From 135e10ba09a527d14a2fea0c6398757ce450c9fa Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 11 Jun 2013 23:55:45 +0100 Subject: Uncomment Mic's code and split to create new regression TestAddTemporaryAsset() and TestAddTemporaryLocalAsset() --- .../Asset/Tests/AssetConnectorTests.cs | 64 ++++++++++++++-------- 1 file changed, 41 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs index 7073433..4f75191 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/Tests/AssetConnectorTests.cs @@ -42,7 +42,7 @@ using OpenSim.Tests.Common; namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests { [TestFixture] - public class AssetConnectorsTests : OpenSimTestCase + public class AssetConnectorTests : OpenSimTestCase { [Test] public void TestAddAsset() @@ -77,7 +77,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests // TODO: Add cache and check that this does receive a copy of the asset } - [Test] public void TestAddTemporaryAsset() { TestHelpers.InMethod(); @@ -93,10 +92,45 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); lasc.Initialise(config); - // If it is local, it should not be stored + // If it is remote, it should be stored + AssetBase a2 = AssetHelpers.CreateNotecardAsset(); + a2.Local = false; + a2.Temporary = true; + + lasc.Store(a2); + + AssetBase retreivedA2 = lasc.Get(a2.ID); + Assert.That(retreivedA2.ID, Is.EqualTo(a2.ID)); + Assert.That(retreivedA2.Metadata.ID, Is.EqualTo(a2.Metadata.ID)); + Assert.That(retreivedA2.Data.Length, Is.EqualTo(a2.Data.Length)); + + AssetMetadata retrievedA2Metadata = lasc.GetMetadata(a2.ID); + Assert.That(retrievedA2Metadata.ID, Is.EqualTo(a2.ID)); + + byte[] retrievedA2Data = lasc.GetData(a2.ID); + Assert.That(retrievedA2Data.Length, Is.EqualTo(a2.Data.Length)); + + // TODO: Add cache and check that this does receive a copy of the asset + } + + [Test] + public void TestAddLocalAsset() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Modules"); + config.Configs["Modules"].Set("AssetServices", "LocalAssetServicesConnector"); + config.AddConfig("AssetService"); + config.Configs["AssetService"].Set("LocalServiceModule", "OpenSim.Services.AssetService.dll:AssetService"); + config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll"); + + LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); + lasc.Initialise(config); + AssetBase a1 = AssetHelpers.CreateNotecardAsset(); a1.Local = true; - a1.Temporary = true; lasc.Store(a1); @@ -104,29 +138,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests Assert.That(lasc.GetData(a1.ID), Is.Null); Assert.That(lasc.GetMetadata(a1.ID), Is.Null); - // If it is remote, it should be stored - // AssetBase a2 = AssetHelpers.CreateNotecardAsset(); - // a2.Local = false; - // a2.Temporary = true; - - // lasc.Store(a2); - - // AssetBase retreivedA2 = lasc.Get(a2.ID); - // Assert.That(retreivedA2.ID, Is.EqualTo(a2.ID)); - // Assert.That(retreivedA2.Metadata.ID, Is.EqualTo(a2.Metadata.ID)); - // Assert.That(retreivedA2.Data.Length, Is.EqualTo(a2.Data.Length)); - - // AssetMetadata retrievedA2Metadata = lasc.GetMetadata(a2.ID); - // Assert.That(retrievedA2Metadata.ID, Is.EqualTo(a2.ID)); - - // byte[] retrievedA2Data = lasc.GetData(a2.ID); - // Assert.That(retrievedA2Data.Length, Is.EqualTo(a2.Data.Length)); - // TODO: Add cache and check that this does receive a copy of the asset } [Test] - public void TestAddLocalAsset() + public void TestAddTemporaryLocalAsset() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); @@ -141,8 +157,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset.Tests LocalAssetServicesConnector lasc = new LocalAssetServicesConnector(); lasc.Initialise(config); + // If it is local, it should not be stored AssetBase a1 = AssetHelpers.CreateNotecardAsset(); a1.Local = true; + a1.Temporary = true; lasc.Store(a1); -- cgit v1.1 From 7556a0f699f8474b7ac23cbebacc695c93f374fa Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 11 Jun 2013 17:18:12 -0700 Subject: Add TriggerScenePresenceUpdated events when an animation is added or removed. Shouldn't impact anyone as only DSG seems to use OnScenePresenceUpdated event. Some minor format changes to AnimationSet's ToString(). --- OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs | 8 ++++++-- .../Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 2 ++ OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 3 files changed, 9 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs index 5dee64d..b7400ea 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs @@ -312,18 +312,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation buff.Append("dflt="); buff.Append(DefaultAnimation.ToString()); buff.Append(",iDflt="); - if (DefaultAnimation == ImplicitDefaultAnimation) + if (DefaultAnimation.Equals(ImplicitDefaultAnimation)) buff.Append("same"); else buff.Append(ImplicitDefaultAnimation.ToString()); if (m_animations.Count > 0) { buff.Append(",anims="); + bool firstTime = true; foreach (OpenSim.Framework.Animation anim in m_animations) { + if (!firstTime) + buff.Append(","); buff.Append("<"); buff.Append(anim.ToString()); - buff.Append(">,"); + buff.Append(">"); + firstTime = false; } } return buff.ToString(); diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index a701a79..3b5a5bd 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -94,6 +94,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) { SendAnimPack(); + m_scenePresence.TriggerScenePresenceUpdated(); } } @@ -135,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation if (m_animations.Remove(animID, allowNoDefault)) { SendAnimPack(); + m_scenePresence.TriggerScenePresenceUpdated(); } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index bab14dd..774546c 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat("[SCENE PRESENCE]: Destructor called on {0}", Name); // } - private void TriggerScenePresenceUpdated() + public void TriggerScenePresenceUpdated() { if (m_scene != null) m_scene.EventManager.TriggerScenePresenceUpdated(this); -- cgit v1.1 From 3cb65f0d3166f976713a7c095eb37e6de05061d0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 11 Jun 2013 17:58:08 -0700 Subject: BulletSim: when meshing or asset fetching fails, include position and region with the offending object's name in the error message. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 40 ++++++++++++++-------- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 4 +++ 2 files changed, 30 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 202a4ce..006a9c1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -168,10 +168,10 @@ public abstract class BSShape if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; - physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", - prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. prim={1}, texture={2}", + LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,prim={1},tex={2}", + prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); } else { @@ -238,17 +238,17 @@ public abstract class BSShape { if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) { - physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", - prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. prim={1}, texture={2}", + LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,prim={1},tex={2}", + prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); } if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing) { - physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. obj={1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,objNam={1},tex={2}", - prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. prim={1}, texture={2}", + LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,prim={1},tex={2}", + prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); } } } @@ -260,6 +260,19 @@ public abstract class BSShape return fillShape.physShapeInfo; } + public static String UsefulPrimInfo(BSScene pScene, BSPhysObject prim) + { + StringBuilder buff = new StringBuilder(prim.PhysObjectName); + buff.Append("/pos="); + buff.Append(prim.RawPosition.ToString()); + if (pScene != null) + { + buff.Append("/rgn="); + buff.Append(pScene.Name); + } + return buff.ToString(); + } + #endregion // Common shape routines } @@ -528,8 +541,7 @@ public class BSShapeMesh : BSShape { // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; - physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", - LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); + physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim={1}", LogHeader, UsefulPrimInfo(physicsScene, prim) ); physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 1e01526..4357ef1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -1,5 +1,9 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT ================================================= +Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. + Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? + Negative buoyancy computed correctly +Computation of mesh mass. How done? How should it be done? Script changing rotation of child prim while vehicle moving (eg turning wheel) causes the wheel to appear to jump back. Looks like sending position from previous update. Enable vehicle border crossings (at least as poorly as ODE) -- cgit v1.1 From 33573003620674f4a4f6c8fadd969c7aa6576a5d Mon Sep 17 00:00:00 2001 From: teravus Date: Wed, 12 Jun 2013 18:13:00 -0500 Subject: * This fixes having to select and deselect prim to get keyframemotion to start running when pulled from data storage. --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index da80e4f..7b5fdcb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -763,6 +763,11 @@ namespace OpenSim.Region.Framework.Scenes for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; + if (part.KeyframeMotion != null) + { + part.KeyframeMotion.UpdateSceneObject(this); + } + if (Object.ReferenceEquals(part, m_rootPart)) continue; -- cgit v1.1