { + sp.DoNotClose = false; + } } else // now we have a child agent in this region. diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 84fdef0..f4622b6 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3682,19 +3682,26 @@ namespace OpenSim.Region.Framework.Scenes { ScenePresence sp = GetScenePresence(agent.AgentID); - if (sp != null && !sp.IsChildAgent) + if (sp != null) { - // We have a zombie from a crashed session. - // Or the same user is trying to be root twice here, won't work. - // Kill it. - m_log.WarnFormat( - "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", - sp.Name, sp.UUID, RegionInfo.RegionName); - - if (sp.ControllingClient != null) - sp.ControllingClient.Close(true); + if (!sp.IsChildAgent) + { + // We have a zombie from a crashed session. + // Or the same user is trying to be root twice here, won't work. + // Kill it. + m_log.WarnFormat( + "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", + sp.Name, sp.UUID, RegionInfo.RegionName); + + if (sp.ControllingClient != null) + sp.ControllingClient.Close(true); - sp = null; + sp = null; + } + else + { + sp.DoNotClose = true; + } } // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index f9190d9..d3e1946 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -717,6 +717,13 @@ namespace OpenSim.Region.Framework.Scenes } } + /// + /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent + /// teleport is reusing the connection. + /// + /// May be refactored or move somewhere else soon. + public bool DoNotClose { get; set; } + private float m_speedModifier = 1.0f; public float SpeedModifier -- cgit v1.1 From 72ed49af5f864e50fa4453849a94dd9d46533cba Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Jul 2013 01:38:04 +0100 Subject: Reset DoNotClose scene presence teleport flag before pausing. Rename DoNotClose to DoNotCloseAfterTeleport --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 6 ++++-- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 3 files changed, 6 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 31db778..8ce6bb4 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1047,6 +1047,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { + sp.DoNotCloseAfterTeleport = false; + // RED ALERT!!!! // PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES. // THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion @@ -1055,13 +1057,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. Thread.Sleep(15000); - if (!sp.DoNotClose) + if (!sp.DoNotCloseAfterTeleport) { sp.Scene.IncomingCloseAgent(sp.UUID, false); } else { - sp.DoNotClose = false; + sp.DoNotCloseAfterTeleport = false; } } else diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f4622b6..705660d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3700,7 +3700,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - sp.DoNotClose = true; + sp.DoNotCloseAfterTeleport = true; } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d3e1946..4044f0c 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -722,7 +722,7 @@ namespace OpenSim.Region.Framework.Scenes /// teleport is reusing the connection. /// /// May be refactored or move somewhere else soon. - public bool DoNotClose { get; set; } + public bool DoNotCloseAfterTeleport { get; set; } private float m_speedModifier = 1.0f; -- cgit v1.1 From 4cd03d8c314864eeeb9f11b34fc7e687ac96b858 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Jul 2013 01:40:56 +0100 Subject: Return Simulator/0.1 (V1) entity transfer behaviour to waiting only 2 seconds before closing root agent after 15. This is because a returning viewer by teleport before 15 seconds are up will be disrupted by the close. The 2 second delay is within the scope where a normal viewer would not allow a teleport back anyway. Simulator/0.2 (V2) protocol will continue with the longer delay since this is actually the behaviour viewers get from the ll grid and an early close causes other issues (avatar being sent to infinite locations temporarily, etc.) --- .../Framework/EntityTransfer/EntityTransferModule.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 8ce6bb4..3f1686c 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -916,13 +916,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { - // RED ALERT!!!! - // PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES. - // THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion - // BEFORE THEY SETTLE IN THE NEW REGION. - // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR - // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. - Thread.Sleep(15000); + // We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before + // they regard the new region as the current region after receiving the AgentMovementComplete + // response. If close is sent before then, it will cause the viewer to quit instead. + // + // This sleep can be increased if necessary. However, whilst it's active, + // an agent cannot teleport back to this region if it has teleported away. + Thread.Sleep(2000); sp.Scene.IncomingCloseAgent(sp.UUID, false); } -- cgit v1.1 From 878ce1e6b2b96043052015732286141f5b71310b Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 25 Jul 2013 23:44:58 -0700 Subject: This should fix all issues with teleports. One should be able to TP as fast as needed. (Although sometimes Justin's state machine kicks in and doesn't let you) The EventQueues are a hairy mess, and it's very easy to mess things up. But it looks like this commit makes them work right. Here's what's going on: - Child and root agents are only closed after 15 sec, maybe - If the user comes back, they aren't closed, and everything is reused - On the receiving side, clients and scene presences are reused if they already exist - Caps are always recreated (this is where I spent most of my time!). It turns out that, because the agents carry the seeds around, the seed gets the same URL, except for the root agent coming back to a far away region, which gets a new seed (because we don't know what was its seed in the departing region, and we can't send it back to the client when the agent returns there). --- .../Linden/Caps/EventQueue/EventQueueGetModule.cs | 58 +++++--------------- .../Framework/Caps/CapabilitiesModule.cs | 11 ++-- .../EntityTransfer/EntityTransferModule.cs | 11 ++-- OpenSim/Region/Framework/Scenes/Scene.cs | 61 ++++++++++------------ 4 files changed, 54 insertions(+), 87 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index c5e28ad..d02496f 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -91,7 +91,6 @@ namespace OpenSim.Region.ClientStack.Linden scene.RegisterModuleInterface(this); scene.EventManager.OnClientClosed += ClientClosed; - scene.EventManager.OnMakeChildAgent += MakeChildAgent; scene.EventManager.OnRegisterCaps += OnRegisterCaps; MainConsole.Instance.Commands.AddCommand( @@ -120,7 +119,6 @@ namespace OpenSim.Region.ClientStack.Linden return; scene.EventManager.OnClientClosed -= ClientClosed; - scene.EventManager.OnMakeChildAgent -= MakeChildAgent; scene.EventManager.OnRegisterCaps -= OnRegisterCaps; scene.UnregisterModuleInterface(this); @@ -189,14 +187,12 @@ namespace OpenSim.Region.ClientStack.Linden { if (!queues.ContainsKey(agentId)) { - /* m_log.DebugFormat( "[EVENTQUEUE]: Adding new queue for agent {0} in region {1}", agentId, m_scene.RegionInfo.RegionName); - */ queues[agentId] = new Queue(); } - + return queues[agentId]; } } @@ -228,8 +224,12 @@ namespace OpenSim.Region.ClientStack.Linden { Queue queue = GetQueue(avatarID); if (queue != null) + { lock (queue) queue.Enqueue(ev); + } + else + m_log.WarnFormat("[EVENTQUEUE]: (Enqueue) No queue found for agent {0} in region {1}", avatarID, m_scene.RegionInfo.RegionName); } catch (NullReferenceException e) { @@ -244,7 +244,7 @@ namespace OpenSim.Region.ClientStack.Linden private void ClientClosed(UUID agentID, Scene scene) { -// m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", agentID, m_scene.RegionInfo.RegionName); + //m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", agentID, m_scene.RegionInfo.RegionName); int count = 0; while (queues.ContainsKey(agentID) && queues[agentID].Count > 0 && count++ < 5) @@ -261,31 +261,6 @@ namespace OpenSim.Region.ClientStack.Linden lock (m_AvatarQueueUUIDMapping) m_AvatarQueueUUIDMapping.Remove(agentID); -// lock (m_AvatarQueueUUIDMapping) -// { -// foreach (UUID ky in m_AvatarQueueUUIDMapping.Keys) -// { -//// m_log.DebugFormat("[EVENTQUEUE]: Found key {0} in m_AvatarQueueUUIDMapping while looking for {1}", ky, AgentID); -// if (ky == agentID) -// { -// removeitems.Add(ky); -// } -// } -// -// foreach (UUID ky in removeitems) -// { -// UUID eventQueueGetUuid = m_AvatarQueueUUIDMapping[ky]; -// m_AvatarQueueUUIDMapping.Remove(ky); -// -// string eqgPath = GenerateEqgCapPath(eventQueueGetUuid); -// MainServer.Instance.RemovePollServiceHTTPHandler("", eqgPath); -// -//// m_log.DebugFormat( -//// "[EVENT QUEUE GET MODULE]: Removed EQG handler {0} for {1} in {2}", -//// eqgPath, agentID, m_scene.RegionInfo.RegionName); -// } -// } - UUID searchval = UUID.Zero; removeitems.Clear(); @@ -305,19 +280,9 @@ namespace OpenSim.Region.ClientStack.Linden foreach (UUID ky in removeitems) m_QueueUUIDAvatarMapping.Remove(ky); } - } - private void MakeChildAgent(ScenePresence avatar) - { - //m_log.DebugFormat("[EVENTQUEUE]: Make Child agent {0} in region {1}.", avatar.UUID, m_scene.RegionInfo.RegionName); - //lock (m_ids) - // { - //if (m_ids.ContainsKey(avatar.UUID)) - //{ - // close the event queue. - //m_ids[avatar.UUID] = -1; - //} - //} + // m_log.DebugFormat("[EVENTQUEUE]: Deleted queues for {0} in region {1}", agentID, m_scene.RegionInfo.RegionName); + } /// @@ -417,7 +382,12 @@ namespace OpenSim.Region.ClientStack.Linden if (DebugLevel >= 2) m_log.WarnFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); - Queue queue = TryGetQueue(pAgentId); + Queue queue = GetQueue(pAgentId); + if (queue == null) + { + return NoEvents(requestID, pAgentId); + } + OSD element; lock (queue) { diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs index ad1c4ce..6545a99 100644 --- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs @@ -132,13 +132,9 @@ namespace OpenSim.Region.CoreModules.Framework { Caps oldCaps = m_capsObjects[agentId]; - m_log.DebugFormat( - "[CAPS]: Recreating caps for agent {0}. Old caps path {1}, new caps path {2}. ", - agentId, oldCaps.CapsObjectPath, capsObjectPath); - // This should not happen. The caller code is confused. We need to fix that. - // CAPs can never be reregistered, or the client will be confused. - // Hence this return here. - //return; + //m_log.WarnFormat( + // "[CAPS]: Recreating caps for agent {0} in region {1}. Old caps path {2}, new caps path {3}. ", + // agentId, m_scene.RegionInfo.RegionName, oldCaps.CapsObjectPath, capsObjectPath); } caps = new Caps(MainServer.Instance, m_scene.RegionInfo.ExternalHostName, @@ -153,6 +149,7 @@ namespace OpenSim.Region.CoreModules.Framework public void RemoveCaps(UUID agentId) { + m_log.DebugFormat("[CAPS]: Remove caps for agent {0} in region {1}", agentId, m_scene.RegionInfo.RegionName); lock (m_childrenSeeds) { if (m_childrenSeeds.ContainsKey(agentId)) diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 3f1686c..96cd6b9 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -316,7 +316,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.", sp.Name, sp.UUID, position, regionHandle); - + + sp.ControllingClient.SendTeleportFailed("Slow down!"); return; } @@ -1040,9 +1041,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Now let's make it officially a child agent sp.MakeChildAgent(); - // OK, it got this agent. Let's close some child agents - sp.CloseChildAgents(newRegionX, newRegionY); - // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) @@ -1059,10 +1057,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (!sp.DoNotCloseAfterTeleport) { + // OK, it got this agent. Let's close everything + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing in agent {0} in region {1}", sp.Name, Scene.RegionInfo.RegionName); + sp.CloseChildAgents(newRegionX, newRegionY); sp.Scene.IncomingCloseAgent(sp.UUID, false); + } else { + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {0}", sp.Name, Scene.RegionInfo.RegionName); sp.DoNotCloseAfterTeleport = false; } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 705660d..6d0b13f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2805,6 +2805,7 @@ namespace OpenSim.Region.Framework.Scenes { ScenePresence sp; bool vialogin; + bool reallyNew = true; // Validation occurs in LLUDPServer // @@ -2856,6 +2857,7 @@ namespace OpenSim.Region.Framework.Scenes m_log.WarnFormat( "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); + reallyNew = false; } // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the @@ -2867,7 +2869,9 @@ namespace OpenSim.Region.Framework.Scenes // places. However, we still need to do it here for NPCs. CacheUserName(sp, aCircuit); - EventManager.TriggerOnNewClient(client); + if (reallyNew) + EventManager.TriggerOnNewClient(client); + if (vialogin) EventManager.TriggerOnClientLogin(client); } @@ -3426,15 +3430,8 @@ namespace OpenSim.Region.Framework.Scenes if (closeChildAgents && isChildAgent) { // Tell a single agent to disconnect from the region. - IEventQueue eq = RequestModuleInterface(); - if (eq != null) - { - eq.DisableSimulator(RegionInfo.RegionHandle, avatar.UUID); - } - else - { - avatar.ControllingClient.SendShutdownConnectionNotice(); - } + // Let's do this via UDP + avatar.ControllingClient.SendShutdownConnectionNotice(); } // Only applies to root agents. @@ -3686,21 +3683,29 @@ namespace OpenSim.Region.Framework.Scenes { if (!sp.IsChildAgent) { - // We have a zombie from a crashed session. - // Or the same user is trying to be root twice here, won't work. - // Kill it. - m_log.WarnFormat( - "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", - sp.Name, sp.UUID, RegionInfo.RegionName); - - if (sp.ControllingClient != null) - sp.ControllingClient.Close(true); + // We have a root agent. Is it in transit? + if (!EntityTransferModule.IsInTransit(sp.UUID)) + { + // We have a zombie from a crashed session. + // Or the same user is trying to be root twice here, won't work. + // Kill it. + m_log.WarnFormat( + "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", + sp.Name, sp.UUID, RegionInfo.RegionName); + + if (sp.ControllingClient != null) + sp.ControllingClient.Close(true); - sp = null; + sp = null; + } + else + m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName); } else { + // We have a child agent here sp.DoNotCloseAfterTeleport = true; + //m_log.WarnFormat("[SCENE]: Existing child scene presence for {0} {1} in {2}", sp.Name, sp.UUID, RegionInfo.RegionName); } } @@ -3785,9 +3790,12 @@ namespace OpenSim.Region.Framework.Scenes agent.AgentID, RegionInfo.RegionName); sp.AdjustKnownSeeds(); - + if (CapsModule != null) + { CapsModule.SetAgentCapsSeeds(agent); + CapsModule.CreateCaps(agent.AgentID); + } } } @@ -5545,17 +5553,6 @@ namespace OpenSim.Region.Framework.Scenes { reason = "You are banned from the region"; - if (EntityTransferModule.IsInTransit(agentID)) - { - reason = "Agent is still in transit from this region"; - - m_log.WarnFormat( - "[SCENE]: Denying agent {0} entry into {1} since region still has them registered as in transit", - agentID, RegionInfo.RegionName); - - return false; - } - if (Permissions.IsGod(agentID)) { reason = String.Empty; -- cgit v1.1 From d5367a219daa0b946b3394e342734945d5ef7f1b Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 26 Jul 2013 07:39:57 -0700 Subject: Slight improvement: no need to delay the removal of the queues in EQ, because DisableSimulator is now being sent via UDP --- .../ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 8 -------- 1 file changed, 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index d02496f..c69f758 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -246,16 +246,8 @@ namespace OpenSim.Region.ClientStack.Linden { //m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", agentID, m_scene.RegionInfo.RegionName); - int count = 0; - while (queues.ContainsKey(agentID) && queues[agentID].Count > 0 && count++ < 5) - { - Thread.Sleep(1000); - } - lock (queues) - { queues.Remove(agentID); - } List removeitems = new List(); lock (m_AvatarQueueUUIDMapping) -- cgit v1.1 From dd2c211e62b25f19386c1f4b5bc7ace40efa429a Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 26 Jul 2013 07:40:55 -0700 Subject: Comment debug message --- OpenSim/Region/Framework/Scenes/Scene.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 6d0b13f..dec493b 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3698,8 +3698,8 @@ namespace OpenSim.Region.Framework.Scenes sp = null; } - else - m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName); + //else + // m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName); } else { -- cgit v1.1 From a08f01fa8323e18a63e920158c7f51ae78ac0e93 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Jul 2013 18:43:15 +0100 Subject: Fix NPC regression test failures. These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come. Instead, we do not wait if the agent is an NPC. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 +++- OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs | 2 +- OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs | 1 + 3 files changed, 5 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4044f0c..17da0d9 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1357,11 +1357,13 @@ namespace OpenSim.Region.Framework.Scenes client.Name, Scene.RegionInfo.RegionName, AbsolutePosition); // Make sure it's not a login agent. We don't want to wait for updates during login - if ((m_teleportFlags & TeleportFlags.ViaLogin) == 0) + if (PresenceType != PresenceType.Npc && (m_teleportFlags & TeleportFlags.ViaLogin) == 0) + { // Let's wait until UpdateAgent (called by departing region) is done if (!WaitForUpdateAgent(client)) // The sending region never sent the UpdateAgent data, we have to refuse return; + } Vector3 look = Velocity; diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs index bf23040..f841d5c 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs @@ -155,7 +155,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests public void TestCreateWithAttachments() { TestHelpers.InMethod(); -// log4net.Config.XmlConfigurator.Configure(); +// TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); UserAccountHelpers.CreateUserWithInventory(m_scene, userId); diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs index 74f010e..495e684 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs @@ -180,6 +180,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests public void TestOsNpcLoadAppearance() { TestHelpers.InMethod(); + //TestHelpers.EnableLogging(); // Store an avatar with a different height from default in a notecard. UUID userId = TestHelpers.ParseTail(0x1); -- cgit v1.1 From 056a6ee7653b17d8c1d92519f34f029bcd602143 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Jul 2013 19:22:30 +0100 Subject: Fix regression tests relating to agent transfer by making simulator use last week's SIMULATOR/0.1 protocol for now. --- .../Avatar/Attachments/Tests/AttachmentsModuleTests.cs | 9 +++++++++ .../Simulation/LocalSimulationConnector.cs | 13 +++++++++---- .../Framework/Scenes/Tests/ScenePresenceTeleportTests.cs | 6 ++++++ 3 files changed, 24 insertions(+), 4 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 508743c..4ecae73 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -38,6 +38,8 @@ using NUnit.Framework; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Communications; +using OpenSim.Framework.Servers; +using OpenSim.Framework.Servers.HttpServer; using OpenSim.Region.CoreModules.Avatar.Attachments; using OpenSim.Region.CoreModules.Framework; using OpenSim.Region.CoreModules.Framework.EntityTransfer; @@ -802,6 +804,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests TestHelpers.InMethod(); // TestHelpers.EnableLogging(); + BaseHttpServer httpServer = new BaseHttpServer(99999); + MainServer.AddHttpServer(httpServer); + MainServer.Instance = httpServer; + AttachmentsModule attModA = new AttachmentsModule(); AttachmentsModule attModB = new AttachmentsModule(); EntityTransferModule etmA = new EntityTransferModule(); @@ -830,6 +836,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests SceneHelpers.SetupSceneModules( sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule()); + // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour + lscm.ServiceVersion = "SIMULATION/0.1"; + UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1); AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID); diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 7dd10f7..bee602e 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -46,9 +46,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// - /// Version of this service + /// Version of this service. /// - private const string m_Version = "SIMULATION/0.2"; + /// + /// Currently valid versions are "SIMULATION/0.1" and "SIMULATION/0.2" + /// + public string ServiceVersion { get; set; } /// /// Map region ID to scene. @@ -64,6 +67,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation public void Initialise(IConfigSource config) { + ServiceVersion = "SIMULATION/0.2"; + IConfig moduleConfig = config.Configs["Modules"]; if (moduleConfig != null) { @@ -253,7 +258,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation public bool QueryAccess(GridRegion destination, UUID id, Vector3 position, out string version, out string reason) { reason = "Communications failure"; - version = m_Version; + version = ServiceVersion; if (destination == null) return false; @@ -359,4 +364,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation #endregion } -} +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs index 297c66b..afd2779 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs @@ -136,6 +136,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests SceneHelpers.SetupSceneModules(sceneB, config, etmB); SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); + // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour + lscm.ServiceVersion = "SIMULATION/0.1"; + Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); @@ -454,6 +457,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); + // FIXME: Hack - this is here temporarily to revert back to older entity transfer behaviour + lscm.ServiceVersion = "SIMULATION/0.1"; + Vector3 teleportPosition = new Vector3(10, 11, 12); Vector3 teleportLookAt = new Vector3(20, 21, 22); -- cgit v1.1 From 840be97e40179c17d57e1943555643b57f47ae5a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Jul 2013 20:52:30 +0100 Subject: Fix failure in TestCreateDuplicateRootScenePresence(). This is a test setup failure since code paths when adding a duplicate root scene presence now require the EntityTransferModule to be present. Test fixed by adding this module to test setup --- .../Framework/Scenes/Tests/ScenePresenceAgentTests.cs | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs index bbfbbfc..bbe34d2 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs @@ -119,7 +119,20 @@ namespace OpenSim.Region.Framework.Scenes.Tests UUID spUuid = TestHelpers.ParseTail(0x1); + // The etm is only invoked by this test to check whether an agent is still in transit if there is a dupe + EntityTransferModule etm = new EntityTransferModule(); + + IConfigSource config = new IniConfigSource(); + IConfig modulesConfig = config.AddConfig("Modules"); + modulesConfig.Set("EntityTransferModule", etm.Name); + IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); + + // In order to run a single threaded regression test we do not want the entity transfer module waiting + // for a callback from the destination scene before removing its avatar data. + entityTransferConfig.Set("wait_for_callback", false); + TestScene scene = new SceneHelpers().SetupScene(); + SceneHelpers.SetupSceneModules(scene, config, etm); SceneHelpers.AddScenePresence(scene, spUuid); SceneHelpers.AddScenePresence(scene, spUuid); -- cgit v1.1 From ba9daf849e7c8db48e7c03e7cdedb77776b2052f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 26 Jul 2013 22:52:08 +0100 Subject: Fix regression from 056a6ee7 because the RemoteSimulationConnector uses a copy of the LocalSimulationConnector but never initializes it (hence ServiceVersion was never set) --- .../ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index bee602e..697ce68 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -63,12 +63,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation /// private bool m_ModuleEnabled = false; + public LocalSimulationConnectorModule() + { + ServiceVersion = "SIMULATION/0.2"; + } + #region Region Module interface public void Initialise(IConfigSource config) { - ServiceVersion = "SIMULATION/0.2"; - IConfig moduleConfig = config.Configs["Modules"]; if (moduleConfig != null) { -- cgit v1.1 From 428916a64d27e5f00e74d34fd4b0453f32c3d2de Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 26 Jul 2013 21:14:21 -0700 Subject: Commented out ChatSessionRequest capability in Vivox and Freeswitch. We aren't processing it in any meaningful way, and it seems to get invoked everytime someone types a message in group chat. --- .../Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs | 18 +++++++++--------- .../Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs | 18 +++++++++--------- 2 files changed, 18 insertions(+), 18 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs index ef1b92e..5a5a70c 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs @@ -326,15 +326,15 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice "ParcelVoiceInfoRequest", agentID.ToString())); - caps.RegisterHandler( - "ChatSessionRequest", - new RestStreamHandler( - "POST", - capsBase + m_chatSessionRequestPath, - (request, path, param, httpRequest, httpResponse) - => ChatSessionRequest(scene, request, path, param, agentID, caps), - "ChatSessionRequest", - agentID.ToString())); + //caps.RegisterHandler( + // "ChatSessionRequest", + // new RestStreamHandler( + // "POST", + // capsBase + m_chatSessionRequestPath, + // (request, path, param, httpRequest, httpResponse) + // => ChatSessionRequest(scene, request, path, param, agentID, caps), + // "ChatSessionRequest", + // agentID.ToString())); } /// diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs index 2d65530..cdab116 100644 --- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs @@ -433,15 +433,15 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice "ParcelVoiceInfoRequest", agentID.ToString())); - caps.RegisterHandler( - "ChatSessionRequest", - new RestStreamHandler( - "POST", - capsBase + m_chatSessionRequestPath, - (request, path, param, httpRequest, httpResponse) - => ChatSessionRequest(scene, request, path, param, agentID, caps), - "ChatSessionRequest", - agentID.ToString())); + //caps.RegisterHandler( + // "ChatSessionRequest", + // new RestStreamHandler( + // "POST", + // capsBase + m_chatSessionRequestPath, + // (request, path, param, httpRequest, httpResponse) + // => ChatSessionRequest(scene, request, path, param, agentID, caps), + // "ChatSessionRequest", + // agentID.ToString())); } /// -- cgit v1.1 From 69975763d2a735eb2696d2e27e5796a472a208ea Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 27 Jul 2013 15:38:56 -0700 Subject: Several major improvements to group (V2) chat. Specifically: handle join/drop appropriately, invitechatboxes. The major departure from flotsam is to send only one message per destination region, as opposed to one message per group member. This reduces messaging considerably in large groups that have clusters of members in certain regions. --- .../Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 4 ++-- .../Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs | 4 ++-- OpenSim/Region/Framework/Interfaces/IEventQueue.cs | 2 +- 3 files changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index c69f758..d7afe1a 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -750,12 +750,12 @@ namespace OpenSim.Region.ClientStack.Linden } - public void ChatterBoxSessionAgentListUpdates(UUID sessionID, UUID fromAgent, UUID toAgent, bool canVoiceChat, + public void ChatterBoxSessionAgentListUpdates(UUID sessionID, UUID fromAgent, UUID anotherAgent, bool canVoiceChat, bool isModerator, bool textMute) { OSD item = EventQueueHelper.ChatterBoxSessionAgentListUpdates(sessionID, fromAgent, canVoiceChat, isModerator, textMute); - Enqueue(item, toAgent); + Enqueue(item, fromAgent); //m_log.InfoFormat("########### eq ChatterBoxSessionAgentListUpdates #############\n{0}", item); } diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs index fa935cd..40a400f 100644 --- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs @@ -372,7 +372,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage gim.fromAgentName = fromAgentName; gim.fromGroup = fromGroup; gim.imSessionID = imSessionID.Guid; - gim.RegionID = UUID.Zero.Guid; // RegionID.Guid; + gim.RegionID = RegionID.Guid; gim.timestamp = timestamp; gim.toAgentID = toAgentID.Guid; gim.message = message; @@ -672,7 +672,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage gim["position_x"] = msg.Position.X.ToString(); gim["position_y"] = msg.Position.Y.ToString(); gim["position_z"] = msg.Position.Z.ToString(); - gim["region_id"] = msg.RegionID.ToString(); + gim["region_id"] = new UUID(msg.RegionID).ToString(); gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); return gim; } diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs index 5512642..3780ece 100644 --- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs +++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs @@ -53,7 +53,7 @@ namespace OpenSim.Region.Framework.Interfaces UUID fromAgent, string message, UUID toAgent, string fromName, byte dialog, uint timeStamp, bool offline, int parentEstateID, Vector3 position, uint ttl, UUID transactionID, bool fromGroup, byte[] binaryBucket); - void ChatterBoxSessionAgentListUpdates(UUID sessionID, UUID fromAgent, UUID toAgent, bool canVoiceChat, + void ChatterBoxSessionAgentListUpdates(UUID sessionID, UUID fromAgent, UUID anotherAgent, bool canVoiceChat, bool isModerator, bool textMute); void ParcelProperties(ParcelPropertiesMessage parcelPropertiesMessage, UUID avatarID); void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); -- cgit v1.1 From 6be614ba844ee988859fe7f63db76ef13b9f4962 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 28 Jul 2013 09:54:34 -0700 Subject: This makes people search work. --- .../UserManagement/UserManagementModule.cs | 41 ++++++++++++++++++++++ 1 file changed, 41 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 53bd2e2..295ad64 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -46,6 +46,8 @@ using log4net; using Nini.Config; using Mono.Addins; +using DirFindFlags = OpenMetaverse.DirectoryManager.DirFindFlags; + namespace OpenSim.Region.CoreModules.Framework.UserManagement { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "UserManagementModule")] @@ -98,6 +100,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += new EventManager.OnNewClientDelegate(EventManager_OnNewClient); scene.EventManager.OnPrimsLoaded += new EventManager.PrimsLoaded(EventManager_OnPrimsLoaded); + scene.EventManager.OnMakeRootAgent += new Action(EventManager_OnMakeRootAgent); + scene.EventManager.OnMakeChildAgent += new EventManager.OnMakeChildAgentDelegate(EventManager_OnMakeChildAgent); } } @@ -153,6 +157,43 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement client.OnAvatarPickerRequest -= new AvatarPickerRequest(HandleAvatarPickerRequest); } + void EventManager_OnMakeRootAgent(ScenePresence sp) + { + sp.ControllingClient.OnDirFindQuery += OnDirFindQuery; + } + + void EventManager_OnMakeChildAgent(ScenePresence sp) + { + sp.ControllingClient.OnDirFindQuery -= OnDirFindQuery; + } + + void OnDirFindQuery(IClientAPI remoteClient, UUID queryID, string queryText, uint queryFlags, int queryStart) + { + if (((DirFindFlags)queryFlags & DirFindFlags.People) == DirFindFlags.People) + { + if (string.IsNullOrEmpty(queryText)) + remoteClient.SendDirPeopleReply(queryID, new DirPeopleReplyData[0]); + + List accounts = m_Scenes[0].UserAccountService.GetUserAccounts(m_Scenes[0].RegionInfo.ScopeID, queryText); + DirPeopleReplyData[] hits = new DirPeopleReplyData[accounts.Count]; + int i = 0; + foreach (UserAccount acc in accounts) + { + DirPeopleReplyData d = new DirPeopleReplyData(); + d.agentID = acc.PrincipalID; + d.firstName = acc.FirstName; + d.lastName = acc.LastName; + d.online = false; + + hits[i++] = d; + } + + // TODO: This currently ignores pretty much all the query flags including Mature and sort order + remoteClient.SendDirPeopleReply(queryID, hits); + } + + } + void HandleUUIDNameRequest(UUID uuid, IClientAPI client) { // m_log.DebugFormat( -- cgit v1.1 From 7b0b5c9d97dea840e1ede6e2318b3c049c804983 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 28 Jul 2013 13:49:58 -0700 Subject: Added BasicSearchModule.cs which handles OnDirFindQuery events. Removed that handler from both Groups modules in core, and replaced them with an operation on IGroupsModule. --- .../Framework/Search/BasicSearchModule.cs | 198 +++++++++++++++++++++ .../UserManagement/UserManagementModule.cs | 39 ---- .../Region/Framework/Interfaces/IGroupsModule.cs | 2 + .../Avatar/XmlRpcGroups/GroupsModule.cs | 22 +-- 4 files changed, 206 insertions(+), 55 deletions(-) create mode 100644 OpenSim/Region/CoreModules/Framework/Search/BasicSearchModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/Search/BasicSearchModule.cs b/OpenSim/Region/CoreModules/Framework/Search/BasicSearchModule.cs new file mode 100644 index 0000000..a089447 --- /dev/null +++ b/OpenSim/Region/CoreModules/Framework/Search/BasicSearchModule.cs @@ -0,0 +1,198 @@ +/* + * 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 OpenSim.Framework; +using OpenSim.Framework.Console; +using OpenSim.Framework.Monitoring; +using OpenSim.Region.ClientStack.LindenUDP; +using OpenSim.Region.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using OpenSim.Services.Connectors.Hypergrid; + +using OpenMetaverse; +using OpenMetaverse.Packets; +using log4net; +using Nini.Config; +using Mono.Addins; + +using DirFindFlags = OpenMetaverse.DirectoryManager.DirFindFlags; + +namespace OpenSim.Region.CoreModules.Framework.Search +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicSearchModule")] + public class BasicSearchModule : ISharedRegionModule + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + protected bool m_Enabled; + protected List m_Scenes = new List(); + + private IGroupsModule m_GroupsService = null; + + #region ISharedRegionModule + + public void Initialise(IConfigSource config) + { + string umanmod = config.Configs["Modules"].GetString("SearchModule", Name); + if (umanmod == Name) + { + m_Enabled = true; + m_log.DebugFormat("[BASIC SEARCH MODULE]: {0} is enabled", Name); + } + } + + public bool IsSharedModule + { + get { return true; } + } + + public virtual string Name + { + get { return "BasicSearchModule"; } + } + + public Type ReplaceableInterface + { + get { return null; } + } + + public void AddRegion(Scene scene) + { + if (m_Enabled) + { + m_Scenes.Add(scene); + + scene.EventManager.OnMakeRootAgent += new Action(EventManager_OnMakeRootAgent); + scene.EventManager.OnMakeChildAgent += new EventManager.OnMakeChildAgentDelegate(EventManager_OnMakeChildAgent); + } + } + + public void RemoveRegion(Scene scene) + { + if (m_Enabled) + { + m_Scenes.Remove(scene); + + scene.EventManager.OnMakeRootAgent -= new Action(EventManager_OnMakeRootAgent); + scene.EventManager.OnMakeChildAgent -= new EventManager.OnMakeChildAgentDelegate(EventManager_OnMakeChildAgent); + } + } + + public void RegionLoaded(Scene s) + { + if (!m_Enabled) + return; + + if (m_GroupsService == null) + { + m_GroupsService = s.RequestModuleInterface(); + + // No Groups Service Connector, then group search won't work... + if (m_GroupsService == null) + m_log.Warn("[BASIC SEARCH MODULE]: Could not get IGroupsModule"); + } + } + + public void PostInitialise() + { + } + + public void Close() + { + m_Scenes.Clear(); + } + + #endregion ISharedRegionModule + + + #region Event Handlers + + void EventManager_OnMakeRootAgent(ScenePresence sp) + { + sp.ControllingClient.OnDirFindQuery += OnDirFindQuery; + } + + void EventManager_OnMakeChildAgent(ScenePresence sp) + { + sp.ControllingClient.OnDirFindQuery -= OnDirFindQuery; + } + + void OnDirFindQuery(IClientAPI remoteClient, UUID queryID, string queryText, uint queryFlags, int queryStart) + { + m_log.Debug("[ZZZ]: Got here"); + if (((DirFindFlags)queryFlags & DirFindFlags.People) == DirFindFlags.People) + { + if (string.IsNullOrEmpty(queryText)) + remoteClient.SendDirPeopleReply(queryID, new DirPeopleReplyData[0]); + + List accounts = m_Scenes[0].UserAccountService.GetUserAccounts(m_Scenes[0].RegionInfo.ScopeID, queryText); + DirPeopleReplyData[] hits = new DirPeopleReplyData[accounts.Count]; + int i = 0; + foreach (UserAccount acc in accounts) + { + DirPeopleReplyData d = new DirPeopleReplyData(); + d.agentID = acc.PrincipalID; + d.firstName = acc.FirstName; + d.lastName = acc.LastName; + d.online = false; + + hits[i++] = d; + } + + // TODO: This currently ignores pretty much all the query flags including Mature and sort order + remoteClient.SendDirPeopleReply(queryID, hits); + } + else if (((DirFindFlags)queryFlags & DirFindFlags.Groups) == DirFindFlags.Groups) + { + if (m_GroupsService == null) + { + m_log.Warn("[BASIC SEARCH MODULE]: Groups service is not available. Unable to search groups."); + remoteClient.SendAlertMessage("Groups search is not enabled"); + return; + } + + if (string.IsNullOrEmpty(queryText)) + remoteClient.SendDirGroupsReply(queryID, new DirGroupsReplyData[0]); + + // TODO: This currently ignores pretty much all the query flags including Mature and sort order + remoteClient.SendDirGroupsReply(queryID, m_GroupsService.FindGroups(remoteClient, queryText).ToArray()); + } + + } + + #endregion Event Handlers + + } + +} \ No newline at end of file diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 295ad64..7adb203 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -100,8 +100,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += new EventManager.OnNewClientDelegate(EventManager_OnNewClient); scene.EventManager.OnPrimsLoaded += new EventManager.PrimsLoaded(EventManager_OnPrimsLoaded); - scene.EventManager.OnMakeRootAgent += new Action(EventManager_OnMakeRootAgent); - scene.EventManager.OnMakeChildAgent += new EventManager.OnMakeChildAgentDelegate(EventManager_OnMakeChildAgent); } } @@ -157,43 +155,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement client.OnAvatarPickerRequest -= new AvatarPickerRequest(HandleAvatarPickerRequest); } - void EventManager_OnMakeRootAgent(ScenePresence sp) - { - sp.ControllingClient.OnDirFindQuery += OnDirFindQuery; - } - - void EventManager_OnMakeChildAgent(ScenePresence sp) - { - sp.ControllingClient.OnDirFindQuery -= OnDirFindQuery; - } - - void OnDirFindQuery(IClientAPI remoteClient, UUID queryID, string queryText, uint queryFlags, int queryStart) - { - if (((DirFindFlags)queryFlags & DirFindFlags.People) == DirFindFlags.People) - { - if (string.IsNullOrEmpty(queryText)) - remoteClient.SendDirPeopleReply(queryID, new DirPeopleReplyData[0]); - - List accounts = m_Scenes[0].UserAccountService.GetUserAccounts(m_Scenes[0].RegionInfo.ScopeID, queryText); - DirPeopleReplyData[] hits = new DirPeopleReplyData[accounts.Count]; - int i = 0; - foreach (UserAccount acc in accounts) - { - DirPeopleReplyData d = new DirPeopleReplyData(); - d.agentID = acc.PrincipalID; - d.firstName = acc.FirstName; - d.lastName = acc.LastName; - d.online = false; - - hits[i++] = d; - } - - // TODO: This currently ignores pretty much all the query flags including Mature and sort order - remoteClient.SendDirPeopleReply(queryID, hits); - } - - } - void HandleUUIDNameRequest(UUID uuid, IClientAPI client) { // m_log.DebugFormat( diff --git a/OpenSim/Region/Framework/Interfaces/IGroupsModule.cs b/OpenSim/Region/Framework/Interfaces/IGroupsModule.cs index 6885327..9ae5e87 100644 --- a/OpenSim/Region/Framework/Interfaces/IGroupsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IGroupsModule.cs @@ -97,5 +97,7 @@ namespace OpenSim.Region.Framework.Interfaces void InviteGroupRequest(IClientAPI remoteClient, UUID GroupID, UUID InviteeID, UUID RoleID); void InviteGroup(IClientAPI remoteClient, UUID agentID, UUID GroupID, UUID InviteeID, UUID RoleID); void NotifyChange(UUID GroupID); + + List FindGroups(IClientAPI remoteClient, string query); } } \ No newline at end of file diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs index 32fb54b..f4734b7 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs @@ -250,7 +250,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups client.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest; client.OnAgentDataUpdateRequest += OnAgentDataUpdateRequest; - client.OnDirFindQuery += OnDirFindQuery; client.OnRequestAvatarProperties += OnRequestAvatarProperties; // Used for Notices and Group Invites/Accept/Reject @@ -303,21 +302,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups } */ - void OnDirFindQuery(IClientAPI remoteClient, UUID queryID, string queryText, uint queryFlags, int queryStart) - { - if (((DirFindFlags)queryFlags & DirFindFlags.Groups) == DirFindFlags.Groups) - { - if (m_debugEnabled) - m_log.DebugFormat( - "[GROUPS]: {0} called with queryText({1}) queryFlags({2}) queryStart({3})", - System.Reflection.MethodBase.GetCurrentMethod().Name, queryText, (DirFindFlags)queryFlags, queryStart); - - // TODO: This currently ignores pretty much all the query flags including Mature and sort order - remoteClient.SendDirGroupsReply(queryID, m_groupData.FindGroups(GetRequestingAgentID(remoteClient), queryText).ToArray()); - } - - } - private void OnAgentDataUpdateRequest(IClientAPI remoteClient, UUID dataForAgentID, UUID sessionID) { if (m_debugEnabled) m_log.DebugFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); @@ -1178,6 +1162,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups } } + public List FindGroups(IClientAPI remoteClient, string query) + { + return m_groupData.FindGroups(GetRequestingAgentID(remoteClient), query); + } + + #endregion #region Client/Update Tools -- cgit v1.1 From 63f6c8f27ca280a7d362af08ba1716d5f28e3137 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 28 Jul 2013 13:53:47 -0700 Subject: Removed commented lines and useless debug message --- OpenSim/Region/CoreModules/Framework/Search/BasicSearchModule.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/Search/BasicSearchModule.cs b/OpenSim/Region/CoreModules/Framework/Search/BasicSearchModule.cs index a089447..8838612 100644 --- a/OpenSim/Region/CoreModules/Framework/Search/BasicSearchModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Search/BasicSearchModule.cs @@ -150,7 +150,6 @@ namespace OpenSim.Region.CoreModules.Framework.Search void OnDirFindQuery(IClientAPI remoteClient, UUID queryID, string queryText, uint queryFlags, int queryStart) { - m_log.Debug("[ZZZ]: Got here"); if (((DirFindFlags)queryFlags & DirFindFlags.People) == DirFindFlags.People) { if (string.IsNullOrEmpty(queryText)) -- cgit v1.1 From 8efe4bfc2ed7086e9fdf4812297e6525f955f6ac Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Jul 2013 23:18:29 +0100 Subject: Make "abnormal thread terminations" into "ClientLogoutsDueToNoReceives" and add this to the StatsManager This reflects the actual use of this stat - it hasn't recorded general exceptions for some time. Make the sim extra stats collector draw the data from the stats manager rather than maintaing this data itself. --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 26 +++++++++++++++++----- 1 file changed, 21 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 25e10be..9e6a401 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -69,9 +69,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( + "ClientLogoutsDueToNoReceives", + "Number of times a client has been logged out because no packets were received before the timeout.", + "", + "", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.None, + stat => stat.Value = m_udpServer.ClientLogoutsDueToNoReceives, + StatVerbosity.Debug)); + + StatsManager.RegisterStat( + new Stat( "IncomingUDPReceivesCount", "Number of UDP receives performed", - "Number of UDP receives performed", + "", "", "clientstack", scene.Name, @@ -84,7 +97,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP new Stat( "IncomingPacketsProcessedCount", "Number of inbound LL protocol packets processed", - "Number of inbound LL protocol packets processed", + "", "", "clientstack", scene.Name, @@ -97,7 +110,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP new Stat( "OutgoingUDPSendsCount", "Number of UDP sends performed", - "Number of UDP sends performed", + "", "", "clientstack", scene.Name, @@ -149,6 +162,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Maximum transmission unit, or UDP packet size, for the LLUDP protocol public const int MTU = 1400; + /// Number of forced client logouts due to no receipt of packets before timeout. + public int ClientLogoutsDueToNoReceives { get; private set; } + /// /// Default packet debug level given to new clients /// @@ -1037,7 +1053,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP timeoutTicks = m_pausedAckTimeout; if (client.IsActive && - (Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > timeoutTicks) + (Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > -1) { // We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even // though it's set later on by LLClientView.Close() @@ -1778,7 +1794,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP "[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}", client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName); - StatsManager.SimExtraStats.AddAbnormalClientThreadTermination(); + ClientLogoutsDueToNoReceives++; if (!client.SceneAgent.IsChildAgent) client.Kick("Simulator logged you out due to connection timeout"); -- cgit v1.1 From 8004e6f31cb03abc9b6170622099879ccaf5570b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Jul 2013 23:38:54 +0100 Subject: Fix issue just introduced in 8efe4bfc2ed7086e9fdf4812297e6525f955f6ac where I accidentally left in a test line to force very quick client unack --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 9e6a401..bf50868 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1053,7 +1053,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP timeoutTicks = m_pausedAckTimeout; if (client.IsActive && - (Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > -1) + (Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > timeoutTicks) { // We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even // though it's set later on by LLClientView.Close() -- cgit v1.1 From 1416c909326d89566cbe785b6dacac228e31a5a0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Jul 2013 23:53:59 +0100 Subject: minor: Add timeout secs to connection timeout message. Change message to reflect it is a timeout due to no data received rather than an ack issue. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index bf50868..85fe1a4 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1062,7 +1062,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Fire this out on a different thread so that we don't hold up outgoing packet processing for // everybody else if this is being called due to an ack timeout. // This is the same as processing as the async process of a logout request. - Util.FireAndForget(o => DeactivateClientDueToTimeout(client)); + Util.FireAndForget(o => DeactivateClientDueToTimeout(client, timeoutTicks)); return; } @@ -1786,18 +1786,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// regular client pings. /// /// - private void DeactivateClientDueToTimeout(LLClientView client) + /// + private void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks) { lock (client.CloseSyncLock) - { - m_log.WarnFormat( - "[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}", - client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName); - + { ClientLogoutsDueToNoReceives++; + + m_log.WarnFormat( + "[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.", + client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, m_scene.Name); if (!client.SceneAgent.IsChildAgent) - client.Kick("Simulator logged you out due to connection timeout"); + client.Kick("Simulator logged you out due to connection timeout."); client.CloseWithoutChecks(); } -- cgit v1.1 From 5a7784a0e6c3f549d0e7b59380ad05729cb93a4f Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 24 Jul 2013 10:52:54 -0700 Subject: BulletSim: make density display and return value consistant with how the simulator expects it (scaled to 100kg/m^3). --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 13 +++++++------ OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 15 ++++++++++++++- 3 files changed, 22 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 59e7f5f..58a417e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -75,7 +75,7 @@ public sealed class BSCharacter : BSPhysObject RawVelocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); Friction = BSParam.AvatarStandingFriction; - Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; + Density = BSParam.AvatarDensity; // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 0bdb5f1..4520171 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -463,7 +463,7 @@ public static class BSParam // Density is passed around as 100kg/m3. This scales that to 1kg/m3. // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well new ParameterDefn("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", - 0.0001f ), + 0.01f ), new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", 2200f ), @@ -474,8 +474,9 @@ public static class BSParam 0.2f, (s) => { return DefaultFriction; }, (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ), + // For historical reasons, the viewer and simulator multiply the density by 100 new ParameterDefn("DefaultDensity", "Density for new objects" , - 10.000006836f, // Aluminum g/cm3 + 1000.0006836f, // Aluminum g/cm3 * 100 (s) => { return DefaultDensity; }, (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ), new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , @@ -555,8 +556,9 @@ public static class BSParam 0.95f ), new ParameterDefn("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", 1.3f ), - new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", - 3.5f) , + // For historical reasons, density is reported * 100 + new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.", + 3500f) , // 3.5 * 100 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", 0f ), new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", @@ -608,9 +610,8 @@ public static class BSParam 0.0f ), new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", 0.0f ), - // Turn off fudge with DensityScaleFactor = 0.0001. Value used to be 0.2f; new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", - 1.0f ), + 0.2f ), new ParameterDefn("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", 60.0f ), new ParameterDefn("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect", diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index d34b797..0704591 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -187,10 +187,23 @@ public abstract class BSPhysObject : PhysicsActor MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); Friction = matAttrib.friction; Restitution = matAttrib.restitution; - Density = matAttrib.density / BSParam.DensityScaleFactor; + Density = matAttrib.density; // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); } + public override float Density + { + get + { + return base.Density; + } + set + { + DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value); + base.Density = value; + } + } + // Stop all physical motion. public abstract void ZeroMotion(bool inTaintTime); public abstract void ZeroAngularMotion(bool inTaintTime); -- cgit v1.1 From 6ad577d32bcb7520a33e4c0c7510d81a7cad674c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 30 Jul 2013 15:22:32 -0700 Subject: BulletSim: test method for debugging of extended physics script operations. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 54 ++++++++++++++++++---- 1 file changed, 46 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index 6009dc5..0cbc5f9 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -31,10 +31,10 @@ using System.Reflection; using System.Text; using OpenSim.Framework; +using OpenSim.Region.CoreModules; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; -using OpenSim.Region.CoreModules; using Mono.Addins; using Nini.Config; @@ -49,6 +49,10 @@ public class ExtendedPhysics : INonSharedRegionModule private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static string LogHeader = "[EXTENDED PHYSICS]"; + // Since BulletSim is a plugin, this these values aren't defined easily in one place. + // This table must coorespond to an identical table in BSScene. + public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; + private IConfig Configuration { get; set; } private bool Enabled { get; set; } private Scene BaseScene { get; set; } @@ -143,13 +147,6 @@ public class ExtendedPhysics : INonSharedRegionModule [ScriptConstant] public static int PHYS_CENTER_OF_MASS = 1 << 0; - [ScriptConstant] - public static int PHYS_LINKSET_TYPE_CONSTRAINT = 1; - [ScriptConstant] - public static int PHYS_LINKSET_TYPE_COMPOUND = 2; - [ScriptConstant] - public static int PHYS_LINKSET_TYPE_MANUAL = 3; - [ScriptInvocation] public string physGetEngineType(UUID hostID, UUID scriptID) { @@ -163,9 +160,50 @@ public class ExtendedPhysics : INonSharedRegionModule return ret; } + [ScriptConstant] + public static int PHYS_LINKSET_TYPE_CONSTRAINT = 0; + [ScriptConstant] + public static int PHYS_LINKSET_TYPE_COMPOUND = 1; + [ScriptConstant] + public static int PHYS_LINKSET_TYPE_MANUAL = 2; + [ScriptInvocation] public void physSetLinksetType(UUID hostID, UUID scriptID, int linksetType) { + if (!Enabled) return; + + // The part that is requesting the change. + SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID); + + if (requestingPart != null) + { + // The change is always made to the root of a linkset. + SceneObjectGroup containingGroup = requestingPart.ParentGroup; + SceneObjectPart rootPart = containingGroup.RootPart; + + if (rootPart != null) + { + Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; + if (rootPhysActor != null) + { + rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType); + } + else + { + m_log.WarnFormat("{0} physSetLinksetType: root part does not have a physics actor. rootName={1}, hostID={2}", + LogHeader, rootPart.Name, hostID); + } + } + else + { + m_log.WarnFormat("{0} physSetLinksetType: root part does not exist. RequestingPartName={1}, hostID={2}", + LogHeader, requestingPart.Name, hostID); + } + } + else + { + m_log.WarnFormat("{0} physSetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); + } } } } -- cgit v1.1 From 0d189165a83bb97f243a1f29cfa6896936ca6db0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 30 Jul 2013 15:23:33 -0700 Subject: BulletSim: distribute vehicle physical settings to all members of a linkset. Enables constraint based linksets. Rename some internal variables to clarify whether values world or vehicle relative. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 75 +++++++++++----------- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 18 +++++- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 11 +++- 3 files changed, 61 insertions(+), 43 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 82d7c44..f0d17d3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -589,10 +589,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_vehicleMass = ControllingPrim.TotalMass; // Friction affects are handled by this vehicle code - m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); - m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); - // ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction); - // ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution); + // m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); + // m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); + ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction); + ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution); // Moderate angular movement introduced by Bullet. // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. @@ -602,21 +602,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor); // Vehicles report collision events so we know when it's on the ground - m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); - // ControllingPrim.Linkset.SetPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); + // m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); + ControllingPrim.Linkset.AddToPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); - Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); - ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; - m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); - m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); - // ControllingPrim.Linkset.ComputeLocalInertia(BSParam.VehicleInertiaFactor); + // Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); + // ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; + // m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); + // m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); + ControllingPrim.Linkset.ComputeAndSetLocalInertia(BSParam.VehicleInertiaFactor, m_vehicleMass); // Set the gravity for the vehicle depending on the buoyancy // TODO: what should be done if prim and vehicle buoyancy differ? m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. - m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); - // ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero); + // m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); + ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero); VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, @@ -1121,7 +1121,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin { m_VhoverTargetHeight = m_VhoverHeight; } - if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) { // If body is already heigher, use its height as target height @@ -1170,7 +1169,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, verticalError, verticalCorrection); } - } } @@ -1357,6 +1355,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin private void ComputeAngularTurning(float pTimestep) { // The user wants this many radians per second angular change? + Vector3 origVehicleRotationalVelocity = VehicleRotationalVelocity; // DEBUG DEBUG Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation); Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV); @@ -1369,20 +1368,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin // TODO: This is here because this is where ODE put it but documentation says it // is a linear effect. Where should this check go? //if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) - // { + // { // angularMotorContributionV.X = 0f; // angularMotorContributionV.Y = 0f; - // } + // } // Reduce any velocity by friction. Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep); angularMotorContributionV -= (currentAngularV * frictionFactorW); - VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; - - + Vector3 angularMotorContributionW = angularMotorContributionV * VehicleOrientation; + VehicleRotationalVelocity += angularMotorContributionW; - VDetailLog("{0}, MoveAngular,angularTurning,angContribV={1}", ControllingPrim.LocalID, angularMotorContributionV); + VDetailLog("{0}, MoveAngular,angularTurning,curAngVelV={1},origVehRotVel={2},vehRotVel={3},frictFact={4}, angContribV={5},angContribW={6}", + ControllingPrim.LocalID, currentAngularV, origVehicleRotationalVelocity, VehicleRotationalVelocity, frictionFactorW, angularMotorContributionV, angularMotorContributionW); } // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: @@ -1409,7 +1408,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 // since only computing half the distance between the angles. - float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; + float verticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; // Make a prediction of where the up axis will be when this is applied rather then where it is now as // this makes for a smoother adjustment and less fighting between the various forces. @@ -1419,12 +1418,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared - Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; + Vector3 vertContributionV = torqueVector * verticalAttractionSpeed * verticalAttractionSpeed; VehicleRotationalVelocity += vertContributionV; - VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", + VDetailLog("{0}, MoveAngular,verticalAttraction,vertAttrSpeed={1},upAxis={2},PredictedUp={3},torqueVector={4},contrib={5}", ControllingPrim.LocalID, + verticalAttractionSpeed, vehicleUpAxis, predictedUp, torqueVector, @@ -1437,37 +1437,38 @@ namespace OpenSim.Region.Physics.BulletSPlugin // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no // Create a rotation that is only the vehicle's rotation around Z - Vector3 currentEuler = Vector3.Zero; - VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z); - Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z); + Vector3 currentEulerW = Vector3.Zero; + VehicleOrientation.GetEulerAngles(out currentEulerW.X, out currentEulerW.Y, out currentEulerW.Z); + Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEulerW.Z); // Create the axis that is perpendicular to the up vector and the rotated up vector. - Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); + Vector3 differenceAxisW = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); // Compute the angle between those to vectors. double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation))); // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. // TODO: add 'efficiency'. - differenceAngle /= m_verticalAttractionTimescale; + // differenceAngle /= m_verticalAttractionTimescale; // Create the quaterian representing the correction angle - Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle); + Quaternion correctionRotationW = Quaternion.CreateFromAxisAngle(differenceAxisW, (float)differenceAngle); // Turn that quaternion into Euler values to make it into velocities to apply. - Vector3 vertContributionV = Vector3.Zero; - correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z); - vertContributionV *= -1f; + Vector3 vertContributionW = Vector3.Zero; + correctionRotationW.GetEulerAngles(out vertContributionW.X, out vertContributionW.Y, out vertContributionW.Z); + vertContributionW *= -1f; + vertContributionW /= m_verticalAttractionTimescale; - VehicleRotationalVelocity += vertContributionV; + VehicleRotationalVelocity += vertContributionW; VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}", ControllingPrim.LocalID, vehicleUpAxis, - differenceAxis, + differenceAxisW, differenceAngle, - correctionRotation, - vertContributionV); + correctionRotationW, + vertContributionW); break; } case 2: diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 960c0b4..7f94666 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -309,16 +309,18 @@ public abstract class BSLinkset } ); } - public virtual void ComputeLocalInertia(OMV.Vector3 inertiaFactor) + public virtual void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass) { ForEachMember((member) => { if (member.PhysBody.HasPhysicalBody) { - OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass); + OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, linksetMass); member.Inertia = inertia * inertiaFactor; - m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia); + m_physicsScene.PE.SetMassProps(member.PhysBody, linksetMass, member.Inertia); m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody); + DetailLog("{0},BSLinkset.ComputeAndSetLocalInertia,m.mass={1}, inertia={2}", member.LocalID, linksetMass, member.Inertia); + } return false; // 'false' says to continue looping } @@ -334,6 +336,16 @@ public abstract class BSLinkset } ); } + public virtual void AddToPhysicalCollisionFlags(CollisionFlags collFlags) + { + ForEachMember((member) => + { + if (member.PhysBody.HasPhysicalBody) + m_physicsScene.PE.AddToCollisionFlags(member.PhysBody, collFlags); + return false; // 'false' says to continue looping + } + ); + } public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) { ForEachMember((member) => diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 33ae5a5..6359046 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -61,11 +61,11 @@ public sealed class BSLinksetCompound : BSLinkset if (LinksetRoot.PhysBody.HasPhysicalBody) m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity); } - public override void ComputeLocalInertia(OMV.Vector3 inertiaFactor) + public override void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass) { - OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, LinksetRoot.Mass); + OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, linksetMass); LinksetRoot.Inertia = inertia * inertiaFactor; - m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, LinksetRoot.Mass, LinksetRoot.Inertia); + m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, linksetMass, LinksetRoot.Inertia); m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody); } public override void SetPhysicalCollisionFlags(CollisionFlags collFlags) @@ -73,6 +73,11 @@ public sealed class BSLinksetCompound : BSLinkset if (LinksetRoot.PhysBody.HasPhysicalBody) m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags); } + public override void AddToPhysicalCollisionFlags(CollisionFlags collFlags) + { + if (LinksetRoot.PhysBody.HasPhysicalBody) + m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, collFlags); + } public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) { if (LinksetRoot.PhysBody.HasPhysicalBody) -- cgit v1.1 From 2b5419927143667048bddf0a501e42c093a71147 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 30 Jul 2013 17:26:56 -0700 Subject: After talking to lkalif on the IRC: SimulatorFeatures response: renamed the OSDMap GridServices to OpenSimExtras, normalized the url keys under it, and moved ExportEnabled to under it too. Melanie: change your viewer code accordingly. Documentation at http://opensimulator.org/wiki/SimulatorFeatures_Extras --- .../ClientStack/Linden/Caps/SimulatorFeaturesModule.cs | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs index 7d9f935..4bd17b1 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs @@ -149,15 +149,16 @@ namespace OpenSim.Region.ClientStack.Linden m_features["PhysicsShapeTypes"] = typesMap; // Extra information for viewers that want to use it - OSDMap gridServicesMap = new OSDMap(); + OSDMap extrasMap = new OSDMap(); if (m_MapImageServerURL != string.Empty) - gridServicesMap["map-server-url"] = m_MapImageServerURL; + extrasMap["map-server-url"] = m_MapImageServerURL; if (m_SearchURL != string.Empty) - gridServicesMap["search"] = m_SearchURL; - m_features["GridServices"] = gridServicesMap; - + extrasMap["search-server-url"] = m_SearchURL; if (m_ExportSupported) - m_features["ExportSupported"] = true; + extrasMap["ExportSupported"] = true; + if (extrasMap.Count > 0) + m_features["OpenSimExtras"] = extrasMap; + } } -- cgit v1.1 From fd050fca7caef83d72d00241d0c0db5c1ec5d1ff Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 30 Jul 2013 21:10:00 -0700 Subject: Doing the HG Map / SimulatorFeatures "the right way": moved it to HGMapModule, hooking on to SimulatorFeatures.OnSimulatorFeaturesRequest event (similar to what the DynamicMenuModule does). Only HG Visitors get this var, to avoid spamming local users. The config var is now called MapTileURL, to be consistent with the login one, and its being picked up from either [LoginService], [HGWorldMap] or [SimulatorFeatures], just because I have a bad memory. --- .../Linden/Caps/SimulatorFeaturesModule.cs | 15 ++----- .../CoreModules/Hypergrid/HGWorldMapModule.cs | 47 +++++++++++++++++++++- 2 files changed, 48 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs index 4bd17b1..e4d8a20 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/SimulatorFeaturesModule.cs @@ -68,7 +68,6 @@ namespace OpenSim.Region.ClientStack.Linden /// private OSDMap m_features = new OSDMap(); - private string m_MapImageServerURL = string.Empty; private string m_SearchURL = string.Empty; private bool m_ExportSupported = false; @@ -78,15 +77,7 @@ namespace OpenSim.Region.ClientStack.Linden { IConfig config = source.Configs["SimulatorFeatures"]; if (config != null) - { - m_MapImageServerURL = config.GetString("MapImageServerURI", string.Empty); - if (m_MapImageServerURL != string.Empty) - { - m_MapImageServerURL = m_MapImageServerURL.Trim(); - if (!m_MapImageServerURL.EndsWith("/")) - m_MapImageServerURL = m_MapImageServerURL + "/"; - } - + { m_SearchURL = config.GetString("SearchServerURI", string.Empty); m_ExportSupported = config.GetBoolean("ExportSupported", m_ExportSupported); @@ -149,13 +140,13 @@ namespace OpenSim.Region.ClientStack.Linden m_features["PhysicsShapeTypes"] = typesMap; // Extra information for viewers that want to use it + // TODO: Take these out of here into their respective modules, like map-server-url OSDMap extrasMap = new OSDMap(); - if (m_MapImageServerURL != string.Empty) - extrasMap["map-server-url"] = m_MapImageServerURL; if (m_SearchURL != string.Empty) extrasMap["search-server-url"] = m_SearchURL; if (m_ExportSupported) extrasMap["ExportSupported"] = true; + if (extrasMap.Count > 0) m_features["OpenSimExtras"] = extrasMap; diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs index c4255b9..4a5a352 100644 --- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs +++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs @@ -31,6 +31,7 @@ using System.Reflection; using log4net; using Nini.Config; using OpenMetaverse; +using OpenMetaverse.StructuredData; using Mono.Addins; using OpenSim.Framework; using OpenSim.Region.CoreModules.World.WorldMap; @@ -48,13 +49,30 @@ namespace OpenSim.Region.CoreModules.Hypergrid // Remember the map area that each client has been exposed to in this region private Dictionary> m_SeenMapBlocks = new Dictionary>(); + private string m_MapImageServerURL = string.Empty; + + private IUserManagement m_UserManagement; + #region INonSharedRegionModule Members - public override void Initialise(IConfigSource config) + public override void Initialise(IConfigSource source) { if (Util.GetConfigVarFromSections( - config, "WorldMapModule", new string[] { "Map", "Startup" }, "WorldMap") == "HGWorldMap") + source, "WorldMapModule", new string[] { "Map", "Startup" }, "WorldMap") == "HGWorldMap") + { m_Enabled = true; + + m_MapImageServerURL = Util.GetConfigVarFromSections(source, "MapTileURL", new string[] {"LoginService", "HGWorldMap", "SimulatorFeatures"}); + + if (m_MapImageServerURL != string.Empty) + { + m_MapImageServerURL = m_MapImageServerURL.Trim(); + if (!m_MapImageServerURL.EndsWith("/")) + m_MapImageServerURL = m_MapImageServerURL + "/"; + } + + + } } public override void AddRegion(Scene scene) @@ -64,6 +82,17 @@ namespace OpenSim.Region.CoreModules.Hypergrid scene.EventManager.OnClientClosed += new EventManager.ClientClosed(EventManager_OnClientClosed); } + public override void RegionLoaded(Scene scene) + { + base.RegionLoaded(scene); + ISimulatorFeaturesModule featuresModule = m_scene.RequestModuleInterface(); + + if (featuresModule != null) + featuresModule.OnSimulatorFeaturesRequest += OnSimulatorFeaturesRequest; + + m_UserManagement = m_scene.RequestModuleInterface(); + + } public override string Name { get { return "HGWorldMap"; } @@ -115,6 +144,20 @@ namespace OpenSim.Region.CoreModules.Hypergrid return mapBlocks; } + private void OnSimulatorFeaturesRequest(UUID agentID, ref OSDMap features) + { + if (m_UserManagement != null && !m_UserManagement.IsLocalGridUser(agentID) && m_MapImageServerURL != string.Empty) + { + OSD extras = new OSDMap(); + if (features.ContainsKey("OpenSimExtras")) + extras = features["OpenSimExtras"]; + else + features["OpenSimExtras"] = extras; + + ((OSDMap)extras)["map-server-url"] = m_MapImageServerURL; + + } + } } class MapArea -- cgit v1.1 From e4ecbc2b104959eced649e1620108afca22346dc Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 30 Jul 2013 21:38:41 -0700 Subject: Fix null ref. --- OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs index 4a5a352..a7dd44e 100644 --- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs +++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs @@ -64,7 +64,7 @@ namespace OpenSim.Region.CoreModules.Hypergrid m_MapImageServerURL = Util.GetConfigVarFromSections(source, "MapTileURL", new string[] {"LoginService", "HGWorldMap", "SimulatorFeatures"}); - if (m_MapImageServerURL != string.Empty) + if (!string.IsNullOrEmpty(m_MapImageServerURL)) { m_MapImageServerURL = m_MapImageServerURL.Trim(); if (!m_MapImageServerURL.EndsWith("/")) -- cgit v1.1 From 3c540f0d33894060d53616aa0aa67bc9d8ab82ec Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Tue, 30 Jul 2013 22:07:33 -0700 Subject: Avoid another null ref opportunity. --- OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs index a7dd44e..a2aee08 100644 --- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs +++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs @@ -146,7 +146,7 @@ namespace OpenSim.Region.CoreModules.Hypergrid private void OnSimulatorFeaturesRequest(UUID agentID, ref OSDMap features) { - if (m_UserManagement != null && !m_UserManagement.IsLocalGridUser(agentID) && m_MapImageServerURL != string.Empty) + if (m_UserManagement != null && !string.IsNullOrEmpty(m_MapImageServerURL) && !m_UserManagement.IsLocalGridUser(agentID)) { OSD extras = new OSDMap(); if (features.ContainsKey("OpenSimExtras")) -- cgit v1.1 From 87fcff9fc39f180ceb7d5511ca8bc23965fab17f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 31 Jul 2013 11:13:55 -0700 Subject: HGWorldMapModule: check whether it's enabled or not. --- OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs index a2aee08..cb22f0b 100644 --- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs +++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs @@ -77,6 +77,9 @@ namespace OpenSim.Region.CoreModules.Hypergrid public override void AddRegion(Scene scene) { + if (!m_Enabled) + return; + base.AddRegion(scene); scene.EventManager.OnClientClosed += new EventManager.ClientClosed(EventManager_OnClientClosed); @@ -84,6 +87,9 @@ namespace OpenSim.Region.CoreModules.Hypergrid public override void RegionLoaded(Scene scene) { + if (!m_Enabled) + return; + base.RegionLoaded(scene); ISimulatorFeaturesModule featuresModule = m_scene.RequestModuleInterface(); -- cgit v1.1 From ac2ad9690d9e8b8988dc68cf4e2933c7b18a71bc Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 31 Jul 2013 11:20:27 -0700 Subject: HGWorldMapModule: unregister event on RemoveRegion --- OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs index cb22f0b..97227b3 100644 --- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs +++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs @@ -82,7 +82,7 @@ namespace OpenSim.Region.CoreModules.Hypergrid base.AddRegion(scene); - scene.EventManager.OnClientClosed += new EventManager.ClientClosed(EventManager_OnClientClosed); + scene.EventManager.OnClientClosed += EventManager_OnClientClosed; } public override void RegionLoaded(Scene scene) @@ -99,6 +99,15 @@ namespace OpenSim.Region.CoreModules.Hypergrid m_UserManagement = m_scene.RequestModuleInterface(); } + + public override void RemoveRegion(Scene scene) + { + if (!m_Enabled) + return; + + scene.EventManager.OnClientClosed -= EventManager_OnClientClosed; + } + public override string Name { get { return "HGWorldMap"; } -- cgit v1.1 From 12995924052a1804f01dceb80803447fccc1d9fe Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Wed, 31 Jul 2013 15:37:15 -0700 Subject: Experimental comment to eneralize the handling of Linden caps when the cap is something other than "localhost". A new interface for handling external caps is supported with an example implemented for Simian. The only linden cap supporting this interface right now is the GetTexture cap. --- .../ClientStack/Linden/Caps/GetTextureModule.cs | 6 ++- .../Framework/Interfaces/IExternalCapsModule.cs | 48 ++++++++++++++++++++++ 2 files changed, 53 insertions(+), 1 deletion(-) create mode 100644 OpenSim/Region/Framework/Interfaces/IExternalCapsModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs index 13415f8..54cf285 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs @@ -137,7 +137,11 @@ namespace OpenSim.Region.ClientStack.Linden else { // m_log.DebugFormat("[GETTEXTURE]: {0} in region {1}", m_URL, m_scene.RegionInfo.RegionName); - caps.RegisterHandler("GetTexture", m_URL); + IExternalCapsModule handler = m_scene.RequestModuleInterface(); + if (handler != null) + handler.RegisterExternalUserCapsHandler(agentID,caps,"GetTexture",m_URL); + else + caps.RegisterHandler("GetTexture", m_URL); } } diff --git a/OpenSim/Region/Framework/Interfaces/IExternalCapsModule.cs b/OpenSim/Region/Framework/Interfaces/IExternalCapsModule.cs new file mode 100644 index 0000000..a730cfd --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/IExternalCapsModule.cs @@ -0,0 +1,48 @@ +/* + * 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 OpenMetaverse; +using OpenSim.Framework; +using Caps=OpenSim.Framework.Capabilities.Caps; + +namespace OpenSim.Region.Framework.Interfaces +{ + public interface IExternalCapsModule + { + /// + /// This function extends the simple URL configuration in the caps handlers + /// to facilitate more interesting computation when an external handler is + /// sent to the viewer. + /// + /// New user UUID + /// Internal caps registry, where the external handler will be registered + /// Name of the specific cap we are registering + /// The skeleton URL provided in the caps configuration + bool RegisterExternalUserCapsHandler(UUID agentID, Caps caps, String capName, String urlSkel); + } +} -- cgit v1.1 From 59b461ac0eaae1cc34bb82431106fdf0476037f3 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 1 Aug 2013 09:27:44 -0700 Subject: Issue: painfully slow terrain loading. The cause is commit d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 85fe1a4..942c044 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -246,7 +246,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// This allows the outbound loop to only operate when there is data to send rather than continuously polling. /// Some data is sent immediately and not queued. That data would not trigger this event. /// - private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); + //private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); private Pool m_incomingPacketPool; @@ -907,7 +907,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP PacketPool.Instance.ReturnPacket(packet); - m_dataPresentEvent.Set(); + //m_dataPresentEvent.Set(); } /// @@ -1919,12 +1919,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP // If nothing was sent, sleep for the minimum amount of time before a // token bucket could get more tokens - //if (!m_packetSent) - // Thread.Sleep((int)TickCountResolution); + if (!m_packetSent) + Thread.Sleep((int)TickCountResolution); // // Instead, now wait for data present to be explicitly signalled. Evidence so far is that with // modern mono it reduces CPU base load since there is no more continuous polling. - m_dataPresentEvent.WaitOne(100); + //m_dataPresentEvent.WaitOne(100); Watchdog.UpdateThread(); } -- cgit v1.1 From 932c382737d155176bd7e0dcfaf9395d997a88fb Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 1 Aug 2013 18:11:50 +0100 Subject: Revert "Issue: painfully slow terrain loading. The cause is commit d9d995914c5fba00d4ccaf66b899384c8ea3d5eb (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does." This reverts commit 59b461ac0eaae1cc34bb82431106fdf0476037f3. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 942c044..85fe1a4 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -246,7 +246,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// This allows the outbound loop to only operate when there is data to send rather than continuously polling. /// Some data is sent immediately and not queued. That data would not trigger this event. /// - //private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); + private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); private Pool m_incomingPacketPool; @@ -907,7 +907,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP PacketPool.Instance.ReturnPacket(packet); - //m_dataPresentEvent.Set(); + m_dataPresentEvent.Set(); } /// @@ -1919,12 +1919,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP // If nothing was sent, sleep for the minimum amount of time before a // token bucket could get more tokens - if (!m_packetSent) - Thread.Sleep((int)TickCountResolution); + //if (!m_packetSent) + // Thread.Sleep((int)TickCountResolution); // // Instead, now wait for data present to be explicitly signalled. Evidence so far is that with // modern mono it reduces CPU base load since there is no more continuous polling. - //m_dataPresentEvent.WaitOne(100); + m_dataPresentEvent.WaitOne(100); Watchdog.UpdateThread(); } -- cgit v1.1 From 0c4c084bed5175d8a5b25b8f915363f3b15b6e3a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 1 Aug 2013 18:12:28 +0100 Subject: Try a different approach to slow terrain update by always cycling the loop immediately if any data was sent, rather than waiting. What I believe is happening is that on initial terrain send, this is done one packet at a time. With WaitOne, the outbound loop has enough time to loop and wait again after the first packet before the second, leading to a slower send. This approach instead does not wait if a packet was just sent but instead loops again, which appears to lead to a quicker send without losing the cpu benefit of not continually looping when there is no outbound data. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 85fe1a4..558fcb7 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1924,7 +1924,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP // // Instead, now wait for data present to be explicitly signalled. Evidence so far is that with // modern mono it reduces CPU base load since there is no more continuous polling. - m_dataPresentEvent.WaitOne(100); + if (!m_packetSent) + m_dataPresentEvent.WaitOne(100); Watchdog.UpdateThread(); } -- cgit v1.1 From 216e785ca9ca7dee51c32e69952a79b6e87733d1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 1 Aug 2013 21:16:53 +0100 Subject: Add experimental "debug attachments throttle " setting (command line) and ThrottlePer100PrimsRezzed in [Attachments] in config This is an experimental setting to control cpu spikes when an attachment heavy avatar logs in or avatars with medium attachments lgoin simultaneously. It inserts a ms sleep specified in terms of attachments prims after each rez when an avatar logs in. Default is 0 (no throttling). "debug attachments " changes to "debug attachments log " which controls logging. A logging level of 1 will show the throttling performed if applicable. Also adds "debug attachments status" command to show current throttle and debug logging levels. --- .../Avatar/Attachments/AttachmentsModule.cs | 102 ++++++++++++++++++--- 1 file changed, 87 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 2f5a76f..97477d4 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -29,6 +29,7 @@ using System; using System.Collections.Generic; using System.Reflection; using System.IO; +using System.Threading; using System.Xml; using log4net; using Mono.Addins; @@ -50,6 +51,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public int DebugLevel { get; set; } + + /// + /// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in + /// or many avatars with a medium levels of attachments login simultaneously. + /// + /// + /// A value of 0 will apply no pause. The pause is specified in milliseconds. + /// + public int ThrottlePer100PrimsRezzed { get; set; } private Scene m_scene; private IInventoryAccessModule m_invAccessModule; @@ -66,9 +76,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { IConfig config = source.Configs["Attachments"]; if (config != null) + { Enabled = config.GetBoolean("Enabled", true); + + ThrottlePer100PrimsRezzed = config.GetInt("ThrottlePer100PrimsRezzed", 0); + } else + { Enabled = true; + } } public void AddRegion(Scene scene) @@ -87,24 +103,43 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments MainConsole.Instance.Commands.AddCommand( "Debug", false, - "debug attachments", - "debug attachments [0|1]", - "Turn on attachments debugging\n" - + " <= 0 - turns off debugging\n" - + " >= 1 - turns on attachment message logging\n", - HandleDebugAttachments); + "debug attachments log", + "debug attachments log [0|1]", + "Turn on attachments debug logging", + " <= 0 - turns off debug logging\n" + + " >= 1 - turns on attachment message debug logging", + HandleDebugAttachmentsLog); + + MainConsole.Instance.Commands.AddCommand( + "Debug", + false, + "debug attachments throttle", + "debug attachments throttle ", + "Turn on attachments throttling.", + "This requires a millisecond value. " + + " == 0 - disable throttling.\n" + + " > 0 - sleeps for this number of milliseconds per 100 prims rezzed.", + HandleDebugAttachmentsThrottle); + + MainConsole.Instance.Commands.AddCommand( + "Debug", + false, + "debug attachments status", + "debug attachments status", + "Show current attachments debug status", + HandleDebugAttachmentsStatus); } // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI } - private void HandleDebugAttachments(string module, string[] args) + private void HandleDebugAttachmentsLog(string module, string[] args) { int debugLevel; - if (!(args.Length == 3 && int.TryParse(args[2], out debugLevel))) + if (!(args.Length == 4 && int.TryParse(args[3], out debugLevel))) { - MainConsole.Instance.OutputFormat("Usage: debug attachments [0|1]"); + MainConsole.Instance.OutputFormat("Usage: debug attachments log [0|1]"); } else { @@ -114,6 +149,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } } + private void HandleDebugAttachmentsThrottle(string module, string[] args) + { + int ms; + + if (args.Length == 4 && int.TryParse(args[3], out ms)) + { + ThrottlePer100PrimsRezzed = ms; + MainConsole.Instance.OutputFormat( + "Attachments rez throttle per 100 prims is now {0} in {1}", ThrottlePer100PrimsRezzed, m_scene.Name); + + return; + } + + MainConsole.Instance.OutputFormat("Usage: debug attachments throttle "); + } + + private void HandleDebugAttachmentsStatus(string module, string[] args) + { + MainConsole.Instance.OutputFormat("Settings for {0}", m_scene.Name); + MainConsole.Instance.OutputFormat("Debug logging level: {0}", DebugLevel); + MainConsole.Instance.OutputFormat("Throttle per 100 prims: {0}ms", ThrottlePer100PrimsRezzed); + } + /// /// Listen for client triggered running state changes so that we can persist the script's object if necessary. /// @@ -240,7 +298,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments List attachments = sp.Appearance.GetAttachments(); foreach (AvatarAttachment attach in attachments) { - uint p = (uint)attach.AttachPoint; + uint attachmentPt = (uint)attach.AttachPoint; // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}", @@ -258,14 +316,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { // If we're an NPC then skip all the item checks and manipulations since we don't have an // inventory right now. - RezSingleAttachmentFromInventoryInternal( - sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p, true); + SceneObjectGroup objatt + = RezSingleAttachmentFromInventoryInternal( + sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true); + + + if (ThrottlePer100PrimsRezzed > 0) + { + int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed); + + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}", + throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name); + + Thread.Sleep(throttleMs); + } } catch (Exception e) { UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId; m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}", - attach.ItemID, attach.AssetID, p, agentId, e.Message, e.StackTrace); + attach.ItemID, attach.AssetID, attachmentPt, agentId, e.Message, e.StackTrace); } } } @@ -919,8 +991,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (DebugLevel > 0) m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", - objatt.Name, sp.Name, attachmentPt, m_scene.Name); + "[ATTACHMENTS MODULE]: Rezzed single object {0} with {1} prims for attachment to {2} on point {3} in {4}", + objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name); // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. objatt.HasGroupChanged = false; -- cgit v1.1 From 68b98a8003e0ea7ed082b105ae82a644fb706796 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 1 Aug 2013 23:16:41 +0100 Subject: minor: Add name to debug lludp packet level feedback on console --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 558fcb7..5c38399 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -694,7 +694,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { DefaultClientPacketDebugLevel = newDebug; MainConsole.Instance.OutputFormat( - "Debug packet debug for new clients set to {0}", DefaultClientPacketDebugLevel); + "Debug packet debug for new clients set to {0} in {1}", DefaultClientPacketDebugLevel, m_scene.Name); } else { -- cgit v1.1 From c9695a0a59cba91a184683efaa7802338d68e4bd Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 2 Aug 2013 00:00:00 +0100 Subject: Move experimental attachments throttling further down the chain so that multiple attachments changes (e.g. change outfit) are also throttled --- .../Avatar/Attachments/AttachmentsModule.cs | 31 +++++++++++----------- 1 file changed, 15 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 97477d4..675fccc 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -53,8 +53,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public int DebugLevel { get; set; } /// - /// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in - /// or many avatars with a medium levels of attachments login simultaneously. + /// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in/changes + /// outfit or many avatars with a medium levels of attachments login/change outfit simultaneously. /// /// /// A value of 0 will apply no pause. The pause is specified in milliseconds. @@ -319,19 +319,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments SceneObjectGroup objatt = RezSingleAttachmentFromInventoryInternal( sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true); - - - if (ThrottlePer100PrimsRezzed > 0) - { - int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed); - - if (DebugLevel > 0) - m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}", - throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name); - - Thread.Sleep(throttleMs); - } } catch (Exception e) { @@ -1023,7 +1010,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } if (tainted) - objatt.HasGroupChanged = true; + objatt.HasGroupChanged = true; + + if (ThrottlePer100PrimsRezzed > 0) + { + int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed); + + if (DebugLevel > 0) + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}", + throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name); + + Thread.Sleep(throttleMs); + } return objatt; } -- cgit v1.1 From 598f63e984222a89ded65465674868df452cbeed Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 2 Aug 2013 00:06:39 +0100 Subject: Make atachment state load work again --- OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 7b12c81..e1ca6cd 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -363,7 +363,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // inventory right now. SceneObjectGroup objatt = RezSingleAttachmentFromInventoryInternal( - sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true, null); + sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true, d); if (ThrottlePer100PrimsRezzed > 0) -- cgit v1.1 From d4c506e453b1115142eac237d3a1c4f65fa36e26 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 2 Aug 2013 00:08:14 +0100 Subject: minor: replace veclist.Add(new Vector3(0,0,0)) with Vector3.Zero in InventoryAccessModules.RezObject() - structs are passed by value --- .../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 1203192..68e4e26 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -771,7 +771,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); objlist.Add(g); - veclist.Add(new Vector3(0, 0, 0)); + veclist.Add(Vector3.Zero); float offsetHeight = 0; pos = m_Scene.GetNewRezLocation( -- cgit v1.1 From 07e4958b19b0b9dc9e1955b79e735230ccc6ea6f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 1 Aug 2013 20:40:13 -0700 Subject: Turn off edit beams when object is derezed while being edited. (mantis #6722) --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 17da0d9..456c8cc 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1568,8 +1568,14 @@ namespace OpenSim.Region.Framework.Scenes // Here's where you get them. m_AgentControlFlags = flags; m_headrotation = agentData.HeadRotation; + byte oldState = State; State = agentData.State; + // We need to send this back to the client in order to stop the edit beams + if ((oldState & (uint)AgentState.Editing) != 0 && State == (uint)AgentState.None) + ControllingClient.SendAgentTerseUpdate(this); + + PhysicsActor actor = PhysicsActor; if (actor == null) { -- cgit v1.1 From 87ee0c395ed82f27c2a52b5023d8036eb7e355c9 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 2 Aug 2013 09:44:01 -0700 Subject: Fix problem with modInvoke defined integer constants being build into scripts as boxed integers rather than proper reference to a new LSLInteger. This fixes an exception when using a registered integer constant in a script. --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs | 4 ++-- OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs index 21bae27..92dd813 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs @@ -319,7 +319,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api object[] convertedParms = new object[parms.Length]; for (int i = 0; i < parms.Length; i++) - convertedParms[i] = ConvertFromLSL(parms[i],signature[i], fname); + convertedParms[i] = ConvertFromLSL(parms[i], signature[i], fname); // now call the function, the contract with the function is that it will always return // non-null but don't trust it completely @@ -444,7 +444,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } - MODError(String.Format("{1}: parameter type mismatch; expecting {0}",type.Name, fname)); + MODError(String.Format("{0}: parameter type mismatch; expecting {1}, type(parm)={2}", fname, type.Name, lslparm.GetType())); return null; } diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs index 9e32f40..6aa717d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs +++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs @@ -937,7 +937,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools { string retval = null; if (value is int) - retval = ((int)value).ToString(); + retval = String.Format("new LSL_Types.LSLInteger({0})",((int)value).ToString()); else if (value is float) retval = String.Format("new LSL_Types.LSLFloat({0})",((float)value).ToString()); else if (value is string) -- cgit v1.1 From 5bcccfc305ae4f5a74b9b816781a2a643daa23b3 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 1 Aug 2013 12:35:22 -0700 Subject: BulletSim: add BSLinkInfo structure to remember link specific information for each link in a linkset. Extend BSLinksetConstraint to create and use BSLinkInfo with the default static constraint. --- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 51 +++-- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 4 +- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 205 ++++++++++++++------- 3 files changed, 174 insertions(+), 86 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 7f94666..9613fe0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -70,6 +70,15 @@ public abstract class BSLinkset return ret; } + public class BSLinkInfo + { + public BSPrimLinkable member; + public BSLinkInfo(BSPrimLinkable pMember) + { + member = pMember; + } + } + public BSPrimLinkable LinksetRoot { get; protected set; } protected BSScene m_physicsScene { get; private set; } @@ -78,7 +87,8 @@ public abstract class BSLinkset public int LinksetID { get; private set; } // The children under the root in this linkset. - protected HashSet m_children; + // protected HashSet m_children; + protected Dictionary m_children; // We lock the diddling of linkset classes to prevent any badness. // This locks the modification of the instances of this class. Changes @@ -109,7 +119,7 @@ public abstract class BSLinkset m_nextLinksetID = 1; m_physicsScene = scene; LinksetRoot = parent; - m_children = new HashSet(); + m_children = new Dictionary(); LinksetMass = parent.RawMass; Rebuilding = false; @@ -170,17 +180,7 @@ public abstract class BSLinkset bool ret = false; lock (m_linksetActivityLock) { - ret = m_children.Contains(child); - /* Safer version but the above should work - foreach (BSPrimLinkable bp in m_children) - { - if (child.LocalID == bp.LocalID) - { - ret = true; - break; - } - } - */ + ret = m_children.ContainsKey(child); } return ret; } @@ -194,7 +194,24 @@ public abstract class BSLinkset lock (m_linksetActivityLock) { action(LinksetRoot); - foreach (BSPrimLinkable po in m_children) + foreach (BSPrimLinkable po in m_children.Keys) + { + if (action(po)) + break; + } + } + return ret; + } + + // Perform an action on each member of the linkset including root prim. + // Depends on the action on whether this should be done at taint time. + public delegate bool ForEachLinkInfoAction(BSLinkInfo obj); + public virtual bool ForEachLinkInfo(ForEachLinkInfoAction action) + { + bool ret = false; + lock (m_linksetActivityLock) + { + foreach (BSLinkInfo po in m_children.Values) { if (action(po)) break; @@ -364,7 +381,7 @@ public abstract class BSLinkset { lock (m_linksetActivityLock) { - foreach (BSPrimLinkable bp in m_children) + foreach (BSPrimLinkable bp in m_children.Keys) { mass += bp.RawMass; } @@ -382,7 +399,7 @@ public abstract class BSLinkset com = LinksetRoot.Position * LinksetRoot.RawMass; float totalMass = LinksetRoot.RawMass; - foreach (BSPrimLinkable bp in m_children) + foreach (BSPrimLinkable bp in m_children.Keys) { com += bp.Position * bp.RawMass; totalMass += bp.RawMass; @@ -401,7 +418,7 @@ public abstract class BSLinkset { com = LinksetRoot.Position; - foreach (BSPrimLinkable bp in m_children) + foreach (BSPrimLinkable bp in m_children.Keys) { com += bp.Position; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 6359046..53c3584 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -257,7 +257,7 @@ public sealed class BSLinksetCompound : BSLinkset { if (!HasChild(child)) { - m_children.Add(child); + m_children.Add(child, new BSLinkInfo(child)); DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); @@ -353,7 +353,7 @@ public sealed class BSLinksetCompound : BSLinkset // Add the shapes of all the components of the linkset int memberIndex = 1; - ForEachMember(delegate(BSPrimLinkable cPrim) + ForEachMember((cPrim) => { if (IsRoot(cPrim)) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index f17d698..d98bf77 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -36,6 +36,75 @@ public sealed class BSLinksetConstraints : BSLinkset { // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; + public class BSLinkInfoConstraint : BSLinkInfo + { + public ConstraintType constraintType; + public BSConstraint constraint; + public OMV.Vector3 linearLimitLow; + public OMV.Vector3 linearLimitHigh; + public OMV.Vector3 angularLimitLow; + public OMV.Vector3 angularLimitHigh; + public bool useFrameOffset; + public bool enableTransMotor; + public float transMotorMaxVel; + public float transMotorMaxForce; + public float cfm; + public float erp; + public float solverIterations; + + public BSLinkInfoConstraint(BSPrimLinkable pMember) + : base(pMember) + { + constraint = null; + ResetToFixedConstraint(); + } + + // Set all the parameters for this constraint to a fixed, non-movable constraint. + public void ResetToFixedConstraint() + { + constraintType = ConstraintType.D6_CONSTRAINT_TYPE; + linearLimitLow = OMV.Vector3.Zero; + linearLimitHigh = OMV.Vector3.Zero; + angularLimitLow = OMV.Vector3.Zero; + angularLimitHigh = OMV.Vector3.Zero; + useFrameOffset = BSParam.LinkConstraintUseFrameOffset; + enableTransMotor = BSParam.LinkConstraintEnableTransMotor; + transMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel; + transMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce; + cfm = BSParam.LinkConstraintCFM; + erp = BSParam.LinkConstraintERP; + solverIterations = BSParam.LinkConstraintSolverIterations; + } + + // Given a constraint, apply the current constraint parameters to same. + public void SetConstraintParameters(BSConstraint constrain) + { + switch (constraintType) + { + case ConstraintType.D6_CONSTRAINT_TYPE: + BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof; + if (constrain6dof != null) + { + // zero linear and angular limits makes the objects unable to move in relation to each other + constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh); + constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh); + + // tweek the constraint to increase stability + constrain6dof.UseFrameOffset(useFrameOffset); + constrain6dof.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce); + constrain6dof.SetCFMAndERP(cfm, erp); + if (solverIterations != 0f) + { + constrain6dof.SetSolverIterations(solverIterations); + } + } + break; + default: + break; + } + } + } + public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent) { } @@ -142,7 +211,7 @@ public sealed class BSLinksetConstraints : BSLinkset { if (!HasChild(child)) { - m_children.Add(child); + m_children.Add(child, new BSLinkInfoConstraint(child)); DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); @@ -190,73 +259,74 @@ public sealed class BSLinksetConstraints : BSLinkset } // Create a static constraint between the two passed objects - private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim) + private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li) { + BSLinkInfoConstraint liConstraint = li as BSLinkInfoConstraint; + if (liConstraint == null) + return null; + // Zero motion for children so they don't interpolate - childPrim.ZeroMotion(true); - - // Relative position normalized to the root prim - // Essentually a vector pointing from center of rootPrim to center of childPrim - OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; - - // real world coordinate of midpoint between the two objects - OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); - - DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", - rootPrim.LocalID, - rootPrim.LocalID, rootPrim.PhysBody.AddrString, - childPrim.LocalID, childPrim.PhysBody.AddrString, - rootPrim.Position, childPrim.Position, midPoint); - - // create a constraint that allows no freedom of movement between the two objects - // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 - - BSConstraint6Dof constrain = new BSConstraint6Dof( - m_physicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); - // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); - - /* NOTE: below is an attempt to build constraint with full frame computation, etc. - * Using the midpoint is easier since it lets the Bullet code manipulate the transforms - * of the objects. - * Code left for future programmers. - // ================================================================================== - // relative position normalized to the root prim - OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); - OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; - - // relative rotation of the child to the parent - OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; - OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); - - DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); - BS6DofConstraint constrain = new BS6DofConstraint( - PhysicsScene.World, rootPrim.Body, childPrim.Body, - OMV.Vector3.Zero, - OMV.Quaternion.Inverse(rootPrim.Orientation), - OMV.Vector3.Zero, - OMV.Quaternion.Inverse(childPrim.Orientation), - true, - true - ); - // ================================================================================== - */ + li.member.ZeroMotion(true); - m_physicsScene.Constraints.AddConstraint(constrain); + BSConstraint constrain = null; - // zero linear and angular limits makes the objects unable to move in relation to each other - constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); - constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); - - // tweek the constraint to increase stability - constrain.UseFrameOffset(BSParam.LinkConstraintUseFrameOffset); - constrain.TranslationalLimitMotor(BSParam.LinkConstraintEnableTransMotor, - BSParam.LinkConstraintTransMotorMaxVel, - BSParam.LinkConstraintTransMotorMaxForce); - constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP); - if (BSParam.LinkConstraintSolverIterations != 0f) + switch (liConstraint.constraintType) { - constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations); + case ConstraintType.D6_CONSTRAINT_TYPE: + // Relative position normalized to the root prim + // Essentually a vector pointing from center of rootPrim to center of li.member + OMV.Vector3 childRelativePosition = liConstraint.member.Position - rootPrim.Position; + + // real world coordinate of midpoint between the two objects + OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); + + DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", + rootPrim.LocalID, + rootPrim.LocalID, rootPrim.PhysBody.AddrString, + liConstraint.member.LocalID, liConstraint.member.PhysBody.AddrString, + rootPrim.Position, liConstraint.member.Position, midPoint); + + // create a constraint that allows no freedom of movement between the two objects + // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 + + constrain = new BSConstraint6Dof( + m_physicsScene.World, rootPrim.PhysBody, liConstraint.member.PhysBody, midPoint, true, true ); + + /* NOTE: below is an attempt to build constraint with full frame computation, etc. + * Using the midpoint is easier since it lets the Bullet code manipulate the transforms + * of the objects. + * Code left for future programmers. + // ================================================================================== + // relative position normalized to the root prim + OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); + OMV.Vector3 childRelativePosition = (liConstraint.member.Position - rootPrim.Position) * invThisOrientation; + + // relative rotation of the child to the parent + OMV.Quaternion childRelativeRotation = invThisOrientation * liConstraint.member.Orientation; + OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); + + DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, liConstraint.member.LocalID); + constrain = new BS6DofConstraint( + PhysicsScene.World, rootPrim.Body, liConstraint.member.Body, + OMV.Vector3.Zero, + OMV.Quaternion.Inverse(rootPrim.Orientation), + OMV.Vector3.Zero, + OMV.Quaternion.Inverse(liConstraint.member.Orientation), + true, + true + ); + // ================================================================================== + */ + + break; + default: + break; } + + liConstraint.SetConstraintParameters(constrain); + + m_physicsScene.Constraints.AddConstraint(constrain); + return constrain; } @@ -317,23 +387,24 @@ public sealed class BSLinksetConstraints : BSLinkset return; // Note the 'finally' clause at the botton which will get executed. } - foreach (BSPrimLinkable child in m_children) + ForEachLinkInfo((li) => { // A child in the linkset physically shows the mass of the whole linkset. // This allows Bullet to apply enough force on the child to move the whole linkset. // (Also do the mass stuff before recomputing the constraint so mass is not zero.) - child.UpdatePhysicalMassProperties(linksetMass, true); + li.member.UpdatePhysicalMassProperties(linksetMass, true); BSConstraint constrain; - if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) + if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, li.member.PhysBody, out constrain)) { // If constraint doesn't exist yet, create it. - constrain = BuildConstraint(LinksetRoot, child); + constrain = BuildConstraint(LinksetRoot, li); } constrain.RecomputeConstraintVariables(linksetMass); // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG - } + return false; // 'false' says to keep processing other members + }); } finally { -- cgit v1.1 From 24df15dab7befd50f7a45eb54f001e6e481f0ec4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 1 Aug 2013 17:43:06 -0700 Subject: BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType' and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 65 ++++++++++++++++++++-- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 2 + .../Physics/BulletSPlugin/BSLinksetCompound.cs | 1 + .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 1 + OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 44 +++++++++++++++ .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 30 ++++++++++ OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 17 ++++++ OpenSim/Region/Physics/Manager/PhysicsActor.cs | 3 +- OpenSim/Region/Physics/Manager/PhysicsScene.cs | 3 +- 9 files changed, 159 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index 0cbc5f9..d1d318c 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -49,10 +49,20 @@ public class ExtendedPhysics : INonSharedRegionModule private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static string LogHeader = "[EXTENDED PHYSICS]"; + // ============================================================= // Since BulletSim is a plugin, this these values aren't defined easily in one place. - // This table must coorespond to an identical table in BSScene. + // This table must correspond to an identical table in BSScene. + + // Per scene functions. See BSScene. + + // Per avatar functions. See BSCharacter. + + // Per prim functions. See BSPrim. + public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType"; public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; + // ============================================================= + private IConfig Configuration { get; set; } private bool Enabled { get; set; } private Scene BaseScene { get; set; } @@ -123,6 +133,7 @@ public class ExtendedPhysics : INonSharedRegionModule // Register as LSL functions all the [ScriptInvocation] marked methods. Comms.RegisterScriptInvocations(this); + Comms.RegisterConstants(this); // When an object is modified, we might need to update its extended physics parameters BaseScene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene; @@ -136,7 +147,6 @@ public class ExtendedPhysics : INonSharedRegionModule private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj) { - throw new NotImplementedException(); } // Event generated when some property of a prim changes. @@ -168,9 +178,11 @@ public class ExtendedPhysics : INonSharedRegionModule public static int PHYS_LINKSET_TYPE_MANUAL = 2; [ScriptInvocation] - public void physSetLinksetType(UUID hostID, UUID scriptID, int linksetType) + public int physSetLinksetType(UUID hostID, UUID scriptID, int linksetType) { - if (!Enabled) return; + int ret = -1; + + if (!Enabled) return ret; // The part that is requesting the change. SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID); @@ -186,7 +198,7 @@ public class ExtendedPhysics : INonSharedRegionModule Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; if (rootPhysActor != null) { - rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType); + ret = (int)rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType); } else { @@ -204,6 +216,49 @@ public class ExtendedPhysics : INonSharedRegionModule { m_log.WarnFormat("{0} physSetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); } + return ret; + } + + [ScriptInvocation] + public int physGetLinksetType(UUID hostID, UUID scriptID) + { + int ret = -1; + + if (!Enabled) return ret; + + // The part that is requesting the change. + SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID); + + if (requestingPart != null) + { + // The type is is always on the root of a linkset. + SceneObjectGroup containingGroup = requestingPart.ParentGroup; + SceneObjectPart rootPart = containingGroup.RootPart; + + if (rootPart != null) + { + Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; + if (rootPhysActor != null) + { + ret = (int)rootPhysActor.Extension(PhysFunctGetLinksetType); + } + else + { + m_log.WarnFormat("{0} physGetLinksetType: root part does not have a physics actor. rootName={1}, hostID={2}", + LogHeader, rootPart.Name, hostID); + } + } + else + { + m_log.WarnFormat("{0} physGetLinksetType: root part does not exist. RequestingPartName={1}, hostID={2}", + LogHeader, requestingPart.Name, hostID); + } + } + else + { + m_log.WarnFormat("{0} physGetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); + } + return ret; } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 9613fe0..3afd52e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -79,6 +79,8 @@ public abstract class BSLinkset } } + public LinksetImplementation LinksetImpl { get; protected set; } + public BSPrimLinkable LinksetRoot { get; protected set; } protected BSScene m_physicsScene { get; private set; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 53c3584..085d195 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -42,6 +42,7 @@ public sealed class BSLinksetCompound : BSLinkset public BSLinksetCompound(BSScene scene, BSPrimLinkable parent) : base(scene, parent) { + LinksetImpl = LinksetImplementation.Compound; } // ================================================================ diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index d98bf77..4bac222 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -107,6 +107,7 @@ public sealed class BSLinksetConstraints : BSLinkset public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent) { + LinksetImpl = LinksetImplementation.Constraint; } // When physical properties are changed the linkset needs to recalculate diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index e92a1d2..a0b6abc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1541,6 +1541,50 @@ public class BSPrim : BSPhysObject PhysicalActors.RemoveDependencies(); } + #region Extension + public override object Extension(string pFunct, params object[] pParams) + { + object ret = null; + switch (pFunct) + { + case BSScene.PhysFunctGetLinksetType: + { + BSPrimLinkable myHandle = this as BSPrimLinkable; + if (myHandle != null) + { + ret = (object)myHandle.LinksetType; + } + m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret); + break; + } + case BSScene.PhysFunctSetLinksetType: + { + if (pParams.Length > 0) + { + BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; + BSPrimLinkable myHandle = this as BSPrimLinkable; + if (myHandle != null && myHandle.Linkset.IsRoot(myHandle)) + { + PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate() + { + // Cause the linkset type to change + m_log.DebugFormat("{0} Extension.physSetLinksetType, oldType={1}, newType={2}", + LogHeader, myHandle.Linkset.LinksetImpl, linksetType); + myHandle.ConvertLinkset(linksetType); + }); + } + ret = (object)(int)linksetType; + } + break; + } + default: + ret = base.Extension(pFunct, pParams); + break; + } + return ret; + } + #endregion // Extension + // The physics engine says that properties have updated. Update same and inform // the world that things have changed. // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 2f392da..c565998 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -233,5 +233,35 @@ public class BSPrimLinkable : BSPrimDisplaced base.HasSomeCollision = value; } } + + // Convert the existing linkset of this prim into a new type. + public bool ConvertLinkset(BSLinkset.LinksetImplementation newType) + { + bool ret = false; + if (LinksetType != newType) + { + BSLinkset oldLinkset = Linkset; + BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this); + + // Pick up any physical dependencies this linkset might have in the physics engine. + oldLinkset.RemoveDependencies(this); + + // Copy the linkset children from the old linkset to the new (will be a new instance from the factory) + oldLinkset.ForEachLinkInfo((li) => + { + oldLinkset.RemoveMeFromLinkset(li.member); + newLinkset.AddMeToLinkset(li.member); + li.member.Linkset = newLinkset; + return false; + }); + + this.Linkset = newLinkset; + + // Force the shape and linkset to get reconstructed + newLinkset.Refresh(this); + this.ForceBodyShapeRebuild(true); + } + return ret; + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 41aca3b..79ac5a5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -862,6 +862,23 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public override bool IsThreaded { get { return false; } } + #region Extensions + // ============================================================= + // Per scene functions. See below. + + // Per avatar functions. See BSCharacter. + + // Per prim functions. See BSPrim. + public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType"; + public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; + // ============================================================= + + public override object Extension(string pFunct, params object[] pParams) + { + return base.Extension(pFunct, pParams); + } + #endregion // Extensions + #region Taints // The simulation execution order is: // Simulate() diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 2500f27..1750853 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -317,7 +317,8 @@ namespace OpenSim.Region.Physics.Manager // Extendable interface for new, physics engine specific operations public virtual object Extension(string pFunct, params object[] pParams) { - throw new NotImplementedException(); + // A NOP of the physics engine does not implement this feature + return null; } } diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 07a1d36..c93206d 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs @@ -338,7 +338,8 @@ namespace OpenSim.Region.Physics.Manager // Extendable interface for new, physics engine specific operations public virtual object Extension(string pFunct, params object[] pParams) { - throw new NotImplementedException(); + // A NOP if the extension thing is not implemented by the physics engine + return null; } } } -- cgit v1.1 From 5bdfd55ace4b673d8aaa3f25fd4bb675b1b28263 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 2 Aug 2013 10:32:43 -0700 Subject: BulletSim: When converting linkset types, don't try to change the list of linkset children while iterating through the list. --- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 29 +++++++++++++++------- 1 file changed, 20 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index c565998..7179a6d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -240,26 +240,37 @@ public class BSPrimLinkable : BSPrimDisplaced bool ret = false; if (LinksetType != newType) { - BSLinkset oldLinkset = Linkset; + // Set the implementation type first so the call to BSLinkset.Factory gets the new type. + this.LinksetType = newType; + + BSLinkset oldLinkset = this.Linkset; BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this); + this.Linkset = newLinkset; + // Pick up any physical dependencies this linkset might have in the physics engine. oldLinkset.RemoveDependencies(this); - // Copy the linkset children from the old linkset to the new (will be a new instance from the factory) - oldLinkset.ForEachLinkInfo((li) => + // Create a list of the children (mainly because can't interate through a list that's changing) + List children = new List(); + oldLinkset.ForEachMember((child) => { - oldLinkset.RemoveMeFromLinkset(li.member); - newLinkset.AddMeToLinkset(li.member); - li.member.Linkset = newLinkset; - return false; + if (!oldLinkset.IsRoot(child)) + children.Add(child); + return false; // 'false' says to continue to next member }); - this.Linkset = newLinkset; + // Remove the children from the old linkset and add to the new (will be a new instance from the factory) + foreach (BSPrimLinkable child in children) + { + oldLinkset.RemoveMeFromLinkset(child); + newLinkset.AddMeToLinkset(child); + child.Linkset = newLinkset; + } // Force the shape and linkset to get reconstructed newLinkset.Refresh(this); - this.ForceBodyShapeRebuild(true); + this.ForceBodyShapeRebuild(true /* inTaintTime */); } return ret; } -- cgit v1.1 From 54b1071556edf264835f990bb3595064d2b2e2f0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 2 Aug 2013 23:12:54 +0100 Subject: Allow older teleport ConnectorProtocolVersion of "SIMULATION/0.1" to be manually forced in a new [SimulationService] config setting. This is for testing and debugging purposes to help determine whether a particular issue may be teleport related or not "SIMULATION/0.2" (the newer teleport protocol) remains the default. If the source simulator only implements "SIMULATION/0.1" this will correctly allow fallback to the older protocol. Specifying "SIMULATION/0.1" will force the older, less efficient protocol to always be used. --- .../Simulation/LocalSimulationConnector.cs | 33 +++++++++++++--------- .../Simulation/RemoteSimulationConnector.cs | 21 ++++++-------- 2 files changed, 27 insertions(+), 27 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 697ce68..7aadb87 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -63,35 +63,40 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation /// private bool m_ModuleEnabled = false; - public LocalSimulationConnectorModule() - { - ServiceVersion = "SIMULATION/0.2"; - } - #region Region Module interface - public void Initialise(IConfigSource config) + public void Initialise(IConfigSource configSource) { - IConfig moduleConfig = config.Configs["Modules"]; + IConfig moduleConfig = configSource.Configs["Modules"]; if (moduleConfig != null) { string name = moduleConfig.GetString("SimulationServices", ""); if (name == Name) { - //IConfig userConfig = config.Configs["SimulationService"]; - //if (userConfig == null) - //{ - // m_log.Error("[AVATAR CONNECTOR]: SimulationService missing from OpenSim.ini"); - // return; - //} + InitialiseService(configSource); m_ModuleEnabled = true; - m_log.Info("[SIMULATION CONNECTOR]: Local simulation enabled"); + m_log.Info("[LOCAL SIMULATION CONNECTOR]: Local simulation enabled."); } } } + public void InitialiseService(IConfigSource configSource) + { + IConfig config = configSource.Configs["SimulationService"]; + if (config != null) + { + ServiceVersion = config.GetString("ConnectorProtocolVersion", "SIMULATION/0.2"); + + if (ServiceVersion != "SIMULATION/0.1" && ServiceVersion != "SIMULATION/0.2") + throw new Exception(string.Format("Invalid ConnectorProtocolVersion {0}", ServiceVersion)); + + m_log.InfoFormat( + "[LOCAL SIMULATION CONNECTOR]: Initialzied with connector protocol version {0}", ServiceVersion); + } + } + public void PostInitialise() { } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs index 8722b80..f45f560 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs @@ -50,9 +50,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RemoteSimulationConnectorModule")] public class RemoteSimulationConnectorModule : ISharedRegionModule, ISimulationService { - private bool initialized = false; private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private bool initialized = false; protected bool m_enabled = false; protected Scene m_aScene; // RemoteSimulationConnector does not care about local regions; it delegates that to the Local module @@ -64,27 +64,23 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation #region Region Module interface - public virtual void Initialise(IConfigSource config) + public virtual void Initialise(IConfigSource configSource) { - - IConfig moduleConfig = config.Configs["Modules"]; + IConfig moduleConfig = configSource.Configs["Modules"]; if (moduleConfig != null) { string name = moduleConfig.GetString("SimulationServices", ""); if (name == Name) { - //IConfig userConfig = config.Configs["SimulationService"]; - //if (userConfig == null) - //{ - // m_log.Error("[AVATAR CONNECTOR]: SimulationService missing from OpenSim.ini"); - // return; - //} + m_localBackend = new LocalSimulationConnectorModule(); + + m_localBackend.InitialiseService(configSource); m_remoteConnector = new SimulationServiceConnector(); m_enabled = true; - m_log.Info("[SIMULATION CONNECTOR]: Remote simulation enabled"); + m_log.Info("[REMOTE SIMULATION CONNECTOR]: Remote simulation enabled."); } } } @@ -142,8 +138,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation } protected virtual void InitOnce(Scene scene) - { - m_localBackend = new LocalSimulationConnectorModule(); + { m_aScene = scene; //m_regionClient = new RegionToRegionClient(m_aScene, m_hyperlinkService); m_thisIP = Util.GetHostFromDNS(scene.RegionInfo.ExternalHostName); -- cgit v1.1 From 847c01f406359289097a6ad8d681002a4beff086 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 2 Aug 2013 17:38:08 -0700 Subject: Amend Justin's last commit regarding the new config var ServiceVersion. The section may not exist at all. --- .../ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 7aadb87..e86d186 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -84,10 +84,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation public void InitialiseService(IConfigSource configSource) { + ServiceVersion = "SIMULATION/0.2"; IConfig config = configSource.Configs["SimulationService"]; if (config != null) { - ServiceVersion = config.GetString("ConnectorProtocolVersion", "SIMULATION/0.2"); + ServiceVersion = config.GetString("ConnectorProtocolVersion", ServiceVersion); if (ServiceVersion != "SIMULATION/0.1" && ServiceVersion != "SIMULATION/0.2") throw new Exception(string.Format("Invalid ConnectorProtocolVersion {0}", ServiceVersion)); -- cgit v1.1 From b857353fc932bdf775abce2a3d34140cafe916ce Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 3 Aug 2013 15:42:25 -0700 Subject: Making the J2KDecoderModule decoder function async. Could this be the cause of sim freeze? -- HandleRequestImage in LLClientView is now sync, which means that it cannot take too long to complete. However, its execution path may end up in J2KDecoderModule.Decode, which is heavy and could stop the packet processing thread while it's at it. --- OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs b/OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs index 3764685..d9b0eff 100644 --- a/OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs +++ b/OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs @@ -166,7 +166,7 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender // Do Decode! if (decode) - Decode(assetID, j2kData); + Util.FireAndForget(delegate { Decode(assetID, j2kData); }); } } -- cgit v1.1 From dcfeb95e98ca7b002170a5916f556f54f300678c Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 3 Aug 2013 20:13:44 -0700 Subject: HG: If OutboundPermission is set to false, let's enforce stricter permissions by not allowing objects to be taken to inventory. --- .../InventoryAccess/HGInventoryAccessModule.cs | 31 ++++++++++++++++++++++ OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 3 +++ 2 files changed, 34 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index 8f9800f..978c288 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -62,6 +62,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess private string m_ThisGatekeeper; private bool m_RestrictInventoryAccessAbroad; + private bool m_bypassPermissions = true; + // private bool m_Initialized = false; #region INonSharedRegionModule @@ -100,6 +102,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } else m_log.Warn("[HG INVENTORY ACCESS MODULE]: HGInventoryAccessModule configs not found. ProfileServerURI not set!"); + + m_bypassPermissions = !Util.GetConfigVarFromSections(source, "serverside_object_permissions", + new string[] { "Startup", "Permissions" }, true); + } } } @@ -114,6 +120,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess scene.EventManager.OnNewInventoryItemUploadComplete += UploadInventoryItem; scene.EventManager.OnTeleportStart += TeleportStart; scene.EventManager.OnTeleportFail += TeleportFail; + + // We're fgoing to enforce some stricter permissions if Outbound is false + scene.Permissions.OnTakeObject += CanTakeObject; + scene.Permissions.OnTakeCopyObject += CanTakeObject; + } #endregion @@ -417,5 +428,25 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } #endregion + + #region Permissions + + private bool CanTakeObject(UUID objectID, UUID stealer, Scene scene) + { + if (m_bypassPermissions) return true; + + if (!m_OutboundPermission && !UserManagementModule.IsLocalGridUser(stealer)) + { + SceneObjectGroup sog = null; + if (m_Scene.TryGetSceneObjectGroup(objectID, out sog) && sog.OwnerID == stealer) + return true; + + return false; + } + + return true; + } + + #endregion } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 58fa18c..2d1a3ef 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -2068,7 +2068,10 @@ namespace OpenSim.Region.Framework.Scenes { // If we don't have permission, stop right here if (!permissionToTakeCopy) + { + remoteClient.SendAlertMessage("You don't have permission to take the object"); return; + } permissionToTake = true; // Don't delete -- cgit v1.1 From 09cb2a37dd73296290c306f38412c1743b9eb820 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 3 Aug 2013 20:36:30 -0700 Subject: More on HG inventory and OutboundPermission: disallowing giving inventory to foreigners if OutboundPermission is false --- .../Framework/InventoryAccess/HGInventoryAccessModule.cs | 13 ++++++++++++- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 3 +++ 2 files changed, 15 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index 978c288..ce7ed26 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs @@ -124,7 +124,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess // We're fgoing to enforce some stricter permissions if Outbound is false scene.Permissions.OnTakeObject += CanTakeObject; scene.Permissions.OnTakeCopyObject += CanTakeObject; - + scene.Permissions.OnTransferUserInventory += OnTransferUserInventory; } #endregion @@ -447,6 +447,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess return true; } + private bool OnTransferUserInventory(UUID itemID, UUID userID, UUID recipientID) + { + if (m_bypassPermissions) return true; + + if (!m_OutboundPermission && !UserManagementModule.IsLocalGridUser(recipientID)) + return false; + + return true; + } + + #endregion } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 2d1a3ef..8e4e307 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -556,6 +556,9 @@ namespace OpenSim.Region.Framework.Scenes { //Console.WriteLine("Scene.Inventory.cs: GiveInventoryItem"); + if (!Permissions.CanTransferUserInventory(itemId, senderId, recipient)) + return null; + InventoryItemBase item = new InventoryItemBase(itemId, senderId); item = InventoryService.GetItem(item); -- cgit v1.1 From 5b4b349776613d9054e85727f8f6a1f079a5225a Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 3 Aug 2013 21:27:32 -0700 Subject: Fix the failing TestSendImage. J2K decoding is async. --- .../Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs index 83144e3..6aa8bcc 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs @@ -29,6 +29,7 @@ using System; using System.IO; using System.Net; using System.Reflection; +using System.Threading; using log4net.Config; using Nini.Config; using NUnit.Framework; @@ -105,7 +106,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests args.requestSequence = 1; llim.EnqueueReq(args); - llim.ProcessImageQueue(20); + + // We now have to wait and hit the processing wheel, because the decoding is async + int i = 10; + while (i-- > 0) + { + llim.ProcessImageQueue(20); + Thread.Sleep(100); + } Assert.That(tc.SentImageDataPackets.Count, Is.EqualTo(1)); } -- cgit v1.1 From b8612e005a2f85da2bde2d555f910934cccb218a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 5 Aug 2013 20:47:47 +0100 Subject: At OpenSimulator startup, print out default min built-in threadpool threads as well as max. Make it clear that we only try to adjust max, and log at warn level if this fails. Other minor logging cleanup. --- OpenSim/Region/Application/Application.cs | 41 ++++++++++++++++++++----------- 1 file changed, 27 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/Application.cs b/OpenSim/Region/Application/Application.cs index e451aa8..2e155ec 100644 --- a/OpenSim/Region/Application/Application.cs +++ b/OpenSim/Region/Application/Application.cs @@ -103,26 +103,38 @@ namespace OpenSim "[OPENSIM MAIN]: Environment variable MONO_THREADS_PER_CPU is {0}", monoThreadsPerCpu ?? "unset"); // Verify the Threadpool allocates or uses enough worker and IO completion threads - // .NET 2.0 workerthreads default to 50 * numcores - // .NET 3.0 workerthreads defaults to 250 * numcores - // .NET 4.0 workerthreads are dynamic based on bitness and OS resources - // Max IO Completion threads are 1000 on all 3 CLRs. + // .NET 2.0, workerthreads default to 50 * numcores + // .NET 3.0, workerthreads defaults to 250 * numcores + // .NET 4.0, workerthreads are dynamic based on bitness and OS resources + // Max IO Completion threads are 1000 on all 3 CLRs + // + // Mono 2.10.9 to at least Mono 3.1, workerthreads default to 100 * numcores, iocp threads to 4 * numcores int workerThreadsMin = 500; int workerThreadsMax = 1000; // may need further adjustment to match other CLR int iocpThreadsMin = 1000; int iocpThreadsMax = 2000; // may need further adjustment to match other CLR + + { + int currentMinWorkerThreads, currentMinIocpThreads; + System.Threading.ThreadPool.GetMinThreads(out currentMinWorkerThreads, out currentMinIocpThreads); + m_log.InfoFormat( + "[OPENSIM MAIN]: Runtime gave us {0} min worker threads and {1} min IOCP threads", + currentMinWorkerThreads, currentMinIocpThreads); + } + int workerThreads, iocpThreads; System.Threading.ThreadPool.GetMaxThreads(out workerThreads, out iocpThreads); - m_log.InfoFormat("[OPENSIM MAIN]: Runtime gave us {0} worker threads and {1} IOCP threads", workerThreads, iocpThreads); + m_log.InfoFormat("[OPENSIM MAIN]: Runtime gave us {0} max worker threads and {1} max IOCP threads", workerThreads, iocpThreads); + if (workerThreads < workerThreadsMin) { workerThreads = workerThreadsMin; - m_log.InfoFormat("[OPENSIM MAIN]: Bumping up to worker threads to {0}",workerThreads); + m_log.InfoFormat("[OPENSIM MAIN]: Bumping up to max worker threads to {0}",workerThreads); } if (workerThreads > workerThreadsMax) { workerThreads = workerThreadsMax; - m_log.InfoFormat("[OPENSIM MAIN]: Limiting worker threads to {0}",workerThreads); + m_log.InfoFormat("[OPENSIM MAIN]: Limiting max worker threads to {0}",workerThreads); } // Increase the number of IOCP threads available. @@ -130,22 +142,24 @@ namespace OpenSim if (iocpThreads < iocpThreadsMin) { iocpThreads = iocpThreadsMin; - m_log.InfoFormat("[OPENSIM MAIN]: Bumping up IO completion threads to {0}",iocpThreads); + m_log.InfoFormat("[OPENSIM MAIN]: Bumping up max IO completion threads to {0}",iocpThreads); } // Make sure we don't overallocate IOCP threads and thrash system resources if ( iocpThreads > iocpThreadsMax ) { iocpThreads = iocpThreadsMax; - m_log.InfoFormat("[OPENSIM MAIN]: Limiting IO completion threads to {0}",iocpThreads); + m_log.InfoFormat("[OPENSIM MAIN]: Limiting max IO completion threads to {0}",iocpThreads); } // set the resulting worker and IO completion thread counts back to ThreadPool if ( System.Threading.ThreadPool.SetMaxThreads(workerThreads, iocpThreads) ) { - m_log.InfoFormat("[OPENSIM MAIN]: Threadpool set to {0} worker threads and {1} IO completion threads", workerThreads, iocpThreads); + m_log.InfoFormat( + "[OPENSIM MAIN]: Threadpool set to {0} max worker threads and {1} max IO completion threads", + workerThreads, iocpThreads); } else { - m_log.Info("[OPENSIM MAIN]: Threadpool reconfiguration failed, runtime defaults still in effect."); + m_log.Warn("[OPENSIM MAIN]: Threadpool reconfiguration failed, runtime defaults still in effect."); } // Check if the system is compatible with OpenSimulator. @@ -153,17 +167,16 @@ namespace OpenSim string supported = String.Empty; if (Util.IsEnvironmentSupported(ref supported)) { - m_log.Info("Environment is compatible.\n"); + m_log.Info("[OPENSIM MAIN]: Environment is supported by OpenSimulator."); } else { - m_log.Warn("Environment is unsupported (" + supported + ")\n"); + m_log.Warn("[OPENSIM MAIN]: Environment is not supported by OpenSimulator (" + supported + ")\n"); } // Configure nIni aliases and localles Culture.SetCurrentCulture(); - // Validate that the user has the most basic configuration done // If not, offer to do the most basic configuration for them warning them along the way of the importance of // reading these files. -- cgit v1.1 From 24dcf3cf6a95596ce0ac188a63bb5c2c4c47dcee Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 5 Aug 2013 20:51:40 +0100 Subject: Comment out debug log lines about script modules comms for now. If this is an issue, could change log4net config instead to allow re-enablement --- .../Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs index 6bf50d2..a515346 100644 --- a/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs @@ -163,7 +163,7 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms public void RegisterScriptInvocation(object target, MethodInfo mi) { - m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, (target is Type) ? ((Type)target).Name : target.GetType().Name); +// m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, (target is Type) ? ((Type)target).Name : target.GetType().Name); Type delegateType; List typeArgs = mi.GetParameters() @@ -323,7 +323,7 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms /// public void RegisterConstant(string cname, object value) { - m_log.DebugFormat("[MODULE COMMANDS] register constant <{0}> with value {1}",cname,value.ToString()); +// m_log.DebugFormat("[MODULE COMMANDS] register constant <{0}> with value {1}",cname,value.ToString()); lock (m_constants) { m_constants.Add(cname,value); -- cgit v1.1 From 946b37096698c818104405cb511579e810a62973 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Mon, 5 Aug 2013 14:21:17 -0700 Subject: Child agent updates: remove the dependency on the root agent's camera position. That was a complete overkill that is unnecessary at this point. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 456c8cc..0ba2dab 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2989,8 +2989,7 @@ namespace OpenSim.Region.Framework.Scenes } // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m - if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance || - Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance) + if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance) { m_lastChildAgentUpdatePosition = AbsolutePosition; m_lastChildAgentUpdateCamPosition = CameraPosition; -- cgit v1.1 From f9dc5815c4788aefed7eab01fa79709d3921e22a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 5 Aug 2013 23:15:30 +0100 Subject: For LLImageManagerTests, make tests execute under synchronous fire and forget conditions. I generally prefer this approach for regression tests because of the complexity of accounting for different threading conditions. --- .../Linden/UDP/Tests/LLImageManagerTests.cs | 20 ++++++++++++-------- 1 file changed, 12 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs index 6aa8bcc..575e54c 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs @@ -54,6 +54,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests [TestFixtureSetUp] public void FixtureInit() { + // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. + Util.FireAndForgetMethod = FireAndForgetMethod.None; + using ( Stream resource = GetType().Assembly.GetManifestResourceStream( @@ -73,6 +76,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests } } + [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 not to worry about such things. + Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; + } + [SetUp] public override void SetUp() { @@ -106,14 +117,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests args.requestSequence = 1; llim.EnqueueReq(args); - - // We now have to wait and hit the processing wheel, because the decoding is async - int i = 10; - while (i-- > 0) - { - llim.ProcessImageQueue(20); - Thread.Sleep(100); - } + llim.ProcessImageQueue(20); Assert.That(tc.SentImageDataPackets.Count, Is.EqualTo(1)); } -- cgit v1.1 From 3194ffdab8d54723ad1546846c1d45472d6a8464 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 7 Aug 2013 08:01:59 -0700 Subject: Fixed incomplete commit r/23317 -- see_into_region. Put the guard around estate bans also, and delete the obsolete config var. --- OpenSim/Region/Application/ConfigurationLoader.cs | 1 - OpenSim/Region/Framework/Scenes/Scene.cs | 32 +++++++++++------------ 2 files changed, 16 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/ConfigurationLoader.cs b/OpenSim/Region/Application/ConfigurationLoader.cs index fc3999f..3e93638 100644 --- a/OpenSim/Region/Application/ConfigurationLoader.cs +++ b/OpenSim/Region/Application/ConfigurationLoader.cs @@ -337,7 +337,6 @@ namespace OpenSim config.Set("physics", "OpenDynamicsEngine"); config.Set("meshing", "Meshmerizer"); config.Set("physical_prim", true); - config.Set("see_into_this_sim_from_neighbor", true); config.Set("serverside_object_permissions", true); config.Set("storage_plugin", "OpenSim.Data.SQLite.dll"); config.Set("storage_connection_string", "URI=file:OpenSim.db,version=3"); diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index dec493b..503b81a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4013,28 +4013,28 @@ namespace OpenSim.Region.Framework.Scenes } } - if (RegionInfo.EstateSettings != null) - { - if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) - { - m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", - agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); - reason = String.Format("Denied access to region {0}: You have been banned from that region.", - RegionInfo.RegionName); - return false; - } - } - else - { - m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!"); - } - // We only test the things below when we want to cut off // child agents from being present in the scene for which their root // agent isn't allowed. Otherwise, we allow child agents. The test for // the root is done elsewhere (QueryAccess) if (!bypassAccessControl) { + if (RegionInfo.EstateSettings != null) + { + if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) + { + m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", + agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); + reason = String.Format("Denied access to region {0}: You have been banned from that region.", + RegionInfo.RegionName); + return false; + } + } + else + { + m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!"); + } + List agentGroups = new List(); if (m_groupsModule != null) -- cgit v1.1 From a33a1ac958b3158c9ce009e5d2915c165fb11c23 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 7 Aug 2013 18:52:30 +0100 Subject: Add post-CreateAgent teleport cancellation/abortion functionality from v1 transfer protocol into v2. This stops OpenSimulator still trying to teleport the user if they hit cancel on the teleport screen or closed the viewer whilst the protocol was trying to create an agent on the remote region. Ideally, the code may also attempt to tell the destination simulator that the agent should be removed (accounting for issues where the destination was not responding in the first place, etc.) --- .../EntityTransfer/EntityTransferModule.cs | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 96cd6b9..80c125a 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -956,6 +956,27 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } + if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) + { + m_interRegionTeleportCancels.Value++; + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request", + sp.Name, finalDestination.RegionName, sp.Scene.Name); + + return; + } + else if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting) + { + m_interRegionTeleportAborts.Value++; + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after CreateAgent due to previous client close.", + sp.Name, finalDestination.RegionName, sp.Scene.Name); + + return; + } + // Past this point we have to attempt clean up if the teleport fails, so update transfer state. m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); -- cgit v1.1 From b10710d4a5f7fb33ee9b90aefac16ac3d4647db6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 7 Aug 2013 23:17:31 +0100 Subject: minor: add some method doc to ScenePresence fields used for entity transfer, add minor details to some log messages, rename a misleading local variable name. No functional changes. --- .../EntityTransfer/EntityTransferModule.cs | 14 +++++++---- OpenSim/Region/Framework/Scenes/Scene.cs | 26 +++++++++++++-------- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 27 ++++++++++++++-------- 3 files changed, 42 insertions(+), 25 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 80c125a..01ef710 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -688,8 +688,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (version.Equals("SIMULATION/0.2")) TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason); else - TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason); - + TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason); } private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination, @@ -698,7 +697,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer ulong destinationHandle = finalDestination.RegionHandle; AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode); - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Using TP V1"); + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Using TP V1 for {0} going from {1} to {2}", + sp.Name, Scene.Name, finalDestination.RegionName); + // Let's create an agent there if one doesn't exist yet. // NOTE: logout will always be false for a non-HG teleport. bool logout = false; @@ -1079,20 +1081,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (!sp.DoNotCloseAfterTeleport) { // OK, it got this agent. Let's close everything - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing in agent {0} in region {1}", sp.Name, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing in agent {0} in region {1}", sp.Name, Scene.Name); sp.CloseChildAgents(newRegionX, newRegionY); sp.Scene.IncomingCloseAgent(sp.UUID, false); } else { - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {0}", sp.Name, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {0}", sp.Name, Scene.Name); sp.DoNotCloseAfterTeleport = false; } } else + { // now we have a child agent in this region. sp.Reset(); + } } /// diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 503b81a..56cd57e 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4222,36 +4222,42 @@ namespace OpenSim.Region.Framework.Scenes } // We have to wait until the viewer contacts this region - // after receiving the EnableSimulator HTTP Event Queue message. This triggers the viewer to send + // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol) + // or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send // a UseCircuitCode packet which in turn calls AddNewClient which finally creates the ScenePresence. - ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); + ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID); - if (childAgentUpdate != null) + if (sp != null) { - if (cAgentData.SessionID != childAgentUpdate.ControllingClient.SessionId) + if (cAgentData.SessionID != sp.ControllingClient.SessionId) { - m_log.WarnFormat("[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", childAgentUpdate.UUID, cAgentData.SessionID); + m_log.WarnFormat( + "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", + sp.UUID, cAgentData.SessionID); + Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", - childAgentUpdate.UUID, childAgentUpdate.ControllingClient.SessionId, cAgentData.SessionID)); + sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID)); } - childAgentUpdate.ChildAgentDataUpdate(cAgentData); + sp.ChildAgentDataUpdate(cAgentData); int ntimes = 20; if (cAgentData.SenderWantsToWaitForRoot) { - while (childAgentUpdate.IsChildAgent && ntimes-- > 0) + while (sp.IsChildAgent && ntimes-- > 0) Thread.Sleep(1000); m_log.DebugFormat( "[SCENE]: Found presence {0} {1} {2} in {3} after {4} waits", - childAgentUpdate.Name, childAgentUpdate.UUID, childAgentUpdate.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 20 - ntimes); + sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", Name, 20 - ntimes); - if (childAgentUpdate.IsChildAgent) + if (sp.IsChildAgent) return false; } + return true; } + return false; } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 0ba2dab..7fd1302 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -285,10 +285,24 @@ namespace OpenSim.Region.Framework.Scenes /// private Vector3 posLastSignificantMove; - // For teleports and crossings callbacks + #region For teleports and crossings callbacks + + /// + /// In the V1 teleport protocol, the destination simulator sends ReleaseAgent to this address. + /// string m_callbackURI; + UUID m_originRegionID; + /// + /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent + /// teleport is reusing the connection. + /// + /// May be refactored or move somewhere else soon. + public bool DoNotCloseAfterTeleport { get; set; } + + #endregion + /// /// Script engines present in the scene /// @@ -717,13 +731,6 @@ namespace OpenSim.Region.Framework.Scenes } } - /// - /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent - /// teleport is reusing the connection. - /// - /// May be refactored or move somewhere else soon. - public bool DoNotCloseAfterTeleport { get; set; } - private float m_speedModifier = 1.0f; public float SpeedModifier @@ -1325,14 +1332,14 @@ namespace OpenSim.Region.Framework.Scenes int count = 20; while (m_originRegionID.Equals(UUID.Zero) && count-- > 0) { - m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name); Thread.Sleep(200); } if (m_originRegionID.Equals(UUID.Zero)) { // Movement into region will fail - m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived", client.Name); + m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived in {1}", client.Name, Scene.Name); return false; } -- cgit v1.1 From 638c3d25b0787c2fbdabbe80519389ad8ddb944d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 8 Aug 2013 00:48:22 +0100 Subject: Remove never implemented stub modules commands (list, load, unload) from back in 2009. "show modules" is the functional console command that will show currently loaded modules. Addresses http://opensimulator.org/mantis/view.php?id=6730 --- OpenSim/Region/Application/OpenSim.cs | 40 ----------------------------------- 1 file changed, 40 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 9dcc8da..58f9368 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -348,18 +348,6 @@ namespace OpenSim m_console.Commands.AddCommand("Regions", false, "delete-region", "delete-region ", "Delete a region from disk", RunCommand); - - m_console.Commands.AddCommand("General", false, "modules list", - "modules list", - "List modules", HandleModules); - - m_console.Commands.AddCommand("General", false, "modules load", - "modules load ", - "Load a module", HandleModules); - - m_console.Commands.AddCommand("General", false, "modules unload", - "modules unload ", - "Unload a module", HandleModules); } protected override void ShutdownSpecific() @@ -557,34 +545,6 @@ namespace OpenSim } /// - /// Load, Unload, and list Region modules in use - /// - /// - /// - private void HandleModules(string module, string[] cmd) - { - List args = new List(cmd); - args.RemoveAt(0); - string[] cmdparams = args.ToArray(); - - if (cmdparams.Length > 0) - { - switch (cmdparams[0].ToLower()) - { - case "list": - //TODO: Convert to new region modules - break; - case "unload": - //TODO: Convert to new region modules - break; - case "load": - //TODO: Convert to new region modules - break; - } - } - } - - /// /// Runs commands issued by the server console from the operator /// /// The first argument of the parameter (the command) -- cgit v1.1 From 99a4a914887c16483074b0145b9b6da765ac024a Mon Sep 17 00:00:00 2001 From: teravus Date: Wed, 7 Aug 2013 21:22:04 -0500 Subject: * This makes in-world terrain editing smoother, even in MegaRegions. This change only affects the editing user's experience. Non-editing users will see nothing different from the current 'slow' result. See comments for the thought process and how the issues surrounding terrain editing, cache, bandwidth, threading, terrain patch reliability and throttling were balanced. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 33 ++++++++++++++++++++-- 1 file changed, 30 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 8b2440a..0dbce2f 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -327,7 +327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP private PriorityQueue m_entityProps; private Prioritizer m_prioritizer; private bool m_disableFacelights = false; - + private volatile bool m_justEditedTerrain = false; /// /// List used in construction of data blocks for an object update packet. This is to stop us having to /// continually recreate it. @@ -1239,9 +1239,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP LLHeightFieldMoronize(map); LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); - layerpack.Header.Reliable = true; + + // When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience. + // To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain. + // We also make them unreliable because it's extremely likely that multiple packets will be sent for a terrain patch area + // invalidating previous packets for that area. - OutPacket(layerpack, ThrottleOutPacketType.Land); + // It's possible for an editing user to flood themselves with edited packets but the majority of use cases are such that only a + // tiny percentage of users will be editing the terrain. Other, non-editing users will see the edits much slower. + + // One last note on this topic, by the time users are going to be editing the terrain, it's extremely likely that the sim will + // have rezzed already and therefore this is not likely going to cause any additional issues with lost packets, objects or terrain + // patches. + + // m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we only have one cache miss. + if (m_justEditedTerrain) + { + layerpack.Header.Reliable = false; + OutPacket(layerpack, + ThrottleOutPacketType.Unknown ); + } + else + { + layerpack.Header.Reliable = true; + OutPacket(layerpack, + ThrottleOutPacketType.Land); + } } catch (Exception e) { @@ -6263,6 +6286,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP //m_log.Info("[LAND]: LAND:" + modify.ToString()); if (modify.ParcelData.Length > 0) { + // Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore, + // a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit. + m_justEditedTerrain = true; // Prevent terrain packet (Land layer) from being queued, make it unreliable if (OnModifyTerrain != null) { for (int i = 0; i < modify.ParcelData.Length; i++) @@ -6278,6 +6304,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } } + m_justEditedTerrain = false; // Queue terrain packet (Land layer) if necessary, make it reliable again } return true; -- cgit v1.1 From 4e86674a3a671561c3a9c85925308f2004fcc922 Mon Sep 17 00:00:00 2001 From: teravus Date: Wed, 7 Aug 2013 23:33:23 -0500 Subject: * Added set water height [] [] console command following the set terrain heights console command as an example. --- .../World/Estate/EstateManagementCommands.cs | 31 +++++++++++++++++++++- 1 file changed, 30 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs index 4d49794..173b603 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs @@ -76,6 +76,13 @@ namespace OpenSim.Region.CoreModules.World.Estate " that coordinate. Corner # SW = 0, NW = 1, SE = 2, NE = 3, all corners = -1.", consoleSetTerrainHeights); + m_module.Scene.AddCommand("Regions", m_module, "set water height", + "set water height [] []", + "Sets the water height in meters. If and are specified, it will only set it on regions with a matching coordinate. " + + "Specify -1 in or to wildcard that coordinate.", + consoleSetWaterHeight); + + m_module.Scene.AddCommand( "Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand); } @@ -121,7 +128,29 @@ namespace OpenSim.Region.CoreModules.World.Estate } } } - + protected void consoleSetWaterHeight(string module, string[] args) + { + string heightstring = args[3]; + + int x = (args.Length > 4 ? int.Parse(args[4]) : -1); + int y = (args.Length > 5 ? int.Parse(args[5]) : -1); + + if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x) + { + if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y) + { + double selectedheight = double.Parse(heightstring); + + m_log.Debug("[ESTATEMODULE]: Setting water height in " + m_module.Scene.RegionInfo.RegionName + " to " + + string.Format(" {0}", selectedheight)); + m_module.Scene.RegionInfo.RegionSettings.WaterHeight = selectedheight; + + m_module.Scene.RegionInfo.RegionSettings.Save(); + m_module.TriggerRegionInfoChange(); + m_module.sendRegionHandshakeToAll(); + } + } + } protected void consoleSetTerrainHeights(string module, string[] args) { string num = args[3]; -- cgit v1.1 From 50c163ae6ca734610694f4edcc109ff0bdc65ba1 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 6 Aug 2013 08:21:16 -0700 Subject: Add a JSON web fetch of the statististics managed by StatsManager. Disabled by default. Enable by setting [Startup]ManagedStatsRemoteFetchURI="Something" and thereafter "http://ServerHTTPPort/Something/" will return all the managed stats (equivilent to "show stats all" console command). Accepts queries "cat=", "cont=" and "stat=" to specify statistic category, container and statistic names. The special name "all" is the default and returns all values in that group. --- OpenSim/Region/Application/OpenSim.cs | 7 +++++++ OpenSim/Region/Application/OpenSimBase.cs | 2 ++ 2 files changed, 9 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 58f9368..13fdb3b 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -172,6 +172,13 @@ namespace OpenSim if (userStatsURI != String.Empty) MainServer.Instance.AddStreamHandler(new OpenSim.UXSimStatusHandler(this)); + if (managedStatsURI != String.Empty) + { + string urlBase = String.Format("/{0}/", managedStatsURI); + MainServer.Instance.AddHTTPHandler(urlBase, StatsManager.HandleStatsRequest); + m_log.WarnFormat("[OPENSIM] Enabling remote managed stats fetch. URL = {0}", urlBase); + } + if (m_console is RemoteConsole) { if (m_consolePort == 0) diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index f0c088a..b032e7f 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -75,6 +75,7 @@ namespace OpenSim protected int proxyOffset = 0; public string userStatsURI = String.Empty; + public string managedStatsURI = String.Empty; protected bool m_autoCreateClientStack = true; @@ -188,6 +189,7 @@ namespace OpenSim CreatePIDFile(pidFile); userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); + managedStatsURI = startupConfig.GetString("ManagedStatsRemoteFetchURI", String.Empty); } // Load the simulation data service -- cgit v1.1 From c67c55e0fcd93e5b68e61e5f1bc4341af48568d3 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 8 Aug 2013 08:56:22 -0700 Subject: Better error reporting when registering LSL function extensions (comms module). For unknown reasons, a dynamic function signature cannot have more than 5 parameters. Error message now tells you this fact so you can curse MS and then go change your function definitions. --- .../ScriptModuleComms/ScriptModuleCommsModule.cs | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs index a515346..6da2222 100644 --- a/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs @@ -45,6 +45,7 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static string LogHeader = "[MODULE COMMS]"; private Dictionary m_constants = new Dictionary(); @@ -148,7 +149,7 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms MethodInfo mi = GetMethodInfoFromType(target.GetType(), meth, true); if (mi == null) { - m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}", meth); + m_log.WarnFormat("{0} Failed to register method {1}", LogHeader, meth); return; } @@ -165,7 +166,7 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms { // m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, (target is Type) ? ((Type)target).Name : target.GetType().Name); - Type delegateType; + Type delegateType = typeof(void); List typeArgs = mi.GetParameters() .Select(p => p.ParameterType) .ToList(); @@ -176,8 +177,16 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms } else { - typeArgs.Add(mi.ReturnType); - delegateType = Expression.GetFuncType(typeArgs.ToArray()); + try + { + typeArgs.Add(mi.ReturnType); + delegateType = Expression.GetFuncType(typeArgs.ToArray()); + } + catch (Exception e) + { + m_log.ErrorFormat("{0} Failed to create function signature. Most likely more than 5 parameters. Method={1}. Error={2}", + LogHeader, mi.Name, e); + } } Delegate fcall; -- cgit v1.1 From d9bd6e6b5be3100141a3b1202f859c65a302d4ee Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 8 Aug 2013 09:41:11 -0700 Subject: Add parameter and explanation of ManagedStats return to OpenSimDefaults.ini. Add 'callback' query parameter to managed stats return to return function form of JSON data. --- OpenSim/Region/Application/OpenSim.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 13fdb3b..1cdd868 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -175,8 +175,8 @@ namespace OpenSim if (managedStatsURI != String.Empty) { string urlBase = String.Format("/{0}/", managedStatsURI); - MainServer.Instance.AddHTTPHandler(urlBase, StatsManager.HandleStatsRequest); - m_log.WarnFormat("[OPENSIM] Enabling remote managed stats fetch. URL = {0}", urlBase); + MainServer.Instance.AddHTTPHandler(urlBase, StatsManager.HandleStatsRequest); + m_log.InfoFormat("[OPENSIM] Enabling remote managed stats fetch. URL = {0}", urlBase); } if (m_console is RemoteConsole) -- cgit v1.1 From 9fc97cbbf77f269d69aaa6234dd6e12ebf3b9563 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Thu, 8 Aug 2013 12:44:03 -0700 Subject: Make m_originRegionID in ScenePresence public to allow DSG module to work for now. Once the code churn on teleport ends, I can find a better solution --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7fd1302..1b8c276 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -290,9 +290,9 @@ namespace OpenSim.Region.Framework.Scenes /// /// In the V1 teleport protocol, the destination simulator sends ReleaseAgent to this address. /// - string m_callbackURI; + private string m_callbackURI; - UUID m_originRegionID; + public UUID m_originRegionID; /// /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent -- cgit v1.1 From 6410a25cefcb1e7f87b76f273f8c6569fbe17670 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 8 Aug 2013 13:53:12 -0700 Subject: BulletSim: adjust avatar position when the avatar's size is changed. This fixes the problem of avatars bouncing when logged in. Added a little height to the avatar height fudges to eliminate a problem of feet being in the ground a bit. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 12 ++++++++++-- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 4 ++-- 2 files changed, 12 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 58a417e..9af3dce 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -96,8 +96,8 @@ public sealed class BSCharacter : BSPhysObject m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); PhysicalActors.Add(AvatarMoveActorName, m_moveActor); - DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", - LocalID, _size, Scale, Density, _avatarVolume, RawMass); + DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6}", + LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); // do actual creation in taint time PhysScene.TaintedObject("BSCharacter.create", delegate() @@ -190,6 +190,10 @@ public sealed class BSCharacter : BSPhysObject } set { + // This is how much the avatar size is changing. Positive means getting bigger. + // The avatar altitude must be adjusted for this change. + float heightChange = value.Z - _size.Z; + _size = value; // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. @@ -207,6 +211,10 @@ public sealed class BSCharacter : BSPhysObject { PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); UpdatePhysicalMassProperties(RawMass, true); + + // Adjust the avatar's position to account for the increase/decrease in size + ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f); + // Make sure this change appears as a property update event PhysScene.PE.PushUpdate(PhysBody); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 4520171..fcb892a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -570,9 +570,9 @@ public static class BSParam new ParameterDefn("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground", -0.2f ), new ParameterDefn("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground", - 0.1f ), + 0.2f ), new ParameterDefn("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground", - 0.1f ), + 0.2f ), new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 0.1f ), new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", -- cgit v1.1 From b1c26a56b3d615f3709363e3a2f91b5423f5891f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 8 Aug 2013 23:29:30 +0100 Subject: Fix an issue where under teleport v2 protocol, teleporting from regions in an line from A->B->C would not close region A when reaching C The root cause was that v2 was only closing neighbour agents if the root connection also needed a close. However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection. This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports). Also, has not been completely tested yet in scenarios where regions are running on different simulators --- .../Caps/EventQueue/Tests/EventQueueTests.cs | 2 +- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 6 + .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 6 +- .../Linden/UDP/Tests/BasicCircuitTests.cs | 2 +- .../EntityTransfer/EntityTransferModule.cs | 48 ++-- .../World/Estate/EstateManagementModule.cs | 6 +- OpenSim/Region/Framework/Scenes/Scene.cs | 308 +++++++++++++-------- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 36 ++- 8 files changed, 267 insertions(+), 147 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs index 141af8a..626932f 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs @@ -91,7 +91,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests public void RemoveForClient() { TestHelpers.InMethod(); -// log4net.Config.XmlConfigurator.Configure(); +// TestHelpers.EnableLogging(); UUID spId = TestHelpers.ParseTail(0x1); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 8b2440a..e775a81 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -512,7 +512,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP // We still perform a force close inside the sync lock since this is intended to attempt close where // there is some unidentified connection problem, not where we have issues due to deadlock if (!IsActive && !force) + { + m_log.DebugFormat( + "[CLIENT]: Not attempting to close inactive client {0} in {1} since force flag is not set", + Name, m_scene.Name); + return; + } IsActive = false; CloseWithoutChecks(); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 5c38399..de2f9d4 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1799,9 +1799,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!client.SceneAgent.IsChildAgent) client.Kick("Simulator logged you out due to connection timeout."); - - client.CloseWithoutChecks(); } + + m_scene.IncomingCloseAgent(client.AgentId, true); } private void IncomingPacketHandler() @@ -2142,7 +2142,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!client.IsLoggingOut) { client.IsLoggingOut = true; - client.Close(); + m_scene.IncomingCloseAgent(client.AgentId, false); } } } diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs index b47ff54..9700224 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs @@ -200,7 +200,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests public void TestLogoutClientDueToAck() { TestHelpers.InMethod(); -// TestHelpers.EnableLogging(); + TestHelpers.EnableLogging(); IniConfigSource ics = new IniConfigSource(); IConfig config = ics.AddConfig("ClientStack.LindenUDP"); diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 01ef710..2f74253 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1064,8 +1064,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Now let's make it officially a child agent sp.MakeChildAgent(); - // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone + // May still need to signal neighbours whether child agents may need closing irrespective of whether this + // one needed closing. Neighbour regions also contain logic to prevent a close if a subsequent move or + // teleport re-established the child connection. + sp.CloseChildAgents(newRegionX, newRegionY); + // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { sp.DoNotCloseAfterTeleport = false; @@ -1081,14 +1085,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (!sp.DoNotCloseAfterTeleport) { // OK, it got this agent. Let's close everything - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing in agent {0} in region {1}", sp.Name, Scene.Name); - sp.CloseChildAgents(newRegionX, newRegionY); + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing agent {0} in {1}", sp.Name, Scene.Name); sp.Scene.IncomingCloseAgent(sp.UUID, false); - } else { - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {0}", sp.Name, Scene.Name); + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {1}", sp.Name, Scene.Name); sp.DoNotCloseAfterTeleport = false; } } @@ -1863,10 +1865,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer List newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles); List oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles); - //Dump("Current Neighbors", neighbourHandles); - //Dump("Previous Neighbours", previousRegionNeighbourHandles); - //Dump("New Neighbours", newRegions); - //Dump("Old Neighbours", oldRegions); + Dump("Current Neighbors", neighbourHandles); + Dump("Previous Neighbours", previousRegionNeighbourHandles); + Dump("New Neighbours", newRegions); + Dump("Old Neighbours", oldRegions); /// Update the scene presence's known regions here on this region sp.DropOldNeighbours(oldRegions); @@ -1874,8 +1876,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// Collect as many seeds as possible Dictionary seeds; if (sp.Scene.CapsModule != null) - seeds - = new Dictionary(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID)); + seeds = new Dictionary(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID)); else seeds = new Dictionary(); @@ -1945,6 +1946,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer newAgent = true; else newAgent = false; +// continue; if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle) { @@ -2178,18 +2180,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return handles; } -// private void Dump(string msg, List handles) -// { -// m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg); -// foreach (ulong handle in handles) -// { -// uint x, y; -// Utils.LongToUInts(handle, out x, out y); -// x = x / Constants.RegionSize; -// y = y / Constants.RegionSize; -// m_log.InfoFormat("({0}, {1})", x, y); -// } -// } + private void Dump(string msg, List handles) + { + m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg); + foreach (ulong handle in handles) + { + uint x, y; + Utils.LongToUInts(handle, out x, out y); + x = x / Constants.RegionSize; + y = y / Constants.RegionSize; + m_log.InfoFormat("({0}, {1})", x, y); + } + } #endregion diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index 121b2aa..31547a6 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs @@ -562,7 +562,7 @@ namespace OpenSim.Region.CoreModules.World.Estate if (!Scene.TeleportClientHome(user, s.ControllingClient)) { s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out."); - s.ControllingClient.Close(); + Scene.IncomingCloseAgent(s.UUID, false); } } } @@ -797,7 +797,7 @@ namespace OpenSim.Region.CoreModules.World.Estate if (!Scene.TeleportClientHome(prey, s.ControllingClient)) { s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out."); - s.ControllingClient.Close(); + Scene.IncomingCloseAgent(s.UUID, false); } } } @@ -820,7 +820,7 @@ namespace OpenSim.Region.CoreModules.World.Estate if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient)) { p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out."); - p.ControllingClient.Close(); + Scene.IncomingCloseAgent(p.UUID, false); } } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 56cd57e..5f10869 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -151,7 +151,7 @@ namespace OpenSim.Region.Framework.Scenes public SynchronizeSceneHandler SynchronizeScene; /// - /// Used to prevent simultaneous calls to RemoveClient() for the same agent from interfering with each other. + /// Used to prevent simultaneous calls to code that adds and removes agents. /// private object m_removeClientLock = new object(); @@ -1312,7 +1312,7 @@ namespace OpenSim.Region.Framework.Scenes Thread.Sleep(500); // Stop all client threads. - ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); + ForEachScenePresence(delegate(ScenePresence avatar) { IncomingCloseAgent(avatar.UUID, false); }); m_log.Debug("[SCENE]: Persisting changed objects"); EventManager.TriggerSceneShuttingDown(this); @@ -2972,7 +2972,7 @@ namespace OpenSim.Region.Framework.Scenes { PresenceService.LogoutAgent(sp.ControllingClient.SessionId); - sp.ControllingClient.Close(); + IncomingCloseAgent(sp.UUID, false); } else { @@ -3384,47 +3384,48 @@ namespace OpenSim.Region.Framework.Scenes public override void RemoveClient(UUID agentID, bool closeChildAgents) { -// CheckHeartbeat(); - bool isChildAgent = false; - AgentCircuitData acd; + AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); - lock (m_removeClientLock) + // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which + // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not + // However, will keep for now just in case. + if (acd == null) { - acd = m_authenticateHandler.GetAgentCircuitData(agentID); + m_log.ErrorFormat( + "[SCENE]: No agent circuit found for {0} in {1}, aborting Scene.RemoveClient", agentID, Name); - if (acd == null) - { - m_log.ErrorFormat("[SCENE]: No agent circuit found for {0}, aborting Scene.RemoveClient", agentID); - return; - } - else - { - // We remove the acd up here to avoid later race conditions if two RemoveClient() calls occurred - // simultaneously. - // We also need to remove by agent ID since NPCs will have no circuit code. - m_authenticateHandler.RemoveCircuit(agentID); - } + return; + } + else + { + m_authenticateHandler.RemoveCircuit(agentID); } + // TODO: Can we now remove this lock? lock (acd) - { + { + bool isChildAgent = false; + ScenePresence avatar = GetScenePresence(agentID); - + + // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which + // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not + // However, will keep for now just in case. if (avatar == null) { - m_log.WarnFormat( + m_log.ErrorFormat( "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID); return; } - + try { isChildAgent = avatar.IsChildAgent; m_log.DebugFormat( "[SCENE]: Removing {0} agent {1} {2} from {3}", - (isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName); + isChildAgent ? "child" : "root", avatar.Name, agentID, Name); // Don't do this to root agents, it's not nice for the viewer if (closeChildAgents && isChildAgent) @@ -3587,13 +3588,13 @@ namespace OpenSim.Region.Framework.Scenes /// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of /// the LLUDP stack). /// - /// CircuitData of the agent who is connecting + /// CircuitData of the agent who is connecting /// Outputs the reason for the false response on this string /// True for normal presence. False for NPC /// or other applications where a full grid/Hypergrid presence may not be required. /// True if the region accepts this agent. False if it does not. False will /// also return a reason. - public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup) + public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, out string reason, bool requirePresenceLookup) { bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); @@ -3613,15 +3614,15 @@ namespace OpenSim.Region.Framework.Scenes m_log.DebugFormat( "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})", RegionInfo.RegionName, - (agent.child ? "child" : "root"), - agent.firstname, - agent.lastname, - agent.AgentID, - agent.circuitcode, - agent.IPAddress, - agent.Viewer, + (acd.child ? "child" : "root"), + acd.firstname, + acd.lastname, + acd.AgentID, + acd.circuitcode, + acd.IPAddress, + acd.Viewer, ((TPFlags)teleportFlags).ToString(), - agent.startpos + acd.startpos ); if (!LoginsEnabled) @@ -3639,7 +3640,7 @@ namespace OpenSim.Region.Framework.Scenes { foreach (string viewer in m_AllowedViewers) { - if (viewer == agent.Viewer.Substring(0, viewer.Length).Trim().ToLower()) + if (viewer == acd.Viewer.Substring(0, viewer.Length).Trim().ToLower()) { ViewerDenied = false; break; @@ -3656,7 +3657,7 @@ namespace OpenSim.Region.Framework.Scenes { foreach (string viewer in m_BannedViewers) { - if (viewer == agent.Viewer.Substring(0, viewer.Length).Trim().ToLower()) + if (viewer == acd.Viewer.Substring(0, viewer.Length).Trim().ToLower()) { ViewerDenied = true; break; @@ -3668,61 +3669,104 @@ namespace OpenSim.Region.Framework.Scenes { m_log.DebugFormat( "[SCENE]: Access denied for {0} {1} using {2}", - agent.firstname, agent.lastname, agent.Viewer); + acd.firstname, acd.lastname, acd.Viewer); reason = "Access denied, your viewer is banned by the region owner"; return false; } ILandObject land; + ScenePresence sp; - lock (agent) + lock (m_removeClientLock) { - ScenePresence sp = GetScenePresence(agent.AgentID); - - if (sp != null) + sp = GetScenePresence(acd.AgentID); + + // We need to ensure that we are not already removing the scene presence before we ask it not to be + // closed. + if (sp != null && sp.IsChildAgent && sp.LifecycleState == ScenePresenceState.Running) { - if (!sp.IsChildAgent) - { - // We have a root agent. Is it in transit? - if (!EntityTransferModule.IsInTransit(sp.UUID)) - { - // We have a zombie from a crashed session. - // Or the same user is trying to be root twice here, won't work. - // Kill it. - m_log.WarnFormat( - "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", - sp.Name, sp.UUID, RegionInfo.RegionName); + m_log.DebugFormat( + "[SCENE]: Reusing existing child scene presence for {0} in {1}", sp.Name, Name); - if (sp.ControllingClient != null) - sp.ControllingClient.Close(true); + // In the case where, for example, an A B C D region layout, an avatar may + // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C + // renews the lease on the child agent at B, we must make sure that the close from A does not succeed. + if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) + { + m_log.DebugFormat( + "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", + sp.Name, Name); - sp = null; - } - //else - // m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName); + sp.DoNotCloseAfterTeleport = true; } - else + } + } + + // Need to poll here in case we are currently deleting an sp. Letting threads run over each other will + // allow unpredictable things to happen. + if (sp != null) + { + const int polls = 10; + const int pollInterval = 1000; + int pollsLeft = polls; + + while (sp.LifecycleState == ScenePresenceState.Removing && pollsLeft-- > 0) + Thread.Sleep(pollInterval); + + if (sp.LifecycleState == ScenePresenceState.Removing) + { + m_log.WarnFormat( + "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.", + sp.Name, Name, polls * pollInterval / 1000); + + return false; + } + else if (polls != pollsLeft) + { + m_log.DebugFormat( + "[SCENE]: NewUserConnection for agent {0} in {1} had to wait {2}s for in-progress removal to complete on an old presence.", + sp.Name, Name, polls * pollInterval / 1000); + } + } + + // TODO: can we remove this lock? + lock (acd) + { + if (sp != null && !sp.IsChildAgent) + { + // We have a root agent. Is it in transit? + if (!EntityTransferModule.IsInTransit(sp.UUID)) { - // We have a child agent here - sp.DoNotCloseAfterTeleport = true; - //m_log.WarnFormat("[SCENE]: Existing child scene presence for {0} {1} in {2}", sp.Name, sp.UUID, RegionInfo.RegionName); + // We have a zombie from a crashed session. + // Or the same user is trying to be root twice here, won't work. + // Kill it. + m_log.WarnFormat( + "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", + sp.Name, sp.UUID, RegionInfo.RegionName); + + if (sp.ControllingClient != null) + IncomingCloseAgent(sp.UUID, true); + + sp = null; } + //else + // m_log.WarnFormat("[SCENE]: Existing root scene presence for {0} {1} in {2}, but agent is in trasit", sp.Name, sp.UUID, RegionInfo.RegionName); } // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. // We need the circuit data here for some of the subsequent checks. (groups, for example) // If the checks fail, we remove the circuit. - agent.teleportFlags = teleportFlags; - m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); + acd.teleportFlags = teleportFlags; + m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd); - land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); + land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y); // On login test land permisions if (vialogin) { - if (land != null && !TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y)) + if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y)) { - m_authenticateHandler.RemoveCircuit(agent.circuitcode); + m_authenticateHandler.RemoveCircuit(acd.circuitcode); return false; } } @@ -3733,9 +3777,9 @@ namespace OpenSim.Region.Framework.Scenes { try { - if (!VerifyUserPresence(agent, out reason)) + if (!VerifyUserPresence(acd, out reason)) { - m_authenticateHandler.RemoveCircuit(agent.circuitcode); + m_authenticateHandler.RemoveCircuit(acd.circuitcode); return false; } } @@ -3744,16 +3788,16 @@ namespace OpenSim.Region.Framework.Scenes m_log.ErrorFormat( "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); - m_authenticateHandler.RemoveCircuit(agent.circuitcode); + m_authenticateHandler.RemoveCircuit(acd.circuitcode); return false; } } try { - if (!AuthorizeUser(agent, SeeIntoRegion, out reason)) + if (!AuthorizeUser(acd, SeeIntoRegion, out reason)) { - m_authenticateHandler.RemoveCircuit(agent.circuitcode); + m_authenticateHandler.RemoveCircuit(acd.circuitcode); return false; } } @@ -3762,19 +3806,19 @@ namespace OpenSim.Region.Framework.Scenes m_log.ErrorFormat( "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); - m_authenticateHandler.RemoveCircuit(agent.circuitcode); + m_authenticateHandler.RemoveCircuit(acd.circuitcode); return false; } m_log.InfoFormat( "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", - RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, - agent.AgentID, agent.circuitcode); + Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname, + acd.AgentID, acd.circuitcode); if (CapsModule != null) { - CapsModule.SetAgentCapsSeeds(agent); - CapsModule.CreateCaps(agent.AgentID); + CapsModule.SetAgentCapsSeeds(acd); + CapsModule.CreateCaps(acd.AgentID); } } else @@ -3787,14 +3831,14 @@ namespace OpenSim.Region.Framework.Scenes { m_log.DebugFormat( "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", - agent.AgentID, RegionInfo.RegionName); + acd.AgentID, RegionInfo.RegionName); sp.AdjustKnownSeeds(); if (CapsModule != null) { - CapsModule.SetAgentCapsSeeds(agent); - CapsModule.CreateCaps(agent.AgentID); + CapsModule.SetAgentCapsSeeds(acd); + CapsModule.CreateCaps(acd.AgentID); } } } @@ -3802,23 +3846,23 @@ namespace OpenSim.Region.Framework.Scenes // Try caching an incoming user name much earlier on to see if this helps with an issue // where HG users are occasionally seen by others as "Unknown User" because their UUIDName // request for the HG avatar appears to trigger before the user name is cached. - CacheUserName(null, agent); + CacheUserName(null, acd); } if (vialogin) { // CleanDroppedAttachments(); - if (TestBorderCross(agent.startpos, Cardinals.E)) + if (TestBorderCross(acd.startpos, Cardinals.E)) { - Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); - agent.startpos.X = crossedBorder.BorderLine.Z - 1; + Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.E); + acd.startpos.X = crossedBorder.BorderLine.Z - 1; } - if (TestBorderCross(agent.startpos, Cardinals.N)) + if (TestBorderCross(acd.startpos, Cardinals.N)) { - Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.N); - agent.startpos.Y = crossedBorder.BorderLine.Z - 1; + Border crossedBorder = GetCrossedBorder(acd.startpos, Cardinals.N); + acd.startpos.Y = crossedBorder.BorderLine.Z - 1; } //Mitigate http://opensimulator.org/mantis/view.php?id=3522 @@ -3828,39 +3872,39 @@ namespace OpenSim.Region.Framework.Scenes { lock (EastBorders) { - if (agent.startpos.X > EastBorders[0].BorderLine.Z) + if (acd.startpos.X > EastBorders[0].BorderLine.Z) { m_log.Warn("FIX AGENT POSITION"); - agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; - if (agent.startpos.Z > 720) - agent.startpos.Z = 720; + acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; + if (acd.startpos.Z > 720) + acd.startpos.Z = 720; } } lock (NorthBorders) { - if (agent.startpos.Y > NorthBorders[0].BorderLine.Z) + if (acd.startpos.Y > NorthBorders[0].BorderLine.Z) { m_log.Warn("FIX Agent POSITION"); - agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; - if (agent.startpos.Z > 720) - agent.startpos.Z = 720; + acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; + if (acd.startpos.Z > 720) + acd.startpos.Z = 720; } } } else { - if (agent.startpos.X > EastBorders[0].BorderLine.Z) + if (acd.startpos.X > EastBorders[0].BorderLine.Z) { m_log.Warn("FIX AGENT POSITION"); - agent.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; - if (agent.startpos.Z > 720) - agent.startpos.Z = 720; + acd.startpos.X = EastBorders[0].BorderLine.Z * 0.5f; + if (acd.startpos.Z > 720) + acd.startpos.Z = 720; } - if (agent.startpos.Y > NorthBorders[0].BorderLine.Z) + if (acd.startpos.Y > NorthBorders[0].BorderLine.Z) { m_log.Warn("FIX Agent POSITION"); - agent.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; - if (agent.startpos.Z > 720) - agent.startpos.Z = 720; + acd.startpos.Y = NorthBorders[0].BorderLine.Z * 0.5f; + if (acd.startpos.Z > 720) + acd.startpos.Z = 720; } } @@ -3876,12 +3920,12 @@ namespace OpenSim.Region.Framework.Scenes { // We have multiple SpawnPoints, Route the agent to a random or sequential one if (SpawnPointRouting == "random") - agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation( + acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation( telehub.AbsolutePosition, telehub.GroupRotation ); else - agent.startpos = spawnpoints[SpawnPoint()].GetLocation( + acd.startpos = spawnpoints[SpawnPoint()].GetLocation( telehub.AbsolutePosition, telehub.GroupRotation ); @@ -3889,7 +3933,7 @@ namespace OpenSim.Region.Framework.Scenes else { // We have a single SpawnPoint and will route the agent to it - agent.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); + acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); } return true; @@ -3900,7 +3944,7 @@ namespace OpenSim.Region.Framework.Scenes { if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) { - agent.startpos = land.LandData.UserLocation; + acd.startpos = land.LandData.UserLocation; } } } @@ -4359,11 +4403,51 @@ namespace OpenSim.Region.Framework.Scenes /// public bool IncomingCloseAgent(UUID agentID, bool force) { - //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); - ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); - if (presence != null) + ScenePresence sp; + + lock (m_removeClientLock) + { + sp = GetScenePresence(agentID); + + if (sp == null) + { + m_log.DebugFormat( + "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in {1}", + agentID, Name); + + return false; + } + + if (sp.LifecycleState != ScenePresenceState.Running) + { + m_log.DebugFormat( + "[SCENE]: Called RemoveClient() for {0} in {1} but presence is already in state {2}", + sp.Name, Name, sp.LifecycleState); + + return false; + } + + // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may + // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not + // want to obey this close since C may have renewed the child agent lease on B. + if (sp.DoNotCloseAfterTeleport) + { + m_log.DebugFormat( + "[SCENE]: Not closing {0} agent {1} in {2} since another simulator has re-established the child connection", + sp.IsChildAgent ? "child" : "root", sp.Name, Name); + + // Need to reset the flag so that a subsequent close after another teleport can succeed. + sp.DoNotCloseAfterTeleport = false; + + return false; + } + + sp.LifecycleState = ScenePresenceState.Removing; + } + + if (sp != null) { - presence.ControllingClient.Close(force); + sp.ControllingClient.Close(force); return true; } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7fd1302..bdcdf03 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -74,6 +74,8 @@ namespace OpenSim.Region.Framework.Scenes public class ScenePresence : EntityBase, IScenePresence { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + // ~ScenePresence() // { // m_log.DebugFormat("[SCENE PRESENCE]: Destructor called on {0}", Name); @@ -85,10 +87,27 @@ namespace OpenSim.Region.Framework.Scenes m_scene.EventManager.TriggerScenePresenceUpdated(this); } - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - public PresenceType PresenceType { get; private set; } + private ScenePresenceStateMachine m_stateMachine; + + /// + /// The current state of this presence. Governs only the existence lifecycle. See ScenePresenceStateMachine + /// for more details. + /// + public ScenePresenceState LifecycleState + { + get + { + return m_stateMachine.GetState(); + } + + set + { + m_stateMachine.SetState(value); + } + } + // 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); @@ -766,7 +785,7 @@ namespace OpenSim.Region.Framework.Scenes public ScenePresence( IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) - { + { AttachmentsSyncLock = new Object(); AllowMovement = true; IsChildAgent = true; @@ -811,6 +830,8 @@ namespace OpenSim.Region.Framework.Scenes SetDirectionVectors(); Appearance = appearance; + + m_stateMachine = new ScenePresenceStateMachine(this); } public void RegisterToEvents() @@ -879,7 +900,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void MakeRootAgent(Vector3 pos, bool isFlying) { - m_log.DebugFormat( + m_log.InfoFormat( "[SCENE]: Upgrading child to root agent for {0} in {1}", Name, m_scene.RegionInfo.RegionName); @@ -887,6 +908,11 @@ namespace OpenSim.Region.Framework.Scenes 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. + // Should not be needed if we are not trying to tell this region to close +// DoNotCloseAfterTeleport = false; + IGroupsModule gm = m_scene.RequestModuleInterface(); if (gm != null) Grouptitle = gm.GetGroupTitle(m_uuid); @@ -3738,6 +3764,8 @@ namespace OpenSim.Region.Framework.Scenes // m_reprioritizationTimer.Dispose(); RemoveFromPhysicalScene(); + + LifecycleState = ScenePresenceState.Removed; } public void AddAttachment(SceneObjectGroup gobj) -- cgit v1.1 From 99bce9d87723af1958a76cf8ac5e765ca804549d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 9 Aug 2013 00:24:22 +0100 Subject: Fix an issue with an A->C->B->A teleport where these regions are in a row (A,B,C) where the A root agent is still closed, terminating the connection. This was occuring because teleport to B did not set DoNotCloseAfterTeleport on A as it was a neighbour (where it isn't set to avoid the issue where the source region doesn't send Close() to regions that are still neighbours (hence not resetting DoNotCloseAfterTeleport). Fix here is to still set DoNotCloseAfterTeleport if scene presence is still registered as in transit from A --- OpenSim/Region/Framework/Scenes/Scene.cs | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 5f10869..a3ea7d9 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3699,6 +3699,14 @@ namespace OpenSim.Region.Framework.Scenes sp.DoNotCloseAfterTeleport = true; } + else if (EntityTransferModule.IsInTransit(sp.UUID)) + { + m_log.DebugFormat( + "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt previous end-of-teleport close.", + sp.Name, Name); + + sp.DoNotCloseAfterTeleport = true; + } } } -- cgit v1.1 From 7e01213bf2dba1f771cc49b3d27ad97e93c35961 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 9 Aug 2013 08:31:15 -0700 Subject: Go easy on enforcing session ids in position updates --- OpenSim/Region/Framework/Scenes/Scene.cs | 33 ++++++++++++++++---------------- 1 file changed, 17 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 503b81a..1633e07 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4267,24 +4267,25 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); if (childAgentUpdate != null) { - if (childAgentUpdate.ControllingClient.SessionId == cAgentData.SessionID) + if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) + // Only warn for now + m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", + childAgentUpdate.UUID, cAgentData.SessionID); + + // I can't imagine *yet* why we would get an update if the agent is a root agent.. + // however to avoid a race condition crossing borders.. + if (childAgentUpdate.IsChildAgent) { - // I can't imagine *yet* why we would get an update if the agent is a root agent.. - // however to avoid a race condition crossing borders.. - if (childAgentUpdate.IsChildAgent) - { - uint rRegionX = (uint)(cAgentData.RegionHandle >> 40); - uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8); - uint tRegionX = RegionInfo.RegionLocX; - uint tRegionY = RegionInfo.RegionLocY; - //Send Data to ScenePresence - childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); - // Not Implemented: - //TODO: Do we need to pass the message on to one of our neighbors? - } + uint rRegionX = (uint)(cAgentData.RegionHandle >> 40); + uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8); + uint tRegionX = RegionInfo.RegionLocX; + uint tRegionY = RegionInfo.RegionLocY; + //Send Data to ScenePresence + childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); + // Not Implemented: + //TODO: Do we need to pass the message on to one of our neighbors? } - else - m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}", childAgentUpdate.UUID, cAgentData.SessionID); + return true; } -- cgit v1.1 From 6fcbf219da1d5095d6f37e8e44031db9ef108c39 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 9 Aug 2013 17:48:35 +0100 Subject: Comment back out seed dump code enabled in b1c26a56. Also adds a few teleport comments. --- .../EntityTransfer/EntityTransferModule.cs | 38 +++++++++++++--------- 1 file changed, 22 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 2f74253..87f0264 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1067,6 +1067,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // May still need to signal neighbours whether child agents may need closing irrespective of whether this // one needed closing. Neighbour regions also contain logic to prevent a close if a subsequent move or // teleport re-established the child connection. + // + // It may be possible to also close child agents after a pause but one needs to be very careful about + // race conditions between different regions on rapid teleporting (e.g. from A1 to a non-neighbour B, back + // to a neighbour A2 then off to a non-neighbour C. Also, closing child agents early may be more compatible + // with complicated scenarios where there a mixture of V1 and V2 teleports, though this is conjecture. It's + // easier to close immediately and greatly reduce the scope of race conditions if possible. sp.CloseChildAgents(newRegionX, newRegionY); // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone @@ -1865,10 +1871,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer List newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles); List oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles); - Dump("Current Neighbors", neighbourHandles); - Dump("Previous Neighbours", previousRegionNeighbourHandles); - Dump("New Neighbours", newRegions); - Dump("Old Neighbours", oldRegions); +// Dump("Current Neighbors", neighbourHandles); +// Dump("Previous Neighbours", previousRegionNeighbourHandles); +// Dump("New Neighbours", newRegions); +// Dump("Old Neighbours", oldRegions); /// Update the scene presence's known regions here on this region sp.DropOldNeighbours(oldRegions); @@ -2180,18 +2186,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return handles; } - private void Dump(string msg, List handles) - { - m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg); - foreach (ulong handle in handles) - { - uint x, y; - Utils.LongToUInts(handle, out x, out y); - x = x / Constants.RegionSize; - y = y / Constants.RegionSize; - m_log.InfoFormat("({0}, {1})", x, y); - } - } +// private void Dump(string msg, List handles) +// { +// m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg); +// foreach (ulong handle in handles) +// { +// uint x, y; +// Utils.LongToUInts(handle, out x, out y); +// x = x / Constants.RegionSize; +// y = y / Constants.RegionSize; +// m_log.InfoFormat("({0}, {1})", x, y); +// } +// } #endregion -- cgit v1.1 From aec701972844d4e006bb5d50e7983b818fb39249 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 9 Aug 2013 17:57:24 +0100 Subject: Add missing file from b1c26a56 --- .../Framework/Scenes/ScenePresenceStateMachine.cs | 102 +++++++++++++++++++++ 1 file changed, 102 insertions(+) create mode 100644 OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs new file mode 100644 index 0000000..dc3a212 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs @@ -0,0 +1,102 @@ +/* + * 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; + +namespace OpenSim.Region.Framework.Scenes +{ + /// + /// The possible states that a scene presence can be in. This is currently orthagonal to whether a scene presence + /// is root or child. + /// + /// + /// This is a state machine. + /// + /// [Entry] => Running + /// Running => Removing + /// Removing => Removed + /// + /// All other methods should only see the scene presence in running state - this is the normal operational state + /// Removed state occurs when the presence has been removed. This is the end state with no exit. + /// + public enum ScenePresenceState + { + Running, // Normal operation state. The scene presence is available. + Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient. + Removed, // The presence has been removed from the scene and is effectively dead. + // There is no exit from this state. + } + + internal class ScenePresenceStateMachine + { + private ScenePresence m_sp; + private ScenePresenceState m_state; + + internal ScenePresenceStateMachine(ScenePresence sp) + { + m_sp = sp; + m_state = ScenePresenceState.Running; + } + + internal ScenePresenceState GetState() + { + return m_state; + } + + /// + /// Updates the state of an agent that is already in transit. + /// + /// + /// + /// + /// Illegal transitions will throw an Exception + internal void SetState(ScenePresenceState newState) + { + bool transitionOkay = false; + + lock (this) + { + if (newState == ScenePresenceState.Removing && m_state == ScenePresenceState.Running) + transitionOkay = true; + else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing) + transitionOkay = true; + } + + if (!transitionOkay) + { + throw new Exception( + string.Format( + "Scene presence {0} is not allowed to move from state {1} to new state {2} in {3}", + m_sp.Name, m_state, newState, m_sp.Scene.Name)); + } + else + { + m_state = newState; + } + } + } +} \ No newline at end of file -- cgit v1.1 From bfdcdbb2f3f568c3ef829f30b8326dbc8a835f03 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 9 Aug 2013 17:59:58 +0100 Subject: Increase wait for source region to sent UpdateAgent to 10 seconds instead of 4. This is giving much better results on teleports between simulators over my lan where for some reason there is a pause before the receiving simulator processes UpdateAgent() At this point, v2 teleports between neighbour and non-neighbour regions on a single simulator and between v2 simulators and between a v1 and v2 simulator are working okay for me in different scenarios (e.g. simple teleport, teleport back to original quickly and re-teleport, teleport back to neighbour and re-teleport. etc.) --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index aac80f7..69339b7 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1355,7 +1355,7 @@ namespace OpenSim.Region.Framework.Scenes private bool WaitForUpdateAgent(IClientAPI client) { // Before UpdateAgent, m_originRegionID is UUID.Zero; after, it's non-Zero - int count = 20; + int count = 50; while (m_originRegionID.Equals(UUID.Zero) && count-- > 0) { m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name); -- cgit v1.1 From 23ca1f859e20e537572cb774943784d50d3cacb8 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 9 Aug 2013 18:27:26 +0100 Subject: minor: Consistently log IOCP for IO completion thread startup log information instead of mixing this with "IO Completion Threads" --- OpenSim/Region/Application/Application.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/Application.cs b/OpenSim/Region/Application/Application.cs index 2e155ec..3a4e5df 100644 --- a/OpenSim/Region/Application/Application.cs +++ b/OpenSim/Region/Application/Application.cs @@ -142,19 +142,19 @@ namespace OpenSim if (iocpThreads < iocpThreadsMin) { iocpThreads = iocpThreadsMin; - m_log.InfoFormat("[OPENSIM MAIN]: Bumping up max IO completion threads to {0}",iocpThreads); + m_log.InfoFormat("[OPENSIM MAIN]: Bumping up max IOCP threads to {0}",iocpThreads); } // Make sure we don't overallocate IOCP threads and thrash system resources if ( iocpThreads > iocpThreadsMax ) { iocpThreads = iocpThreadsMax; - m_log.InfoFormat("[OPENSIM MAIN]: Limiting max IO completion threads to {0}",iocpThreads); + m_log.InfoFormat("[OPENSIM MAIN]: Limiting max IOCP completion threads to {0}",iocpThreads); } // set the resulting worker and IO completion thread counts back to ThreadPool if ( System.Threading.ThreadPool.SetMaxThreads(workerThreads, iocpThreads) ) { m_log.InfoFormat( - "[OPENSIM MAIN]: Threadpool set to {0} max worker threads and {1} max IO completion threads", + "[OPENSIM MAIN]: Threadpool set to {0} max worker threads and {1} max IOCP threads", workerThreads, iocpThreads); } else -- cgit v1.1 From b64d3ecaed2c4cc0ffab2e44d02745de4e8f5717 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Aug 2013 18:15:12 +0100 Subject: Create TestSameSimulatorNeighbouringRegionsTeleportV2() regression test for V2 transfer protocol. --- .../Attachments/Tests/AttachmentsModuleTests.cs | 113 ++++++++++++++++++++- 1 file changed, 112 insertions(+), 1 deletion(-) (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 4ecae73..f4bf6b3 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -799,7 +799,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests } [Test] - public void TestSameSimulatorNeighbouringRegionsTeleport() + public void TestSameSimulatorNeighbouringRegionsTeleportV1() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); @@ -904,5 +904,116 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests // Check events Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0)); } + + [Test] + public void TestSameSimulatorNeighbouringRegionsTeleportV2() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + BaseHttpServer httpServer = new BaseHttpServer(99999); + MainServer.AddHttpServer(httpServer); + MainServer.Instance = httpServer; + + AttachmentsModule attModA = new AttachmentsModule(); + AttachmentsModule attModB = new AttachmentsModule(); + EntityTransferModule etmA = new EntityTransferModule(); + EntityTransferModule etmB = new EntityTransferModule(); + LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); + + IConfigSource config = new IniConfigSource(); + IConfig modulesConfig = config.AddConfig("Modules"); + modulesConfig.Set("EntityTransferModule", etmA.Name); + modulesConfig.Set("SimulationServices", lscm.Name); + IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); + + modulesConfig.Set("InventoryAccessModule", "BasicInventoryAccessModule"); + + SceneHelpers sh = new SceneHelpers(); + TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); + TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000); + + SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); + SceneHelpers.SetupSceneModules( + sceneA, config, new CapabilitiesModule(), etmA, attModA, new BasicInventoryAccessModule()); + SceneHelpers.SetupSceneModules( + sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule()); + + UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1); + + AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID); + TestClient tc = new TestClient(acd, sceneA); + List destinationTestClients = new List(); + EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); + + ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); + beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32); + + Assert.That(destinationTestClients.Count, Is.EqualTo(1)); + Assert.That(destinationTestClients[0], Is.Not.Null); + + InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20); + + sceneA.AttachmentsModule.RezSingleAttachmentFromInventory( + beforeTeleportSp, attItem.ID, (uint)AttachmentPoint.Chest); + + Vector3 teleportPosition = new Vector3(10, 11, 12); + Vector3 teleportLookAt = new Vector3(20, 21, 22); + + // Here, we need to make clientA's receipt of SendRegionTeleport trigger clientB's CompleteMovement(). This + // is to operate the teleport V2 mechanism where the EntityTransferModule will first request the client to + // CompleteMovement to the region and then call UpdateAgent to the destination region to confirm the receipt + // Both these operations will occur on different threads and will wait for each other. + // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1 + // test protocol, where we are trying to avoid unpredictable async operations in regression tests. + ((TestClient)beforeTeleportSp.ControllingClient).OnTestClientSendRegionTeleport + += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL) + => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null); + + m_numberOfAttachEventsFired = 0; + sceneA.RequestTeleportLocation( + beforeTeleportSp.ControllingClient, + sceneB.RegionInfo.RegionHandle, + teleportPosition, + teleportLookAt, + (uint)TeleportFlags.ViaLocation); + + // Check attachments have made it into sceneB + ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID); + + // This is appearance data, as opposed to actually rezzed attachments + List sceneBAttachments = afterTeleportSceneBSp.Appearance.GetAttachments(); + Assert.That(sceneBAttachments.Count, Is.EqualTo(1)); + Assert.That(sceneBAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest)); + Assert.That(sceneBAttachments[0].ItemID, Is.EqualTo(attItem.ID)); + Assert.That(sceneBAttachments[0].AssetID, Is.EqualTo(attItem.AssetID)); + Assert.That(afterTeleportSceneBSp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); + + // This is the actual attachment + List actualSceneBAttachments = afterTeleportSceneBSp.GetAttachments(); + Assert.That(actualSceneBAttachments.Count, Is.EqualTo(1)); + SceneObjectGroup actualSceneBAtt = actualSceneBAttachments[0]; + Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name)); + Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest)); + + Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1)); + + // Check attachments have been removed from sceneA + ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID); + + // Since this is appearance data, it is still present on the child avatar! + List sceneAAttachments = afterTeleportSceneASp.Appearance.GetAttachments(); + Assert.That(sceneAAttachments.Count, Is.EqualTo(1)); + Assert.That(afterTeleportSceneASp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); + + // This is the actual attachment, which should no longer exist + List actualSceneAAttachments = afterTeleportSceneASp.GetAttachments(); + Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0)); + + Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0)); + + // Check events + Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0)); + } } } -- cgit v1.1 From de6ad380f659edbc102e9bde01033acd19034c2d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Aug 2013 19:31:45 +0100 Subject: Get rid of issue where removing NPCs would through an exception by routing close through Scene.IncomingCloseAgent() and NPCAvatar.Close() rather than directly to Scene.RemoveClient(). This exception was actually harmless since it occurred at the very last stage of the remove client process. --- OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 69189b3..c26fdfc 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -385,7 +385,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", agentID, av.Name); */ - scene.RemoveClient(agentID, false); + + scene.IncomingCloseAgent(agentID, false); +// scene.RemoveClient(agentID, false); m_avatars.Remove(agentID); /* m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", -- cgit v1.1 From f3edc0d8b795f665dcf2ea2feb2b7886c8a451e1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Aug 2013 19:38:23 +0100 Subject: minor: Extend warning message when adding trying to add an event for a client without a queue to include the event message name. --- .../ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs index d7afe1a..c28ba94 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs @@ -229,7 +229,12 @@ namespace OpenSim.Region.ClientStack.Linden queue.Enqueue(ev); } else - m_log.WarnFormat("[EVENTQUEUE]: (Enqueue) No queue found for agent {0} in region {1}", avatarID, m_scene.RegionInfo.RegionName); + { + OSDMap evMap = (OSDMap)ev; + m_log.WarnFormat( + "[EVENTQUEUE]: (Enqueue) No queue found for agent {0} when placing message {1} in region {2}", + avatarID, evMap["message"], m_scene.Name); + } } catch (NullReferenceException e) { @@ -365,14 +370,14 @@ namespace OpenSim.Region.ClientStack.Linden OSDMap ev = (OSDMap)element; m_log.DebugFormat( "Eq OUT {0,-30} to {1,-20} {2,-20}", - ev["message"], m_scene.GetScenePresence(agentId).Name, m_scene.RegionInfo.RegionName); + ev["message"], m_scene.GetScenePresence(agentId).Name, m_scene.Name); } } public Hashtable GetEvents(UUID requestID, UUID pAgentId) { if (DebugLevel >= 2) - m_log.WarnFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.RegionInfo.RegionName); + m_log.WarnFormat("POLLED FOR EQ MESSAGES BY {0} in {1}", pAgentId, m_scene.Name); Queue queue = GetQueue(pAgentId); if (queue == null) -- cgit v1.1 From 377fe63c60b6632777da5f0a8a0c4c2d32a1f4ac Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Aug 2013 21:02:50 +0100 Subject: Don't try and send group updates to NPCs via event queue, since NPCs have no event queue. I think there is an argument for sending this information to NPCs anyway since in some cases it appears a lot easier to write server-side bots by hooking into such internal events. However, would need to stop event messages building up on NPC queues if they are never retrieved. --- OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs index f4734b7..d744a14 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs @@ -1212,7 +1212,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups AgentDataMap.Add("AgentID", OSD.FromUUID(dataForAgentID)); AgentData.Add(AgentDataMap); - OSDArray GroupData = new OSDArray(data.Length); OSDArray NewGroupData = new OSDArray(data.Length); -- cgit v1.1 From 2c31fe4614fc193f2600b36eac892ceee86f61e0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 12 Aug 2013 13:44:53 -0700 Subject: BulletSim: add check in avatar stair step code to verify the collision is not with a volume detect object. This fixes a problem of avatars trying to step over a volume detect object that they collide with. This appeared as the avatar popping up as it started to step up but then continuing on since the object wasn't physically interacting. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 33 +++++++++++++--------- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 1 + .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 1 + OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 +++ 4 files changed, 26 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 0f11c4a..5f232a4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -311,21 +311,28 @@ public class BSActorAvatarMove : BSActor // Don't care about collisions with the terrain if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID) { - OMV.Vector3 touchPosition = kvp.Value.Position; - m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", - m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); - if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) + BSPhysObject collisionObject; + if (m_physicsScene.PhysObjects.TryGetValue(kvp.Key, out collisionObject)) { - // This contact is within the 'near the feet' range. - // The normal should be our contact point to the object so it is pointing away - // thus the difference between our facing orientation and the normal should be small. - OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation; - OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); - float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); - if (diff < BSParam.AvatarStepApproachFactor) + if (!collisionObject.IsVolumeDetect) { - if (highestTouchPosition.Z < touchPosition.Z) - highestTouchPosition = touchPosition; + OMV.Vector3 touchPosition = kvp.Value.Position; + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", + m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); + if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) + { + // This contact is within the 'near the feet' range. + // The normal should be our contact point to the object so it is pointing away + // thus the difference between our facing orientation and the normal should be small. + OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation; + OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); + float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); + if (diff < BSParam.AvatarStepApproachFactor) + { + if (highestTouchPosition.Z < touchPosition.Z) + highestTouchPosition = touchPosition; + } + } } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 9af3dce..d584782 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -404,6 +404,7 @@ public sealed class BSCharacter : BSPhysObject // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more public override void SetVolumeDetect(int param) { return; } + public override bool IsVolumeDetect { get { return false; } } public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 0704591..27caf62 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -175,6 +175,7 @@ public abstract class BSPhysObject : PhysicsActor public abstract bool IsSolid { get; } public abstract bool IsStatic { get; } public abstract bool IsSelected { get; } + public abstract bool IsVolumeDetect { get; } // Materialness public MaterialAttributes.Material Material { get; private set; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index a0b6abc..6b5dea3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -617,6 +617,10 @@ public class BSPrim : BSPhysObject } return; } + public override bool IsVolumeDetect + { + get { return _isVolumeDetect; } + } public override void SetMaterial(int material) { base.SetMaterial(material); -- cgit v1.1 From a90351cd2ce2f1a3245244d46db7d98102729a58 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 13 Aug 2013 11:49:09 -0700 Subject: Remove exception when printing error for failure removing script state. --- OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index 229180f..6264f5d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -525,7 +525,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance m_log.Warn( string.Format( "[SCRIPT INSTANCE]: Could not delete script state {0} for script {1} (id {2}) in part {3} (id {4}) in object {5} in {6}. Exception ", - ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name), + savedState, ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name), e); } } -- cgit v1.1 From 0feb5da31e0986d46ea06ffb9804cf30f700e119 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 13 Aug 2013 21:06:24 -0700 Subject: BulletSim: move the creation of the avatar movement actor creating to taint time. Attempt to fix a problem of teleporting within the same region where the remove and addition of the physical avatar occasionally ends up with a non-moving avatar. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index d584782..502f85f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -89,13 +89,6 @@ public sealed class BSCharacter : BSPhysObject // set _avatarVolume and _mass based on capsule size, _density and Scale ComputeAvatarVolumeAndMass(); - // The avatar's movement is controlled by this motor that speeds up and slows down - // the avatar seeking to reach the motor's target speed. - // This motor runs as a prestep action for the avatar so it will keep the avatar - // standing as well as moving. Destruction of the avatar will destroy the pre-step action. - m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); - PhysicalActors.Add(AvatarMoveActorName, m_moveActor); - DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6}", LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); @@ -106,6 +99,13 @@ public sealed class BSCharacter : BSPhysObject // New body and shape into PhysBody and PhysShape PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); + // The avatar's movement is controlled by this motor that speeds up and slows down + // the avatar seeking to reach the motor's target speed. + // This motor runs as a prestep action for the avatar so it will keep the avatar + // standing as well as moving. Destruction of the avatar will destroy the pre-step action. + m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); + PhysicalActors.Add(AvatarMoveActorName, m_moveActor); + SetPhysicalProperties(); }); return; -- cgit v1.1 From fd519748e9c828e03468dc61b331115f07b3fadd Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 14 Aug 2013 19:35:02 +0100 Subject: Add method doc to Scene.RemoveClient() to ask any callers to use Scene.IncomingCloseAgent() instead. IncomingCloseAgent() now sets the scene presence state machine properly, which is necessary to avoid races between multiple sources of close. Hence, it's also necessary for everyone to consistently call IncomingCloseAgent() Calling RemoveClient() directly is currently generating an attention-grabbing exception though this right now this is harmless. --- OpenSim/Region/Framework/Scenes/Scene.cs | 12 ++++++++++++ OpenSim/Region/Framework/Scenes/SceneBase.cs | 13 +++++++++++++ 2 files changed, 25 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index a3bd388..d187377 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3382,6 +3382,18 @@ namespace OpenSim.Region.Framework.Scenes } } + /// + /// Remove the given client from the scene. + /// + /// + /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead + /// to properly operate the state machine and avoid race conditions with other close requests (such as directly + /// from viewers). + /// + /// ID of agent to close + /// + /// Close the neighbour child agents associated with this client. + /// public override void RemoveClient(UUID agentID, bool closeChildAgents) { AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index d2097ea..5252b96 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs @@ -217,6 +217,19 @@ namespace OpenSim.Region.Framework.Scenes #region Add/Remove Agent/Avatar public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type); + + /// + /// Remove the given client from the scene. + /// + /// + /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead + /// to properly operate the state machine and avoid race conditions with other close requests (such as directly + /// from viewers). + /// + /// ID of agent to close + /// + /// Close the neighbour child agents associated with this client. + /// public abstract void RemoveClient(UUID agentID, bool closeChildAgents); public bool TryGetScenePresence(UUID agentID, out object scenePresence) -- cgit v1.1 From 0d5680e9712a5362c23b0ef6e479654d67e99b8b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 14 Aug 2013 22:07:22 +0100 Subject: Count any incoming packet that could not be recognized as an LLUDP packet as a malformed packet. Record this as stat clientstack..IncomingPacketsMalformedCount Used to detect if a simulator is receiving significant junk UDP Decimates the number of packets between which a warning is logged and prints the IP source of the last malformed packet when logging --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 65 +++++++++++++++------- 1 file changed, 44 insertions(+), 21 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index de2f9d4..553250c 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -108,6 +108,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( + "IncomingPacketsMalformedCount", + "Number of inbound UDP packets that could not be recognized as LL protocol packets.", + "", + "", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.AverageChangeOverTime, + stat => stat.Value = m_udpServer.IncomingMalformedPacketCount, + StatVerbosity.Info)); + + StatsManager.RegisterStat( + new Stat( "OutgoingUDPSendsCount", "Number of UDP sends performed", "", @@ -268,7 +281,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP public Socket Server { get { return null; } } - private int m_malformedCount = 0; // Guard against a spamming attack + /// + /// Record how many inbound packets could not be recognized as LLUDP packets. + /// + public int IncomingMalformedPacketCount { get; private set; } /// /// Record current outgoing client for monitoring purposes. @@ -1181,6 +1197,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue; } + private void RecordMalformedInboundPacket(IPEndPoint endPoint) + { +// if (m_malformedCount < 100) +// m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString()); + + IncomingMalformedPacketCount++; + + if ((IncomingMalformedPacketCount % 10000) == 0) + m_log.WarnFormat( + "[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack. Last malformed was from {1}", + IncomingMalformedPacketCount, endPoint); + } + public override void PacketReceived(UDPPacketBuffer buffer) { // Debugging/Profiling @@ -1202,6 +1231,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP // "[LLUDPSERVER]: Dropping undersized packet with {0} bytes received from {1} in {2}", // buffer.DataLength, buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName); + RecordMalformedInboundPacket(endPoint); + return; // Drop undersized packet } @@ -1220,6 +1251,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP // "[LLUDPSERVER]: Dropping packet with malformed header received from {0} in {1}", // buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName); + RecordMalformedInboundPacket(endPoint); + return; // Malformed header } @@ -1235,34 +1268,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Only allocate a buffer for zerodecoding if the packet is zerocoded ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null); } - catch (MalformedDataException) - { - } - catch (IndexOutOfRangeException) - { -// m_log.WarnFormat( -// "[LLUDPSERVER]: Dropping short packet received from {0} in {1}", -// buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName); - - return; // Drop short packet - } catch (Exception e) { - if (m_malformedCount < 100) + if (IncomingMalformedPacketCount < 100) m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString()); - - m_malformedCount++; - - if ((m_malformedCount % 100000) == 0) - m_log.DebugFormat("[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack.", m_malformedCount); } // Fail-safe check if (packet == null) { - m_log.ErrorFormat("[LLUDPSERVER]: Malformed data, cannot parse {0} byte packet from {1}:", - buffer.DataLength, buffer.RemoteEndPoint); - m_log.Error(Utils.BytesToHexString(buffer.Data, buffer.DataLength, null)); + if (IncomingMalformedPacketCount < 100) + { + m_log.ErrorFormat("[LLUDPSERVER]: Malformed data, cannot parse {0} byte packet from {1}:", + buffer.DataLength, buffer.RemoteEndPoint); + m_log.Error(Utils.BytesToHexString(buffer.Data, buffer.DataLength, null)); + } + + RecordMalformedInboundPacket(endPoint); + return; } -- cgit v1.1 From 93dffe17773ee5af552ac64a7902f66d8acac1b3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 14 Aug 2013 22:33:12 +0100 Subject: Add stat clientstack..IncomingPacketsOrphanedCount to record well-formed packets that were not initial connection packets and could not be associated with a connected viewer. --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 33 +++++++++++++++++++--- 1 file changed, 29 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 553250c..102e581 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -121,6 +121,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( + "IncomingPacketsOrphanedCount", + "Number of inbound packets that were not initial connections packets and could not be associated with a viewer.", + "", + "", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.AverageChangeOverTime, + stat => stat.Value = m_udpServer.IncomingOrphanedPacketCount, + StatVerbosity.Info)); + + StatsManager.RegisterStat( + new Stat( "OutgoingUDPSendsCount", "Number of UDP sends performed", "", @@ -287,6 +300,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP public int IncomingMalformedPacketCount { get; private set; } /// + /// Record how many inbound packets could not be associated with a simulator circuit. + /// + public int IncomingOrphanedPacketCount { get; private set; } + + /// /// Record current outgoing client for monitoring purposes. /// private IClientAPI m_currentOutgoingClient; @@ -1206,7 +1224,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if ((IncomingMalformedPacketCount % 10000) == 0) m_log.WarnFormat( - "[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack. Last malformed was from {1}", + "[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack. Last was from {1}", IncomingMalformedPacketCount, endPoint); } @@ -1279,9 +1297,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP { if (IncomingMalformedPacketCount < 100) { - m_log.ErrorFormat("[LLUDPSERVER]: Malformed data, cannot parse {0} byte packet from {1}:", - buffer.DataLength, buffer.RemoteEndPoint); - m_log.Error(Utils.BytesToHexString(buffer.Data, buffer.DataLength, null)); + m_log.WarnFormat("[LLUDPSERVER]: Malformed data, cannot parse {0} byte packet from {1}, data {2}:", + buffer.DataLength, buffer.RemoteEndPoint, Utils.BytesToHexString(buffer.Data, buffer.DataLength, null)); } RecordMalformedInboundPacket(endPoint); @@ -1323,6 +1340,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!m_scene.TryGetClient(endPoint, out client) || !(client is LLClientView)) { //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); + + IncomingOrphanedPacketCount++; + + if ((IncomingOrphanedPacketCount % 10000) == 0) + m_log.WarnFormat( + "[LLUDPSERVER]: Received {0} orphaned packets so far. Last was from {1}", + IncomingOrphanedPacketCount, endPoint); + return; } -- cgit v1.1 From 7c3b71d294987943058c8b3bcb18a424ca70dea5 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 14 Aug 2013 14:13:08 -0700 Subject: BulletSim: add physical object initialized flag so updates and collisions don't happen until the object is completely initialized. This fixes the problem of doing a teleport while the simulator is running. The destruction of the physical object while the engine is running means that the physics parameter update would overwrite the new position of the newly created avatar. --- OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 4 +++- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 4 ++++ OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 4 ++++ OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 ++++ OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 12 ++++++++---- 5 files changed, 23 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 5f232a4..c0589cd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -69,7 +69,9 @@ public class BSActorAvatarMove : BSActor // BSActor.Dispose() public override void Dispose() { - Enabled = false; + base.SetEnabled(false); + // Now that turned off, remove any state we have in the scene. + Refresh(); } // Called when physical parameters (properties set in Bullet) need to be re-applied. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 502f85f..291dfcd 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -107,6 +107,8 @@ public sealed class BSCharacter : BSPhysObject PhysicalActors.Add(AvatarMoveActorName, m_moveActor); SetPhysicalProperties(); + + IsInitialized = true; }); return; } @@ -114,6 +116,8 @@ public sealed class BSCharacter : BSPhysObject // called when this character is being destroyed and the resources should be released public override void Destroy() { + IsInitialized = false; + base.Destroy(); DetailLog("{0},BSCharacter.Destroy", LocalID); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 27caf62..b26fef0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -72,6 +72,8 @@ public abstract class BSPhysObject : PhysicsActor } protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { + IsInitialized = false; + PhysScene = parentScene; LocalID = localID; PhysObjectName = name; @@ -130,6 +132,8 @@ public abstract class BSPhysObject : PhysicsActor public string PhysObjectName { get; protected set; } public string TypeName { get; protected set; } + // Set to 'true' when the object is completely initialized + public bool IsInitialized { get; protected set; } // Return the object mass without calculating it or having side effects public abstract float RawMass { get; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6b5dea3..d5b999d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -110,6 +110,8 @@ public class BSPrim : BSPhysObject CreateGeomAndObject(true); CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody); + + IsInitialized = true; }); } @@ -117,6 +119,8 @@ public class BSPrim : BSPhysObject public override void Destroy() { // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); + IsInitialized = false; + base.Destroy(); // Undo any vehicle properties diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 79ac5a5..88d50b4 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -639,7 +639,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters BSPhysObject pobj; if (PhysObjects.TryGetValue(entprop.ID, out pobj)) { - pobj.UpdateProperties(entprop); + if (pobj.IsInitialized) + pobj.UpdateProperties(entprop); } } } @@ -766,10 +767,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); - if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) + if (collider.IsInitialized) { - // If a collision was 'good', remember to send it to the simulator - ObjectsWithCollisions.Add(collider); + if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) + { + // If a collision was 'good', remember to send it to the simulator + ObjectsWithCollisions.Add(collider); + } } return; -- cgit v1.1 From e8b1e91a1d4bb3ca65886c367c654a82033f4e03 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 14 Aug 2013 14:36:13 -0700 Subject: BulletSim: include check for volume detect in check for zeroing avatar motion. Normally, avatar motion is zeroed if colliding with a stationary object so they don't slide down hills and such. Without volume detect check this also allowed avatars to stand on volume detect objects and to have some jiggling when they were in the volume detect object. This commit fixes both. --- OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 6 +++++- 2 files changed, 6 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index c0589cd..68bc1b9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -183,7 +183,7 @@ public class BSActorAvatarMove : BSActor if (m_controllingPrim.IsColliding) { // If we are colliding with a stationary object, presume we're standing and don't move around - if (!m_controllingPrim.ColliderIsMoving) + if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect) { m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); m_controllingPrim.IsStationary = true; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index b26fef0..9dc52d5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -132,7 +132,8 @@ public abstract class BSPhysObject : PhysicsActor public string PhysObjectName { get; protected set; } public string TypeName { get; protected set; } - // Set to 'true' when the object is completely initialized + // Set to 'true' when the object is completely initialized. + // This mostly prevents property updates and collisions until the object is completely here. public bool IsInitialized { get; protected set; } // Return the object mass without calculating it or having side effects @@ -356,6 +357,8 @@ public abstract class BSPhysObject : PhysicsActor // On a collision, check the collider and remember if the last collider was moving // Used to modify the standing of avatars (avatars on stationary things stand still) public bool ColliderIsMoving; + // 'true' if the last collider was a volume detect object + public bool ColliderIsVolumeDetect; // Used by BSCharacter to manage standing (and not slipping) public bool IsStationary; @@ -435,6 +438,7 @@ public abstract class BSPhysObject : PhysicsActor // For movement tests, remember if we are colliding with an object that is moving. ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; + ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false; // Make a collection of the collisions that happened the last simulation tick. // This is different than the collection created for sending up to the simulator as it is cleared every tick. -- cgit v1.1 From 60cc9e9a3c87a424fb213597092aa4aad53a6ba5 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 14 Aug 2013 23:21:18 +0100 Subject: minor: remove unused entity transfer config in teleport v2 attachments test --- .../CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs | 1 - 1 file changed, 1 deletion(-) (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 f4bf6b3..1fcef20 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -925,7 +925,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); - IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); modulesConfig.Set("InventoryAccessModule", "BasicInventoryAccessModule"); -- cgit v1.1 From 104626d732614a2e0b1988961e61f63447017013 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 14 Aug 2013 23:22:20 +0100 Subject: minor: Comment out AvatarPicketSearch caps log message for now, which is occuring on every login and entity transfer --- OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs index 9f2aed0..10a4753 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/AvatarPickerSearchModule.cs @@ -123,7 +123,7 @@ namespace OpenSim.Region.ClientStack.Linden if (m_URL == "localhost") { - m_log.DebugFormat("[AVATAR PICKER SEARCH]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName); +// m_log.DebugFormat("[AVATAR PICKER SEARCH]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName); caps.RegisterHandler( "AvatarPickerSearch", new AvatarPickerSearchHandler("/CAPS/" + capID + "/", m_People, "AvatarPickerSearch", "Search for avatars by name")); -- cgit v1.1 From 2231fcf5b45be9a2f5b6e1a2665ff7223e275b33 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 15 Aug 2013 13:46:46 +0100 Subject: Do not use the SP.DoNotCloseAfterTeleport flag for child agent connections. This approach has problems if a client quits without sending a proper logout but then reconnects before the connection is closed due to inactivity. In this case, the DoNotCloseAfterTeleport was wrongly set. The simplest approach is to close child agents on teleport as quickly as possible so that races are very unlikely to occur Hence, this code now closes child agents as the first action after a sucessful teleport. --- .../EntityTransfer/EntityTransferModule.cs | 24 ++++++++--------- OpenSim/Region/Framework/Scenes/Scene.cs | 31 ++++++++++++++-------- 2 files changed, 32 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 87f0264..93a089d 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1055,6 +1055,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); + // Need to signal neighbours whether child agents may need closing irrespective of whether this + // one needed closing. We also need to close child agents as quickly as possible to avoid complicated + // race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back + // to a neighbour A2 then off to a non-neighbour C). Closing child agents any later requires complex + // distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are + // abandoned without proper close by viewer but then re-used by an incoming connection. + sp.CloseChildAgents(newRegionX, newRegionY); + // May need to logout or other cleanup AgentHasMovedAway(sp, logout); @@ -1064,17 +1072,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Now let's make it officially a child agent sp.MakeChildAgent(); - // May still need to signal neighbours whether child agents may need closing irrespective of whether this - // one needed closing. Neighbour regions also contain logic to prevent a close if a subsequent move or - // teleport re-established the child connection. - // - // It may be possible to also close child agents after a pause but one needs to be very careful about - // race conditions between different regions on rapid teleporting (e.g. from A1 to a non-neighbour B, back - // to a neighbour A2 then off to a non-neighbour C. Also, closing child agents early may be more compatible - // with complicated scenarios where there a mixture of V1 and V2 teleports, though this is conjecture. It's - // easier to close immediately and greatly reduce the scope of race conditions if possible. - sp.CloseChildAgents(newRegionX, newRegionY); - // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { @@ -1096,7 +1093,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } else { - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {1}", sp.Name, Scene.Name); + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Connection for {0} in {1} has been re-established after teleport. Not closing.", + sp.Name, Scene.Name); + sp.DoNotCloseAfterTeleport = false; } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d187377..3e5ef10 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3703,21 +3703,30 @@ namespace OpenSim.Region.Framework.Scenes // In the case where, for example, an A B C D region layout, an avatar may // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C // renews the lease on the child agent at B, we must make sure that the close from A does not succeed. - if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) - { - m_log.DebugFormat( - "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", - sp.Name, Name); + // + // XXX: In the end, this should not be necessary if child agents are closed without delay on + // teleport, since realistically, the close request should always be processed before any other + // region tried to re-establish a child agent. This is much simpler since the logic below is + // vulnerable to an issue when a viewer quits a region without sending a proper logout but then + // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport + // flag when no teleport had taken place (and hence no close was going to come). +// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) +// { +// m_log.DebugFormat( +// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", +// sp.Name, Name); +// +// sp.DoNotCloseAfterTeleport = true; +// } +// else if (EntityTransferModule.IsInTransit(sp.UUID)) - sp.DoNotCloseAfterTeleport = true; - } - else if (EntityTransferModule.IsInTransit(sp.UUID)) + if (EntityTransferModule.IsInTransit(sp.UUID)) { + sp.DoNotCloseAfterTeleport = true; + m_log.DebugFormat( - "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt previous end-of-teleport close.", + "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt previous end-of-teleport close.", sp.Name, Name); - - sp.DoNotCloseAfterTeleport = true; } } } -- cgit v1.1 From 3f8d79024bc760e4f0c5cbca2126ab725c847078 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 15 Aug 2013 14:07:57 +0100 Subject: Rely on the Scene.IncomingCloseAgent() check as to whether the connection should be kept open after teleport-end rather than doing this in the ET Module This is safer since the close check in IncomingCloseAgent() is done under lock conditions, which prevents a race between ETM and Scene.AddClient() --- .../Framework/EntityTransfer/EntityTransferModule.cs | 20 ++++++-------------- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- 2 files changed, 7 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 93a089d..5f85eb0 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1085,20 +1085,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. Thread.Sleep(15000); - if (!sp.DoNotCloseAfterTeleport) - { - // OK, it got this agent. Let's close everything - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing agent {0} in {1}", sp.Name, Scene.Name); - sp.Scene.IncomingCloseAgent(sp.UUID, false); - } - else - { - m_log.DebugFormat( - "[ENTITY TRANSFER MODULE]: Connection for {0} in {1} has been re-established after teleport. Not closing.", - sp.Name, Scene.Name); - - sp.DoNotCloseAfterTeleport = false; - } + // OK, it got this agent. Let's close everything + // If we shouldn't close the agent due to some other region renewing the connection + // then this will be handled in IncomingCloseAgent under lock conditions + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name); + sp.Scene.IncomingCloseAgent(sp.UUID, false); } else { diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 3e5ef10..b58e7c4 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3725,7 +3725,7 @@ namespace OpenSim.Region.Framework.Scenes sp.DoNotCloseAfterTeleport = true; m_log.DebugFormat( - "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt previous end-of-teleport close.", + "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.", sp.Name, Name); } } -- cgit v1.1 From 3ddb7438d746b3efbe0cbedcb4ba2e18a0db51e2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 15 Aug 2013 14:41:00 +0100 Subject: Move DoNotCloseAfterTeleport flag reset before UpdateAgent in V2 to avoid a low probability where the destination re-establishing the child connection before the flag was reset --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 5f85eb0..4011422 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1029,6 +1029,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer agent.SenderWantsToWaitForRoot = true; //SetCallbackURL(agent, sp.Scene.RegionInfo); + // Reset the do not close flag. This must be done before the destination opens child connections (here + // triggered by UpdateAgent) to avoid race conditions. However, we also want to reset it as late as possible + // to avoid a situation where an unexpectedly early call to Scene.NewUserConnection() wrongly results + // in no close. + sp.DoNotCloseAfterTeleport = false; + // Send the Update. If this returns true, we know the client has contacted the destination // via CompleteMovementIntoRegion, so we can let go. // If it returns false, something went wrong, and we need to abort. @@ -1075,8 +1081,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { - sp.DoNotCloseAfterTeleport = false; - // RED ALERT!!!! // PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES. // THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion -- cgit v1.1 From 7c916ab91ccadb8cb9a84508f29fa64f7e2e9e1e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 15 Aug 2013 14:50:20 +0100 Subject: Try to make "slow down" message that one could receive on rapid teleporting more informative to the user. This message is seen on V2 if one attempts to quickly re-teleport from a source region where one had previously teleported to a non-neighbour and back within 15 secs. The solution here is for the user to wait a short while. This message can also be seen on any teleport protocol if one recieves multiple teleport attempts simultaneously. Probably still useful here to help identify misbehaving scripts. --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 4011422..17ebc83 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -317,7 +317,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.", sp.Name, sp.UUID, position, regionHandle); - sp.ControllingClient.SendTeleportFailed("Slow down!"); + sp.ControllingClient.SendTeleportFailed("Previous teleport process incomplete. Please retry shortly."); + return; } -- cgit v1.1 From 7d268912f1ee09b4e146208a4dd84dbf81ba335d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Aug 2013 00:58:25 +0100 Subject: Packet headers are not zero-encoded so don't try to zero-decode these in PacketPool.GetType() Instead adjusts code with that from Packet.BuildHeader(byte[], ref int, ref int):Header in libomv This stops packet decoding failures with agent UUIDs that contain 00 in their earlier parts (e.g. b0b0b0b0-0000-0000-0000-000000000211) Thanks to lkalif for pointing this out. --- .../Region/ClientStack/Linden/UDP/PacketPool.cs | 25 ++++++++-------------- 1 file changed, 9 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/PacketPool.cs b/OpenSim/Region/ClientStack/Linden/UDP/PacketPool.cs index 1fdc410..5a2bcee 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/PacketPool.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/PacketPool.cs @@ -145,39 +145,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP return packet; } - // private byte[] decoded_header = new byte[10]; private static PacketType GetType(byte[] bytes) { - byte[] decoded_header = new byte[10 + 8]; ushort id; PacketFrequency freq; + bool isZeroCoded = (bytes[0] & Helpers.MSG_ZEROCODED) != 0; - if ((bytes[0] & Helpers.MSG_ZEROCODED) != 0) + if (bytes[6] == 0xFF) { - Helpers.ZeroDecode(bytes, 16, decoded_header); - } - else - { - Buffer.BlockCopy(bytes, 0, decoded_header, 0, 10); - } - - if (decoded_header[6] == 0xFF) - { - if (decoded_header[7] == 0xFF) + if (bytes[7] == 0xFF) { - id = (ushort) ((decoded_header[8] << 8) + decoded_header[9]); freq = PacketFrequency.Low; + if (isZeroCoded && bytes[8] == 0) + id = bytes[10]; + else + id = (ushort)((bytes[8] << 8) + bytes[9]); } else { - id = decoded_header[7]; freq = PacketFrequency.Medium; + id = bytes[7]; } } else { - id = decoded_header[6]; freq = PacketFrequency.High; + id = bytes[6]; } return Packet.GetType(id, freq); -- cgit v1.1 From 1624522761b0634cea1089dd02cc9af7d30c356c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Aug 2013 23:45:04 +0100 Subject: refactor: Make AttachmentModulesTests.TestSameSimulatorNeighbouringRegionsTeleportV2 use already available TestClient handle rather than retrieving it via the ScenePresence --- .../CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (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 1fcef20..bdfef32 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -965,7 +965,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests // Both these operations will occur on different threads and will wait for each other. // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1 // test protocol, where we are trying to avoid unpredictable async operations in regression tests. - ((TestClient)beforeTeleportSp.ControllingClient).OnTestClientSendRegionTeleport + tc.OnTestClientSendRegionTeleport += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL) => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null); -- cgit v1.1 From fbab898f74186b38cf2dad9aa42f7f9b17a34fe9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Aug 2013 23:52:55 +0100 Subject: Add TestSameSimulatorNeighbouringRegionsV2() regression test for v2 entity transfer protocl --- .../Scenes/Tests/ScenePresenceTeleportTests.cs | 89 +++++++++++++++++++++- 1 file changed, 87 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs index afd2779..936c2c0 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs @@ -30,6 +30,7 @@ using System.Collections.Generic; using System.IO; using System.Net; using System.Text; +using System.Threading; using Nini.Config; using NUnit.Framework; using OpenMetaverse; @@ -107,7 +108,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests } [Test] - public void TestSameSimulatorIsolatedRegions() + public void TestSameSimulatorIsolatedRegionsV1() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); @@ -428,7 +429,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests } [Test] - public void TestSameSimulatorNeighbouringRegions() + public void TestSameSimulatorNeighbouringRegionsV1() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); @@ -512,5 +513,89 @@ namespace OpenSim.Region.Framework.Scenes.Tests // TestHelpers.DisableLogging(); } + + [Test] + public void TestSameSimulatorNeighbouringRegionsV2() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + UUID userId = TestHelpers.ParseTail(0x1); + + EntityTransferModule etmA = new EntityTransferModule(); + EntityTransferModule etmB = new EntityTransferModule(); + LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); + + IConfigSource config = new IniConfigSource(); + IConfig modulesConfig = config.AddConfig("Modules"); + modulesConfig.Set("EntityTransferModule", etmA.Name); + modulesConfig.Set("SimulationServices", lscm.Name); + + SceneHelpers sh = new SceneHelpers(); + TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); + TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000); + + SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); + SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); + SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); + + Vector3 teleportPosition = new Vector3(10, 11, 12); + Vector3 teleportLookAt = new Vector3(20, 21, 22); + + AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); + TestClient tc = new TestClient(acd, sceneA); + List destinationTestClients = new List(); + EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); + + ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd); + beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32); + + Assert.That(beforeSceneASp, Is.Not.Null); + Assert.That(beforeSceneASp.IsChildAgent, Is.False); + + ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId); + Assert.That(beforeSceneBSp, Is.Not.Null); + Assert.That(beforeSceneBSp.IsChildAgent, Is.True); + + // Here, we need to make clientA's receipt of SendRegionTeleport trigger clientB's CompleteMovement(). This + // is to operate the teleport V2 mechanism where the EntityTransferModule will first request the client to + // CompleteMovement to the region and then call UpdateAgent to the destination region to confirm the receipt + // Both these operations will occur on different threads and will wait for each other. + // We have to do this via ThreadPool directly since FireAndForget has been switched to sync for the V1 + // test protocol, where we are trying to avoid unpredictable async operations in regression tests. + tc.OnTestClientSendRegionTeleport + += (regionHandle, simAccess, regionExternalEndPoint, locationID, flags, capsURL) + => ThreadPool.UnsafeQueueUserWorkItem(o => destinationTestClients[0].CompleteMovement(), null); + + sceneA.RequestTeleportLocation( + beforeSceneASp.ControllingClient, + sceneB.RegionInfo.RegionHandle, + teleportPosition, + teleportLookAt, + (uint)TeleportFlags.ViaLocation); + + ScenePresence afterSceneASp = sceneA.GetScenePresence(userId); + Assert.That(afterSceneASp, Is.Not.Null); + Assert.That(afterSceneASp.IsChildAgent, Is.True); + + ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId); + Assert.That(afterSceneBSp, Is.Not.Null); + Assert.That(afterSceneBSp.IsChildAgent, Is.False); + Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); + Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); + + Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); + Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1)); + Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); + Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); + + // TODO: Add assertions to check correct circuit details in both scenes. + + // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera + // position instead). +// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); + +// TestHelpers.DisableLogging(); + } } } \ No newline at end of file -- cgit v1.1 From f5d3145bea75fe2c84f49685031443c6826ffae7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 17 Aug 2013 00:24:56 +0100 Subject: Add ScenePresenceTeleportTests.TestSameSimulatorIsolatedRegionsV2() regression test for v2 transfers. Also adjusts names of teleport setup helpers in EntityTransferHelpers --- .../Attachments/Tests/AttachmentsModuleTests.cs | 4 +- .../Scenes/Tests/SceneObjectDeRezTests.cs | 2 +- .../Scenes/Tests/ScenePresenceCrossingTests.cs | 2 +- .../Scenes/Tests/ScenePresenceTeleportTests.cs | 68 +++++++++++++++++++++- 4 files changed, 69 insertions(+), 7 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 bdfef32..fd493fc 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -844,7 +844,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID); TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); - EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); + EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32); @@ -943,7 +943,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID); TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); - EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); + EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32); diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs index d670dad..5b5fb92 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs @@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests AgentCircuitData acd = SceneHelpers.GenerateAgentData(uaB); TestClient clientB = new TestClient(acd, sceneB); List childClientsB = new List(); - EntityTransferHelpers.SetUpInformClientOfNeighbour(clientB, childClientsB); + EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(clientB, childClientsB); SceneHelpers.AddScenePresence(sceneB, clientB, acd); diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs index 5df9aba..12a778b 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs @@ -97,7 +97,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); - EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); + EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); originalSp.AbsolutePosition = new Vector3(128, 32, 10); diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs index 936c2c0..8c25dbc 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs @@ -147,7 +147,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests sp.AbsolutePosition = new Vector3(30, 31, 32); List destinationTestClients = new List(); - EntityTransferHelpers.SetUpInformClientOfNeighbour((TestClient)sp.ControllingClient, destinationTestClients); + EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate( + (TestClient)sp.ControllingClient, destinationTestClients); sceneA.RequestTeleportLocation( sp.ControllingClient, @@ -180,6 +181,67 @@ namespace OpenSim.Region.Framework.Scenes.Tests // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); } + [Test] + public void TestSameSimulatorIsolatedRegionsV2() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + UUID userId = TestHelpers.ParseTail(0x1); + + EntityTransferModule etmA = new EntityTransferModule(); + EntityTransferModule etmB = new EntityTransferModule(); + LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); + + IConfigSource config = new IniConfigSource(); + IConfig modulesConfig = config.AddConfig("Modules"); + modulesConfig.Set("EntityTransferModule", etmA.Name); + modulesConfig.Set("SimulationServices", lscm.Name); + + SceneHelpers sh = new SceneHelpers(); + TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); + TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000); + + SceneHelpers.SetupSceneModules(sceneA, config, etmA); + SceneHelpers.SetupSceneModules(sceneB, config, etmB); + SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); + + Vector3 teleportPosition = new Vector3(10, 11, 12); + Vector3 teleportLookAt = new Vector3(20, 21, 22); + + ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId); + sp.AbsolutePosition = new Vector3(30, 31, 32); + + List destinationTestClients = new List(); + EntityTransferHelpers.SetupSendRegionTeleportTriggersDestinationClientCreateAndCompleteMovement( + (TestClient)sp.ControllingClient, destinationTestClients); + + sceneA.RequestTeleportLocation( + sp.ControllingClient, + sceneB.RegionInfo.RegionHandle, + teleportPosition, + teleportLookAt, + (uint)TeleportFlags.ViaLocation); + + Assert.That(sceneA.GetScenePresence(userId), Is.Null); + + ScenePresence sceneBSp = sceneB.GetScenePresence(userId); + Assert.That(sceneBSp, Is.Not.Null); + Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); + Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); + + Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); + Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); + Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); + Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); + + // TODO: Add assertions to check correct circuit details in both scenes. + + // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera + // position instead). +// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); + } + /// /// Test teleport procedures when the target simulator returns false when queried about access. /// @@ -467,7 +529,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); - EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); + EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32); @@ -545,7 +607,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); TestClient tc = new TestClient(acd, sceneA); List destinationTestClients = new List(); - EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients); + EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd); beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32); -- cgit v1.1 From d38d5ecbac5777c2bea1f9858410d7d2ff13935b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 17 Aug 2013 01:00:20 +0100 Subject: minor: remove mono compiler warnings from ScenePresence --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 69339b7..37e5286 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -219,7 +219,7 @@ namespace OpenSim.Region.Framework.Scenes private float m_sitAvatarHeight = 2.0f; private Vector3 m_lastChildAgentUpdatePosition; - private Vector3 m_lastChildAgentUpdateCamPosition; +// private Vector3 m_lastChildAgentUpdateCamPosition; private const int LAND_VELOCITYMAG_MAX = 12; @@ -1847,8 +1847,7 @@ namespace OpenSim.Region.Framework.Scenes if (m_movementUpdateCount < 1) m_movementUpdateCount = 1; - - AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; +// AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; // Camera location in world. We'll need to raytrace // from this location from time to time. @@ -3025,7 +3024,7 @@ namespace OpenSim.Region.Framework.Scenes if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance) { m_lastChildAgentUpdatePosition = AbsolutePosition; - m_lastChildAgentUpdateCamPosition = CameraPosition; +// m_lastChildAgentUpdateCamPosition = CameraPosition; ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); cadu.ActiveGroupID = UUID.Zero.Guid; -- cgit v1.1 From d75f00cc2d0d601c6b9b4f2ea7a983c2ea85c62d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 17 Aug 2013 01:09:31 +0100 Subject: minor: remove mono compiler warning from AttachmentsModule --- OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 675fccc..2818712 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -316,8 +316,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { // If we're an NPC then skip all the item checks and manipulations since we don't have an // inventory right now. - SceneObjectGroup objatt - = RezSingleAttachmentFromInventoryInternal( + RezSingleAttachmentFromInventoryInternal( sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true); } catch (Exception e) -- cgit v1.1 From 85a9cb260a5f06df495e29dd8a3ae590970efe57 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 17 Aug 2013 01:10:58 +0100 Subject: Remove mono compiler warnings from UserProfilesModule --- .../Avatar/UserProfiles/UserProfileModule.cs | 35 ++++++++++------------ 1 file changed, 16 insertions(+), 19 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index c04098c..966a05c 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -307,7 +307,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(targetID, out serverURI); + GetUserProfileServerURI(targetID, out serverURI); UUID creatorId = UUID.Zero; OSDMap parameters= new OSDMap(); @@ -372,7 +372,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(target, out serverURI); + GetUserProfileServerURI(target, out serverURI); object Ad = (object)ad; if(!JsonRpcRequest(ref Ad, "classifieds_info_query", serverURI, UUID.Random().ToString())) @@ -441,10 +441,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles Vector3 pos = remoteClient.SceneAgent.AbsolutePosition; ILandObject land = s.LandChannel.GetLandObject(pos.X, pos.Y); ScenePresence p = FindPresence(remoteClient.AgentId); - Vector3 avaPos = p.AbsolutePosition; +// Vector3 avaPos = p.AbsolutePosition; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + GetUserProfileServerURI(remoteClient.AgentId, out serverURI); if (land == null) { @@ -470,7 +470,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles object Ad = ad; - OSD X = OSD.SerializeMembers(Ad); + OSD.SerializeMembers(Ad); if(!JsonRpcRequest(ref Ad, "classified_update", serverURI, UUID.Random().ToString())) { @@ -491,7 +491,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles public void ClassifiedDelete(UUID queryClassifiedID, IClientAPI remoteClient) { string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + GetUserProfileServerURI(remoteClient.AgentId, out serverURI); UUID classifiedId; OSDMap parameters= new OSDMap(); @@ -541,7 +541,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(targetId, out serverURI); + GetUserProfileServerURI(targetId, out serverURI); OSDMap parameters= new OSDMap(); parameters.Add("creatorId", OSD.FromUUID(targetId)); @@ -592,7 +592,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles UUID targetID; UUID.TryParse(args[0], out targetID); string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(targetID, out serverURI); + GetUserProfileServerURI(targetID, out serverURI); IClientAPI remoteClient = (IClientAPI)sender; UserProfilePick pick = new UserProfilePick(); @@ -660,7 +660,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles m_log.DebugFormat("[PROFILES]: Start PickInfoUpdate Name: {0} PickId: {1} SnapshotId: {2}", name, pickID.ToString(), snapshotID.ToString()); UserProfilePick pick = new UserProfilePick(); string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + GetUserProfileServerURI(remoteClient.AgentId, out serverURI); ScenePresence p = FindPresence(remoteClient.AgentId); Vector3 avaPos = p.AbsolutePosition; @@ -720,7 +720,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles public void PickDelete(IClientAPI remoteClient, UUID queryPickID) { string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + GetUserProfileServerURI(remoteClient.AgentId, out serverURI); OSDMap parameters= new OSDMap(); parameters.Add("pickId", OSD.FromUUID(queryPickID)); @@ -755,7 +755,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles IClientAPI remoteClient = (IClientAPI)sender; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + GetUserProfileServerURI(remoteClient.AgentId, out serverURI); note.TargetId = remoteClient.AgentId; UUID.TryParse(args[0], out note.UserId); @@ -791,7 +791,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles note.Notes = queryNotes; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + GetUserProfileServerURI(remoteClient.AgentId, out serverURI); object Note = note; if(!JsonRpcRequest(ref Note, "avatar_notes_update", serverURI, UUID.Random().ToString())) @@ -836,7 +836,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles prop.Language = languages; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + GetUserProfileServerURI(remoteClient.AgentId, out serverURI); object Param = prop; if(!JsonRpcRequest(ref Param, "avatar_interests_update", serverURI, UUID.Random().ToString())) @@ -958,7 +958,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles prop.FirstLifeText = newProfile.FirstLifeAboutText; string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(remoteClient.AgentId, out serverURI); + GetUserProfileServerURI(remoteClient.AgentId, out serverURI); object Prop = prop; @@ -972,7 +972,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } } - /// /// Gets the profile data. /// @@ -997,7 +996,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } string serverURI = string.Empty; - bool foreign = GetUserProfileServerURI(properties.UserId, out serverURI); + GetUserProfileServerURI(properties.UserId, out serverURI); // This is checking a friend on the home grid // Not HG friend @@ -1245,11 +1244,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles return false; } - byte[] buf = new byte[8192]; Stream rstream = webResponse.GetResponseStream(); OSDMap mret = (OSDMap)OSDParser.DeserializeJson(rstream); - if(mret.ContainsKey("error")) + if (mret.ContainsKey("error")) return false; // get params... @@ -1311,7 +1309,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles return false; } - byte[] buf = new byte[8192]; Stream rstream = webResponse.GetResponseStream(); OSDMap response = new OSDMap(); -- cgit v1.1 From 3585b0a1392b7f9e93c4156d1d9fad224b4f187a Mon Sep 17 00:00:00 2001 From: Melanie Date: Sun, 18 Aug 2013 02:59:10 +0100 Subject: Allow updating the wearable type of wearables that have a type of 0. This will allow viewers to fix broken wearables as they detect them. --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 20 ++++++++++++++++---- 1 file changed, 16 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 8e4e307..c4b07a5 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -416,6 +416,8 @@ namespace OpenSim.Region.Framework.Scenes // itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags, // item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions); + bool sendUpdate = false; + if (itemUpd.NextPermissions != 0) // Use this to determine validity. Can never be 0 if valid { // Create a set of base permissions that will not include export if the user @@ -489,11 +491,13 @@ namespace OpenSim.Region.Framework.Scenes item.SalePrice = itemUpd.SalePrice; item.SaleType = itemUpd.SaleType; - InventoryService.UpdateItem(item); + if (item.InvType == (int)InventoryType.Wearable && (item.Flags & 0xf) == 0 && (itemUpd.Flags & 0xf) != 0) + { + item.Flags = (uint)(item.Flags & 0xfffffff0) | (itemUpd.Flags & 0xf); + sendUpdate = true; + } - // 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); + InventoryService.UpdateItem(item); } if (UUID.Zero != transactionID) @@ -503,6 +507,14 @@ namespace OpenSim.Region.Framework.Scenes AgentTransactionsModule.HandleItemUpdateFromTransaction(remoteClient, transactionID, item); } } + else + { + // This MAY be problematic, if it is, another solution + // needs to be found. If inventory item flags are updated + // the viewer's notion of the item needs to be refreshed. + if (sendUpdate) + remoteClient.SendBulkUpdateInventory(item); + } } else { -- cgit v1.1 From e384ff604e081970ae9351431115a87e82345b18 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 20 Aug 2013 17:43:02 +0100 Subject: Add experimental "sit user name" and "stand user name" console commands in SitStandCommandsModule. "sit user name" will currently only sit the given avatar on prims which have a sit target set and are not already sat upon. Chiefly for debug purposes. --- .../Avatar/SitStand/SitStandCommandsModule.cs | 180 +++++++++++++++++++++ 1 file changed, 180 insertions(+) create mode 100644 OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs b/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs new file mode 100644 index 0000000..874723c --- /dev/null +++ b/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs @@ -0,0 +1,180 @@ +/* + * 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.Reflection; +using System.Text; +using log4net; +using Mono.Addins; +using Nini.Config; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Console; +using OpenSim.Framework.Monitoring; +using OpenSim.Region.ClientStack.LindenUDP; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Framework.Scenes.Animation; +using OpenSim.Services.Interfaces; + +namespace OpenSim.Region.OptionalModules.Avatar.SitStand +{ + /// + /// A module that just holds commands for changing avatar sitting and standing states. + /// + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AnimationsCommandModule")] + public class SitStandCommandModule : INonSharedRegionModule + { +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + private Scene m_scene; + + public string Name { get { return "SitStand Command Module"; } } + + public Type ReplaceableInterface { get { return null; } } + + public void Initialise(IConfigSource source) + { +// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: INITIALIZED MODULE"); + } + + public void PostInitialise() + { +// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: POST INITIALIZED MODULE"); + } + + public void Close() + { +// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: CLOSED MODULE"); + } + + public void AddRegion(Scene scene) + { +// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName); + } + + public void RemoveRegion(Scene scene) + { +// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName); + } + + public void RegionLoaded(Scene scene) + { +// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName); + + m_scene = scene; + + scene.AddCommand( + "Users", this, "sit user name", + "sit user name ", + "Sit the named user on an unoccupied object with a sit target.\n" + + "If there are no such objects then nothing happens", + HandleSitUserNameCommand); + + scene.AddCommand( + "Users", this, "stand user name", + "stand user name ", + "Stand the named user.", + HandleStandUserNameCommand); + } + + protected void HandleSitUserNameCommand(string module, string[] cmd) + { + if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null) + return; + + if (cmd.Length != 5) + { + MainConsole.Instance.Output("Usage: sit user name "); + return; + } + + string firstName = cmd[3]; + string lastName = cmd[4]; + + ScenePresence sp = m_scene.GetScenePresence(firstName, lastName); + + if (sp == null || sp.IsChildAgent) + return; + + SceneObjectPart sitPart = null; + List sceneObjects = m_scene.GetSceneObjectGroups(); + + foreach (SceneObjectGroup sceneObject in sceneObjects) + { + foreach (SceneObjectPart part in sceneObject.Parts) + { + if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero) + { + sitPart = part; + break; + } + } + } + + if (sitPart != null) + { + MainConsole.Instance.OutputFormat( + "Sitting {0} on {1} {2} in {3}", + sp.Name, sitPart.ParentGroup.Name, sitPart.ParentGroup.UUID, m_scene.Name); + + sp.HandleAgentRequestSit(sp.ControllingClient, sp.UUID, sitPart.UUID, Vector3.Zero); + sp.HandleAgentSit(sp.ControllingClient, sp.UUID); + } + else + { + MainConsole.Instance.OutputFormat( + "Could not find any unoccupied set seat on which to sit {0} in {1}", + sp.Name, m_scene.Name); + } + } + + protected void HandleStandUserNameCommand(string module, string[] cmd) + { + if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null) + return; + + if (cmd.Length != 5) + { + MainConsole.Instance.Output("Usage: stand user name "); + return; + } + + string firstName = cmd[3]; + string lastName = cmd[4]; + + ScenePresence sp = m_scene.GetScenePresence(firstName, lastName); + + if (sp == null || sp.IsChildAgent) + return; + + sp.StandUp(); + } + } +} \ No newline at end of file -- cgit v1.1 From 43940f656210d5e572ef05bd223b3959513ee687 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 20 Aug 2013 18:13:40 +0100 Subject: Add --regex options to "sit user name" and "stand user name" console commands to sit/stand many avatars at once. Currently, first name and last name are input separate but are concatenated with a space in the middle to form a regex. So to sit all bots with the first name "ima", for instance, the command is "sit user name --regex ima .*" --- .../Avatar/SitStand/SitStandCommandsModule.cs | 131 +++++++++++++-------- 1 file changed, 81 insertions(+), 50 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs b/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs index 874723c..e9cb213 100644 --- a/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs @@ -30,18 +30,16 @@ using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; +using System.Text.RegularExpressions; using log4net; using Mono.Addins; +using NDesk.Options; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Console; -using OpenSim.Framework.Monitoring; -using OpenSim.Region.ClientStack.LindenUDP; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; -using OpenSim.Region.Framework.Scenes.Animation; -using OpenSim.Services.Interfaces; namespace OpenSim.Region.OptionalModules.Avatar.SitStand { @@ -92,89 +90,122 @@ namespace OpenSim.Region.OptionalModules.Avatar.SitStand scene.AddCommand( "Users", this, "sit user name", - "sit user name ", - "Sit the named user on an unoccupied object with a sit target.\n" - + "If there are no such objects then nothing happens", + "sit user name [--regex] ", + "Sit the named user on an unoccupied object with a sit target.", + "If there are no such objects then nothing happens.\n" + + "If --regex is specified then the names are treated as regular expressions.", HandleSitUserNameCommand); scene.AddCommand( "Users", this, "stand user name", - "stand user name ", + "stand user name [--regex] ", "Stand the named user.", + "If --regex is specified then the names are treated as regular expressions.", HandleStandUserNameCommand); } - protected void HandleSitUserNameCommand(string module, string[] cmd) + private void HandleSitUserNameCommand(string module, string[] cmd) { if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null) return; - if (cmd.Length != 5) + if (cmd.Length < 5) { - MainConsole.Instance.Output("Usage: sit user name "); + MainConsole.Instance.Output("Usage: sit user name [--regex] "); return; } - string firstName = cmd[3]; - string lastName = cmd[4]; + List scenePresences = GetScenePresences(cmd); - ScenePresence sp = m_scene.GetScenePresence(firstName, lastName); - - if (sp == null || sp.IsChildAgent) - return; - - SceneObjectPart sitPart = null; - List sceneObjects = m_scene.GetSceneObjectGroups(); - - foreach (SceneObjectGroup sceneObject in sceneObjects) + foreach (ScenePresence sp in scenePresences) { - foreach (SceneObjectPart part in sceneObject.Parts) + SceneObjectPart sitPart = null; + List sceneObjects = m_scene.GetSceneObjectGroups(); + + foreach (SceneObjectGroup sceneObject in sceneObjects) { - if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero) + foreach (SceneObjectPart part in sceneObject.Parts) { - sitPart = part; - break; + if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero) + { + sitPart = part; + break; + } } } - } - if (sitPart != null) - { - MainConsole.Instance.OutputFormat( - "Sitting {0} on {1} {2} in {3}", - sp.Name, sitPart.ParentGroup.Name, sitPart.ParentGroup.UUID, m_scene.Name); + if (sitPart != null) + { + MainConsole.Instance.OutputFormat( + "Sitting {0} on {1} {2} in {3}", + sp.Name, sitPart.ParentGroup.Name, sitPart.ParentGroup.UUID, m_scene.Name); - sp.HandleAgentRequestSit(sp.ControllingClient, sp.UUID, sitPart.UUID, Vector3.Zero); - sp.HandleAgentSit(sp.ControllingClient, sp.UUID); - } - else - { - MainConsole.Instance.OutputFormat( - "Could not find any unoccupied set seat on which to sit {0} in {1}", - sp.Name, m_scene.Name); + sp.HandleAgentRequestSit(sp.ControllingClient, sp.UUID, sitPart.UUID, Vector3.Zero); + sp.HandleAgentSit(sp.ControllingClient, sp.UUID); + } + else + { + MainConsole.Instance.OutputFormat( + "Could not find any unoccupied set seat on which to sit {0} in {1}. Aborting", + sp.Name, m_scene.Name); + + break; + } } } - protected void HandleStandUserNameCommand(string module, string[] cmd) + private void HandleStandUserNameCommand(string module, string[] cmd) { if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null) return; - if (cmd.Length != 5) + if (cmd.Length < 5) { - MainConsole.Instance.Output("Usage: stand user name "); + MainConsole.Instance.Output("Usage: stand user name [--regex] "); return; } - string firstName = cmd[3]; - string lastName = cmd[4]; + List scenePresences = GetScenePresences(cmd); - ScenePresence sp = m_scene.GetScenePresence(firstName, lastName); - - if (sp == null || sp.IsChildAgent) - return; + foreach (ScenePresence sp in scenePresences) + { + MainConsole.Instance.OutputFormat("Standing {0} in {1}", sp.Name, m_scene.Name); + sp.StandUp(); + } + } + + private List GetScenePresences(string[] cmdParams) + { + bool useRegex = false; + OptionSet options = new OptionSet().Add("regex", v=> useRegex = v != null ); + + List mainParams = options.Parse(cmdParams); + + string firstName = mainParams[3]; + string lastName = mainParams[4]; + + List scenePresencesMatched = new List(); + + if (useRegex) + { + Regex nameRegex = new Regex(string.Format("{0} {1}", firstName, lastName)); + List scenePresences = m_scene.GetScenePresences(); + + foreach (ScenePresence sp in scenePresences) + { + if (!sp.IsChildAgent && nameRegex.IsMatch(sp.Name)) + scenePresencesMatched.Add(sp); + } + } + else + { + ScenePresence sp = m_scene.GetScenePresence(firstName, lastName); + + if (sp != null && !sp.IsChildAgent) + scenePresencesMatched.Add(sp); + } - sp.StandUp(); + return scenePresencesMatched; } } } \ No newline at end of file -- cgit v1.1 From a6af561660759ef7625d88213b7d43b76e687280 Mon Sep 17 00:00:00 2001 From: teravus Date: Tue, 20 Aug 2013 21:09:17 -0500 Subject: * Fix some threading issues in BulletXNA (the managed bullet library), this should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs. * Fixed a null ref during shutdown. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 ++- OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 46 +++++++++++++++++++++- 2 files changed, 48 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index eb3af42..c9ff4f3 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4089,7 +4089,7 @@ namespace OpenSim.Region.Framework.Scenes // For now, we use the NINJA naming scheme for identifying joints. // In the future, we can support other joint specification schemes such as a // custom checkbox in the viewer GUI. - if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) + if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) { return IsHingeJoint() || IsBallJoint(); } @@ -4413,7 +4413,8 @@ namespace OpenSim.Region.Framework.Scenes public void RemoveFromPhysics() { ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); - ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); + if (ParentGroup.Scene.PhysicsScene != null) + ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); PhysActor = null; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 6db5f5e..2a820be 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -1221,6 +1221,50 @@ private sealed class BulletConstraintXNA : BulletConstraint //BSParam.TerrainImplementation = 0; world.SetGravity(new IndexedVector3(0,0,p.gravity)); + // Turn off Pooling since globals and pooling are bad for threading. + BulletGlobals.VoronoiSimplexSolverPool.SetPoolingEnabled(false); + BulletGlobals.SubSimplexConvexCastPool.SetPoolingEnabled(false); + BulletGlobals.ManifoldPointPool.SetPoolingEnabled(false); + BulletGlobals.CastResultPool.SetPoolingEnabled(false); + BulletGlobals.SphereShapePool.SetPoolingEnabled(false); + BulletGlobals.DbvtNodePool.SetPoolingEnabled(false); + BulletGlobals.SingleRayCallbackPool.SetPoolingEnabled(false); + BulletGlobals.SubSimplexClosestResultPool.SetPoolingEnabled(false); + BulletGlobals.GjkPairDetectorPool.SetPoolingEnabled(false); + BulletGlobals.DbvtTreeColliderPool.SetPoolingEnabled(false); + BulletGlobals.SingleSweepCallbackPool.SetPoolingEnabled(false); + BulletGlobals.BroadphaseRayTesterPool.SetPoolingEnabled(false); + BulletGlobals.ClosestNotMeConvexResultCallbackPool.SetPoolingEnabled(false); + BulletGlobals.GjkEpaPenetrationDepthSolverPool.SetPoolingEnabled(false); + BulletGlobals.ContinuousConvexCollisionPool.SetPoolingEnabled(false); + BulletGlobals.DbvtStackDataBlockPool.SetPoolingEnabled(false); + + BulletGlobals.BoxBoxCollisionAlgorithmPool.SetPoolingEnabled(false); + BulletGlobals.CompoundCollisionAlgorithmPool.SetPoolingEnabled(false); + BulletGlobals.ConvexConcaveCollisionAlgorithmPool.SetPoolingEnabled(false); + BulletGlobals.ConvexConvexAlgorithmPool.SetPoolingEnabled(false); + BulletGlobals.ConvexPlaneAlgorithmPool.SetPoolingEnabled(false); + BulletGlobals.SphereBoxCollisionAlgorithmPool.SetPoolingEnabled(false); + BulletGlobals.SphereSphereCollisionAlgorithmPool.SetPoolingEnabled(false); + BulletGlobals.SphereTriangleCollisionAlgorithmPool.SetPoolingEnabled(false); + BulletGlobals.GImpactCollisionAlgorithmPool.SetPoolingEnabled(false); + BulletGlobals.GjkEpaSolver2MinkowskiDiffPool.SetPoolingEnabled(false); + BulletGlobals.PersistentManifoldPool.SetPoolingEnabled(false); + BulletGlobals.ManifoldResultPool.SetPoolingEnabled(false); + BulletGlobals.GJKPool.SetPoolingEnabled(false); + BulletGlobals.GIM_ShapeRetrieverPool.SetPoolingEnabled(false); + BulletGlobals.TriangleShapePool.SetPoolingEnabled(false); + BulletGlobals.SphereTriangleDetectorPool.SetPoolingEnabled(false); + BulletGlobals.CompoundLeafCallbackPool.SetPoolingEnabled(false); + BulletGlobals.GjkConvexCastPool.SetPoolingEnabled(false); + BulletGlobals.LocalTriangleSphereCastCallbackPool.SetPoolingEnabled(false); + BulletGlobals.BridgeTriangleRaycastCallbackPool.SetPoolingEnabled(false); + BulletGlobals.BridgeTriangleConcaveRaycastCallbackPool.SetPoolingEnabled(false); + BulletGlobals.BridgeTriangleConvexcastCallbackPool.SetPoolingEnabled(false); + BulletGlobals.MyNodeOverlapCallbackPool.SetPoolingEnabled(false); + BulletGlobals.ClosestRayResultCallbackPool.SetPoolingEnabled(false); + BulletGlobals.DebugDrawcallbackPool.SetPoolingEnabled(false); + return world; } //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL @@ -1914,7 +1958,7 @@ private sealed class BulletConstraintXNA : BulletConstraint heightMap, scaleFactor, minHeight, maxHeight, upAxis, false); - terrainShape.SetMargin(collisionMargin + 0.5f); + terrainShape.SetMargin(collisionMargin); terrainShape.SetUseDiamondSubdivision(true); terrainShape.SetUserPointer(id); return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN); -- cgit v1.1 From 1f39a763a5186c7c51e10b5b055394672cc6c54e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 21 Aug 2013 21:35:03 +0100 Subject: Don't allow users to attempt to sit on objects in a child region without going to that region first. If this is attempted, they get a "Try moving closer. Can't sit on object because it is not in the same region as you." message instead, which is the same as current ll grid. Sitting on ground is okay, since viewer navigates avatar to required region first before sitting. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 20 ++++++++++++++++++++ OpenSim/Region/Framework/Scenes/ScenePresence.cs | 9 +++++++++ 2 files changed, 29 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index f0d8181..8c51077 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -6651,6 +6651,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP } #endregion + if (SceneAgent.IsChildAgent) + { + SendCantSitBecauseChildAgentResponse(); + return true; + } + AgentRequestSit handlerAgentRequestSit = OnAgentRequestSit; if (handlerAgentRequestSit != null) @@ -6675,6 +6681,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP } #endregion + if (SceneAgent.IsChildAgent) + { + SendCantSitBecauseChildAgentResponse(); + return true; + } + AgentSit handlerAgentSit = OnAgentSit; if (handlerAgentSit != null) { @@ -6684,6 +6696,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP return true; } + /// + /// Used when a child agent gets a sit response which should not be fulfilled. + /// + private void SendCantSitBecauseChildAgentResponse() + { + SendAlertMessage("Try moving closer. Can't sit on object because it is not in the same region as you."); + } + private bool HandleSoundTrigger(IClientAPI sender, Packet Pack) { SoundTriggerPacket soundTriggerPacket = (SoundTriggerPacket)Pack; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 37e5286..4fc207a 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2297,6 +2297,9 @@ namespace OpenSim.Region.Framework.Scenes public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) { + if (IsChildAgent) + return; + if (ParentID != 0) { if (ParentPart.UUID == targetID) @@ -2523,6 +2526,9 @@ namespace OpenSim.Region.Framework.Scenes public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) { + if (IsChildAgent) + return; + SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); if (part != null) @@ -2583,6 +2589,9 @@ namespace OpenSim.Region.Framework.Scenes public void HandleAgentSitOnGround() { + if (IsChildAgent) + return; + // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.. m_AngularVelocity = Vector3.Zero; Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); -- cgit v1.1 From 832c35d4d5288de0f976e40ede1c8f2ad7df4bcf Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 22 Aug 2013 20:05:57 +0100 Subject: Stop "sit user name" and "stand user name" console commands from trying to sit/stand avatars already sitting/standing --- .../OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs b/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs index e9cb213..4a591cf 100644 --- a/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs @@ -119,6 +119,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.SitStand foreach (ScenePresence sp in scenePresences) { + if (sp.SitGround || sp.IsSatOnObject) + continue; + SceneObjectPart sitPart = null; List sceneObjects = m_scene.GetSceneObjectGroups(); @@ -169,8 +172,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.SitStand foreach (ScenePresence sp in scenePresences) { - MainConsole.Instance.OutputFormat("Standing {0} in {1}", sp.Name, m_scene.Name); - sp.StandUp(); + if (sp.SitGround || sp.IsSatOnObject) + { + MainConsole.Instance.OutputFormat("Standing {0} in {1}", sp.Name, m_scene.Name); + sp.StandUp(); + } } } -- cgit v1.1 From 416bbe9583c77e2b1087b375d29ce1ace9c4b050 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 22 Aug 2013 22:44:43 +0100 Subject: Stop error messages being misleadingly generated when on client connection activity timeout, a root connection triggers a CloseAgent to a neighbour region which has already closed the agent due to inactivity. Also separates out log messages to distinguish between close not finding an agent and wrong auth token, and downgrades former to debug and latter to warn --- OpenSim/Region/Framework/Scenes/Scene.cs | 21 +++++++++++++++++++-- 1 file changed, 19 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index b58e7c4..cb12d65 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4416,10 +4416,27 @@ namespace OpenSim.Region.Framework.Scenes // Check that the auth_token is valid AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID); - if (acd != null && acd.SessionID.ToString() == auth_token) + + if (acd == null) + { + m_log.DebugFormat( + "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.", + agentID, Name); + + return false; + } + + if (acd.SessionID.ToString() == auth_token) + { return IncomingCloseAgent(agentID, force); + } else - m_log.ErrorFormat("[SCENE]: Request to close agent {0} with invalid authorization token {1}", agentID, auth_token); + { + m_log.WarnFormat( + "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}", + agentID, auth_token, Name); + } + return false; } -- cgit v1.1 From beb9d966f9efb571b3d6635ba2500b6b0e685fc0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 22 Aug 2013 22:49:23 +0100 Subject: Stop "handle sit user name" command from trying to sit avatars on objects which have sit positions but are attachments --- .../Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs b/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs index 4a591cf..5a6b284 100644 --- a/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/SitStand/SitStandCommandsModule.cs @@ -127,6 +127,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.SitStand foreach (SceneObjectGroup sceneObject in sceneObjects) { + if (sceneObject.IsAttachment) + continue; + foreach (SceneObjectPart part in sceneObject.Parts) { if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero) -- cgit v1.1 From a0c99a7dccbc625fc2c721da480521019260fc7b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Aug 2013 00:03:47 +0100 Subject: minor: remove mono compiler warning from LLClientView --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 4 ---- 1 file changed, 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 8c51077..1b091bf 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -12602,7 +12602,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP { if (p is ScenePresence) { - ScenePresence presence = p as ScenePresence; // It turns out to get the agent to stop flying, you have to feed it stop flying velocities // There's no explicit message to send the client to tell it to stop flying.. it relies on the // velocity, collision plane and avatar height @@ -12610,15 +12609,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Add 1/6 the avatar's height to it's position so it doesn't shoot into the air // when the avatar stands up - Vector3 pos = presence.AbsolutePosition; - ImprovedTerseObjectUpdatePacket.ObjectDataBlock block = CreateImprovedTerseBlock(p, false); const float TIME_DILATION = 1.0f; ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f); - ImprovedTerseObjectUpdatePacket packet = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket( PacketType.ImprovedTerseObjectUpdate); -- cgit v1.1 From 065c5839b5fb8ddf8a839026934b93cea8aba068 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Aug 2013 00:49:13 +0100 Subject: Refactor: merge SceneGraph.AddScenePresence() into CreateAndAddChildScenePresence() since the former was only ever called from the latter This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 34 +++++---------------------- 1 file changed, 6 insertions(+), 28 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index bb7ae7f..0a5bfd2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -561,39 +561,15 @@ namespace OpenSim.Region.Framework.Scenes protected internal ScenePresence CreateAndAddChildScenePresence( IClientAPI client, AvatarAppearance appearance, PresenceType type) { - ScenePresence newAvatar = null; - // ScenePresence always defaults to child agent - newAvatar = new ScenePresence(client, m_parentScene, appearance, type); - - AddScenePresence(newAvatar); - - return newAvatar; - } - - /// - /// Add a presence to the scene - /// - /// - protected internal void AddScenePresence(ScenePresence presence) - { - // Always a child when added to the scene - bool child = presence.IsChildAgent; - - if (child) - { - m_numChildAgents++; - } - else - { - m_numRootAgents++; - presence.AddToPhysicalScene(false); - } + ScenePresence presence = new ScenePresence(client, m_parentScene, appearance, type); Entities[presence.UUID] = presence; lock (m_presenceLock) { + m_numChildAgents++; + Dictionary newmap = new Dictionary(m_scenePresenceMap); List newlist = new List(m_scenePresenceArray); @@ -604,7 +580,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - // Remember the old presene reference from the dictionary + // Remember the old presence reference from the dictionary ScenePresence oldref = newmap[presence.UUID]; // Replace the presence reference in the dictionary with the new value newmap[presence.UUID] = presence; @@ -616,6 +592,8 @@ namespace OpenSim.Region.Framework.Scenes m_scenePresenceMap = newmap; m_scenePresenceArray = newlist; } + + return presence; } /// -- cgit v1.1 From 61c20bd06a37bc4a8a264cdd66afc13ea3a43b79 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Aug 2013 00:53:42 +0100 Subject: Remove old and unused ScenePresence.RestoreInCurrentScene() --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 5 ----- 1 file changed, 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4fc207a..b4e8f09 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3243,11 +3243,6 @@ namespace OpenSim.Region.Framework.Scenes } } - public void RestoreInCurrentScene() - { - AddToPhysicalScene(false); // not exactly false - } - public void Reset() { // m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); -- cgit v1.1 From 0fbfef964928300df3cf4144d39dff2490b6a4e4 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Aug 2013 01:21:03 +0100 Subject: minor: shortern warning messages in EntityTransferModule when UpdateAgent() fails --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 17ebc83..8950516 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -832,8 +832,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } m_log.WarnFormat( - "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.", - sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); + "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}", + sp.Name, finalDestination.RegionName, sp.Scene.Name); Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established."); return; @@ -1053,8 +1053,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } m_log.WarnFormat( - "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.", - sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); + "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}", + sp.Name, finalDestination.RegionName, sp.Scene.Name); Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established."); return; -- cgit v1.1 From c34e6f25b1c8df14d62c102283efbf8ea263805c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 23 Aug 2013 13:53:47 -0700 Subject: Fix a printing of exception error in InventoryArchiveModule that only printed the error message and not the call stack. --- .../CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs index 797097f..5854428 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs @@ -536,7 +536,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver } catch (Exception e) { - m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e.Message); + m_log.ErrorFormat("[INVENTORY ARCHIVER]: Could not authenticate password, {0}", e); return null; } } -- cgit v1.1 From f0c0376660d767f232a1370f02e70d81728c9326 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 24 Aug 2013 08:42:41 -0700 Subject: Potential fix for access control bug on login introduced with SeeIntoRegion commit. --- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index cb12d65..d547323 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3824,7 +3824,7 @@ namespace OpenSim.Region.Framework.Scenes try { - if (!AuthorizeUser(acd, SeeIntoRegion, out reason)) + if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason)) { m_authenticateHandler.RemoveCircuit(acd.circuitcode); return false; -- cgit v1.1 From 60e4ce20b86e0594f4ed457b6a7329560dbaa121 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sun, 25 Aug 2013 20:17:04 +0100 Subject: Fix exception thrown after a region has been restarted through scheduling. This exception was very likely harmless since it occurred after the restart had taken place, but still misleading. Thanks to SCGreyWolf for the code change suggestion in http://opensimulator.org/mantis/view.php?id=6747, though I did this in a slightly different way. --- .../CoreModules/World/Region/RestartModule.cs | 32 +++++++++++++++------- 1 file changed, 22 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs index 249a40d..75a8295 100644 --- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs +++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs @@ -46,8 +46,8 @@ namespace OpenSim.Region.CoreModules.World.Region [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RestartModule")] public class RestartModule : INonSharedRegionModule, IRestartModule { -// private static readonly ILog m_log = -// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = + LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected Scene m_Scene; protected Timer m_CountdownTimer = null; @@ -203,18 +203,30 @@ namespace OpenSim.Region.CoreModules.World.Region public void SetTimer(int intervalSeconds) { - m_CountdownTimer = new Timer(); - m_CountdownTimer.AutoReset = false; - m_CountdownTimer.Interval = intervalSeconds * 1000; - m_CountdownTimer.Elapsed += OnTimer; - m_CountdownTimer.Start(); + if (intervalSeconds > 0) + { + m_CountdownTimer = new Timer(); + m_CountdownTimer.AutoReset = false; + m_CountdownTimer.Interval = intervalSeconds * 1000; + m_CountdownTimer.Elapsed += OnTimer; + m_CountdownTimer.Start(); + } + else if (m_CountdownTimer != null) + { + m_CountdownTimer.Stop(); + m_CountdownTimer = null; + } + else + { + m_log.WarnFormat( + "[RESTART MODULE]: Tried to set restart timer to {0} in {1}, which is not a valid interval", + intervalSeconds, m_Scene.Name); + } } private void OnTimer(object source, ElapsedEventArgs e) { - int nextInterval = DoOneNotice(); - - SetTimer(nextInterval); + SetTimer(DoOneNotice()); } public void AbortRestart(string message) -- cgit v1.1 From 0882cf0fc32dac05d0e762abf68d6956305543bc Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 27 Aug 2013 09:55:50 -0700 Subject: BulletSim: add some protections for processing when shutting down. Attempt to fix Mantis 6740 (http://opensimulator.org/mantis/view.php?id=6740). --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 88d50b4..c92c9b9 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -946,7 +946,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters private void ProcessRegularTaints() { - if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process + if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process { // swizzle a new list into the list location so we can process what's there List oldList; @@ -989,7 +989,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // Taints that happen after the normal taint processing but before the simulation step. private void ProcessPostTaintTaints() { - if (_postTaintOperations.Count > 0) + if (m_initialized && _postTaintOperations.Count > 0) { Dictionary oldList; lock (_taintLock) -- cgit v1.1 From a8c0e16e474e5857ca83791d6bd1a484e2cfc9c9 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Thu, 29 Aug 2013 14:35:56 -0400 Subject: Initialization: move key expansion out to operate on all sources and not just environment variables --- OpenSim/Region/Application/ConfigurationLoader.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/ConfigurationLoader.cs b/OpenSim/Region/Application/ConfigurationLoader.cs index 3e93638..bc7ecb7 100644 --- a/OpenSim/Region/Application/ConfigurationLoader.cs +++ b/OpenSim/Region/Application/ConfigurationLoader.cs @@ -201,11 +201,11 @@ namespace OpenSim envConfigSource.LoadEnv(); m_config.Source.Merge(envConfigSource); - m_config.Source.ExpandKeyValues(); } - ReadConfigSettings(); + + m_config.Source.ExpandKeyValues(); return m_config; } -- cgit v1.1 From 56f565b601c527a1b6fd345813972ee32e2e103d Mon Sep 17 00:00:00 2001 From: BlueWall Date: Thu, 29 Aug 2013 16:54:13 -0400 Subject: Profiles: Clean up some log entries caused when visiting HG avatar is using legacy profiles --- .../Avatar/UserProfiles/UserProfileModule.cs | 42 +++++++++++++--------- 1 file changed, 26 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index 966a05c..bf1cffb 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -309,6 +309,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles string serverURI = string.Empty; GetUserProfileServerURI(targetID, out serverURI); UUID creatorId = UUID.Zero; + Dictionary classifieds = new Dictionary(); OSDMap parameters= new OSDMap(); UUID.TryParse(args[0], out creatorId); @@ -316,15 +317,14 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles OSD Params = (OSD)parameters; if(!JsonRpcRequest(ref Params, "avatarclassifiedsrequest", serverURI, UUID.Random().ToString())) { - // Error Handling here! - // if(parameters.ContainsKey("message") + remoteClient.SendAvatarClassifiedReply(new UUID(args[0]), classifieds); + return; } parameters = (OSDMap)Params; OSDArray list = (OSDArray)parameters["result"]; - Dictionary classifieds = new Dictionary(); foreach(OSD map in list) { @@ -441,7 +441,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles Vector3 pos = remoteClient.SceneAgent.AbsolutePosition; ILandObject land = s.LandChannel.GetLandObject(pos.X, pos.Y); ScenePresence p = FindPresence(remoteClient.AgentId); -// Vector3 avaPos = p.AbsolutePosition; string serverURI = string.Empty; GetUserProfileServerURI(remoteClient.AgentId, out serverURI); @@ -542,14 +541,15 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles string serverURI = string.Empty; GetUserProfileServerURI(targetId, out serverURI); + + Dictionary picks = new Dictionary(); OSDMap parameters= new OSDMap(); parameters.Add("creatorId", OSD.FromUUID(targetId)); OSD Params = (OSD)parameters; if(!JsonRpcRequest(ref Params, "avatarpicksrequest", serverURI, UUID.Random().ToString())) { - remoteClient.SendAgentAlertMessage( - "Error requesting picks", false); + remoteClient.SendAvatarPicksReply(new UUID(args[0]), picks); return; } @@ -557,8 +557,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles OSDArray list = (OSDArray)parameters["result"]; - Dictionary picks = new Dictionary(); - foreach(OSD map in list) { OSDMap m = (OSDMap)map; @@ -762,8 +760,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles object Note = (object)note; if(!JsonRpcRequest(ref Note, "avatarnotesrequest", serverURI, UUID.Random().ToString())) { - remoteClient.SendAgentAlertMessage( - "Error requesting note", false); + remoteClient.SendAvatarNotesReply(note.TargetId, note.Notes); + return; } note = (UserProfileNotes) Note; @@ -796,8 +794,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles object Note = note; if(!JsonRpcRequest(ref Note, "avatar_notes_update", serverURI, UUID.Random().ToString())) { - remoteClient.SendAgentAlertMessage( - "Error updating note", false); + return; } } #endregion Notes @@ -1033,8 +1030,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles OSD Params = (OSD)parameters; if(!JsonRpcRequest(ref Params, "image_assets_request", profileServerURI, UUID.Random().ToString())) { - // Error Handling here! - // if(parameters.ContainsKey("message") return false; } @@ -1224,7 +1219,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles byte[] content = Encoding.UTF8.GetBytes(jsonRequestData); HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(uri); - // webRequest.Credentials = new NetworkCredential(rpcUser, rpcPass); + webRequest.ContentType = "application/json-rpc"; webRequest.Method = "POST"; @@ -1245,7 +1240,20 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } Stream rstream = webResponse.GetResponseStream(); - OSDMap mret = (OSDMap)OSDParser.DeserializeJson(rstream); + if (rstream.Length < 1) + return false; + + OSDMap mret = new OSDMap(); + try + { + mret = (OSDMap)OSDParser.DeserializeJson(rstream); + } + catch (Exception e) + { + m_log.DebugFormat("[PROFILES]: JsonRpcRequest Error {0} - remote user with legacy profiles?", e.Message); + return false; + } + if (mret.ContainsKey("error")) return false; @@ -1310,6 +1318,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } Stream rstream = webResponse.GetResponseStream(); + if (rstream.Length < 1) + return false; OSDMap response = new OSDMap(); try -- cgit v1.1 From 4cbadc3c4984b8bebc7098a720846309f645ad7b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 2 Sep 2013 17:27:45 +0100 Subject: Allow one to specify a DefaultHGRegion flag in [GridService] in order to allow different default regions for HG and direct grid logins. This requires a new GridService.GetDefaultHypergridRegions() so ROBUST services require updating but not simulators. This method still returns regions flagged with just DefaultRegion after any DefaultHGRegions, so if no DefaultHGRegions are specified then existing configured defaults will still work. Immediate use is for conference where we need to be able to specify different defaults However, this is also generally useful to send experienced HG users to one default location and local users whose specified region fails (e.g. no "home" or "last") to another. --- .../Grid/LocalGridServiceConnector.cs | 5 +++++ .../Grid/RemoteGridServiceConnector.cs | 20 ++++++++++++++++++++ 2 files changed, 25 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs index 3849a3f..31ef79b 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs @@ -235,6 +235,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid return m_GridService.GetDefaultRegions(scopeID); } + public List GetDefaultHypergridRegions(UUID scopeID) + { + return m_GridService.GetDefaultHypergridRegions(scopeID); + } + public List GetFallbackRegions(UUID scopeID, int x, int y) { return m_GridService.GetFallbackRegions(scopeID, x, y); diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/RemoteGridServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/RemoteGridServiceConnector.cs index b2646ba..6a57d1f 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/RemoteGridServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/RemoteGridServiceConnector.cs @@ -277,6 +277,26 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid return rinfo; } + public List GetDefaultHypergridRegions(UUID scopeID) + { + List rinfo = m_LocalGridService.GetDefaultHypergridRegions(scopeID); + //m_log.DebugFormat("[REMOTE GRID CONNECTOR]: Local GetDefaultHypergridRegions {0} found {1} regions", name, rinfo.Count); + List grinfo = m_RemoteGridService.GetDefaultHypergridRegions(scopeID); + + if (grinfo != null) + { + //m_log.DebugFormat("[REMOTE GRID CONNECTOR]: Remote GetDefaultHypergridRegions {0} found {1} regions", name, grinfo.Count); + foreach (GridRegion r in grinfo) + { + m_RegionInfoCache.Cache(r); + if (rinfo.Find(delegate(GridRegion gr) { return gr.RegionID == r.RegionID; }) == null) + rinfo.Add(r); + } + } + + return rinfo; + } + public List GetFallbackRegions(UUID scopeID, int x, int y) { List rinfo = m_LocalGridService.GetFallbackRegions(scopeID, x, y); -- cgit v1.1 From 5ce5ce6edb2217639cdcc375bf375452b81bb868 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 2 Sep 2013 17:45:38 +0100 Subject: Comment out warning about agent updating without valid session ID for now. This causes extreme console spam if a simulator running latest master and one running 0.7.5 have adjacent regions occupied by avatars. --- OpenSim/Region/Framework/Scenes/Scene.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d547323..005c9b9 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4346,10 +4346,10 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); if (childAgentUpdate != null) { - if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) - // Only warn for now - m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", - childAgentUpdate.UUID, cAgentData.SessionID); +// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) +// // Only warn for now +// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", +// childAgentUpdate.UUID, cAgentData.SessionID); // I can't imagine *yet* why we would get an update if the agent is a root agent.. // however to avoid a race condition crossing borders.. -- cgit v1.1 From 857f24a5e2b59072ad4d987d5e64318f5249c7e7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 2 Sep 2013 19:15:10 +0100 Subject: Fix bug where users teleporting to non-neighbour regions could continue to hear chat from their source region for some time after teleport completion. This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat. This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running. This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed. --- .../Caps/EventQueue/Tests/EventQueueTests.cs | 4 +- .../Region/CoreModules/Avatar/Chat/ChatModule.cs | 15 +++--- .../EntityTransfer/EntityTransferModule.cs | 7 +++ OpenSim/Region/Framework/Scenes/Scene.cs | 59 ++++++++++++++++++++-- .../Framework/Scenes/ScenePresenceStateMachine.cs | 15 +++++- 5 files changed, 85 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs index 626932f..b3b0b8a 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs @@ -76,7 +76,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests } [Test] - public void AddForClient() + public void TestAddForClient() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); @@ -88,7 +88,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests } [Test] - public void RemoveForClient() + public void TestRemoveForClient() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs index 58f747b..5229c08 100644 --- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs @@ -326,15 +326,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat UUID fromAgentID, UUID ownerID, string fromName, ChatTypeEnum type, string message, ChatSourceType src, bool ignoreDistance) { - Vector3 fromRegionPos = fromPos + regionPos; - Vector3 toRegionPos = presence.AbsolutePosition + - new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize, - presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); - - int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos); + if (presence.LifecycleState != ScenePresenceState.Running) + return false; if (!ignoreDistance) { + Vector3 fromRegionPos = fromPos + regionPos; + Vector3 toRegionPos = presence.AbsolutePosition + + new Vector3(presence.Scene.RegionInfo.RegionLocX * Constants.RegionSize, + presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); + + int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos); + if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance || type == ChatTypeEnum.Say && dis > m_saydistance || type == ChatTypeEnum.Shout && dis > m_shoutdistance) diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 8950516..4219254 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -920,6 +920,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { + if (!sp.Scene.IncomingPreCloseAgent(sp)) + return; + // We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before // they regard the new region as the current region after receiving the AgentMovementComplete // response. If close is sent before then, it will cause the viewer to quit instead. @@ -1082,6 +1085,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { + if (!sp.Scene.IncomingPreCloseAgent(sp)) + return; + // RED ALERT!!!! // PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES. // THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion @@ -1095,6 +1101,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // then this will be handled in IncomingCloseAgent under lock conditions m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name); + sp.Scene.IncomingCloseAgent(sp.UUID, false); } else diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 005c9b9..2a21a4c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3695,10 +3695,13 @@ namespace OpenSim.Region.Framework.Scenes // We need to ensure that we are not already removing the scene presence before we ask it not to be // closed. - if (sp != null && sp.IsChildAgent && sp.LifecycleState == ScenePresenceState.Running) + if (sp != null && sp.IsChildAgent + && (sp.LifecycleState == ScenePresenceState.Running + || sp.LifecycleState == ScenePresenceState.PreRemove)) { m_log.DebugFormat( - "[SCENE]: Reusing existing child scene presence for {0} in {1}", sp.Name, Name); + "[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}", + sp.Name, sp.LifecycleState, Name); // In the case where, for example, an A B C D region layout, an avatar may // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C @@ -3720,6 +3723,8 @@ namespace OpenSim.Region.Framework.Scenes // } // else if (EntityTransferModule.IsInTransit(sp.UUID)) + sp.LifecycleState = ScenePresenceState.Running; + if (EntityTransferModule.IsInTransit(sp.UUID)) { sp.DoNotCloseAfterTeleport = true; @@ -4441,6 +4446,50 @@ namespace OpenSim.Region.Framework.Scenes } /// + /// Tell a single agent to prepare to close. + /// + /// + /// This should only be called if we may close the agent but there will be some delay in so doing. Meant for + /// internal use - other callers should almost certainly called IncomingCloseAgent(). + /// + /// + /// true if pre-close state notification was successful. false if the agent + /// was not in a state where it could transition to pre-close. + public bool IncomingPreCloseAgent(ScenePresence sp) + { + lock (m_removeClientLock) + { + // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may + // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not + // want to obey this close since C may have renewed the child agent lease on B. + if (sp.DoNotCloseAfterTeleport) + { + m_log.DebugFormat( + "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection", + sp.IsChildAgent ? "child" : "root", sp.Name, Name); + + // Need to reset the flag so that a subsequent close after another teleport can succeed. + sp.DoNotCloseAfterTeleport = false; + + return false; + } + + if (sp.LifecycleState != ScenePresenceState.Running) + { + m_log.DebugFormat( + "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}", + sp.Name, Name, sp.LifecycleState); + + return false; + } + + sp.LifecycleState = ScenePresenceState.PreRemove; + + return true; + } + } + + /// /// Tell a single agent to disconnect from the region. /// /// @@ -4459,16 +4508,16 @@ namespace OpenSim.Region.Framework.Scenes if (sp == null) { m_log.DebugFormat( - "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in {1}", + "[SCENE]: Called IncomingCloseAgent() with agent ID {0} but no such presence is in {1}", agentID, Name); return false; } - if (sp.LifecycleState != ScenePresenceState.Running) + if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove) { m_log.DebugFormat( - "[SCENE]: Called RemoveClient() for {0} in {1} but presence is already in state {2}", + "[SCENE]: Called IncomingCloseAgent() for {0} in {1} but presence is already in state {2}", sp.Name, Name, sp.LifecycleState); return false; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs index dc3a212..cae7fe5 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs @@ -37,7 +37,8 @@ namespace OpenSim.Region.Framework.Scenes /// This is a state machine. /// /// [Entry] => Running - /// Running => Removing + /// Running => PreRemove, Removing + /// PreRemove => Running, Removing /// Removing => Removed /// /// All other methods should only see the scene presence in running state - this is the normal operational state @@ -46,6 +47,7 @@ namespace OpenSim.Region.Framework.Scenes public enum ScenePresenceState { Running, // Normal operation state. The scene presence is available. + PreRemove, // The presence is due to be removed but can still be returning to running. Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient. Removed, // The presence has been removed from the scene and is effectively dead. // There is no exit from this state. @@ -80,8 +82,17 @@ namespace OpenSim.Region.Framework.Scenes lock (this) { - if (newState == ScenePresenceState.Removing && m_state == ScenePresenceState.Running) + if (newState == m_state) + return; + else if (newState == ScenePresenceState.Running && m_state == ScenePresenceState.PreRemove) transitionOkay = true; + else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running) + transitionOkay = true; + else if (newState == ScenePresenceState.Removing) + { + if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove) + transitionOkay = true; + } else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing) transitionOkay = true; } -- cgit v1.1 From 9643915093aad385163551655676adc943855330 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Mon, 2 Sep 2013 16:28:40 -0400 Subject: Remove test that gives issue on Windows, just let the try/catch do the work. --- OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index bf1cffb..56ff2bd 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -1212,7 +1212,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles json.Add("jsonrpc", OSD.FromString("2.0")); json.Add("id", OSD.FromString(jsonId)); json.Add("method", OSD.FromString(method)); - // Experiment + json.Add("params", OSD.SerializeMembers(parameters)); string jsonRequestData = OSDParser.SerializeJsonString(json); @@ -1240,8 +1240,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } Stream rstream = webResponse.GetResponseStream(); - if (rstream.Length < 1) - return false; OSDMap mret = new OSDMap(); try @@ -1318,8 +1316,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles } Stream rstream = webResponse.GetResponseStream(); - if (rstream.Length < 1) - return false; OSDMap response = new OSDMap(); try -- cgit v1.1 From 5f0d54c209249e0640bc27b3d74a92e7c9d82428 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 26 Aug 2013 20:04:07 +0100 Subject: For a Hypergrid user, delay estate access checks until NewUserConnection() so that they work. This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID. However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule. Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent() The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection() However, to preserve the accuracy of query access we will only relax the check for HG users. --- OpenSim/Region/Framework/Scenes/Scene.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 2a21a4c..8754024 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -5788,9 +5788,13 @@ namespace OpenSim.Region.Framework.Scenes try { - if (!AuthorizeUser(aCircuit, false, out reason)) + // If this is a hypergrid user, then we can't perform a successful groups access check here since this + // currently relies on a circuit being present in the AuthenticateHandler to construct a Hypergrid ID. + // This is only present in NewUserConnection() which entity transfer calls very soon after QueryAccess(). + // Therefore, we'll defer to the check in NewUserConnection() instead. + if (!AuthorizeUser(aCircuit, !UserManagementModule.IsLocalGridUser(agentID), out reason)) { - // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); + //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); return false; } } -- cgit v1.1 From c7ded0618c303f8c24a91c83c2129292beebe466 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 27 Aug 2013 00:35:33 +0100 Subject: Also check user authorization if looking to upgrade from a child to a root agent. Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent. --- OpenSim/Region/Framework/Scenes/Scene.cs | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 8754024..3eaa8fd 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3860,6 +3860,19 @@ namespace OpenSim.Region.Framework.Scenes // Let the SP know how we got here. This has a lot of interesting // uses down the line. sp.TeleportFlags = (TPFlags)teleportFlags; + + // We must carry out a further authorization check if there's an + // attempt to make a child agent into a root agent, since SeeIntoRegion may have allowed a child + // agent to login to a region where a full avatar would not be allowed. + // + // We determine whether this is a CreateAgent for a future non-child agent by inspecting + // TeleportFlags, which will be default for a child connection. This relies on input from the source + // region. + if (sp.TeleportFlags != TPFlags.Default) + { + if (!AuthorizeUser(acd, false, out reason)) + return false; + } if (sp.IsChildAgent) { -- cgit v1.1 From dc74a50225a901e969ea83008555170f5742ca7a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 4 Sep 2013 23:48:24 +0100 Subject: Stop "show client stats" from throwing an exception if somehow Scene.m_clientManager still retains a reference to a dead client. Instead, "show client stats" now prints "Off!" so that exception is not thrown and we know which entries in ClientManager are in this state. There's a race condition which could trigger this, but the window is extremely short and exceptions would not be thrown consistently (which is the behaviour observed). It should otherwise be impossible for this condition to occur, so there may be a weakness in client manager IClientAPI removal. --- .../OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs index 15dea17..1eb0a6b 100644 --- a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs +++ b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs @@ -624,9 +624,16 @@ namespace OpenSim.Region.OptionalModules.UDP.Linden int avg_reqs = cinfo.AsyncRequests.Values.Sum() + cinfo.GenericRequests.Values.Sum() + cinfo.SyncRequests.Values.Sum(); avg_reqs = avg_reqs / ((DateTime.Now - cinfo.StartedTime).Minutes + 1); + string childAgentStatus; + + if (llClient.SceneAgent != null) + childAgentStatus = llClient.SceneAgent.IsChildAgent ? "N" : "Y"; + else + childAgentStatus = "Off!"; + m_log.InfoFormat("[INFO]: {0,-12} {1,-20} {2,-6} {3,-11} {4,-11} {5,-16}", scene.RegionInfo.RegionName, llClient.Name, - llClient.SceneAgent.IsChildAgent ? "N" : "Y", + childAgentStatus, (DateTime.Now - cinfo.StartedTime).Minutes, avg_reqs, string.Format( -- cgit v1.1 From 04619a9b139ac67c92b5b8be9607544be2621d7e Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 5 Sep 2013 07:44:27 -0700 Subject: Restore group membership check for HG users in QueryAccess. --- .../Framework/UserManagement/UserManagementModule.cs | 14 ++++++++++---- OpenSim/Region/Framework/Scenes/Scene.cs | 6 +----- 2 files changed, 11 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 7adb203..8c983e6 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -481,14 +481,20 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement public string GetUserUUI(UUID userID) { - UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, userID); - if (account != null) - return userID.ToString(); - UserData ud; lock (m_UserCache) m_UserCache.TryGetValue(userID, out ud); + if (ud == null) // It's not in the cache + { + string[] names = new string[2]; + // This will pull the data from either UserAccounts or GridUser + // and stick it into the cache + TryGetUserNamesFromServices(userID, names); + lock (m_UserCache) + m_UserCache.TryGetValue(userID, out ud); + } + if (ud != null) { string homeURL = ud.HomeURL; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 3eaa8fd..e00206f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -5801,11 +5801,7 @@ namespace OpenSim.Region.Framework.Scenes try { - // If this is a hypergrid user, then we can't perform a successful groups access check here since this - // currently relies on a circuit being present in the AuthenticateHandler to construct a Hypergrid ID. - // This is only present in NewUserConnection() which entity transfer calls very soon after QueryAccess(). - // Therefore, we'll defer to the check in NewUserConnection() instead. - if (!AuthorizeUser(aCircuit, !UserManagementModule.IsLocalGridUser(agentID), out reason)) + if (!AuthorizeUser(aCircuit, false, out reason)) { //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); return false; -- cgit v1.1 From a97f6f86680026de6350f301d52307c187726875 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Sat, 7 Sep 2013 13:11:31 -0400 Subject: Fix configuration/ini expansion issue. Thanks to smxy for testing. --- OpenSim/Region/Application/ConfigurationLoader.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/ConfigurationLoader.cs b/OpenSim/Region/Application/ConfigurationLoader.cs index bc7ecb7..010ae5a 100644 --- a/OpenSim/Region/Application/ConfigurationLoader.cs +++ b/OpenSim/Region/Application/ConfigurationLoader.cs @@ -203,10 +203,10 @@ namespace OpenSim m_config.Source.Merge(envConfigSource); } - ReadConfigSettings(); - m_config.Source.ExpandKeyValues(); + ReadConfigSettings(); + return m_config; } -- cgit v1.1 From b05cb3b2bfd6f3912fb33a790b7c2d1ed898d539 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 9 Sep 2013 14:47:49 -0700 Subject: Change collision logic in SceneObjectPart so land_collision will happen. The previous logic would generate land_collision_start and land_collision_end but would not generate the land_collision itself. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index c9ff4f3..2e11162 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -2464,12 +2464,9 @@ namespace OpenSim.Region.Framework.Scenes SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); if (startedColliders.Contains(0)) - { - if (m_lastColliders.Contains(0)) - SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); - else - SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); - } + SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart); + if (m_lastColliders.Contains(0)) + SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); if (endedColliders.Contains(0)) SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); } -- cgit v1.1 From 725751fd6c0101b8610e84716d28b6af91e20b61 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 6 Aug 2013 10:32:56 -0700 Subject: BulletSim: fixes for change linkset implementation of physical linksets. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 29 +++++++++++++++++++++- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 6 ++--- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 14 +++++------ .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 8 +++--- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 11 +++++--- 5 files changed, 50 insertions(+), 18 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index d1d318c..4455df4 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -29,6 +29,7 @@ using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; +using System.Threading; using OpenSim.Framework; using OpenSim.Region.CoreModules; @@ -198,7 +199,33 @@ public class ExtendedPhysics : INonSharedRegionModule Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; if (rootPhysActor != null) { - ret = (int)rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType); + if (rootPhysActor.IsPhysical) + { + // Change a physical linkset by making non-physical, waiting for one heartbeat so all + // the prim and linkset state is updated, changing the type and making the + // linkset physical again. + containingGroup.ScriptSetPhysicsStatus(false); + Thread.Sleep(150); // longer than one heartbeat tick + + // A kludge for the moment. + // Since compound linksets move the children but don't generate position updates to the + // simulator, it is possible for compound linkset children to have out-of-sync simulator + // and physical positions. The following causes the simulator to push the real child positions + // down into the physics engine to get everything synced. + containingGroup.UpdateGroupPosition(containingGroup.AbsolutePosition); + containingGroup.UpdateGroupRotationR(containingGroup.GroupRotation); + + ret = (int)rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType); + Thread.Sleep(150); // longer than one heartbeat tick + + containingGroup.ScriptSetPhysicsStatus(true); + } + else + { + // Non-physical linksets don't have a physical instantiation so there is no state to + // worry about being updated. + ret = (int)rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType); + } } else { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 3afd52e..a051002 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -148,7 +148,7 @@ public abstract class BSLinkset // Returns a new linkset for the child which is a linkset of one (just the // orphened child). // Called at runtime. - public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child) + public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child, bool inTaintTime) { lock (m_linksetActivityLock) { @@ -157,7 +157,7 @@ public abstract class BSLinkset // Cannot remove the root from a linkset. return this; } - RemoveChildFromLinkset(child); + RemoveChildFromLinkset(child, inTaintTime); LinksetMass = ComputeLinksetMass(); } @@ -255,7 +255,7 @@ public abstract class BSLinkset // I am the root of a linkset and one of my children is being removed. // Safe to call even if the child is not really in my linkset. - protected abstract void RemoveChildFromLinkset(BSPrimLinkable child); + protected abstract void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime); // When physical properties are changed the linkset needs to recalculate // its internal properties. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 085d195..47ab842 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -242,7 +242,7 @@ public sealed class BSLinksetCompound : BSLinkset { bool ret = false; - DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", + DetailLog("{0},BSLinksetCompound.RemoveDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child)); ScheduleRebuild(child); @@ -270,7 +270,7 @@ public sealed class BSLinksetCompound : BSLinkset // Remove the specified child from the linkset. // Safe to call even if the child is not really in the linkset. - protected override void RemoveChildFromLinkset(BSPrimLinkable child) + protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime) { child.ClearDisplacement(); @@ -282,12 +282,12 @@ public sealed class BSLinksetCompound : BSLinkset child.LocalID, child.PhysBody.AddrString); // Cause the child's body to be rebuilt and thus restored to normal operation - child.ForceBodyShapeRebuild(false); + child.ForceBodyShapeRebuild(inTaintTime); if (!HasAnyChildren) { // The linkset is now empty. The root needs rebuilding. - LinksetRoot.ForceBodyShapeRebuild(false); + LinksetRoot.ForceBodyShapeRebuild(inTaintTime); } else { @@ -318,10 +318,10 @@ public sealed class BSLinksetCompound : BSLinkset // being destructed and going non-physical. LinksetRoot.ForceBodyShapeRebuild(true); - // There is no reason to build all this physical stuff for a non-physical linkset. - if (!LinksetRoot.IsPhysicallyActive) + // There is no reason to build all this physical stuff for a non-physical or empty linkset. + if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren) { - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID); return; // Note the 'finally' clause at the botton which will get executed. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 4bac222..d4ee27d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -224,7 +224,7 @@ public sealed class BSLinksetConstraints : BSLinkset // Remove the specified child from the linkset. // Safe to call even if the child is not really in my linkset. - protected override void RemoveChildFromLinkset(BSPrimLinkable child) + protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime) { if (m_children.Remove(child)) { @@ -236,7 +236,7 @@ public sealed class BSLinksetConstraints : BSLinkset rootx.LocalID, rootx.PhysBody.AddrString, childx.LocalID, childx.PhysBody.AddrString); - m_physicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() + m_physicsScene.TaintedObject(inTaintTime, "BSLinksetConstraints.RemoveChildFromLinkset", delegate() { PhysicallyUnlinkAChildFromRoot(rootx, childx); }); @@ -382,9 +382,9 @@ public sealed class BSLinksetConstraints : BSLinkset Rebuilding = true; // There is no reason to build all this physical stuff for a non-physical linkset. - if (!LinksetRoot.IsPhysicallyActive) + if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren) { - DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); + DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID); return; // Note the 'finally' clause at the botton which will get executed. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 7179a6d..38d1f88 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -66,7 +66,7 @@ public class BSPrimLinkable : BSPrimDisplaced public override void Destroy() { - Linkset = Linkset.RemoveMeFromLinkset(this); + Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime */); base.Destroy(); } @@ -94,7 +94,7 @@ public class BSPrimLinkable : BSPrimDisplaced BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG int childrenBefore = Linkset.NumberOfChildren; // DEBUG - Linkset = Linkset.RemoveMeFromLinkset(this); + Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/); DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); @@ -240,6 +240,8 @@ public class BSPrimLinkable : BSPrimDisplaced bool ret = false; if (LinksetType != newType) { + DetailLog("{0},BSPrimLinkset.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType); + // Set the implementation type first so the call to BSLinkset.Factory gets the new type. this.LinksetType = newType; @@ -263,7 +265,10 @@ public class BSPrimLinkable : BSPrimDisplaced // Remove the children from the old linkset and add to the new (will be a new instance from the factory) foreach (BSPrimLinkable child in children) { - oldLinkset.RemoveMeFromLinkset(child); + oldLinkset.RemoveMeFromLinkset(child, true /*inTaintTime*/); + } + foreach (BSPrimLinkable child in children) + { newLinkset.AddMeToLinkset(child); child.Linkset = newLinkset; } -- cgit v1.1 From 48ee73bfa771de64685a694417b34188f0a3350e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 7 Aug 2013 07:54:47 -0700 Subject: BulletSim: add API and calls for spring constraint parameters. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 36 ++++++++++++++++++++ OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 38 ++++++++++++++++++++++ .../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 8 +++++ 3 files changed, 82 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 12a0c17..6c36485 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -596,6 +596,30 @@ public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, flo return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); } +public override bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse) +{ + BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; + return BSAPICPP.ConstraintSpringEnable2(constrainu.ptr, index, numericTrueFalse); +} + +public override bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint) +{ + BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; + return BSAPICPP.ConstraintSpringSetEquilibriumPoint2(constrainu.ptr, index, equilibriumPoint); +} + +public override bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss) +{ + BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; + return BSAPICPP.ConstraintSpringSetStiffness2(constrainu.ptr, index, stiffnesss); +} + +public override bool SpringSetDamping(BulletConstraint constrain, int index, float damping) +{ + BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; + return BSAPICPP.ConstraintSpringSetDamping2(constrainu.ptr, index, damping); +} + public override bool CalculateTransforms(BulletConstraint constrain) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; @@ -1601,6 +1625,18 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool ConstraintSpringEnable2(IntPtr constrain, int index, float numericTrueFalse); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool ConstraintSpringSetEquilibriumPoint2(IntPtr constrain, int index, float equilibriumPoint); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool ConstraintSpringSetStiffness2(IntPtr constrain, int index, float stiffness); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool ConstraintSpringSetDamping2(IntPtr constrain, int index, float damping); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool CalculateTransforms2(IntPtr constrain); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 2a820be..9ad12a9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -752,6 +752,44 @@ private sealed class BulletConstraintXNA : BulletConstraint constraint.SetBreakingImpulseThreshold(threshold); return true; } + public override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse) + { + Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; + constraint.EnableSpring(index, (numericTrueFalse == 0f ? false : true)); + return true; + } + + public override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint) + { + Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; + if (index == -1) + { + constraint.SetEquilibriumPoint(); + } + else + { + if (equilibriumPoint == -1) + constraint.SetEquilibriumPoint(index); + else + constraint.SetEquilibriumPoint(index, equilibriumPoint); + } + return true; + } + + public override bool SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness) + { + Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; + constraint.SetStiffness(index, stiffness); + return true; + } + + public override bool SpringSetDamping(BulletConstraint pConstraint, int index, float damping) + { + Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; + constraint.SetDamping(index, damping); + return true; + } + //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); public override void SetAngularDamping(BulletBody pBody, float angularDamping) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 6cdc112..8cca29f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -441,6 +441,14 @@ public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float e public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold); +public abstract bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse); + +public abstract bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint); + +public abstract bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss); + +public abstract bool SpringSetDamping(BulletConstraint constrain, int index, float damping); + public abstract bool CalculateTransforms(BulletConstraint constrain); public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); -- cgit v1.1 From 9a7d0e489cf726f00379917cd507839d5fe56725 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 7 Aug 2013 07:55:46 -0700 Subject: BulletSim: add spring constraint to linkset constraint types. --- .../Physics/BulletSPlugin/BSConstraintSpring.cs | 85 ++++++++++++++++++++++ 1 file changed, 85 insertions(+) create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs new file mode 100755 index 0000000..01d67d4 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs @@ -0,0 +1,85 @@ +/* + * 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 copyrightD + * 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.Text; +using OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ + +public sealed class BSConstraintSpring : BSConstraint6Dof +{ + public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } } + + public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2, + Vector3 frame1Loc, Quaternion frame1Rot, + Vector3 frame2Loc, Quaternion frame2Rot, + bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) + :base(world, obj1, obj2) + { + m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2, + frame1Loc, frame1Rot, frame2Loc, frame2Rot, + useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); + m_enabled = true; + + world.physicsScene.DetailLog("{0},BSConstraintSpring,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", + BSScene.DetailLogZero, world.worldID, + obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); + } + + public bool SetEnable(int index, bool axisEnable) + { + bool ret = false; + + return ret; + } + + public bool SetStiffness(int index, float stiffness) + { + bool ret = false; + + return ret; + } + + public bool SetDamping(int index, float damping) + { + bool ret = false; + + return ret; + } + + public bool SetEquilibriumPoint(int index, float eqPoint) + { + bool ret = false; + + return ret; + } + +} + +} \ No newline at end of file -- cgit v1.1 From 0971c7ae77cae3d238be31f46994b4692af949e3 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 7 Aug 2013 07:56:37 -0700 Subject: BulletSim: complete linkage of spring constraint into linkset constraint. --- .../Physics/BulletSPlugin/BSConstraint6Dof.cs | 9 ++- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 2 + .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 81 ++++++++++++++++++---- 3 files changed, 77 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs index d0949f5..5008ff7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs @@ -32,12 +32,19 @@ using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { -public sealed class BSConstraint6Dof : BSConstraint +public class BSConstraint6Dof : BSConstraint { private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } + public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2) :base(world) + { + m_body1 = obj1; + m_body2 = obj2; + m_enabled = false; + } + // Create a btGeneric6DofConstraint public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 frame1, Quaternion frame1rot, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index a051002..d4b1c1e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -77,6 +77,8 @@ public abstract class BSLinkset { member = pMember; } + public virtual void ResetLink() { } + public virtual void SetLinkParameters(BSConstraint constrain) { } } public LinksetImplementation LinksetImpl { get; protected set; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index d4ee27d..f3b70c3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -51,16 +51,26 @@ public sealed class BSLinksetConstraints : BSLinkset public float cfm; public float erp; public float solverIterations; + // + public OMV.Vector3 frameInAloc; + public OMV.Quaternion frameInArot; + public OMV.Vector3 frameInBloc; + public OMV.Quaternion frameInBrot; + // Spring + public float springDamping; + public float springStiffness; + + public BSLinkInfoConstraint(BSPrimLinkable pMember) : base(pMember) { constraint = null; - ResetToFixedConstraint(); + ResetLink(); } // Set all the parameters for this constraint to a fixed, non-movable constraint. - public void ResetToFixedConstraint() + public override void ResetLink() { constraintType = ConstraintType.D6_CONSTRAINT_TYPE; linearLimitLow = OMV.Vector3.Zero; @@ -74,10 +84,16 @@ public sealed class BSLinksetConstraints : BSLinkset cfm = BSParam.LinkConstraintCFM; erp = BSParam.LinkConstraintERP; solverIterations = BSParam.LinkConstraintSolverIterations; + frameInAloc = OMV.Vector3.Zero; + frameInArot = OMV.Quaternion.Identity; + frameInBloc = OMV.Vector3.Zero; + frameInBrot = OMV.Quaternion.Identity; + springDamping = -1f; + springStiffness = -1f; } // Given a constraint, apply the current constraint parameters to same. - public void SetConstraintParameters(BSConstraint constrain) + public override void SetLinkParameters(BSConstraint constrain) { switch (constraintType) { @@ -85,6 +101,7 @@ public sealed class BSLinksetConstraints : BSLinkset BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof; if (constrain6dof != null) { + // NOTE: D6_SPRING_CONSTRAINT_TYPE should be updated if you change any of this code. // zero linear and angular limits makes the objects unable to move in relation to each other constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh); constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh); @@ -99,6 +116,31 @@ public sealed class BSLinksetConstraints : BSLinkset } } break; + case ConstraintType.D6_SPRING_CONSTRAINT_TYPE: + BSConstraintSpring constrainSpring = constrain as BSConstraintSpring; + if (constrainSpring != null) + { + // zero linear and angular limits makes the objects unable to move in relation to each other + constrainSpring.SetLinearLimits(linearLimitLow, linearLimitHigh); + constrainSpring.SetAngularLimits(angularLimitLow, angularLimitHigh); + + // tweek the constraint to increase stability + constrainSpring.UseFrameOffset(useFrameOffset); + constrainSpring.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce); + constrainSpring.SetCFMAndERP(cfm, erp); + if (solverIterations != 0f) + { + constrainSpring.SetSolverIterations(solverIterations); + } + for (int ii = 0; ii < 6; ii++) + { + if (springDamping != -1) + constrainSpring.SetDamping(ii, springDamping); + if (springStiffness != -1) + constrainSpring.SetStiffness(ii, springStiffness); + } + } + break; default: break; } @@ -262,8 +304,8 @@ public sealed class BSLinksetConstraints : BSLinkset // Create a static constraint between the two passed objects private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li) { - BSLinkInfoConstraint liConstraint = li as BSLinkInfoConstraint; - if (liConstraint == null) + BSLinkInfoConstraint linkInfo = li as BSLinkInfoConstraint; + if (linkInfo == null) return null; // Zero motion for children so they don't interpolate @@ -271,27 +313,25 @@ public sealed class BSLinksetConstraints : BSLinkset BSConstraint constrain = null; - switch (liConstraint.constraintType) + switch (linkInfo.constraintType) { case ConstraintType.D6_CONSTRAINT_TYPE: // Relative position normalized to the root prim // Essentually a vector pointing from center of rootPrim to center of li.member - OMV.Vector3 childRelativePosition = liConstraint.member.Position - rootPrim.Position; + OMV.Vector3 childRelativePosition = linkInfo.member.Position - rootPrim.Position; // real world coordinate of midpoint between the two objects OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); - DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", - rootPrim.LocalID, - rootPrim.LocalID, rootPrim.PhysBody.AddrString, - liConstraint.member.LocalID, liConstraint.member.PhysBody.AddrString, - rootPrim.Position, liConstraint.member.Position, midPoint); + DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={7}", + rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody, + rootPrim.Position, linkInfo.member.Position, midPoint); // create a constraint that allows no freedom of movement between the two objects // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 constrain = new BSConstraint6Dof( - m_physicsScene.World, rootPrim.PhysBody, liConstraint.member.PhysBody, midPoint, true, true ); + m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, midPoint, true, true ); /* NOTE: below is an attempt to build constraint with full frame computation, etc. * Using the midpoint is easier since it lets the Bullet code manipulate the transforms @@ -320,11 +360,23 @@ public sealed class BSLinksetConstraints : BSLinkset */ break; + case ConstraintType.D6_SPRING_CONSTRAINT_TYPE: + constrain = new BSConstraintSpring(m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, + linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot, + true /*useLinearReferenceFrameA*/, + true /*disableCollisionsBetweenLinkedBodies*/); + DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", + rootPrim.LocalID, + rootPrim.LocalID, rootPrim.PhysBody.AddrString, + linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString, + rootPrim.Position, linkInfo.member.Position); + + break; default: break; } - liConstraint.SetConstraintParameters(constrain); + linkInfo.SetLinkParameters(constrain); m_physicsScene.Constraints.AddConstraint(constrain); @@ -401,6 +453,7 @@ public sealed class BSLinksetConstraints : BSLinkset // If constraint doesn't exist yet, create it. constrain = BuildConstraint(LinksetRoot, li); } + li.SetLinkParameters(constrain); constrain.RecomputeConstraintVariables(linksetMass); // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG -- cgit v1.1 From 993bcec088ce5c3ec2f76f61842f19cbdcc89384 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 7 Aug 2013 10:15:28 -0700 Subject: BulletSim: add unmanaged and XNA functions for hinge, slider and spring constraints. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 45 ++++++ OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 174 ++++++++++++++++++++- .../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 24 +++ 3 files changed, 241 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 6c36485..8dfb01c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -596,6 +596,12 @@ public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, flo return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); } +public override bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation) +{ + BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; + return BSAPICPP.HingeSetLimits2(constrainu.ptr, low, high, softness, bias, relaxation); +} + public override bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; @@ -620,6 +626,30 @@ public override bool SpringSetDamping(BulletConstraint constrain, int index, flo return BSAPICPP.ConstraintSpringSetDamping2(constrainu.ptr, index, damping); } +public override bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val) +{ + BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; + return BSAPICPP.SliderSetLimits2(constrainu.ptr, lowerUpper, linAng, val); +} + +public override bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val) +{ + BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; + return BSAPICPP.SliderSet2(constrainu.ptr, softRestDamp, dirLimOrtho, linAng, val); +} + +public override bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse) +{ + BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; + return BSAPICPP.SliderMotorEnable2(constrainu.ptr, linAng, numericTrueFalse); +} + +public override bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val) +{ + BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; + return BSAPICPP.SliderMotor2(constrainu.ptr, forceVel, linAng, val); +} + public override bool CalculateTransforms(BulletConstraint constrain) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; @@ -1625,6 +1655,9 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool HingeSetLimits2(IntPtr constrain, float low, float high, float softness, float bias, float relaxation); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool ConstraintSpringEnable2(IntPtr constrain, int index, float numericTrueFalse); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] @@ -1637,6 +1670,18 @@ public static extern bool ConstraintSpringSetStiffness2(IntPtr constrain, int in public static extern bool ConstraintSpringSetDamping2(IntPtr constrain, int index, float damping); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool SliderSetLimits2(IntPtr constrain, int lowerUpper, int linAng, float val); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool SliderSet2(IntPtr constrain, int softRestDamp, int dirLimOrtho, int linAng, float val); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool SliderMotorEnable2(IntPtr constrain, int linAng, float numericTrueFalse); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool SliderMotor2(IntPtr constrain, int forceVel, int linAng, float val); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool CalculateTransforms2(IntPtr constrain); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 9ad12a9..ff2b497 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -752,6 +752,15 @@ private sealed class BulletConstraintXNA : BulletConstraint constraint.SetBreakingImpulseThreshold(threshold); return true; } + public override bool HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation) + { + HingeConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as HingeConstraint; + if (softness == HINGE_NOT_SPECIFIED) + constraint.SetLimit(low, high); + else + constraint.SetLimit(low, high, softness, bias, relaxation); + return true; + } public override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse) { Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; @@ -762,13 +771,13 @@ private sealed class BulletConstraintXNA : BulletConstraint public override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint) { Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; - if (index == -1) + if (index == SPRING_NOT_SPECIFIED) { constraint.SetEquilibriumPoint(); } else { - if (equilibriumPoint == -1) + if (equilibriumPoint == SPRING_NOT_SPECIFIED) constraint.SetEquilibriumPoint(index); else constraint.SetEquilibriumPoint(index, equilibriumPoint); @@ -790,6 +799,167 @@ private sealed class BulletConstraintXNA : BulletConstraint return true; } + public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val) + { + SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; + switch (lowerUpper) + { + case SLIDER_LOWER_LIMIT: + switch (linAng) + { + case SLIDER_LINEAR: + constraint.SetLowerLinLimit(val); + break; + case SLIDER_ANGULAR: + constraint.SetLowerAngLimit(val); + break; + } + break; + case SLIDER_UPPER_LIMIT: + switch (linAng) + { + case SLIDER_LINEAR: + constraint.SetUpperLinLimit(val); + break; + case SLIDER_ANGULAR: + constraint.SetUpperAngLimit(val); + break; + } + break; + } + return true; + } + public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val) + { + SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; + switch (softRestDamp) + { + case SLIDER_SET_SOFTNESS: + switch (dirLimOrtho) + { + case SLIDER_SET_DIRECTION: + switch (linAng) + { + case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break; + case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break; + } + break; + case SLIDER_SET_LIMIT: + switch (linAng) + { + case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break; + case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break; + } + break; + case SLIDER_SET_ORTHO: + switch (linAng) + { + case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break; + case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break; + } + break; + } + break; + case SLIDER_SET_RESTITUTION: + switch (dirLimOrtho) + { + case SLIDER_SET_DIRECTION: + switch (linAng) + { + case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break; + case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break; + } + break; + case SLIDER_SET_LIMIT: + switch (linAng) + { + case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break; + case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break; + } + break; + case SLIDER_SET_ORTHO: + switch (linAng) + { + case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break; + case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break; + } + break; + } + break; + case SLIDER_SET_DAMPING: + switch (dirLimOrtho) + { + case SLIDER_SET_DIRECTION: + switch (linAng) + { + case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break; + case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break; + } + break; + case SLIDER_SET_LIMIT: + switch (linAng) + { + case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break; + case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break; + } + break; + case SLIDER_SET_ORTHO: + switch (linAng) + { + case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break; + case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break; + } + break; + } + break; + } + return true; + } + public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse) + { + SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; + switch (linAng) + { + case SLIDER_LINEAR: + constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true); + break; + case SLIDER_ANGULAR: + constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true); + break; + } + return true; + } + public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val) + { + SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; + switch (forceVel) + { + case SLIDER_MOTOR_VELOCITY: + switch (linAng) + { + case SLIDER_LINEAR: + constraint.SetTargetLinMotorVelocity(val); + break; + case SLIDER_ANGULAR: + constraint.SetTargetAngMotorVelocity(val); + break; + } + break; + case SLIDER_MAX_MOTOR_FORCE: + switch (linAng) + { + case SLIDER_LINEAR: + constraint.SetMaxLinMotorForce(val); + break; + case SLIDER_ANGULAR: + constraint.SetMaxAngMotorForce(val); + break; + } + break; + } + return true; + } + //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); public override void SetAngularDamping(BulletBody pBody, float angularDamping) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 8cca29f..b241059 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -441,14 +441,38 @@ public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float e public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold); +public const int HINGE_NOT_SPECIFIED = -1; +public abstract bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation); + public abstract bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse); +public const int SPRING_NOT_SPECIFIED = -1; public abstract bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint); public abstract bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss); public abstract bool SpringSetDamping(BulletConstraint constrain, int index, float damping); +public const int SLIDER_LOWER_LIMIT = 0; +public const int SLIDER_UPPER_LIMIT = 1; +public const int SLIDER_LINEAR = 2; +public const int SLIDER_ANGULAR = 3; +public abstract bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val); + +public const int SLIDER_SET_SOFTNESS = 4; +public const int SLIDER_SET_RESTITUTION = 5; +public const int SLIDER_SET_DAMPING = 6; +public const int SLIDER_SET_DIRECTION = 7; +public const int SLIDER_SET_LIMIT = 8; +public const int SLIDER_SET_ORTHO = 9; +public abstract bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val); + +public abstract bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse); + +public const int SLIDER_MOTOR_VELOCITY = 10; +public const int SLIDER_MAX_MOTOR_FORCE = 11; +public abstract bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val); + public abstract bool CalculateTransforms(BulletConstraint constrain); public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); -- cgit v1.1 From c6a6631efc74ac8c139e0ae8cad683496fdd0050 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 7 Aug 2013 10:24:37 -0700 Subject: BulletSim: move linkset extension operations into BSPrimLinkable where they should be. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 32 +---------------- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 41 ++++++++++++++++++++++ 2 files changed, 42 insertions(+), 31 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index d5b999d..4685b48 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -41,7 +41,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin [Serializable] public class BSPrim : BSPhysObject { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[BULLETS PRIM]"; // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. @@ -1555,36 +1555,6 @@ public class BSPrim : BSPhysObject object ret = null; switch (pFunct) { - case BSScene.PhysFunctGetLinksetType: - { - BSPrimLinkable myHandle = this as BSPrimLinkable; - if (myHandle != null) - { - ret = (object)myHandle.LinksetType; - } - m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret); - break; - } - case BSScene.PhysFunctSetLinksetType: - { - if (pParams.Length > 0) - { - BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; - BSPrimLinkable myHandle = this as BSPrimLinkable; - if (myHandle != null && myHandle.Linkset.IsRoot(myHandle)) - { - PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate() - { - // Cause the linkset type to change - m_log.DebugFormat("{0} Extension.physSetLinksetType, oldType={1}, newType={2}", - LogHeader, myHandle.Linkset.LinksetImpl, linksetType); - myHandle.ConvertLinkset(linksetType); - }); - } - ret = (object)(int)linksetType; - } - break; - } default: ret = base.Extension(pFunct, pParams); break; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 38d1f88..fc639ad 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -41,6 +41,8 @@ public class BSPrimLinkable : BSPrimDisplaced // operations necessary for keeping the linkset created and, additionally, this // calls the linkset implementation for its creation and management. + private static readonly string LogHeader = "[BULLETS PRIMLINKABLE]"; + // This adds the overrides for link() and delink() so the prim is linkable. public BSLinkset Linkset { get; set; } @@ -279,5 +281,44 @@ public class BSPrimLinkable : BSPrimDisplaced } return ret; } + + #region Extension + public override object Extension(string pFunct, params object[] pParams) + { + object ret = null; + switch (pFunct) + { + case BSScene.PhysFunctGetLinksetType: + { + ret = (object)LinksetType; + m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret); + break; + } + case BSScene.PhysFunctSetLinksetType: + { + if (pParams.Length > 0) + { + BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; + if (Linkset.IsRoot(this)) + { + PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate() + { + // Cause the linkset type to change + m_log.DebugFormat("{0} Extension.physSetLinksetType, oldType={1}, newType={2}", + LogHeader, Linkset.LinksetImpl, linksetType); + ConvertLinkset(linksetType); + }); + } + ret = (object)(int)linksetType; + } + break; + } + default: + ret = base.Extension(pFunct, pParams); + break; + } + return ret; + } + #endregion // Extension } } -- cgit v1.1 From f3cc20050e8e4ce047509589f828ccafbc59e3a9 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 7 Aug 2013 11:13:53 -0700 Subject: BulletSim: initial implementation of physChangeLinkFixed that resets a linkset's link back to a fixed, non-moving connection. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 82 +++++++++++++++++++++- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 29 +++++--- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 ++ 3 files changed, 105 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index 4455df4..decb61a 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -61,6 +61,10 @@ public class ExtendedPhysics : INonSharedRegionModule // Per prim functions. See BSPrim. public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType"; public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; + public const string PhysFunctChangeLinkFixed = "BulletSim.ChangeLinkFixed"; + public const string PhysFunctChangeLinkHinge = "BulletSim.ChangeLinkHinge"; + public const string PhysFunctChangeLinkSpring = "BulletSim.ChangeLinkSpring"; + public const string PhysFunctChangeLinkSlider = "BulletSim.ChangeLinkSlider"; // ============================================================= @@ -250,7 +254,6 @@ public class ExtendedPhysics : INonSharedRegionModule public int physGetLinksetType(UUID hostID, UUID scriptID) { int ret = -1; - if (!Enabled) return ret; // The part that is requesting the change. @@ -287,5 +290,82 @@ public class ExtendedPhysics : INonSharedRegionModule } return ret; } + + [ScriptInvocation] + public int physChangeLinkFixed(UUID hostID, UUID scriptID, int linkNum) + { + int ret = -1; + if (!Enabled) return ret; + + // The part that is requesting the change. + SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID); + + if (requestingPart != null) + { + // The type is is always on the root of a linkset. + SceneObjectGroup containingGroup = requestingPart.ParentGroup; + SceneObjectPart rootPart = containingGroup.RootPart; + + if (rootPart != null) + { + Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; + if (rootPhysActor != null) + { + SceneObjectPart linkPart = containingGroup.GetLinkNumPart(linkNum); + if (linkPart != null) + { + Physics.Manager.PhysicsActor linkPhysActor = linkPart.PhysActor; + if (linkPhysActor != null) + { + ret = (int)rootPhysActor.Extension(PhysFunctChangeLinkFixed, linkNum, linkPhysActor); + } + else + { + m_log.WarnFormat("{0} physChangeLinkFixed: Link part has no physical actor. rootName={1}, hostID={2}, linknum={3}", + LogHeader, rootPart.Name, hostID, linkNum); + } + } + else + { + m_log.WarnFormat("{0} physChangeLinkFixed: Could not find linknum part. rootName={1}, hostID={2}, linknum={3}", + LogHeader, rootPart.Name, hostID, linkNum); + } + } + else + { + m_log.WarnFormat("{0} physChangeLinkFixed: Root part does not have a physics actor. rootName={1}, hostID={2}", + LogHeader, rootPart.Name, hostID); + } + } + else + { + m_log.WarnFormat("{0} physChangeLinkFixed: Root part does not exist. RequestingPartName={1}, hostID={2}", + LogHeader, requestingPart.Name, hostID); + } + } + else + { + m_log.WarnFormat("{0} physGetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); + } + return ret; + } + + [ScriptInvocation] + public int physChangeLinkHinge(UUID hostID, UUID scriptID, int linkNum) + { + return 0; + } + + [ScriptInvocation] + public int physChangeLinkSpring(UUID hostID, UUID scriptID, int linkNum) + { + return 0; + } + + [ScriptInvocation] + public int physChangeLinkSlider(UUID hostID, UUID scriptID, int linkNum) + { + return 0; + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index fc639ad..77d8246 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -60,10 +60,7 @@ public class BSPrimLinkable : BSPrimDisplaced Linkset = BSLinkset.Factory(PhysScene, this); - PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() - { - Linkset.Refresh(this); - }); + Linkset.Refresh(this); } public override void Destroy() @@ -82,7 +79,7 @@ public class BSPrimLinkable : BSPrimDisplaced Linkset = parent.Linkset.AddMeToLinkset(this); - DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", + DetailLog("{0},BSPrimLinkable.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); } return; @@ -98,7 +95,7 @@ public class BSPrimLinkable : BSPrimDisplaced Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/); - DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", + DetailLog("{0},BSPrimLinkable.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); return; } @@ -110,7 +107,7 @@ public class BSPrimLinkable : BSPrimDisplaced set { base.Position = value; - PhysScene.TaintedObject("BSPrimLinkset.setPosition", delegate() + PhysScene.TaintedObject("BSPrimLinkable.setPosition", delegate() { Linkset.UpdateProperties(UpdatedProperties.Position, this); }); @@ -124,7 +121,7 @@ public class BSPrimLinkable : BSPrimDisplaced set { base.Orientation = value; - PhysScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() + PhysScene.TaintedObject("BSPrimLinkable.setOrientation", delegate() { Linkset.UpdateProperties(UpdatedProperties.Orientation, this); }); @@ -242,7 +239,7 @@ public class BSPrimLinkable : BSPrimDisplaced bool ret = false; if (LinksetType != newType) { - DetailLog("{0},BSPrimLinkset.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType); + DetailLog("{0},BSPrimLinkable.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType); // Set the implementation type first so the call to BSLinkset.Factory gets the new type. this.LinksetType = newType; @@ -288,12 +285,14 @@ public class BSPrimLinkable : BSPrimDisplaced object ret = null; switch (pFunct) { + // physGetLinksetType(); case BSScene.PhysFunctGetLinksetType: { ret = (object)LinksetType; m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret); break; } + // physSetLinksetType(type); case BSScene.PhysFunctSetLinksetType: { if (pParams.Length > 0) @@ -313,6 +312,18 @@ public class BSPrimLinkable : BSPrimDisplaced } break; } + // physChangeLinkFixed(linknum); + // Params: int linkNum, PhysActor linkedPrim + case BSScene.PhysFunctChangeLinkFixed: + { + if (pParams.Length > 1) + { + int linkNum = (int)pParams[0]; + Manager.PhysicsActor linkActor = (Manager.PhysicsActor)pParams[1]; + Linkset.Refresh(this); + } + break; + } default: ret = base.Extension(pFunct, pParams); break; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index c92c9b9..571db86 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -875,6 +875,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // Per prim functions. See BSPrim. public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType"; public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; + public const string PhysFunctChangeLinkFixed = "BulletSim.ChangeLinkFixed"; + public const string PhysFunctChangeLinkHinge = "BulletSim.ChangeLinkHinge"; + public const string PhysFunctChangeLinkSpring = "BulletSim.ChangeLinkSpring"; + public const string PhysFunctChangeLinkSlider = "BulletSim.ChangeLinkSlider"; // ============================================================= public override object Extension(string pFunct, params object[] pParams) -- cgit v1.1 From dff0fb56902f62b070ec6fd05769babfad32ed2e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 7 Aug 2013 11:18:23 -0700 Subject: BulletSim: Linkset.Refresh() calls internal ScheduleRebuild() to recreate the linkset physics at next PostTaint time. Replace the existing calls to ScheduleRebuild to be calls to Refresh(). This allows external routines to make changes to parameters and then cause the linkset to rebuild. --- .../Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 17 ++++++++--------- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 11 ++++++----- 2 files changed, 14 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 47ab842..8f12189 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -90,10 +90,9 @@ public sealed class BSLinksetCompound : BSLinkset // its internal properties. public override void Refresh(BSPrimLinkable requestor) { - base.Refresh(requestor); - // Something changed so do the rebuilding thing - // ScheduleRebuild(); + ScheduleRebuild(requestor); + base.Refresh(requestor); } // Schedule a refresh to happen after all the other taint processing. @@ -127,7 +126,7 @@ public sealed class BSLinksetCompound : BSLinkset if (IsRoot(child)) { // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } return ret; } @@ -144,7 +143,7 @@ public sealed class BSLinksetCompound : BSLinkset if (IsRoot(child)) { // Schedule a rebuild to verify that the root shape is set to the real shape. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } return ret; } @@ -227,7 +226,7 @@ public sealed class BSLinksetCompound : BSLinkset // there will already be a rebuild scheduled. DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", updated.LocalID, whichUpdated); - ScheduleRebuild(updated); + Refresh(updated); } } } @@ -245,7 +244,7 @@ public sealed class BSLinksetCompound : BSLinkset DetailLog("{0},BSLinksetCompound.RemoveDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child)); - ScheduleRebuild(child); + Refresh(child); return ret; } @@ -263,7 +262,7 @@ public sealed class BSLinksetCompound : BSLinkset DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); // Rebuild the compound shape with the new child shape included - ScheduleRebuild(child); + Refresh(child); } return; } @@ -292,7 +291,7 @@ public sealed class BSLinksetCompound : BSLinkset else { // Rebuild the compound shape with the child removed - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } } return; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index f3b70c3..db323c2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -158,6 +158,7 @@ public sealed class BSLinksetConstraints : BSLinkset // refresh will happen once after all the other taints are applied. public override void Refresh(BSPrimLinkable requestor) { + ScheduleRebuild(requestor); base.Refresh(requestor); } @@ -194,7 +195,7 @@ public sealed class BSLinksetConstraints : BSLinkset if (IsRoot(child)) { // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } return ret; } @@ -213,7 +214,7 @@ public sealed class BSLinksetConstraints : BSLinkset if (IsRoot(child)) { // Schedule a rebuild to verify that the root shape is set to the real shape. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } return ret; } @@ -241,7 +242,7 @@ public sealed class BSLinksetConstraints : BSLinkset // Just undo all the constraints for this linkset. Rebuild at the end of the step. ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); // Cause the constraints, et al to be rebuilt before the next simulation step. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } return ret; } @@ -259,7 +260,7 @@ public sealed class BSLinksetConstraints : BSLinkset DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); // Cause constraints and assorted properties to be recomputed before the next simulation step. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } return; } @@ -283,7 +284,7 @@ public sealed class BSLinksetConstraints : BSLinkset PhysicallyUnlinkAChildFromRoot(rootx, childx); }); // See that the linkset parameters are recomputed at the end of the taint time. - ScheduleRebuild(LinksetRoot); + Refresh(LinksetRoot); } else { -- cgit v1.1 From 6aee08ac3c48b55ebd8e945c8b11f17dc1ab3151 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 8 Aug 2013 08:36:36 -0700 Subject: BulletSim: add physChangeLinkSpring to change linkset link to be a spring constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 73 ++++++++++++++- .../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 24 +++++ .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 102 ++++++++++++++++++++- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 9 +- 5 files changed, 198 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index decb61a..278e9e7 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -291,6 +291,10 @@ public class ExtendedPhysics : INonSharedRegionModule return ret; } + // physChangeLinkFixed(integer linkNum) + // Change the link between the root and the linkNum into a fixed, static physical connection. + // This needs to change 'linkNum' into the physical object because lower level code has + // no access to the link numbers. [ScriptInvocation] public int physChangeLinkFixed(UUID hostID, UUID scriptID, int linkNum) { @@ -353,13 +357,76 @@ public class ExtendedPhysics : INonSharedRegionModule [ScriptInvocation] public int physChangeLinkHinge(UUID hostID, UUID scriptID, int linkNum) { - return 0; + return -1; } [ScriptInvocation] - public int physChangeLinkSpring(UUID hostID, UUID scriptID, int linkNum) + public int physChangeLinkSpring(UUID hostID, UUID scriptID, int linkNum, + Vector3 frameInAloc, Quaternion frameInArot, + Vector3 frameInBloc, Quaternion frameInBrot, + Vector3 linearLimitLow, Vector3 linearLimitHigh, + Vector3 angularLimitLow, Vector3 angularLimitHigh + ) { - return 0; + int ret = -1; + if (!Enabled) return ret; + + // The part that is requesting the change. + SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID); + + if (requestingPart != null) + { + // The type is is always on the root of a linkset. + SceneObjectGroup containingGroup = requestingPart.ParentGroup; + SceneObjectPart rootPart = containingGroup.RootPart; + + if (rootPart != null) + { + Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; + if (rootPhysActor != null) + { + SceneObjectPart linkPart = containingGroup.GetLinkNumPart(linkNum); + if (linkPart != null) + { + Physics.Manager.PhysicsActor linkPhysActor = linkPart.PhysActor; + if (linkPhysActor != null) + { + ret = (int)rootPhysActor.Extension(PhysFunctChangeLinkSpring, linkNum, linkPhysActor, + frameInAloc, frameInArot, + frameInBloc, frameInBrot, + linearLimitLow, linearLimitHigh, + angularLimitLow, angularLimitHigh + ); + } + else + { + m_log.WarnFormat("{0} physChangeLinkFixed: Link part has no physical actor. rootName={1}, hostID={2}, linknum={3}", + LogHeader, rootPart.Name, hostID, linkNum); + } + } + else + { + m_log.WarnFormat("{0} physChangeLinkFixed: Could not find linknum part. rootName={1}, hostID={2}, linknum={3}", + LogHeader, rootPart.Name, hostID, linkNum); + } + } + else + { + m_log.WarnFormat("{0} physChangeLinkFixed: Root part does not have a physics actor. rootName={1}, hostID={2}", + LogHeader, rootPart.Name, hostID); + } + } + else + { + m_log.WarnFormat("{0} physChangeLinkFixed: Root part does not exist. RequestingPartName={1}, hostID={2}", + LogHeader, requestingPart.Name, hostID); + } + } + else + { + m_log.WarnFormat("{0} physGetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); + } + return ret; } [ScriptInvocation] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index b241059..9d8838b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -43,7 +43,9 @@ public enum ConstraintType : int SLIDER_CONSTRAINT_TYPE, CONTACT_CONSTRAINT_TYPE, D6_SPRING_CONSTRAINT_TYPE, - MAX_CONSTRAINT_TYPE + MAX_CONSTRAINT_TYPE, // last type defined by Bullet + // + FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving } // =============================================================================== diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index d4b1c1e..2058e3a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -79,6 +79,8 @@ public abstract class BSLinkset } public virtual void ResetLink() { } public virtual void SetLinkParameters(BSConstraint constrain) { } + // Returns 'true' if physical property updates from the child should be reported to the simulator + public virtual bool ShouldUpdateChildProperties() { return false; } } public LinksetImplementation LinksetImpl { get; protected set; } @@ -224,6 +226,21 @@ public abstract class BSLinkset return ret; } + // Check the type of the link and return 'true' if the link is flexible and the + // updates from the child should be sent to the simulator so things change. + public virtual bool ShouldReportPropertyUpdates(BSPrimLinkable child) + { + bool ret = false; + + BSLinkInfo linkInfo; + if (m_children.TryGetValue(child, out linkInfo)) + { + ret = linkInfo.ShouldUpdateChildProperties(); + } + + return ret; + } + // Called after a simulation step to post a collision with this object. // Return 'true' if linkset processed the collision. 'false' says the linkset didn't have // anything to add for the collision and it should be passed through normal processing. @@ -432,6 +449,13 @@ public abstract class BSLinkset return com; } + #region Extension + public virtual object Extension(string pFunct, params object[] pParams) + { + return null; + } + #endregion // Extension + // Invoke the detailed logger and output something if it's enabled. protected void DetailLog(string msg, params Object[] args) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index db323c2..17fec9d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -60,8 +60,6 @@ public sealed class BSLinksetConstraints : BSLinkset public float springDamping; public float springStiffness; - - public BSLinkInfoConstraint(BSPrimLinkable pMember) : base(pMember) { @@ -72,7 +70,8 @@ public sealed class BSLinksetConstraints : BSLinkset // Set all the parameters for this constraint to a fixed, non-movable constraint. public override void ResetLink() { - constraintType = ConstraintType.D6_CONSTRAINT_TYPE; + // constraintType = ConstraintType.D6_CONSTRAINT_TYPE; + constraintType = ConstraintType.FIXED_CONSTRAINT_TYPE; linearLimitLow = OMV.Vector3.Zero; linearLimitHigh = OMV.Vector3.Zero; angularLimitLow = OMV.Vector3.Zero; @@ -97,6 +96,7 @@ public sealed class BSLinksetConstraints : BSLinkset { switch (constraintType) { + case ConstraintType.FIXED_CONSTRAINT_TYPE: case ConstraintType.D6_CONSTRAINT_TYPE: BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof; if (constrain6dof != null) @@ -145,6 +145,20 @@ public sealed class BSLinksetConstraints : BSLinkset break; } } + + // Return 'true' if the property updates from the physics engine should be reported + // to the simulator. + // If the constraint is fixed, we don't need to report as the simulator and viewer will + // report the right things. + public override bool ShouldUpdateChildProperties() + { + bool ret = true; + + if (constraintType == ConstraintType.FIXED_CONSTRAINT_TYPE) + ret = false; + + return ret; + } } public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent) @@ -316,6 +330,7 @@ public sealed class BSLinksetConstraints : BSLinkset switch (linkInfo.constraintType) { + case ConstraintType.FIXED_CONSTRAINT_TYPE: case ConstraintType.D6_CONSTRAINT_TYPE: // Relative position normalized to the root prim // Essentually a vector pointing from center of rootPrim to center of li.member @@ -466,5 +481,86 @@ public sealed class BSLinksetConstraints : BSLinkset Rebuilding = false; } } + + #region Extension + public override object Extension(string pFunct, params object[] pParams) + { + object ret = null; + switch (pFunct) + { + // pParams = (int linkNUm, PhysActor linkChild) + case BSScene.PhysFunctChangeLinkFixed: + if (pParams.Length > 1) + { + BSPrimLinkable child = pParams[1] as BSPrimLinkable; + if (child != null) + { + m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkFixed", delegate() + { + // Pick up all the constraints currently created. + RemoveDependencies(child); + + BSLinkInfo linkInfo = null; + if (m_children.TryGetValue(child, out linkInfo)) + { + BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; + if (linkInfoC != null) + { + // Setting to fixed is easy. The reset state is the fixed link configuration. + linkInfoC.ResetLink(); + ret = (object)true; + } + } + // Cause the whole linkset to be rebuilt in post-taint time. + Refresh(child); + }); + } + } + break; + case BSScene.PhysFunctChangeLinkSpring: + if (pParams.Length > 11) + { + BSPrimLinkable child = pParams[1] as BSPrimLinkable; + if (child != null) + { + m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkFixed", delegate() + { + // Pick up all the constraints currently created. + RemoveDependencies(child); + + BSLinkInfo linkInfo = null; + if (m_children.TryGetValue(child, out linkInfo)) + { + BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; + if (linkInfoC != null) + { + // Start with a reset link definition + linkInfoC.ResetLink(); + linkInfoC.constraintType = ConstraintType.D6_SPRING_CONSTRAINT_TYPE; + linkInfoC.frameInAloc = (OMV.Vector3)pParams[2]; + linkInfoC.frameInArot = (OMV.Quaternion)pParams[3]; + linkInfoC.frameInBloc = (OMV.Vector3)pParams[4]; + linkInfoC.frameInBrot = (OMV.Quaternion)pParams[5]; + linkInfoC.linearLimitLow = (OMV.Vector3)pParams[6]; + linkInfoC.linearLimitHigh = (OMV.Vector3)pParams[7]; + linkInfoC.angularLimitLow = (OMV.Vector3)pParams[8]; + linkInfoC.angularLimitHigh = (OMV.Vector3)pParams[9]; + ret = (object)true; + } + } + // Cause the whole linkset to be rebuilt in post-taint time. + Refresh(child); + }); + } + } + break; + default: + ret = base.Extension(pFunct, pParams); + break; + } + return ret; + } + #endregion // Extension + } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 77d8246..4c384a6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -179,7 +179,7 @@ public class BSPrimLinkable : BSPrimDisplaced // Do any filtering/modification needed for linksets. public override void UpdateProperties(EntityProperties entprop) { - if (Linkset.IsRoot(this)) + if (Linkset.IsRoot(this) || Linkset.ShouldReportPropertyUpdates(this)) { // Properties are only updated for the roots of a linkset. // TODO: this will have to change when linksets are articulated. @@ -316,12 +316,7 @@ public class BSPrimLinkable : BSPrimDisplaced // Params: int linkNum, PhysActor linkedPrim case BSScene.PhysFunctChangeLinkFixed: { - if (pParams.Length > 1) - { - int linkNum = (int)pParams[0]; - Manager.PhysicsActor linkActor = (Manager.PhysicsActor)pParams[1]; - Linkset.Refresh(this); - } + Linkset.Extension(pFunct, pParams); break; } default: -- cgit v1.1 From b2a1348adc2bd27d3266a7d7c7594a2aa8272100 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 8 Aug 2013 16:37:37 -0700 Subject: BulletSim: update C++ HACD parameters to values that handle enclosed hollow spaces better. This shouldn't affect many since this HACD routine is off by default. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index fcb892a..737dda1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -683,21 +683,21 @@ public static class BSParam 0f ), new ParameterDefn("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", - 100f ), + 200f ), new ParameterDefn("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", - 2f ), + 10f ), new ParameterDefn("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", - 0.1f ), + 20f ), new ParameterDefn("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", - 0f ), + 0.1f ), new ParameterDefn("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", - 100f ), + 10f ), new ParameterDefn("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", - false ), + true ), new ParameterDefn("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", - false ), + true ), new ParameterDefn("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", - false ), + true ), new ParameterDefn("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", false ), -- cgit v1.1 From 455d36c4c70a55c5d48dc1410b8729929fafedf6 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 9 Aug 2013 10:59:10 -0700 Subject: BulletSim: add physChangeLinkParams to set individual parameters on link constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings). --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 265 +++++++++++++-------- .../Physics/BulletSPlugin/BSConstraintConeTwist.cs | 54 +++++ .../Physics/BulletSPlugin/BSConstraintSlider.cs | 55 +++++ .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 85 +++---- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 18 +- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 14 -- 6 files changed, 324 insertions(+), 167 deletions(-) create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSConstraintConeTwist.cs create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSConstraintSlider.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index 278e9e7..baf5a5b 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -36,6 +36,7 @@ using OpenSim.Region.CoreModules; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.Physics.Manager; using Mono.Addins; using Nini.Config; @@ -62,9 +63,8 @@ public class ExtendedPhysics : INonSharedRegionModule public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType"; public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; public const string PhysFunctChangeLinkFixed = "BulletSim.ChangeLinkFixed"; - public const string PhysFunctChangeLinkHinge = "BulletSim.ChangeLinkHinge"; - public const string PhysFunctChangeLinkSpring = "BulletSim.ChangeLinkSpring"; - public const string PhysFunctChangeLinkSlider = "BulletSim.ChangeLinkSlider"; + public const string PhysFunctChangeLinkType = "BulletSim.ChangeLinkType"; + public const string PhysFunctChangeLinkParams = "BulletSim.ChangeLinkParams"; // ============================================================= @@ -200,7 +200,7 @@ public class ExtendedPhysics : INonSharedRegionModule if (rootPart != null) { - Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; + PhysicsActor rootPhysActor = rootPart.PhysActor; if (rootPhysActor != null) { if (rootPhysActor.IsPhysical) @@ -219,7 +219,7 @@ public class ExtendedPhysics : INonSharedRegionModule containingGroup.UpdateGroupPosition(containingGroup.AbsolutePosition); containingGroup.UpdateGroupRotationR(containingGroup.GroupRotation); - ret = (int)rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType); + ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType)); Thread.Sleep(150); // longer than one heartbeat tick containingGroup.ScriptSetPhysicsStatus(true); @@ -228,7 +228,7 @@ public class ExtendedPhysics : INonSharedRegionModule { // Non-physical linksets don't have a physical instantiation so there is no state to // worry about being updated. - ret = (int)rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType); + ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType)); } } else @@ -267,10 +267,10 @@ public class ExtendedPhysics : INonSharedRegionModule if (rootPart != null) { - Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; + PhysicsActor rootPhysActor = rootPart.PhysActor; if (rootPhysActor != null) { - ret = (int)rootPhysActor.Extension(PhysFunctGetLinksetType); + ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinksetType)); } else { @@ -291,148 +291,225 @@ public class ExtendedPhysics : INonSharedRegionModule return ret; } + [ScriptConstant] + public static int PHYS_LINK_TYPE_FIXED = 1234; + [ScriptConstant] + public static int PHYS_LINK_TYPE_HINGE = 4; + [ScriptConstant] + public static int PHYS_LINK_TYPE_SPRING = 9; + [ScriptConstant] + public static int PHYS_LINK_TYPE_6DOF = 6; + [ScriptConstant] + public static int PHYS_LINK_TYPE_SLIDER = 7; + + // physChangeLinkType(integer linkNum, integer typeCode) + [ScriptInvocation] + public int physChangeLinkType(UUID hostID, UUID scriptID, int linkNum, int typeCode) + { + int ret = -1; + if (!Enabled) return ret; + + PhysicsActor rootPhysActor; + PhysicsActor childPhysActor; + + if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) + { + ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, childPhysActor, typeCode)); + } + + return ret; + } + // physChangeLinkFixed(integer linkNum) // Change the link between the root and the linkNum into a fixed, static physical connection. - // This needs to change 'linkNum' into the physical object because lower level code has - // no access to the link numbers. [ScriptInvocation] public int physChangeLinkFixed(UUID hostID, UUID scriptID, int linkNum) { int ret = -1; if (!Enabled) return ret; - // The part that is requesting the change. - SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID); + PhysicsActor rootPhysActor; + PhysicsActor childPhysActor; + + if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) + { + ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, childPhysActor, PHYS_LINK_TYPE_FIXED)); + } + + return ret; + } + + // Code for specifying params. + // The choice if 14400 is arbitrary and only serves to catch parameter code misuse. + public static int PHYS_PARAM_MIN = 14401; + [ScriptConstant] + public static int PHYS_PARAM_FRAMEINA_LOC = 14401; + [ScriptConstant] + public static int PHYS_PARAM_FRAMEINA_ROT = 14402; + [ScriptConstant] + public static int PHYS_PARAM_FRAMEINB_LOC = 14403; + [ScriptConstant] + public static int PHYS_PARAM_FRAMEINB_ROT = 14404; + [ScriptConstant] + public static int PHYS_PARAM_LINEAR_LIMIT_LOW = 14405; + [ScriptConstant] + public static int PHYS_PARAM_LINEAR_LIMIT_HIGH = 14406; + [ScriptConstant] + public static int PHYS_PARAM_ANGULAR_LIMIT_LOW = 14407; + [ScriptConstant] + public static int PHYS_PARAM_ANGULAR_LIMIT_HIGH = 14408; + [ScriptConstant] + public static int PHYS_PARAM_USE_FRAME_OFFSET = 14409; + [ScriptConstant] + public static int PHYS_PARAM_ENABLE_TRANSMOTOR = 14410; + [ScriptConstant] + public static int PHYS_PARAM_TRANSMOTOR_MAXVEL = 14411; + [ScriptConstant] + public static int PHYS_PARAM_TRANSMOTOR_MAXFORCE = 14412; + [ScriptConstant] + public static int PHYS_PARAM_CFM = 14413; + [ScriptConstant] + public static int PHYS_PARAM_ERP = 14414; + [ScriptConstant] + public static int PHYS_PARAM_SOLVER_ITERATIONS = 14415; + [ScriptConstant] + public static int PHYS_PARAM_SPRING_DAMPING = 14416; + [ScriptConstant] + public static int PHYS_PARAM_SPRING_STIFFNESS = 14417; + public static int PHYS_PARAM_MAX = 14417; + // physChangeLinkParams(integer linkNum, [ PHYS_PARAM_*, value, PHYS_PARAM_*, value, ...]) + [ScriptInvocation] + public int physChangeLinkParams(UUID hostID, UUID scriptID, int linkNum, object[] parms) + { + int ret = -1; + if (!Enabled) return ret; + + PhysicsActor rootPhysActor; + PhysicsActor childPhysActor; + + if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) + { + ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkParams, childPhysActor, parms)); + } + + return ret; + } + + private bool GetRootPhysActor(UUID hostID, out PhysicsActor rootPhysActor) + { + SceneObjectGroup containingGroup; + SceneObjectPart rootPart; + return GetRootPhysActor(hostID, out containingGroup, out rootPart, out rootPhysActor); + } + + private bool GetRootPhysActor(UUID hostID, out SceneObjectGroup containingGroup, out SceneObjectPart rootPart, out PhysicsActor rootPhysActor) + { + bool ret = false; + rootPhysActor = null; + containingGroup = null; + rootPart = null; + + SceneObjectPart requestingPart; + + requestingPart = BaseScene.GetSceneObjectPart(hostID); if (requestingPart != null) { // The type is is always on the root of a linkset. - SceneObjectGroup containingGroup = requestingPart.ParentGroup; - SceneObjectPart rootPart = containingGroup.RootPart; - - if (rootPart != null) + containingGroup = requestingPart.ParentGroup; + if (containingGroup != null && !containingGroup.IsDeleted) { - Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; - if (rootPhysActor != null) + rootPart = containingGroup.RootPart; + if (rootPart != null) { - SceneObjectPart linkPart = containingGroup.GetLinkNumPart(linkNum); - if (linkPart != null) + rootPhysActor = rootPart.PhysActor; + if (rootPhysActor != null) { - Physics.Manager.PhysicsActor linkPhysActor = linkPart.PhysActor; - if (linkPhysActor != null) - { - ret = (int)rootPhysActor.Extension(PhysFunctChangeLinkFixed, linkNum, linkPhysActor); - } - else - { - m_log.WarnFormat("{0} physChangeLinkFixed: Link part has no physical actor. rootName={1}, hostID={2}, linknum={3}", - LogHeader, rootPart.Name, hostID, linkNum); - } + ret = true; } else { - m_log.WarnFormat("{0} physChangeLinkFixed: Could not find linknum part. rootName={1}, hostID={2}, linknum={3}", - LogHeader, rootPart.Name, hostID, linkNum); + m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not have a physics actor. rootName={1}, hostID={2}", + LogHeader, rootPart.Name, hostID); } } else { - m_log.WarnFormat("{0} physChangeLinkFixed: Root part does not have a physics actor. rootName={1}, hostID={2}", - LogHeader, rootPart.Name, hostID); + m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not exist. RequestingPartName={1}, hostID={2}", + LogHeader, requestingPart.Name, hostID); } } else { - m_log.WarnFormat("{0} physChangeLinkFixed: Root part does not exist. RequestingPartName={1}, hostID={2}", - LogHeader, requestingPart.Name, hostID); + m_log.WarnFormat("{0} GetRootAndChildPhysActors: Containing group missing or deleted. hostID={1}", LogHeader, hostID); } } else { - m_log.WarnFormat("{0} physGetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); + m_log.WarnFormat("{0} GetRootAndChildPhysActors: cannot find script object in scene. hostID={1}", LogHeader, hostID); } + return ret; } - [ScriptInvocation] - public int physChangeLinkHinge(UUID hostID, UUID scriptID, int linkNum) + // Find the root and child PhysActors based on the linkNum. + // Return 'true' if both are found and returned. + private bool GetRootAndChildPhysActors(UUID hostID, int linkNum, out PhysicsActor rootPhysActor, out PhysicsActor childPhysActor) { - return -1; - } + bool ret = false; + rootPhysActor = null; + childPhysActor = null; - [ScriptInvocation] - public int physChangeLinkSpring(UUID hostID, UUID scriptID, int linkNum, - Vector3 frameInAloc, Quaternion frameInArot, - Vector3 frameInBloc, Quaternion frameInBrot, - Vector3 linearLimitLow, Vector3 linearLimitHigh, - Vector3 angularLimitLow, Vector3 angularLimitHigh - ) - { - int ret = -1; - if (!Enabled) return ret; + SceneObjectGroup containingGroup; + SceneObjectPart rootPart; - // The part that is requesting the change. - SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID); - - if (requestingPart != null) + if (GetRootPhysActor(hostID, out containingGroup, out rootPart, out rootPhysActor)) { - // The type is is always on the root of a linkset. - SceneObjectGroup containingGroup = requestingPart.ParentGroup; - SceneObjectPart rootPart = containingGroup.RootPart; - - if (rootPart != null) + SceneObjectPart linkPart = containingGroup.GetLinkNumPart(linkNum); + if (linkPart != null) { - Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor; - if (rootPhysActor != null) + childPhysActor = linkPart.PhysActor; + if (childPhysActor != null) { - SceneObjectPart linkPart = containingGroup.GetLinkNumPart(linkNum); - if (linkPart != null) - { - Physics.Manager.PhysicsActor linkPhysActor = linkPart.PhysActor; - if (linkPhysActor != null) - { - ret = (int)rootPhysActor.Extension(PhysFunctChangeLinkSpring, linkNum, linkPhysActor, - frameInAloc, frameInArot, - frameInBloc, frameInBrot, - linearLimitLow, linearLimitHigh, - angularLimitLow, angularLimitHigh - ); - } - else - { - m_log.WarnFormat("{0} physChangeLinkFixed: Link part has no physical actor. rootName={1}, hostID={2}, linknum={3}", - LogHeader, rootPart.Name, hostID, linkNum); - } - } - else - { - m_log.WarnFormat("{0} physChangeLinkFixed: Could not find linknum part. rootName={1}, hostID={2}, linknum={3}", - LogHeader, rootPart.Name, hostID, linkNum); - } + ret = true; } else { - m_log.WarnFormat("{0} physChangeLinkFixed: Root part does not have a physics actor. rootName={1}, hostID={2}", - LogHeader, rootPart.Name, hostID); + m_log.WarnFormat("{0} GetRootAndChildPhysActors: Link part has no physical actor. rootName={1}, hostID={2}, linknum={3}", + LogHeader, rootPart.Name, hostID, linkNum); } } else { - m_log.WarnFormat("{0} physChangeLinkFixed: Root part does not exist. RequestingPartName={1}, hostID={2}", - LogHeader, requestingPart.Name, hostID); + m_log.WarnFormat("{0} GetRootAndChildPhysActors: Could not find linknum part. rootName={1}, hostID={2}, linknum={3}", + LogHeader, rootPart.Name, hostID, linkNum); } } else { - m_log.WarnFormat("{0} physGetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID); + m_log.WarnFormat("{0} GetRootAndChildPhysActors: Root part does not have a physics actor. rootName={1}, hostID={2}", + LogHeader, rootPart.Name, hostID); } + return ret; } - [ScriptInvocation] - public int physChangeLinkSlider(UUID hostID, UUID scriptID, int linkNum) + // Extension() returns an object. Convert that object into the integer error we expect to return. + private int MakeIntError(object extensionRet) { - return 0; + int ret = -1; + if (extensionRet != null) + { + try + { + ret = (int)extensionRet; + } + catch + { + ret = -1; + } + } + return ret; } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintConeTwist.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintConeTwist.cs new file mode 100755 index 0000000..7a76a9a --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintConeTwist.cs @@ -0,0 +1,54 @@ +/* + * 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 copyrightD + * 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.Text; +using OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ + +public sealed class BSConstraintConeTwist : BSConstraint +{ + public override ConstraintType Type { get { return ConstraintType.CONETWIST_CONSTRAINT_TYPE; } } + + public BSConstraintConeTwist(BulletWorld world, BulletBody obj1, BulletBody obj2, + Vector3 frameInAloc, Quaternion frameInArot, + Vector3 frameInBloc, Quaternion frameInBrot, + bool disableCollisionsBetweenLinkedBodies) + : base(world) + { + m_body1 = obj1; + m_body2 = obj2; + m_constraint = PhysicsScene.PE.CreateConeTwistConstraint(world, obj1, obj2, + frameInAloc, frameInArot, frameInBloc, frameInBrot, + disableCollisionsBetweenLinkedBodies); + m_enabled = true; + } +} + +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSlider.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSlider.cs new file mode 100755 index 0000000..37cfa07 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSlider.cs @@ -0,0 +1,55 @@ +/* + * 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 copyrightD + * 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.Text; +using OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ + +public sealed class BSConstraintSlider : BSConstraint +{ + public override ConstraintType Type { get { return ConstraintType.SLIDER_CONSTRAINT_TYPE; } } + + public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2, + Vector3 frameInAloc, Quaternion frameInArot, + Vector3 frameInBloc, Quaternion frameInBrot, + bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) + : base(world) + { + m_body1 = obj1; + m_body2 = obj2; + m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2, + frameInAloc, frameInArot, frameInBloc, frameInBrot, + useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); + m_enabled = true; + } + +} + +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 17fec9d..c09dd42 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -28,6 +28,8 @@ using System; using System.Collections.Generic; using System.Text; +using OpenSim.Region.OptionalModules.Scripting; + using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin @@ -489,71 +491,46 @@ public sealed class BSLinksetConstraints : BSLinkset switch (pFunct) { // pParams = (int linkNUm, PhysActor linkChild) - case BSScene.PhysFunctChangeLinkFixed: + case ExtendedPhysics.PhysFunctChangeLinkType: if (pParams.Length > 1) { - BSPrimLinkable child = pParams[1] as BSPrimLinkable; - if (child != null) + int requestedType = (int)pParams[1]; + if (requestedType == (int)ConstraintType.FIXED_CONSTRAINT_TYPE + || requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE + || requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE + || requestedType == (int)ConstraintType.HINGE_CONSTRAINT_TYPE + || requestedType == (int)ConstraintType.CONETWIST_CONSTRAINT_TYPE + || requestedType == (int)ConstraintType.SLIDER_CONSTRAINT_TYPE) { - m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkFixed", delegate() + BSPrimLinkable child = pParams[0] as BSPrimLinkable; + if (child != null) { - // Pick up all the constraints currently created. - RemoveDependencies(child); - - BSLinkInfo linkInfo = null; - if (m_children.TryGetValue(child, out linkInfo)) + m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkFixed", delegate() { - BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; - if (linkInfoC != null) - { - // Setting to fixed is easy. The reset state is the fixed link configuration. - linkInfoC.ResetLink(); - ret = (object)true; - } - } - // Cause the whole linkset to be rebuilt in post-taint time. - Refresh(child); - }); - } - } - break; - case BSScene.PhysFunctChangeLinkSpring: - if (pParams.Length > 11) - { - BSPrimLinkable child = pParams[1] as BSPrimLinkable; - if (child != null) - { - m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkFixed", delegate() - { - // Pick up all the constraints currently created. - RemoveDependencies(child); + // Pick up all the constraints currently created. + RemoveDependencies(child); - BSLinkInfo linkInfo = null; - if (m_children.TryGetValue(child, out linkInfo)) - { - BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; - if (linkInfoC != null) + BSLinkInfo linkInfo = null; + if (m_children.TryGetValue(child, out linkInfo)) { - // Start with a reset link definition - linkInfoC.ResetLink(); - linkInfoC.constraintType = ConstraintType.D6_SPRING_CONSTRAINT_TYPE; - linkInfoC.frameInAloc = (OMV.Vector3)pParams[2]; - linkInfoC.frameInArot = (OMV.Quaternion)pParams[3]; - linkInfoC.frameInBloc = (OMV.Vector3)pParams[4]; - linkInfoC.frameInBrot = (OMV.Quaternion)pParams[5]; - linkInfoC.linearLimitLow = (OMV.Vector3)pParams[6]; - linkInfoC.linearLimitHigh = (OMV.Vector3)pParams[7]; - linkInfoC.angularLimitLow = (OMV.Vector3)pParams[8]; - linkInfoC.angularLimitHigh = (OMV.Vector3)pParams[9]; - ret = (object)true; + BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; + if (linkInfoC != null) + { + // Setting to fixed is easy. The reset state is the fixed link configuration. + linkInfoC.ResetLink(); + linkInfoC.constraintType = (ConstraintType)requestedType; + ret = (object)true; + } } - } - // Cause the whole linkset to be rebuilt in post-taint time. - Refresh(child); - }); + // Cause the whole linkset to be rebuilt in post-taint time. + Refresh(child); + }); + } } } break; + case ExtendedPhysics.PhysFunctChangeLinkParams: + break; default: ret = base.Extension(pFunct, pParams); break; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 4c384a6..6136257 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -30,6 +30,7 @@ using System.Linq; using System.Text; using OpenSim.Framework; +using OpenSim.Region.OptionalModules.Scripting; using OMV = OpenMetaverse; @@ -286,14 +287,14 @@ public class BSPrimLinkable : BSPrimDisplaced switch (pFunct) { // physGetLinksetType(); - case BSScene.PhysFunctGetLinksetType: + case ExtendedPhysics.PhysFunctGetLinksetType: { ret = (object)LinksetType; m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret); break; } // physSetLinksetType(type); - case BSScene.PhysFunctSetLinksetType: + case ExtendedPhysics.PhysFunctSetLinksetType: { if (pParams.Length > 0) { @@ -312,9 +313,16 @@ public class BSPrimLinkable : BSPrimDisplaced } break; } - // physChangeLinkFixed(linknum); - // Params: int linkNum, PhysActor linkedPrim - case BSScene.PhysFunctChangeLinkFixed: + // physChangeLinkType(linknum, typeCode); + // Params: PhysActor linkedPrim, int typeCode + case ExtendedPhysics.PhysFunctChangeLinkType: + { + Linkset.Extension(pFunct, pParams); + break; + } + // physChangeLinkParams(linknum, [code, value, code, value, ...]); + // Params: PhysActor linkedPrim, object[] params + case ExtendedPhysics.PhysFunctChangeLinkParams: { Linkset.Extension(pFunct, pParams); break; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 571db86..7440468 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -867,20 +867,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public override bool IsThreaded { get { return false; } } #region Extensions - // ============================================================= - // Per scene functions. See below. - - // Per avatar functions. See BSCharacter. - - // Per prim functions. See BSPrim. - public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType"; - public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; - public const string PhysFunctChangeLinkFixed = "BulletSim.ChangeLinkFixed"; - public const string PhysFunctChangeLinkHinge = "BulletSim.ChangeLinkHinge"; - public const string PhysFunctChangeLinkSpring = "BulletSim.ChangeLinkSpring"; - public const string PhysFunctChangeLinkSlider = "BulletSim.ChangeLinkSlider"; - // ============================================================= - public override object Extension(string pFunct, params object[] pParams) { return base.Extension(pFunct, pParams); -- cgit v1.1 From f6fdfd16f55c3e1bd55775f1f21e0ac9e44ff2ee Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 9 Aug 2013 17:01:35 -0700 Subject: BulletSim: change ExtendedPhysics constants to 'const' so they can be used as case variables in switch statements. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 56 +++++++++++----------- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 22 +++++++++ 2 files changed, 50 insertions(+), 28 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index baf5a5b..e0f16d6 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -160,7 +160,7 @@ public class ExtendedPhysics : INonSharedRegionModule } [ScriptConstant] - public static int PHYS_CENTER_OF_MASS = 1 << 0; + public const int PHYS_CENTER_OF_MASS = 1 << 0; [ScriptInvocation] public string physGetEngineType(UUID hostID, UUID scriptID) @@ -176,11 +176,11 @@ public class ExtendedPhysics : INonSharedRegionModule } [ScriptConstant] - public static int PHYS_LINKSET_TYPE_CONSTRAINT = 0; + public const int PHYS_LINKSET_TYPE_CONSTRAINT = 0; [ScriptConstant] - public static int PHYS_LINKSET_TYPE_COMPOUND = 1; + public const int PHYS_LINKSET_TYPE_COMPOUND = 1; [ScriptConstant] - public static int PHYS_LINKSET_TYPE_MANUAL = 2; + public const int PHYS_LINKSET_TYPE_MANUAL = 2; [ScriptInvocation] public int physSetLinksetType(UUID hostID, UUID scriptID, int linksetType) @@ -292,15 +292,15 @@ public class ExtendedPhysics : INonSharedRegionModule } [ScriptConstant] - public static int PHYS_LINK_TYPE_FIXED = 1234; + public const int PHYS_LINK_TYPE_FIXED = 1234; [ScriptConstant] - public static int PHYS_LINK_TYPE_HINGE = 4; + public const int PHYS_LINK_TYPE_HINGE = 4; [ScriptConstant] - public static int PHYS_LINK_TYPE_SPRING = 9; + public const int PHYS_LINK_TYPE_SPRING = 9; [ScriptConstant] - public static int PHYS_LINK_TYPE_6DOF = 6; + public const int PHYS_LINK_TYPE_6DOF = 6; [ScriptConstant] - public static int PHYS_LINK_TYPE_SLIDER = 7; + public const int PHYS_LINK_TYPE_SLIDER = 7; // physChangeLinkType(integer linkNum, integer typeCode) [ScriptInvocation] @@ -341,42 +341,42 @@ public class ExtendedPhysics : INonSharedRegionModule // Code for specifying params. // The choice if 14400 is arbitrary and only serves to catch parameter code misuse. - public static int PHYS_PARAM_MIN = 14401; + public const int PHYS_PARAM_MIN = 14401; [ScriptConstant] - public static int PHYS_PARAM_FRAMEINA_LOC = 14401; + public const int PHYS_PARAM_FRAMEINA_LOC = 14401; [ScriptConstant] - public static int PHYS_PARAM_FRAMEINA_ROT = 14402; + public const int PHYS_PARAM_FRAMEINA_ROT = 14402; [ScriptConstant] - public static int PHYS_PARAM_FRAMEINB_LOC = 14403; + public const int PHYS_PARAM_FRAMEINB_LOC = 14403; [ScriptConstant] - public static int PHYS_PARAM_FRAMEINB_ROT = 14404; + public const int PHYS_PARAM_FRAMEINB_ROT = 14404; [ScriptConstant] - public static int PHYS_PARAM_LINEAR_LIMIT_LOW = 14405; + public const int PHYS_PARAM_LINEAR_LIMIT_LOW = 14405; [ScriptConstant] - public static int PHYS_PARAM_LINEAR_LIMIT_HIGH = 14406; + public const int PHYS_PARAM_LINEAR_LIMIT_HIGH = 14406; [ScriptConstant] - public static int PHYS_PARAM_ANGULAR_LIMIT_LOW = 14407; + public const int PHYS_PARAM_ANGULAR_LIMIT_LOW = 14407; [ScriptConstant] - public static int PHYS_PARAM_ANGULAR_LIMIT_HIGH = 14408; + public const int PHYS_PARAM_ANGULAR_LIMIT_HIGH = 14408; [ScriptConstant] - public static int PHYS_PARAM_USE_FRAME_OFFSET = 14409; + public const int PHYS_PARAM_USE_FRAME_OFFSET = 14409; [ScriptConstant] - public static int PHYS_PARAM_ENABLE_TRANSMOTOR = 14410; + public const int PHYS_PARAM_ENABLE_TRANSMOTOR = 14410; [ScriptConstant] - public static int PHYS_PARAM_TRANSMOTOR_MAXVEL = 14411; + public const int PHYS_PARAM_TRANSMOTOR_MAXVEL = 14411; [ScriptConstant] - public static int PHYS_PARAM_TRANSMOTOR_MAXFORCE = 14412; + public const int PHYS_PARAM_TRANSMOTOR_MAXFORCE = 14412; [ScriptConstant] - public static int PHYS_PARAM_CFM = 14413; + public const int PHYS_PARAM_CFM = 14413; [ScriptConstant] - public static int PHYS_PARAM_ERP = 14414; + public const int PHYS_PARAM_ERP = 14414; [ScriptConstant] - public static int PHYS_PARAM_SOLVER_ITERATIONS = 14415; + public const int PHYS_PARAM_SOLVER_ITERATIONS = 14415; [ScriptConstant] - public static int PHYS_PARAM_SPRING_DAMPING = 14416; + public const int PHYS_PARAM_SPRING_DAMPING = 14416; [ScriptConstant] - public static int PHYS_PARAM_SPRING_STIFFNESS = 14417; - public static int PHYS_PARAM_MAX = 14417; + public const int PHYS_PARAM_SPRING_STIFFNESS = 14417; + public const int PHYS_PARAM_MAX = 14417; // physChangeLinkParams(integer linkNum, [ PHYS_PARAM_*, value, PHYS_PARAM_*, value, ...]) [ScriptInvocation] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index c09dd42..b72afc0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -530,6 +530,28 @@ public sealed class BSLinksetConstraints : BSLinkset } break; case ExtendedPhysics.PhysFunctChangeLinkParams: + int setParam = 2; + switch (setParam) + { + case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC: + case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT: + case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC: + case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT: + case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW: + case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH: + case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW: + case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH: + case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET: + case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR: + case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL: + case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE: + case ExtendedPhysics.PHYS_PARAM_CFM: + case ExtendedPhysics.PHYS_PARAM_ERP: + case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS: + case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING: + case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS: + break; + } break; default: ret = base.Extension(pFunct, pParams); -- cgit v1.1 From e1120cb74db9092cc0f9a7fc245d2f2ed6160b7a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 16 Aug 2013 13:44:31 -0700 Subject: BulletSim: add extended physics function physGetLinkType(linkNum). Add implementation of physChangeLinkParams() in BSLinksetConstraint. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 19 +++ OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 11 ++ .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 145 ++++++++++++++++++--- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 11 +- 4 files changed, 163 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index e0f16d6..d035f7b 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -64,6 +64,7 @@ public class ExtendedPhysics : INonSharedRegionModule public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; public const string PhysFunctChangeLinkFixed = "BulletSim.ChangeLinkFixed"; public const string PhysFunctChangeLinkType = "BulletSim.ChangeLinkType"; + public const string PhysFunctGetLinkType = "BulletSim.GetLinkType"; public const string PhysFunctChangeLinkParams = "BulletSim.ChangeLinkParams"; // ============================================================= @@ -320,6 +321,24 @@ public class ExtendedPhysics : INonSharedRegionModule return ret; } + // physGetLinkType(integer linkNum) + [ScriptInvocation] + public int physGetLinkType(UUID hostID, UUID scriptID, int linkNum, int typeCode) + { + int ret = -1; + if (!Enabled) return ret; + + PhysicsActor rootPhysActor; + PhysicsActor childPhysActor; + + if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) + { + ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinkType, childPhysActor)); + } + + return ret; + } + // physChangeLinkFixed(integer linkNum) // Change the link between the root and the linkNum into a fixed, static physical connection. [ScriptInvocation] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 2058e3a..77f69a5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -209,6 +209,17 @@ public abstract class BSLinkset return ret; } + public bool TryGetLinkInfo(BSPrimLinkable child, out BSLinkInfo foundInfo) + { + bool ret = false; + BSLinkInfo found = null; + lock (m_linksetActivityLock) + { + ret = m_children.TryGetValue(child, out found); + } + foundInfo = found; + return ret; + } // Perform an action on each member of the linkset including root prim. // Depends on the action on whether this should be done at taint time. public delegate bool ForEachLinkInfoAction(BSLinkInfo obj); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index b72afc0..92df84e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -168,6 +168,8 @@ public sealed class BSLinksetConstraints : BSLinkset LinksetImpl = LinksetImplementation.Constraint; } + private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINT]"; + // When physical properties are changed the linkset needs to recalculate // its internal properties. // This is queued in the 'post taint' queue so the @@ -511,7 +513,7 @@ public sealed class BSLinksetConstraints : BSLinkset RemoveDependencies(child); BSLinkInfo linkInfo = null; - if (m_children.TryGetValue(child, out linkInfo)) + if (TryGetLinkInfo(child, out linkInfo)) { BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; if (linkInfoC != null) @@ -529,28 +531,129 @@ public sealed class BSLinksetConstraints : BSLinkset } } break; + case ExtendedPhysics.PhysFunctGetLinkType: + if (pParams.Length > 0) + { + BSPrimLinkable child = pParams[0] as BSPrimLinkable; + if (child != null) + { + BSLinkInfo linkInfo = null; + if (TryGetLinkInfo(child, out linkInfo)) + { + BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; + if (linkInfoC != null) + { + ret = (object)(int)linkInfoC.constraintType; + } + } + } + } + break; case ExtendedPhysics.PhysFunctChangeLinkParams: - int setParam = 2; - switch (setParam) + // There should be two parameters: the childActor and a list of parameters to set + try + { + if (pParams.Length > 1) + { + BSPrimLinkable child = pParams[0] as BSPrimLinkable; + object[] setOps = (object[])pParams[1]; + BSLinkInfo baseLinkInfo = null; + if (TryGetLinkInfo(child, out baseLinkInfo)) + { + BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint; + if (linkInfo != null) + { + float valueFloat; + bool valueBool; + OMV.Vector3 valueVector; + OMV.Quaternion valueQuaternion; + + int opIndex = 0; + while (opIndex < setOps.Length) + { + int thisOp = (int)setOps[opIndex]; + switch (thisOp) + { + case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC: + valueVector = (OMV.Vector3)setOps[opIndex + 1]; + linkInfo.frameInAloc = valueVector; + break; + case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT: + valueQuaternion = (OMV.Quaternion)setOps[opIndex + 1]; + linkInfo.frameInArot = valueQuaternion; + break; + case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC: + valueVector = (OMV.Vector3)setOps[opIndex + 1]; + linkInfo.frameInBloc = valueVector; + break; + case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT: + valueQuaternion = (OMV.Quaternion)setOps[opIndex + 1]; + linkInfo.frameInBrot = valueQuaternion; + break; + case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW: + valueVector = (OMV.Vector3)setOps[opIndex + 1]; + linkInfo.linearLimitLow = valueVector; + break; + case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH: + valueVector = (OMV.Vector3)setOps[opIndex + 1]; + linkInfo.linearLimitHigh = valueVector; + break; + case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW: + valueVector = (OMV.Vector3)setOps[opIndex + 1]; + linkInfo.angularLimitLow = valueVector; + break; + case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH: + valueVector = (OMV.Vector3)setOps[opIndex + 1]; + linkInfo.angularLimitHigh = valueVector; + break; + case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET: + valueBool = (bool)setOps[opIndex + 1]; + linkInfo.useFrameOffset = valueBool; + break; + case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR: + valueBool = (bool)setOps[opIndex + 1]; + linkInfo.enableTransMotor = valueBool; + break; + case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL: + valueFloat = (float)setOps[opIndex + 1]; + linkInfo.transMotorMaxVel = valueFloat; + break; + case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE: + valueFloat = (float)setOps[opIndex + 1]; + linkInfo.transMotorMaxForce = valueFloat; + break; + case ExtendedPhysics.PHYS_PARAM_CFM: + valueFloat = (float)setOps[opIndex + 1]; + linkInfo.cfm = valueFloat; + break; + case ExtendedPhysics.PHYS_PARAM_ERP: + valueFloat = (float)setOps[opIndex + 1]; + linkInfo.erp = valueFloat; + break; + case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS: + valueFloat = (float)setOps[opIndex + 1]; + linkInfo.solverIterations = valueFloat; + break; + case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING: + valueFloat = (float)setOps[opIndex + 1]; + linkInfo.springDamping = valueFloat; + break; + case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS: + valueFloat = (float)setOps[opIndex + 1]; + linkInfo.springStiffness = valueFloat; + break; + default: + break; + } + } + } + } + } + } + catch (Exception e) { - case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC: - case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT: - case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC: - case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT: - case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW: - case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH: - case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW: - case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH: - case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET: - case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR: - case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL: - case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE: - case ExtendedPhysics.PHYS_PARAM_CFM: - case ExtendedPhysics.PHYS_PARAM_ERP: - case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS: - case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING: - case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS: - break; + // There are many ways to mess up the parameters. If not just right don't fail without some error. + m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e); } break; default: diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 6136257..28ea8c0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -317,14 +317,21 @@ public class BSPrimLinkable : BSPrimDisplaced // Params: PhysActor linkedPrim, int typeCode case ExtendedPhysics.PhysFunctChangeLinkType: { - Linkset.Extension(pFunct, pParams); + ret = Linkset.Extension(pFunct, pParams); + break; + } + // physGetLinkType(linknum); + // Params: PhysActor linkedPrim + case ExtendedPhysics.PhysFunctGetLinkType: + { + ret = Linkset.Extension(pFunct, pParams); break; } // physChangeLinkParams(linknum, [code, value, code, value, ...]); // Params: PhysActor linkedPrim, object[] params case ExtendedPhysics.PhysFunctChangeLinkParams: { - Linkset.Extension(pFunct, pParams); + ret = Linkset.Extension(pFunct, pParams); break; } default: -- cgit v1.1 From 6d83f3f02190509119f65da92def19d08ef825f9 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 19 Aug 2013 11:08:22 -0700 Subject: BulletSim: adjust avatar capsule height calculation to be closer to defined SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 15 ++++++++++----- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 4 ++-- 2 files changed, 12 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 291dfcd..28b2a7e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -676,18 +676,20 @@ public sealed class BSCharacter : BSPhysObject float heightAdjust = BSParam.AvatarHeightMidFudge; if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f) { - // An avatar is between 1.61 and 2.12 meters. Midpoint is 1.87m. - // The "times 4" relies on the fact that the difference from the midpoint to the extremes is exactly 0.25 - float midHeightOffset = size.Z - 1.87f; + const float AVATAR_LOW = 1.1f; + const float AVATAR_MID = 1.775f; // 1.87f + const float AVATAR_HI = 2.45f; + // An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m. + float midHeightOffset = size.Z - AVATAR_MID; if (midHeightOffset < 0f) { // Small avatar. Add the adjustment based on the distance from midheight - heightAdjust += -1f * midHeightOffset * 4f * BSParam.AvatarHeightLowFudge; + heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge; } else { // Large avatar. Add the adjustment based on the distance from midheight - heightAdjust += midHeightOffset * 4f * BSParam.AvatarHeightHighFudge; + heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge; } } // The total scale height is the central cylindar plus the caps on the two ends. @@ -698,6 +700,9 @@ public sealed class BSCharacter : BSPhysObject if (newScale.Z < 0) newScale.Z = 0.1f; + DetailLog("{0},BSCharacter.ComputerAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}", + LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale); + return newScale; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 737dda1..4e92e6d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -570,9 +570,9 @@ public static class BSParam new ParameterDefn("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground", -0.2f ), new ParameterDefn("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground", - 0.2f ), + 0.1f ), new ParameterDefn("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground", - 0.2f ), + 0.1f ), new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 0.1f ), new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", -- cgit v1.1 From 4781297b4ee5908b76039ce3b38291eb2e89e157 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 20 Aug 2013 08:14:08 -0700 Subject: BulletSim: Extension parameters passed through the classes made to pass just and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 23 ++++-- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 93 ++++++++++++++++------ OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 1 + .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 15 ++-- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 1 + 5 files changed, 98 insertions(+), 35 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index d035f7b..90cf15a 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -315,7 +315,8 @@ public class ExtendedPhysics : INonSharedRegionModule if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) { - ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, childPhysActor, typeCode)); + object[] parms = { childPhysActor, typeCode }; + ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms)); } return ret; @@ -323,7 +324,7 @@ public class ExtendedPhysics : INonSharedRegionModule // physGetLinkType(integer linkNum) [ScriptInvocation] - public int physGetLinkType(UUID hostID, UUID scriptID, int linkNum, int typeCode) + public int physGetLinkType(UUID hostID, UUID scriptID, int linkNum) { int ret = -1; if (!Enabled) return ret; @@ -333,7 +334,8 @@ public class ExtendedPhysics : INonSharedRegionModule if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) { - ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinkType, childPhysActor)); + object[] parms = { childPhysActor }; + ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinkType, parms)); } return ret; @@ -352,7 +354,8 @@ public class ExtendedPhysics : INonSharedRegionModule if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) { - ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, childPhysActor, PHYS_LINK_TYPE_FIXED)); + object[] parms = { childPhysActor , PHYS_LINK_TYPE_FIXED }; + ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms)); } return ret; @@ -409,7 +412,8 @@ public class ExtendedPhysics : INonSharedRegionModule if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) { - ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkParams, childPhysActor, parms)); + object[] parms2 = AddToBeginningOfArray(childPhysActor, parms); + ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkParams, parms2)); } return ret; @@ -513,6 +517,15 @@ public class ExtendedPhysics : INonSharedRegionModule return ret; } + // Return an array of objects with the passed object as the first object of a new array + private object[] AddToBeginningOfArray(object firstOne, object[] prevArray) + { + object[] newArray = new object[1 + prevArray.Length]; + newArray[0] = firstOne; + prevArray.CopyTo(newArray, 1); + return newArray; + } + // Extension() returns an object. Convert that object into the integer error we expect to return. private int MakeIntError(object extensionRet) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 92df84e..87716b4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -343,7 +343,7 @@ public sealed class BSLinksetConstraints : BSLinkset // real world coordinate of midpoint between the two objects OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); - DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={7}", + DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={5}", rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody, rootPrim.Position, linkInfo.member.Position, midPoint); @@ -492,11 +492,12 @@ public sealed class BSLinksetConstraints : BSLinkset object ret = null; switch (pFunct) { - // pParams = (int linkNUm, PhysActor linkChild) + // pParams = [ BSPhysObject child, integer linkType ] case ExtendedPhysics.PhysFunctChangeLinkType: if (pParams.Length > 1) { int requestedType = (int)pParams[1]; + DetailLog("{0},BSLinksetConstraint.SetLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType); if (requestedType == (int)ConstraintType.FIXED_CONSTRAINT_TYPE || requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE || requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE @@ -507,7 +508,7 @@ public sealed class BSLinksetConstraints : BSLinkset BSPrimLinkable child = pParams[0] as BSPrimLinkable; if (child != null) { - m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkFixed", delegate() + m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkType", delegate() { // Pick up all the constraints currently created. RemoveDependencies(child); @@ -522,15 +523,35 @@ public sealed class BSLinksetConstraints : BSLinkset linkInfoC.ResetLink(); linkInfoC.constraintType = (ConstraintType)requestedType; ret = (object)true; + DetailLog("{0},BSLinksetConstraint.SetLinkType,link={1},type={2}", + linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType); + } + else + { + DetailLog("{0},BSLinksetConstraint.SetLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID); } } + else + { + DetailLog("{0},BSLinksetConstraint.SetLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID); + } // Cause the whole linkset to be rebuilt in post-taint time. Refresh(child); }); } + else + { + DetailLog("{0},BSLinksetConstraint.SetLinkType,childNotBSPrimLinkable", LinksetRoot.LocalID); + } + } + else + { + DetailLog("{0},BSLinksetConstraint.SetLinkType,illegalRequestedType,reqested={1},spring={2}", + LinksetRoot.LocalID, requestedType, ((int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE)); } } break; + // pParams = [] case ExtendedPhysics.PhysFunctGetLinkType: if (pParams.Length > 0) { @@ -544,11 +565,15 @@ public sealed class BSLinksetConstraints : BSLinkset if (linkInfoC != null) { ret = (object)(int)linkInfoC.constraintType; + DetailLog("{0},BSLinksetConstraint.GetLinkType,link={1},type={2}", + linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType); + } } } } break; + // pParams = [ BSPhysObject child, int op, object opParams, int op, object opParams, ... ] case ExtendedPhysics.PhysFunctChangeLinkParams: // There should be two parameters: the childActor and a list of parameters to set try @@ -556,7 +581,6 @@ public sealed class BSLinksetConstraints : BSLinkset if (pParams.Length > 1) { BSPrimLinkable child = pParams[0] as BSPrimLinkable; - object[] setOps = (object[])pParams[1]; BSLinkInfo baseLinkInfo = null; if (TryGetLinkInfo(child, out baseLinkInfo)) { @@ -568,85 +592,106 @@ public sealed class BSLinksetConstraints : BSLinkset OMV.Vector3 valueVector; OMV.Quaternion valueQuaternion; - int opIndex = 0; - while (opIndex < setOps.Length) + int opIndex = 1; + while (opIndex < pParams.Length) { - int thisOp = (int)setOps[opIndex]; + int thisOp = (int)pParams[opIndex]; + DetailLog("{0},BSLinksetConstraint.ChangeLinkParams2,op={1},val={2}", + linkInfo.member.LocalID, thisOp, pParams[opIndex+1]); switch (thisOp) { case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC: - valueVector = (OMV.Vector3)setOps[opIndex + 1]; + valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.frameInAloc = valueVector; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT: - valueQuaternion = (OMV.Quaternion)setOps[opIndex + 1]; + valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1]; linkInfo.frameInArot = valueQuaternion; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC: - valueVector = (OMV.Vector3)setOps[opIndex + 1]; + valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.frameInBloc = valueVector; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT: - valueQuaternion = (OMV.Quaternion)setOps[opIndex + 1]; + valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1]; linkInfo.frameInBrot = valueQuaternion; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW: - valueVector = (OMV.Vector3)setOps[opIndex + 1]; + valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.linearLimitLow = valueVector; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH: - valueVector = (OMV.Vector3)setOps[opIndex + 1]; + valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.linearLimitHigh = valueVector; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW: - valueVector = (OMV.Vector3)setOps[opIndex + 1]; + valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.angularLimitLow = valueVector; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH: - valueVector = (OMV.Vector3)setOps[opIndex + 1]; + valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.angularLimitHigh = valueVector; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET: - valueBool = (bool)setOps[opIndex + 1]; + valueBool = (bool)pParams[opIndex + 1]; linkInfo.useFrameOffset = valueBool; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR: - valueBool = (bool)setOps[opIndex + 1]; + valueBool = (bool)pParams[opIndex + 1]; linkInfo.enableTransMotor = valueBool; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL: - valueFloat = (float)setOps[opIndex + 1]; + valueFloat = (float)pParams[opIndex + 1]; linkInfo.transMotorMaxVel = valueFloat; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE: - valueFloat = (float)setOps[opIndex + 1]; + valueFloat = (float)pParams[opIndex + 1]; linkInfo.transMotorMaxForce = valueFloat; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_CFM: - valueFloat = (float)setOps[opIndex + 1]; + valueFloat = (float)pParams[opIndex + 1]; linkInfo.cfm = valueFloat; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_ERP: - valueFloat = (float)setOps[opIndex + 1]; + valueFloat = (float)pParams[opIndex + 1]; linkInfo.erp = valueFloat; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS: - valueFloat = (float)setOps[opIndex + 1]; + valueFloat = (float)pParams[opIndex + 1]; linkInfo.solverIterations = valueFloat; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING: - valueFloat = (float)setOps[opIndex + 1]; + valueFloat = (float)pParams[opIndex + 1]; linkInfo.springDamping = valueFloat; + opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS: - valueFloat = (float)setOps[opIndex + 1]; + valueFloat = (float)pParams[opIndex + 1]; linkInfo.springStiffness = valueFloat; + opIndex += 2; break; default: break; } } } + // Something changed so a rebuild is in order + Refresh(child); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4685b48..45056bc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1552,6 +1552,7 @@ public class BSPrim : BSPhysObject #region Extension public override object Extension(string pFunct, params object[] pParams) { + DetailLog("{0} BSPrim.Extension,op={1}", LocalID, pFunct); object ret = null; switch (pFunct) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 28ea8c0..531f8fb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -283,17 +283,20 @@ public class BSPrimLinkable : BSPrimDisplaced #region Extension public override object Extension(string pFunct, params object[] pParams) { + DetailLog("{0} BSPrimLinkable.Extension,op={1},nParam={2}", LocalID, pFunct, pParams.Length); object ret = null; switch (pFunct) { // physGetLinksetType(); + // pParams = [] case ExtendedPhysics.PhysFunctGetLinksetType: { ret = (object)LinksetType; - m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret); + DetailLog("{0},BSPrimLinkable.Extension.physGetLinksetType,type={1}", LocalID, ret); break; } // physSetLinksetType(type); + // pParams = [ BSPhysObject child, integer type ] case ExtendedPhysics.PhysFunctSetLinksetType: { if (pParams.Length > 0) @@ -304,8 +307,8 @@ public class BSPrimLinkable : BSPrimDisplaced PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate() { // Cause the linkset type to change - m_log.DebugFormat("{0} Extension.physSetLinksetType, oldType={1}, newType={2}", - LogHeader, Linkset.LinksetImpl, linksetType); + DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}", + LocalID, Linkset.LinksetImpl, linksetType); ConvertLinkset(linksetType); }); } @@ -314,21 +317,21 @@ public class BSPrimLinkable : BSPrimDisplaced break; } // physChangeLinkType(linknum, typeCode); - // Params: PhysActor linkedPrim, int typeCode + // pParams = [ BSPhysObject child, integer linkType ] case ExtendedPhysics.PhysFunctChangeLinkType: { ret = Linkset.Extension(pFunct, pParams); break; } // physGetLinkType(linknum); - // Params: PhysActor linkedPrim + // pParams = [ BSPhysObject child ] case ExtendedPhysics.PhysFunctGetLinkType: { ret = Linkset.Extension(pFunct, pParams); break; } // physChangeLinkParams(linknum, [code, value, code, value, ...]); - // Params: PhysActor linkedPrim, object[] params + // pParams = [ BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ] case ExtendedPhysics.PhysFunctChangeLinkParams: { ret = Linkset.Extension(pFunct, pParams); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 7440468..b2ec0e5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -869,6 +869,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters #region Extensions public override object Extension(string pFunct, params object[] pParams) { + DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct); return base.Extension(pFunct, pParams); } #endregion // Extensions -- cgit v1.1 From 995314f91f72eef0048a58f30e8dd8051f6bf14e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 20 Aug 2013 09:20:48 -0700 Subject: BulletSim: add ID parameter to TaintedObject calls so logging will include LocalID of object which created the taint. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 2 +- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 26 +++++----- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 +- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 6 +-- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 58 +++++++++++----------- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 6 +-- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 55 +++++++++++++------- 8 files changed, 89 insertions(+), 70 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 68bc1b9..04a4a32 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -105,7 +105,7 @@ public class BSActorAvatarMove : BSActor // into the movement motor. public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) { - m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() + m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate() { if (m_velocityMotor != null) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 28b2a7e..fc18960 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -93,7 +93,7 @@ public sealed class BSCharacter : BSPhysObject LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); // do actual creation in taint time - PhysScene.TaintedObject("BSCharacter.create", delegate() + PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate() { DetailLog("{0},BSCharacter.create,taint", LocalID); // New body and shape into PhysBody and PhysShape @@ -121,7 +121,7 @@ public sealed class BSCharacter : BSPhysObject base.Destroy(); DetailLog("{0},BSCharacter.Destroy", LocalID); - PhysScene.TaintedObject("BSCharacter.destroy", delegate() + PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate() { PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); PhysBody.Clear(); @@ -209,7 +209,7 @@ public sealed class BSCharacter : BSPhysObject DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, Density, _avatarVolume, RawMass); - PhysScene.TaintedObject("BSCharacter.setSize", delegate() + PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate() { if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) { @@ -257,7 +257,7 @@ public sealed class BSCharacter : BSPhysObject _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties directly into the physics engine - PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) PhysScene.PE.ClearAllForces(PhysBody); @@ -267,7 +267,7 @@ public sealed class BSCharacter : BSPhysObject { _rotationalVelocity = OMV.Vector3.Zero; - PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) { @@ -291,7 +291,7 @@ public sealed class BSCharacter : BSPhysObject set { RawPosition = value; - PhysScene.TaintedObject("BSCharacter.setPosition", delegate() + PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate() { DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); PositionSanityCheck(); @@ -363,7 +363,7 @@ public sealed class BSCharacter : BSPhysObject { // The new position value must be pushed into the physics engine but we can't // just assign to "Position" because of potential call loops. - PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate() { DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); ForcePosition = RawPosition; @@ -390,7 +390,7 @@ public sealed class BSCharacter : BSPhysObject set { RawForce = value; // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); - PhysScene.TaintedObject("BSCharacter.SetForce", delegate() + PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate() { DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); if (PhysBody.HasPhysicalBody) @@ -438,7 +438,7 @@ public sealed class BSCharacter : BSPhysObject set { RawVelocity = value; // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); - PhysScene.TaintedObject("BSCharacter.setVelocity", delegate() + PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate() { if (m_moveActor != null) m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); @@ -480,7 +480,7 @@ public sealed class BSCharacter : BSPhysObject if (RawOrientation != value) { RawOrientation = value; - PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() + PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate() { // Bullet assumes we know what we are doing when forcing orientation // so it lets us go against all the rules and just compensates for them later. @@ -560,7 +560,7 @@ public sealed class BSCharacter : BSPhysObject public override bool FloatOnWater { set { _floatOnWater = value; - PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() + PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate() { if (PhysBody.HasPhysicalBody) { @@ -588,7 +588,7 @@ public sealed class BSCharacter : BSPhysObject public override float Buoyancy { get { return _buoyancy; } set { _buoyancy = value; - PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate() + PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate() { DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); ForceBuoyancy = _buoyancy; @@ -633,7 +633,7 @@ public sealed class BSCharacter : BSPhysObject OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); - PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate() { // Bullet adds this central force to the total force for this tick // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 87716b4..b2a9501 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -297,7 +297,7 @@ public sealed class BSLinksetConstraints : BSLinkset rootx.LocalID, rootx.PhysBody.AddrString, childx.LocalID, childx.PhysBody.AddrString); - m_physicsScene.TaintedObject(inTaintTime, "BSLinksetConstraints.RemoveChildFromLinkset", delegate() + m_physicsScene.TaintedObject(inTaintTime, childx.LocalID, "BSLinksetConstraints.RemoveChildFromLinkset", delegate() { PhysicallyUnlinkAChildFromRoot(rootx, childx); }); @@ -508,7 +508,7 @@ public sealed class BSLinksetConstraints : BSLinkset BSPrimLinkable child = pParams[0] as BSPrimLinkable; if (child != null) { - m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkType", delegate() + m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate() { // Pick up all the constraints currently created. RemoveDependencies(child); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 4e92e6d..2f1799b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -826,7 +826,7 @@ public static class BSParam private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) { BSScene physScene = pPhysScene; - physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate() + physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate() { physScene.PE.ResetConstraintSolver(physScene.World); }); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 9dc52d5..2efb1a5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -121,7 +121,7 @@ public abstract class BSPhysObject : PhysicsActor public virtual void Destroy() { PhysicalActors.Enable(false); - PhysScene.TaintedObject("BSPhysObject.Destroy", delegate() + PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() { PhysicalActors.Dispose(); }); @@ -509,7 +509,7 @@ public abstract class BSPhysObject : PhysicsActor // make sure first collision happens NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); - PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate() + PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() { if (PhysBody.HasPhysicalBody) CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); @@ -524,7 +524,7 @@ public abstract class BSPhysObject : PhysicsActor public override void UnSubscribeEvents() { // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); SubscribedEventsMs = 0; - PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() + PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate() { // Make sure there is a body there because sometimes destruction happens in an un-ideal order. if (PhysBody.HasPhysicalBody) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 45056bc..15b7090 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -102,7 +102,7 @@ public class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.constructor,call", LocalID); // do the actual object creation at taint time - PhysScene.TaintedObject("BSPrim.create", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate() { // Make sure the object is being created with some sanity. ExtremeSanityCheck(true /* inTaintTime */); @@ -126,7 +126,7 @@ public class BSPrim : BSPhysObject // Undo any vehicle properties this.VehicleType = (int)Vehicle.TYPE_NONE; - PhysScene.TaintedObject("BSPrim.Destroy", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.Destroy", delegate() { DetailLog("{0},BSPrim.Destroy,taint,", LocalID); // If there are physical body and shape, release my use of same. @@ -161,7 +161,7 @@ public class BSPrim : BSPhysObject } public override bool ForceBodyShapeRebuild(bool inTaintTime) { - PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ForceBodyShapeRebuild", delegate() { _mass = CalculateMass(); // changing the shape changes the mass CreateGeomAndObject(true); @@ -178,7 +178,7 @@ public class BSPrim : BSPhysObject if (value != _isSelected) { _isSelected = value; - PhysScene.TaintedObject("BSPrim.setSelected", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setSelected", delegate() { DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); SetObjectDynamic(false); @@ -224,7 +224,7 @@ public class BSPrim : BSPhysObject _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine - PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) PhysScene.PE.ClearAllForces(PhysBody); @@ -234,7 +234,7 @@ public class BSPrim : BSPhysObject { _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine - PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() { // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); if (PhysBody.HasPhysicalBody) @@ -262,7 +262,7 @@ public class BSPrim : BSPhysObject }); // Update parameters so the new actor's Refresh() action is called at the right time. - PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.LockAngularMotion", delegate() { UpdatePhysicalParameters(); }); @@ -287,7 +287,7 @@ public class BSPrim : BSPhysObject RawPosition = value; PositionSanityCheck(false); - PhysScene.TaintedObject("BSPrim.setPosition", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setPosition", delegate() { DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); ForcePosition = RawPosition; @@ -531,7 +531,7 @@ public class BSPrim : BSPhysObject set { Vehicle type = (Vehicle)value; - PhysScene.TaintedObject("setVehicleType", delegate() + PhysScene.TaintedObject(LocalID, "setVehicleType", delegate() { // Some vehicle scripts change vehicle type on the fly as an easy way to // change all the parameters. Like a plane changing to CAR when on the @@ -561,7 +561,7 @@ public class BSPrim : BSPhysObject } public override void VehicleFloatParam(int param, float value) { - PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFloatParam", delegate() { BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) @@ -573,7 +573,7 @@ public class BSPrim : BSPhysObject } public override void VehicleVectorParam(int param, OMV.Vector3 value) { - PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.VehicleVectorParam", delegate() { BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) @@ -585,7 +585,7 @@ public class BSPrim : BSPhysObject } public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { - PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.VehicleRotationParam", delegate() { BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) @@ -597,7 +597,7 @@ public class BSPrim : BSPhysObject } public override void VehicleFlags(int param, bool remove) { - PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFlags", delegate() { BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); if (vehicleActor != null) @@ -613,7 +613,7 @@ public class BSPrim : BSPhysObject if (_isVolumeDetect != newValue) { _isVolumeDetect = newValue; - PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.SetVolumeDetect", delegate() { // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); SetObjectDynamic(true); @@ -628,7 +628,7 @@ public class BSPrim : BSPhysObject public override void SetMaterial(int material) { base.SetMaterial(material); - PhysScene.TaintedObject("BSPrim.SetMaterial", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.SetMaterial", delegate() { UpdatePhysicalParameters(); }); @@ -641,7 +641,7 @@ public class BSPrim : BSPhysObject if (base.Friction != value) { base.Friction = value; - PhysScene.TaintedObject("BSPrim.setFriction", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setFriction", delegate() { UpdatePhysicalParameters(); }); @@ -656,7 +656,7 @@ public class BSPrim : BSPhysObject if (base.Restitution != value) { base.Restitution = value; - PhysScene.TaintedObject("BSPrim.setRestitution", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setRestitution", delegate() { UpdatePhysicalParameters(); }); @@ -673,7 +673,7 @@ public class BSPrim : BSPhysObject if (base.Density != value) { base.Density = value; - PhysScene.TaintedObject("BSPrim.setDensity", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setDensity", delegate() { UpdatePhysicalParameters(); }); @@ -688,7 +688,7 @@ public class BSPrim : BSPhysObject if (base.GravModifier != value) { base.GravModifier = value; - PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setGravityModifier", delegate() { UpdatePhysicalParameters(); }); @@ -699,7 +699,7 @@ public class BSPrim : BSPhysObject get { return RawVelocity; } set { RawVelocity = value; - PhysScene.TaintedObject("BSPrim.setVelocity", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setVelocity", delegate() { // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); ForceVelocity = RawVelocity; @@ -745,7 +745,7 @@ public class BSPrim : BSPhysObject return; RawOrientation = value; - PhysScene.TaintedObject("BSPrim.setOrientation", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setOrientation", delegate() { ForceOrientation = RawOrientation; }); @@ -776,7 +776,7 @@ public class BSPrim : BSPhysObject if (_isPhysical != value) { _isPhysical = value; - PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setIsPhysical", delegate() { DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); SetObjectDynamic(true); @@ -1020,7 +1020,7 @@ public class BSPrim : BSPhysObject public override bool FloatOnWater { set { _floatOnWater = value; - PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setFloatOnWater", delegate() { if (_floatOnWater) CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); @@ -1037,7 +1037,7 @@ public class BSPrim : BSPhysObject _rotationalVelocity = value; Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); - PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate() { ForceRotationalVelocity = _rotationalVelocity; }); @@ -1068,7 +1068,7 @@ public class BSPrim : BSPhysObject get { return _buoyancy; } set { _buoyancy = value; - PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.setBuoyancy", delegate() { ForceBuoyancy = _buoyancy; }); @@ -1142,7 +1142,7 @@ public class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); OMV.Vector3 addForce = force; - PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddForce", delegate() { // Bullet adds this central force to the total force for this tick. // Deep down in Bullet: @@ -1172,7 +1172,7 @@ public class BSPrim : BSPhysObject OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); - PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddImpulse", delegate() { // Bullet adds this impulse immediately to the velocity DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); @@ -1197,7 +1197,7 @@ public class BSPrim : BSPhysObject if (force.IsFinite()) { OMV.Vector3 angForce = force; - PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddAngularForce", delegate() { if (PhysBody.HasPhysicalBody) { @@ -1221,7 +1221,7 @@ public class BSPrim : BSPhysObject public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) { OMV.Vector3 applyImpulse = impulse; - PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() + PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ApplyTorqueImpulse", delegate() { if (PhysBody.HasPhysicalBody) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 531f8fb..840265b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -108,7 +108,7 @@ public class BSPrimLinkable : BSPrimDisplaced set { base.Position = value; - PhysScene.TaintedObject("BSPrimLinkable.setPosition", delegate() + PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate() { Linkset.UpdateProperties(UpdatedProperties.Position, this); }); @@ -122,7 +122,7 @@ public class BSPrimLinkable : BSPrimDisplaced set { base.Orientation = value; - PhysScene.TaintedObject("BSPrimLinkable.setOrientation", delegate() + PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate() { Linkset.UpdateProperties(UpdatedProperties.Orientation, this); }); @@ -304,7 +304,7 @@ public class BSPrimLinkable : BSPrimDisplaced BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; if (Linkset.IsRoot(this)) { - PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate() + PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate() { // Cause the linkset type to change DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}", diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index b2ec0e5..24233cc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -157,12 +157,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public delegate void TaintCallback(); private struct TaintCallbackEntry { + public String originator; public String ident; public TaintCallback callback; - public TaintCallbackEntry(string i, TaintCallback c) + public TaintCallbackEntry(string pIdent, TaintCallback pCallBack) { - ident = i; - callback = c; + originator = BSScene.DetailLogZero; + ident = pIdent; + callback = pCallBack; + } + public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack) + { + originator = pOrigin; + ident = pIdent; + callback = pCallBack; } } private Object _taintLock = new Object(); // lock for using the next object @@ -888,26 +896,37 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // 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. - public void TaintedObject(String ident, TaintCallback callback) + public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback) { - if (!m_initialized) return; - - lock (_taintLock) - { - _taintOperations.Add(new TaintCallbackEntry(ident, callback)); - } - - return; + TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback); + } + public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback) + { + TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); + } + public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback) + { + TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback); + } + public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback) + { + TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); } - // Sometimes a potentially tainted operation can be used in and out of taint time. // This routine executes the command immediately if in taint-time otherwise it is queued. - public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) + public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback) { + if (!m_initialized) return; + if (inTaintTime) - callback(); + pCallback(); else - TaintedObject(ident, callback); + { + lock (_taintLock) + { + _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback)); + } + } } private void TriggerPreStepEvent(float timeStep) @@ -951,7 +970,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters { try { - DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG + DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG tcbe.callback(); } catch (Exception e) @@ -1081,7 +1100,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters string xval = val; List xlIDs = lIDs; string xparm = parm; - TaintedObject("BSScene.UpdateParameterSet", delegate() { + TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() { BSParam.ParameterDefnBase thisParam; if (BSParam.TryGetParameter(xparm, out thisParam)) { -- cgit v1.1 From d09c35f5063114880aecb94a938bfc49f5af5f7d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 20 Aug 2013 13:09:40 -0700 Subject: BulletSim: pass both root and child BSPhysObjects to Extension function. Update routines to use the new parameters list from above change. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 30 +++++++++++--------- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 32 ++++++++++++---------- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 14 +++++----- 3 files changed, 41 insertions(+), 35 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index 90cf15a..10e13b9 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -220,7 +220,8 @@ public class ExtendedPhysics : INonSharedRegionModule containingGroup.UpdateGroupPosition(containingGroup.AbsolutePosition); containingGroup.UpdateGroupRotationR(containingGroup.GroupRotation); - ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType)); + object[] parms2 = { rootPhysActor, null, linksetType }; + ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, parms2)); Thread.Sleep(150); // longer than one heartbeat tick containingGroup.ScriptSetPhysicsStatus(true); @@ -229,7 +230,8 @@ public class ExtendedPhysics : INonSharedRegionModule { // Non-physical linksets don't have a physical instantiation so there is no state to // worry about being updated. - ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType)); + object[] parms2 = { rootPhysActor, null, linksetType }; + ret = MakeIntError(rootPhysActor.Extension(PhysFunctSetLinksetType, parms2)); } } else @@ -271,7 +273,8 @@ public class ExtendedPhysics : INonSharedRegionModule PhysicsActor rootPhysActor = rootPart.PhysActor; if (rootPhysActor != null) { - ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinksetType)); + object[] parms2 = { rootPhysActor, null }; + ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinksetType, parms2)); } else { @@ -315,8 +318,8 @@ public class ExtendedPhysics : INonSharedRegionModule if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) { - object[] parms = { childPhysActor, typeCode }; - ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms)); + object[] parms2 = { rootPhysActor, childPhysActor, typeCode }; + ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms2)); } return ret; @@ -334,8 +337,8 @@ public class ExtendedPhysics : INonSharedRegionModule if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) { - object[] parms = { childPhysActor }; - ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinkType, parms)); + object[] parms2 = { rootPhysActor, childPhysActor }; + ret = MakeIntError(rootPhysActor.Extension(PhysFunctGetLinkType, parms2)); } return ret; @@ -354,8 +357,8 @@ public class ExtendedPhysics : INonSharedRegionModule if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) { - object[] parms = { childPhysActor , PHYS_LINK_TYPE_FIXED }; - ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms)); + object[] parms2 = { rootPhysActor, childPhysActor , PHYS_LINK_TYPE_FIXED }; + ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkType, parms2)); } return ret; @@ -412,7 +415,7 @@ public class ExtendedPhysics : INonSharedRegionModule if (GetRootAndChildPhysActors(hostID, linkNum, out rootPhysActor, out childPhysActor)) { - object[] parms2 = AddToBeginningOfArray(childPhysActor, parms); + object[] parms2 = AddToBeginningOfArray(rootPhysActor, childPhysActor, parms); ret = MakeIntError(rootPhysActor.Extension(PhysFunctChangeLinkParams, parms2)); } @@ -518,11 +521,12 @@ public class ExtendedPhysics : INonSharedRegionModule } // Return an array of objects with the passed object as the first object of a new array - private object[] AddToBeginningOfArray(object firstOne, object[] prevArray) + private object[] AddToBeginningOfArray(object firstOne, object secondOne, object[] prevArray) { - object[] newArray = new object[1 + prevArray.Length]; + object[] newArray = new object[2 + prevArray.Length]; newArray[0] = firstOne; - prevArray.CopyTo(newArray, 1); + newArray[1] = secondOne; + prevArray.CopyTo(newArray, 2); return newArray; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index b2a9501..a9ae89d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -385,7 +385,7 @@ public sealed class BSLinksetConstraints : BSLinkset linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot, true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/); - DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", + DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6}", rootPrim.LocalID, rootPrim.LocalID, rootPrim.PhysBody.AddrString, linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString, @@ -492,12 +492,12 @@ public sealed class BSLinksetConstraints : BSLinkset object ret = null; switch (pFunct) { - // pParams = [ BSPhysObject child, integer linkType ] + // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ] case ExtendedPhysics.PhysFunctChangeLinkType: - if (pParams.Length > 1) + if (pParams.Length > 2) { - int requestedType = (int)pParams[1]; - DetailLog("{0},BSLinksetConstraint.SetLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType); + int requestedType = (int)pParams[2]; + DetailLog("{0},BSLinksetConstraint.ChangeLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType); if (requestedType == (int)ConstraintType.FIXED_CONSTRAINT_TYPE || requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE || requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE @@ -505,9 +505,11 @@ public sealed class BSLinksetConstraints : BSLinkset || requestedType == (int)ConstraintType.CONETWIST_CONSTRAINT_TYPE || requestedType == (int)ConstraintType.SLIDER_CONSTRAINT_TYPE) { - BSPrimLinkable child = pParams[0] as BSPrimLinkable; + BSPrimLinkable child = pParams[1] as BSPrimLinkable; if (child != null) { + DetailLog("{0},BSLinksetConstraint.ChangeLinkType,rootID={1},childID={2},type={3}", + LinksetRoot.LocalID, LinksetRoot.LocalID, child.LocalID, requestedType); m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate() { // Pick up all the constraints currently created. @@ -523,17 +525,17 @@ public sealed class BSLinksetConstraints : BSLinkset linkInfoC.ResetLink(); linkInfoC.constraintType = (ConstraintType)requestedType; ret = (object)true; - DetailLog("{0},BSLinksetConstraint.SetLinkType,link={1},type={2}", + DetailLog("{0},BSLinksetConstraint.ChangeLinkType,link={1},type={2}", linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType); } else { - DetailLog("{0},BSLinksetConstraint.SetLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID); + DetailLog("{0},BSLinksetConstraint.ChangeLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID); } } else { - DetailLog("{0},BSLinksetConstraint.SetLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID); + DetailLog("{0},BSLinksetConstraint.ChangeLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID); } // Cause the whole linkset to be rebuilt in post-taint time. Refresh(child); @@ -551,11 +553,11 @@ public sealed class BSLinksetConstraints : BSLinkset } } break; - // pParams = [] + // pParams = [ BSPhysObject root, BSPhysObject child ] case ExtendedPhysics.PhysFunctGetLinkType: if (pParams.Length > 0) { - BSPrimLinkable child = pParams[0] as BSPrimLinkable; + BSPrimLinkable child = pParams[1] as BSPrimLinkable; if (child != null) { BSLinkInfo linkInfo = null; @@ -573,14 +575,14 @@ public sealed class BSLinksetConstraints : BSLinkset } } break; - // pParams = [ BSPhysObject child, int op, object opParams, int op, object opParams, ... ] + // pParams = [ BSPhysObject root, BSPhysObject child, int op, object opParams, int op, object opParams, ... ] case ExtendedPhysics.PhysFunctChangeLinkParams: // There should be two parameters: the childActor and a list of parameters to set try { - if (pParams.Length > 1) + if (pParams.Length > 2) { - BSPrimLinkable child = pParams[0] as BSPrimLinkable; + BSPrimLinkable child = pParams[1] as BSPrimLinkable; BSLinkInfo baseLinkInfo = null; if (TryGetLinkInfo(child, out baseLinkInfo)) { @@ -592,7 +594,7 @@ public sealed class BSLinksetConstraints : BSLinkset OMV.Vector3 valueVector; OMV.Quaternion valueQuaternion; - int opIndex = 1; + int opIndex = 2; while (opIndex < pParams.Length) { int thisOp = (int)pParams[opIndex]; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 840265b..126b146 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -288,7 +288,7 @@ public class BSPrimLinkable : BSPrimDisplaced switch (pFunct) { // physGetLinksetType(); - // pParams = [] + // pParams = [ BSPhysObject root, null ] case ExtendedPhysics.PhysFunctGetLinksetType: { ret = (object)LinksetType; @@ -296,12 +296,12 @@ public class BSPrimLinkable : BSPrimDisplaced break; } // physSetLinksetType(type); - // pParams = [ BSPhysObject child, integer type ] + // pParams = [ BSPhysObject root, null, integer type ] case ExtendedPhysics.PhysFunctSetLinksetType: { - if (pParams.Length > 0) + if (pParams.Length > 2) { - BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; + BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[2]; if (Linkset.IsRoot(this)) { PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate() @@ -317,21 +317,21 @@ public class BSPrimLinkable : BSPrimDisplaced break; } // physChangeLinkType(linknum, typeCode); - // pParams = [ BSPhysObject child, integer linkType ] + // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ] case ExtendedPhysics.PhysFunctChangeLinkType: { ret = Linkset.Extension(pFunct, pParams); break; } // physGetLinkType(linknum); - // pParams = [ BSPhysObject child ] + // pParams = [ BSPhysObject root, BSPhysObject child ] case ExtendedPhysics.PhysFunctGetLinkType: { ret = Linkset.Extension(pFunct, pParams); break; } // physChangeLinkParams(linknum, [code, value, code, value, ...]); - // pParams = [ BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ] + // pParams = [ BSPhysObject root, BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ] case ExtendedPhysics.PhysFunctChangeLinkParams: { ret = Linkset.Extension(pFunct, pParams); -- cgit v1.1 From e0b457d3c3daabc065aa66376bc17472d4b43e8f Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 21 Aug 2013 16:02:42 -0700 Subject: BulletSim: add position and rotation update for child prim physics update events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 2e11162..b30c024 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -2502,6 +2502,26 @@ namespace OpenSim.Region.Framework.Scenes //ParentGroup.RootPart.m_groupPosition = newpos; } + if (pa != null && ParentID != 0 && ParentGroup != null) + { + // RA: Special case where a child object is requesting property updates. + // This happens when linksets are modified to use flexible links rather than + // the default links. + // The simulator code presumes that child parts are only modified by scripts + // so the logic for changing position/rotation/etc does not take into + // account the physical object actually moving. + // This code updates the offset position and rotation of the child and then + // lets the update code push the update to the viewer. + // Since physics engines do not normally generate this event for linkset children, + // this code will not be active unless you have a specially configured + // physics engine. + Quaternion invRootRotation = Quaternion.Normalize(Quaternion.Inverse(ParentGroup.RootPart.RotationOffset)); + m_offsetPosition = pa.Position - m_groupPosition; + RotationOffset = pa.Orientation * invRootRotation; + m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}", + "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset); + } + ScheduleTerseUpdate(); } -- cgit v1.1 From 3dbf4a1002216e2d14c20353a5993ea63413d03d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 22 Aug 2013 09:05:26 -0700 Subject: BulletSim: remove chatty debug message from previous commit. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b30c024..b3e6b67 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -2504,7 +2504,7 @@ namespace OpenSim.Region.Framework.Scenes if (pa != null && ParentID != 0 && ParentGroup != null) { - // RA: Special case where a child object is requesting property updates. + // Special case where a child object is requesting property updates. // This happens when linksets are modified to use flexible links rather than // the default links. // The simulator code presumes that child parts are only modified by scripts @@ -2518,8 +2518,8 @@ namespace OpenSim.Region.Framework.Scenes Quaternion invRootRotation = Quaternion.Normalize(Quaternion.Inverse(ParentGroup.RootPart.RotationOffset)); m_offsetPosition = pa.Position - m_groupPosition; RotationOffset = pa.Orientation * invRootRotation; - m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}", - "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset); + // m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}", + // "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset); } ScheduleTerseUpdate(); -- cgit v1.1 From 67195618d580eb6cd848cf1e6462572ad2b2b118 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 22 Aug 2013 09:07:58 -0700 Subject: BulletSim: add requestor's ID to post taint detail log message. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 24233cc..b3dfa41 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -987,10 +987,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // will replace any previous operation by the same object. public void PostTaintObject(String ident, uint ID, TaintCallback callback) { - string uniqueIdent = ident + "-" + ID.ToString(); + string IDAsString = ID.ToString(); + string uniqueIdent = ident + "-" + IDAsString; lock (_taintLock) { - _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback); + _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback); } return; -- cgit v1.1 From 30b3657a66e5a4012b96baae2c0424ec13409f83 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 22 Aug 2013 09:08:58 -0700 Subject: BulletSim: implementation of setting spring specific physical parameters. Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 6 ++- .../Physics/BulletSPlugin/BSConstraint6Dof.cs | 16 ++++--- .../Physics/BulletSPlugin/BSConstraintSpring.cs | 43 ++++++++++-------- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 52 +++++++++++++++++----- 4 files changed, 81 insertions(+), 36 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index 10e13b9..2f88e2b 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -367,6 +367,7 @@ public class ExtendedPhysics : INonSharedRegionModule // Code for specifying params. // The choice if 14400 is arbitrary and only serves to catch parameter code misuse. public const int PHYS_PARAM_MIN = 14401; + [ScriptConstant] public const int PHYS_PARAM_FRAMEINA_LOC = 14401; [ScriptConstant] @@ -401,7 +402,10 @@ public class ExtendedPhysics : INonSharedRegionModule public const int PHYS_PARAM_SPRING_DAMPING = 14416; [ScriptConstant] public const int PHYS_PARAM_SPRING_STIFFNESS = 14417; - public const int PHYS_PARAM_MAX = 14417; + [ScriptConstant] + public const int PHYS_PARAM_LINK_TYPE = 14418; + + public const int PHYS_PARAM_MAX = 14418; // physChangeLinkParams(integer linkNum, [ PHYS_PARAM_*, value, PHYS_PARAM_*, value, ...]) [ScriptInvocation] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs index 5008ff7..7fcb75c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs @@ -59,9 +59,11 @@ public class BSConstraint6Dof : BSConstraint frame2, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); m_enabled = true; - world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", - BSScene.DetailLogZero, world.worldID, + PhysicsScene.DetailLog("{0},BS6DofConstraint,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", + m_body1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); + PhysicsScene.DetailLog("{0},BS6DofConstraint,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}", + m_body1.ID, frame1, frame1rot, frame2, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); } // 6 Dof constraint based on a midpoint between the two constrained bodies @@ -86,9 +88,11 @@ public class BSConstraint6Dof : BSConstraint m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2, joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); + PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", - BSScene.DetailLogZero, world.worldID, m_constraint.AddrString, + m_body1.ID, world.worldID, m_constraint.AddrString, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); + if (!m_constraint.HasPhysicalConstraint) { world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", @@ -113,8 +117,10 @@ public class BSConstraint6Dof : BSConstraint frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); m_enabled = true; - world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}", - BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString); + PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}", + m_body1.ID, world.worldID, obj1.ID, obj1.AddrString); + PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed, fBLoc={1},fBRot={2},usefA={3},disCol={4}", + m_body1.ID, frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); } public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs index 01d67d4..410584d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs @@ -47,37 +47,42 @@ public sealed class BSConstraintSpring : BSConstraint6Dof useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); m_enabled = true; - world.physicsScene.DetailLog("{0},BSConstraintSpring,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", - BSScene.DetailLogZero, world.worldID, - obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); + PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", + obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); + PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}", + m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); } - public bool SetEnable(int index, bool axisEnable) + public bool SetEnable(int pIndex, bool pAxisEnable) { - bool ret = false; - - return ret; + PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}", + m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable); + PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable)); + return true; } - public bool SetStiffness(int index, float stiffness) + public bool SetStiffness(int pIndex, float pStiffness) { - bool ret = false; - - return ret; + PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},enable={4}", + m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness); + PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness); + return true; } - public bool SetDamping(int index, float damping) + public bool SetDamping(int pIndex, float pDamping) { - bool ret = false; - - return ret; + PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},enable={4}", + m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping); + PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping); + return true; } - public bool SetEquilibriumPoint(int index, float eqPoint) + public bool SetEquilibriumPoint(int pIndex, float pEqPoint) { - bool ret = false; - - return ret; + PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},enable={4}", + m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint); + PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint); + return true; } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index a9ae89d..be97c29 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -67,6 +67,7 @@ public sealed class BSLinksetConstraints : BSLinkset { constraint = null; ResetLink(); + member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.creation", member.LocalID); } // Set all the parameters for this constraint to a fixed, non-movable constraint. @@ -91,11 +92,13 @@ public sealed class BSLinksetConstraints : BSLinkset frameInBrot = OMV.Quaternion.Identity; springDamping = -1f; springStiffness = -1f; + member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID); } // Given a constraint, apply the current constraint parameters to same. public override void SetLinkParameters(BSConstraint constrain) { + member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.SetLinkParameters,type={1}", member.LocalID, constraintType); switch (constraintType) { case ConstraintType.FIXED_CONSTRAINT_TYPE: @@ -139,7 +142,7 @@ public sealed class BSLinksetConstraints : BSLinkset if (springDamping != -1) constrainSpring.SetDamping(ii, springDamping); if (springStiffness != -1) - constrainSpring.SetStiffness(ii, springStiffness); + constrainSpring.SetStiffness(ii, springStiffness); } } break; @@ -155,7 +158,6 @@ public sealed class BSLinksetConstraints : BSLinkset public override bool ShouldUpdateChildProperties() { bool ret = true; - if (constraintType == ConstraintType.FIXED_CONSTRAINT_TYPE) ret = false; @@ -193,10 +195,16 @@ public sealed class BSLinksetConstraints : BSLinkset { // Queue to happen after all the other taint processing m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() + { + if (HasAnyChildren) { - if (HasAnyChildren) - RecomputeLinksetConstraints(); - }); + // Constraints that have not been changed are not rebuild but make sure + // the constraint of the requestor is rebuilt. + PhysicallyUnlinkAChildFromRoot(LinksetRoot, requestor); + // Rebuild the linkset and all its constraints. + RecomputeLinksetConstraints(); + } + }); } } @@ -415,13 +423,22 @@ public sealed class BSLinksetConstraints : BSLinkset rootPrim.LocalID, rootPrim.PhysBody.AddrString, childPrim.LocalID, childPrim.PhysBody.AddrString); - // Find the constraint for this link and get rid of it from the overall collection and from my list - if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) + // If asked to unlink root from root, just remove all the constraints + if (rootPrim == childPrim || childPrim == LinksetRoot) { - // Make the child refresh its location - m_physicsScene.PE.PushUpdate(childPrim.PhysBody); + PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); ret = true; } + else + { + // Find the constraint for this link and get rid of it from the overall collection and from my list + if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) + { + // Make the child refresh its location + m_physicsScene.PE.PushUpdate(childPrim.PhysBody); + ret = true; + } + } return ret; } @@ -521,8 +538,6 @@ public sealed class BSLinksetConstraints : BSLinkset BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; if (linkInfoC != null) { - // Setting to fixed is easy. The reset state is the fixed link configuration. - linkInfoC.ResetLink(); linkInfoC.constraintType = (ConstraintType)requestedType; ret = (object)true; DetailLog("{0},BSLinksetConstraint.ChangeLinkType,link={1},type={2}", @@ -589,6 +604,7 @@ public sealed class BSLinksetConstraints : BSLinkset BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint; if (linkInfo != null) { + int valueInt; float valueFloat; bool valueBool; OMV.Vector3 valueVector; @@ -602,6 +618,20 @@ public sealed class BSLinksetConstraints : BSLinkset linkInfo.member.LocalID, thisOp, pParams[opIndex+1]); switch (thisOp) { + case ExtendedPhysics.PHYS_PARAM_LINK_TYPE: + valueInt = (int)pParams[opIndex + 1]; + ConstraintType valueType = (ConstraintType)valueInt; + if (valueType == ConstraintType.FIXED_CONSTRAINT_TYPE + || valueType == ConstraintType.D6_CONSTRAINT_TYPE + || valueType == ConstraintType.D6_SPRING_CONSTRAINT_TYPE + || valueType == ConstraintType.HINGE_CONSTRAINT_TYPE + || valueType == ConstraintType.CONETWIST_CONSTRAINT_TYPE + || valueType == ConstraintType.SLIDER_CONSTRAINT_TYPE) + { + linkInfo.constraintType = valueType; + } + opIndex += 2; + break; case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC: valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.frameInAloc = valueVector; -- cgit v1.1 From 7c54630a2dde768e92b3034d76314cb1e061c348 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 22 Aug 2013 16:31:17 -0700 Subject: BulletSim: add axis parameter for specifying enable, damping, and stiffness for spring constraints. Renumber parameter ops since I can as no one is using them yet. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 10 +++-- .../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 2 +- .../Physics/BulletSPlugin/BSConstraintSpring.cs | 2 +- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 51 +++++++++++++++------- 4 files changed, 44 insertions(+), 21 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index 2f88e2b..ef106bd 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -399,13 +399,15 @@ public class ExtendedPhysics : INonSharedRegionModule [ScriptConstant] public const int PHYS_PARAM_SOLVER_ITERATIONS = 14415; [ScriptConstant] - public const int PHYS_PARAM_SPRING_DAMPING = 14416; + public const int PHYS_PARAM_SPRING_AXIS_ENABLE = 14416; [ScriptConstant] - public const int PHYS_PARAM_SPRING_STIFFNESS = 14417; + public const int PHYS_PARAM_SPRING_DAMPING = 14417; [ScriptConstant] - public const int PHYS_PARAM_LINK_TYPE = 14418; + public const int PHYS_PARAM_SPRING_STIFFNESS = 14418; + [ScriptConstant] + public const int PHYS_PARAM_LINK_TYPE = 14419; - public const int PHYS_PARAM_MAX = 14418; + public const int PHYS_PARAM_MAX = 14419; // physChangeLinkParams(integer linkNum, [ PHYS_PARAM_*, value, PHYS_PARAM_*, value, ...]) [ScriptInvocation] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 9d8838b..0b3f467 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -292,7 +292,7 @@ public enum ConstraintParamAxis : int AXIS_ANGULAR_X, AXIS_ANGULAR_Y, AXIS_ANGULAR_Z, - AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls + AXIS_LINEAR_ALL = 20, // added by BulletSim so we don't have to do zillions of calls AXIS_ANGULAR_ALL, AXIS_ALL }; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs index 410584d..432e5b2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs @@ -53,7 +53,7 @@ public sealed class BSConstraintSpring : BSConstraint6Dof m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); } - public bool SetEnable(int pIndex, bool pAxisEnable) + public bool SetAxisEnable(int pIndex, bool pAxisEnable) { PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}", m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index be97c29..f623231 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -1,4 +1,4 @@ -/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -59,8 +59,9 @@ public sealed class BSLinksetConstraints : BSLinkset public OMV.Vector3 frameInBloc; public OMV.Quaternion frameInBrot; // Spring - public float springDamping; - public float springStiffness; + public bool[] springAxisEnable; + public float[] springDamping; + public float[] springStiffness; public BSLinkInfoConstraint(BSPrimLinkable pMember) : base(pMember) @@ -90,8 +91,15 @@ public sealed class BSLinksetConstraints : BSLinkset frameInArot = OMV.Quaternion.Identity; frameInBloc = OMV.Vector3.Zero; frameInBrot = OMV.Quaternion.Identity; - springDamping = -1f; - springStiffness = -1f; + springAxisEnable = new bool[6]; + springDamping = new float[6]; + springStiffness = new float[6]; + for (int ii = 0; ii < springAxisEnable.Length; ii++) + { + springAxisEnable[ii] = false; + springDamping[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED; + springStiffness[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED; + } member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID); } @@ -139,11 +147,13 @@ public sealed class BSLinksetConstraints : BSLinkset } for (int ii = 0; ii < 6; ii++) { - if (springDamping != -1) - constrainSpring.SetDamping(ii, springDamping); - if (springStiffness != -1) - constrainSpring.SetStiffness(ii, springStiffness); + constrainSpring.SetAxisEnable(ii, springAxisEnable[ii]); + if (springDamping[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED) + constrainSpring.SetDamping(ii, springDamping[ii]); + if (springStiffness[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED) + constrainSpring.SetStiffness(ii, springStiffness[ii]); } + constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED); } break; default: @@ -707,15 +717,26 @@ public sealed class BSLinksetConstraints : BSLinkset linkInfo.solverIterations = valueFloat; opIndex += 2; break; + case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE: + valueInt = (int)pParams[opIndex + 1]; + valueBool = ((int)pParams[opIndex + 2] != 0); + if (valueInt >=0 && valueInt < linkInfo.springAxisEnable.Length) + linkInfo.springAxisEnable[valueInt] = valueBool; + opIndex += 3; + break; case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING: - valueFloat = (float)pParams[opIndex + 1]; - linkInfo.springDamping = valueFloat; - opIndex += 2; + valueInt = (int)pParams[opIndex + 1]; + valueFloat = (float)pParams[opIndex + 2]; + if (valueInt >=0 && valueInt < linkInfo.springDamping.Length) + linkInfo.springDamping[valueInt] = valueFloat; + opIndex += 3; break; case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS: - valueFloat = (float)pParams[opIndex + 1]; - linkInfo.springStiffness = valueFloat; - opIndex += 2; + valueInt = (int)pParams[opIndex + 1]; + valueFloat = (float)pParams[opIndex + 2]; + if (valueInt >=0 && valueInt < linkInfo.springStiffness.Length) + linkInfo.springStiffness[valueInt] = valueFloat; + opIndex += 3; break; default: break; -- cgit v1.1 From cf2cdc191d0a93860da1ff4c42d34138e8f369fb Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 24 Aug 2013 08:33:28 -0700 Subject: BulletSim: ability to specify groups of axis to modify in constraint parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 12 ++++- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 53 ++++++++++++++++++---- 2 files changed, 56 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index ef106bd..94367f5 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -406,8 +406,18 @@ public class ExtendedPhysics : INonSharedRegionModule public const int PHYS_PARAM_SPRING_STIFFNESS = 14418; [ScriptConstant] public const int PHYS_PARAM_LINK_TYPE = 14419; + [ScriptConstant] + public const int PHYS_PARAM_USE_LINEAR_FRAMEA = 14420; + + public const int PHYS_PARAM_MAX = 14420; - public const int PHYS_PARAM_MAX = 14419; + // Used when specifying a parameter that has settings for the three linear and three angular axis + [ScriptConstant] + public const int PHYS_AXIS_ALL = -1; + [ScriptConstant] + public const int PHYS_AXIS_ALL_LINEAR = -2; + [ScriptConstant] + public const int PHYS_AXIS_ALL_ANGULAR = -3; // physChangeLinkParams(integer linkNum, [ PHYS_PARAM_*, value, PHYS_PARAM_*, value, ...]) [ScriptInvocation] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index f623231..ff5ac0e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -58,6 +58,7 @@ public sealed class BSLinksetConstraints : BSLinkset public OMV.Quaternion frameInArot; public OMV.Vector3 frameInBloc; public OMV.Quaternion frameInBrot; + public bool useLinearReferenceFrameA; // Spring public bool[] springAxisEnable; public float[] springDamping; @@ -91,6 +92,7 @@ public sealed class BSLinksetConstraints : BSLinkset frameInArot = OMV.Quaternion.Identity; frameInBloc = OMV.Vector3.Zero; frameInBrot = OMV.Quaternion.Identity; + useLinearReferenceFrameA = true; springAxisEnable = new bool[6]; springDamping = new float[6]; springStiffness = new float[6]; @@ -145,7 +147,7 @@ public sealed class BSLinksetConstraints : BSLinkset { constrainSpring.SetSolverIterations(solverIterations); } - for (int ii = 0; ii < 6; ii++) + for (int ii = 0; ii < springAxisEnable.Length; ii++) { constrainSpring.SetAxisEnable(ii, springAxisEnable[ii]); if (springDamping[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED) @@ -401,7 +403,7 @@ public sealed class BSLinksetConstraints : BSLinkset case ConstraintType.D6_SPRING_CONSTRAINT_TYPE: constrain = new BSConstraintSpring(m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot, - true /*useLinearReferenceFrameA*/, + linkInfo.useLinearReferenceFrameA, true /*disableCollisionsBetweenLinkedBodies*/); DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6}", rootPrim.LocalID, @@ -619,6 +621,7 @@ public sealed class BSLinksetConstraints : BSLinkset bool valueBool; OMV.Vector3 valueVector; OMV.Quaternion valueQuaternion; + int axisLow, axisHigh; int opIndex = 2; while (opIndex < pParams.Length) @@ -720,24 +723,32 @@ public sealed class BSLinksetConstraints : BSLinkset case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE: valueInt = (int)pParams[opIndex + 1]; valueBool = ((int)pParams[opIndex + 2] != 0); - if (valueInt >=0 && valueInt < linkInfo.springAxisEnable.Length) - linkInfo.springAxisEnable[valueInt] = valueBool; + GetAxisRange(valueInt, out axisLow, out axisHigh); + for (int ii = axisLow; ii <= axisHigh; ii++) + linkInfo.springAxisEnable[ii] = valueBool; opIndex += 3; break; case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING: valueInt = (int)pParams[opIndex + 1]; valueFloat = (float)pParams[opIndex + 2]; - if (valueInt >=0 && valueInt < linkInfo.springDamping.Length) - linkInfo.springDamping[valueInt] = valueFloat; + GetAxisRange(valueInt, out axisLow, out axisHigh); + for (int ii = axisLow; ii <= axisHigh; ii++) + linkInfo.springDamping[ii] = valueFloat; opIndex += 3; break; case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS: valueInt = (int)pParams[opIndex + 1]; valueFloat = (float)pParams[opIndex + 2]; - if (valueInt >=0 && valueInt < linkInfo.springStiffness.Length) - linkInfo.springStiffness[valueInt] = valueFloat; + GetAxisRange(valueInt, out axisLow, out axisHigh); + for (int ii = axisLow; ii <= axisHigh; ii++) + linkInfo.springStiffness[ii] = valueFloat; opIndex += 3; break; + case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA: + valueBool = (bool)pParams[opIndex + 1]; + linkInfo.useLinearReferenceFrameA = valueBool; + opIndex += 2; + break; default: break; } @@ -760,6 +771,32 @@ public sealed class BSLinksetConstraints : BSLinkset } return ret; } + + // Bullet constraints keep some limit parameters for each linear and angular axis. + // Setting same is easier if there is an easy way to see all or types. + // This routine returns the array limits for the set of axis. + private void GetAxisRange(int rangeSpec, out int low, out int high) + { + switch (rangeSpec) + { + case ExtendedPhysics.PHYS_AXIS_ALL_LINEAR: + low = 0; + high = 2; + break; + case ExtendedPhysics.PHYS_AXIS_ALL_ANGULAR: + low = 3; + high = 5; + break; + case ExtendedPhysics.PHYS_AXIS_ALL: + low = 0; + high = 5; + break; + default: + low = high = rangeSpec; + break; + } + return; + } #endregion // Extension } -- cgit v1.1 From 5827b6e1aabf2e19624faf0141b9611917fb84c5 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 4 Sep 2013 07:56:59 -0700 Subject: BulletSim: add extended physics LSL constants for axis specification. Add specific error warnings for mis-matched parameter types in extended physics functions. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 16 +++- .../Physics/BulletSPlugin/BSConstraintSpring.cs | 6 +- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 89 ++++++++++++++-------- 3 files changed, 74 insertions(+), 37 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index 94367f5..b0b0bc6 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -415,9 +415,21 @@ public class ExtendedPhysics : INonSharedRegionModule [ScriptConstant] public const int PHYS_AXIS_ALL = -1; [ScriptConstant] - public const int PHYS_AXIS_ALL_LINEAR = -2; + public const int PHYS_AXIS_LINEAR_ALL = -2; [ScriptConstant] - public const int PHYS_AXIS_ALL_ANGULAR = -3; + public const int PHYS_AXIS_ANGULAR_ALL = -3; + [ScriptConstant] + public const int PHYS_AXIS_LINEAR_X = 0; + [ScriptConstant] + public const int PHYS_AXIS_LINEAR_Y = 1; + [ScriptConstant] + public const int PHYS_AXIS_LINEAR_Z = 2; + [ScriptConstant] + public const int PHYS_AXIS_ANGULAR_X = 3; + [ScriptConstant] + public const int PHYS_AXIS_ANGULAR_Y = 4; + [ScriptConstant] + public const int PHYS_AXIS_ANGULAR_Z = 5; // physChangeLinkParams(integer linkNum, [ PHYS_PARAM_*, value, PHYS_PARAM_*, value, ...]) [ScriptInvocation] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs index 432e5b2..652c94a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs @@ -63,7 +63,7 @@ public sealed class BSConstraintSpring : BSConstraint6Dof public bool SetStiffness(int pIndex, float pStiffness) { - PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},enable={4}", + PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}", m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness); PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness); return true; @@ -71,7 +71,7 @@ public sealed class BSConstraintSpring : BSConstraint6Dof public bool SetDamping(int pIndex, float pDamping) { - PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},enable={4}", + PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}", m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping); PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping); return true; @@ -79,7 +79,7 @@ public sealed class BSConstraintSpring : BSConstraint6Dof public bool SetEquilibriumPoint(int pIndex, float pEqPoint) { - PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},enable={4}", + PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}", m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint); PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint); return true; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index ff5ac0e..b3347bf 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -605,30 +605,32 @@ public sealed class BSLinksetConstraints : BSLinkset // pParams = [ BSPhysObject root, BSPhysObject child, int op, object opParams, int op, object opParams, ... ] case ExtendedPhysics.PhysFunctChangeLinkParams: // There should be two parameters: the childActor and a list of parameters to set - try + if (pParams.Length > 2) { - if (pParams.Length > 2) + BSPrimLinkable child = pParams[1] as BSPrimLinkable; + BSLinkInfo baseLinkInfo = null; + if (TryGetLinkInfo(child, out baseLinkInfo)) { - BSPrimLinkable child = pParams[1] as BSPrimLinkable; - BSLinkInfo baseLinkInfo = null; - if (TryGetLinkInfo(child, out baseLinkInfo)) + BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint; + if (linkInfo != null) { - BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint; - if (linkInfo != null) + int valueInt; + float valueFloat; + bool valueBool; + OMV.Vector3 valueVector; + OMV.Quaternion valueQuaternion; + int axisLow, axisHigh; + + int opIndex = 2; + while (opIndex < pParams.Length) { - int valueInt; - float valueFloat; - bool valueBool; - OMV.Vector3 valueVector; - OMV.Quaternion valueQuaternion; - int axisLow, axisHigh; - - int opIndex = 2; - while (opIndex < pParams.Length) + int thisOp = 0; + string errMsg = ""; + try { - int thisOp = (int)pParams[opIndex]; + thisOp = (int)pParams[opIndex]; DetailLog("{0},BSLinksetConstraint.ChangeLinkParams2,op={1},val={2}", - linkInfo.member.LocalID, thisOp, pParams[opIndex+1]); + linkInfo.member.LocalID, thisOp, pParams[opIndex + 1]); switch (thisOp) { case ExtendedPhysics.PHYS_PARAM_LINK_TYPE: @@ -646,89 +648,106 @@ public sealed class BSLinksetConstraints : BSLinkset opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC: + errMsg = "PHYS_PARAM_FRAMEINA_LOC takes one parameter of type vector"; valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.frameInAloc = valueVector; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT: + errMsg = "PHYS_PARAM_FRAMEINA_ROT takes one parameter of type rotation"; valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1]; linkInfo.frameInArot = valueQuaternion; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC: + errMsg = "PHYS_PARAM_FRAMEINB_LOC takes one parameter of type vector"; valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.frameInBloc = valueVector; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT: + errMsg = "PHYS_PARAM_FRAMEINB_ROT takes one parameter of type rotation"; valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1]; linkInfo.frameInBrot = valueQuaternion; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW: + errMsg = "PHYS_PARAM_LINEAR_LIMIT_LOW takes one parameter of type vector"; valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.linearLimitLow = valueVector; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH: + errMsg = "PHYS_PARAM_LINEAR_LIMIT_HIGH takes one parameter of type vector"; valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.linearLimitHigh = valueVector; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW: + errMsg = "PHYS_PARAM_ANGULAR_LIMIT_LOW takes one parameter of type vector"; valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.angularLimitLow = valueVector; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH: + errMsg = "PHYS_PARAM_ANGULAR_LIMIT_HIGH takes one parameter of type vector"; valueVector = (OMV.Vector3)pParams[opIndex + 1]; linkInfo.angularLimitHigh = valueVector; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET: - valueBool = (bool)pParams[opIndex + 1]; + errMsg = "PHYS_PARAM_USE_FRAME_OFFSET takes one parameter of type integer (bool)"; + valueBool = ((int)pParams[opIndex + 1]) != 0; linkInfo.useFrameOffset = valueBool; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR: - valueBool = (bool)pParams[opIndex + 1]; + errMsg = "PHYS_PARAM_ENABLE_TRANSMOTOR takes one parameter of type integer (bool)"; + valueBool = ((int)pParams[opIndex + 1]) != 0; linkInfo.enableTransMotor = valueBool; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL: + errMsg = "PHYS_PARAM_TRANSMOTOR_MAXVEL takes one parameter of type float"; valueFloat = (float)pParams[opIndex + 1]; linkInfo.transMotorMaxVel = valueFloat; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE: + errMsg = "PHYS_PARAM_TRANSMOTOR_MAXFORCE takes one parameter of type float"; valueFloat = (float)pParams[opIndex + 1]; linkInfo.transMotorMaxForce = valueFloat; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_CFM: + errMsg = "PHYS_PARAM_CFM takes one parameter of type float"; valueFloat = (float)pParams[opIndex + 1]; linkInfo.cfm = valueFloat; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_ERP: + errMsg = "PHYS_PARAM_ERP takes one parameter of type float"; valueFloat = (float)pParams[opIndex + 1]; linkInfo.erp = valueFloat; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS: + errMsg = "PHYS_PARAM_SOLVER_ITERATIONS takes one parameter of type float"; valueFloat = (float)pParams[opIndex + 1]; linkInfo.solverIterations = valueFloat; opIndex += 2; break; case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE: + errMsg = "PHYS_PARAM_SPRING_AXIS_ENABLE takes two parameters of types integer and integer (bool)"; valueInt = (int)pParams[opIndex + 1]; - valueBool = ((int)pParams[opIndex + 2] != 0); + valueBool = ((int)pParams[opIndex + 2]) != 0; GetAxisRange(valueInt, out axisLow, out axisHigh); for (int ii = axisLow; ii <= axisHigh; ii++) linkInfo.springAxisEnable[ii] = valueBool; opIndex += 3; break; case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING: + errMsg = "PHYS_PARAM_SPRING_DAMPING takes two parameters of types integer and float"; valueInt = (int)pParams[opIndex + 1]; valueFloat = (float)pParams[opIndex + 2]; GetAxisRange(valueInt, out axisLow, out axisHigh); @@ -737,6 +756,7 @@ public sealed class BSLinksetConstraints : BSLinkset opIndex += 3; break; case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS: + errMsg = "PHYS_PARAM_SPRING_STIFFNESS takes two parameters of types integer and float"; valueInt = (int)pParams[opIndex + 1]; valueFloat = (float)pParams[opIndex + 2]; GetAxisRange(valueInt, out axisLow, out axisHigh); @@ -745,7 +765,8 @@ public sealed class BSLinksetConstraints : BSLinkset opIndex += 3; break; case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA: - valueBool = (bool)pParams[opIndex + 1]; + errMsg = "PHYS_PARAM_USE_LINEAR_FRAMEA takes one parameter of type integer (bool)"; + valueBool = ((int)pParams[opIndex + 1]) != 0; linkInfo.useLinearReferenceFrameA = valueBool; opIndex += 2; break; @@ -753,18 +774,22 @@ public sealed class BSLinksetConstraints : BSLinkset break; } } + catch (InvalidCastException e) + { + m_physicsScene.Logger.WarnFormat("{0} value of wrong type in physSetLinksetParams: {1}, err={2}", + LogHeader, errMsg, e); + } + catch (Exception e) + { + m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e); + } } - // Something changed so a rebuild is in order - Refresh(child); } + // Something changed so a rebuild is in order + Refresh(child); } } - catch (Exception e) - { - // There are many ways to mess up the parameters. If not just right don't fail without some error. - m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e); - } - break; + break; default: ret = base.Extension(pFunct, pParams); break; @@ -779,11 +804,11 @@ public sealed class BSLinksetConstraints : BSLinkset { switch (rangeSpec) { - case ExtendedPhysics.PHYS_AXIS_ALL_LINEAR: + case ExtendedPhysics.PHYS_AXIS_LINEAR_ALL: low = 0; high = 2; break; - case ExtendedPhysics.PHYS_AXIS_ALL_ANGULAR: + case ExtendedPhysics.PHYS_AXIS_ANGULAR_ALL: low = 3; high = 5; break; -- cgit v1.1 From c5eabb28b4c933cfacefa85381e290372fbc094e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 9 Sep 2013 14:53:16 -0700 Subject: BulletSim: add LSL function and plumbing for setting a spring equilibrium point in the physics engine constraint. --- .../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 4 +++- OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 6 +++++- .../Physics/BulletSPlugin/BSConstraintSpring.cs | 13 +++++++++++++ .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 20 +++++++++++++++++++- 4 files changed, 40 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs index b0b0bc6..9daf9d7 100755 --- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs @@ -408,8 +408,10 @@ public class ExtendedPhysics : INonSharedRegionModule public const int PHYS_PARAM_LINK_TYPE = 14419; [ScriptConstant] public const int PHYS_PARAM_USE_LINEAR_FRAMEA = 14420; + [ScriptConstant] + public const int PHYS_PARAM_SPRING_EQUILIBRIUM_POINT = 14421; - public const int PHYS_PARAM_MAX = 14420; + public const int PHYS_PARAM_MAX = 14421; // Used when specifying a parameter that has settings for the three linear and three angular axis [ScriptConstant] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 42b5c49..b47e9a8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs @@ -64,7 +64,7 @@ public abstract class BSConstraint : IDisposable { bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", - BSScene.DetailLogZero, + m_body1.ID, m_body1.ID, m_body1.AddrString, m_body2.ID, m_body2.AddrString, success); @@ -77,7 +77,10 @@ public abstract class BSConstraint : IDisposable { bool ret = false; if (m_enabled) + { + m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high); ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); + } return ret; } @@ -86,6 +89,7 @@ public abstract class BSConstraint : IDisposable bool ret = false; if (m_enabled) { + m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high); ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); } return ret; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs index 652c94a..8e7ddff 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs @@ -85,6 +85,19 @@ public sealed class BSConstraintSpring : BSConstraint6Dof return true; } + public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq) + { + PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}", + m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq); + PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X); + PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y); + PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z); + PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X); + PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y); + PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z); + return true; + } + } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index b3347bf..aaf92c8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -63,6 +63,8 @@ public sealed class BSLinksetConstraints : BSLinkset public bool[] springAxisEnable; public float[] springDamping; public float[] springStiffness; + public OMV.Vector3 springLinearEquilibriumPoint; + public OMV.Vector3 springAngularEquilibriumPoint; public BSLinkInfoConstraint(BSPrimLinkable pMember) : base(pMember) @@ -102,6 +104,8 @@ public sealed class BSLinksetConstraints : BSLinkset springDamping[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED; springStiffness[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED; } + springLinearEquilibriumPoint = OMV.Vector3.Zero; + springAngularEquilibriumPoint = OMV.Vector3.Zero; member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID); } @@ -155,7 +159,12 @@ public sealed class BSLinksetConstraints : BSLinkset if (springStiffness[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED) constrainSpring.SetStiffness(ii, springStiffness[ii]); } - constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED); + constrainSpring.CalculateTransforms(); + + if (springLinearEquilibriumPoint != OMV.Vector3.Zero) + constrainSpring.SetEquilibriumPoint(springLinearEquilibriumPoint, springAngularEquilibriumPoint); + else + constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED); } break; default: @@ -618,6 +627,7 @@ public sealed class BSLinksetConstraints : BSLinkset float valueFloat; bool valueBool; OMV.Vector3 valueVector; + OMV.Vector3 valueVector2; OMV.Quaternion valueQuaternion; int axisLow, axisHigh; @@ -764,6 +774,14 @@ public sealed class BSLinksetConstraints : BSLinkset linkInfo.springStiffness[ii] = valueFloat; opIndex += 3; break; + case ExtendedPhysics.PHYS_PARAM_SPRING_EQUILIBRIUM_POINT: + errMsg = "PHYS_PARAM_SPRING_EQUILIBRIUM_POINT takes two parameters of type vector"; + valueVector = (OMV.Vector3)pParams[opIndex + 1]; + valueVector2 = (OMV.Vector3)pParams[opIndex + 2]; + linkInfo.springLinearEquilibriumPoint = valueVector; + linkInfo.springAngularEquilibriumPoint = valueVector2; + opIndex += 3; + break; case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA: errMsg = "PHYS_PARAM_USE_LINEAR_FRAMEA takes one parameter of type integer (bool)"; valueBool = ((int)pParams[opIndex + 1]) != 0; -- cgit v1.1 From 6e39cc316f502855a89c51775e7394b73135ab86 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 10 Sep 2013 17:32:01 -0700 Subject: BulletSim: add ClearCollisionProxyCache function to API. Add proxy cache clearing when some properties are changed. This fixes a problem where objects would stop colliding of they were moved with setPosition mulitple times. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 10 ++++++++++ OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 13 +++++++++++++ OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | 2 ++ OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 12 ++++++++++-- 4 files changed, 35 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 8dfb01c..3bd81d4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -725,6 +725,13 @@ public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj) return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr); } +public override bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj) +{ + BulletWorldUnman worldu = world as BulletWorldUnman; + BulletBodyUnman bodyu = obj as BulletBodyUnman; + return BSAPICPP.ClearCollisionProxyCache2(worldu.ptr, bodyu.ptr); +} + public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) { BulletWorldUnman worldu = world as BulletWorldUnman; @@ -1713,6 +1720,9 @@ public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool ClearCollisionProxyCache2(IntPtr world, IntPtr obj); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index ff2b497..17ebed2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -169,6 +169,19 @@ private sealed class BulletConstraintXNA : BulletConstraint return true; } + public override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody) + { + DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; + RigidBody body = ((BulletBodyXNA)pBody).rigidBody; + CollisionObject collisionObject = ((BulletBodyXNA)pBody).body; + if (body != null && collisionObject != null && collisionObject.GetBroadphaseHandle() != null) + { + world.RemoveCollisionObject(collisionObject); + world.AddCollisionObject(collisionObject); + } + return true; + } + public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 0b3f467..f7dd158 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -498,6 +498,8 @@ public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj); public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj); +public abstract bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj); + public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects); public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 2efb1a5..47df611 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -300,8 +300,16 @@ public abstract class BSPhysObject : PhysicsActor // Called in taint-time!! public void ActivateIfPhysical(bool forceIt) { - if (IsPhysical && PhysBody.HasPhysicalBody) - PhysScene.PE.Activate(PhysBody, forceIt); + if (PhysBody.HasPhysicalBody) + { + // Clear the collision cache since we've changed some properties. + PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); + if (IsPhysical) + { + // Physical objects might need activating + PhysScene.PE.Activate(PhysBody, forceIt); + } + } } // 'actors' act on the physical object to change or constrain its motion. These can range from -- cgit v1.1 From b29e9d37e7705e461f71a3a599d95ad79b57e18a Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Wed, 11 Sep 2013 12:15:16 -0700 Subject: Change handling of the FetchInventoryDescendents2 capability configuration to allow for external handlers. --- .../Linden/Caps/WebFetchInvDescModule.cs | 59 +++++++++++++--------- 1 file changed, 36 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs index 164adeb..340d2e7 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs @@ -63,7 +63,7 @@ namespace OpenSim.Region.ClientStack.Linden public List folders; } -// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; @@ -115,7 +115,7 @@ namespace OpenSim.Region.ClientStack.Linden m_scene.EventManager.OnRegisterCaps -= RegisterCaps; foreach (Thread t in m_workerThreads) - Watchdog.AbortThread(t.ManagedThreadId); + Watchdog.AbortThread(t.ManagedThreadId); m_scene = null; } @@ -296,36 +296,49 @@ namespace OpenSim.Region.ClientStack.Linden requestinfo.request["body"].ToString(), String.Empty, String.Empty, null, null); lock (responses) - responses[requestID] = response; + responses[requestID] = response; } } private void RegisterCaps(UUID agentID, Caps caps) { - if (m_fetchInventoryDescendents2Url == "") + RegisterFetchDescendentsCap(agentID, caps, "FetchInventoryDescendents2", m_fetchInventoryDescendents2Url); + } + + private void RegisterFetchDescendentsCap(UUID agentID, Caps caps, string capName, string url) + { + string capUrl; + + // disable the cap clause + if (url == "") + { return; + } + // handled by the simulator + else if (url == "localhost") + { + capUrl = "/CAPS/" + UUID.Random() + "/"; - // Register this as a poll service - PollServiceInventoryEventArgs args - = new PollServiceInventoryEventArgs(m_scene, "/CAPS/" + UUID.Random() + "/", agentID); - args.Type = PollServiceEventArgs.EventType.Inventory; + // Register this as a poll service + PollServiceInventoryEventArgs args = new PollServiceInventoryEventArgs(m_scene, capUrl, agentID); + args.Type = PollServiceEventArgs.EventType.Inventory; - caps.RegisterPollHandler("FetchInventoryDescendents2", args); + caps.RegisterPollHandler(capName, args); + } + // external handler + else + { + capUrl = url; + IExternalCapsModule handler = m_scene.RequestModuleInterface(); + if (handler != null) + handler.RegisterExternalUserCapsHandler(agentID,caps,capName,capUrl); + else + caps.RegisterHandler(capName, capUrl); + } -// MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args); -// -// string hostName = m_scene.RegionInfo.ExternalHostName; -// uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port; -// string protocol = "http"; -// -// if (MainServer.Instance.UseSSL) -// { -// hostName = MainServer.Instance.SSLCommonName; -// port = MainServer.Instance.SSLPort; -// protocol = "https"; -// } -// -// caps.RegisterHandler("FetchInventoryDescendents2", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl)); + // m_log.DebugFormat( + // "[FETCH INVENTORY DESCENDENTS2 MODULE]: Registered capability {0} at {1} in region {2} for {3}", + // capName, capUrl, m_scene.RegionInfo.RegionName, agentID); } // private void DeregisterCaps(UUID agentID, Caps caps) -- cgit v1.1 From dacc20ee48883efe3702c284edff5ee3fa0e96b0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 11 Sep 2013 16:48:15 -0700 Subject: BulletSim: remove collision cache clearing logic for physical objects. This fixes constraints from getting messed up when properties change. --- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 47df611..f89b376 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -302,13 +302,16 @@ public abstract class BSPhysObject : PhysicsActor { if (PhysBody.HasPhysicalBody) { - // Clear the collision cache since we've changed some properties. - PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); if (IsPhysical) { // Physical objects might need activating PhysScene.PE.Activate(PhysBody, forceIt); } + else + { + // Clear the collision cache since we've changed some properties. + PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); + } } } -- cgit v1.1 From 3c85afbb431d14a676c00d20bfeeb5e2d13e8eaf Mon Sep 17 00:00:00 2001 From: BlueWall Date: Thu, 12 Sep 2013 11:46:12 -0400 Subject: Allow setting the EntityTransfer-max_distance to 0 to override distance checks. This is to facilitate current viewer work fixing the distance limitations for teleporting. --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 4219254..9302784 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -518,6 +518,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion) { + if(MaxTransferDistance == 0) + return true; + // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY); // // m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}", -- cgit v1.1 From 07d6a0385fdbb0559a878f0884505459e08e7867 Mon Sep 17 00:00:00 2001 From: Talun Date: Tue, 10 Sep 2013 10:56:34 +0100 Subject: 6762: llList2Key fails to convert a string in a list to a key llGetPrimitiveParams changed to return the sculpty key as an LSL_String so that type checking in llList2Key will work --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 34e2b4d..924f4d9 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -8483,7 +8483,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api break; case ScriptBaseClass.PRIM_TYPE_SCULPT: - res.Add(Shape.SculptTexture.ToString()); + res.Add(new LSL_String(Shape.SculptTexture.ToString())); res.Add(new LSL_Integer(Shape.SculptType)); break; -- cgit v1.1 From 1c7accf9500250abad243eaeb6f6baadf7644e78 Mon Sep 17 00:00:00 2001 From: teravus Date: Sat, 24 Aug 2013 05:55:53 -0500 Subject: * Fix a null ref that causes a stack unwind when crossing borders. Less stack unwinding.. the faster it goes. * Tweak XEngine so that it's partially functional again. It's still not great, but basic things work. (cherry picked from commit 01c3be27460fd3f28efd17b8d6606b883350f653) --- .../CoreModules/Avatar/Combat/CombatModule.cs | 2 + .../ScriptEngine/Shared/Instance/ScriptInstance.cs | 3 +- OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 56 +++++++++++++++++----- 3 files changed, 49 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Combat/CombatModule.cs b/OpenSim/Region/CoreModules/Avatar/Combat/CombatModule.cs index 343cdb5..c52d586 100644 --- a/OpenSim/Region/CoreModules/Avatar/Combat/CombatModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Combat/CombatModule.cs @@ -182,6 +182,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Combat.CombatModule try { ILandObject obj = avatar.Scene.LandChannel.GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); + if (obj == null) + return; if ((obj.LandData.Flags & (uint)ParcelFlags.AllowDamage) != 0 || avatar.Scene.RegionInfo.RegionSettings.AllowDamage) { diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index 2fb073d..275b608 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -231,6 +231,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance ItemID = ScriptTask.ItemID; AssetID = ScriptTask.AssetID; } + LocalID = part.LocalId; PrimName = part.ParentGroup.Name; StartParam = startParam; @@ -1240,4 +1241,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance return null; } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 9d1e143..27d7674 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -1316,13 +1316,21 @@ namespace OpenSim.Region.ScriptEngine.XEngine ScriptInstance instance = null; // Create the object record + UUID appDomain = assetID; + + + lockScriptsForRead(true); if ((!m_Scripts.ContainsKey(itemID)) || (m_Scripts[itemID].AssetID != assetID)) { lockScriptsForRead(false); - - UUID appDomain = assetID; + instance = new ScriptInstance(this, part, + item, + startParam, postOnRez, + m_MaxScriptQueue); + + if (part.ParentGroup.IsAttachment) appDomain = part.ParentGroup.RootPart.UUID; @@ -1345,9 +1353,39 @@ namespace OpenSim.Region.ScriptEngine.XEngine sandbox = AppDomain.CreateDomain( m_Scene.RegionInfo.RegionID.ToString(), evidence, appSetup); - m_AppDomains[appDomain].AssemblyResolve += - new ResolveEventHandler( - AssemblyResolver.OnAssemblyResolve); + if (m_AppDomains.ContainsKey(appDomain)) + { + m_AppDomains[appDomain].AssemblyResolve += + new ResolveEventHandler( + AssemblyResolver.OnAssemblyResolve); + if (m_DomainScripts.ContainsKey(appDomain)) + { + m_DomainScripts[appDomain].Add(itemID); + } + else + { + m_DomainScripts.Add(appDomain, new List()); + m_DomainScripts[appDomain].Add(itemID); + } + } + else + { + m_AppDomains.Add(appDomain, sandbox); + m_AppDomains[appDomain].AssemblyResolve += + new ResolveEventHandler( + AssemblyResolver.OnAssemblyResolve); + if (m_DomainScripts.ContainsKey(appDomain)) + { + m_DomainScripts[appDomain].Add(itemID); + } + else + { + m_DomainScripts.Add(appDomain, new List()); + m_DomainScripts[appDomain].Add(itemID); + } + + } + } else { @@ -1373,12 +1411,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine return false; } } - m_DomainScripts[appDomain].Add(itemID); - - instance = new ScriptInstance(this, part, - item, - startParam, postOnRez, - m_MaxScriptQueue); + instance.Load(m_AppDomains[appDomain], assembly, stateSource); // m_log.DebugFormat( @@ -1502,6 +1535,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine if (handlerObjectRemoved != null) { SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); + if (part != null) handlerObjectRemoved(part.UUID); } -- cgit v1.1 From 120b6948ed873a3af7713b411b956b8cb4c7f516 Mon Sep 17 00:00:00 2001 From: teravus Date: Sat, 24 Aug 2013 18:55:21 -0500 Subject: * This fixes the border crossing offsets by storing the final keyframe location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper. (cherry picked from commit e0399ccaec68889c12e4679b4d62142b49b379df) --- OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 24 +++++++++++++++++++++-- 1 file changed, 22 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index 29652aa..4d153da 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs @@ -498,6 +498,7 @@ namespace OpenSim.Region.Framework.Scenes k.Position = pos; // k.Velocity = Vector3.Zero; } + k.AngularVelocity = (Vector3)k.Position; k.StartRotation = rot; if (k.Rotation.HasValue) @@ -632,13 +633,13 @@ namespace OpenSim.Region.Framework.Scenes // Do the frame processing double steps = (double)m_currentFrame.TimeMS / tickDuration; - + if (steps <= 0.0) { m_group.RootPart.Velocity = Vector3.Zero; m_group.RootPart.AngularVelocity = Vector3.Zero; - m_nextPosition = (Vector3)m_currentFrame.Position; + m_nextPosition = NormalizeVector(m_currentFrame.AngularVelocity); m_group.AbsolutePosition = m_nextPosition; // we are sending imediate updates, no doing force a extra terseUpdate @@ -726,7 +727,26 @@ namespace OpenSim.Region.Framework.Scenes m_group.SendGroupRootTerseUpdate(); } } + private Vector3 NormalizeVector(Vector3? pPosition) + { + if (pPosition == null) + return Vector3.Zero; + + Vector3 tmp = (Vector3) pPosition; + while (tmp.X > Constants.RegionSize) + tmp.X -= Constants.RegionSize; + while (tmp.X < 0) + tmp.X += Constants.RegionSize; + while (tmp.Y > Constants.RegionSize) + tmp.Y -= Constants.RegionSize; + while (tmp.Y < 0) + tmp.Y += Constants.RegionSize; + + return tmp; + + + } public Byte[] Serialize() { StopTimer(); -- cgit v1.1 From 3f0fa9f707e7e09f6dd9ad0becad18d5ffa4cb7b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 16 Sep 2013 19:45:42 +0100 Subject: To avoid viewers (particularly on the Hypergrid) from permanently caching a UUID -> "Unknown User" binding, drop the binding request rather than replying with "Unknown User" By not binding UUID -> "Unknown User", we leave open the possibility that the binding may be correctly resolved at a later time, which can still happen in some Hypergrid situations. Observed behaviour of LL viewer 3.3.4 is that a dropped bind request is not retried until the next session. --- .../UserManagement/UserManagementModule.cs | 77 ++++++++++++---------- 1 file changed, 42 insertions(+), 35 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 8c983e6..25e8d69 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -178,17 +178,20 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement m_ServiceThrottle.Enqueue("name", uuid.ToString(), delegate { //m_log.DebugFormat("[YYY]: Name request {0}", uuid); - bool foundRealName = TryGetUserNames(uuid, names); - - if (names.Length == 2) - { - if (!foundRealName) - m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, client.Name); + // As least upto September 2013, clients permanently cache UUID -> Name bindings. Some clients + // appear to clear this when the user asks it to clear the cache, but others may not. + // + // So to avoid clients + // (particularly Hypergrid clients) permanently binding "Unknown User" to a given UUID, we will + // instead drop the request entirely. + if (TryGetUserNames(uuid, names)) client.SendNameReply(uuid, names[0], names[1]); - } +// else +// m_log.DebugFormat( +// "[USER MANAGEMENT MODULE]: No bound name for {0} found, ignoring request from {1}", +// uuid, client.Name); }); - } } @@ -391,7 +394,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } names[0] = "Unknown"; - names[1] = "UserUMMTGUN8"; + names[1] = "UserUMMTGUN9"; return false; } @@ -539,7 +542,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement AddUser(uuid, homeURL + ";" + first + " " + last); } - public void AddUser (UUID id, string creatorData) + public void AddUser(UUID id, string creatorData) { //m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, creatorData {1}", id, creatorData); @@ -549,24 +552,24 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement if (oldUser != null) { - if (creatorData == null || creatorData == String.Empty) - { - //ignore updates without creator data - return; - } - - //try update unknown users, but don't update anyone else - if (oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) - { - lock (m_UserCache) - m_UserCache.Remove(id); - m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); - } - else - { +// if (creatorData == null || creatorData == String.Empty) +// { +// //ignore updates without creator data +// return; +// } +// +// //try update unknown users, but don't update anyone else +// if (oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) +// { +// lock (m_UserCache) +// m_UserCache.Remove(id); +// m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); +// } +// else +// { //we have already a valid user within the cache return; - } +// } } UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, id); @@ -602,15 +605,19 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement if (parts.Length >= 2) user.FirstName = parts[1].Replace(' ', '.'); } - else - { - // Temporarily add unknown user entries of this type into the cache so that we can distinguish - // this source from other recent (hopefully resolved) bugs that fail to retrieve a user name binding - // TODO: Can be removed when GUN* unknown users have definitely dropped significantly or - // disappeared. - user.FirstName = "Unknown"; - user.LastName = "UserUMMAU4"; - } + + // To avoid issues with clients, particularly Hypergrid ones, permanently caching + // UUID -> "Unknown User" name bindings, elsewhere we will drop such requests rather than replying. + // This also means that we cannot add an unknown user binding to the cache here. +// else +// { +// // Temporarily add unknown user entries of this type into the cache so that we can distinguish +// // this source from other recent (hopefully resolved) bugs that fail to retrieve a user name binding +// // TODO: Can be removed when GUN* unknown users have definitely dropped significantly or +// // disappeared. +// user.FirstName = "Unknown"; +// user.LastName = "UserUMMAU4"; +// } AddUserInternal(user); } -- cgit v1.1 From 60cf42cb8dda3931c87267c989eb7bb9abe5da2f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 16 Sep 2013 22:56:08 +0100 Subject: Make llGetLinkPrimitiveParams() abort and return existing list of params when it encounters an invalid link number, rather than throwing an exception Addresses http://opensimulator.org/mantis/view.php?id=6768 Thanks to talun for the patch on that commit - in the end I took a different approach that also deals with invalid PRIM_LINK_TARGET However, not yet generating the same warning on invalid PRIM_LINK_TARGET as seen on LL grid This commit also adds regression tests for some cases of llGetLinkPrimitiveParams() --- .../Shared/Api/Implementation/LSL_Api.cs | 13 +- .../Shared/Tests/LSL_ApiObjectTests.cs | 385 +++++++++++++++++++++ .../ScriptEngine/Shared/Tests/LSL_ApiTest.cs | 238 +------------ 3 files changed, 397 insertions(+), 239 deletions(-) create mode 100644 OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiObjectTests.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 924f4d9..bd451a5 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -8190,6 +8190,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api while (true) { +// m_log.DebugFormat( +// "[LSL API]: GetEntityParams has {0} rules with scene entity named {1}", +// rules.Length, entity != null ? entity.Name : "NULL"); + + if (entity == null) + return result; + if (entity is SceneObjectPart) remaining = GetPrimParams((SceneObjectPart)entity, rules, ref result); else @@ -8400,7 +8407,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api while (idx < rules.Length) { int code = (int)rules.GetLSLIntegerItem(idx++); - int remain = rules.Length-idx; + int remain = rules.Length - idx; switch (code) { @@ -8777,7 +8784,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api )); break; case (int)ScriptBaseClass.PRIM_LINK_TARGET: - if(remain < 3) + + // TODO: Should be issuing a runtime script warning in this case. + if (remain < 3) return null; return rules.GetSublist(idx, -1); diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiObjectTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiObjectTests.cs new file mode 100644 index 0000000..ff87cc1 --- /dev/null +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiObjectTests.cs @@ -0,0 +1,385 @@ +/* + * 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.Reflection; +using System.Text; +using log4net; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenMetaverse.Assets; +using OpenMetaverse.StructuredData; +using OpenSim.Framework; +using OpenSim.Region.CoreModules.Avatar.AvatarFactory; +using OpenSim.Region.OptionalModules.World.NPC; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.ScriptEngine.Shared; +using OpenSim.Region.ScriptEngine.Shared.Api; +using OpenSim.Region.ScriptEngine.Shared.Instance; +using OpenSim.Region.ScriptEngine.Shared.ScriptBase; +using OpenSim.Services.Interfaces; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; +using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger; +using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list; + +namespace OpenSim.Region.ScriptEngine.Shared.Tests +{ + [TestFixture] + public class LSL_ApiObjectTests : OpenSimTestCase + { + private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d; + private const float FLOAT_ACCURACY = 0.00005f; + + protected Scene m_scene; + protected XEngine.XEngine m_engine; + + [SetUp] + public override void SetUp() + { + base.SetUp(); + + IConfigSource initConfigSource = new IniConfigSource(); + IConfig config = initConfigSource.AddConfig("XEngine"); + config.Set("Enabled", "true"); + + m_scene = new SceneHelpers().SetupScene(); + SceneHelpers.SetupSceneModules(m_scene, initConfigSource); + + m_engine = new XEngine.XEngine(); + m_engine.Initialise(initConfigSource); + m_engine.AddRegion(m_scene); + } + + [Test] + public void TestllGetLinkPrimitiveParams() + { + TestHelpers.InMethod(); + TestHelpers.EnableLogging(); + + UUID ownerId = TestHelpers.ParseTail(0x1); + + SceneObjectGroup grp1 = SceneHelpers.CreateSceneObject(2, ownerId, "grp1-", 0x10); + grp1.AbsolutePosition = new Vector3(10, 11, 12); + m_scene.AddSceneObject(grp1); + + LSL_Api apiGrp1 = new LSL_Api(); + apiGrp1.Initialize(m_engine, grp1.RootPart, null, null); + + // Check simple 1 prim case + { + LSL_List resList + = apiGrp1.llGetLinkPrimitiveParams(1, new LSL_List(new LSL_Integer(ScriptBaseClass.PRIM_ROTATION))); + + Assert.That(resList.Length, Is.EqualTo(1)); + } + + // Check invalid parameters are ignored + { + LSL_List resList + = apiGrp1.llGetLinkPrimitiveParams(3, new LSL_List(new LSL_Integer(ScriptBaseClass.PRIM_ROTATION))); + + Assert.That(resList.Length, Is.EqualTo(0)); + } + + // Check all parameters are ignored if an initial bad link is given + { + LSL_List resList + = apiGrp1.llGetLinkPrimitiveParams( + 3, + new LSL_List( + new LSL_Integer(ScriptBaseClass.PRIM_ROTATION), + new LSL_Integer(ScriptBaseClass.PRIM_LINK_TARGET), + new LSL_Integer(1), + new LSL_Integer(ScriptBaseClass.PRIM_ROTATION))); + + Assert.That(resList.Length, Is.EqualTo(0)); + } + + // Check only subsequent parameters are ignored when we hit the first bad link number + { + LSL_List resList + = apiGrp1.llGetLinkPrimitiveParams( + 1, + new LSL_List( + new LSL_Integer(ScriptBaseClass.PRIM_ROTATION), + new LSL_Integer(ScriptBaseClass.PRIM_LINK_TARGET), + new LSL_Integer(3), + new LSL_Integer(ScriptBaseClass.PRIM_ROTATION))); + + Assert.That(resList.Length, Is.EqualTo(1)); + } + } + + [Test] + // llSetPrimitiveParams and llGetPrimitiveParams test. + public void TestllSetPrimitiveParams() + { + TestHelpers.InMethod(); + + // Create Prim1. + Scene scene = new SceneHelpers().SetupScene(); + string obj1Name = "Prim1"; + UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); + SceneObjectPart part1 = + new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, + Vector3.Zero, Quaternion.Identity, + Vector3.Zero) { Name = obj1Name, UUID = objUuid }; + Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True); + + LSL_Api apiGrp1 = new LSL_Api(); + apiGrp1.Initialize(m_engine, part1, null, null); + + // Note that prim hollow check is passed with the other prim params in order to allow the + // specification of a different check value from the prim param. A cylinder, prism, sphere, + // torus or ring, with a hole shape of square, is limited to a hollow of 70%. Test 5 below + // specifies a value of 95% and checks to see if 70% was properly returned. + + // Test a sphere. + CheckllSetPrimitiveParams( + apiGrp1, + "test 1", // Prim test identification string + new LSL_Types.Vector3(6.0d, 9.9d, 9.9d), // Prim size + ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type + ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type + new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut + 0.80f, // Prim hollow + new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist + new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple + 0.80f); // Prim hollow check + + // Test a prism. + CheckllSetPrimitiveParams( + apiGrp1, + "test 2", // Prim test identification string + new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size + ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type + ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type + new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut + 0.90f, // Prim hollow + new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist + new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper + new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear + 0.90f); // Prim hollow check + + // Test a box. + CheckllSetPrimitiveParams( + apiGrp1, + "test 3", // Prim test identification string + new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size + ScriptBaseClass.PRIM_TYPE_BOX, // Prim type + ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type + new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut + 0.95f, // Prim hollow + new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist + new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper + new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear + 0.95f); // Prim hollow check + + // Test a tube. + CheckllSetPrimitiveParams( + apiGrp1, + "test 4", // Prim test identification string + new LSL_Types.Vector3(4.2d, 4.2d, 4.2d), // Prim size + ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type + ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type + new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut + 0.00f, // Prim hollow + new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist + new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size + // Expression for y selected to test precision problems during byte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear + new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut + // Expression for y selected to test precision problems during sbyte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper + 1.11f, // Prim revolutions + 0.88f, // Prim radius + 0.95f, // Prim skew + 0.00f); // Prim hollow check + + // Test a prism. + CheckllSetPrimitiveParams( + apiGrp1, + "test 5", // Prim test identification string + new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size + ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type + ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type + new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut + 0.95f, // Prim hollow + // Expression for x selected to test precision problems during sbyte + // cast in SetPrimitiveShapeBlockParams. + new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist + // Expression for y selected to test precision problems during sbyte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper + new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear + 0.70f); // Prim hollow check + + // Test a sculpted prim. + CheckllSetPrimitiveParams( + apiGrp1, + "test 6", // Prim test identification string + new LSL_Types.Vector3(2.0d, 2.0d, 2.0d), // Prim size + ScriptBaseClass.PRIM_TYPE_SCULPT, // Prim type + "be293869-d0d9-0a69-5989-ad27f1946fd4", // Prim map + ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE); // Prim sculpt type + } + + // Set prim params for a box, cylinder or prism and check results. + public void CheckllSetPrimitiveParams(LSL_Api api, string primTest, + LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear, + float primHollowCheck) + { + // Set the prim params. + api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, + ScriptBaseClass.PRIM_TYPE, primType, primHoleType, + primCut, primHollow, primTwist, primTaper, primShear)); + + // Get params for prim to validate settings. + LSL_Types.list primParams = + api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE)); + + // Validate settings. + CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size"); + Assert.AreEqual(primType, api.llList2Integer(primParams, 1), + "TestllSetPrimitiveParams " + primTest + " prim type check fail"); + Assert.AreEqual(primHoleType, api.llList2Integer(primParams, 2), + "TestllSetPrimitiveParams " + primTest + " prim hole default check fail"); + CheckllSetPrimitiveParamsVector(primCut, api.llList2Vector(primParams, 3), primTest + " prim cut"); + Assert.AreEqual(primHollowCheck, api.llList2Float(primParams, 4), FLOAT_ACCURACY, + "TestllSetPrimitiveParams " + primTest + " prim hollow check fail"); + CheckllSetPrimitiveParamsVector(primTwist, api.llList2Vector(primParams, 5), primTest + " prim twist"); + CheckllSetPrimitiveParamsVector(primTaper, api.llList2Vector(primParams, 6), primTest + " prim taper"); + CheckllSetPrimitiveParamsVector(primShear, api.llList2Vector(primParams, 7), primTest + " prim shear"); + } + + // Set prim params for a sphere and check results. + public void CheckllSetPrimitiveParams(LSL_Api api, string primTest, + LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck) + { + // Set the prim params. + api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, + ScriptBaseClass.PRIM_TYPE, primType, primHoleType, + primCut, primHollow, primTwist, primDimple)); + + // Get params for prim to validate settings. + LSL_Types.list primParams = + api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE)); + + // Validate settings. + CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size"); + Assert.AreEqual(primType, api.llList2Integer(primParams, 1), + "TestllSetPrimitiveParams " + primTest + " prim type check fail"); + Assert.AreEqual(primHoleType, api.llList2Integer(primParams, 2), + "TestllSetPrimitiveParams " + primTest + " prim hole default check fail"); + CheckllSetPrimitiveParamsVector(primCut, api.llList2Vector(primParams, 3), primTest + " prim cut"); + Assert.AreEqual(primHollowCheck, api.llList2Float(primParams, 4), FLOAT_ACCURACY, + "TestllSetPrimitiveParams " + primTest + " prim hollow check fail"); + CheckllSetPrimitiveParamsVector(primTwist, api.llList2Vector(primParams, 5), primTest + " prim twist"); + CheckllSetPrimitiveParamsVector(primDimple, api.llList2Vector(primParams, 6), primTest + " prim dimple"); + } + + // Set prim params for a torus, tube or ring and check results. + public void CheckllSetPrimitiveParams(LSL_Api api, string primTest, + LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize, + LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper, + float primRev, float primRadius, float primSkew, float primHollowCheck) + { + // Set the prim params. + api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, + ScriptBaseClass.PRIM_TYPE, primType, primHoleType, + primCut, primHollow, primTwist, primHoleSize, primShear, primProfCut, + primTaper, primRev, primRadius, primSkew)); + + // Get params for prim to validate settings. + LSL_Types.list primParams = + api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE)); + + // Valdate settings. + CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size"); + Assert.AreEqual(primType, api.llList2Integer(primParams, 1), + "TestllSetPrimitiveParams " + primTest + " prim type check fail"); + Assert.AreEqual(primHoleType, api.llList2Integer(primParams, 2), + "TestllSetPrimitiveParams " + primTest + " prim hole default check fail"); + CheckllSetPrimitiveParamsVector(primCut, api.llList2Vector(primParams, 3), primTest + " prim cut"); + Assert.AreEqual(primHollowCheck, api.llList2Float(primParams, 4), FLOAT_ACCURACY, + "TestllSetPrimitiveParams " + primTest + " prim hollow check fail"); + CheckllSetPrimitiveParamsVector(primTwist, api.llList2Vector(primParams, 5), primTest + " prim twist"); + CheckllSetPrimitiveParamsVector(primHoleSize, api.llList2Vector(primParams, 6), primTest + " prim hole size"); + CheckllSetPrimitiveParamsVector(primShear, api.llList2Vector(primParams, 7), primTest + " prim shear"); + CheckllSetPrimitiveParamsVector(primProfCut, api.llList2Vector(primParams, 8), primTest + " prim profile cut"); + CheckllSetPrimitiveParamsVector(primTaper, api.llList2Vector(primParams, 9), primTest + " prim taper"); + Assert.AreEqual(primRev, api.llList2Float(primParams, 10), FLOAT_ACCURACY, + "TestllSetPrimitiveParams " + primTest + " prim revolutions fail"); + Assert.AreEqual(primRadius, api.llList2Float(primParams, 11), FLOAT_ACCURACY, + "TestllSetPrimitiveParams " + primTest + " prim radius fail"); + Assert.AreEqual(primSkew, api.llList2Float(primParams, 12), FLOAT_ACCURACY, + "TestllSetPrimitiveParams " + primTest + " prim skew fail"); + } + + // Set prim params for a sculpted prim and check results. + public void CheckllSetPrimitiveParams(LSL_Api api, string primTest, + LSL_Types.Vector3 primSize, int primType, string primMap, int primSculptType) + { + // Set the prim params. + api.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, + ScriptBaseClass.PRIM_TYPE, primType, primMap, primSculptType)); + + // Get params for prim to validate settings. + LSL_Types.list primParams = + api.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE)); + + // Validate settings. + CheckllSetPrimitiveParamsVector(primSize, api.llList2Vector(primParams, 0), primTest + " prim size"); + Assert.AreEqual(primType, api.llList2Integer(primParams, 1), + "TestllSetPrimitiveParams " + primTest + " prim type check fail"); + Assert.AreEqual(primMap, (string)api.llList2String(primParams, 2), + "TestllSetPrimitiveParams " + primTest + " prim map check fail"); + Assert.AreEqual(primSculptType, api.llList2Integer(primParams, 3), + "TestllSetPrimitiveParams " + primTest + " prim type scuplt check fail"); + } + + public void CheckllSetPrimitiveParamsVector(LSL_Types.Vector3 vecCheck, LSL_Types.Vector3 vecReturned, string msg) + { + // Check each vector component against expected result. + Assert.AreEqual(vecCheck.x, vecReturned.x, VECTOR_COMPONENT_ACCURACY, + "TestllSetPrimitiveParams " + msg + " vector check fail on x component"); + Assert.AreEqual(vecCheck.y, vecReturned.y, VECTOR_COMPONENT_ACCURACY, + "TestllSetPrimitiveParams " + msg + " vector check fail on y component"); + Assert.AreEqual(vecCheck.z, vecReturned.z, VECTOR_COMPONENT_ACCURACY, + "TestllSetPrimitiveParams " + msg + " vector check fail on z component"); + } + + } +} \ No newline at end of file diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs index e97ae06..7e3726a 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs @@ -47,9 +47,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests [TestFixture, LongRunning] public class LSL_ApiTest { - private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6; private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d; - private const float FLOAT_ACCURACY = 0.00005f; + private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6; private LSL_Api m_lslApi; [SetUp] @@ -255,241 +254,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests } [Test] - // llSetPrimitiveParams and llGetPrimitiveParams test. - public void TestllSetPrimitiveParams() - { - TestHelpers.InMethod(); - - // Create Prim1. - Scene scene = new SceneHelpers().SetupScene(); - string obj1Name = "Prim1"; - UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); - SceneObjectPart part1 = - new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, - Vector3.Zero, Quaternion.Identity, - Vector3.Zero) { Name = obj1Name, UUID = objUuid }; - Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part1), false), Is.True); - - // Note that prim hollow check is passed with the other prim params in order to allow the - // specification of a different check value from the prim param. A cylinder, prism, sphere, - // torus or ring, with a hole shape of square, is limited to a hollow of 70%. Test 5 below - // specifies a value of 95% and checks to see if 70% was properly returned. - - // Test a sphere. - CheckllSetPrimitiveParams( - "test 1", // Prim test identification string - new LSL_Types.Vector3(6.0d, 9.9d, 9.9d), // Prim size - ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type - ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type - new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut - 0.80f, // Prim hollow - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple - 0.80f); // Prim hollow check - - // Test a prism. - CheckllSetPrimitiveParams( - "test 2", // Prim test identification string - new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size - ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type - ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type - new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.90f, // Prim hollow - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.90f); // Prim hollow check - - // Test a box. - CheckllSetPrimitiveParams( - "test 3", // Prim test identification string - new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size - ScriptBaseClass.PRIM_TYPE_BOX, // Prim type - ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type - new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.95f, // Prim hollow - new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.95f); // Prim hollow check - - // Test a tube. - CheckllSetPrimitiveParams( - "test 4", // Prim test identification string - new LSL_Types.Vector3(4.2d, 4.2d, 4.2d), // Prim size - ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type - ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type - new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.00f, // Prim hollow - new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size - // Expression for y selected to test precision problems during byte - // cast in SetPrimitiveShapeParams. - new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear - new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut - // Expression for y selected to test precision problems during sbyte - // cast in SetPrimitiveShapeParams. - new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper - 1.11f, // Prim revolutions - 0.88f, // Prim radius - 0.95f, // Prim skew - 0.00f); // Prim hollow check - - // Test a prism. - CheckllSetPrimitiveParams( - "test 5", // Prim test identification string - new LSL_Types.Vector3(3.5d, 3.5d, 3.5d), // Prim size - ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type - ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type - new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.95f, // Prim hollow - // Expression for x selected to test precision problems during sbyte - // cast in SetPrimitiveShapeBlockParams. - new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist - // Expression for y selected to test precision problems during sbyte - // cast in SetPrimitiveShapeParams. - new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.70f); // Prim hollow check - - // Test a sculpted prim. - CheckllSetPrimitiveParams( - "test 6", // Prim test identification string - new LSL_Types.Vector3(2.0d, 2.0d, 2.0d), // Prim size - ScriptBaseClass.PRIM_TYPE_SCULPT, // Prim type - "be293869-d0d9-0a69-5989-ad27f1946fd4", // Prim map - ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE); // Prim sculpt type - } - - // Set prim params for a box, cylinder or prism and check results. - public void CheckllSetPrimitiveParams(string primTest, - LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear, - float primHollowCheck) - { - // Set the prim params. - m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, - ScriptBaseClass.PRIM_TYPE, primType, primHoleType, - primCut, primHollow, primTwist, primTaper, primShear)); - - // Get params for prim to validate settings. - LSL_Types.list primParams = - m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE)); - - // Validate settings. - CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size"); - Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1), - "TestllSetPrimitiveParams " + primTest + " prim type check fail"); - Assert.AreEqual(primHoleType, m_lslApi.llList2Integer(primParams, 2), - "TestllSetPrimitiveParams " + primTest + " prim hole default check fail"); - CheckllSetPrimitiveParamsVector(primCut, m_lslApi.llList2Vector(primParams, 3), primTest + " prim cut"); - Assert.AreEqual(primHollowCheck, m_lslApi.llList2Float(primParams, 4), FLOAT_ACCURACY, - "TestllSetPrimitiveParams " + primTest + " prim hollow check fail"); - CheckllSetPrimitiveParamsVector(primTwist, m_lslApi.llList2Vector(primParams, 5), primTest + " prim twist"); - CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 6), primTest + " prim taper"); - CheckllSetPrimitiveParamsVector(primShear, m_lslApi.llList2Vector(primParams, 7), primTest + " prim shear"); - } - - // Set prim params for a sphere and check results. - public void CheckllSetPrimitiveParams(string primTest, - LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck) - { - // Set the prim params. - m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, - ScriptBaseClass.PRIM_TYPE, primType, primHoleType, - primCut, primHollow, primTwist, primDimple)); - - // Get params for prim to validate settings. - LSL_Types.list primParams = - m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE)); - - // Validate settings. - CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size"); - Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1), - "TestllSetPrimitiveParams " + primTest + " prim type check fail"); - Assert.AreEqual(primHoleType, m_lslApi.llList2Integer(primParams, 2), - "TestllSetPrimitiveParams " + primTest + " prim hole default check fail"); - CheckllSetPrimitiveParamsVector(primCut, m_lslApi.llList2Vector(primParams, 3), primTest + " prim cut"); - Assert.AreEqual(primHollowCheck, m_lslApi.llList2Float(primParams, 4), FLOAT_ACCURACY, - "TestllSetPrimitiveParams " + primTest + " prim hollow check fail"); - CheckllSetPrimitiveParamsVector(primTwist, m_lslApi.llList2Vector(primParams, 5), primTest + " prim twist"); - CheckllSetPrimitiveParamsVector(primDimple, m_lslApi.llList2Vector(primParams, 6), primTest + " prim dimple"); - } - - // Set prim params for a torus, tube or ring and check results. - public void CheckllSetPrimitiveParams(string primTest, - LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize, - LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper, - float primRev, float primRadius, float primSkew, float primHollowCheck) - { - // Set the prim params. - m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, - ScriptBaseClass.PRIM_TYPE, primType, primHoleType, - primCut, primHollow, primTwist, primHoleSize, primShear, primProfCut, - primTaper, primRev, primRadius, primSkew)); - - // Get params for prim to validate settings. - LSL_Types.list primParams = - m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE)); - - // Valdate settings. - CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size"); - Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1), - "TestllSetPrimitiveParams " + primTest + " prim type check fail"); - Assert.AreEqual(primHoleType, m_lslApi.llList2Integer(primParams, 2), - "TestllSetPrimitiveParams " + primTest + " prim hole default check fail"); - CheckllSetPrimitiveParamsVector(primCut, m_lslApi.llList2Vector(primParams, 3), primTest + " prim cut"); - Assert.AreEqual(primHollowCheck, m_lslApi.llList2Float(primParams, 4), FLOAT_ACCURACY, - "TestllSetPrimitiveParams " + primTest + " prim hollow check fail"); - CheckllSetPrimitiveParamsVector(primTwist, m_lslApi.llList2Vector(primParams, 5), primTest + " prim twist"); - CheckllSetPrimitiveParamsVector(primHoleSize, m_lslApi.llList2Vector(primParams, 6), primTest + " prim hole size"); - CheckllSetPrimitiveParamsVector(primShear, m_lslApi.llList2Vector(primParams, 7), primTest + " prim shear"); - CheckllSetPrimitiveParamsVector(primProfCut, m_lslApi.llList2Vector(primParams, 8), primTest + " prim profile cut"); - CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 9), primTest + " prim taper"); - Assert.AreEqual(primRev, m_lslApi.llList2Float(primParams, 10), FLOAT_ACCURACY, - "TestllSetPrimitiveParams " + primTest + " prim revolutions fail"); - Assert.AreEqual(primRadius, m_lslApi.llList2Float(primParams, 11), FLOAT_ACCURACY, - "TestllSetPrimitiveParams " + primTest + " prim radius fail"); - Assert.AreEqual(primSkew, m_lslApi.llList2Float(primParams, 12), FLOAT_ACCURACY, - "TestllSetPrimitiveParams " + primTest + " prim skew fail"); - } - - // Set prim params for a sculpted prim and check results. - public void CheckllSetPrimitiveParams(string primTest, - LSL_Types.Vector3 primSize, int primType, string primMap, int primSculptType) - { - // Set the prim params. - m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, - ScriptBaseClass.PRIM_TYPE, primType, primMap, primSculptType)); - - // Get params for prim to validate settings. - LSL_Types.list primParams = - m_lslApi.llGetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, ScriptBaseClass.PRIM_TYPE)); - - // Validate settings. - CheckllSetPrimitiveParamsVector(primSize, m_lslApi.llList2Vector(primParams, 0), primTest + " prim size"); - Assert.AreEqual(primType, m_lslApi.llList2Integer(primParams, 1), - "TestllSetPrimitiveParams " + primTest + " prim type check fail"); - Assert.AreEqual(primMap, (string)m_lslApi.llList2String(primParams, 2), - "TestllSetPrimitiveParams " + primTest + " prim map check fail"); - Assert.AreEqual(primSculptType, m_lslApi.llList2Integer(primParams, 3), - "TestllSetPrimitiveParams " + primTest + " prim type scuplt check fail"); - } - - public void CheckllSetPrimitiveParamsVector(LSL_Types.Vector3 vecCheck, LSL_Types.Vector3 vecReturned, string msg) - { - // Check each vector component against expected result. - Assert.AreEqual(vecCheck.x, vecReturned.x, VECTOR_COMPONENT_ACCURACY, - "TestllSetPrimitiveParams " + msg + " vector check fail on x component"); - Assert.AreEqual(vecCheck.y, vecReturned.y, VECTOR_COMPONENT_ACCURACY, - "TestllSetPrimitiveParams " + msg + " vector check fail on y component"); - Assert.AreEqual(vecCheck.z, vecReturned.z, VECTOR_COMPONENT_ACCURACY, - "TestllSetPrimitiveParams " + msg + " vector check fail on z component"); - } - - [Test] public void TestllVecNorm() { TestHelpers.InMethod(); -- cgit v1.1 From f99dae03cb1f5ab7215de1f7741befc3f0856840 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 16 Sep 2013 23:00:40 +0100 Subject: Fix bug where using PRIM_LINK_TARGET with only two remaining list items (e.g. link number then PRIM_ROTATION) would not return the parameter Extended regression test for this case --- .../ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 4 ++-- .../Region/ScriptEngine/Shared/Tests/LSL_ApiObjectTests.cs | 14 ++++++++++++++ 2 files changed, 16 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index bd451a5..975bf2d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -8202,7 +8202,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api else remaining = GetAgentParams((ScenePresence)entity, rules, ref result); - if (remaining == null || remaining.Length <= 2) + if (remaining == null || remaining.Length < 2) return result; int linknumber = remaining.GetLSLIntegerItem(0); @@ -8786,7 +8786,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api case (int)ScriptBaseClass.PRIM_LINK_TARGET: // TODO: Should be issuing a runtime script warning in this case. - if (remain < 3) + if (remain < 2) return null; return rules.GetSublist(idx, -1); diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiObjectTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiObjectTests.cs index ff87cc1..ed61dc0 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiObjectTests.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiObjectTests.cs @@ -100,6 +100,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests Assert.That(resList.Length, Is.EqualTo(1)); } + // Check 2 prim case + { + LSL_List resList + = apiGrp1.llGetLinkPrimitiveParams( + 1, + new LSL_List( + new LSL_Integer(ScriptBaseClass.PRIM_ROTATION), + new LSL_Integer(ScriptBaseClass.PRIM_LINK_TARGET), + new LSL_Integer(2), + new LSL_Integer(ScriptBaseClass.PRIM_ROTATION))); + + Assert.That(resList.Length, Is.EqualTo(2)); + } + // Check invalid parameters are ignored { LSL_List resList -- cgit v1.1 From 2603a2891bd6e4e20d9169c4a74eaabf9b44fba0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 16 Sep 2013 23:26:13 +0100 Subject: Reinsert comments about possible race conditions when sending bulk inventory updates on non-flag clothing editing --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index c4b07a5..69b5f43 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -512,6 +512,9 @@ namespace OpenSim.Region.Framework.Scenes // This MAY be problematic, if it is, another solution // needs to be found. If inventory item flags are updated // the viewer's notion of the item needs to be refreshed. + // + // In other situations 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. if (sendUpdate) remoteClient.SendBulkUpdateInventory(item); } -- cgit v1.1 From 69ec85f4911de3218e0efb910fdbb1725e81e4ae Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 17 Sep 2013 00:02:36 +0100 Subject: Fix issue in recent 3f0fa9f7 where the code start adding unknown user cache entries with no name --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 25e8d69..63f78ac 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -602,8 +602,11 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement user.LastName = "@unknown"; } } + if (parts.Length >= 2) user.FirstName = parts[1].Replace(' ', '.'); + + AddUserInternal(user); } // To avoid issues with clients, particularly Hypergrid ones, permanently caching @@ -618,8 +621,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement // user.FirstName = "Unknown"; // user.LastName = "UserUMMAU4"; // } - - AddUserInternal(user); } } -- cgit v1.1 From 845d2b193a2e2058cfe89e06e0589f38c8103eb3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 17 Sep 2013 00:54:53 +0100 Subject: Comment out warning about no grid user found in UMM.TryGetUserNamesFromServices() for now --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 63f78ac..80b6ac1 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -388,10 +388,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else m_log.DebugFormat("[USER MANAGEMENT MODULE]: Unable to parse UUI {0}", uInfo.UserID); } - else - { - m_log.DebugFormat("[USER MANAGEMENT MODULE]: No grid user found for {0}", uuid); - } +// else +// { +// m_log.DebugFormat("[USER MANAGEMENT MODULE]: No grid user found for {0}", uuid); +// } names[0] = "Unknown"; names[1] = "UserUMMTGUN9"; -- cgit v1.1 From 1d2466889a3f184ff86d0d607ab3d2d10b1b4e16 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 17 Sep 2013 01:20:55 +0100 Subject: Reinstate insertion of "Unknown UserUMMAU4" now, as naive removing may be generating too many repeating user requests from other sources. Leaves in the dropping of the client GUN8 (now 9) uuid binding message, since this was the much more common case from the viewer-side and this can only affect viewers. --- .../UserManagement/UserManagementModule.cs | 66 ++++++++++------------ 1 file changed, 31 insertions(+), 35 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 80b6ac1..bb2bbe3 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -388,10 +388,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else m_log.DebugFormat("[USER MANAGEMENT MODULE]: Unable to parse UUI {0}", uInfo.UserID); } -// else -// { -// m_log.DebugFormat("[USER MANAGEMENT MODULE]: No grid user found for {0}", uuid); -// } + else + { + m_log.DebugFormat("[USER MANAGEMENT MODULE]: No grid user found for {0}", uuid); + } names[0] = "Unknown"; names[1] = "UserUMMTGUN9"; @@ -552,24 +552,24 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement if (oldUser != null) { -// if (creatorData == null || creatorData == String.Empty) -// { -// //ignore updates without creator data -// return; -// } -// -// //try update unknown users, but don't update anyone else -// if (oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) -// { -// lock (m_UserCache) -// m_UserCache.Remove(id); -// m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); -// } -// else -// { + if (creatorData == null || creatorData == String.Empty) + { + //ignore updates without creator data + return; + } + + //try update unknown users, but don't update anyone else + if (oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) + { + lock (m_UserCache) + m_UserCache.Remove(id); + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); + } + else + { //we have already a valid user within the cache return; -// } + } } UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, id); @@ -605,22 +605,18 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement if (parts.Length >= 2) user.FirstName = parts[1].Replace(' ', '.'); - - AddUserInternal(user); } - - // To avoid issues with clients, particularly Hypergrid ones, permanently caching - // UUID -> "Unknown User" name bindings, elsewhere we will drop such requests rather than replying. - // This also means that we cannot add an unknown user binding to the cache here. -// else -// { -// // Temporarily add unknown user entries of this type into the cache so that we can distinguish -// // this source from other recent (hopefully resolved) bugs that fail to retrieve a user name binding -// // TODO: Can be removed when GUN* unknown users have definitely dropped significantly or -// // disappeared. -// user.FirstName = "Unknown"; -// user.LastName = "UserUMMAU4"; -// } + else + { + // Temporarily add unknown user entries of this type into the cache so that we can distinguish + // this source from other recent (hopefully resolved) bugs that fail to retrieve a user name binding + // TODO: Can be removed when GUN* unknown users have definitely dropped significantly or + // disappeared. + user.FirstName = "Unknown"; + user.LastName = "UserUMMAU4"; + } + + AddUserInternal(user); } } -- cgit v1.1 From 7dbc93c62a6803fbe201e933b8bc1374b48869ad Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 18 Sep 2013 21:41:51 +0100 Subject: Change logging to provide more information on LLUDPServer.HandleCompleteMovementIntoRegion() Add more information on which endpoint sent the packet when we have to wait and if we end up dropping the packet Only check if the client is active - other checks are redundant since they can only failed if IsActve = false --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 49 +++++++++++++++++----- 1 file changed, 39 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 102e581..cdc1668 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1693,31 +1693,60 @@ namespace OpenSim.Region.ClientStack.LindenUDP CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1]; // Determine which agent this packet came from + // We need to wait here because in when using the OpenSimulator V2 teleport protocol to travel to a destination + // simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode + // and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these + // packets asynchronously, we need to account for this thread proceeding more quickly than the + // UseCircuitCode thread. int count = 20; - bool ready = false; - while (!ready && count-- > 0) + while (count-- > 0) { - if (m_scene.TryGetClient(endPoint, out client) && client.IsActive && client.SceneAgent != null) + if (m_scene.TryGetClient(endPoint, out client)) { - LLClientView llClientView = (LLClientView)client; - LLUDPClient udpClient = llClientView.UDPClient; - if (udpClient != null && udpClient.IsConnected) - ready = true; + if (client.IsActive) + { + break; + } else { - m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)"); - Thread.Sleep(200); + // This check exists to catch a condition where the client has been closed by another thread + // but has not yet been removed from the client manager (and possibly a new connection has + // not yet been established). + m_log.DebugFormat( + "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} for {1} in {2} but client is not active. Waiting.", + endPoint, client.Name, m_scene.Name); } } else { - m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)"); + m_log.DebugFormat( + "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} in {1} but no client exists. Waiting.", + endPoint, m_scene.Name); + Thread.Sleep(200); } } if (client == null) + { + m_log.DebugFormat( + "[LLUDPSERVER]: No client found for CompleteMovementIntoRegion from {0} in {1} after wait. Dropping.", + endPoint, m_scene.Name); + return; + } + else if (!client.IsActive) + { + // This check exists to catch a condition where the client has been closed by another thread + // but has not yet been removed from the client manager. + // The packet could be simply ignored but it is useful to know if this condition occurred for other debugging + // purposes. + m_log.DebugFormat( + "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} for {1} in {2} but client is not active after wait. Dropping.", + endPoint, client.Name, m_scene.Name); + + return; + } IncomingPacket incomingPacket1; -- cgit v1.1 From f4d82a56f4c13bd24305e008418819edcfdc549d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 18 Sep 2013 22:09:46 +0100 Subject: Double the time spent waiting for a UseCircuitCode packet in LLUDPServer.HandleCompleteMovementIntoRegion() This is to deal with one aspect of http://opensimulator.org/mantis/view.php?id=6755 With the V2 teleport arrangements, viewers appear to send the single UseCircuitCode and CompleteAgentMovement packets immediately after each other Possibly, on occasion a poor network might drop the initial UseCircuitCode packet and by the time it retries, the CompleteAgementMovement has timed out and the teleport fails. There's no apparant harm in doubling the wait time (most times only one wait will be performed) so trying this. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index cdc1668..b1752c1 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1698,7 +1698,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these // packets asynchronously, we need to account for this thread proceeding more quickly than the // UseCircuitCode thread. - int count = 20; + int count = 40; while (count-- > 0) { if (m_scene.TryGetClient(endPoint, out client)) -- cgit v1.1 From 3ce46adb2a614dda85b8207bb327dae6024824d8 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 18 Sep 2013 22:56:00 +0100 Subject: minor: Make log message when Scene.IncomingChildAgentDateUpdate() more explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root Add some comments about the mssage sequence, though much more data is at http://opensimulator.org/wiki/Teleports --- OpenSim/Region/Framework/Scenes/Scene.cs | 11 ++++++++--- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 5 ++++- 2 files changed, 12 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index e00206f..6c9a8df 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4338,9 +4338,14 @@ namespace OpenSim.Region.Framework.Scenes while (sp.IsChildAgent && ntimes-- > 0) Thread.Sleep(1000); - m_log.DebugFormat( - "[SCENE]: Found presence {0} {1} {2} in {3} after {4} waits", - sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", Name, 20 - ntimes); + if (sp.IsChildAgent) + m_log.DebugFormat( + "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}", + sp.Name, sp.UUID, Name); + else + m_log.DebugFormat( + "[SCENE]: Found presence {0} {1} as root in {2} after {3} waits", + sp.Name, sp.UUID, Name, 20 - ntimes); if (sp.IsChildAgent) return false; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index b4e8f09..d542e47 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1354,7 +1354,10 @@ namespace OpenSim.Region.Framework.Scenes private bool WaitForUpdateAgent(IClientAPI client) { - // Before UpdateAgent, m_originRegionID is UUID.Zero; after, it's non-Zero + // Before the source region executes UpdateAgent + // (which triggers Scene.IncomingChildAgentDataUpdate(AgentData cAgentData) here in the destination, + // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the + // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero int count = 50; while (m_originRegionID.Equals(UUID.Zero) && count-- > 0) { -- cgit v1.1 From ddcbd4bb7d1518d0607d43e9d687faee186e9409 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 18 Sep 2013 23:09:38 +0100 Subject: refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent() verb-noun is consistent with other similar methods --- .../ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs | 6 +++--- OpenSim/Region/Framework/Scenes/Scene.cs | 8 ++++---- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 5 +++-- 3 files changed, 10 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index e86d186..8ec943d 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -235,7 +235,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation // "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate", // destination.RegionName, destination.RegionID); - return m_scenes[destination.RegionID].IncomingChildAgentDataUpdate(cAgentData); + return m_scenes[destination.RegionID].IncomingUpdateChildAgent(cAgentData); } // m_log.DebugFormat( @@ -245,7 +245,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation return false; } - public bool UpdateAgent(GridRegion destination, AgentPosition cAgentData) + public bool UpdateAgent(GridRegion destination, AgentPosition agentPosition) { if (destination == null) return false; @@ -257,7 +257,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation foreach (Scene s in m_scenes.Values) { // m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); - s.IncomingChildAgentDataUpdate(cAgentData); + s.IncomingUpdateChildAgent(agentPosition); } //m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate"); diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 6c9a8df..758a012 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4296,7 +4296,7 @@ namespace OpenSim.Region.Framework.Scenes /// Agent that contains all of the relevant things about an agent. /// Appearance, animations, position, etc. /// true if we handled it. - public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData) + public virtual bool IncomingUpdateChildAgent(AgentData cAgentData) { m_log.DebugFormat( "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); @@ -4330,7 +4330,7 @@ namespace OpenSim.Region.Framework.Scenes sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID)); } - sp.ChildAgentDataUpdate(cAgentData); + sp.UpdateChildAgent(cAgentData); int ntimes = 20; if (cAgentData.SenderWantsToWaitForRoot) @@ -4363,7 +4363,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// AgentPosition that contains agent positional data so we can know what to send /// true if we handled it. - public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData) + public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData) { //m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName); ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); @@ -4383,7 +4383,7 @@ namespace OpenSim.Region.Framework.Scenes uint tRegionX = RegionInfo.RegionLocX; uint tRegionY = RegionInfo.RegionLocY; //Send Data to ScenePresence - childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); + childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); // Not Implemented: //TODO: Do we need to pass the message on to one of our neighbors? } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d542e47..3e61713 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3341,7 +3341,7 @@ namespace OpenSim.Region.Framework.Scenes #region Child Agent Updates - public void ChildAgentDataUpdate(AgentData cAgentData) + public void UpdateChildAgent(AgentData cAgentData) { // m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName); if (!IsChildAgent) @@ -3351,11 +3351,12 @@ namespace OpenSim.Region.Framework.Scenes } private static Vector3 marker = new Vector3(-1f, -1f, -1f); + /// /// This updates important decision making data about a child agent /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region /// - public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY) + public void UpdateChildAgent(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY) { if (!IsChildAgent) return; -- cgit v1.1 From 8999f0602535ee7066caee5774a6dae72a12a45b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 18 Sep 2013 23:13:31 +0100 Subject: minor: correct method name in comment --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 3e61713..52ea8fe 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1355,7 +1355,7 @@ namespace OpenSim.Region.Framework.Scenes private bool WaitForUpdateAgent(IClientAPI client) { // Before the source region executes UpdateAgent - // (which triggers Scene.IncomingChildAgentDataUpdate(AgentData cAgentData) here in the destination, + // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero int count = 50; -- cgit v1.1 From 83c113896ec518cef98880195f81bc6fe2d6a63f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 19 Sep 2013 20:24:08 +0100 Subject: Create regression TestCrossOnSameSimulatorNoRootDestPerm() to check that avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed. --- OpenSim/Region/Framework/Scenes/Scene.cs | 3 +- .../Scenes/Tests/ScenePresenceCrossingTests.cs | 86 ++++++++++++++++++++++ 2 files changed, 88 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 758a012..4357b91 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -731,6 +731,7 @@ namespace OpenSim.Region.Framework.Scenes m_config = config; MinFrameTime = 0.089f; MinMaintenanceTime = 1; + SeeIntoRegion = true; Random random = new Random(); @@ -841,7 +842,7 @@ namespace OpenSim.Region.Framework.Scenes //Animation states m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); - SeeIntoRegion = startupConfig.GetBoolean("see_into_region", true); + SeeIntoRegion = startupConfig.GetBoolean("see_into_region", SeeIntoRegion); MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs index 12a778b..cf211a1 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs @@ -38,6 +38,7 @@ using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.CoreModules.Framework; using OpenSim.Region.CoreModules.Framework.EntityTransfer; using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; +using OpenSim.Region.CoreModules.World.Permissions; using OpenSim.Tests.Common; using OpenSim.Tests.Common.Mock; @@ -159,5 +160,90 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); } + + /// + /// Test a cross attempt where the user can see into the neighbour but does not have permission to become + /// root there. + /// + [Test] + public void TestCrossOnSameSimulatorNoRootDestPerm() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + UUID userId = TestHelpers.ParseTail(0x1); + + EntityTransferModule etmA = new EntityTransferModule(); + EntityTransferModule etmB = new EntityTransferModule(); + LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); + + IConfigSource config = new IniConfigSource(); + IConfig modulesConfig = config.AddConfig("Modules"); + modulesConfig.Set("EntityTransferModule", etmA.Name); + modulesConfig.Set("SimulationServices", lscm.Name); + + SceneHelpers sh = new SceneHelpers(); + TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); + TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); + + SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); + SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); + + // We need to set up the permisions module on scene B so that our later use of agent limit to deny + // QueryAccess won't succeed anyway because administrators are always allowed in and the default + // IsAdministrator if no permissions module is present is true. + SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB); + + AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); + TestClient tc = new TestClient(acd, sceneA); + List destinationTestClients = new List(); + EntityTransferHelpers.SetupInformClientOfNeighbourTriggersNeighbourClientCreate(tc, destinationTestClients); + + // Make sure sceneB will not accept this avatar. + sceneB.RegionInfo.EstateSettings.PublicAccess = false; + + ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd); + originalSp.AbsolutePosition = new Vector3(128, 32, 10); + + AgentUpdateArgs moveArgs = new AgentUpdateArgs(); + //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); + moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); + moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; + moveArgs.SessionID = acd.SessionID; + + originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); + + sceneA.Update(1); + +// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); + + // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. + // But really we want to do this in a more robust way. + for (int i = 0; i < 100; i++) + { + sceneA.Update(1); +// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); + } + + // sceneA agent should still be root + ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); + Assert.That(spAfterCrossSceneA.IsChildAgent, Is.False); + + ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); + + // sceneB agent should also still be root + Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); + + // sceneB should ignore unauthorized attempt to upgrade agent to root + TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); + + int agentMovementCompleteReceived = 0; + sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; + + sceneBTc.CompleteMovement(); + + Assert.That(agentMovementCompleteReceived, Is.EqualTo(0)); + Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); + } } } \ No newline at end of file -- cgit v1.1 From 3a9a8d2113cc6cc333edf7e813f881111f301378 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 19 Sep 2013 20:26:26 +0100 Subject: Revert "Also check user authorization if looking to upgrade from a child to a root agent." This reverts commit c7ded0618c303f8c24a91c83c2129292beebe466. This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport --- OpenSim/Region/Framework/Scenes/Scene.cs | 13 ------------- 1 file changed, 13 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 4357b91..495491c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3861,19 +3861,6 @@ namespace OpenSim.Region.Framework.Scenes // Let the SP know how we got here. This has a lot of interesting // uses down the line. sp.TeleportFlags = (TPFlags)teleportFlags; - - // We must carry out a further authorization check if there's an - // attempt to make a child agent into a root agent, since SeeIntoRegion may have allowed a child - // agent to login to a region where a full avatar would not be allowed. - // - // We determine whether this is a CreateAgent for a future non-child agent by inspecting - // TeleportFlags, which will be default for a child connection. This relies on input from the source - // region. - if (sp.TeleportFlags != TPFlags.Default) - { - if (!AuthorizeUser(acd, false, out reason)) - return false; - } if (sp.IsChildAgent) { -- cgit v1.1 From 6bdef1f70b782b69090e5846f9463942857d97cd Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 19 Sep 2013 20:49:55 +0100 Subject: minor: Stop debug logging whenever an npc is moved, other npc log related formatting cleanups --- .../Region/OptionalModules/World/NPC/NPCModule.cs | 31 +++++++++++----------- 1 file changed, 15 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index c26fdfc..b863370 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -146,9 +146,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC int.MaxValue); m_log.DebugFormat( - "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}", - firstname, lastname, npcAvatar.AgentId, owner, - senseAsAgent, position, scene.RegionInfo.RegionName); + "[NPC MODULE]: Creating NPC {0} {1} {2}, owner={3}, senseAsAgent={4} at {5} in {6}", + firstname, lastname, npcAvatar.AgentId, owner, + senseAsAgent, position, scene.RegionInfo.RegionName); AgentCircuitData acd = new AgentCircuitData(); acd.AgentID = npcAvatar.AgentId; @@ -188,16 +188,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC sp.CompleteMovement(npcAvatar, false); m_avatars.Add(npcAvatar.AgentId, npcAvatar); - m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", - npcAvatar.AgentId, sp.Name); + m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name); return npcAvatar.AgentId; } else { m_log.WarnFormat( - "[NPC MODULE]: Could not find scene presence for NPC {0} {1}", - sp.Name, sp.UUID); + "[NPC MODULE]: Could not find scene presence for NPC {0} {1}", + sp.Name, sp.UUID); + return UUID.Zero; } } @@ -213,10 +213,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC ScenePresence sp; if (scene.TryGetScenePresence(agentID, out sp)) { - m_log.DebugFormat( - "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", - sp.Name, pos, scene.RegionInfo.RegionName, - noFly, landAtTarget); +// m_log.DebugFormat( +// "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", +// sp.Name, pos, scene.RegionInfo.RegionName, +// noFly, landAtTarget); sp.MoveToTarget(pos, noFly, landAtTarget); sp.SetAlwaysRun = running; @@ -293,9 +293,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC ScenePresence sp; if (scene.TryGetScenePresence(agentID, out sp)) { - sp.HandleAgentRequestSit(m_avatars[agentID], agentID, - partID, Vector3.Zero); - //sp.HandleAgentSit(m_avatars[agentID], agentID); + sp.HandleAgentRequestSit(m_avatars[agentID], agentID, partID, Vector3.Zero); return true; } @@ -387,8 +385,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC */ scene.IncomingCloseAgent(agentID, false); -// scene.RemoveClient(agentID, false); + m_avatars.Remove(agentID); + /* m_log.DebugFormat("[NPC MODULE]: Removed NPC {0} {1}", agentID, av.Name); @@ -427,4 +426,4 @@ namespace OpenSim.Region.OptionalModules.World.NPC av.OwnerID == callerID; } } -} +} \ No newline at end of file -- cgit v1.1 From 03b2b5b77bef684536143ed509df444b859c26c0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 19 Sep 2013 20:59:27 +0100 Subject: minor: Make log message at top of ScenePresence.CompleteMovement info level and comment out later log message in ScenePresence.MakeRootAgent() Need an info message since this is currently important in detecting teleport issue when not at debug log level. CompleteMovement message occurs before MakeRootAgent() one did --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 52ea8fe..e247875 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -900,9 +900,9 @@ namespace OpenSim.Region.Framework.Scenes /// public void MakeRootAgent(Vector3 pos, bool isFlying) { - m_log.InfoFormat( - "[SCENE]: Upgrading child to root agent for {0} in {1}", - Name, m_scene.RegionInfo.RegionName); +// m_log.InfoFormat( +// "[SCENE]: Upgrading child to root agent for {0} in {1}", +// Name, m_scene.RegionInfo.RegionName); //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); @@ -1388,9 +1388,9 @@ namespace OpenSim.Region.Framework.Scenes { // DateTime startTime = DateTime.Now; - m_log.DebugFormat( + m_log.InfoFormat( "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", - client.Name, Scene.RegionInfo.RegionName, AbsolutePosition); + client.Name, Scene.Name, AbsolutePosition); // Make sure it's not a login agent. We don't want to wait for updates during login if (PresenceType != PresenceType.Npc && (m_teleportFlags & TeleportFlags.ViaLogin) == 0) -- cgit v1.1 From b6f10780c25007032835c4247fbd51d695d348df Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 19 Sep 2013 21:44:30 +0100 Subject: minor: Make SP.MakeRootAgent() private - no external code has any business calling this method --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e247875..f12d629 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -898,7 +898,7 @@ 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. /// - public void MakeRootAgent(Vector3 pos, bool isFlying) + private void MakeRootAgent(Vector3 pos, bool isFlying) { // m_log.InfoFormat( // "[SCENE]: Upgrading child to root agent for {0} in {1}", -- cgit v1.1 From 979b17165b7e504385187ab082ef0a8cd50605bd Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 19 Sep 2013 22:45:50 +0100 Subject: For debug purposes, allow simulators to force use of earlier SIMULATION/0.1 teleport protocol even if SIMULATION/0.2 is available. This is specified in the MaxOutgoingTransferVersion attribute of [EntityTransfer] in OpenSim.ini, see OpenSimDefaults.ini for more details. Default remains "SIMULATION/0.2" Primarily for http://opensimulator.org/mantis/view.php?id=6755 --- .../EntityTransfer/EntityTransferModule.cs | 53 ++++++++++++++++++++-- .../Scenes/Tests/ScenePresenceTeleportTests.cs | 2 +- 2 files changed, 50 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 9302784..c1c8672 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -56,6 +56,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer public const int DefaultMaxTransferDistance = 4095; public const bool WaitForAgentArrivedAtDestinationDefault = true; + public string OutgoingTransferVersionName { get; set; } + + /// + /// Determine the maximum entity transfer version we will use for teleports. + /// + public float MaxOutgoingTransferVersion { get; set; } + /// /// The maximum distance, in standard region units (256m) that an agent is allowed to transfer. /// @@ -151,9 +158,35 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// protected virtual void InitialiseCommon(IConfigSource source) { + string transferVersionName = "SIMULATION"; + float maxTransferVersion = 0.2f; + IConfig transferConfig = source.Configs["EntityTransfer"]; if (transferConfig != null) { + string rawVersion + = transferConfig.GetString( + "MaxOutgoingTransferVersion", + string.Format("{0}/{1}", transferVersionName, maxTransferVersion)); + + string[] rawVersionComponents = rawVersion.Split(new char[] { '/' }); + + bool versionValid = false; + + if (rawVersionComponents.Length >= 2) + versionValid = float.TryParse(rawVersionComponents[1], out maxTransferVersion); + + if (!versionValid) + { + m_log.ErrorFormat( + "[ENTITY TRANSFER MODULE]: MaxOutgoingTransferVersion {0} is invalid, using {1}", + rawVersion, string.Format("{0}/{1}", transferVersionName, maxTransferVersion)); + } + else + { + transferVersionName = rawVersionComponents[0]; + } + DisableInterRegionTeleportCancellation = transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false); @@ -167,6 +200,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer MaxTransferDistance = DefaultMaxTransferDistance; } + OutgoingTransferVersionName = transferVersionName; + MaxOutgoingTransferVersion = maxTransferVersion; + m_entityTransferStateMachine = new EntityTransferStateMachine(this); m_Enabled = true; @@ -623,7 +659,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (!sp.ValidateAttachments()) m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.", - sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName); + sp.Name, sp.Scene.Name, finalDestination.RegionName); string reason; string version; @@ -634,7 +670,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}", - sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason); + sp.Name, sp.Scene.Name, finalDestination.RegionName, reason); return; } @@ -644,7 +680,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // as server attempts. m_interRegionTeleportAttempts.Value++; - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version); + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: {0} max transfer version is {1}/{2}, {3} max version is {4}", + sp.Scene.Name, OutgoingTransferVersionName, MaxOutgoingTransferVersion, finalDestination.RegionName, version); // Fixing a bug where teleporting while sitting results in the avatar ending up removed from // both regions @@ -689,7 +727,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath(); } - if (version.Equals("SIMULATION/0.2")) + // We're going to fallback to V1 if the destination gives us anything smaller than 0.2 or we're forcing + // use of the earlier protocol + float versionNumber = 0.1f; + string[] versionComponents = version.Split(new char[] { '/' }); + if (versionComponents.Length >= 2) + float.TryParse(versionComponents[1], out versionNumber); + + if (versionNumber == 0.2f && MaxOutgoingTransferVersion >= versionNumber) TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason); else TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason); diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs index 8c25dbc..3ba34dd 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs @@ -185,7 +185,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests public void TestSameSimulatorIsolatedRegionsV2() { TestHelpers.InMethod(); -// TestHelpers.EnableLogging(); + TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); -- cgit v1.1 From f1267730ef7c4c91e189ad98eeda1bfa80aa106c Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Wed, 24 Apr 2013 11:42:27 +0300 Subject: UUID Gatherer: find assets used in Light Projection, Particle Systems, and Collision Sounds. --- OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 8f69ce3..502c748 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -172,7 +172,20 @@ namespace OpenSim.Region.Framework.Scenes // If the prim is a sculpt then preserve this information too if (part.Shape.SculptTexture != UUID.Zero) assetUuids[part.Shape.SculptTexture] = AssetType.Texture; - + + if (part.Shape.ProjectionTextureUUID != UUID.Zero) + assetUuids[part.Shape.ProjectionTextureUUID] = AssetType.Texture; + + if (part.CollisionSound != UUID.Zero) + assetUuids[part.CollisionSound] = AssetType.Sound; + + if (part.ParticleSystem.Length > 0) + { + Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); + if (ps.Texture != UUID.Zero) + assetUuids[ps.Texture] = AssetType.Texture; + } + TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); // Now analyze this prim's inventory items to preserve all the uuids that they reference -- cgit v1.1 From 07d7a5fd76460a16b97d285a1b2c4a101e5543b6 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 20 Sep 2013 09:36:19 -0700 Subject: BulletSim: zero velocity when avatar not moving. This fixes a movement jitter that happens when an avatar is standing on a tilted surface. --- OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 04a4a32..8ca55e5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -278,6 +278,7 @@ public class BSActorAvatarMove : BSActor if (m_controllingPrim.IsStationary) { entprop.Position = m_controllingPrim.RawPosition; + entprop.Velocity = OMV.Vector3.Zero; m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation); } -- cgit v1.1 From 35a6361b2431abf9d49b4413c5b9eaac51934134 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 20 Sep 2013 09:23:12 -0700 Subject: BulletSim: reduce avatar walking stopped threshold. Add parameter for setting the walking stopped threshold. This fixes the slight jump when an avatar stops walking. --- OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 1 + OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 +++ 2 files changed, 4 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 8ca55e5..1bcf879 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -128,6 +128,7 @@ public class BSActorAvatarMove : BSActor BSMotor.Infinite, // decay time scale 1f // efficiency ); + m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold; // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 2f1799b..43aa63e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -134,6 +134,7 @@ public static class BSParam public static float AvatarHeightMidFudge { get; private set; } public static float AvatarHeightHighFudge { get; private set; } public static float AvatarContactProcessingThreshold { get; private set; } + public static float AvatarStopZeroThreshold { get; private set; } public static int AvatarJumpFrames { get; private set; } public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } public static float AvatarStepHeight { get; private set; } @@ -575,6 +576,8 @@ public static class BSParam 0.1f ), new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 0.1f ), + new ParameterDefn("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped", + 0.1f ), new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", 1.0f ), new ParameterDefn("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.", -- cgit v1.1 From c6dea6ee783b0d2f300ef34fb432fb7197a5dabb Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 20 Sep 2013 20:19:44 +0100 Subject: Change some message log levels in Scene.IncomingUpdateChildAgent() for debugging purposes --- OpenSim/Region/Framework/Scenes/Scene.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 495491c..bc5a67f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4293,7 +4293,7 @@ namespace OpenSim.Region.Framework.Scenes ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); if (nearestParcel == null) { - m_log.DebugFormat( + m_log.InfoFormat( "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel", cAgentData.AgentID, RegionInfo.RegionName); @@ -4327,11 +4327,11 @@ namespace OpenSim.Region.Framework.Scenes Thread.Sleep(1000); if (sp.IsChildAgent) - m_log.DebugFormat( + m_log.WarnFormat( "[SCENE]: Found presence {0} {1} unexpectedly still child in {2}", sp.Name, sp.UUID, Name); else - m_log.DebugFormat( + m_log.InfoFormat( "[SCENE]: Found presence {0} {1} as root in {2} after {3} waits", sp.Name, sp.UUID, Name, 20 - ntimes); -- cgit v1.1 From c01db5fbdd982a9613d1d64e2ac54f1b5c73b63c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 20 Sep 2013 22:41:53 +0100 Subject: Lock around read/write of ScenePresence.m_originRegionID to make sure that all threads are seeing the latest value and not a cached one. There is a possibilty that some V2 teleport failures are due to the viewer triggered CompleteMovement thread not seeing the change of m_originRegionID by the UpdateAgent thread. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 38 ++++++++++++++++++++---- 1 file changed, 33 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index f12d629..8d72e18 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -311,7 +311,21 @@ namespace OpenSim.Region.Framework.Scenes /// private string m_callbackURI; - public UUID m_originRegionID; + /// + /// Records the region from which this presence originated, if not from login. + /// + /// + /// Also acts as a signal in the teleport V2 process to release UpdateAgent after a viewer has triggered + /// CompleteMovement and made the previous child agent a root agent. + /// + private UUID m_originRegionID; + + /// + /// This object is used as a lock before accessing m_originRegionID to make sure that every thread is seeing + /// the very latest value and not using some cached version. Cannot make m_originRegionID itself volatite as + /// it is a value type. + /// + private object m_originRegionIDAccessLock = new object(); /// /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent @@ -1359,13 +1373,21 @@ namespace OpenSim.Region.Framework.Scenes // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero int count = 50; - while (m_originRegionID.Equals(UUID.Zero) && count-- > 0) + UUID originID; + + lock (m_originRegionIDAccessLock) + originID = m_originRegionID; + + while (originID.Equals(UUID.Zero) && count-- > 0) { + lock (m_originRegionIDAccessLock) + originID = m_originRegionID; + m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name); Thread.Sleep(200); } - if (m_originRegionID.Equals(UUID.Zero)) + if (originID.Equals(UUID.Zero)) { // Movement into region will fail m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived in {1}", client.Name, Scene.Name); @@ -1444,7 +1466,12 @@ namespace OpenSim.Region.Framework.Scenes "[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}", client.Name, client.AgentId, m_callbackURI); - Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); + UUID originID; + + lock (m_originRegionIDAccessLock) + originID = m_originRegionID; + + Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI); m_callbackURI = null; } // else @@ -3461,7 +3488,8 @@ namespace OpenSim.Region.Framework.Scenes private void CopyFrom(AgentData cAgent) { - m_originRegionID = cAgent.RegionID; + lock (m_originRegionIDAccessLock) + m_originRegionID = cAgent.RegionID; m_callbackURI = cAgent.CallbackURI; // m_log.DebugFormat( -- cgit v1.1 From 8502517d8081366dfc63756ae07cfe64a27a1eb0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 20 Sep 2013 23:07:24 +0100 Subject: Make UUID.Zero resolve to "Unknown User" in user cache. This is to avoid massive numbers of 'no user found' logs when user IDs are missing for some reason. UUID.Zero should not be used for any user ID. --- .../Region/CoreModules/Framework/UserManagement/UserManagementModule.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index bb2bbe3..96eb63f 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -73,6 +73,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement Init(); m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name); } + + AddUser(UUID.Zero, "Unknown", "User"); } public bool IsSharedModule -- cgit v1.1 From e2b3b7a2ae01a82e7ca1ed7efd6237a5bf1c9811 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 20 Sep 2013 23:42:55 +0100 Subject: minor: Correct minor spelling mistake Reseting -> Resetting in HG Map module log message --- OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs index 97227b3..79a409d 100644 --- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs +++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs @@ -129,7 +129,7 @@ namespace OpenSim.Region.CoreModules.Hypergrid b.Access = 254; // means 'simulator is offline'. We need this because the viewer ignores 255's } - m_log.DebugFormat("[HG MAP]: Reseting {0} blocks", mapBlocks.Count); + m_log.DebugFormat("[HG MAP]: Resetting {0} blocks", mapBlocks.Count); sp.ControllingClient.SendMapBlock(mapBlocks, 0); m_SeenMapBlocks.Remove(clientID); } -- cgit v1.1 From 4c0ec861769497b64b5ad71f712fb792564ebe4a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 21 Sep 2013 00:14:57 +0100 Subject: minor: Add prefix to log message in LureModule --- OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs index 7f4606b..465ffbc 100644 --- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs @@ -165,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure (uint)presence.AbsolutePosition.Y, (uint)Math.Ceiling(presence.AbsolutePosition.Z)); - m_log.DebugFormat("TP invite with message {0}, type {1}", message, lureType); + m_log.DebugFormat("[LURE MODULE]: TP invite with message {0}, type {1}", message, lureType); GridInstantMessage m = new GridInstantMessage(scene, client.AgentId, client.FirstName+" "+client.LastName, targetid, -- cgit v1.1 From cbdfe96905da9d1386b572f89e8372bbdb3345e6 Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Mon, 15 Jul 2013 15:26:18 +0300 Subject: When giving items between avatars in different simulators, only add the item to the receiving avatar's inventory once. When a user gives an item, the user's client sends an InventoryOffered IM message to its simulator. This adds the item to the receiver's inventory. If the receiver isn't in the same simulator then XMLRPC is used to forward the IM to the correct simulator. The bug was that the receiving simulator handled the message by calling OnInstantMessage() again, which added a second copy of the item to the inventory. Instead, the receiving simulator should only notify the avatar that the item was offered. --- .../Inventory/Transfer/InventoryTransferModule.cs | 53 ++++++++++++++++++---- 1 file changed, 44 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index 1417a19..f52654f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -148,9 +148,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer private void OnInstantMessage(IClientAPI client, GridInstantMessage im) { -// m_log.DebugFormat( -// "[INVENTORY TRANSFER]: {0} IM type received from {1}", -// (InstantMessageDialog)im.dialog, client.Name); + m_log.DebugFormat( + "[INVENTORY TRANSFER]: {0} IM type received from client {1}. From={2} ({3}), To={4}", + (InstantMessageDialog)im.dialog, client.Name, + im.fromAgentID, im.fromAgentName, im.toAgentID); Scene scene = FindClientScene(client.AgentId); @@ -450,23 +451,57 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer /// /// /// - /// - private void OnGridInstantMessage(GridInstantMessage msg) + /// + private void OnGridInstantMessage(GridInstantMessage im) { + // Check if it's a type of message that we should handle + if (!((im.dialog == (byte) InstantMessageDialog.InventoryOffered) + || (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) + || (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) + || (im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined))) + return; + + m_log.DebugFormat( + "[INVENTORY TRANSFER]: {0} IM type received from grid. From={1} ({2}), To={3}", + (InstantMessageDialog)im.dialog, im.fromAgentID, im.fromAgentName, im.toAgentID); + // Check if this is ours to handle // - Scene scene = FindClientScene(new UUID(msg.toAgentID)); + Scene scene = FindClientScene(new UUID(im.toAgentID)); if (scene == null) return; // Find agent to deliver to // - ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); + ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); - // Just forward to local handling - OnInstantMessage(user.ControllingClient, msg); + if (user != null) + { + user.ControllingClient.SendInstantMessage(im); + if (im.dialog == (byte)InstantMessageDialog.InventoryOffered) + { + AssetType assetType = (AssetType)im.binaryBucket[0]; + UUID inventoryID = new UUID(im.binaryBucket, 1); + + IInventoryService invService = scene.InventoryService; + InventoryNodeBase node = null; + if (AssetType.Folder == assetType) + { + InventoryFolderBase folder = new InventoryFolderBase(inventoryID, new UUID(im.toAgentID)); + node = invService.GetFolder(folder); + } + else + { + InventoryItemBase item = new InventoryItemBase(inventoryID, new UUID(im.toAgentID)); + node = invService.GetItem(item); + } + + if (node != null) + user.ControllingClient.SendBulkUpdateInventory(node); + } + } } } } -- cgit v1.1 From a37c59b43e34e1b3f279f7684a42a2c4a25f18c7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 21 Sep 2013 00:40:23 +0100 Subject: minor: Recomment out log message uncommented in previous cbdfe969 --- .../Avatar/Inventory/Transfer/InventoryTransferModule.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index f52654f..0b10dd8 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -148,10 +148,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer private void OnInstantMessage(IClientAPI client, GridInstantMessage im) { - m_log.DebugFormat( - "[INVENTORY TRANSFER]: {0} IM type received from client {1}. From={2} ({3}), To={4}", - (InstantMessageDialog)im.dialog, client.Name, - im.fromAgentID, im.fromAgentName, im.toAgentID); +// m_log.DebugFormat( +// "[INVENTORY TRANSFER]: {0} IM type received from client {1}. From={2} ({3}), To={4}", +// (InstantMessageDialog)im.dialog, client.Name, +// im.fromAgentID, im.fromAgentName, im.toAgentID); Scene scene = FindClientScene(client.AgentId); -- cgit v1.1 From 2dc92e7de11086c7649d3ee0f8adc974efce6805 Mon Sep 17 00:00:00 2001 From: Aleric Inglewood Date: Sun, 4 Aug 2013 19:19:11 +0200 Subject: Preserve attachment point & position when attachment is rezzed in world Patch taken from http://opensimulator.org/mantis/view.php?id=4905 originally by Greg C. Fixed to apply to r/23314 commit ba9daf849e7c8db48e7c03e7cdedb77776b2052f (cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe) --- .../ClientStack/Linden/Caps/ObjectCaps/ObjectAdd.cs | 4 ++++ .../Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs | 1 + OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 1 + .../Avatar/Attachments/AttachmentsModule.cs | 18 +++++++++++++++++- .../Framework/InventoryAccess/InventoryAccessModule.cs | 8 ++++++++ OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 7 +++++++ .../Scenes/Serialization/SceneObjectSerializer.cs | 14 ++++++++++++++ 7 files changed, 52 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/ObjectAdd.cs b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/ObjectAdd.cs index 92805e2..94f8bc1 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/ObjectAdd.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/ObjectAdd.cs @@ -155,6 +155,7 @@ namespace OpenSim.Region.ClientStack.Linden Quaternion rotation = Quaternion.Identity; Vector3 scale = Vector3.Zero; int state = 0; + int lastattach = 0; if (r.Type != OSDType.Map) // not a proper req return responsedata; @@ -224,6 +225,7 @@ namespace OpenSim.Region.ClientStack.Linden ray_target_id = ObjMap["RayTargetId"].AsUUID(); state = ObjMap["State"].AsInteger(); + lastattach = ObjMap["LastAttachPoint"].AsInteger(); try { ray_end = ((OSDArray)ObjMap["RayEnd"]).AsVector3(); @@ -290,6 +292,7 @@ namespace OpenSim.Region.ClientStack.Linden //session_id = rm["session_id"].AsUUID(); state = rm["state"].AsInteger(); + lastattach = rm["last_attach_point"].AsInteger(); try { ray_end = ((OSDArray)rm["ray_end"]).AsVector3(); @@ -331,6 +334,7 @@ namespace OpenSim.Region.ClientStack.Linden pbs.ProfileEnd = (ushort)profile_end; pbs.Scale = scale; pbs.State = (byte)state; + pbs.LastAttachPoint = (byte)lastattach; SceneObjectGroup obj = null; ; diff --git a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs index 55a503e..769fe28 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs @@ -277,6 +277,7 @@ namespace OpenSim.Region.ClientStack.Linden pbs.ProfileEnd = (ushort) obj.ProfileEnd; pbs.Scale = obj.Scale; pbs.State = (byte) 0; + pbs.LastAttachPoint = (byte) 0; SceneObjectPart prim = new SceneObjectPart(); prim.UUID = UUID.Random(); prim.CreatorID = AgentId; diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 1b091bf..3609ec1 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -12188,6 +12188,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP shape.PCode = addPacket.ObjectData.PCode; shape.State = addPacket.ObjectData.State; + shape.LastAttachPoint = addPacket.ObjectData.State; shape.PathBegin = addPacket.ObjectData.PathBegin; shape.PathEnd = addPacket.ObjectData.PathEnd; shape.PathScaleX = addPacket.ObjectData.PathScaleX; diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 2818712..d0e0b35 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -422,6 +422,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments attachPos = Vector3.Zero; } + // if the attachment point is the same as previous, make sure we get the saved + // position info. + if (attachmentPt != 0 && attachmentPt == group.RootPart.Shape.LastAttachPoint) + { + attachPos = group.RootPart.AttachedPos; + } + // AttachmentPt 0 means the client chose to 'wear' the attachment. if (attachmentPt == (uint)AttachmentPoint.Default) { @@ -429,6 +436,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments attachmentPt = group.AttachmentPoint; } + // if we didn't find an attach point, look for where it was last attached + if (attachmentPt == 0) + { + attachmentPt = (uint)group.RootPart.Shape.LastAttachPoint; + attachPos = group.RootPart.AttachedPos; + group.HasGroupChanged = true; + } + // if we still didn't find a suitable attachment point....... if (attachmentPt == 0) { @@ -619,6 +634,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments so.ClearPartAttachmentData(); rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); so.HasGroupChanged = true; + so.RootPart.Shape.LastAttachPoint = (byte)so.AttachmentPoint; rootPart.Rezzed = DateTime.Now; rootPart.RemFlag(PrimFlags.TemporaryOnRez); so.AttachToBackup(); @@ -1210,4 +1226,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments #endregion } -} \ No newline at end of file +} diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 68e4e26..0ec9575 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -836,6 +836,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess m_log.Debug("[INVENTORY ACCESS MODULE]: Object has UUID.Zero! Position 3"); } + // if this was previously an attachment and is now being rezzed, + // save the old attachment info. + if (group.IsAttachment == false && group.RootPart.Shape.State != 0) + { + group.RootPart.AttachedPos = group.AbsolutePosition; + group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint; + } + foreach (SceneObjectPart part in group.Parts) { // Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset. diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 69b5f43..4bebbe8 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -2230,6 +2230,13 @@ namespace OpenSim.Region.Framework.Scenes sourcePart.Inventory.RemoveInventoryItem(item.ItemID); } + + if (group.IsAttachment == false && group.RootPart.Shape.State != 0) + { + group.RootPart.AttachedPos = group.AbsolutePosition; + group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint; + } + group.FromPartID = sourcePart.UUID; AddNewSceneObject(group, true, pos, rot, vel); diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 945745e..3ea936c 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs @@ -365,6 +365,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization m_SOPXmlProcessors.Add("CollisionSound", ProcessCollisionSound); m_SOPXmlProcessors.Add("CollisionSoundVolume", ProcessCollisionSoundVolume); m_SOPXmlProcessors.Add("MediaUrl", ProcessMediaUrl); + m_SOPXmlProcessors.Add("AttachedPos", ProcessAttachedPos); m_SOPXmlProcessors.Add("DynAttrs", ProcessDynAttrs); m_SOPXmlProcessors.Add("TextureAnimation", ProcessTextureAnimation); m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem); @@ -433,6 +434,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization m_ShapeXmlProcessors.Add("ProfileEnd", ProcessShpProfileEnd); m_ShapeXmlProcessors.Add("ProfileHollow", ProcessShpProfileHollow); m_ShapeXmlProcessors.Add("Scale", ProcessShpScale); + m_ShapeXmlProcessors.Add("LastAttachPoint", ProcessShpLastAttach); m_ShapeXmlProcessors.Add("State", ProcessShpState); m_ShapeXmlProcessors.Add("ProfileShape", ProcessShpProfileShape); m_ShapeXmlProcessors.Add("HollowShape", ProcessShpHollowShape); @@ -761,6 +763,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization obj.MediaUrl = reader.ReadElementContentAsString("MediaUrl", String.Empty); } + private static void ProcessAttachedPos(SceneObjectPart obj, XmlTextReader reader) + { + obj.AttachedPos = Util.ReadVector(reader, "AttachedPos"); + } + private static void ProcessDynAttrs(SceneObjectPart obj, XmlTextReader reader) { obj.DynAttrs.ReadXml(reader); @@ -1043,6 +1050,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization shp.State = (byte)reader.ReadElementContentAsInt("State", String.Empty); } + private static void ProcessShpLastAttach(PrimitiveBaseShape shp, XmlTextReader reader) + { + shp.LastAttachPoint = (byte)reader.ReadElementContentAsInt("LastAttachPoint", String.Empty); + } + private static void ProcessShpProfileShape(PrimitiveBaseShape shp, XmlTextReader reader) { shp.ProfileShape = Util.ReadEnum(reader, "ProfileShape"); @@ -1289,6 +1301,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString()); if (sop.MediaUrl != null) writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString()); + WriteVector(writer, "AttachedPos", sop.AttachedPos); if (sop.DynAttrs.CountNamespaces > 0) { @@ -1471,6 +1484,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization writer.WriteElementString("ProfileEnd", shp.ProfileEnd.ToString()); writer.WriteElementString("ProfileHollow", shp.ProfileHollow.ToString()); writer.WriteElementString("State", shp.State.ToString()); + writer.WriteElementString("LastAttachPoint", shp.LastAttachPoint.ToString()); WriteFlags(writer, "ProfileShape", shp.ProfileShape.ToString(), options); WriteFlags(writer, "HollowShape", shp.HollowShape.ToString(), options); -- cgit v1.1 From f384a6291e6b03b451dd3e3fec7667bc8f53c296 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 25 Sep 2013 00:02:17 +0100 Subject: Instead of swallowing any socket begin/end receive exceptions, log them for debugging purposes. This may reveal why on some teleports with current code, the UseCircuitCode message gets through but CompleteMovement disappears into the ether. --- .../ClientStack/Linden/UDP/OpenSimUDPBase.cs | 39 ++++++++++++++++++---- 1 file changed, 32 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index d0ed7e8..88494be 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -295,7 +295,16 @@ namespace OpenMetaverse m_log.Warn("[UDPBASE]: Salvaged the UDP listener on port " + m_udpPort); } } - catch (ObjectDisposedException) { } + catch (ObjectDisposedException e) + { + m_log.Error( + string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e); + } + catch (Exception e) + { + m_log.Error( + string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e); + } } } @@ -312,12 +321,12 @@ namespace OpenMetaverse if (m_asyncPacketHandling) AsyncBeginReceive(); - // get the buffer that was created in AsyncBeginReceive - // this is the received data - UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState; - try { + // get the buffer that was created in AsyncBeginReceive + // this is the received data + UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState; + int startTick = Util.EnvironmentTickCount(); // get the length of data actually read from the socket, store it with the @@ -345,8 +354,24 @@ namespace OpenMetaverse m_currentReceiveTimeSamples++; } } - catch (SocketException) { } - catch (ObjectDisposedException) { } + catch (SocketException se) + { + m_log.Error( + string.Format( + "[UDPBASE]: Error processing UDP end receive {0}, socket error code {1}. Exception ", + UdpReceives, se.ErrorCode), + se); + } + catch (ObjectDisposedException e) + { + m_log.Error( + string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e); + } + catch (Exception e) + { + m_log.Error( + string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e); + } finally { // if (UsePools) -- cgit v1.1 From 732554be0451b9e7fa5f96ffb8f9f347b964dd88 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 25 Sep 2013 18:29:14 +0100 Subject: Reinsert 200ms sleep accidentally removed in commit 7dbc93c (Wed Sep 18 21:41:51 2013 +0100) --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index b1752c1..a130ffe 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1722,9 +1722,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_log.DebugFormat( "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} in {1} but no client exists. Waiting.", endPoint, m_scene.Name); - - Thread.Sleep(200); } + + Thread.Sleep(200); } if (client == null) -- cgit v1.1 From 32ddfc274056e68bfd9e7e6d3e7921c8062a59d1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 25 Sep 2013 18:45:56 +0100 Subject: Reinsert client.SceneAgent checks into LLUDPServer.HandleCompleteMovementIntoRegion() to fix race condition regression in commit 7dbc93c (Wed Sep 18 21:41:51 2013 +0100) This check is necessary to close a race condition where the CompleteAgentMovement processing could proceed when the UseCircuitCode thread had added the client to the client manager but before the ScenePresence had registered to process the CompleteAgentMovement message. This is most probably why the message appeared to get lost on a proportion of entity transfers. A better long term solution may be to set the IClientAPI.SceneAgent property before the client is added to the manager. --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 37 +++++++++++++++------- OpenSim/Region/Framework/Scenes/Scene.cs | 3 ++ 2 files changed, 29 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index a130ffe..9504f15 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1692,6 +1692,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP endPoint = (IPEndPoint)array[0]; CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1]; + m_log.DebugFormat( + "[LLUDPSERVER]: Handling CompleteAgentMovement request from {0} in {1}", endPoint, m_scene.Name); + // Determine which agent this packet came from // We need to wait here because in when using the OpenSimulator V2 teleport protocol to travel to a destination // simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode @@ -1703,24 +1706,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP { if (m_scene.TryGetClient(endPoint, out client)) { - if (client.IsActive) - { - break; - } - else + if (!client.IsActive) { // This check exists to catch a condition where the client has been closed by another thread // but has not yet been removed from the client manager (and possibly a new connection has // not yet been established). m_log.DebugFormat( - "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} for {1} in {2} but client is not active. Waiting.", + "[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client is not active yet. Waiting.", + endPoint, client.Name, m_scene.Name); + } + else if (client.SceneAgent == null) + { + // This check exists to catch a condition where the new client has been added to the client + // manager but the SceneAgent has not yet been set in Scene.AddNewClient(). If we are too + // eager, then the new ScenePresence may not have registered a listener for this messsage + // before we try to process it. + // XXX: A better long term fix may be to add the SceneAgent before the client is added to + // the client manager + m_log.DebugFormat( + "[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client SceneAgent not set yet. Waiting.", endPoint, client.Name, m_scene.Name); } + else + { + break; + } } else { m_log.DebugFormat( - "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} in {1} but no client exists. Waiting.", + "[LLUDPSERVER]: Received a CompleteAgentMovement from {0} in {1} but no client exists yet. Waiting.", endPoint, m_scene.Name); } @@ -1730,19 +1745,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (client == null) { m_log.DebugFormat( - "[LLUDPSERVER]: No client found for CompleteMovementIntoRegion from {0} in {1} after wait. Dropping.", + "[LLUDPSERVER]: No client found for CompleteAgentMovement from {0} in {1} after wait. Dropping.", endPoint, m_scene.Name); return; } - else if (!client.IsActive) + else if (!client.IsActive || client.SceneAgent == null) { // This check exists to catch a condition where the client has been closed by another thread // but has not yet been removed from the client manager. // The packet could be simply ignored but it is useful to know if this condition occurred for other debugging // purposes. m_log.DebugFormat( - "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} for {1} in {2} but client is not active after wait. Dropping.", + "[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client is not active after wait. Dropping.", endPoint, client.Name, m_scene.Name); return; @@ -1767,7 +1782,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP catch (Exception e) { m_log.ErrorFormat( - "[LLUDPSERVER]: CompleteMovementIntoRegion handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}", + "[LLUDPSERVER]: CompleteAgentMovement handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}", endPoint != null ? endPoint.ToString() : "n/a", client != null ? client.Name : "unknown", client != null ? client.AgentId.ToString() : "unknown", diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index bc5a67f..3dc509b 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2863,6 +2863,9 @@ namespace OpenSim.Region.Framework.Scenes // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the // client is for a root or child agent. + // XXX: This may be better set for a new client before that client is added to the client manager. + // But need to know what happens in the case where a ScenePresence is already present (and if this + // actually occurs). client.SceneAgent = sp; // This is currently also being done earlier in NewUserConnection for real users to see if this -- cgit v1.1 From b22c92368f8991c174897306334c523bac8a4099 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 25 Sep 2013 21:53:38 +0100 Subject: Move adding UUID.Zero -> Unknown User binding to UMM.Init() so that it's also called by HGUserManagementModule --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 96eb63f..d3926cc 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -73,8 +73,6 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement Init(); m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name); } - - AddUser(UUID.Zero, "Unknown", "User"); } public bool IsSharedModule @@ -645,6 +643,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement protected void Init() { + AddUser(UUID.Zero, "Unknown", "User"); RegisterConsoleCmds(); } -- cgit v1.1 From 4664090b34dfa2e944204fb7b616a19fcb3eeddf Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 25 Sep 2013 22:59:57 +0100 Subject: minor: correct spelling of Initialized in LSC connector version message --- .../ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 8ec943d..5c098a8 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -94,7 +94,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation throw new Exception(string.Format("Invalid ConnectorProtocolVersion {0}", ServiceVersion)); m_log.InfoFormat( - "[LOCAL SIMULATION CONNECTOR]: Initialzied with connector protocol version {0}", ServiceVersion); + "[LOCAL SIMULATION CONNECTOR]: Initialized with connector protocol version {0}", ServiceVersion); } } -- cgit v1.1 From babfbe8d6d29380e42242008b6a743bc895ddb96 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 26 Sep 2013 00:31:33 +0100 Subject: minor: log MaxOutgoingTransferVersion at EntityTransferModule startup --- .../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index c1c8672..8ae81ac 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -185,6 +185,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer else { transferVersionName = rawVersionComponents[0]; + + m_log.InfoFormat( + "[ENTITY TRANSFER MODULE]: MaxOutgoingTransferVersion set to {0}", + string.Format("{0}/{1}", transferVersionName, maxTransferVersion)); } DisableInterRegionTeleportCancellation -- cgit v1.1 From 253f8de8cddfc195c2e54ef328ac0c4cb371d199 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 26 Sep 2013 00:33:50 +0100 Subject: minor: Add scene name to baked textures in cache log message --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 8d72e18..7243db1 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2909,7 +2909,7 @@ namespace OpenSim.Region.Framework.Scenes // If we are using the the cached appearance then send it out to everyone if (cachedappearance) { - m_log.DebugFormat("[SCENE PRESENCE]: baked textures are in the cache for {0}", Name); + m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name); // If the avatars baked textures are all in the cache, then we have a // complete appearance... send it out, if not, then we'll send it when -- cgit v1.1 From e24edada2435f942575a5a7acb4568fe6c0e4e30 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 26 Sep 2013 00:39:32 +0100 Subject: minor: Comment out windlight log message about sending scene data for now. --- OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs index 89f3280..0a4e83e 100644 --- a/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs +++ b/OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs @@ -207,7 +207,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare private void EventManager_OnMakeRootAgent(ScenePresence presence) { - m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); +// m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client {0}", presence.Name); + SendProfileToClient(presence.ControllingClient); } -- cgit v1.1 From d6d82dbd3c9d081209914351ff3cc18c349e362b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 26 Sep 2013 20:13:29 +0100 Subject: minor: correct attachment spelling mistake in log message in HGEntityTransferModule.OnIncomingSceneObject() --- .../CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs index 76dbc72..04a0db6 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs @@ -181,7 +181,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI")) { string url = aCircuit.ServiceURLs["AssetServerURI"].ToString(); - m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachement {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url); + m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url); Dictionary ids = new Dictionary(); HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url); uuidGatherer.GatherAssetUuids(so, ids); -- cgit v1.1 From b704de9bf82782c3e8e5ebbdf88d8dfcb26c1750 Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 26 Sep 2013 16:27:11 -0700 Subject: minor code formatting for the sake of consistency and readability --- OpenSim/Region/Application/OpenSim.cs | 54 +++++++++++++++++++++++------------ 1 file changed, 36 insertions(+), 18 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 1cdd868..a7fe226 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -237,27 +237,33 @@ namespace OpenSim m_console.Commands.AddCommand("General", false, "change region", "change region ", - "Change current console region", ChangeSelectedRegion); + "Change current console region", + ChangeSelectedRegion); m_console.Commands.AddCommand("Archiving", false, "save xml", "save xml", - "Save a region's data in XML format", SaveXml); + "Save a region's data in XML format", + SaveXml); m_console.Commands.AddCommand("Archiving", false, "save xml2", "save xml2", - "Save a region's data in XML2 format", SaveXml2); + "Save a region's data in XML2 format", + SaveXml2); m_console.Commands.AddCommand("Archiving", false, "load xml", "load xml [-newIDs [ ]]", - "Load a region's data from XML format", LoadXml); + "Load a region's data from XML format", + LoadXml); m_console.Commands.AddCommand("Archiving", false, "load xml2", "load xml2", - "Load a region's data from XML2 format", LoadXml2); + "Load a region's data from XML2 format", + LoadXml2); m_console.Commands.AddCommand("Archiving", false, "save prims xml2", "save prims xml2 [ ]", - "Save named prim to XML2", SavePrimsXml2); + "Save named prim to XML2", + SavePrimsXml2); m_console.Commands.AddCommand("Archiving", false, "load oar", "load oar [--merge] [--skip-assets] []", @@ -287,7 +293,8 @@ namespace OpenSim m_console.Commands.AddCommand("Objects", false, "edit scale", "edit scale ", - "Change the scale of a named prim", HandleEditScale); + "Change the scale of a named prim", + HandleEditScale); m_console.Commands.AddCommand("Users", false, "kick user", "kick user [--force] [message]", @@ -305,31 +312,38 @@ namespace OpenSim m_console.Commands.AddCommand("Comms", false, "show connections", "show connections", - "Show connection data", HandleShow); + "Show connection data", + HandleShow); m_console.Commands.AddCommand("Comms", false, "show circuits", "show circuits", - "Show agent circuit data", HandleShow); + "Show agent circuit data", + HandleShow); m_console.Commands.AddCommand("Comms", false, "show pending-objects", "show pending-objects", - "Show # of objects on the pending queues of all scene viewers", HandleShow); + "Show # of objects on the pending queues of all scene viewers", + HandleShow); m_console.Commands.AddCommand("General", false, "show modules", "show modules", - "Show module data", HandleShow); + "Show module data", + HandleShow); m_console.Commands.AddCommand("Regions", false, "show regions", "show regions", - "Show region data", HandleShow); + "Show region data", + HandleShow); m_console.Commands.AddCommand("Regions", false, "show ratings", "show ratings", - "Show rating data", HandleShow); + "Show rating data", + HandleShow); m_console.Commands.AddCommand("Objects", false, "backup", "backup", - "Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.", RunCommand); + "Persist currently unsaved object changes immediately instead of waiting for the normal persistence call.", + RunCommand); m_console.Commands.AddCommand("Regions", false, "create region", "create region [\"region name\"] ", @@ -342,19 +356,23 @@ namespace OpenSim m_console.Commands.AddCommand("Regions", false, "restart", "restart", - "Restart all sims in this instance", RunCommand); + "Restart all sims in this instance", + RunCommand); m_console.Commands.AddCommand("General", false, "command-script", "command-script