From b272b91317b1fd6c01aee57a0086a26dc233b03e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 5 Mar 2013 23:59:39 +0000 Subject: minor: Fix mono compiler warning in MonitorModule --- OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs b/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs index 4c9ee06..64feec1 100644 --- a/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs @@ -414,8 +414,6 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring } private void RegisterStatsManagerRegionStatistics() { - string regionName = m_scene.RegionInfo.RegionName; - MakeStat("RootAgents", "avatars", (s) => { s.Value = m_scene.SceneGraph.GetRootAgentCount(); }); MakeStat("ChildAgents", "avatars", (s) => { s.Value = m_scene.SceneGraph.GetChildAgentCount(); }); MakeStat("TotalPrims", "objects", (s) => { s.Value = m_scene.SceneGraph.GetTotalObjectsCount(); }); -- cgit v1.1 From a9f380d1241b765d5bf278b5dcf6ab91f0015e85 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Mar 2013 00:22:58 +0000 Subject: Fix bug in osGetPrimitiveParams() so that it works for prims with the same owner as the script and not ones with different owners. Addresses http://opensimulator.org/mantis/view.php?id=6560 --- 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 ab087af..dd7ee24 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -10920,7 +10920,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api LSL_List result = new LSL_List(); - if (obj != null && obj.OwnerID != m_host.OwnerID) + if (obj != null && obj.OwnerID == m_host.OwnerID) { LSL_List remaining = GetPrimParams(obj, rules, ref result); -- cgit v1.1 From 30e06b0742512caf08d1ab67505f9ab381dae9f5 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Tue, 5 Mar 2013 20:32:06 -0800 Subject: Convert doubles passed back through the MOD interface into LSL_Floats --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs | 4 ++++ 1 file changed, 4 insertions(+) (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 d0922aa..21bae27 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs @@ -266,6 +266,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { llist[i] = new LSL_Float((float)result[i]); } + else if (result[i] is double) + { + llist[i] = new LSL_Float((double)result[i]); + } else if (result[i] is UUID) { llist[i] = new LSL_Key(result[i].ToString()); -- cgit v1.1 From 9875e840f7e71f0b253c0b2aa90d47edc9c77b64 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Tue, 5 Mar 2013 20:33:17 -0800 Subject: Per discussions with justincc... split the JsonStore type functions into one for node type and one for value type. Define and export constants for both nodes and values. --- .../Framework/Interfaces/IJsonStoreModule.cs | 14 +++++- .../Scripting/JsonStore/JsonStore.cs | 39 ++++++++++++++++- .../Scripting/JsonStore/JsonStoreModule.cs | 36 +++++++++++++++- .../Scripting/JsonStore/JsonStoreScriptModule.cs | 39 ++++++++++++++--- .../JsonStore/Tests/JsonStoreScriptModuleTests.cs | 50 +++++++++++----------- 5 files changed, 143 insertions(+), 35 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs index 345f01b..b67312e 100644 --- a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs @@ -41,6 +41,16 @@ namespace OpenSim.Region.Framework.Interfaces Value = 3 } + public enum JsonStoreValueType + { + Undefined = 0, + Boolean = 1, + Integer = 2, + Float = 3, + String = 4, + UUID = 5 + } + public delegate void TakeValueCallback(string s); public interface IJsonStoreModule @@ -49,7 +59,9 @@ namespace OpenSim.Region.Framework.Interfaces bool CreateStore(string value, ref UUID result); bool DestroyStore(UUID storeID); - JsonStoreNodeType GetPathType(UUID storeID, string path); + JsonStoreNodeType GetNodeType(UUID storeID, string path); + JsonStoreValueType GetValueType(UUID storeID, string path); + bool TestStore(UUID storeID); bool SetValue(UUID storeID, string path, string value, bool useJson); diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs index 40adba1..e498c6a 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs @@ -145,7 +145,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// /// // ----------------------------------------------------------------- - public JsonStoreNodeType PathType(string expr) + public JsonStoreNodeType GetNodeType(string expr) { Stack path; if (! ParsePathExpression(expr,out path)) @@ -173,6 +173,43 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// /// // ----------------------------------------------------------------- + public JsonStoreValueType GetValueType(string expr) + { + Stack path; + if (! ParsePathExpression(expr,out path)) + return JsonStoreValueType.Undefined; + + OSD result = ProcessPathExpression(ValueStore,path); + + if (result == null) + return JsonStoreValueType.Undefined; + + if (result is OSDMap) + return JsonStoreValueType.Undefined; + + if (result is OSDArray) + return JsonStoreValueType.Undefined; + + if (result is OSDBoolean) + return JsonStoreValueType.Boolean; + + if (result is OSDInteger) + return JsonStoreValueType.Integer; + + if (result is OSDReal) + return JsonStoreValueType.Float; + + if (result is OSDString) + return JsonStoreValueType.String; + + return JsonStoreValueType.Undefined; + } + + // ----------------------------------------------------------------- + /// + /// + /// + // ----------------------------------------------------------------- public int ArrayLength(string expr) { Stack path; diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs index e78a2f4..5fbfcc5 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs @@ -270,7 +270,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// /// // ----------------------------------------------------------------- - public JsonStoreNodeType GetPathType(UUID storeID, string path) + public JsonStoreNodeType GetNodeType(UUID storeID, string path) { if (! m_enabled) return JsonStoreNodeType.Undefined; @@ -287,7 +287,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore try { lock (map) - return map.PathType(path); + return map.GetNodeType(path); } catch (Exception e) { @@ -302,6 +302,38 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// /// // ----------------------------------------------------------------- + public JsonStoreValueType GetValueType(UUID storeID, string path) + { + if (! m_enabled) return JsonStoreValueType.Undefined; + + JsonStore map = null; + lock (m_JsonValueStore) + { + if (! m_JsonValueStore.TryGetValue(storeID,out map)) + { + m_log.InfoFormat("[JsonStore] Missing store {0}",storeID); + return JsonStoreValueType.Undefined; + } + } + + try + { + lock (map) + return map.GetValueType(path); + } + catch (Exception e) + { + m_log.Error(string.Format("[JsonStore]: Path test failed for {0} in {1}", path, storeID), e); + } + + return JsonStoreValueType.Undefined; + } + + // ----------------------------------------------------------------- + /// + /// + /// + // ----------------------------------------------------------------- public bool SetValue(UUID storeID, string path, string value, bool useJson) { if (! m_enabled) return false; diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs index e13eb56..4a754a9 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs @@ -192,16 +192,32 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore #region ScriptConstantsInterface [ScriptConstant] - public static readonly int JSON_TYPE_UNDEF = (int)JsonStoreNodeType.Undefined; + public static readonly int JSON_NODETYPE_UNDEF = (int)JsonStoreNodeType.Undefined; [ScriptConstant] - public static readonly int JSON_TYPE_OBJECT = (int)JsonStoreNodeType.Object; + public static readonly int JSON_NODETYPE_OBJECT = (int)JsonStoreNodeType.Object; [ScriptConstant] - public static readonly int JSON_TYPE_ARRAY = (int)JsonStoreNodeType.Array; + public static readonly int JSON_NODETYPE_ARRAY = (int)JsonStoreNodeType.Array; [ScriptConstant] - public static readonly int JSON_TYPE_VALUE = (int)JsonStoreNodeType.Value; + public static readonly int JSON_NODETYPE_VALUE = (int)JsonStoreNodeType.Value; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_UNDEF = (int)JsonStoreValueType.Undefined; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_BOOLEAN = (int)JsonStoreValueType.Boolean; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_INTEGER = (int)JsonStoreValueType.Integer; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_FLOAT = (int)JsonStoreValueType.Float; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_STRING = (int)JsonStoreValueType.String; + #endregion @@ -310,9 +326,20 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// // ----------------------------------------------------------------- [ScriptInvocation] - public int JsonGetPathType(UUID hostID, UUID scriptID, UUID storeID, string path) + public int JsonGetNodeType(UUID hostID, UUID scriptID, UUID storeID, string path) + { + return (int)m_store.GetNodeType(storeID,path); + } + + // ----------------------------------------------------------------- + /// + /// + /// + // ----------------------------------------------------------------- + [ScriptInvocation] + public int JsonGetValueType(UUID hostID, UUID scriptID, UUID storeID, string path) { - return (int)m_store.GetPathType(storeID,path); + return (int)m_store.GetValueType(storeID,path); } // ----------------------------------------------------------------- diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs index b64dbd4..bfa9937 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs @@ -158,8 +158,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests Assert.That(dsrv, Is.EqualTo(1)); - int tprv = (int)InvokeOp("JsonGetPathType", storeId, "Hello"); - Assert.That(tprv, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int tprv = (int)InvokeOp("JsonGetNodeType", storeId, "Hello"); + Assert.That(tprv, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); } [Test] @@ -277,8 +277,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello"); Assert.That(returnValue, Is.EqualTo(1)); - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); string returnValue2 = (string)InvokeOp("JsonGetValue", storeId, "Hello"); Assert.That(returnValue2, Is.EqualTo("")); @@ -291,8 +291,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello"); Assert.That(returnValue, Is.EqualTo(1)); - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); string returnValue2 = (string)InvokeOp("JsonGetJson", storeId, "Hello"); Assert.That(returnValue2, Is.EqualTo("")); @@ -306,11 +306,11 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello[0]"); Assert.That(returnValue, Is.EqualTo(1)); - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello[0]"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_VALUE)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello[0]"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_VALUE)); - result = (int)InvokeOp("JsonGetPathType", storeId, "Hello[1]"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello[1]"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); string stringReturnValue = (string)InvokeOp("JsonGetValue", storeId, "Hello[0]"); Assert.That(stringReturnValue, Is.EqualTo("value2")); @@ -433,7 +433,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests } [Test] - public void TestJsonGetPathType() + public void TestJsonGetNodeType() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); @@ -441,41 +441,41 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : [ 'one', 2 ] } }"); { - int result = (int)InvokeOp("JsonGetPathType", storeId, "."); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_OBJECT)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "."); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_OBJECT)); } { - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_OBJECT)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_OBJECT)); } { - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello.World"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_ARRAY)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello.World"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_ARRAY)); } { - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello.World[0]"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_VALUE)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello.World[0]"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_VALUE)); } { - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello.World[1]"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_VALUE)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello.World[1]"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_VALUE)); } // Test for non-existant path { - int result = (int)InvokeOp("JsonGetPathType", storeId, "foo"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "foo"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); } // Test for non-existant store { UUID fakeStoreId = TestHelpers.ParseTail(0x500); - int result = (int)InvokeOp("JsonGetPathType", fakeStoreId, "."); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int result = (int)InvokeOp("JsonGetNodeType", fakeStoreId, "."); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); } } -- cgit v1.1 From 8960418e7d51a0f861e7b4cb800f007d76862c9c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Mar 2013 21:37:53 +0000 Subject: Add regression test for presence crossing between regions on the same simulator. Unlike a much earlier commented out version of this test, this is done in synchronous mode. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 37 +++--- .../Scenes/Tests/ScenePresenceAgentTests.cs | 103 --------------- .../Scenes/Tests/ScenePresenceCrossingTests.cs | 140 +++++++++++++++++++++ .../BasicPhysicsPlugin/BasicPhysicsScene.cs | 9 +- 4 files changed, 166 insertions(+), 123 deletions(-) create mode 100644 OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 39a885c..a7c7539 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1613,32 +1613,28 @@ namespace OpenSim.Region.Framework.Scenes bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); - //m_log.Debug("[CONTROL]: " +flags); // Applies a satisfying roll effect to the avatar when flying. - if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) + if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) { - - ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); - - + ApplyFlyingRoll( + FLY_ROLL_RADIANS_PER_UPDATE, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); } - else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && - ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) + else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && + (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) { - ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); - - + ApplyFlyingRoll( + -FLY_ROLL_RADIANS_PER_UPDATE, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); } else { if (m_AngularVelocity.Z != 0) - m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); - - } - - - + m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); + } if (Flying && IsColliding && controlland) { @@ -2400,7 +2396,8 @@ namespace OpenSim.Region.Framework.Scenes /// The vector in which to move. This is relative to the rotation argument public void AddNewMovement(Vector3 vec) { -// m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name); Vector3 direc = vec * Rotation; direc.Normalize(); @@ -2420,6 +2417,8 @@ namespace OpenSim.Region.Framework.Scenes direc *= 0.03f * 128f * SpeedModifier; +// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); + if (PhysicsActor != null) { if (Flying) @@ -2453,6 +2452,8 @@ namespace OpenSim.Region.Framework.Scenes } } +// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); + // TODO: Add the force instead of only setting it to support multiple forces per frame? m_forceToApply = direc; } diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs index 5faf131..bbfbbfc 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs @@ -289,108 +289,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests // // Assert.That(presence, Is.Null, "presence is not null"); // } - - // I'm commenting this test because it does not represent - // crossings. The Thread.Sleep's in here are not meaningful mocks, - // and they sometimes fail in panda. - // We need to talk in order to develop a test - // that really tests region crossings. There are 3 async components, - // but things are synchronous among them. So there should be - // 3 threads in here. - //[Test] -// public void T021_TestCrossToNewRegion() -// { -// TestHelpers.InMethod(); -// -// scene.RegisterRegionWithGrid(); -// scene2.RegisterRegionWithGrid(); -// -// // Adding child agent to region 1001 -// string reason; -// scene2.NewUserConnection(acd1,0, out reason); -// scene2.AddNewClient(testclient, PresenceType.User); -// -// ScenePresence presence = scene.GetScenePresence(agent1); -// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true); -// -// ScenePresence presence2 = scene2.GetScenePresence(agent1); -// -// // Adding neighbour region caps info to presence2 -// -// string cap = presence.ControllingClient.RequestClientInfo().CapsPath; -// presence2.AddNeighbourRegion(region1, cap); -// -// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region."); -// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region."); -// -// // Cross to x+1 -// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100); -// presence.Update(); -// -// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing"); -// -// // Mimicking communication between client and server, by waiting OK from client -// // sent by TestClient.CrossRegion call. Originally, this is network comm. -// if (!wh.WaitOne(5000,false)) -// { -// presence.Update(); -// if (!wh.WaitOne(8000,false)) -// throw new ArgumentException("1 - Timeout waiting for signal/variable."); -// } -// -// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which -// // would normally be fired after receiving the reply packet from comm. done on the last line. -// testclient.CompleteMovement(); -// -// // Crossings are asynchronous -// int timer = 10; -// -// // Make sure cross hasn't already finished -// if (!presence.IsInTransit && !presence.IsChildAgent) -// { -// // If not and not in transit yet, give it some more time -// Thread.Sleep(5000); -// } -// -// // Enough time, should at least be in transit by now. -// while (presence.IsInTransit && timer > 0) -// { -// Thread.Sleep(1000); -// timer-=1; -// } -// -// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1."); -// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected."); -// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent."); -// -// // Cross Back -// presence2.AbsolutePosition = new Vector3(-10, 3, 100); -// presence2.Update(); -// -// if (!wh.WaitOne(5000,false)) -// { -// presence2.Update(); -// if (!wh.WaitOne(8000,false)) -// throw new ArgumentException("2 - Timeout waiting for signal/variable."); -// } -// testclient.CompleteMovement(); -// -// if (!presence2.IsInTransit && !presence2.IsChildAgent) -// { -// // If not and not in transit yet, give it some more time -// Thread.Sleep(5000); -// } -// -// // Enough time, should at least be in transit by now. -// while (presence2.IsInTransit && timer > 0) -// { -// Thread.Sleep(1000); -// timer-=1; -// } -// -// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2."); -// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected."); -// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again."); -// } } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs new file mode 100644 index 0000000..ef9fff5 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.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.Reflection; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Communications; +using OpenSim.Framework.Servers; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.CoreModules.Framework; +using OpenSim.Region.CoreModules.Framework.EntityTransfer; +using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Region.Framework.Scenes.Tests +{ + [TestFixture] + public class ScenePresenceCrossingTests : OpenSimTestCase + { + [TestFixtureSetUp] + public void FixtureInit() + { + // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. + 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] + public void TestCrossOnSameSimulator() + { + 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); + 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); + + 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); + SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); + + ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); + originalSp.AbsolutePosition = new Vector3(128, 32, 10); + +// originalSp.Flying = true; + +// Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); + + 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; + + 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 should now only have a child agent + ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); + Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); + + ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); + + // Agent remains a child until the client triggers complete movement + Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); + + TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); + + bool receivedCompleteMovement = false; + sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => receivedCompleteMovement = true; + + sceneBTc.CompleteMovement(); + + Assert.That(receivedCompleteMovement, Is.True); + Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index c4b9117..0816b7b 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs @@ -102,6 +102,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin public override float Simulate(float timeStep) { +// Console.WriteLine("Simulating"); + float fps = 0; for (int i = 0; i < _actors.Count; ++i) { @@ -109,8 +111,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin Vector3 actorPosition = actor.Position; Vector3 actorVelocity = actor.Velocity; - actorPosition.X += actor.Velocity.X*timeStep; - actorPosition.Y += actor.Velocity.Y*timeStep; +// Console.WriteLine( +// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); + + actorPosition.X += actor.Velocity.X * timeStep; + actorPosition.Y += actor.Velocity.Y * timeStep; if (actor.Position.Y < 0) { -- cgit v1.1 From 5751ecde5250484fe8e4b79ef38bfbf441e3dead Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Mar 2013 23:06:00 +0000 Subject: Add code for testing event queue messages recevied on region cross. This is currently disabled pending an improvement in the test code to properly add avatars when an event queue module is present. --- .../EntityTransfer/EntityTransferModule.cs | 5 ++++ .../Simulation/LocalSimulationConnector.cs | 9 +++++--- .../Scenes/Tests/ScenePresenceCrossingTests.cs | 27 ++++++++++++++++++---- 3 files changed, 33 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 07c3666..01b1668 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1206,6 +1206,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // region doesn't take it m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); + m_log.WarnFormat( + "[ENTITY TRANSFER MODULE]: Region {0} would not accept update for agent {1} on cross attempt. Returning to original region.", + neighbourRegion.RegionName, agent.Name); + ReInstantiateScripts(agent); agent.AddToPhysicalScene(isFlying); @@ -1225,6 +1229,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer neighbourRegion.RegionHandle); return agent; } + // No turning back agent.IsChildAgent = true; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 3c18074..a413546 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -219,12 +219,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation { // m_log.DebugFormat( // "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate", -// s.RegionInfo.RegionName, destination.RegionHandle); +// destination.RegionName, destination.RegionID); return m_scenes[destination.RegionID].IncomingChildAgentDataUpdate(cAgentData); } -// m_log.DebugFormat("[LOCAL COMMS]: Did not find region {0} for ChildAgentUpdate", regionHandle); +// m_log.DebugFormat( +// "[LOCAL COMMS]: Did not find region {0} {1} for ChildAgentUpdate", +// destination.RegionName, destination.RegionID); + return false; } @@ -239,7 +242,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation // note that we really don't need the GridRegion for this call foreach (Scene s in m_scenes.Values) { - //m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); +// m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); s.IncomingChildAgentDataUpdate(cAgentData); } diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs index ef9fff5..81a2fcc 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs @@ -26,6 +26,7 @@ */ using System; +using System.Collections.Generic; using System.Reflection; using Nini.Config; using NUnit.Framework; @@ -65,10 +66,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests public void TestCrossOnSameSimulator() { TestHelpers.InMethod(); - TestHelpers.EnableLogging(); +// TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); +// TestEventQueueGetModule eqmA = new TestEventQueueGetModule(); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); @@ -77,7 +79,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); - IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); +// 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. @@ -89,6 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); +// SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); @@ -98,6 +101,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests // Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); +// eqmA.ClearEvents(); + AgentUpdateArgs moveArgs = new AgentUpdateArgs(); //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); @@ -117,6 +122,18 @@ namespace OpenSim.Region.Framework.Scenes.Tests // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); } + // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm + // messages +// Dictionary> eqmEvents = eqmA.Events; +// +// Assert.That(eqmEvents.Count, Is.EqualTo(1)); +// Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True); +// +// List spEqmEvents = eqmEvents[originalSp.UUID]; +// +// Assert.That(spEqmEvents.Count, Is.EqualTo(1)); +// Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion")); + // sceneA should now only have a child agent ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); @@ -128,12 +145,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); - bool receivedCompleteMovement = false; - sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => receivedCompleteMovement = true; + int agentMovementCompleteReceived = 0; + sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; sceneBTc.CompleteMovement(); - Assert.That(receivedCompleteMovement, Is.True); + Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); } } -- cgit v1.1 From 6706e189d5b1c04e4931c96b1a9c233f3606b71a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Mar 2013 23:11:32 +0000 Subject: minor: remove some completely unused string local vars added recently in commit 984faf2 --- OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 2 -- 1 file changed, 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 3ccf9f4..b6a7481 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -324,7 +324,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // Remove any previous attachments List existingAttachments = sp.GetAttachments(attachmentPt); - string existingAttachmentScriptState = null; // At the moment we can only deal with a single attachment if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero) @@ -849,7 +848,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // Remove any previous attachments List attachments = sp.GetAttachments(attachmentPt); - string previousAttachmentScriptedState = null; // At the moment we can only deal with a single attachment if (attachments.Count != 0) -- cgit v1.1 From 33dab49d22002b9d24b2c286d662dca1755ace30 Mon Sep 17 00:00:00 2001 From: teravus Date: Thu, 7 Mar 2013 19:19:36 -0500 Subject: * Just another one of those new packet blocks causing a null ref. Defaulting to zero length array..... --- 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 6742d99..bae7952 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -4581,7 +4581,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP rinfopack.AgentData = new RegionInfoPacket.AgentDataBlock(); rinfopack.AgentData.AgentID = AgentId; rinfopack.AgentData.SessionID = SessionId; - + rinfopack.RegionInfo3 = new RegionInfoPacket.RegionInfo3Block[0]; OutPacket(rinfopack, ThrottleOutPacketType.Task); } -- cgit v1.1 From 5097437e1174d19d3dcb68e936581e60e4ef49cc Mon Sep 17 00:00:00 2001 From: teravus Date: Fri, 8 Mar 2013 19:32:47 -0500 Subject: * Apparently, sometimes texture entries come in from the wire with no default texture defined.. so apply better fallback protection against that. The net result is clients will have their selected textures set when they would have previously had an ignored exception. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index cce8b21..3e9a6fa 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4503,8 +4503,25 @@ namespace OpenSim.Region.Framework.Scenes Changed changeFlags = 0; + Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture; + Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture; + + // On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all + // other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point. + if (fallbackNewFace == null) + { + fallbackNewFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0); + newTex.DefaultTexture = fallbackNewFace; + } + if (fallbackOldFace == null) + { + fallbackOldFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0); + oldTex.DefaultTexture = fallbackOldFace; + } + for (int i = 0 ; i < GetNumberOfSides(); i++) { + Primitive.TextureEntryFace newFace = newTex.DefaultTexture; Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture; -- cgit v1.1 From 1120bcf123b5aa159e966a80254794f6af66f2a3 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 9 Mar 2013 14:15:14 -0800 Subject: BulletSim: remove the ability for avatars to fly off the edge of regions when there are no region neighbors. Add some terrain location processing routines to support above. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 29 +++--- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 5 ++ .../Physics/BulletSPlugin/BSTerrainManager.cs | 100 +++++++++++++++++++-- .../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 6 +- 4 files changed, 117 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index f442ca2..e208d3a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -205,7 +205,7 @@ public sealed class BSCharacter : BSPhysObject // 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 keeps setting the velocity to zero hoping the world will keep pushing. + // The code below uses whether the collider is static or moving to decide whether to zero motion. _velocityMotor.Step(timeStep); @@ -244,6 +244,7 @@ public sealed class BSCharacter : BSPhysObject } else { + // Supposed to be moving. OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; if (Friction != BSParam.AvatarFriction) @@ -276,8 +277,8 @@ public sealed class BSCharacter : BSPhysObject }); } - // Decide of the character is colliding with a low object and compute a force to pop the - // avatar up so it has a chance of walking up and over the low object. + // 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; @@ -476,17 +477,19 @@ public sealed class BSCharacter : BSPhysObject if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) { // The character is out of the known/simulated area. - // Upper levels of code will handle the transition to other areas so, for - // the time, we just ignore the position. - return ret; + // 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); + 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); if (Position.Z < terrainHeight) { - DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); - _position.Z = terrainHeight + 2.0f; + DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); + _position.Z = terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters; ret = true; } if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) @@ -806,14 +809,7 @@ public sealed class BSCharacter : BSPhysObject private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { if (force.IsFinite()) { - float magnitude = force.Length(); - if (magnitude > BSParam.MaxAddForceMagnitude) - { - // Force has a limit - force = force / magnitude * BSParam.MaxAddForceMagnitude; - } - - OMV.Vector3 addForce = force; + OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() @@ -902,6 +898,7 @@ 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; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index fa58109..2af8468 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -107,6 +107,7 @@ public static class BSParam public static float AvatarCapsuleDepth { get; private set; } public static float AvatarCapsuleHeight { get; private set; } public static float AvatarContactProcessingThreshold { get; private set; } + public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } public static float AvatarStepHeight { get; private set; } public static float AvatarStepApproachFactor { get; private set; } public static float AvatarStepForceFactor { get; private set; } @@ -497,6 +498,10 @@ public static class BSParam 0.1f, (s) => { return AvatarContactProcessingThreshold; }, (s,v) => { AvatarContactProcessingThreshold = v; } ), + new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", + 1.0f, + (s) => { return AvatarBelowGroundUpCorrectionMeters; }, + (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ), new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", 0.3f, (s) => { return AvatarStepHeight; }, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 2e9db39..e8040d8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -337,6 +337,54 @@ public sealed class BSTerrainManager : IDisposable return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ); } + // Return a new position that is over known terrain if the position is outside our terrain. + public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) + { + Vector3 ret = pPos; + + // Can't do this function if we don't know about any terrain. + if (m_terrains.Count == 0) + return ret; + + int loopPrevention = 5; + Vector3 terrainBaseXYZ; + BSTerrainPhys physTerrain; + while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ)) + { + // The passed position is not within a known terrain area. + + // First, base addresses are never negative so correct for that possible problem. + if (ret.X < 0f || ret.Y < 0f) + { + if (ret.X < 0f) + ret.X = 0f; + if (ret.Y < 0f) + ret.Y = 0f; + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", + BSScene.DetailLogZero, pPos, ret); + } + else + { + // Must be off the top of a region. Find an adjacent region to move into. + Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); + + ret.X = Math.Min(ret.X, adjacentTerrainBase.X + DefaultRegionSize.X); + ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + DefaultRegionSize.Y); + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", + BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); + } + if (loopPrevention-- < 0f) + { + // The 'while' is a little dangerous so this prevents looping forever if the + // mapping of the terrains ever gets messed up (like nothing at <0,0>) or + // the list of terrains is in transition. + DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,suppressingFindAdjacentRegionLoop", BSScene.DetailLogZero); + break; + } + } + return ret; + } + // Given an X and Y, find the height of the terrain. // Since we could be handling multiple terrains for a mega-region, // the base of the region is calcuated assuming all regions are @@ -400,18 +448,60 @@ public sealed class BSTerrainManager : IDisposable // the descriptor class and the 'base' fo the addresses therein. private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase) { - int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; - int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; - Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); + bool ret = false; + + Vector3 terrainBaseXYZ = Vector3.Zero; + if (pos.X < 0f || pos.Y < 0f) + { + // We don't handle negative addresses so just make up a base that will not be found. + terrainBaseXYZ = new Vector3(-DefaultRegionSize.X, -DefaultRegionSize.Y, 0f); + } + else + { + int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; + int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; + terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); + } BSTerrainPhys physTerrain = null; lock (m_terrains) { - m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); + ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain); } outTerrainBase = terrainBaseXYZ; outPhysTerrain = physTerrain; - return (physTerrain != null); + return ret; + } + + // Given a terrain base, return a terrain base for a terrain that is closer to <0,0> than + // this one. Usually used to return an out of bounds object to a known place. + private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase) + { + Vector3 ret = pTerrainBase; + ret.Z = 0f; + lock (m_terrains) + { + // Once down to the <0,0> region, we have to be done. + while (ret.X > 0f && ret.Y > 0f) + { + if (ret.X > 0f) + { + ret.X = Math.Max(0f, ret.X - DefaultRegionSize.X); + DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingX,terrainBase={1}", BSScene.DetailLogZero, ret); + if (m_terrains.ContainsKey(ret)) + break; + } + if (ret.Y > 0f) + { + ret.Y = Math.Max(0f, ret.Y - DefaultRegionSize.Y); + DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingY,terrainBase={1}", BSScene.DetailLogZero, ret); + if (m_terrains.ContainsKey(ret)) + break; + } + } + } + + return ret; } // Although no one seems to check this, I do support combining. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index d7e800d..57a5ff2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs @@ -215,7 +215,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys float magX = (float)sizeX / extentX; float magY = (float)sizeY / extentY; - physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", + if (physicsScene != null) + physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); float minHeight = float.MaxValue; // Note that sizeX+1 vertices are created since there is land between this and the next region. @@ -257,7 +258,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys } catch (Exception e) { - physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", + if (physicsScene != null) + physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", LogHeader, physicsScene.RegionName, extentBase, e); } -- cgit v1.1 From e898a5fec5b78fe428ec10e1cd94cc717f5ac5a7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Mar 2013 22:42:27 +0000 Subject: minor: Remove mono compiler warnings in EventQueueTests --- .../ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (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 ed8ec16..141af8a 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs @@ -49,8 +49,10 @@ namespace OpenSim.Region.ClientStack.Linden.Tests private TestScene m_scene; [SetUp] - public void SetUp() + public override void SetUp() { + base.SetUp(); + uint port = 9999; uint sslPort = 9998; -- cgit v1.1 From be686f80a354103cd6630cd8f4e5fb40a4093549 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Mar 2013 23:01:07 +0000 Subject: minor: Remove mono compiler warnings from LSL_ApiHttpTests --- OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiHttpTests.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiHttpTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiHttpTests.cs index b0baa1c..ab44e38 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiHttpTests.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiHttpTests.cs @@ -209,7 +209,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests += (itemId, evp) => m_lslApi.llHTTPResponse(evp.Params[0].ToString(), 200, testResponse); // Console.WriteLine("Trying {0}", returnedUri); - HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(returnedUri); AssertHttpResponse(returnedUri, testResponse); -- cgit v1.1 From 0c6268fe5606c197d99c81a5e84a84e667e28fe8 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Mar 2013 23:15:13 +0000 Subject: minor: remove mono compiler warning in SceneObjectUndoRedoTests --- OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs index 96973de..4883ae7 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs @@ -110,8 +110,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests Vector3 firstSize = new Vector3(2, 3, 4); Vector3 secondSize = new Vector3(5, 6, 7); - Vector3 thirdSize = new Vector3(8, 9, 10); - Vector3 fourthSize = new Vector3(11, 12, 13); +// Vector3 thirdSize = new Vector3(8, 9, 10); +// Vector3 fourthSize = new Vector3(11, 12, 13); Scene scene = new SceneHelpers().SetupScene(); scene.MaxUndoCount = 20; -- cgit v1.1 From c43d4b557267547d07f6c90dc7e335ce4f7e07be Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 12 Mar 2013 22:16:09 +0000 Subject: Improve teleport cancellation in some circumstances, though cancelling teleports is still not recommended. Previously, hitting the cancel button on a teleport would cancel on the client side but the request was ignored on the server side. Cancel would still work if the teleport failed in the early stages (e.g. because the destination never replied to early CreateAgent and UpdateAgent messages). But if the teleport still completed after a delay here or later on, the viewer would become confused (usual symptom appears to be avatar being unable to move/reteleport). This commit makes OpenSimulator obey cancellations which are received before it sends the TeleportFinish event queue message and does proper cleanup. But cancellations received after this (which can happen even though the cancel button is removed as this messages comes on a different thread) can still result in a frozen avatar. This looks extremely difficult and impossible to fix. I can replicate the same problem on the Linden Lab grid by hitting cancel immediately after a teleport starts (a teleport which would otherwise quickly succeed). --- .../EntityTransfer/EntityTransferModule.cs | 59 ++++++++-- .../EntityTransfer/EntityTransferStateMachine.cs | 124 ++++++++++++++++----- 2 files changed, 149 insertions(+), 34 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 01b1668..34f0924 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -148,6 +148,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer protected virtual void OnNewClient(IClientAPI client) { + client.OnTeleportCancel += OnClientCancelTeleport; client.OnTeleportHomeRequest += TeleportHome; client.OnTeleportLandmarkRequest += RequestTeleportLandmark; } @@ -168,6 +169,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer #region Agent Teleports + private void OnClientCancelTeleport(IClientAPI client) + { + m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling); + + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name); + } + public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) { if (sp.Scene.Permissions.IsGridGod(sp.UUID)) @@ -567,6 +576,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } + if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) + { + 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; + } + // Past this point we have to attempt clean up if the teleport fails, so update transfer state. m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); @@ -631,7 +649,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } - sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest"); + if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling) + { + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request", + sp.Name, finalDestination.RegionName, sp.Scene.Name); + + CleanupAbortedInterRegionTeleport(sp, finalDestination); + + return; + } m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", @@ -714,14 +741,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // } } - protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout) + /// + /// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation. + /// + /// + /// All operations here must be idempotent so that we can call this method at any point in the teleport process + /// up until we send the TeleportFinish event quene event to the viewer. + /// + /// + /// + protected virtual void CleanupAbortedInterRegionTeleport(ScenePresence sp, GridRegion finalDestination) { m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); - // Client never contacted destination. Let's restore everything back - sp.ControllingClient.SendTeleportFailed("Problems connecting to destination."); - - // Fail. Reset it back sp.IsChildAgent = false; ReInstantiateScripts(sp); @@ -729,7 +761,20 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Finally, kill the agent we just created at the destination. Scene.SimulationService.CloseAgent(finalDestination, sp.UUID); + } + + /// + /// Signal that the inter-region teleport failed and perform cleanup. + /// + /// + /// + /// + protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout) + { + CleanupAbortedInterRegionTeleport(sp, finalDestination); + sp.ControllingClient.SendTeleportFailed( + string.Format("Problems connecting to destination {0}", finalDestination.RegionName)); sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout); } @@ -2097,7 +2142,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer public bool IsInTransit(UUID id) { - return m_entityTransferStateMachine.IsInTransit(id); + return m_entityTransferStateMachine.GetAgentTransferState(id) != null; } protected void ReInstantiateScripts(ScenePresence sp) diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs index d0cab49..24d81d9 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs @@ -51,8 +51,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// This is a state machine. /// /// [Entry] => Preparing - /// Preparing => { Transferring || CleaningUp || [Exit] } - /// Transferring => { ReceivedAtDestination || CleaningUp } + /// Preparing => { Transferring || Cancelling || CleaningUp || [Exit] } + /// Transferring => { ReceivedAtDestination || Cancelling || CleaningUp } + /// Cancelling => CleaningUp /// ReceivedAtDestination => CleaningUp /// CleaningUp => [Exit] /// @@ -64,7 +65,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer Preparing, // The agent is being prepared for transfer Transferring, // The agent is in the process of being transferred to a destination ReceivedAtDestination, // The destination has notified us that the agent has been successfully received - CleaningUp // The agent is being changed to child/removed after a transfer + CleaningUp, // The agent is being changed to child/removed after a transfer + Cancelling // The user has cancelled the teleport but we have yet to act upon this. } /// @@ -115,42 +117,110 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// /// /// Illegal transitions will throw an Exception - internal void UpdateInTransit(UUID id, AgentTransferState newState) + internal bool UpdateInTransit(UUID id, AgentTransferState newState) { + bool transitionOkay = false; + + // We don't want to throw an exception on cancel since this can come it at any time. + bool failIfNotOkay = true; + + // Should be a failure message if failure is not okay. + string failureMessage = null; + + AgentTransferState? oldState = null; + lock (m_agentsInTransit) { // Illegal to try and update an agent that's not actually in transit. if (!m_agentsInTransit.ContainsKey(id)) - throw new Exception( - string.Format( - "Agent with ID {0} is not registered as in transit in {1}", - id, m_mod.Scene.RegionInfo.RegionName)); - - AgentTransferState oldState = m_agentsInTransit[id]; + { + if (newState != AgentTransferState.Cancelling) + failureMessage = string.Format( + "Agent with ID {0} is not registered as in transit in {1}", + id, m_mod.Scene.RegionInfo.RegionName); + else + failIfNotOkay = false; + } + else + { + oldState = m_agentsInTransit[id]; - bool transitionOkay = false; + if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp) + { + transitionOkay = true; + } + else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing) + { + transitionOkay = true; + } + else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring) + { + transitionOkay = true; + } + else + { + if (newState == AgentTransferState.Cancelling + && (oldState == AgentTransferState.Preparing || oldState == AgentTransferState.Transferring)) + { + transitionOkay = true; + } + else + { + failIfNotOkay = false; + } + } - if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp) - transitionOkay = true; - else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing) - transitionOkay = true; - else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring) - transitionOkay = true; + if (!transitionOkay) + failureMessage + = string.Format( + "Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}", + id, oldState, newState, m_mod.Scene.RegionInfo.RegionName); + } if (transitionOkay) + { m_agentsInTransit[id] = newState; - else - throw new Exception( - string.Format( - "Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}", - id, oldState, newState, m_mod.Scene.RegionInfo.RegionName)); + +// m_log.DebugFormat( +// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}", +// id, oldState, newState, m_mod.Scene.Name); + } + else if (failIfNotOkay) + { + throw new Exception(failureMessage); + } +// else +// { +// if (oldState != null) +// m_log.DebugFormat( +// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}", +// id, oldState, newState, m_mod.Scene.Name); +// else +// m_log.DebugFormat( +// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit", +// id, newState, m_mod.Scene.Name); +// } } + + return transitionOkay; } - internal bool IsInTransit(UUID id) + /// + /// Gets the current agent transfer state. + /// + /// Null if the agent is not in transit + /// + /// Identifier. + /// + internal AgentTransferState? GetAgentTransferState(UUID id) { lock (m_agentsInTransit) - return m_agentsInTransit.ContainsKey(id); + { + if (!m_agentsInTransit.ContainsKey(id)) + return null; + else + return m_agentsInTransit[id]; + } } /// @@ -203,14 +273,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer lock (m_agentsInTransit) { - if (!IsInTransit(id)) + AgentTransferState? currentState = GetAgentTransferState(id); + + if (currentState == null) throw new Exception( string.Format( "Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit", id, m_mod.Scene.RegionInfo.RegionName)); - AgentTransferState currentState = m_agentsInTransit[id]; - if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination) throw new Exception( string.Format( -- cgit v1.1 From fb1211ad5ef86bf6a1b6170775f1ebb4adcb4cb7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 12 Mar 2013 23:01:27 +0000 Subject: Add DisableInterRegionTeleportCancellation option in [EntityTransfer] section of OpenSim.ini. False by default. This option allows the simulator to specify that the cancel button on inter-region teleports should never appear. This exists because sometimes cancellation will result in a stuck avatar requiring relog. It may be hard to prevent this due to the protocol design (the LL grid has the same issue) In small controlled grids where teleport failure is practically impossible it can be better to disable teleport cancellation entirely. --- .../EntityTransfer/EntityTransferModule.cs | 21 ++++++++++++++++++++- 1 file changed, 20 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 34f0924..9b1b69a 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -66,6 +66,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// public bool WaitForAgentArrivedAtDestination { get; set; } + /// + /// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests. + /// + /// + /// This is useful in situations where teleport is very likely to always succeed and we want to avoid a + /// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the + /// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport + /// cancellation consistently suceed. + /// + public bool DisableInterRegionTeleportCancellation { get; set; } + protected bool m_Enabled = false; public Scene Scene { get; private set; } @@ -116,6 +127,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer IConfig transferConfig = source.Configs["EntityTransfer"]; if (transferConfig != null) { + DisableInterRegionTeleportCancellation + = transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false); + WaitForAgentArrivedAtDestination = transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault); @@ -148,9 +162,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer protected virtual void OnNewClient(IClientAPI client) { - client.OnTeleportCancel += OnClientCancelTeleport; client.OnTeleportHomeRequest += TeleportHome; client.OnTeleportLandmarkRequest += RequestTeleportLandmark; + + if (!DisableInterRegionTeleportCancellation) + client.OnTeleportCancel += OnClientCancelTeleport; } public virtual void Close() {} @@ -528,6 +544,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (sp.ParentID != (uint)0) sp.StandUp(); + if (DisableInterRegionTeleportCancellation) + teleportFlags |= (uint)TeleportFlags.DisableCancel; + // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to // the viewer. However, it might mean that the viewer does not see the black teleport screen (untested). sp.ControllingClient.SendTeleportStart(teleportFlags); -- cgit v1.1 From 0d25be3f8162fc4e99cd5abdaceb425a1f7370fe Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 13 Mar 2013 00:19:37 +0000 Subject: Make C# scripts return correct error line and column numbers instead of failing because they have no linemap. Adapted fix from http://opensimulator.org/mantis/view.php?id=6571 Thanks Nickel Briand --- OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs index 9d20c9e..b71afe3 100644 --- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs +++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs @@ -662,13 +662,18 @@ namespace SecondLife { string severity = CompErr.IsWarning ? "Warning" : "Error"; - KeyValuePair lslPos; + KeyValuePair errorPos; // Show 5 errors max, but check entire list for errors if (severity == "Error") { - lslPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]); + // C# scripts will not have a linemap since theres no line translation involved. + if (!m_lineMaps.ContainsKey(assembly)) + errorPos = new KeyValuePair(CompErr.Line, CompErr.Column); + else + errorPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]); + string text = CompErr.ErrorText; // Use LSL type names @@ -678,7 +683,7 @@ namespace SecondLife // The Second Life viewer's script editor begins // countingn lines and columns at 0, so we subtract 1. errtext += String.Format("({0},{1}): {4} {2}: {3}\n", - lslPos.Key - 1, lslPos.Value - 1, + errorPos.Key - 1, errorPos.Value - 1, CompErr.ErrorNumber, text, severity); hadErrors = true; } -- cgit v1.1 From f8a4d95bdd2bff70a428d386edad1ca91e15c6c0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 13 Mar 2013 00:22:07 +0000 Subject: minor: Remove mono compiler warning in LLClientView --- 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 bae7952..7ea538c 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -7069,7 +7069,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (handlerUpdatePrimFlags != null) { - byte[] data = Pack.ToBytes(); +// byte[] data = Pack.ToBytes(); // 46,47,48 are special positions within the packet // This may change so perhaps we need a better way // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) -- cgit v1.1 From b7216f4daffca6dad4049c84982beca6dca9b094 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 13 Mar 2013 00:46:17 +0000 Subject: minor: save some commented out log lines which will be useful again in future debugging of VectorRenderModule --- .../Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs index f04fabe..4cecd85 100644 --- a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs @@ -516,6 +516,9 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender foreach (string line in GetLines(data, dataDelim)) { string nextLine = line.Trim(); + +// m_log.DebugFormat("[VECTOR RENDER MODULE]: Processing line '{0}'", nextLine); + //replace with switch, or even better, do some proper parsing if (nextLine.StartsWith("MoveTo")) { @@ -829,6 +832,8 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender float y = Convert.ToSingle(yVal, CultureInfo.InvariantCulture); PointF point = new PointF(x, y); points[i / 2] = point; + +// m_log.DebugFormat("[VECTOR RENDER MODULE]: Got point {0}", points[i / 2]); } } } -- cgit v1.1 From 5c53660a7f055be9ed41f30893de673acac8a0f1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 13 Mar 2013 22:59:06 +0000 Subject: Add prototype dynamic objects map for scene object parts This allows region modules to add dynamic objects to SOPs rather than having to continually push and pull OSD dynamic attributes. This is to explore the original MOAP use case for dynamic attributes where it could be very awkward and possibly time-consuming to keep reconstructing MediaEntrys from stored DynamicAttributes. This commit adds a DOExampleModule to demonstrate/evolve this code. Dynamic objects involve no storage or persistence changes - the 'backing store' for any data that does need to be saved will remain the DAMap. DOExampleModule in this commit only attaches a fresh dynamic object. Actually constructing this from stored dynamic attributes and handling persistence is left for later. These changes should affect no existing functionality, though it may or may not reveal necessary changes in DAMap down the road. --- .../Framework/DynamicAttributes/DOExampleModule.cs | 117 +++++++++++++++++++++ OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 22 ++++ 2 files changed, 139 insertions(+) create mode 100644 OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs new file mode 100644 index 0000000..71bb3f0 --- /dev/null +++ b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs @@ -0,0 +1,117 @@ +/* + * 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; +using Mono.Addins; +using Nini.Config; +using OpenMetaverse; +using OpenMetaverse.Packets; +using OpenMetaverse.StructuredData; +using OpenSim.Framework; +using OpenSim.Region.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; + +namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule +{ + /// + /// Example module for experimenting with and demonstrating dynamic object ideas. + /// + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DOExampleModule")] + public class DOExampleModule : INonSharedRegionModule + { + public class MyObject + { + public int Moves { get; set; } + } + + // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + private static readonly bool ENABLED = false; // enable for testing + + private Scene m_scene; + private IDialogModule m_dialogMod; + + public string Name { get { return "DOExample Module"; } } + public Type ReplaceableInterface { get { return null; } } + + public void Initialise(IConfigSource source) {} + + public void AddRegion(Scene scene) + { + if (ENABLED) + { + m_scene = scene; + m_scene.EventManager.OnObjectAddedToScene += OnObjectAddedToScene; + m_scene.EventManager.OnSceneGroupMove += OnSceneGroupMove; + m_dialogMod = m_scene.RequestModuleInterface(); + } + } + + public void RemoveRegion(Scene scene) + { + if (ENABLED) + { + m_scene.EventManager.OnSceneGroupMove -= OnSceneGroupMove; + } + } + + public void RegionLoaded(Scene scene) {} + + public void Close() + { + RemoveRegion(m_scene); + } + + private void OnObjectAddedToScene(SceneObjectGroup so) + { + so.RootPart.DynObjs.Add(Name, new MyObject()); + } + + private bool OnSceneGroupMove(UUID groupId, Vector3 delta) + { + SceneObjectGroup so = m_scene.GetSceneObjectGroup(groupId); + + if (so == null) + return true; + + object rawObj = so.RootPart.DynObjs.Get(Name); + + if (rawObj != null) + { + MyObject myObj = (MyObject)rawObj; + + m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", so.Name, so.UUID, ++myObj.Moves)); + } + + return true; + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 3e9a6fa..ee7c4f4 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -129,6 +129,27 @@ namespace OpenSim.Region.Framework.Scenes /// Dynamic attributes can be created and deleted as required. /// public DAMap DynAttrs { get; set; } + + private DOMap m_dynObjs; + + /// + /// Dynamic objects that can be created and deleted as required. + /// + public DOMap DynObjs + { + get + { + if (m_dynObjs == null) + m_dynObjs = new DOMap(); + + return m_dynObjs; + } + + set + { + m_dynObjs = value; + } + } /// /// Is this a root part? @@ -348,6 +369,7 @@ namespace OpenSim.Region.Framework.Scenes Rezzed = DateTime.UtcNow; Description = String.Empty; DynAttrs = new DAMap(); + DynObjs = new DOMap(); // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from -- cgit v1.1 From 48d41ef3076eb4c2a8c4a67d811630ab7b498469 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 13 Mar 2013 23:25:56 +0000 Subject: Remove unnecessary instation of DOMap() in SOP from commit 5c53660 since this is being done lazily --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ee7c4f4..a8b63fe 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -369,7 +369,6 @@ namespace OpenSim.Region.Framework.Scenes Rezzed = DateTime.UtcNow; Description = String.Empty; DynAttrs = new DAMap(); - DynObjs = new DOMap(); // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from -- cgit v1.1 From 43220afda2a69e7849c2ab9f98dcbd61a3da218b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 13 Mar 2013 23:42:14 +0000 Subject: Improve DAExampleModule to show current necessary locking to avoid race conditions with a serialization thread. --- .../Framework/DynamicAttributes/DAExampleModule.cs | 24 ++++++++++++++-------- 1 file changed, 16 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs index 37131b9..f874495 100644 --- a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs @@ -85,19 +85,27 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DAExampleModule { OSDMap attrs = null; SceneObjectPart sop = m_scene.GetSceneObjectPart(groupId); + + if (sop == null) + return true; + if (!sop.DynAttrs.TryGetValue(Name, out attrs)) attrs = new OSDMap(); OSDInteger newValue; - - if (!attrs.ContainsKey("moves")) - newValue = new OSDInteger(1); - else - newValue = new OSDInteger(((OSDInteger)attrs["moves"]).AsInteger() + 1); - - attrs["moves"] = newValue; - sop.DynAttrs[Name] = attrs; + // We have to lock on the entire dynamic attributes map to avoid race conditions with serialization code. + lock (sop.DynAttrs) + { + if (!attrs.ContainsKey("moves")) + newValue = new OSDInteger(1); + else + newValue = new OSDInteger(attrs["moves"].AsInteger() + 1); + + attrs["moves"] = newValue; + + sop.DynAttrs[Name] = attrs; + } m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", sop.Name, sop.UUID, newValue)); -- cgit v1.1 From e9c394fb4ed56ffb931a0161b8c6fdc929b38058 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 21:23:48 +0000 Subject: Make llGetObjectDetails() return the correct world rotation for a sitting avatar This addresses http://opensimulator.org/mantis/view.php?id=6567 This creates a ScenePresence.GetWorldRotation() with the same semantics as SOP.GetWorldRotation() SP.Rotation can't be used since it's relative to the sat upon prim if the avatar is sitting. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 40 +++++++++++++++++++--- .../Shared/Api/Implementation/LSL_Api.cs | 2 +- 2 files changed, 36 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a7c7539..82bb759 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -559,16 +559,28 @@ namespace OpenSim.Region.Framework.Scenes private Quaternion m_bodyRot = Quaternion.Identity; + /// + /// The rotation of the avatar. + /// + /// + /// If the avatar is not sitting, this is with respect to the world + /// If the avatar is sitting, this is a with respect to the part that it's sitting upon (a local rotation). + /// If you always want the world rotation, use GetWorldRotation() + /// public Quaternion Rotation { - get { return m_bodyRot; } + get + { + return m_bodyRot; + } + set { m_bodyRot = value; + if (PhysicsActor != null) - { PhysicsActor.Orientation = m_bodyRot; - } + // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); } } @@ -608,6 +620,26 @@ namespace OpenSim.Region.Framework.Scenes set { m_health = value; } } + /// + /// Gets the world rotation of this presence. + /// + /// + /// Unlike Rotation, this returns the world rotation no matter whether the avatar is sitting on a prim or not. + /// + /// + public Quaternion GetWorldRotation() + { + if (IsSatOnObject) + { + SceneObjectPart sitPart = ParentPart; + + if (sitPart != null) + return sitPart.GetWorldRotation() * Rotation; + } + + return Rotation; + } + public void AdjustKnownSeeds() { Dictionary seeds; @@ -709,8 +741,6 @@ namespace OpenSim.Region.Framework.Scenes #endregion - - #region Constructor(s) public ScenePresence( diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index dd7ee24..47f8758 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -10518,7 +10518,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); break; case ScriptBaseClass.OBJECT_ROT: - ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W)); + ret.Add(new LSL_Rotation(av.GetWorldRotation())); break; case ScriptBaseClass.OBJECT_VELOCITY: ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); -- cgit v1.1 From ad9bd3fe93e3d48b17ca28b3e036fe39991f2203 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 21:46:29 +0000 Subject: Fix sensors, llGetRootRotation(), llGet*Param() and other functions to use the world rotation if the avatar to which they are attached is sitting --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 4 ++-- .../Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | 9 +++------ .../Shared/Api/Implementation/Plugins/SensorRepeat.cs | 4 ++-- 3 files changed, 7 insertions(+), 10 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 47f8758..d88e416 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2174,7 +2174,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0) q = avatar.CameraRotation; // Mouselook else - q = avatar.Rotation; // Currently infrequently updated so may be inaccurate + q = avatar.GetWorldRotation(); // Currently infrequently updated so may be inaccurate } else q = part.ParentGroup.GroupRotation; // Likely never get here but just in case @@ -7831,7 +7831,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0) q = avatar.CameraRotation; // Mouselook else - q = avatar.Rotation; // Currently infrequently updated so may be inaccurate + q = avatar.GetWorldRotation(); // Currently infrequently updated so may be inaccurate else q = m_host.ParentGroup.GroupRotation; // Likely never get here but just in case } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 48c6b50..bd83f02 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -2578,18 +2578,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { UUID npcId; if (!UUID.TryParse(npc.m_string, out npcId)) - return new LSL_Rotation(Quaternion.Identity.X, Quaternion.Identity.Y, Quaternion.Identity.Z, Quaternion.Identity.W); + return new LSL_Rotation(Quaternion.Identity); if (!npcModule.CheckPermissions(npcId, m_host.OwnerID)) - return new LSL_Rotation(Quaternion.Identity.X, Quaternion.Identity.Y, Quaternion.Identity.Z, Quaternion.Identity.W); + return new LSL_Rotation(Quaternion.Identity); ScenePresence sp = World.GetScenePresence(npcId); if (sp != null) - { - Quaternion rot = sp.Rotation; - return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W); - } + return new LSL_Rotation(sp.GetWorldRotation()); } return new LSL_Rotation(Quaternion.Identity.X, Quaternion.Identity.Y, Quaternion.Identity.Z, Quaternion.Identity.W); diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs index dd45406..88ab515 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs @@ -353,7 +353,7 @@ 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); - q = avatar.Rotation * q; + q = avatar.GetWorldRotation() * q; } LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); @@ -480,7 +480,7 @@ 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); - q = avatar.Rotation * q; + q = avatar.GetWorldRotation() * q; } LSL_Types.Quaternion r = new LSL_Types.Quaternion(q); -- cgit v1.1 From f84072827384f7ea7c50f77eab23c141cae6cd9e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 21:57:43 +0000 Subject: refactor: use cleaner LSL_Rotation quaternion constructor in LSL_Api.GetPartRot() --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 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 d88e416..854169b 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2181,10 +2181,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } else q = part.ParentGroup.GroupRotation; // just the group rotation - return new LSL_Rotation(q.X, q.Y, q.Z, q.W); + + return new LSL_Rotation(q); } - q = part.GetWorldRotation(); - return new LSL_Rotation(q.X, q.Y, q.Z, q.W); + + return new LSL_Rotation(part.GetWorldRotation()); } public LSL_Rotation llGetLocalRot() -- cgit v1.1 From c3e081a5ca165b197fcb5c6e407f0174931c8f7c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:00:04 +0000 Subject: Fix minor race condition in llGetLocalRot() where inconsistent results could be returned if the prim was rotating during the call --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 3 ++- 1 file changed, 2 insertions(+), 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 854169b..c9d0d91 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2191,7 +2191,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Rotation llGetLocalRot() { m_host.AddScriptLPS(1); - return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); + + return new LSL_Rotation(m_host.RotationOffset); } public void llSetForce(LSL_Vector force, int local) -- cgit v1.1 From ffbbe29229c2122502a3c173bd40a870d2a3d631 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:01:24 +0000 Subject: refactor: Use LSL_Vector(Vector3) constructor in llGetTorque() --- 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 c9d0d91..e55e215 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2287,8 +2287,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Vector llGetTorque() { m_host.AddScriptLPS(1); - Vector3 torque = m_host.ParentGroup.GetTorque(); - return new LSL_Vector(torque.X,torque.Y,torque.Z); + + return new LSL_Vector(m_host.ParentGroup.GetTorque()); } public void llSetForceAndTorque(LSL_Vector force, LSL_Vector torque, int local) -- cgit v1.1 From 04e806036ff6fe9246f7c1ab91f162cb5168bb07 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:02:43 +0000 Subject: refactor: Use LSL_Vector(Vector3) constructor in llGetVel() --- 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 e55e215..aadfe72 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2314,7 +2314,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api vel = m_host.Velocity; } - return new LSL_Vector(vel.X, vel.Y, vel.Z); + return new LSL_Vector(vel); } public LSL_Vector llGetAccel() -- cgit v1.1 From 1774c631cb441458596f3adde3474518d883a7e6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:04:11 +0000 Subject: Fix minor race condition in llGetOmega() where a call whilst a prim was changing angular velocity could return inconsistent results --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 3 ++- 1 file changed, 2 insertions(+), 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 aadfe72..29bc9c7 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2320,7 +2320,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Vector llGetAccel() { m_host.AddScriptLPS(1); - return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z); + + return new LSL_Vector(m_host.Acceleration); } public LSL_Vector llGetOmega() -- cgit v1.1 From 895aa7346f5ba44055225cb4d11351f953ce458e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:07:07 +0000 Subject: Fix minor race condition in llGetOmega() where inconsistent results could be returned (accidentally stated that commit 1774c631 was this fix). Commit 1774c631 was actually a fix for a similar minor race condition in llGetAccel() --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 3 ++- 1 file changed, 2 insertions(+), 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 29bc9c7..d25f673 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2327,7 +2327,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Vector llGetOmega() { m_host.AddScriptLPS(1); - return new LSL_Vector(m_host.AngularVelocity.X, m_host.AngularVelocity.Y, m_host.AngularVelocity.Z); + + return new LSL_Vector(m_host.AngularVelocity); } public LSL_Float llGetTimeOfDay() -- cgit v1.1 From ff6a16b46e334995bce589fe9c9f3854381ee167 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:09:05 +0000 Subject: Fix a minor race condition in llInstantMessage() where slightly wrong origin co-ordinates could be given for a fast moving prim --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 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 d25f673..267dc96 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -3105,13 +3105,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api msg.ParentEstateID = 0; //ParentEstateID; msg.Position = new Vector3(m_host.AbsolutePosition); msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; + + Vector3 pos = m_host.AbsolutePosition; msg.binaryBucket = Util.StringToBytes256( "{0}/{1}/{2}/{3}", World.RegionInfo.RegionName, - (int)Math.Floor(m_host.AbsolutePosition.X), - (int)Math.Floor(m_host.AbsolutePosition.Y), - (int)Math.Floor(m_host.AbsolutePosition.Z)); + (int)Math.Floor(pos.X), + (int)Math.Floor(pos.Y), + (int)Math.Floor(pos.Z)); if (m_TransferModule != null) { -- cgit v1.1 From 7b85279dbaf3e73ed45ecafe6a373565643e9a9e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:14:32 +0000 Subject: refactor: Use LSL_Vector(Vector3) constructor in llGetCenterOfMass() --- 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 267dc96..aca0132 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4877,8 +4877,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Vector llGetCenterOfMass() { m_host.AddScriptLPS(1); - Vector3 center = m_host.GetCenterOfMass(); - return new LSL_Vector(center.X,center.Y,center.Z); + + return new LSL_Vector(m_host.GetCenterOfMass()); } public LSL_List llListSort(LSL_List src, int stride, int ascending) -- cgit v1.1 From 3c9bea1e3fbe0bb457bcc227d0420125c00ce832 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:22:10 +0000 Subject: Fix minor race conditions in llTeleportAgent(), llTeleportAgentGlobalCoords(), llEjectFromLand() and llOverMyLand() where the wrong parcel could be identified for very fast moving avatars. --- .../Shared/Api/Implementation/LSL_Api.cs | 35 +++++++++++++--------- 1 file changed, 21 insertions(+), 14 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 aca0132..8415feb 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4202,9 +4202,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (destination == String.Empty) destination = World.RegionInfo.RegionName; + Vector3 pos = presence.AbsolutePosition; + // agent must be over the owners land - if (m_host.OwnerID == World.LandChannel.GetLandObject( - presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) + if (m_host.OwnerID == World.LandChannel.GetLandObject(pos.X, pos.Y).LandData.OwnerID) { DoLLTeleport(presence, destination, targetPos, targetLookAt); } @@ -4234,9 +4235,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // agent must not be a god if (presence.GodLevel >= 200) return; + Vector3 pos = presence.AbsolutePosition; + // agent must be over the owners land - if (m_host.OwnerID == World.LandChannel.GetLandObject( - presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) + if (m_host.OwnerID == World.LandChannel.GetLandObject(pos.X, pos.Y).LandData.OwnerID) { World.RequestTeleportLocation(presence.ControllingClient, regionHandle, targetPos, targetLookAt, (uint)TeleportFlags.ViaLocation); } @@ -5865,8 +5867,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ScenePresence presence = World.GetScenePresence(agentID); if (presence != null) { + Vector3 pos = presence.AbsolutePosition; + // agent must be over the owners land - ILandObject land = World.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y); + ILandObject land = World.LandChannel.GetLandObject(pos.X, pos.Y); if (land == null) return; @@ -5888,19 +5892,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ScenePresence presence = World.GetScenePresence(key); if (presence != null) // object is an avatar { - if (m_host.OwnerID - == World.LandChannel.GetLandObject( - presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) + Vector3 pos = presence.AbsolutePosition; + + if (m_host.OwnerID == World.LandChannel.GetLandObject(pos.X, pos.Y).LandData.OwnerID) return 1; } else // object is not an avatar { SceneObjectPart obj = World.GetSceneObjectPart(key); + if (obj != null) - if (m_host.OwnerID - == World.LandChannel.GetLandObject( - obj.AbsolutePosition.X, obj.AbsolutePosition.Y).LandData.OwnerID) + { + Vector3 pos = obj.AbsolutePosition; + + if (m_host.OwnerID == World.LandChannel.GetLandObject(pos.X, pos.Y).LandData.OwnerID) return 1; + } } } @@ -5979,7 +5986,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // or // if the object is owned by a person with estate access. - ILandObject parcel = World.LandChannel.GetLandObject(av.AbsolutePosition.X, av.AbsolutePosition.Y); + Vector3 pos = av.AbsolutePosition; + + ILandObject parcel = World.LandChannel.GetLandObject(pos.X, pos.Y); if (parcel != null) { if (m_host.OwnerID == parcel.LandData.OwnerID || @@ -5991,9 +6000,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } } - } - } public LSL_Vector llGroundSlope(LSL_Vector offset) -- cgit v1.1 From f8c24b2a61e9f927620fee8e06457f70ba6e2e82 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:26:37 +0000 Subject: minor: Reuse ground LSL_Vector in llGroundSlope() rather than creating a new one. --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 7 ++++++- 1 file changed, 6 insertions(+), 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 8415feb..6414f35 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -6006,6 +6006,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Vector llGroundSlope(LSL_Vector offset) { m_host.AddScriptLPS(1); + //Get the slope normal. This gives us the equation of the plane tangent to the slope. LSL_Vector vsn = llGroundNormal(offset); @@ -6016,7 +6017,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api vsl.Normalize(); //Normalization might be overkill here - return new LSL_Vector(vsl.X, vsl.Y, vsl.Z); + vsn.x = vsl.X; + vsn.y = vsl.Y; + vsn.z = vsl.Z; + + return vsn; } public LSL_Vector llGroundNormal(LSL_Vector offset) -- cgit v1.1 From e6eb9146756a9c49aef018cdfd403c10c2bc82d6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:28:40 +0000 Subject: refactor: use LSL_Vector(Vector3) constructor in llGroundNormal() --- 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 6414f35..6aae784 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -6071,7 +6071,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api //I believe the crossproduct of two normalized vectors is a normalized vector so //this normalization may be overkill - return new LSL_Vector(vsn.X, vsn.Y, vsn.Z); + return new LSL_Vector(vsn); } public LSL_Vector llGroundContour(LSL_Vector offset) -- cgit v1.1 From e7603f98b7353a2d1603094d206ad6f80b837371 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:31:07 +0000 Subject: Fix minor race conditions in detecting current parcel for llAddToLandPassList(), llSetParcelMusicURL() and llGetParcelMusicURL() for moving prims --- .../Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 10 +++++++--- 1 file changed, 7 insertions(+), 3 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 6aae784..f95ecb4 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -6571,7 +6571,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); UUID key; - ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + Vector3 pos = m_host.AbsolutePosition; + + ILandObject land = World.LandChannel.GetLandObject(pos.X, pos.Y); if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned)) { int expires = 0; @@ -7800,7 +7802,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + Vector3 pos = m_host.AbsolutePosition; + ILandObject land = World.LandChannel.GetLandObject(pos.X, pos.Y); if (land.LandData.OwnerID != m_host.OwnerID) return; @@ -7814,7 +7817,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + Vector3 pos = m_host.AbsolutePosition; + ILandObject land = World.LandChannel.GetLandObject(pos.X, pos.Y); if (land.LandData.OwnerID != m_host.OwnerID) return String.Empty; -- cgit v1.1 From dd6f1fc637f0efb44e0aadf7424314993f100a32 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:33:44 +0000 Subject: Fix minor race condition in llGetRootPosition() where inconsistent results could be returned for moving prims --- 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 f95ecb4..559744f 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -7829,8 +7829,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Vector llGetRootPosition() { m_host.AddScriptLPS(1); - return new LSL_Vector(m_host.ParentGroup.AbsolutePosition.X, m_host.ParentGroup.AbsolutePosition.Y, - m_host.ParentGroup.AbsolutePosition.Z); + + return new LSL_Vector(m_host.ParentGroup.AbsolutePosition); } /// -- cgit v1.1 From a6f8638174dde7c32bef4659164a71b47c1c6c71 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:34:48 +0000 Subject: refactor: use LSL_Rotation(Quaternion) constructor in lLGetRootRotation() --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 3 ++- 1 file changed, 2 insertions(+), 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 559744f..19eec71 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -7859,7 +7859,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } else q = m_host.ParentGroup.GroupRotation; // just the group rotation - return new LSL_Rotation(q.X, q.Y, q.Z, q.W); + + return new LSL_Rotation(q); } public LSL_String llGetObjectDesc() -- cgit v1.1 From b23009e480cee996d2d2808b22ea4dfd76a45e03 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:35:41 +0000 Subject: Fix minor race condition in llGetGeometricCenter() if this was changing whilst the function was called. --- 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 19eec71..deaaa8a 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -7967,7 +7967,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Vector llGetGeometricCenter() { - return new LSL_Vector(m_host.GetGeometricCenter().X, m_host.GetGeometricCenter().Y, m_host.GetGeometricCenter().Z); + return new LSL_Vector(m_host.GetGeometricCenter()); } public LSL_List llGetPrimitiveParams(LSL_List rules) -- cgit v1.1 From 2a81eb8d45b4c2b1866479eec1bc906d0d6cf1a7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:42:11 +0000 Subject: Fix minor race conditions in LSL_Api.GetPrimParams() for PRIM_POSITION, PRIM_SIZE and PRIM_ROT_LOCAL This function is used by all the various ll*Params() and os*Params() functions --- .../Shared/Api/Implementation/LSL_Api.cs | 21 +++++++++++---------- 1 file changed, 11 insertions(+), 10 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 deaaa8a..8d5eea3 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -8054,23 +8054,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api break; case (int)ScriptBaseClass.PRIM_POSITION: - LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, - part.AbsolutePosition.Y, - part.AbsolutePosition.Z); + LSL_Vector v = new LSL_Vector(part.AbsolutePosition); + // For some reason, the part.AbsolutePosition.* values do not change if the // linkset is rotated; they always reflect the child prim's world position // as though the linkset is unrotated. This is incompatible behavior with SL's // implementation, so will break scripts imported from there (not to mention it // makes it more difficult to determine a child prim's actual inworld position). - if (part.ParentID != 0) - v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition(); + if (!part.IsRoot) + { + LSL_Vector rootPos = new LSL_Vector(m_host.ParentGroup.AbsolutePosition); + v = ((v - rootPos) * llGetRootRotation()) + rootPos; + } + res.Add(v); break; case (int)ScriptBaseClass.PRIM_SIZE: - res.Add(new LSL_Vector(part.Scale.X, - part.Scale.Y, - part.Scale.Z)); + res.Add(new LSL_Vector(part.Scale)); break; case (int)ScriptBaseClass.PRIM_ROTATION: @@ -8384,8 +8385,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api case (int)ScriptBaseClass.PRIM_DESC: res.Add(new LSL_String(part.Description)); break; - case (int)ScriptBaseClass.PRIM_ROT_LOCAL: - res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); + case (int)ScriptBaseClass.PRIM_ROT_LOCAL: + res.Add(new LSL_Rotation(part.RotationOffset)); break; case (int)ScriptBaseClass.PRIM_POS_LOCAL: res.Add(new LSL_Vector(GetPartLocalPos(part))); -- cgit v1.1 From d4b109b4c4c9bc548bfbfa4b0c6d021cfa38bee3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:45:00 +0000 Subject: Fix minor race condition in llParcelMediaCommandList() where a parcel could be misidentified for a moving prim --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 4 +++- 1 file changed, 3 insertions(+), 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 8d5eea3..1b98bd8 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -9595,7 +9595,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // according to the docs, this command only works if script owner and land owner are the same // lets add estate owners and gods, too, and use the generic permission check. - ILandObject landObject = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + Vector3 pos = m_host.AbsolutePosition; + + ILandObject landObject = World.LandChannel.GetLandObject(pos.X, pos.Y); if (!World.Permissions.CanEditParcelProperties(m_host.OwnerID, landObject, GroupPowers.ChangeMedia)) return; bool update = false; // send a ParcelMediaUpdate (and possibly change the land's media URL)? -- cgit v1.1 From 114fd042ded4b2b5e27866810c7af05a6568fc87 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:46:27 +0000 Subject: Fix minor race condition in llGetCameraPos() where an inconsistent post could be returned for a moving camera --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 9 +++++---- 1 file changed, 5 insertions(+), 4 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 1b98bd8..b1134e7 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -9916,21 +9916,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_host.AddScriptLPS(1); if (m_item.PermsGranter == UUID.Zero) - return new LSL_Vector(); + return Vector3.Zero; if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) { ShoutError("No permissions to track the camera"); - return new LSL_Vector(); + return Vector3.Zero; } ScenePresence presence = World.GetScenePresence(m_host.OwnerID); if (presence != null) { - LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z); + LSL_Vector pos = new LSL_Vector(presence.CameraPosition); return pos; } - return new LSL_Vector(); + + return Vector3.Zero; } public LSL_Rotation llGetCameraRot() -- cgit v1.1 From c09f4ff4834aa2064489ef5376e51352dcdc6966 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:49:08 +0000 Subject: Fix minor race condition in llGetCameraRot() where inconsistent information could be returned for a rotating camera --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 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 b1134e7..42f9c8d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -9939,21 +9939,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_host.AddScriptLPS(1); if (m_item.PermsGranter == UUID.Zero) - return new LSL_Rotation(); + return Quaternion.Identity; if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) { ShoutError("No permissions to track the camera"); - return new LSL_Rotation(); + return Quaternion.Identity; } ScenePresence presence = World.GetScenePresence(m_host.OwnerID); if (presence != null) { - return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W); + return new LSL_Rotation(presence.CameraRotation); } - return new LSL_Rotation(); + return Quaternion.Identity; } /// -- cgit v1.1 From c1115e4c2e8a35fee3287add748881f3718deba5 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 22:56:26 +0000 Subject: Add ILandChannel.GetLandObject(Vector3 position) as this is a very common input to GetLandObject() This conforms to the existing ILandChannel.ParcelsNearPoint() method --- OpenSim/Region/CoreModules/World/Land/LandChannel.cs | 5 +++++ .../Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs | 5 +++++ 2 files changed, 10 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Land/LandChannel.cs b/OpenSim/Region/CoreModules/World/Land/LandChannel.cs index 7fc358d..73c592d 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandChannel.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandChannel.cs @@ -95,6 +95,11 @@ namespace OpenSim.Region.CoreModules.World.Land return null; } + public ILandObject GetLandObject(Vector3 position) + { + return GetLandObject(position.X, position.Y); + } + public ILandObject GetLandObject(int x, int y) { if (m_landManagementModule != null) diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs index a133e51..b4abc1d 100644 --- a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs +++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs @@ -68,6 +68,11 @@ public class RegionCombinerLargeLandChannel : ILandChannel RootRegionLandChannel.Clear(setupDefaultParcel); } + public ILandObject GetLandObject(Vector3 position) + { + return GetLandObject(position.X, position.Y); + } + public ILandObject GetLandObject(int x, int y) { //m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y); -- cgit v1.1 From ca99f418d8c09a9364d802d6cbd144c188c7b5cf Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 23:05:21 +0000 Subject: refactor: Use ILandChannel.GetLandObject(Vector3) in LSL_Api rather than having to continually take intermediate Vector3s to avoid race conditions --- .../Shared/Api/Implementation/LSL_Api.cs | 62 ++++++++-------------- 1 file changed, 21 insertions(+), 41 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 42f9c8d..9ab92c9 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -4176,13 +4176,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (presence != null) { // agent must be over the owners land - if (m_host.OwnerID == World.LandChannel.GetLandObject( - presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) + if (m_host.OwnerID == World.LandChannel.GetLandObject(presence.AbsolutePosition).LandData.OwnerID) { World.TeleportClientHome(agentId, presence.ControllingClient); } } } + ScriptSleep(5000); } @@ -4202,10 +4202,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (destination == String.Empty) destination = World.RegionInfo.RegionName; - Vector3 pos = presence.AbsolutePosition; - // agent must be over the owners land - if (m_host.OwnerID == World.LandChannel.GetLandObject(pos.X, pos.Y).LandData.OwnerID) + if (m_host.OwnerID == World.LandChannel.GetLandObject(presence.AbsolutePosition).LandData.OwnerID) { DoLLTeleport(presence, destination, targetPos, targetLookAt); } @@ -4235,10 +4233,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // agent must not be a god if (presence.GodLevel >= 200) return; - Vector3 pos = presence.AbsolutePosition; - // agent must be over the owners land - if (m_host.OwnerID == World.LandChannel.GetLandObject(pos.X, pos.Y).LandData.OwnerID) + if (m_host.OwnerID == World.LandChannel.GetLandObject(presence.AbsolutePosition).LandData.OwnerID) { World.RequestTeleportLocation(presence.ControllingClient, regionHandle, targetPos, targetLookAt, (uint)TeleportFlags.ViaLocation); } @@ -4442,7 +4438,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { if (pushrestricted) { - ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X, PusheePos.Y); + ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos); // We didn't find the parcel but region is push restricted so assume it is NOT ok if (targetlandObj == null) @@ -4457,7 +4453,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } else { - ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X, PusheePos.Y); + ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos); if (targetlandObj == null) { // We didn't find the parcel but region isn't push restricted so assume it's ok @@ -5715,8 +5711,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api UUID id = UUID.Zero; if (parcel || parcelOwned) { - pos = m_host.ParentGroup.RootPart.GetWorldPosition(); - land = World.LandChannel.GetLandObject(pos.X, pos.Y); + land = World.LandChannel.GetLandObject(m_host.ParentGroup.RootPart.GetWorldPosition()); if (land == null) { id = UUID.Zero; @@ -5742,8 +5737,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { if (!regionWide) { - pos = ssp.AbsolutePosition; - land = World.LandChannel.GetLandObject(pos.X, pos.Y); + land = World.LandChannel.GetLandObject(ssp.AbsolutePosition); if (land != null) { if (parcelOwned && land.LandData.OwnerID == id || @@ -5867,10 +5861,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ScenePresence presence = World.GetScenePresence(agentID); if (presence != null) { - Vector3 pos = presence.AbsolutePosition; - // agent must be over the owners land - ILandObject land = World.LandChannel.GetLandObject(pos.X, pos.Y); + ILandObject land = World.LandChannel.GetLandObject(presence.AbsolutePosition); if (land == null) return; @@ -5892,9 +5884,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ScenePresence presence = World.GetScenePresence(key); if (presence != null) // object is an avatar { - Vector3 pos = presence.AbsolutePosition; - - if (m_host.OwnerID == World.LandChannel.GetLandObject(pos.X, pos.Y).LandData.OwnerID) + if (m_host.OwnerID == World.LandChannel.GetLandObject(presence.AbsolutePosition).LandData.OwnerID) return 1; } else // object is not an avatar @@ -5903,9 +5893,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (obj != null) { - Vector3 pos = obj.AbsolutePosition; - - if (m_host.OwnerID == World.LandChannel.GetLandObject(pos.X, pos.Y).LandData.OwnerID) + if (m_host.OwnerID == World.LandChannel.GetLandObject(obj.AbsolutePosition).LandData.OwnerID) return 1; } } @@ -5985,10 +5973,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // if the land is group owned and the object is group owned by the same group // or // if the object is owned by a person with estate access. - - Vector3 pos = av.AbsolutePosition; - - ILandObject parcel = World.LandChannel.GetLandObject(pos.X, pos.Y); + ILandObject parcel = World.LandChannel.GetLandObject(av.AbsolutePosition); if (parcel != null) { if (m_host.OwnerID == parcel.LandData.OwnerID || @@ -6571,9 +6556,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); UUID key; - Vector3 pos = m_host.AbsolutePosition; + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); - ILandObject land = World.LandChannel.GetLandObject(pos.X, pos.Y); if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned)) { int expires = 0; @@ -7802,8 +7786,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - Vector3 pos = m_host.AbsolutePosition; - ILandObject land = World.LandChannel.GetLandObject(pos.X, pos.Y); + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (land.LandData.OwnerID != m_host.OwnerID) return; @@ -7817,8 +7800,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - Vector3 pos = m_host.AbsolutePosition; - ILandObject land = World.LandChannel.GetLandObject(pos.X, pos.Y); + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (land.LandData.OwnerID != m_host.OwnerID) return String.Empty; @@ -9595,9 +9577,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // according to the docs, this command only works if script owner and land owner are the same // lets add estate owners and gods, too, and use the generic permission check. - Vector3 pos = m_host.AbsolutePosition; - - ILandObject landObject = World.LandChannel.GetLandObject(pos.X, pos.Y); + ILandObject landObject = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (!World.Permissions.CanEditParcelProperties(m_host.OwnerID, landObject, GroupPowers.ChangeMedia)) return; bool update = false; // send a ParcelMediaUpdate (and possibly change the land's media URL)? @@ -10022,7 +10002,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); UUID key; - ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned)) { int expires = 0; @@ -10063,7 +10043,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); UUID key; - ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageAllowed)) { if (UUID.TryParse(avatar, out key)) @@ -10090,7 +10070,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); UUID key; - ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned)) { if (UUID.TryParse(avatar, out key)) @@ -10352,7 +10332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llResetLandBanList() { m_host.AddScriptLPS(1); - LandData land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).LandData; + LandData land = World.LandChannel.GetLandObject(m_host.AbsolutePosition).LandData; if (land.OwnerID == m_host.OwnerID) { foreach (LandAccessEntry entry in land.ParcelAccessList) @@ -10369,7 +10349,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llResetLandPassList() { m_host.AddScriptLPS(1); - LandData land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).LandData; + LandData land = World.LandChannel.GetLandObject(m_host.AbsolutePosition).LandData; if (land.OwnerID == m_host.OwnerID) { foreach (LandAccessEntry entry in land.ParcelAccessList) -- cgit v1.1 From f8dab4f93fda5aa63bb796adfe64187a7799a7af Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 23:06:54 +0000 Subject: refactor: Use LSL_Vector(Vector3) constructor in llCastRay() --- 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 9ab92c9..3885ba6 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -11462,7 +11462,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api list.Add(new LSL_Integer(linkNum)); if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) - list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z)); + list.Add(new LSL_Vector(result.Normal)); values++; if (values >= count) -- cgit v1.1 From 55204ccde6099652652bbfa315abdd321e96a340 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 23:09:59 +0000 Subject: Fix minor race conditions in OSSL_Api functions where a parcel could be misidentified for moving prims. --- .../Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index bd83f02..dc03ee6 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -363,7 +363,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api //OSSL only may be used if object is in the same group as the parcel if (m_FunctionPerms[function].AllowedOwnerClasses.Contains("PARCEL_GROUP_MEMBER")) { - ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (land.LandData.GroupID == m_item.GroupID && land.LandData.GroupID != UUID.Zero) { @@ -374,7 +374,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api //Only Parcelowners may use the function if (m_FunctionPerms[function].AllowedOwnerClasses.Contains("PARCEL_OWNER")) { - ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (land.LandData.OwnerID == ownerID) { @@ -1502,8 +1502,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_host.AddScriptLPS(1); - ILandObject land - = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (land.LandData.OwnerID != m_host.OwnerID) return; @@ -1519,8 +1518,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_host.AddScriptLPS(1); - ILandObject land - = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); + ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition); if (land.LandData.OwnerID != m_host.OwnerID) { -- cgit v1.1 From 56b333f301cc66cf6417c0e4853f1b930e54dbb0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 23:12:58 +0000 Subject: minor: Use more compact libomv primitive constructors in osNpcGetPos() and osNpcGetRot() --- .../Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index dc03ee6..0ab2733 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -2513,13 +2513,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api ScenePresence sp = World.GetScenePresence(npcId); if (sp != null) - { - Vector3 pos = sp.AbsolutePosition; - return new LSL_Vector(pos.X, pos.Y, pos.Z); - } + return new LSL_Vector(sp.AbsolutePosition); } - return new LSL_Vector(0, 0, 0); + return Vector3.Zero; } public void osNpcMoveTo(LSL_Key npc, LSL_Vector pos) @@ -2587,7 +2584,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return new LSL_Rotation(sp.GetWorldRotation()); } - return new LSL_Rotation(Quaternion.Identity.X, Quaternion.Identity.Y, Quaternion.Identity.Z, Quaternion.Identity.W); + return Quaternion.Identity; } public void osNpcSetRot(LSL_Key npc, LSL_Rotation rotation) -- cgit v1.1 From 0ea0f8aa83eac5ce826483785ac5398286876e17 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 23:16:39 +0000 Subject: Fix bug in osCauseHealing() if called with an avatar ID for an avatar that is not in the scene. --- .../Shared/Api/Implementation/OSSL_Api.cs | 22 +++++++++------------- 1 file changed, 9 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 0ab2733..a6dca61 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -3014,20 +3014,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api UUID avatarId = new UUID(avatar); ScenePresence presence = World.GetScenePresence(avatarId); - Vector3 pos = m_host.GetWorldPosition(); - bool result = World.ScriptDanger(m_host.LocalId, new Vector3((float)pos.X, (float)pos.Y, (float)pos.Z)); - if (result) + + if (presence != null && World.ScriptDanger(m_host.LocalId, m_host.GetWorldPosition())) { - if (presence != null) - { - float health = presence.Health; - health += (float)healing; - if (health >= 100) - { - health = 100; - } - presence.setHealthWithUpdate(health); - } + float health = presence.Health; + health += (float)healing; + + if (health >= 100) + health = 100; + + presence.setHealthWithUpdate(health); } } -- cgit v1.1 From 2fbc08d7dd30b16b3cf5198e175353ea49f08d91 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 23:19:18 +0000 Subject: refactor: minor cleanup in osGetAvatarList() --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index a6dca61..bf1b45b 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -3100,8 +3100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (avatar != null && avatar.UUID != m_host.OwnerID) { result.Add(new LSL_String(avatar.UUID.ToString())); - OpenMetaverse.Vector3 ap = avatar.AbsolutePosition; - result.Add(new LSL_Vector(ap.X, ap.Y, ap.Z)); + result.Add(new LSL_Vector(avatar.AbsolutePosition)); result.Add(new LSL_String(avatar.Name)); } }); -- cgit v1.1 From 12900ea84e699f84943009f2d3218fcf5013c6f9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 23:39:15 +0000 Subject: Log same environment information to Robust log as is already done for simulator logs, for debug purposes --- OpenSim/Region/Application/OpenSim.cs | 1 + OpenSim/Region/Application/OpenSimBase.cs | 4 ---- 2 files changed, 1 insertion(+), 4 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 4075edb..11dd052 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -159,6 +159,7 @@ namespace OpenSim MainConsole.Instance = m_console; + LogEnvironmentInformation(); RegisterCommonAppenders(Config.Configs["Startup"]); RegisterConsoleCommands(); diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 137bd81..c555915 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -134,10 +134,6 @@ namespace OpenSim /// public OpenSimBase(IConfigSource configSource) : base() { - // FIXME: This should be done down in ServerBase but we need to sort out and refactor the log4net - // XmlConfigurator calls first accross servers. - m_log.InfoFormat("[SERVER BASE]: Starting in {0}", m_startupDirectory); - LoadConfigSettings(configSource); } -- cgit v1.1 From 081271e1d7fbf18c918a676d17b40edc8b0b6bfb Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 14 Mar 2013 23:44:16 +0000 Subject: minor: remove mono compiler warnings in LSL_Api.cs --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 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 3885ba6..cf16571 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -5707,8 +5707,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } ILandObject land; - Vector3 pos; UUID id = UUID.Zero; + if (parcel || parcelOwned) { land = World.LandChannel.GetLandObject(m_host.ParentGroup.RootPart.GetWorldPosition()); @@ -11028,7 +11028,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api World.ForEachScenePresence(delegate(ScenePresence sp) { Vector3 ac = sp.AbsolutePosition - rayStart; - Vector3 bc = sp.AbsolutePosition - rayEnd; +// Vector3 bc = sp.AbsolutePosition - rayEnd; double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd)); @@ -11118,7 +11118,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api radius = Math.Abs(maxZ); radius = radius*1.413f; Vector3 ac = group.AbsolutePosition - rayStart; - Vector3 bc = group.AbsolutePosition - rayEnd; +// Vector3 bc = group.AbsolutePosition - rayEnd; double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd)); -- cgit v1.1 From e25ba116a337fe360145ad0a430ee5326d318859 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 15 Mar 2013 00:06:42 +0000 Subject: refactor: make llGetLinkName() and llGetLinkKey() use a common GetLinkEntity() method --- .../Shared/Api/Implementation/LSL_Api.cs | 164 ++++++++++----------- 1 file changed, 80 insertions(+), 84 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 cf16571..8adf4d9 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -283,6 +283,80 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } + /// + /// Get a given link entity from a linkset (linked objects and any sitting avatars). + /// + /// + /// If there are any ScenePresence's in the linkset (i.e. because they are sat upon one of the prims), then + /// these are counted as extra entities that correspond to linknums beyond the number of prims in the linkset. + /// The ScenePresences receive linknums in the order in which they sat. + /// + /// + /// The link entity. null if not found. + /// + /// + /// Can be either a non-negative integer or ScriptBaseClass.LINK_THIS (-4). + /// If ScriptBaseClass.LINK_THIS then the entity containing the script is returned. + /// If the linkset has one entity and a linknum of zero is given, then the single entity is returned. If any + /// positive integer is given in this case then null is returned. + /// If the linkset has more than one entity and a linknum greater than zero but equal to or less than the number + /// of entities, then the entity which corresponds to that linknum is returned. + /// Otherwise, if a positive linknum is given which is greater than the number of entities in the linkset, then + /// null is returned. + /// + public ISceneEntity GetLinkEntity(int linknum) + { + if (linknum < 0) + { + if (linknum == ScriptBaseClass.LINK_THIS) + return m_host; + else + return null; + } + + int actualPrimCount = m_host.ParentGroup.PrimCount; + List sittingAvatarIds = m_host.ParentGroup.GetSittingAvatars(); + int adjustedPrimCount = actualPrimCount + sittingAvatarIds.Count; + + // Special case for a single prim. In this case the linknum is zero. However, this will not match a single + // prim that has any avatars sat upon it (in which case the root prim is link 1). + if (linknum == 0) + { + if (actualPrimCount == 1 && sittingAvatarIds.Count == 0) + return m_host; + + return null; + } + // Special case to handle a single prim with sitting avatars. GetLinkPart() would only match zero but + // here we must match 1 (ScriptBaseClass.LINK_ROOT). + else if (linknum == ScriptBaseClass.LINK_ROOT && actualPrimCount == 1) + { + if (sittingAvatarIds.Count > 0) + return m_host.ParentGroup.RootPart; + else + return null; + } + else if (linknum <= adjustedPrimCount) + { + if (linknum <= actualPrimCount) + { + return m_host.ParentGroup.GetLinkNumPart(linknum); + } + else + { + ScenePresence sp = World.GetScenePresence(sittingAvatarIds[linknum - actualPrimCount - 1]); + if (sp != null) + return sp; + else + return null; + } + } + else + { + return null; + } + } + public List GetLinkParts(int linkType) { return GetLinkParts(m_host, linkType); @@ -3697,47 +3771,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - if (linknum < 0) - { - if (linknum == ScriptBaseClass.LINK_THIS) - return m_host.UUID.ToString(); - else - return ScriptBaseClass.NULL_KEY; - } - - int actualPrimCount = m_host.ParentGroup.PrimCount; - List sittingAvatarIds = m_host.ParentGroup.GetSittingAvatars(); - int adjustedPrimCount = actualPrimCount + sittingAvatarIds.Count; + ISceneEntity entity = GetLinkEntity(linknum); - // Special case for a single prim. In this case the linknum is zero. However, this will not match a single - // prim that has any avatars sat upon it (in which case the root prim is link 1). - if (linknum == 0) - { - if (actualPrimCount == 1 && sittingAvatarIds.Count == 0) - return m_host.UUID.ToString(); - - return ScriptBaseClass.NULL_KEY; - } - // Special case to handle a single prim with sitting avatars. GetLinkPart() would only match zero but - // here we must match 1 (ScriptBaseClass.LINK_ROOT). - else if (linknum == 1 && actualPrimCount == 1) - { - if (sittingAvatarIds.Count > 0) - return m_host.ParentGroup.RootPart.UUID.ToString(); - else - return ScriptBaseClass.NULL_KEY; - } - else if (linknum <= adjustedPrimCount) - { - if (linknum <= actualPrimCount) - return m_host.ParentGroup.GetLinkNumPart(linknum).UUID.ToString(); - else - return sittingAvatarIds[linknum - actualPrimCount - 1].ToString(); - } + if (entity != null) + return entity.UUID.ToString(); else - { return ScriptBaseClass.NULL_KEY; - } } /// @@ -3783,55 +3822,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { m_host.AddScriptLPS(1); - if (linknum < 0) - { - if (linknum == ScriptBaseClass.LINK_THIS) - return m_host.Name; - else - return ScriptBaseClass.NULL_KEY; - } - - int actualPrimCount = m_host.ParentGroup.PrimCount; - List sittingAvatarIds = m_host.ParentGroup.GetSittingAvatars(); - int adjustedPrimCount = actualPrimCount + sittingAvatarIds.Count; - - // Special case for a single prim. In this case the linknum is zero. However, this will not match a single - // prim that has any avatars sat upon it (in which case the root prim is link 1). - if (linknum == 0) - { - if (actualPrimCount == 1 && sittingAvatarIds.Count == 0) - return m_host.Name; + ISceneEntity entity = GetLinkEntity(linknum); - return ScriptBaseClass.NULL_KEY; - } - // Special case to handle a single prim with sitting avatars. GetLinkPart() would only match zero but - // here we must match 1 (ScriptBaseClass.LINK_ROOT). - else if (linknum == 1 && actualPrimCount == 1) - { - if (sittingAvatarIds.Count > 0) - return m_host.ParentGroup.RootPart.Name; - else - return ScriptBaseClass.NULL_KEY; - } - else if (linknum <= adjustedPrimCount) - { - if (linknum <= actualPrimCount) - { - return m_host.ParentGroup.GetLinkNumPart(linknum).Name; - } - else - { - ScenePresence sp = World.GetScenePresence(sittingAvatarIds[linknum - actualPrimCount - 1]); - if (sp != null) - return sp.Name; - else - return ScriptBaseClass.NULL_KEY; - } - } + if (entity != null) + return entity.Name; else - { return ScriptBaseClass.NULL_KEY; - } } public LSL_Integer llGetInventoryNumber(int type) -- cgit v1.1 From cb74186888d987ec353a257d677aa35b0dc63c0a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 15 Mar 2013 00:27:06 +0000 Subject: Add ParentGroup.HasGroupChanged = true setting to DAExampleModule as this is necessary to get attributes to save (though this probably happens anyway due to the prim move) --- .../Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs index f874495..854e00d 100644 --- a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs @@ -106,6 +106,8 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DAExampleModule sop.DynAttrs[Name] = attrs; } + + sop.ParentGroup.HasGroupChanged = true; m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", sop.Name, sop.UUID, newValue)); -- cgit v1.1 From d3e76730bd8e89b684cb856bcb7192246f201c2a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 15 Mar 2013 00:49:35 +0000 Subject: Add example code to DOExampleModule to pull data from that previously saved by DAExampleModule when instantiating a dynamc object. --- .../Framework/DynamicAttributes/DAExampleModule.cs | 8 ++++--- .../Framework/DynamicAttributes/DOExampleModule.cs | 26 ++++++++++++++++++++-- 2 files changed, 29 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs index 854e00d..1f1568f 100644 --- a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs @@ -39,7 +39,7 @@ using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; -namespace OpenSim.Region.Framework.DynamicAttributes.DAExampleModule +namespace OpenSim.Region.CoreModules.Framework.DynamicAttributes.DAExampleModule { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DAExampleModule")] public class DAExampleModule : INonSharedRegionModule @@ -48,6 +48,8 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DAExampleModule private static readonly bool ENABLED = false; // enable for testing + public const string DANamespace = "DAExample Module"; + protected Scene m_scene; protected IDialogModule m_dialogMod; @@ -89,7 +91,7 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DAExampleModule if (sop == null) return true; - if (!sop.DynAttrs.TryGetValue(Name, out attrs)) + if (!sop.DynAttrs.TryGetValue(DANamespace, out attrs)) attrs = new OSDMap(); OSDInteger newValue; @@ -104,7 +106,7 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DAExampleModule attrs["moves"] = newValue; - sop.DynAttrs[Name] = attrs; + sop.DynAttrs[DANamespace] = attrs; } sop.ParentGroup.HasGroupChanged = true; diff --git a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs index 71bb3f0..650aa35 100644 --- a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs +++ b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs @@ -36,6 +36,7 @@ using OpenMetaverse.Packets; using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Region.Framework; +using OpenSim.Region.CoreModules.Framework.DynamicAttributes.DAExampleModule; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; @@ -50,9 +51,14 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule public class MyObject { public int Moves { get; set; } + + public MyObject(int moves) + { + Moves = moves; + } } - // 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 @@ -92,7 +98,23 @@ namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule private void OnObjectAddedToScene(SceneObjectGroup so) { - so.RootPart.DynObjs.Add(Name, new MyObject()); + SceneObjectPart rootPart = so.RootPart; + + OSDMap attrs; + + int movesSoFar = 0; + +// Console.WriteLine("Here for {0}", so.Name); + + if (rootPart.DynAttrs.TryGetValue(DAExampleModule.DANamespace, out attrs)) + { + movesSoFar = attrs["moves"].AsInteger(); + + m_log.DebugFormat( + "[DO EXAMPLE MODULE]: Found saved moves {0} for {1} in {2}", movesSoFar, so.Name, m_scene.Name); + } + + rootPart.DynObjs.Add(Name, new MyObject(movesSoFar)); } private bool OnSceneGroupMove(UUID groupId, Vector3 delta) -- cgit v1.1 From c10c43d6f6b0a79848b9a655533c27ab58cd2993 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 15 Mar 2013 13:59:34 -0700 Subject: Fix server statistics always reporting zero for total network bytes in/out. Clean up some parameter code in Statistics.Binary. --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 51 ++++++++++++++-------- .../Framework/Monitoring/ServerStats.cs | 41 ++++++++++------- 2 files changed, 58 insertions(+), 34 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index a7628d2..72516cd 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -278,25 +278,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_shouldCollectStats = false; if (config != null) { - if (config.Contains("enabled") && config.GetBoolean("enabled")) - { - if (config.Contains("collect_packet_headers")) - m_shouldCollectStats = config.GetBoolean("collect_packet_headers"); - if (config.Contains("packet_headers_period_seconds")) - { - binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds")); - } - if (config.Contains("stats_dir")) - { - binStatsDir = config.GetString("stats_dir"); - } - } - else - { - m_shouldCollectStats = false; - } - } - #endregion BinaryStats + m_shouldCollectStats = config.GetBoolean("Enabled", false); + binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("packet_headers_period_seconds", 300)); + binStatsDir = config.GetString("stats_dir", "."); + m_aggregatedBWStats = config.GetBoolean("aggregatedBWStats", false); + } + #endregion BinaryStats m_throttle = new TokenBucket(null, sceneThrottleBps); ThrottleRates = new ThrottleRates(configSource); @@ -1266,8 +1253,34 @@ namespace OpenSim.Region.ClientStack.LindenUDP static object binStatsLogLock = new object(); static string binStatsDir = ""; + //for Aggregated In/Out BW logging + static bool m_aggregatedBWStats = false; + static long m_aggregatedBytesIn = 0; + static long m_aggregatedByestOut = 0; + static object aggBWStatsLock = new object(); + + public static long AggregatedLLUDPBytesIn + { + get { return m_aggregatedBytesIn; } + } + public static long AggregatedLLUDPBytesOut + { + get {return m_aggregatedByestOut;} + } + public static void LogPacketHeader(bool incoming, uint circuit, byte flags, PacketType packetType, ushort size) { + if (m_aggregatedBWStats) + { + lock (aggBWStatsLock) + { + if (incoming) + m_aggregatedBytesIn += size; + else + m_aggregatedByestOut += size; + } + } + if (!m_shouldCollectStats) return; // Binary logging format is TTTTTTTTCCCCFPPPSS, T=Time, C=Circuit, F=Flags, P=PacketType, S=size diff --git a/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs b/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs index a3d2436..6e74ce0 100644 --- a/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs +++ b/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs @@ -140,9 +140,12 @@ public class ServerStats : ISharedRegionModule } #endregion ISharedRegionModule - private void MakeStat(string pName, string pUnit, string pContainer, Action act) + private void MakeStat(string pName, string pDesc, string pUnit, string pContainer, Action act) { - Stat stat = new Stat(pName, pName, "", pUnit, CategoryServer, pContainer, StatType.Pull, act, StatVerbosity.Info); + 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); } @@ -166,16 +169,16 @@ public class ServerStats : ISharedRegionModule StatsManager.RegisterStat(tempStat); RegisteredStats.Add(tempName, tempStat); - MakeStat("TotalProcessorTime", "sec", ContainerProcessor, + MakeStat("TotalProcessorTime", null, "sec", ContainerProcessor, (s) => { s.Value = Process.GetCurrentProcess().TotalProcessorTime.TotalSeconds; }); - MakeStat("UserProcessorTime", "sec", ContainerProcessor, + MakeStat("UserProcessorTime", null, "sec", ContainerProcessor, (s) => { s.Value = Process.GetCurrentProcess().UserProcessorTime.TotalSeconds; }); - MakeStat("PrivilegedProcessorTime", "sec", ContainerProcessor, + MakeStat("PrivilegedProcessorTime", null, "sec", ContainerProcessor, (s) => { s.Value = Process.GetCurrentProcess().PrivilegedProcessorTime.TotalSeconds; }); - MakeStat("Threads", "threads", ContainerProcessor, + MakeStat("Threads", null, "threads", ContainerProcessor, (s) => { s.Value = Process.GetCurrentProcess().Threads.Count; }); } catch (Exception e) @@ -196,8 +199,10 @@ public class ServerStats : ISharedRegionModule string nicInterfaceType = nic.NetworkInterfaceType.ToString(); if (!okInterfaceTypes.Contains(nicInterfaceType)) { - m_log.DebugFormat("{0} Not including stats for network interface '{1}' of type '{2}'. To include, add to [Monitoring]NetworkInterfaceTypes='Ethernet,Loopback'", + 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; } @@ -206,14 +211,15 @@ public class ServerStats : ISharedRegionModule IPv4InterfaceStatistics nicStats = nic.GetIPv4Statistics(); if (nicStats != null) { - MakeStat("BytesRcvd/" + nic.Name, "KB", ContainerNetwork, + MakeStat("BytesRcvd/" + nic.Name, nic.Name, "KB", ContainerNetwork, (s) => { LookupNic(s, (ns) => { return ns.BytesReceived; }, 1024.0); }); - MakeStat("BytesSent/" + nic.Name, "KB", ContainerNetwork, + MakeStat("BytesSent/" + nic.Name, nic.Name, "KB", ContainerNetwork, (s) => { LookupNic(s, (ns) => { return ns.BytesSent; }, 1024.0); }); - MakeStat("TotalBytes/" + nic.Name, "KB", ContainerNetwork, + 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) @@ -221,13 +227,13 @@ public class ServerStats : ISharedRegionModule m_log.ErrorFormat("{0} Exception creating 'Network Interface': {1}", LogHeader, e); } - MakeStat("ProcessMemory", "MB", ContainerMemory, + MakeStat("ProcessMemory", null, "MB", ContainerMemory, (s) => { s.Value = Process.GetCurrentProcess().WorkingSet64 / 1024d / 1024d; }); - MakeStat("ObjectMemory", "MB", ContainerMemory, + MakeStat("ObjectMemory", null, "MB", ContainerMemory, (s) => { s.Value = GC.GetTotalMemory(false) / 1024d / 1024d; }); - MakeStat("LastMemoryChurn", "MB/sec", ContainerMemory, + MakeStat("LastMemoryChurn", null, "MB/sec", ContainerMemory, (s) => { s.Value = Math.Round(MemoryWatchdog.LastMemoryChurn * 1000d / 1024d / 1024d, 3); }); - MakeStat("AverageMemoryChurn", "MB/sec", ContainerMemory, + MakeStat("AverageMemoryChurn", null, "MB/sec", ContainerMemory, (s) => { s.Value = Math.Round(MemoryWatchdog.AverageMemoryChurn * 1000d / 1024d / 1024d, 3); }); } @@ -263,6 +269,8 @@ public class ServerStats : ISharedRegionModule } } + // 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) { @@ -275,7 +283,10 @@ public class ServerStats : ISharedRegionModule { IPv4InterfaceStatistics intrStats = nic.GetIPv4Statistics(); if (intrStats != null) - stat.Value = Math.Round(getter(intrStats) / factor, 3); + { + double newVal = Math.Round(getter(intrStats) / factor, 3); + stat.Value = newVal; + } break; } } -- cgit v1.1 From 78b25094dce9bbc79848da1208c44f0d9ebe8c76 Mon Sep 17 00:00:00 2001 From: Vegaslon Date: Mon, 11 Mar 2013 19:08:38 -0400 Subject: BulletSim: Tweak vertical angular attraction to remove double VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side. Signed-off-by: Robert Adams --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 235cefc..d347159 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1335,7 +1335,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG vertContributionV /= m_verticalAttractionTimescale; - VehicleRotationalVelocity += vertContributionV * VehicleOrientation; + VehicleRotationalVelocity += vertContributionV; VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, -- cgit v1.1 From 7e5d5537815d5626387d8638da769192ab3c7ca8 Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 15 Mar 2013 23:46:49 +0000 Subject: Make the LSL memory functions virtual so script engines can override them if they have different memory management. --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 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 8adf4d9..f07b645 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -6068,7 +6068,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return m_host.ParentGroup.AttachmentPoint; } - public LSL_Integer llGetFreeMemory() + public virtual LSL_Integer llGetFreeMemory() { m_host.AddScriptLPS(1); // Make scripts designed for LSO happy @@ -11560,7 +11560,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return 16384; } - public LSL_Integer llGetUsedMemory() + public virtual LSL_Integer llGetUsedMemory() { m_host.AddScriptLPS(1); // The value returned for LSO scripts in SL @@ -11790,4 +11790,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } } } -} \ No newline at end of file +} -- cgit v1.1 From fc84ebb819b590099bbfa5bd357e886ce7460063 Mon Sep 17 00:00:00 2001 From: Vegaslon Date: Sat, 16 Mar 2013 17:16:01 -0400 Subject: BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis) Signed-off-by: Robert Adams --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 33 +++++++++++----------- 1 file changed, 17 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index d347159..96eaa6b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -143,7 +143,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { enableAngularVerticalAttraction = true; enableAngularDeflection = false; - enableAngularBanking = false; + enableAngularBanking = true; if (BSParam.VehicleDebuggingEnabled) { enableAngularVerticalAttraction = true; @@ -1280,11 +1280,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin // 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? - if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) - { - angularMotorContributionV.X = 0f; - angularMotorContributionV.Y = 0f; - } + //if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) + // { + // angularMotorContributionV.X = 0f; + // angularMotorContributionV.Y = 0f; + // } VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); @@ -1437,24 +1437,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin // As the vehicle rolls to the right or left, the Y value will increase from // zero (straight up) to 1 or -1 (full tilt right or left) Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; - // Figure out the yaw value for this much roll. // Squared because that seems to give a good value - float yawAngle = (float)Math.Asin(rollComponents.Y * rollComponents.Y) * m_bankingEfficiency; - + // float yawAngle = (float)Math.Asin(rollComponents.X * rollComponents.X) * m_bankingEfficiency; + float yawAngle = m_angularMotorDirection.X * m_bankingEfficiency; // actual error = static turn error + dynamic turn error - float mixedYawAngle = yawAngle * (1f - m_bankingMix) + yawAngle * m_bankingMix * VehicleForwardSpeed; - - // TODO: the banking effect should not go to infinity but what to limit it to? - mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f); + float mixedYawAngle =(yawAngle * (1f - m_bankingMix)) + ((yawAngle * m_bankingMix) * VehicleForwardSpeed); + // TODO: the banking effect should not go to infinity but what to limit it to? and what should happen when this is + // being added to a user defined yaw that is already PI*4? + mixedYawAngle = ClampInRange(-12, mixedYawAngle, 12); // Build the force vector to change rotation from what it is to what it should be bankingContributionV.Z = -mixedYawAngle; - // Don't do it all at once. - bankingContributionV /= m_bankingTimescale; + // Don't do it all at once. 60 becouse 1 second is too fast with most user defined roll as PI*4 + bankingContributionV /= m_bankingTimescale*60; - VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; + //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; + VehicleRotationalVelocity += bankingContributionV; + VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); -- cgit v1.1 From 464201b41d5f5fdd7c88ab5e95dd7b6fbae6d766 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 16 Mar 2013 15:34:07 -0700 Subject: BulletSim: add INI parameter for angular banking timescale fudge parameter. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 12 ++++++------ OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 7 ++++++- 2 files changed, 12 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 96eaa6b..38596fa 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1437,21 +1437,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin // As the vehicle rolls to the right or left, the Y value will increase from // zero (straight up) to 1 or -1 (full tilt right or left) Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; + // Figure out the yaw value for this much roll. - // Squared because that seems to give a good value - // float yawAngle = (float)Math.Asin(rollComponents.X * rollComponents.X) * m_bankingEfficiency; float yawAngle = m_angularMotorDirection.X * m_bankingEfficiency; // actual error = static turn error + dynamic turn error float mixedYawAngle =(yawAngle * (1f - m_bankingMix)) + ((yawAngle * m_bankingMix) * VehicleForwardSpeed); - // TODO: the banking effect should not go to infinity but what to limit it to? and what should happen when this is - // being added to a user defined yaw that is already PI*4? + + // TODO: the banking effect should not go to infinity but what to limit it to? + // And what should happen when this is being added to a user defined yaw that is already PI*4? mixedYawAngle = ClampInRange(-12, mixedYawAngle, 12); // Build the force vector to change rotation from what it is to what it should be bankingContributionV.Z = -mixedYawAngle; - // Don't do it all at once. 60 becouse 1 second is too fast with most user defined roll as PI*4 - bankingContributionV /= m_bankingTimescale*60; + // Don't do it all at once. Fudge because 1 second is too fast with most user defined roll as PI*4. + bankingContributionV /= m_bankingTimescale * BSParam.VehicleAngularBankingTimescaleFudge; //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; VehicleRotationalVelocity += bankingContributionV; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 2af8468..77bdacb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -123,6 +123,7 @@ public static class BSParam public static Vector3 VehicleLinearFactor { get; private set; } 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; } // Linkset implementation parameters @@ -543,10 +544,14 @@ public static class BSParam 0.0f, (s) => { return VehicleRestitution; }, (s,v) => { VehicleRestitution = v; } ), - new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", + 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; } ), + new ParameterDefn("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", + 60.0f, + (s) => { return VehicleAngularBankingTimescaleFudge; }, + (s,v) => { VehicleAngularBankingTimescaleFudge = v; } ), new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", false, (s) => { return VehicleDebuggingEnabled; }, -- cgit v1.1 From a7a9a8a614549c7492e4954189e9f4df2473ca1e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 18 Mar 2013 20:42:08 +0000 Subject: Fix recent regression where an item worn to an attachment point that was already occupied did not remove the previous attachment (current behaviour) Regression was commit ccd6f4 (Tue Mar 5 23:47:36 2013) Added regression test for this case. --- .../Avatar/Attachments/AttachmentsModule.cs | 178 +++++++++++---------- .../Attachments/Tests/AttachmentsModuleTests.cs | 64 +++++++- 2 files changed, 153 insertions(+), 89 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index b6a7481..2092d6f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -289,16 +289,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (!Enabled) return false; - if (AttachObjectInternal(sp, group, attachmentPt, silent, temp)) - { - m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID); - return true; - } - - return false; + return AttachObjectInternal(sp, group, attachmentPt, silent, temp, false); } - - private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp) + + /// + /// Internal method which actually does all the work for attaching an object. + /// + /// The object attached. + /// + /// The object to attach. + /// + /// + /// + /// If true then scripts are resumed on the attached object. + private bool AttachObjectInternal( + IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", @@ -322,44 +327,44 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return false; } + Vector3 attachPos = group.AbsolutePosition; + + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should + // be removed when that functionality is implemented in opensim + attachmentPt &= 0x7f; + + // If the attachment point isn't the same as the one previously used + // set it's offset position = 0 so that it appears on the attachment point + // and not in a weird location somewhere unknown. + if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) + { + attachPos = Vector3.Zero; + } + + // AttachmentPt 0 means the client chose to 'wear' the attachment. + if (attachmentPt == 0) + { + // Check object for stored attachment point + attachmentPt = group.AttachmentPoint; + } + + // if we still didn't find a suitable attachment point....... + if (attachmentPt == 0) + { + // Stick it on left hand with Zero Offset from the attachment point. + attachmentPt = (uint)AttachmentPoint.LeftHand; + attachPos = Vector3.Zero; + } + // Remove any previous attachments List existingAttachments = sp.GetAttachments(attachmentPt); // At the moment we can only deal with a single attachment if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero) - DetachSingleAttachmentToInv(sp, group); + DetachSingleAttachmentToInv(sp, existingAttachments[0]); lock (sp.AttachmentsSyncLock) { - Vector3 attachPos = group.AbsolutePosition; - - // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should - // be removed when that functionality is implemented in opensim - attachmentPt &= 0x7f; - - // If the attachment point isn't the same as the one previously used - // set it's offset position = 0 so that it appears on the attachment point - // and not in a weird location somewhere unknown. - if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) - { - attachPos = Vector3.Zero; - } - - // AttachmentPt 0 means the client chose to 'wear' the attachment. - if (attachmentPt == 0) - { - // Check object for stored attachment point - attachmentPt = group.AttachmentPoint; - } - - // if we still didn't find a suitable attachment point....... - if (attachmentPt == 0) - { - // Stick it on left hand with Zero Offset from the attachment point. - attachmentPt = (uint)AttachmentPoint.LeftHand; - attachPos = Vector3.Zero; - } - group.AttachmentPoint = attachmentPt; group.AbsolutePosition = attachPos; @@ -367,6 +372,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp); AttachToAgent(sp, group, attachmentPt, attachPos, silent); + + if (resumeScripts) + { + // Fire after attach, so we don't get messy perms dialogs + // 4 == AttachedRez + group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); + group.ResumeScripts(); + } + + // Do this last so that event listeners have access to all the effects of the attachment + m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID); } return true; @@ -391,8 +407,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return null; // m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}", -// (AttachmentPoint)AttachmentPt, itemID, sp.Name); +// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}", +// (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name); // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim @@ -525,6 +541,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return; } +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Detaching object {0} {1} for {2} in {3}", +// so.Name, so.LocalId, sp.Name, m_scene.Name); + // Scripts MUST be snapshotted before the object is // removed from the scene because doing otherwise will // clobber the run flag @@ -846,60 +866,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return null; } - // Remove any previous attachments - List attachments = sp.GetAttachments(attachmentPt); - - // At the moment we can only deal with a single attachment - if (attachments.Count != 0) - DetachSingleAttachmentToInv(sp, attachments[0]); - - lock (sp.AttachmentsSyncLock) - { // 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); - // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. - objatt.HasGroupChanged = false; - bool tainted = false; - if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) - tainted = true; - - // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal - // course of events. If not, then it's probably not worth trying to recover the situation - // since this is more likely to trigger further exceptions and confuse later debugging. If - // exceptions can be thrown in expected error conditions (not NREs) then make this consistent - // since other normal error conditions will simply return false instead. - // This will throw if the attachment fails - try - { - AttachObjectInternal(sp, objatt, attachmentPt, false, false); - } - catch (Exception e) - { - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", - objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); - - // Make sure the object doesn't stick around and bail - sp.RemoveAttachment(objatt); - m_scene.DeleteSceneObject(objatt, false); - return null; - } - - if (tainted) - objatt.HasGroupChanged = true; + // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. + objatt.HasGroupChanged = false; + bool tainted = false; + if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) + tainted = true; + + // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal + // course of events. If not, then it's probably not worth trying to recover the situation + // since this is more likely to trigger further exceptions and confuse later debugging. If + // exceptions can be thrown in expected error conditions (not NREs) then make this consistent + // since other normal error conditions will simply return false instead. + // This will throw if the attachment fails + try + { + AttachObjectInternal(sp, objatt, attachmentPt, false, false, true); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", + objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); - // Fire after attach, so we don't get messy perms dialogs - // 4 == AttachedRez - objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); - objatt.ResumeScripts(); + // Make sure the object doesn't stick around and bail + sp.RemoveAttachment(objatt); + m_scene.DeleteSceneObject(objatt, false); + return null; + } - // Do this last so that event listeners have access to all the effects of the attachment - m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); + if (tainted) + objatt.HasGroupChanged = true; - return objatt; - } + return objatt; } /// diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 0ee01c7..624adcf 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -293,7 +293,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests // Check appearance status Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); - Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); // Check events @@ -301,6 +300,69 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests } /// + /// Test wearing an attachment from inventory, as opposed to explicit choosing the rez point + /// + [Test] + public void TestWearAttachmentFromInventory() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + Scene scene = CreateTestScene(); + UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); + ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID); + + InventoryItemBase attItem1 = CreateAttachmentItem(scene, ua1.PrincipalID, "att1", 0x10, 0x20); + InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21); + + { + scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default); + + // default attachment point is currently the left hand. + Assert.That(sp.HasAttachments(), Is.True); + List attachments = sp.GetAttachments(); + Assert.That(attachments.Count, Is.EqualTo(1)); + SceneObjectGroup attSo = attachments[0]; + Assert.That(attSo.Name, Is.EqualTo(attItem1.Name)); + Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand)); + Assert.That(attSo.IsAttachment); + + // Check appearance status + Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); + Assert.That(sp.Appearance.GetAttachpoint(attItem1.ID), Is.EqualTo((int)AttachmentPoint.LeftHand)); + Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); + + // Check events + Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); + } + + // Test wearing a second attachment at the same position + // Until multiple attachments at one point is implemented, this will remove the first attachment + // This test relies on both attachments having the same default attachment point (in this case LeftHand + // since none other has been set). + { + scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default); + + // default attachment point is currently the left hand. + Assert.That(sp.HasAttachments(), Is.True); + List attachments = sp.GetAttachments(); + Assert.That(attachments.Count, Is.EqualTo(1)); + SceneObjectGroup attSo = attachments[0]; + Assert.That(attSo.Name, Is.EqualTo(attItem2.Name)); + Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand)); + Assert.That(attSo.IsAttachment); + + // Check appearance status + Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); + Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand)); + Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); + + // Check events + Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3)); + } + } + + /// /// Test specific conditions associated with rezzing a scripted attachment from inventory. /// [Test] -- cgit v1.1 From 3611d33b00650ccc71994b331e4c6595f95d3131 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 18 Mar 2013 22:04:27 +0000 Subject: Improve rejection of any attempt to reattach an object that is already attached. This also adds/extends regression tests for wearing attachments directly for the scene and attempting to reattach/rewear already attached objects. --- .../Avatar/Attachments/AttachmentsModule.cs | 24 +-- .../Attachments/Tests/AttachmentsModuleTests.cs | 201 +++++++++++++++++++-- 2 files changed, 194 insertions(+), 31 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 2092d6f..1c28f49 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -305,6 +305,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private bool AttachObjectInternal( IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts) { + if (sp.GetAttachments().Contains(group)) + { +// m_log.WarnFormat( +// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", +// group.Name, group.LocalId, sp.Name, AttachmentPt); + + return false; + } + // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", // group.Name, group.LocalId, sp.Name, attachmentPt, silent); @@ -318,15 +327,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return false; } - if (sp.GetAttachments(attachmentPt).Contains(group)) - { -// m_log.WarnFormat( -// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", -// group.Name, group.LocalId, sp.Name, AttachmentPt); - - return false; - } - Vector3 attachPos = group.AbsolutePosition; // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should @@ -336,13 +336,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // If the attachment point isn't the same as the one previously used // set it's offset position = 0 so that it appears on the attachment point // and not in a weird location somewhere unknown. - if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) + if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint) { attachPos = Vector3.Zero; } - // AttachmentPt 0 means the client chose to 'wear' the attachment. - if (attachmentPt == 0) + // AttachmentPt 0 (default) means the client chose to 'wear' the attachment. + if (attachmentPt == (uint)AttachmentPoint.Default) { // Check object for stored attachment point attachmentPt = group.AttachmentPoint; diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 624adcf..719a59c 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -228,6 +228,120 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); } + [Test] + public void TestWearAttachmentFromGround() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + Scene scene = CreateTestScene(); + UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); + ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1); + + SceneObjectGroup so2 = SceneHelpers.AddSceneObject(scene, "att2", sp.UUID); + + { + SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID); + + m_numberOfAttachEventsFired = 0; + scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false); + + // Check status on scene presence + Assert.That(sp.HasAttachments(), Is.True); + List attachments = sp.GetAttachments(); + Assert.That(attachments.Count, Is.EqualTo(1)); + SceneObjectGroup attSo = attachments[0]; + Assert.That(attSo.Name, Is.EqualTo(so.Name)); + Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand)); + Assert.That(attSo.IsAttachment); + Assert.That(attSo.UsesPhysics, Is.False); + Assert.That(attSo.IsTemporary, Is.False); + + // Check item status + Assert.That( + sp.Appearance.GetAttachpoint(attSo.FromItemID), + Is.EqualTo((int)AttachmentPoint.LeftHand)); + + InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID)); + Assert.That(attachmentItem, Is.Not.Null); + Assert.That(attachmentItem.Name, Is.EqualTo(so.Name)); + + InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object); + Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID)); + + Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(2)); + + // Check events + Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); + } + + // Test wearing a different attachment from the ground. + { + scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false); + + // Check status on scene presence + Assert.That(sp.HasAttachments(), Is.True); + List attachments = sp.GetAttachments(); + Assert.That(attachments.Count, Is.EqualTo(1)); + SceneObjectGroup attSo = attachments[0]; + Assert.That(attSo.Name, Is.EqualTo(so2.Name)); + Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand)); + Assert.That(attSo.IsAttachment); + Assert.That(attSo.UsesPhysics, Is.False); + Assert.That(attSo.IsTemporary, Is.False); + + // Check item status + Assert.That( + sp.Appearance.GetAttachpoint(attSo.FromItemID), + Is.EqualTo((int)AttachmentPoint.LeftHand)); + + InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID)); + Assert.That(attachmentItem, Is.Not.Null); + Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name)); + + InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object); + Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID)); + + Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); + + // Check events + Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3)); + } + + // Test rewearing an already worn attachment from ground. Nothing should happen. + { + scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false); + + // Check status on scene presence + Assert.That(sp.HasAttachments(), Is.True); + List attachments = sp.GetAttachments(); + Assert.That(attachments.Count, Is.EqualTo(1)); + SceneObjectGroup attSo = attachments[0]; + Assert.That(attSo.Name, Is.EqualTo(so2.Name)); + Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand)); + Assert.That(attSo.IsAttachment); + Assert.That(attSo.UsesPhysics, Is.False); + Assert.That(attSo.IsTemporary, Is.False); + + // Check item status + Assert.That( + sp.Appearance.GetAttachpoint(attSo.FromItemID), + Is.EqualTo((int)AttachmentPoint.LeftHand)); + + InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID)); + Assert.That(attachmentItem, Is.Not.Null); + Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name)); + + InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object); + Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID)); + + Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); + + // Check events + Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3)); + } + } + /// /// Test that we do not attempt to attach an in-world object that someone else is sitting on. /// @@ -275,28 +389,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20); - m_numberOfAttachEventsFired = 0; - scene.AttachmentsModule.RezSingleAttachmentFromInventory( - sp, attItem.ID, (uint)AttachmentPoint.Chest); + { + scene.AttachmentsModule.RezSingleAttachmentFromInventory( + sp, attItem.ID, (uint)AttachmentPoint.Chest); - // Check scene presence status - Assert.That(sp.HasAttachments(), Is.True); - List attachments = sp.GetAttachments(); - Assert.That(attachments.Count, Is.EqualTo(1)); - SceneObjectGroup attSo = attachments[0]; - Assert.That(attSo.Name, Is.EqualTo(attItem.Name)); - Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); - Assert.That(attSo.IsAttachment); - Assert.That(attSo.UsesPhysics, Is.False); - Assert.That(attSo.IsTemporary, Is.False); + // Check scene presence status + Assert.That(sp.HasAttachments(), Is.True); + List attachments = sp.GetAttachments(); + Assert.That(attachments.Count, Is.EqualTo(1)); + SceneObjectGroup attSo = attachments[0]; + Assert.That(attSo.Name, Is.EqualTo(attItem.Name)); + Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); + Assert.That(attSo.IsAttachment); + Assert.That(attSo.UsesPhysics, Is.False); + Assert.That(attSo.IsTemporary, Is.False); - // Check appearance status - Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); - Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); - Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); + // Check appearance status + Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); + Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); + Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); - // Check events - Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); + // Check events + Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); + } + + // Test attaching an already attached attachment + { + scene.AttachmentsModule.RezSingleAttachmentFromInventory( + sp, attItem.ID, (uint)AttachmentPoint.Chest); + + // Check scene presence status + Assert.That(sp.HasAttachments(), Is.True); + List attachments = sp.GetAttachments(); + Assert.That(attachments.Count, Is.EqualTo(1)); + SceneObjectGroup attSo = attachments[0]; + Assert.That(attSo.Name, Is.EqualTo(attItem.Name)); + Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); + Assert.That(attSo.IsAttachment); + Assert.That(attSo.UsesPhysics, Is.False); + Assert.That(attSo.IsTemporary, Is.False); + + // Check appearance status + Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); + Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); + Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); + + // Check events + Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); + } } /// @@ -316,6 +456,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21); { + m_numberOfAttachEventsFired = 0; scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default); // default attachment point is currently the left hand. @@ -360,6 +501,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests // Check events Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3)); } + + // Test wearing an already attached attachment + { + scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default); + + // default attachment point is currently the left hand. + Assert.That(sp.HasAttachments(), Is.True); + List attachments = sp.GetAttachments(); + Assert.That(attachments.Count, Is.EqualTo(1)); + SceneObjectGroup attSo = attachments[0]; + Assert.That(attSo.Name, Is.EqualTo(attItem2.Name)); + Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand)); + Assert.That(attSo.IsAttachment); + + // Check appearance status + Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); + Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand)); + Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); + + // Check events + Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3)); + } } /// -- cgit v1.1