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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs49
-rw-r--r--OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs189
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs91
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs158
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs427
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs154
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs130
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs2
34 files changed, 1257 insertions, 466 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e577958..9ddac19 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -1,4 +1,4 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
@@ -294,6 +294,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
294 return "FALLDOWN"; 294 return "FALLDOWN";
295 } 295 }
296 296
297 // Check if the user has stopped walking just now
298 if (CurrentMovementAnimation == "WALK" && (move == Vector3.Zero))
299 return "STAND";
300
297 return CurrentMovementAnimation; 301 return CurrentMovementAnimation;
298 } 302 }
299 303
@@ -418,13 +422,16 @@ namespace OpenSim.Region.Framework.Scenes.Animation
418 /// </summary> 422 /// </summary>
419 public void UpdateMovementAnimations() 423 public void UpdateMovementAnimations()
420 { 424 {
421 CurrentMovementAnimation = DetermineMovementAnimation(); 425 lock (m_animations)
426 {
427 CurrentMovementAnimation = DetermineMovementAnimation();
422 428
423// m_log.DebugFormat( 429// m_log.DebugFormat(
424// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()", 430// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
425// CurrentMovementAnimation, m_scenePresence.Name); 431// CurrentMovementAnimation, m_scenePresence.Name);
426 432
427 TrySetMovementAnimation(CurrentMovementAnimation); 433 TrySetMovementAnimation(CurrentMovementAnimation);
434 }
428 } 435 }
429 436
430 public UUID[] GetAnimationArray() 437 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index f678d07..834464b 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -117,7 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
117 117
118 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) 118 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
119 { 119 {
120 m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop"); 120// m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
121 121
122 // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved 122 // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
123 // in a culture where decimal points are commas and then reloaded in a culture which just treats them as 123 // in a culture where decimal points are commas and then reloaded in a culture which just treats them as
@@ -147,9 +147,9 @@ namespace OpenSim.Region.Framework.Scenes
147 { 147 {
148 x = m_inventoryDeletes.Dequeue(); 148 x = m_inventoryDeletes.Dequeue();
149 149
150 m_log.DebugFormat( 150// m_log.DebugFormat(
151 "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", 151// "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
152 left, x.action, x.objectGroups.Count); 152// left, x.action, x.objectGroups.Count);
153 153
154 try 154 try
155 { 155 {
@@ -185,7 +185,7 @@ namespace OpenSim.Region.Framework.Scenes
185 e.StackTrace); 185 e.StackTrace);
186 } 186 }
187 187
188 m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue."); 188// m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
189 189
190 return false; 190 return false;
191 } 191 }
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 2365cfe..7688cf8 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -53,6 +53,10 @@ namespace OpenSim.Region.Framework.Scenes
53 53
54 public event ClientMovement OnClientMovement; 54 public event ClientMovement OnClientMovement;
55 55
56 public delegate void OnTerrainTaintedDelegate();
57
58 public event OnTerrainTaintedDelegate OnTerrainTainted;
59
56 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
57 61
58 public delegate void OnTerrainUpdateDelegate(); 62 public delegate void OnTerrainUpdateDelegate();
@@ -484,6 +488,9 @@ namespace OpenSim.Region.Framework.Scenes
484 public delegate void SceneObjectPartUpdated(SceneObjectPart sop); 488 public delegate void SceneObjectPartUpdated(SceneObjectPart sop);
485 public event SceneObjectPartUpdated OnSceneObjectPartUpdated; 489 public event SceneObjectPartUpdated OnSceneObjectPartUpdated;
486 490
491 public delegate void ScenePresenceUpdated(ScenePresence sp);
492 public event ScenePresenceUpdated OnScenePresenceUpdated;
493
487 public delegate void RegionUp(GridRegion region); 494 public delegate void RegionUp(GridRegion region);
488 public event RegionUp OnRegionUp; 495 public event RegionUp OnRegionUp;
489 496
@@ -935,6 +942,27 @@ namespace OpenSim.Region.Framework.Scenes
935 } 942 }
936 } 943 }
937 944
945 public void TriggerTerrainTainted()
946 {
947 OnTerrainTaintedDelegate handlerTerrainTainted = OnTerrainTainted;
948 if (handlerTerrainTainted != null)
949 {
950 foreach (OnTerrainTickDelegate d in handlerTerrainTainted.GetInvocationList())
951 {
952 try
953 {
954 d();
955 }
956 catch (Exception e)
957 {
958 m_log.ErrorFormat(
959 "[EVENT MANAGER]: Delegate for TriggerTerrainTainted failed - continuing. {0} {1}",
960 e.Message, e.StackTrace);
961 }
962 }
963 }
964 }
965
938 public void TriggerParcelPrimCountAdd(SceneObjectGroup obj) 966 public void TriggerParcelPrimCountAdd(SceneObjectGroup obj)
939 { 967 {
940 OnParcelPrimCountAddDelegate handlerParcelPrimCountAdd = OnParcelPrimCountAdd; 968 OnParcelPrimCountAddDelegate handlerParcelPrimCountAdd = OnParcelPrimCountAdd;
@@ -2367,6 +2395,27 @@ namespace OpenSim.Region.Framework.Scenes
2367 } 2395 }
2368 } 2396 }
2369 2397
2398 public void TriggerScenePresenceUpdated(ScenePresence sp)
2399 {
2400 ScenePresenceUpdated handler = OnScenePresenceUpdated;
2401 if (handler != null)
2402 {
2403 foreach (ScenePresenceUpdated d in handler.GetInvocationList())
2404 {
2405 try
2406 {
2407 d(sp);
2408 }
2409 catch (Exception e)
2410 {
2411 m_log.ErrorFormat(
2412 "[EVENT MANAGER]: Delegate for TriggerScenePresenceUpdated failed - continuing. {0} {1}",
2413 e.Message, e.StackTrace);
2414 }
2415 }
2416 }
2417 }
2418
2370 public void TriggerOnParcelPropertiesUpdateRequest(LandUpdateArgs args, 2419 public void TriggerOnParcelPropertiesUpdateRequest(LandUpdateArgs args,
2371 int local_id, IClientAPI remote_client) 2420 int local_id, IClientAPI remote_client)
2372 { 2421 {
diff --git a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs
index 6c5685c..1365831 100644
--- a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs
+++ b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs
@@ -48,16 +48,19 @@ namespace OpenSim.Region.Framework.Scenes
48{ 48{
49 public class RegionStatsHandler : IStreamedRequestHandler 49 public class RegionStatsHandler : IStreamedRequestHandler
50 { 50 {
51 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
52
51 private string osRXStatsURI = String.Empty; 53 private string osRXStatsURI = String.Empty;
52 private string osXStatsURI = String.Empty; 54 private string osXStatsURI = String.Empty;
53 //private string osSecret = String.Empty; 55 //private string osSecret = String.Empty;
54 private OpenSim.Framework.RegionInfo regionInfo; 56 private OpenSim.Framework.RegionInfo regionInfo;
55 public string localZone = TimeZone.CurrentTimeZone.StandardName; 57 public string localZone = TimeZone.CurrentTimeZone.StandardName;
56 public TimeSpan utcOffset = TimeZone.CurrentTimeZone.GetUtcOffset(DateTime.Now); 58 public TimeSpan utcOffset = TimeZone.CurrentTimeZone.GetUtcOffset(DateTime.Now);
57
58 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59 59
60 public RegionStatsHandler(OpenSim.Framework.RegionInfo region_info) 60 public string Name { get { return "RegionStats"; } }
61 public string Description { get { return "Region Statistics"; } }
62
63 public RegionStatsHandler(RegionInfo region_info)
61 { 64 {
62 regionInfo = region_info; 65 regionInfo = region_info;
63 osRXStatsURI = Util.SHA1Hash(regionInfo.regionSecret); 66 osRXStatsURI = Util.SHA1Hash(regionInfo.regionSecret);
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 29465c0..942c625 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -300,6 +300,10 @@ namespace OpenSim.Region.Framework.Scenes
300 AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId); 300 AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId);
301 AssetService.Store(asset); 301 AssetService.Store(asset);
302 302
303// m_log.DebugFormat(
304// "[PRIM INVENTORY]: Stored asset {0} when updating item {1} in prim {2} for {3}",
305// asset.ID, item.Name, part.Name, remoteClient.Name);
306
303 if (isScriptRunning) 307 if (isScriptRunning)
304 { 308 {
305 part.Inventory.RemoveScriptInstance(item.ItemID, false); 309 part.Inventory.RemoveScriptInstance(item.ItemID, false);
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 3ef1e29..cf68ff4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -38,8 +38,9 @@ namespace OpenSim.Region.Framework.Scenes
38{ 38{
39 public partial class Scene 39 public partial class Scene
40 { 40 {
41
41 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 42 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
42 UUID fromID, bool fromAgent, bool broadcast) 43 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
43 { 44 {
44 OSChatMessage args = new OSChatMessage(); 45 OSChatMessage args = new OSChatMessage();
45 46
@@ -63,14 +64,20 @@ namespace OpenSim.Region.Framework.Scenes
63 } 64 }
64 65
65 args.From = fromName; 66 args.From = fromName;
66 //args. 67 args.TargetUUID = targetID;
67 68
68 if (broadcast) 69 if (broadcast)
69 EventManager.TriggerOnChatBroadcast(this, args); 70 EventManager.TriggerOnChatBroadcast(this, args);
70 else 71 else
71 EventManager.TriggerOnChatFromWorld(this, args); 72 EventManager.TriggerOnChatFromWorld(this, args);
72 } 73 }
73 74
75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
76 UUID fromID, bool fromAgent, bool broadcast)
77 {
78 SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast);
79 }
80
74 /// <summary> 81 /// <summary>
75 /// 82 ///
76 /// </summary> 83 /// </summary>
@@ -108,6 +115,19 @@ namespace OpenSim.Region.Framework.Scenes
108 { 115 {
109 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
110 } 117 }
118 /// <summary>
119 ///
120 /// </summary>
121 /// <param name="message"></param>
122 /// <param name="type"></param>
123 /// <param name="fromPos"></param>
124 /// <param name="fromName"></param>
125 /// <param name="fromAgentID"></param>
126 /// <param name="targetID"></param>
127 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
128 {
129 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
130 }
111 131
112 /// <summary> 132 /// <summary>
113 /// Invoked when the client requests a prim. 133 /// Invoked when the client requests a prim.
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..535d87a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -67,6 +67,7 @@ namespace OpenSim.Region.Framework.Scenes
67 public delegate bool RunConsoleCommandHandler(UUID user, Scene requestFromScene); 67 public delegate bool RunConsoleCommandHandler(UUID user, Scene requestFromScene);
68 public delegate bool IssueEstateCommandHandler(UUID user, Scene requestFromScene, bool ownerCommand); 68 public delegate bool IssueEstateCommandHandler(UUID user, Scene requestFromScene, bool ownerCommand);
69 public delegate bool IsGodHandler(UUID user, Scene requestFromScene); 69 public delegate bool IsGodHandler(UUID user, Scene requestFromScene);
70 public delegate bool IsGridGodHandler(UUID user, Scene requestFromScene);
70 public delegate bool IsAdministratorHandler(UUID user); 71 public delegate bool IsAdministratorHandler(UUID user);
71 public delegate bool EditParcelHandler(UUID user, ILandObject parcel, Scene scene); 72 public delegate bool EditParcelHandler(UUID user, ILandObject parcel, Scene scene);
72 public delegate bool EditParcelPropertiesHandler(UUID user, ILandObject parcel, GroupPowers p, Scene scene); 73 public delegate bool EditParcelPropertiesHandler(UUID user, ILandObject parcel, GroupPowers p, Scene scene);
@@ -134,6 +135,7 @@ namespace OpenSim.Region.Framework.Scenes
134 public event RunConsoleCommandHandler OnRunConsoleCommand; 135 public event RunConsoleCommandHandler OnRunConsoleCommand;
135 public event IssueEstateCommandHandler OnIssueEstateCommand; 136 public event IssueEstateCommandHandler OnIssueEstateCommand;
136 public event IsGodHandler OnIsGod; 137 public event IsGodHandler OnIsGod;
138 public event IsGridGodHandler OnIsGridGod;
137 public event IsAdministratorHandler OnIsAdministrator; 139 public event IsAdministratorHandler OnIsAdministrator;
138// public event EditParcelHandler OnEditParcel; 140// public event EditParcelHandler OnEditParcel;
139 public event EditParcelPropertiesHandler OnEditParcelProperties; 141 public event EditParcelPropertiesHandler OnEditParcelProperties;
@@ -728,6 +730,21 @@ namespace OpenSim.Region.Framework.Scenes
728 return true; 730 return true;
729 } 731 }
730 732
733 public bool IsGridGod(UUID user)
734 {
735 IsGridGodHandler handler = OnIsGridGod;
736 if (handler != null)
737 {
738 Delegate[] list = handler.GetInvocationList();
739 foreach (IsGridGodHandler h in list)
740 {
741 if (h(user, m_scene) == false)
742 return false;
743 }
744 }
745 return true;
746 }
747
731 public bool IsAdministrator(UUID user) 748 public bool IsAdministrator(UUID user)
732 { 749 {
733 IsAdministratorHandler handler = OnIsAdministrator; 750 IsAdministratorHandler handler = OnIsAdministrator;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a9a4cda..3e11db3 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -103,6 +103,7 @@ namespace OpenSim.Region.Framework.Scenes
103 public bool m_trustBinaries; 103 public bool m_trustBinaries;
104 public bool m_allowScriptCrossings; 104 public bool m_allowScriptCrossings;
105 public bool m_useFlySlow; 105 public bool m_useFlySlow;
106 public bool m_useTrashOnDelete = true;
106 107
107 /// <summary> 108 /// <summary>
108 /// Temporarily setting to trigger appearance resends at 60 second intervals. 109 /// Temporarily setting to trigger appearance resends at 60 second intervals.
@@ -458,6 +459,7 @@ namespace OpenSim.Region.Framework.Scenes
458 { 459 {
459 if (m_simulationService == null) 460 if (m_simulationService == null)
460 m_simulationService = RequestModuleInterface<ISimulationService>(); 461 m_simulationService = RequestModuleInterface<ISimulationService>();
462
461 return m_simulationService; 463 return m_simulationService;
462 } 464 }
463 } 465 }
@@ -589,6 +591,15 @@ namespace OpenSim.Region.Framework.Scenes
589 get { return m_sceneGraph.Entities; } 591 get { return m_sceneGraph.Entities; }
590 } 592 }
591 593
594 // can be closest/random/sequence
595 private string m_SpawnPointRouting = "closest";
596 // used in sequence see: SpawnPoint()
597 private int m_SpawnPoint;
598 public string SpawnPointRouting
599 {
600 get { return m_SpawnPointRouting; }
601 }
602
592 #endregion Properties 603 #endregion Properties
593 604
594 #region Constructors 605 #region Constructors
@@ -606,7 +617,7 @@ namespace OpenSim.Region.Framework.Scenes
606 617
607 Random random = new Random(); 618 Random random = new Random();
608 619
609 m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue/2))+(uint)(uint.MaxValue/4); 620 m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4);
610 m_moduleLoader = moduleLoader; 621 m_moduleLoader = moduleLoader;
611 m_authenticateHandler = authen; 622 m_authenticateHandler = authen;
612 m_sceneGridService = sceneGridService; 623 m_sceneGridService = sceneGridService;
@@ -726,6 +737,8 @@ namespace OpenSim.Region.Framework.Scenes
726 m_maxPhys = RegionInfo.PhysPrimMax; 737 m_maxPhys = RegionInfo.PhysPrimMax;
727 } 738 }
728 739
740 m_SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
741
729 // Here, if clamping is requested in either global or 742 // Here, if clamping is requested in either global or
730 // local config, it will be used 743 // local config, it will be used
731 // 744 //
@@ -735,6 +748,7 @@ namespace OpenSim.Region.Framework.Scenes
735 m_clampPrimSize = true; 748 m_clampPrimSize = true;
736 } 749 }
737 750
751 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
738 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 752 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
739 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 753 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
740 m_dontPersistBefore = 754 m_dontPersistBefore =
@@ -833,13 +847,11 @@ namespace OpenSim.Region.Framework.Scenes
833 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 847 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
834 } 848 }
835 849
836 /// <summary>
837 /// Mock constructor for scene group persistency unit tests.
838 /// SceneObjectGroup RegionId property is delegated to Scene.
839 /// </summary>
840 /// <param name="regInfo"></param>
841 public Scene(RegionInfo regInfo) 850 public Scene(RegionInfo regInfo)
842 { 851 {
852 PhysicalPrims = true;
853 CollidablePrims = true;
854
843 BordersLocked = true; 855 BordersLocked = true;
844 Border northBorder = new Border(); 856 Border northBorder = new Border();
845 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<--- 857 northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
@@ -866,8 +878,6 @@ namespace OpenSim.Region.Framework.Scenes
866 m_eventManager = new EventManager(); 878 m_eventManager = new EventManager();
867 879
868 m_permissions = new ScenePermissions(this); 880 m_permissions = new ScenePermissions(this);
869
870// m_lastUpdate = Util.EnvironmentTickCount();
871 } 881 }
872 882
873 #endregion 883 #endregion
@@ -1404,6 +1414,14 @@ namespace OpenSim.Region.Framework.Scenes
1404 1414
1405 try 1415 try
1406 { 1416 {
1417 // Apply taints in terrain module to terrain in physics scene
1418 if (Frame % m_update_terrain == 0)
1419 {
1420 terMS = Util.EnvironmentTickCount();
1421 UpdateTerrain();
1422 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1423 }
1424
1407 tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1425 tmpPhysicsMS2 = Util.EnvironmentTickCount();
1408 if ((Frame % m_update_physics == 0) && m_physics_enabled) 1426 if ((Frame % m_update_physics == 0) && m_physics_enabled)
1409 m_sceneGraph.UpdatePreparePhysics(); 1427 m_sceneGraph.UpdatePreparePhysics();
@@ -1468,13 +1486,6 @@ namespace OpenSim.Region.Framework.Scenes
1468 backupMS = Util.EnvironmentTickCountSubtract(backMS); 1486 backupMS = Util.EnvironmentTickCountSubtract(backMS);
1469 } 1487 }
1470 1488
1471 if (Frame % m_update_terrain == 0)
1472 {
1473 terMS = Util.EnvironmentTickCount();
1474 UpdateTerrain();
1475 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1476 }
1477
1478 //if (Frame % m_update_land == 0) 1489 //if (Frame % m_update_land == 0)
1479 //{ 1490 //{
1480 // int ldMS = Util.EnvironmentTickCount(); 1491 // int ldMS = Util.EnvironmentTickCount();
@@ -2684,10 +2695,10 @@ namespace OpenSim.Region.Framework.Scenes
2684 { 2695 {
2685 SceneObjectGroup grp = sceneObject; 2696 SceneObjectGroup grp = sceneObject;
2686 2697
2687 m_log.DebugFormat( 2698// m_log.DebugFormat(
2688 "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID); 2699// "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID);
2689 m_log.DebugFormat( 2700// m_log.DebugFormat(
2690 "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); 2701// "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
2691 2702
2692 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2703 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2693 2704
@@ -3382,8 +3393,8 @@ namespace OpenSim.Region.Framework.Scenes
3382 try 3393 try
3383 { 3394 {
3384 m_log.DebugFormat( 3395 m_log.DebugFormat(
3385 "[SCENE]: Removing {0} agent {1} from region {2}", 3396 "[SCENE]: Removing {0} agent {1} {2} from region {3}",
3386 (isChildAgent ? "child" : "root"), agentID, RegionInfo.RegionName); 3397 (isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName);
3387 3398
3388 m_sceneGraph.removeUserCount(!isChildAgent); 3399 m_sceneGraph.removeUserCount(!isChildAgent);
3389 3400
@@ -3554,7 +3565,7 @@ namespace OpenSim.Region.Framework.Scenes
3554 public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup) 3565 public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason, bool requirePresenceLookup)
3555 { 3566 {
3556 bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 || 3567 bool vialogin = ((teleportFlags & (uint)TPFlags.ViaLogin) != 0 ||
3557 (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0); 3568 (teleportFlags & (uint)TPFlags.ViaHGLogin) != 0);
3558 bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0); 3569 bool viahome = ((teleportFlags & (uint)TPFlags.ViaHome) != 0);
3559 bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0); 3570 bool godlike = ((teleportFlags & (uint)TPFlags.Godlike) != 0);
3560 3571
@@ -3570,8 +3581,17 @@ namespace OpenSim.Region.Framework.Scenes
3570 // Don't disable this log message - it's too helpful 3581 // Don't disable this log message - it's too helpful
3571 m_log.DebugFormat( 3582 m_log.DebugFormat(
3572 "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})", 3583 "[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})",
3573 RegionInfo.RegionName, (agent.child ? "child" : "root"),agent.firstname, agent.lastname, 3584 RegionInfo.RegionName,
3574 agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, ((TPFlags)teleportFlags).ToString(), agent.startpos); 3585 (agent.child ? "child" : "root"),
3586 agent.firstname,
3587 agent.lastname,
3588 agent.AgentID,
3589 agent.circuitcode,
3590 agent.IPAddress,
3591 agent.Viewer,
3592 ((TPFlags)teleportFlags).ToString(),
3593 agent.startpos
3594 );
3575 3595
3576 if (LoginsDisabled) 3596 if (LoginsDisabled)
3577 { 3597 {
@@ -3586,7 +3606,11 @@ namespace OpenSim.Region.Framework.Scenes
3586 // We have a zombie from a crashed session. 3606 // We have a zombie from a crashed session.
3587 // Or the same user is trying to be root twice here, won't work. 3607 // Or the same user is trying to be root twice here, won't work.
3588 // Kill it. 3608 // Kill it.
3589 m_log.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName); 3609 m_log.DebugFormat(
3610 "[SCENE]: Zombie scene presence detected for {0} in {1}",
3611 agent.AgentID,
3612 RegionInfo.RegionName
3613 );
3590 sp.ControllingClient.Close(); 3614 sp.ControllingClient.Close();
3591 sp = null; 3615 sp = null;
3592 } 3616 }
@@ -3613,8 +3637,7 @@ namespace OpenSim.Region.Framework.Scenes
3613 { 3637 {
3614 if (!VerifyUserPresence(agent, out reason)) 3638 if (!VerifyUserPresence(agent, out reason))
3615 return false; 3639 return false;
3616 } 3640 } catch (Exception e)
3617 catch (Exception e)
3618 { 3641 {
3619 m_log.ErrorFormat( 3642 m_log.ErrorFormat(
3620 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3643 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
@@ -3649,8 +3672,7 @@ namespace OpenSim.Region.Framework.Scenes
3649 CapsModule.SetAgentCapsSeeds(agent); 3672 CapsModule.SetAgentCapsSeeds(agent);
3650 CapsModule.CreateCaps(agent.AgentID); 3673 CapsModule.CreateCaps(agent.AgentID);
3651 } 3674 }
3652 } 3675 } else
3653 else
3654 { 3676 {
3655 // Let the SP know how we got here. This has a lot of interesting 3677 // Let the SP know how we got here. This has a lot of interesting
3656 // uses down the line. 3678 // uses down the line.
@@ -3673,7 +3695,7 @@ namespace OpenSim.Region.Framework.Scenes
3673 agent.teleportFlags = teleportFlags; 3695 agent.teleportFlags = teleportFlags;
3674 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3696 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
3675 3697
3676 if (vialogin) 3698 if (vialogin)
3677 { 3699 {
3678// CleanDroppedAttachments(); 3700// CleanDroppedAttachments();
3679 3701
@@ -3714,8 +3736,7 @@ namespace OpenSim.Region.Framework.Scenes
3714 agent.startpos.Z = 720; 3736 agent.startpos.Z = 720;
3715 } 3737 }
3716 } 3738 }
3717 } 3739 } else
3718 else
3719 { 3740 {
3720 if (agent.startpos.X > EastBorders[0].BorderLine.Z) 3741 if (agent.startpos.X > EastBorders[0].BorderLine.Z)
3721 { 3742 {
@@ -3741,10 +3762,19 @@ namespace OpenSim.Region.Framework.Scenes
3741 SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject); 3762 SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
3742 // Can have multiple SpawnPoints 3763 // Can have multiple SpawnPoints
3743 List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints(); 3764 List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
3744 if ( spawnpoints.Count > 1) 3765 if (spawnpoints.Count > 1)
3745 { 3766 {
3746 // We have multiple SpawnPoints, Route the agent to a random one 3767 // We have multiple SpawnPoints, Route the agent to a random or sequential one
3747 agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count)].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); 3768 if (SpawnPointRouting == "random")
3769 agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
3770 telehub.AbsolutePosition,
3771 telehub.GroupRotation
3772 );
3773 else
3774 agent.startpos = spawnpoints[SpawnPoint()].GetLocation(
3775 telehub.AbsolutePosition,
3776 telehub.GroupRotation
3777 );
3748 } 3778 }
3749 else 3779 else
3750 { 3780 {
@@ -3981,41 +4011,41 @@ namespace OpenSim.Region.Framework.Scenes
3981 return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); 4011 return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
3982 } 4012 }
3983 4013
3984 /// <summary> 4014// /// <summary>
3985 /// The Grid has requested that we log-off a user. Log them off. 4015// /// The Grid has requested that we log-off a user. Log them off.
3986 /// </summary> 4016// /// </summary>
3987 /// <param name="AvatarID">Unique ID of the avatar to log-off</param> 4017// /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
3988 /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param> 4018// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
3989 /// <param name="message">message to display to the user. Reason for being logged off</param> 4019// /// <param name="message">message to display to the user. Reason for being logged off</param>
3990 public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) 4020// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
3991 { 4021// {
3992 ScenePresence loggingOffUser = GetScenePresence(AvatarID); 4022// ScenePresence loggingOffUser = GetScenePresence(AvatarID);
3993 if (loggingOffUser != null) 4023// if (loggingOffUser != null)
3994 { 4024// {
3995 UUID localRegionSecret = UUID.Zero; 4025// UUID localRegionSecret = UUID.Zero;
3996 bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret); 4026// bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret);
3997 4027//
3998 // Region Secret is used here in case a new sessionid overwrites an old one on the user server. 4028// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
3999 // Will update the user server in a few revisions to use it. 4029// // Will update the user server in a few revisions to use it.
4000 4030//
4001 if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) 4031// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
4002 { 4032// {
4003 m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles); 4033// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
4004 loggingOffUser.ControllingClient.Kick(message); 4034// loggingOffUser.ControllingClient.Kick(message);
4005 // Give them a second to receive the message! 4035// // Give them a second to receive the message!
4006 Thread.Sleep(1000); 4036// Thread.Sleep(1000);
4007 loggingOffUser.ControllingClient.Close(); 4037// loggingOffUser.ControllingClient.Close();
4008 } 4038// }
4009 else 4039// else
4010 { 4040// {
4011 m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate"); 4041// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
4012 } 4042// }
4013 } 4043// }
4014 else 4044// else
4015 { 4045// {
4016 m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString()); 4046// m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
4017 } 4047// }
4018 } 4048// }
4019 4049
4020 /// <summary> 4050 /// <summary>
4021 /// Triggered when an agent crosses into this sim. Also happens on initial login. 4051 /// Triggered when an agent crosses into this sim. Also happens on initial login.
@@ -4071,7 +4101,10 @@ namespace OpenSim.Region.Framework.Scenes
4071 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4101 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4072 if (nearestParcel == null) 4102 if (nearestParcel == null)
4073 { 4103 {
4074 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: no allowed parcel", cAgentData.AgentID); 4104 m_log.DebugFormat(
4105 "[SCENE]: Denying root agent entry to {0} in {1}: no allowed parcel",
4106 cAgentData.AgentID, RegionInfo.RegionName);
4107
4075 return false; 4108 return false;
4076 } 4109 }
4077 4110
@@ -5637,5 +5670,19 @@ Environment.Exit(1);
5637 } 5670 }
5638 } 5671 }
5639 } 5672 }
5673
5674 // manage and select spawn points in sequence
5675 public int SpawnPoint()
5676 {
5677 int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count;
5678
5679 if (spawnpoints == 0)
5680 return 0;
5681
5682 m_SpawnPoint++;
5683 if (m_SpawnPoint > spawnpoints)
5684 m_SpawnPoint = 1;
5685 return m_SpawnPoint - 1;
5686 }
5640 } 5687 }
5641} 5688}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index b806d91..77e808e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -156,7 +156,9 @@ namespace OpenSim.Region.Framework.Scenes
156 // that the region position is cached or performance will degrade 156 // that the region position is cached or performance will degrade
157 Utils.LongToUInts(regionHandle, out x, out y); 157 Utils.LongToUInts(regionHandle, out x, out y);
158 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 158 GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
159// bool v = true; 159 if (dest == null)
160 continue;
161
160 if (!simulatorList.Contains(dest.ServerURI)) 162 if (!simulatorList.Contains(dest.ServerURI))
161 { 163 {
162 // we havent seen this simulator before, add it to the list 164 // we havent seen this simulator before, add it to the list
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 0d178c3..00f76e0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -101,6 +101,13 @@ namespace OpenSim.Region.Framework.Scenes
101 /// </summary> 101 /// </summary>
102 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>(); 102 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
103 103
104 /// <summary>
105 /// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
106 /// </summary>
107 /// <remarks>
108 /// These operations rely on the parts composition of the object. If allowed to run concurrently then race
109 /// conditions can occur.
110 /// </remarks>
104 private Object m_updateLock = new Object(); 111 private Object m_updateLock = new Object();
105 112
106 #endregion 113 #endregion
@@ -2064,12 +2071,14 @@ namespace OpenSim.Region.Framework.Scenes
2064 /// <param name="AgentID"></param> 2071 /// <param name="AgentID"></param>
2065 /// <param name="GroupID"></param> 2072 /// <param name="GroupID"></param>
2066 /// <param name="rot"></param> 2073 /// <param name="rot"></param>
2074 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
2075 /// <summary>
2067 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2076 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
2068 { 2077 {
2069// m_log.DebugFormat( 2078// m_log.DebugFormat(
2070// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2079// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2071// originalPrimID, offset, AgentID); 2080// originalPrimID, offset, AgentID);
2072 2081
2073 SceneObjectGroup original = GetGroupByPrim(originalPrimID); 2082 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2074 if (original != null) 2083 if (original != null)
2075 { 2084 {
@@ -2099,25 +2108,25 @@ namespace OpenSim.Region.Framework.Scenes
2099 2108
2100 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2109 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
2101 Entities.Add(copy); 2110 Entities.Add(copy);
2102 2111
2103 lock (SceneObjectGroupsByFullID) 2112 lock (SceneObjectGroupsByFullID)
2104 SceneObjectGroupsByFullID[copy.UUID] = copy; 2113 SceneObjectGroupsByFullID[copy.UUID] = copy;
2105 2114
2106 SceneObjectPart[] children = copy.Parts; 2115 SceneObjectPart[] children = copy.Parts;
2107 2116
2108 lock (SceneObjectGroupsByFullPartID) 2117 lock (SceneObjectGroupsByFullPartID)
2109 { 2118 {
2110 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2119 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
2111 foreach (SceneObjectPart part in children) 2120 foreach (SceneObjectPart part in children)
2112 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2121 SceneObjectGroupsByFullPartID[part.UUID] = copy;
2113 } 2122 }
2114 2123
2115 lock (SceneObjectGroupsByLocalPartID) 2124 lock (SceneObjectGroupsByLocalPartID)
2116 { 2125 {
2117 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; 2126 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2118 foreach (SceneObjectPart part in children) 2127 foreach (SceneObjectPart part in children)
2119 SceneObjectGroupsByLocalPartID[part.LocalId] = copy; 2128 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2120 } 2129 }
2121 // PROBABLE END OF FIXME 2130 // PROBABLE END OF FIXME
2122 2131
2123 // Since we copy from a source group that is in selected 2132 // Since we copy from a source group that is in selected
@@ -2149,11 +2158,10 @@ namespace OpenSim.Region.Framework.Scenes
2149 { 2158 {
2150 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID); 2159 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
2151 } 2160 }
2152 2161
2153 return null; 2162 return null;
2154 } 2163 }
2155 2164
2156 /// <summary>
2157 /// Calculates the distance between two Vector3s 2165 /// Calculates the distance between two Vector3s
2158 /// </summary> 2166 /// </summary>
2159 /// <param name="v1"></param> 2167 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index a6551c1..5328ddc 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2670,6 +2670,10 @@ namespace OpenSim.Region.Framework.Scenes
2670 /// <summary> 2670 /// <summary>
2671 /// Link the prims in a given group to this group 2671 /// Link the prims in a given group to this group
2672 /// </summary> 2672 /// </summary>
2673 /// <remarks>
2674 /// Do not call this method directly - use Scene.LinkObjects() instead to avoid races between threads.
2675 /// FIXME: There are places where scripts call these methods directly without locking. This is a potential race condition.
2676 /// </remarks>
2673 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2677 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
2674 public void LinkToGroup(SceneObjectGroup objectGroup) 2678 public void LinkToGroup(SceneObjectGroup objectGroup)
2675 { 2679 {
@@ -2751,6 +2755,7 @@ namespace OpenSim.Region.Framework.Scenes
2751 } 2755 }
2752 2756
2753 linkPart.LinkNum = linkNum++; 2757 linkPart.LinkNum = linkNum++;
2758 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2754 2759
2755 SceneObjectPart[] ogParts = objectGroup.Parts; 2760 SceneObjectPart[] ogParts = objectGroup.Parts;
2756 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2761 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2802,6 +2807,11 @@ namespace OpenSim.Region.Framework.Scenes
2802 /// Delink the given prim from this group. The delinked prim is established as 2807 /// Delink the given prim from this group. The delinked prim is established as
2803 /// an independent SceneObjectGroup. 2808 /// an independent SceneObjectGroup.
2804 /// </summary> 2809 /// </summary>
2810 /// <remarks>
2811 /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
2812 /// condition. But currently there is no
2813 /// alternative method that does take a lonk to delink a single prim.
2814 /// </remarks>
2805 /// <param name="partID"></param> 2815 /// <param name="partID"></param>
2806 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns> 2816 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
2807 public SceneObjectGroup DelinkFromGroup(uint partID) 2817 public SceneObjectGroup DelinkFromGroup(uint partID)
@@ -2813,6 +2823,11 @@ namespace OpenSim.Region.Framework.Scenes
2813 /// Delink the given prim from this group. The delinked prim is established as 2823 /// Delink the given prim from this group. The delinked prim is established as
2814 /// an independent SceneObjectGroup. 2824 /// an independent SceneObjectGroup.
2815 /// </summary> 2825 /// </summary>
2826 /// <remarks>
2827 /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
2828 /// condition. But currently there is no
2829 /// alternative method that does take a lonk to delink a single prim.
2830 /// </remarks>
2816 /// <param name="partID"></param> 2831 /// <param name="partID"></param>
2817 /// <param name="sendEvents"></param> 2832 /// <param name="sendEvents"></param>
2818 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns> 2833 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
@@ -2838,6 +2853,11 @@ namespace OpenSim.Region.Framework.Scenes
2838 /// Delink the given prim from this group. The delinked prim is established as 2853 /// Delink the given prim from this group. The delinked prim is established as
2839 /// an independent SceneObjectGroup. 2854 /// an independent SceneObjectGroup.
2840 /// </summary> 2855 /// </summary>
2856 /// <remarks>
2857 /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
2858 /// condition. But currently there is no
2859 /// alternative method that does take a lonk to delink a single prim.
2860 /// </remarks>
2841 /// <param name="partID"></param> 2861 /// <param name="partID"></param>
2842 /// <param name="sendEvents"></param> 2862 /// <param name="sendEvents"></param>
2843 /// <returns>The object group of the newly delinked prim.</returns> 2863 /// <returns>The object group of the newly delinked prim.</returns>
@@ -2971,6 +2991,8 @@ namespace OpenSim.Region.Framework.Scenes
2971 oldRot = part.RotationOffset; 2991 oldRot = part.RotationOffset;
2972 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot; 2992 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2973 part.RotationOffset = newRot; 2993 part.RotationOffset = newRot;
2994
2995 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2974 } 2996 }
2975 2997
2976 /// <summary> 2998 /// <summary>
@@ -3482,7 +3504,7 @@ namespace OpenSim.Region.Framework.Scenes
3482 3504
3483 //we need to do a terse update even if the move wasn't allowed 3505 //we need to do a terse update even if the move wasn't allowed
3484 // so that the position is reset in the client (the object snaps back) 3506 // so that the position is reset in the client (the object snaps back)
3485 ScheduleGroupForTerseUpdate(); 3507 RootPart.ScheduleTerseUpdate();
3486 } 3508 }
3487 3509
3488 /// <summary> 3510 /// <summary>
@@ -4182,7 +4204,72 @@ namespace OpenSim.Region.Framework.Scenes
4182 for (int i = 0; i < parts.Length; i++) 4204 for (int i = 0; i < parts.Length; i++)
4183 parts[i].TriggerScriptChangedEvent(val); 4205 parts[i].TriggerScriptChangedEvent(val);
4184 } 4206 }
4185 4207
4208 /// <summary>
4209 /// Returns a count of the number of scripts in this groups parts.
4210 /// </summary>
4211 public int ScriptCount()
4212 {
4213 int count = 0;
4214 SceneObjectPart[] parts = m_parts.GetArray();
4215 for (int i = 0; i < parts.Length; i++)
4216 count += parts[i].Inventory.ScriptCount();
4217
4218 return count;
4219 }
4220
4221 /// <summary>
4222 /// A float the value is a representative execution time in milliseconds of all scripts in the link set.
4223 /// </summary>
4224 public float ScriptExecutionTime()
4225 {
4226 IScriptModule[] engines = Scene.RequestModuleInterfaces<IScriptModule>();
4227
4228 if (engines.Length == 0) // No engine at all
4229 return 0.0f;
4230
4231 float time = 0.0f;
4232
4233 // get all the scripts in all parts
4234 SceneObjectPart[] parts = m_parts.GetArray();
4235 List<TaskInventoryItem> scripts = new List<TaskInventoryItem>();
4236 for (int i = 0; i < parts.Length; i++)
4237 {
4238 scripts.AddRange(parts[i].Inventory.GetInventoryItems(InventoryType.LSL));
4239 }
4240 // extract the UUIDs
4241 List<UUID> ids = new List<UUID>(scripts.Count);
4242 foreach (TaskInventoryItem script in scripts)
4243 {
4244 if (!ids.Contains(script.ItemID))
4245 {
4246 ids.Add(script.ItemID);
4247 }
4248 }
4249 // Offer the list of script UUIDs to each engine found and accumulate the time
4250 foreach (IScriptModule e in engines)
4251 {
4252 if (e != null)
4253 {
4254 time += e.GetScriptExecutionTime(ids);
4255 }
4256 }
4257 return time;
4258 }
4259
4260 /// <summary>
4261 /// Returns a count of the number of running scripts in this groups parts.
4262 /// </summary>
4263 public int RunningScriptCount()
4264 {
4265 int count = 0;
4266 SceneObjectPart[] parts = m_parts.GetArray();
4267 for (int i = 0; i < parts.Length; i++)
4268 count += parts[i].Inventory.RunningScriptCount();
4269
4270 return count;
4271 }
4272
4186 public override string ToString() 4273 public override string ToString()
4187 { 4274 {
4188 return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition); 4275 return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f7edd31..f9c5e28 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2105,6 +2105,9 @@ namespace OpenSim.Region.Framework.Scenes
2105 /// <param name="isNew"></param> 2105 /// <param name="isNew"></param>
2106 public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) 2106 public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
2107 { 2107 {
2108 if (ParentGroup.Scene == null)
2109 return;
2110
2108 if (!ParentGroup.Scene.PhysicalPrims && UsePhysics) 2111 if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
2109 return; 2112 return;
2110 2113
@@ -3502,7 +3505,6 @@ namespace OpenSim.Region.Framework.Scenes
3502 hasProfileCut = hasDimple; // is it the same thing? 3505 hasProfileCut = hasDimple; // is it the same thing?
3503 } 3506 }
3504 3507
3505
3506 public void SetGroup(UUID groupID, IClientAPI client) 3508 public void SetGroup(UUID groupID, IClientAPI client)
3507 { 3509 {
3508 // Scene.AddNewPrims() calls with client == null so can't use this. 3510 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3532,10 +3534,12 @@ namespace OpenSim.Region.Framework.Scenes
3532 3534
3533 public void SetPhysicsAxisRotation() 3535 public void SetPhysicsAxisRotation()
3534 { 3536 {
3535 if (PhysActor != null) 3537 PhysicsActor pa = PhysActor;
3538
3539 if (pa != null)
3536 { 3540 {
3537 PhysActor.LockAngularMotion(RotationAxis); 3541 pa.LockAngularMotion(RotationAxis);
3538 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 3542 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
3539 } 3543 }
3540 } 3544 }
3541 3545
@@ -4252,7 +4256,7 @@ namespace OpenSim.Region.Framework.Scenes
4252 // For now, we use the NINJA naming scheme for identifying joints. 4256 // For now, we use the NINJA naming scheme for identifying joints.
4253 // In the future, we can support other joint specification schemes such as a 4257 // In the future, we can support other joint specification schemes such as a
4254 // custom checkbox in the viewer GUI. 4258 // custom checkbox in the viewer GUI.
4255 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4259 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4256 { 4260 {
4257 string hingeString = "hingejoint"; 4261 string hingeString = "hingejoint";
4258 return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString); 4262 return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
@@ -4268,7 +4272,7 @@ namespace OpenSim.Region.Framework.Scenes
4268 // For now, we use the NINJA naming scheme for identifying joints. 4272 // For now, we use the NINJA naming scheme for identifying joints.
4269 // In the future, we can support other joint specification schemes such as a 4273 // In the future, we can support other joint specification schemes such as a
4270 // custom checkbox in the viewer GUI. 4274 // custom checkbox in the viewer GUI.
4271 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4275 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4272 { 4276 {
4273 string ballString = "balljoint"; 4277 string ballString = "balljoint";
4274 return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString); 4278 return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
@@ -4284,7 +4288,7 @@ namespace OpenSim.Region.Framework.Scenes
4284 // For now, we use the NINJA naming scheme for identifying joints. 4288 // For now, we use the NINJA naming scheme for identifying joints.
4285 // In the future, we can support other joint specification schemes such as a 4289 // In the future, we can support other joint specification schemes such as a
4286 // custom checkbox in the viewer GUI. 4290 // custom checkbox in the viewer GUI.
4287 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4291 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4288 { 4292 {
4289 return IsHingeJoint() || IsBallJoint(); 4293 return IsHingeJoint() || IsBallJoint();
4290 } 4294 }
@@ -4403,7 +4407,6 @@ namespace OpenSim.Region.Framework.Scenes
4403 } 4407 }
4404 } 4408 }
4405 } 4409 }
4406
4407 else // it already has a physical representation 4410 else // it already has a physical representation
4408 { 4411 {
4409 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. 4412 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 959046a..141cf66 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -267,14 +267,9 @@ namespace OpenSim.Region.Framework.Scenes
267 /// </summary> 267 /// </summary>
268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
269 { 269 {
270 Items.LockItemsForRead(true); 270 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 271 foreach (TaskInventoryItem item in scripts)
272 Items.LockItemsForRead(false); 272 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
278 } 273 }
279 274
280 public ArrayList GetScriptErrors(UUID itemID) 275 public ArrayList GetScriptErrors(UUID itemID)
@@ -305,17 +300,11 @@ namespace OpenSim.Region.Framework.Scenes
305 /// </param> 300 /// </param>
306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 301 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
307 { 302 {
308 Items.LockItemsForRead(true); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 304 foreach (TaskInventoryItem item in scripts)
310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 { 305 {
314 if ((int)InventoryType.LSL == item.InvType) 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
315 { 307 m_part.RemoveScriptEvents(item.ItemID);
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 } 308 }
320 } 309 }
321 310
@@ -1281,9 +1270,57 @@ namespace OpenSim.Region.Framework.Scenes
1281 return true; 1270 return true;
1282 } 1271 }
1283 } 1272 }
1273
1284 return false; 1274 return false;
1285 } 1275 }
1286 1276
1277 /// <summary>
1278 /// Returns the count of scripts in this parts inventory.
1279 /// </summary>
1280 /// <returns></returns>
1281 public int ScriptCount()
1282 {
1283 int count = 0;
1284 Items.LockItemsForRead(true);
1285 foreach (TaskInventoryItem item in m_items.Values)
1286 {
1287 if (item.InvType == (int)InventoryType.LSL)
1288 {
1289 count++;
1290 }
1291 }
1292 Items.LockItemsForRead(false);
1293 return count;
1294 }
1295 /// <summary>
1296 /// Returns the count of running scripts in this parts inventory.
1297 /// </summary>
1298 /// <returns></returns>
1299 public int RunningScriptCount()
1300 {
1301 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1302 if (engines.Length == 0)
1303 return 0;
1304
1305 int count = 0;
1306 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
1307
1308 foreach (TaskInventoryItem item in scripts)
1309 {
1310 foreach (IScriptModule engine in engines)
1311 {
1312 if (engine != null)
1313 {
1314 if (engine.GetScriptState(item.ItemID))
1315 {
1316 count++;
1317 }
1318 }
1319 }
1320 }
1321 return count;
1322 }
1323
1287 public List<UUID> GetInventoryList() 1324 public List<UUID> GetInventoryList()
1288 { 1325 {
1289 List<UUID> ret = new List<UUID>(); 1326 List<UUID> ret = new List<UUID>();
@@ -1298,22 +1335,24 @@ namespace OpenSim.Region.Framework.Scenes
1298 { 1335 {
1299 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1336 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1300 1337
1301 lock (m_items) 1338 Items.LockItemsForRead(true);
1302 ret = new List<TaskInventoryItem>(m_items.Values); 1339 ret = new List<TaskInventoryItem>(m_items.Values);
1340 Items.LockItemsForRead(false);
1303 1341
1304 return ret; 1342 return ret;
1305 } 1343 }
1306 1344
1307 public List<TaskInventoryItem> GetInventoryScripts() 1345 public List<TaskInventoryItem> GetInventoryItems(InventoryType type)
1308 { 1346 {
1309 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1347 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1310 1348
1311 lock (m_items) 1349 Items.LockItemsForRead(true);
1312 { 1350
1313 foreach (TaskInventoryItem item in m_items.Values) 1351 foreach (TaskInventoryItem item in m_items.Values)
1314 if (item.InvType == (int)InventoryType.LSL) 1352 if (item.InvType == (int)type)
1315 ret.Add(item); 1353 ret.Add(item);
1316 } 1354
1355 Items.LockItemsForRead(false);
1317 1356
1318 return ret; 1357 return ret;
1319 } 1358 }
@@ -1335,35 +1374,32 @@ namespace OpenSim.Region.Framework.Scenes
1335 if (engines.Length == 0) // No engine at all 1374 if (engines.Length == 0) // No engine at all
1336 return ret; 1375 return ret;
1337 1376
1338 Items.LockItemsForRead(true); 1377 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
1339 foreach (TaskInventoryItem item in m_items.Values) 1378
1379 foreach (TaskInventoryItem item in scripts)
1340 { 1380 {
1341 if (item.InvType == (int)InventoryType.LSL) 1381 foreach (IScriptModule e in engines)
1342 { 1382 {
1343 foreach (IScriptModule e in engines) 1383 if (e != null)
1344 { 1384 {
1345 if (e != null) 1385 string n = e.GetXMLState(item.ItemID);
1386 if (n != String.Empty)
1346 { 1387 {
1347 string n = e.GetXMLState(item.ItemID); 1388 if (oldIDs)
1348 if (n != String.Empty) 1389 {
1390 if (!ret.ContainsKey(item.OldItemID))
1391 ret[item.OldItemID] = n;
1392 }
1393 else
1349 { 1394 {
1350 if (oldIDs) 1395 if (!ret.ContainsKey(item.ItemID))
1351 { 1396 ret[item.ItemID] = n;
1352 if (!ret.ContainsKey(item.OldItemID))
1353 ret[item.OldItemID] = n;
1354 }
1355 else
1356 {
1357 if (!ret.ContainsKey(item.ItemID))
1358 ret[item.ItemID] = n;
1359 }
1360 break;
1361 } 1397 }
1398 break;
1362 } 1399 }
1363 } 1400 }
1364 } 1401 }
1365 } 1402 }
1366 Items.LockItemsForRead(false);
1367 return ret; 1403 return ret;
1368 } 1404 }
1369 1405
@@ -1373,27 +1409,27 @@ namespace OpenSim.Region.Framework.Scenes
1373 if (engines.Length == 0) 1409 if (engines.Length == 0)
1374 return; 1410 return;
1375 1411
1412 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
1376 1413
1377 Items.LockItemsForRead(true); 1414 foreach (TaskInventoryItem item in scripts)
1378
1379 foreach (TaskInventoryItem item in m_items.Values)
1380 { 1415 {
1381 if (item.InvType == (int)InventoryType.LSL) 1416 foreach (IScriptModule engine in engines)
1382 { 1417 {
1383 foreach (IScriptModule engine in engines) 1418 if (engine != null)
1384 { 1419 {
1385 if (engine != null) 1420// m_log.DebugFormat(
1386 { 1421// "[PRIM INVENTORY]: Resuming script {0} {1} for {2}, OwnerChanged {3}",
1387 if (item.OwnerChanged) 1422// item.Name, item.ItemID, item.OwnerID, item.OwnerChanged);
1388 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1423
1389 item.OwnerChanged = false; 1424 engine.ResumeScript(item.ItemID);
1390 engine.ResumeScript(item.ItemID); 1425
1391 } 1426 if (item.OwnerChanged)
1427 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1428
1429 item.OwnerChanged = false;
1392 } 1430 }
1393 } 1431 }
1394 } 1432 }
1395
1396 Items.LockItemsForRead(false);
1397 } 1433 }
1398 } 1434 }
1399} 1435} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index ba0ed95..34362bf 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1,4 +1,4 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
@@ -45,6 +45,7 @@ using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags;
45 45
46namespace OpenSim.Region.Framework.Scenes 46namespace OpenSim.Region.Framework.Scenes
47{ 47{
48 [Flags]
48 enum ScriptControlled : uint 49 enum ScriptControlled : uint
49 { 50 {
50 CONTROL_ZERO = 0, 51 CONTROL_ZERO = 0,
@@ -76,6 +77,11 @@ namespace OpenSim.Region.Framework.Scenes
76// { 77// {
77// m_log.Debug("[SCENE PRESENCE] Destructor called"); 78// m_log.Debug("[SCENE PRESENCE] Destructor called");
78// } 79// }
80 private void TriggerScenePresenceUpdated()
81 {
82 if (m_scene != null)
83 m_scene.EventManager.TriggerScenePresenceUpdated(this);
84 }
79 85
80 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 86 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
81 87
@@ -497,6 +503,7 @@ namespace OpenSim.Region.Framework.Scenes
497 //m_log.DebugFormat( 503 //m_log.DebugFormat(
498 // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 504 // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
499 // Scene.RegionInfo.RegionName, Name, m_pos); 505 // Scene.RegionInfo.RegionName, Name, m_pos);
506 TriggerScenePresenceUpdated();
500 } 507 }
501 } 508 }
502 509
@@ -516,6 +523,7 @@ namespace OpenSim.Region.Framework.Scenes
516 return; 523 return;
517 524
518 m_pos = value; 525 m_pos = value;
526 TriggerScenePresenceUpdated();
519 } 527 }
520 } 528 }
521 529
@@ -1085,23 +1093,13 @@ namespace OpenSim.Region.Framework.Scenes
1085 /// <param name="pos"></param> 1093 /// <param name="pos"></param>
1086 public void Teleport(Vector3 pos) 1094 public void Teleport(Vector3 pos)
1087 { 1095 {
1088 bool isFlying = Flying; 1096 TeleportWithMomentum(pos, Vector3.Zero);
1089 RemoveFromPhysicalScene();
1090 Velocity = Vector3.Zero;
1091 CheckLandingPoint(ref pos);
1092 AbsolutePosition = pos;
1093 AddToPhysicalScene(isFlying);
1094
1095 SendTerseUpdateToAllClients();
1096 }
1097
1098 public void TeleportWithMomentum(Vector3 pos)
1099 {
1100 TeleportWithMomentum(pos, null);
1101 } 1097 }
1102 1098
1103 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1099 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
1104 { 1100 {
1101 if (ParentID != (uint)0)
1102 StandUp();
1105 bool isFlying = Flying; 1103 bool isFlying = Flying;
1106 Vector3 vel = Velocity; 1104 Vector3 vel = Velocity;
1107 RemoveFromPhysicalScene(); 1105 RemoveFromPhysicalScene();
@@ -1281,17 +1279,27 @@ namespace OpenSim.Region.Framework.Scenes
1281 1279
1282 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1280 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1283 MakeRootAgent(AbsolutePosition, flying); 1281 MakeRootAgent(AbsolutePosition, flying);
1282 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
1283
1284// m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
1284 1285
1285 if ((m_callbackURI != null) && !m_callbackURI.Equals("")) 1286 if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
1286 { 1287 {
1287 m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI); 1288 // We cannot sleep here since this would hold up the inbound packet processing thread, as
1289 // CompleteMovement() is executed synchronously. However, it might be better to delay the release
1290 // here until we know for sure that the agent is active in this region. Sending AgentMovementComplete
1291 // is not enough for Imprudence clients - there appears to be a small delay (<200ms, <500ms) until they regard this
1292 // region as the current region, meaning that a close sent before then will fail the teleport.
1293// System.Threading.Thread.Sleep(2000);
1294
1295 m_log.DebugFormat(
1296 "[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}",
1297 client.Name, client.AgentId, m_callbackURI);
1298
1288 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); 1299 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
1289 m_callbackURI = null; 1300 m_callbackURI = null;
1290 } 1301 }
1291 1302
1292// m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
1293
1294 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
1295 ValidateAndSendAppearanceAndAgentData(); 1303 ValidateAndSendAppearanceAndAgentData();
1296 1304
1297 // Create child agents in neighbouring regions 1305 // Create child agents in neighbouring regions
@@ -1306,7 +1314,6 @@ namespace OpenSim.Region.Framework.Scenes
1306 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1314 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1307 } 1315 }
1308 1316
1309
1310// m_log.DebugFormat( 1317// m_log.DebugFormat(
1311// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", 1318// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
1312// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); 1319// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
@@ -1359,7 +1366,7 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1366 {
1360// m_log.DebugFormat( 1367// m_log.DebugFormat(
1361// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}", 1368// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}",
1362// Scene.RegionInfo.RegionName, remoteClient.Name, agentData.ControlFlags); 1369// Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
1363 1370
1364 if (IsChildAgent) 1371 if (IsChildAgent)
1365 { 1372 {
@@ -1469,14 +1476,8 @@ namespace OpenSim.Region.Framework.Scenes
1469 } 1476 }
1470 } 1477 }
1471 1478
1472 lock (scriptedcontrols) 1479 uint flagsForScripts = (uint)flags;
1473 { 1480 flags = RemoveIgnoredControls(flags, IgnoredControls);
1474 if (scriptedcontrols.Count > 0)
1475 {
1476 SendControlToScripts((uint)flags);
1477 flags = RemoveIgnoredControls(flags, IgnoredControls);
1478 }
1479 }
1480 1481
1481 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1482 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1482 HandleAgentSitOnGround(); 1483 HandleAgentSitOnGround();
@@ -1490,6 +1491,7 @@ namespace OpenSim.Region.Framework.Scenes
1490 PhysicsActor actor = PhysicsActor; 1491 PhysicsActor actor = PhysicsActor;
1491 if (actor == null) 1492 if (actor == null)
1492 { 1493 {
1494 SendControlsToScripts(flagsForScripts);
1493 return; 1495 return;
1494 } 1496 }
1495 1497
@@ -1569,7 +1571,7 @@ namespace OpenSim.Region.Framework.Scenes
1569 MovementFlag |= (byte)nudgehack; 1571 MovementFlag |= (byte)nudgehack;
1570 } 1572 }
1571 1573
1572// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); 1574 //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
1573 MovementFlag += (byte)(uint)DCF; 1575 MovementFlag += (byte)(uint)DCF;
1574 update_movementflag = true; 1576 update_movementflag = true;
1575 } 1577 }
@@ -1582,7 +1584,7 @@ namespace OpenSim.Region.Framework.Scenes
1582 && ((MovementFlag & (byte)nudgehack) == nudgehack)) 1584 && ((MovementFlag & (byte)nudgehack) == nudgehack))
1583 ) // This or is for Nudge forward 1585 ) // This or is for Nudge forward
1584 { 1586 {
1585// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); 1587 //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
1586 MovementFlag -= ((byte)(uint)DCF); 1588 MovementFlag -= ((byte)(uint)DCF);
1587 update_movementflag = true; 1589 update_movementflag = true;
1588 1590
@@ -1663,11 +1665,14 @@ namespace OpenSim.Region.Framework.Scenes
1663// } 1665// }
1664// } 1666// }
1665 1667
1666// if (update_movementflag && ParentID == 0) 1668 if (update_movementflag && ParentID == 0)
1667// Animator.UpdateMovementAnimations(); 1669 Animator.UpdateMovementAnimations();
1670
1671 SendControlsToScripts(flagsForScripts);
1668 } 1672 }
1669 1673
1670 m_scene.EventManager.TriggerOnClientMovement(this); 1674 m_scene.EventManager.TriggerOnClientMovement(this);
1675 TriggerScenePresenceUpdated();
1671 } 1676 }
1672 1677
1673 /// <summary> 1678 /// <summary>
@@ -2607,6 +2612,7 @@ namespace OpenSim.Region.Framework.Scenes
2607 2612
2608 m_scene.ForEachClient(SendTerseUpdateToClient); 2613 m_scene.ForEachClient(SendTerseUpdateToClient);
2609 } 2614 }
2615 TriggerScenePresenceUpdated();
2610 } 2616 }
2611 2617
2612 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2618 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
@@ -3089,8 +3095,8 @@ namespace OpenSim.Region.Framework.Scenes
3089 x = x / Constants.RegionSize; 3095 x = x / Constants.RegionSize;
3090 y = y / Constants.RegionSize; 3096 y = y / Constants.RegionSize;
3091 3097
3092 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 3098// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3093 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 3099// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
3094 if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY)) 3100 if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY))
3095 { 3101 {
3096 byebyeRegions.Add(handle); 3102 byebyeRegions.Add(handle);
@@ -3392,6 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes
3392 Velocity = force; 3398 Velocity = force;
3393 3399
3394 m_forceToApply = null; 3400 m_forceToApply = null;
3401 TriggerScenePresenceUpdated();
3395 } 3402 }
3396 } 3403 }
3397 3404
@@ -3497,25 +3504,53 @@ namespace OpenSim.Region.Framework.Scenes
3497 } 3504 }
3498 } 3505 }
3499 3506
3500 RaiseCollisionScriptEvents(coldata); 3507 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3501 3508 if (Invulnerable || GodLevel > 0)
3502 if (Invulnerable)
3503 return; 3509 return;
3504 3510
3511 // The following may be better in the ICombatModule
3512 // probably tweaking of the values for ground and normal prim collisions will be needed
3505 float starthealth = Health; 3513 float starthealth = Health;
3506 uint killerObj = 0; 3514 uint killerObj = 0;
3515 SceneObjectPart part = null;
3507 foreach (uint localid in coldata.Keys) 3516 foreach (uint localid in coldata.Keys)
3508 { 3517 {
3509 SceneObjectPart part = Scene.GetSceneObjectPart(localid); 3518 if (localid == 0)
3510 3519 {
3511 if (part != null && part.ParentGroup.Damage != -1.0f) 3520 part = null;
3512 Health -= part.ParentGroup.Damage; 3521 }
3513 else 3522 else
3514 { 3523 {
3515 if (coldata[localid].PenetrationDepth >= 0.10f) 3524 part = Scene.GetSceneObjectPart(localid);
3525 }
3526 if (part != null)
3527 {
3528 // Ignore if it has been deleted or volume detect
3529 if (!part.ParentGroup.IsDeleted && !part.ParentGroup.IsVolumeDetect)
3530 {
3531 if (part.ParentGroup.Damage > 0.0f)
3532 {
3533 // Something with damage...
3534 Health -= part.ParentGroup.Damage;
3535 part.ParentGroup.Scene.DeleteSceneObject(part.ParentGroup, false);
3536 }
3537 else
3538 {
3539 // An ordinary prim
3540 if (coldata[localid].PenetrationDepth >= 0.10f)
3541 Health -= coldata[localid].PenetrationDepth * 5.0f;
3542 }
3543 }
3544 }
3545 else
3546 {
3547 // 0 is the ground
3548 // what about collisions with other avatars?
3549 if (localid == 0 && coldata[localid].PenetrationDepth >= 0.10f)
3516 Health -= coldata[localid].PenetrationDepth * 5.0f; 3550 Health -= coldata[localid].PenetrationDepth * 5.0f;
3517 } 3551 }
3518 3552
3553
3519 if (Health <= 0.0f) 3554 if (Health <= 0.0f)
3520 { 3555 {
3521 if (localid != 0) 3556 if (localid != 0)
@@ -3531,7 +3566,16 @@ namespace OpenSim.Region.Framework.Scenes
3531 ControllingClient.SendHealth(Health); 3566 ControllingClient.SendHealth(Health);
3532 } 3567 }
3533 if (Health <= 0) 3568 if (Health <= 0)
3569 {
3534 m_scene.EventManager.TriggerAvatarKill(killerObj, this); 3570 m_scene.EventManager.TriggerAvatarKill(killerObj, this);
3571 }
3572 if (starthealth == Health && Health < 100.0f)
3573 {
3574 Health += 0.03f;
3575 if (Health > 100.0f)
3576 Health = 100.0f;
3577 ControllingClient.SendHealth(Health);
3578 }
3535 } 3579 }
3536 } 3580 }
3537 3581
@@ -3613,6 +3657,63 @@ namespace OpenSim.Region.Framework.Scenes
3613 return m_attachments.Count > 0; 3657 return m_attachments.Count > 0;
3614 } 3658 }
3615 3659
3660 /// <summary>
3661 /// Returns the total count of scripts in all parts inventories.
3662 /// </summary>
3663 public int ScriptCount()
3664 {
3665 int count = 0;
3666 lock (m_attachments)
3667 {
3668 foreach (SceneObjectGroup gobj in m_attachments)
3669 {
3670 if (gobj != null)
3671 {
3672 count += gobj.ScriptCount();
3673 }
3674 }
3675 }
3676 return count;
3677 }
3678
3679 /// <summary>
3680 /// A float the value is a representative execution time in milliseconds of all scripts in all attachments.
3681 /// </summary>
3682 public float ScriptExecutionTime()
3683 {
3684 float time = 0.0f;
3685 lock (m_attachments)
3686 {
3687 foreach (SceneObjectGroup gobj in m_attachments)
3688 {
3689 if (gobj != null)
3690 {
3691 time += gobj.ScriptExecutionTime();
3692 }
3693 }
3694 }
3695 return time;
3696 }
3697
3698 /// <summary>
3699 /// Returns the total count of running scripts in all parts.
3700 /// </summary>
3701 public int RunningScriptCount()
3702 {
3703 int count = 0;
3704 lock (m_attachments)
3705 {
3706 foreach (SceneObjectGroup gobj in m_attachments)
3707 {
3708 if (gobj != null)
3709 {
3710 count += gobj.RunningScriptCount();
3711 }
3712 }
3713 }
3714 return count;
3715 }
3716
3616 public bool HasScriptedAttachments() 3717 public bool HasScriptedAttachments()
3617 { 3718 {
3618 lock (m_attachments) 3719 lock (m_attachments)
@@ -3830,77 +3931,92 @@ namespace OpenSim.Region.Framework.Scenes
3830 } 3931 }
3831 } 3932 }
3832 3933
3833 internal void SendControlToScripts(uint flags) 3934 private void SendControlsToScripts(uint flags)
3834 { 3935 {
3835 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; 3936 // Notify the scripts only after calling UpdateMovementAnimations(), so that if a script
3836 3937 // (e.g., a walking script) checks which animation is active it will be the correct animation.
3837 if (MouseDown) 3938 lock (scriptedcontrols)
3838 { 3939 {
3839 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); 3940 if (scriptedcontrols.Count <= 0)
3840 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0) 3941 return;
3942
3943 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
3944
3945 if (MouseDown)
3841 { 3946 {
3842 allflags = ScriptControlled.CONTROL_ZERO; 3947 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
3948 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
3949 {
3950 allflags = ScriptControlled.CONTROL_ZERO;
3951 MouseDown = true;
3952 }
3953 }
3954
3955 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
3956 {
3957 allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
3843 MouseDown = true; 3958 MouseDown = true;
3844 } 3959 }
3845 } 3960
3961 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
3962 {
3963 allflags |= ScriptControlled.CONTROL_LBUTTON;
3964 MouseDown = true;
3965 }
3966
3967 // find all activated controls, whether the scripts are interested in them or not
3968 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
3969 {
3970 allflags |= ScriptControlled.CONTROL_FWD;
3971 }
3972
3973 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
3974 {
3975 allflags |= ScriptControlled.CONTROL_BACK;
3976 }
3977
3978 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
3979 {
3980 allflags |= ScriptControlled.CONTROL_UP;
3981 }
3982
3983 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
3984 {
3985 allflags |= ScriptControlled.CONTROL_DOWN;
3986 }
3846 3987
3847 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) 3988 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
3848 { 3989 {
3849 allflags |= ScriptControlled.CONTROL_ML_LBUTTON; 3990 allflags |= ScriptControlled.CONTROL_LEFT;
3850 MouseDown = true; 3991 }
3851 } 3992
3852 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) 3993 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
3853 { 3994 {
3854 allflags |= ScriptControlled.CONTROL_LBUTTON; 3995 allflags |= ScriptControlled.CONTROL_RIGHT;
3855 MouseDown = true; 3996 }
3856 } 3997
3998 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
3999 {
4000 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
4001 }
4002
4003 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
4004 {
4005 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
4006 }
3857 4007
3858 // find all activated controls, whether the scripts are interested in them or not 4008 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
3859 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) 4009 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
3860 {
3861 allflags |= ScriptControlled.CONTROL_FWD;
3862 }
3863 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
3864 {
3865 allflags |= ScriptControlled.CONTROL_BACK;
3866 }
3867 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
3868 {
3869 allflags |= ScriptControlled.CONTROL_UP;
3870 }
3871 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
3872 {
3873 allflags |= ScriptControlled.CONTROL_DOWN;
3874 }
3875 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
3876 {
3877 allflags |= ScriptControlled.CONTROL_LEFT;
3878 }
3879 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
3880 {
3881 allflags |= ScriptControlled.CONTROL_RIGHT;
3882 }
3883 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
3884 {
3885 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
3886 }
3887 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
3888 {
3889 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
3890 }
3891 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
3892 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
3893 {
3894 lock (scriptedcontrols)
3895 { 4010 {
3896 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols) 4011 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols)
3897 { 4012 {
3898 UUID scriptUUID = kvp.Key; 4013 UUID scriptUUID = kvp.Key;
3899 ScriptControllers scriptControlData = kvp.Value; 4014 ScriptControllers scriptControlData = kvp.Value;
3900 4015
3901 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 4016 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
3902 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 4017 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
3903 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 4018 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
4019
3904 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) 4020 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
3905 { 4021 {
3906 // only send if still pressed or just changed 4022 // only send if still pressed or just changed
@@ -3908,9 +4024,9 @@ namespace OpenSim.Region.Framework.Scenes
3908 } 4024 }
3909 } 4025 }
3910 } 4026 }
4027
4028 LastCommands = allflags;
3911 } 4029 }
3912
3913 LastCommands = allflags;
3914 } 4030 }
3915 4031
3916 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored) 4032 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored)
@@ -3990,7 +4106,7 @@ namespace OpenSim.Region.Framework.Scenes
3990 land.LandData.UserLocation != Vector3.Zero && 4106 land.LandData.UserLocation != Vector3.Zero &&
3991 land.LandData.OwnerID != m_uuid && 4107 land.LandData.OwnerID != m_uuid &&
3992 (!m_scene.Permissions.IsGod(m_uuid)) && 4108 (!m_scene.Permissions.IsGod(m_uuid)) &&
3993 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) 4109 (!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)))
3994 { 4110 {
3995 float curr = Vector3.Distance(AbsolutePosition, pos); 4111 float curr = Vector3.Distance(AbsolutePosition, pos);
3996 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr) 4112 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
@@ -4010,7 +4126,7 @@ namespace OpenSim.Region.Framework.Scenes
4010 { 4126 {
4011 if (GodLevel < 200 && 4127 if (GodLevel < 200 &&
4012 ((!m_scene.Permissions.IsGod(m_uuid) && 4128 ((!m_scene.Permissions.IsGod(m_uuid) &&
4013 !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)) || 4129 !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
4014 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || 4130 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
4015 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)) 4131 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0))
4016 { 4132 {
@@ -4018,28 +4134,93 @@ namespace OpenSim.Region.Framework.Scenes
4018 if (spawnPoints.Length == 0) 4134 if (spawnPoints.Length == 0)
4019 return; 4135 return;
4020 4136
4021 float distance = 9999; 4137 int index;
4022 int closest = -1; 4138 bool selected = false;
4023 4139
4024 for (int i = 0 ; i < spawnPoints.Length ; i++) 4140 switch (m_scene.SpawnPointRouting)
4025 { 4141 {
4026 Vector3 spawnPosition = spawnPoints[i].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); 4142 case "closest":
4027 Vector3 offset = spawnPosition - pos; 4143
4028 float d = Vector3.Mag(offset); 4144 float distance = 9999;
4029 if (d >= distance) 4145 int closest = -1;
4030 continue; 4146
4031 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y); 4147 for (int i = 0; i < spawnPoints.Length; i++)
4032 if (land == null) 4148 {
4033 continue; 4149 Vector3 spawnPosition = spawnPoints[i].GetLocation(
4034 if (land.IsEitherBannedOrRestricted(UUID)) 4150 telehub.AbsolutePosition,
4035 continue; 4151 telehub.GroupRotation
4036 distance = d; 4152 );
4037 closest = i; 4153 Vector3 offset = spawnPosition - pos;
4038 } 4154 float d = Vector3.Mag(offset);
4039 if (closest == -1) 4155 if (d >= distance)
4040 return; 4156 continue;
4157 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
4158 if (land == null)
4159 continue;
4160 if (land.IsEitherBannedOrRestricted(UUID))
4161 continue;
4162 distance = d;
4163 closest = i;
4164 }
4165 if (closest == -1)
4166 return;
4167
4168 pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
4169 return;
4170
4171 case "random":
4041 4172
4042 pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); 4173 do
4174 {
4175 index = Util.RandomClass.Next(spawnPoints.Length - 1);
4176
4177 Vector3 spawnPosition = spawnPoints[index].GetLocation(
4178 telehub.AbsolutePosition,
4179 telehub.GroupRotation
4180 );
4181 // SpawnPoint sp = spawnPoints[index];
4182
4183 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
4184 if (land == null || land.IsEitherBannedOrRestricted(UUID))
4185 selected = false;
4186 else
4187 selected = true;
4188
4189 } while ( selected == false);
4190
4191 pos = spawnPoints[index].GetLocation(
4192 telehub.AbsolutePosition,
4193 telehub.GroupRotation
4194 );
4195 return;
4196
4197 case "sequence":
4198
4199 do
4200 {
4201 index = m_scene.SpawnPoint();
4202
4203 Vector3 spawnPosition = spawnPoints[index].GetLocation(
4204 telehub.AbsolutePosition,
4205 telehub.GroupRotation
4206 );
4207 // SpawnPoint sp = spawnPoints[index];
4208
4209 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
4210 if (land == null || land.IsEitherBannedOrRestricted(UUID))
4211 selected = false;
4212 else
4213 selected = true;
4214
4215 } while (selected == false);
4216
4217 pos = spawnPoints[index].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
4218 ;
4219 return;
4220
4221 default:
4222 return;
4223 }
4043 } 4224 }
4044 } 4225 }
4045 } 4226 }
@@ -4084,7 +4265,7 @@ namespace OpenSim.Region.Framework.Scenes
4084 GodLevel < 200 && 4265 GodLevel < 200 &&
4085 ((land.LandData.OwnerID != m_uuid && 4266 ((land.LandData.OwnerID != m_uuid &&
4086 !m_scene.Permissions.IsGod(m_uuid) && 4267 !m_scene.Permissions.IsGod(m_uuid) &&
4087 !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)) || 4268 !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
4088 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || 4269 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
4089 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)) 4270 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0))
4090 { 4271 {
diff --git a/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs b/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs
index ab6311b..4a21dc9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.IO;
30using System.Text; 31using System.Text;
31using NUnit.Framework; 32using NUnit.Framework;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -68,11 +69,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
68 Vector3 position = new Vector3(200,200,21); 69 Vector3 position = new Vector3(200,200,21);
69 70
70 foreach (Border b in testborders) 71 foreach (Border b in testborders)
71 {
72 Assert.That(!b.TestCross(position)); 72 Assert.That(!b.TestCross(position));
73 73
74 }
75
76 position = new Vector3(200,280,21); 74 position = new Vector3(200,280,21);
77 Assert.That(NorthBorder.TestCross(position)); 75 Assert.That(NorthBorder.TestCross(position));
78 76
diff --git a/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs b/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
index a5d2b23..ea9fc93 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
@@ -45,7 +45,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
45 { 45 {
46 static public Random random; 46 static public Random random;
47 SceneObjectGroup found; 47 SceneObjectGroup found;
48 Scene scene = SceneHelpers.SetupScene(); 48 Scene scene = new SceneHelpers().SetupScene();
49 49
50 [Test] 50 [Test]
51 public void T010_AddObjects() 51 public void T010_AddObjects()
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
index 9a60e50..d23c965 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
@@ -26,7 +26,9 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.IO;
29using System.Reflection; 30using System.Reflection;
31using System.Text;
30using NUnit.Framework; 32using NUnit.Framework;
31using OpenMetaverse; 33using OpenMetaverse;
32using OpenSim.Framework; 34using OpenSim.Framework;
@@ -44,7 +46,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
44 public void TestDuplicateObject() 46 public void TestDuplicateObject()
45 { 47 {
46 TestHelpers.InMethod(); 48 TestHelpers.InMethod();
47 Scene scene = SceneHelpers.SetupScene(); 49// TestHelpers.EnableLogging();
50
51 Scene scene = new SceneHelpers().SetupScene();
48 52
49 UUID ownerId = new UUID("00000000-0000-0000-0000-000000000010"); 53 UUID ownerId = new UUID("00000000-0000-0000-0000-000000000010");
50 string part1Name = "part1"; 54 string part1Name = "part1";
@@ -82,6 +86,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
82 Assert.That(dupePart1.PhysActor, Is.Not.Null); 86 Assert.That(dupePart1.PhysActor, Is.Not.Null);
83 Assert.That(dupePart2.PhysActor, Is.Not.Null); 87 Assert.That(dupePart2.PhysActor, Is.Not.Null);
84 */ 88 */
89
90// TestHelpers.DisableLogging();
85 } 91 }
86 } 92 }
87} \ No newline at end of file 93} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
index 7737d8e..453e077 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
88 { 88 {
89 TestHelpers.InMethod(); 89 TestHelpers.InMethod();
90 90
91 Scene scene = SceneHelpers.SetupScene(); 91 Scene scene = new SceneHelpers().SetupScene();
92 int partsToTestCount = 3; 92 int partsToTestCount = 3;
93 93
94 SceneObjectGroup so 94 SceneObjectGroup so
@@ -118,7 +118,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
118 { 118 {
119 TestHelpers.InMethod(); 119 TestHelpers.InMethod();
120 120
121 Scene scene = SceneHelpers.SetupScene(); 121 Scene scene = new SceneHelpers().SetupScene();
122 122
123 string obj1Name = "Alfred"; 123 string obj1Name = "Alfred";
124 string obj2Name = "Betty"; 124 string obj2Name = "Betty";
@@ -152,7 +152,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
152 { 152 {
153 TestHelpers.InMethod(); 153 TestHelpers.InMethod();
154 154
155 Scene scene = SceneHelpers.SetupScene(); 155 Scene scene = new SceneHelpers().SetupScene();
156 int partsToTestCount = 3; 156 int partsToTestCount = 3;
157 157
158 SceneObjectGroup so 158 SceneObjectGroup so
@@ -185,7 +185,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
185 { 185 {
186 TestHelpers.InMethod(); 186 TestHelpers.InMethod();
187 187
188 TestScene scene = SceneHelpers.SetupScene(); 188 TestScene scene = new SceneHelpers().SetupScene();
189 SceneObjectPart part = SceneHelpers.AddSceneObject(scene); 189 SceneObjectPart part = SceneHelpers.AddSceneObject(scene);
190 scene.DeleteSceneObject(part.ParentGroup, false); 190 scene.DeleteSceneObject(part.ParentGroup, false);
191 191
@@ -204,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
204 204
205 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001"); 205 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
206 206
207 TestScene scene = SceneHelpers.SetupScene(); 207 TestScene scene = new SceneHelpers().SetupScene();
208 208
209 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 209 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
210 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 210 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
index 654b1a2..0076f41 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
@@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
61 61
62 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 62 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
63 63
64 TestScene scene = SceneHelpers.SetupScene(); 64 TestScene scene = new SceneHelpers().SetupScene();
65 IConfigSource configSource = new IniConfigSource(); 65 IConfigSource configSource = new IniConfigSource();
66 IConfig config = configSource.AddConfig("Startup"); 66 IConfig config = configSource.AddConfig("Startup");
67 config.Set("serverside_object_permissions", true); 67 config.Set("serverside_object_permissions", true);
@@ -100,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
100 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 100 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
101 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001"); 101 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
102 102
103 TestScene scene = SceneHelpers.SetupScene(); 103 TestScene scene = new SceneHelpers().SetupScene();
104 IConfigSource configSource = new IniConfigSource(); 104 IConfigSource configSource = new IniConfigSource();
105 IConfig config = configSource.AddConfig("Startup"); 105 IConfig config = configSource.AddConfig("Startup");
106 config.Set("serverside_object_permissions", true); 106 config.Set("serverside_object_permissions", true);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
index be5b4a8..1add3dd 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
@@ -55,7 +55,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
55 UUID ownerId = TestHelpers.ParseTail(0x1); 55 UUID ownerId = TestHelpers.ParseTail(0x1);
56 int nParts = 3; 56 int nParts = 3;
57 57
58 TestScene scene = SceneHelpers.SetupScene(); 58 TestScene scene = new SceneHelpers().SetupScene();
59 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10); 59 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10);
60 scene.AddSceneObject(sog1); 60 scene.AddSceneObject(sog1);
61 scene.LinkObjects(ownerId, sog1.LocalId, new List<uint>() { sog1.Parts[1].LocalId }); 61 scene.LinkObjects(ownerId, sog1.LocalId, new List<uint>() { sog1.Parts[1].LocalId });
@@ -71,7 +71,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
71 71
72 bool debugtest = false; 72 bool debugtest = false;
73 73
74 Scene scene = SceneHelpers.SetupScene(); 74 Scene scene = new SceneHelpers().SetupScene();
75 SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene); 75 SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene);
76 SceneObjectGroup grp1 = part1.ParentGroup; 76 SceneObjectGroup grp1 = part1.ParentGroup;
77 SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene); 77 SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene);
@@ -153,7 +153,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
153 153
154 bool debugtest = false; 154 bool debugtest = false;
155 155
156 Scene scene = SceneHelpers.SetupScene(); 156 Scene scene = new SceneHelpers().SetupScene();
157 SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene); 157 SceneObjectPart part1 = SceneHelpers.AddSceneObject(scene);
158 SceneObjectGroup grp1 = part1.ParentGroup; 158 SceneObjectGroup grp1 = part1.ParentGroup;
159 SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene); 159 SceneObjectPart part2 = SceneHelpers.AddSceneObject(scene);
@@ -286,7 +286,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
286 TestHelpers.InMethod(); 286 TestHelpers.InMethod();
287 //log4net.Config.XmlConfigurator.Configure(); 287 //log4net.Config.XmlConfigurator.Configure();
288 288
289 TestScene scene = SceneHelpers.SetupScene(); 289 TestScene scene = new SceneHelpers().SetupScene();
290 290
291 string rootPartName = "rootpart"; 291 string rootPartName = "rootpart";
292 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); 292 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
@@ -325,7 +325,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
325 TestHelpers.InMethod(); 325 TestHelpers.InMethod();
326 //log4net.Config.XmlConfigurator.Configure(); 326 //log4net.Config.XmlConfigurator.Configure();
327 327
328 TestScene scene = SceneHelpers.SetupScene(); 328 TestScene scene = new SceneHelpers().SetupScene();
329 329
330 string rootPartName = "rootpart"; 330 string rootPartName = "rootpart";
331 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); 331 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index b49c6e7..0a94c19 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -52,7 +52,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
52 TestHelpers.InMethod(); 52 TestHelpers.InMethod();
53// log4net.Config.XmlConfigurator.Configure(); 53// log4net.Config.XmlConfigurator.Configure();
54 54
55 Scene scene = SceneHelpers.SetupScene(); 55 Scene scene = new SceneHelpers().SetupScene();
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene).ParentGroup; 56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene).ParentGroup;
57 57
58 g1.GroupResize(new Vector3(2, 3, 4)); 58 g1.GroupResize(new Vector3(2, 3, 4));
@@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
75 TestHelpers.InMethod(); 75 TestHelpers.InMethod();
76 //log4net.Config.XmlConfigurator.Configure(); 76 //log4net.Config.XmlConfigurator.Configure();
77 77
78 Scene scene = SceneHelpers.SetupScene(); 78 Scene scene = new SceneHelpers().SetupScene();
79 79
80 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(2, UUID.Zero); 80 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(2, UUID.Zero);
81 g1.RootPart.Scale = new Vector3(2, 3, 4); 81 g1.RootPart.Scale = new Vector3(2, 3, 4);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs
index c582cf6..d2361f8 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs
@@ -52,7 +52,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
52// UUID itemId = TestHelpers.ParseTail(0x2); 52// UUID itemId = TestHelpers.ParseTail(0x2);
53 string itemName = "Test Script Item"; 53 string itemName = "Test Script Item";
54 54
55 Scene scene = SceneHelpers.SetupScene(); 55 Scene scene = new SceneHelpers().SetupScene();
56 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId); 56 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId);
57 scene.AddNewSceneObject(so, true); 57 scene.AddNewSceneObject(so, true);
58 58
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
new file mode 100644
index 0000000..6d255aa
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
@@ -0,0 +1,154 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using System.Threading;
31using NUnit.Framework;
32using OpenMetaverse;
33using OpenSim.Framework;
34using OpenSim.Framework.Communications;
35using OpenSim.Region.Framework.Scenes;
36using OpenSim.Tests.Common;
37using OpenSim.Tests.Common.Mock;
38
39namespace OpenSim.Region.Framework.Scenes.Tests
40{
41 /// <summary>
42 /// Spatial scene object tests (will eventually cover root and child part position, rotation properties, etc.)
43 /// </summary>
44 [TestFixture]
45 public class SceneObjectSpatialTests
46 {
47 TestScene m_scene;
48 UUID m_ownerId = TestHelpers.ParseTail(0x1);
49
50 [SetUp]
51 public void SetUp()
52 {
53 m_scene = new SceneHelpers().SetupScene();
54 }
55
56 [Test]
57 public void TestGetSceneObjectGroupPosition()
58 {
59 TestHelpers.InMethod();
60
61 Vector3 position = new Vector3(10, 20, 30);
62
63 SceneObjectGroup so
64 = SceneHelpers.CreateSceneObject(1, m_ownerId, "obj1", 0x10);
65 so.AbsolutePosition = position;
66 m_scene.AddNewSceneObject(so, false);
67
68 Assert.That(so.AbsolutePosition, Is.EqualTo(position));
69 }
70
71 [Test]
72 public void TestGetRootPartPosition()
73 {
74 TestHelpers.InMethod();
75
76 Vector3 partPosition = new Vector3(10, 20, 30);
77
78 SceneObjectGroup so
79 = SceneHelpers.CreateSceneObject(1, m_ownerId, "obj1", 0x10);
80 so.AbsolutePosition = partPosition;
81 m_scene.AddNewSceneObject(so, false);
82
83 Assert.That(so.RootPart.AbsolutePosition, Is.EqualTo(partPosition));
84 Assert.That(so.RootPart.GroupPosition, Is.EqualTo(partPosition));
85 Assert.That(so.RootPart.GetWorldPosition(), Is.EqualTo(partPosition));
86 Assert.That(so.RootPart.RelativePosition, Is.EqualTo(partPosition));
87 Assert.That(so.RootPart.OffsetPosition, Is.EqualTo(Vector3.Zero));
88 }
89
90 [Test]
91 public void TestGetChildPartPosition()
92 {
93 TestHelpers.InMethod();
94
95 Vector3 rootPartPosition = new Vector3(10, 20, 30);
96 Vector3 childOffsetPosition = new Vector3(2, 3, 4);
97
98 SceneObjectGroup so
99 = SceneHelpers.CreateSceneObject(2, m_ownerId, "obj1", 0x10);
100 so.AbsolutePosition = rootPartPosition;
101 so.Parts[1].OffsetPosition = childOffsetPosition;
102
103 m_scene.AddNewSceneObject(so, false);
104
105 // Calculate child absolute position.
106 Vector3 childPosition = new Vector3(rootPartPosition + childOffsetPosition);
107
108 SceneObjectPart childPart = so.Parts[1];
109 Assert.That(childPart.AbsolutePosition, Is.EqualTo(childPosition));
110 Assert.That(childPart.GroupPosition, Is.EqualTo(rootPartPosition));
111 Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition));
112 Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition));
113 Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition));
114 }
115
116 [Test]
117 public void TestGetChildPartPositionAfterObjectRotation()
118 {
119 TestHelpers.InMethod();
120
121 Vector3 rootPartPosition = new Vector3(10, 20, 30);
122 Vector3 childOffsetPosition = new Vector3(2, 3, 4);
123
124 SceneObjectGroup so
125 = SceneHelpers.CreateSceneObject(2, m_ownerId, "obj1", 0x10);
126 so.AbsolutePosition = rootPartPosition;
127 so.Parts[1].OffsetPosition = childOffsetPosition;
128
129 m_scene.AddNewSceneObject(so, false);
130
131 so.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 0, -90 * Utils.DEG_TO_RAD));
132
133 // Calculate child absolute position.
134 Vector3 rotatedChildOffsetPosition
135 = new Vector3(childOffsetPosition.Y, -childOffsetPosition.X, childOffsetPosition.Z);
136
137 Vector3 childPosition = new Vector3(rootPartPosition + rotatedChildOffsetPosition);
138
139 SceneObjectPart childPart = so.Parts[1];
140
141 // FIXME: Should be childPosition after rotation?
142 Assert.That(childPart.AbsolutePosition, Is.EqualTo(rootPartPosition + childOffsetPosition));
143
144 Assert.That(childPart.GroupPosition, Is.EqualTo(rootPartPosition));
145 Assert.That(childPart.GetWorldPosition(), Is.EqualTo(childPosition));
146
147 // Relative to root part as (0, 0, 0)
148 Assert.That(childPart.RelativePosition, Is.EqualTo(childOffsetPosition));
149
150 // Relative to root part as (0, 0, 0)
151 Assert.That(childPart.OffsetPosition, Is.EqualTo(childOffsetPosition));
152 }
153 }
154} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
index 2a342d5..742c769 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic;
29using System.Reflection; 30using System.Reflection;
30using NUnit.Framework; 31using NUnit.Framework;
31using OpenMetaverse; 32using OpenMetaverse;
@@ -43,24 +44,141 @@ namespace OpenSim.Region.Framework.Scenes.Tests
43 [TestFixture] 44 [TestFixture]
44 public class SceneObjectStatusTests 45 public class SceneObjectStatusTests
45 { 46 {
47 private TestScene m_scene;
48 private UUID m_ownerId = TestHelpers.ParseTail(0x1);
49 private SceneObjectGroup m_so1;
50 private SceneObjectGroup m_so2;
51
52 [SetUp]
53 public void Init()
54 {
55 m_scene = new SceneHelpers().SetupScene();
56 m_so1 = SceneHelpers.CreateSceneObject(1, m_ownerId, "so1", 0x10);
57 m_so2 = SceneHelpers.CreateSceneObject(1, m_ownerId, "so2", 0x20);
58 }
59
46 [Test] 60 [Test]
47 public void TestSetPhantom() 61 public void TestSetPhantomSinglePrim()
48 { 62 {
49 TestHelpers.InMethod(); 63 TestHelpers.InMethod();
50 64
51// Scene scene = SceneSetupHelpers.SetupScene(); 65 m_scene.AddSceneObject(m_so1);
52 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, UUID.Zero); 66
53 SceneObjectPart rootPart = so.RootPart; 67 SceneObjectPart rootPart = m_so1.RootPart;
54 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None)); 68 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
55 69
56 so.ScriptSetPhantomStatus(true); 70 m_so1.ScriptSetPhantomStatus(true);
57 71
58// Console.WriteLine("so.RootPart.Flags [{0}]", so.RootPart.Flags); 72// Console.WriteLine("so.RootPart.Flags [{0}]", so.RootPart.Flags);
59 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Phantom)); 73 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Phantom));
60 74
61 so.ScriptSetPhantomStatus(false); 75 m_so1.ScriptSetPhantomStatus(false);
62 76
63 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None)); 77 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
64 } 78 }
79
80 [Test]
81 public void TestSetPhysicsSinglePrim()
82 {
83 TestHelpers.InMethod();
84
85 m_scene.AddSceneObject(m_so1);
86
87 SceneObjectPart rootPart = m_so1.RootPart;
88 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
89
90 m_so1.ScriptSetPhysicsStatus(true);
91
92// Console.WriteLine("so.RootPart.Flags [{0}]", so.RootPart.Flags);
93 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Physics));
94
95 m_so1.ScriptSetPhysicsStatus(false);
96
97 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
98 }
99
100 [Test]
101 public void TestSetPhysicsLinkset()
102 {
103 TestHelpers.InMethod();
104
105 m_scene.AddSceneObject(m_so1);
106 m_scene.AddSceneObject(m_so2);
107
108 m_scene.LinkObjects(m_ownerId, m_so1.LocalId, new List<uint>() { m_so2.LocalId });
109
110 m_so1.ScriptSetPhysicsStatus(true);
111
112 Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.Physics));
113 Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.Physics));
114
115 m_so1.ScriptSetPhysicsStatus(false);
116
117 Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.None));
118 Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.None));
119
120 m_so1.ScriptSetPhysicsStatus(true);
121
122 Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.Physics));
123 Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.Physics));
124 }
125
126 /// <summary>
127 /// Test that linking results in the correct physical status for all linkees.
128 /// </summary>
129 [Test]
130 public void TestLinkPhysicsBothPhysical()
131 {
132 TestHelpers.InMethod();
133
134 m_scene.AddSceneObject(m_so1);
135 m_scene.AddSceneObject(m_so2);
136
137 m_so1.ScriptSetPhysicsStatus(true);
138 m_so2.ScriptSetPhysicsStatus(true);
139
140 m_scene.LinkObjects(m_ownerId, m_so1.LocalId, new List<uint>() { m_so2.LocalId });
141
142 Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.Physics));
143 Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.Physics));
144 }
145
146 /// <summary>
147 /// Test that linking results in the correct physical status for all linkees.
148 /// </summary>
149 [Test]
150 public void TestLinkPhysicsRootPhysicalOnly()
151 {
152 TestHelpers.InMethod();
153
154 m_scene.AddSceneObject(m_so1);
155 m_scene.AddSceneObject(m_so2);
156
157 m_so1.ScriptSetPhysicsStatus(true);
158
159 m_scene.LinkObjects(m_ownerId, m_so1.LocalId, new List<uint>() { m_so2.LocalId });
160
161 Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.Physics));
162 Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.Physics));
163 }
164
165 /// <summary>
166 /// Test that linking results in the correct physical status for all linkees.
167 /// </summary>
168 [Test]
169 public void TestLinkPhysicsChildPhysicalOnly()
170 {
171 TestHelpers.InMethod();
172
173 m_scene.AddSceneObject(m_so1);
174 m_scene.AddSceneObject(m_so2);
175
176 m_so2.ScriptSetPhysicsStatus(true);
177
178 m_scene.LinkObjects(m_ownerId, m_so1.LocalId, new List<uint>() { m_so2.LocalId });
179
180 Assert.That(m_so1.RootPart.Flags, Is.EqualTo(PrimFlags.None));
181 Assert.That(m_so1.Parts[1].Flags, Is.EqualTo(PrimFlags.None));
182 }
65 } 183 }
66} \ No newline at end of file 184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index c13d82e..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
58 58
59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
60 60
61 TestScene scene = SceneHelpers.SetupScene(); 61 TestScene scene = new SceneHelpers().SetupScene();
62 IConfigSource configSource = new IniConfigSource(); 62 IConfigSource configSource = new IniConfigSource();
63 63
64 IConfig startupConfig = configSource.AddConfig("Startup"); 64 IConfig startupConfig = configSource.AddConfig("Startup");
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index ed9b179..1aa48d7 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -67,10 +67,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests
67 public void Init() 67 public void Init()
68 { 68 {
69 TestHelpers.InMethod(); 69 TestHelpers.InMethod();
70 70
71 scene = SceneHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000); 71 SceneHelpers sh = new SceneHelpers();
72 scene2 = SceneHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000); 72
73 scene3 = SceneHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000); 73 scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
74 scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
75 scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);
74 76
75 ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); 77 ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
76 interregionComms.Initialise(new IniConfigSource()); 78 interregionComms.Initialise(new IniConfigSource());
@@ -101,7 +103,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
101 TestHelpers.InMethod(); 103 TestHelpers.InMethod();
102// log4net.Config.XmlConfigurator.Configure(); 104// log4net.Config.XmlConfigurator.Configure();
103 105
104 TestScene scene = SceneHelpers.SetupScene(); 106 TestScene scene = new SceneHelpers().SetupScene();
105 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); 107 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
106 108
107 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null); 109 Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null);
@@ -126,7 +128,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
126 IConfig config = configSource.AddConfig("Modules"); 128 IConfig config = configSource.AddConfig("Modules");
127 config.Set("SimulationServices", "LocalSimulationConnectorModule"); 129 config.Set("SimulationServices", "LocalSimulationConnectorModule");
128 130
129 TestScene scene = SceneHelpers.SetupScene(); 131 SceneHelpers sceneHelpers = new SceneHelpers();
132 TestScene scene = sceneHelpers.SetupScene();
130 SceneHelpers.SetupSceneModules(scene, configSource, lsc); 133 SceneHelpers.SetupSceneModules(scene, configSource, lsc);
131 134
132 UUID agentId = TestHelpers.ParseTail(0x01); 135 UUID agentId = TestHelpers.ParseTail(0x01);
@@ -176,8 +179,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
176 179
177// UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001"); 180// UUID agent1Id = UUID.Parse("00000000-0000-0000-0000-000000000001");
178 181
179 TestScene myScene1 = SceneHelpers.SetupScene("Neighbour y", UUID.Random(), 1000, 1000); 182 TestScene myScene1 = new SceneHelpers().SetupScene("Neighbour y", UUID.Random(), 1000, 1000);
180 TestScene myScene2 = SceneHelpers.SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000); 183 TestScene myScene2 = new SceneHelpers().SetupScene("Neighbour y + 1", UUID.Random(), 1001, 1000);
181 184
182 IConfigSource configSource = new IniConfigSource(); 185 IConfigSource configSource = new IniConfigSource();
183 IConfig config = configSource.AddConfig("Startup"); 186 IConfig config = configSource.AddConfig("Startup");
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs
index 89f8007..646e5fa 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs
@@ -59,7 +59,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
59 TestHelpers.InMethod(); 59 TestHelpers.InMethod();
60// log4net.Config.XmlConfigurator.Configure(); 60// log4net.Config.XmlConfigurator.Configure();
61 61
62 TestScene scene = SceneHelpers.SetupScene(); 62 TestScene scene = new SceneHelpers().SetupScene();
63 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); 63 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
64 sp.Flying = true; 64 sp.Flying = true;
65 sp.PhysicsCollisionUpdate(new CollisionEventUpdate()); 65 sp.PhysicsCollisionUpdate(new CollisionEventUpdate());
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
index cfea10d..1d1ff88 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
@@ -64,7 +64,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
64 [SetUp] 64 [SetUp]
65 public void Init() 65 public void Init()
66 { 66 {
67 m_scene = SceneHelpers.SetupScene(); 67 m_scene = new SceneHelpers().SetupScene();
68 } 68 }
69 69
70 [Test] 70 [Test]
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
index b7b8db4..313e350 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
50 [SetUp] 50 [SetUp]
51 public void Init() 51 public void Init()
52 { 52 {
53 m_scene = SceneHelpers.SetupScene(); 53 m_scene = new SceneHelpers().SetupScene();
54 m_sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); 54 m_sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
55 } 55 }
56 56
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
index bebc10c..ea4fb66 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
@@ -34,10 +34,13 @@ using OpenSim.Framework;
34using OpenSim.Framework.Communications; 34using OpenSim.Framework.Communications;
35using OpenSim.Framework.Servers; 35using OpenSim.Framework.Servers;
36using OpenSim.Region.Framework.Interfaces; 36using OpenSim.Region.Framework.Interfaces;
37using OpenSim.Region.CoreModules.Framework;
38using OpenSim.Region.CoreModules.Framework.EntityTransfer;
37using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; 39using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
38using OpenSim.Tests.Common; 40using OpenSim.Tests.Common;
39using OpenSim.Tests.Common.Mock; 41using OpenSim.Tests.Common.Mock;
40using System.Threading; 42using System.IO;
43using System.Text;
41 44
42namespace OpenSim.Region.Framework.Scenes.Tests 45namespace OpenSim.Region.Framework.Scenes.Tests
43{ 46{
@@ -47,145 +50,190 @@ namespace OpenSim.Region.Framework.Scenes.Tests
47 [TestFixture] 50 [TestFixture]
48 public class ScenePresenceTeleportTests 51 public class ScenePresenceTeleportTests
49 { 52 {
50 /// <summary> 53 [TestFixtureSetUp]
51 /// Test a teleport between two regions that are not neighbours and do not share any neighbours in common. 54 public void FixtureInit()
52 /// </summary> 55 {
53 /// Does not yet do what is says on the tin. 56 // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
54 /// Commenting for now 57 Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
55 //[Test, LongRunning] 58 }
56 public void TestSimpleNotNeighboursTeleport() 59
60 [TestFixtureTearDown]
61 public void TearDown()
62 {
63 // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
64 // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
65 // tests really shouldn't).
66 Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
67 }
68
69 [Test]
70 public void TestSameRegionTeleport()
57 { 71 {
58 TestHelpers.InMethod(); 72 TestHelpers.InMethod();
59 ThreadRunResults results = new ThreadRunResults(); 73// log4net.Config.XmlConfigurator.Configure();
60 results.Result = false;
61 results.Message = "Test did not run";
62 TestRunning testClass = new TestRunning(results);
63 74
64 Thread testThread = new Thread(testClass.run); 75 EntityTransferModule etm = new EntityTransferModule();
65 76
66 // Seems kind of redundant to start a thread and then join it, however.. We need to protect against 77 IConfigSource config = new IniConfigSource();
67 // A thread abort exception in the simulator code. 78 config.AddConfig("Modules");
68 testThread.Start(); 79 // Not strictly necessary since FriendsModule assumes it is the default (!)
69 testThread.Join(); 80 config.Configs["Modules"].Set("EntityTransferModule", etm.Name);
70 81
71 Assert.That(testClass.results.Result, Is.EqualTo(true), testClass.results.Message); 82 TestScene scene = new SceneHelpers().SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
72 // Console.WriteLine("Beginning test {0}", MethodBase.GetCurrentMethod()); 83 SceneHelpers.SetupSceneModules(scene, config, etm);
84
85 Vector3 teleportPosition = new Vector3(10, 11, 12);
86 Vector3 teleportLookAt = new Vector3(20, 21, 22);
87
88 ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
89 sp.AbsolutePosition = new Vector3(30, 31, 32);
90 scene.RequestTeleportLocation(
91 sp.ControllingClient,
92 scene.RegionInfo.RegionHandle,
93 teleportPosition,
94 teleportLookAt,
95 (uint)TeleportFlags.ViaLocation);
96
97 Assert.That(sp.AbsolutePosition, Is.EqualTo(teleportPosition));
98
99 // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
100 // position instead).
101// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
73 } 102 }
74 103
75 [TearDown] 104 [Test]
76 public void TearDown() 105 public void TestSameSimulatorSeparatedRegionsTeleport()
77 { 106 {
78 try 107 TestHelpers.InMethod();
79 { 108// log4net.Config.XmlConfigurator.Configure();
80 if (MainServer.Instance != null) MainServer.Instance.Stop();
81 }
82 catch (NullReferenceException)
83 { }
84 }
85 109
86 } 110 UUID userId = TestHelpers.ParseTail(0x1);
87 111
88 public class ThreadRunResults 112 EntityTransferModule etm = new EntityTransferModule();
89 { 113 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
90 public bool Result = false;
91 public string Message = string.Empty;
92 }
93 114
94 public class TestRunning 115 IConfigSource config = new IniConfigSource();
95 { 116 IConfig modulesConfig = config.AddConfig("Modules");
96 public ThreadRunResults results; 117 modulesConfig.Set("EntityTransferModule", etm.Name);
97 public TestRunning(ThreadRunResults t) 118 modulesConfig.Set("SimulationServices", lscm.Name);
98 { 119 IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
99 results = t; 120
121 // In order to run a single threaded regression test we do not want the entity transfer module waiting
122 // for a callback from the destination scene before removing its avatar data.
123 entityTransferConfig.Set("wait_for_callback", false);
124
125 SceneHelpers sh = new SceneHelpers();
126 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
127 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
128
129 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
130
131 Vector3 teleportPosition = new Vector3(10, 11, 12);
132 Vector3 teleportLookAt = new Vector3(20, 21, 22);
133
134 ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
135 sp.AbsolutePosition = new Vector3(30, 31, 32);
136
137 // XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole
138 // UDP stack (?)
139// ((TestClient)sp.ControllingClient).TeleportTargetScene = sceneB;
140
141 sceneA.RequestTeleportLocation(
142 sp.ControllingClient,
143 sceneB.RegionInfo.RegionHandle,
144 teleportPosition,
145 teleportLookAt,
146 (uint)TeleportFlags.ViaLocation);
147
148 ((TestClient)sp.ControllingClient).CompleteTeleportClientSide();
149
150 Assert.That(sceneA.GetScenePresence(userId), Is.Null);
151
152 ScenePresence sceneBSp = sceneB.GetScenePresence(userId);
153 Assert.That(sceneBSp, Is.Not.Null);
154 Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
155 Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
156
157 // TODO: Add assertions to check correct circuit details in both scenes.
158
159 // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
160 // position instead).
161// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
100 } 162 }
101 public void run(object o) 163
164 [Test]
165 public void TestSameSimulatorNeighbouringRegionsTeleport()
102 { 166 {
103 167 TestHelpers.InMethod();
104 //results.Result = true; 168// TestHelpers.EnableLogging();
105 log4net.Config.XmlConfigurator.Configure(); 169
106 170 UUID userId = TestHelpers.ParseTail(0x1);
107 UUID sceneAId = UUID.Parse("00000000-0000-0000-0000-000000000100"); 171
108 UUID sceneBId = UUID.Parse("00000000-0000-0000-0000-000000000200"); 172 EntityTransferModule etm = new EntityTransferModule();
109 173 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
110 // shared module 174
111 ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); 175 IConfigSource config = new IniConfigSource();
112 176 IConfig modulesConfig = config.AddConfig("Modules");
113 177 modulesConfig.Set("EntityTransferModule", etm.Name);
114 Scene sceneB = SceneHelpers.SetupScene("sceneB", sceneBId, 1010, 1010); 178 modulesConfig.Set("SimulationServices", lscm.Name);
115 SceneHelpers.SetupSceneModules(sceneB, new IniConfigSource(), interregionComms); 179 IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
116 sceneB.RegisterRegionWithGrid(); 180
117 181 // In order to run a single threaded regression test we do not want the entity transfer module waiting
118 Scene sceneA = SceneHelpers.SetupScene("sceneA", sceneAId, 1000, 1000); 182 // for a callback from the destination scene before removing its avatar data.
119 SceneHelpers.SetupSceneModules(sceneA, new IniConfigSource(), interregionComms); 183 entityTransferConfig.Set("wait_for_callback", false);
120 sceneA.RegisterRegionWithGrid(); 184
121 185 SceneHelpers sh = new SceneHelpers();
122 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000041"); 186 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
123 TestClient client = (TestClient)SceneHelpers.AddScenePresence(sceneA, agentId).ControllingClient; 187 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1001, 1000);
124 188
125 ICapabilitiesModule sceneACapsModule = sceneA.RequestModuleInterface<ICapabilitiesModule>(); 189 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm);
126 190 SceneHelpers.SetupSceneModules(sceneA, new CapabilitiesModule());
127 results.Result = (sceneACapsModule.GetCapsPath(agentId) == client.CapsSeedUrl); 191 SceneHelpers.SetupSceneModules(sceneB, new CapabilitiesModule());
128 192
129 if (!results.Result) 193 Vector3 teleportPosition = new Vector3(10, 11, 12);
130 { 194 Vector3 teleportLookAt = new Vector3(20, 21, 22);
131 results.Message = "Incorrect caps object path set up in sceneA"; 195
132 return; 196 ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
133 } 197 originalSp.AbsolutePosition = new Vector3(30, 31, 32);
134 198
135 /* 199 ScenePresence beforeSceneASp = sceneA.GetScenePresence(userId);
136 Assert.That( 200 Assert.That(beforeSceneASp, Is.Not.Null);
137 sceneACapsModule.GetCapsPath(agentId), 201 Assert.That(beforeSceneASp.IsChildAgent, Is.False);
138 Is.EqualTo(client.CapsSeedUrl), 202
139 "Incorrect caps object path set up in sceneA"); 203 ScenePresence beforeSceneBSp = sceneB.GetScenePresence(userId);
140 */ 204 Assert.That(beforeSceneBSp, Is.Not.Null);
141 // FIXME: This is a hack to get the test working - really the normal OpenSim mechanisms should be used. 205 Assert.That(beforeSceneBSp.IsChildAgent, Is.True);
142 206
143 207 // XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole
144 client.TeleportTargetScene = sceneB; 208 // UDP stack (?)
145 client.Teleport(sceneB.RegionInfo.RegionHandle, new Vector3(100, 100, 100), new Vector3(40, 40, 40)); 209// ((TestClient)beforeSceneASp.ControllingClient).TeleportTargetScene = sceneB;
146 210
147 results.Result = (sceneB.GetScenePresence(agentId) != null); 211 sceneA.RequestTeleportLocation(
148 if (!results.Result) 212 beforeSceneASp.ControllingClient,
149 { 213 sceneB.RegionInfo.RegionHandle,
150 results.Message = "Client does not have an agent in sceneB"; 214 teleportPosition,
151 return; 215 teleportLookAt,
152 } 216 (uint)TeleportFlags.ViaLocation);
153 217
154 //Assert.That(sceneB.GetScenePresence(agentId), Is.Not.Null, "Client does not have an agent in sceneB"); 218 ((TestClient)beforeSceneASp.ControllingClient).CompleteTeleportClientSide();
155 219
156 //Assert.That(sceneA.GetScenePresence(agentId), Is.Null, "Client still had an agent in sceneA"); 220 ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);
157 221 Assert.That(afterSceneASp, Is.Not.Null);
158 results.Result = (sceneA.GetScenePresence(agentId) == null); 222 Assert.That(afterSceneASp.IsChildAgent, Is.True);
159 if (!results.Result) 223
160 { 224 ScenePresence afterSceneBSp = sceneB.GetScenePresence(userId);
161 results.Message = "Client still had an agent in sceneA"; 225 Assert.That(afterSceneBSp, Is.Not.Null);
162 return; 226 Assert.That(afterSceneBSp.IsChildAgent, Is.False);
163 } 227 Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
164 228 Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
165 ICapabilitiesModule sceneBCapsModule = sceneB.RequestModuleInterface<ICapabilitiesModule>(); 229
166 230 // TODO: Add assertions to check correct circuit details in both scenes.
167 231
168 results.Result = ("http://" + sceneB.RegionInfo.ExternalHostName + ":" + sceneB.RegionInfo.HttpPort + 232 // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
169 "/CAPS/" + sceneBCapsModule.GetCapsPath(agentId) + "0000/" == client.CapsSeedUrl); 233 // position instead).
170 if (!results.Result) 234// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
171 { 235
172 results.Message = "Incorrect caps object path set up in sceneB"; 236// TestHelpers.DisableLogging();
173 return;
174 }
175
176 // Temporary assertion - caps url construction should at least be doable through a method.
177 /*
178 Assert.That(
179 "http://" + sceneB.RegionInfo.ExternalHostName + ":" + sceneB.RegionInfo.HttpPort + "/CAPS/" + sceneBCapsModule.GetCapsPath(agentId) + "0000/",
180 Is.EqualTo(client.CapsSeedUrl),
181 "Incorrect caps object path set up in sceneB");
182 */
183 // This assertion will currently fail since we don't remove the caps paths when no longer needed
184 //Assert.That(sceneACapsModule.GetCapsPath(agentId), Is.Null, "sceneA still had a caps object path");
185
186 // TODO: Check that more of everything is as it should be
187
188 // TODO: test what happens if we try to teleport to a region that doesn't exist
189 } 237 }
190 } 238 }
191} 239} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 5c9a77d..d722a09 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -60,7 +60,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
60 { 60 {
61 TestHelpers.InMethod(); 61 TestHelpers.InMethod();
62 62
63 Scene scene = SceneHelpers.SetupScene(); 63 Scene scene = new SceneHelpers().SetupScene();
64 scene.Update(1); 64 scene.Update(1);
65 65
66 Assert.That(scene.Frame, Is.EqualTo(1)); 66 Assert.That(scene.Frame, Is.EqualTo(1));
diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
index 55c80f5..d15141b 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Tests
58 TestHelpers.InMethod(); 58 TestHelpers.InMethod();
59// log4net.Config.XmlConfigurator.Configure(); 59// log4net.Config.XmlConfigurator.Configure();
60 60
61 Scene scene = SceneHelpers.SetupScene(); 61 Scene scene = new SceneHelpers().SetupScene();
62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
63 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); 63 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
64 SceneObjectPart sop1 = sog1.RootPart; 64 SceneObjectPart sop1 = sog1.RootPart;
@@ -81,7 +81,7 @@ namespace OpenSim.Region.Framework.Tests
81 TestHelpers.InMethod(); 81 TestHelpers.InMethod();
82// log4net.Config.XmlConfigurator.Configure(); 82// log4net.Config.XmlConfigurator.Configure();
83 83
84 Scene scene = SceneHelpers.SetupScene(); 84 Scene scene = new SceneHelpers().SetupScene();
85 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 85 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
86 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); 86 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
87 SceneObjectPart sop1 = sog1.RootPart; 87 SceneObjectPart sop1 = sog1.RootPart;
@@ -124,7 +124,7 @@ namespace OpenSim.Region.Framework.Tests
124 TestHelpers.InMethod(); 124 TestHelpers.InMethod();
125// log4net.Config.XmlConfigurator.Configure(); 125// log4net.Config.XmlConfigurator.Configure();
126 126
127 Scene scene = SceneHelpers.SetupScene(); 127 Scene scene = new SceneHelpers().SetupScene();
128 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 128 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
129 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); 129 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
130 SceneObjectPart sop1 = sog1.RootPart; 130 SceneObjectPart sop1 = sog1.RootPart;
@@ -153,7 +153,7 @@ namespace OpenSim.Region.Framework.Tests
153 TestHelpers.InMethod(); 153 TestHelpers.InMethod();
154// log4net.Config.XmlConfigurator.Configure(); 154// log4net.Config.XmlConfigurator.Configure();
155 155
156 Scene scene = SceneHelpers.SetupScene(); 156 Scene scene = new SceneHelpers().SetupScene();
157 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene); 157 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene);
158 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID); 158 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, user1.PrincipalID);
159 SceneObjectPart sop1 = sog1.RootPart; 159 SceneObjectPart sop1 = sog1.RootPart;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
index 55fc1e7..44d2d45 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Tests
58 TestHelpers.InMethod(); 58 TestHelpers.InMethod();
59// log4net.Config.XmlConfigurator.Configure(); 59// log4net.Config.XmlConfigurator.Configure();
60 60
61 Scene scene = SceneHelpers.SetupScene(); 61 Scene scene = new SceneHelpers().SetupScene();
62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); 62 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001));
63 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002)); 63 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002));
64 InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "item1", user1.PrincipalID); 64 InventoryItemBase item1 = UserInventoryHelpers.CreateInventoryItem(scene, "item1", user1.PrincipalID);
@@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Tests
85 TestHelpers.InMethod(); 85 TestHelpers.InMethod();
86// log4net.Config.XmlConfigurator.Configure(); 86// log4net.Config.XmlConfigurator.Configure();
87 87
88 Scene scene = SceneHelpers.SetupScene(); 88 Scene scene = new SceneHelpers().SetupScene();
89 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); 89 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001));
90 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002)); 90 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002));
91 InventoryFolderBase folder1 91 InventoryFolderBase folder1
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index d9fe87c..198e487 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
47 public void Init() 47 public void Init()
48 { 48 {
49 // FIXME: We don't need a full scene here - it would be enough to set up the asset service. 49 // FIXME: We don't need a full scene here - it would be enough to set up the asset service.
50 Scene scene = SceneHelpers.SetupScene(); 50 Scene scene = new SceneHelpers().SetupScene();
51 m_assetService = scene.AssetService; 51 m_assetService = scene.AssetService;
52 m_uuidGatherer = new UuidGatherer(m_assetService); 52 m_uuidGatherer = new UuidGatherer(m_assetService);
53 } 53 }