aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes
diff options
context:
space:
mode:
authorMelanie2010-11-27 13:07:23 +0100
committerMelanie2010-11-27 13:07:23 +0100
commit2412b3cb4a7e8e33cc9e1475aa66ce14cab032b7 (patch)
treea37a3574ce60fec440c4ed8576725d3a06e22057 /OpenSim/Region/Framework/Scenes
parentInstrument TI Dictionary to finally find that pesky script-caused deadlock (diff)
parentMerge branch 'master' into careminster-presence-refactor (diff)
downloadopensim-SC_OLD-2412b3cb4a7e8e33cc9e1475aa66ce14cab032b7.zip
opensim-SC_OLD-2412b3cb4a7e8e33cc9e1475aa66ce14cab032b7.tar.gz
opensim-SC_OLD-2412b3cb4a7e8e33cc9e1475aa66ce14cab032b7.tar.bz2
opensim-SC_OLD-2412b3cb4a7e8e33cc9e1475aa66ce14cab032b7.tar.xz
Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs34
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs40
3 files changed, 58 insertions, 31 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e479628..216eb51 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2384,16 +2384,14 @@ namespace OpenSim.Region.Framework.Scenes
2384 m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName); 2384 m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
2385 return false; 2385 return false;
2386 } 2386 }
2387 2387
2388 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 2); 2388 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2389 2389
2390 newObject.ResumeScripts(); 2390 newObject.ResumeScripts();
2391 2391
2392 // Do this as late as possible so that listeners have full access to the incoming object 2392 // Do this as late as possible so that listeners have full access to the incoming object
2393 EventManager.TriggerOnIncomingSceneObject(newObject); 2393 EventManager.TriggerOnIncomingSceneObject(newObject);
2394 2394
2395 TriggerChangedTeleport(newObject);
2396
2397 return true; 2395 return true;
2398 } 2396 }
2399 2397
@@ -2520,7 +2518,7 @@ namespace OpenSim.Region.Framework.Scenes
2520 return true; 2518 return true;
2521 } 2519 }
2522 2520
2523 private void TriggerChangedTeleport(SceneObjectGroup sog) 2521 private int GetStateSource(SceneObjectGroup sog)
2524 { 2522 {
2525 ScenePresence sp = GetScenePresence(sog.OwnerID); 2523 ScenePresence sp = GetScenePresence(sog.OwnerID);
2526 2524
@@ -2531,13 +2529,12 @@ namespace OpenSim.Region.Framework.Scenes
2531 if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default)) 2529 if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default))
2532 { 2530 {
2533 // This will get your attention 2531 // This will get your attention
2534 //m_log.Error("[XXX] Triggering "); 2532 //m_log.Error("[XXX] Triggering CHANGED_TELEPORT");
2535 2533
2536 // Trigger CHANGED_TELEPORT 2534 return 5; // StateSource.Teleporting
2537 sp.Scene.EventManager.TriggerOnScriptChangedEvent(sog.LocalId, (uint)Changed.TELEPORT);
2538 } 2535 }
2539
2540 } 2536 }
2537 return 2; // StateSource.PrimCrossing
2541 } 2538 }
2542 2539
2543 #endregion 2540 #endregion
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 98a3b29..24c809b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -464,16 +464,36 @@ namespace OpenSim.Region.Framework.Scenes
464// if (actor != null) 464// if (actor != null)
465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! 465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
466 m_pos = actor.Position; 466 m_pos = actor.Position;
467 467 else
468 // If we're sitting, we need to update our position
469 if (m_parentID != 0)
470 { 468 {
471 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 469 // Obtain the correct position of a seated avatar.
472 if (part != null) 470 // In addition to providing the correct position while
473 m_parentPosition = part.AbsolutePosition; 471 // the avatar is seated, this value will also
472 // be used as the location to unsit to.
473 //
474 // If m_parentID is not 0, assume we are a seated avatar
475 // and we should return the position based on the sittarget
476 // offset and rotation of the prim we are seated on.
477 //
478 // Generally, m_pos will contain the position of the avatar
479 // in the sim unless the avatar is on a sit target. While
480 // on a sit target, m_pos will contain the desired offset
481 // without the parent rotation applied.
482 if (m_parentID != 0)
483 {
484 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
485 if (part != null)
486 {
487 return m_parentPosition + (m_pos * part.GetWorldRotation());
488 }
489 else
490 {
491 return m_parentPosition + m_pos;
492 }
493 }
474 } 494 }
475 495
476 return m_parentPosition + m_pos; 496 return m_pos;
477 } 497 }
478 set 498 set
479 { 499 {
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index aee2d10..3978a7d 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -86,23 +86,33 @@ namespace OpenSim.Region.Framework.Scenes
86 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
88 { 88 {
89 assetUuids[assetUuid] = assetType; 89 try
90 90 {
91 if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType) 91 assetUuids[assetUuid] = assetType;
92 { 92
93 GetWearableAssetUuids(assetUuid, assetUuids); 93 if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
94 } 94 {
95 else if (AssetType.Gesture == assetType) 95 GetWearableAssetUuids(assetUuid, assetUuids);
96 { 96 }
97 GetGestureAssetUuids(assetUuid, assetUuids); 97 else if (AssetType.Gesture == assetType)
98 } 98 {
99 else if (AssetType.LSLText == assetType) 99 GetGestureAssetUuids(assetUuid, assetUuids);
100 { 100 }
101 GetScriptAssetUuids(assetUuid, assetUuids); 101 else if (AssetType.LSLText == assetType)
102 {
103 GetScriptAssetUuids(assetUuid, assetUuids);
104 }
105 else if (AssetType.Object == assetType)
106 {
107 GetSceneObjectAssetUuids(assetUuid, assetUuids);
108 }
102 } 109 }
103 else if (AssetType.Object == assetType) 110 catch (Exception)
104 { 111 {
105 GetSceneObjectAssetUuids(assetUuid, assetUuids); 112 m_log.ErrorFormat(
113 "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
114 assetUuid, assetType);
115 throw;
106 } 116 }
107 } 117 }
108 118