From b8949024bc55c62b9268b35d4f2a568760b9d7d3 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 16 Jan 2013 01:45:09 +0000
Subject: Revert "Implement co-operative script termination if termination
comes during a script wait event (llSleep(), etc.)"
Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api.
This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
---
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 26 +---
.../ScriptEngine/Interfaces/IScriptInstance.cs | 13 --
.../Shared/Api/Implementation/LSL_Api.cs | 31 +---
OpenSim/Region/ScriptEngine/Shared/Helpers.cs | 18 ---
.../ScriptEngine/Shared/Instance/ScriptInstance.cs | 52 +------
.../Shared/Instance/Tests/CoopTerminationTests.cs | 157 ---------------------
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 5 -
7 files changed, 13 insertions(+), 289 deletions(-)
delete mode 100644 OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 92bf85a..5c8b097 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1738,21 +1738,6 @@ namespace OpenSim.Region.Framework.Scenes
/// The part where the script was rezzed if successful. False otherwise.
public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase)
{
- return RezNewScript(
- agentID,
- itemBase,
- "default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}");
- }
-
- ///
- /// Rez a new script from nothing with given script text.
- ///
- ///
- /// Template item.
- ///
- /// The part where the script was rezzed if successful. False otherwise.
- public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase, string scriptText)
- {
// The part ID is the folder ID!
SceneObjectPart part = GetSceneObjectPart(itemBase.Folder);
if (part == null)
@@ -1772,14 +1757,9 @@ namespace OpenSim.Region.Framework.Scenes
return null;
}
- AssetBase asset
- = CreateAsset(
- itemBase.Name,
- itemBase.Description,
- (sbyte)itemBase.AssetType,
- Encoding.ASCII.GetBytes(scriptText),
- agentID);
-
+ AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
+ Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"),
+ agentID);
AssetService.Store(asset);
TaskInventoryItem taskItem = new TaskInventoryItem();
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
index 38fff52..9de2d72 100644
--- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
@@ -28,7 +28,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
-using System.Threading;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
@@ -182,18 +181,6 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
void Resume();
///
- /// If true then scripts should look to terminate their threads in co-operation with the script engine rather
- /// than through Thread.Abort()
- ///
- bool CoopTermination { get; }
-
- ///
- /// Used for script sleeps when we are using co-operative script termination.
- ///
- /// null if CoopTermination is not active
- EventWaitHandle CoopSleepHandle { get; }
-
- ///
/// Process the next event queued for this script instance.
///
///
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index b992efa..44072c6 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -83,12 +83,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- ///
- /// Instance of this script.
- ///
- protected IScriptInstance m_scriptInstance;
-
protected IScriptEngine m_ScriptEngine;
protected SceneObjectPart m_host;
@@ -118,12 +112,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public void Initialize(IScriptInstance scriptInstance)
{
- m_scriptInstance = scriptInstance;
- m_ScriptEngine = m_scriptInstance.Engine;
- m_host = m_scriptInstance.Part;
- m_item = m_scriptInstance.ScriptTask;
+ m_ScriptEngine = scriptInstance.Engine;
+ m_host = scriptInstance.Part;
+ m_item = scriptInstance.ScriptTask;
- LoadConfig();
+ LoadLimits(); // read script limits from config.
m_TransferModule =
m_ScriptEngine.World.RequestModuleInterface();
@@ -136,7 +129,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
///
/// Load configuration items that affect script, object and run-time behavior. */
///
- private void LoadConfig()
+ private void LoadLimits()
{
m_ScriptDelayFactor =
m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -182,16 +175,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
delay = (int)((float)delay * m_ScriptDelayFactor);
if (delay == 0)
return;
-
- Sleep(delay);
- }
-
- protected virtual void Sleep(int delay)
- {
- if (!m_scriptInstance.CoopTermination)
- System.Threading.Thread.Sleep(delay);
- else if (m_scriptInstance.CoopSleepHandle.WaitOne(delay))
- throw new ScriptCoopStopException();
+ System.Threading.Thread.Sleep(delay);
}
public Scene World
@@ -2930,8 +2914,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
// m_log.Info("llSleep snoozing " + sec + "s.");
m_host.AddScriptLPS(1);
-
- Sleep((int)(sec * 1000));
+ Thread.Sleep((int)(sec * 1000));
}
public LSL_Float llGetMass()
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index e02d35e..5a58f73 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -81,24 +81,6 @@ namespace OpenSim.Region.ScriptEngine.Shared
}
}
- ///
- /// Used to signal when the script is stopping in co-operation with the script engine
- /// (instead of through Thread.Abort()).
- ///
- [Serializable]
- public class ScriptCoopStopException : Exception
- {
- public ScriptCoopStopException()
- {
- }
-
- protected ScriptCoopStopException(
- SerializationInfo info,
- StreamingContext context)
- {
- }
- }
-
public class DetectParams
{
public const int AGENT = 1;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 00048a1..a2ff51b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -200,10 +200,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public static readonly long MaxMeasurementPeriod = 30 * TimeSpan.TicksPerMinute;
- public bool CoopTermination { get; private set; }
-
- public EventWaitHandle CoopSleepHandle { get; private set; }
-
public void ClearQueue()
{
m_TimerQueued = false;
@@ -237,12 +233,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_postOnRez = postOnRez;
m_AttachedAvatar = Part.ParentGroup.AttachedAvatar;
m_RegionID = Part.ParentGroup.Scene.RegionInfo.RegionID;
-
- if (Engine.Config.GetString("ScriptStopStrategy", "abort") == "co-op")
- {
- CoopTermination = true;
- CoopSleepHandle = new AutoResetEvent(false);
- }
}
///
@@ -542,34 +532,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
}
// Wait for the current event to complete.
- if (!m_InSelfDelete)
+ if (!m_InSelfDelete && workItem.Wait(new TimeSpan((long)timeout * 100000)))
{
- if (!CoopTermination)
- {
- // If we're not co-operative terminating then try and wait for the event to complete before stopping
- if (workItem.Wait(new TimeSpan((long)timeout * 100000)))
- return true;
- }
- else
- {
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Co-operatively stopping script {0} {1} in {2} {3}",
- ScriptName, ItemID, PrimName, ObjectID);
-
- // This will terminate the event on next handle check by the script.
- CoopSleepHandle.Set();
-
- // For now, we will wait forever since the event should always cleanly terminate once LSL loop
- // checking is implemented. May want to allow a shorter timeout option later.
- if (workItem.Wait(TimeSpan.MaxValue))
- {
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Co-operatively stopped script {0} {1} in {2} {3}",
- ScriptName, ItemID, PrimName, ObjectID);
-
- return true;
- }
- }
+ return true;
}
lock (EventQueue)
@@ -582,7 +547,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
// If the event still hasn't stopped and we the stop isn't the result of script or object removal, then
// forcibly abort the work item (this aborts the underlying thread).
- // Co-operative termination should never reach this point.
if (!m_InSelfDelete)
{
m_log.DebugFormat(
@@ -822,11 +786,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_InEvent = false;
m_CurrentEvent = String.Empty;
- if ((!(e is TargetInvocationException)
- || (!(e.InnerException is SelfDeleteException)
- && !(e.InnerException is ScriptDeleteException)
- && !(e.InnerException is ScriptCoopStopException)))
- && !(e is ThreadAbortException))
+ if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException))
{
try
{
@@ -874,12 +834,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_InSelfDelete = true;
Part.Inventory.RemoveInventoryItem(ItemID);
}
- else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
- {
- m_log.DebugFormat(
- "[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
- PrimName, ScriptName, data.EventName, State);
- }
}
}
}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
deleted file mode 100644
index f3a6cc9..0000000
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
+++ /dev/null
@@ -1,157 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.Threading;
-using Nini.Config;
-using NUnit.Framework;
-using OpenMetaverse;
-using OpenSim.Framework;
-using OpenSim.Region.CoreModules.Scripting.WorldComm;
-using OpenSim.Region.Framework.Scenes;
-using OpenSim.Region.Framework.Interfaces;
-using OpenSim.Region.ScriptEngine.XEngine;
-using OpenSim.Tests.Common;
-using OpenSim.Tests.Common.Mock;
-
-namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
-{
- ///
- /// Test that co-operative script thread termination is working correctly.
- ///
- [TestFixture]
- public class CoopTerminationTests : OpenSimTestCase
- {
- private TestScene m_scene;
- private OpenSim.Region.ScriptEngine.XEngine.XEngine m_xEngine;
-
- private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
- private AutoResetEvent m_stoppedEvent = new AutoResetEvent(false);
-
- private OSChatMessage m_osChatMessageReceived;
-
- [TestFixtureSetUp]
- public void Init()
- {
- //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
-// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
- m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
-
- IniConfigSource configSource = new IniConfigSource();
-
- IConfig startupConfig = configSource.AddConfig("Startup");
- startupConfig.Set("DefaultScriptEngine", "XEngine");
-
- IConfig xEngineConfig = configSource.AddConfig("XEngine");
- xEngineConfig.Set("Enabled", "true");
- xEngineConfig.Set("StartDelay", "0");
-
- // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
- // to AssemblyResolver.OnAssemblyResolve fails.
- xEngineConfig.Set("AppDomainLoading", "false");
-
- xEngineConfig.Set("ScriptStopStrategy", "co-op");
-
- m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
- SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine);
- m_scene.StartScripts();
- }
-
- ///
- /// Test co-operative termination on derez of an object containing a script with a long-running event.
- ///
- ///
- /// TODO: Actually compiling the script is incidental to this test. Really want a way to compile test scripts
- /// within the build itself.
- ///
- [Test]
- public void TestStopOnLongSleep()
- {
- TestHelpers.InMethod();
- TestHelpers.EnableLogging();
-
- UUID userId = TestHelpers.ParseTail(0x1);
-// UUID objectId = TestHelpers.ParseTail(0x100);
-// UUID itemId = TestHelpers.ParseTail(0x3);
- string itemName = "TestStopOnObjectDerezLongSleep() Item";
-
- SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "TestStopOnObjectDerezLongSleep", 0x100);
- m_scene.AddNewSceneObject(so, true);
-
- InventoryItemBase itemTemplate = new InventoryItemBase();
-// itemTemplate.ID = itemId;
- itemTemplate.Name = itemName;
- itemTemplate.Folder = so.UUID;
- itemTemplate.InvType = (int)InventoryType.LSL;
-
- m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
-
- SceneObjectPart partWhereRezzed = m_scene.RezNewScript(userId, itemTemplate,
-@"default
-{
- state_entry()
- {
- llSay(0, ""Thin Lizzy"");
- llSleep(60);
- }
-}");
-
- TaskInventoryItem rezzedItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
-
- // Wait for the script to start the event before we try stopping it.
- m_chatEvent.WaitOne(60000);
-
- Console.WriteLine("Script started with message [{0}]", m_osChatMessageReceived.Message);
-
- // FIXME: This is a very poor way of trying to avoid a low-probability race condition where the script
- // executes llSay() but has not started the sleep before we try to stop it.
- Thread.Sleep(1000);
-
- // We need a way of carrying on if StopScript() fail, since it won't return if the script isn't actually
- // stopped. This kind of multi-threading is far from ideal in a regression test.
- new Thread(() => { m_xEngine.StopScript(rezzedItem.ItemID); m_stoppedEvent.Set(); }).Start();
-
- if (!m_stoppedEvent.WaitOne(30000))
- Assert.Fail("Script did not co-operatively stop.");
-
- bool running;
- TaskInventoryItem scriptItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
- Assert.That(
- SceneObjectPartInventory.TryGetScriptInstanceRunning(m_scene, scriptItem, out running), Is.True);
- Assert.That(running, Is.False);
- }
-
- private void OnChatFromWorld(object sender, OSChatMessage oscm)
- {
-// Console.WriteLine("Got chat [{0}]", oscm.Message);
-
- m_osChatMessageReceived = oscm;
- m_chatEvent.Set();
- }
- }
-}
\ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index a17a018..186ae04 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1716,14 +1716,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
IScriptInstance instance = GetInstance(itemID);
if (instance != null)
- {
instance.Stop(m_WaitForEventCompletionOnScriptStop);
- }
else
- {
-// m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name);
m_runFlags.AddOrUpdate(itemID, false, 240);
- }
}
public DetectParams GetDetectParams(UUID itemID, int idx)
--
cgit v1.1
From 0963ece25bdef16852f5fd8ae4515a2f05d8b6e4 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 16 Jan 2013 02:07:43 +0000
Subject: Implement co-operative script termination if termination comes during
a script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
---
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 26 +++-
.../Region/ScriptEngine/Interfaces/IScriptApi.cs | 9 +-
.../ScriptEngine/Interfaces/IScriptInstance.cs | 1 +
.../Shared/Api/Implementation/LSL_Api.cs | 35 +++--
.../Shared/Api/Implementation/LS_Api.cs | 8 +-
.../Shared/Api/Implementation/MOD_Api.cs | 10 +-
.../Shared/Api/Implementation/OSSL_Api.cs | 9 +-
OpenSim/Region/ScriptEngine/Shared/Helpers.cs | 18 +++
.../ScriptEngine/Shared/Instance/ScriptInstance.cs | 54 ++++++-
.../Shared/Instance/Tests/CoopTerminationTests.cs | 157 +++++++++++++++++++++
.../Shared/Tests/LSL_ApiInventoryTests.cs | 6 +-
.../Shared/Tests/LSL_ApiLinkingTests.cs | 4 +-
.../ScriptEngine/Shared/Tests/LSL_ApiListTests.cs | 2 +-
.../ScriptEngine/Shared/Tests/LSL_ApiTest.cs | 2 +-
.../Shared/Tests/OSSL_ApiAppearanceTest.cs | 4 +-
.../Shared/Tests/OSSL_ApiAttachmentTests.cs | 15 +-
.../ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs | 16 +--
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 5 +
18 files changed, 327 insertions(+), 54 deletions(-)
create mode 100644 OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 5c8b097..92bf85a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1738,6 +1738,21 @@ namespace OpenSim.Region.Framework.Scenes
/// The part where the script was rezzed if successful. False otherwise.
public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase)
{
+ return RezNewScript(
+ agentID,
+ itemBase,
+ "default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}");
+ }
+
+ ///
+ /// Rez a new script from nothing with given script text.
+ ///
+ ///
+ /// Template item.
+ ///
+ /// The part where the script was rezzed if successful. False otherwise.
+ public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase, string scriptText)
+ {
// The part ID is the folder ID!
SceneObjectPart part = GetSceneObjectPart(itemBase.Folder);
if (part == null)
@@ -1757,9 +1772,14 @@ namespace OpenSim.Region.Framework.Scenes
return null;
}
- AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
- Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"),
- agentID);
+ AssetBase asset
+ = CreateAsset(
+ itemBase.Name,
+ itemBase.Description,
+ (sbyte)itemBase.AssetType,
+ Encoding.ASCII.GetBytes(scriptText),
+ agentID);
+
AssetService.Store(asset);
TaskInventoryItem taskItem = new TaskInventoryItem();
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptApi.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptApi.cs
index e95cbd7..d2323f5 100644
--- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptApi.cs
+++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptApi.cs
@@ -26,6 +26,7 @@
*/
using System;
+using System.Threading;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
@@ -40,7 +41,11 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
///
///
/// Each API has an identifier, which is used to load the proper runtime assembly at load time.
- /// /param>
- void Initialize(IScriptInstance scriptInstance);
+ /// /param>
+ /// /param>
+ /// /param>
+ /// /param>
+ void Initialize(
+ IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle);
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
index 9de2d72..f68612c 100644
--- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
@@ -28,6 +28,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
+using System.Threading;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 44072c6..d47fd6b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -83,10 +83,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
protected IScriptEngine m_ScriptEngine;
protected SceneObjectPart m_host;
///
+ /// Used for script sleeps when we are using co-operative script termination.
+ ///
+ /// null if co-operative script termination is not active
+ EventWaitHandle m_coopSleepHandle;
+
+ ///
/// The item that hosts this script
///
protected TaskInventoryItem m_item;
@@ -110,13 +117,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
protected ISoundModule m_SoundModule = null;
- public void Initialize(IScriptInstance scriptInstance)
+ public void Initialize(
+ IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle)
{
- m_ScriptEngine = scriptInstance.Engine;
- m_host = scriptInstance.Part;
- m_item = scriptInstance.ScriptTask;
+ m_ScriptEngine = scriptEngine;
+ m_host = host;
+ m_item = item;
+ m_coopSleepHandle = coopSleepHandle;
- LoadLimits(); // read script limits from config.
+ LoadConfig();
m_TransferModule =
m_ScriptEngine.World.RequestModuleInterface();
@@ -129,7 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
///
/// Load configuration items that affect script, object and run-time behavior. */
///
- private void LoadLimits()
+ private void LoadConfig()
{
m_ScriptDelayFactor =
m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -175,7 +184,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
delay = (int)((float)delay * m_ScriptDelayFactor);
if (delay == 0)
return;
- System.Threading.Thread.Sleep(delay);
+
+ Sleep(delay);
+ }
+
+ protected virtual void Sleep(int delay)
+ {
+ if (m_coopSleepHandle == null)
+ System.Threading.Thread.Sleep(delay);
+ else if (m_coopSleepHandle.WaitOne(delay))
+ throw new ScriptCoopStopException();
}
public Scene World
@@ -2914,7 +2932,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
// m_log.Info("llSleep snoozing " + sec + "s.");
m_host.AddScriptLPS(1);
- Thread.Sleep((int)(sec * 1000));
+
+ Sleep((int)(sec * 1000));
}
public LSL_Float llGetMass()
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
index 071c60e..a08ccc8 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
@@ -30,6 +30,7 @@ using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Remoting.Lifetime;
+using System.Threading;
using OpenMetaverse;
using Nini.Config;
using OpenSim;
@@ -61,10 +62,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
internal bool m_LSFunctionsEnabled = false;
internal IScriptModuleComms m_comms = null;
- public void Initialize(IScriptInstance scriptInstance)
+ public void Initialize(
+ IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle)
{
- m_ScriptEngine = scriptInstance.Engine;
- m_host = scriptInstance.Part;
+ m_ScriptEngine = scriptEngine;
+ m_host = host;
if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false))
m_LSFunctionsEnabled = true;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs
index cbc69aa..981499e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs
@@ -30,6 +30,7 @@ using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Remoting.Lifetime;
+using System.Threading;
using OpenMetaverse;
using Nini.Config;
using OpenSim;
@@ -61,11 +62,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
internal bool m_MODFunctionsEnabled = false;
internal IScriptModuleComms m_comms = null;
- public void Initialize(IScriptInstance scriptInstance)
+ public void Initialize(
+ IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle)
{
- m_ScriptEngine = scriptInstance.Engine;
- m_host = scriptInstance.Part;
- m_item = scriptInstance.ScriptTask;
+ m_ScriptEngine = scriptEngine;
+ m_host = host;
+ m_item = item;
if (m_ScriptEngine.Config.GetBoolean("AllowMODFunctions", false))
m_MODFunctionsEnabled = true;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 33ae5f0..25635ff 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -142,11 +142,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected IUrlModule m_UrlModule = null;
- public void Initialize(IScriptInstance scriptInstance)
+ public void Initialize(
+ IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle)
{
- m_ScriptEngine = scriptInstance.Engine;
- m_host = scriptInstance.Part;
- m_item = scriptInstance.ScriptTask;
+ m_ScriptEngine = scriptEngine;
+ m_host = host;
+ m_item = item;
m_UrlModule = m_ScriptEngine.World.RequestModuleInterface();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 5a58f73..e02d35e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -81,6 +81,24 @@ namespace OpenSim.Region.ScriptEngine.Shared
}
}
+ ///
+ /// Used to signal when the script is stopping in co-operation with the script engine
+ /// (instead of through Thread.Abort()).
+ ///
+ [Serializable]
+ public class ScriptCoopStopException : Exception
+ {
+ public ScriptCoopStopException()
+ {
+ }
+
+ protected ScriptCoopStopException(
+ SerializationInfo info,
+ StreamingContext context)
+ {
+ }
+ }
+
public class DetectParams
{
public const int AGENT = 1;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index a2ff51b..75aea2b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -200,6 +200,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public static readonly long MaxMeasurementPeriod = 30 * TimeSpan.TicksPerMinute;
+ private bool m_coopTermination;
+
+ private EventWaitHandle m_coopSleepHandle;
+
public void ClearQueue()
{
m_TimerQueued = false;
@@ -233,6 +237,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_postOnRez = postOnRez;
m_AttachedAvatar = Part.ParentGroup.AttachedAvatar;
m_RegionID = Part.ParentGroup.Scene.RegionInfo.RegionID;
+
+ if (Engine.Config.GetString("ScriptStopStrategy", "abort") == "co-op")
+ {
+ m_coopTermination = true;
+ m_coopSleepHandle = new AutoResetEvent(false);
+ }
}
///
@@ -251,7 +261,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
foreach (string api in am.GetApis())
{
m_Apis[api] = am.CreateApi(api);
- m_Apis[api].Initialize(this);
+ m_Apis[api].Initialize(Engine, Part, ScriptTask, m_coopSleepHandle);
}
try
@@ -532,9 +542,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
}
// Wait for the current event to complete.
- if (!m_InSelfDelete && workItem.Wait(new TimeSpan((long)timeout * 100000)))
+ if (!m_InSelfDelete)
{
- return true;
+ if (!m_coopTermination)
+ {
+ // If we're not co-operative terminating then try and wait for the event to complete before stopping
+ if (workItem.Wait(new TimeSpan((long)timeout * 100000)))
+ return true;
+ }
+ else
+ {
+ m_log.DebugFormat(
+ "[SCRIPT INSTANCE]: Co-operatively stopping script {0} {1} in {2} {3}",
+ ScriptName, ItemID, PrimName, ObjectID);
+
+ // This will terminate the event on next handle check by the script.
+ m_coopSleepHandle.Set();
+
+ // For now, we will wait forever since the event should always cleanly terminate once LSL loop
+ // checking is implemented. May want to allow a shorter timeout option later.
+ if (workItem.Wait(TimeSpan.MaxValue))
+ {
+ m_log.DebugFormat(
+ "[SCRIPT INSTANCE]: Co-operatively stopped script {0} {1} in {2} {3}",
+ ScriptName, ItemID, PrimName, ObjectID);
+
+ return true;
+ }
+ }
}
lock (EventQueue)
@@ -547,6 +582,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
// If the event still hasn't stopped and we the stop isn't the result of script or object removal, then
// forcibly abort the work item (this aborts the underlying thread).
+ // Co-operative termination should never reach this point.
if (!m_InSelfDelete)
{
m_log.DebugFormat(
@@ -786,7 +822,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_InEvent = false;
m_CurrentEvent = String.Empty;
- if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException))
+ if ((!(e is TargetInvocationException)
+ || (!(e.InnerException is SelfDeleteException)
+ && !(e.InnerException is ScriptDeleteException)
+ && !(e.InnerException is ScriptCoopStopException)))
+ && !(e is ThreadAbortException))
{
try
{
@@ -834,6 +874,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_InSelfDelete = true;
Part.Inventory.RemoveInventoryItem(ItemID);
}
+ else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
+ {
+ m_log.DebugFormat(
+ "[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
+ PrimName, ScriptName, data.EventName, State);
+ }
}
}
}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
new file mode 100644
index 0000000..8c3e9e0
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
@@ -0,0 +1,157 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Threading;
+using Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.CoreModules.Scripting.WorldComm;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.ScriptEngine.XEngine;
+using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
+
+namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
+{
+ ///
+ /// Test that co-operative script thread termination is working correctly.
+ ///
+ [TestFixture]
+ public class CoopTerminationTests : OpenSimTestCase
+ {
+ private TestScene m_scene;
+ private OpenSim.Region.ScriptEngine.XEngine.XEngine m_xEngine;
+
+ private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
+ private AutoResetEvent m_stoppedEvent = new AutoResetEvent(false);
+
+ private OSChatMessage m_osChatMessageReceived;
+
+ [TestFixtureSetUp]
+ public void Init()
+ {
+ //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
+// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
+ m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
+
+ IniConfigSource configSource = new IniConfigSource();
+
+ IConfig startupConfig = configSource.AddConfig("Startup");
+ startupConfig.Set("DefaultScriptEngine", "XEngine");
+
+ IConfig xEngineConfig = configSource.AddConfig("XEngine");
+ xEngineConfig.Set("Enabled", "true");
+ xEngineConfig.Set("StartDelay", "0");
+
+ // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
+ // to AssemblyResolver.OnAssemblyResolve fails.
+ xEngineConfig.Set("AppDomainLoading", "false");
+
+ xEngineConfig.Set("ScriptStopStrategy", "co-op");
+
+ m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
+ SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine);
+ m_scene.StartScripts();
+ }
+
+ ///
+ /// Test co-operative termination on derez of an object containing a script with a long-running event.
+ ///
+ ///
+ /// TODO: Actually compiling the script is incidental to this test. Really want a way to compile test scripts
+ /// within the build itself.
+ ///
+ [Test]
+ public void TestStopOnLongSleep()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ UUID userId = TestHelpers.ParseTail(0x1);
+// UUID objectId = TestHelpers.ParseTail(0x100);
+// UUID itemId = TestHelpers.ParseTail(0x3);
+ string itemName = "TestStopOnObjectDerezLongSleep() Item";
+
+ SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "TestStopOnObjectDerezLongSleep", 0x100);
+ m_scene.AddNewSceneObject(so, true);
+
+ InventoryItemBase itemTemplate = new InventoryItemBase();
+// itemTemplate.ID = itemId;
+ itemTemplate.Name = itemName;
+ itemTemplate.Folder = so.UUID;
+ itemTemplate.InvType = (int)InventoryType.LSL;
+
+ m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
+
+ SceneObjectPart partWhereRezzed = m_scene.RezNewScript(userId, itemTemplate,
+@"default
+{
+ state_entry()
+ {
+ llSay(0, ""Thin Lizzy"");
+ llSleep(60);
+ }
+}");
+
+ TaskInventoryItem rezzedItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
+
+ // Wait for the script to start the event before we try stopping it.
+ m_chatEvent.WaitOne(60000);
+
+ Console.WriteLine("Script started with message [{0}]", m_osChatMessageReceived.Message);
+
+ // FIXME: This is a very poor way of trying to avoid a low-probability race condition where the script
+ // executes llSay() but has not started the sleep before we try to stop it.
+ Thread.Sleep(1000);
+
+ // We need a way of carrying on if StopScript() fail, since it won't return if the script isn't actually
+ // stopped. This kind of multi-threading is far from ideal in a regression test.
+ new Thread(() => { m_xEngine.StopScript(rezzedItem.ItemID); m_stoppedEvent.Set(); }).Start();
+
+ if (!m_stoppedEvent.WaitOne(30000))
+ Assert.Fail("Script did not co-operatively stop.");
+
+ bool running;
+ TaskInventoryItem scriptItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
+ Assert.That(
+ SceneObjectPartInventory.TryGetScriptInstanceRunning(m_scene, scriptItem, out running), Is.True);
+ Assert.That(running, Is.False);
+ }
+
+ private void OnChatFromWorld(object sender, OSChatMessage oscm)
+ {
+// Console.WriteLine("Got chat [{0}]", oscm.Message);
+
+ m_osChatMessageReceived = oscm;
+ m_chatEvent.Set();
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs
index 36c7582..6dd6c17 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs
@@ -94,7 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
TaskInventoryHelpers.AddSceneObject(m_scene, so1.RootPart, inventoryItemName, itemId, userId);
LSL_Api api = new LSL_Api();
- api.Initialize(new ScriptInstance(m_engine, so1.RootPart, null, 0, false, int.MaxValue));
+ api.Initialize(m_engine, so1.RootPart, null, null);
// Create a second object
SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, userId, "so2", 0x100);
@@ -127,7 +127,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
SceneObjectGroup so1 = SceneHelpers.CreateSceneObject(1, user1Id, "so1", 0x10);
m_scene.AddSceneObject(so1);
LSL_Api api = new LSL_Api();
- api.Initialize(new ScriptInstance(m_engine, so1.RootPart, null, 0, false, int.MaxValue));
+ api.Initialize(m_engine, so1.RootPart, null, null);
// Create an object embedded inside the first
UUID itemId = TestHelpers.ParseTail(0x20);
@@ -137,7 +137,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, user2Id, "so2", 0x100);
m_scene.AddSceneObject(so2);
LSL_Api api2 = new LSL_Api();
- api2.Initialize(new ScriptInstance(m_engine, so2.RootPart, null, 0, false, int.MaxValue));
+ api2.Initialize(m_engine, so2.RootPart, null, null);
// *** Firstly, we test where llAllowInventoryDrop() has not been called. ***
api.llGiveInventory(so2.UUID.ToString(), inventoryItemName);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiLinkingTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiLinkingTests.cs
index 5121344..5b57bbe 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiLinkingTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiLinkingTests.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(grp2);
LSL_Api apiGrp1 = new LSL_Api();
- apiGrp1.Initialize(new ScriptInstance(m_engine, grp1.RootPart, grp1Item, 0, false, int.MaxValue));
+ apiGrp1.Initialize(m_engine, grp1.RootPart, grp1Item, null);
apiGrp1.llCreateLink(grp2.UUID.ToString(), ScriptBaseClass.TRUE);
@@ -132,7 +132,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
grp1Item.PermsMask |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
LSL_Api apiGrp1 = new LSL_Api();
- apiGrp1.Initialize(new ScriptInstance(m_engine, grp1.RootPart, grp1Item, 0, false, int.MaxValue));
+ apiGrp1.Initialize(m_engine, grp1.RootPart, grp1Item, null);
apiGrp1.llBreakLink(2);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs
index 28e5831..60de5cb 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs
@@ -68,7 +68,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
engine.AddRegion(scene);
m_lslApi = new LSL_Api();
- m_lslApi.Initialize(new ScriptInstance(engine, part, null, 0, false, int.MaxValue));
+ m_lslApi.Initialize(engine, part, null, null);
}
[Test]
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
index 48c2465..e97ae06 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
engine.AddRegion(scene);
m_lslApi = new LSL_Api();
- m_lslApi.Initialize(new ScriptInstance(engine, part, null, 0, false, int.MaxValue));
+ m_lslApi.Initialize(engine, part, null, null);
}
[Test]
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAppearanceTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAppearanceTest.cs
index 5164d4e..c88bad5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAppearanceTest.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAppearanceTest.cs
@@ -94,7 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(new ScriptInstance(m_engine, part, null, 0, false, int.MaxValue));
+ osslApi.Initialize(m_engine, part, null, null);
string notecardName = "appearanceNc";
@@ -135,7 +135,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(new ScriptInstance(m_engine, part, null, 0, false, int.MaxValue));
+ osslApi.Initialize(m_engine, part, null, null);
string notecardName = "appearanceNc";
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs
index e7b3319..b2803a1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs
@@ -99,10 +99,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
- ScriptInstance si = new ScriptInstance(m_engine, inWorldObj.RootPart, scriptItem, 0, false, int.MaxValue);
- new LSL_Api().Initialize(si);
+ new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(si);
+ osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
// SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ua1.PrincipalID);
@@ -146,10 +145,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
- ScriptInstance si = new ScriptInstance(m_engine, inWorldObj.RootPart, scriptItem, 0, false, int.MaxValue);
- new LSL_Api().Initialize(si);
+ new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(si);
+ osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
// Create an object embedded inside the first
TaskInventoryHelpers.AddNotecard(
@@ -195,10 +193,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
- ScriptInstance si = new ScriptInstance(m_engine, inWorldObj.RootPart, scriptItem, 0, false, int.MaxValue);
- new LSL_Api().Initialize(si);
+ new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(si);
+ osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
// Create an object embedded inside the first
TaskInventoryHelpers.AddSceneObject(
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs
index 584f44f..1f8a6e5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs
@@ -100,7 +100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(new ScriptInstance(m_engine, part, null, 0, false, int.MaxValue));
+ osslApi.Initialize(m_engine, part, null, null);
string notecardName = "appearanceNc";
osslApi.osOwnerSaveAppearance(notecardName);
@@ -126,7 +126,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(new ScriptInstance(m_engine, so.RootPart, null, 0, false, int.MaxValue));
+ osslApi.Initialize(m_engine, so.RootPart, null, null);
bool gotExpectedException = false;
try
@@ -161,7 +161,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(new ScriptInstance(m_engine, part, null, 0, false, int.MaxValue));
+ osslApi.Initialize(m_engine, part, null, null);
string notecardName = "appearanceNc";
osslApi.osOwnerSaveAppearance(notecardName);
@@ -195,7 +195,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(new ScriptInstance(m_engine, part, null, 0, false, int.MaxValue));
+ osslApi.Initialize(m_engine, part, null, null);
osslApi.osOwnerSaveAppearance(firstAppearanceNcName);
@@ -233,7 +233,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(new ScriptInstance(m_engine, part, null, 0, false, int.MaxValue));
+ osslApi.Initialize(m_engine, part, null, null);
osslApi.osOwnerSaveAppearance(firstAppearanceNcName);
@@ -285,10 +285,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(otherSo);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(new ScriptInstance(m_engine, part, null, 0, false, int.MaxValue));
+ osslApi.Initialize(m_engine, part, null, null);
OSSL_Api otherOsslApi = new OSSL_Api();
- otherOsslApi.Initialize(new ScriptInstance(m_engine, otherPart, null, 0, false, int.MaxValue));
+ otherOsslApi.Initialize(m_engine, otherPart, null, null);
string notecardName = "appearanceNc";
osslApi.osOwnerSaveAppearance(notecardName);
@@ -332,7 +332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
m_scene.AddSceneObject(so);
OSSL_Api osslApi = new OSSL_Api();
- osslApi.Initialize(new ScriptInstance(m_engine, part, null, 0, false, int.MaxValue));
+ osslApi.Initialize(m_engine, part, null, null);
string notecardName = "appearanceNc";
osslApi.osOwnerSaveAppearance(notecardName);
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 186ae04..a17a018 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1716,9 +1716,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
IScriptInstance instance = GetInstance(itemID);
if (instance != null)
+ {
instance.Stop(m_WaitForEventCompletionOnScriptStop);
+ }
else
+ {
+// m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name);
m_runFlags.AddOrUpdate(itemID, false, 240);
+ }
}
public DetectParams GetDetectParams(UUID itemID, int idx)
--
cgit v1.1
From daef2b8d87300f02bef7edf01ae67c8c6a50af46 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 15 Jan 2013 12:55:55 -0800
Subject: BulletSim: reduce maximum force a script can apply (like in
llApplyImpulse) to the documented maximum from the outragious number
previously.
---
OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 862dbf6..3e80aa4 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -94,16 +94,16 @@ public static class BSParam
public static float PID_D { get; private set; } // derivative
public static float PID_P { get; private set; } // proportional
- // Various constants that come from that other virtual world that shall not be named
+ // Various constants that come from that other virtual world that shall not be named.
public const float MinGravityZ = -1f;
public const float MaxGravityZ = 28f;
public const float MinFriction = 0f;
public const float MaxFriction = 255f;
- public const float MinDensity = 0f;
+ public const float MinDensity = 0.01f;
public const float MaxDensity = 22587f;
public const float MinRestitution = 0f;
public const float MaxRestitution = 1f;
- public const float MaxAddForceMagnitude = 20000f;
+ public const float MaxAddForceMagnitude = 20f;
// ===========================================================================
public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val);
--
cgit v1.1
From 61ff79587bea373278771f9529b582db2e05afdd Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 15 Jan 2013 12:57:12 -0800
Subject: BulletSim: add debugging messages to know when assets for physical
objects have been fetched. Update TODO list with more work.
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 5 ++-
.../Physics/BulletSPlugin/BSLinksetCompound.cs | 4 +--
.../Physics/BulletSPlugin/BSShapeCollection.cs | 42 ++++++++++++++--------
.../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 17 +++++++++
4 files changed, 51 insertions(+), 17 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index a5fec87..2e900b3 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -855,7 +855,10 @@ public sealed class BSCharacter : BSPhysObject
_rotationalVelocity = entprop.RotationalVelocity;
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
- PositionSanityCheck(true);
+ if (PositionSanityCheck(true))
+ {
+ entprop.Position = _position;
+ }
// remember the current and last set values
LastEntityProperties = CurrentEntityProperties;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index 2dc89b5..eff909c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -108,8 +108,8 @@ public sealed class BSLinksetCompound : BSLinkset
// Schedule a refresh to happen after all the other taint processing.
private void ScheduleRebuild(BSPhysObject requestor)
{
- DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2}",
- requestor.LocalID, Rebuilding, HasAnyChildren);
+ DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
+ requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
// When rebuilding, it is possible to set properties that would normally require a rebuild.
// If already rebuilding, don't request another rebuild.
// If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index addab29..4f0d345 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -513,6 +513,7 @@ public sealed class BSShapeCollection : IDisposable
return ret;
}
+ // return 'true' if the shape was changed
public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
@@ -872,8 +873,7 @@ public sealed class BSShapeCollection : IDisposable
{
prim.LastAssetBuildFailed = true;
BSPhysObject xprim = prim;
- DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
- LogHeader, prim.LocalID, prim.LastAssetBuildFailed);
+ DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed);
Util.FireAndForget(delegate
{
RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
@@ -882,19 +882,34 @@ public sealed class BSShapeCollection : IDisposable
BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
{
- if (!yprim.BaseShape.SculptEntry)
- return;
- if (yprim.BaseShape.SculptTexture.ToString() != asset.ID)
- return;
-
- yprim.BaseShape.SculptData = asset.Data;
- // This will cause the prim to see that the filler shape is not the right
- // one and try again to build the object.
- // No race condition with the normal shape setting since the rebuild is at taint time.
- yprim.ForceBodyShapeRebuild(false);
+ bool assetFound = false; // DEBUG DEBUG
+ string mismatchIDs = String.Empty; // DEBUG DEBUG
+ if (yprim.BaseShape.SculptEntry)
+ {
+ if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
+ {
+ yprim.BaseShape.SculptData = asset.Data;
+ // This will cause the prim to see that the filler shape is not the right
+ // one and try again to build the object.
+ // No race condition with the normal shape setting since the rebuild is at taint time.
+ yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
+ assetFound = true;
+ }
+ else
+ {
+ mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
+ }
+ }
+ DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
+ yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
});
}
+ else
+ {
+ PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
+ LogHeader, PhysicsScene.Name);
+ }
});
}
else
@@ -907,8 +922,7 @@ public sealed class BSShapeCollection : IDisposable
}
// While we figure out the real problem, stick in a simple box for the object.
- BulletShape fillinShape =
- BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
+ BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
return fillinShape;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 59cbab9..067e64a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,7 +1,23 @@
CURRENT PRIORITIES
=================================================
+Crazyness during 20130115 office hours was PositionAdjustUnderground for both char and prim
+ m1:logs/20130115.0934/physics-BulletSim-20130115083613.log
+ Creation of Neb's terrain made the terrain "disappear". Everything started to fall
+ and then get restored to be above terrain.
+Create tests for different interface components
+ Have test objects/scripts measure themselves and turn color if correct/bad
+ Test functions in SL and calibrate correctness there
+ Create auto rezzer and tracker to run through the tests
+Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040
+ Msg Kayaker on OSGrid when working
+Teravus llMoveToTarget script debug
+ Mixing of hover, buoyancy/gravity, moveToTarget, into one force
+Surf board debugging
+Boats floating at proper level
Nebadon vehicles turning funny in arena
limitMotorUp calibration (more down?)
+llRotLookAt
+llLookAt
Vehicle angular vertical attraction
Vehicle angular deflection
Preferred orientation angular correction fix
@@ -167,6 +183,7 @@ Enforce physical parameter min/max:
Restitution [0, 1]
http://wiki.secondlife.com/wiki/Physics_Material_Settings_test
Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html
+Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale.html
INTERNAL IMPROVEMENT/CLEANUP
=================================================
--
cgit v1.1
From 5d098d8f17fe24d9ad2999ddce819787d02989ce Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 15 Jan 2013 15:07:38 -0800
Subject: BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.
It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can tell the
difference.
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 12 +++++------
.../Physics/BulletSPlugin/BSLinksetCompound.cs | 2 +-
.../Physics/BulletSPlugin/BSShapeCollection.cs | 18 ++++++++--------
.../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 24 +++++++++++-----------
5 files changed, 30 insertions(+), 28 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 2e900b3..87a06c1 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -215,7 +215,7 @@ public sealed class BSCharacter : BSPhysObject
// Add special movement force to allow avatars to walk up stepped surfaces.
moveForce += WalkUpStairs();
- DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
+ // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
});
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index e434412..6601479 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1160,8 +1160,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (!Prim.IsColliding && VehicleVelocity.Z > 0.1)
{
// Get rid of any of the velocity vector that is pushing us up.
- VehicleVelocity += new Vector3(0, 0, -VehicleVelocity.Z);
+ float upVelocity = VehicleVelocity.Z;
+ VehicleVelocity += new Vector3(0, 0, -upVelocity);
+ /*
// If we're pointed up into the air, we should nose down
Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
// The rotation around the Y axis is pitch up or down
@@ -1175,11 +1177,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2},corrFrc={3},aCorr={4}",
Prim.LocalID, VehicleVelocity, pointingDirection, angularCorrectionForce, angularCorrectionVector);
}
- else
- {
- VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2}",
- Prim.LocalID, VehicleVelocity, pointingDirection);
- }
+ */
+ VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}",
+ Prim.LocalID, Prim.IsColliding, upVelocity, VehicleVelocity);
}
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index eff909c..8c9a774 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -311,7 +311,7 @@ public sealed class BSLinksetCompound : BSLinkset
else
{
// Rebuild the compound shape with the child removed
- ScheduleRebuild(child);
+ ScheduleRebuild(LinksetRoot);
}
}
return;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 4f0d345..9fbfcdc 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -442,7 +442,8 @@ public sealed class BSShapeCollection : IDisposable
return ret;
}
- // Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'.
+ // Create a mesh, hull or native shape.
+ // Return 'true' if the prim's shape was changed.
public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
bool ret = false;
@@ -472,7 +473,7 @@ public sealed class BSShapeCollection : IDisposable
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);
- // It doesn't look like Bullet scales spheres so make sure the scales are all equal
+ // It doesn't look like Bullet scales native spheres so make sure the scales are all equal
if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)
{
@@ -484,9 +485,9 @@ public sealed class BSShapeCollection : IDisposable
{
ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE,
FixedShapeKey.KEY_SPHERE, shapeCallback);
- if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
- prim.LocalID, forceRebuild, prim.PhysShape);
}
+ if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}",
+ prim.LocalID, forceRebuild, ret, prim.PhysShape);
}
if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
{
@@ -498,9 +499,9 @@ public sealed class BSShapeCollection : IDisposable
{
ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX,
FixedShapeKey.KEY_BOX, shapeCallback);
- if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
- prim.LocalID, forceRebuild, prim.PhysShape);
}
+ if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}",
+ prim.LocalID, forceRebuild, ret, prim.PhysShape);
}
}
@@ -513,7 +514,7 @@ public sealed class BSShapeCollection : IDisposable
return ret;
}
- // return 'true' if the shape was changed
+ // return 'true' if the prim's shape was changed.
public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
{
@@ -921,8 +922,9 @@ public sealed class BSShapeCollection : IDisposable
}
}
- // While we figure out the real problem, stick in a simple box for the object.
+ // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
+ DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID);
return fillinShape;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 067e64a..53b5530 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,18 +1,9 @@
CURRENT PRIORITIES
=================================================
-Crazyness during 20130115 office hours was PositionAdjustUnderground for both char and prim
- m1:logs/20130115.0934/physics-BulletSim-20130115083613.log
- Creation of Neb's terrain made the terrain "disappear". Everything started to fall
- and then get restored to be above terrain.
-Create tests for different interface components
- Have test objects/scripts measure themselves and turn color if correct/bad
- Test functions in SL and calibrate correctness there
- Create auto rezzer and tracker to run through the tests
Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040
Msg Kayaker on OSGrid when working
Teravus llMoveToTarget script debug
Mixing of hover, buoyancy/gravity, moveToTarget, into one force
-Surf board debugging
Boats floating at proper level
Nebadon vehicles turning funny in arena
limitMotorUp calibration (more down?)
@@ -25,8 +16,6 @@ vehicle angular banking
Avatars walking up stairs (HALF DONE)
Radius of the capsule affects ability to climb edges.
Vehicle movement on terrain smoothness
-Surfboard go wonky when turning
- Angular motor direction is global coordinates rather than local coordinates?
Boats float low in the water (DONE)
Avatar movement
flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
@@ -43,6 +32,10 @@ Add material densities to the material types
CRASHES
=================================================
+Crazyness during 20130115 office hours was PositionAdjustUnderground for both char and prim
+ m1:logs/20130115.0934/physics-BulletSim-20130115083613.log
+ Creation of Neb's terrain made the terrain "disappear". Everything started to fall
+ and then get restored to be above terrain.
20121129.1411: editting/moving phys object across region boundries causes crash
getPos-> btRigidBody::upcast -> getBodyType -> BOOM
20121128.1600: mesh object not rezzing (no physics mesh).
@@ -149,6 +142,10 @@ Eliminate collisions between objects in a linkset. (LinksetConstraint)
MORE
======================================================
+Create tests for different interface components
+ Have test objects/scripts measure themselves and turn color if correct/bad
+ Test functions in SL and calibrate correctness there
+ Create auto rezzer and tracker to run through the tests
Use the HACD convex hull routine in Bullet rather than the C# version.
Do we need to do convex hulls all the time? Can complex meshes be left meshes?
There is some problem with meshes and collisions
@@ -304,4 +301,7 @@ Disable activity of passive linkset children. (DONE)
Since the linkset is a compound object, the old prims are left lying
around and need to be phantomized so they don't collide, ...
Remove HeightmapInfo from terrain specification (DONE)
- Since C++ code does not need terrain height, this structure et al are not needed.
\ No newline at end of file
+ Since C++ code does not need terrain height, this structure et al are not needed.
+Surfboard go wonky when turning (DONE)
+ Angular motor direction is global coordinates rather than local coordinates?
+ (Resolution: made angular motor direction correct coordinate system)
\ No newline at end of file
--
cgit v1.1
From 8ee9daa121440ad550676814fe60e6b6c0c5d701 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 15 Jan 2013 21:08:11 -0800
Subject: BulletSim: add the editting children in linkset going phantom bug to
TODO list.
---
OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 2 ++
1 file changed, 2 insertions(+)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 53b5530..d4545f7 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -120,6 +120,8 @@ Physical and phantom will drop through the terrain
LINKSETS
======================================================
+Editing a child of a linkset causes the child to go phantom
+ Move a child prim once when it is physical and can never move it again without it going phantom
Offset the center of the linkset to be the geometric center of all the prims
Not quite the same as the center-of-gravity
Linksets should allow collisions to individual children
--
cgit v1.1
From 37fcf87946df0cc6824063aa42853048ca4238c9 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Wed, 16 Jan 2013 08:20:32 -0800
Subject: Changed a couple of debug messages at the request of osgrid.
---
.../CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 41ca13b..b188741 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -212,11 +212,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
protected override GridRegion GetFinalDestination(GridRegion region)
{
int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, region.RegionID);
- m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: region {0} flags: {1}", region.RegionID, flags);
+ m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: region {0} flags: {1}", region.RegionName, flags);
if ((flags & (int)OpenSim.Framework.RegionFlags.Hyperlink) != 0)
{
- m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Destination region {0} is hyperlink", region.RegionID);
+ m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Destination region is hyperlink");
GridRegion real_destination = m_GatekeeperConnector.GetHyperlinkRegion(region, region.RegionID);
if (real_destination != null)
m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: GetFinalDestination serveruri -> {0}", real_destination.ServerURI);
--
cgit v1.1
From 5563a8916ed5c78f91dccb668453f5782ab19532 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Wed, 16 Jan 2013 16:45:18 +0000
Subject: Complete removal of the now unused state queue
---
OpenSim/Framework/ThrottleOutPacketType.cs | 4 ----
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +-
OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs | 17 +++--------------
3 files changed, 4 insertions(+), 19 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Framework/ThrottleOutPacketType.cs b/OpenSim/Framework/ThrottleOutPacketType.cs
index d56231a..ca4b126 100644
--- a/OpenSim/Framework/ThrottleOutPacketType.cs
+++ b/OpenSim/Framework/ThrottleOutPacketType.cs
@@ -47,9 +47,6 @@ namespace OpenSim.Framework
Texture = 5,
/// Non-texture assets
Asset = 6,
- /// Avatar and primitive data
- /// This is a sub-category of Task
- State = 7,
}
[Flags]
@@ -61,6 +58,5 @@ namespace OpenSim.Framework
Task = 1 << 3,
Texture = 1 << 4,
Asset = 1 << 5,
- State = 1 << 6,
}
}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index a8517e6..77acacf 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -1588,7 +1588,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (localIDs.Count == 1 && m_scene.GetScenePresence(localIDs[0]) != null)
{
- OutPacket(kill, ThrottleOutPacketType.State);
+ OutPacket(kill, ThrottleOutPacketType.Task);
}
else
{
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index 8963756..621e0fd 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -278,7 +278,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public string GetStats()
{
return string.Format(
- "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7} {12,7}",
+ "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}",
Util.EnvironmentTickCountSubtract(TickLastPacketReceived),
PacketsReceived,
PacketsSent,
@@ -290,8 +290,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_packetOutboxes[(int)ThrottleOutPacketType.Cloud].Count,
m_packetOutboxes[(int)ThrottleOutPacketType.Task].Count,
m_packetOutboxes[(int)ThrottleOutPacketType.Texture].Count,
- m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count,
- m_packetOutboxes[(int)ThrottleOutPacketType.State].Count);
+ m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count);
}
public void SendPacketStats()
@@ -337,8 +336,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
- // State is a subcategory of task that we allocate a percentage to
- int state = 0;
// Make sure none of the throttles are set below our packet MTU,
// otherwise a throttle could become permanently clogged
@@ -375,9 +372,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
bucket.RequestedDripRate = task;
- bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
- bucket.RequestedDripRate = state;
-
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
bucket.RequestedDripRate = texture;
@@ -678,9 +672,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Texture = 5,
/// Non-texture assets
Asset = 6,
- /// Avatar and primitive data
- /// This is a sub-category of Task
- State = 7,
*/
switch (category)
@@ -697,11 +688,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return ThrottleOutPacketTypeFlags.Texture;
case ThrottleOutPacketType.Asset:
return ThrottleOutPacketTypeFlags.Asset;
- case ThrottleOutPacketType.State:
- return ThrottleOutPacketTypeFlags.State;
default:
return 0;
}
}
}
-}
\ No newline at end of file
+}
--
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