diff options
author | UbitUmarov | 2015-09-02 19:54:53 +0100 |
---|---|---|
committer | UbitUmarov | 2015-09-02 19:54:53 +0100 |
commit | a11edceb00b5b86f825bd957bdac9edb91f893dd (patch) | |
tree | c192eae26f3aadf365a66f32fc6d9ade2f0a0c61 /OpenSim/Region/Framework/Scenes | |
parent | bad merge? (diff) | |
download | opensim-SC_OLD-a11edceb00b5b86f825bd957bdac9edb91f893dd.zip opensim-SC_OLD-a11edceb00b5b86f825bd957bdac9edb91f893dd.tar.gz opensim-SC_OLD-a11edceb00b5b86f825bd957bdac9edb91f893dd.tar.bz2 opensim-SC_OLD-a11edceb00b5b86f825bd957bdac9edb91f893dd.tar.xz |
seems to compile ( tests comented out)
Diffstat (limited to '')
18 files changed, 336 insertions, 2900 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index 2b95a4c..c00190a 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | |||
@@ -351,26 +351,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
351 | m_group = grp; | 351 | m_group = grp; |
352 | m_scene = grp.Scene; | 352 | m_scene = grp.Scene; |
353 | 353 | ||
354 | <<<<<<< HEAD | 354 | |
355 | Vector3 grppos = grp.AbsolutePosition; | ||
356 | Vector3 offset = grppos - m_serializedPosition; | ||
357 | // avoid doing it more than once | ||
358 | // current this will happen dragging a prim to other region | ||
359 | m_serializedPosition = grppos; | ||
360 | |||
361 | m_basePosition += offset; | ||
362 | m_nextPosition += offset; | ||
363 | |||
364 | m_currentFrame.StartPosition += offset; | ||
365 | m_currentFrame.Position += offset; | ||
366 | |||
367 | for (int i = 0; i < m_frames.Count; i++) | ||
368 | { | ||
369 | Keyframe k = m_frames[i]; | ||
370 | k.StartPosition += offset; | ||
371 | k.Position += offset; | ||
372 | m_frames[i]=k; | ||
373 | ======= | ||
374 | lock (m_frames) | 355 | lock (m_frames) |
375 | { | 356 | { |
376 | Vector3 grppos = grp.AbsolutePosition; | 357 | Vector3 grppos = grp.AbsolutePosition; |
@@ -390,7 +371,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
390 | k.Position += offset; | 371 | k.Position += offset; |
391 | m_frames[i] = k; | 372 | m_frames[i] = k; |
392 | } | 373 | } |
393 | >>>>>>> avn/ubitvar | ||
394 | } | 374 | } |
395 | 375 | ||
396 | if (m_running) | 376 | if (m_running) |
@@ -708,29 +688,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
708 | 688 | ||
709 | if (m_frames.Count == 0) | 689 | if (m_frames.Count == 0) |
710 | { | 690 | { |
711 | <<<<<<< HEAD | ||
712 | if (!m_running) return; | ||
713 | |||
714 | GetNextList(); | ||
715 | |||
716 | if (m_frames.Count == 0) | ||
717 | { | ||
718 | Stop(); | ||
719 | // Scene scene = m_group.Scene; | ||
720 | // | ||
721 | // IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>(); | ||
722 | // foreach (IScriptModule m in scriptModules) | ||
723 | // { | ||
724 | // if (m == null) | ||
725 | // continue; | ||
726 | // m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]); | ||
727 | // } | ||
728 | |||
729 | m_group.Scene.EventManager.TriggerMovingEndEvent(m_group.RootPart.LocalId); | ||
730 | |||
731 | return; | ||
732 | } | ||
733 | ======= | ||
734 | lock (m_frames) | 691 | lock (m_frames) |
735 | { | 692 | { |
736 | GetNextList(); | 693 | GetNextList(); |
@@ -738,17 +695,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
738 | if (m_frames.Count == 0) | 695 | if (m_frames.Count == 0) |
739 | { | 696 | { |
740 | Done(); | 697 | Done(); |
741 | Scene scene = m_group.Scene; | 698 | m_group.Scene.EventManager.TriggerMovingEndEvent(m_group.RootPart.LocalId); |
742 | |||
743 | IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>(); | ||
744 | foreach (IScriptModule m in scriptModules) | ||
745 | { | ||
746 | if (m == null) | ||
747 | continue; | ||
748 | m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]); | ||
749 | } | ||
750 | >>>>>>> avn/ubitvar | ||
751 | |||
752 | return; | 699 | return; |
753 | } | 700 | } |
754 | 701 | ||
@@ -792,21 +739,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
792 | float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; | 739 | float completed = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal; |
793 | bool lastStep = m_currentFrame.TimeMS <= tickDuration; | 740 | bool lastStep = m_currentFrame.TimeMS <= tickDuration; |
794 | 741 | ||
795 | Vector3 positionThisStep = m_currentFrame.StartPosition + (m_currentFrame.Position.Value - m_currentFrame.StartPosition) * completed; | 742 | Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition; |
796 | Vector3 motionThisStep = positionThisStep - m_group.AbsolutePosition; | 743 | Vector3 motionThisFrame = v / (float)remainingSteps; |
744 | v = v * 1000 / m_currentFrame.TimeMS; | ||
797 | 745 | ||
798 | <<<<<<< HEAD | ||
799 | float mag = Vector3.Mag(motionThisStep); | ||
800 | |||
801 | if ((mag >= 0.02f) || lastStep) | ||
802 | { | ||
803 | m_nextPosition = m_group.AbsolutePosition + motionThisStep; | ||
804 | m_group.AbsolutePosition = m_nextPosition; | ||
805 | ======= | ||
806 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; | 746 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; |
807 | 747 | ||
808 | if (Vector3.Mag(motionThisFrame) >= 0.05f) | 748 | if (Vector3.Mag(motionThisFrame) >= 0.05f) |
809 | >>>>>>> avn/ubitvar | ||
810 | update = true; | 749 | update = true; |
811 | 750 | ||
812 | //int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration; | 751 | //int totalSteps = m_currentFrame.TimeTotal / (int)tickDuration; |
@@ -819,45 +758,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
819 | 758 | ||
820 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed); | 759 | Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, completed); |
821 | step.Normalize(); | 760 | step.Normalize(); |
822 | <<<<<<< HEAD | ||
823 | /* use simpler change detection | ||
824 | * float angle = 0; | ||
825 | |||
826 | float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W; | ||
827 | float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W; | ||
828 | float aa_bb = aa * bb; | ||
829 | |||
830 | if (aa_bb == 0) | ||
831 | { | ||
832 | angle = 0; | ||
833 | } | ||
834 | else | ||
835 | { | ||
836 | float ab = current.X * step.X + | ||
837 | current.Y * step.Y + | ||
838 | current.Z * step.Z + | ||
839 | current.W * step.W; | ||
840 | float q = (ab * ab) / aa_bb; | ||
841 | |||
842 | if (q > 1.0f) | ||
843 | { | ||
844 | angle = 0; | ||
845 | } | ||
846 | else | ||
847 | { | ||
848 | angle = (float)Math.Acos(2 * q - 1); | ||
849 | } | ||
850 | } | ||
851 | |||
852 | if (angle > 0.01f) | ||
853 | */ | ||
854 | if(Math.Abs(step.X - current.X) > 0.001f | ||
855 | || Math.Abs(step.Y - current.Y) > 0.001f | ||
856 | || Math.Abs(step.Z - current.Z) > 0.001f | ||
857 | || lastStep) | ||
858 | // assuming w is a dependente var | ||
859 | |||
860 | ======= | ||
861 | /* use simpler change detection | 761 | /* use simpler change detection |
862 | * float angle = 0; | 762 | * float angle = 0; |
863 | 763 | ||
@@ -893,9 +793,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
893 | || Math.Abs(step.Y - current.Y) > 0.001f | 793 | || Math.Abs(step.Y - current.Y) > 0.001f |
894 | || Math.Abs(step.Z - current.Z) > 0.001f) | 794 | || Math.Abs(step.Z - current.Z) > 0.001f) |
895 | // assuming w is a dependente var | 795 | // assuming w is a dependente var |
896 | >>>>>>> avn/ubitvar | ||
897 | { | 796 | { |
898 | // m_group.UpdateGroupRotationR(step); | 797 | // m_group.UpdateGroupRotationR(step); |
899 | m_group.RootPart.RotationOffset = step; | 798 | m_group.RootPart.RotationOffset = step; |
900 | 799 | ||
901 | //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); | 800 | //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2); |
@@ -922,22 +821,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
922 | 821 | ||
923 | SceneObjectGroup tmp = m_group; | 822 | SceneObjectGroup tmp = m_group; |
924 | m_group = null; | 823 | m_group = null; |
925 | if (!m_selected && tmp != null) | 824 | |
926 | m_serializedPosition = tmp.AbsolutePosition; | ||
927 | <<<<<<< HEAD | ||
928 | ======= | ||
929 | fmt.Serialize(ms, this); | ||
930 | m_group = tmp; | ||
931 | if (!timerWasStopped && m_running && !m_waitingCrossing) | ||
932 | StartTimer(); | ||
933 | >>>>>>> avn/ubitvar | ||
934 | |||
935 | using (MemoryStream ms = new MemoryStream()) | 825 | using (MemoryStream ms = new MemoryStream()) |
936 | { | 826 | { |
937 | BinaryFormatter fmt = new BinaryFormatter(); | 827 | BinaryFormatter fmt = new BinaryFormatter(); |
828 | if (!m_selected && tmp != null) | ||
829 | m_serializedPosition = tmp.AbsolutePosition; | ||
938 | fmt.Serialize(ms, this); | 830 | fmt.Serialize(ms, this); |
939 | m_group = tmp; | 831 | m_group = tmp; |
940 | if (m_running && !m_waitingCrossing) | 832 | if (!timerWasStopped && m_running && !m_waitingCrossing) |
941 | StartTimer(); | 833 | StartTimer(); |
942 | 834 | ||
943 | return ms.ToArray(); | 835 | return ms.ToArray(); |
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs index 9cb901a..b617f52 100644 --- a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs +++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs | |||
@@ -487,7 +487,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
487 | 487 | ||
488 | 488 | ||
489 | 489 | ||
490 | XmlTextReader reader; | 490 | XmlReader reader; |
491 | 491 | ||
492 | private int XRint() | 492 | private int XRint() |
493 | { | 493 | { |
@@ -524,7 +524,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
524 | 524 | ||
525 | public static bool EReadProcessors( | 525 | public static bool EReadProcessors( |
526 | Dictionary<string, Action> processors, | 526 | Dictionary<string, Action> processors, |
527 | XmlTextReader xtr) | 527 | XmlReader xtr) |
528 | { | 528 | { |
529 | bool errors = false; | 529 | bool errors = false; |
530 | 530 | ||
@@ -564,14 +564,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
564 | 564 | ||
565 | public string ToXml2() | 565 | public string ToXml2() |
566 | { | 566 | { |
567 | MemoryStream ms = new MemoryStream(512); | 567 | using (StringWriter sw = new StringWriter()) |
568 | UTF8Encoding enc = new UTF8Encoding(); | 568 | { |
569 | XmlTextWriter xwriter = new XmlTextWriter(ms, enc); | 569 | using (XmlTextWriter xwriter = new XmlTextWriter(sw)) |
570 | ToXml2(xwriter); | 570 | { |
571 | xwriter.Flush(); | 571 | ToXml2(xwriter); |
572 | string s = ms.GetStreamString(); | 572 | } |
573 | xwriter.Close(); | 573 | |
574 | return s; | 574 | return sw.ToString(); |
575 | } | ||
575 | } | 576 | } |
576 | 577 | ||
577 | public static SOPVehicle FromXml2(string text) | 578 | public static SOPVehicle FromXml2(string text) |
@@ -598,7 +599,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
598 | return v; | 599 | return v; |
599 | } | 600 | } |
600 | 601 | ||
601 | public static SOPVehicle FromXml2(XmlTextReader reader) | 602 | public static SOPVehicle FromXml2(XmlReader reader) |
602 | { | 603 | { |
603 | SOPVehicle vehicle = new SOPVehicle(); | 604 | SOPVehicle vehicle = new SOPVehicle(); |
604 | 605 | ||
@@ -611,7 +612,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
611 | return vehicle; | 612 | return vehicle; |
612 | } | 613 | } |
613 | 614 | ||
614 | private void FromXml2(XmlTextReader _reader, out bool errors) | 615 | private void FromXml2(XmlReader _reader, out bool errors) |
615 | { | 616 | { |
616 | errors = false; | 617 | errors = false; |
617 | reader = _reader; | 618 | reader = _reader; |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index e289666..edb881f 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -881,14 +881,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
881 | return; | 881 | return; |
882 | } | 882 | } |
883 | 883 | ||
884 | <<<<<<< HEAD | ||
885 | if (newName == String.Empty) | 884 | if (newName == String.Empty) |
886 | newName = item.Name; | 885 | newName = item.Name; |
887 | ======= | ||
888 | if (newName == null) newName = item.Name; | ||
889 | 886 | ||
890 | AssetBase asset = AssetService.Get(item.AssetID.ToString()); | 887 | AssetBase asset = AssetService.Get(item.AssetID.ToString()); |
891 | >>>>>>> avn/ubitvar | 888 | |
889 | if (asset != null) | ||
890 | { | ||
891 | if (newName != String.Empty) | ||
892 | { | ||
893 | asset.Name = newName; | ||
894 | } | ||
895 | else | ||
896 | { | ||
897 | newName = item.Name; | ||
898 | } | ||
899 | |||
892 | 900 | ||
893 | if (remoteClient.AgentId == oldAgentID | 901 | if (remoteClient.AgentId == oldAgentID |
894 | || (LibraryService != null | 902 | || (LibraryService != null |
@@ -916,6 +924,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
916 | } | 924 | } |
917 | } | 925 | } |
918 | } | 926 | } |
927 | else | ||
928 | { | ||
929 | m_log.ErrorFormat( | ||
930 | "[AGENT INVENTORY]: Could not copy item {0} since asset {1} could not be found", | ||
931 | item.Name, item.AssetID); | ||
932 | } | ||
933 | } | ||
919 | 934 | ||
920 | /// <summary> | 935 | /// <summary> |
921 | /// Create a new asset data structure. | 936 | /// Create a new asset data structure. |
@@ -982,31 +997,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
982 | public void CreateNewInventoryItem( | 997 | public void CreateNewInventoryItem( |
983 | IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, | 998 | IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, |
984 | string name, string description, uint flags, uint callbackID, | 999 | string name, string description, uint flags, uint callbackID, |
985 | <<<<<<< HEAD | ||
986 | UUID assetID, sbyte assetType, sbyte invType, uint nextOwnerMask, int creationDate) | 1000 | UUID assetID, sbyte assetType, sbyte invType, uint nextOwnerMask, int creationDate) |
987 | { | 1001 | { |
988 | CreateNewInventoryItem( | 1002 | CreateNewInventoryItem( |
989 | remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, assetID, assetType, invType, | 1003 | remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, assetID, assetType, invType, |
990 | (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, | 1004 | (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, |
991 | creationDate, true); | 1005 | creationDate, true); |
992 | ======= | ||
993 | AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID) | ||
994 | { | ||
995 | CreateNewInventoryItem( | ||
996 | remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, | ||
997 | (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate, transationID); | ||
998 | } | ||
999 | |||
1000 | |||
1001 | private void CreateNewInventoryItem( | ||
1002 | IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, | ||
1003 | string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, | ||
1004 | uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) | ||
1005 | { | ||
1006 | CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID, | ||
1007 | name, description, flags, callbackID, asset, invType, | ||
1008 | baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero); | ||
1009 | >>>>>>> avn/ubitvar | ||
1010 | } | 1006 | } |
1011 | 1007 | ||
1012 | /// <summary> | 1008 | /// <summary> |
@@ -1030,14 +1026,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1030 | /// <param name="creationDate">Unix timestamp at which this item was created.</param> | 1026 | /// <param name="creationDate">Unix timestamp at which this item was created.</param> |
1031 | private void CreateNewInventoryItem( | 1027 | private void CreateNewInventoryItem( |
1032 | IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, | 1028 | IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, |
1033 | <<<<<<< HEAD | ||
1034 | string name, string description, uint flags, uint callbackID, UUID assetID, sbyte assetType, sbyte invType, | 1029 | string name, string description, uint flags, uint callbackID, UUID assetID, sbyte assetType, sbyte invType, |
1035 | uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate, | 1030 | uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate, |
1036 | bool assetUpload) | 1031 | bool assetUpload) |
1037 | ======= | ||
1038 | string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, | ||
1039 | uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID) | ||
1040 | >>>>>>> avn/ubitvar | ||
1041 | { | 1032 | { |
1042 | InventoryItemBase item = new InventoryItemBase(); | 1033 | InventoryItemBase item = new InventoryItemBase(); |
1043 | item.Owner = remoteClient.AgentId; | 1034 | item.Owner = remoteClient.AgentId; |
@@ -1058,17 +1049,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1058 | item.BasePermissions = baseMask; | 1049 | item.BasePermissions = baseMask; |
1059 | item.CreationDate = creationDate; | 1050 | item.CreationDate = creationDate; |
1060 | 1051 | ||
1061 | <<<<<<< HEAD | ||
1062 | if (AddInventoryItem(item, assetUpload)) | ||
1063 | ======= | ||
1064 | // special AnimationSet case | 1052 | // special AnimationSet case |
1065 | if (item.InvType == (int)CustomInventoryType.AnimationSet) | 1053 | if (item.InvType == (int)CustomInventoryType.AnimationSet) |
1066 | AnimationSet.enforceItemPermitions(item,true); | 1054 | AnimationSet.enforceItemPermitions(item,true); |
1067 | 1055 | ||
1068 | if (AddInventoryItem(item)) | 1056 | if (AddInventoryItem(item)) |
1069 | >>>>>>> avn/ubitvar | ||
1070 | { | 1057 | { |
1071 | remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID); | 1058 | remoteClient.SendInventoryItemCreateUpdate(item, callbackID); |
1072 | } | 1059 | } |
1073 | else | 1060 | else |
1074 | { | 1061 | { |
@@ -1284,7 +1271,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1284 | agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); | 1271 | agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); |
1285 | if (taskItem.InvType == (int)InventoryType.Object) | 1272 | if (taskItem.InvType == (int)InventoryType.Object) |
1286 | { | 1273 | { |
1287 | <<<<<<< HEAD | ||
1288 | // Bake the new base permissions from folded permissions | 1274 | // Bake the new base permissions from folded permissions |
1289 | // The folded perms are in the lowest 3 bits of the current perms | 1275 | // The folded perms are in the lowest 3 bits of the current perms |
1290 | // We use base permissions here to avoid baking the "Locked" status | 1276 | // We use base permissions here to avoid baking the "Locked" status |
@@ -1296,13 +1282,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1296 | agentItem.BasePermissions = perms | (uint)PermissionMask.Move; | 1282 | agentItem.BasePermissions = perms | (uint)PermissionMask.Move; |
1297 | // Newly given items cannot be "locked" on rez. Make sure by | 1283 | // Newly given items cannot be "locked" on rez. Make sure by |
1298 | // setting current equal to base. | 1284 | // setting current equal to base. |
1299 | ======= | ||
1300 | uint perms = taskItem.BasePermissions & taskItem.NextPermissions; | ||
1301 | PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms); | ||
1302 | // agentItem.BasePermissions = perms | (uint)PermissionMask.Move; | ||
1303 | // agentItem.CurrentPermissions = agentItem.BasePermissions; | ||
1304 | agentItem.BasePermissions = perms | (uint)PermissionMask.Move; | ||
1305 | >>>>>>> avn/ubitvar | ||
1306 | } | 1285 | } |
1307 | 1286 | ||
1308 | agentItem.CurrentPermissions = agentItem.BasePermissions; | 1287 | agentItem.CurrentPermissions = agentItem.BasePermissions; |
@@ -1577,12 +1556,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1577 | 1556 | ||
1578 | public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) | 1557 | public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) |
1579 | { | 1558 | { |
1580 | <<<<<<< HEAD | 1559 | |
1581 | ScenePresence avatar; | 1560 | ScenePresence avatar; |
1582 | IClientAPI remoteClient = null; | 1561 | IClientAPI remoteClient = null; |
1583 | if (TryGetScenePresence(destID, out avatar)) | 1562 | if (TryGetScenePresence(destID, out avatar)) |
1584 | remoteClient = avatar.ControllingClient; | 1563 | remoteClient = avatar.ControllingClient; |
1585 | ======= | 1564 | // ???? |
1586 | SceneObjectPart destPart = GetSceneObjectPart(destID); | 1565 | SceneObjectPart destPart = GetSceneObjectPart(destID); |
1587 | if (destPart != null) // Move into a prim | 1566 | if (destPart != null) // Move into a prim |
1588 | { | 1567 | { |
@@ -1590,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1590 | MoveTaskInventoryItem(destID, host, itemID); | 1569 | MoveTaskInventoryItem(destID, host, itemID); |
1591 | return destID; // Prim folder ID == prim ID | 1570 | return destID; // Prim folder ID == prim ID |
1592 | } | 1571 | } |
1593 | >>>>>>> avn/ubitvar | 1572 | // /???? |
1594 | 1573 | ||
1595 | InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); | 1574 | InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); |
1596 | 1575 | ||
@@ -2156,14 +2135,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2156 | List<uint> deleteIDs = new List<uint>(); | 2135 | List<uint> deleteIDs = new List<uint>(); |
2157 | List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); | 2136 | List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); |
2158 | List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>(); | 2137 | List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>(); |
2138 | |||
2139 | // Start with true for both, then remove the flags if objects | ||
2140 | // that we can't derez are part of the selection | ||
2141 | bool permissionToTake = true; | ||
2142 | bool permissionToTakeCopy = true; | ||
2143 | bool permissionToDelete = true; | ||
2159 | 2144 | ||
2160 | foreach (uint localID in localIDs) | 2145 | foreach (uint localID in localIDs) |
2161 | { | 2146 | { |
2162 | // Start with true for both, then remove the flags if objects | 2147 | |
2163 | // that we can't derez are part of the selection | ||
2164 | bool permissionToTake = true; | ||
2165 | bool permissionToTakeCopy = true; | ||
2166 | bool permissionToDelete = true; | ||
2167 | 2148 | ||
2168 | // Invalid id | 2149 | // Invalid id |
2169 | SceneObjectPart part = GetSceneObjectPart(localID); | 2150 | SceneObjectPart part = GetSceneObjectPart(localID); |
@@ -2287,27 +2268,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2287 | } | 2268 | } |
2288 | } | 2269 | } |
2289 | 2270 | ||
2290 | <<<<<<< HEAD | 2271 | SendKillObject(deleteIDs); |
2291 | // OK, we're done with permissions. Let's check if any part of the code prevents the objects from being deleted | ||
2292 | bool canDelete = EventManager.TriggerDeRezRequested(remoteClient, deleteGroups, action); | ||
2293 | |||
2294 | if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) | ||
2295 | ======= | ||
2296 | SendKillObject(deleteIDs); | ||
2297 | 2272 | ||
2298 | if (deleteGroups.Count > 0) | 2273 | if (deleteGroups.Count > 0) |
2299 | >>>>>>> avn/ubitvar | ||
2300 | { | 2274 | { |
2301 | foreach (SceneObjectGroup g in deleteGroups) | 2275 | foreach (SceneObjectGroup g in deleteGroups) |
2302 | deleteIDs.Remove(g.LocalId); | 2276 | deleteIDs.Remove(g.LocalId); |
2303 | 2277 | ||
2304 | m_asyncSceneObjectDeleter.DeleteToInventory( | 2278 | m_asyncSceneObjectDeleter.DeleteToInventory( |
2305 | action, destinationID, deleteGroups, remoteClient, | 2279 | action, destinationID, deleteGroups, remoteClient, |
2306 | <<<<<<< HEAD | ||
2307 | permissionToDelete && canDelete); | ||
2308 | } | ||
2309 | else if (permissionToDelete && canDelete) | ||
2310 | ======= | ||
2311 | true); | 2280 | true); |
2312 | } | 2281 | } |
2313 | if (takeGroups.Count > 0) | 2282 | if (takeGroups.Count > 0) |
@@ -2317,7 +2286,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2317 | false); | 2286 | false); |
2318 | } | 2287 | } |
2319 | if (deleteIDs.Count > 0) | 2288 | if (deleteIDs.Count > 0) |
2320 | >>>>>>> avn/ubitvar | ||
2321 | { | 2289 | { |
2322 | foreach (SceneObjectGroup g in deleteGroups) | 2290 | foreach (SceneObjectGroup g in deleteGroups) |
2323 | DeleteSceneObject(g, true); | 2291 | DeleteSceneObject(g, true); |
@@ -2361,7 +2329,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2361 | item.AssetType = asset.Type; | 2329 | item.AssetType = asset.Type; |
2362 | item.InvType = (int)InventoryType.Object; | 2330 | item.InvType = (int)InventoryType.Object; |
2363 | 2331 | ||
2364 | InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object); | 2332 | InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, FolderType.Object); |
2365 | if (folder != null) | 2333 | if (folder != null) |
2366 | item.Folder = folder.ID; | 2334 | item.Folder = folder.ID; |
2367 | else // oopsies | 2335 | else // oopsies |
@@ -2435,34 +2403,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
2435 | 2403 | ||
2436 | string xmlData = ExternalRepresentationUtils.SanitizeXml(Utils.BytesToString(assetData)); | 2404 | string xmlData = ExternalRepresentationUtils.SanitizeXml(Utils.BytesToString(assetData)); |
2437 | 2405 | ||
2438 | <<<<<<< HEAD | ||
2439 | try | 2406 | try |
2440 | ======= | ||
2441 | if (e == null || attachment) // Single | ||
2442 | { | ||
2443 | SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); | ||
2444 | /* | ||
2445 | if (!attachment) | ||
2446 | { | ||
2447 | g.RootPart.AttachPoint = g.RootPart.Shape.State; | ||
2448 | g.RootPart.AttachedPos = g.AbsolutePosition; | ||
2449 | g.RootPart.AttachRotation = g.GroupRotation; | ||
2450 | if (g.RootPart.Shape.PCode != (byte)PCode.NewTree && | ||
2451 | g.RootPart.Shape.PCode != (byte)PCode.Tree) | ||
2452 | g.RootPart.Shape.State = 0; | ||
2453 | } | ||
2454 | */ | ||
2455 | objlist.Add(g); | ||
2456 | veclist.Add(new Vector3(0, 0, 0)); | ||
2457 | bbox = g.GetAxisAlignedBoundingBox(out offsetHeight); | ||
2458 | return true; | ||
2459 | } | ||
2460 | else | ||
2461 | >>>>>>> avn/ubitvar | ||
2462 | { | 2407 | { |
2463 | using (XmlTextReader wrappedReader = new XmlTextReader(xmlData, XmlNodeType.Element, null)) | 2408 | using (XmlTextReader wrappedReader = new XmlTextReader(xmlData, XmlNodeType.Element, null)) |
2464 | { | 2409 | { |
2465 | <<<<<<< HEAD | ||
2466 | using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment })) | 2410 | using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment })) |
2467 | { | 2411 | { |
2468 | reader.Read(); | 2412 | reader.Read(); |
@@ -2481,7 +2425,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2481 | Util.LogFailedXML("[AGENT INVENTORY]:", xmlData); | 2425 | Util.LogFailedXML("[AGENT INVENTORY]:", xmlData); |
2482 | g = null; | 2426 | g = null; |
2483 | } | 2427 | } |
2484 | 2428 | ||
2485 | if (g != null) | 2429 | if (g != null) |
2486 | { | 2430 | { |
2487 | objlist.Add(g); | 2431 | objlist.Add(g); |
@@ -2492,7 +2436,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2492 | return true; | 2436 | return true; |
2493 | } | 2437 | } |
2494 | else | 2438 | else |
2495 | { | 2439 | { |
2496 | XmlDocument doc = new XmlDocument(); | 2440 | XmlDocument doc = new XmlDocument(); |
2497 | doc.LoadXml(xmlData); | 2441 | doc.LoadXml(xmlData); |
2498 | XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject"); | 2442 | XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject"); |
@@ -2526,28 +2470,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2526 | return false; | 2470 | return false; |
2527 | } | 2471 | } |
2528 | } | 2472 | } |
2529 | ======= | ||
2530 | SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); | ||
2531 | /* | ||
2532 | g.RootPart.AttachPoint = g.RootPart.Shape.State; | ||
2533 | g.RootPart.AttachedPos = g.AbsolutePosition; | ||
2534 | g.RootPart.AttachRotation = g.GroupRotation; | ||
2535 | if (g.RootPart.Shape.PCode != (byte)PCode.NewTree && | ||
2536 | g.RootPart.Shape.PCode != (byte)PCode.Tree) | ||
2537 | g.RootPart.Shape.State = 0; | ||
2538 | */ | ||
2539 | objlist.Add(g); | ||
2540 | |||
2541 | XmlElement el = (XmlElement)n; | ||
2542 | string rawX = el.GetAttribute("offsetx"); | ||
2543 | string rawY = el.GetAttribute("offsety"); | ||
2544 | string rawZ = el.GetAttribute("offsetz"); | ||
2545 | |||
2546 | float x = Convert.ToSingle(rawX); | ||
2547 | float y = Convert.ToSingle(rawY); | ||
2548 | float z = Convert.ToSingle(rawZ); | ||
2549 | veclist.Add(new Vector3(x, y, z)); | ||
2550 | >>>>>>> avn/ubitvar | ||
2551 | } | 2473 | } |
2552 | } | 2474 | } |
2553 | catch (Exception e) | 2475 | catch (Exception e) |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 3d9c028..20767e5 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs | |||
@@ -551,7 +551,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
551 | 551 | ||
552 | void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) | 552 | void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) |
553 | { | 553 | { |
554 | <<<<<<< HEAD | ||
555 | try | 554 | try |
556 | { | 555 | { |
557 | SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); | 556 | SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); |
@@ -562,10 +561,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
562 | string.Format( | 561 | string.Format( |
563 | "[AGENT INVENTORY]: Error in SendInventoryAsync() for {0} with folder ID {1}. Exception ", e)); | 562 | "[AGENT INVENTORY]: Error in SendInventoryAsync() for {0} with folder ID {1}. Exception ", e)); |
564 | } | 563 | } |
565 | ======= | ||
566 | Thread.Sleep(20); | 564 | Thread.Sleep(20); |
567 | SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); | ||
568 | >>>>>>> avn/ubitvar | ||
569 | } | 565 | } |
570 | 566 | ||
571 | void SendInventoryComplete(IAsyncResult iar) | 567 | void SendInventoryComplete(IAsyncResult iar) |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index deb8d39..c1da7fa 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -61,8 +61,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
61 | { | 61 | { |
62 | private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; | 62 | private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; |
63 | private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; | 63 | private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; |
64 | 64 | ||
65 | public const int m_defaultNumberFramesStored = 10; | ||
66 | 65 | ||
67 | public delegate void SynchronizeSceneHandler(Scene scene); | 66 | public delegate void SynchronizeSceneHandler(Scene scene); |
68 | 67 | ||
@@ -105,15 +104,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
105 | /// <summary> | 104 | /// <summary> |
106 | /// If false then physical objects are disabled, though collisions will continue as normal. | 105 | /// If false then physical objects are disabled, though collisions will continue as normal. |
107 | /// </summary> | 106 | /// </summary> |
108 | <<<<<<< HEAD | 107 | |
109 | public bool PhysicsEnabled | ||
110 | { | ||
111 | get | ||
112 | ======= | ||
113 | public bool PhysicsEnabled | 108 | public bool PhysicsEnabled |
114 | { | 109 | { |
115 | get | 110 | get |
116 | >>>>>>> avn/ubitvar | ||
117 | { | 111 | { |
118 | return m_physicsEnabled; | 112 | return m_physicsEnabled; |
119 | } | 113 | } |
@@ -222,7 +216,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
222 | /// <summary> | 216 | /// <summary> |
223 | /// Maximum value of the size of a physical prim in each axis | 217 | /// Maximum value of the size of a physical prim in each axis |
224 | /// </summary> | 218 | /// </summary> |
225 | public float m_maxPhys = 64; | 219 | public float m_maxPhys = 10; |
226 | 220 | ||
227 | /// <summary> | 221 | /// <summary> |
228 | /// Max prims an object will hold | 222 | /// Max prims an object will hold |
@@ -234,16 +228,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
234 | public bool m_allowScriptCrossings = true; | 228 | public bool m_allowScriptCrossings = true; |
235 | 229 | ||
236 | /// <summary> | 230 | /// <summary> |
237 | <<<<<<< HEAD | 231 | |
238 | /// Can avatars cross from and to this region? | 232 | /// Can avatars cross from and to this region? |
239 | /// </summary> | 233 | /// </summary> |
240 | public bool AllowAvatarCrossing { get; set; } | 234 | public bool AllowAvatarCrossing { get; set; } |
241 | ======= | 235 | |
242 | /// Max prims an Physical object will hold | 236 | /// Max prims an Physical object will hold |
243 | /// </summary> | 237 | /// </summary> |
244 | /// | 238 | /// |
245 | public int m_linksetPhysCapacity = 0; | 239 | public int m_linksetPhysCapacity = 0; |
246 | >>>>>>> avn/ubitvar | ||
247 | 240 | ||
248 | public bool m_useFlySlow; | 241 | public bool m_useFlySlow; |
249 | public bool m_useTrashOnDelete = true; | 242 | public bool m_useTrashOnDelete = true; |
@@ -278,7 +271,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
278 | /// </summary> | 271 | /// </summary> |
279 | public int ChildTerseUpdatePeriod { get; set; } | 272 | public int ChildTerseUpdatePeriod { get; set; } |
280 | 273 | ||
281 | protected float m_defaultDrawDistance = 255.0f; | 274 | protected float m_defaultDrawDistance = 255f; |
282 | public float DefaultDrawDistance | 275 | public float DefaultDrawDistance |
283 | { | 276 | { |
284 | // get { return m_defaultDrawDistance; } | 277 | // get { return m_defaultDrawDistance; } |
@@ -361,17 +354,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
361 | private Dictionary<string, string> m_extraSettings; | 354 | private Dictionary<string, string> m_extraSettings; |
362 | 355 | ||
363 | /// <summary> | 356 | /// <summary> |
364 | /// If true then the next time the scene loop is activated, updates will be performed by firing of a timer | ||
365 | /// rather than on a single thread that sleeps. | ||
366 | /// </summary> | ||
367 | public bool UpdateOnTimer { get; set; } | ||
368 | |||
369 | /// <summary> | ||
370 | /// Only used if we are updating scene on a timer rather than sleeping a thread. | ||
371 | /// </summary> | ||
372 | private Timer m_sceneUpdateTimer; | ||
373 | |||
374 | /// <summary> | ||
375 | /// Current scene frame number | 357 | /// Current scene frame number |
376 | /// </summary> | 358 | /// </summary> |
377 | public uint Frame | 359 | public uint Frame |
@@ -386,23 +368,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
386 | public uint MaintenanceRun { get; private set; } | 368 | public uint MaintenanceRun { get; private set; } |
387 | 369 | ||
388 | /// <summary> | 370 | /// <summary> |
389 | /// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we | 371 | /// The minimum length of time in seconds that will be taken for a scene frame. If the frame takes less time then we |
390 | /// will sleep for the remaining period. | 372 | /// will sleep for the remaining period. |
391 | /// </summary> | 373 | /// </summary> |
392 | /// <remarks> | 374 | /// <remarks> |
393 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations | 375 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations |
394 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). | 376 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). |
395 | /// </remarks> | 377 | /// </remarks> |
396 | public int MinFrameTicks | 378 | public float MinFrameTime { get; private set; } |
397 | { | ||
398 | get { return m_minFrameTicks; } | ||
399 | private set | ||
400 | { | ||
401 | m_minFrameTicks = value; | ||
402 | MinFrameSeconds = (float)m_minFrameTicks / 1000; | ||
403 | } | ||
404 | } | ||
405 | private int m_minFrameTicks; | ||
406 | 379 | ||
407 | /// <summary> | 380 | /// <summary> |
408 | /// The minimum length of time in seconds that will be taken for a scene frame. | 381 | /// The minimum length of time in seconds that will be taken for a scene frame. |
@@ -410,17 +383,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
410 | /// <remarks> | 383 | /// <remarks> |
411 | /// Always derived from MinFrameTicks. | 384 | /// Always derived from MinFrameTicks. |
412 | /// </remarks> | 385 | /// </remarks> |
413 | public float MinFrameSeconds { get; private set; } | 386 | public float MinMaintenanceTime { get; private set; } |
414 | |||
415 | /// <summary> | ||
416 | /// The minimum length of time in milliseconds that will be taken for a scene frame. If the frame takes less time then we | ||
417 | /// will sleep for the remaining period. | ||
418 | /// </summary> | ||
419 | /// <remarks> | ||
420 | /// One can tweak this number to experiment. One current effect of reducing it is to make avatar animations | ||
421 | /// occur too quickly (viewer 1) or with even more slide (viewer 2). | ||
422 | /// </remarks> | ||
423 | public int MinMaintenanceTicks { get; set; } | ||
424 | 387 | ||
425 | private int m_update_physics = 1; | 388 | private int m_update_physics = 1; |
426 | private int m_update_entitymovement = 1; | 389 | private int m_update_entitymovement = 1; |
@@ -428,13 +391,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
428 | private int m_update_presences = 1; // Update scene presence movements | 391 | private int m_update_presences = 1; // Update scene presence movements |
429 | private int m_update_events = 1; | 392 | private int m_update_events = 1; |
430 | private int m_update_backup = 200; | 393 | private int m_update_backup = 200; |
431 | <<<<<<< HEAD | 394 | |
432 | private int m_update_terrain = 50; | ||
433 | // private int m_update_land = 1; | ||
434 | ======= | ||
435 | private int m_update_terrain = 1000; | 395 | private int m_update_terrain = 1000; |
436 | private int m_update_land = 10; | 396 | private int m_update_land = 10; |
437 | >>>>>>> avn/ubitvar | 397 | |
438 | private int m_update_coarse_locations = 50; | 398 | private int m_update_coarse_locations = 50; |
439 | private int m_update_temp_cleaning = 180; | 399 | private int m_update_temp_cleaning = 180; |
440 | 400 | ||
@@ -559,13 +519,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
559 | } | 519 | } |
560 | private volatile bool m_active; | 520 | private volatile bool m_active; |
561 | 521 | ||
562 | <<<<<<< HEAD | ||
563 | /// <summary> | 522 | /// <summary> |
564 | /// If true then updates are running. This may be true for a short period after a scene is de-activated. | 523 | /// If true then updates are running. This may be true for a short period after a scene is de-activated. |
565 | /// </summary> | 524 | /// </summary> |
566 | public bool IsRunning { get { return m_isRunning; } } | 525 | public bool IsRunning { get { return m_isRunning; } } |
567 | private volatile bool m_isRunning; | 526 | private volatile bool m_isRunning; |
568 | ======= | 527 | |
569 | // private int m_lastUpdate; | 528 | // private int m_lastUpdate; |
570 | private bool m_firstHeartbeat = true; | 529 | private bool m_firstHeartbeat = true; |
571 | 530 | ||
@@ -574,7 +533,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
574 | private double m_reprioritizationInterval = 5000.0; | 533 | private double m_reprioritizationInterval = 5000.0; |
575 | private double m_rootReprioritizationDistance = 10.0; | 534 | private double m_rootReprioritizationDistance = 10.0; |
576 | private double m_childReprioritizationDistance = 20.0; | 535 | private double m_childReprioritizationDistance = 20.0; |
577 | >>>>>>> avn/ubitvar | 536 | |
578 | 537 | ||
579 | private Timer m_mapGenerationTimer = new Timer(); | 538 | private Timer m_mapGenerationTimer = new Timer(); |
580 | private bool m_generateMaptiles; | 539 | private bool m_generateMaptiles; |
@@ -913,8 +872,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
913 | : this(regInfo, physicsScene) | 872 | : this(regInfo, physicsScene) |
914 | { | 873 | { |
915 | m_config = config; | 874 | m_config = config; |
916 | MinFrameTicks = 89; | 875 | MinFrameTime = 0.089f; |
917 | MinMaintenanceTicks = 1000; | 876 | MinMaintenanceTime = 1; |
918 | SeeIntoRegion = true; | 877 | SeeIntoRegion = true; |
919 | 878 | ||
920 | Random random = new Random(); | 879 | Random random = new Random(); |
@@ -924,12 +883,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
924 | m_sceneGridService = sceneGridService; | 883 | m_sceneGridService = sceneGridService; |
925 | m_SimulationDataService = simDataService; | 884 | m_SimulationDataService = simDataService; |
926 | m_EstateDataService = estateDataService; | 885 | m_EstateDataService = estateDataService; |
927 | <<<<<<< HEAD | 886 | |
928 | ======= | ||
929 | m_regionHandle = RegionInfo.RegionHandle; | ||
930 | m_lastIncoming = 0; | 887 | m_lastIncoming = 0; |
931 | m_lastOutgoing = 0; | 888 | m_lastOutgoing = 0; |
932 | >>>>>>> avn/ubitvar | ||
933 | 889 | ||
934 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); | 890 | m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); |
935 | m_asyncSceneObjectDeleter.Enabled = true; | 891 | m_asyncSceneObjectDeleter.Enabled = true; |
@@ -988,8 +944,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
988 | EventManager.OnLandObjectRemoved += | 944 | EventManager.OnLandObjectRemoved += |
989 | new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); | 945 | new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); |
990 | 946 | ||
991 | <<<<<<< HEAD | ||
992 | ======= | ||
993 | m_sceneGraph = new SceneGraph(this); | 947 | m_sceneGraph = new SceneGraph(this); |
994 | m_sceneGraph.PhysicsScene = physicsScene; | 948 | m_sceneGraph.PhysicsScene = physicsScene; |
995 | 949 | ||
@@ -1006,7 +960,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1006 | RestartNow(); | 960 | RestartNow(); |
1007 | }; | 961 | }; |
1008 | 962 | ||
1009 | >>>>>>> avn/ubitvar | ||
1010 | RegisterDefaultSceneEvents(); | 963 | RegisterDefaultSceneEvents(); |
1011 | 964 | ||
1012 | // XXX: Don't set the public property since we don't want to activate here. This needs to be handled | 965 | // XXX: Don't set the public property since we don't want to activate here. This needs to be handled |
@@ -1167,8 +1120,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1167 | } | 1120 | } |
1168 | } | 1121 | } |
1169 | 1122 | ||
1170 | if (startupConfig.Contains("MinFrameTime")) | 1123 | MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); |
1171 | MinFrameTicks = (int)(startupConfig.GetFloat("MinFrameTime") * 1000); | ||
1172 | 1124 | ||
1173 | m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup); | 1125 | m_update_backup = startupConfig.GetInt("UpdateStorageEveryNFrames", m_update_backup); |
1174 | m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); | 1126 | m_update_coarse_locations = startupConfig.GetInt("UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); |
@@ -1246,43 +1198,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1246 | 1198 | ||
1247 | #endregion Interest Management | 1199 | #endregion Interest Management |
1248 | 1200 | ||
1249 | // The timer used by the Stopwatch class depends on the system hardware and operating system; inform | ||
1250 | // if the timer is based on a high-resolution performance counter or based on the system timer; | ||
1251 | // the performance counter will provide a more precise time than the system timer | ||
1252 | if (Stopwatch.IsHighResolution) | ||
1253 | m_log.InfoFormat("[SCENE]: Using high-resolution performance counter for statistics."); | ||
1254 | else | ||
1255 | m_log.InfoFormat("[SCENE]: Using system timer for statistics."); | ||
1256 | |||
1257 | // Acquire the statistics section of the OpenSim.ini file located | ||
1258 | // in the bin directory | ||
1259 | IConfig statisticsConfig = m_config.Configs["Statistics"]; | ||
1260 | 1201 | ||
1261 | // Confirm that the statistics section existed in the configuration | 1202 | StatsReporter = new SimStatsReporter(this); |
1262 | // file | ||
1263 | if (statisticsConfig != null) | ||
1264 | { | ||
1265 | // Create the StatsReporter using the number of frames to store | ||
1266 | // for the frame time statistics, or 10 frames if the config | ||
1267 | // file doesn't contain a value | ||
1268 | StatsReporter = new SimStatsReporter(this, | ||
1269 | statisticsConfig.GetInt("NumberOfFrames", | ||
1270 | m_defaultNumberFramesStored)); | ||
1271 | } | ||
1272 | else | ||
1273 | { | ||
1274 | // Create a StatsReporter with the current scene and a default | ||
1275 | // 10 frames stored for the frame time statistics | ||
1276 | StatsReporter = new SimStatsReporter(this); | ||
1277 | } | ||
1278 | 1203 | ||
1279 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; | 1204 | StatsReporter.OnSendStatsResult += SendSimStatsPackets; |
1280 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; | 1205 | StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; |
1281 | 1206 | ||
1282 | <<<<<<< HEAD | ||
1283 | ======= | ||
1284 | MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect); | 1207 | MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect); |
1285 | >>>>>>> avn/ubitvar | ||
1286 | } | 1208 | } |
1287 | 1209 | ||
1288 | public Scene(RegionInfo regInfo, PhysicsScene physicsScene) | 1210 | public Scene(RegionInfo regInfo, PhysicsScene physicsScene) |
@@ -1314,7 +1236,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1314 | PeriodicBackup = true; | 1236 | PeriodicBackup = true; |
1315 | UseBackup = true; | 1237 | UseBackup = true; |
1316 | 1238 | ||
1317 | <<<<<<< HEAD | 1239 | |
1240 | |||
1241 | |||
1242 | |||
1243 | |||
1244 | |||
1245 | |||
1246 | |||
1247 | |||
1248 | |||
1249 | |||
1250 | |||
1251 | |||
1252 | |||
1253 | |||
1254 | |||
1255 | |||
1256 | |||
1257 | |||
1258 | |||
1259 | |||
1260 | |||
1318 | IsReprioritizationEnabled = true; | 1261 | IsReprioritizationEnabled = true; |
1319 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; | 1262 | UpdatePrioritizationScheme = UpdatePrioritizationSchemes.Time; |
1320 | ReprioritizationInterval = 5000; | 1263 | ReprioritizationInterval = 5000; |
@@ -1325,8 +1268,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1325 | RootReprioritizationDistance = 10.0; | 1268 | RootReprioritizationDistance = 10.0; |
1326 | ChildReprioritizationDistance = 20.0; | 1269 | ChildReprioritizationDistance = 20.0; |
1327 | 1270 | ||
1328 | ======= | ||
1329 | >>>>>>> avn/ubitvar | ||
1330 | m_eventManager = new EventManager(); | 1271 | m_eventManager = new EventManager(); |
1331 | 1272 | ||
1332 | m_permissions = new ScenePermissions(this); | 1273 | m_permissions = new ScenePermissions(this); |
@@ -1376,24 +1317,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1376 | { | 1317 | { |
1377 | if (RegionInfo.RegionHandle != otherRegion.RegionHandle) | 1318 | if (RegionInfo.RegionHandle != otherRegion.RegionHandle) |
1378 | { | 1319 | { |
1379 | <<<<<<< HEAD | 1320 | |
1380 | //// If these are cast to INT because long + negative values + abs returns invalid data | ||
1381 | //int resultX = Math.Abs((int)xcell - (int)RegionInfo.RegionLocX); | ||
1382 | //int resultY = Math.Abs((int)ycell - (int)RegionInfo.RegionLocY); | ||
1383 | //if (resultX <= 1 && resultY <= 1) | ||
1384 | float dist = (float)Math.Max(DefaultDrawDistance, | ||
1385 | (float)Math.Max(RegionInfo.RegionSizeX, RegionInfo.RegionSizeY)); | ||
1386 | uint newRegionX, newRegionY, thisRegionX, thisRegionY; | ||
1387 | Util.RegionHandleToRegionLoc(otherRegion.RegionHandle, out newRegionX, out newRegionY); | ||
1388 | Util.RegionHandleToRegionLoc(RegionInfo.RegionHandle, out thisRegionX, out thisRegionY); | ||
1389 | |||
1390 | //m_log.InfoFormat("[SCENE]: (on region {0}): Region {1} up in coords {2}-{3}", | ||
1391 | // RegionInfo.RegionName, otherRegion.RegionName, newRegionX, newRegionY); | ||
1392 | |||
1393 | if (!Util.IsOutsideView(dist, thisRegionX, newRegionX, thisRegionY, newRegionY)) | ||
1394 | ======= | ||
1395 | if (isNeighborRegion(otherRegion)) | 1321 | if (isNeighborRegion(otherRegion)) |
1396 | >>>>>>> avn/ubitvar | ||
1397 | { | 1322 | { |
1398 | // Let the grid service module know, so this can be cached | 1323 | // Let the grid service module know, so this can be cached |
1399 | m_eventManager.TriggerOnRegionUp(otherRegion); | 1324 | m_eventManager.TriggerOnRegionUp(otherRegion); |
@@ -1693,45 +1618,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1693 | 1618 | ||
1694 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; | 1619 | Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true; |
1695 | m_lastFrameTick = Util.EnvironmentTickCount(); | 1620 | m_lastFrameTick = Util.EnvironmentTickCount(); |
1696 | 1621 | Update(-1); | |
1697 | if (UpdateOnTimer) | 1622 | } |
1698 | { | ||
1699 | m_sceneUpdateTimer = new Timer(MinFrameTicks); | ||
1700 | m_sceneUpdateTimer.AutoReset = true; | ||
1701 | m_sceneUpdateTimer.Elapsed += Update; | ||
1702 | m_sceneUpdateTimer.Start(); | ||
1703 | } | ||
1704 | else | ||
1705 | { | ||
1706 | Thread.CurrentThread.Priority = ThreadPriority.Highest; | ||
1707 | Update(-1); | ||
1708 | Watchdog.RemoveThread(); | ||
1709 | m_isRunning = false; | ||
1710 | } | ||
1711 | } | ||
1712 | |||
1713 | private volatile bool m_isTimerUpdateRunning; | ||
1714 | |||
1715 | private void Update(object sender, ElapsedEventArgs e) | ||
1716 | { | ||
1717 | if (m_isTimerUpdateRunning) | ||
1718 | return; | ||
1719 | |||
1720 | m_isTimerUpdateRunning = true; | ||
1721 | |||
1722 | // If the last frame did not complete on time, then immediately start the next update on the same thread | ||
1723 | // and ignore further timed updates until we have a frame that had spare time. | ||
1724 | while (!Update(1) && Active) { } | ||
1725 | |||
1726 | if (!Active || m_shuttingDown) | ||
1727 | { | ||
1728 | m_sceneUpdateTimer.Stop(); | ||
1729 | m_sceneUpdateTimer = null; | ||
1730 | m_isRunning = false; | ||
1731 | } | ||
1732 | |||
1733 | m_isTimerUpdateRunning = false; | ||
1734 | } | ||
1735 | 1623 | ||
1736 | private void Maintenance() | 1624 | private void Maintenance() |
1737 | { | 1625 | { |
@@ -1800,24 +1688,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
1800 | previousMaintenanceTick = m_lastMaintenanceTick; | 1688 | previousMaintenanceTick = m_lastMaintenanceTick; |
1801 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); | 1689 | m_lastMaintenanceTick = Util.EnvironmentTickCount(); |
1802 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); | 1690 | runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); |
1803 | runtc = MinMaintenanceTicks - runtc; | 1691 | runtc = (int)(MinMaintenanceTime * 1000) - runtc; |
1804 | 1692 | ||
1805 | if (runtc > 0) | 1693 | if (runtc > 0) |
1806 | m_maintenanceWaitEvent.WaitOne(runtc); | 1694 | m_maintenanceWaitEvent.WaitOne(runtc); |
1807 | 1695 | ||
1808 | // Optionally warn if a frame takes double the amount of time that it should. | 1696 | // Optionally warn if a frame takes double the amount of time that it should. |
1809 | if (DebugUpdates | 1697 | if (DebugUpdates |
1810 | && Util.EnvironmentTickCountSubtract( | 1698 | && Util.EnvironmentTickCountSubtract( |
1811 | m_lastMaintenanceTick, previousMaintenanceTick) > MinMaintenanceTicks * 2) | 1699 | m_lastMaintenanceTick, previousMaintenanceTick) > (int)(MinMaintenanceTime * 1000 * 2)) |
1812 | m_log.WarnFormat( | 1700 | m_log.WarnFormat( |
1813 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", | 1701 | "[SCENE]: Maintenance took {0} ms (desired max {1} ms) in {2}", |
1814 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), | 1702 | Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, previousMaintenanceTick), |
1815 | MinMaintenanceTicks, | 1703 | MinMaintenanceTime * 1000, |
1816 | RegionInfo.RegionName); | 1704 | RegionInfo.RegionName); |
1817 | } | 1705 | } |
1818 | } | 1706 | } |
1819 | 1707 | ||
1820 | public override bool Update(int frames) | 1708 | public override void Update(int frames) |
1821 | { | 1709 | { |
1822 | long? endFrame = null; | 1710 | long? endFrame = null; |
1823 | 1711 | ||
@@ -1825,30 +1713,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1825 | endFrame = Frame + frames; | 1713 | endFrame = Frame + frames; |
1826 | 1714 | ||
1827 | float physicsFPS = 0f; | 1715 | float physicsFPS = 0f; |
1828 | <<<<<<< HEAD | 1716 | |
1829 | int previousFrameTick, tmpMS; | ||
1830 | |||
1831 | // These variables will be used to save the precise frame time using the | ||
1832 | // Stopwatch class of Microsoft SDK; the times are recorded at the start | ||
1833 | // and end of a particular section of code, and then used to calculate | ||
1834 | // the frame times, which are the sums of the sections for each given name | ||
1835 | double preciseTotalFrameTime = 0.0; | ||
1836 | double preciseSimFrameTime = 0.0; | ||
1837 | double precisePhysicsFrameTime = 0.0; | ||
1838 | Stopwatch totalFrameStopwatch = new Stopwatch(); | ||
1839 | Stopwatch simFrameStopwatch = new Stopwatch(); | ||
1840 | Stopwatch physicsFrameStopwatch = new Stopwatch(); | ||
1841 | |||
1842 | // Begin the stopwatch to keep track of the time that the frame | ||
1843 | // started running to determine how long the frame took to complete | ||
1844 | totalFrameStopwatch.Start(); | ||
1845 | ======= | ||
1846 | int tmpMS; | 1717 | int tmpMS; |
1847 | int previousFrameTick; | 1718 | int previousFrameTick; |
1848 | int maintc; | 1719 | int maintc; |
1849 | int sleepMS; | 1720 | int sleepMS; |
1850 | int framestart; | 1721 | int framestart; |
1851 | >>>>>>> avn/ubitvar | ||
1852 | 1722 | ||
1853 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) | 1723 | while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) |
1854 | { | 1724 | { |
@@ -1857,11 +1727,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1857 | 1727 | ||
1858 | // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); | 1728 | // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); |
1859 | 1729 | ||
1860 | <<<<<<< HEAD | ||
1861 | agentMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; | ||
1862 | ======= | ||
1863 | agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; | 1730 | agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; |
1864 | >>>>>>> avn/ubitvar | ||
1865 | 1731 | ||
1866 | try | 1732 | try |
1867 | { | 1733 | { |
@@ -1877,93 +1743,42 @@ namespace OpenSim.Region.Framework.Scenes | |||
1877 | 1743 | ||
1878 | if (Frame % m_update_terrain == 0) | 1744 | if (Frame % m_update_terrain == 0) |
1879 | { | 1745 | { |
1880 | <<<<<<< HEAD | ||
1881 | // At several points inside the code there was a need to | ||
1882 | // create a more precise measurement of time elapsed. | ||
1883 | // This led to the addition of variables that have a | ||
1884 | // similar function and thus remain tightly connected to | ||
1885 | // their original counterparts. However, the original | ||
1886 | // code is not receiving comments from our group because | ||
1887 | // we don't feel right modifying the code to that degree | ||
1888 | // at this point in time, the precise values all begin | ||
1889 | // with the keyword precise | ||
1890 | tmpMS = Util.EnvironmentTickCount(); | ||
1891 | simFrameStopwatch.Start(); | ||
1892 | UpdateTerrain(); | ||
1893 | |||
1894 | // Get the simulation frame time that the avatar force | ||
1895 | // input took | ||
1896 | simFrameStopwatch.Stop(); | ||
1897 | preciseSimFrameTime = | ||
1898 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1899 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); | ||
1900 | } | ||
1901 | |||
1902 | // At several points inside the code there was a need to | ||
1903 | // create a more precise measurement of time elapsed. This | ||
1904 | // led to the addition of variables that have a similar | ||
1905 | // function and thus remain tightly connected to their | ||
1906 | // original counterparts. However, the original code is | ||
1907 | // not receiving comments from our group because we don't | ||
1908 | // feel right modifying the code to that degree at this | ||
1909 | // point in time, the precise values all begin with the | ||
1910 | // keyword precise | ||
1911 | ======= | ||
1912 | UpdateTerrain(); | 1746 | UpdateTerrain(); |
1913 | } | 1747 | } |
1914 | 1748 | ||
1915 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1749 | terrainMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1916 | >>>>>>> avn/ubitvar | ||
1917 | |||
1918 | tmpMS = Util.EnvironmentTickCount(); | 1750 | tmpMS = Util.EnvironmentTickCount(); |
1919 | 1751 | ||
1920 | // Begin the stopwatch to track the time to prepare physics | ||
1921 | physicsFrameStopwatch.Start(); | ||
1922 | if (PhysicsEnabled && Frame % m_update_physics == 0) | 1752 | if (PhysicsEnabled && Frame % m_update_physics == 0) |
1923 | m_sceneGraph.UpdatePreparePhysics(); | 1753 | m_sceneGraph.UpdatePreparePhysics(); |
1924 | 1754 | ||
1925 | // Get the time it took to prepare the physics, this | ||
1926 | // would report the most precise time that physics was | ||
1927 | // running on the machine and should the physics not be | ||
1928 | // enabled will report the time it took to check if physics | ||
1929 | // was enabled | ||
1930 | physicsFrameStopwatch.Stop(); | ||
1931 | precisePhysicsFrameTime = physicsFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1932 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); | 1755 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); |
1933 | 1756 | ||
1934 | // Apply any pending avatar force input to the avatar's velocity | 1757 | // Apply any pending avatar force input to the avatar's velocity |
1935 | tmpMS = Util.EnvironmentTickCount(); | 1758 | tmpMS = Util.EnvironmentTickCount(); |
1936 | simFrameStopwatch.Restart(); | ||
1937 | if (Frame % m_update_entitymovement == 0) | 1759 | if (Frame % m_update_entitymovement == 0) |
1938 | m_sceneGraph.UpdateScenePresenceMovement(); | 1760 | m_sceneGraph.UpdateScenePresenceMovement(); |
1939 | 1761 | ||
1940 | // Get the simulation frame time that the avatar force input | 1762 | // Get the simulation frame time that the avatar force input |
1941 | // took | 1763 | // took |
1942 | simFrameStopwatch.Stop(); | ||
1943 | preciseSimFrameTime += | ||
1944 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1945 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1764 | agentMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1946 | 1765 | ||
1947 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | 1766 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
1948 | // velocity | 1767 | // velocity |
1949 | tmpMS = Util.EnvironmentTickCount(); | 1768 | tmpMS = Util.EnvironmentTickCount(); |
1950 | physicsFrameStopwatch.Restart(); | ||
1951 | if (Frame % m_update_physics == 0) | 1769 | if (Frame % m_update_physics == 0) |
1952 | { | 1770 | { |
1953 | if (PhysicsEnabled) | 1771 | if (PhysicsEnabled) |
1954 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameSeconds); | 1772 | physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); |
1955 | 1773 | ||
1956 | if (SynchronizeScene != null) | 1774 | if (SynchronizeScene != null) |
1957 | SynchronizeScene(this); | 1775 | SynchronizeScene(this); |
1958 | } | 1776 | } |
1959 | 1777 | ||
1960 | // Add the main physics update time to the prepare physics time | 1778 | // Add the main physics update time to the prepare physics time |
1961 | physicsFrameStopwatch.Stop(); | ||
1962 | precisePhysicsFrameTime += physicsFrameStopwatch.Elapsed.TotalMilliseconds; | ||
1963 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1779 | physicsMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1964 | 1780 | ||
1965 | // Start the stopwatch for the remainder of the simulation | 1781 | // Start the stopwatch for the remainder of the simulation |
1966 | simFrameStopwatch.Restart(); | ||
1967 | tmpMS = Util.EnvironmentTickCount(); | 1782 | tmpMS = Util.EnvironmentTickCount(); |
1968 | 1783 | ||
1969 | // Check if any objects have reached their targets | 1784 | // Check if any objects have reached their targets |
@@ -1980,10 +1795,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1980 | m_sceneGraph.UpdatePresences(); | 1795 | m_sceneGraph.UpdatePresences(); |
1981 | 1796 | ||
1982 | agentMS += Util.EnvironmentTickCountSubtract(tmpMS); | 1797 | agentMS += Util.EnvironmentTickCountSubtract(tmpMS); |
1983 | 1798 | ||
1984 | <<<<<<< HEAD | ||
1985 | ======= | ||
1986 | |||
1987 | // Delete temp-on-rez stuff | 1799 | // Delete temp-on-rez stuff |
1988 | if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) | 1800 | if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) |
1989 | { | 1801 | { |
@@ -1993,7 +1805,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1993 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); | 1805 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpMS); |
1994 | } | 1806 | } |
1995 | 1807 | ||
1996 | >>>>>>> avn/ubitvar | ||
1997 | if (Frame % m_update_events == 0) | 1808 | if (Frame % m_update_events == 0) |
1998 | { | 1809 | { |
1999 | tmpMS = Util.EnvironmentTickCount(); | 1810 | tmpMS = Util.EnvironmentTickCount(); |
@@ -2062,42 +1873,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2062 | } | 1873 | } |
2063 | 1874 | ||
2064 | EventManager.TriggerRegionHeartbeatEnd(this); | 1875 | EventManager.TriggerRegionHeartbeatEnd(this); |
2065 | otherMS = eventMS + backupMS + terrainMS + landMS; | ||
2066 | |||
2067 | // Get the elapsed time for the simulation frame | ||
2068 | simFrameStopwatch.Stop(); | ||
2069 | preciseSimFrameTime += | ||
2070 | simFrameStopwatch.Elapsed.TotalMilliseconds; | ||
2071 | |||
2072 | <<<<<<< HEAD | ||
2073 | if (!UpdateOnTimer) | ||
2074 | { | ||
2075 | Watchdog.UpdateThread(); | ||
2076 | |||
2077 | spareMS = MinFrameTicks - Util.EnvironmentTickCountSubtract(m_lastFrameTick); | ||
2078 | |||
2079 | if (spareMS > 0) | ||
2080 | m_updateWaitEvent.WaitOne(spareMS); | ||
2081 | else | ||
2082 | spareMS = 0; | ||
2083 | } | ||
2084 | else | ||
2085 | { | ||
2086 | spareMS = Math.Max(0, MinFrameTicks - physicsMS2 - agentMS - physicsMS - otherMS); | ||
2087 | } | ||
2088 | 1876 | ||
2089 | // Get the total frame time | 1877 | Watchdog.UpdateThread(); |
2090 | totalFrameStopwatch.Stop(); | ||
2091 | preciseTotalFrameTime = | ||
2092 | totalFrameStopwatch.Elapsed.TotalMilliseconds; | ||
2093 | |||
2094 | // Restart the stopwatch for the total time of the next frame | ||
2095 | totalFrameStopwatch.Restart(); | ||
2096 | 1878 | ||
2097 | previousFrameTick = m_lastFrameTick; | ||
2098 | frameMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick); | ||
2099 | m_lastFrameTick = Util.EnvironmentTickCount(); | ||
2100 | ======= | ||
2101 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; | 1879 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; |
2102 | 1880 | ||
2103 | StatsReporter.AddPhysicsFPS(physicsFPS); | 1881 | StatsReporter.AddPhysicsFPS(physicsFPS); |
@@ -2125,46 +1903,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
2125 | frameMS = Util.EnvironmentTickCountSubtract(framestart); | 1903 | frameMS = Util.EnvironmentTickCountSubtract(framestart); |
2126 | StatsReporter.addSleepMS(sleepMS); | 1904 | StatsReporter.addSleepMS(sleepMS); |
2127 | StatsReporter.addFrameMS(frameMS); | 1905 | StatsReporter.addFrameMS(frameMS); |
2128 | >>>>>>> avn/ubitvar | ||
2129 | 1906 | ||
2130 | // if (Frame%m_update_avatars == 0) | 1907 | // if (Frame%m_update_avatars == 0) |
2131 | // UpdateInWorldTime(); | 1908 | // UpdateInWorldTime(); |
2132 | 1909 | ||
2133 | <<<<<<< HEAD | 1910 | // Optionally warn if a frame takes double the amount of time that it should. |
2134 | StatsReporter.addFrameMS(frameMS); | ||
2135 | StatsReporter.addAgentMS(agentMS); | ||
2136 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | ||
2137 | StatsReporter.addOtherMS(otherMS); | ||
2138 | StatsReporter.AddSpareMS(spareMS); | ||
2139 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | ||
2140 | StatsReporter.AddScriptMS((int) GetAndResetScriptExecutionTime()); | ||
2141 | ======= | ||
2142 | >>>>>>> avn/ubitvar | ||
2143 | |||
2144 | // Send the correct time values to the stats reporter for the | ||
2145 | // frame times | ||
2146 | StatsReporter.addFrameTimeMilliseconds(preciseTotalFrameTime, | ||
2147 | preciseSimFrameTime, precisePhysicsFrameTime, 0.0); | ||
2148 | |||
2149 | // Send the correct number of frames that the physics library | ||
2150 | // has processed to the stats reporter | ||
2151 | StatsReporter.addPhysicsFrame(1); | ||
2152 | |||
2153 | // Optionally warn if a frame takes double the amount of time that it should. | ||
2154 | if (DebugUpdates | 1911 | if (DebugUpdates |
2155 | && Util.EnvironmentTickCountSubtract( | 1912 | && Util.EnvironmentTickCountSubtract( |
2156 | m_lastFrameTick, previousFrameTick) > MinFrameTicks * 2) | 1913 | m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2)) |
1914 | |||
2157 | m_log.WarnFormat( | 1915 | m_log.WarnFormat( |
2158 | "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", | 1916 | "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}", |
2159 | Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), | 1917 | Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick), |
2160 | MinFrameTicks, | 1918 | MinFrameTime * 1000, |
1919 | |||
2161 | RegionInfo.RegionName); | 1920 | RegionInfo.RegionName); |
2162 | } | 1921 | } |
2163 | |||
2164 | // Finished updating scene frame, so stop the total frame's Stopwatch | ||
2165 | totalFrameStopwatch.Stop(); | ||
2166 | |||
2167 | return spareMS >= 0; | ||
2168 | } | 1922 | } |
2169 | 1923 | ||
2170 | /// <summary> | 1924 | /// <summary> |
@@ -2629,13 +2383,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2629 | 2383 | ||
2630 | if (ei.HitTF) | 2384 | if (ei.HitTF) |
2631 | { | 2385 | { |
2632 | <<<<<<< HEAD | ||
2633 | pos = ei.ipoint; | ||
2634 | } | ||
2635 | ======= | ||
2636 | pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); | 2386 | pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); |
2637 | } | 2387 | } |
2638 | >>>>>>> avn/ubitvar | ||
2639 | else | 2388 | else |
2640 | { | 2389 | { |
2641 | // fall back to our stupid functionality | 2390 | // fall back to our stupid functionality |
@@ -3013,8 +2762,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3013 | m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); | 2762 | m_log.Warn("[SCENE]: exception when trying to remove the prim that crossed the border."); |
3014 | } | 2763 | } |
3015 | return; | 2764 | return; |
3016 | <<<<<<< HEAD | ||
3017 | ======= | ||
3018 | } | 2765 | } |
3019 | 2766 | ||
3020 | if (grp.RootPart.RETURN_AT_EDGE) | 2767 | if (grp.RootPart.RETURN_AT_EDGE) |
@@ -3056,70 +2803,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3056 | // Regular region. Just check for region size | 2803 | // Regular region. Just check for region size |
3057 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY ) | 2804 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY ) |
3058 | ret = true; | 2805 | ret = true; |
3059 | >>>>>>> avn/ubitvar | ||
3060 | } | ||
3061 | |||
3062 | if (grp.RootPart.RETURN_AT_EDGE) | ||
3063 | { | ||
3064 | <<<<<<< HEAD | ||
3065 | // We remove the object here | ||
3066 | try | ||
3067 | { | ||
3068 | List<SceneObjectGroup> objects = new List<SceneObjectGroup>(); | ||
3069 | objects.Add(grp); | ||
3070 | SceneObjectGroup[] objectsArray = objects.ToArray(); | ||
3071 | returnObjects(objectsArray, UUID.Zero); | ||
3072 | } | ||
3073 | catch (Exception) | ||
3074 | { | ||
3075 | m_log.Warn("[SCENE]: exception when trying to return the prim that crossed the border."); | ||
3076 | } | ||
3077 | return; | ||
3078 | } | ||
3079 | |||
3080 | if (EntityTransferModule != null) | ||
3081 | EntityTransferModule.Cross(grp, attemptedPosition, silent); | ||
3082 | } | ||
3083 | |||
3084 | // Simple test to see if a position is in the current region. | ||
3085 | // This test is mostly used to see if a region crossing is necessary. | ||
3086 | // Assuming the position is relative to the region so anything outside its bounds. | ||
3087 | // Return 'true' if position inside region. | ||
3088 | public bool PositionIsInCurrentRegion(Vector3 pos) | ||
3089 | { | ||
3090 | bool ret = false; | ||
3091 | int xx = (int)Math.Floor(pos.X); | ||
3092 | int yy = (int)Math.Floor(pos.Y); | ||
3093 | if (xx < 0 || yy < 0) | ||
3094 | return false; | ||
3095 | |||
3096 | IRegionCombinerModule regionCombinerModule = RequestModuleInterface<IRegionCombinerModule>(); | ||
3097 | if (regionCombinerModule == null) | ||
3098 | { | ||
3099 | // Regular region. Just check for region size | ||
3100 | if (xx < RegionInfo.RegionSizeX && yy < RegionInfo.RegionSizeY) | ||
3101 | ret = true; | ||
3102 | } | ||
3103 | else | ||
3104 | { | ||
3105 | // We're in a mega-region so see if we are still in that larger region | ||
3106 | ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy); | ||
3107 | } | ||
3108 | |||
3109 | return ret; | ||
3110 | |||
3111 | } | ||
3112 | |||
3113 | ======= | ||
3114 | // We're in a mega-region so see if we are still in that larger region | ||
3115 | ret = regionCombinerModule.PositionIsInMegaregion(this.RegionInfo.RegionID, xx, yy); | ||
3116 | } | 2806 | } |
3117 | 2807 | ||
3118 | return ret; | 2808 | return ret; |
3119 | |||
3120 | } | 2809 | } |
3121 | 2810 | ||
3122 | >>>>>>> avn/ubitvar | ||
3123 | /// <summary> | 2811 | /// <summary> |
3124 | /// Called when objects or attachments cross the border, or teleport, between regions. | 2812 | /// Called when objects or attachments cross the border, or teleport, between regions. |
3125 | /// </summary> | 2813 | /// </summary> |
@@ -3141,10 +2829,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3141 | return false; | 2829 | return false; |
3142 | } | 2830 | } |
3143 | 2831 | ||
3144 | <<<<<<< HEAD | ||
3145 | if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition)) | ||
3146 | return false; | ||
3147 | ======= | ||
3148 | // If the user is banned, we won't let any of their objects | 2832 | // If the user is banned, we won't let any of their objects |
3149 | // enter. Period. | 2833 | // enter. Period. |
3150 | // | 2834 | // |
@@ -3189,7 +2873,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3189 | //if (newObject.RootPart.KeyframeMotion != null) | 2873 | //if (newObject.RootPart.KeyframeMotion != null) |
3190 | // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); | 2874 | // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); |
3191 | } | 2875 | } |
3192 | >>>>>>> avn/ubitvar | ||
3193 | 2876 | ||
3194 | // Do this as late as possible so that listeners have full access to the incoming object | 2877 | // Do this as late as possible so that listeners have full access to the incoming object |
3195 | EventManager.TriggerOnIncomingSceneObject(newObject); | 2878 | EventManager.TriggerOnIncomingSceneObject(newObject); |
@@ -3286,8 +2969,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3286 | return true; | 2969 | return true; |
3287 | } | 2970 | } |
3288 | 2971 | ||
3289 | <<<<<<< HEAD | ||
3290 | ======= | ||
3291 | private int GetStateSource(SceneObjectGroup sog) | 2972 | private int GetStateSource(SceneObjectGroup sog) |
3292 | { | 2973 | { |
3293 | ScenePresence sp = GetScenePresence(sog.OwnerID); | 2974 | ScenePresence sp = GetScenePresence(sog.OwnerID); |
@@ -3316,7 +2997,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3316 | return uac.UserFlags; | 2997 | return uac.UserFlags; |
3317 | //} | 2998 | //} |
3318 | } | 2999 | } |
3319 | >>>>>>> avn/ubitvar | 3000 | |
3320 | #endregion | 3001 | #endregion |
3321 | 3002 | ||
3322 | #region Add/Remove Avatar Methods | 3003 | #region Add/Remove Avatar Methods |
@@ -3352,15 +3033,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3352 | vialogin | 3033 | vialogin |
3353 | = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 | 3034 | = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 |
3354 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; | 3035 | || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; |
3355 | <<<<<<< HEAD | ||
3356 | |||
3357 | // CheckHeartbeat(); | ||
3358 | |||
3359 | ======= | ||
3360 | 3036 | ||
3361 | CheckHeartbeat(); | 3037 | CheckHeartbeat(); |
3362 | 3038 | ||
3363 | >>>>>>> avn/ubitvar | 3039 | |
3364 | sp = GetScenePresence(client.AgentId); | 3040 | sp = GetScenePresence(client.AgentId); |
3365 | 3041 | ||
3366 | // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this | 3042 | // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this |
@@ -3370,29 +3046,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3370 | if (sp == null) | 3046 | if (sp == null) |
3371 | { | 3047 | { |
3372 | m_log.DebugFormat( | 3048 | m_log.DebugFormat( |
3373 | <<<<<<< HEAD | ||
3374 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", | ||
3375 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); | ||
3376 | |||
3377 | sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); | ||
3378 | |||
3379 | // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the | ||
3380 | // client is for a root or child agent. | ||
3381 | // We must also set this before adding the client to the client manager so that an exception later on | ||
3382 | // does not leave a client manager entry without the scene agent set, which will cause other code | ||
3383 | // to fail since any entry in the client manager should have a ScenePresence | ||
3384 | // | ||
3385 | // XXX: This may be better set for a new client before that client is added to the client manager. | ||
3386 | // But need to know what happens in the case where a ScenePresence is already present (and if this | ||
3387 | // actually occurs). | ||
3388 | client.SceneAgent = sp; | ||
3389 | |||
3390 | m_clientManager.Add(client); | ||
3391 | SubscribeToClientEvents(client); | ||
3392 | m_eventManager.TriggerOnNewPresence(sp); | ||
3393 | |||
3394 | sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; | ||
3395 | ======= | ||
3396 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}", | 3049 | "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}", |
3397 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos, | 3050 | client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos, |
3398 | ((TPFlags)aCircuit.teleportFlags).ToString()); | 3051 | ((TPFlags)aCircuit.teleportFlags).ToString()); |
@@ -3414,8 +3067,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3414 | m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF); | 3067 | m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF); |
3415 | */ | 3068 | */ |
3416 | m_eventManager.TriggerOnNewPresence(sp); | 3069 | m_eventManager.TriggerOnNewPresence(sp); |
3417 | |||
3418 | >>>>>>> avn/ubitvar | ||
3419 | } | 3070 | } |
3420 | else | 3071 | else |
3421 | { | 3072 | { |
@@ -3424,7 +3075,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3424 | // XXX: This may be better set for a new client before that client is added to the client manager. | 3075 | // XXX: This may be better set for a new client before that client is added to the client manager. |
3425 | // But need to know what happens in the case where a ScenePresence is already present (and if this | 3076 | // But need to know what happens in the case where a ScenePresence is already present (and if this |
3426 | // actually occurs). | 3077 | // actually occurs). |
3427 | client.SceneAgent = sp; | 3078 | |
3428 | 3079 | ||
3429 | m_log.WarnFormat( | 3080 | m_log.WarnFormat( |
3430 | "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", | 3081 | "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", |
@@ -3432,6 +3083,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3432 | 3083 | ||
3433 | reallyNew = false; | 3084 | reallyNew = false; |
3434 | } | 3085 | } |
3086 | client.SceneAgent = sp; | ||
3435 | 3087 | ||
3436 | // This is currently also being done earlier in NewUserConnection for real users to see if this | 3088 | // This is currently also being done earlier in NewUserConnection for real users to see if this |
3437 | // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other | 3089 | // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other |
@@ -3454,15 +3106,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3454 | return sp; | 3106 | return sp; |
3455 | } | 3107 | } |
3456 | 3108 | ||
3457 | public string GetAgentHomeURI(UUID agentID) | ||
3458 | { | ||
3459 | AgentCircuitData circuit = AuthenticateHandler.GetAgentCircuitData(agentID); | ||
3460 | if (circuit != null && circuit.ServiceURLs != null && circuit.ServiceURLs.ContainsKey("HomeURI")) | ||
3461 | return circuit.ServiceURLs["HomeURI"].ToString(); | ||
3462 | else | ||
3463 | return null; | ||
3464 | } | ||
3465 | |||
3466 | /// <summary> | 3109 | /// <summary> |
3467 | /// Returns the Home URI of the agent, or null if unknown. | 3110 | /// Returns the Home URI of the agent, or null if unknown. |
3468 | /// </summary> | 3111 | /// </summary> |
@@ -3899,16 +3542,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3899 | if (target != null && target2 != null) | 3542 | if (target != null && target2 != null) |
3900 | { | 3543 | { |
3901 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); | 3544 | Vector3 direction = Vector3.Normalize(RayEnd - RayStart); |
3902 | Vector3 AXOrigin = RayStart; | 3545 | |
3903 | Vector3 AXdirection = direction; | ||
3904 | |||
3905 | pos = target2.AbsolutePosition; | 3546 | pos = target2.AbsolutePosition; |
3906 | //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); | 3547 | //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); |
3907 | 3548 | ||
3908 | // TODO: Raytrace better here | 3549 | // TODO: Raytrace better here |
3909 | 3550 | ||
3910 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); | 3551 | //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); |
3911 | Ray NewRay = new Ray(AXOrigin, AXdirection); | 3552 | Ray NewRay = new Ray(RayStart,direction); |
3912 | 3553 | ||
3913 | // Ray Trace against target here | 3554 | // Ray Trace against target here |
3914 | EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); | 3555 | EntityIntersection ei = target2.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, CopyCenters); |
@@ -4010,13 +3651,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4010 | } | 3651 | } |
4011 | 3652 | ||
4012 | // TODO: Can we now remove this lock? | 3653 | // TODO: Can we now remove this lock? |
4013 | <<<<<<< HEAD | ||
4014 | lock (acd) | ||
4015 | { | ||
4016 | ======= | ||
4017 | lock (m_removeClientPrivLock) | 3654 | lock (m_removeClientPrivLock) |
4018 | { | 3655 | { |
4019 | >>>>>>> avn/ubitvar | ||
4020 | bool isChildAgent = false; | 3656 | bool isChildAgent = false; |
4021 | 3657 | ||
4022 | ScenePresence avatar = GetScenePresence(agentID); | 3658 | ScenePresence avatar = GetScenePresence(agentID); |
@@ -4060,13 +3696,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4060 | // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop | 3696 | // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop |
4061 | // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI | 3697 | // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI |
4062 | if (closeChildAgents && CapsModule != null) | 3698 | if (closeChildAgents && CapsModule != null) |
4063 | <<<<<<< HEAD | ||
4064 | CapsModule.RemoveCaps(agentID); | ||
4065 | |||
4066 | ======= | ||
4067 | CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode); | 3699 | CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode); |
4068 | 3700 | ||
4069 | >>>>>>> avn/ubitvar | ||
4070 | if (closeChildAgents && !isChildAgent) | 3701 | if (closeChildAgents && !isChildAgent) |
4071 | { | 3702 | { |
4072 | List<ulong> regions = avatar.KnownRegionHandles; | 3703 | List<ulong> regions = avatar.KnownRegionHandles; |
@@ -4079,12 +3710,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
4079 | m_eventManager.TriggerClientClosed(agentID, this); | 3710 | m_eventManager.TriggerClientClosed(agentID, this); |
4080 | // m_log.Debug("[Scene]TriggerClientClosed done"); | 3711 | // m_log.Debug("[Scene]TriggerClientClosed done"); |
4081 | m_eventManager.TriggerOnRemovePresence(agentID); | 3712 | m_eventManager.TriggerOnRemovePresence(agentID); |
4082 | <<<<<<< HEAD | ||
4083 | |||
4084 | ======= | ||
4085 | // m_log.Debug("[Scene]TriggerOnRemovePresence done"); | 3713 | // m_log.Debug("[Scene]TriggerOnRemovePresence done"); |
4086 | 3714 | ||
4087 | >>>>>>> avn/ubitvar | ||
4088 | if (!isChildAgent) | 3715 | if (!isChildAgent) |
4089 | { | 3716 | { |
4090 | if (AttachmentsModule != null) | 3717 | if (AttachmentsModule != null) |
@@ -4228,14 +3855,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
4228 | /// or other applications where a full grid/Hypergrid presence may not be required.</param> | 3855 | /// or other applications where a full grid/Hypergrid presence may not be required.</param> |
4229 | /// <returns>True if the region accepts this agent. False if it does not. False will | 3856 | /// <returns>True if the region accepts this agent. False if it does not. False will |
4230 | /// also return a reason.</returns> | 3857 | /// also return a reason.</returns> |
4231 | <<<<<<< HEAD | ||
4232 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) | ||
4233 | ======= | ||
4234 | /// | 3858 | /// |
4235 | private object m_newUserConnLock = new object(); | 3859 | private object m_newUserConnLock = new object(); |
4236 | 3860 | ||
4237 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, out string reason, bool requirePresenceLookup) | 3861 | public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) |
4238 | >>>>>>> avn/ubitvar | ||
4239 | { | 3862 | { |
4240 | bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || | 3863 | bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || |
4241 | (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); | 3864 | (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); |
@@ -4507,13 +4130,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4507 | { | 4130 | { |
4508 | m_log.DebugFormat( | 4131 | m_log.DebugFormat( |
4509 | "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", | 4132 | "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", |
4510 | <<<<<<< HEAD | ||
4511 | acd.AgentID, RegionInfo.RegionName); | ||
4512 | |||
4513 | sp.AdjustKnownSeeds(); | ||
4514 | ======= | ||
4515 | acd.AgentID, RegionInfo.RegionName); | 4133 | acd.AgentID, RegionInfo.RegionName); |
4516 | >>>>>>> avn/ubitvar | ||
4517 | 4134 | ||
4518 | if (CapsModule != null) | 4135 | if (CapsModule != null) |
4519 | { | 4136 | { |
@@ -4646,21 +4263,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
4646 | { | 4263 | { |
4647 | if (posX < 0) | 4264 | if (posX < 0) |
4648 | posX = 0; | 4265 | posX = 0; |
4649 | <<<<<<< HEAD | 4266 | |
4650 | else if (posX >= (float)RegionInfo.RegionSizeX) | ||
4651 | posX = (float)RegionInfo.RegionSizeX - 0.001f; | ||
4652 | if (posY < 0) | ||
4653 | posY = 0; | ||
4654 | else if (posY >= (float)RegionInfo.RegionSizeY) | ||
4655 | posY = (float)RegionInfo.RegionSizeY - 0.001f; | ||
4656 | ======= | ||
4657 | else if (posX >= RegionInfo.RegionSizeX) | 4267 | else if (posX >= RegionInfo.RegionSizeX) |
4658 | posX = RegionInfo.RegionSizeX - 0.5f; | 4268 | posX = RegionInfo.RegionSizeX - 0.5f; |
4659 | if (posY < 0) | 4269 | if (posY < 0) |
4660 | posY = 0; | 4270 | posY = 0; |
4661 | else if (posY >= RegionInfo.RegionSizeY) | 4271 | else if (posY >= RegionInfo.RegionSizeY) |
4662 | posY = RegionInfo.RegionSizeY - 0.5f; | 4272 | posY = RegionInfo.RegionSizeY - 0.5f; |
4663 | >>>>>>> avn/ubitvar | ||
4664 | 4273 | ||
4665 | reason = String.Empty; | 4274 | reason = String.Empty; |
4666 | if (Permissions.IsGod(agentID)) | 4275 | if (Permissions.IsGod(agentID)) |
@@ -5249,15 +4858,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
5249 | sp.LifecycleState = ScenePresenceState.Removing; | 4858 | sp.LifecycleState = ScenePresenceState.Removing; |
5250 | } | 4859 | } |
5251 | 4860 | ||
5252 | <<<<<<< HEAD | ||
5253 | sp.ControllingClient.Close(force); | ||
5254 | ======= | ||
5255 | if (sp != null) | 4861 | if (sp != null) |
5256 | { | 4862 | { |
5257 | sp.ControllingClient.Close(force, force); | 4863 | sp.ControllingClient.Close(force, force); |
5258 | return true; | 4864 | return true; |
5259 | } | 4865 | } |
5260 | >>>>>>> avn/ubitvar | ||
5261 | 4866 | ||
5262 | return true; | 4867 | return true; |
5263 | } | 4868 | } |
@@ -5862,9 +5467,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5862 | // 5 = We have seen a new user enter within the past 4 minutes | 5467 | // 5 = We have seen a new user enter within the past 4 minutes |
5863 | // which can be seen as positive confirmation of sim health | 5468 | // which can be seen as positive confirmation of sim health |
5864 | // | 5469 | // |
5865 | <<<<<<< HEAD | ||
5866 | int health = 1; // Start at 1, means we're up | 5470 | int health = 1; // Start at 1, means we're up |
5867 | ======= | ||
5868 | 5471 | ||
5869 | flags = 0; | 5472 | flags = 0; |
5870 | message = String.Empty; | 5473 | message = String.Empty; |
@@ -5879,9 +5482,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
5879 | return 0; | 5482 | return 0; |
5880 | } | 5483 | } |
5881 | 5484 | ||
5882 | int health=1; // Start at 1, means we're up | ||
5883 | >>>>>>> avn/ubitvar | ||
5884 | |||
5885 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) | 5485 | if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) |
5886 | { | 5486 | { |
5887 | health+=1; | 5487 | health+=1; |
@@ -6176,13 +5776,7 @@ Environment.Exit(1); | |||
6176 | //Go to the edge, this happens in teleporting to a region with no available parcels | 5776 | //Go to the edge, this happens in teleporting to a region with no available parcels |
6177 | Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); | 5777 | Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); |
6178 | 5778 | ||
6179 | <<<<<<< HEAD | ||
6180 | //m_log.Debug("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); | ||
6181 | |||
6182 | ======= | ||
6183 | //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); | 5779 | //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); |
6184 | |||
6185 | >>>>>>> avn/ubitvar | ||
6186 | return nearestRegionEdgePoint; | 5780 | return nearestRegionEdgePoint; |
6187 | } | 5781 | } |
6188 | 5782 | ||
@@ -6513,11 +6107,7 @@ Environment.Exit(1); | |||
6513 | /// <param name='position'></param> | 6107 | /// <param name='position'></param> |
6514 | /// <param name='reason'></param> | 6108 | /// <param name='reason'></param> |
6515 | /// <returns></returns> | 6109 | /// <returns></returns> |
6516 | <<<<<<< HEAD | ||
6517 | public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List<UUID> features, out string reason) | 6110 | public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, List<UUID> features, out string reason) |
6518 | ======= | ||
6519 | public bool QueryAccess(UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, out string reason) | ||
6520 | >>>>>>> avn/ubitvar | ||
6521 | { | 6111 | { |
6522 | reason = string.Empty; | 6112 | reason = string.Empty; |
6523 | 6113 | ||
@@ -6527,14 +6117,8 @@ Environment.Exit(1); | |||
6527 | return true; | 6117 | return true; |
6528 | } | 6118 | } |
6529 | 6119 | ||
6530 | <<<<<<< HEAD | ||
6531 | if (!AllowAvatarCrossing && !viaTeleport) | 6120 | if (!AllowAvatarCrossing && !viaTeleport) |
6532 | return false; | 6121 | return false; |
6533 | ======= | ||
6534 | |||
6535 | // if (!AllowAvatarCrossing && !viaTeleport) | ||
6536 | // return false; | ||
6537 | >>>>>>> avn/ubitvar | ||
6538 | 6122 | ||
6539 | // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. | 6123 | // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. |
6540 | // However, the long term fix is to make sure root agent count is always accurate. | 6124 | // However, the long term fix is to make sure root agent count is always accurate. |
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index c4671f0..f420f69 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs | |||
@@ -1,4 +1,3 @@ | |||
1 | <<<<<<< HEAD | ||
2 | /* | 1 | /* |
3 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
4 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
@@ -201,7 +200,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
201 | /// If -1 then updates until shutdown. | 200 | /// If -1 then updates until shutdown. |
202 | /// </param> | 201 | /// </param> |
203 | /// <returns>true if update completed within minimum frame time, false otherwise.</returns> | 202 | /// <returns>true if update completed within minimum frame time, false otherwise.</returns> |
204 | public abstract bool Update(int frames); | 203 | public abstract void Update(int frames); |
205 | 204 | ||
206 | #endregion | 205 | #endregion |
207 | 206 | ||
@@ -635,603 +634,3 @@ namespace OpenSim.Region.Framework.Scenes | |||
635 | public abstract bool CheckClient(UUID agentID, System.Net.IPEndPoint ep); | 634 | public abstract bool CheckClient(UUID agentID, System.Net.IPEndPoint ep); |
636 | } | 635 | } |
637 | } | 636 | } |
638 | ======= | ||
639 | /* | ||
640 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
641 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
642 | * | ||
643 | * Redistribution and use in source and binary forms, with or without | ||
644 | * modification, are permitted provided that the following conditions are met: | ||
645 | * * Redistributions of source code must retain the above copyright | ||
646 | * notice, this list of conditions and the following disclaimer. | ||
647 | * * Redistributions in binary form must reproduce the above copyright | ||
648 | * notice, this list of conditions and the following disclaimer in the | ||
649 | * documentation and/or other materials provided with the distribution. | ||
650 | * * Neither the name of the OpenSimulator Project nor the | ||
651 | * names of its contributors may be used to endorse or promote products | ||
652 | * derived from this software without specific prior written permission. | ||
653 | * | ||
654 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
655 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
656 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
657 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
658 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
659 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
660 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
661 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
662 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
663 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
664 | */ | ||
665 | |||
666 | using System; | ||
667 | using System.Collections.Generic; | ||
668 | using System.Reflection; | ||
669 | using System.Threading; | ||
670 | using OpenMetaverse; | ||
671 | using log4net; | ||
672 | using Nini.Config; | ||
673 | using OpenSim.Framework; | ||
674 | using OpenSim.Framework.Console; | ||
675 | |||
676 | using OpenSim.Region.Framework.Interfaces; | ||
677 | using GridRegion = OpenSim.Services.Interfaces.GridRegion; | ||
678 | |||
679 | namespace OpenSim.Region.Framework.Scenes | ||
680 | { | ||
681 | public abstract class SceneBase : IScene | ||
682 | { | ||
683 | protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
684 | protected static readonly string LogHeader = "[SCENE]"; | ||
685 | |||
686 | #region Events | ||
687 | |||
688 | public event restart OnRestart; | ||
689 | |||
690 | #endregion | ||
691 | |||
692 | #region Fields | ||
693 | |||
694 | public string Name { get { return RegionInfo.RegionName; } } | ||
695 | |||
696 | public IConfigSource Config | ||
697 | { | ||
698 | get { return GetConfig(); } | ||
699 | } | ||
700 | |||
701 | protected virtual IConfigSource GetConfig() | ||
702 | { | ||
703 | return null; | ||
704 | } | ||
705 | |||
706 | /// <value> | ||
707 | /// All the region modules attached to this scene. | ||
708 | /// </value> | ||
709 | public Dictionary<string, IRegionModuleBase> RegionModules | ||
710 | { | ||
711 | get { return m_regionModules; } | ||
712 | } | ||
713 | private Dictionary<string, IRegionModuleBase> m_regionModules = new Dictionary<string, IRegionModuleBase>(); | ||
714 | |||
715 | /// <value> | ||
716 | /// The module interfaces available from this scene. | ||
717 | /// </value> | ||
718 | protected Dictionary<Type, List<object>> ModuleInterfaces = new Dictionary<Type, List<object>>(); | ||
719 | |||
720 | protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>(); | ||
721 | |||
722 | /// <value> | ||
723 | /// The module commanders available from this scene | ||
724 | /// </value> | ||
725 | protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>(); | ||
726 | |||
727 | /// <value> | ||
728 | /// Registered classes that are capable of creating entities. | ||
729 | /// </value> | ||
730 | protected Dictionary<PCode, IEntityCreator> m_entityCreators = new Dictionary<PCode, IEntityCreator>(); | ||
731 | |||
732 | /// <summary> | ||
733 | /// The last allocated local prim id. When a new local id is requested, the next number in the sequence is | ||
734 | /// dispensed. | ||
735 | /// </summary> | ||
736 | protected uint m_lastAllocatedLocalId = 720000; | ||
737 | |||
738 | private readonly Mutex _primAllocateMutex = new Mutex(false); | ||
739 | |||
740 | protected readonly ClientManager m_clientManager = new ClientManager(); | ||
741 | |||
742 | public bool LoginsEnabled | ||
743 | { | ||
744 | get | ||
745 | { | ||
746 | return m_loginsEnabled; | ||
747 | } | ||
748 | |||
749 | set | ||
750 | { | ||
751 | if (m_loginsEnabled != value) | ||
752 | { | ||
753 | m_loginsEnabled = value; | ||
754 | EventManager.TriggerRegionLoginsStatusChange(this); | ||
755 | } | ||
756 | } | ||
757 | } | ||
758 | private bool m_loginsEnabled; | ||
759 | |||
760 | public bool Ready | ||
761 | { | ||
762 | get | ||
763 | { | ||
764 | return m_ready; | ||
765 | } | ||
766 | |||
767 | set | ||
768 | { | ||
769 | if (m_ready != value) | ||
770 | { | ||
771 | m_ready = value; | ||
772 | EventManager.TriggerRegionReadyStatusChange(this); | ||
773 | } | ||
774 | } | ||
775 | } | ||
776 | private bool m_ready; | ||
777 | |||
778 | public float TimeDilation | ||
779 | { | ||
780 | get { return 1.0f; } | ||
781 | } | ||
782 | |||
783 | protected ulong m_regionHandle; | ||
784 | protected string m_regionName; | ||
785 | |||
786 | public ITerrainChannel Heightmap; | ||
787 | |||
788 | /// <value> | ||
789 | /// Allows retrieval of land information for this scene. | ||
790 | /// </value> | ||
791 | public ILandChannel LandChannel; | ||
792 | |||
793 | /// <value> | ||
794 | /// Manage events that occur in this scene (avatar movement, script rez, etc.). Commonly used by region modules | ||
795 | /// to subscribe to scene events. | ||
796 | /// </value> | ||
797 | public EventManager EventManager | ||
798 | { | ||
799 | get { return m_eventManager; } | ||
800 | } | ||
801 | protected EventManager m_eventManager; | ||
802 | |||
803 | protected ScenePermissions m_permissions; | ||
804 | public ScenePermissions Permissions | ||
805 | { | ||
806 | get { return m_permissions; } | ||
807 | } | ||
808 | |||
809 | protected string m_datastore; | ||
810 | |||
811 | /* Used by the loadbalancer plugin on GForge */ | ||
812 | protected RegionStatus m_regStatus; | ||
813 | public RegionStatus RegionStatus | ||
814 | { | ||
815 | get { return m_regStatus; } | ||
816 | set { m_regStatus = value; } | ||
817 | } | ||
818 | |||
819 | #endregion | ||
820 | |||
821 | public SceneBase(RegionInfo regInfo) | ||
822 | { | ||
823 | RegionInfo = regInfo; | ||
824 | } | ||
825 | |||
826 | #region Update Methods | ||
827 | |||
828 | /// <summary> | ||
829 | /// Called to update the scene loop by a number of frames and until shutdown. | ||
830 | /// </summary> | ||
831 | /// <param name="frames"> | ||
832 | /// Number of frames to update. Exits on shutdown even if there are frames remaining. | ||
833 | /// If -1 then updates until shutdown. | ||
834 | /// </param> | ||
835 | public abstract void Update(int frames); | ||
836 | |||
837 | #endregion | ||
838 | |||
839 | #region Terrain Methods | ||
840 | |||
841 | /// <summary> | ||
842 | /// Loads the World heightmap | ||
843 | /// </summary> | ||
844 | public abstract void LoadWorldMap(); | ||
845 | |||
846 | /// <summary> | ||
847 | /// Send the region heightmap to the client | ||
848 | /// </summary> | ||
849 | /// <param name="RemoteClient">Client to send to</param> | ||
850 | public virtual void SendLayerData(IClientAPI RemoteClient) | ||
851 | { | ||
852 | // RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised()); | ||
853 | ITerrainModule terrModule = RequestModuleInterface<ITerrainModule>(); | ||
854 | if (terrModule != null) | ||
855 | { | ||
856 | terrModule.PushTerrain(RemoteClient); | ||
857 | } | ||
858 | } | ||
859 | |||
860 | #endregion | ||
861 | |||
862 | #region Add/Remove Agent/Avatar | ||
863 | |||
864 | public abstract ISceneAgent AddNewAgent(IClientAPI client, PresenceType type); | ||
865 | |||
866 | public abstract bool CloseAgent(UUID agentID, bool force); | ||
867 | |||
868 | public bool TryGetScenePresence(UUID agentID, out object scenePresence) | ||
869 | { | ||
870 | scenePresence = null; | ||
871 | ScenePresence sp = null; | ||
872 | if (TryGetScenePresence(agentID, out sp)) | ||
873 | { | ||
874 | scenePresence = sp; | ||
875 | return true; | ||
876 | } | ||
877 | |||
878 | return false; | ||
879 | } | ||
880 | |||
881 | /// <summary> | ||
882 | /// Try to get a scene presence from the scene | ||
883 | /// </summary> | ||
884 | /// <param name="agentID"></param> | ||
885 | /// <param name="scenePresence">null if there is no scene presence with the given agent id</param> | ||
886 | /// <returns>true if there was a scene presence with the given id, false otherwise.</returns> | ||
887 | public abstract bool TryGetScenePresence(UUID agentID, out ScenePresence scenePresence); | ||
888 | |||
889 | #endregion | ||
890 | |||
891 | /// <summary> | ||
892 | /// | ||
893 | /// </summary> | ||
894 | /// <returns></returns> | ||
895 | public virtual RegionInfo RegionInfo { get; private set; } | ||
896 | |||
897 | #region admin stuff | ||
898 | |||
899 | public abstract void OtherRegionUp(GridRegion otherRegion); | ||
900 | |||
901 | public virtual string GetSimulatorVersion() | ||
902 | { | ||
903 | return "OpenSimulator Server"; | ||
904 | } | ||
905 | |||
906 | #endregion | ||
907 | |||
908 | #region Shutdown | ||
909 | |||
910 | /// <summary> | ||
911 | /// Tidy before shutdown | ||
912 | /// </summary> | ||
913 | public virtual void Close() | ||
914 | { | ||
915 | try | ||
916 | { | ||
917 | EventManager.TriggerShutdown(); | ||
918 | } | ||
919 | catch (Exception e) | ||
920 | { | ||
921 | m_log.Error(string.Format("[SCENE]: SceneBase.cs: Close() - Failed with exception ", e)); | ||
922 | } | ||
923 | } | ||
924 | |||
925 | #endregion | ||
926 | |||
927 | /// <summary> | ||
928 | /// Returns a new unallocated local ID | ||
929 | /// </summary> | ||
930 | /// <returns>A brand new local ID</returns> | ||
931 | public uint AllocateLocalId() | ||
932 | { | ||
933 | uint myID; | ||
934 | |||
935 | _primAllocateMutex.WaitOne(); | ||
936 | myID = ++m_lastAllocatedLocalId; | ||
937 | _primAllocateMutex.ReleaseMutex(); | ||
938 | |||
939 | return myID; | ||
940 | } | ||
941 | |||
942 | public uint AllocatePresenceLocalId() | ||
943 | { | ||
944 | uint myID; | ||
945 | |||
946 | _primAllocateMutex.WaitOne(); | ||
947 | myID = ++m_lastAllocatedLocalId; | ||
948 | ++m_lastAllocatedLocalId; | ||
949 | _primAllocateMutex.ReleaseMutex(); | ||
950 | |||
951 | return myID; | ||
952 | } | ||
953 | |||
954 | #region Module Methods | ||
955 | |||
956 | /// <summary> | ||
957 | /// Add a region-module to this scene. TODO: This will replace AddModule in the future. | ||
958 | /// </summary> | ||
959 | /// <param name="name"></param> | ||
960 | /// <param name="module"></param> | ||
961 | public void AddRegionModule(string name, IRegionModuleBase module) | ||
962 | { | ||
963 | if (!RegionModules.ContainsKey(name)) | ||
964 | { | ||
965 | RegionModules.Add(name, module); | ||
966 | } | ||
967 | } | ||
968 | |||
969 | public void RemoveRegionModule(string name) | ||
970 | { | ||
971 | RegionModules.Remove(name); | ||
972 | } | ||
973 | |||
974 | /// <summary> | ||
975 | /// Register a module commander. | ||
976 | /// </summary> | ||
977 | /// <param name="commander"></param> | ||
978 | public void RegisterModuleCommander(ICommander commander) | ||
979 | { | ||
980 | lock (m_moduleCommanders) | ||
981 | { | ||
982 | m_moduleCommanders.Add(commander.Name, commander); | ||
983 | } | ||
984 | } | ||
985 | |||
986 | /// <summary> | ||
987 | /// Unregister a module commander and all its commands | ||
988 | /// </summary> | ||
989 | /// <param name="name"></param> | ||
990 | public void UnregisterModuleCommander(string name) | ||
991 | { | ||
992 | lock (m_moduleCommanders) | ||
993 | { | ||
994 | ICommander commander; | ||
995 | if (m_moduleCommanders.TryGetValue(name, out commander)) | ||
996 | m_moduleCommanders.Remove(name); | ||
997 | } | ||
998 | } | ||
999 | |||
1000 | /// <summary> | ||
1001 | /// Get a module commander | ||
1002 | /// </summary> | ||
1003 | /// <param name="name"></param> | ||
1004 | /// <returns>The module commander, null if no module commander with that name was found</returns> | ||
1005 | public ICommander GetCommander(string name) | ||
1006 | { | ||
1007 | lock (m_moduleCommanders) | ||
1008 | { | ||
1009 | if (m_moduleCommanders.ContainsKey(name)) | ||
1010 | return m_moduleCommanders[name]; | ||
1011 | } | ||
1012 | |||
1013 | return null; | ||
1014 | } | ||
1015 | |||
1016 | public Dictionary<string, ICommander> GetCommanders() | ||
1017 | { | ||
1018 | return m_moduleCommanders; | ||
1019 | } | ||
1020 | |||
1021 | /// <summary> | ||
1022 | /// Register an interface to a region module. This allows module methods to be called directly as | ||
1023 | /// well as via events. If there is already a module registered for this interface, it is not replaced | ||
1024 | /// (is this the best behaviour?) | ||
1025 | /// </summary> | ||
1026 | /// <param name="mod"></param> | ||
1027 | public void RegisterModuleInterface<M>(M mod) | ||
1028 | { | ||
1029 | // m_log.DebugFormat("[SCENE BASE]: Registering interface {0}", typeof(M)); | ||
1030 | |||
1031 | List<Object> l = null; | ||
1032 | if (!ModuleInterfaces.TryGetValue(typeof(M), out l)) | ||
1033 | { | ||
1034 | l = new List<Object>(); | ||
1035 | ModuleInterfaces.Add(typeof(M), l); | ||
1036 | } | ||
1037 | |||
1038 | if (l.Count > 0) | ||
1039 | return; | ||
1040 | |||
1041 | l.Add(mod); | ||
1042 | |||
1043 | if (mod is IEntityCreator) | ||
1044 | { | ||
1045 | IEntityCreator entityCreator = (IEntityCreator)mod; | ||
1046 | foreach (PCode pcode in entityCreator.CreationCapabilities) | ||
1047 | { | ||
1048 | m_entityCreators[pcode] = entityCreator; | ||
1049 | } | ||
1050 | } | ||
1051 | } | ||
1052 | |||
1053 | public void UnregisterModuleInterface<M>(M mod) | ||
1054 | { | ||
1055 | List<Object> l; | ||
1056 | if (ModuleInterfaces.TryGetValue(typeof(M), out l)) | ||
1057 | { | ||
1058 | if (l.Remove(mod)) | ||
1059 | { | ||
1060 | if (mod is IEntityCreator) | ||
1061 | { | ||
1062 | IEntityCreator entityCreator = (IEntityCreator)mod; | ||
1063 | foreach (PCode pcode in entityCreator.CreationCapabilities) | ||
1064 | { | ||
1065 | m_entityCreators[pcode] = null; | ||
1066 | } | ||
1067 | } | ||
1068 | } | ||
1069 | } | ||
1070 | } | ||
1071 | |||
1072 | public void StackModuleInterface<M>(M mod) | ||
1073 | { | ||
1074 | List<Object> l; | ||
1075 | if (ModuleInterfaces.ContainsKey(typeof(M))) | ||
1076 | l = ModuleInterfaces[typeof(M)]; | ||
1077 | else | ||
1078 | l = new List<Object>(); | ||
1079 | |||
1080 | if (l.Contains(mod)) | ||
1081 | return; | ||
1082 | |||
1083 | l.Add(mod); | ||
1084 | |||
1085 | if (mod is IEntityCreator) | ||
1086 | { | ||
1087 | IEntityCreator entityCreator = (IEntityCreator)mod; | ||
1088 | foreach (PCode pcode in entityCreator.CreationCapabilities) | ||
1089 | { | ||
1090 | m_entityCreators[pcode] = entityCreator; | ||
1091 | } | ||
1092 | } | ||
1093 | |||
1094 | ModuleInterfaces[typeof(M)] = l; | ||
1095 | } | ||
1096 | |||
1097 | /// <summary> | ||
1098 | /// For the given interface, retrieve the region module which implements it. | ||
1099 | /// </summary> | ||
1100 | /// <returns>null if there is no registered module implementing that interface</returns> | ||
1101 | public T RequestModuleInterface<T>() | ||
1102 | { | ||
1103 | if (ModuleInterfaces.ContainsKey(typeof(T)) && | ||
1104 | (ModuleInterfaces[typeof(T)].Count > 0)) | ||
1105 | return (T)ModuleInterfaces[typeof(T)][0]; | ||
1106 | else | ||
1107 | return default(T); | ||
1108 | } | ||
1109 | |||
1110 | /// <summary> | ||
1111 | /// For the given interface, retrieve an array of region modules that implement it. | ||
1112 | /// </summary> | ||
1113 | /// <returns>an empty array if there are no registered modules implementing that interface</returns> | ||
1114 | public T[] RequestModuleInterfaces<T>() | ||
1115 | { | ||
1116 | if (ModuleInterfaces.ContainsKey(typeof(T))) | ||
1117 | { | ||
1118 | List<T> ret = new List<T>(); | ||
1119 | |||
1120 | foreach (Object o in ModuleInterfaces[typeof(T)]) | ||
1121 | ret.Add((T)o); | ||
1122 | return ret.ToArray(); | ||
1123 | } | ||
1124 | else | ||
1125 | { | ||
1126 | return new T[] {}; | ||
1127 | } | ||
1128 | } | ||
1129 | |||
1130 | #endregion | ||
1131 | |||
1132 | /// <summary> | ||
1133 | /// Call this from a region module to add a command to the OpenSim console. | ||
1134 | /// </summary> | ||
1135 | /// <param name="mod"></param> | ||
1136 | /// <param name="command"></param> | ||
1137 | /// <param name="shorthelp"></param> | ||
1138 | /// <param name="longhelp"></param> | ||
1139 | /// <param name="callback"></param> | ||
1140 | public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback) | ||
1141 | { | ||
1142 | AddCommand(module, command, shorthelp, longhelp, string.Empty, callback); | ||
1143 | } | ||
1144 | |||
1145 | /// <summary> | ||
1146 | /// Call this from a region module to add a command to the OpenSim console. | ||
1147 | /// </summary> | ||
1148 | /// <param name="mod"> | ||
1149 | /// The use of IRegionModuleBase is a cheap trick to get a different method signature, | ||
1150 | /// though all new modules should be using interfaces descended from IRegionModuleBase anyway. | ||
1151 | /// </param> | ||
1152 | /// <param name="category"> | ||
1153 | /// Category of the command. This is the section under which it will appear when the user asks for help | ||
1154 | /// </param> | ||
1155 | /// <param name="command"></param> | ||
1156 | /// <param name="shorthelp"></param> | ||
1157 | /// <param name="longhelp"></param> | ||
1158 | /// <param name="callback"></param> | ||
1159 | public void AddCommand( | ||
1160 | string category, IRegionModuleBase module, string command, string shorthelp, string longhelp, CommandDelegate callback) | ||
1161 | { | ||
1162 | AddCommand(category, module, command, shorthelp, longhelp, string.Empty, callback); | ||
1163 | } | ||
1164 | |||
1165 | /// <summary> | ||
1166 | /// Call this from a region module to add a command to the OpenSim console. | ||
1167 | /// </summary> | ||
1168 | /// <param name="mod"></param> | ||
1169 | /// <param name="command"></param> | ||
1170 | /// <param name="shorthelp"></param> | ||
1171 | /// <param name="longhelp"></param> | ||
1172 | /// <param name="descriptivehelp"></param> | ||
1173 | /// <param name="callback"></param> | ||
1174 | public void AddCommand(IRegionModuleBase module, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback) | ||
1175 | { | ||
1176 | string moduleName = ""; | ||
1177 | |||
1178 | if (module != null) | ||
1179 | moduleName = module.Name; | ||
1180 | |||
1181 | AddCommand(moduleName, module, command, shorthelp, longhelp, descriptivehelp, callback); | ||
1182 | } | ||
1183 | |||
1184 | /// <summary> | ||
1185 | /// Call this from a region module to add a command to the OpenSim console. | ||
1186 | /// </summary> | ||
1187 | /// <param name="category"> | ||
1188 | /// Category of the command. This is the section under which it will appear when the user asks for help | ||
1189 | /// </param> | ||
1190 | /// <param name="mod"></param> | ||
1191 | /// <param name="command"></param> | ||
1192 | /// <param name="shorthelp"></param> | ||
1193 | /// <param name="longhelp"></param> | ||
1194 | /// <param name="descriptivehelp"></param> | ||
1195 | /// <param name="callback"></param> | ||
1196 | public void AddCommand( | ||
1197 | string category, IRegionModuleBase module, string command, | ||
1198 | string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback) | ||
1199 | { | ||
1200 | if (MainConsole.Instance == null) | ||
1201 | return; | ||
1202 | |||
1203 | bool shared = false; | ||
1204 | |||
1205 | if (module != null) | ||
1206 | shared = module is ISharedRegionModule; | ||
1207 | |||
1208 | MainConsole.Instance.Commands.AddCommand( | ||
1209 | category, shared, command, shorthelp, longhelp, descriptivehelp, callback); | ||
1210 | } | ||
1211 | |||
1212 | public virtual ISceneObject DeserializeObject(string representation) | ||
1213 | { | ||
1214 | return null; | ||
1215 | } | ||
1216 | |||
1217 | public virtual bool AllowScriptCrossings | ||
1218 | { | ||
1219 | get { return false; } | ||
1220 | } | ||
1221 | |||
1222 | public virtual void Start() | ||
1223 | { | ||
1224 | } | ||
1225 | |||
1226 | public void Restart() | ||
1227 | { | ||
1228 | // This has to be here to fire the event | ||
1229 | restart handlerPhysicsCrash = OnRestart; | ||
1230 | if (handlerPhysicsCrash != null) | ||
1231 | handlerPhysicsCrash(RegionInfo); | ||
1232 | } | ||
1233 | |||
1234 | public abstract bool CheckClient(UUID agentID, System.Net.IPEndPoint ep); | ||
1235 | } | ||
1236 | } | ||
1237 | >>>>>>> avn/ubitvar | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 3f6a7f8..c9c88d3 100755 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -1928,7 +1928,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1928 | SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup; | 1928 | SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup; |
1929 | } | 1929 | } |
1930 | */ | 1930 | */ |
1931 | parentGroup.AdjustChildPrimPermissions(); | 1931 | parentGroup.AdjustChildPrimPermissions(false); |
1932 | parentGroup.HasGroupChanged = true; | 1932 | parentGroup.HasGroupChanged = true; |
1933 | parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true); | 1933 | parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true); |
1934 | parentGroup.ScheduleGroupForFullUpdate(); | 1934 | parentGroup.ScheduleGroupForFullUpdate(); |
@@ -2066,7 +2066,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2066 | // return unless the root is deleted. This will remove them | 2066 | // return unless the root is deleted. This will remove them |
2067 | // from the database. They will be rewritten immediately, | 2067 | // from the database. They will be rewritten immediately, |
2068 | // minus the rows for the unlinked child prims. | 2068 | // minus the rows for the unlinked child prims. |
2069 | g.AdjustChildPrimPermissions(); | 2069 | g.AdjustChildPrimPermissions(false); |
2070 | m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID); | 2070 | m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID); |
2071 | g.TriggerScriptChangedEvent(Changed.LINK); | 2071 | g.TriggerScriptChangedEvent(Changed.LINK); |
2072 | g.HasGroupChanged = true; // Persist | 2072 | g.HasGroupChanged = true; // Persist |
@@ -2154,13 +2154,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2154 | if (m_parentScene.Permissions.CanDuplicateObject( | 2154 | if (m_parentScene.Permissions.CanDuplicateObject( |
2155 | original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) | 2155 | original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) |
2156 | { | 2156 | { |
2157 | <<<<<<< HEAD | ||
2158 | m_log.WarnFormat( | ||
2159 | "[SCENEGRAPH]: Attempt to duplicate nonexistent prim id {0} by {1}", originalPrimID, AgentID); | ||
2160 | ======= | ||
2161 | SceneObjectGroup copy = original.Copy(true); | 2157 | SceneObjectGroup copy = original.Copy(true); |
2162 | copy.AbsolutePosition = copy.AbsolutePosition + offset; | 2158 | copy.AbsolutePosition = copy.AbsolutePosition + offset; |
2163 | >>>>>>> avn/ubitvar | ||
2164 | 2159 | ||
2165 | if (original.OwnerID != AgentID) | 2160 | if (original.OwnerID != AgentID) |
2166 | { | 2161 | { |
@@ -2197,63 +2192,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2197 | 2192 | ||
2198 | // PROBABLE END OF FIXME | 2193 | // PROBABLE END OF FIXME |
2199 | 2194 | ||
2200 | <<<<<<< HEAD | ||
2201 | // FIXME: This section needs to be refactored so that it just calls AddSceneObject() | ||
2202 | Entities.Add(copy); | ||
2203 | |||
2204 | lock (SceneObjectGroupsByFullID) | ||
2205 | SceneObjectGroupsByFullID[copy.UUID] = copy; | ||
2206 | |||
2207 | SceneObjectPart[] children = copy.Parts; | ||
2208 | |||
2209 | lock (SceneObjectGroupsByFullPartID) | ||
2210 | { | ||
2211 | SceneObjectGroupsByFullPartID[copy.UUID] = copy; | ||
2212 | foreach (SceneObjectPart part in children) | ||
2213 | SceneObjectGroupsByFullPartID[part.UUID] = copy; | ||
2214 | } | ||
2215 | |||
2216 | lock (SceneObjectGroupsByLocalPartID) | ||
2217 | { | ||
2218 | SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; | ||
2219 | foreach (SceneObjectPart part in children) | ||
2220 | SceneObjectGroupsByLocalPartID[part.LocalId] = copy; | ||
2221 | } | ||
2222 | // PROBABLE END OF FIXME | ||
2223 | |||
2224 | // Since we copy from a source group that is in selected | ||
2225 | // state, but the copy is shown deselected in the viewer, | ||
2226 | // We need to clear the selection flag here, else that | ||
2227 | // prim never gets persisted at all. The client doesn't | ||
2228 | // think it's selected, so it will never send a deselect... | ||
2229 | copy.IsSelected = false; | ||
2230 | |||
2231 | m_numTotalPrim += copy.Parts.Length; | ||
2232 | |||
2233 | // Go through all parts (primitives and meshes) of this Scene Object | ||
2234 | foreach (SceneObjectPart part in copy.Parts) | ||
2235 | { | ||
2236 | // Keep track of the total number of meshes or geometric primitives now in the scene; | ||
2237 | // determine which object this is based on its primitive type: sculpted (sculpt) prim refers to | ||
2238 | // a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives | ||
2239 | if (part.GetPrimType() == PrimType.SCULPT) | ||
2240 | m_numMesh++; | ||
2241 | else | ||
2242 | m_numPrim++; | ||
2243 | } | ||
2244 | |||
2245 | if (rot != Quaternion.Identity) | ||
2246 | { | ||
2247 | copy.UpdateGroupRotationR(rot); | ||
2248 | } | ||
2249 | ======= | ||
2250 | // Since we copy from a source group that is in selected | 2195 | // Since we copy from a source group that is in selected |
2251 | // state, but the copy is shown deselected in the viewer, | 2196 | // state, but the copy is shown deselected in the viewer, |
2252 | // We need to clear the selection flag here, else that | 2197 | // We need to clear the selection flag here, else that |
2253 | // prim never gets persisted at all. The client doesn't | 2198 | // prim never gets persisted at all. The client doesn't |
2254 | // think it's selected, so it will never send a deselect... | 2199 | // think it's selected, so it will never send a deselect... |
2255 | copy.IsSelected = false; | 2200 | copy.IsSelected = false; |
2256 | >>>>>>> avn/ubitvar | ||
2257 | 2201 | ||
2258 | m_numPrim += copy.Parts.Length; | 2202 | m_numPrim += copy.Parts.Length; |
2259 | 2203 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index 79de6c0..98617d1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | |||
@@ -266,15 +266,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
266 | for (int i = 0; i < parts.Length; i++) | 266 | for (int i = 0; i < parts.Length; i++) |
267 | { | 267 | { |
268 | SceneObjectPart part = parts[i]; | 268 | SceneObjectPart part = parts[i]; |
269 | <<<<<<< HEAD | 269 | |
270 | // m_log.DebugFormat("[SCENE OBJECT GROUP INVENTORY]: Effective perms of {0} are {1}", part.Name, (OpenMetaverse.PermissionMask)part.OwnerMask); | ||
271 | ownerMask &= part.OwnerMask; | ||
272 | ======= | ||
273 | if (useBase) | 270 | if (useBase) |
274 | ownerMask &= part.BaseMask; | 271 | ownerMask &= part.BaseMask; |
275 | else | 272 | else |
276 | ownerMask &= part.OwnerMask; | 273 | ownerMask &= part.OwnerMask; |
277 | >>>>>>> avn/ubitvar | 274 | |
278 | perms &= part.Inventory.MaskEffectivePermissions(); | 275 | perms &= part.Inventory.MaskEffectivePermissions(); |
279 | } | 276 | } |
280 | 277 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index a703377..5e1801a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -122,17 +122,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
122 | /// since the group's last persistent backup | 122 | /// since the group's last persistent backup |
123 | /// </summary> | 123 | /// </summary> |
124 | private bool m_hasGroupChanged = false; | 124 | private bool m_hasGroupChanged = false; |
125 | <<<<<<< HEAD | ||
126 | private long timeFirstChanged; | ||
127 | private long timeLastChanged; | ||
128 | ======= | ||
129 | private long timeFirstChanged = 0; | 125 | private long timeFirstChanged = 0; |
130 | private long timeLastChanged = 0; | 126 | private long timeLastChanged = 0; |
131 | private long m_maxPersistTime = 0; | 127 | private long m_maxPersistTime = 0; |
132 | private long m_minPersistTime = 0; | 128 | private long m_minPersistTime = 0; |
133 | // private Random m_rand; | 129 | // private Random m_rand; |
134 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | 130 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); |
135 | >>>>>>> avn/ubitvar | ||
136 | 131 | ||
137 | /// <summary> | 132 | /// <summary> |
138 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage | 133 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage |
@@ -205,7 +200,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
205 | /// the prims in the database still use the old SceneGroupID. That's a problem if the group | 200 | /// the prims in the database still use the old SceneGroupID. That's a problem if the group |
206 | /// is deleted, because we delete groups by searching for prims by their SceneGroupID. | 201 | /// is deleted, because we delete groups by searching for prims by their SceneGroupID. |
207 | /// </summary> | 202 | /// </summary> |
208 | <<<<<<< HEAD | ||
209 | public bool GroupContainsForeignPrims | 203 | public bool GroupContainsForeignPrims |
210 | { | 204 | { |
211 | private set | 205 | private set |
@@ -218,9 +212,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
218 | get { return m_groupContainsForeignPrims; } | 212 | get { return m_groupContainsForeignPrims; } |
219 | } | 213 | } |
220 | 214 | ||
221 | ======= | ||
222 | public bool HasGroupChangedDueToDelink { get; set; } | 215 | public bool HasGroupChangedDueToDelink { get; set; } |
223 | >>>>>>> avn/ubitvar | ||
224 | 216 | ||
225 | private bool isTimeToPersist() | 217 | private bool isTimeToPersist() |
226 | { | 218 | { |
@@ -350,7 +342,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
350 | get { return RootPart.VolumeDetectActive; } | 342 | get { return RootPart.VolumeDetectActive; } |
351 | } | 343 | } |
352 | 344 | ||
353 | <<<<<<< HEAD | ||
354 | private Vector3 lastPhysGroupPos; | 345 | private Vector3 lastPhysGroupPos; |
355 | private Quaternion lastPhysGroupRot; | 346 | private Quaternion lastPhysGroupRot; |
356 | 347 | ||
@@ -358,9 +349,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
358 | /// Is this entity set to be saved in persistent storage? | 349 | /// Is this entity set to be saved in persistent storage? |
359 | /// </summary> | 350 | /// </summary> |
360 | public bool Backup { get; private set; } | 351 | public bool Backup { get; private set; } |
361 | ======= | 352 | |
362 | private bool m_isBackedUp; | 353 | private bool m_isBackedUp; |
363 | >>>>>>> avn/ubitvar | ||
364 | 354 | ||
365 | public bool IsBackedUp | 355 | public bool IsBackedUp |
366 | { | 356 | { |
@@ -570,146 +560,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
570 | && !Scene.LoadingPrims | 560 | && !Scene.LoadingPrims |
571 | ) | 561 | ) |
572 | { | 562 | { |
573 | <<<<<<< HEAD | ||
574 | if ( | ||
575 | !Scene.PositionIsInCurrentRegion(val) | ||
576 | && !IsAttachmentCheckFull() | ||
577 | && (!Scene.LoadingPrims) | ||
578 | ) | ||
579 | { | ||
580 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); | ||
581 | string version = String.Empty; | ||
582 | Vector3 newpos = Vector3.Zero; | ||
583 | string failureReason = String.Empty; | ||
584 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
585 | |||
586 | if (m_rootPart.KeyframeMotion != null) | ||
587 | m_rootPart.KeyframeMotion.StartCrossingCheck(); | ||
588 | |||
589 | bool canCross = true; | ||
590 | foreach (ScenePresence av in GetSittingAvatars()) | ||
591 | { | ||
592 | // We need to cross these agents. First, let's find | ||
593 | // out if any of them can't cross for some reason. | ||
594 | // We have to deny the crossing entirely if any | ||
595 | // of them are banned. Alternatively, we could | ||
596 | // unsit banned agents.... | ||
597 | |||
598 | |||
599 | // We set the avatar position as being the object | ||
600 | // position to get the region to send to | ||
601 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos, out failureReason)) == null) | ||
602 | { | ||
603 | canCross = false; | ||
604 | break; | ||
605 | } | ||
606 | |||
607 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
608 | } | ||
609 | |||
610 | if (canCross) | ||
611 | { | ||
612 | // We unparent the SP quietly so that it won't | ||
613 | // be made to stand up | ||
614 | |||
615 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); | ||
616 | |||
617 | foreach (ScenePresence av in GetSittingAvatars()) | ||
618 | { | ||
619 | avtocrossInfo avinfo = new avtocrossInfo(); | ||
620 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
621 | if (parentPart != null) | ||
622 | av.ParentUUID = parentPart.UUID; | ||
623 | |||
624 | avinfo.av = av; | ||
625 | avinfo.ParentID = av.ParentID; | ||
626 | avsToCross.Add(avinfo); | ||
627 | |||
628 | av.PrevSitOffset = av.OffsetPosition; | ||
629 | av.ParentID = 0; | ||
630 | } | ||
631 | |||
632 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
633 | |||
634 | // Normalize | ||
635 | if (val.X >= m_scene.RegionInfo.RegionSizeX) | ||
636 | val.X -= m_scene.RegionInfo.RegionSizeX; | ||
637 | if (val.Y >= m_scene.RegionInfo.RegionSizeY) | ||
638 | val.Y -= m_scene.RegionInfo.RegionSizeY; | ||
639 | if (val.X < 0) | ||
640 | val.X += m_scene.RegionInfo.RegionSizeX; | ||
641 | if (val.Y < 0) | ||
642 | val.Y += m_scene.RegionInfo.RegionSizeY; | ||
643 | |||
644 | // If it's deleted, crossing was successful | ||
645 | if (IsDeleted) | ||
646 | { | ||
647 | foreach (avtocrossInfo avinfo in avsToCross) | ||
648 | { | ||
649 | ScenePresence av = avinfo.av; | ||
650 | if (!av.IsInTransit) // just in case... | ||
651 | { | ||
652 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
653 | |||
654 | av.IsInTransit = true; | ||
655 | |||
656 | // A temporary measure to allow regression tests to work. | ||
657 | // Quite possibly, all BeginInvoke() calls should be replaced by Util.FireAndForget | ||
658 | // or similar since BeginInvoke() always uses the system threadpool to launch | ||
659 | // threads rather than any replace threadpool that we might be using. | ||
660 | if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest) | ||
661 | { | ||
662 | entityTransfer.CrossAgentToNewRegionAsync(av, val, destination, av.Flying, version); | ||
663 | CrossAgentToNewRegionCompleted(av); | ||
664 | } | ||
665 | else | ||
666 | { | ||
667 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
668 | d.BeginInvoke( | ||
669 | av, val, destination, av.Flying, version, | ||
670 | ar => CrossAgentToNewRegionCompleted(d.EndInvoke(ar)), null); | ||
671 | } | ||
672 | } | ||
673 | else | ||
674 | { | ||
675 | m_log.DebugFormat("[SCENE OBJECT]: Not crossing avatar {0} to {1} because it's already in transit", av.Name, val); | ||
676 | } | ||
677 | } | ||
678 | |||
679 | return; | ||
680 | } | ||
681 | else // cross failed, put avas back ?? | ||
682 | { | ||
683 | foreach (avtocrossInfo avinfo in avsToCross) | ||
684 | { | ||
685 | ScenePresence av = avinfo.av; | ||
686 | av.ParentUUID = UUID.Zero; | ||
687 | av.ParentID = avinfo.ParentID; | ||
688 | } | ||
689 | } | ||
690 | } | ||
691 | else | ||
692 | { | ||
693 | if (m_rootPart.KeyframeMotion != null) | ||
694 | m_rootPart.KeyframeMotion.CrossingFailure(); | ||
695 | |||
696 | if (RootPart.PhysActor != null) | ||
697 | { | ||
698 | RootPart.PhysActor.CrossingFailure(); | ||
699 | } | ||
700 | } | ||
701 | |||
702 | Vector3 oldp = AbsolutePosition; | ||
703 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f); | ||
704 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f); | ||
705 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, Constants.RegionHeight); | ||
706 | ======= | ||
707 | if (!inTransit) | 563 | if (!inTransit) |
708 | { | 564 | { |
709 | inTransit = true; | 565 | inTransit = true; |
710 | SOGCrossDelegate d = CrossAsync; | 566 | SOGCrossDelegate d = CrossAsync; |
711 | d.BeginInvoke(this, val, CrossAsyncCompleted, d); | 567 | d.BeginInvoke(this, val, CrossAsyncCompleted, d); |
712 | >>>>>>> avn/ubitvar | ||
713 | } | 568 | } |
714 | return; | 569 | return; |
715 | } | 570 | } |
@@ -1200,7 +1055,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1200 | /// No avatar should appear more than once in this list. | 1055 | /// No avatar should appear more than once in this list. |
1201 | /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart. | 1056 | /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart. |
1202 | /// </remarks> | 1057 | /// </remarks> |
1203 | protected internal List<ScenePresence> m_sittingAvatars = new List<ScenePresence>(); | 1058 | protected internal List<UUID> m_sittingAvatars = new List<UUID>(); |
1204 | 1059 | ||
1205 | #endregion | 1060 | #endregion |
1206 | 1061 | ||
@@ -1311,14 +1166,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1311 | /// </summary> | 1166 | /// </summary> |
1312 | public virtual void AttachToBackup() | 1167 | public virtual void AttachToBackup() |
1313 | { | 1168 | { |
1314 | <<<<<<< HEAD | ||
1315 | if (CanBeBackedUp) | ||
1316 | ======= | ||
1317 | if (IsAttachment) return; | 1169 | if (IsAttachment) return; |
1318 | m_scene.SceneGraph.FireAttachToBackup(this); | 1170 | m_scene.SceneGraph.FireAttachToBackup(this); |
1319 | 1171 | ||
1320 | if (InSceneBackup) | 1172 | // if (InSceneBackup) |
1321 | >>>>>>> avn/ubitvar | ||
1322 | { | 1173 | { |
1323 | // m_log.DebugFormat( | 1174 | // m_log.DebugFormat( |
1324 | // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID); | 1175 | // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID); |
@@ -1431,21 +1282,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1431 | /// <returns></returns> | 1282 | /// <returns></returns> |
1432 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 1283 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
1433 | { | 1284 | { |
1434 | <<<<<<< HEAD | ||
1435 | maxX = -256f; | ||
1436 | maxY = -256f; | ||
1437 | maxZ = -256f; | ||
1438 | minX = 10000f; | ||
1439 | minY = 10000f; | ||
1440 | minZ = 10000f; | ||
1441 | ======= | ||
1442 | maxX = float.MinValue; | 1285 | maxX = float.MinValue; |
1443 | maxY = float.MinValue; | 1286 | maxY = float.MinValue; |
1444 | maxZ = float.MinValue; | 1287 | maxZ = float.MinValue; |
1445 | minX = float.MaxValue; | 1288 | minX = float.MaxValue; |
1446 | minY = float.MaxValue; | 1289 | minY = float.MaxValue; |
1447 | minZ = float.MaxValue; | 1290 | minZ = float.MaxValue; |
1448 | >>>>>>> avn/ubitvar | ||
1449 | 1291 | ||
1450 | SceneObjectPart[] parts = m_parts.GetArray(); | 1292 | SceneObjectPart[] parts = m_parts.GetArray(); |
1451 | foreach (SceneObjectPart part in parts) | 1293 | foreach (SceneObjectPart part in parts) |
@@ -1843,17 +1685,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1843 | } | 1685 | } |
1844 | } | 1686 | } |
1845 | 1687 | ||
1846 | <<<<<<< HEAD | ||
1847 | |||
1848 | /// <summary> | ||
1849 | /// | ||
1850 | /// </summary> | ||
1851 | /// <param name="part"></param> | ||
1852 | private void SetPartAsNonRoot(SceneObjectPart part) | ||
1853 | { | ||
1854 | part.ParentID = m_rootPart.LocalId; | ||
1855 | part.ClearUndoState(); | ||
1856 | ======= | ||
1857 | /// <summary> | 1688 | /// <summary> |
1858 | /// Add the avatar to this linkset (avatar is sat). | 1689 | /// Add the avatar to this linkset (avatar is sat). |
1859 | /// </summary> | 1690 | /// </summary> |
@@ -1893,7 +1724,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1893 | public List<ScenePresence> GetLinkedAvatars() | 1724 | public List<ScenePresence> GetLinkedAvatars() |
1894 | { | 1725 | { |
1895 | return m_linkedAvatars; | 1726 | return m_linkedAvatars; |
1896 | >>>>>>> avn/ubitvar | ||
1897 | } | 1727 | } |
1898 | 1728 | ||
1899 | /// <summary> | 1729 | /// <summary> |
@@ -2197,14 +2027,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2197 | 2027 | ||
2198 | if (Scene != null) | 2028 | if (Scene != null) |
2199 | { | 2029 | { |
2200 | <<<<<<< HEAD | ||
2201 | if (!sp.IsChildAgent && sp.ParentID == part.LocalId) | ||
2202 | sp.StandUp(); | ||
2203 | |||
2204 | if (!silent) | ||
2205 | ======= | ||
2206 | Scene.ForEachRootScenePresence(delegate(ScenePresence avatar) | 2030 | Scene.ForEachRootScenePresence(delegate(ScenePresence avatar) |
2207 | >>>>>>> avn/ubitvar | ||
2208 | { | 2031 | { |
2209 | if (avatar.ParentID == LocalId) | 2032 | if (avatar.ParentID == LocalId) |
2210 | avatar.StandUp(); | 2033 | avatar.StandUp(); |
@@ -2504,16 +2327,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2504 | /// <returns></returns> | 2327 | /// <returns></returns> |
2505 | public SceneObjectGroup Copy(bool userExposed) | 2328 | public SceneObjectGroup Copy(bool userExposed) |
2506 | { | 2329 | { |
2507 | <<<<<<< HEAD | ||
2508 | // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up | ||
2509 | // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator | ||
2510 | // but not between regions on different simulators). Really, all copying should be done explicitly. | ||
2511 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | ||
2512 | |||
2513 | dupe.Backup = false; | ||
2514 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | ||
2515 | dupe.m_sittingAvatars = new List<ScenePresence>(); | ||
2516 | ======= | ||
2517 | m_dupeInProgress = true; | 2330 | m_dupeInProgress = true; |
2518 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 2331 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
2519 | dupe.m_isBackedUp = false; | 2332 | dupe.m_isBackedUp = false; |
@@ -2525,7 +2338,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2525 | dupe.m_linkedAvatars = new List<ScenePresence>(); | 2338 | dupe.m_linkedAvatars = new List<ScenePresence>(); |
2526 | dupe.m_sittingAvatars = new List<UUID>(); | 2339 | dupe.m_sittingAvatars = new List<UUID>(); |
2527 | 2340 | ||
2528 | >>>>>>> avn/ubitvar | ||
2529 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 2341 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
2530 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 2342 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
2531 | 2343 | ||
@@ -2700,12 +2512,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2700 | return RootPart.Torque; | 2512 | return RootPart.Torque; |
2701 | } | 2513 | } |
2702 | 2514 | ||
2703 | <<<<<<< HEAD | ||
2704 | public void MoveToTarget(Vector3 target, float tau) | ||
2705 | ======= | ||
2706 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | 2515 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object |
2707 | public void moveToTarget(Vector3 target, float tau) | 2516 | public void MoveToTarget(Vector3 target, float tau) |
2708 | >>>>>>> avn/ubitvar | ||
2709 | { | 2517 | { |
2710 | if (IsAttachment) | 2518 | if (IsAttachment) |
2711 | { | 2519 | { |
@@ -2732,21 +2540,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2732 | if (IsAttachment) | 2540 | if (IsAttachment) |
2733 | { | 2541 | { |
2734 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | 2542 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); |
2735 | <<<<<<< HEAD | ||
2736 | |||
2737 | if (avatar != null) | ||
2738 | avatar.ResetMoveToTarget(); | ||
2739 | } | ||
2740 | else | ||
2741 | { | ||
2742 | PhysicsActor pa = RootPart.PhysActor; | ||
2743 | 2543 | ||
2744 | if (pa != null && pa.PIDActive) | ||
2745 | { | ||
2746 | pa.PIDActive = false; | ||
2747 | |||
2748 | ScheduleGroupForTerseUpdate(); | ||
2749 | ======= | ||
2750 | if (avatar != null) | 2544 | if (avatar != null) |
2751 | { | 2545 | { |
2752 | avatar.ResetMoveToTarget(); | 2546 | avatar.ResetMoveToTarget(); |
@@ -2786,7 +2580,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2786 | rootpart.PhysActor.APIDDamping = damping; | 2580 | rootpart.PhysActor.APIDDamping = damping; |
2787 | rootpart.PhysActor.APIDActive = true; | 2581 | rootpart.PhysActor.APIDActive = true; |
2788 | } | 2582 | } |
2789 | >>>>>>> avn/ubitvar | ||
2790 | } | 2583 | } |
2791 | } | 2584 | } |
2792 | } | 2585 | } |
@@ -3484,18 +3277,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3484 | 3277 | ||
3485 | linkPart.Rezzed = RootPart.Rezzed; | 3278 | linkPart.Rezzed = RootPart.Rezzed; |
3486 | 3279 | ||
3487 | <<<<<<< HEAD | ||
3488 | // We must persist the delinked group to the database immediately, for safety. The problem | ||
3489 | // is that although in memory the new group has a new SceneGroupID, in the database it | ||
3490 | // still has the parent group's SceneGroupID (until the next backup). This means that if the | ||
3491 | // parent group is deleted then the delinked group will also be deleted from the database. | ||
3492 | // This problem will disappear if the region remains alive long enough for another backup, | ||
3493 | // since at that time the delinked group's new SceneGroupID will be written to the database. | ||
3494 | // But if the region crashes before that then the prims will be permanently gone, and this must | ||
3495 | // not happen. (We can't use a just-in-time trick like GroupContainsForeignPrims in this case | ||
3496 | // because the delinked group doesn't know when the source group is deleted.) | ||
3497 | m_scene.ForceSceneObjectBackup(objectGroup); | ||
3498 | ======= | ||
3499 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 3280 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
3500 | // (since delete works by deleting all rows which have a given object id) | 3281 | // (since delete works by deleting all rows which have a given object id) |
3501 | 3282 | ||
@@ -3507,7 +3288,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3507 | m_rootPart.PhysActor.Building = false; | 3288 | m_rootPart.PhysActor.Building = false; |
3508 | 3289 | ||
3509 | objectGroup.HasGroupChangedDueToDelink = true; | 3290 | objectGroup.HasGroupChangedDueToDelink = true; |
3510 | >>>>>>> avn/ubitvar | ||
3511 | 3291 | ||
3512 | if (sendEvents) | 3292 | if (sendEvents) |
3513 | linkPart.TriggerScriptChangedEvent(Changed.LINK); | 3293 | linkPart.TriggerScriptChangedEvent(Changed.LINK); |
@@ -3521,13 +3301,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3521 | /// <param name="objectGroup"></param> | 3301 | /// <param name="objectGroup"></param> |
3522 | public virtual void DetachFromBackup() | 3302 | public virtual void DetachFromBackup() |
3523 | { | 3303 | { |
3524 | <<<<<<< HEAD | ||
3525 | if (Backup && Scene != null) | ||
3526 | ======= | ||
3527 | if (m_scene != null) | 3304 | if (m_scene != null) |
3528 | m_scene.SceneGraph.FireDetachFromBackup(this); | 3305 | m_scene.SceneGraph.FireDetachFromBackup(this); |
3529 | if (m_isBackedUp && Scene != null) | 3306 | if (m_isBackedUp && Scene != null) |
3530 | >>>>>>> avn/ubitvar | ||
3531 | m_scene.EventManager.OnBackup -= ProcessBackup; | 3307 | m_scene.EventManager.OnBackup -= ProcessBackup; |
3532 | 3308 | ||
3533 | Backup = false; | 3309 | Backup = false; |
@@ -3973,9 +3749,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3973 | { | 3749 | { |
3974 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); | 3750 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); |
3975 | 3751 | ||
3976 | <<<<<<< HEAD | ||
3977 | AdjustChildPrimPermissions(Scene.Permissions.IsGod(AgentID)); | ||
3978 | ======= | ||
3979 | bool god = Scene.Permissions.IsGod(AgentID); | 3752 | bool god = Scene.Permissions.IsGod(AgentID); |
3980 | 3753 | ||
3981 | if (field == 1 && god) | 3754 | if (field == 1 && god) |
@@ -3986,8 +3759,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3986 | }); | 3759 | }); |
3987 | } | 3760 | } |
3988 | 3761 | ||
3989 | AdjustChildPrimPermissions(); | 3762 | AdjustChildPrimPermissions(false); |
3990 | >>>>>>> avn/ubitvar | ||
3991 | 3763 | ||
3992 | if (field == 1 && god) // Base mask was set. Update all child part inventories | 3764 | if (field == 1 && god) // Base mask was set. Update all child part inventories |
3993 | { | 3765 | { |
@@ -5037,10 +4809,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
5037 | /// down after it move one place down the list. | 4809 | /// down after it move one place down the list. |
5038 | /// </remarks> | 4810 | /// </remarks> |
5039 | /// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns> | 4811 | /// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns> |
5040 | public List<ScenePresence> GetSittingAvatars() | 4812 | public List<UUID> GetSittingAvatars() |
5041 | { | 4813 | { |
5042 | lock (m_sittingAvatars) | 4814 | lock (m_sittingAvatars) |
5043 | return new List<ScenePresence>(m_sittingAvatars); | 4815 | return new List<UUID>(m_sittingAvatars); |
5044 | } | 4816 | } |
5045 | 4817 | ||
5046 | /// <summary> | 4818 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 1cfa8ed..c300b96 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1046,39 +1046,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1046 | } | 1046 | } |
1047 | set | 1047 | set |
1048 | { | 1048 | { |
1049 | <<<<<<< HEAD | ||
1050 | if (Util.IsNanOrInfinity(value)) | 1049 | if (Util.IsNanOrInfinity(value)) |
1051 | m_angularVelocity = Vector3.Zero; | 1050 | m_angularVelocity = Vector3.Zero; |
1052 | else | 1051 | else |
1053 | m_angularVelocity = value; | 1052 | m_angularVelocity = value; |
1054 | 1053 | ||
1055 | PhysicsActor actor = PhysActor; | 1054 | PhysicsActor actor = PhysActor; |
1056 | if ((actor != null) && actor.IsPhysical) | ||
1057 | actor.RotationalVelocity = m_angularVelocity; | ||
1058 | ======= | ||
1059 | m_angularVelocity = value; | ||
1060 | PhysicsActor actor = PhysActor; | ||
1061 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) | 1055 | if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE) |
1062 | { | 1056 | { |
1063 | actor.RotationalVelocity = m_angularVelocity; | 1057 | actor.RotationalVelocity = m_angularVelocity; |
1064 | } | 1058 | } |
1065 | >>>>>>> avn/ubitvar | ||
1066 | } | 1059 | } |
1067 | } | 1060 | } |
1068 | 1061 | ||
1069 | /// <summary></summary> | 1062 | /// <summary></summary> |
1070 | public Vector3 Acceleration | 1063 | public Vector3 Acceleration |
1071 | { | 1064 | { |
1072 | <<<<<<< HEAD | ||
1073 | get { return m_acceleration; } | ||
1074 | set | ||
1075 | { | ||
1076 | if (Util.IsNanOrInfinity(value)) | ||
1077 | m_acceleration = Vector3.Zero; | ||
1078 | else | ||
1079 | m_acceleration = value; | ||
1080 | } | ||
1081 | ======= | ||
1082 | get | 1065 | get |
1083 | { | 1066 | { |
1084 | PhysicsActor actor = PhysActor; | 1067 | PhysicsActor actor = PhysActor; |
@@ -1088,9 +1071,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1088 | } | 1071 | } |
1089 | return m_acceleration; | 1072 | return m_acceleration; |
1090 | } | 1073 | } |
1091 | 1074 | ||
1092 | set { m_acceleration = value; } | 1075 | set |
1093 | >>>>>>> avn/ubitvar | 1076 | { |
1077 | if (Util.IsNanOrInfinity(value)) | ||
1078 | m_acceleration = Vector3.Zero; | ||
1079 | else | ||
1080 | m_acceleration = value; | ||
1081 | } | ||
1094 | } | 1082 | } |
1095 | 1083 | ||
1096 | public string Description { get; set; } | 1084 | public string Description { get; set; } |
@@ -1431,7 +1419,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1431 | /// <value> | 1419 | /// <value> |
1432 | /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene. | 1420 | /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene. |
1433 | /// </value> | 1421 | /// </value> |
1434 | private HashSet<ScenePresence> m_sittingAvatars; | 1422 | private HashSet<UUID> m_sittingAvatars; |
1435 | 1423 | ||
1436 | public virtual UUID RegionID | 1424 | public virtual UUID RegionID |
1437 | { | 1425 | { |
@@ -1932,7 +1920,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1932 | 1920 | ||
1933 | public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim) | 1921 | public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim) |
1934 | { | 1922 | { |
1935 | <<<<<<< HEAD | ||
1936 | byte[] data; | 1923 | byte[] data; |
1937 | 1924 | ||
1938 | if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF) | 1925 | if (pTexAnim.Flags == Primitive.TextureAnimMode.ANIM_OFF) |
@@ -1944,13 +1931,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1944 | data = new byte[16]; | 1931 | data = new byte[16]; |
1945 | int pos = 0; | 1932 | int pos = 0; |
1946 | 1933 | ||
1947 | ======= | ||
1948 | if (((int)pTexAnim.Flags & 1) != 0) // ANIM_ON | ||
1949 | { | ||
1950 | byte[] data = new byte[16]; | ||
1951 | int pos = 0; | ||
1952 | |||
1953 | >>>>>>> avn/ubitvar | ||
1954 | // The flags don't like conversion from uint to byte, so we have to do | 1934 | // The flags don't like conversion from uint to byte, so we have to do |
1955 | // it the crappy way. See the above function :( | 1935 | // it the crappy way. See the above function :( |
1956 | 1936 | ||
@@ -1962,17 +1942,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1962 | Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); | 1942 | Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos); |
1963 | Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); | 1943 | Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4); |
1964 | Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); | 1944 | Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8); |
1965 | <<<<<<< HEAD | 1945 | |
1966 | } | ||
1967 | ======= | ||
1968 | >>>>>>> avn/ubitvar | ||
1969 | |||
1970 | m_TextureAnimation = data; | ||
1971 | } | ||
1972 | else | ||
1973 | { | ||
1974 | m_TextureAnimation = Utils.EmptyBytes; | ||
1975 | } | 1946 | } |
1947 | m_TextureAnimation = data; | ||
1976 | } | 1948 | } |
1977 | 1949 | ||
1978 | public void AdjustSoundGain(double volume) | 1950 | public void AdjustSoundGain(double volume) |
@@ -2240,7 +2212,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2240 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); | 2212 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); |
2241 | dupe.Shape.ExtraParams = extraP; | 2213 | dupe.Shape.ExtraParams = extraP; |
2242 | 2214 | ||
2243 | dupe.m_sittingAvatars = new HashSet<ScenePresence>(); | 2215 | dupe.m_sittingAvatars = new HashSet<UUID>(); |
2244 | 2216 | ||
2245 | // safeguard actual copy is done in sog.copy | 2217 | // safeguard actual copy is done in sog.copy |
2246 | dupe.KeyframeMotion = null; | 2218 | dupe.KeyframeMotion = null; |
@@ -2829,7 +2801,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2829 | CollidingMessage = CreateColliderArgs(this, colliders); | 2801 | CollidingMessage = CreateColliderArgs(this, colliders); |
2830 | 2802 | ||
2831 | if (CollidingMessage.Colliders.Count > 0) | 2803 | if (CollidingMessage.Colliders.Count > 0) |
2832 | DoNotify(notify, LocalId, CollidingMessage); | 2804 | notify(LocalId, CollidingMessage); |
2833 | 2805 | ||
2834 | if (PassCollisions) | 2806 | if (PassCollisions) |
2835 | sendToRoot = true; | 2807 | sendToRoot = true; |
@@ -2843,7 +2815,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2843 | { | 2815 | { |
2844 | CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); | 2816 | CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); |
2845 | if (CollidingMessage.Colliders.Count > 0) | 2817 | if (CollidingMessage.Colliders.Count > 0) |
2846 | DoNotify(notify, ParentGroup.RootPart.LocalId, CollidingMessage); | 2818 | notify(ParentGroup.RootPart.LocalId, CollidingMessage); |
2847 | } | 2819 | } |
2848 | } | 2820 | } |
2849 | } | 2821 | } |
@@ -2858,35 +2830,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2858 | colliding.Add(CreateDetObjectForGround()); | 2830 | colliding.Add(CreateDetObjectForGround()); |
2859 | LandCollidingMessage.Colliders = colliding; | 2831 | LandCollidingMessage.Colliders = colliding; |
2860 | 2832 | ||
2861 | <<<<<<< HEAD | ||
2862 | DoNotify(notify, LocalId, LandCollidingMessage); | ||
2863 | } | ||
2864 | } | ||
2865 | |||
2866 | private void DoNotify(ScriptCollidingNotification notify, uint id, ColliderArgs collargs) | ||
2867 | { | ||
2868 | if (m_parentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.ShouldUseFireAndForgetForCollisions) | ||
2869 | { | ||
2870 | // For those learning C#, FireAndForget takes a function, an object to pass | ||
2871 | // to that function and an ID string. The "oo => {}" construct is a lambda expression | ||
2872 | // for a function with one arguement ('oo'). The 'new Object[] {}" construct creates an Object | ||
2873 | // that is an object array and initializes it with three items (the parameters | ||
2874 | // being passed). The parameters passed are the function to call ('notify') and | ||
2875 | // its two arguements. Finally, once in the function (called later by the FireAndForget | ||
2876 | // thread scheduler), the passed object is cast to an object array and then each | ||
2877 | // of its items (aoo[0] to aoo[2]) are individually cast to what they are and | ||
2878 | // then used in a call of the passed ScriptCollidingNotification function. | ||
2879 | Util.FireAndForget(oo => | ||
2880 | { | ||
2881 | Object[] aoo = (Object[])oo; | ||
2882 | ((ScriptCollidingNotification)aoo[0])((uint)aoo[1], (ColliderArgs)aoo[2]); | ||
2883 | |||
2884 | }, new Object[] { notify, id, collargs }, "SOP.Collision"); | ||
2885 | } | ||
2886 | else | ||
2887 | { | ||
2888 | notify(id, collargs); | ||
2889 | ======= | ||
2890 | if (Inventory.ContainsScripts()) | 2833 | if (Inventory.ContainsScripts()) |
2891 | { | 2834 | { |
2892 | if (!PassCollisions) | 2835 | if (!PassCollisions) |
@@ -2898,7 +2841,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2898 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) | 2841 | if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot) |
2899 | { | 2842 | { |
2900 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); | 2843 | notify(ParentGroup.RootPart.LocalId, LandCollidingMessage); |
2901 | >>>>>>> avn/ubitvar | ||
2902 | } | 2844 | } |
2903 | } | 2845 | } |
2904 | 2846 | ||
@@ -3046,12 +2988,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3046 | 2988 | ||
3047 | if (pa != null) | 2989 | if (pa != null) |
3048 | { | 2990 | { |
3049 | <<<<<<< HEAD | ||
3050 | Vector3 newpos = pa.Position; | 2991 | Vector3 newpos = pa.Position; |
3051 | ======= | ||
3052 | Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); | ||
3053 | |||
3054 | >>>>>>> avn/ubitvar | ||
3055 | if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos)) | 2992 | if (!ParentGroup.Scene.PositionIsInCurrentRegion(newpos)) |
3056 | { | 2993 | { |
3057 | // Setting position outside current region will start region crossing | 2994 | // Setting position outside current region will start region crossing |
@@ -3996,14 +3933,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter | |||
3996 | 3933 | ||
3997 | public void StopMoveToTarget() | 3934 | public void StopMoveToTarget() |
3998 | { | 3935 | { |
3999 | <<<<<<< HEAD | ||
4000 | ParentGroup.StopMoveToTarget(); | 3936 | ParentGroup.StopMoveToTarget(); |
4001 | ======= | ||
4002 | ParentGroup.stopMoveToTarget(); | ||
4003 | |||
4004 | // ParentGroup.ScheduleGroupForTerseUpdate(); | ||
4005 | //ParentGroup.ScheduleGroupForFullUpdate(); | ||
4006 | >>>>>>> avn/ubitvar | ||
4007 | } | 3937 | } |
4008 | 3938 | ||
4009 | public void StoreUndoState(ObjectChangeType change) | 3939 | public void StoreUndoState(ObjectChangeType change) |
@@ -4665,8 +4595,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter | |||
4665 | 4595 | ||
4666 | public void ClonePermissions(SceneObjectPart source) | 4596 | public void ClonePermissions(SceneObjectPart source) |
4667 | { | 4597 | { |
4668 | bool update = false; | ||
4669 | |||
4670 | uint prevOwnerMask = OwnerMask; | 4598 | uint prevOwnerMask = OwnerMask; |
4671 | uint prevGroupMask = GroupMask; | 4599 | uint prevGroupMask = GroupMask; |
4672 | uint prevEveryoneMask = EveryoneMask; | 4600 | uint prevEveryoneMask = EveryoneMask; |
@@ -4851,12 +4779,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter | |||
4851 | } | 4779 | } |
4852 | else // it already has a physical representation | 4780 | else // it already has a physical representation |
4853 | { | 4781 | { |
4854 | <<<<<<< HEAD | 4782 | |
4855 | pa.SetMaterial(Material); | ||
4856 | pa.Position = GetWorldPosition(); | ||
4857 | pa.Orientation = GetWorldRotation(); | ||
4858 | DoPhysicsPropertyUpdate(UsePhysics, true); | ||
4859 | ======= | ||
4860 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. | 4783 | DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. |
4861 | /* moved into DoPhysicsPropertyUpdate | 4784 | /* moved into DoPhysicsPropertyUpdate |
4862 | if(VolumeDetectActive) | 4785 | if(VolumeDetectActive) |
@@ -4864,7 +4787,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter | |||
4864 | else | 4787 | else |
4865 | pa.SetVolumeDetect(0); | 4788 | pa.SetVolumeDetect(0); |
4866 | */ | 4789 | */ |
4867 | >>>>>>> avn/ubitvar | ||
4868 | 4790 | ||
4869 | if (pa.Building != building) | 4791 | if (pa.Building != building) |
4870 | pa.Building = building; | 4792 | pa.Building = building; |
@@ -5621,19 +5543,19 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter | |||
5621 | /// true if the avatar was not already recorded, false otherwise. | 5543 | /// true if the avatar was not already recorded, false otherwise. |
5622 | /// </returns> | 5544 | /// </returns> |
5623 | /// <param name='avatarId'></param> | 5545 | /// <param name='avatarId'></param> |
5624 | protected internal bool AddSittingAvatar(ScenePresence sp) | 5546 | protected internal bool AddSittingAvatar(UUID id) |
5625 | { | 5547 | { |
5626 | lock (ParentGroup.m_sittingAvatars) | 5548 | lock (ParentGroup.m_sittingAvatars) |
5627 | { | 5549 | { |
5628 | if (IsSitTargetSet && SitTargetAvatar == UUID.Zero) | 5550 | if (IsSitTargetSet && SitTargetAvatar == UUID.Zero) |
5629 | SitTargetAvatar = sp.UUID; | 5551 | SitTargetAvatar = id; |
5630 | 5552 | ||
5631 | if (m_sittingAvatars == null) | 5553 | if (m_sittingAvatars == null) |
5632 | m_sittingAvatars = new HashSet<ScenePresence>(); | 5554 | m_sittingAvatars = new HashSet<UUID>(); |
5633 | 5555 | ||
5634 | if (m_sittingAvatars.Add(sp)) | 5556 | if (m_sittingAvatars.Add(id)) |
5635 | { | 5557 | { |
5636 | ParentGroup.m_sittingAvatars.Add(sp); | 5558 | ParentGroup.m_sittingAvatars.Add(id); |
5637 | 5559 | ||
5638 | return true; | 5560 | return true; |
5639 | } | 5561 | } |
@@ -5650,22 +5572,22 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter | |||
5650 | /// true if the avatar was present and removed, false if it was not present. | 5572 | /// true if the avatar was present and removed, false if it was not present. |
5651 | /// </returns> | 5573 | /// </returns> |
5652 | /// <param name='avatarId'></param> | 5574 | /// <param name='avatarId'></param> |
5653 | protected internal bool RemoveSittingAvatar(ScenePresence sp) | 5575 | protected internal bool RemoveSittingAvatar(UUID id) |
5654 | { | 5576 | { |
5655 | lock (ParentGroup.m_sittingAvatars) | 5577 | lock (ParentGroup.m_sittingAvatars) |
5656 | { | 5578 | { |
5657 | if (SitTargetAvatar == sp.UUID) | 5579 | if (SitTargetAvatar == id) |
5658 | SitTargetAvatar = UUID.Zero; | 5580 | SitTargetAvatar = UUID.Zero; |
5659 | 5581 | ||
5660 | if (m_sittingAvatars == null) | 5582 | if (m_sittingAvatars == null) |
5661 | return false; | 5583 | return false; |
5662 | 5584 | ||
5663 | if (m_sittingAvatars.Remove(sp)) | 5585 | if (m_sittingAvatars.Remove(id)) |
5664 | { | 5586 | { |
5665 | if (m_sittingAvatars.Count == 0) | 5587 | if (m_sittingAvatars.Count == 0) |
5666 | m_sittingAvatars = null; | 5588 | m_sittingAvatars = null; |
5667 | 5589 | ||
5668 | ParentGroup.m_sittingAvatars.Remove(sp); | 5590 | ParentGroup.m_sittingAvatars.Remove(id); |
5669 | 5591 | ||
5670 | return true; | 5592 | return true; |
5671 | } | 5593 | } |
@@ -5679,14 +5601,14 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter | |||
5679 | /// </summary> | 5601 | /// </summary> |
5680 | /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks> | 5602 | /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks> |
5681 | /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns> | 5603 | /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns> |
5682 | public HashSet<ScenePresence> GetSittingAvatars() | 5604 | public HashSet<UUID> GetSittingAvatars() |
5683 | { | 5605 | { |
5684 | lock (ParentGroup.m_sittingAvatars) | 5606 | lock (ParentGroup.m_sittingAvatars) |
5685 | { | 5607 | { |
5686 | if (m_sittingAvatars == null) | 5608 | if (m_sittingAvatars == null) |
5687 | return null; | 5609 | return null; |
5688 | else | 5610 | else |
5689 | return new HashSet<ScenePresence>(m_sittingAvatars); | 5611 | return new HashSet<UUID>(m_sittingAvatars); |
5690 | } | 5612 | } |
5691 | } | 5613 | } |
5692 | 5614 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 7af0b20..5811ed9 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | |||
@@ -892,16 +892,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
892 | offsetHeight = 0; | 892 | offsetHeight = 0; |
893 | return false; | 893 | return false; |
894 | } | 894 | } |
895 | <<<<<<< HEAD | ||
896 | |||
897 | Vector3 bbox; | ||
898 | float offsetHeight; | ||
899 | |||
900 | m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight); | ||
901 | ======= | ||
902 | 895 | ||
903 | bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight); | 896 | bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight); |
904 | >>>>>>> avn/ubitvar | ||
905 | 897 | ||
906 | for (int i = 0; i < objlist.Count; i++) | 898 | for (int i = 0; i < objlist.Count; i++) |
907 | { | 899 | { |
@@ -1068,12 +1060,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1068 | m_items.LockItemsForRead(false); | 1060 | m_items.LockItemsForRead(false); |
1069 | if (type == 10) // Script | 1061 | if (type == 10) // Script |
1070 | { | 1062 | { |
1071 | <<<<<<< HEAD | ||
1072 | // route it through here, to handle script cleanup tasks | ||
1073 | RemoveScriptInstance(itemID, false); | ||
1074 | ======= | ||
1075 | m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); | 1063 | m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); |
1076 | >>>>>>> avn/ubitvar | ||
1077 | } | 1064 | } |
1078 | m_items.LockItemsForWrite(true); | 1065 | m_items.LockItemsForWrite(true); |
1079 | m_items.Remove(itemID); | 1066 | m_items.Remove(itemID); |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4bccb7d..022a90d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -299,6 +299,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
299 | // private int m_lastColCount = -1; //KF: Look for Collision chnages | 299 | // private int m_lastColCount = -1; //KF: Look for Collision chnages |
300 | // private int m_updateCount = 0; //KF: Update Anims for a while | 300 | // private int m_updateCount = 0; //KF: Update Anims for a while |
301 | // private static readonly int UPDATE_COUNT = 10; // how many frames to update for | 301 | // private static readonly int UPDATE_COUNT = 10; // how many frames to update for |
302 | private List<uint> m_lastColliders = new List<uint>(); | ||
302 | 303 | ||
303 | private TeleportFlags m_teleportFlags; | 304 | private TeleportFlags m_teleportFlags; |
304 | public TeleportFlags TeleportFlags | 305 | public TeleportFlags TeleportFlags |
@@ -361,6 +362,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
361 | //private int m_moveToPositionStateStatus; | 362 | //private int m_moveToPositionStateStatus; |
362 | //***************************************************** | 363 | //***************************************************** |
363 | 364 | ||
365 | private bool m_collisionEventFlag = false; | ||
366 | private object m_collisionEventLock = new Object(); | ||
367 | |||
364 | private int m_movementAnimationUpdateCounter = 0; | 368 | private int m_movementAnimationUpdateCounter = 0; |
365 | 369 | ||
366 | public Vector3 PrevSitOffset { get; set; } | 370 | public Vector3 PrevSitOffset { get; set; } |
@@ -377,7 +381,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
377 | } | 381 | } |
378 | } | 382 | } |
379 | 383 | ||
380 | public bool SentInitialDataToClient { get; private set; } | ||
381 | 384 | ||
382 | /// <summary> | 385 | /// <summary> |
383 | /// Copy of the script states while the agent is in transit. This state may | 386 | /// Copy of the script states while the agent is in transit. This state may |
@@ -438,12 +441,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
438 | private object m_originRegionIDAccessLock = new object(); | 441 | private object m_originRegionIDAccessLock = new object(); |
439 | 442 | ||
440 | /// <summary> | 443 | /// <summary> |
441 | /// Triggered on entity transfer after to allow CompleteMovement() to proceed after we have received an | ||
442 | /// UpdateAgent from the originating region.ddkjjkj | ||
443 | /// </summary> | ||
444 | private AutoResetEvent m_updateAgentReceivedAfterTransferEvent = new AutoResetEvent(false); | ||
445 | |||
446 | /// <summary> | ||
447 | /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent | 444 | /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent |
448 | /// teleport is reusing the connection. | 445 | /// teleport is reusing the connection. |
449 | /// </summary> | 446 | /// </summary> |
@@ -470,11 +467,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
470 | public uint MovementFlag { get; private set; } | 467 | public uint MovementFlag { get; private set; } |
471 | 468 | ||
472 | /// <summary> | 469 | /// <summary> |
473 | /// Set this if we need to force a movement update on the next received AgentUpdate from the viewer. | ||
474 | /// </summary> | ||
475 | private const uint ForceUpdateMovementFlagValue = uint.MaxValue; | ||
476 | |||
477 | /// <summary> | ||
478 | /// Is the agent stop control flag currently active? | 470 | /// Is the agent stop control flag currently active? |
479 | /// </summary> | 471 | /// </summary> |
480 | public bool AgentControlStopActive { get; private set; } | 472 | public bool AgentControlStopActive { get; private set; } |
@@ -653,12 +645,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
653 | // in the sim unless the avatar is on a sit target. While | 645 | // in the sim unless the avatar is on a sit target. While |
654 | // on a sit target, m_pos will contain the desired offset | 646 | // on a sit target, m_pos will contain the desired offset |
655 | // without the parent rotation applied. | 647 | // without the parent rotation applied. |
656 | <<<<<<< HEAD | ||
657 | SceneObjectPart sitPart = ParentPart; | ||
658 | |||
659 | if (sitPart != null) | ||
660 | return sitPart.ParentGroup.AbsolutePosition + (m_pos * sitPart.GetWorldRotation()); | ||
661 | ======= | ||
662 | if (ParentPart != null) | 648 | if (ParentPart != null) |
663 | { | 649 | { |
664 | SceneObjectPart rootPart = ParentPart.ParentGroup.RootPart; | 650 | SceneObjectPart rootPart = ParentPart.ParentGroup.RootPart; |
@@ -667,7 +653,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
667 | if (rootPart != null) | 653 | if (rootPart != null) |
668 | return rootPart.AbsolutePosition + (m_pos * rootPart.GetWorldRotation()); | 654 | return rootPart.AbsolutePosition + (m_pos * rootPart.GetWorldRotation()); |
669 | } | 655 | } |
670 | >>>>>>> avn/ubitvar | ||
671 | } | 656 | } |
672 | 657 | ||
673 | return m_pos; | 658 | return m_pos; |
@@ -721,11 +706,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
721 | } | 706 | } |
722 | 707 | ||
723 | /// <summary> | 708 | /// <summary> |
724 | /// Velocity of the avatar with respect to its local reference frame. | 709 | /// Current velocity of the avatar. |
725 | /// </summary> | 710 | /// </summary> |
726 | /// <remarks> | ||
727 | /// So when sat on a vehicle this will be 0. To get velocity with respect to the world use GetWorldVelocity() | ||
728 | /// </remarks> | ||
729 | public override Vector3 Velocity | 711 | public override Vector3 Velocity |
730 | { | 712 | { |
731 | get | 713 | get |
@@ -738,21 +720,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
738 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", | 720 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", |
739 | // m_velocity, Name, Scene.RegionInfo.RegionName); | 721 | // m_velocity, Name, Scene.RegionInfo.RegionName); |
740 | } | 722 | } |
741 | // else if (ParentPart != null) | ||
742 | // { | ||
743 | // return ParentPart.ParentGroup.Velocity; | ||
744 | // } | ||
745 | 723 | ||
746 | return m_velocity; | 724 | return m_velocity; |
747 | } | 725 | } |
748 | 726 | ||
749 | set | 727 | set |
750 | { | 728 | { |
751 | // Util.PrintCallStack(); | ||
752 | // m_log.DebugFormat( | ||
753 | // "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", | ||
754 | // Scene.RegionInfo.RegionName, Name, value); | ||
755 | |||
756 | if (PhysicsActor != null) | 729 | if (PhysicsActor != null) |
757 | { | 730 | { |
758 | try | 731 | try |
@@ -765,7 +738,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
765 | } | 738 | } |
766 | } | 739 | } |
767 | 740 | ||
768 | m_velocity = value; | 741 | m_velocity = value; |
742 | |||
743 | // m_log.DebugFormat( | ||
744 | // "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", | ||
745 | // Scene.RegionInfo.RegionName, Name, m_velocity); | ||
769 | } | 746 | } |
770 | } | 747 | } |
771 | 748 | ||
@@ -849,15 +826,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
849 | } | 826 | } |
850 | 827 | ||
851 | /// <summary> | 828 | /// <summary> |
852 | /// Get rotation relative to the world. | 829 | /// Gets the world rotation of this presence. |
853 | /// </summary> | 830 | /// </summary> |
831 | /// <remarks> | ||
832 | /// Unlike Rotation, this returns the world rotation no matter whether the avatar is sitting on a prim or not. | ||
833 | /// </remarks> | ||
854 | /// <returns></returns> | 834 | /// <returns></returns> |
855 | public Quaternion GetWorldRotation() | 835 | public Quaternion GetWorldRotation() |
856 | { | 836 | { |
857 | SceneObjectPart sitPart = ParentPart; | 837 | if (IsSatOnObject) |
838 | { | ||
839 | SceneObjectPart sitPart = ParentPart; | ||
858 | 840 | ||
859 | if (sitPart != null) | 841 | if (sitPart != null) |
860 | return sitPart.GetWorldRotation() * Rotation; | 842 | return sitPart.GetWorldRotation() * Rotation; |
843 | } | ||
861 | 844 | ||
862 | return Rotation; | 845 | return Rotation; |
863 | } | 846 | } |
@@ -924,7 +907,7 @@ no information to check this | |||
924 | } | 907 | } |
925 | 908 | ||
926 | private bool m_mouseLook; | 909 | private bool m_mouseLook; |
927 | // private bool m_leftButtonDown; | 910 | private bool m_leftButtonDown; |
928 | 911 | ||
929 | private bool m_inTransit; | 912 | private bool m_inTransit; |
930 | 913 | ||
@@ -991,12 +974,7 @@ no information to check this | |||
991 | { | 974 | { |
992 | get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); } | 975 | get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); } |
993 | } | 976 | } |
994 | 977 | ||
995 | /// <summary> | ||
996 | /// Count of how many terse updates we have sent out. It doesn't matter if this overflows. | ||
997 | /// </summary> | ||
998 | private int m_terseUpdateCount; | ||
999 | |||
1000 | #endregion | 978 | #endregion |
1001 | 979 | ||
1002 | #region Constructor(s) | 980 | #region Constructor(s) |
@@ -1012,8 +990,7 @@ no information to check this | |||
1012 | Animator = new ScenePresenceAnimator(this); | 990 | Animator = new ScenePresenceAnimator(this); |
1013 | Overrides = new MovementAnimationOverrides(); | 991 | Overrides = new MovementAnimationOverrides(); |
1014 | PresenceType = type; | 992 | PresenceType = type; |
1015 | // DrawDistance = world.DefaultDrawDistance; | 993 | DrawDistance = world.DefaultDrawDistance; |
1016 | DrawDistance = Constants.RegionSize; | ||
1017 | RegionHandle = world.RegionInfo.RegionHandle; | 994 | RegionHandle = world.RegionInfo.RegionHandle; |
1018 | ControllingClient = client; | 995 | ControllingClient = client; |
1019 | Firstname = ControllingClient.FirstName; | 996 | Firstname = ControllingClient.FirstName; |
@@ -1021,7 +998,7 @@ no information to check this | |||
1021 | m_name = String.Format("{0} {1}", Firstname, Lastname); | 998 | m_name = String.Format("{0} {1}", Firstname, Lastname); |
1022 | m_scene = world; | 999 | m_scene = world; |
1023 | m_uuid = client.AgentId; | 1000 | m_uuid = client.AgentId; |
1024 | LocalId = m_scene.AllocatePresenceLocalId(); | 1001 | LocalId = m_scene.AllocateLocalId(); |
1025 | 1002 | ||
1026 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); | 1003 | UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); |
1027 | if (account != null) | 1004 | if (account != null) |
@@ -1103,21 +1080,6 @@ no information to check this | |||
1103 | 1080 | ||
1104 | private void SetDirectionVectors() | 1081 | private void SetDirectionVectors() |
1105 | { | 1082 | { |
1106 | <<<<<<< HEAD | ||
1107 | Dir_Vectors[0] = Vector3.UnitX; //FORWARD | ||
1108 | Dir_Vectors[1] = -Vector3.UnitX; //BACK | ||
1109 | Dir_Vectors[2] = Vector3.UnitY; //LEFT | ||
1110 | Dir_Vectors[3] = -Vector3.UnitY; //RIGHT | ||
1111 | Dir_Vectors[4] = Vector3.UnitZ; //UP | ||
1112 | Dir_Vectors[5] = -Vector3.UnitZ; //DOWN | ||
1113 | Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE | ||
1114 | Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE | ||
1115 | Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE | ||
1116 | Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE | ||
1117 | Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge | ||
1118 | } | ||
1119 | |||
1120 | ======= | ||
1121 | Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD | 1083 | Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD |
1122 | Dir_Vectors[1] = new Vector3(-AgentControlNormalVel,0,0);; //BACK | 1084 | Dir_Vectors[1] = new Vector3(-AgentControlNormalVel,0,0);; //BACK |
1123 | Dir_Vectors[2] = new Vector3(0,AgentControlNormalVel,0); //LEFT | 1085 | Dir_Vectors[2] = new Vector3(0,AgentControlNormalVel,0); //LEFT |
@@ -1131,27 +1093,6 @@ no information to check this | |||
1131 | Dir_Vectors[10] = new Vector3(0f, 0f, AgentControlNudgeVel); //UP_Nudge | 1093 | Dir_Vectors[10] = new Vector3(0f, 0f, AgentControlNudgeVel); //UP_Nudge |
1132 | Dir_Vectors[11] = new Vector3(0f, 0f, -AgentControlNudgeVel); //DOWN_Nudge | 1094 | Dir_Vectors[11] = new Vector3(0f, 0f, -AgentControlNudgeVel); //DOWN_Nudge |
1133 | } | 1095 | } |
1134 | |||
1135 | /* dont see any use for this | ||
1136 | private Vector3[] GetWalkDirectionVectors() | ||
1137 | { | ||
1138 | Vector3[] vector = new Vector3[12]; | ||
1139 | vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD | ||
1140 | vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK | ||
1141 | vector[2] = Vector3.UnitY; //LEFT | ||
1142 | vector[3] = -Vector3.UnitY; //RIGHT | ||
1143 | vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP | ||
1144 | vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN | ||
1145 | vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE | ||
1146 | vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE | ||
1147 | vector[8] = Vector3.UnitY; //LEFT_NUDGE | ||
1148 | vector[9] = -Vector3.UnitY; //RIGHT_NUDGE | ||
1149 | vector[10] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP_NUDGE | ||
1150 | vector[11] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE | ||
1151 | return vector; | ||
1152 | } | ||
1153 | */ | ||
1154 | >>>>>>> avn/ubitvar | ||
1155 | #endregion | 1096 | #endregion |
1156 | 1097 | ||
1157 | #region Status Methods | 1098 | #region Status Methods |
@@ -1203,14 +1144,9 @@ no information to check this | |||
1203 | } | 1144 | } |
1204 | else | 1145 | else |
1205 | { | 1146 | { |
1206 | <<<<<<< HEAD | ||
1207 | part.AddSittingAvatar(this); | ||
1208 | // ParentPosition = part.GetWorldPosition(); | ||
1209 | ======= | ||
1210 | part.ParentGroup.AddAvatar(UUID); | 1147 | part.ParentGroup.AddAvatar(UUID); |
1211 | if (part.SitTargetPosition != Vector3.Zero) | 1148 | if (part.SitTargetPosition != Vector3.Zero) |
1212 | part.SitTargetAvatar = UUID; | 1149 | part.SitTargetAvatar = UUID; |
1213 | >>>>>>> avn/ubitvar | ||
1214 | ParentID = part.LocalId; | 1150 | ParentID = part.LocalId; |
1215 | ParentPart = part; | 1151 | ParentPart = part; |
1216 | m_pos = PrevSitOffset; | 1152 | m_pos = PrevSitOffset; |
@@ -1222,8 +1158,6 @@ no information to check this | |||
1222 | { | 1158 | { |
1223 | IsLoggingIn = false; | 1159 | IsLoggingIn = false; |
1224 | } | 1160 | } |
1225 | |||
1226 | IsChildAgent = false; | ||
1227 | } | 1161 | } |
1228 | 1162 | ||
1229 | m_log.DebugFormat("[MakeRootAgent] out lock: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | 1163 | m_log.DebugFormat("[MakeRootAgent] out lock: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
@@ -1237,7 +1171,7 @@ no information to check this | |||
1237 | if (gm != null) | 1171 | if (gm != null) |
1238 | Grouptitle = gm.GetGroupTitle(m_uuid); | 1172 | Grouptitle = gm.GetGroupTitle(m_uuid); |
1239 | 1173 | ||
1240 | <<<<<<< HEAD | 1174 | |
1241 | AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode); | 1175 | AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode); |
1242 | uint teleportFlags = (aCircuit == null) ? 0 : aCircuit.teleportFlags; | 1176 | uint teleportFlags = (aCircuit == null) ? 0 : aCircuit.teleportFlags; |
1243 | if ((teleportFlags & (uint)TeleportFlags.ViaHGLogin) != 0) | 1177 | if ((teleportFlags & (uint)TeleportFlags.ViaHGLogin) != 0) |
@@ -1246,75 +1180,18 @@ no information to check this | |||
1246 | // avatar's name to or from the special Hypergrid format ("First.Last @grid.example.com"). | 1180 | // avatar's name to or from the special Hypergrid format ("First.Last @grid.example.com"). |
1247 | // Unfortunately, due to a viewer bug, viewers don't always show the new name. | 1181 | // Unfortunately, due to a viewer bug, viewers don't always show the new name. |
1248 | // But we have a trick that can force them to update the name anyway. | 1182 | // But we have a trick that can force them to update the name anyway. |
1249 | ForceViewersUpdateName(); | 1183 | // ForceViewersUpdateName(); |
1250 | } | 1184 | } |
1251 | ======= | 1185 | |
1252 | m_log.DebugFormat("[MakeRootAgent] Grouptitle: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | 1186 | m_log.DebugFormat("[MakeRootAgent] Grouptitle: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1253 | >>>>>>> avn/ubitvar | ||
1254 | 1187 | ||
1255 | RegionHandle = m_scene.RegionInfo.RegionHandle; | 1188 | RegionHandle = m_scene.RegionInfo.RegionHandle; |
1256 | 1189 | ||
1257 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); | 1190 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); |
1258 | m_log.DebugFormat("[MakeRootAgent] TriggerSetRootAgentScene: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | 1191 | m_log.DebugFormat("[MakeRootAgent] TriggerSetRootAgentScene: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1259 | 1192 | ||
1260 | <<<<<<< HEAD | ||
1261 | UUID groupUUID = ControllingClient.ActiveGroupId; | ||
1262 | string groupName = string.Empty; | ||
1263 | ulong groupPowers = 0; | ||
1264 | |||
1265 | // ---------------------------------- | ||
1266 | // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status | ||
1267 | try | ||
1268 | { | ||
1269 | if (groupUUID != UUID.Zero && gm != null) | ||
1270 | { | ||
1271 | GroupRecord record = gm.GetGroupRecord(groupUUID); | ||
1272 | if (record != null) | ||
1273 | groupName = record.GroupName; | ||
1274 | |||
1275 | GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid); | ||
1276 | |||
1277 | if (groupMembershipData != null) | ||
1278 | groupPowers = groupMembershipData.GroupPowers; | ||
1279 | } | ||
1280 | |||
1281 | ControllingClient.SendAgentDataUpdate( | ||
1282 | m_uuid, groupUUID, Firstname, Lastname, groupPowers, groupName, Grouptitle); | ||
1283 | } | ||
1284 | catch (Exception e) | ||
1285 | { | ||
1286 | m_log.Error("[AGENTUPDATE]: Error ", e); | ||
1287 | } | ||
1288 | // ------------------------------------ | ||
1289 | |||
1290 | if (ParentID == 0) | ||
1291 | { | ||
1292 | // Moved this from SendInitialData to ensure that Appearance is initialized | ||
1293 | // before the inventory is processed in MakeRootAgent. This fixes a race condition | ||
1294 | // related to the handling of attachments | ||
1295 | //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); | ||
1296 | |||
1297 | /* RA 20140111: Commented out these TestBorderCross's. | ||
1298 | * Not sure why this code is here. It is not checking all the borders | ||
1299 | * and 'in region' sanity checking is done in CheckAndAdjustLandingPoint and below. | ||
1300 | if (m_scene.TestBorderCross(pos, Cardinals.E)) | ||
1301 | { | ||
1302 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); | ||
1303 | pos.X = crossedBorder.BorderLine.Z - 1; | ||
1304 | } | ||
1305 | |||
1306 | if (m_scene.TestBorderCross(pos, Cardinals.N)) | ||
1307 | { | ||
1308 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); | ||
1309 | pos.Y = crossedBorder.BorderLine.Z - 1; | ||
1310 | } | ||
1311 | */ | ||
1312 | |||
1313 | ======= | ||
1314 | |||
1315 | if (ParentID == 0) | 1193 | if (ParentID == 0) |
1316 | { | 1194 | { |
1317 | >>>>>>> avn/ubitvar | ||
1318 | CheckAndAdjustLandingPoint(ref pos); | 1195 | CheckAndAdjustLandingPoint(ref pos); |
1319 | 1196 | ||
1320 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) | 1197 | if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) |
@@ -1350,30 +1227,18 @@ no information to check this | |||
1350 | // | 1227 | // |
1351 | if (m_teleportFlags == TeleportFlags.Default) | 1228 | if (m_teleportFlags == TeleportFlags.Default) |
1352 | { | 1229 | { |
1230 | Vector3 vel = Velocity; | ||
1353 | AddToPhysicalScene(isFlying); | 1231 | AddToPhysicalScene(isFlying); |
1354 | // | 1232 | if (PhysicsActor != null) |
1355 | // Console.WriteLine( | 1233 | PhysicsActor.SetMomentum(vel); |
1356 | // "Set velocity of {0} in {1} to {2} from input velocity of {3} on MakeRootAgent", | ||
1357 | // Name, Scene.Name, PhysicsActor.Velocity, vel); | ||
1358 | // } | ||
1359 | } | 1234 | } |
1360 | else | 1235 | else |
1361 | { | 1236 | { |
1362 | AddToPhysicalScene(isFlying); | 1237 | AddToPhysicalScene(isFlying); |
1363 | <<<<<<< HEAD | ||
1364 | } | ||
1365 | 1238 | ||
1366 | // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a | ||
1367 | // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it | ||
1368 | // since it requires a physics actor to be present. If it is left any later, then physics appears to reset | ||
1369 | // the value to a negative position which does not trigger the border cross. | ||
1370 | // This may not be the best location for this. | ||
1371 | CheckForBorderCrossing(); | ||
1372 | ======= | ||
1373 | // reset camera to avatar pos | 1239 | // reset camera to avatar pos |
1374 | CameraPosition = pos; | 1240 | CameraPosition = pos; |
1375 | } | 1241 | } |
1376 | >>>>>>> avn/ubitvar | ||
1377 | 1242 | ||
1378 | if (ForceFly) | 1243 | if (ForceFly) |
1379 | { | 1244 | { |
@@ -1383,40 +1248,6 @@ no information to check this | |||
1383 | { | 1248 | { |
1384 | Flying = false; | 1249 | Flying = false; |
1385 | } | 1250 | } |
1386 | <<<<<<< HEAD | ||
1387 | } | ||
1388 | |||
1389 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying | ||
1390 | // avatar to return to the standing position in mid-air. On login it looks like this is being sent | ||
1391 | // elsewhere anyway | ||
1392 | // Animator.SendAnimPack(); | ||
1393 | |||
1394 | m_scene.SwapRootAgentCount(false); | ||
1395 | |||
1396 | if (Scene.AttachmentsModule != null) | ||
1397 | { | ||
1398 | // The initial login scene presence is already root when it gets here | ||
1399 | // and it has already rezzed the attachments and started their scripts. | ||
1400 | // We do the following only for non-login agents, because their scripts | ||
1401 | // haven't started yet. | ||
1402 | if (PresenceType == PresenceType.Npc || IsRealLogin(m_teleportFlags)) | ||
1403 | { | ||
1404 | WorkManager.RunJob( | ||
1405 | "RezAttachments", | ||
1406 | o => Scene.AttachmentsModule.RezAttachments(this), | ||
1407 | null, | ||
1408 | string.Format("Rez attachments for {0} in {1}", Name, Scene.Name)); | ||
1409 | } | ||
1410 | else | ||
1411 | { | ||
1412 | WorkManager.RunJob( | ||
1413 | "StartAttachmentScripts", | ||
1414 | o => RestartAttachmentScripts(), | ||
1415 | null, | ||
1416 | string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name), | ||
1417 | true); | ||
1418 | } | ||
1419 | ======= | ||
1420 | 1251 | ||
1421 | // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a | 1252 | // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a |
1422 | // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it | 1253 | // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it |
@@ -1427,28 +1258,16 @@ no information to check this | |||
1427 | 1258 | ||
1428 | // its not | 1259 | // its not |
1429 | // CheckForBorderCrossing(); | 1260 | // CheckForBorderCrossing(); |
1430 | >>>>>>> avn/ubitvar | ||
1431 | } | 1261 | } |
1262 | |||
1432 | 1263 | ||
1433 | m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | 1264 | m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1434 | m_scene.SwapRootAgentCount(false); | 1265 | m_scene.SwapRootAgentCount(false); |
1435 | 1266 | ||
1436 | <<<<<<< HEAD | ||
1437 | SendAvatarDataToAllClients(); | ||
1438 | |||
1439 | // send the animations of the other presences to me | ||
1440 | m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) | ||
1441 | { | ||
1442 | if (presence != this) | ||
1443 | presence.Animator.SendAnimPackToClient(ControllingClient); | ||
1444 | }); | ||
1445 | ======= | ||
1446 | >>>>>>> avn/ubitvar | ||
1447 | |||
1448 | // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will | 1267 | // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will |
1449 | // stall on the border crossing since the existing child agent will still have the last movement | 1268 | // stall on the border crossing since the existing child agent will still have the last movement |
1450 | // recorded, which stops the input from being processed. | 1269 | // recorded, which stops the input from being processed. |
1451 | MovementFlag = ForceUpdateMovementFlagValue; | 1270 | MovementFlag = 0; |
1452 | 1271 | ||
1453 | m_scene.EventManager.TriggerOnMakeRootAgent(this); | 1272 | m_scene.EventManager.TriggerOnMakeRootAgent(this); |
1454 | m_log.DebugFormat("[MakeRootAgent] TriggerOnMakeRootAgent and done: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | 1273 | m_log.DebugFormat("[MakeRootAgent] TriggerOnMakeRootAgent and done: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
@@ -1500,12 +1319,13 @@ no information to check this | |||
1500 | /// Group Title. So the following trick makes viewers update the avatar's name by briefly changing | 1319 | /// Group Title. So the following trick makes viewers update the avatar's name by briefly changing |
1501 | /// the group title (to "(Loading)"), and then restoring it. | 1320 | /// the group title (to "(Loading)"), and then restoring it. |
1502 | /// </remarks> | 1321 | /// </remarks> |
1322 | /* | ||
1503 | public void ForceViewersUpdateName() | 1323 | public void ForceViewersUpdateName() |
1504 | { | 1324 | { |
1505 | m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name); | 1325 | m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name); |
1506 | 1326 | ||
1507 | UseFakeGroupTitle = true; | 1327 | UseFakeGroupTitle = true; |
1508 | SendAvatarDataToAllClients(false); | 1328 | |
1509 | 1329 | ||
1510 | Util.FireAndForget(o => | 1330 | Util.FireAndForget(o => |
1511 | { | 1331 | { |
@@ -1519,7 +1339,7 @@ no information to check this | |||
1519 | SendAvatarDataToAllClients(false); | 1339 | SendAvatarDataToAllClients(false); |
1520 | }, null, "Scenepresence.ForceViewersUpdateName"); | 1340 | }, null, "Scenepresence.ForceViewersUpdateName"); |
1521 | } | 1341 | } |
1522 | 1342 | */ | |
1523 | public int GetStateSource() | 1343 | public int GetStateSource() |
1524 | { | 1344 | { |
1525 | AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(UUID); | 1345 | AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(UUID); |
@@ -1557,11 +1377,6 @@ no information to check this | |||
1557 | lock (m_originRegionIDAccessLock) | 1377 | lock (m_originRegionIDAccessLock) |
1558 | m_originRegionID = UUID.Zero; | 1378 | m_originRegionID = UUID.Zero; |
1559 | 1379 | ||
1560 | // Reset the m_originRegionID as it has dual use as a flag to signal that the UpdateAgent() call orignating | ||
1561 | // from the source simulator has completed on a V2 teleport. | ||
1562 | lock (m_originRegionIDAccessLock) | ||
1563 | m_originRegionID = UUID.Zero; | ||
1564 | |||
1565 | // Reset these so that teleporting in and walking out isn't seen | 1380 | // Reset these so that teleporting in and walking out isn't seen |
1566 | // as teleporting back | 1381 | // as teleporting back |
1567 | TeleportFlags = TeleportFlags.Default; | 1382 | TeleportFlags = TeleportFlags.Default; |
@@ -1609,9 +1424,10 @@ no information to check this | |||
1609 | if (PhysicsActor != null) | 1424 | if (PhysicsActor != null) |
1610 | { | 1425 | { |
1611 | // PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; | 1426 | // PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; |
1612 | PhysicsActor.UnSubscribeEvents(); | 1427 | |
1613 | PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; | 1428 | PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; |
1614 | PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; | 1429 | PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; |
1430 | PhysicsActor.UnSubscribeEvents(); | ||
1615 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); | 1431 | m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); |
1616 | PhysicsActor = null; | 1432 | PhysicsActor = null; |
1617 | } | 1433 | } |
@@ -1649,6 +1465,8 @@ no information to check this | |||
1649 | else | 1465 | else |
1650 | PhysicsActor.SetMomentum(vel); | 1466 | PhysicsActor.SetMomentum(vel); |
1651 | } | 1467 | } |
1468 | |||
1469 | SendTerseUpdateToAllClients(); | ||
1652 | } | 1470 | } |
1653 | 1471 | ||
1654 | public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY) | 1472 | public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY) |
@@ -1680,6 +1498,7 @@ no information to check this | |||
1680 | } | 1498 | } |
1681 | } | 1499 | } |
1682 | } | 1500 | } |
1501 | SendTerseUpdateToAllClients(); | ||
1683 | } | 1502 | } |
1684 | 1503 | ||
1685 | public void StopFlying() | 1504 | public void StopFlying() |
@@ -1915,17 +1734,7 @@ no information to check this | |||
1915 | public void SetSize(Vector3 size, float feetoffset) | 1734 | public void SetSize(Vector3 size, float feetoffset) |
1916 | { | 1735 | { |
1917 | if (PhysicsActor != null && !IsChildAgent) | 1736 | if (PhysicsActor != null && !IsChildAgent) |
1918 | <<<<<<< HEAD | ||
1919 | { | ||
1920 | // Eventually there will be a physics call that sets avatar size that includes offset info. | ||
1921 | // For the moment, just set the size as passed. | ||
1922 | PhysicsActor.Size = size; | ||
1923 | // PhysicsActor.setAvatarSize(size, feetoffset); | ||
1924 | } | ||
1925 | ======= | ||
1926 | PhysicsActor.setAvatarSize(size, feetoffset); | 1737 | PhysicsActor.setAvatarSize(size, feetoffset); |
1927 | |||
1928 | >>>>>>> avn/ubitvar | ||
1929 | } | 1738 | } |
1930 | 1739 | ||
1931 | private bool WaitForUpdateAgent(IClientAPI client) | 1740 | private bool WaitForUpdateAgent(IClientAPI client) |
@@ -1934,13 +1743,23 @@ no information to check this | |||
1934 | // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, | 1743 | // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, |
1935 | // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the | 1744 | // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the |
1936 | // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero | 1745 | // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero |
1937 | m_updateAgentReceivedAfterTransferEvent.WaitOne(10000); | 1746 | // m_updateAgentReceivedAfterTransferEvent.WaitOne(10000); |
1938 | 1747 | int count = 50; | |
1939 | UUID originID = UUID.Zero; | 1748 | UUID originID = UUID.Zero; |
1940 | 1749 | ||
1941 | lock (m_originRegionIDAccessLock) | 1750 | lock (m_originRegionIDAccessLock) |
1942 | originID = m_originRegionID; | 1751 | originID = m_originRegionID; |
1943 | 1752 | ||
1753 | |||
1754 | while (originID.Equals(UUID.Zero) && count-- > 0) | ||
1755 | { | ||
1756 | lock (m_originRegionIDAccessLock) | ||
1757 | originID = m_originRegionID; | ||
1758 | |||
1759 | m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name); | ||
1760 | Thread.Sleep(200); | ||
1761 | } | ||
1762 | |||
1944 | if (originID.Equals(UUID.Zero)) | 1763 | if (originID.Equals(UUID.Zero)) |
1945 | { | 1764 | { |
1946 | // Movement into region will fail | 1765 | // Movement into region will fail |
@@ -1970,40 +1789,6 @@ no information to check this | |||
1970 | 1789 | ||
1971 | m_inTransit = true; | 1790 | m_inTransit = true; |
1972 | 1791 | ||
1973 | <<<<<<< HEAD | ||
1974 | bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); // Get this ahead of time because IsInTransit modifies 'm_AgentControlFlags' | ||
1975 | |||
1976 | IsInTransit = true; | ||
1977 | try | ||
1978 | { | ||
1979 | // Make sure it's not a login agent. We don't want to wait for updates during login | ||
1980 | if (!(PresenceType == PresenceType.Npc || IsRealLogin(m_teleportFlags))) | ||
1981 | { | ||
1982 | // Let's wait until UpdateAgent (called by departing region) is done | ||
1983 | if (!WaitForUpdateAgent(client)) | ||
1984 | // The sending region never sent the UpdateAgent data, we have to refuse | ||
1985 | return; | ||
1986 | } | ||
1987 | |||
1988 | Vector3 look = Velocity; | ||
1989 | |||
1990 | // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) | ||
1991 | if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1)) | ||
1992 | { | ||
1993 | look = new Vector3(0.99f, 0.042f, 0); | ||
1994 | } | ||
1995 | |||
1996 | // Prevent teleporting to an underground location | ||
1997 | // (may crash client otherwise) | ||
1998 | // | ||
1999 | Vector3 pos = AbsolutePosition; | ||
2000 | float ground = m_scene.GetGroundHeight(pos.X, pos.Y); | ||
2001 | if (pos.Z < ground + 1.5f) | ||
2002 | { | ||
2003 | pos.Z = ground + 1.5f; | ||
2004 | AbsolutePosition = pos; | ||
2005 | } | ||
2006 | ======= | ||
2007 | try | 1792 | try |
2008 | { | 1793 | { |
2009 | // Make sure it's not a login agent. We don't want to wait for updates during login | 1794 | // Make sure it's not a login agent. We don't want to wait for updates during login |
@@ -2019,103 +1804,16 @@ no information to check this | |||
2019 | m_log.DebugFormat("[CompleteMovement] WaitForUpdateAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | 1804 | m_log.DebugFormat("[CompleteMovement] WaitForUpdateAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
2020 | 1805 | ||
2021 | bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1806 | bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
2022 | >>>>>>> avn/ubitvar | ||
2023 | 1807 | ||
2024 | if (!MakeRootAgent(AbsolutePosition, flying)) | 1808 | if (!MakeRootAgent(AbsolutePosition, flying)) |
2025 | { | 1809 | { |
2026 | m_log.DebugFormat( | 1810 | m_log.DebugFormat( |
2027 | <<<<<<< HEAD | ||
2028 | "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root", | ||
2029 | ======= | ||
2030 | "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root", | 1811 | "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root", |
2031 | >>>>>>> avn/ubitvar | ||
2032 | Name, Scene.Name); | 1812 | Name, Scene.Name); |
2033 | 1813 | ||
2034 | return; | 1814 | return; |
2035 | } | 1815 | } |
2036 | 1816 | ||
2037 | <<<<<<< HEAD | ||
2038 | // Tell the client that we're totally ready | ||
2039 | ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); | ||
2040 | |||
2041 | // Child agents send initial data up in LLUDPServer.HandleUseCircuitCode() | ||
2042 | if (!SentInitialDataToClient) | ||
2043 | SendInitialDataToClient(); | ||
2044 | |||
2045 | // m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); | ||
2046 | |||
2047 | if (!string.IsNullOrEmpty(m_callbackURI)) | ||
2048 | { | ||
2049 | // We cannot sleep here since this would hold up the inbound packet processing thread, as | ||
2050 | // CompleteMovement() is executed synchronously. However, it might be better to delay the release | ||
2051 | // here until we know for sure that the agent is active in this region. Sending AgentMovementComplete | ||
2052 | // is not enough for Imprudence clients - there appears to be a small delay (<200ms, <500ms) until they regard this | ||
2053 | // region as the current region, meaning that a close sent before then will fail the teleport. | ||
2054 | // System.Threading.Thread.Sleep(2000); | ||
2055 | |||
2056 | m_log.DebugFormat( | ||
2057 | "[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}", | ||
2058 | client.Name, client.AgentId, m_callbackURI); | ||
2059 | |||
2060 | Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); | ||
2061 | m_callbackURI = null; | ||
2062 | } | ||
2063 | // else | ||
2064 | // { | ||
2065 | // m_log.DebugFormat( | ||
2066 | // "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}", | ||
2067 | // client.Name, client.AgentId, m_scene.RegionInfo.RegionName); | ||
2068 | // } | ||
2069 | |||
2070 | ValidateAndSendAppearanceAndAgentData(); | ||
2071 | |||
2072 | // Create child agents in neighbouring regions | ||
2073 | if (openChildAgents && !IsChildAgent) | ||
2074 | { | ||
2075 | IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); | ||
2076 | if (m_agentTransfer != null) | ||
2077 | { | ||
2078 | // Note: this call can take a while, because it notifies each of the simulator's neighbours. | ||
2079 | // It's important that we don't allow the avatar to cross regions meanwhile, as that will | ||
2080 | // cause serious errors. We've prevented that from happening by setting IsInTransit=true. | ||
2081 | m_agentTransfer.EnableChildAgents(this); | ||
2082 | } | ||
2083 | |||
2084 | IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); | ||
2085 | if (friendsModule != null) | ||
2086 | friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); | ||
2087 | |||
2088 | } | ||
2089 | |||
2090 | // XXX: If we force an update after activity has completed, then multiple attachments do appear correctly on a destination region | ||
2091 | // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. | ||
2092 | // This may be due to viewer code or it may be something we're not doing properly simulator side. | ||
2093 | WorkManager.RunJob( | ||
2094 | "ScheduleAttachmentsForFullUpdate", | ||
2095 | o => ScheduleAttachmentsForFullUpdate(), | ||
2096 | null, | ||
2097 | string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name), | ||
2098 | true); | ||
2099 | |||
2100 | // m_log.DebugFormat( | ||
2101 | // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", | ||
2102 | // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); | ||
2103 | } | ||
2104 | finally | ||
2105 | { | ||
2106 | IsInTransit = false; | ||
2107 | } | ||
2108 | } | ||
2109 | |||
2110 | private void ScheduleAttachmentsForFullUpdate() | ||
2111 | { | ||
2112 | lock (m_attachments) | ||
2113 | { | ||
2114 | foreach (SceneObjectGroup sog in m_attachments) | ||
2115 | sog.ScheduleGroupForFullUpdate(); | ||
2116 | } | ||
2117 | } | ||
2118 | ======= | ||
2119 | m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | 1817 | m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
2120 | 1818 | ||
2121 | Vector3 look = Lookat; | 1819 | Vector3 look = Lookat; |
@@ -2134,7 +1832,7 @@ no information to check this | |||
2134 | 1832 | ||
2135 | if (!IsChildAgent && !isNPC) | 1833 | if (!IsChildAgent && !isNPC) |
2136 | { | 1834 | { |
2137 | InventoryFolderBase cof = m_scene.InventoryService.GetFolderForType(client.AgentId, (AssetType)46); | 1835 | InventoryFolderBase cof = m_scene.InventoryService.GetFolderForType(client.AgentId, (FolderType)46); |
2138 | if (cof == null) | 1836 | if (cof == null) |
2139 | COF = UUID.Zero; | 1837 | COF = UUID.Zero; |
2140 | else | 1838 | else |
@@ -2197,9 +1895,6 @@ no information to check this | |||
2197 | // so sequence is clear | 1895 | // so sequence is clear |
2198 | 1896 | ||
2199 | // verify baked textures and cache | 1897 | // verify baked textures and cache |
2200 | >>>>>>> avn/ubitvar | ||
2201 | |||
2202 | |||
2203 | bool cachedbaked = false; | 1898 | bool cachedbaked = false; |
2204 | 1899 | ||
2205 | if (isNPC) | 1900 | if (isNPC) |
@@ -2484,23 +2179,16 @@ no information to check this | |||
2484 | // When we get to the point of re-computing neighbors everytime this | 2179 | // When we get to the point of re-computing neighbors everytime this |
2485 | // changes, then start using the agent's drawdistance rather than the | 2180 | // changes, then start using the agent's drawdistance rather than the |
2486 | // region's draw distance. | 2181 | // region's draw distance. |
2487 | <<<<<<< HEAD | ||
2488 | DrawDistance = agentData.Far; | ||
2489 | // DrawDistance = Scene.DefaultDrawDistance; | ||
2490 | ======= | ||
2491 | 2182 | ||
2492 | DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance); | 2183 | DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance); |
2493 | 2184 | ||
2494 | // DrawDistance = Scene.DefaultDrawDistance; | ||
2495 | >>>>>>> avn/ubitvar | ||
2496 | |||
2497 | m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; | 2185 | m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; |
2498 | 2186 | ||
2499 | // FIXME: This does not work as intended because the viewer only sends the lbutton down when the button | 2187 | // FIXME: This does not work as intended because the viewer only sends the lbutton down when the button |
2500 | // is first pressed, not whilst it is held down. If this is required in the future then need to look | 2188 | // is first pressed, not whilst it is held down. If this is required in the future then need to look |
2501 | // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not | 2189 | // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not |
2502 | // received (e.g. on holding LMB down on the avatar in a viewer). | 2190 | // received (e.g. on holding LMB down on the avatar in a viewer). |
2503 | // m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; | 2191 | m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; |
2504 | 2192 | ||
2505 | #endregion Inputs | 2193 | #endregion Inputs |
2506 | 2194 | ||
@@ -2592,14 +2280,6 @@ no information to check this | |||
2592 | 2280 | ||
2593 | bool update_movementflag = false; | 2281 | bool update_movementflag = false; |
2594 | 2282 | ||
2595 | // If we were just made root agent then we must perform movement updates for the first AgentUpdate that | ||
2596 | // we get | ||
2597 | if (MovementFlag == ForceUpdateMovementFlagValue) | ||
2598 | { | ||
2599 | MovementFlag = 0; | ||
2600 | update_movementflag = true; | ||
2601 | } | ||
2602 | |||
2603 | if (agentData.UseClientAgentPosition) | 2283 | if (agentData.UseClientAgentPosition) |
2604 | { | 2284 | { |
2605 | MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; | 2285 | MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; |
@@ -2631,8 +2311,6 @@ no information to check this | |||
2631 | { | 2311 | { |
2632 | bool bAllowUpdateMoveToPosition = false; | 2312 | bool bAllowUpdateMoveToPosition = false; |
2633 | 2313 | ||
2634 | <<<<<<< HEAD | ||
2635 | ======= | ||
2636 | Vector3[] dirVectors; | 2314 | Vector3[] dirVectors; |
2637 | 2315 | ||
2638 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying | 2316 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying |
@@ -2642,8 +2320,6 @@ no information to check this | |||
2642 | // else | 2320 | // else |
2643 | dirVectors = Dir_Vectors; | 2321 | dirVectors = Dir_Vectors; |
2644 | 2322 | ||
2645 | |||
2646 | >>>>>>> avn/ubitvar | ||
2647 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. | 2323 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. |
2648 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) | 2324 | foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) |
2649 | { | 2325 | { |
@@ -2865,12 +2541,8 @@ no information to check this | |||
2865 | // When we get to the point of re-computing neighbors everytime this | 2541 | // When we get to the point of re-computing neighbors everytime this |
2866 | // changes, then start using the agent's drawdistance rather than the | 2542 | // changes, then start using the agent's drawdistance rather than the |
2867 | // region's draw distance. | 2543 | // region's draw distance. |
2868 | <<<<<<< HEAD | 2544 | |
2869 | DrawDistance = agentData.Far; | ||
2870 | // DrawDistance = Scene.DefaultDrawDistance; | ||
2871 | ======= | ||
2872 | DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance); | 2545 | DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance); |
2873 | >>>>>>> avn/ubitvar | ||
2874 | 2546 | ||
2875 | // Check if Client has camera in 'follow cam' or 'build' mode. | 2547 | // Check if Client has camera in 'follow cam' or 'build' mode. |
2876 | Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); | 2548 | Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); |
@@ -3064,54 +2736,63 @@ no information to check this | |||
3064 | || pos.Y < 0 || pos.Y >= regionSize.Y | 2736 | || pos.Y < 0 || pos.Y >= regionSize.Y |
3065 | || pos.Z < 0) | 2737 | || pos.Z < 0) |
3066 | return; | 2738 | return; |
3067 | 2739 | ||
3068 | Scene targetScene = m_scene; | 2740 | Scene targetScene = m_scene; |
3069 | |||
3070 | // Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2); | ||
3071 | // pos += heightAdjust; | ||
3072 | // | ||
3073 | // // Anti duck-walking measure | ||
3074 | // if (Math.Abs(pos.Z - AbsolutePosition.Z) < 0.2f) | ||
3075 | // { | ||
3076 | //// m_log.DebugFormat("[SCENE PRESENCE]: Adjusting MoveToPosition from {0} to {1}", pos, AbsolutePosition); | ||
3077 | // pos.Z = AbsolutePosition.Z; | ||
3078 | // } | ||
3079 | |||
3080 | // Get terrain height for sub-region in a megaregion if necessary | 2741 | // Get terrain height for sub-region in a megaregion if necessary |
3081 | <<<<<<< HEAD | ||
3082 | ======= | ||
3083 | int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); | ||
3084 | int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); | ||
3085 | GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); | ||
3086 | // If X and Y is NaN, target_region will be null | ||
3087 | if (target_region == null) | ||
3088 | return; | ||
3089 | UUID target_regionID = target_region.RegionID; | ||
3090 | Scene targetScene = m_scene; | ||
3091 | >>>>>>> avn/ubitvar | ||
3092 | |||
3093 | //COMMENT: If its only nessesary in a megaregion, why do it on normal region's too? | ||
3094 | |||
3095 | if (regionCombinerModule != null) | 2742 | if (regionCombinerModule != null) |
3096 | { | 2743 | { |
3097 | int x = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); | 2744 | int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); |
3098 | int y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); | 2745 | int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); |
3099 | GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); | 2746 | GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); |
3100 | |||
3101 | <<<<<<< HEAD | ||
3102 | // If X and Y is NaN, target_region will be null | 2747 | // If X and Y is NaN, target_region will be null |
3103 | if (target_region == null) | 2748 | if (target_region == null) |
3104 | return; | 2749 | return; |
3105 | 2750 | UUID target_regionID = target_region.RegionID; | |
3106 | SceneManager.Instance.TryGetScene(target_region.RegionID, out targetScene); | 2751 | SceneManager.Instance.TryGetScene(target_region.RegionID, out targetScene); |
3107 | } | 2752 | } |
3108 | 2753 | ||
3109 | float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; | 2754 | |
3110 | ======= | 2755 | |
2756 | |||
2757 | |||
2758 | |||
2759 | |||
2760 | |||
2761 | |||
2762 | |||
2763 | |||
2764 | |||
2765 | |||
2766 | |||
2767 | |||
2768 | |||
2769 | |||
2770 | |||
2771 | |||
2772 | |||
2773 | |||
2774 | |||
2775 | |||
2776 | |||
2777 | |||
2778 | |||
2779 | |||
2780 | |||
2781 | |||
2782 | |||
2783 | |||
2784 | |||
2785 | |||
2786 | |||
2787 | |||
2788 | |||
2789 | |||
2790 | |||
2791 | |||
3111 | float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; | 2792 | float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; |
3112 | // dont try to land underground | 2793 | // dont try to land underground |
3113 | terrainHeight += Appearance.AvatarHeight / 2; | 2794 | terrainHeight += Appearance.AvatarHeight / 2; |
3114 | >>>>>>> avn/ubitvar | 2795 | |
3115 | pos.Z = Math.Max(terrainHeight, pos.Z); | 2796 | pos.Z = Math.Max(terrainHeight, pos.Z); |
3116 | 2797 | ||
3117 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is | 2798 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is |
@@ -3120,26 +2801,15 @@ no information to check this | |||
3120 | if (pos.Z - terrainHeight < 0.2) | 2801 | if (pos.Z - terrainHeight < 0.2) |
3121 | pos.Z = terrainHeight; | 2802 | pos.Z = terrainHeight; |
3122 | 2803 | ||
3123 | <<<<<<< HEAD | ||
3124 | ======= | ||
3125 | // m_log.DebugFormat( | 2804 | // m_log.DebugFormat( |
3126 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", | 2805 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", |
3127 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | 2806 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); |
3128 | 2807 | ||
3129 | |||
3130 | >>>>>>> avn/ubitvar | ||
3131 | if (noFly) | 2808 | if (noFly) |
3132 | Flying = false; | 2809 | Flying = false; |
3133 | else if (pos.Z > terrainHeight + Appearance.AvatarHeight / 2 || Flying) | 2810 | else if (pos.Z > terrainHeight + Appearance.AvatarHeight / 2 || Flying) |
3134 | Flying = true; | 2811 | Flying = true; |
3135 | 2812 | ||
3136 | // m_log.DebugFormat( | ||
3137 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", | ||
3138 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | ||
3139 | |||
3140 | if (noFly) | ||
3141 | Flying = false; | ||
3142 | |||
3143 | LandAtTarget = landAtTarget; | 2813 | LandAtTarget = landAtTarget; |
3144 | MovingToTarget = true; | 2814 | MovingToTarget = true; |
3145 | MoveToPositionTarget = pos; | 2815 | MoveToPositionTarget = pos; |
@@ -3214,13 +2884,10 @@ no information to check this | |||
3214 | } | 2884 | } |
3215 | } | 2885 | } |
3216 | 2886 | ||
3217 | <<<<<<< HEAD | ||
3218 | ======= | ||
3219 | part.ParentGroup.DeleteAvatar(UUID); | 2887 | part.ParentGroup.DeleteAvatar(UUID); |
3220 | 2888 | ||
3221 | Quaternion standRotation = part.ParentGroup.RootPart.RotationOffset; | 2889 | Quaternion standRotation = part.ParentGroup.RootPart.RotationOffset; |
3222 | Vector3 sitPartWorldPosition = part.ParentGroup.AbsolutePosition + m_pos * standRotation; | 2890 | Vector3 sitPartWorldPosition = part.ParentGroup.AbsolutePosition + m_pos * standRotation; |
3223 | >>>>>>> avn/ubitvar | ||
3224 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 2891 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
3225 | 2892 | ||
3226 | ParentID = 0; | 2893 | ParentID = 0; |
@@ -3248,25 +2915,9 @@ no information to check this | |||
3248 | standRotationZ.Z = 0f; | 2915 | standRotationZ.Z = 0f; |
3249 | } | 2916 | } |
3250 | 2917 | ||
3251 | <<<<<<< HEAD | ||
3252 | //Vector3 standPos = ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); | ||
3253 | //Vector3 standPos = ParentPosition; | ||
3254 | |||
3255 | // Vector3 standPositionAdjustment | ||
3256 | // = part.SitTargetPosition + new Vector3(0.5f, 0f, m_sitAvatarHeight / 2f); | ||
3257 | Vector3 adjustmentForSitPosition = OffsetPosition * part.ParentGroup.GroupRotation - SIT_TARGET_ADJUSTMENT * part.GetWorldRotation(); | ||
3258 | |||
3259 | // XXX: This is based on the physics capsule sizes. Need to find a better way to read this rather than | ||
3260 | // hardcoding here. | ||
3261 | Vector3 adjustmentForSitPose = new Vector3(0.74f, 0f, 0f) * standRotation; | ||
3262 | |||
3263 | Vector3 standPos = part.ParentGroup.AbsolutePosition + adjustmentForSitPosition + adjustmentForSitPose; | ||
3264 | ======= | ||
3265 | Vector3 adjustmentForSitPose = new Vector3(0.75f, 0, m_sitAvatarHeight + .3f) * standRotationZ; | 2918 | Vector3 adjustmentForSitPose = new Vector3(0.75f, 0, m_sitAvatarHeight + .3f) * standRotationZ; |
3266 | 2919 | ||
3267 | Vector3 standPos = sitPartWorldPosition + adjustmentForSitPose; | 2920 | Vector3 standPos = sitPartWorldPosition + adjustmentForSitPose; |
3268 | >>>>>>> avn/ubitvar | ||
3269 | |||
3270 | m_pos = standPos; | 2921 | m_pos = standPos; |
3271 | } | 2922 | } |
3272 | 2923 | ||
@@ -3277,16 +2928,9 @@ no information to check this | |||
3277 | 2928 | ||
3278 | if (satOnObject) | 2929 | if (satOnObject) |
3279 | { | 2930 | { |
3280 | <<<<<<< HEAD | ||
3281 | SendAvatarDataToAllClients(); | ||
3282 | m_requestedSitTargetID = 0; | ||
3283 | 2931 | ||
3284 | part.RemoveSittingAvatar(this); | ||
3285 | |||
3286 | ======= | ||
3287 | m_requestedSitTargetID = 0; | 2932 | m_requestedSitTargetID = 0; |
3288 | part.RemoveSittingAvatar(UUID); | 2933 | part.RemoveSittingAvatar(UUID); |
3289 | >>>>>>> avn/ubitvar | ||
3290 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | 2934 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); |
3291 | 2935 | ||
3292 | SendAvatarDataToAllAgents(); | 2936 | SendAvatarDataToAllAgents(); |
@@ -3386,37 +3030,11 @@ no information to check this | |||
3386 | 3030 | ||
3387 | Velocity = Vector3.Zero; | 3031 | Velocity = Vector3.Zero; |
3388 | 3032 | ||
3389 | part.AddSittingAvatar(this); | 3033 | part.AddSittingAvatar(UUID); |
3390 | 3034 | ||
3391 | cameraAtOffset = part.GetCameraAtOffset(); | 3035 | cameraAtOffset = part.GetCameraAtOffset(); |
3392 | |||
3393 | if (!part.IsRoot && cameraAtOffset == Vector3.Zero) | ||
3394 | cameraAtOffset = part.ParentGroup.RootPart.GetCameraAtOffset(); | ||
3395 | |||
3396 | bool cameraEyeOffsetFromRootForChild = false; | ||
3397 | cameraEyeOffset = part.GetCameraEyeOffset(); | 3036 | cameraEyeOffset = part.GetCameraEyeOffset(); |
3398 | 3037 | ||
3399 | if (!part.IsRoot && cameraEyeOffset == Vector3.Zero) | ||
3400 | { | ||
3401 | cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); | ||
3402 | cameraEyeOffsetFromRootForChild = true; | ||
3403 | } | ||
3404 | |||
3405 | if ((cameraEyeOffset != Vector3.Zero && !cameraEyeOffsetFromRootForChild) || cameraAtOffset != Vector3.Zero) | ||
3406 | { | ||
3407 | if (!part.IsRoot) | ||
3408 | { | ||
3409 | cameraEyeOffset = cameraEyeOffset * part.RotationOffset; | ||
3410 | cameraAtOffset += part.OffsetPosition; | ||
3411 | } | ||
3412 | |||
3413 | cameraEyeOffset += part.OffsetPosition; | ||
3414 | } | ||
3415 | |||
3416 | // m_log.DebugFormat( | ||
3417 | // "[SCENE PRESENCE]: Using cameraAtOffset {0}, cameraEyeOffset {1} for sit on {2} by {3} in {4}", | ||
3418 | // cameraAtOffset, cameraEyeOffset, part.Name, Name, Scene.Name); | ||
3419 | |||
3420 | forceMouselook = part.GetForceMouselook(); | 3038 | forceMouselook = part.GetForceMouselook(); |
3421 | 3039 | ||
3422 | if (!part.IsRoot) | 3040 | if (!part.IsRoot) |
@@ -3560,7 +3178,7 @@ no information to check this | |||
3560 | Velocity = Vector3.Zero; | 3178 | Velocity = Vector3.Zero; |
3561 | m_AngularVelocity = Vector3.Zero; | 3179 | m_AngularVelocity = Vector3.Zero; |
3562 | 3180 | ||
3563 | part.AddSittingAvatar(this); | 3181 | part.AddSittingAvatar(UUID); |
3564 | 3182 | ||
3565 | Vector3 cameraAtOffset = part.GetCameraAtOffset(); | 3183 | Vector3 cameraAtOffset = part.GetCameraAtOffset(); |
3566 | Vector3 cameraEyeOffset = part.GetCameraEyeOffset(); | 3184 | Vector3 cameraEyeOffset = part.GetCameraEyeOffset(); |
@@ -3596,6 +3214,7 @@ no information to check this | |||
3596 | 3214 | ||
3597 | 3215 | ||
3598 | m_requestedSitTargetID = 0; | 3216 | m_requestedSitTargetID = 0; |
3217 | part.ParentGroup.AddAvatar(UUID); | ||
3599 | 3218 | ||
3600 | ParentPart = part; | 3219 | ParentPart = part; |
3601 | ParentID = part.LocalId; | 3220 | ParentID = part.LocalId; |
@@ -3607,9 +3226,6 @@ no information to check this | |||
3607 | Animator.TrySetMovementAnimation("SIT_GROUND"); | 3226 | Animator.TrySetMovementAnimation("SIT_GROUND"); |
3608 | else | 3227 | else |
3609 | Animator.TrySetMovementAnimation("SIT"); | 3228 | Animator.TrySetMovementAnimation("SIT"); |
3610 | <<<<<<< HEAD | ||
3611 | SendAvatarDataToAllClients(); | ||
3612 | ======= | ||
3613 | */ | 3229 | */ |
3614 | if (status == 3) | 3230 | if (status == 3) |
3615 | sitAnimation = "SIT_GROUND"; | 3231 | sitAnimation = "SIT_GROUND"; |
@@ -3617,8 +3233,6 @@ no information to check this | |||
3617 | sitAnimation = "SIT"; | 3233 | sitAnimation = "SIT"; |
3618 | 3234 | ||
3619 | Animator.SetMovementAnimations("SIT"); | 3235 | Animator.SetMovementAnimations("SIT"); |
3620 | >>>>>>> avn/ubitvar | ||
3621 | |||
3622 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | 3236 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); |
3623 | } | 3237 | } |
3624 | 3238 | ||
@@ -3654,40 +3268,27 @@ no information to check this | |||
3654 | 3268 | ||
3655 | //Quaternion result = (sitTargetOrient * vq) * nq; | 3269 | //Quaternion result = (sitTargetOrient * vq) * nq; |
3656 | 3270 | ||
3657 | double x, y, z, m1, m2; | 3271 | double x, y, z, m; |
3658 | 3272 | ||
3659 | Quaternion r = sitTargetOrient; | 3273 | Quaternion r = sitTargetOrient; |
3660 | m1 = r.X * r.X + r.Y * r.Y; | 3274 | m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; |
3661 | m2 = r.Z * r.Z + r.W * r.W; | ||
3662 | |||
3663 | // Rotate the vector <0, 0, 1> | ||
3664 | x = 2 * (r.X * r.Z + r.Y * r.W); | ||
3665 | y = 2 * (-r.X * r.W + r.Y * r.Z); | ||
3666 | z = m2 - m1; | ||
3667 | |||
3668 | // Set m to be the square of the norm of r. | ||
3669 | double m = m1 + m2; | ||
3670 | 3275 | ||
3671 | // This constant is emperically determined to be what is used in SL. | 3276 | if (Math.Abs(1.0 - m) > 0.000001) |
3672 | // See also http://opensimulator.org/mantis/view.php?id=7096 | ||
3673 | double offset = 0.05; | ||
3674 | |||
3675 | // Normally m will be ~ 1, but if someone passed a handcrafted quaternion | ||
3676 | // to llSitTarget with values so small that squaring them is rounded off | ||
3677 | // to zero, then m could be zero. The result of this floating point | ||
3678 | // round off error (causing us to skip this impossible normalization) | ||
3679 | // is only 5 cm. | ||
3680 | if (m > 0.000001) | ||
3681 | { | 3277 | { |
3682 | offset /= m; | 3278 | m = 1.0 / Math.Sqrt(m); |
3279 | r.X *= (float)m; | ||
3280 | r.Y *= (float)m; | ||
3281 | r.Z *= (float)m; | ||
3282 | r.W *= (float)m; | ||
3683 | } | 3283 | } |
3684 | 3284 | ||
3285 | x = 2 * (r.X * r.Z + r.Y * r.W); | ||
3286 | y = 2 * (-r.X * r.W + r.Y * r.Z); | ||
3287 | z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; | ||
3685 | Vector3 up = new Vector3((float)x, (float)y, (float)z); | 3288 | Vector3 up = new Vector3((float)x, (float)y, (float)z); |
3686 | Vector3 sitOffset = up * (float)offset; | 3289 | Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; |
3687 | 3290 | ||
3688 | // sitOffset is in Avatar Center coordinates: from origin to 'sitTargetPos + SIT_TARGET_ADJUSTMENT'. | 3291 | Vector3 newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; |
3689 | // So, we need to _substract_ it to get to the origin of the Avatar Center. | ||
3690 | Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset; | ||
3691 | Quaternion newRot; | 3292 | Quaternion newRot; |
3692 | 3293 | ||
3693 | if (part.IsRoot) | 3294 | if (part.IsRoot) |
@@ -3720,7 +3321,8 @@ no information to check this | |||
3720 | // Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId); | 3321 | // Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId); |
3721 | } | 3322 | } |
3722 | 3323 | ||
3723 | ParentPart = part; | 3324 | part.ParentGroup.AddAvatar(UUID); |
3325 | ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID); | ||
3724 | ParentID = m_requestedSitTargetID; | 3326 | ParentID = m_requestedSitTargetID; |
3725 | m_AngularVelocity = Vector3.Zero; | 3327 | m_AngularVelocity = Vector3.Zero; |
3726 | Velocity = Vector3.Zero; | 3328 | Velocity = Vector3.Zero; |
@@ -3733,13 +3335,8 @@ no information to check this | |||
3733 | { | 3335 | { |
3734 | sitAnimation = part.SitAnimation; | 3336 | sitAnimation = part.SitAnimation; |
3735 | } | 3337 | } |
3736 | <<<<<<< HEAD | ||
3737 | Animator.TrySetMovementAnimation(sitAnimation); | ||
3738 | SendAvatarDataToAllClients(); | ||
3739 | ======= | ||
3740 | // Animator.TrySetMovementAnimation(sitAnimation); | 3338 | // Animator.TrySetMovementAnimation(sitAnimation); |
3741 | Animator.SetMovementAnimations("SIT"); | 3339 | Animator.SetMovementAnimations("SIT"); |
3742 | >>>>>>> avn/ubitvar | ||
3743 | TriggerScenePresenceUpdated(); | 3340 | TriggerScenePresenceUpdated(); |
3744 | } | 3341 | } |
3745 | } | 3342 | } |
@@ -3801,25 +3398,10 @@ no information to check this | |||
3801 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", | 3398 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", |
3802 | // vec, Rotation, thisAddSpeedModifier, Name); | 3399 | // vec, Rotation, thisAddSpeedModifier, Name); |
3803 | 3400 | ||
3804 | <<<<<<< HEAD | ||
3805 | Quaternion rot = Rotation; | ||
3806 | if (!Flying && PresenceType != PresenceType.Npc) | ||
3807 | { | ||
3808 | // The only situation in which we care about X and Y is avatar flying. The rest of the time | ||
3809 | // these parameters are not relevant for determining avatar movement direction and cause issues such | ||
3810 | // as wrong walk speed if the camera is rotated. | ||
3811 | rot.X = 0; | ||
3812 | rot.Y = 0; | ||
3813 | rot.Normalize(); | ||
3814 | } | ||
3815 | |||
3816 | Vector3 direc = vec * rot; | ||
3817 | ======= | ||
3818 | // rotate from avatar coord space to world | 3401 | // rotate from avatar coord space to world |
3819 | // for now all controls assume this is only a rotation around Z | 3402 | // for now all controls assume this is only a rotation around Z |
3820 | // if not all checks below need to be done before this rotation | 3403 | // if not all checks below need to be done before this rotation |
3821 | Vector3 direc = vec * Rotation; | 3404 | Vector3 direc = vec * Rotation; |
3822 | >>>>>>> avn/ubitvar | ||
3823 | direc.Normalize(); | 3405 | direc.Normalize(); |
3824 | 3406 | ||
3825 | // mouse look situation ? | 3407 | // mouse look situation ? |
@@ -3869,6 +3451,10 @@ no information to check this | |||
3869 | 3451 | ||
3870 | public override void Update() | 3452 | public override void Update() |
3871 | { | 3453 | { |
3454 | const float ROTATION_TOLERANCE = 0.01f; | ||
3455 | const float VELOCITY_TOLERANCE = 0.001f; | ||
3456 | const float POSITION_TOLERANCE = 0.05f; | ||
3457 | |||
3872 | if (IsChildAgent == false) | 3458 | if (IsChildAgent == false) |
3873 | { | 3459 | { |
3874 | CheckForBorderCrossing(); | 3460 | CheckForBorderCrossing(); |
@@ -3880,21 +3466,11 @@ no information to check this | |||
3880 | // grab the latest PhysicsActor velocity, whereas m_velocity is often | 3466 | // grab the latest PhysicsActor velocity, whereas m_velocity is often |
3881 | // storing a requested force instead of an actual traveling velocity | 3467 | // storing a requested force instead of an actual traveling velocity |
3882 | if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn) | 3468 | if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn) |
3883 | SendAvatarDataToAllClients(); | 3469 | SendAvatarDataToAllAgents(); |
3884 | 3470 | ||
3885 | // Allow any updates for sitting avatars to that llSetPrimitiveLinkParams() can work for very | 3471 | if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || |
3886 | // small increments (e.g. sit position adjusters). An alternative may be to eliminate the tolerance | 3472 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || |
3887 | // checks on all updates but the ramifications of this would need careful consideration. | 3473 | !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) |
3888 | bool updateClients | ||
3889 | = IsSatOnObject && (Rotation != m_lastRotation || Velocity != m_lastVelocity || m_pos != m_lastPosition); | ||
3890 | |||
3891 | if (!updateClients) | ||
3892 | updateClients | ||
3893 | = !Rotation.ApproxEquals(m_lastRotation, Scene.RootRotationUpdateTolerance) | ||
3894 | || !Velocity.ApproxEquals(m_lastVelocity, Scene.RootVelocityUpdateTolerance) | ||
3895 | || !m_pos.ApproxEquals(m_lastPosition, Scene.RootPositionUpdateTolerance); | ||
3896 | |||
3897 | if (updateClients) | ||
3898 | { | 3474 | { |
3899 | SendTerseUpdateToAllClients(); | 3475 | SendTerseUpdateToAllClients(); |
3900 | 3476 | ||
@@ -3904,12 +3480,6 @@ no information to check this | |||
3904 | m_lastVelocity = Velocity; | 3480 | m_lastVelocity = Velocity; |
3905 | } | 3481 | } |
3906 | 3482 | ||
3907 | <<<<<<< HEAD | ||
3908 | if (Scene.AllowAvatarCrossing) | ||
3909 | CheckForBorderCrossing(); | ||
3910 | |||
3911 | ======= | ||
3912 | >>>>>>> avn/ubitvar | ||
3913 | CheckForSignificantMovement(); // sends update to the modules. | 3483 | CheckForSignificantMovement(); // sends update to the modules. |
3914 | } | 3484 | } |
3915 | } | 3485 | } |
@@ -3918,8 +3488,6 @@ no information to check this | |||
3918 | 3488 | ||
3919 | #region Update Client(s) | 3489 | #region Update Client(s) |
3920 | 3490 | ||
3921 | <<<<<<< HEAD | ||
3922 | ======= | ||
3923 | public void SendUpdateToAgent(ScenePresence p) | 3491 | public void SendUpdateToAgent(ScenePresence p) |
3924 | { | 3492 | { |
3925 | IClientAPI remoteClient = p.ControllingClient; | 3493 | IClientAPI remoteClient = p.ControllingClient; |
@@ -3949,7 +3517,6 @@ no information to check this | |||
3949 | ControllingClient.SendAgentTerseUpdate(p); | 3517 | ControllingClient.SendAgentTerseUpdate(p); |
3950 | } | 3518 | } |
3951 | 3519 | ||
3952 | >>>>>>> avn/ubitvar | ||
3953 | /// <summary> | 3520 | /// <summary> |
3954 | /// Sends a location update to the client connected to this scenePresence | 3521 | /// Sends a location update to the client connected to this scenePresence |
3955 | /// via entity updates | 3522 | /// via entity updates |
@@ -3961,29 +3528,6 @@ no information to check this | |||
3961 | // server. | 3528 | // server. |
3962 | if (remoteClient.IsActive) | 3529 | if (remoteClient.IsActive) |
3963 | { | 3530 | { |
3964 | if (Scene.RootTerseUpdatePeriod > 1) | ||
3965 | { | ||
3966 | // Console.WriteLine( | ||
3967 | // "{0} {1} {2} {3} {4} {5} for {6} to {7}", | ||
3968 | // remoteClient.AgentId, UUID, remoteClient.SceneAgent.IsChildAgent, m_terseUpdateCount, Scene.RootTerseUpdatePeriod, Velocity.ApproxEquals(Vector3.Zero, 0.001f), Name, remoteClient.Name); | ||
3969 | if (remoteClient.AgentId != UUID | ||
3970 | && !remoteClient.SceneAgent.IsChildAgent | ||
3971 | && m_terseUpdateCount % Scene.RootTerseUpdatePeriod != 0 | ||
3972 | && !Velocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
3973 | { | ||
3974 | // m_log.DebugFormat("[SCENE PRESENCE]: Discarded update from {0} to {1}, args {2} {3} {4} {5} {6} {7}", | ||
3975 | // Name, remoteClient.Name, remoteClient.AgentId, UUID, remoteClient.SceneAgent.IsChildAgent, m_terseUpdateCount, Scene.RootTerseUpdatePeriod, Velocity.ApproxEquals(Vector3.Zero, 0.001f)); | ||
3976 | |||
3977 | return; | ||
3978 | } | ||
3979 | } | ||
3980 | |||
3981 | if (Scene.ChildTerseUpdatePeriod > 1 | ||
3982 | && remoteClient.SceneAgent.IsChildAgent | ||
3983 | && m_terseUpdateCount % Scene.ChildTerseUpdatePeriod != 0 | ||
3984 | && !Velocity.ApproxEquals(Vector3.Zero, 0.001f)) | ||
3985 | return; | ||
3986 | |||
3987 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); | 3531 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); |
3988 | remoteClient.SendEntityUpdate( | 3532 | remoteClient.SendEntityUpdate( |
3989 | this, | 3533 | this, |
@@ -4054,10 +3598,6 @@ no information to check this | |||
4054 | float speed = Velocity.Length(); | 3598 | float speed = Velocity.Length(); |
4055 | float velocityDiff = Vector3.Distance(lastVelocitySentToAllClients, Velocity); | 3599 | float velocityDiff = Vector3.Distance(lastVelocitySentToAllClients, Velocity); |
4056 | 3600 | ||
4057 | // m_log.DebugFormat( | ||
4058 | // "[SCENE PRESENCE]: Delta-v {0}, lastVelocity {1}, Velocity {2} for {3} in {4}", | ||
4059 | // velocidyDiff, lastVelocitySentToAllClients, Velocity, Name, Scene.Name); | ||
4060 | |||
4061 | // assuming 5 ms. worst case precision for timer, use 2x that | 3601 | // assuming 5 ms. worst case precision for timer, use 2x that |
4062 | // for distance error threshold | 3602 | // for distance error threshold |
4063 | float distanceErrorThreshold = speed * 0.01f; | 3603 | float distanceErrorThreshold = speed * 0.01f; |
@@ -4066,17 +3606,11 @@ no information to check this | |||
4066 | || Math.Abs(distanceError) > distanceErrorThreshold | 3606 | || Math.Abs(distanceError) > distanceErrorThreshold |
4067 | || velocityDiff > 0.01f) // did velocity change from last update? | 3607 | || velocityDiff > 0.01f) // did velocity change from last update? |
4068 | { | 3608 | { |
4069 | // m_log.DebugFormat( | ||
4070 | // "[SCENE PRESENCE]: Update triggered with speed {0}, distanceError {1}, distanceThreshold {2}, delta-v {3} for {4} in {5}", | ||
4071 | // speed, distanceError, distanceErrorThreshold, velocidyDiff, Name, Scene.Name); | ||
4072 | |||
4073 | lastVelocitySentToAllClients = Velocity; | 3609 | lastVelocitySentToAllClients = Velocity; |
4074 | lastTerseUpdateToAllClientsTick = currentTick; | 3610 | lastTerseUpdateToAllClientsTick = currentTick; |
4075 | lastPositionSentToAllClients = OffsetPosition; | 3611 | lastPositionSentToAllClients = OffsetPosition; |
4076 | 3612 | ||
4077 | m_terseUpdateCount++; | 3613 | // Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name); |
4078 | |||
4079 | // Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name); | ||
4080 | // m_scene.ForEachClient(SendTerseUpdateToClient); | 3614 | // m_scene.ForEachClient(SendTerseUpdateToClient); |
4081 | m_scene.ForEachScenePresence(SendTerseUpdateToAgent); | 3615 | m_scene.ForEachScenePresence(SendTerseUpdateToAgent); |
4082 | } | 3616 | } |
@@ -4103,24 +3637,14 @@ no information to check this | |||
4103 | ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); | 3637 | ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); |
4104 | } | 3638 | } |
4105 | 3639 | ||
4106 | public void SendInitialDataToClient() | 3640 | public void SendInitialDataToMe() |
4107 | { | 3641 | { |
4108 | SentInitialDataToClient = true; | ||
4109 | |||
4110 | // Send all scene object to the new client | 3642 | // Send all scene object to the new client |
4111 | WorkManager.RunJob("SendInitialDataToClient", delegate | 3643 | Util.FireAndForget(delegate |
4112 | { | 3644 | { |
4113 | // m_log.DebugFormat( | ||
4114 | // "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}", | ||
4115 | // IsChildAgent ? "child" : "root", Name, Scene.Name, m_teleportFlags); | ||
4116 | |||
4117 | // we created a new ScenePresence (a new child agent) in a fresh region. | 3645 | // we created a new ScenePresence (a new child agent) in a fresh region. |
4118 | // Request info about all the (root) agents in this region | 3646 | // Request info about all the (root) agents in this region |
4119 | // Note: This won't send data *to* other clients in that region (children don't send) | 3647 | // Note: This won't send data *to* other clients in that region (children don't send) |
4120 | <<<<<<< HEAD | ||
4121 | SendOtherAgentsAvatarDataToClient(); | ||
4122 | SendOtherAgentsAppearanceToClient(); | ||
4123 | ======= | ||
4124 | if (m_teleportFlags <= 0) | 3648 | if (m_teleportFlags <= 0) |
4125 | { | 3649 | { |
4126 | ILandChannel landch = m_scene.LandChannel; | 3650 | ILandChannel landch = m_scene.LandChannel; |
@@ -4129,7 +3653,6 @@ no information to check this | |||
4129 | landch.sendClientInitialLandInfo(ControllingClient); | 3653 | landch.sendClientInitialLandInfo(ControllingClient); |
4130 | } | 3654 | } |
4131 | } | 3655 | } |
4132 | >>>>>>> avn/ubitvar | ||
4133 | 3656 | ||
4134 | SendOtherAgentsAvatarFullToMe(); | 3657 | SendOtherAgentsAvatarFullToMe(); |
4135 | EntityBase[] entities = Scene.Entities.GetEntities(); | 3658 | EntityBase[] entities = Scene.Entities.GetEntities(); |
@@ -4138,13 +3661,9 @@ no information to check this | |||
4138 | if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment) | 3661 | if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment) |
4139 | ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); | 3662 | ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); |
4140 | } | 3663 | } |
4141 | <<<<<<< HEAD | ||
4142 | }, null, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name), false, true); | ||
4143 | ======= | ||
4144 | }); | 3664 | }); |
4145 | >>>>>>> avn/ubitvar | ||
4146 | } | 3665 | } |
4147 | 3666 | ||
4148 | /// <summary> | 3667 | /// <summary> |
4149 | /// Do everything required once a client completes its movement into a region and becomes | 3668 | /// Do everything required once a client completes its movement into a region and becomes |
4150 | /// a root agent. | 3669 | /// a root agent. |
@@ -4171,17 +3690,6 @@ no information to check this | |||
4171 | if (m_scene.AvatarFactory != null) | 3690 | if (m_scene.AvatarFactory != null) |
4172 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); | 3691 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); |
4173 | } | 3692 | } |
4174 | <<<<<<< HEAD | ||
4175 | |||
4176 | // This agent just became root. We are going to tell everyone about it. The process of | ||
4177 | // getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it | ||
4178 | // again here... this comes after the cached appearance check because the avatars | ||
4179 | // appearance goes into the avatar update packet | ||
4180 | SendAvatarDataToAllClients(); | ||
4181 | |||
4182 | // This invocation always shows up in the viewer logs as an error. Is it needed? | ||
4183 | SendAppearanceToClient(this); | ||
4184 | ======= | ||
4185 | 3693 | ||
4186 | // send avatar object to all viewers so they cross it into region | 3694 | // send avatar object to all viewers so they cross it into region |
4187 | bool newhide = m_currentParcelHide; | 3695 | bool newhide = m_currentParcelHide; |
@@ -4197,7 +3705,6 @@ no information to check this | |||
4197 | } | 3705 | } |
4198 | 3706 | ||
4199 | SendAppearanceToAgent(this); | 3707 | SendAppearanceToAgent(this); |
4200 | >>>>>>> avn/ubitvar | ||
4201 | 3708 | ||
4202 | m_inTransit = false; | 3709 | m_inTransit = false; |
4203 | 3710 | ||
@@ -4220,13 +3727,6 @@ no information to check this | |||
4220 | if (p.UUID == UUID) | 3727 | if (p.UUID == UUID) |
4221 | return; | 3728 | return; |
4222 | 3729 | ||
4223 | <<<<<<< HEAD | ||
4224 | // If the avatars baked textures are all in the cache, then we have a | ||
4225 | // complete appearance... send it out, if not, then we'll send it when | ||
4226 | // the avatar finishes updating its appearance | ||
4227 | SendAppearanceToAllOtherClients(); | ||
4228 | } | ||
4229 | ======= | ||
4230 | // get the avatar, then a kill if can't see it | 3730 | // get the avatar, then a kill if can't see it |
4231 | p.SendInitialAvatarDataToAgent(this); | 3731 | p.SendInitialAvatarDataToAgent(this); |
4232 | 3732 | ||
@@ -4240,19 +3740,13 @@ no information to check this | |||
4240 | }); | 3740 | }); |
4241 | 3741 | ||
4242 | m_scene.StatsReporter.AddAgentUpdates(count); | 3742 | m_scene.StatsReporter.AddAgentUpdates(count); |
4243 | >>>>>>> avn/ubitvar | ||
4244 | } | ||
4245 | |||
4246 | public void SendAvatarDataToAllClients() | ||
4247 | { | ||
4248 | SendAvatarDataToAllClients(true); | ||
4249 | } | 3743 | } |
4250 | 3744 | ||
4251 | /// <summary> | 3745 | /// <summary> |
4252 | /// Send this agent's avatar data to all other root and child agents in the scene | 3746 | /// Send this agent's avatar data to all other root and child agents in the scene |
4253 | /// This agent must be root. This avatar will receive its own update. | 3747 | /// This agent must be root. This avatar will receive its own update. |
4254 | /// </summary> | 3748 | /// </summary> |
4255 | public void SendAvatarDataToAllClients(bool full) | 3749 | public void SendAvatarDataToAllAgents() |
4256 | { | 3750 | { |
4257 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); | 3751 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); |
4258 | // only send update from root agents to other clients; children are only "listening posts" | 3752 | // only send update from root agents to other clients; children are only "listening posts" |
@@ -4269,47 +3763,18 @@ no information to check this | |||
4269 | 3763 | ||
4270 | m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) | 3764 | m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) |
4271 | { | 3765 | { |
4272 | <<<<<<< HEAD | ||
4273 | if (full) | ||
4274 | SendAvatarDataToClient(scenePresence); | ||
4275 | else | ||
4276 | scenePresence.ControllingClient.SendAvatarDataImmediate(this); | ||
4277 | ======= | ||
4278 | SendAvatarDataToAgent(scenePresence); | 3766 | SendAvatarDataToAgent(scenePresence); |
4279 | >>>>>>> avn/ubitvar | ||
4280 | count++; | 3767 | count++; |
4281 | }); | 3768 | }); |
4282 | 3769 | ||
4283 | m_scene.StatsReporter.AddAgentUpdates(count); | 3770 | m_scene.StatsReporter.AddAgentUpdates(count); |
4284 | } | 3771 | } |
4285 | |||
4286 | <<<<<<< HEAD | ||
4287 | /// <summary> | ||
4288 | /// Send avatar data for all other root agents to this agent, this agent | ||
4289 | /// can be either a child or root | ||
4290 | /// </summary> | ||
4291 | public void SendOtherAgentsAvatarDataToClient() | ||
4292 | ======= | ||
4293 | // sends avatar object to all clients so they cross it into region | 3772 | // sends avatar object to all clients so they cross it into region |
4294 | // then sends kills to hide | 3773 | // then sends kills to hide |
4295 | public void SendInitialAvatarDataToAllAgents(List<ScenePresence> presences) | 3774 | public void SendInitialAvatarDataToAllAgents(List<ScenePresence> presences) |
4296 | >>>>>>> avn/ubitvar | ||
4297 | { | 3775 | { |
4298 | m_lastSize = Appearance.AvatarSize; | 3776 | m_lastSize = Appearance.AvatarSize; |
4299 | int count = 0; | 3777 | int count = 0; |
4300 | <<<<<<< HEAD | ||
4301 | m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence) | ||
4302 | { | ||
4303 | // only send information about other root agents | ||
4304 | if (scenePresence.UUID == UUID) | ||
4305 | return; | ||
4306 | |||
4307 | scenePresence.SendAvatarDataToClient(this); | ||
4308 | count++; | ||
4309 | }); | ||
4310 | ======= | ||
4311 | >>>>>>> avn/ubitvar | ||
4312 | |||
4313 | foreach (ScenePresence p in presences) | 3778 | foreach (ScenePresence p in presences) |
4314 | { | 3779 | { |
4315 | p.ControllingClient.SendAvatarDataImmediate(this); | 3780 | p.ControllingClient.SendAvatarDataImmediate(this); |
@@ -4337,16 +3802,11 @@ no information to check this | |||
4337 | /// Send avatar data to an agent. | 3802 | /// Send avatar data to an agent. |
4338 | /// </summary> | 3803 | /// </summary> |
4339 | /// <param name="avatar"></param> | 3804 | /// <param name="avatar"></param> |
4340 | public void SendAvatarDataToClient(ScenePresence avatar) | 3805 | public void SendAvatarDataToAgent(ScenePresence avatar) |
4341 | { | 3806 | { |
4342 | <<<<<<< HEAD | ||
4343 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToClient from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); | ||
4344 | |||
4345 | ======= | ||
4346 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); | 3807 | //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); |
4347 | if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200) | 3808 | if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200) |
4348 | return; | 3809 | return; |
4349 | >>>>>>> avn/ubitvar | ||
4350 | avatar.ControllingClient.SendAvatarDataImmediate(this); | 3810 | avatar.ControllingClient.SendAvatarDataImmediate(this); |
4351 | } | 3811 | } |
4352 | 3812 | ||
@@ -4354,18 +3814,14 @@ no information to check this | |||
4354 | { | 3814 | { |
4355 | avatar.ControllingClient.SendAvatarDataImmediate(this); | 3815 | avatar.ControllingClient.SendAvatarDataImmediate(this); |
4356 | } | 3816 | } |
4357 | 3817 | ||
4358 | /// <summary> | 3818 | /// <summary> |
4359 | /// Send this agent's appearance to all other root and child agents in the scene | 3819 | /// Send this agent's appearance to all other root and child agents in the scene |
4360 | /// This agent must be root. | 3820 | /// This agent must be root. |
4361 | /// </summary> | 3821 | /// </summary> |
4362 | public void SendAppearanceToAllOtherClients() | 3822 | public void SendAppearanceToAllOtherAgents() |
4363 | { | 3823 | { |
4364 | <<<<<<< HEAD | ||
4365 | // m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherClients: {0} {1}", Name, UUID); | ||
4366 | ======= | ||
4367 | // m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} {1}", Name, UUID); | 3824 | // m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} {1}", Name, UUID); |
4368 | >>>>>>> avn/ubitvar | ||
4369 | 3825 | ||
4370 | // only send update from root agents to other clients; children are only "listening posts" | 3826 | // only send update from root agents to other clients; children are only "listening posts" |
4371 | if (IsChildAgent) | 3827 | if (IsChildAgent) |
@@ -4379,51 +3835,21 @@ no information to check this | |||
4379 | 3835 | ||
4380 | int count = 0; | 3836 | int count = 0; |
4381 | m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) | 3837 | m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) |
4382 | { | 3838 | { |
4383 | // only send information to other root agents | 3839 | // only send information to other root agents |
4384 | if (scenePresence.UUID == UUID) | 3840 | if (scenePresence.UUID == UUID) |
4385 | return; | 3841 | return; |
4386 | |||
4387 | SendAppearanceToClient(scenePresence); | ||
4388 | count++; | ||
4389 | }); | ||
4390 | <<<<<<< HEAD | ||
4391 | |||
4392 | m_scene.StatsReporter.AddAgentUpdates(count); | ||
4393 | } | ||
4394 | |||
4395 | /// <summary> | ||
4396 | /// Send appearance from all other root agents to this agent. this agent | ||
4397 | /// can be either root or child | ||
4398 | /// </summary> | ||
4399 | public void SendOtherAgentsAppearanceToClient() | ||
4400 | { | ||
4401 | // m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToClient {0} {1}", Name, UUID); | ||
4402 | |||
4403 | int count = 0; | ||
4404 | m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence) | ||
4405 | { | ||
4406 | // only send information about other root agents | ||
4407 | if (scenePresence.UUID == UUID) | ||
4408 | return; | ||
4409 | |||
4410 | scenePresence.SendAppearanceToClient(this); | ||
4411 | count++; | ||
4412 | }); | ||
4413 | 3842 | ||
4414 | ======= | 3843 | SendAppearanceToAgent(scenePresence); |
4415 | >>>>>>> avn/ubitvar | 3844 | count++; |
3845 | }); | ||
4416 | m_scene.StatsReporter.AddAgentUpdates(count); | 3846 | m_scene.StatsReporter.AddAgentUpdates(count); |
4417 | } | 3847 | } |
4418 | 3848 | ||
4419 | /// <summary> | 3849 | public void SendAppearanceToAgent(ScenePresence avatar) |
4420 | /// Send appearance data to an agent. | ||
4421 | /// </summary> | ||
4422 | /// <param name="avatar"></param> | ||
4423 | public void SendAppearanceToClient(ScenePresence avatar) | ||
4424 | { | 3850 | { |
4425 | // m_log.DebugFormat( | 3851 | // m_log.DebugFormat( |
4426 | // "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); | 3852 | // "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); |
4427 | if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200) | 3853 | if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200) |
4428 | return; | 3854 | return; |
4429 | SendAppearanceToAgentNF(avatar); | 3855 | SendAppearanceToAgentNF(avatar); |
@@ -4574,81 +4000,6 @@ no information to check this | |||
4574 | if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero) | 4000 | if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero) |
4575 | return; | 4001 | return; |
4576 | 4002 | ||
4577 | <<<<<<< HEAD | ||
4578 | if (IsInTransit) | ||
4579 | return; | ||
4580 | |||
4581 | Vector3 pos2 = AbsolutePosition; | ||
4582 | Vector3 origPosition = pos2; | ||
4583 | Vector3 vel = Velocity; | ||
4584 | |||
4585 | // Compute the future avatar position. | ||
4586 | // If the avatar will be crossing, we force the crossing to happen now | ||
4587 | // in the hope that this will make the avatar movement smoother when crossing. | ||
4588 | pos2 += vel * 0.05f; | ||
4589 | |||
4590 | if (m_scene.PositionIsInCurrentRegion(pos2)) | ||
4591 | return; | ||
4592 | |||
4593 | m_log.DebugFormat("{0} CheckForBorderCrossing: position outside region. {1} in {2} at pos {3}", | ||
4594 | LogHeader, Name, Scene.Name, pos2); | ||
4595 | |||
4596 | // Disconnect from the current region | ||
4597 | bool isFlying = Flying; | ||
4598 | RemoveFromPhysicalScene(); | ||
4599 | |||
4600 | // pos2 is the forcasted position so make that the 'current' position so the crossing | ||
4601 | // code will move us into the newly addressed region. | ||
4602 | m_pos = pos2; | ||
4603 | |||
4604 | if (CrossToNewRegion()) | ||
4605 | { | ||
4606 | AddToPhysicalScene(isFlying); | ||
4607 | } | ||
4608 | else | ||
4609 | { | ||
4610 | // Tried to make crossing happen but it failed. | ||
4611 | if (m_requestedSitTargetUUID == UUID.Zero) | ||
4612 | { | ||
4613 | m_log.DebugFormat("{0} CheckForBorderCrossing: Crossing failed. Restoring old position.", LogHeader); | ||
4614 | |||
4615 | Velocity = Vector3.Zero; | ||
4616 | AbsolutePosition = EnforceSanityOnPosition(origPosition); | ||
4617 | |||
4618 | AddToPhysicalScene(isFlying); | ||
4619 | } | ||
4620 | } | ||
4621 | } | ||
4622 | |||
4623 | // Given a position, make sure it is within the current region. | ||
4624 | // If just outside some border, the returned position will be just inside the border on that side. | ||
4625 | private Vector3 EnforceSanityOnPosition(Vector3 origPosition) | ||
4626 | { | ||
4627 | const float borderFudge = 0.1f; | ||
4628 | Vector3 ret = origPosition; | ||
4629 | |||
4630 | // Sanity checking on the position to make sure it is in the region we couldn't cross from | ||
4631 | float extentX = (float)m_scene.RegionInfo.RegionSizeX; | ||
4632 | float extentY = (float)m_scene.RegionInfo.RegionSizeY; | ||
4633 | IRegionCombinerModule combiner = m_scene.RequestModuleInterface<IRegionCombinerModule>(); | ||
4634 | if (combiner != null) | ||
4635 | { | ||
4636 | // If a mega-region, the size could be much bigger | ||
4637 | Vector2 megaExtent = combiner.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); | ||
4638 | extentX = megaExtent.X; | ||
4639 | extentY = megaExtent.Y; | ||
4640 | } | ||
4641 | if (ret.X < 0) | ||
4642 | ret.X = borderFudge; | ||
4643 | else if (ret.X >= extentX) | ||
4644 | ret.X = extentX - borderFudge; | ||
4645 | if (ret.Y < 0) | ||
4646 | ret.Y = borderFudge; | ||
4647 | else if (ret.Y >= extentY) | ||
4648 | ret.Y = extentY - borderFudge; | ||
4649 | |||
4650 | return ret; | ||
4651 | ======= | ||
4652 | Vector3 pos2 = AbsolutePosition; | 4003 | Vector3 pos2 = AbsolutePosition; |
4653 | Vector3 vel = Velocity; | 4004 | Vector3 vel = Velocity; |
4654 | 4005 | ||
@@ -4710,8 +4061,6 @@ no information to check this | |||
4710 | 4061 | ||
4711 | AddToPhysicalScene(isFlying); | 4062 | AddToPhysicalScene(isFlying); |
4712 | } | 4063 | } |
4713 | |||
4714 | >>>>>>> avn/ubitvar | ||
4715 | } | 4064 | } |
4716 | 4065 | ||
4717 | /// <summary> | 4066 | /// <summary> |
@@ -4779,16 +4128,6 @@ no information to check this | |||
4779 | // Don't close the agent on this region yet | 4128 | // Don't close the agent on this region yet |
4780 | if (handle != Scene.RegionInfo.RegionHandle) | 4129 | if (handle != Scene.RegionInfo.RegionHandle) |
4781 | { | 4130 | { |
4782 | <<<<<<< HEAD | ||
4783 | uint x, y; | ||
4784 | Util.RegionHandleToRegionLoc(handle, out x, out y); | ||
4785 | |||
4786 | // m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); | ||
4787 | // m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); | ||
4788 | float dist = (float)Math.Max(Scene.DefaultDrawDistance, | ||
4789 | (float)Math.Max(Scene.RegionInfo.RegionSizeX, Scene.RegionInfo.RegionSizeY)); | ||
4790 | if (Util.IsOutsideView(dist, x, newRegionX, y, newRegionY)) | ||
4791 | ======= | ||
4792 | Util.RegionHandleToRegionLoc(handle, out x, out y); | 4131 | Util.RegionHandleToRegionLoc(handle, out x, out y); |
4793 | if (m_knownChildRegionsSizeInfo.TryGetValue(handle, out regInfo)) | 4132 | if (m_knownChildRegionsSizeInfo.TryGetValue(handle, out regInfo)) |
4794 | { | 4133 | { |
@@ -4802,7 +4141,6 @@ no information to check this | |||
4802 | } | 4141 | } |
4803 | } | 4142 | } |
4804 | else | 4143 | else |
4805 | >>>>>>> avn/ubitvar | ||
4806 | { | 4144 | { |
4807 | if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY, | 4145 | if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY, |
4808 | (int)Constants.RegionSize, (int)Constants.RegionSize, newRegionSizeX, newRegionSizeY)) | 4146 | (int)Constants.RegionSize, (int)Constants.RegionSize, newRegionSizeX, newRegionSizeY)) |
@@ -4875,8 +4213,7 @@ no information to check this | |||
4875 | return; | 4213 | return; |
4876 | 4214 | ||
4877 | CopyFrom(cAgentData); | 4215 | CopyFrom(cAgentData); |
4878 | 4216 | ||
4879 | m_updateAgentReceivedAfterTransferEvent.Set(); | ||
4880 | } | 4217 | } |
4881 | 4218 | ||
4882 | private static Vector3 marker = new Vector3(-1f, -1f, -1f); | 4219 | private static Vector3 marker = new Vector3(-1f, -1f, -1f); |
@@ -4895,23 +4232,11 @@ no information to check this | |||
4895 | if (!IsChildAgent) | 4232 | if (!IsChildAgent) |
4896 | return; | 4233 | return; |
4897 | 4234 | ||
4898 | <<<<<<< HEAD | ||
4899 | // m_log.DebugFormat( | ||
4900 | // "[SCENE PRESENCE]: ChildAgentPositionUpdate for {0} in {1}, tRegion {2},{3}, rRegion {4},{5}, pos {6}", | ||
4901 | // Name, Scene.Name, tRegionX, tRegionY, rRegionX, rRegionY, cAgentData.Position); | ||
4902 | |||
4903 | // Find the distance (in meters) between the two regions | ||
4904 | // XXX: We cannot use Util.RegionLocToHandle() here because a negative value will silently overflow the | ||
4905 | // uint | ||
4906 | int shiftx = (int)(((int)rRegionX - (int)tRegionX) * Constants.RegionSize); | ||
4907 | int shifty = (int)(((int)rRegionY - (int)tRegionY) * Constants.RegionSize); | ||
4908 | ======= | ||
4909 | RegionHandle = cAgentData.RegionHandle; | 4235 | RegionHandle = cAgentData.RegionHandle; |
4910 | 4236 | ||
4911 | //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); | 4237 | //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); |
4912 | int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; | 4238 | int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; |
4913 | int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; | 4239 | int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; |
4914 | >>>>>>> avn/ubitvar | ||
4915 | 4240 | ||
4916 | Vector3 offset = new Vector3(shiftx, shifty, 0f); | 4241 | Vector3 offset = new Vector3(shiftx, shifty, 0f); |
4917 | 4242 | ||
@@ -4919,11 +4244,7 @@ no information to check this | |||
4919 | // changes, then start using the agent's drawdistance rather than the | 4244 | // changes, then start using the agent's drawdistance rather than the |
4920 | // region's draw distance. | 4245 | // region's draw distance. |
4921 | DrawDistance = cAgentData.Far; | 4246 | DrawDistance = cAgentData.Far; |
4922 | <<<<<<< HEAD | ||
4923 | // DrawDistance = Scene.DefaultDrawDistance; | ||
4924 | ======= | ||
4925 | // DrawDistance = Scene.DefaultDrawDistance; | 4247 | // DrawDistance = Scene.DefaultDrawDistance; |
4926 | >>>>>>> avn/ubitvar | ||
4927 | 4248 | ||
4928 | if (cAgentData.Position != marker) // UGH!! | 4249 | if (cAgentData.Position != marker) // UGH!! |
4929 | m_pos = cAgentData.Position + offset; | 4250 | m_pos = cAgentData.Position + offset; |
@@ -5038,10 +4359,6 @@ no information to check this | |||
5038 | 4359 | ||
5039 | private void CopyFrom(AgentData cAgent) | 4360 | private void CopyFrom(AgentData cAgent) |
5040 | { | 4361 | { |
5041 | <<<<<<< HEAD | ||
5042 | ======= | ||
5043 | |||
5044 | >>>>>>> avn/ubitvar | ||
5045 | m_callbackURI = cAgent.CallbackURI; | 4362 | m_callbackURI = cAgent.CallbackURI; |
5046 | // m_log.DebugFormat( | 4363 | // m_log.DebugFormat( |
5047 | // "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()", | 4364 | // "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()", |
@@ -5060,9 +4377,6 @@ no information to check this | |||
5060 | // changes, then start using the agent's drawdistance rather than the | 4377 | // changes, then start using the agent's drawdistance rather than the |
5061 | // region's draw distance. | 4378 | // region's draw distance. |
5062 | DrawDistance = cAgent.Far; | 4379 | DrawDistance = cAgent.Far; |
5063 | <<<<<<< HEAD | ||
5064 | // DrawDistance = Scene.DefaultDrawDistance; | ||
5065 | ======= | ||
5066 | //DrawDistance = Scene.DefaultDrawDistance; | 4380 | //DrawDistance = Scene.DefaultDrawDistance; |
5067 | 4381 | ||
5068 | if (cAgent.ChildrenCapSeeds != null && cAgent.ChildrenCapSeeds.Count > 0) | 4382 | if (cAgent.ChildrenCapSeeds != null && cAgent.ChildrenCapSeeds.Count > 0) |
@@ -5073,7 +4387,6 @@ no information to check this | |||
5073 | } | 4387 | } |
5074 | KnownRegions = cAgent.ChildrenCapSeeds; | 4388 | KnownRegions = cAgent.ChildrenCapSeeds; |
5075 | } | 4389 | } |
5076 | >>>>>>> avn/ubitvar | ||
5077 | 4390 | ||
5078 | if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) | 4391 | if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) |
5079 | ControllingClient.SetChildAgentThrottle(cAgent.Throttles); | 4392 | ControllingClient.SetChildAgentThrottle(cAgent.Throttles); |
@@ -5135,35 +4448,10 @@ no information to check this | |||
5135 | Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState; | 4448 | Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState; |
5136 | 4449 | ||
5137 | if (Scene.AttachmentsModule != null) | 4450 | if (Scene.AttachmentsModule != null) |
5138 | <<<<<<< HEAD | ||
5139 | { | ||
5140 | // If the JobEngine is running we can schedule this job now and continue rather than waiting for all | ||
5141 | // attachments to copy, which might take a long time in the Hypergrid case as the entire inventory | ||
5142 | // graph is inspected for each attachments and assets possibly fetched. | ||
5143 | // | ||
5144 | // We don't need to worry about a race condition as the job to later start the scripts is also | ||
5145 | // JobEngine scheduled and so will always occur after this task. | ||
5146 | // XXX: This will not be true if JobEngine ever gets more than one thread. | ||
5147 | WorkManager.RunJob( | ||
5148 | "CopyAttachments", | ||
5149 | o => Scene.AttachmentsModule.CopyAttachments(cAgent, this), | ||
5150 | null, | ||
5151 | string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name), | ||
5152 | true); | ||
5153 | } | ||
5154 | |||
5155 | // This must occur after attachments are copied or scheduled to be copied, as it releases the CompleteMovement() calling thread | ||
5156 | // originating from the client completing a teleport. Otherwise, CompleteMovement() code to restart | ||
5157 | // script attachments can outrace this thread. | ||
5158 | lock (m_originRegionIDAccessLock) | ||
5159 | m_originRegionID = cAgent.RegionID; | ||
5160 | ======= | ||
5161 | Scene.AttachmentsModule.CopyAttachments(cAgent, this); | 4451 | Scene.AttachmentsModule.CopyAttachments(cAgent, this); |
5162 | 4452 | ||
5163 | lock (m_originRegionIDAccessLock) | 4453 | lock (m_originRegionIDAccessLock) |
5164 | m_originRegionID = cAgent.RegionID; | 4454 | m_originRegionID = cAgent.RegionID; |
5165 | |||
5166 | >>>>>>> avn/ubitvar | ||
5167 | } | 4455 | } |
5168 | 4456 | ||
5169 | public bool CopyAgent(out IAgentData agent) | 4457 | public bool CopyAgent(out IAgentData agent) |
@@ -5212,22 +4500,13 @@ no information to check this | |||
5212 | if (Appearance.AvatarHeight == 0) | 4500 | if (Appearance.AvatarHeight == 0) |
5213 | // Appearance.SetHeight(); | 4501 | // Appearance.SetHeight(); |
5214 | Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); | 4502 | Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); |
5215 | |||
5216 | /* | ||
5217 | PhysicsActor = scene.AddAvatar( | ||
5218 | LocalId, Firstname + "." + Lastname, pVec, | ||
5219 | new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying); | ||
5220 | */ | ||
5221 | 4503 | ||
5222 | <<<<<<< HEAD | 4504 | PhysicsScene scene = m_scene.PhysicsScene; |
5223 | PhysicsActor = m_scene.PhysicsScene.AddAvatar( | 4505 | Vector3 pVec = AbsolutePosition; |
5224 | LocalId, Firstname + "." + Lastname, AbsolutePosition, Velocity, | 4506 | |
5225 | Appearance.AvatarBoxSize, isFlying); | ||
5226 | ======= | ||
5227 | PhysicsActor = scene.AddAvatar( | 4507 | PhysicsActor = scene.AddAvatar( |
5228 | LocalId, Firstname + "." + Lastname, pVec, | 4508 | LocalId, Firstname + "." + Lastname, pVec, |
5229 | Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying); | 4509 | Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying); |
5230 | >>>>>>> avn/ubitvar | ||
5231 | 4510 | ||
5232 | //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 4511 | //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
5233 | PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 4512 | PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index dc5de58..c8a01a0 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | |||
@@ -307,21 +307,13 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
307 | } | 307 | } |
308 | } | 308 | } |
309 | 309 | ||
310 | <<<<<<< HEAD | ||
311 | |||
312 | ======= | ||
313 | >>>>>>> avn/ubitvar | ||
314 | /// <summary> | 310 | /// <summary> |
315 | /// Modifies a SceneObjectGroup. | 311 | /// Modifies a SceneObjectGroup. |
316 | /// </summary> | 312 | /// </summary> |
317 | /// <param name="sog">The object</param> | 313 | /// <param name="sog">The object</param> |
318 | /// <returns>Whether the object was actually modified</returns> | 314 | /// <returns>Whether the object was actually modified</returns> |
319 | public delegate bool SceneObjectModifier(SceneObjectGroup sog); | 315 | public delegate bool SceneObjectModifier(SceneObjectGroup sog); |
320 | <<<<<<< HEAD | ||
321 | |||
322 | ======= | ||
323 | 316 | ||
324 | >>>>>>> avn/ubitvar | ||
325 | /// <summary> | 317 | /// <summary> |
326 | /// Modifies an object by deserializing it; applying 'modifier' to each SceneObjectGroup; and reserializing. | 318 | /// Modifies an object by deserializing it; applying 'modifier' to each SceneObjectGroup; and reserializing. |
327 | /// </summary> | 319 | /// </summary> |
@@ -335,11 +327,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
335 | CoalescedSceneObjects coa = null; | 327 | CoalescedSceneObjects coa = null; |
336 | 328 | ||
337 | string xmlData = ExternalRepresentationUtils.SanitizeXml(Utils.BytesToString(data)); | 329 | string xmlData = ExternalRepresentationUtils.SanitizeXml(Utils.BytesToString(data)); |
338 | <<<<<<< HEAD | ||
339 | |||
340 | ======= | ||
341 | |||
342 | >>>>>>> avn/ubitvar | ||
343 | if (CoalescedSceneObjectsSerializer.TryFromXml(xmlData, out coa)) | 330 | if (CoalescedSceneObjectsSerializer.TryFromXml(xmlData, out coa)) |
344 | { | 331 | { |
345 | // m_log.DebugFormat("[SERIALIZER]: Loaded coalescence {0} has {1} objects", assetId, coa.Count); | 332 | // m_log.DebugFormat("[SERIALIZER]: Loaded coalescence {0} has {1} objects", assetId, coa.Count); |
@@ -384,10 +371,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
384 | 371 | ||
385 | return data; | 372 | return data; |
386 | } | 373 | } |
387 | <<<<<<< HEAD | ||
388 | |||
389 | ======= | ||
390 | >>>>>>> avn/ubitvar | ||
391 | 374 | ||
392 | #region manual serialization | 375 | #region manual serialization |
393 | 376 | ||
@@ -739,44 +722,42 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
739 | obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); | 722 | obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); |
740 | } | 723 | } |
741 | 724 | ||
742 | <<<<<<< HEAD | 725 | private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlReader reader) |
743 | private static void ProcessShape(SceneObjectPart obj, XmlReader reader) | ||
744 | ======= | ||
745 | private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader) | ||
746 | { | 726 | { |
747 | obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset")); | 727 | obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset")); |
748 | } | 728 | } |
749 | 729 | ||
750 | private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader) | 730 | private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlReader reader) |
751 | { | 731 | { |
752 | obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset")); | 732 | obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset")); |
753 | } | 733 | } |
754 | 734 | ||
755 | private static void ProcessSoundID(SceneObjectPart obj, XmlTextReader reader) | 735 | private static void ProcessSoundID(SceneObjectPart obj, XmlReader reader) |
756 | { | 736 | { |
757 | obj.Sound = Util.ReadUUID(reader, "SoundID"); | 737 | obj.Sound = Util.ReadUUID(reader, "SoundID"); |
758 | } | 738 | } |
759 | 739 | ||
760 | private static void ProcessSoundGain(SceneObjectPart obj, XmlTextReader reader) | 740 | private static void ProcessSoundGain(SceneObjectPart obj, XmlReader reader) |
761 | { | 741 | { |
762 | obj.SoundGain = reader.ReadElementContentAsDouble("SoundGain", String.Empty); | 742 | obj.SoundGain = reader.ReadElementContentAsDouble("SoundGain", String.Empty); |
763 | } | 743 | } |
764 | 744 | ||
765 | private static void ProcessSoundFlags(SceneObjectPart obj, XmlTextReader reader) | 745 | private static void ProcessSoundFlags(SceneObjectPart obj, XmlReader reader) |
766 | { | 746 | { |
767 | obj.SoundFlags = (byte)reader.ReadElementContentAsInt("SoundFlags", String.Empty); | 747 | obj.SoundFlags = (byte)reader.ReadElementContentAsInt("SoundFlags", String.Empty); |
768 | } | 748 | } |
769 | 749 | ||
770 | private static void ProcessSoundRadius(SceneObjectPart obj, XmlTextReader reader) | 750 | private static void ProcessSoundRadius(SceneObjectPart obj, XmlReader reader) |
771 | { | 751 | { |
772 | obj.SoundRadius = reader.ReadElementContentAsDouble("SoundRadius", String.Empty); | 752 | obj.SoundRadius = reader.ReadElementContentAsDouble("SoundRadius", String.Empty); |
773 | } | 753 | } |
774 | 754 | ||
775 | private static void ProcessSoundQueueing(SceneObjectPart obj, XmlTextReader reader) | 755 | private static void ProcessSoundQueueing(SceneObjectPart obj, XmlReader reader) |
776 | { | 756 | { |
777 | obj.SoundQueueing = Util.ReadBoolean(reader); | 757 | obj.SoundQueueing = Util.ReadBoolean(reader); |
778 | } | 758 | } |
779 | private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader) | 759 | |
760 | private static void ProcessVehicle(SceneObjectPart obj, XmlReader reader) | ||
780 | { | 761 | { |
781 | SOPVehicle vehicle = SOPVehicle.FromXml2(reader); | 762 | SOPVehicle vehicle = SOPVehicle.FromXml2(reader); |
782 | 763 | ||
@@ -793,8 +774,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
793 | } | 774 | } |
794 | } | 775 | } |
795 | 776 | ||
796 | private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) | 777 | private static void ProcessShape(SceneObjectPart obj, XmlReader reader) |
797 | >>>>>>> avn/ubitvar | ||
798 | { | 778 | { |
799 | List<string> errorNodeNames; | 779 | List<string> errorNodeNames; |
800 | obj.Shape = ReadShape(reader, "Shape", out errorNodeNames, obj); | 780 | obj.Shape = ReadShape(reader, "Shape", out errorNodeNames, obj); |
@@ -968,21 +948,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
968 | obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); | 948 | obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); |
969 | } | 949 | } |
970 | 950 | ||
971 | private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader) | 951 | private static void ProcessBuoyancy(SceneObjectPart obj, XmlReader reader) |
972 | { | 952 | { |
973 | obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty); | 953 | obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty); |
974 | } | 954 | } |
975 | 955 | ||
976 | private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader) | 956 | private static void ProcessForce(SceneObjectPart obj, XmlReader reader) |
977 | { | 957 | { |
978 | obj.Force = Util.ReadVector(reader, "Force"); | 958 | obj.Force = Util.ReadVector(reader, "Force"); |
979 | } | 959 | } |
980 | private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader) | 960 | private static void ProcessTorque(SceneObjectPart obj, XmlReader reader) |
981 | { | 961 | { |
982 | obj.Torque = Util.ReadVector(reader, "Torque"); | 962 | obj.Torque = Util.ReadVector(reader, "Torque"); |
983 | } | 963 | } |
984 | 964 | ||
985 | private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader) | 965 | private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlReader reader) |
986 | { | 966 | { |
987 | obj.VolumeDetectActive = Util.ReadBoolean(reader); | 967 | obj.VolumeDetectActive = Util.ReadBoolean(reader); |
988 | } | 968 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs index 52e3ff1..bdddd73 100755 --- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs +++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs | |||
@@ -184,11 +184,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
184 | 184 | ||
185 | // saved last reported value so there is something available for llGetRegionFPS | 185 | // saved last reported value so there is something available for llGetRegionFPS |
186 | private float lastReportedSimFPS; | 186 | private float lastReportedSimFPS; |
187 | <<<<<<< HEAD | ||
188 | private float[] lastReportedSimStats = new float[m_statisticArraySize]; | ||
189 | ======= | ||
190 | private float[] lastReportedSimStats = new float[23]; | 187 | private float[] lastReportedSimStats = new float[23]; |
191 | >>>>>>> avn/ubitvar | ||
192 | private float m_pfps; | 188 | private float m_pfps; |
193 | 189 | ||
194 | /// <summary> | 190 | /// <summary> |
@@ -208,14 +204,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
208 | private int m_physicsMS; | 204 | private int m_physicsMS; |
209 | private int m_imageMS; | 205 | private int m_imageMS; |
210 | private int m_otherMS; | 206 | private int m_otherMS; |
211 | <<<<<<< HEAD | ||
212 | private int m_scriptMS; | ||
213 | ======= | ||
214 | private int m_sleeptimeMS; | 207 | private int m_sleeptimeMS; |
215 | 208 | ||
216 | //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. | 209 | //Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. |
217 | //Ckrinke private int m_scriptMS = 0; | 210 | //Ckrinke private int m_scriptMS = 0; |
218 | >>>>>>> avn/ubitvar | ||
219 | 211 | ||
220 | private int m_rootAgents; | 212 | private int m_rootAgents; |
221 | private int m_childAgents; | 213 | private int m_childAgents; |
@@ -269,27 +261,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
269 | 261 | ||
270 | private IEstateModule estateModule; | 262 | private IEstateModule estateModule; |
271 | 263 | ||
272 | public SimStatsReporter(Scene scene) | 264 | public SimStatsReporter(Scene scene) |
273 | : this(scene, Scene.m_defaultNumberFramesStored) | ||
274 | { | 265 | { |
275 | } | ||
276 | |||
277 | public SimStatsReporter(Scene scene, int numberOfFrames) | ||
278 | { | ||
279 | // Store the number of frames from the OpenSim.ini configuration file | ||
280 | m_numberFramesStored = numberOfFrames; | ||
281 | |||
282 | // Initialize the different frame time arrays to the correct sizes | ||
283 | m_totalFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
284 | m_simulationFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
285 | m_physicsFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
286 | m_networkFrameTimeMilliseconds = new double[m_numberFramesStored]; | ||
287 | |||
288 | // Initialize the current number of users logging into the region | ||
289 | m_usersLoggingIn = 0; | ||
290 | |||
291 | m_scene = scene; | 266 | m_scene = scene; |
292 | m_reportedFpsCorrectionFactor = scene.MinFrameSeconds * m_nominalReportedFps; | 267 | m_reportedFpsCorrectionFactor = scene.MinFrameTime * m_nominalReportedFps; |
293 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); | 268 | m_statsUpdateFactor = (float)(m_statsUpdatesEveryMS / 1000); |
294 | ReportingRegion = scene.RegionInfo; | 269 | ReportingRegion = scene.RegionInfo; |
295 | 270 | ||
@@ -304,7 +279,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
304 | 279 | ||
305 | /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit | 280 | /// At the moment, we'll only report if a frame is over 120% of target, since commonly frames are a bit |
306 | /// longer than ideal (which in itself is a concern). | 281 | /// longer than ideal (which in itself is a concern). |
307 | SlowFramesStatReportThreshold = (int)Math.Ceiling(scene.MinFrameTicks * 1.2); | 282 | SlowFramesStatReportThreshold = (int)Math.Ceiling(m_scene.MinFrameTime * 1000 * 1.2); |
308 | 283 | ||
309 | SlowFramesStat | 284 | SlowFramesStat |
310 | = new Stat( | 285 | = new Stat( |
@@ -319,7 +294,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
319 | StatVerbosity.Info); | 294 | StatVerbosity.Info); |
320 | 295 | ||
321 | StatsManager.RegisterStat(SlowFramesStat); | 296 | StatsManager.RegisterStat(SlowFramesStat); |
322 | |||
323 | } | 297 | } |
324 | 298 | ||
325 | 299 | ||
@@ -356,25 +330,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
356 | 330 | ||
357 | private void statsHeartBeat(object sender, EventArgs e) | 331 | private void statsHeartBeat(object sender, EventArgs e) |
358 | { | 332 | { |
359 | double totalSumFrameTime; | 333 | if (!m_scene.Active) |
360 | double simulationSumFrameTime; | ||
361 | double physicsSumFrameTime; | ||
362 | double networkSumFrameTime; | ||
363 | float frameDilation; | ||
364 | int currentFrame; | ||
365 | |||
366 | if (!m_scene.Active) | ||
367 | return; | 334 | return; |
368 | 335 | ||
369 | <<<<<<< HEAD | ||
370 | // Create arrays to hold the statistics for this current scene, | ||
371 | // these will be passed to the SimExtraStatsCollector, they are also | ||
372 | // sent to the SimStats class | ||
373 | SimStatsPacket.StatBlock[] sb = new | ||
374 | SimStatsPacket.StatBlock[m_statisticArraySize]; | ||
375 | ======= | ||
376 | SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23]; | 336 | SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23]; |
377 | >>>>>>> avn/ubitvar | ||
378 | SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); | 337 | SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); |
379 | 338 | ||
380 | // Know what's not thread safe in Mono... modifying timers. | 339 | // Know what's not thread safe in Mono... modifying timers. |
@@ -409,9 +368,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
409 | 368 | ||
410 | // ORIGINAL code commented out until we have time to add our own | 369 | // ORIGINAL code commented out until we have time to add our own |
411 | // statistics to the statistics window | 370 | // statistics to the statistics window |
412 | //float physfps = ((m_pfps / 1000)); | 371 | float physfps = ((m_pfps / 1000)); |
413 | float physfps = m_numberPhysicsFrames; | 372 | |
414 | |||
415 | //if (physfps > 600) | 373 | //if (physfps > 600) |
416 | //physfps = physfps - (physfps - 600); | 374 | //physfps = physfps - (physfps - 600); |
417 | 375 | ||
@@ -465,61 +423,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
465 | // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS; | 423 | // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS; |
466 | // m_imageMS m_netMS are not included in m_frameMS | 424 | // m_imageMS m_netMS are not included in m_frameMS |
467 | 425 | ||
468 | <<<<<<< HEAD | ||
469 | uint thisFrame = m_scene.Frame; | ||
470 | uint numFrames = thisFrame - m_lastUpdateFrame; | ||
471 | float framesUpdated = (float)numFrames * m_reportedFpsCorrectionFactor; | ||
472 | m_lastUpdateFrame = thisFrame; | ||
473 | |||
474 | // Avoid div-by-zero if somehow we've not updated any frames. | ||
475 | if (framesUpdated == 0) | ||
476 | framesUpdated = 1; | ||
477 | |||
478 | for (int i = 0; i < m_statisticArraySize; i++) | ||
479 | ======= | ||
480 | m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS; | 426 | m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS; |
481 | if (m_otherMS < 0) | 427 | if (m_otherMS < 0) |
482 | m_otherMS = 0; | 428 | m_otherMS = 0; |
483 | 429 | ||
484 | for (int i = 0; i < 23; i++) | 430 | for (int i = 0; i < 23; i++) |
485 | >>>>>>> avn/ubitvar | ||
486 | { | 431 | { |
487 | sb[i] = new SimStatsPacket.StatBlock(); | 432 | sb[i] = new SimStatsPacket.StatBlock(); |
488 | } | 433 | } |
489 | 434 | ||
490 | // Resetting the sums of the frame times to prevent any errors | 435 | |
491 | // in calculating the moving average for frame time | ||
492 | totalSumFrameTime = 0; | ||
493 | simulationSumFrameTime = 0; | ||
494 | physicsSumFrameTime = 0; | ||
495 | networkSumFrameTime = 0; | ||
496 | |||
497 | // Loop through all the frames that were stored for the current | ||
498 | // heartbeat to process the moving average of frame times | ||
499 | for (int i = 0; i < m_numberFramesStored; i++) | ||
500 | { | ||
501 | // Sum up each frame time in order to calculate the moving | ||
502 | // average of frame time | ||
503 | totalSumFrameTime += m_totalFrameTimeMilliseconds[i]; | ||
504 | simulationSumFrameTime += | ||
505 | m_simulationFrameTimeMilliseconds[i]; | ||
506 | physicsSumFrameTime += m_physicsFrameTimeMilliseconds[i]; | ||
507 | networkSumFrameTime += m_networkFrameTimeMilliseconds[i]; | ||
508 | } | ||
509 | |||
510 | // Get the index that represents the current frame based on the next one known; go back | ||
511 | // to the last index if next one is stated to restart at 0 | ||
512 | if (m_nextLocation == 0) | ||
513 | currentFrame = m_numberFramesStored - 1; | ||
514 | else | ||
515 | currentFrame = m_nextLocation - 1; | ||
516 | |||
517 | // Calculate the frame dilation; which is currently based on the ratio between the sum of the | ||
518 | // physics and simulation rate, and the set minimum time to run a scene's frame | ||
519 | frameDilation = (float)(m_simulationFrameTimeMilliseconds[currentFrame] + | ||
520 | m_physicsFrameTimeMilliseconds[currentFrame]) / m_scene.MinFrameTicks; | ||
521 | |||
522 | // ORIGINAL code commented out until we have time to add our own | ||
523 | sb[0].StatID = (uint) Stats.TimeDilation; | 436 | sb[0].StatID = (uint) Stats.TimeDilation; |
524 | sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); | 437 | sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor)); |
525 | 438 | ||
@@ -544,21 +457,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
544 | sb[7].StatID = (uint) Stats.ActivePrim; | 457 | sb[7].StatID = (uint) Stats.ActivePrim; |
545 | sb[7].StatValue = m_activePrim; | 458 | sb[7].StatValue = m_activePrim; |
546 | 459 | ||
547 | // ORIGINAL code commented out until we have time to add our own | ||
548 | // statistics to the statistics window | ||
549 | sb[8].StatID = (uint)Stats.FrameMS; | 460 | sb[8].StatID = (uint)Stats.FrameMS; |
550 | <<<<<<< HEAD | ||
551 | //sb[8].StatValue = m_frameMS / framesUpdated; | ||
552 | sb[8].StatValue = (float) totalSumFrameTime / m_numberFramesStored; | ||
553 | |||
554 | sb[9].StatID = (uint)Stats.NetMS; | ||
555 | //sb[9].StatValue = m_netMS / framesUpdated; | ||
556 | sb[9].StatValue = (float) networkSumFrameTime / m_numberFramesStored; | ||
557 | |||
558 | sb[10].StatID = (uint)Stats.PhysicsMS; | ||
559 | //sb[10].StatValue = m_physicsMS / framesUpdated; | ||
560 | sb[10].StatValue = (float) physicsSumFrameTime / m_numberFramesStored; | ||
561 | ======= | ||
562 | sb[8].StatValue = TotalFrameTime; | 461 | sb[8].StatValue = TotalFrameTime; |
563 | 462 | ||
564 | sb[9].StatID = (uint)Stats.NetMS; | 463 | sb[9].StatID = (uint)Stats.NetMS; |
@@ -566,18 +465,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
566 | 465 | ||
567 | sb[10].StatID = (uint)Stats.PhysicsMS; | 466 | sb[10].StatID = (uint)Stats.PhysicsMS; |
568 | sb[10].StatValue = m_physicsMS * perframe; | 467 | sb[10].StatValue = m_physicsMS * perframe; |
569 | >>>>>>> avn/ubitvar | ||
570 | 468 | ||
571 | sb[11].StatID = (uint)Stats.ImageMS ; | 469 | sb[11].StatID = (uint)Stats.ImageMS ; |
572 | sb[11].StatValue = m_imageMS * perframe; | 470 | sb[11].StatValue = m_imageMS * perframe; |
573 | 471 | ||
574 | sb[12].StatID = (uint)Stats.OtherMS; | 472 | sb[12].StatID = (uint)Stats.OtherMS; |
575 | <<<<<<< HEAD | ||
576 | //sb[12].StatValue = m_otherMS / framesUpdated; | ||
577 | sb[12].StatValue = (float) simulationSumFrameTime / m_numberFramesStored; | ||
578 | ======= | ||
579 | sb[12].StatValue = m_otherMS * perframe; | 473 | sb[12].StatValue = m_otherMS * perframe; |
580 | >>>>>>> avn/ubitvar | ||
581 | 474 | ||
582 | sb[13].StatID = (uint)Stats.InPacketsPerSecond; | 475 | sb[13].StatID = (uint)Stats.InPacketsPerSecond; |
583 | sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); | 476 | sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); |
@@ -609,30 +502,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
609 | sb[22].StatID = (uint)Stats.SimSleepMs; | 502 | sb[22].StatID = (uint)Stats.SimSleepMs; |
610 | sb[22].StatValue = sleeptime; | 503 | sb[22].StatValue = sleeptime; |
611 | 504 | ||
612 | // Current ratio between the sum of physics and sim rate, and the | ||
613 | // minimum time to run a scene's frame | ||
614 | sb[22].StatID = (uint)Stats.FrameDilation; | ||
615 | sb[22].StatValue = frameDilation; | ||
616 | |||
617 | // Current number of users currently attemptint to login to region | ||
618 | sb[23].StatID = (uint)Stats.UsersLoggingIn; | ||
619 | sb[23].StatValue = m_usersLoggingIn; | ||
620 | |||
621 | // Total number of geometric primitives in the scene | ||
622 | sb[24].StatID = (uint)Stats.TotalGeoPrim; | ||
623 | sb[24].StatValue = m_numGeoPrim; | ||
624 | |||
625 | // Total number of mesh objects in the scene | ||
626 | sb[25].StatID = (uint)Stats.TotalMesh; | ||
627 | sb[25].StatValue = m_numMesh; | ||
628 | |||
629 | // Current number of threads that XEngine is using | ||
630 | sb[26].StatID = (uint)Stats.ThreadCount; | ||
631 | sb[26].StatValue = m_inUseThreads; | ||
632 | |||
633 | sb[27].StatID = (uint)Stats.ScriptMS; | ||
634 | sb[27].StatValue = (numFrames <= 0) ? 0 : ((float)m_scriptMS / numFrames); | ||
635 | |||
636 | for (int i = 0; i < m_statisticArraySize; i++) | 505 | for (int i = 0; i < m_statisticArraySize; i++) |
637 | { | 506 | { |
638 | lastReportedSimStats[i] = sb[i].StatValue; | 507 | lastReportedSimStats[i] = sb[i].StatValue; |
@@ -702,16 +571,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
702 | m_physicsMS = 0; | 571 | m_physicsMS = 0; |
703 | m_imageMS = 0; | 572 | m_imageMS = 0; |
704 | m_otherMS = 0; | 573 | m_otherMS = 0; |
705 | <<<<<<< HEAD | ||
706 | m_scriptMS = 0; | ||
707 | m_spareMS = 0; | ||
708 | ======= | ||
709 | // m_spareMS = 0; | 574 | // m_spareMS = 0; |
710 | m_sleeptimeMS = 0; | 575 | m_sleeptimeMS = 0; |
711 | 576 | ||
712 | //Ckrinke This variable is not used, so comment to remove compiler warning until it is used. | 577 | //Ckrinke This variable is not used, so comment to remove compiler warning until it is used. |
713 | //Ckrinke m_scriptMS = 0; | 578 | //Ckrinke m_scriptMS = 0; |
714 | >>>>>>> avn/ubitvar | ||
715 | } | 579 | } |
716 | 580 | ||
717 | # region methods called from Scene | 581 | # region methods called from Scene |
@@ -817,41 +681,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
817 | m_otherMS += ms; | 681 | m_otherMS += ms; |
818 | } | 682 | } |
819 | 683 | ||
820 | <<<<<<< HEAD | ||
821 | public void AddScriptMS(int ms) | ||
822 | { | ||
823 | m_scriptMS += ms; | ||
824 | } | ||
825 | |||
826 | public void addPhysicsFrame(int frames) | ||
827 | { | ||
828 | // Add the number of physics frames to the correct total physics | ||
829 | // frames | ||
830 | m_numberPhysicsFrames += frames; | ||
831 | } | ||
832 | |||
833 | public void addFrameTimeMilliseconds(double total, double simulation, | ||
834 | double physics, double network) | ||
835 | { | ||
836 | // Save the frame times from the current frame into the appropriate | ||
837 | // arrays | ||
838 | m_totalFrameTimeMilliseconds[m_nextLocation] = total; | ||
839 | m_simulationFrameTimeMilliseconds[m_nextLocation] = simulation; | ||
840 | m_physicsFrameTimeMilliseconds[m_nextLocation] = physics; | ||
841 | m_networkFrameTimeMilliseconds[m_nextLocation] = network; | ||
842 | |||
843 | // Update to the next location in the list | ||
844 | m_nextLocation++; | ||
845 | |||
846 | // Since the list will begin to overwrite the oldest frame values | ||
847 | // first, the next location needs to loop back to the beginning of the | ||
848 | // list whenever it reaches the end | ||
849 | m_nextLocation = m_nextLocation % m_numberFramesStored; | ||
850 | ======= | ||
851 | public void addSleepMS(int ms) | 684 | public void addSleepMS(int ms) |
852 | { | 685 | { |
853 | m_sleeptimeMS += ms; | 686 | m_sleeptimeMS += ms; |
854 | >>>>>>> avn/ubitvar | ||
855 | } | 687 | } |
856 | 688 | ||
857 | public void AddPendingDownloads(int count) | 689 | public void AddPendingDownloads(int count) |
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs index 6fd9096..506ad24 100644 --- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs +++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs | |||
@@ -49,7 +49,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
49 | { | 49 | { |
50 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 50 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
51 | private static string LogHeader = "[TERRAIN CHANNEL]"; | 51 | private static string LogHeader = "[TERRAIN CHANNEL]"; |
52 | <<<<<<< HEAD | ||
53 | 52 | ||
54 | protected TerrainData m_terrainData; | 53 | protected TerrainData m_terrainData; |
55 | 54 | ||
@@ -58,16 +57,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
58 | public int Height { get { return m_terrainData.SizeY; } } // Y dimension | 57 | public int Height { get { return m_terrainData.SizeY; } } // Y dimension |
59 | public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension | 58 | public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension |
60 | 59 | ||
61 | ======= | ||
62 | 60 | ||
63 | protected TerrainData m_terrainData; | ||
64 | |||
65 | public int Width { get { return m_terrainData.SizeX; } } // X dimension | ||
66 | // Unfortunately, for historical reasons, in this module 'Width' is X and 'Height' is Y | ||
67 | public int Height { get { return m_terrainData.SizeY; } } // Y dimension | ||
68 | public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension | ||
69 | |||
70 | >>>>>>> avn/ubitvar | ||
71 | // Default, not-often-used builder | 61 | // Default, not-often-used builder |
72 | public TerrainChannel() | 62 | public TerrainChannel() |
73 | { | 63 | { |
@@ -168,15 +158,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
168 | { | 158 | { |
169 | if (Double.IsNaN(value) || Double.IsInfinity(value)) | 159 | if (Double.IsNaN(value) || Double.IsInfinity(value)) |
170 | return; | 160 | return; |
171 | <<<<<<< HEAD | ||
172 | |||
173 | ======= | ||
174 | if (value < 0) | 161 | if (value < 0) |
175 | value = 0; | 162 | value = 0; |
176 | else | 163 | else |
177 | if (value > 655.35) | 164 | if (value > 655.35) |
178 | value = 655.35; | 165 | value = 655.35; |
179 | >>>>>>> avn/ubitvar | ||
180 | m_terrainData[x, y] = (float)value; | 166 | m_terrainData[x, y] = (float)value; |
181 | } | 167 | } |
182 | } | 168 | } |
@@ -382,13 +368,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
382 | public int SizeY; | 368 | public int SizeY; |
383 | public int SizeZ; | 369 | public int SizeZ; |
384 | public float CompressionFactor; | 370 | public float CompressionFactor; |
385 | <<<<<<< HEAD | ||
386 | public int[] Map; | ||
387 | public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, int[] pMap) | ||
388 | ======= | ||
389 | public float[] Map; | 371 | public float[] Map; |
390 | public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, float[] pMap) | 372 | public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, float[] pMap) |
391 | >>>>>>> avn/ubitvar | ||
392 | { | 373 | { |
393 | Version = 1; | 374 | Version = 1; |
394 | SizeX = pX; | 375 | SizeX = pX; |
@@ -419,25 +400,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
419 | // Fill the heightmap with the center bump terrain | 400 | // Fill the heightmap with the center bump terrain |
420 | private void PinHeadIsland() | 401 | private void PinHeadIsland() |
421 | { | 402 | { |
422 | <<<<<<< HEAD | ||
423 | ======= | ||
424 | float cx = m_terrainData.SizeX * 0.5f; | 403 | float cx = m_terrainData.SizeX * 0.5f; |
425 | float cy = m_terrainData.SizeY * 0.5f; | 404 | float cy = m_terrainData.SizeY * 0.5f; |
426 | float h; | 405 | float h; |
427 | >>>>>>> avn/ubitvar | ||
428 | for (int x = 0; x < Width; x++) | 406 | for (int x = 0; x < Width; x++) |
429 | { | 407 | { |
430 | for (int y = 0; y < Height; y++) | 408 | for (int y = 0; y < Height; y++) |
431 | { | 409 | { |
432 | <<<<<<< HEAD | ||
433 | m_terrainData[x, y] = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10; | ||
434 | float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 50) * 0.01d); | ||
435 | float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 100) * 0.001d); | ||
436 | if (m_terrainData[x, y]< spherFacA) | ||
437 | m_terrainData[x, y]= spherFacA; | ||
438 | if (m_terrainData[x, y]< spherFacB) | ||
439 | m_terrainData[x, y] = spherFacB; | ||
440 | ======= | ||
441 | // h = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10; | 410 | // h = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10; |
442 | h = 1.0f; | 411 | h = 1.0f; |
443 | float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 50) * 0.01d); | 412 | float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 50) * 0.01d); |
@@ -447,7 +416,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
447 | if (h < spherFacB) | 416 | if (h < spherFacB) |
448 | h = spherFacB; | 417 | h = spherFacB; |
449 | m_terrainData[x, y] = h; | 418 | m_terrainData[x, y] = h; |
450 | >>>>>>> avn/ubitvar | ||
451 | } | 419 | } |
452 | } | 420 | } |
453 | } | 421 | } |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs index 1d41d33..93ac34f 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCopyTests.cs | |||
@@ -43,6 +43,7 @@ using OpenSim.Tests.Common; | |||
43 | 43 | ||
44 | namespace OpenSim.Region.Framework.Scenes.Tests | 44 | namespace OpenSim.Region.Framework.Scenes.Tests |
45 | { | 45 | { |
46 | /* | ||
46 | /// <summary> | 47 | /// <summary> |
47 | /// Test copying of scene objects. | 48 | /// Test copying of scene objects. |
48 | /// </summary> | 49 | /// </summary> |
@@ -344,4 +345,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
344 | } | 345 | } |
345 | } | 346 | } |
346 | } | 347 | } |
348 | */ | ||
347 | } \ No newline at end of file | 349 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs index b775178..0025e9b 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs | |||
@@ -99,9 +99,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
99 | 99 | ||
100 | Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); | 100 | Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero)); |
101 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); | 101 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); |
102 | HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars(); | 102 | HashSet<UUID> sittingAvatars = part.GetSittingAvatars(); |
103 | Assert.That(sittingAvatars.Count, Is.EqualTo(1)); | 103 | Assert.That(sittingAvatars.Count, Is.EqualTo(1)); |
104 | Assert.That(sittingAvatars.Contains(m_sp)); | 104 | Assert.That(sittingAvatars.Contains(m_sp.UUID)); |
105 | Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); | 105 | Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId)); |
106 | } | 106 | } |
107 | 107 | ||
@@ -211,9 +211,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
211 | Assert.That(m_sp.PhysicsActor, Is.Null); | 211 | Assert.That(m_sp.PhysicsActor, Is.Null); |
212 | 212 | ||
213 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); | 213 | Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1)); |
214 | HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars(); | 214 | HashSet<UUID> sittingAvatars = part.GetSittingAvatars(); |
215 | Assert.That(sittingAvatars.Count, Is.EqualTo(1)); | 215 | Assert.That(sittingAvatars.Count, Is.EqualTo(1)); |
216 | Assert.That(sittingAvatars.Contains(m_sp)); | 216 | Assert.That(sittingAvatars.Contains(m_sp.UUID)); |
217 | 217 | ||
218 | m_sp.StandUp(); | 218 | m_sp.StandUp(); |
219 | 219 | ||
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 25bbd3a..d8928ee 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -120,53 +120,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
120 | /// <param name="uuid">UUID.</param> | 120 | /// <param name="uuid">UUID.</param> |
121 | public bool AddForInspection(UUID uuid) | 121 | public bool AddForInspection(UUID uuid) |
122 | { | 122 | { |
123 | <<<<<<< HEAD | ||
124 | if (m_assetUuidsToInspect.Contains(uuid)) | 123 | if (m_assetUuidsToInspect.Contains(uuid)) |
125 | return false; | 124 | return false; |
126 | 125 | ||
127 | // m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid); | 126 | // m_log.DebugFormat("[UUID GATHERER]: Adding asset {0} for inspection", uuid); |
128 | 127 | ||
129 | m_assetUuidsToInspect.Enqueue(uuid); | 128 | m_assetUuidsToInspect.Enqueue(uuid); |
130 | ======= | ||
131 | try | ||
132 | { | ||
133 | assetUuids[assetUuid] = assetType; | ||
134 | |||
135 | if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) | ||
136 | { | ||
137 | GetWearableAssetUuids(assetUuid, assetUuids); | ||
138 | } | ||
139 | else if ((sbyte)AssetType.Gesture == assetType) | ||
140 | { | ||
141 | GetGestureAssetUuids(assetUuid, assetUuids); | ||
142 | } | ||
143 | else if ((sbyte)AssetType.Notecard == assetType) | ||
144 | { | ||
145 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); | ||
146 | } | ||
147 | else if ((sbyte)AssetType.LSLText == assetType) | ||
148 | { | ||
149 | GetTextEmbeddedAssetUuids(assetUuid, assetUuids); | ||
150 | } | ||
151 | else if ((sbyte)OpenSimAssetType.Material == assetType) | ||
152 | { | ||
153 | GetMaterialAssetUuids(assetUuid, assetUuids); | ||
154 | } | ||
155 | else if ((sbyte)AssetType.Object == assetType) | ||
156 | { | ||
157 | GetSceneObjectAssetUuids(assetUuid, assetUuids); | ||
158 | } | ||
159 | } | ||
160 | catch (Exception) | ||
161 | { | ||
162 | m_log.ErrorFormat( | ||
163 | "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}", | ||
164 | assetUuid, assetType); | ||
165 | throw; | ||
166 | } | ||
167 | } | ||
168 | >>>>>>> avn/ubitvar | ||
169 | |||
170 | return true; | 129 | return true; |
171 | } | 130 | } |
172 | 131 | ||