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-rw-r--r--OpenSim/Data/IOfflineIMData.cs (renamed from OpenSim/Region/Framework/Scenes/Scripting/IScriptHost.cs)27
-rw-r--r--OpenSim/Data/Null/NullXGroupData.cs (renamed from OpenSim/Region/Framework/Scenes/Scripting/NullScriptHost.cs)73
-rw-r--r--OpenSim/Framework/Servers/HttpServer/JsonRPCMethod.cs (renamed from OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineInterface.cs)12
-rw-r--r--OpenSim/Region/Application/Application.cs45
-rw-r--r--OpenSim/Region/Application/OpenSim.cs67
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs37
-rw-r--r--OpenSim/Region/ClientStack/ClientStackManager.cs83
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs6
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs10
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs8
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs44
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs51
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs13
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs2
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/Tests/PacketHandlerTests.cs2
-rw-r--r--OpenSim/Region/ClientStack/Properties/AssemblyInfo.cs2
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs20
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs6
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs417
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs273
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Friends/Tests/FriendModuleTests.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs22
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs86
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs (renamed from OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/PathTests.cs)149
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadTests.cs194
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs (renamed from OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs)265
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs138
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs5
-rw-r--r--OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs119
-rw-r--r--OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs139
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs293
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs141
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/Framework/InterfaceCommander/Command.cs4
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs38
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs10
-rw-r--r--OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs46
-rw-r--r--OpenSim/Region/CoreModules/Framework/Statistics/Logging/BinaryLoggingModule.cs2
-rwxr-xr-xOpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs15
-rw-r--r--OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs10
-rw-r--r--OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs79
-rw-r--r--OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs21
-rw-r--r--OpenSim/Region/CoreModules/Scripting/XMLRPC/XMLRPCModule.cs14
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/Tests/PresenceConnectorsTests.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs9
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs67
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs35
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsArchiver.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs20
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs317
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs129
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandChannel.cs5
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs98
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs13
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs11
-rw-r--r--OpenSim/Region/CoreModules/World/Land/Tests/PrimCountModuleTests.cs6
-rw-r--r--OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs110
-rw-r--r--OpenSim/Region/CoreModules/World/Media/Moap/Tests/MoapTests.cs6
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs70
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs54
-rw-r--r--OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs39
-rw-r--r--OpenSim/Region/CoreModules/World/Sound/SoundModule.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Sun/SunModule.cs44
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/Tests/TerrainTest.cs3
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs20
-rw-r--r--OpenSim/Region/CoreModules/World/Wind/WindModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs11
-rw-r--r--OpenSim/Region/DataSnapshot/DataSnapshotManager.cs48
-rw-r--r--OpenSim/Region/DataSnapshot/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs30
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISceneCommandsModule.cs (renamed from OpenSim/ApplicationPlugins/Rest/Inventory/IRest.cs)28
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IXmlRpcRouter.cs1
-rw-r--r--OpenSim/Region/Framework/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs57
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs502
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs62
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs195
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs156
-rw-r--r--OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineLoader.cs119
-rw-r--r--OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs107
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs22
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneManagerTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs101
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs83
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs103
-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/ScenePresenceCrossingTests.cs162
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs137
-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.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs10
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Animations/AnimationsCommandModule.cs200
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Attachments/AttachmentsCommandModule.cs18
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Chat/ChannelState.cs158
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Chat/IRCBridgeModule.cs41
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs283
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Chat/RegionState.cs96
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs21
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs12
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/IGroupsServicesConnector.cs15
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/Tests/GroupsModuleTests.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/XmlRpcGroupsServicesConnectorModule.cs173
-rw-r--r--OpenSim/Region/OptionalModules/Example/BareBonesNonShared/BareBonesNonSharedModule.cs6
-rw-r--r--OpenSim/Region/OptionalModules/Example/BareBonesShared/BareBonesSharedModule.cs6
-rw-r--r--OpenSim/Region/OptionalModules/Example/WebSocketEchoTest/WebSocketEchoModule.cs175
-rw-r--r--OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs339
-rwxr-xr-xOpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs19
-rw-r--r--OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs5
-rw-r--r--OpenSim/Region/OptionalModules/Properties/AssemblyInfo.cs4
-rwxr-xr-xOpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs171
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs391
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs155
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs308
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs901
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcGridRouterModule.cs82
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs6
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs14
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs235
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs2
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs13
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs1987
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs2311
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs683
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs554
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs27
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs64
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs17
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs12
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs1220
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs104
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs439
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs113
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs200
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSMotors.cs590
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs771
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs354
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs8
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs1255
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs153
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs182
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs1047
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs448
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs183
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs55
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs272
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs283
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs1015
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs269
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt346
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs150
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTests.cs56
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs95
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4
-rw-r--r--OpenSim/Region/Physics/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/Physics/Manager/AssemblyInfo.cs2
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs3
-rwxr-xr-xOpenSim/Region/Physics/Manager/IPhysicsParameters.cs6
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs13
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs2
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs15
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs9
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs2
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs26
-rw-r--r--OpenSim/Region/Physics/Meshing/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs2
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs5
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs2
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs7
-rw-r--r--OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs3
-rw-r--r--OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPlugin.cs2
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSScene.cs4
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs2
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs6
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs6
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs6
-rw-r--r--OpenSim/Region/RegionCombinerModule/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs5
-rw-r--r--OpenSim/Region/ScriptEngine/Interfaces/IScriptApi.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs43
-rw-r--r--OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs73
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs677
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs73
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs143
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs80
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs52
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs1
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs17
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs5
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Properties/AssemblyInfo.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/YieldProlog/Properties/AssemblyInfo.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs147
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs84
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/CodeTools/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CSCodeGeneratorTest.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CompilerTest.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs18
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs256
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs513
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs29
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Properties/AssemblyInfo.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiHttpTests.cs249
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs13
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiLinkingTests.cs15
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs9
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiNotecardTests.cs270
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs3
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLFloat.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLInteger.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLString.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestList.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestVector3.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAppearanceTest.cs11
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs18
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs23
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/Api/Runtime/XEngineScriptBase.cs61
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/EventManager.cs10
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/ScriptEngineConsoleCommands.cs126
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/Tests/XEngineBasicTests.cs (renamed from OpenSim/Region/ScriptEngine/XEngine/Tests/XEngineTest.cs)2
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs271
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs6
-rw-r--r--OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs84
-rw-r--r--OpenSim/Region/UserStatistics/Clients_report.cs27
-rw-r--r--OpenSim/Region/UserStatistics/Default_Report.cs27
-rw-r--r--OpenSim/Region/UserStatistics/IStatsReport.cs1
-rw-r--r--OpenSim/Region/UserStatistics/LogLinesAJAX.cs29
-rw-r--r--OpenSim/Region/UserStatistics/Properties/AssemblyInfo.cs4
-rw-r--r--OpenSim/Region/UserStatistics/Prototype_distributor.cs31
-rw-r--r--OpenSim/Region/UserStatistics/Sessions_Report.cs5
-rw-r--r--OpenSim/Region/UserStatistics/SimStatsAJAX.cs59
-rw-r--r--OpenSim/Region/UserStatistics/Updater_distributor.cs4
-rw-r--r--OpenSim/Region/UserStatistics/WebStatsModule.cs72
279 files changed, 22379 insertions, 7193 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scripting/IScriptHost.cs b/OpenSim/Data/IOfflineIMData.cs
index f3be028..e780304 100644
--- a/OpenSim/Region/Framework/Scenes/Scripting/IScriptHost.cs
+++ b/OpenSim/Data/IOfflineIMData.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 *
@@ -25,22 +25,25 @@
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System.Collections.Generic;
29using OpenSim.Data;
28using OpenMetaverse; 30using OpenMetaverse;
29 31
30namespace OpenSim.Region.Framework.Scenes.Scripting 32namespace OpenSim.Data
31{ 33{
32 public interface IScriptHost 34 public class OfflineIMData
33 { 35 {
34 string Name { get; set; } 36 public UUID PrincipalID;
35 string Description { get; set; } 37 public Dictionary<string, string> Data;
38 }
36 39
37 UUID UUID { get; }
38 UUID OwnerID { get; }
39 UUID CreatorID { get; }
40 Vector3 AbsolutePosition { get; }
41 40
42 string SitName { get; set; } 41 public interface IOfflineIMData
43 string TouchName { get; set; } 42 {
44 void SetText(string text, Vector3 color, double alpha); 43 OfflineIMData[] Get(string field, string val);
44 long GetCount(string field, string key);
45 bool Store(OfflineIMData data);
46 bool Delete(string field, string val);
47 void DeleteOld();
45 } 48 }
46} 49}
diff --git a/OpenSim/Region/Framework/Scenes/Scripting/NullScriptHost.cs b/OpenSim/Data/Null/NullXGroupData.cs
index d7198f0..7a86b9f 100644
--- a/OpenSim/Region/Framework/Scenes/Scripting/NullScriptHost.cs
+++ b/OpenSim/Data/Null/NullXGroupData.cs
@@ -26,66 +26,65 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse; 29using System.Collections;
30using log4net; 30using System.Collections.Generic;
31using System.Linq;
31using System.Reflection; 32using System.Reflection;
33using System.Threading;
34using log4net;
35using OpenMetaverse;
32using OpenSim.Framework; 36using OpenSim.Framework;
37using OpenSim.Data;
33 38
34namespace OpenSim.Region.Framework.Scenes.Scripting 39namespace OpenSim.Data.Null
35{ 40{
36 public class NullScriptHost : IScriptHost 41 public class NullXGroupData : NullGenericDataHandler, IXGroupData
37 { 42 {
38 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 43// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 44
40 private Vector3 m_pos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 30); 45 private Dictionary<UUID, XGroup> m_groups = new Dictionary<UUID, XGroup>();
41 46
42 public string Name 47 public NullXGroupData(string connectionString, string realm) {}
43 {
44 get { return "Object"; }
45 set { }
46 }
47 48
48 public string SitName 49 public bool StoreGroup(XGroup group)
49 { 50 {
50 get { return String.Empty; } 51 lock (m_groups)
51 set { } 52 {
52 } 53 m_groups[group.groupID] = group.Clone();
54 }
53 55
54 public string TouchName 56 return true;
55 {
56 get { return String.Empty; }
57 set { }
58 } 57 }
59 58
60 public string Description 59 public XGroup[] GetGroups(string field, string val)
61 { 60 {
62 get { return String.Empty; } 61 return GetGroups(new string[] { field }, new string[] { val });
63 set { }
64 } 62 }
65 63
66 public UUID UUID 64 public XGroup[] GetGroups(string[] fields, string[] vals)
67 { 65 {
68 get { return UUID.Zero; } 66 lock (m_groups)
69 } 67 {
68 List<XGroup> origGroups = Get<XGroup>(fields, vals, m_groups.Values.ToList());
70 69
71 public UUID OwnerID 70 return origGroups.Select(g => g.Clone()).ToArray();
72 { 71 }
73 get { return UUID.Zero; }
74 } 72 }
75 73
76 public UUID CreatorID 74 public bool DeleteGroups(string field, string val)
77 { 75 {
78 get { return UUID.Zero; } 76 return DeleteGroups(new string[] { field }, new string[] { val });
79 } 77 }
80 78
81 public Vector3 AbsolutePosition 79 public bool DeleteGroups(string[] fields, string[] vals)
82 { 80 {
83 get { return m_pos; } 81 lock (m_groups)
84 } 82 {
83 XGroup[] groupsToDelete = GetGroups(fields, vals);
84 Array.ForEach(groupsToDelete, g => m_groups.Remove(g.groupID));
85 }
85 86
86 public void SetText(string text, Vector3 color, double alpha) 87 return true;
87 {
88 m_log.Warn("Tried to SetText "+text+" on NullScriptHost");
89 } 88 }
90 } 89 }
91} 90} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineInterface.cs b/OpenSim/Framework/Servers/HttpServer/JsonRPCMethod.cs
index 812a21c..5bab508 100644
--- a/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineInterface.cs
+++ b/OpenSim/Framework/Servers/HttpServer/JsonRPCMethod.cs
@@ -25,14 +25,10 @@
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28//TODO: WHERE TO PLACE THIS? 28using System.Net;
29using OpenMetaverse.StructuredData;
29 30
30namespace OpenSim.Region.Framework.Scenes.Scripting 31namespace OpenSim.Framework.Servers.HttpServer
31{ 32{
32 public interface ScriptEngineInterface 33 public delegate bool JsonRPCMethod(OSDMap jsonRpcRequest, ref JsonRpcResponse response);
33 {
34 void InitializeEngine(Scene Sceneworld);
35 void Shutdown();
36// void StartScript(string ScriptID, IScriptHost ObjectID);
37 }
38} 34}
diff --git a/OpenSim/Region/Application/Application.cs b/OpenSim/Region/Application/Application.cs
index 0f90d37..c3e7ec2 100644
--- a/OpenSim/Region/Application/Application.cs
+++ b/OpenSim/Region/Application/Application.cs
@@ -102,17 +102,50 @@ namespace OpenSim
102 m_log.InfoFormat( 102 m_log.InfoFormat(
103 "[OPENSIM MAIN]: Environment variable MONO_THREADS_PER_CPU is {0}", monoThreadsPerCpu ?? "unset"); 103 "[OPENSIM MAIN]: Environment variable MONO_THREADS_PER_CPU is {0}", monoThreadsPerCpu ?? "unset");
104 104
105 // Increase the number of IOCP threads available. Mono defaults to a tragically low number 105 // Verify the Threadpool allocates or uses enough worker and IO completion threads
106 // .NET 2.0 workerthreads default to 50 * numcores
107 // .NET 3.0 workerthreads defaults to 250 * numcores
108 // .NET 4.0 workerthreads are dynamic based on bitness and OS resources
109 // Max IO Completion threads are 1000 on all 3 CLRs.
110 int workerThreadsMin = 500;
111 int workerThreadsMax = 1000; // may need further adjustment to match other CLR
112 int iocpThreadsMin = 1000;
113 int iocpThreadsMax = 2000; // may need further adjustment to match other CLR
106 int workerThreads, iocpThreads; 114 int workerThreads, iocpThreads;
107 System.Threading.ThreadPool.GetMaxThreads(out workerThreads, out iocpThreads); 115 System.Threading.ThreadPool.GetMaxThreads(out workerThreads, out iocpThreads);
108 m_log.InfoFormat("[OPENSIM MAIN]: Runtime gave us {0} worker threads and {1} IOCP threads", workerThreads, iocpThreads); 116 m_log.InfoFormat("[OPENSIM MAIN]: Runtime gave us {0} worker threads and {1} IOCP threads", workerThreads, iocpThreads);
109 if (workerThreads < 500 || iocpThreads < 1000) 117 if (workerThreads < workerThreadsMin)
110 { 118 {
111 workerThreads = 500; 119 workerThreads = workerThreadsMin;
112 iocpThreads = 1000; 120 m_log.InfoFormat("[OPENSIM MAIN]: Bumping up to worker threads to {0}",workerThreads);
113 m_log.Info("[OPENSIM MAIN]: Bumping up to 500 worker threads and 1000 IOCP threads");
114 System.Threading.ThreadPool.SetMaxThreads(workerThreads, iocpThreads);
115 } 121 }
122 if (workerThreads > workerThreadsMax)
123 {
124 workerThreads = workerThreadsMax;
125 m_log.InfoFormat("[OPENSIM MAIN]: Limiting worker threads to {0}",workerThreads);
126 }
127 // Increase the number of IOCP threads available.
128 // Mono defaults to a tragically low number (24 on 6-core / 8GB Fedora 17)
129 if (iocpThreads < iocpThreadsMin)
130 {
131 iocpThreads = iocpThreadsMin;
132 m_log.InfoFormat("[OPENSIM MAIN]: Bumping up IO completion threads to {0}",iocpThreads);
133 }
134 // Make sure we don't overallocate IOCP threads and thrash system resources
135 if ( iocpThreads > iocpThreadsMax )
136 {
137 iocpThreads = iocpThreadsMax;
138 m_log.InfoFormat("[OPENSIM MAIN]: Limiting IO completion threads to {0}",iocpThreads);
139 }
140 // set the resulting worker and IO completion thread counts back to ThreadPool
141 if ( System.Threading.ThreadPool.SetMaxThreads(workerThreads, iocpThreads) )
142 {
143 m_log.InfoFormat("[OPENSIM MAIN]: Threadpool set to {0} worker threads and {1} IO completion threads", workerThreads, iocpThreads);
144 }
145 else
146 {
147 m_log.Info("[OPENSIM MAIN]: Threadpool reconfiguration failed, runtime defaults still in effect.");
148 }
116 149
117 // Check if the system is compatible with OpenSimulator. 150 // Check if the system is compatible with OpenSimulator.
118 // Ensures that the minimum system requirements are met 151 // Ensures that the minimum system requirements are met
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 08e4023..a7e7d03 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -30,6 +30,7 @@ using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; 31using System.Diagnostics;
32using System.IO; 32using System.IO;
33using System.Linq;
33using System.Reflection; 34using System.Reflection;
34using System.Text; 35using System.Text;
35using System.Text.RegularExpressions; 36using System.Text.RegularExpressions;
@@ -158,6 +159,7 @@ namespace OpenSim
158 159
159 MainConsole.Instance = m_console; 160 MainConsole.Instance = m_console;
160 161
162 LogEnvironmentInformation();
161 RegisterCommonAppenders(Config.Configs["Startup"]); 163 RegisterCommonAppenders(Config.Configs["Startup"]);
162 RegisterConsoleCommands(); 164 RegisterConsoleCommands();
163 165
@@ -236,18 +238,6 @@ namespace OpenSim
236 + "If an avatar name is given then only packets from that avatar are logged", 238 + "If an avatar name is given then only packets from that avatar are logged",
237 Debug); 239 Debug);
238 240
239 m_console.Commands.AddCommand("Debug", false, "debug teleport", "debug teleport", "Toggle teleport route debugging", Debug);
240
241 m_console.Commands.AddCommand("Debug", false, "debug scene",
242 "debug scene active|collisions|physics|scripting|teleport true|false",
243 "Turn on scene debugging.",
244 "If active is false then main scene update and maintenance loops are suspended.\n"
245 + "If collisions is false then collisions with other objects are turned off.\n"
246 + "If physics is false then all physics objects are non-physical.\n"
247 + "If scripting is false then no scripting operations happen.\n"
248 + "If teleport is true then some extra teleport debug information is logged.",
249 Debug);
250
251 m_console.Commands.AddCommand("General", false, "change region", 241 m_console.Commands.AddCommand("General", false, "change region",
252 "change region <region name>", 242 "change region <region name>",
253 "Change current console region", ChangeSelectedRegion); 243 "Change current console region", ChangeSelectedRegion);
@@ -744,31 +734,6 @@ namespace OpenSim
744 734
745 break; 735 break;
746 736
747 case "scene":
748 if (args.Length == 4)
749 {
750 if (SceneManager.CurrentScene == null)
751 {
752 MainConsole.Instance.Output("Please use 'change region <regioname>' first");
753 }
754 else
755 {
756 string key = args[2];
757 string value = args[3];
758 SceneManager.CurrentScene.SetSceneCoreDebug(
759 new Dictionary<string, string>() { { key, value } });
760
761 MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
762 }
763 }
764 else
765 {
766 MainConsole.Instance.Output(
767 "Usage: debug scene active|scripting|collisions|physics|teleport true|false");
768 }
769
770 break;
771
772 default: 737 default:
773 MainConsole.Instance.Output("Unknown debug command"); 738 MainConsole.Instance.Output("Unknown debug command");
774 break; 739 break;
@@ -845,16 +810,28 @@ namespace OpenSim
845 break; 810 break;
846 811
847 case "modules": 812 case "modules":
848 SceneManager.ForEachScene( 813 SceneManager.ForEachSelectedScene(
849 delegate(Scene scene) { 814 scene =>
850 MainConsole.Instance.Output("Loaded region modules in" + scene.RegionInfo.RegionName + " are:");
851 foreach (IRegionModuleBase module in scene.RegionModules.Values)
852 { 815 {
853 Type type = module.GetType().GetInterface("ISharedRegionModule"); 816 MainConsole.Instance.OutputFormat("Loaded region modules in {0} are:", scene.Name);
854 string module_type = type != null ? "Shared" : "Non-Shared"; 817
855 MainConsole.Instance.OutputFormat("New Region Module ({0}): {1}", module_type, module.Name); 818 List<IRegionModuleBase> sharedModules = new List<IRegionModuleBase>();
819 List<IRegionModuleBase> nonSharedModules = new List<IRegionModuleBase>();
820
821 foreach (IRegionModuleBase module in scene.RegionModules.Values)
822 {
823 if (module.GetType().GetInterface("ISharedRegionModule") != null)
824 nonSharedModules.Add(module);
825 else
826 sharedModules.Add(module);
827 }
828
829 foreach (IRegionModuleBase module in sharedModules.OrderBy(m => m.Name))
830 MainConsole.Instance.OutputFormat("New Region Module (Shared): {0}", module.Name);
831
832 foreach (IRegionModuleBase module in sharedModules.OrderBy(m => m.Name))
833 MainConsole.Instance.OutputFormat("New Region Module (Non-Shared): {0}", module.Name);
856 } 834 }
857 }
858 ); 835 );
859 836
860 MainConsole.Instance.Output(""); 837 MainConsole.Instance.Output("");
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index bed9a49..7361f50 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -331,7 +331,7 @@ namespace OpenSim
331 /// <param name="regionInfo"></param> 331 /// <param name="regionInfo"></param>
332 /// <param name="portadd_flag"></param> 332 /// <param name="portadd_flag"></param>
333 /// <returns></returns> 333 /// <returns></returns>
334 public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag, out IScene scene) 334 public List<IClientNetworkServer> CreateRegion(RegionInfo regionInfo, bool portadd_flag, out IScene scene)
335 { 335 {
336 return CreateRegion(regionInfo, portadd_flag, false, out scene); 336 return CreateRegion(regionInfo, portadd_flag, false, out scene);
337 } 337 }
@@ -341,7 +341,7 @@ namespace OpenSim
341 /// </summary> 341 /// </summary>
342 /// <param name="regionInfo"></param> 342 /// <param name="regionInfo"></param>
343 /// <returns></returns> 343 /// <returns></returns>
344 public IClientNetworkServer CreateRegion(RegionInfo regionInfo, out IScene scene) 344 public List<IClientNetworkServer> CreateRegion(RegionInfo regionInfo, out IScene scene)
345 { 345 {
346 return CreateRegion(regionInfo, false, true, out scene); 346 return CreateRegion(regionInfo, false, true, out scene);
347 } 347 }
@@ -353,7 +353,7 @@ namespace OpenSim
353 /// <param name="portadd_flag"></param> 353 /// <param name="portadd_flag"></param>
354 /// <param name="do_post_init"></param> 354 /// <param name="do_post_init"></param>
355 /// <returns></returns> 355 /// <returns></returns>
356 public IClientNetworkServer CreateRegion(RegionInfo regionInfo, bool portadd_flag, bool do_post_init, out IScene mscene) 356 public List<IClientNetworkServer> CreateRegion(RegionInfo regionInfo, bool portadd_flag, bool do_post_init, out IScene mscene)
357 { 357 {
358 int port = regionInfo.InternalEndPoint.Port; 358 int port = regionInfo.InternalEndPoint.Port;
359 359
@@ -378,8 +378,8 @@ namespace OpenSim
378 Util.XmlRpcCommand(proxyUrl, "AddPort", port, port + proxyOffset, regionInfo.ExternalHostName); 378 Util.XmlRpcCommand(proxyUrl, "AddPort", port, port + proxyOffset, regionInfo.ExternalHostName);
379 } 379 }
380 380
381 IClientNetworkServer clientServer; 381 List<IClientNetworkServer> clientServers;
382 Scene scene = SetupScene(regionInfo, proxyOffset, Config, out clientServer); 382 Scene scene = SetupScene(regionInfo, proxyOffset, Config, out clientServers);
383 383
384 m_log.Info("[MODULES]: Loading Region's modules (old style)"); 384 m_log.Info("[MODULES]: Loading Region's modules (old style)");
385 385
@@ -483,8 +483,11 @@ namespace OpenSim
483 483
484 if (m_autoCreateClientStack) 484 if (m_autoCreateClientStack)
485 { 485 {
486 m_clientServers.Add(clientServer); 486 foreach (IClientNetworkServer clientserver in clientServers)
487 clientServer.Start(); 487 {
488 m_clientServers.Add(clientserver);
489 clientserver.Start();
490 }
488 } 491 }
489 492
490 if (scene.SnmpService != null) 493 if (scene.SnmpService != null)
@@ -504,7 +507,7 @@ namespace OpenSim
504 scene.Start(); 507 scene.Start();
505 scene.StartScripts(); 508 scene.StartScripts();
506 509
507 return clientServer; 510 return clientServers;
508 } 511 }
509 512
510 /// <summary> 513 /// <summary>
@@ -725,7 +728,7 @@ namespace OpenSim
725 /// <param name="regionInfo"></param> 728 /// <param name="regionInfo"></param>
726 /// <param name="clientServer"> </param> 729 /// <param name="clientServer"> </param>
727 /// <returns></returns> 730 /// <returns></returns>
728 protected Scene SetupScene(RegionInfo regionInfo, out IClientNetworkServer clientServer) 731 protected Scene SetupScene(RegionInfo regionInfo, out List<IClientNetworkServer> clientServer)
729 { 732 {
730 return SetupScene(regionInfo, 0, null, out clientServer); 733 return SetupScene(regionInfo, 0, null, out clientServer);
731 } 734 }
@@ -739,8 +742,10 @@ namespace OpenSim
739 /// <param name="clientServer"> </param> 742 /// <param name="clientServer"> </param>
740 /// <returns></returns> 743 /// <returns></returns>
741 protected Scene SetupScene( 744 protected Scene SetupScene(
742 RegionInfo regionInfo, int proxyOffset, IConfigSource configSource, out IClientNetworkServer clientServer) 745 RegionInfo regionInfo, int proxyOffset, IConfigSource configSource, out List<IClientNetworkServer> clientServer)
743 { 746 {
747 List<IClientNetworkServer> clientNetworkServers = null;
748
744 AgentCircuitManager circuitManager = new AgentCircuitManager(); 749 AgentCircuitManager circuitManager = new AgentCircuitManager();
745 IPAddress listenIP = regionInfo.InternalEndPoint.Address; 750 IPAddress listenIP = regionInfo.InternalEndPoint.Address;
746 //if (!IPAddress.TryParse(regionInfo.InternalEndPoint, out listenIP)) 751 //if (!IPAddress.TryParse(regionInfo.InternalEndPoint, out listenIP))
@@ -750,8 +755,7 @@ namespace OpenSim
750 755
751 if (m_autoCreateClientStack) 756 if (m_autoCreateClientStack)
752 { 757 {
753 clientServer 758 clientNetworkServers = m_clientStackManager.CreateServers(
754 = m_clientStackManager.CreateServer(
755 listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource, 759 listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, configSource,
756 circuitManager); 760 circuitManager);
757 } 761 }
@@ -766,9 +770,12 @@ namespace OpenSim
766 770
767 if (m_autoCreateClientStack) 771 if (m_autoCreateClientStack)
768 { 772 {
769 clientServer.AddScene(scene); 773 foreach (IClientNetworkServer clientnetserver in clientNetworkServers)
774 {
775 clientnetserver.AddScene(scene);
776 }
770 } 777 }
771 778 clientServer = clientNetworkServers;
772 scene.LoadWorldMap(); 779 scene.LoadWorldMap();
773 780
774 scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName); 781 scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
@@ -791,7 +798,7 @@ namespace OpenSim
791 798
792 return new Scene( 799 return new Scene(
793 regionInfo, circuitManager, sceneGridService, 800 regionInfo, circuitManager, sceneGridService,
794 simDataService, estateDataService, false, 801 simDataService, estateDataService,
795 Config, m_version); 802 Config, m_version);
796 } 803 }
797 804
diff --git a/OpenSim/Region/ClientStack/ClientStackManager.cs b/OpenSim/Region/ClientStack/ClientStackManager.cs
index 84ea0b3..299aabd 100644
--- a/OpenSim/Region/ClientStack/ClientStackManager.cs
+++ b/OpenSim/Region/ClientStack/ClientStackManager.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic;
29using System.Net; 30using System.Net;
30using System.Reflection; 31using System.Reflection;
31using log4net; 32using log4net;
@@ -38,39 +39,53 @@ namespace OpenSim.Region.ClientStack
38 { 39 {
39 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
40 41
41 private Type plugin; 42 private List<Type> plugin = new List<Type>();
42 private Assembly pluginAssembly; 43 private List<Assembly> pluginAssembly = new List<Assembly>();
43 44
44 public ClientStackManager(string dllName) 45 public ClientStackManager(string pDllName)
45 { 46 {
46 m_log.Info("[CLIENTSTACK]: Attempting to load " + dllName); 47 List<string> clientstacks = new List<string>();
47 48 if (pDllName.Contains(","))
48 try 49 {
50 clientstacks = new List<string>(pDllName.Split(','));
51 }
52 else
49 { 53 {
50 plugin = null; 54 clientstacks.Add(pDllName);
51 pluginAssembly = Assembly.LoadFrom(dllName); 55 }
56 foreach (string dllName in clientstacks)
57 {
58 m_log.Info("[CLIENTSTACK]: Attempting to load " + dllName);
52 59
53 foreach (Type pluginType in pluginAssembly.GetTypes()) 60 try
54 { 61 {
55 if (pluginType.IsPublic) 62 //plugin = null;
56 { 63 Assembly itemAssembly = Assembly.LoadFrom(dllName);
57 Type typeInterface = pluginType.GetInterface("IClientNetworkServer", true); 64 pluginAssembly.Add(itemAssembly);
58 65
59 if (typeInterface != null) 66 foreach (Type pluginType in itemAssembly.GetTypes())
67 {
68 if (pluginType.IsPublic)
60 { 69 {
61 m_log.Info("[CLIENTSTACK]: Added IClientNetworkServer Interface"); 70 Type typeInterface = pluginType.GetInterface("IClientNetworkServer", true);
62 plugin = pluginType; 71
63 return; 72 if (typeInterface != null)
73 {
74 m_log.Info("[CLIENTSTACK]: Added IClientNetworkServer Interface");
75 plugin.Add(pluginType);
76 break;
77 }
64 } 78 }
65 } 79 }
66 } 80 }
67 } catch (ReflectionTypeLoadException e) 81 catch (ReflectionTypeLoadException e)
68 {
69 foreach (Exception e2 in e.LoaderExceptions)
70 { 82 {
71 m_log.Error(e2.ToString()); 83 foreach (Exception e2 in e.LoaderExceptions)
84 {
85 m_log.Error(e2.ToString());
86 }
87 throw e;
72 } 88 }
73 throw e;
74 } 89 }
75 } 90 }
76 91
@@ -84,11 +99,11 @@ namespace OpenSim.Region.ClientStack
84 /// <param name="assetCache"></param> 99 /// <param name="assetCache"></param>
85 /// <param name="authenticateClass"></param> 100 /// <param name="authenticateClass"></param>
86 /// <returns></returns> 101 /// <returns></returns>
87 public IClientNetworkServer CreateServer( 102 public List<IClientNetworkServer> CreateServers(
88 IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, 103 IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port,
89 AgentCircuitManager authenticateClass) 104 AgentCircuitManager authenticateClass)
90 { 105 {
91 return CreateServer( 106 return CreateServers(
92 _listenIP, ref port, proxyPortOffset, allow_alternate_port, null, authenticateClass); 107 _listenIP, ref port, proxyPortOffset, allow_alternate_port, null, authenticateClass);
93 } 108 }
94 109
@@ -105,20 +120,24 @@ namespace OpenSim.Region.ClientStack
105 /// <param name="assetCache"></param> 120 /// <param name="assetCache"></param>
106 /// <param name="authenticateClass"></param> 121 /// <param name="authenticateClass"></param>
107 /// <returns></returns> 122 /// <returns></returns>
108 public IClientNetworkServer CreateServer( 123 public List<IClientNetworkServer> CreateServers(
109 IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, IConfigSource configSource, 124 IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, IConfigSource configSource,
110 AgentCircuitManager authenticateClass) 125 AgentCircuitManager authenticateClass)
111 { 126 {
127 List<IClientNetworkServer> servers = new List<IClientNetworkServer>();
112 if (plugin != null) 128 if (plugin != null)
113 { 129 {
114 IClientNetworkServer server = 130 for (int i = 0; i < plugin.Count; i++)
115 (IClientNetworkServer)Activator.CreateInstance(pluginAssembly.GetType(plugin.ToString())); 131 {
116 132 IClientNetworkServer server =
117 server.Initialise( 133 (IClientNetworkServer) Activator.CreateInstance(pluginAssembly[i].GetType(plugin[i].ToString()));
118 _listenIP, ref port, proxyPortOffset, allow_alternate_port, 134
119 configSource, authenticateClass); 135 server.Initialise(
120 136 _listenIP, ref port, proxyPortOffset, allow_alternate_port,
121 return server; 137 configSource, authenticateClass);
138 servers.Add(server);
139 }
140 return servers;
122 } 141 }
123 142
124 m_log.Error("[CLIENTSTACK]: Couldn't initialize a new server"); 143 m_log.Error("[CLIENTSTACK]: Couldn't initialize a new server");
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 248eab6..eadca9b 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -105,7 +105,6 @@ namespace OpenSim.Region.ClientStack.Linden
105 private static readonly string m_ResourceCostSelectedPath = "0103/"; 105 private static readonly string m_ResourceCostSelectedPath = "0103/";
106 private static readonly string m_UpdateAgentInformationPath = "0500/"; 106 private static readonly string m_UpdateAgentInformationPath = "0500/";
107 107
108
109 // These are callbacks which will be setup by the scene so that we can update scene data when we 108 // These are callbacks which will be setup by the scene so that we can update scene data when we
110 // receive capability calls 109 // receive capability calls
111 public NewInventoryItem AddNewInventoryItem = null; 110 public NewInventoryItem AddNewInventoryItem = null;
@@ -1449,7 +1448,7 @@ namespace OpenSim.Region.ClientStack.Linden
1449 string param, IOSHttpRequest httpRequest, 1448 string param, IOSHttpRequest httpRequest,
1450 IOSHttpResponse httpResponse) 1449 IOSHttpResponse httpResponse)
1451 { 1450 {
1452 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request); 1451// OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
1453 OSDMap resp = new OSDMap(); 1452 OSDMap resp = new OSDMap();
1454 1453
1455 OSDMap accessPrefs = new OSDMap(); 1454 OSDMap accessPrefs = new OSDMap();
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs
index d604cf6..141af8a 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/Tests/EventQueueTests.cs
@@ -44,13 +44,15 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.ClientStack.Linden.Tests 44namespace OpenSim.Region.ClientStack.Linden.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class EventQueueTests 47 public class EventQueueTests : OpenSimTestCase
48 { 48 {
49 private TestScene m_scene; 49 private TestScene m_scene;
50 50
51 [SetUp] 51 [SetUp]
52 public void SetUp() 52 public override void SetUp()
53 { 53 {
54 base.SetUp();
55
54 uint port = 9999; 56 uint port = 9999;
55 uint sslPort = 9998; 57 uint sslPort = 9998;
56 58
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs
index 60c1814..1b68603 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs
@@ -57,7 +57,6 @@ namespace OpenSim.Region.ClientStack.Linden
57 public bool Enabled { get; private set; } 57 public bool Enabled { get; private set; }
58 58
59 private Scene m_scene; 59 private Scene m_scene;
60 private UUID m_agentID;
61 60
62 #region ISharedRegionModule Members 61 #region ISharedRegionModule Members
63 62
@@ -118,13 +117,14 @@ namespace OpenSim.Region.ClientStack.Linden
118 public void RegisterCaps(UUID agentID, Caps caps) 117 public void RegisterCaps(UUID agentID, Caps caps)
119 { 118 {
120 IRequestHandler reqHandler 119 IRequestHandler reqHandler
121 = new RestHTTPHandler("GET", "/CAPS/" + UUID.Random(), MeshUploadFlag, "MeshUploadFlag", agentID.ToString()); 120 = new RestHTTPHandler(
121 "GET", "/CAPS/" + UUID.Random(), ht => MeshUploadFlag(ht, agentID), "MeshUploadFlag", agentID.ToString());
122 122
123 caps.RegisterHandler("MeshUploadFlag", reqHandler); 123 caps.RegisterHandler("MeshUploadFlag", reqHandler);
124 m_agentID = agentID; 124
125 } 125 }
126 126
127 private Hashtable MeshUploadFlag(Hashtable mDhttpMethod) 127 private Hashtable MeshUploadFlag(Hashtable mDhttpMethod, UUID agentID)
128 { 128 {
129// m_log.DebugFormat("[MESH UPLOAD FLAG MODULE]: MeshUploadFlag request"); 129// m_log.DebugFormat("[MESH UPLOAD FLAG MODULE]: MeshUploadFlag request");
130 130
@@ -148,4 +148,4 @@ namespace OpenSim.Region.ClientStack.Linden
148 return responsedata; 148 return responsedata;
149 } 149 }
150 } 150 }
151} \ No newline at end of file 151}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/Properties/AssemblyInfo.cs b/OpenSim/Region/ClientStack/Linden/Caps/Properties/AssemblyInfo.cs
index 060a61c..595d01a 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs
index fcac182..79d56c4 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/RegionConsoleModule.cs
@@ -56,8 +56,8 @@ namespace OpenSim.Region.ClientStack.Linden
56 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RegionConsoleModule")] 56 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RegionConsoleModule")]
57 public class RegionConsoleModule : INonSharedRegionModule, IRegionConsole 57 public class RegionConsoleModule : INonSharedRegionModule, IRegionConsole
58 { 58 {
59 private static readonly ILog m_log = 59// private static readonly ILog m_log =
60 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 60// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
61 61
62 private Scene m_scene; 62 private Scene m_scene;
63 private IEventQueue m_eventQueue; 63 private IEventQueue m_eventQueue;
@@ -164,8 +164,8 @@ namespace OpenSim.Region.ClientStack.Linden
164 164
165 public class ConsoleHandler : BaseStreamHandler 165 public class ConsoleHandler : BaseStreamHandler
166 { 166 {
167 private static readonly ILog m_log = 167// private static readonly ILog m_log =
168 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 168// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
169 169
170 private RegionConsoleModule m_consoleModule; 170 private RegionConsoleModule m_consoleModule;
171 private UUID m_agentID; 171 private UUID m_agentID;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 0388828..5b2bad4 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -822,6 +822,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
822 handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType); 822 handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType);
823 handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes; 823 handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes;
824 824
825 handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[0];
825// OutPacket(handshake, ThrottleOutPacketType.Task); 826// OutPacket(handshake, ThrottleOutPacketType.Task);
826 // use same as MoveAgentIntoRegion (both should be task ) 827 // use same as MoveAgentIntoRegion (both should be task )
827 OutPacket(handshake, ThrottleOutPacketType.Unknown); 828 OutPacket(handshake, ThrottleOutPacketType.Unknown);
@@ -3604,7 +3605,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3604 3605
3605 avp.Sender.IsTrial = false; 3606 avp.Sender.IsTrial = false;
3606 avp.Sender.ID = agentID; 3607 avp.Sender.ID = agentID;
3607 m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString()); 3608 avp.AppearanceData = new AvatarAppearancePacket.AppearanceDataBlock[0];
3609 //m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
3608 OutPacket(avp, ThrottleOutPacketType.Task); 3610 OutPacket(avp, ThrottleOutPacketType.Task);
3609 } 3611 }
3610 3612
@@ -3892,6 +3894,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3892 { 3894 {
3893 part.Shape.LightEntry = false; 3895 part.Shape.LightEntry = false;
3894 } 3896 }
3897
3898 if (part.Shape != null && (part.Shape.SculptType == (byte)SculptType.Mesh))
3899 {
3900 // Ensure that mesh has at least 8 valid faces
3901 part.Shape.ProfileBegin = 12500;
3902 part.Shape.ProfileEnd = 0;
3903 part.Shape.ProfileHollow = 27500;
3904 }
3895 } 3905 }
3896 3906
3897 if (part.Shape != null && (part.Shape.SculptType == (byte)SculptType.Mesh)) 3907 if (part.Shape != null && (part.Shape.SculptType == (byte)SculptType.Mesh))
@@ -4216,7 +4226,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4216 pack.Stat = stats.StatsBlock; 4226 pack.Stat = stats.StatsBlock;
4217 4227
4218 pack.Header.Reliable = false; 4228 pack.Header.Reliable = false;
4219 4229 pack.RegionInfo = new SimStatsPacket.RegionInfoBlock[0];
4220 OutPacket(pack, ThrottleOutPacketType.Task); 4230 OutPacket(pack, ThrottleOutPacketType.Task);
4221 } 4231 }
4222 4232
@@ -4607,7 +4617,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4607 rinfopack.AgentData = new RegionInfoPacket.AgentDataBlock(); 4617 rinfopack.AgentData = new RegionInfoPacket.AgentDataBlock();
4608 rinfopack.AgentData.AgentID = AgentId; 4618 rinfopack.AgentData.AgentID = AgentId;
4609 rinfopack.AgentData.SessionID = SessionId; 4619 rinfopack.AgentData.SessionID = SessionId;
4610 4620 rinfopack.RegionInfo3 = new RegionInfoPacket.RegionInfo3Block[0];
4611 4621
4612 OutPacket(rinfopack, ThrottleOutPacketType.Task); 4622 OutPacket(rinfopack, ThrottleOutPacketType.Task);
4613 } 4623 }
@@ -6587,19 +6597,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6587 #endregion 6597 #endregion
6588 6598
6589 AgentRequestSit handlerAgentRequestSit = OnAgentRequestSit; 6599 AgentRequestSit handlerAgentRequestSit = OnAgentRequestSit;
6590 if (handlerAgentRequestSit != null)
6591 if (!(agentRequestSit.AgentData == null
6592 || agentRequestSit.TargetObject == null
6593 || agentRequestSit.TargetObject.TargetID == null
6594 || agentRequestSit.TargetObject.Offset == null))
6595 {
6596 var sp = m_scene.GetScenePresence(agentRequestSit.AgentData.AgentID);
6597 if (sp == null || sp.ParentID != 0) // ignore packet if agent is already sitting
6598 return true;
6599 6600
6600 handlerAgentRequestSit(this, agentRequestSit.AgentData.AgentID, 6601 if (handlerAgentRequestSit != null)
6601 agentRequestSit.TargetObject.TargetID, agentRequestSit.TargetObject.Offset); 6602 handlerAgentRequestSit(this, agentRequestSit.AgentData.AgentID,
6602 } 6603 agentRequestSit.TargetObject.TargetID, agentRequestSit.TargetObject.Offset);
6603 } 6604 }
6604 return true; 6605 return true;
6605 } 6606 }
@@ -7205,7 +7206,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
7205 7206
7206 if (handlerUpdatePrimFlags != null) 7207 if (handlerUpdatePrimFlags != null)
7207 { 7208 {
7208 byte[] data = Pack.ToBytes(); 7209// byte[] data = Pack.ToBytes();
7209 // 46,47,48 are special positions within the packet 7210 // 46,47,48 are special positions within the packet
7210 // This may change so perhaps we need a better way 7211 // This may change so perhaps we need a better way
7211 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7212 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
@@ -12254,11 +12255,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12254 if (logPacket) 12255 if (logPacket)
12255 m_log.DebugFormat( 12256 m_log.DebugFormat(
12256 "[CLIENT]: PACKET IN from {0} ({1}) in {2} - {3}", 12257 "[CLIENT]: PACKET IN from {0} ({1}) in {2} - {3}",
12257 Name, SceneAgent.IsChildAgent ? "child" : "root ", m_scene.RegionInfo.RegionName, packet.Type); 12258 Name, SceneAgent.IsChildAgent ? "child" : "root ", Scene.Name, packet.Type);
12258 } 12259 }
12259 12260
12260 if (!ProcessPacketMethod(packet)) 12261 if (!ProcessPacketMethod(packet))
12261 m_log.Warn("[CLIENT]: unhandled packet " + packet.Type); 12262 m_log.WarnFormat(
12263 "[CLIENT]: Unhandled packet {0} from {1} ({2}) in {3}. Ignoring.",
12264 packet.Type, Name, SceneAgent.IsChildAgent ? "child" : "root ", Scene.Name);
12262 } 12265 }
12263 12266
12264 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket) 12267 private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
@@ -12466,6 +12469,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12466 return String.Empty; 12469 return String.Empty;
12467 } 12470 }
12468 12471
12472 public OSDMap OReport(string uptime, string version)
12473 {
12474 return new OSDMap();
12475 }
12476
12469 /// <summary> 12477 /// <summary>
12470 /// Make an asset request to the asset service in response to a client request. 12478 /// Make an asset request to the asset service in response to a client request.
12471 /// </summary> 12479 /// </summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index d49f1f7..e07ce4c 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -281,25 +281,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
281 m_shouldCollectStats = false; 281 m_shouldCollectStats = false;
282 if (config != null) 282 if (config != null)
283 { 283 {
284 if (config.Contains("enabled") && config.GetBoolean("enabled")) 284 m_shouldCollectStats = config.GetBoolean("Enabled", false);
285 { 285 binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("packet_headers_period_seconds", 300));
286 if (config.Contains("collect_packet_headers")) 286 binStatsDir = config.GetString("stats_dir", ".");
287 m_shouldCollectStats = config.GetBoolean("collect_packet_headers"); 287 m_aggregatedBWStats = config.GetBoolean("aggregatedBWStats", false);
288 if (config.Contains("packet_headers_period_seconds")) 288 }
289 { 289 #endregion BinaryStats
290 binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds"));
291 }
292 if (config.Contains("stats_dir"))
293 {
294 binStatsDir = config.GetString("stats_dir");
295 }
296 }
297 else
298 {
299 m_shouldCollectStats = false;
300 }
301 }
302 #endregion BinaryStats
303 290
304 m_throttle = new TokenBucket(null, sceneThrottleBps); 291 m_throttle = new TokenBucket(null, sceneThrottleBps);
305 ThrottleRates = new ThrottleRates(configSource); 292 ThrottleRates = new ThrottleRates(configSource);
@@ -1309,8 +1296,34 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1309 static object binStatsLogLock = new object(); 1296 static object binStatsLogLock = new object();
1310 static string binStatsDir = ""; 1297 static string binStatsDir = "";
1311 1298
1299 //for Aggregated In/Out BW logging
1300 static bool m_aggregatedBWStats = false;
1301 static long m_aggregatedBytesIn = 0;
1302 static long m_aggregatedByestOut = 0;
1303 static object aggBWStatsLock = new object();
1304
1305 public static long AggregatedLLUDPBytesIn
1306 {
1307 get { return m_aggregatedBytesIn; }
1308 }
1309 public static long AggregatedLLUDPBytesOut
1310 {
1311 get {return m_aggregatedByestOut;}
1312 }
1313
1312 public static void LogPacketHeader(bool incoming, uint circuit, byte flags, PacketType packetType, ushort size) 1314 public static void LogPacketHeader(bool incoming, uint circuit, byte flags, PacketType packetType, ushort size)
1313 { 1315 {
1316 if (m_aggregatedBWStats)
1317 {
1318 lock (aggBWStatsLock)
1319 {
1320 if (incoming)
1321 m_aggregatedBytesIn += size;
1322 else
1323 m_aggregatedByestOut += size;
1324 }
1325 }
1326
1314 if (!m_shouldCollectStats) return; 1327 if (!m_shouldCollectStats) return;
1315 1328
1316 // Binary logging format is TTTTTTTTCCCCFPPPSS, T=Time, C=Circuit, F=Flags, P=PacketType, S=size 1329 // Binary logging format is TTTTTTTTCCCCFPPPSS, T=Time, C=Circuit, F=Flags, P=PacketType, S=size
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 2aeb4cc..7035e38 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -204,9 +204,12 @@ namespace OpenMetaverse
204 { 204 {
205 UDPPacketBuffer buf; 205 UDPPacketBuffer buf;
206 206
207 if (UsePools) 207 // FIXME: Disabled for now as this causes issues with reused packet objects interfering with each other
208 buf = Pool.GetObject(); 208 // on Windows with m_asyncPacketHandling = true, though this has not been seen on Linux.
209 else 209 // Possibly some unexpected issue with fetching UDP data concurrently with multiple threads. Requires more investigation.
210// if (UsePools)
211// buf = Pool.GetObject();
212// else
210 buf = new UDPPacketBuffer(); 213 buf = new UDPPacketBuffer();
211 214
212 if (IsRunningInbound) 215 if (IsRunningInbound)
@@ -287,8 +290,8 @@ namespace OpenMetaverse
287 catch (ObjectDisposedException) { } 290 catch (ObjectDisposedException) { }
288 finally 291 finally
289 { 292 {
290 if (UsePools) 293// if (UsePools)
291 Pool.ReturnObject(buffer); 294// Pool.ReturnObject(buffer);
292 295
293 // Synchronous mode waits until the packet callback completes 296 // Synchronous mode waits until the packet callback completes
294 // before starting the receive to fetch another packet 297 // before starting the receive to fetch another packet
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Properties/AssemblyInfo.cs b/OpenSim/Region/ClientStack/Linden/UDP/Properties/AssemblyInfo.cs
index af2f6f8..98ef72f 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs
index 5fcf376..7d9f581 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs
@@ -43,7 +43,7 @@ using OpenSim.Tests.Common.Mock;
43namespace OpenSim.Region.ClientStack.LindenUDP.Tests 43namespace OpenSim.Region.ClientStack.LindenUDP.Tests
44{ 44{
45 [TestFixture] 45 [TestFixture]
46 public class LLImageManagerTests 46 public class LLImageManagerTests : OpenSimTestCase
47 { 47 {
48 private AssetBase m_testImageAsset; 48 private AssetBase m_testImageAsset;
49 private Scene scene; 49 private Scene scene;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/PacketHandlerTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/PacketHandlerTests.cs
index 0f88ec6..5f73a94 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/PacketHandlerTests.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/PacketHandlerTests.cs
@@ -39,7 +39,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
39 /// Tests for the LL packet handler 39 /// Tests for the LL packet handler
40 /// </summary> 40 /// </summary>
41 [TestFixture] 41 [TestFixture]
42 public class PacketHandlerTests 42 public class PacketHandlerTests : OpenSimTestCase
43 { 43 {
44// [Test] 44// [Test]
45// /// <summary> 45// /// <summary>
diff --git a/OpenSim/Region/ClientStack/Properties/AssemblyInfo.cs b/OpenSim/Region/ClientStack/Properties/AssemblyInfo.cs
index e72bd86..0b6ee2f 100644
--- a/OpenSim/Region/ClientStack/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ClientStack/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33[assembly: AssemblyFileVersion("1.0.0.0")]
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs
index 7332415..f489262 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs
@@ -42,7 +42,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
42 public class AssetTransactionModule : INonSharedRegionModule, 42 public class AssetTransactionModule : INonSharedRegionModule,
43 IAgentAssetTransactions 43 IAgentAssetTransactions
44 { 44 {
45 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 45// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 46
47 protected Scene m_Scene; 47 protected Scene m_Scene;
48 private bool m_dumpAssetsToFile = false; 48 private bool m_dumpAssetsToFile = false;
@@ -214,9 +214,9 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
214 public void HandleTaskItemUpdateFromTransaction( 214 public void HandleTaskItemUpdateFromTransaction(
215 IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item) 215 IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item)
216 { 216 {
217 m_log.DebugFormat( 217// m_log.DebugFormat(
218 "[ASSET TRANSACTION MODULE] Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}", 218// "[ASSET TRANSACTION MODULE]: Called HandleTaskItemUpdateFromTransaction with item {0} in {1} for {2} in {3}",
219 item.Name, part.Name, remoteClient.Name, m_Scene.RegionInfo.RegionName); 219// item.Name, part.Name, remoteClient.Name, m_Scene.RegionInfo.RegionName);
220 220
221 AgentAssetTransactions transactions = 221 AgentAssetTransactions transactions =
222 GetUserTransactions(remoteClient.AgentId); 222 GetUserTransactions(remoteClient.AgentId);
@@ -230,15 +230,17 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
230 /// </summary> 230 /// </summary>
231 /// <param name="remoteClient"></param> 231 /// <param name="remoteClient"></param>
232 /// <param name="assetID"></param> 232 /// <param name="assetID"></param>
233 /// <param name="transaction"></param> 233 /// <param name="transactionID"></param>
234 /// <param name="type"></param> 234 /// <param name="type"></param>
235 /// <param name="data"></param></param> 235 /// <param name="data"></param></param>
236 /// <param name="tempFile"></param> 236 /// <param name="tempFile"></param>
237 public void HandleUDPUploadRequest(IClientAPI remoteClient, 237 public void HandleUDPUploadRequest(IClientAPI remoteClient,
238 UUID assetID, UUID transaction, sbyte type, byte[] data, 238 UUID assetID, UUID transactionID, sbyte type, byte[] data,
239 bool storeLocal, bool tempFile) 239 bool storeLocal, bool tempFile)
240 { 240 {
241// m_log.Debug("HandleUDPUploadRequest - assetID: " + assetID.ToString() + " transaction: " + transaction.ToString() + " type: " + type.ToString() + " storelocal: " + storeLocal + " tempFile: " + tempFile); 241// m_log.DebugFormat(
242// "[ASSET TRANSACTION MODULE]: HandleUDPUploadRequest - assetID: {0}, transaction {1}, type {2}, storeLocal {3}, tempFile {4}, data.Length {5}",
243// assetID, transactionID, type, storeLocal, tempFile, data.Length);
242 244
243 if (((AssetType)type == AssetType.Texture || 245 if (((AssetType)type == AssetType.Texture ||
244 (AssetType)type == AssetType.Sound || 246 (AssetType)type == AssetType.Sound ||
@@ -274,8 +276,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
274 } 276 }
275 277
276 AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); 278 AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
277 AssetXferUploader uploader = transactions.RequestXferUploader(transaction); 279 AssetXferUploader uploader = transactions.RequestXferUploader(transactionID);
278 uploader.StartUpload(remoteClient, assetID, transaction, type, data, storeLocal, tempFile); 280 uploader.StartUpload(remoteClient, assetID, transactionID, type, data, storeLocal, tempFile);
279 } 281 }
280 282
281 /// <summary> 283 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index ec388f4..08e7cb7 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -363,11 +363,11 @@ namespace OpenSim.Region.CoreModules.Asset
363 /// Try to get an asset from the file cache. 363 /// Try to get an asset from the file cache.
364 /// </summary> 364 /// </summary>
365 /// <param name="id"></param> 365 /// <param name="id"></param>
366 /// <returns></returns> 366 /// <returns>An asset retrieved from the file cache. null if there was a problem retrieving an asset.</returns>
367 private AssetBase GetFromFileCache(string id) 367 private AssetBase GetFromFileCache(string id)
368 { 368 {
369 AssetBase asset = null; 369 AssetBase asset = null;
370 370
371 string filename = GetFileName(id); 371 string filename = GetFileName(id);
372 while (File.Exists(filename)) 372 while (File.Exists(filename))
373 { 373 {
@@ -385,7 +385,7 @@ namespace OpenSim.Region.CoreModules.Asset
385 } 385 }
386 catch (System.Runtime.Serialization.SerializationException e) 386 catch (System.Runtime.Serialization.SerializationException e)
387 { 387 {
388 m_log.ErrorFormat( 388 m_log.WarnFormat(
389 "[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}", 389 "[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}",
390 filename, id, e.Message, e.StackTrace); 390 filename, id, e.Message, e.StackTrace);
391 391
@@ -407,7 +407,7 @@ namespace OpenSim.Region.CoreModules.Asset
407 } 407 }
408 catch (Exception e) 408 catch (Exception e)
409 { 409 {
410 m_log.ErrorFormat( 410 m_log.WarnFormat(
411 "[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}", 411 "[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}",
412 filename, id, e.Message, e.StackTrace); 412 filename, id, e.Message, e.StackTrace);
413 413
@@ -566,7 +566,7 @@ namespace OpenSim.Region.CoreModules.Asset
566 } 566 }
567 catch (Exception e) 567 catch (Exception e)
568 { 568 {
569 m_log.ErrorFormat( 569 m_log.WarnFormat(
570 "[FLOTSAM ASSET CACHE]: Failed to expire cached file {0}. Exception {1} {2}", 570 "[FLOTSAM ASSET CACHE]: Failed to expire cached file {0}. Exception {1} {2}",
571 id, e.Message, e.StackTrace); 571 id, e.Message, e.StackTrace);
572 } 572 }
@@ -617,29 +617,39 @@ namespace OpenSim.Region.CoreModules.Asset
617 /// <param name="purgeLine"></param> 617 /// <param name="purgeLine"></param>
618 private void CleanExpiredFiles(string dir, DateTime purgeLine) 618 private void CleanExpiredFiles(string dir, DateTime purgeLine)
619 { 619 {
620 foreach (string file in Directory.GetFiles(dir)) 620 try
621 { 621 {
622 if (File.GetLastAccessTime(file) < purgeLine) 622 foreach (string file in Directory.GetFiles(dir))
623 { 623 {
624 File.Delete(file); 624 if (File.GetLastAccessTime(file) < purgeLine)
625 {
626 File.Delete(file);
627 }
625 } 628 }
626 }
627 629
628 // Recurse into lower tiers 630 // Recurse into lower tiers
629 foreach (string subdir in Directory.GetDirectories(dir)) 631 foreach (string subdir in Directory.GetDirectories(dir))
630 { 632 {
631 CleanExpiredFiles(subdir, purgeLine); 633 CleanExpiredFiles(subdir, purgeLine);
632 } 634 }
633 635
634 // Check if a tier directory is empty, if so, delete it 636 // Check if a tier directory is empty, if so, delete it
635 int dirSize = Directory.GetFiles(dir).Length + Directory.GetDirectories(dir).Length; 637 int dirSize = Directory.GetFiles(dir).Length + Directory.GetDirectories(dir).Length;
636 if (dirSize == 0) 638 if (dirSize == 0)
637 { 639 {
638 Directory.Delete(dir); 640 Directory.Delete(dir);
641 }
642 else if (dirSize >= m_CacheWarnAt)
643 {
644 m_log.WarnFormat(
645 "[FLOTSAM ASSET CACHE]: Cache folder exceeded CacheWarnAt limit {0} {1}. Suggest increasing tiers, tier length, or reducing cache expiration",
646 dir, dirSize);
647 }
639 } 648 }
640 else if (dirSize >= m_CacheWarnAt) 649 catch (Exception e)
641 { 650 {
642 m_log.WarnFormat("[FLOTSAM ASSET CACHE]: Cache folder exceeded CacheWarnAt limit {0} {1}. Suggest increasing tiers, tier length, or reducing cache expiration", dir, dirSize); 651 m_log.Warn(
652 string.Format("[FLOTSAM ASSET CACHE]: Could not complete clean of expired files in {0}, exception ", dir), e);
643 } 653 }
644 } 654 }
645 655
@@ -698,7 +708,7 @@ namespace OpenSim.Region.CoreModules.Asset
698 } 708 }
699 catch (IOException e) 709 catch (IOException e)
700 { 710 {
701 m_log.ErrorFormat( 711 m_log.WarnFormat(
702 "[FLOTSAM ASSET CACHE]: Failed to write asset {0} to temporary location {1} (final {2}) on cache in {3}. Exception {4} {5}.", 712 "[FLOTSAM ASSET CACHE]: Failed to write asset {0} to temporary location {1} (final {2}) on cache in {3}. Exception {4} {5}.",
703 asset.ID, tempname, filename, directory, e.Message, e.StackTrace); 713 asset.ID, tempname, filename, directory, e.Message, e.StackTrace);
704 714
@@ -777,17 +787,31 @@ namespace OpenSim.Region.CoreModules.Asset
777 /// <summary> 787 /// <summary>
778 /// This notes the last time the Region had a deep asset scan performed on it. 788 /// This notes the last time the Region had a deep asset scan performed on it.
779 /// </summary> 789 /// </summary>
780 /// <param name="RegionID"></param> 790 /// <param name="regionID"></param>
781 private void StampRegionStatusFile(UUID RegionID) 791 private void StampRegionStatusFile(UUID regionID)
782 { 792 {
783 string RegionCacheStatusFile = Path.Combine(m_CacheDirectory, "RegionStatus_" + RegionID.ToString() + ".fac"); 793 string RegionCacheStatusFile = Path.Combine(m_CacheDirectory, "RegionStatus_" + regionID.ToString() + ".fac");
784 if (File.Exists(RegionCacheStatusFile)) 794
795 try
785 { 796 {
786 File.SetLastWriteTime(RegionCacheStatusFile, DateTime.Now); 797 if (File.Exists(RegionCacheStatusFile))
798 {
799 File.SetLastWriteTime(RegionCacheStatusFile, DateTime.Now);
800 }
801 else
802 {
803 File.WriteAllText(
804 RegionCacheStatusFile,
805 "Please do not delete this file unless you are manually clearing your Flotsam Asset Cache.");
806 }
787 } 807 }
788 else 808 catch (Exception e)
789 { 809 {
790 File.WriteAllText(RegionCacheStatusFile, "Please do not delete this file unless you are manually clearing your Flotsam Asset Cache."); 810 m_log.Warn(
811 string.Format(
812 "[FLOTSAM ASSET CACHE]: Could not stamp region status file for region {0}. Exception ",
813 regionID),
814 e);
791 } 815 }
792 } 816 }
793 817
@@ -804,32 +828,43 @@ namespace OpenSim.Region.CoreModules.Asset
804 { 828 {
805 UuidGatherer gatherer = new UuidGatherer(m_AssetService); 829 UuidGatherer gatherer = new UuidGatherer(m_AssetService);
806 830
831 HashSet<UUID> uniqueUuids = new HashSet<UUID>();
807 Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>(); 832 Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
833
808 foreach (Scene s in m_Scenes) 834 foreach (Scene s in m_Scenes)
809 { 835 {
810 StampRegionStatusFile(s.RegionInfo.RegionID); 836 StampRegionStatusFile(s.RegionInfo.RegionID);
811 837
812 s.ForEachSOG(delegate(SceneObjectGroup e) 838 s.ForEachSOG(delegate(SceneObjectGroup e)
813 { 839 {
814 gatherer.GatherAssetUuids(e, assets); 840 gatherer.GatherAssetUuids(e, assets);
815 });
816 }
817 841
818 foreach (UUID assetID in assets.Keys) 842 foreach (UUID assetID in assets.Keys)
819 { 843 {
820 string filename = GetFileName(assetID.ToString()); 844 uniqueUuids.Add(assetID);
821 845
822 if (File.Exists(filename)) 846 string filename = GetFileName(assetID.ToString());
823 { 847
824 File.SetLastAccessTime(filename, DateTime.Now); 848 if (File.Exists(filename))
825 } 849 {
826 else if (storeUncached) 850 File.SetLastAccessTime(filename, DateTime.Now);
827 { 851 }
828 m_AssetService.Get(assetID.ToString()); 852 else if (storeUncached)
829 } 853 {
854 AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
855 if (cachedAsset == null && assets[assetID] != AssetType.Unknown)
856 m_log.DebugFormat(
857 "[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets",
858 assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name);
859 }
860 }
861
862 assets.Clear();
863 });
830 } 864 }
831 865
832 return assets.Keys.Count; 866
867 return uniqueUuids.Count;
833 } 868 }
834 869
835 /// <summary> 870 /// <summary>
@@ -845,7 +880,7 @@ namespace OpenSim.Region.CoreModules.Asset
845 } 880 }
846 catch (Exception e) 881 catch (Exception e)
847 { 882 {
848 m_log.ErrorFormat( 883 m_log.WarnFormat(
849 "[FLOTSAM ASSET CACHE]: Couldn't clear asset cache directory {0} from {1}. Exception {2} {3}", 884 "[FLOTSAM ASSET CACHE]: Couldn't clear asset cache directory {0} from {1}. Exception {2} {3}",
850 dir, m_CacheDirectory, e.Message, e.StackTrace); 885 dir, m_CacheDirectory, e.Message, e.StackTrace);
851 } 886 }
@@ -859,7 +894,7 @@ namespace OpenSim.Region.CoreModules.Asset
859 } 894 }
860 catch (Exception e) 895 catch (Exception e)
861 { 896 {
862 m_log.ErrorFormat( 897 m_log.WarnFormat(
863 "[FLOTSAM ASSET CACHE]: Couldn't clear asset cache file {0} from {1}. Exception {1} {2}", 898 "[FLOTSAM ASSET CACHE]: Couldn't clear asset cache file {0} from {1}. Exception {1} {2}",
864 file, m_CacheDirectory, e.Message, e.StackTrace); 899 file, m_CacheDirectory, e.Message, e.StackTrace);
865 } 900 }
diff --git a/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs b/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs
index 1c2bfd0..fd02b08 100644
--- a/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs
+++ b/OpenSim/Region/CoreModules/Asset/Tests/FlotsamAssetCacheTests.cs
@@ -47,14 +47,16 @@ namespace OpenSim.Region.CoreModules.Asset.Tests
47 /// At the moment we're only test the in-memory part of the FlotsamAssetCache. This is a considerable weakness. 47 /// At the moment we're only test the in-memory part of the FlotsamAssetCache. This is a considerable weakness.
48 /// </summary> 48 /// </summary>
49 [TestFixture] 49 [TestFixture]
50 public class FlotsamAssetCacheTests 50 public class FlotsamAssetCacheTests : OpenSimTestCase
51 { 51 {
52 protected TestScene m_scene; 52 protected TestScene m_scene;
53 protected FlotsamAssetCache m_cache; 53 protected FlotsamAssetCache m_cache;
54 54
55 [SetUp] 55 [SetUp]
56 public void SetUp() 56 public override void SetUp()
57 { 57 {
58 base.SetUp();
59
58 IConfigSource config = new IniConfigSource(); 60 IConfigSource config = new IniConfigSource();
59 61
60 config.AddConfig("Modules"); 62 config.AddConfig("Modules");
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 7cc5092..f62512e 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -256,12 +256,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
256 256
257// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); 257// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
258 258
259 List<SceneObjectGroup> attachments = sp.GetAttachments();
260
261 if (attachments.Count <= 0)
262 return;
263
264 Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
265
266 foreach (SceneObjectGroup so in attachments)
267 {
268 // Scripts MUST be snapshotted before the object is
269 // removed from the scene because doing otherwise will
270 // clobber the run flag
271 // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
272 // scripts performing attachment operations at the same time. Getting object states stops the scripts.
273 scriptStates[so] = PrepareScriptInstanceForSave(so, false);
274 }
275
259 lock (sp.AttachmentsSyncLock) 276 lock (sp.AttachmentsSyncLock)
260 { 277 {
261 foreach (SceneObjectGroup so in sp.GetAttachments()) 278 foreach (SceneObjectGroup so in attachments)
262 { 279 UpdateDetachedObject(sp, so, scriptStates[so]);
263 UpdateDetachedObject(sp, so);
264 }
265 280
266 sp.ClearAttachments(); 281 sp.ClearAttachments();
267 } 282 }
@@ -289,105 +304,79 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
289 if (!Enabled) 304 if (!Enabled)
290 return false; 305 return false;
291 306
292 if (AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, append)) 307 return AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, false, append);
293 {
294 m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
295 return true;
296 }
297
298 return false;
299 } 308 }
300 309
301 private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool append) 310 /// <summary>
311 /// Internal method which actually does all the work for attaching an object.
312 /// </summary>
313 /// <returns>The object attached.</returns>
314 /// <param name='sp'></param>
315 /// <param name='group'>The object to attach.</param>
316 /// <param name='attachmentPt'></param>
317 /// <param name='silent'></param>
318 /// <param name='temp'></param>
319 /// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
320 private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool resumeScripts, bool append)
302 { 321 {
303 lock (sp.AttachmentsSyncLock)
304 {
305// m_log.DebugFormat( 322// m_log.DebugFormat(
306// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", 323// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
307// group.Name, group.LocalId, sp.Name, attachmentPt, silent); 324// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
308 325
309 if (group.GetSittingAvatarsCount() != 0) 326 if (sp.GetAttachments().Contains(group))
310 { 327 {
328// m_log.WarnFormat(
329// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
330// group.Name, group.LocalId, sp.Name, AttachmentPt);
331
332 return false;
333 }
334
335 if (group.GetSittingAvatarsCount() != 0)
336 {
311// m_log.WarnFormat( 337// m_log.WarnFormat(
312// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", 338// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
313// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount()); 339// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
314
315 return false;
316 }
317
318 if (sp.GetAttachments(attachmentPt).Contains(group))
319 {
320 // m_log.WarnFormat(
321 // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
322 // group.Name, group.LocalId, sp.Name, AttachmentPt);
323
324 return false;
325 }
326
327 Vector3 attachPos = group.AbsolutePosition;
328
329 // If the attachment point isn't the same as the one previously used
330 // set it's offset position = 0 so that it appears on the attachment point
331 // and not in a weird location somewhere unknown.
332 if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint)
333 {
334 attachPos = Vector3.Zero;
335 }
336
337 // AttachmentPt 0 means the client chose to 'wear' the attachment.
338 if (attachmentPt == 0)
339 {
340 // Check object for stored attachment point
341 attachmentPt = group.AttachmentPoint;
342 }
343
344 // if we still didn't find a suitable attachment point.......
345 if (attachmentPt == 0)
346 {
347 // Stick it on left hand with Zero Offset from the attachment point.
348 attachmentPt = (uint)AttachmentPoint.LeftHand;
349 attachPos = Vector3.Zero;
350 }
351
352 if (useAttachData)
353 {
354 group.RootPart.RotationOffset = group.RootPart.AttachRotation;
355 attachPos = group.RootPart.AttachOffset;
356 if (attachmentPt == 0)
357 {
358 attachmentPt = group.RootPart.AttachPoint;
359 if (attachmentPt == 0)
360 {
361 attachmentPt = (uint)AttachmentPoint.LeftHand;
362 attachPos = Vector3.Zero;
363 }
364 }
365 else if (group.RootPart.AttachPoint != attachmentPt)
366 {
367 attachPos = Vector3.Zero;
368 }
369 }
370 group.AttachmentPoint = attachmentPt;
371 group.AbsolutePosition = attachPos;
372 340
373 if (sp.PresenceType != PresenceType.Npc) 341 return false;
374 UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp, append);
375
376 AttachToAgent(sp, group, attachmentPt, attachPos, silent);
377 } 342 }
378 343
379 return true; 344 Vector3 attachPos = group.AbsolutePosition;
380 } 345
346 // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
347 // be removed when that functionality is implemented in opensim
348 attachmentPt &= 0x7f;
349
350 // If the attachment point isn't the same as the one previously used
351 // set it's offset position = 0 so that it appears on the attachment point
352 // and not in a weird location somewhere unknown.
353 if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint)
354 {
355 attachPos = Vector3.Zero;
356 }
357
358 // AttachmentPt 0 (default) means the client chose to 'wear' the attachment.
359 if (attachmentPt == (uint)AttachmentPoint.Default)
360 {
361 // Check object for stored attachment point
362 attachmentPt = group.AttachmentPoint;
363 }
364
365 // if we still didn't find a suitable attachment point.......
366 if (attachmentPt == 0)
367 {
368 // Stick it on left hand with Zero Offset from the attachment point.
369 attachmentPt = (uint)AttachmentPoint.LeftHand;
370 attachPos = Vector3.Zero;
371 }
381 372
382 private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp, bool append)
383 {
384 List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt); 373 List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
385 374
386 // If we already have 5, remove the oldest until only 4 are left. Skip over temp ones 375 // If we already have 5, remove the oldest until only 4 are left. Skip over temp ones
387 while (attachments.Count >= 5) 376 while (attachments.Count >= 5)
388 { 377 {
389 if (attachments[0].FromItemID != UUID.Zero) 378 if (attachments[0].FromItemID != UUID.Zero)
390 DetachSingleAttachmentToInvInternal(sp, attachments[0]); 379 DetachSingleAttachmentToInv(sp, attachments[0]);
391 attachments.RemoveAt(0); 380 attachments.RemoveAt(0);
392 } 381 }
393 382
@@ -397,10 +386,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
397 foreach (SceneObjectGroup g in attachments) 386 foreach (SceneObjectGroup g in attachments)
398 { 387 {
399 if (g.FromItemID != UUID.Zero) 388 if (g.FromItemID != UUID.Zero)
400 DetachSingleAttachmentToInvInternal(sp, g); 389 DetachSingleAttachmentToInv(sp, g);
401 } 390 }
402 } 391 }
403 392
393 lock (sp.AttachmentsSyncLock)
394 {
395 group.AttachmentPoint = attachmentPt;
396 group.AbsolutePosition = attachPos;
397
398 if (sp.PresenceType != PresenceType.Npc)
399 UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp, append);
400
401 AttachToAgent(sp, group, attachmentPt, attachPos, silent);
402
403 if (resumeScripts)
404 {
405 // Fire after attach, so we don't get messy perms dialogs
406 // 4 == AttachedRez
407 group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
408 group.ResumeScripts();
409 }
410
411 // Do this last so that event listeners have access to all the effects of the attachment
412 m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
413 }
414
415 return true;
416 }
417
418 private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp, bool append)
419 {
404 // Add the new attachment to inventory if we don't already have it. 420 // Add the new attachment to inventory if we don't already have it.
405 if (!temp) 421 if (!temp)
406 { 422 {
@@ -423,8 +439,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
423 return null; 439 return null;
424 440
425// m_log.DebugFormat( 441// m_log.DebugFormat(
426// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}", 442// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}",
427// (AttachmentPoint)AttachmentPt, itemID, sp.Name); 443// (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name);
428 444
429 bool append = (AttachmentPt & 0x80) != 0; 445 bool append = (AttachmentPt & 0x80) != 0;
430 AttachmentPt &= 0x7f; 446 AttachmentPt &= 0x7f;
@@ -464,12 +480,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
464 return; 480 return;
465 481
466 // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); 482 // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
467 lock (sp.AttachmentsSyncLock) 483
484 foreach (KeyValuePair<UUID, uint> rez in rezlist)
468 { 485 {
469 foreach (KeyValuePair<UUID, uint> rez in rezlist) 486 RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
470 {
471 RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
472 }
473 } 487 }
474 } 488 }
475 489
@@ -549,25 +563,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
549 563
550 public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so) 564 public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
551 { 565 {
566 if (so.AttachedAvatar != sp.UUID)
567 {
568 m_log.WarnFormat(
569 "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
570 so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
571
572 return;
573 }
574
575// m_log.DebugFormat(
576// "[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}",
577// so.Name, so.LocalId, so.FromItemID, sp.Name, m_scene.Name);
578
579 // Scripts MUST be snapshotted before the object is
580 // removed from the scene because doing otherwise will
581 // clobber the run flag
582 // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
583 // scripts performing attachment operations at the same time. Getting object states stops the scripts.
584 string scriptedState = PrepareScriptInstanceForSave(so, true);
585
552 lock (sp.AttachmentsSyncLock) 586 lock (sp.AttachmentsSyncLock)
553 { 587 {
554 // Save avatar attachment information 588 // Save avatar attachment information
555// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); 589// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
556 590
557 if (so.AttachedAvatar != sp.UUID)
558 {
559 m_log.WarnFormat(
560 "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
561 so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
562
563 return;
564 }
565
566 bool changed = sp.Appearance.DetachAttachment(so.FromItemID); 591 bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
567 if (changed && m_scene.AvatarFactory != null) 592 if (changed && m_scene.AvatarFactory != null)
568 m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); 593 m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
569 594
570 DetachSingleAttachmentToInvInternal(sp, so); 595 sp.RemoveAttachment(so);
596 UpdateDetachedObject(sp, so, scriptedState);
571 } 597 }
572 } 598 }
573 599
@@ -722,15 +748,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
722 748
723 if (!silent) 749 if (!silent)
724 { 750 {
725 // Killing it here will cause the client to deselect it 751 if (so.HasPrivateAttachmentPoint)
726 // It then reappears on the avatar, deselected
727 // through the full update below
728 //
729 if (so.IsSelected)
730 {
731 m_scene.SendKillObject(new List<uint> { so.RootPart.LocalId });
732 }
733 else if (so.HasPrivateAttachmentPoint)
734 { 752 {
735// m_log.DebugFormat( 753// m_log.DebugFormat(
736// "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}", 754// "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}",
@@ -745,7 +763,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
745 }); 763 });
746 } 764 }
747 765
748 so.IsSelected = false; // fudge.... 766 // Fudge below is an extremely unhelpful comment. It's probably here so that the scheduled full update
767 // will succeed, as that will not update if an attachment is selected.
768 so.IsSelected = false; // fudge....
769
749 so.ScheduleGroupForFullUpdate(); 770 so.ScheduleGroupForFullUpdate();
750 } 771 }
751 772
@@ -782,8 +803,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
782 return newItem; 803 return newItem;
783 } 804 }
784 805
785 private string GetObjectScriptStates(SceneObjectGroup grp) 806 /// <summary>
807 /// Prepares the script instance for save.
808 /// </summary>
809 /// <remarks>
810 /// This involves triggering the detach event and getting the script state (which also stops the script)
811 /// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a
812 /// running script is performing attachment operations.
813 /// </remarks>
814 /// <returns>
815 /// The script state ready for persistence.
816 /// </returns>
817 /// <param name='grp'>
818 /// </param>
819 /// <param name='fireDetachEvent'>
820 /// If true, then fire the script event before we save its state.
821 /// </param>
822 private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent)
786 { 823 {
824 if (fireDetachEvent)
825 m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero);
826
787 using (StringWriter sw = new StringWriter()) 827 using (StringWriter sw = new StringWriter())
788 { 828 {
789 using (XmlTextWriter writer = new XmlTextWriter(sw)) 829 using (XmlTextWriter writer = new XmlTextWriter(sw))
@@ -795,7 +835,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
795 } 835 }
796 } 836 }
797 837
798 private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so) 838 private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState)
799 { 839 {
800 // Don't save attachments for HG visitors, it 840 // Don't save attachments for HG visitors, it
801 // messes up their inventory. When a HG visitor logs 841 // messes up their inventory. When a HG visitor logs
@@ -808,11 +848,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
808 && (m_scene.UserManagementModule == null 848 && (m_scene.UserManagementModule == null
809 || m_scene.UserManagementModule.IsLocalGridUser(sp.UUID)); 849 || m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
810 850
811 // Scripts MUST be snapshotted before the object is
812 // removed from the scene because doing otherwise will
813 // clobber the run flag
814 string scriptedState = GetObjectScriptStates(so);
815
816 // Remove the object from the scene so no more updates 851 // Remove the object from the scene so no more updates
817 // are sent. Doing this before the below changes will ensure 852 // are sent. Doing this before the below changes will ensure
818 // updates can't cause "HUD artefacts" 853 // updates can't cause "HUD artefacts"
@@ -836,97 +871,70 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
836 so.RemoveScriptInstances(true); 871 so.RemoveScriptInstances(true);
837 } 872 }
838 873
839 private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
840 {
841 // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
842
843 m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
844 sp.RemoveAttachment(so);
845
846 UpdateDetachedObject(sp, so);
847 }
848
849 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 874 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
850 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc, bool append) 875 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc, bool append)
851 { 876 {
852 if (m_invAccessModule == null) 877 if (m_invAccessModule == null)
853 return null; 878 return null;
854 879
855 lock (sp.AttachmentsSyncLock) 880 SceneObjectGroup objatt;
856 {
857 SceneObjectGroup objatt;
858
859 if (itemID != UUID.Zero)
860 objatt = m_invAccessModule.RezObject(sp.ControllingClient,
861 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
862 false, false, sp.UUID, true);
863 else
864 objatt = m_invAccessModule.RezObject(sp.ControllingClient,
865 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
866 false, false, sp.UUID, true);
867
868 if (objatt != null)
869 {
870// m_log.DebugFormat(
871// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
872// objatt.Name, sp.Name, attachmentPt, m_scene.Name);
873
874 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
875 objatt.HasGroupChanged = false;
876 bool tainted = false;
877 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
878 tainted = true;
879
880 // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
881 // course of events. If not, then it's probably not worth trying to recover the situation
882 // since this is more likely to trigger further exceptions and confuse later debugging. If
883 // exceptions can be thrown in expected error conditions (not NREs) then make this consistent
884 // since other normal error conditions will simply return false instead.
885 // This will throw if the attachment fails
886 try
887 {
888 AttachObjectInternal(sp, objatt, attachmentPt, false, false, false, append);
889 }
890 catch (Exception e)
891 {
892 m_log.ErrorFormat(
893 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
894 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
895
896 // Make sure the object doesn't stick around and bail
897 sp.RemoveAttachment(objatt);
898 m_scene.DeleteSceneObject(objatt, false);
899 return null;
900 }
901
902 if (tainted)
903 objatt.HasGroupChanged = true;
904 881
905 if (doc != null) 882 if (itemID != UUID.Zero)
906 { 883 objatt = m_invAccessModule.RezObject(sp.ControllingClient,
907 objatt.LoadScriptState(doc); 884 itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
908 objatt.ResetOwnerChangeFlag(); 885 false, false, sp.UUID, true);
909 } 886 else
887 objatt = m_invAccessModule.RezObject(sp.ControllingClient,
888 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
889 false, false, sp.UUID, true);
910 890
911 // Fire after attach, so we don't get messy perms dialogs 891 if (objatt == null)
912 // 4 == AttachedRez 892 {
913 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 893 m_log.WarnFormat(
914 objatt.ResumeScripts(); 894 "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
895 itemID, sp.Name, attachmentPt);
915 896
916 // Do this last so that event listeners have access to all the effects of the attachment 897 return null;
917 m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); 898 }
918 899
919 return objatt; 900 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
920 } 901 objatt.HasGroupChanged = false;
921 else 902 bool tainted = false;
903 if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
904 tainted = true;
905
906 // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
907 // course of events. If not, then it's probably not worth trying to recover the situation
908 // since this is more likely to trigger further exceptions and confuse later debugging. If
909 // exceptions can be thrown in expected error conditions (not NREs) then make this consistent
910 // since other normal error conditions will simply return false instead.
911 // This will throw if the attachment fails
912 try
913 {
914 if (doc != null)
922 { 915 {
923 m_log.WarnFormat( 916 objatt.LoadScriptState(doc);
924 "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", 917 objatt.ResetOwnerChangeFlag();
925 itemID, sp.Name, attachmentPt);
926 } 918 }
919
920 AttachObjectInternal(sp, objatt, attachmentPt, false, true, false, true, append);
927 } 921 }
928 922 catch (Exception e)
929 return null; 923 {
924 m_log.ErrorFormat(
925 "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
926 objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
927
928 // Make sure the object doesn't stick around and bail
929 sp.RemoveAttachment(objatt);
930 m_scene.DeleteSceneObject(objatt, false);
931 return null;
932 }
933
934 if (tainted)
935 objatt.HasGroupChanged = true;
936
937 return objatt;
930 } 938 }
931 939
932 /// <summary> 940 /// <summary>
@@ -1084,17 +1092,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
1084 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); 1092 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
1085 if (sp != null) 1093 if (sp != null)
1086 { 1094 {
1087 lock (sp.AttachmentsSyncLock) 1095 List<SceneObjectGroup> attachments = sp.GetAttachments();
1096
1097 foreach (SceneObjectGroup group in attachments)
1088 { 1098 {
1089 List<SceneObjectGroup> attachments = sp.GetAttachments(); 1099 if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
1090
1091 foreach (SceneObjectGroup group in attachments)
1092 { 1100 {
1093 if (group.FromItemID == itemID && group.FromItemID != UUID.Zero) 1101 DetachSingleAttachmentToInv(sp, group);
1094 { 1102 return;
1095 DetachSingleAttachmentToInv(sp, group);
1096 return;
1097 }
1098 } 1103 }
1099 } 1104 }
1100 } 1105 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 545aeda..a8fe045 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -228,6 +228,120 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
228 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); 228 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
229 } 229 }
230 230
231 [Test]
232 public void TestWearAttachmentFromGround()
233 {
234 TestHelpers.InMethod();
235// TestHelpers.EnableLogging();
236
237 Scene scene = CreateTestScene();
238 UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
239 ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
240
241 SceneObjectGroup so2 = SceneHelpers.AddSceneObject(scene, "att2", sp.UUID);
242
243 {
244 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
245
246 m_numberOfAttachEventsFired = 0;
247 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false, false, false);
248
249 // Check status on scene presence
250 Assert.That(sp.HasAttachments(), Is.True);
251 List<SceneObjectGroup> attachments = sp.GetAttachments();
252 Assert.That(attachments.Count, Is.EqualTo(1));
253 SceneObjectGroup attSo = attachments[0];
254 Assert.That(attSo.Name, Is.EqualTo(so.Name));
255 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
256 Assert.That(attSo.IsAttachment);
257 Assert.That(attSo.UsesPhysics, Is.False);
258 Assert.That(attSo.IsTemporary, Is.False);
259
260 // Check item status
261 Assert.That(
262 sp.Appearance.GetAttachpoint(attSo.FromItemID),
263 Is.EqualTo((int)AttachmentPoint.LeftHand));
264
265 InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
266 Assert.That(attachmentItem, Is.Not.Null);
267 Assert.That(attachmentItem.Name, Is.EqualTo(so.Name));
268
269 InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
270 Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
271
272 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(2));
273
274 // Check events
275 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
276 }
277
278 // Test wearing a different attachment from the ground.
279 {
280 scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false, false);
281
282 // Check status on scene presence
283 Assert.That(sp.HasAttachments(), Is.True);
284 List<SceneObjectGroup> attachments = sp.GetAttachments();
285 Assert.That(attachments.Count, Is.EqualTo(1));
286 SceneObjectGroup attSo = attachments[0];
287 Assert.That(attSo.Name, Is.EqualTo(so2.Name));
288 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
289 Assert.That(attSo.IsAttachment);
290 Assert.That(attSo.UsesPhysics, Is.False);
291 Assert.That(attSo.IsTemporary, Is.False);
292
293 // Check item status
294 Assert.That(
295 sp.Appearance.GetAttachpoint(attSo.FromItemID),
296 Is.EqualTo((int)AttachmentPoint.LeftHand));
297
298 InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
299 Assert.That(attachmentItem, Is.Not.Null);
300 Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name));
301
302 InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
303 Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
304
305 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
306
307 // Check events
308 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
309 }
310
311 // Test rewearing an already worn attachment from ground. Nothing should happen.
312 {
313 scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false, false, false);
314
315 // Check status on scene presence
316 Assert.That(sp.HasAttachments(), Is.True);
317 List<SceneObjectGroup> attachments = sp.GetAttachments();
318 Assert.That(attachments.Count, Is.EqualTo(1));
319 SceneObjectGroup attSo = attachments[0];
320 Assert.That(attSo.Name, Is.EqualTo(so2.Name));
321 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
322 Assert.That(attSo.IsAttachment);
323 Assert.That(attSo.UsesPhysics, Is.False);
324 Assert.That(attSo.IsTemporary, Is.False);
325
326 // Check item status
327 Assert.That(
328 sp.Appearance.GetAttachpoint(attSo.FromItemID),
329 Is.EqualTo((int)AttachmentPoint.LeftHand));
330
331 InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
332 Assert.That(attachmentItem, Is.Not.Null);
333 Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name));
334
335 InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
336 Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
337
338 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
339
340 // Check events
341 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
342 }
343 }
344
231 /// <summary> 345 /// <summary>
232 /// Test that we do not attempt to attach an in-world object that someone else is sitting on. 346 /// Test that we do not attempt to attach an in-world object that someone else is sitting on.
233 /// </summary> 347 /// </summary>
@@ -275,29 +389,140 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
275 389
276 InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20); 390 InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
277 391
278 m_numberOfAttachEventsFired = 0; 392 {
279 scene.AttachmentsModule.RezSingleAttachmentFromInventory( 393 scene.AttachmentsModule.RezSingleAttachmentFromInventory(
280 sp, attItem.ID, (uint)AttachmentPoint.Chest); 394 sp, attItem.ID, (uint)AttachmentPoint.Chest);
281 395
282 // Check scene presence status 396 // Check scene presence status
283 Assert.That(sp.HasAttachments(), Is.True); 397 Assert.That(sp.HasAttachments(), Is.True);
284 List<SceneObjectGroup> attachments = sp.GetAttachments(); 398 List<SceneObjectGroup> attachments = sp.GetAttachments();
285 Assert.That(attachments.Count, Is.EqualTo(1)); 399 Assert.That(attachments.Count, Is.EqualTo(1));
286 SceneObjectGroup attSo = attachments[0]; 400 SceneObjectGroup attSo = attachments[0];
287 Assert.That(attSo.Name, Is.EqualTo(attItem.Name)); 401 Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
288 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest)); 402 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
289 Assert.That(attSo.IsAttachment); 403 Assert.That(attSo.IsAttachment);
290 Assert.That(attSo.UsesPhysics, Is.False); 404 Assert.That(attSo.UsesPhysics, Is.False);
291 Assert.That(attSo.IsTemporary, Is.False); 405 Assert.That(attSo.IsTemporary, Is.False);
406
407 // Check appearance status
408 Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
409 Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
410 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
411
412 // Check events
413 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
414 }
415
416 // Test attaching an already attached attachment
417 {
418 scene.AttachmentsModule.RezSingleAttachmentFromInventory(
419 sp, attItem.ID, (uint)AttachmentPoint.Chest);
292 420
293 // Check appearance status 421 // Check scene presence status
294 Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); 422 Assert.That(sp.HasAttachments(), Is.True);
295 Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); 423 List<SceneObjectGroup> attachments = sp.GetAttachments();
424 Assert.That(attachments.Count, Is.EqualTo(1));
425 SceneObjectGroup attSo = attachments[0];
426 Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
427 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
428 Assert.That(attSo.IsAttachment);
429 Assert.That(attSo.UsesPhysics, Is.False);
430 Assert.That(attSo.IsTemporary, Is.False);
431
432 // Check appearance status
433 Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
434 Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
435 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
436
437 // Check events
438 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
439 }
440 }
296 441
297 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); 442 /// <summary>
443 /// Test wearing an attachment from inventory, as opposed to explicit choosing the rez point
444 /// </summary>
445 [Test]
446 public void TestWearAttachmentFromInventory()
447 {
448 TestHelpers.InMethod();
449// TestHelpers.EnableLogging();
298 450
299 // Check events 451 Scene scene = CreateTestScene();
300 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); 452 UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
453 ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
454
455 InventoryItemBase attItem1 = CreateAttachmentItem(scene, ua1.PrincipalID, "att1", 0x10, 0x20);
456 InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21);
457
458 {
459 m_numberOfAttachEventsFired = 0;
460 scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default);
461
462 // default attachment point is currently the left hand.
463 Assert.That(sp.HasAttachments(), Is.True);
464 List<SceneObjectGroup> attachments = sp.GetAttachments();
465 Assert.That(attachments.Count, Is.EqualTo(1));
466 SceneObjectGroup attSo = attachments[0];
467 Assert.That(attSo.Name, Is.EqualTo(attItem1.Name));
468 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
469 Assert.That(attSo.IsAttachment);
470
471 // Check appearance status
472 Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
473 Assert.That(sp.Appearance.GetAttachpoint(attItem1.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
474 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
475
476 // Check events
477 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
478 }
479
480 // Test wearing a second attachment at the same position
481 // Until multiple attachments at one point is implemented, this will remove the first attachment
482 // This test relies on both attachments having the same default attachment point (in this case LeftHand
483 // since none other has been set).
484 {
485 scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default);
486
487 // default attachment point is currently the left hand.
488 Assert.That(sp.HasAttachments(), Is.True);
489 List<SceneObjectGroup> attachments = sp.GetAttachments();
490 Assert.That(attachments.Count, Is.EqualTo(1));
491 SceneObjectGroup attSo = attachments[0];
492 Assert.That(attSo.Name, Is.EqualTo(attItem2.Name));
493 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
494 Assert.That(attSo.IsAttachment);
495
496 // Check appearance status
497 Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
498 Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
499 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
500
501 // Check events
502 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
503 }
504
505 // Test wearing an already attached attachment
506 {
507 scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default);
508
509 // default attachment point is currently the left hand.
510 Assert.That(sp.HasAttachments(), Is.True);
511 List<SceneObjectGroup> attachments = sp.GetAttachments();
512 Assert.That(attachments.Count, Is.EqualTo(1));
513 SceneObjectGroup attSo = attachments[0];
514 Assert.That(attSo.Name, Is.EqualTo(attItem2.Name));
515 Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
516 Assert.That(attSo.IsAttachment);
517
518 // Check appearance status
519 Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
520 Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
521 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
522
523 // Check events
524 Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
525 }
301 } 526 }
302 527
303 /// <summary> 528 /// <summary>
@@ -604,7 +829,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
604 sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule()); 829 sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule());
605 830
606 UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1); 831 UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);
607 ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, ua1.PrincipalID, sh.SceneManager); 832
833 AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
834 TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
835 List<TestClient> destinationTestClients = new List<TestClient>();
836 EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
837
838 ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
608 beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32); 839 beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);
609 840
610 InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20); 841 InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);
@@ -623,7 +854,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
623 teleportLookAt, 854 teleportLookAt,
624 (uint)TeleportFlags.ViaLocation); 855 (uint)TeleportFlags.ViaLocation);
625 856
626 ((TestClient)beforeTeleportSp.ControllingClient).CompleteTeleportClientSide(); 857 destinationTestClients[0].CompleteMovement();
627 858
628 // Check attachments have made it into sceneB 859 // Check attachments have made it into sceneB
629 ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID); 860 ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID);
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 1adff7e..51fe1ea 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -322,6 +322,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
322 322
323 if (asset != null) 323 if (asset != null)
324 { 324 {
325 // Replace an HG ID with the simple asset ID so that we can persist textures for foreign HG avatars
326 asset.ID = asset.FullID.ToString();
327
325 asset.Temporary = false; 328 asset.Temporary = false;
326 asset.Local = false; 329 asset.Local = false;
327 m_scene.AssetService.Store(asset); 330 m_scene.AssetService.Store(asset);
@@ -358,7 +361,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
358 361
359 public void QueueAppearanceSave(UUID agentid) 362 public void QueueAppearanceSave(UUID agentid)
360 { 363 {
361 // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid); 364// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);
362 365
363 // 10000 ticks per millisecond, 1000 milliseconds per second 366 // 10000 ticks per millisecond, 1000 milliseconds per second
364 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); 367 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
@@ -655,7 +658,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
655 return; 658 return;
656 } 659 }
657 660
658 // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); 661// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);
659 662
660 // This could take awhile since it needs to pull inventory 663 // This could take awhile since it needs to pull inventory
661 // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape 664 // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
@@ -664,6 +667,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
664 // multiple save requests. 667 // multiple save requests.
665 SetAppearanceAssets(sp.UUID, sp.Appearance); 668 SetAppearanceAssets(sp.UUID, sp.Appearance);
666 669
670// List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
671// foreach (AvatarAttachment att in attachments)
672// {
673// m_log.DebugFormat(
674// "[AVFACTORY]: For {0} saving attachment {1} at point {2}",
675// sp.Name, att.ItemID, att.AttachPoint);
676// }
677
667 m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); 678 m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
668 679
669 // Trigger this here because it's the final step in the set/queue/save process for appearance setting. 680 // Trigger this here because it's the final step in the set/queue/save process for appearance setting.
@@ -1087,7 +1098,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
1087 } 1098 }
1088 1099
1089 bool bakedTextureValid = m_scene.AvatarFactory.ValidateBakedTextureCache(sp); 1100 bool bakedTextureValid = m_scene.AvatarFactory.ValidateBakedTextureCache(sp);
1090 outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt"); 1101 outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "incomplete");
1091 } 1102 }
1092 } 1103 }
1093} 1104}
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
index e21547c..f090e15 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
@@ -39,7 +39,7 @@ using OpenSim.Tests.Common.Mock;
39namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory 39namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
40{ 40{
41 [TestFixture] 41 [TestFixture]
42 public class AvatarFactoryModuleTests 42 public class AvatarFactoryModuleTests : OpenSimTestCase
43 { 43 {
44 /// <summary> 44 /// <summary>
45 /// Only partial right now since we don't yet test that it's ended up in the avatar appearance service. 45 /// Only partial right now since we don't yet test that it's ended up in the avatar appearance service.
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index 4c3f1cc..174642d 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -256,7 +256,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
256 // If camera is moved into client, then camera position can be used 256 // If camera is moved into client, then camera position can be used
257 // MT: No, it can't, as chat is heard from the avatar position, not 257 // MT: No, it can't, as chat is heard from the avatar position, not
258 // the camera position. 258 // the camera position.
259 s.ForEachRootScenePresence( 259 s.ForEachScenePresence(
260 delegate(ScenePresence presence) 260 delegate(ScenePresence presence)
261 { 261 {
262 if (destination != UUID.Zero && presence.UUID != destination) 262 if (destination != UUID.Zero && presence.UUID != destination)
diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/Tests/FriendModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Friends/Tests/FriendModuleTests.cs
index 7a197f7..961117e 100644
--- a/OpenSim/Region/CoreModules/Avatar/Friends/Tests/FriendModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Friends/Tests/FriendModuleTests.cs
@@ -40,7 +40,7 @@ using OpenSim.Tests.Common.Mock;
40namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests 40namespace OpenSim.Region.CoreModules.Avatar.Friends.Tests
41{ 41{
42 [TestFixture] 42 [TestFixture]
43 public class FriendsModuleTests 43 public class FriendsModuleTests : OpenSimTestCase
44 { 44 {
45 private FriendsModule m_fm; 45 private FriendsModule m_fm;
46 private TestScene m_scene; 46 private TestScene m_scene;
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index cc266df..1627f6c 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -153,7 +153,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
153 if (sp != null && !sp.IsChildAgent) 153 if (sp != null && !sp.IsChildAgent)
154 { 154 {
155 // Local message 155 // Local message
156 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", sp.Name, toAgentID); 156// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", sp.Name, toAgentID);
157 157
158 sp.ControllingClient.SendInstantMessage(im); 158 sp.ControllingClient.SendInstantMessage(im);
159 159
@@ -166,14 +166,14 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
166 // try child avatar second 166 // try child avatar second
167 foreach (Scene scene in m_Scenes) 167 foreach (Scene scene in m_Scenes)
168 { 168 {
169 //m_log.DebugFormat( 169// m_log.DebugFormat(
170 // "[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName); 170// "[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName);
171 171
172 ScenePresence sp = scene.GetScenePresence(toAgentID); 172 ScenePresence sp = scene.GetScenePresence(toAgentID);
173 if (sp != null) 173 if (sp != null)
174 { 174 {
175 // Local message 175 // Local message
176 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", sp.Name, toAgentID); 176// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", sp.Name, toAgentID);
177 177
178 sp.ControllingClient.SendInstantMessage(im); 178 sp.ControllingClient.SendInstantMessage(im);
179 179
@@ -183,7 +183,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
183 } 183 }
184 } 184 }
185 185
186 m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID); 186// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID);
187 187
188 SendGridInstantMessageViaXMLRPC(im, result); 188 SendGridInstantMessageViaXMLRPC(im, result);
189 } 189 }
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index 3a44cc5..2d46276 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -189,20 +189,24 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
189 { 189 {
190 foreach (GridInstantMessage im in msglist) 190 foreach (GridInstantMessage im in msglist)
191 { 191 {
192 // client.SendInstantMessage(im); 192 if (im.dialog == (byte)InstantMessageDialog.InventoryOffered)
193 193 // send it directly or else the item will be given twice
194 // Send through scene event manager so all modules get a chance 194 client.SendInstantMessage(im);
195 // to look at this message before it gets delivered. 195 else
196 // 196 {
197 // Needed for proper state management for stored group 197 // Send through scene event manager so all modules get a chance
198 // invitations 198 // to look at this message before it gets delivered.
199 // 199 //
200 200 // Needed for proper state management for stored group
201 im.offline = 1; 201 // invitations
202 202 //
203 Scene s = FindScene(client.AgentId); 203
204 if (s != null) 204 im.offline = 1;
205 s.EventManager.TriggerIncomingInstantMessage(im); 205
206 Scene s = FindScene(client.AgentId);
207 if (s != null)
208 s.EventManager.TriggerIncomingInstantMessage(im);
209 }
206 } 210 }
207 } 211 }
208 } 212 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index dc2b0e0..659b178 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -161,7 +161,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
161 string filePath = "ERROR"; 161 string filePath = "ERROR";
162 162
163 List<InventoryFolderBase> folderCandidates 163 List<InventoryFolderBase> folderCandidates
164 = InventoryArchiveUtils.FindFolderByPath( 164 = InventoryArchiveUtils.FindFoldersByPath(
165 m_scene.InventoryService, m_userInfo.PrincipalID, m_invPath); 165 m_scene.InventoryService, m_userInfo.PrincipalID, m_invPath);
166 166
167 if (folderCandidates.Count == 0) 167 if (folderCandidates.Count == 0)
@@ -296,7 +296,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
296 // iar name and try to find that instead. 296 // iar name and try to find that instead.
297 string plainPath = ArchiveConstants.ExtractPlainPathFromIarPath(archivePath); 297 string plainPath = ArchiveConstants.ExtractPlainPathFromIarPath(archivePath);
298 List<InventoryFolderBase> folderCandidates 298 List<InventoryFolderBase> folderCandidates
299 = InventoryArchiveUtils.FindFolderByPath( 299 = InventoryArchiveUtils.FindFoldersByPath(
300 m_scene.InventoryService, m_userInfo.PrincipalID, plainPath); 300 m_scene.InventoryService, m_userInfo.PrincipalID, plainPath);
301 301
302 if (folderCandidates.Count != 0) 302 if (folderCandidates.Count != 0)
@@ -487,6 +487,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
487 { 487 {
488// m_log.DebugFormat( 488// m_log.DebugFormat(
489// "[INVENTORY ARCHIVER]: Loaded coalescence {0} has {1} objects", assetId, coa.Count); 489// "[INVENTORY ARCHIVER]: Loaded coalescence {0} has {1} objects", assetId, coa.Count);
490
491 if (coa.Objects.Count == 0)
492 {
493 m_log.WarnFormat(
494 "[INVENTORY ARCHIVE READ REQUEST]: Aborting load of coalesced object from asset {0} as it has zero loaded components",
495 assetId);
496 return false;
497 }
490 498
491 sceneObjects.AddRange(coa.Objects); 499 sceneObjects.AddRange(coa.Objects);
492 } 500 }
@@ -495,7 +503,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
495 SceneObjectGroup deserializedObject = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 503 SceneObjectGroup deserializedObject = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
496 504
497 if (deserializedObject != null) 505 if (deserializedObject != null)
506 {
498 sceneObjects.Add(deserializedObject); 507 sceneObjects.Add(deserializedObject);
508 }
509 else
510 {
511 m_log.WarnFormat(
512 "[INVENTORY ARCHIVE READ REQUEST]: Aborting load of object from asset {0} as deserialization failed",
513 assetId);
514
515 return false;
516 }
499 } 517 }
500 518
501 foreach (SceneObjectGroup sog in sceneObjects) 519 foreach (SceneObjectGroup sog in sceneObjects)
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs
index 0d90a15..dbaf2aa 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveUtils.cs
@@ -52,13 +52,82 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
52 /// <summary> 52 /// <summary>
53 /// Find a folder given a PATH_DELIMITER delimited path starting from a user's root folder 53 /// Find a folder given a PATH_DELIMITER delimited path starting from a user's root folder
54 /// </summary> 54 /// </summary>
55 /// <remarks>
56 /// This method does not handle paths that contain multiple delimitors
57 ///
58 /// FIXME: We have no way of distinguishing folders with the same path
55 /// 59 ///
60 /// FIXME: Delimitors which occur in names themselves are not currently escapable.
61 /// </remarks>
62 /// <param name="inventoryService">
63 /// Inventory service to query
64 /// </param>
65 /// <param name="userId">
66 /// User id to search
67 /// </param>
68 /// <param name="path">
69 /// The path to the required folder.
70 /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
71 /// </param>
72 /// <returns>The folder found. Please note that if there are multiple folders with the same name then an
73 /// unspecified one will be returned. If no such folder eixsts then null is returned</returns>
74 public static InventoryFolderBase FindFolderByPath(
75 IInventoryService inventoryService, UUID userId, string path)
76 {
77 List<InventoryFolderBase> folders = FindFoldersByPath(inventoryService, userId, path);
78
79 if (folders.Count == 0)
80 return null;
81 else
82 return folders[0];
83 }
84
85 /// <summary>
86 /// Find a folder given a PATH_DELIMITER delimited path starting from a given folder
87 /// </summary>
88 /// <remarks>
56 /// This method does not handle paths that contain multiple delimitors 89 /// This method does not handle paths that contain multiple delimitors
57 /// 90 ///
58 /// FIXME: We have no way of distinguishing folders with the same path 91 /// FIXME: We have no way of distinguishing folders with the same path
59 /// 92 ///
60 /// FIXME: Delimitors which occur in names themselves are not currently escapable. 93 /// FIXME: Delimitors which occur in names themselves are not currently escapable.
94 /// </remarks>
95 /// <param name="inventoryService">
96 /// Inventory service to query
97 /// </param>
98 /// <param name="startFolder">
99 /// The folder from which the path starts
100 /// </param>
101 /// <param name="path">
102 /// The path to the required folder.
103 /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
104 /// </param>
105 /// <returns>The folder found. Please note that if there are multiple folders with the same name then an
106 /// unspecified one will be returned. If no such folder eixsts then null is returned</returns>
107 public static InventoryFolderBase FindFolderByPath(
108 IInventoryService inventoryService, InventoryFolderBase startFolder, string path)
109 {
110 if (null == startFolder)
111 return null;
112
113 List<InventoryFolderBase> folders = FindFoldersByPath(inventoryService, startFolder, path);
114
115 if (folders.Count == 0)
116 return null;
117 else
118 return folders[0];
119 }
120
121 /// <summary>
122 /// Find a set of folders given a PATH_DELIMITER delimited path starting from a user's root folder
123 /// </summary>
124 /// <remarks>
125 /// This method does not handle paths that contain multiple delimitors
126 ///
127 /// FIXME: We have no way of distinguishing folders with the same path
61 /// 128 ///
129 /// FIXME: Delimitors which occur in names themselves are not currently escapable.
130 /// </remarks>
62 /// <param name="inventoryService"> 131 /// <param name="inventoryService">
63 /// Inventory service to query 132 /// Inventory service to query
64 /// </param> 133 /// </param>
@@ -70,7 +139,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
70 /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned. 139 /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
71 /// </param> 140 /// </param>
72 /// <returns>An empty list if the folder is not found, otherwise a list of all folders that match the name</returns> 141 /// <returns>An empty list if the folder is not found, otherwise a list of all folders that match the name</returns>
73 public static List<InventoryFolderBase> FindFolderByPath( 142 public static List<InventoryFolderBase> FindFoldersByPath(
74 IInventoryService inventoryService, UUID userId, string path) 143 IInventoryService inventoryService, UUID userId, string path)
75 { 144 {
76 InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId); 145 InventoryFolderBase rootFolder = inventoryService.GetRootFolder(userId);
@@ -78,19 +147,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
78 if (null == rootFolder) 147 if (null == rootFolder)
79 return new List<InventoryFolderBase>(); 148 return new List<InventoryFolderBase>();
80 149
81 return FindFolderByPath(inventoryService, rootFolder, path); 150 return FindFoldersByPath(inventoryService, rootFolder, path);
82 } 151 }
83 152
84 /// <summary> 153 /// <summary>
85 /// Find a folder given a PATH_DELIMITER delimited path starting from this folder 154 /// Find a set of folders given a PATH_DELIMITER delimited path starting from this folder
86 /// </summary> 155 /// </summary>
87 /// 156 /// <remarks>
88 /// This method does not handle paths that contain multiple delimitors 157 /// This method does not handle paths that contain multiple delimitors
89 /// 158 ///
90 /// FIXME: We have no way of distinguishing folders with the same path. 159 /// FIXME: We have no way of distinguishing folders with the same path.
91 /// 160 ///
92 /// FIXME: Delimitors which occur in names themselves are not currently escapable. 161 /// FIXME: Delimitors which occur in names themselves are not currently escapable.
93 /// 162 /// </remarks>
94 /// <param name="inventoryService"> 163 /// <param name="inventoryService">
95 /// Inventory service to query 164 /// Inventory service to query
96 /// </param> 165 /// </param>
@@ -102,7 +171,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
102 /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned. 171 /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
103 /// </param> 172 /// </param>
104 /// <returns>An empty list if the folder is not found, otherwise a list of all folders that match the name</returns> 173 /// <returns>An empty list if the folder is not found, otherwise a list of all folders that match the name</returns>
105 public static List<InventoryFolderBase> FindFolderByPath( 174 public static List<InventoryFolderBase> FindFoldersByPath(
106 IInventoryService inventoryService, InventoryFolderBase startFolder, string path) 175 IInventoryService inventoryService, InventoryFolderBase startFolder, string path)
107 { 176 {
108 List<InventoryFolderBase> foundFolders = new List<InventoryFolderBase>(); 177 List<InventoryFolderBase> foundFolders = new List<InventoryFolderBase>();
@@ -133,12 +202,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
133 202
134 InventoryCollection contents = inventoryService.GetFolderContent(startFolder.Owner, startFolder.ID); 203 InventoryCollection contents = inventoryService.GetFolderContent(startFolder.Owner, startFolder.ID);
135 204
205// m_log.DebugFormat(
206// "Found {0} folders in {1} for {2}", contents.Folders.Count, startFolder.Name, startFolder.Owner);
207
136 foreach (InventoryFolderBase folder in contents.Folders) 208 foreach (InventoryFolderBase folder in contents.Folders)
137 { 209 {
138 if (folder.Name == components[0]) 210 if (folder.Name == components[0])
139 { 211 {
140 if (components.Length > 1) 212 if (components.Length > 1)
141 foundFolders.AddRange(FindFolderByPath(inventoryService, folder, components[1])); 213 foundFolders.AddRange(FindFoldersByPath(inventoryService, folder, components[1]));
142 else 214 else
143 foundFolders.Add(folder); 215 foundFolders.Add(folder);
144 } 216 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
index d0e88f6..4ec8ae7 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
@@ -124,7 +124,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
124 SaveAssets = true; 124 SaveAssets = true;
125 } 125 }
126 126
127 protected void ReceivedAllAssets(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids) 127 protected void ReceivedAllAssets(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids, bool timedOut)
128 { 128 {
129 Exception reportedException = null; 129 Exception reportedException = null;
130 bool succeeded = true; 130 bool succeeded = true;
@@ -143,6 +143,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
143 m_saveStream.Close(); 143 m_saveStream.Close();
144 } 144 }
145 145
146 if (timedOut)
147 {
148 succeeded = false;
149 reportedException = new Exception("Loading assets timed out");
150 }
151
146 m_module.TriggerInventoryArchiveSaved( 152 m_module.TriggerInventoryArchiveSaved(
147 m_id, succeeded, m_userInfo, m_invPath, m_saveStream, reportedException); 153 m_id, succeeded, m_userInfo, m_invPath, m_saveStream, reportedException);
148 } 154 }
@@ -266,6 +272,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
266 saveFolderContentsOnly = true; 272 saveFolderContentsOnly = true;
267 maxComponentIndex--; 273 maxComponentIndex--;
268 } 274 }
275 else if (maxComponentIndex == -1)
276 {
277 // If the user has just specified "/", then don't save the root "My Inventory" folder. This is
278 // more intuitive then requiring the user to specify "/*" for this.
279 saveFolderContentsOnly = true;
280 }
269 281
270 m_invPath = String.Empty; 282 m_invPath = String.Empty;
271 for (int i = 0; i <= maxComponentIndex; i++) 283 for (int i = 0; i <= maxComponentIndex; i++)
@@ -283,7 +295,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
283 { 295 {
284 m_invPath = m_invPath.Remove(m_invPath.LastIndexOf(InventoryFolderImpl.PATH_DELIMITER)); 296 m_invPath = m_invPath.Remove(m_invPath.LastIndexOf(InventoryFolderImpl.PATH_DELIMITER));
285 List<InventoryFolderBase> candidateFolders 297 List<InventoryFolderBase> candidateFolders
286 = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, rootFolder, m_invPath); 298 = InventoryArchiveUtils.FindFoldersByPath(m_scene.InventoryService, rootFolder, m_invPath);
287 if (candidateFolders.Count > 0) 299 if (candidateFolders.Count > 0)
288 inventoryFolder = candidateFolders[0]; 300 inventoryFolder = candidateFolders[0];
289 } 301 }
@@ -350,7 +362,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
350 { 362 {
351 m_log.DebugFormat("[INVENTORY ARCHIVER]: Not saving assets since --noassets was specified"); 363 m_log.DebugFormat("[INVENTORY ARCHIVER]: Not saving assets since --noassets was specified");
352 364
353 ReceivedAllAssets(new List<UUID>(), new List<UUID>()); 365 ReceivedAllAssets(new List<UUID>(), new List<UUID>(), false);
354 } 366 }
355 } 367 }
356 catch (Exception) 368 catch (Exception)
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/PathTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs
index 6eb3605..95f562e 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/PathTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs
@@ -48,125 +48,9 @@ using OpenSim.Tests.Common.Mock;
48namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests 48namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
49{ 49{
50 [TestFixture] 50 [TestFixture]
51 public class PathTests : InventoryArchiveTestCase 51 public class InventoryArchiveLoadPathTests : InventoryArchiveTestCase
52 { 52 {
53 /// <summary> 53 /// <summary>
54 /// Test saving an inventory path to a V0.1 OpenSim Inventory Archive
55 /// (subject to change since there is no fixed format yet).
56 /// </summary>
57 [Test]
58 public void TestSavePathToIarV0_1()
59 {
60 TestHelpers.InMethod();
61// log4net.Config.XmlConfigurator.Configure();
62
63 InventoryArchiverModule archiverModule = new InventoryArchiverModule();
64
65 Scene scene = new SceneHelpers().SetupScene();
66 SceneHelpers.SetupSceneModules(scene, archiverModule);
67
68 // Create user
69 string userFirstName = "Jock";
70 string userLastName = "Stirrup";
71 string userPassword = "troll";
72 UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020");
73 UserAccountHelpers.CreateUserWithInventory(scene, userFirstName, userLastName, userId, userPassword);
74
75 // Create asset
76 SceneObjectGroup object1;
77 SceneObjectPart part1;
78 {
79 string partName = "My Little Dog Object";
80 UUID ownerId = UUID.Parse("00000000-0000-0000-0000-000000000040");
81 PrimitiveBaseShape shape = PrimitiveBaseShape.CreateSphere();
82 Vector3 groupPosition = new Vector3(10, 20, 30);
83 Quaternion rotationOffset = new Quaternion(20, 30, 40, 50);
84 Vector3 offsetPosition = new Vector3(5, 10, 15);
85
86 part1 = new SceneObjectPart(ownerId, shape, groupPosition, rotationOffset, offsetPosition);
87 part1.Name = partName;
88
89 object1 = new SceneObjectGroup(part1);
90 scene.AddNewSceneObject(object1, false);
91 }
92
93 UUID asset1Id = UUID.Parse("00000000-0000-0000-0000-000000000060");
94 AssetBase asset1 = AssetHelpers.CreateAsset(asset1Id, object1);
95 scene.AssetService.Store(asset1);
96
97 // Create item
98 UUID item1Id = UUID.Parse("00000000-0000-0000-0000-000000000080");
99 InventoryItemBase item1 = new InventoryItemBase();
100 item1.Name = "My Little Dog";
101 item1.AssetID = asset1.FullID;
102 item1.ID = item1Id;
103 InventoryFolderBase objsFolder
104 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0];
105 item1.Folder = objsFolder.ID;
106 scene.AddInventoryItem(item1);
107
108 MemoryStream archiveWriteStream = new MemoryStream();
109 archiverModule.OnInventoryArchiveSaved += SaveCompleted;
110
111 // Test saving a particular path
112 mre.Reset();
113 archiverModule.ArchiveInventory(
114 Guid.NewGuid(), userFirstName, userLastName, "Objects", userPassword, archiveWriteStream);
115 mre.WaitOne(60000, false);
116
117 byte[] archive = archiveWriteStream.ToArray();
118 MemoryStream archiveReadStream = new MemoryStream(archive);
119 TarArchiveReader tar = new TarArchiveReader(archiveReadStream);
120
121 //bool gotControlFile = false;
122 bool gotObject1File = false;
123 //bool gotObject2File = false;
124 string expectedObject1FileName = InventoryArchiveWriteRequest.CreateArchiveItemName(item1);
125 string expectedObject1FilePath = string.Format(
126 "{0}{1}{2}",
127 ArchiveConstants.INVENTORY_PATH,
128 InventoryArchiveWriteRequest.CreateArchiveFolderName(objsFolder),
129 expectedObject1FileName);
130
131 string filePath;
132 TarArchiveReader.TarEntryType tarEntryType;
133
134// Console.WriteLine("Reading archive");
135
136 while (tar.ReadEntry(out filePath, out tarEntryType) != null)
137 {
138// Console.WriteLine("Got {0}", filePath);
139
140// if (ArchiveConstants.CONTROL_FILE_PATH == filePath)
141// {
142// gotControlFile = true;
143// }
144
145 if (filePath.StartsWith(ArchiveConstants.INVENTORY_PATH) && filePath.EndsWith(".xml"))
146 {
147// string fileName = filePath.Remove(0, "Objects/".Length);
148//
149// if (fileName.StartsWith(part1.Name))
150// {
151 Assert.That(expectedObject1FilePath, Is.EqualTo(filePath));
152 gotObject1File = true;
153// }
154// else if (fileName.StartsWith(part2.Name))
155// {
156// Assert.That(fileName, Is.EqualTo(expectedObject2FileName));
157// gotObject2File = true;
158// }
159 }
160 }
161
162// Assert.That(gotControlFile, Is.True, "No control file in archive");
163 Assert.That(gotObject1File, Is.True, "No item1 file in archive");
164// Assert.That(gotObject2File, Is.True, "No object2 file in archive");
165
166 // TODO: Test presence of more files and contents of files.
167 }
168
169 /// <summary>
170 /// Test loading an IAR to various different inventory paths. 54 /// Test loading an IAR to various different inventory paths.
171 /// </summary> 55 /// </summary>
172 [Test] 56 [Test]
@@ -193,7 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
193 Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1"); 77 Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1");
194 78
195 // Now try loading to a root child folder 79 // Now try loading to a root child folder
196 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, m_uaMT.PrincipalID, "xA"); 80 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, m_uaMT.PrincipalID, "xA", false);
197 MemoryStream archiveReadStream = new MemoryStream(m_iarStream.ToArray()); 81 MemoryStream archiveReadStream = new MemoryStream(m_iarStream.ToArray());
198 archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "xA", "meowfood", archiveReadStream); 82 archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "xA", "meowfood", archiveReadStream);
199 83
@@ -202,7 +86,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
202 Assert.That(foundItem2, Is.Not.Null, "Didn't find loaded item 2"); 86 Assert.That(foundItem2, Is.Not.Null, "Didn't find loaded item 2");
203 87
204 // Now try loading to a more deeply nested folder 88 // Now try loading to a more deeply nested folder
205 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, m_uaMT.PrincipalID, "xB/xC"); 89 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, m_uaMT.PrincipalID, "xB/xC", false);
206 archiveReadStream = new MemoryStream(archiveReadStream.ToArray()); 90 archiveReadStream = new MemoryStream(archiveReadStream.ToArray());
207 archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "xB/xC", "meowfood", archiveReadStream); 91 archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "xB/xC", "meowfood", archiveReadStream);
208 92
@@ -287,7 +171,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
287 item1.AssetID = asset1.FullID; 171 item1.AssetID = asset1.FullID;
288 item1.ID = item1Id; 172 item1.ID = item1Id;
289 InventoryFolderBase objsFolder 173 InventoryFolderBase objsFolder
290 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0]; 174 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, userId, "Objects")[0];
291 item1.Folder = objsFolder.ID; 175 item1.Folder = objsFolder.ID;
292 scene.AddInventoryItem(item1); 176 scene.AddInventoryItem(item1);
293 177
@@ -351,12 +235,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
351 foldersCreated, nodesLoaded); 235 foldersCreated, nodesLoaded);
352 236
353 List<InventoryFolderBase> folder1Candidates 237 List<InventoryFolderBase> folder1Candidates
354 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, ua1.PrincipalID, folder1Name); 238 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, ua1.PrincipalID, folder1Name);
355 Assert.That(folder1Candidates.Count, Is.EqualTo(1)); 239 Assert.That(folder1Candidates.Count, Is.EqualTo(1));
356 240
357 InventoryFolderBase folder1 = folder1Candidates[0]; 241 InventoryFolderBase folder1 = folder1Candidates[0];
358 List<InventoryFolderBase> folder2aCandidates 242 List<InventoryFolderBase> folder2aCandidates
359 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1, folder2aName); 243 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, folder1, folder2aName);
360 Assert.That(folder2aCandidates.Count, Is.EqualTo(1)); 244 Assert.That(folder2aCandidates.Count, Is.EqualTo(1));
361 } 245 }
362 246
@@ -368,17 +252,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
368 foldersCreated, nodesLoaded); 252 foldersCreated, nodesLoaded);
369 253
370 List<InventoryFolderBase> folder1Candidates 254 List<InventoryFolderBase> folder1Candidates
371 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, ua1.PrincipalID, folder1Name); 255 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, ua1.PrincipalID, folder1Name);
372 Assert.That(folder1Candidates.Count, Is.EqualTo(1)); 256 Assert.That(folder1Candidates.Count, Is.EqualTo(1));
373 257
374 InventoryFolderBase folder1 = folder1Candidates[0]; 258 InventoryFolderBase folder1 = folder1Candidates[0];
375 259
376 List<InventoryFolderBase> folder2aCandidates 260 List<InventoryFolderBase> folder2aCandidates
377 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1, folder2aName); 261 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, folder1, folder2aName);
378 Assert.That(folder2aCandidates.Count, Is.EqualTo(1)); 262 Assert.That(folder2aCandidates.Count, Is.EqualTo(1));
379 263
380 List<InventoryFolderBase> folder2bCandidates 264 List<InventoryFolderBase> folder2bCandidates
381 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1, folder2bName); 265 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, folder1, folder2bName);
382 Assert.That(folder2bCandidates.Count, Is.EqualTo(1)); 266 Assert.That(folder2bCandidates.Count, Is.EqualTo(1));
383 } 267 }
384 } 268 }
@@ -401,7 +285,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
401 285
402 InventoryFolderBase folder1 286 InventoryFolderBase folder1
403 = UserInventoryHelpers.CreateInventoryFolder( 287 = UserInventoryHelpers.CreateInventoryFolder(
404 scene.InventoryService, ua1.PrincipalID, folder1ExistingName); 288 scene.InventoryService, ua1.PrincipalID, folder1ExistingName, false);
405 289
406 string folder1ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder1ExistingName, UUID.Random()); 290 string folder1ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder1ExistingName, UUID.Random());
407 string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random()); 291 string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random());
@@ -414,7 +298,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
414 new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>()); 298 new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>());
415 299
416 List<InventoryFolderBase> folder1PostCandidates 300 List<InventoryFolderBase> folder1PostCandidates
417 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, ua1.PrincipalID, folder1ExistingName); 301 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, ua1.PrincipalID, folder1ExistingName);
418 Assert.That(folder1PostCandidates.Count, Is.EqualTo(2)); 302 Assert.That(folder1PostCandidates.Count, Is.EqualTo(2));
419 303
420 // FIXME: Temporarily, we're going to do something messy to make sure we pick up the created folder. 304 // FIXME: Temporarily, we're going to do something messy to make sure we pick up the created folder.
@@ -430,7 +314,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
430// Assert.That(folder1Post.ID, Is.EqualTo(folder1.ID)); 314// Assert.That(folder1Post.ID, Is.EqualTo(folder1.ID));
431 315
432 List<InventoryFolderBase> folder2PostCandidates 316 List<InventoryFolderBase> folder2PostCandidates
433 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1Post, "b"); 317 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, folder1Post, "b");
434 Assert.That(folder2PostCandidates.Count, Is.EqualTo(1)); 318 Assert.That(folder2PostCandidates.Count, Is.EqualTo(1));
435 } 319 }
436 320
@@ -452,7 +336,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
452 336
453 InventoryFolderBase folder1 337 InventoryFolderBase folder1
454 = UserInventoryHelpers.CreateInventoryFolder( 338 = UserInventoryHelpers.CreateInventoryFolder(
455 scene.InventoryService, ua1.PrincipalID, folder1ExistingName); 339 scene.InventoryService, ua1.PrincipalID, folder1ExistingName, false);
456 340
457 string folder1ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder1ExistingName, UUID.Random()); 341 string folder1ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder1ExistingName, UUID.Random());
458 string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random()); 342 string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random());
@@ -465,13 +349,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
465 new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>()); 349 new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>());
466 350
467 List<InventoryFolderBase> folder1PostCandidates 351 List<InventoryFolderBase> folder1PostCandidates
468 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, ua1.PrincipalID, folder1ExistingName); 352 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, ua1.PrincipalID, folder1ExistingName);
469 Assert.That(folder1PostCandidates.Count, Is.EqualTo(1)); 353 Assert.That(folder1PostCandidates.Count, Is.EqualTo(1));
470 Assert.That(folder1PostCandidates[0].ID, Is.EqualTo(folder1.ID)); 354 Assert.That(folder1PostCandidates[0].ID, Is.EqualTo(folder1.ID));
471 355
472 List<InventoryFolderBase> folder2PostCandidates 356 List<InventoryFolderBase> folder2PostCandidates
473 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, folder1PostCandidates[0], "b"); 357 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, folder1PostCandidates[0], "b");
474 Assert.That(folder2PostCandidates.Count, Is.EqualTo(1)); 358 Assert.That(folder2PostCandidates.Count, Is.EqualTo(1));
475 } 359 }
476 } 360 }
477} \ No newline at end of file 361}
362
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadTests.cs
new file mode 100644
index 0000000..1b521fc
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadTests.cs
@@ -0,0 +1,194 @@
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.Collections.Generic;
30using System.IO;
31using System.Reflection;
32using System.Threading;
33using NUnit.Framework;
34using OpenMetaverse;
35using OpenSim.Data;
36using OpenSim.Framework;
37using OpenSim.Framework.Serialization;
38using OpenSim.Framework.Serialization.External;
39using OpenSim.Framework.Communications;
40using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
41using OpenSim.Region.CoreModules.World.Serialiser;
42using OpenSim.Region.Framework.Scenes;
43using OpenSim.Region.Framework.Scenes.Serialization;
44using OpenSim.Services.Interfaces;
45using OpenSim.Tests.Common;
46using OpenSim.Tests.Common.Mock;
47
48namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
49{
50 [TestFixture]
51 public class InventoryArchiveLoadTests : InventoryArchiveTestCase
52 {
53 protected TestScene m_scene;
54 protected InventoryArchiverModule m_archiverModule;
55
56 [SetUp]
57 public override void SetUp()
58 {
59 base.SetUp();
60
61 SerialiserModule serialiserModule = new SerialiserModule();
62 m_archiverModule = new InventoryArchiverModule();
63
64 m_scene = new SceneHelpers().SetupScene();
65 SceneHelpers.SetupSceneModules(m_scene, serialiserModule, m_archiverModule);
66 }
67
68 [Test]
69 public void TestLoadCoalesecedItem()
70 {
71 TestHelpers.InMethod();
72// TestHelpers.EnableLogging();
73
74 UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaLL1, "password");
75 m_archiverModule.DearchiveInventory(m_uaLL1.FirstName, m_uaLL1.LastName, "/", "password", m_iarStream);
76
77 InventoryItemBase coaItem
78 = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaLL1.PrincipalID, m_coaItemName);
79
80 Assert.That(coaItem, Is.Not.Null, "Didn't find loaded item 1");
81
82 string assetXml = AssetHelpers.ReadAssetAsString(m_scene.AssetService, coaItem.AssetID);
83
84 CoalescedSceneObjects coa;
85 bool readResult = CoalescedSceneObjectsSerializer.TryFromXml(assetXml, out coa);
86
87 Assert.That(readResult, Is.True);
88 Assert.That(coa.Count, Is.EqualTo(2));
89
90 List<SceneObjectGroup> coaObjects = coa.Objects;
91 Assert.That(coaObjects[0].UUID, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000120")));
92 Assert.That(coaObjects[0].AbsolutePosition, Is.EqualTo(new Vector3(15, 30, 45)));
93
94 Assert.That(coaObjects[1].UUID, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000140")));
95 Assert.That(coaObjects[1].AbsolutePosition, Is.EqualTo(new Vector3(25, 50, 75)));
96 }
97
98 /// <summary>
99 /// Test case where a creator account exists for the creator UUID embedded in item metadata and serialized
100 /// objects.
101 /// </summary>
102 [Test]
103 public void TestLoadIarCreatorAccountPresent()
104 {
105 TestHelpers.InMethod();
106// log4net.Config.XmlConfigurator.Configure();
107
108 UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaLL1, "meowfood");
109
110 m_archiverModule.DearchiveInventory(m_uaLL1.FirstName, m_uaLL1.LastName, "/", "meowfood", m_iarStream);
111 InventoryItemBase foundItem1
112 = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaLL1.PrincipalID, m_item1Name);
113
114 Assert.That(
115 foundItem1.CreatorId, Is.EqualTo(m_uaLL1.PrincipalID.ToString()),
116 "Loaded item non-uuid creator doesn't match original");
117 Assert.That(
118 foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaLL1.PrincipalID),
119 "Loaded item uuid creator doesn't match original");
120 Assert.That(foundItem1.Owner, Is.EqualTo(m_uaLL1.PrincipalID),
121 "Loaded item owner doesn't match inventory reciever");
122
123 AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString());
124 string xmlData = Utils.BytesToString(asset1.Data);
125 SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
126
127 Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL1.PrincipalID));
128 }
129
130// /// <summary>
131// /// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where
132// /// an account exists with the same name as the creator, though not the same id.
133// /// </summary>
134// [Test]
135// public void TestLoadIarV0_1SameNameCreator()
136// {
137// TestHelpers.InMethod();
138// TestHelpers.EnableLogging();
139//
140// UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaMT, "meowfood");
141// UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaLL2, "hampshire");
142//
143// m_archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/", "meowfood", m_iarStream);
144// InventoryItemBase foundItem1
145// = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaMT.PrincipalID, m_item1Name);
146//
147// Assert.That(
148// foundItem1.CreatorId, Is.EqualTo(m_uaLL2.PrincipalID.ToString()),
149// "Loaded item non-uuid creator doesn't match original");
150// Assert.That(
151// foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaLL2.PrincipalID),
152// "Loaded item uuid creator doesn't match original");
153// Assert.That(foundItem1.Owner, Is.EqualTo(m_uaMT.PrincipalID),
154// "Loaded item owner doesn't match inventory reciever");
155//
156// AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString());
157// string xmlData = Utils.BytesToString(asset1.Data);
158// SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
159//
160// Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL2.PrincipalID));
161// }
162
163 /// <summary>
164 /// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where
165 /// the creator or an account with the creator's name does not exist within the system.
166 /// </summary>
167 [Test]
168 public void TestLoadIarV0_1AbsentCreator()
169 {
170 TestHelpers.InMethod();
171// log4net.Config.XmlConfigurator.Configure();
172
173 UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaMT, "password");
174 m_archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/", "password", m_iarStream);
175
176 InventoryItemBase foundItem1
177 = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaMT.PrincipalID, m_item1Name);
178
179 Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1");
180 Assert.That(
181 foundItem1.CreatorId, Is.EqualTo(m_uaMT.PrincipalID.ToString()),
182 "Loaded item non-uuid creator doesn't match that of the loading user");
183 Assert.That(
184 foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaMT.PrincipalID),
185 "Loaded item uuid creator doesn't match that of the loading user");
186
187 AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString());
188 string xmlData = Utils.BytesToString(asset1.Data);
189 SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
190
191 Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaMT.PrincipalID));
192 }
193 }
194} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs
index 06f6e49..5e7e24c 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs
@@ -48,7 +48,7 @@ using OpenSim.Tests.Common.Mock;
48namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests 48namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
49{ 49{
50 [TestFixture] 50 [TestFixture]
51 public class InventoryArchiverTests : InventoryArchiveTestCase 51 public class InventoryArchiveSaveTests : InventoryArchiveTestCase
52 { 52 {
53 protected TestScene m_scene; 53 protected TestScene m_scene;
54 protected InventoryArchiverModule m_archiverModule; 54 protected InventoryArchiverModule m_archiverModule;
@@ -64,36 +64,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
64 m_scene = new SceneHelpers().SetupScene(); 64 m_scene = new SceneHelpers().SetupScene();
65 SceneHelpers.SetupSceneModules(m_scene, serialiserModule, m_archiverModule); 65 SceneHelpers.SetupSceneModules(m_scene, serialiserModule, m_archiverModule);
66 } 66 }
67
68 [Test]
69 public void TestLoadCoalesecedItem()
70 {
71 TestHelpers.InMethod();
72// TestHelpers.EnableLogging();
73
74 UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaLL1, "password");
75 m_archiverModule.DearchiveInventory(m_uaLL1.FirstName, m_uaLL1.LastName, "/", "password", m_iarStream);
76
77 InventoryItemBase coaItem
78 = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaLL1.PrincipalID, m_coaItemName);
79
80 Assert.That(coaItem, Is.Not.Null, "Didn't find loaded item 1");
81
82 string assetXml = AssetHelpers.ReadAssetAsString(m_scene.AssetService, coaItem.AssetID);
83
84 CoalescedSceneObjects coa;
85 bool readResult = CoalescedSceneObjectsSerializer.TryFromXml(assetXml, out coa);
86
87 Assert.That(readResult, Is.True);
88 Assert.That(coa.Count, Is.EqualTo(2));
89
90 List<SceneObjectGroup> coaObjects = coa.Objects;
91 Assert.That(coaObjects[0].UUID, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000120")));
92 Assert.That(coaObjects[0].AbsolutePosition, Is.EqualTo(new Vector3(15, 30, 45)));
93
94 Assert.That(coaObjects[1].UUID, Is.EqualTo(UUID.Parse("00000000-0000-0000-0000-000000000140")));
95 Assert.That(coaObjects[1].AbsolutePosition, Is.EqualTo(new Vector3(25, 50, 75)));
96 }
97 67
98 /// <summary> 68 /// <summary>
99 /// Test that the IAR has the required files in the right order. 69 /// Test that the IAR has the required files in the right order.
@@ -121,6 +91,139 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
121 91
122 Assert.That(iarr.ControlFileLoaded, Is.True); 92 Assert.That(iarr.ControlFileLoaded, Is.True);
123 } 93 }
94
95 [Test]
96 public void TestSaveRootFolderToIar()
97 {
98 TestHelpers.InMethod();
99// TestHelpers.EnableLogging();
100
101 string userFirstName = "Jock";
102 string userLastName = "Stirrup";
103 string userPassword = "troll";
104 UUID userId = TestHelpers.ParseTail(0x20);
105
106 UserAccountHelpers.CreateUserWithInventory(m_scene, userFirstName, userLastName, userId, userPassword);
107
108 MemoryStream archiveWriteStream = new MemoryStream();
109 m_archiverModule.OnInventoryArchiveSaved += SaveCompleted;
110
111 mre.Reset();
112 m_archiverModule.ArchiveInventory(
113 Guid.NewGuid(), userFirstName, userLastName, "/", userPassword, archiveWriteStream);
114 mre.WaitOne(60000, false);
115
116 // Test created iar
117 byte[] archive = archiveWriteStream.ToArray();
118 MemoryStream archiveReadStream = new MemoryStream(archive);
119 TarArchiveReader tar = new TarArchiveReader(archiveReadStream);
120
121// InventoryArchiveUtils.
122 bool gotObjectsFolder = false;
123
124 string objectsFolderName
125 = string.Format(
126 "{0}{1}",
127 ArchiveConstants.INVENTORY_PATH,
128 InventoryArchiveWriteRequest.CreateArchiveFolderName(
129 UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, userId, "Objects")));
130
131 string filePath;
132 TarArchiveReader.TarEntryType tarEntryType;
133
134 while (tar.ReadEntry(out filePath, out tarEntryType) != null)
135 {
136// Console.WriteLine("Got {0}", filePath);
137
138 // Lazily, we only bother to look for the system objects folder created when we call CreateUserWithInventory()
139 // XXX: But really we need to stop all that stuff being created in tests or check for such folders
140 // more thoroughly
141 if (filePath == objectsFolderName)
142 gotObjectsFolder = true;
143 }
144
145 Assert.That(gotObjectsFolder, Is.True);
146 }
147
148 [Test]
149 public void TestSaveNonRootFolderToIar()
150 {
151 TestHelpers.InMethod();
152// TestHelpers.EnableLogging();
153
154 string userFirstName = "Jock";
155 string userLastName = "Stirrup";
156 string userPassword = "troll";
157 UUID userId = TestHelpers.ParseTail(0x20);
158
159 UserAccountHelpers.CreateUserWithInventory(m_scene, userFirstName, userLastName, userId, userPassword);
160
161 // Create base folder
162 InventoryFolderBase f1
163 = UserInventoryHelpers.CreateInventoryFolder(m_scene.InventoryService, userId, "f1", true);
164
165 // Create item1
166 SceneObjectGroup so1 = SceneHelpers.CreateSceneObject(1, userId, "My Little Dog Object", 0x5);
167 InventoryItemBase i1 = UserInventoryHelpers.AddInventoryItem(m_scene, so1, 0x50, 0x60, "f1");
168
169 // Create embedded folder
170 InventoryFolderBase f1_1
171 = UserInventoryHelpers.CreateInventoryFolder(m_scene.InventoryService, userId, "f1/f1.1", true);
172
173 // Create embedded item
174 SceneObjectGroup so1_1 = SceneHelpers.CreateSceneObject(1, userId, "My Little Cat Object", 0x6);
175 InventoryItemBase i2 = UserInventoryHelpers.AddInventoryItem(m_scene, so1_1, 0x500, 0x600, "f1/f1.1");
176
177 MemoryStream archiveWriteStream = new MemoryStream();
178 m_archiverModule.OnInventoryArchiveSaved += SaveCompleted;
179
180 mre.Reset();
181 m_archiverModule.ArchiveInventory(
182 Guid.NewGuid(), userFirstName, userLastName, "f1", userPassword, archiveWriteStream);
183 mre.WaitOne(60000, false);
184
185 // Test created iar
186 byte[] archive = archiveWriteStream.ToArray();
187 MemoryStream archiveReadStream = new MemoryStream(archive);
188 TarArchiveReader tar = new TarArchiveReader(archiveReadStream);
189
190// InventoryArchiveUtils.
191 bool gotf1 = false, gotf1_1 = false, gotso1 = false, gotso2 = false;
192
193 string f1FileName
194 = string.Format("{0}{1}", ArchiveConstants.INVENTORY_PATH, InventoryArchiveWriteRequest.CreateArchiveFolderName(f1));
195 string f1_1FileName
196 = string.Format("{0}{1}", f1FileName, InventoryArchiveWriteRequest.CreateArchiveFolderName(f1_1));
197 string so1FileName
198 = string.Format("{0}{1}", f1FileName, InventoryArchiveWriteRequest.CreateArchiveItemName(i1));
199 string so2FileName
200 = string.Format("{0}{1}", f1_1FileName, InventoryArchiveWriteRequest.CreateArchiveItemName(i2));
201
202 string filePath;
203 TarArchiveReader.TarEntryType tarEntryType;
204
205 while (tar.ReadEntry(out filePath, out tarEntryType) != null)
206 {
207// Console.WriteLine("Got {0}", filePath);
208
209 if (filePath == f1FileName)
210 gotf1 = true;
211 else if (filePath == f1_1FileName)
212 gotf1_1 = true;
213 else if (filePath == so1FileName)
214 gotso1 = true;
215 else if (filePath == so2FileName)
216 gotso2 = true;
217 }
218
219// Assert.That(gotControlFile, Is.True, "No control file in archive");
220 Assert.That(gotf1, Is.True);
221 Assert.That(gotf1_1, Is.True);
222 Assert.That(gotso1, Is.True);
223 Assert.That(gotso2, Is.True);
224
225 // TODO: Test presence of more files and contents of files.
226 }
124 227
125 /// <summary> 228 /// <summary>
126 /// Test saving a single inventory item to an IAR 229 /// Test saving a single inventory item to an IAR
@@ -155,7 +258,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
155 item1.AssetID = asset1.FullID; 258 item1.AssetID = asset1.FullID;
156 item1.ID = item1Id; 259 item1.ID = item1Id;
157 InventoryFolderBase objsFolder 260 InventoryFolderBase objsFolder
158 = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, userId, "Objects")[0]; 261 = InventoryArchiveUtils.FindFoldersByPath(m_scene.InventoryService, userId, "Objects")[0];
159 item1.Folder = objsFolder.ID; 262 item1.Folder = objsFolder.ID;
160 m_scene.AddInventoryItem(item1); 263 m_scene.AddInventoryItem(item1);
161 264
@@ -250,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
250 item1.AssetID = asset1.FullID; 353 item1.AssetID = asset1.FullID;
251 item1.ID = item1Id; 354 item1.ID = item1Id;
252 InventoryFolderBase objsFolder 355 InventoryFolderBase objsFolder
253 = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, userId, "Objects")[0]; 356 = InventoryArchiveUtils.FindFoldersByPath(m_scene.InventoryService, userId, "Objects")[0];
254 item1.Folder = objsFolder.ID; 357 item1.Folder = objsFolder.ID;
255 m_scene.AddInventoryItem(item1); 358 m_scene.AddInventoryItem(item1);
256 359
@@ -317,101 +420,5 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
317 420
318 // TODO: Test presence of more files and contents of files. 421 // TODO: Test presence of more files and contents of files.
319 } 422 }
320
321 /// <summary>
322 /// Test case where a creator account exists for the creator UUID embedded in item metadata and serialized
323 /// objects.
324 /// </summary>
325 [Test]
326 public void TestLoadIarCreatorAccountPresent()
327 {
328 TestHelpers.InMethod();
329// log4net.Config.XmlConfigurator.Configure();
330
331 UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaLL1, "meowfood");
332
333 m_archiverModule.DearchiveInventory(m_uaLL1.FirstName, m_uaLL1.LastName, "/", "meowfood", m_iarStream);
334 InventoryItemBase foundItem1
335 = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaLL1.PrincipalID, m_item1Name);
336
337 Assert.That(
338 foundItem1.CreatorId, Is.EqualTo(m_uaLL1.PrincipalID.ToString()),
339 "Loaded item non-uuid creator doesn't match original");
340 Assert.That(
341 foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaLL1.PrincipalID),
342 "Loaded item uuid creator doesn't match original");
343 Assert.That(foundItem1.Owner, Is.EqualTo(m_uaLL1.PrincipalID),
344 "Loaded item owner doesn't match inventory reciever");
345
346 AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString());
347 string xmlData = Utils.BytesToString(asset1.Data);
348 SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
349
350 Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL1.PrincipalID));
351 }
352
353// /// <summary>
354// /// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where
355// /// an account exists with the same name as the creator, though not the same id.
356// /// </summary>
357// [Test]
358// public void TestLoadIarV0_1SameNameCreator()
359// {
360// TestHelpers.InMethod();
361// TestHelpers.EnableLogging();
362//
363// UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaMT, "meowfood");
364// UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaLL2, "hampshire");
365//
366// m_archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/", "meowfood", m_iarStream);
367// InventoryItemBase foundItem1
368// = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaMT.PrincipalID, m_item1Name);
369//
370// Assert.That(
371// foundItem1.CreatorId, Is.EqualTo(m_uaLL2.PrincipalID.ToString()),
372// "Loaded item non-uuid creator doesn't match original");
373// Assert.That(
374// foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaLL2.PrincipalID),
375// "Loaded item uuid creator doesn't match original");
376// Assert.That(foundItem1.Owner, Is.EqualTo(m_uaMT.PrincipalID),
377// "Loaded item owner doesn't match inventory reciever");
378//
379// AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString());
380// string xmlData = Utils.BytesToString(asset1.Data);
381// SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
382//
383// Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaLL2.PrincipalID));
384// }
385
386 /// <summary>
387 /// Test loading a V0.1 OpenSim Inventory Archive (subject to change since there is no fixed format yet) where
388 /// the creator or an account with the creator's name does not exist within the system.
389 /// </summary>
390 [Test]
391 public void TestLoadIarV0_1AbsentCreator()
392 {
393 TestHelpers.InMethod();
394// log4net.Config.XmlConfigurator.Configure();
395
396 UserAccountHelpers.CreateUserWithInventory(m_scene, m_uaMT, "password");
397 m_archiverModule.DearchiveInventory(m_uaMT.FirstName, m_uaMT.LastName, "/", "password", m_iarStream);
398
399 InventoryItemBase foundItem1
400 = InventoryArchiveUtils.FindItemByPath(m_scene.InventoryService, m_uaMT.PrincipalID, m_item1Name);
401
402 Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1");
403 Assert.That(
404 foundItem1.CreatorId, Is.EqualTo(m_uaMT.PrincipalID.ToString()),
405 "Loaded item non-uuid creator doesn't match that of the loading user");
406 Assert.That(
407 foundItem1.CreatorIdAsUuid, Is.EqualTo(m_uaMT.PrincipalID),
408 "Loaded item uuid creator doesn't match that of the loading user");
409
410 AssetBase asset1 = m_scene.AssetService.Get(foundItem1.AssetID.ToString());
411 string xmlData = Utils.BytesToString(asset1.Data);
412 SceneObjectGroup sog1 = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
413
414 Assert.That(sog1.RootPart.CreatorID, Is.EqualTo(m_uaMT.PrincipalID));
415 }
416 } 423 }
417} \ No newline at end of file 424} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 4cfa33d..ae58dfd 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -316,76 +316,74 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
316 } 316 }
317 } 317 }
318 318
319 // Disabled for now as it looks like http://opensimulator.org/mantis/view.php?id=6311 was fixed by fixes 319 // XXX: This code was placed here to try and accomodate RLV which moves given folders named #RLV/~<name>
320 // to inventory folder versioning allowing the viewer to move the received folder itself as happens on the 320 // to the requested folder, which in this case is #RLV. However, it is the viewer that appears to be
321 // LL grid. Doing it again server-side then wrongly does a second create and move 321 // response from renaming the #RLV/~example folder to ~example. For some reason this is not yet
322// // XXX: This code was placed here to try and accomdate RLV which moves given folders named #RLV/~<name> 322 // happening, possibly because we are not sending the correct inventory update messages with the correct
323// // to a folder called name in #RLV. However, this approach may not be ultimately correct - from analysis 323 // transaction IDs
324// // of Firestorm 4.2.2 on sending an InventoryOffered instead of TaskInventoryOffered (as was previously 324 else if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
325// // done), the viewer itself would appear to move and rename the folder, rather than the simulator doing it here. 325 {
326// else if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted) 326 UUID destinationFolderID = UUID.Zero;
327// { 327
328// UUID destinationFolderID = UUID.Zero; 328 if (im.binaryBucket != null && im.binaryBucket.Length >= 16)
329// 329 {
330// if (im.binaryBucket != null && im.binaryBucket.Length >= 16) 330 destinationFolderID = new UUID(im.binaryBucket, 0);
331// { 331 }
332// destinationFolderID = new UUID(im.binaryBucket, 0); 332
333// } 333 if (destinationFolderID != UUID.Zero)
334// 334 {
335// if (destinationFolderID != UUID.Zero) 335 InventoryFolderBase destinationFolder = new InventoryFolderBase(destinationFolderID, client.AgentId);
336// { 336 if (destinationFolder == null)
337// InventoryFolderBase destinationFolder = new InventoryFolderBase(destinationFolderID, client.AgentId); 337 {
338// if (destinationFolder == null) 338 m_log.WarnFormat(
339// { 339 "[INVENTORY TRANSFER]: TaskInventoryAccepted message from {0} in {1} specified folder {2} which does not exist",
340// m_log.WarnFormat( 340 client.Name, scene.Name, destinationFolderID);
341// "[INVENTORY TRANSFER]: TaskInventoryAccepted message from {0} in {1} specified folder {2} which does not exist", 341
342// client.Name, scene.Name, destinationFolderID); 342 return;
343// 343 }
344// return; 344
345// } 345 IInventoryService invService = scene.InventoryService;
346// 346
347// IInventoryService invService = scene.InventoryService; 347 UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
348// 348
349// UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip 349 InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId);
350// 350 item = invService.GetItem(item);
351// InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId); 351 InventoryFolderBase folder = null;
352// item = invService.GetItem(item); 352 UUID? previousParentFolderID = null;
353// InventoryFolderBase folder = null; 353
354// UUID? previousParentFolderID = null; 354 if (item != null) // It's an item
355// 355 {
356// if (item != null) // It's an item 356 previousParentFolderID = item.Folder;
357// { 357 item.Folder = destinationFolderID;
358// previousParentFolderID = item.Folder; 358
359// item.Folder = destinationFolderID; 359 invService.DeleteItems(item.Owner, new List<UUID>() { item.ID });
360// 360 scene.AddInventoryItem(client, item);
361// invService.DeleteItems(item.Owner, new List<UUID>() { item.ID }); 361 }
362// scene.AddInventoryItem(client, item); 362 else
363// } 363 {
364// else 364 folder = new InventoryFolderBase(inventoryID, client.AgentId);
365// { 365 folder = invService.GetFolder(folder);
366// folder = new InventoryFolderBase(inventoryID, client.AgentId); 366
367// folder = invService.GetFolder(folder); 367 if (folder != null) // It's a folder
368// 368 {
369// if (folder != null) // It's a folder 369 previousParentFolderID = folder.ParentID;
370// { 370 folder.ParentID = destinationFolderID;
371// previousParentFolderID = folder.ParentID; 371 invService.MoveFolder(folder);
372// folder.ParentID = destinationFolderID; 372 }
373// invService.MoveFolder(folder); 373 }
374// } 374
375// } 375 // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code).
376// 376 if (previousParentFolderID != null)
377// // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code). 377 {
378// if (previousParentFolderID != null) 378 InventoryFolderBase previousParentFolder
379// { 379 = new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId);
380// InventoryFolderBase previousParentFolder 380 previousParentFolder = invService.GetFolder(previousParentFolder);
381// = new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId); 381 scene.SendInventoryUpdate(client, previousParentFolder, true, true);
382// previousParentFolder = invService.GetFolder(previousParentFolder); 382
383// scene.SendInventoryUpdate(client, previousParentFolder, true, true); 383 scene.SendInventoryUpdate(client, destinationFolder, true, true);
384// 384 }
385// scene.SendInventoryUpdate(client, destinationFolder, true, true); 385 }
386// } 386 }
387// }
388// }
389 else if ( 387 else if (
390 im.dialog == (byte)InstantMessageDialog.InventoryDeclined 388 im.dialog == (byte)InstantMessageDialog.InventoryDeclined
391 || im.dialog == (byte)InstantMessageDialog.TaskInventoryDeclined) 389 || im.dialog == (byte)InstantMessageDialog.TaskInventoryDeclined)
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs
index 232a4fe..6c9fd86 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs
@@ -65,7 +65,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
65 { 65 {
66 m_Enabled = true; 66 m_Enabled = true;
67 67
68 m_ThisGridURL = config.Configs["Messaging"].GetString("Gatekeeper", string.Empty); 68 m_ThisGridURL = Util.GetConfigVarFromSections<string>(config, "GatekeeperURI",
69 new string[] { "Startup", "Hypergrid", "Messaging" }, String.Empty);
70 // Legacy. Remove soon!
71 m_ThisGridURL = config.Configs["Messaging"].GetString("Gatekeeper", m_ThisGridURL);
69 m_log.DebugFormat("[LURE MODULE]: {0} enabled", Name); 72 m_log.DebugFormat("[LURE MODULE]: {0} enabled", Name);
70 } 73 }
71 } 74 }
diff --git a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs
new file mode 100644
index 0000000..1f1568f
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DAExampleModule.cs
@@ -0,0 +1,119 @@
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.Collections.Generic;
30using System.Reflection;
31using log4net;
32using Mono.Addins;
33using Nini.Config;
34using OpenMetaverse;
35using OpenMetaverse.Packets;
36using OpenMetaverse.StructuredData;
37using OpenSim.Framework;
38using OpenSim.Region.Framework;
39using OpenSim.Region.Framework.Interfaces;
40using OpenSim.Region.Framework.Scenes;
41
42namespace OpenSim.Region.CoreModules.Framework.DynamicAttributes.DAExampleModule
43{
44 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DAExampleModule")]
45 public class DAExampleModule : INonSharedRegionModule
46 {
47// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private static readonly bool ENABLED = false; // enable for testing
50
51 public const string DANamespace = "DAExample Module";
52
53 protected Scene m_scene;
54 protected IDialogModule m_dialogMod;
55
56 public string Name { get { return "DAExample Module"; } }
57 public Type ReplaceableInterface { get { return null; } }
58
59 public void Initialise(IConfigSource source) {}
60
61 public void AddRegion(Scene scene)
62 {
63 if (ENABLED)
64 {
65 m_scene = scene;
66 m_scene.EventManager.OnSceneGroupMove += OnSceneGroupMove;
67 m_dialogMod = m_scene.RequestModuleInterface<IDialogModule>();
68 }
69 }
70
71 public void RemoveRegion(Scene scene)
72 {
73 if (ENABLED)
74 {
75 m_scene.EventManager.OnSceneGroupMove -= OnSceneGroupMove;
76 }
77 }
78
79 public void RegionLoaded(Scene scene) {}
80
81 public void Close()
82 {
83 RemoveRegion(m_scene);
84 }
85
86 protected bool OnSceneGroupMove(UUID groupId, Vector3 delta)
87 {
88 OSDMap attrs = null;
89 SceneObjectPart sop = m_scene.GetSceneObjectPart(groupId);
90
91 if (sop == null)
92 return true;
93
94 if (!sop.DynAttrs.TryGetValue(DANamespace, out attrs))
95 attrs = new OSDMap();
96
97 OSDInteger newValue;
98
99 // We have to lock on the entire dynamic attributes map to avoid race conditions with serialization code.
100 lock (sop.DynAttrs)
101 {
102 if (!attrs.ContainsKey("moves"))
103 newValue = new OSDInteger(1);
104 else
105 newValue = new OSDInteger(attrs["moves"].AsInteger() + 1);
106
107 attrs["moves"] = newValue;
108
109 sop.DynAttrs[DANamespace] = attrs;
110 }
111
112 sop.ParentGroup.HasGroupChanged = true;
113
114 m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", sop.Name, sop.UUID, newValue));
115
116 return true;
117 }
118 }
119} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs
new file mode 100644
index 0000000..650aa35
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Framework/DynamicAttributes/DOExampleModule.cs
@@ -0,0 +1,139 @@
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.Collections.Generic;
30using System.Reflection;
31using log4net;
32using Mono.Addins;
33using Nini.Config;
34using OpenMetaverse;
35using OpenMetaverse.Packets;
36using OpenMetaverse.StructuredData;
37using OpenSim.Framework;
38using OpenSim.Region.Framework;
39using OpenSim.Region.CoreModules.Framework.DynamicAttributes.DAExampleModule;
40using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.Framework.Scenes;
42
43namespace OpenSim.Region.Framework.DynamicAttributes.DOExampleModule
44{
45 /// <summary>
46 /// Example module for experimenting with and demonstrating dynamic object ideas.
47 /// </summary>
48 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DOExampleModule")]
49 public class DOExampleModule : INonSharedRegionModule
50 {
51 public class MyObject
52 {
53 public int Moves { get; set; }
54
55 public MyObject(int moves)
56 {
57 Moves = moves;
58 }
59 }
60
61 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
62
63 private static readonly bool ENABLED = false; // enable for testing
64
65 private Scene m_scene;
66 private IDialogModule m_dialogMod;
67
68 public string Name { get { return "DOExample Module"; } }
69 public Type ReplaceableInterface { get { return null; } }
70
71 public void Initialise(IConfigSource source) {}
72
73 public void AddRegion(Scene scene)
74 {
75 if (ENABLED)
76 {
77 m_scene = scene;
78 m_scene.EventManager.OnObjectAddedToScene += OnObjectAddedToScene;
79 m_scene.EventManager.OnSceneGroupMove += OnSceneGroupMove;
80 m_dialogMod = m_scene.RequestModuleInterface<IDialogModule>();
81 }
82 }
83
84 public void RemoveRegion(Scene scene)
85 {
86 if (ENABLED)
87 {
88 m_scene.EventManager.OnSceneGroupMove -= OnSceneGroupMove;
89 }
90 }
91
92 public void RegionLoaded(Scene scene) {}
93
94 public void Close()
95 {
96 RemoveRegion(m_scene);
97 }
98
99 private void OnObjectAddedToScene(SceneObjectGroup so)
100 {
101 SceneObjectPart rootPart = so.RootPart;
102
103 OSDMap attrs;
104
105 int movesSoFar = 0;
106
107// Console.WriteLine("Here for {0}", so.Name);
108
109 if (rootPart.DynAttrs.TryGetValue(DAExampleModule.DANamespace, out attrs))
110 {
111 movesSoFar = attrs["moves"].AsInteger();
112
113 m_log.DebugFormat(
114 "[DO EXAMPLE MODULE]: Found saved moves {0} for {1} in {2}", movesSoFar, so.Name, m_scene.Name);
115 }
116
117 rootPart.DynObjs.Add(Name, new MyObject(movesSoFar));
118 }
119
120 private bool OnSceneGroupMove(UUID groupId, Vector3 delta)
121 {
122 SceneObjectGroup so = m_scene.GetSceneObjectGroup(groupId);
123
124 if (so == null)
125 return true;
126
127 object rawObj = so.RootPart.DynObjs.Get(Name);
128
129 if (rawObj != null)
130 {
131 MyObject myObj = (MyObject)rawObj;
132
133 m_dialogMod.SendGeneralAlert(string.Format("{0} {1} moved {2} times", so.Name, so.UUID, ++myObj.Moves));
134 }
135
136 return true;
137 }
138 }
139} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index ac4d93d..25334b9 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -66,6 +66,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
66 /// </summary> 66 /// </summary>
67 public bool WaitForAgentArrivedAtDestination { get; set; } 67 public bool WaitForAgentArrivedAtDestination { get; set; }
68 68
69 /// <summary>
70 /// If true then we ask the viewer to disable teleport cancellation and ignore teleport requests.
71 /// </summary>
72 /// <remarks>
73 /// This is useful in situations where teleport is very likely to always succeed and we want to avoid a
74 /// situation where avatars can be come 'stuck' due to a failed teleport cancellation. Unfortunately, the
75 /// nature of the teleport protocol makes it extremely difficult (maybe impossible) to make teleport
76 /// cancellation consistently suceed.
77 /// </remarks>
78 public bool DisableInterRegionTeleportCancellation { get; set; }
79
69 protected bool m_Enabled = false; 80 protected bool m_Enabled = false;
70 81
71 public Scene Scene { get; private set; } 82 public Scene Scene { get; private set; }
@@ -116,6 +127,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
116 IConfig transferConfig = source.Configs["EntityTransfer"]; 127 IConfig transferConfig = source.Configs["EntityTransfer"];
117 if (transferConfig != null) 128 if (transferConfig != null)
118 { 129 {
130 DisableInterRegionTeleportCancellation
131 = transferConfig.GetBoolean("DisableInterRegionTeleportCancellation", false);
132
119 WaitForAgentArrivedAtDestination 133 WaitForAgentArrivedAtDestination
120 = transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault); 134 = transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
121 135
@@ -150,6 +164,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
150 { 164 {
151 client.OnTeleportHomeRequest += TriggerTeleportHome; 165 client.OnTeleportHomeRequest += TriggerTeleportHome;
152 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 166 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
167
168 if (!DisableInterRegionTeleportCancellation)
169 client.OnTeleportCancel += OnClientCancelTeleport;
170
171 client.OnConnectionClosed += OnConnectionClosed;
153 } 172 }
154 173
155 public virtual void Close() {} 174 public virtual void Close() {}
@@ -168,6 +187,26 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
168 187
169 #region Agent Teleports 188 #region Agent Teleports
170 189
190 private void OnConnectionClosed(IClientAPI client)
191 {
192 if (client.IsLoggingOut)
193 {
194 m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Aborting);
195
196 m_log.DebugFormat(
197 "[ENTITY TRANSFER MODULE]: Aborted teleport request from {0} in {1} due to simultaneous logout",
198 client.Name, Scene.Name);
199 }
200 }
201
202 private void OnClientCancelTeleport(IClientAPI client)
203 {
204 m_entityTransferStateMachine.UpdateInTransit(client.AgentId, AgentTransferState.Cancelling);
205
206 m_log.DebugFormat(
207 "[ENTITY TRANSFER MODULE]: Received teleport cancel request from {0} in {1}", client.Name, Scene.Name);
208 }
209
171 public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags) 210 public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
172 { 211 {
173 if (sp.Scene.Permissions.IsGridGod(sp.UUID)) 212 if (sp.Scene.Permissions.IsGridGod(sp.UUID))
@@ -179,13 +218,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
179 if (!sp.Scene.Permissions.CanTeleport(sp.UUID)) 218 if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
180 return; 219 return;
181 220
182 // Reset animations; the viewer does that in teleports.
183 sp.Animator.ResetAnimations();
184
185 string destinationRegionName = "(not found)"; 221 string destinationRegionName = "(not found)";
186 222
223 // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
224 // of whether the destination region completes the teleport.
225 if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
226 {
227 m_log.DebugFormat(
228 "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2}@{3} - agent is already in transit.",
229 sp.Name, sp.UUID, position, regionHandle);
230
231 return;
232 }
233
187 try 234 try
188 { 235 {
236 // Reset animations; the viewer does that in teleports.
237 sp.Animator.ResetAnimations();
238
189 if (regionHandle == sp.Scene.RegionInfo.RegionHandle) 239 if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
190 { 240 {
191 destinationRegionName = sp.Scene.RegionInfo.RegionName; 241 destinationRegionName = sp.Scene.RegionInfo.RegionName;
@@ -194,12 +244,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
194 } 244 }
195 else // Another region possibly in another simulator 245 else // Another region possibly in another simulator
196 { 246 {
197 GridRegion finalDestination; 247 GridRegion finalDestination = null;
198 TeleportAgentToDifferentRegion( 248 try
199 sp, regionHandle, position, lookAt, teleportFlags, out finalDestination); 249 {
200 250 TeleportAgentToDifferentRegion(
201 if (finalDestination != null) 251 sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);
202 destinationRegionName = finalDestination.RegionName; 252 }
253 finally
254 {
255 if (finalDestination != null)
256 destinationRegionName = finalDestination.RegionName;
257 }
203 } 258 }
204 } 259 }
205 catch (Exception e) 260 catch (Exception e)
@@ -209,11 +264,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
209 sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName, 264 sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
210 e.Message, e.StackTrace); 265 e.Message, e.StackTrace);
211 266
212 // Make sure that we clear the in-transit flag so that future teleport attempts don't always fail.
213 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
214
215 sp.ControllingClient.SendTeleportFailed("Internal error"); 267 sp.ControllingClient.SendTeleportFailed("Internal error");
216 } 268 }
269 finally
270 {
271 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
272 }
217 } 273 }
218 274
219 /// <summary> 275 /// <summary>
@@ -229,15 +285,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
229 "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}", 285 "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
230 sp.Name, position, sp.Scene.RegionInfo.RegionName); 286 sp.Name, position, sp.Scene.RegionInfo.RegionName);
231 287
232 if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
233 {
234 m_log.DebugFormat(
235 "[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.",
236 sp.Name, sp.UUID, position);
237
238 return;
239 }
240
241 // Teleport within the same region 288 // Teleport within the same region
242 if (IsOutsideRegion(sp.Scene, position) || position.Z < 0) 289 if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
243 { 290 {
@@ -286,7 +333,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
286 } 333 }
287 334
288 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); 335 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
289 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
290 } 336 }
291 337
292 /// <summary> 338 /// <summary>
@@ -340,7 +386,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
340 // 386 //
341 // This is it 387 // This is it
342 // 388 //
343 DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags); 389 DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
344 // 390 //
345 // 391 //
346 // 392 //
@@ -395,27 +441,54 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
395 && Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance; 441 && Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance;
396 } 442 }
397 443
444 /// <summary>
445 /// Wraps DoTeleportInternal() and manages the transfer state.
446 /// </summary>
398 public void DoTeleport( 447 public void DoTeleport(
399 ScenePresence sp, GridRegion reg, GridRegion finalDestination, 448 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
400 Vector3 position, Vector3 lookAt, uint teleportFlags) 449 Vector3 position, Vector3 lookAt, uint teleportFlags)
401 { 450 {
402 // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection 451 // Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
403 // of whether the destination region completes the teleport. 452 // of whether the destination region completes the teleport.
404 m_entityTransferStateMachine.SetInTransit(sp.UUID); 453 if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
405// if (!m_entityTransferStateMachine.SetInTransit(sp.UUID)) 454 {
406// { 455 m_log.DebugFormat(
407// m_log.DebugFormat( 456 "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.",
408// "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.", 457 sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
409// sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
410//
411// return;
412// }
413 458
414 if (reg == null || finalDestination == null) 459 return;
460 }
461
462 try
463 {
464 DoTeleportInternal(sp, reg, finalDestination, position, lookAt, teleportFlags);
465 }
466 catch (Exception e)
467 {
468 m_log.ErrorFormat(
469 "[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
470 sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, finalDestination.RegionName,
471 e.Message, e.StackTrace);
472
473 sp.ControllingClient.SendTeleportFailed("Internal error");
474 }
475 finally
415 { 476 {
416 sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
417 m_entityTransferStateMachine.ResetFromTransit(sp.UUID); 477 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
478 }
479 }
418 480
481 /// <summary>
482 /// Teleports the agent to another region.
483 /// This method doesn't manage the transfer state; the caller must do that.
484 /// </summary>
485 private void DoTeleportInternal(
486 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
487 Vector3 position, Vector3 lookAt, uint teleportFlags)
488 {
489 if (reg == null || finalDestination == null)
490 {
491 sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
419 return; 492 return;
420 } 493 }
421 494
@@ -435,8 +508,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
435 sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY, 508 sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
436 MaxTransferDistance)); 509 MaxTransferDistance));
437 510
438 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
439
440 return; 511 return;
441 } 512 }
442 513
@@ -454,7 +525,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
454 if (endPoint == null || endPoint.Address == null) 525 if (endPoint == null || endPoint.Address == null)
455 { 526 {
456 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); 527 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
457 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
458 528
459 return; 529 return;
460 } 530 }
@@ -464,19 +534,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
464 "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.", 534 "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.",
465 sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName); 535 sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName);
466 536
467// if (!sp.ValidateAttachments())
468// {
469// sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
470// return;
471// }
472
473 string reason; 537 string reason;
474 string version; 538 string version;
475 if (!Scene.SimulationService.QueryAccess( 539 if (!Scene.SimulationService.QueryAccess(
476 finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) 540 finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
477 { 541 {
478 sp.ControllingClient.SendTeleportFailed(reason); 542 sp.ControllingClient.SendTeleportFailed(reason);
479 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
480 543
481 m_log.DebugFormat( 544 m_log.DebugFormat(
482 "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}", 545 "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
@@ -494,6 +557,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
494 else if (sp.Flying) 557 else if (sp.Flying)
495 teleportFlags |= (uint)TeleportFlags.IsFlying; 558 teleportFlags |= (uint)TeleportFlags.IsFlying;
496 559
560 if (DisableInterRegionTeleportCancellation)
561 teleportFlags |= (uint)TeleportFlags.DisableCancel;
562
497 // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to 563 // At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
498 // the viewer. However, it might mean that the viewer does not see the black teleport screen (untested). 564 // the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
499 sp.ControllingClient.SendTeleportStart(teleportFlags); 565 sp.ControllingClient.SendTeleportStart(teleportFlags);
@@ -530,11 +596,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
530 } 596 }
531 597
532 // Let's create an agent there if one doesn't exist yet. 598 // Let's create an agent there if one doesn't exist yet.
599 // NOTE: logout will always be false for a non-HG teleport.
533 bool logout = false; 600 bool logout = false;
534 if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) 601 if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
535 { 602 {
536 sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason)); 603 sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
537 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
538 604
539 m_log.DebugFormat( 605 m_log.DebugFormat(
540 "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}", 606 "[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
@@ -543,6 +609,23 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
543 return; 609 return;
544 } 610 }
545 611
612 if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
613 {
614 m_log.DebugFormat(
615 "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after CreateAgent on client request",
616 sp.Name, finalDestination.RegionName, sp.Scene.Name);
617
618 return;
619 }
620 else if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
621 {
622 m_log.DebugFormat(
623 "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after CreateAgent due to previous client close.",
624 sp.Name, finalDestination.RegionName, sp.Scene.Name);
625
626 return;
627 }
628
546 // Past this point we have to attempt clean up if the teleport fails, so update transfer state. 629 // Past this point we have to attempt clean up if the teleport fails, so update transfer state.
547 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); 630 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
548 631
@@ -564,11 +647,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
564 647
565 if (m_eqModule != null) 648 if (m_eqModule != null)
566 { 649 {
650 // The EnableSimulator message makes the client establish a connection with the destination
651 // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
652 // correct circuit code.
567 m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); 653 m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
568 654
569 // ES makes the client send a UseCircuitCode message to the destination, 655 // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination
570 // which triggers a bunch of things there. 656 // simulator to confirm that it has established communication with the viewer.
571 // So let's wait
572 Thread.Sleep(200); 657 Thread.Sleep(200);
573 658
574 // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears 659 // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
@@ -579,6 +664,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
579 } 664 }
580 else 665 else
581 { 666 {
667 // XXX: This is a little misleading since we're information the client of its avatar destination,
668 // which may or may not be a neighbour region of the source region. This path is probably little
669 // used anyway (with EQ being the one used). But it is currently being used for test code.
582 sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); 670 sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
583 } 671 }
584 } 672 }
@@ -596,23 +684,60 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
596 684
597 //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent..."); 685 //sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");
598 686
687 // We will check for an abort before UpdateAgent since UpdateAgent will require an active viewer to
688 // establish th econnection to the destination which makes it return true.
689 if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
690 {
691 m_log.DebugFormat(
692 "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} before UpdateAgent",
693 sp.Name, finalDestination.RegionName, sp.Scene.Name);
694
695 return;
696 }
697
698 // A common teleport failure occurs when we can send CreateAgent to the
699 // destination region but the viewer cannot establish the connection (e.g. due to network issues between
700 // the viewer and the destination). In this case, UpdateAgent timesout after 10 seconds, although then
701 // there's a further 10 second wait whilst we attempt to tell the destination to delete the agent in Fail().
599 if (!UpdateAgent(reg, finalDestination, agent, sp)) 702 if (!UpdateAgent(reg, finalDestination, agent, sp))
600 { 703 {
601 // Region doesn't take it 704 if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
705 {
706 m_log.DebugFormat(
707 "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after UpdateAgent due to previous client close.",
708 sp.Name, finalDestination.RegionName, sp.Scene.Name);
709
710 return;
711 }
712
602 m_log.WarnFormat( 713 m_log.WarnFormat(
603 "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Returning avatar to source region.", 714 "[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Keeping avatar in source region.",
604 sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); 715 sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
605 716
606 Fail(sp, finalDestination, logout); 717 Fail(sp, finalDestination, logout, "Connection between viewer and destination region could not be established.");
607 return; 718 return;
608 } 719 }
609 720
610 sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest"); 721 if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Cancelling)
722 {
723 m_log.DebugFormat(
724 "[ENTITY TRANSFER MODULE]: Cancelled teleport of {0} to {1} from {2} after UpdateAgent on client request",
725 sp.Name, finalDestination.RegionName, sp.Scene.Name);
726
727 CleanupFailedInterRegionTeleport(sp, finalDestination);
728
729 return;
730 }
611 731
612 m_log.DebugFormat( 732 m_log.DebugFormat(
613 "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", 733 "[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
614 capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); 734 capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
615 735
736 // We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
737 // where that neighbour simulator could otherwise request a child agent create on the source which then
738 // closes our existing agent which is still signalled as root.
739 sp.IsChildAgent = true;
740
616 if (m_eqModule != null) 741 if (m_eqModule != null)
617 { 742 {
618 m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID); 743 m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
@@ -623,19 +748,25 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
623 teleportFlags, capsPath); 748 teleportFlags, capsPath);
624 } 749 }
625 750
626 // Let's set this to true tentatively. This does not trigger OnChildAgent
627 sp.IsChildAgent = true;
628
629 // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which 751 // TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
630 // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation 752 // trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
631 // that the client contacted the destination before we close things here. 753 // that the client contacted the destination before we close things here.
632 if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID)) 754 if (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(sp.UUID))
633 { 755 {
756 if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)
757 {
758 m_log.DebugFormat(
759 "[ENTITY TRANSFER MODULE]: Aborted teleport of {0} to {1} from {2} after WaitForAgentArrivedAtDestination due to previous client close.",
760 sp.Name, finalDestination.RegionName, sp.Scene.Name);
761
762 return;
763 }
764
634 m_log.WarnFormat( 765 m_log.WarnFormat(
635 "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.", 766 "[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.",
636 sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName); 767 sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
637 768
638 Fail(sp, finalDestination, logout); 769 Fail(sp, finalDestination, logout, "Destination region did not signal teleport completion.");
639 return; 770 return;
640 } 771 }
641 772
@@ -658,8 +789,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
658 // Now let's make it officially a child agent 789 // Now let's make it officially a child agent
659 sp.MakeChildAgent(); 790 sp.MakeChildAgent();
660 791
661// sp.Scene.CleanDroppedAttachments();
662
663 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone 792 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
664 793
665 if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) 794 if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
@@ -688,18 +817,21 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
688// "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed", 817// "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
689// sp.UUID); 818// sp.UUID);
690// } 819// }
691
692 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
693 } 820 }
694 821
695 protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout) 822 /// <summary>
823 /// Clean up an inter-region teleport that did not complete, either because of simulator failure or cancellation.
824 /// </summary>
825 /// <remarks>
826 /// All operations here must be idempotent so that we can call this method at any point in the teleport process
827 /// up until we send the TeleportFinish event quene event to the viewer.
828 /// <remarks>
829 /// <param name='sp'> </param>
830 /// <param name='finalDestination'></param>
831 protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, GridRegion finalDestination)
696 { 832 {
697 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); 833 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
698 834
699 // Client never contacted destination. Let's restore everything back
700 sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
701
702 // Fail. Reset it back
703 sp.IsChildAgent = false; 835 sp.IsChildAgent = false;
704 ReInstantiateScripts(sp); 836 ReInstantiateScripts(sp);
705 837
@@ -707,10 +839,24 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
707 839
708 // Finally, kill the agent we just created at the destination. 840 // Finally, kill the agent we just created at the destination.
709 Scene.SimulationService.CloseAgent(finalDestination, sp.UUID); 841 Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
842 }
710 843
711 sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout); 844 /// <summary>
845 /// Signal that the inter-region teleport failed and perform cleanup.
846 /// </summary>
847 /// <param name='sp'></param>
848 /// <param name='finalDestination'></param>
849 /// <param name='logout'></param>
850 /// <param name='reason'>Human readable reason for teleport failure. Will be sent to client.</param>
851 protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout, string reason)
852 {
853 CleanupFailedInterRegionTeleport(sp, finalDestination);
854
855 sp.ControllingClient.SendTeleportFailed(
856 string.Format(
857 "Problems connecting to destination {0}, reason: {1}", finalDestination.RegionName, reason));
712 858
713 m_entityTransferStateMachine.ResetFromTransit(sp.UUID); 859 sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
714 } 860 }
715 861
716 protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout) 862 protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout)
@@ -1101,10 +1247,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1101 bool isFlying, string version) 1247 bool isFlying, string version)
1102 { 1248 {
1103 if (!CrossAgentToNewRegionPrep(agent, neighbourRegion)) 1249 if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
1250 {
1251 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1104 return agent; 1252 return agent;
1253 }
1105 1254
1106 if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying)) 1255 if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
1256 {
1257 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1107 return agent; 1258 return agent;
1259 }
1108 1260
1109 CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version); 1261 CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
1110 return agent; 1262 return agent;
@@ -1131,9 +1283,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1131 // region doesn't take it 1283 // region doesn't take it
1132 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); 1284 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1133 1285
1286 m_log.WarnFormat(
1287 "[ENTITY TRANSFER MODULE]: Region {0} would not accept update for agent {1} on cross attempt. Returning to original region.",
1288 neighbourRegion.RegionName, agent.Name);
1289
1134 ReInstantiateScripts(agent); 1290 ReInstantiateScripts(agent);
1135 agent.AddToPhysicalScene(isFlying); 1291 agent.AddToPhysicalScene(isFlying);
1136 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1137 1292
1138 return false; 1293 return false;
1139 } 1294 }
@@ -2048,7 +2203,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2048 2203
2049 public bool IsInTransit(UUID id) 2204 public bool IsInTransit(UUID id)
2050 { 2205 {
2051 return m_entityTransferStateMachine.IsInTransit(id); 2206 return m_entityTransferStateMachine.GetAgentTransferState(id) != null;
2052 } 2207 }
2053 2208
2054 protected void ReInstantiateScripts(ScenePresence sp) 2209 protected void ReInstantiateScripts(ScenePresence sp)
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
index 70dd1bc..e903383 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
@@ -51,10 +51,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
51 /// This is a state machine. 51 /// This is a state machine.
52 /// 52 ///
53 /// [Entry] => Preparing 53 /// [Entry] => Preparing
54 /// Preparing => { Transferring || CleaningUp || [Exit] } 54 /// Preparing => { Transferring || Cancelling || CleaningUp || Aborting || [Exit] }
55 /// Transferring => { ReceivedAtDestination || CleaningUp } 55 /// Transferring => { ReceivedAtDestination || Cancelling || CleaningUp || Aborting }
56 /// ReceivedAtDestination => CleaningUp 56 /// Cancelling => CleaningUp || Aborting
57 /// ReceivedAtDestination => CleaningUp || Aborting
57 /// CleaningUp => [Exit] 58 /// CleaningUp => [Exit]
59 /// Aborting => [Exit]
58 /// 60 ///
59 /// In other words, agents normally travel throwing Preparing => Transferring => ReceivedAtDestination => CleaningUp 61 /// In other words, agents normally travel throwing Preparing => Transferring => ReceivedAtDestination => CleaningUp
60 /// However, any state can transition to CleaningUp if the teleport has failed. 62 /// However, any state can transition to CleaningUp if the teleport has failed.
@@ -64,7 +66,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
64 Preparing, // The agent is being prepared for transfer 66 Preparing, // The agent is being prepared for transfer
65 Transferring, // The agent is in the process of being transferred to a destination 67 Transferring, // The agent is in the process of being transferred to a destination
66 ReceivedAtDestination, // The destination has notified us that the agent has been successfully received 68 ReceivedAtDestination, // The destination has notified us that the agent has been successfully received
67 CleaningUp // The agent is being changed to child/removed after a transfer 69 CleaningUp, // The agent is being changed to child/removed after a transfer
70 Cancelling, // The user has cancelled the teleport but we have yet to act upon this.
71 Aborting // The transfer is aborting. Unlike Cancelling, no compensating actions should be performed
68 } 72 }
69 73
70 /// <summary> 74 /// <summary>
@@ -115,42 +119,114 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
115 /// <param name='newState'></param> 119 /// <param name='newState'></param>
116 /// <returns></returns> 120 /// <returns></returns>
117 /// <exception cref='Exception'>Illegal transitions will throw an Exception</exception> 121 /// <exception cref='Exception'>Illegal transitions will throw an Exception</exception>
118 internal void UpdateInTransit(UUID id, AgentTransferState newState) 122 internal bool UpdateInTransit(UUID id, AgentTransferState newState)
119 { 123 {
124 bool transitionOkay = false;
125
126 // We don't want to throw an exception on cancel since this can come it at any time.
127 bool failIfNotOkay = true;
128
129 // Should be a failure message if failure is not okay.
130 string failureMessage = null;
131
132 AgentTransferState? oldState = null;
133
120 lock (m_agentsInTransit) 134 lock (m_agentsInTransit)
121 { 135 {
122 // Illegal to try and update an agent that's not actually in transit. 136 // Illegal to try and update an agent that's not actually in transit.
123 if (!m_agentsInTransit.ContainsKey(id)) 137 if (!m_agentsInTransit.ContainsKey(id))
124 throw new Exception( 138 {
125 string.Format( 139 if (newState != AgentTransferState.Cancelling && newState != AgentTransferState.Aborting)
126 "Agent with ID {0} is not registered as in transit in {1}", 140 failureMessage = string.Format(
127 id, m_mod.Scene.RegionInfo.RegionName)); 141 "Agent with ID {0} is not registered as in transit in {1}",
128 142 id, m_mod.Scene.RegionInfo.RegionName);
129 AgentTransferState oldState = m_agentsInTransit[id]; 143 else
144 failIfNotOkay = false;
145 }
146 else
147 {
148 oldState = m_agentsInTransit[id];
130 149
131 bool transitionOkay = false; 150 if (newState == AgentTransferState.Aborting)
151 {
152 transitionOkay = true;
153 }
154 else if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp)
155 {
156 transitionOkay = true;
157 }
158 else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing)
159 {
160 transitionOkay = true;
161 }
162 else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring)
163 {
164 transitionOkay = true;
165 }
166 else
167 {
168 if (newState == AgentTransferState.Cancelling
169 && (oldState == AgentTransferState.Preparing || oldState == AgentTransferState.Transferring))
170 {
171 transitionOkay = true;
172 }
173 else
174 {
175 failIfNotOkay = false;
176 }
177 }
132 178
133 if (newState == AgentTransferState.CleaningUp && oldState != AgentTransferState.CleaningUp) 179 if (!transitionOkay)
134 transitionOkay = true; 180 failureMessage
135 else if (newState == AgentTransferState.Transferring && oldState == AgentTransferState.Preparing) 181 = string.Format(
136 transitionOkay = true; 182 "Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
137 else if (newState == AgentTransferState.ReceivedAtDestination && oldState == AgentTransferState.Transferring) 183 id, oldState, newState, m_mod.Scene.RegionInfo.RegionName);
138 transitionOkay = true; 184 }
139 185
140 if (transitionOkay) 186 if (transitionOkay)
187 {
141 m_agentsInTransit[id] = newState; 188 m_agentsInTransit[id] = newState;
142 else 189
143 throw new Exception( 190// m_log.DebugFormat(
144 string.Format( 191// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}",
145 "Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}", 192// id, oldState, newState, m_mod.Scene.Name);
146 id, oldState, newState, m_mod.Scene.RegionInfo.RegionName)); 193 }
194 else if (failIfNotOkay)
195 {
196 throw new Exception(failureMessage);
197 }
198// else
199// {
200// if (oldState != null)
201// m_log.DebugFormat(
202// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}",
203// id, oldState, newState, m_mod.Scene.Name);
204// else
205// m_log.DebugFormat(
206// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit",
207// id, newState, m_mod.Scene.Name);
208// }
147 } 209 }
210
211 return transitionOkay;
148 } 212 }
149 213
150 internal bool IsInTransit(UUID id) 214 /// <summary>
215 /// Gets the current agent transfer state.
216 /// </summary>
217 /// <returns>Null if the agent is not in transit</returns>
218 /// <param name='id'>
219 /// Identifier.
220 /// </param>
221 internal AgentTransferState? GetAgentTransferState(UUID id)
151 { 222 {
152 lock (m_agentsInTransit) 223 lock (m_agentsInTransit)
153 return m_agentsInTransit.ContainsKey(id); 224 {
225 if (!m_agentsInTransit.ContainsKey(id))
226 return null;
227 else
228 return m_agentsInTransit[id];
229 }
154 } 230 }
155 231
156 /// <summary> 232 /// <summary>
@@ -203,14 +279,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
203 279
204 lock (m_agentsInTransit) 280 lock (m_agentsInTransit)
205 { 281 {
206 if (!IsInTransit(id)) 282 AgentTransferState? currentState = GetAgentTransferState(id);
283
284 if (currentState == null)
207 throw new Exception( 285 throw new Exception(
208 string.Format( 286 string.Format(
209 "Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit", 287 "Asked to wait for destination callback for agent with ID {0} in {1} but agent is not in transit",
210 id, m_mod.Scene.RegionInfo.RegionName)); 288 id, m_mod.Scene.RegionInfo.RegionName));
211 289
212 AgentTransferState currentState = m_agentsInTransit[id];
213
214 if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination) 290 if (currentState != AgentTransferState.Transferring && currentState != AgentTransferState.ReceivedAtDestination)
215 throw new Exception( 291 throw new Exception(
216 string.Format( 292 string.Format(
@@ -222,8 +298,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
222 298
223 // There should be no race condition here since no other code should be removing the agent transfer or 299 // There should be no race condition here since no other code should be removing the agent transfer or
224 // changing the state to another other than Transferring => ReceivedAtDestination. 300 // changing the state to another other than Transferring => ReceivedAtDestination.
225 while (m_agentsInTransit[id] != AgentTransferState.ReceivedAtDestination && count-- > 0) 301
302 while (count-- > 0)
226 { 303 {
304 lock (m_agentsInTransit)
305 {
306 if (m_agentsInTransit[id] == AgentTransferState.ReceivedAtDestination)
307 break;
308 }
309
227// m_log.Debug(" >>> Waiting... " + count); 310// m_log.Debug(" >>> Waiting... " + count);
228 Thread.Sleep(100); 311 Thread.Sleep(100);
229 } 312 }
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index f3a0b01..9b78b3b 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -212,11 +212,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
212 protected override GridRegion GetFinalDestination(GridRegion region) 212 protected override GridRegion GetFinalDestination(GridRegion region)
213 { 213 {
214 int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, region.RegionID); 214 int flags = Scene.GridService.GetRegionFlags(Scene.RegionInfo.ScopeID, region.RegionID);
215 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: region {0} flags: {1}", region.RegionID, flags); 215 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: region {0} flags: {1}", region.RegionName, flags);
216 216
217 if ((flags & (int)OpenSim.Framework.RegionFlags.Hyperlink) != 0) 217 if ((flags & (int)OpenSim.Framework.RegionFlags.Hyperlink) != 0)
218 { 218 {
219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Destination region {0} is hyperlink", region.RegionID); 219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Destination region is hyperlink");
220 GridRegion real_destination = m_GatekeeperConnector.GetHyperlinkRegion(region, region.RegionID); 220 GridRegion real_destination = m_GatekeeperConnector.GetHyperlinkRegion(region, region.RegionID);
221 if (real_destination != null) 221 if (real_destination != null)
222 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: GetFinalDestination serveruri -> {0}", real_destination.ServerURI); 222 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: GetFinalDestination serveruri -> {0}", real_destination.ServerURI);
diff --git a/OpenSim/Region/CoreModules/Framework/InterfaceCommander/Command.cs b/OpenSim/Region/CoreModules/Framework/InterfaceCommander/Command.cs
index 4004135..b9786ae 100644
--- a/OpenSim/Region/CoreModules/Framework/InterfaceCommander/Command.cs
+++ b/OpenSim/Region/CoreModules/Framework/InterfaceCommander/Command.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using OpenSim.Region.Framework.Interfaces; 30using OpenSim.Region.Framework.Interfaces;
31using OpenMetaverse;
31 32
32namespace OpenSim.Region.CoreModules.Framework.InterfaceCommander 33namespace OpenSim.Region.CoreModules.Framework.InterfaceCommander
33{ 34{
@@ -152,6 +153,9 @@ namespace OpenSim.Region.CoreModules.Framework.InterfaceCommander
152 case "Boolean": 153 case "Boolean":
153 m_args[i].ArgumentValue = Boolean.Parse(arg.ToString()); 154 m_args[i].ArgumentValue = Boolean.Parse(arg.ToString());
154 break; 155 break;
156 case "UUID":
157 m_args[i].ArgumentValue = UUID.Parse(arg.ToString());
158 break;
155 default: 159 default:
156 Console.WriteLine("ERROR: Unknown desired type for argument " + m_args[i].Name + " on command " + m_name); 160 Console.WriteLine("ERROR: Unknown desired type for argument " + m_args[i].Name + " on command " + m_name);
157 break; 161 break;
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs
index f8ec6de..7871eda 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGAssetMapper.cs
@@ -71,7 +71,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
71 71
72 #region Internal functions 72 #region Internal functions
73 73
74 public AssetMetadata FetchMetadata(string url, UUID assetID) 74 private AssetMetadata FetchMetadata(string url, UUID assetID)
75 { 75 {
76 if (!url.EndsWith("/") && !url.EndsWith("=")) 76 if (!url.EndsWith("/") && !url.EndsWith("="))
77 url = url + "/"; 77 url = url + "/";
@@ -86,6 +86,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
86 return meta; 86 return meta;
87 } 87 }
88 88
89 private AssetBase FetchAsset(string url, UUID assetID)
90 {
91 // Test if it's already here
92 AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
93 if (asset == null)
94 {
95 if (!url.EndsWith("/") && !url.EndsWith("="))
96 url = url + "/";
97
98 asset = m_scene.AssetService.Get(url + assetID.ToString());
99
100 //if (asset != null)
101 // m_log.DebugFormat("[HG ASSET MAPPER]: Fetched asset {0} of type {1} from {2} ", assetID, asset.Metadata.Type, url);
102 //else
103 // m_log.DebugFormat("[HG ASSET MAPPER]: Unable to fetch asset {0} from {1} ", assetID, url);
104
105 }
106
107 return asset;
108 }
109
89 public bool PostAsset(string url, AssetBase asset) 110 public bool PostAsset(string url, AssetBase asset)
90 { 111 {
91 if (asset != null) 112 if (asset != null)
@@ -228,11 +249,22 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
228 if (meta == null) 249 if (meta == null)
229 return; 250 return;
230 251
231 // The act of gathering UUIDs downloads the assets from the remote server 252 // The act of gathering UUIDs downloads some assets from the remote server
253 // but not all...
232 Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>(); 254 Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
233 HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL); 255 HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
234 uuidGatherer.GatherAssetUuids(assetID, (AssetType)meta.Type, ids); 256 uuidGatherer.GatherAssetUuids(assetID, (AssetType)meta.Type, ids);
235 257 m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", ids.Count);
258 bool success = true;
259 foreach (UUID uuid in ids.Keys)
260 if (FetchAsset(userAssetURL, uuid) == null)
261 success = false;
262
263 // maybe all pieces got here...
264 if (!success)
265 m_log.DebugFormat("[HG ASSET MAPPER]: Problems getting item {0} from asset server {1}", assetID, userAssetURL);
266 else
267 m_log.DebugFormat("[HG ASSET MAPPER]: Successfully got item {0} from asset server {1}", assetID, userAssetURL);
236 } 268 }
237 269
238 270
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
index 964efda..b2b628d 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs
@@ -88,12 +88,14 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
88 IConfig thisModuleConfig = source.Configs["HGInventoryAccessModule"]; 88 IConfig thisModuleConfig = source.Configs["HGInventoryAccessModule"];
89 if (thisModuleConfig != null) 89 if (thisModuleConfig != null)
90 { 90 {
91 // legacy configuration [obsolete] 91 m_HomeURI = Util.GetConfigVarFromSections<string>(source, "HomeURI",
92 m_HomeURI = thisModuleConfig.GetString("ProfileServerURI", string.Empty); 92 new string[] { "Startup", "Hypergrid", "HGInventoryAccessModule" }, String.Empty);
93 // preferred 93 m_ThisGatekeeper = Util.GetConfigVarFromSections<string>(source, "GatekeeperURI",
94 m_HomeURI = thisModuleConfig.GetString("HomeURI", m_HomeURI); 94 new string[] { "Startup", "Hypergrid", "HGInventoryAccessModule" }, String.Empty);
95 // Legacy. Renove soon!
96 m_ThisGatekeeper = thisModuleConfig.GetString("Gatekeeper", m_ThisGatekeeper);
97
95 m_OutboundPermission = thisModuleConfig.GetBoolean("OutboundPermission", true); 98 m_OutboundPermission = thisModuleConfig.GetBoolean("OutboundPermission", true);
96 m_ThisGatekeeper = thisModuleConfig.GetString("Gatekeeper", string.Empty);
97 m_RestrictInventoryAccessAbroad = thisModuleConfig.GetBoolean("RestrictInventoryAccessAbroad", true); 99 m_RestrictInventoryAccessAbroad = thisModuleConfig.GetBoolean("RestrictInventoryAccessAbroad", true);
98 } 100 }
99 else 101 else
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
index 21d8bd7..ad1a0e1 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/Tests/InventoryAccessModuleTests.cs
@@ -49,7 +49,7 @@ using OpenSim.Tests.Common.Mock;
49namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests 49namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
50{ 50{
51 [TestFixture] 51 [TestFixture]
52 public class InventoryAccessModuleTests 52 public class InventoryAccessModuleTests : OpenSimTestCase
53 { 53 {
54 protected TestScene m_scene; 54 protected TestScene m_scene;
55 protected BasicInventoryAccessModule m_iam; 55 protected BasicInventoryAccessModule m_iam;
@@ -57,8 +57,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
57 protected TestClient m_tc; 57 protected TestClient m_tc;
58 58
59 [SetUp] 59 [SetUp]
60 public void SetUp() 60 public override void SetUp()
61 { 61 {
62 base.SetUp();
63
62 m_iam = new BasicInventoryAccessModule(); 64 m_iam = new BasicInventoryAccessModule();
63 65
64 IConfigSource config = new IniConfigSource(); 66 IConfigSource config = new IniConfigSource();
@@ -107,7 +109,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
107 item1.AssetID = asset1.FullID; 109 item1.AssetID = asset1.FullID;
108 item1.ID = item1Id; 110 item1.ID = item1Id;
109 InventoryFolderBase objsFolder 111 InventoryFolderBase objsFolder
110 = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, m_userId, "Objects")[0]; 112 = InventoryArchiveUtils.FindFoldersByPath(m_scene.InventoryService, m_userId, "Objects")[0];
111 item1.Folder = objsFolder.ID; 113 item1.Folder = objsFolder.ID;
112 m_scene.AddInventoryItem(item1); 114 m_scene.AddInventoryItem(item1);
113 115
@@ -157,7 +159,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess.Tests
157 item1.AssetID = asset1.FullID; 159 item1.AssetID = asset1.FullID;
158 item1.ID = item1Id; 160 item1.ID = item1Id;
159 InventoryFolderBase objsFolder 161 InventoryFolderBase objsFolder
160 = InventoryArchiveUtils.FindFolderByPath(m_scene.InventoryService, m_userId, "Objects")[0]; 162 = InventoryArchiveUtils.FindFoldersByPath(m_scene.InventoryService, m_userId, "Objects")[0];
161 item1.Folder = objsFolder.ID; 163 item1.Folder = objsFolder.ID;
162 m_scene.AddInventoryItem(item1); 164 m_scene.AddInventoryItem(item1);
163 165
diff --git a/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs b/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs
index d84460a..64feec1 100644
--- a/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs
@@ -33,6 +33,7 @@ using log4net;
33using Nini.Config; 33using Nini.Config;
34using OpenMetaverse; 34using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Framework.Monitoring;
36using OpenSim.Framework.Servers; 37using OpenSim.Framework.Servers;
37using OpenSim.Region.CoreModules.Framework.Monitoring.Alerts; 38using OpenSim.Region.CoreModules.Framework.Monitoring.Alerts;
38using OpenSim.Region.CoreModules.Framework.Monitoring.Monitors; 39using OpenSim.Region.CoreModules.Framework.Monitoring.Monitors;
@@ -100,6 +101,7 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring
100 "/monitorstats/" + Uri.EscapeDataString(m_scene.RegionInfo.RegionName), StatsPage); 101 "/monitorstats/" + Uri.EscapeDataString(m_scene.RegionInfo.RegionName), StatsPage);
101 102
102 AddMonitors(); 103 AddMonitors();
104 RegisterStatsManagerRegionStatistics();
103 } 105 }
104 106
105 public void RemoveRegion(Scene scene) 107 public void RemoveRegion(Scene scene)
@@ -109,6 +111,9 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring
109 111
110 MainServer.Instance.RemoveHTTPHandler("GET", "/monitorstats/" + m_scene.RegionInfo.RegionID); 112 MainServer.Instance.RemoveHTTPHandler("GET", "/monitorstats/" + m_scene.RegionInfo.RegionID);
111 MainServer.Instance.RemoveHTTPHandler("GET", "/monitorstats/" + Uri.EscapeDataString(m_scene.RegionInfo.RegionName)); 113 MainServer.Instance.RemoveHTTPHandler("GET", "/monitorstats/" + Uri.EscapeDataString(m_scene.RegionInfo.RegionName));
114
115 UnRegisterStatsManagerRegionStatistics();
116
112 m_scene = null; 117 m_scene = null;
113 } 118 }
114 119
@@ -399,6 +404,45 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring
399 { 404 {
400 m_log.Error("[Monitor] " + reporter.Name + " for " + m_scene.RegionInfo.RegionName + " reports " + reason + " (Fatal: " + fatal + ")"); 405 m_log.Error("[Monitor] " + reporter.Name + " for " + m_scene.RegionInfo.RegionName + " reports " + reason + " (Fatal: " + fatal + ")");
401 } 406 }
407
408 private List<Stat> registeredStats = new List<Stat>();
409 private void MakeStat(string pName, string pUnitName, Action<Stat> act)
410 {
411 Stat tempStat = new Stat(pName, pName, pName, pUnitName, "scene", m_scene.RegionInfo.RegionName, StatType.Pull, act, StatVerbosity.Info);
412 StatsManager.RegisterStat(tempStat);
413 registeredStats.Add(tempStat);
414 }
415 private void RegisterStatsManagerRegionStatistics()
416 {
417 MakeStat("RootAgents", "avatars", (s) => { s.Value = m_scene.SceneGraph.GetRootAgentCount(); });
418 MakeStat("ChildAgents", "avatars", (s) => { s.Value = m_scene.SceneGraph.GetChildAgentCount(); });
419 MakeStat("TotalPrims", "objects", (s) => { s.Value = m_scene.SceneGraph.GetTotalObjectsCount(); });
420 MakeStat("ActivePrims", "objects", (s) => { s.Value = m_scene.SceneGraph.GetActiveObjectsCount(); });
421 MakeStat("ActiveScripts", "scripts", (s) => { s.Value = m_scene.SceneGraph.GetActiveScriptsCount(); });
422
423 MakeStat("TimeDilation", "sec/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[0]; });
424 MakeStat("SimFPS", "fps", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[1]; });
425 MakeStat("PhysicsFPS", "fps", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[2]; });
426 MakeStat("AgentUpdates", "updates/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[3]; });
427 MakeStat("FrameTime", "ms/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[8]; });
428 MakeStat("NetTime", "ms/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[9]; });
429 MakeStat("OtherTime", "ms/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[12]; });
430 MakeStat("PhysicsTime", "ms/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[10]; });
431 MakeStat("AgentTime", "ms/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[16]; });
432 MakeStat("ImageTime", "ms/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[11]; });
433 MakeStat("ScriptLines", "lines/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[20]; });
434 MakeStat("SimSpareMS", "ms/sec", (s) => { s.Value = m_scene.StatsReporter.LastReportedSimStats[21]; });
435 }
436
437 private void UnRegisterStatsManagerRegionStatistics()
438 {
439 foreach (Stat stat in registeredStats)
440 {
441 StatsManager.DeregisterStat(stat);
442 stat.Dispose();
443 }
444 registeredStats.Clear();
445 }
402 446
403 } 447 }
404} 448} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/Framework/Statistics/Logging/BinaryLoggingModule.cs b/OpenSim/Region/CoreModules/Framework/Statistics/Logging/BinaryLoggingModule.cs
index fb74cc6..f3436d1 100644
--- a/OpenSim/Region/CoreModules/Framework/Statistics/Logging/BinaryLoggingModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Statistics/Logging/BinaryLoggingModule.cs
@@ -57,7 +57,7 @@ namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
57 try 57 try
58 { 58 {
59 IConfig statConfig = source.Configs["Statistics.Binary"]; 59 IConfig statConfig = source.Configs["Statistics.Binary"];
60 if (statConfig.Contains("enabled") && statConfig.GetBoolean("enabled")) 60 if (statConfig != null && statConfig.Contains("enabled") && statConfig.GetBoolean("enabled"))
61 { 61 {
62 if (statConfig.Contains("collect_region_stats")) 62 if (statConfig.Contains("collect_region_stats"))
63 { 63 {
diff --git a/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs b/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs
index fd8d5e3..2fe9026 100755
--- a/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs
+++ b/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs
@@ -52,6 +52,7 @@ namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
52 private TimeSpan m_logFileLife; 52 private TimeSpan m_logFileLife;
53 private DateTime m_logFileEndTime; 53 private DateTime m_logFileEndTime;
54 private Object m_logFileWriteLock = new Object(); 54 private Object m_logFileWriteLock = new Object();
55 private bool m_flushWrite;
55 56
56 // set externally when debugging. If let 'null', this does not write any error messages. 57 // set externally when debugging. If let 'null', this does not write any error messages.
57 public ILog ErrorLogger = null; 58 public ILog ErrorLogger = null;
@@ -73,7 +74,9 @@ namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
73 /// <param name="dir">The directory to create the log file in. May be 'null' for default.</param> 74 /// <param name="dir">The directory to create the log file in. May be 'null' for default.</param>
74 /// <param name="headr">The characters that begin the log file name. May be 'null' for default.</param> 75 /// <param name="headr">The characters that begin the log file name. May be 'null' for default.</param>
75 /// <param name="maxFileTime">Maximum age of a log file in minutes. If zero, will set default.</param> 76 /// <param name="maxFileTime">Maximum age of a log file in minutes. If zero, will set default.</param>
76 public LogWriter(string dir, string headr, int maxFileTime) 77 /// <param name="flushWrite">Whether to do a flush after every log write. Best left off but
78 /// if one is looking for a crash, this is a good thing to turn on.</param>
79 public LogWriter(string dir, string headr, int maxFileTime, bool flushWrite)
77 { 80 {
78 m_logDirectory = dir == null ? "." : dir; 81 m_logDirectory = dir == null ? "." : dir;
79 82
@@ -86,8 +89,14 @@ namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
86 m_logFileLife = new TimeSpan(0, m_logMaxFileTimeMin, 0); 89 m_logFileLife = new TimeSpan(0, m_logMaxFileTimeMin, 0);
87 m_logFileEndTime = DateTime.Now + m_logFileLife; 90 m_logFileEndTime = DateTime.Now + m_logFileLife;
88 91
92 m_flushWrite = flushWrite;
93
89 Enabled = true; 94 Enabled = true;
90 } 95 }
96 // Constructor that assumes flushWrite is off.
97 public LogWriter(string dir, string headr, int maxFileTime) : this(dir, headr, maxFileTime, false)
98 {
99 }
91 100
92 public void Dispose() 101 public void Dispose()
93 { 102 {
@@ -127,7 +136,7 @@ namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
127 { 136 {
128 lock (m_logFileWriteLock) 137 lock (m_logFileWriteLock)
129 { 138 {
130 DateTime now = DateTime.Now; 139 DateTime now = DateTime.UtcNow;
131 if (m_logFile == null || now > m_logFileEndTime) 140 if (m_logFile == null || now > m_logFileEndTime)
132 { 141 {
133 if (m_logFile != null) 142 if (m_logFile != null)
@@ -153,6 +162,8 @@ namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
153 buff.Append(line); 162 buff.Append(line);
154 buff.Append("\r\n"); 163 buff.Append("\r\n");
155 m_logFile.Write(buff.ToString()); 164 m_logFile.Write(buff.ToString());
165 if (m_flushWrite)
166 m_logFile.Flush();
156 } 167 }
157 } 168 }
158 } 169 }
diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs
index 86e7004..77e8b00 100644
--- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs
@@ -181,6 +181,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
181 181
182 m_log.DebugFormat("[USER MANAGEMENT MODULE]: HandleAvatarPickerRequest for {0}", query); 182 m_log.DebugFormat("[USER MANAGEMENT MODULE]: HandleAvatarPickerRequest for {0}", query);
183 183
184 // searhc the user accounts service
184 List<UserAccount> accs = m_Scenes[0].UserAccountService.GetUserAccounts(m_Scenes[0].RegionInfo.ScopeID, query); 185 List<UserAccount> accs = m_Scenes[0].UserAccountService.GetUserAccounts(m_Scenes[0].RegionInfo.ScopeID, query);
185 186
186 List<UserData> users = new List<UserData>(); 187 List<UserData> users = new List<UserData>();
@@ -196,6 +197,12 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
196 } 197 }
197 } 198 }
198 199
200 // search the local cache
201 foreach (UserData data in m_UserCache.Values)
202 if (users.Find(delegate(UserData d) { return d.Id == data.Id; }) == null &&
203 (data.FirstName.StartsWith(query) || data.LastName.StartsWith(query)))
204 users.Add(data);
205
199 AddAdditionalUsers(avatarID, query, users); 206 AddAdditionalUsers(avatarID, query, users);
200 207
201 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket)PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 208 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket)PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
@@ -433,6 +440,9 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
433 public void AddUser(UUID uuid, string first, string last, string homeURL) 440 public void AddUser(UUID uuid, string first, string last, string homeURL)
434 { 441 {
435 //m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, first {1}, last {2}, url {3}", uuid, first, last, homeURL); 442 //m_log.DebugFormat("[USER MANAGEMENT MODULE]: Adding user with id {0}, first {1}, last {2}, url {3}", uuid, first, last, homeURL);
443 if (homeURL == string.Empty)
444 return;
445
436 AddUser(uuid, homeURL + ";" + first + " " + last); 446 AddUser(uuid, homeURL + ";" + first + " " + last);
437 } 447 }
438 448
diff --git a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
index ec94420..7b11658 100644
--- a/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/Hypergrid/HGWorldMapModule.cs
@@ -52,8 +52,8 @@ namespace OpenSim.Region.CoreModules.Hypergrid
52 52
53 public override void Initialise(IConfigSource config) 53 public override void Initialise(IConfigSource config)
54 { 54 {
55 IConfig startupConfig = config.Configs["Startup"]; 55 if (Util.GetConfigVarFromSections<string>(
56 if (startupConfig.GetString("WorldMapModule", "WorldMap") == "HGWorldMap") 56 config, "WorldMapModule", new string[] { "Map", "Startup" }, "WorldMap") == "HGWorldMap")
57 m_Enabled = true; 57 m_Enabled = true;
58 } 58 }
59 59
diff --git a/OpenSim/Region/CoreModules/Properties/AssemblyInfo.cs b/OpenSim/Region/CoreModules/Properties/AssemblyInfo.cs
index 5a8c4a2..bfe0383 100644
--- a/OpenSim/Region/CoreModules/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/CoreModules/Properties/AssemblyInfo.cs
@@ -30,8 +30,8 @@ using Mono.Addins;
30// Build Number 30// Build Number
31// Revision 31// Revision
32// 32//
33[assembly: AssemblyVersion("0.7.5.*")] 33[assembly: AssemblyVersion("0.7.6.*")]
34[assembly: AssemblyFileVersion("1.0.0.0")] 34
35 35
36[assembly: Addin("OpenSim.Region.CoreModules", "0.1")] 36[assembly: Addin("OpenSim.Region.CoreModules", "0.1")]
37[assembly: AddinDependency("OpenSim", "0.5")] 37[assembly: AddinDependency("OpenSim", "0.5")]
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 24e925e..f2922d6 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -84,20 +84,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
84 private Dictionary<string, UrlData> m_UrlMap = 84 private Dictionary<string, UrlData> m_UrlMap =
85 new Dictionary<string, UrlData>(); 85 new Dictionary<string, UrlData>();
86 86
87 /// <summary> 87 private uint m_HttpsPort = 0;
88 /// Maximum number of external urls that can be set up by this module.
89 /// </summary>
90 private int m_TotalUrls = 15000;
91
92 private uint https_port = 0;
93 private IHttpServer m_HttpServer = null; 88 private IHttpServer m_HttpServer = null;
94 private IHttpServer m_HttpsServer = null; 89 private IHttpServer m_HttpsServer = null;
95 90
96 private string m_ExternalHostNameForLSL = ""; 91 public string ExternalHostNameForLSL { get; private set; }
97 public string ExternalHostNameForLSL 92
98 { 93 /// <summary>
99 get { return m_ExternalHostNameForLSL; } 94 /// The default maximum number of urls
100 } 95 /// </summary>
96 public const int DefaultTotalUrls = 15000;
97
98 /// <summary>
99 /// Maximum number of external urls that can be set up by this module.
100 /// </summary>
101 public int TotalUrls { get; set; }
101 102
102 public Type ReplaceableInterface 103 public Type ReplaceableInterface
103 { 104 {
@@ -111,17 +112,27 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
111 112
112 public void Initialise(IConfigSource config) 113 public void Initialise(IConfigSource config)
113 { 114 {
114 m_ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", System.Environment.MachineName); 115 IConfig networkConfig = config.Configs["Network"];
115 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener",false); 116
116 if (ssl_enabled) 117 if (networkConfig != null)
117 { 118 {
118 https_port = (uint) config.Configs["Network"].GetInt("https_port",0); 119 ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", null);
120
121 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener", false);
122
123 if (ssl_enabled)
124 m_HttpsPort = (uint)config.Configs["Network"].GetInt("https_port", (int)m_HttpsPort);
119 } 125 }
120 126
127 if (ExternalHostNameForLSL == null)
128 ExternalHostNameForLSL = System.Environment.MachineName;
129
121 IConfig llFunctionsConfig = config.Configs["LL-Functions"]; 130 IConfig llFunctionsConfig = config.Configs["LL-Functions"];
122 131
123 if (llFunctionsConfig != null) 132 if (llFunctionsConfig != null)
124 m_TotalUrls = llFunctionsConfig.GetInt("max_external_urls_per_simulator", m_TotalUrls); 133 TotalUrls = llFunctionsConfig.GetInt("max_external_urls_per_simulator", DefaultTotalUrls);
134 else
135 TotalUrls = DefaultTotalUrls;
125 } 136 }
126 137
127 public void PostInitialise() 138 public void PostInitialise()
@@ -137,9 +148,9 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
137 m_HttpServer = MainServer.Instance; 148 m_HttpServer = MainServer.Instance;
138 // 149 //
139 // We can use the https if it is enabled 150 // We can use the https if it is enabled
140 if (https_port > 0) 151 if (m_HttpsPort > 0)
141 { 152 {
142 m_HttpsServer = MainServer.GetHttpServer(https_port); 153 m_HttpsServer = MainServer.GetHttpServer(m_HttpsPort);
143 } 154 }
144 } 155 }
145 156
@@ -172,12 +183,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
172 183
173 lock (m_UrlMap) 184 lock (m_UrlMap)
174 { 185 {
175 if (m_UrlMap.Count >= m_TotalUrls) 186 if (m_UrlMap.Count >= TotalUrls)
176 { 187 {
177 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 188 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
178 return urlcode; 189 return urlcode;
179 } 190 }
180 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString(); 191 string url = "http://" + ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
181 192
182 UrlData urlData = new UrlData(); 193 UrlData urlData = new UrlData();
183 urlData.hostID = host.UUID; 194 urlData.hostID = host.UUID;
@@ -218,12 +229,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
218 229
219 lock (m_UrlMap) 230 lock (m_UrlMap)
220 { 231 {
221 if (m_UrlMap.Count >= m_TotalUrls) 232 if (m_UrlMap.Count >= TotalUrls)
222 { 233 {
223 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 234 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
224 return urlcode; 235 return urlcode;
225 } 236 }
226 string url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + "/lslhttps/" + urlcode.ToString(); 237 string url = "https://" + ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + "/lslhttps/" + urlcode.ToString();
227 238
228 UrlData urlData = new UrlData(); 239 UrlData urlData = new UrlData();
229 urlData.hostID = host.UUID; 240 urlData.hostID = host.UUID;
@@ -304,6 +315,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
304 UrlData urlData = m_RequestMap[request]; 315 UrlData urlData = m_RequestMap[request];
305 if (!urlData.requests[request].responseSent) 316 if (!urlData.requests[request].responseSent)
306 { 317 {
318 string responseBody = body;
319 if (urlData.requests[request].responseType.Equals("text/plain"))
320 {
321 string value;
322 if (urlData.requests[request].headers.TryGetValue("user-agent", out value))
323 {
324 if (value != null && value.IndexOf("MSIE") >= 0)
325 {
326 // wrap the html escaped response if the target client is IE
327 // It ignores "text/plain" if the body is html
328 responseBody = "<html>" + System.Web.HttpUtility.HtmlEncode(body) + "</html>";
329 }
330 }
331 }
332
307 urlData.requests[request].responseCode = status; 333 urlData.requests[request].responseCode = status;
308 urlData.requests[request].responseBody = body; 334 urlData.requests[request].responseBody = body;
309 //urlData.requests[request].ev.Set(); 335 //urlData.requests[request].ev.Set();
@@ -339,7 +365,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
339 365
340 public int GetFreeUrls() 366 public int GetFreeUrls()
341 { 367 {
342 return m_TotalUrls - m_UrlMap.Count; 368 lock (m_UrlMap)
369 return TotalUrls - m_UrlMap.Count;
343 } 370 }
344 371
345 public void ScriptRemoved(UUID itemID) 372 public void ScriptRemoved(UUID itemID)
@@ -533,7 +560,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
533 { 560 {
534 Hashtable headers = (Hashtable)request["headers"]; 561 Hashtable headers = (Hashtable)request["headers"];
535 562
536// string uri_full = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/"; 563// string uri_full = "http://" + ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/";
537 564
538 int pos1 = uri.IndexOf("/");// /lslhttp 565 int pos1 = uri.IndexOf("/");// /lslhttp
539 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 566 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
@@ -549,10 +576,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
549 UrlData url = null; 576 UrlData url = null;
550 string urlkey; 577 string urlkey;
551 if (!is_ssl) 578 if (!is_ssl)
552 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp; 579 urlkey = "http://" + ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
553 //m_UrlMap[]; 580 //m_UrlMap[];
554 else 581 else
555 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp; 582 urlkey = "https://" + ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
556 583
557 if (m_UrlMap.ContainsKey(urlkey)) 584 if (m_UrlMap.ContainsKey(urlkey))
558 { 585 {
diff --git a/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs
index f697c24..fccf053 100644
--- a/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs
@@ -41,7 +41,7 @@ using System.Linq.Expressions;
41namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms 41namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
42{ 42{
43 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ScriptModuleCommsModule")] 43 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ScriptModuleCommsModule")]
44 class ScriptModuleCommsModule : INonSharedRegionModule, IScriptModuleComms 44 public class ScriptModuleCommsModule : INonSharedRegionModule, IScriptModuleComms
45 { 45 {
46 private static readonly ILog m_log = 46 private static readonly ILog m_log =
47 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 47 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
diff --git a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
index f395441..2fc89fc 100644
--- a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
@@ -516,6 +516,9 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
516 foreach (string line in GetLines(data, dataDelim)) 516 foreach (string line in GetLines(data, dataDelim))
517 { 517 {
518 string nextLine = line.Trim(); 518 string nextLine = line.Trim();
519
520// m_log.DebugFormat("[VECTOR RENDER MODULE]: Processing line '{0}'", nextLine);
521
519 //replace with switch, or even better, do some proper parsing 522 //replace with switch, or even better, do some proper parsing
520 if (nextLine.StartsWith("MoveTo")) 523 if (nextLine.StartsWith("MoveTo"))
521 { 524 {
@@ -829,6 +832,8 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
829 float y = Convert.ToSingle(yVal, CultureInfo.InvariantCulture); 832 float y = Convert.ToSingle(yVal, CultureInfo.InvariantCulture);
830 PointF point = new PointF(x, y); 833 PointF point = new PointF(x, y);
831 points[i / 2] = point; 834 points[i / 2] = point;
835
836// m_log.DebugFormat("[VECTOR RENDER MODULE]: Got point {0}", points[i / 2]);
832 } 837 }
833 } 838 }
834 } 839 }
@@ -838,13 +843,17 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
838 try 843 try
839 { 844 {
840 WebRequest request = HttpWebRequest.Create(url); 845 WebRequest request = HttpWebRequest.Create(url);
841//Ckrinke: Comment out for now as 'str' is unused. Bring it back into play later when it is used. 846
842//Ckrinke Stream str = null; 847 using (HttpWebResponse response = (HttpWebResponse)(request).GetResponse())
843 HttpWebResponse response = (HttpWebResponse)(request).GetResponse();
844 if (response.StatusCode == HttpStatusCode.OK)
845 { 848 {
846 Bitmap image = new Bitmap(response.GetResponseStream()); 849 if (response.StatusCode == HttpStatusCode.OK)
847 return image; 850 {
851 using (Stream s = response.GetResponseStream())
852 {
853 Bitmap image = new Bitmap(s);
854 return image;
855 }
856 }
848 } 857 }
849 } 858 }
850 catch { } 859 catch { }
diff --git a/OpenSim/Region/CoreModules/Scripting/XMLRPC/XMLRPCModule.cs b/OpenSim/Region/CoreModules/Scripting/XMLRPC/XMLRPCModule.cs
index 385f5ad..cbffca7 100644
--- a/OpenSim/Region/CoreModules/Scripting/XMLRPC/XMLRPCModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/XMLRPC/XMLRPCModule.cs
@@ -111,13 +111,15 @@ namespace OpenSim.Region.CoreModules.Scripting.XMLRPC
111 m_rpcPending = new Dictionary<UUID, RPCRequestInfo>(); 111 m_rpcPending = new Dictionary<UUID, RPCRequestInfo>();
112 m_rpcPendingResponses = new Dictionary<UUID, RPCRequestInfo>(); 112 m_rpcPendingResponses = new Dictionary<UUID, RPCRequestInfo>();
113 m_pendingSRDResponses = new Dictionary<UUID, SendRemoteDataRequest>(); 113 m_pendingSRDResponses = new Dictionary<UUID, SendRemoteDataRequest>();
114 114 if (config.Configs["XMLRPC"] != null)
115 try
116 {
117 m_remoteDataPort = config.Configs["XMLRPC"].GetInt("XmlRpcPort", m_remoteDataPort);
118 }
119 catch (Exception)
120 { 115 {
116 try
117 {
118 m_remoteDataPort = config.Configs["XMLRPC"].GetInt("XmlRpcPort", m_remoteDataPort);
119 }
120 catch (Exception)
121 {
122 }
121 } 123 }
122 } 124 }
123 125
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index 5836eb9..b61062f 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
@@ -75,7 +75,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
75 public void Close() { } 75 public void Close() { }
76 public void PostInitialise() { } 76 public void PostInitialise() { }
77 77
78
79 ///<summary> 78 ///<summary>
80 /// 79 ///
81 ///</summary> 80 ///</summary>
@@ -136,7 +135,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
136 ///</summary> 135 ///</summary>
137 public void AddRegion(Scene scene) 136 public void AddRegion(Scene scene)
138 { 137 {
139 if (! m_enabled) 138 if (!m_enabled)
140 return; 139 return;
141 140
142 // Every shared region module has to maintain an indepedent list of 141 // Every shared region module has to maintain an indepedent list of
@@ -209,6 +208,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
209 208
210 using (Image mapTile = tileGenerator.CreateMapTile()) 209 using (Image mapTile = tileGenerator.CreateMapTile())
211 { 210 {
211 // XXX: The MapImageModule will return a null if the user has chosen not to create map tiles and there
212 // is no static map tile.
213 if (mapTile == null)
214 return;
215
212 using (MemoryStream stream = new MemoryStream()) 216 using (MemoryStream stream = new MemoryStream())
213 { 217 {
214 mapTile.Save(stream, ImageFormat.Jpeg); 218 mapTile.Save(stream, ImageFormat.Jpeg);
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/Tests/PresenceConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/Tests/PresenceConnectorsTests.cs
index 32e47f9..69bac82 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/Tests/PresenceConnectorsTests.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/Tests/PresenceConnectorsTests.cs
@@ -35,7 +35,6 @@ using NUnit.Framework;
35using OpenMetaverse; 35using OpenMetaverse;
36using OpenSim.Framework; 36using OpenSim.Framework;
37using Nini.Config; 37using Nini.Config;
38
39using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence; 38using OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence;
40using OpenSim.Region.Framework.Scenes; 39using OpenSim.Region.Framework.Scenes;
41using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo; 40using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo;
@@ -44,11 +43,14 @@ using OpenSim.Tests.Common;
44namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence.Tests 43namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence.Tests
45{ 44{
46 [TestFixture] 45 [TestFixture]
47 public class PresenceConnectorsTests 46 public class PresenceConnectorsTests : OpenSimTestCase
48 { 47 {
49 LocalPresenceServicesConnector m_LocalConnector; 48 LocalPresenceServicesConnector m_LocalConnector;
50 private void SetUp() 49
50 public override void SetUp()
51 { 51 {
52 base.SetUp();
53
52 IConfigSource config = new IniConfigSource(); 54 IConfigSource config = new IniConfigSource();
53 config.AddConfig("Modules"); 55 config.AddConfig("Modules");
54 config.AddConfig("PresenceService"); 56 config.AddConfig("PresenceService");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index b485194..8b8bb37 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -219,12 +219,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
219 { 219 {
220// m_log.DebugFormat( 220// m_log.DebugFormat(
221// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate", 221// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
222// s.RegionInfo.RegionName, destination.RegionHandle); 222// destination.RegionName, destination.RegionID);
223 223
224 return m_scenes[destination.RegionID].IncomingChildAgentDataUpdate(cAgentData); 224 return m_scenes[destination.RegionID].IncomingChildAgentDataUpdate(cAgentData);
225 } 225 }
226 226
227// m_log.DebugFormat("[LOCAL COMMS]: Did not find region {0} for ChildAgentUpdate", regionHandle); 227// m_log.DebugFormat(
228// "[LOCAL COMMS]: Did not find region {0} {1} for ChildAgentUpdate",
229// destination.RegionName, destination.RegionID);
230
228 return false; 231 return false;
229 } 232 }
230 233
@@ -239,7 +242,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
239 // note that we really don't need the GridRegion for this call 242 // note that we really don't need the GridRegion for this call
240 foreach (Scene s in m_scenes.Values) 243 foreach (Scene s in m_scenes.Values)
241 { 244 {
242 //m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); 245// m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate");
243 s.IncomingChildAgentDataUpdate(cAgentData); 246 s.IncomingChildAgentDataUpdate(cAgentData);
244 } 247 }
245 248
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index ade5e76..fcfdf7c 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -570,13 +570,22 @@ namespace OpenSim.Region.CoreModules.World.Archiver
570 570
571 // Validate User and Group UUID's 571 // Validate User and Group UUID's
572 572
573 if (!ResolveUserUuid(scene, parcel.OwnerID)) 573 if (parcel.IsGroupOwned)
574 parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner; 574 {
575 575 if (!ResolveGroupUuid(parcel.GroupID))
576 if (!ResolveGroupUuid(parcel.GroupID)) 576 {
577 parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
578 parcel.GroupID = UUID.Zero;
579 parcel.IsGroupOwned = false;
580 }
581 }
582 else
577 { 583 {
578 parcel.GroupID = UUID.Zero; 584 if (!ResolveUserUuid(scene, parcel.OwnerID))
579 parcel.IsGroupOwned = false; 585 parcel.OwnerID = m_rootScene.RegionInfo.EstateSettings.EstateOwner;
586
587 if (!ResolveGroupUuid(parcel.GroupID))
588 parcel.GroupID = UUID.Zero;
580 } 589 }
581 590
582 List<LandAccessEntry> accessList = new List<LandAccessEntry>(); 591 List<LandAccessEntry> accessList = new List<LandAccessEntry>();
@@ -589,8 +598,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
589 parcel.ParcelAccessList = accessList; 598 parcel.ParcelAccessList = accessList;
590 599
591// m_log.DebugFormat( 600// m_log.DebugFormat(
592// "[ARCHIVER]: Adding parcel {0}, local id {1}, area {2}", 601// "[ARCHIVER]: Adding parcel {0}, local id {1}, owner {2}, group {3}, isGroupOwned {4}, area {5}",
593// parcel.Name, parcel.LocalID, parcel.Area); 602// parcel.Name, parcel.LocalID, parcel.OwnerID, parcel.GroupID, parcel.IsGroupOwned, parcel.Area);
594 603
595 landData.Add(parcel); 604 landData.Add(parcel);
596 } 605 }
@@ -613,13 +622,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver
613 /// <returns></returns> 622 /// <returns></returns>
614 private bool ResolveUserUuid(Scene scene, UUID uuid) 623 private bool ResolveUserUuid(Scene scene, UUID uuid)
615 { 624 {
616 if (!m_validUserUuids.ContainsKey(uuid)) 625 lock (m_validUserUuids)
617 { 626 {
618 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid); 627 if (!m_validUserUuids.ContainsKey(uuid))
619 m_validUserUuids.Add(uuid, account != null); 628 {
620 } 629 // Note: we call GetUserAccount() inside the lock because this UserID is likely
630 // to occur many times, and we only want to query the users service once.
631 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid);
632 m_validUserUuids.Add(uuid, account != null);
633 }
621 634
622 return m_validUserUuids[uuid]; 635 return m_validUserUuids[uuid];
636 }
623 } 637 }
624 638
625 /// <summary> 639 /// <summary>
@@ -632,19 +646,26 @@ namespace OpenSim.Region.CoreModules.World.Archiver
632 if (uuid == UUID.Zero) 646 if (uuid == UUID.Zero)
633 return true; // this means the object has no group 647 return true; // this means the object has no group
634 648
635 if (!m_validGroupUuids.ContainsKey(uuid)) 649 lock (m_validGroupUuids)
636 { 650 {
637 bool exists; 651 if (!m_validGroupUuids.ContainsKey(uuid))
638 652 {
639 if (m_groupsModule == null) 653 bool exists;
640 exists = false; 654 if (m_groupsModule == null)
641 else 655 {
642 exists = (m_groupsModule.GetGroupRecord(uuid) != null); 656 exists = false;
657 }
658 else
659 {
660 // Note: we call GetGroupRecord() inside the lock because this GroupID is likely
661 // to occur many times, and we only want to query the groups service once.
662 exists = (m_groupsModule.GetGroupRecord(uuid) != null);
663 }
664 m_validGroupUuids.Add(uuid, exists);
665 }
643 666
644 m_validGroupUuids.Add(uuid, exists); 667 return m_validGroupUuids[uuid];
645 } 668 }
646
647 return m_validGroupUuids[uuid];
648 } 669 }
649 670
650 /// Load an asset 671 /// Load an asset
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
index d751b1c..367693d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequest.cs
@@ -167,7 +167,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
167 } 167 }
168 scenesGroup.CalcSceneLocations(); 168 scenesGroup.CalcSceneLocations();
169 169
170
171 m_archiveWriter = new TarArchiveWriter(m_saveStream); 170 m_archiveWriter = new TarArchiveWriter(m_saveStream);
172 171
173 try 172 try
@@ -216,7 +215,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
216 } 215 }
217 } 216 }
218 217
219
220 private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, AssetType> assetUuids) 218 private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, AssetType> assetUuids)
221 { 219 {
222 m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName); 220 m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
@@ -540,7 +538,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver
540 xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y)); 538 xtw.WriteElementString("size_in_meters", string.Format("{0},{1}", size.X, size.Y));
541 } 539 }
542 540
543
544 protected void Save(Scene scene, List<SceneObjectGroup> sceneObjects, string regionDir) 541 protected void Save(Scene scene, List<SceneObjectGroup> sceneObjects, string regionDir)
545 { 542 {
546 if (regionDir != string.Empty) 543 if (regionDir != string.Empty)
@@ -560,8 +557,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
560 foreach (ILandObject lo in landObjects) 557 foreach (ILandObject lo in landObjects)
561 { 558 {
562 LandData landData = lo.LandData; 559 LandData landData = lo.LandData;
563 string landDataPath = String.Format("{0}{1}{2}.xml", 560 string landDataPath
564 regionDir, ArchiveConstants.LANDDATA_PATH, landData.GlobalID.ToString()); 561 = String.Format("{0}{1}", regionDir, ArchiveConstants.CreateOarLandDataPath(landData));
565 m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options)); 562 m_archiveWriter.WriteFile(landDataPath, LandDataSerializer.Serialize(landData, m_options));
566 } 563 }
567 564
@@ -590,21 +587,30 @@ namespace OpenSim.Region.CoreModules.World.Archiver
590 } 587 }
591 } 588 }
592 589
593 protected void ReceivedAllAssets( 590 protected void ReceivedAllAssets(ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids, bool timedOut)
594 ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids)
595 { 591 {
596 foreach (UUID uuid in assetsNotFoundUuids) 592 string errorMessage;
593
594 if (timedOut)
597 { 595 {
598 m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid); 596 errorMessage = "Loading assets timed out";
599 } 597 }
598 else
599 {
600 foreach (UUID uuid in assetsNotFoundUuids)
601 {
602 m_log.DebugFormat("[ARCHIVER]: Could not find asset {0}", uuid);
603 }
600 604
601 // m_log.InfoFormat( 605 // m_log.InfoFormat(
602 // "[ARCHIVER]: Received {0} of {1} assets requested", 606 // "[ARCHIVER]: Received {0} of {1} assets requested",
603 // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count); 607 // assetsFoundUuids.Count, assetsFoundUuids.Count + assetsNotFoundUuids.Count);
604 608
605 CloseArchive(String.Empty); 609 errorMessage = String.Empty;
610 }
611
612 CloseArchive(errorMessage);
606 } 613 }
607
608 614
609 /// <summary> 615 /// <summary>
610 /// Closes the archive and notifies that we're done. 616 /// Closes the archive and notifies that we're done.
@@ -629,6 +635,5 @@ namespace OpenSim.Region.CoreModules.World.Archiver
629 635
630 m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage); 636 m_rootScene.EventManager.TriggerOarFileSaved(m_requestId, errorMessage);
631 } 637 }
632
633 } 638 }
634} 639}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsArchiver.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsArchiver.cs
index 95d109c..c1ff94d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsArchiver.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsArchiver.cs
@@ -150,12 +150,5 @@ namespace OpenSim.Region.CoreModules.World.Archiver
150 m_log.InfoFormat("[ARCHIVER]: Added {0} assets to archive", m_assetsWritten); 150 m_log.InfoFormat("[ARCHIVER]: Added {0} assets to archive", m_assetsWritten);
151 } 151 }
152 152
153 /// <summary>
154 /// Only call this if you need to force a close on the underlying writer.
155 /// </summary>
156 public void ForceClose()
157 {
158 m_archiveWriter.Close();
159 }
160 } 153 }
161} 154}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index e2f8833..ada7ecc 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
50 /// Method called when all the necessary assets for an archive request have been received. 50 /// Method called when all the necessary assets for an archive request have been received.
51 /// </summary> 51 /// </summary>
52 public delegate void AssetsRequestCallback( 52 public delegate void AssetsRequestCallback(
53 ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids); 53 ICollection<UUID> assetsFoundUuids, ICollection<UUID> assetsNotFoundUuids, bool timedOut);
54 54
55 enum RequestState 55 enum RequestState
56 { 56 {
@@ -148,7 +148,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
148 if (m_repliesRequired == 0) 148 if (m_repliesRequired == 0)
149 { 149 {
150 m_requestState = RequestState.Completed; 150 m_requestState = RequestState.Completed;
151 PerformAssetsRequestCallback(null); 151 PerformAssetsRequestCallback(false);
152 return; 152 return;
153 } 153 }
154 154
@@ -156,6 +156,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
156 156
157 foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids) 157 foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
158 { 158 {
159// m_log.DebugFormat("[ARCHIVER]: Requesting asset {0}", kvp.Key);
160
159// m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback); 161// m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
160 AssetBase asset = m_assetService.Get(kvp.Key.ToString()); 162 AssetBase asset = m_assetService.Get(kvp.Key.ToString());
161 PreAssetRequestCallback(kvp.Key.ToString(), kvp.Value, asset); 163 PreAssetRequestCallback(kvp.Key.ToString(), kvp.Value, asset);
@@ -164,7 +166,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
164 166
165 protected void OnRequestCallbackTimeout(object source, ElapsedEventArgs args) 167 protected void OnRequestCallbackTimeout(object source, ElapsedEventArgs args)
166 { 168 {
167 bool close = true; 169 bool timedOut = true;
168 170
169 try 171 try
170 { 172 {
@@ -174,7 +176,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
174 // the final request came in (assuming that such a thing is possible) 176 // the final request came in (assuming that such a thing is possible)
175 if (m_requestState == RequestState.Completed) 177 if (m_requestState == RequestState.Completed)
176 { 178 {
177 close = false; 179 timedOut = false;
178 return; 180 return;
179 } 181 }
180 182
@@ -223,8 +225,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
223 } 225 }
224 finally 226 finally
225 { 227 {
226 if (close) 228 if (timedOut)
227 m_assetsArchiver.ForceClose(); 229 Util.FireAndForget(PerformAssetsRequestCallback, true);
228 } 230 }
229 } 231 }
230 232
@@ -290,7 +292,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
290 292
291 // We want to stop using the asset cache thread asap 293 // We want to stop using the asset cache thread asap
292 // as we now need to do the work of producing the rest of the archive 294 // as we now need to do the work of producing the rest of the archive
293 Util.FireAndForget(PerformAssetsRequestCallback); 295 Util.FireAndForget(PerformAssetsRequestCallback, false);
294 } 296 }
295 else 297 else
296 { 298 {
@@ -311,9 +313,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
311 { 313 {
312 Culture.SetCurrentCulture(); 314 Culture.SetCurrentCulture();
313 315
316 Boolean timedOut = (Boolean)o;
317
314 try 318 try
315 { 319 {
316 m_assetsRequestCallback(m_foundAssetUuids, m_notFoundAssetUuids); 320 m_assetsRequestCallback(m_foundAssetUuids, m_notFoundAssetUuids, timedOut);
317 } 321 }
318 catch (Exception e) 322 catch (Exception e)
319 { 323 {
diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
index 82f49b0..eec1cec 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs
@@ -31,16 +31,19 @@ using System.IO;
31using System.Reflection; 31using System.Reflection;
32using System.Threading; 32using System.Threading;
33using log4net.Config; 33using log4net.Config;
34using Nini.Config;
34using NUnit.Framework; 35using NUnit.Framework;
35using OpenMetaverse; 36using OpenMetaverse;
36using OpenMetaverse.Assets; 37using OpenMetaverse.Assets;
37using OpenSim.Framework; 38using OpenSim.Framework;
38using OpenSim.Framework.Serialization; 39using OpenSim.Framework.Serialization;
39using OpenSim.Framework.Serialization.External; 40using OpenSim.Framework.Serialization.External;
41using OpenSim.Region.CoreModules.World.Land;
40using OpenSim.Region.CoreModules.World.Serialiser; 42using OpenSim.Region.CoreModules.World.Serialiser;
41using OpenSim.Region.CoreModules.World.Terrain; 43using OpenSim.Region.CoreModules.World.Terrain;
42using OpenSim.Region.Framework.Scenes; 44using OpenSim.Region.Framework.Scenes;
43using OpenSim.Region.Framework.Scenes.Serialization; 45using OpenSim.Region.Framework.Scenes.Serialization;
46using OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups;
44using OpenSim.Tests.Common; 47using OpenSim.Tests.Common;
45using OpenSim.Tests.Common.Mock; 48using OpenSim.Tests.Common.Mock;
46using ArchiveConstants = OpenSim.Framework.Serialization.ArchiveConstants; 49using ArchiveConstants = OpenSim.Framework.Serialization.ArchiveConstants;
@@ -69,9 +72,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
69 { 72 {
70 base.SetUp(); 73 base.SetUp();
71 74
72 // FIXME: Do something about this - relying on statics in unit tests causes trouble sooner or later
73 new SceneManager();
74
75 m_archiverModule = new ArchiverModule(); 75 m_archiverModule = new ArchiverModule();
76 m_serialiserModule = new SerialiserModule(); 76 m_serialiserModule = new SerialiserModule();
77 TerrainModule terrainModule = new TerrainModule(); 77 TerrainModule terrainModule = new TerrainModule();
@@ -127,6 +127,53 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
127 127
128 return new SceneObjectPart(ownerId, shape, groupPosition, rotationOffset, offsetPosition) { Name = partName }; 128 return new SceneObjectPart(ownerId, shape, groupPosition, rotationOffset, offsetPosition) { Name = partName };
129 } 129 }
130
131 private void CreateTestObjects(Scene scene, out SceneObjectGroup sog1, out SceneObjectGroup sog2, out UUID ncAssetUuid)
132 {
133 SceneObjectPart part1 = CreateSceneObjectPart1();
134 sog1 = new SceneObjectGroup(part1);
135 scene.AddNewSceneObject(sog1, false);
136
137 AssetNotecard nc = new AssetNotecard();
138 nc.BodyText = "Hello World!";
139 nc.Encode();
140 ncAssetUuid = UUID.Random();
141 UUID ncItemUuid = UUID.Random();
142 AssetBase ncAsset
143 = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero);
144 m_scene.AssetService.Store(ncAsset);
145
146 TaskInventoryItem ncItem
147 = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid };
148 SceneObjectPart part2 = CreateSceneObjectPart2();
149 sog2 = new SceneObjectGroup(part2);
150 part2.Inventory.AddInventoryItem(ncItem, true);
151
152 scene.AddNewSceneObject(sog2, false);
153 }
154
155 private static void CreateSoundAsset(TarArchiveWriter tar, Assembly assembly, string soundDataResourceName, out byte[] soundData, out UUID soundUuid)
156 {
157 using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName))
158 {
159 using (BinaryReader br = new BinaryReader(resource))
160 {
161 // FIXME: Use the inspector instead
162 soundData = br.ReadBytes(99999999);
163 soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001");
164 string soundAssetFileName
165 = ArchiveConstants.ASSETS_PATH + soundUuid
166 + ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV];
167 tar.WriteFile(soundAssetFileName, soundData);
168
169 /*
170 AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData);
171 scene.AssetService.Store(soundAsset);
172 asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav";
173 */
174 }
175 }
176 }
130 177
131 /// <summary> 178 /// <summary>
132 /// Test saving an OpenSim Region Archive. 179 /// Test saving an OpenSim Region Archive.
@@ -204,30 +251,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
204 // TODO: Test presence of more files and contents of files. 251 // TODO: Test presence of more files and contents of files.
205 } 252 }
206 253
207 private void CreateTestObjects(Scene scene, out SceneObjectGroup sog1, out SceneObjectGroup sog2, out UUID ncAssetUuid)
208 {
209 SceneObjectPart part1 = CreateSceneObjectPart1();
210 sog1 = new SceneObjectGroup(part1);
211 scene.AddNewSceneObject(sog1, false);
212
213 AssetNotecard nc = new AssetNotecard();
214 nc.BodyText = "Hello World!";
215 nc.Encode();
216 ncAssetUuid = UUID.Random();
217 UUID ncItemUuid = UUID.Random();
218 AssetBase ncAsset
219 = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero);
220 m_scene.AssetService.Store(ncAsset);
221
222 TaskInventoryItem ncItem
223 = new TaskInventoryItem { Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid };
224 SceneObjectPart part2 = CreateSceneObjectPart2();
225 sog2 = new SceneObjectGroup(part2);
226 part2.Inventory.AddInventoryItem(ncItem, true);
227
228 scene.AddNewSceneObject(sog2, false);
229 }
230
231 /// <summary> 254 /// <summary>
232 /// Test saving an OpenSim Region Archive with the no assets option 255 /// Test saving an OpenSim Region Archive with the no assets option
233 /// </summary> 256 /// </summary>
@@ -309,59 +332,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
309 } 332 }
310 333
311 /// <summary> 334 /// <summary>
312 /// Test loading an OpenSim Region Archive where the scene object parts are not ordered by link number (e.g.
313 /// 2 can come after 3).
314 /// </summary>
315 [Test]
316 public void TestLoadOarUnorderedParts()
317 {
318 TestHelpers.InMethod();
319
320 UUID ownerId = TestHelpers.ParseTail(0xaaaa);
321
322 MemoryStream archiveWriteStream = new MemoryStream();
323 TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
324
325 tar.WriteFile(
326 ArchiveConstants.CONTROL_FILE_PATH,
327 new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
328
329 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11);
330 SceneObjectPart sop2
331 = SceneHelpers.CreateSceneObjectPart("obj1-Part2", TestHelpers.ParseTail(0x12), ownerId);
332 SceneObjectPart sop3
333 = SceneHelpers.CreateSceneObjectPart("obj1-Part3", TestHelpers.ParseTail(0x13), ownerId);
334
335 // Add the parts so they will be written out in reverse order to the oar
336 sog1.AddPart(sop3);
337 sop3.LinkNum = 3;
338 sog1.AddPart(sop2);
339 sop2.LinkNum = 2;
340
341 tar.WriteFile(
342 ArchiveConstants.CreateOarObjectPath(sog1.Name, sog1.UUID, sog1.AbsolutePosition),
343 SceneObjectSerializer.ToXml2Format(sog1));
344
345 tar.Close();
346
347 MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
348
349 lock (this)
350 {
351 m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
352 m_archiverModule.DearchiveRegion(archiveReadStream);
353 }
354
355 Assert.That(m_lastErrorMessage, Is.Null);
356
357 SceneObjectPart part2 = m_scene.GetSceneObjectPart("obj1-Part2");
358 Assert.That(part2.LinkNum, Is.EqualTo(2));
359
360 SceneObjectPart part3 = m_scene.GetSceneObjectPart("obj1-Part3");
361 Assert.That(part3.LinkNum, Is.EqualTo(3));
362 }
363
364 /// <summary>
365 /// Test loading an OpenSim Region Archive. 335 /// Test loading an OpenSim Region Archive.
366 /// </summary> 336 /// </summary>
367 [Test] 337 [Test]
@@ -435,50 +405,57 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
435 TestLoadedRegion(part1, soundItemName, soundData); 405 TestLoadedRegion(part1, soundItemName, soundData);
436 } 406 }
437 407
438 private static void CreateSoundAsset(TarArchiveWriter tar, Assembly assembly, string soundDataResourceName, out byte[] soundData, out UUID soundUuid) 408 /// <summary>
409 /// Test loading an OpenSim Region Archive where the scene object parts are not ordered by link number (e.g.
410 /// 2 can come after 3).
411 /// </summary>
412 [Test]
413 public void TestLoadOarUnorderedParts()
439 { 414 {
440 using (Stream resource = assembly.GetManifestResourceStream(soundDataResourceName)) 415 TestHelpers.InMethod();
441 {
442 using (BinaryReader br = new BinaryReader(resource))
443 {
444 // FIXME: Use the inspector instead
445 soundData = br.ReadBytes(99999999);
446 soundUuid = UUID.Parse("00000000-0000-0000-0000-000000000001");
447 string soundAssetFileName
448 = ArchiveConstants.ASSETS_PATH + soundUuid
449 + ArchiveConstants.ASSET_TYPE_TO_EXTENSION[(sbyte)AssetType.SoundWAV];
450 tar.WriteFile(soundAssetFileName, soundData);
451 416
452 /* 417 UUID ownerId = TestHelpers.ParseTail(0xaaaa);
453 AssetBase soundAsset = AssetHelpers.CreateAsset(soundUuid, soundData);
454 scene.AssetService.Store(soundAsset);
455 asset1FileName = ArchiveConstants.ASSETS_PATH + soundUuid + ".wav";
456 */
457 }
458 }
459 }
460 418
461 private void TestLoadedRegion(SceneObjectPart part1, string soundItemName, byte[] soundData) 419 MemoryStream archiveWriteStream = new MemoryStream();
462 { 420 TarArchiveWriter tar = new TarArchiveWriter(archiveWriteStream);
463 SceneObjectPart object1PartLoaded = m_scene.GetSceneObjectPart(part1.Name);
464 421
465 Assert.That(object1PartLoaded, Is.Not.Null, "object1 was not loaded"); 422 tar.WriteFile(
466 Assert.That(object1PartLoaded.Name, Is.EqualTo(part1.Name), "object1 names not identical"); 423 ArchiveConstants.CONTROL_FILE_PATH,
467 Assert.That(object1PartLoaded.GroupPosition, Is.EqualTo(part1.GroupPosition), "object1 group position not equal"); 424 new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
468 Assert.That(
469 object1PartLoaded.RotationOffset, Is.EqualTo(part1.RotationOffset), "object1 rotation offset not equal");
470 Assert.That(
471 object1PartLoaded.OffsetPosition, Is.EqualTo(part1.OffsetPosition), "object1 offset position not equal");
472 Assert.That(object1PartLoaded.SitTargetOrientation, Is.EqualTo(part1.SitTargetOrientation));
473 Assert.That(object1PartLoaded.SitTargetPosition, Is.EqualTo(part1.SitTargetPosition));
474 425
475 TaskInventoryItem loadedSoundItem = object1PartLoaded.Inventory.GetInventoryItems(soundItemName)[0]; 426 SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ownerId, "obj1-", 0x11);
476 Assert.That(loadedSoundItem, Is.Not.Null, "loaded sound item was null"); 427 SceneObjectPart sop2
477 AssetBase loadedSoundAsset = m_scene.AssetService.Get(loadedSoundItem.AssetID.ToString()); 428 = SceneHelpers.CreateSceneObjectPart("obj1-Part2", TestHelpers.ParseTail(0x12), ownerId);
478 Assert.That(loadedSoundAsset, Is.Not.Null, "loaded sound asset was null"); 429 SceneObjectPart sop3
479 Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match"); 430 = SceneHelpers.CreateSceneObjectPart("obj1-Part3", TestHelpers.ParseTail(0x13), ownerId);
480 431
481 Assert.Greater(m_scene.LandChannel.AllParcels().Count, 0, "incorrect number of parcels"); 432 // Add the parts so they will be written out in reverse order to the oar
433 sog1.AddPart(sop3);
434 sop3.LinkNum = 3;
435 sog1.AddPart(sop2);
436 sop2.LinkNum = 2;
437
438 tar.WriteFile(
439 ArchiveConstants.CreateOarObjectPath(sog1.Name, sog1.UUID, sog1.AbsolutePosition),
440 SceneObjectSerializer.ToXml2Format(sog1));
441
442 tar.Close();
443
444 MemoryStream archiveReadStream = new MemoryStream(archiveWriteStream.ToArray());
445
446 lock (this)
447 {
448 m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
449 m_archiverModule.DearchiveRegion(archiveReadStream);
450 }
451
452 Assert.That(m_lastErrorMessage, Is.Null);
453
454 SceneObjectPart part2 = m_scene.GetSceneObjectPart("obj1-Part2");
455 Assert.That(part2.LinkNum, Is.EqualTo(2));
456
457 SceneObjectPart part3 = m_scene.GetSceneObjectPart("obj1-Part3");
458 Assert.That(part3.LinkNum, Is.EqualTo(3));
482 } 459 }
483 460
484 /// <summary> 461 /// <summary>
@@ -538,8 +515,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
538 SerialiserModule serialiserModule = new SerialiserModule(); 515 SerialiserModule serialiserModule = new SerialiserModule();
539 TerrainModule terrainModule = new TerrainModule(); 516 TerrainModule terrainModule = new TerrainModule();
540 517
541 m_sceneHelpers = new SceneHelpers(); 518 SceneHelpers m_sceneHelpers2 = new SceneHelpers();
542 TestScene scene2 = m_sceneHelpers.SetupScene(); 519 TestScene scene2 = m_sceneHelpers2.SetupScene();
543 SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule); 520 SceneHelpers.SetupSceneModules(scene2, archiverModule, serialiserModule, terrainModule);
544 521
545 // Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is 522 // Make sure there's a valid owner for the owner we saved (this should have been wiped if the code is
@@ -563,6 +540,71 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
563 } 540 }
564 541
565 /// <summary> 542 /// <summary>
543 /// Test OAR loading where the land parcel is group deeded.
544 /// </summary>
545 /// <remarks>
546 /// In this situation, the owner ID is set to the group ID.
547 /// </remarks>
548 [Test]
549 public void TestLoadOarDeededLand()
550 {
551 TestHelpers.InMethod();
552// TestHelpers.EnableLogging();
553
554 UUID landID = TestHelpers.ParseTail(0x10);
555
556 MockGroupsServicesConnector groupsService = new MockGroupsServicesConnector();
557
558 IConfigSource configSource = new IniConfigSource();
559 IConfig config = configSource.AddConfig("Groups");
560 config.Set("Enabled", true);
561 config.Set("Module", "GroupsModule");
562 config.Set("DebugEnabled", true);
563 SceneHelpers.SetupSceneModules(
564 m_scene, configSource, new object[] { new GroupsModule(), groupsService, new LandManagementModule() });
565
566 // Create group in scene for loading
567 // FIXME: For now we'll put up with the issue that we'll get a group ID that varies across tests.
568 UUID groupID
569 = groupsService.CreateGroup(UUID.Zero, "group1", "", true, UUID.Zero, 3, true, true, true, UUID.Zero);
570
571 // Construct OAR
572 MemoryStream oarStream = new MemoryStream();
573 TarArchiveWriter tar = new TarArchiveWriter(oarStream);
574
575 tar.WriteDir(ArchiveConstants.LANDDATA_PATH);
576 tar.WriteFile(
577 ArchiveConstants.CONTROL_FILE_PATH,
578 new ArchiveWriteRequest(m_scene, (Stream)null, Guid.Empty).CreateControlFile(new ArchiveScenesGroup()));
579
580 LandObject lo = new LandObject(groupID, true, null);
581 lo.SetLandBitmap(lo.BasicFullRegionLandBitmap());
582 LandData ld = lo.LandData;
583 ld.GlobalID = landID;
584
585 string ldPath = ArchiveConstants.CreateOarLandDataPath(ld);
586 tar.WriteFile(ldPath, LandDataSerializer.Serialize(ld, null));
587 tar.Close();
588
589 oarStream = new MemoryStream(oarStream.ToArray());
590
591 // Load OAR
592 lock (this)
593 {
594 m_scene.EventManager.OnOarFileLoaded += LoadCompleted;
595 m_archiverModule.DearchiveRegion(oarStream);
596 }
597
598 ILandObject rLo = m_scene.LandChannel.GetLandObject(16, 16);
599 LandData rLd = rLo.LandData;
600
601 Assert.That(rLd.GlobalID, Is.EqualTo(landID));
602 Assert.That(rLd.OwnerID, Is.EqualTo(groupID));
603 Assert.That(rLd.GroupID, Is.EqualTo(groupID));
604 Assert.That(rLd.IsGroupOwned, Is.EqualTo(true));
605 }
606
607 /// <summary>
566 /// Test loading the region settings of an OpenSim Region Archive. 608 /// Test loading the region settings of an OpenSim Region Archive.
567 /// </summary> 609 /// </summary>
568 [Test] 610 [Test]
@@ -781,9 +823,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
781 } 823 }
782 } 824 }
783 825
784
785 // Save OAR 826 // Save OAR
786
787 MemoryStream archiveWriteStream = new MemoryStream(); 827 MemoryStream archiveWriteStream = new MemoryStream();
788 m_scene.EventManager.OnOarFileSaved += SaveCompleted; 828 m_scene.EventManager.OnOarFileSaved += SaveCompleted;
789 829
@@ -800,7 +840,6 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
800 840
801 841
802 // Check that the OAR contains the expected data 842 // Check that the OAR contains the expected data
803
804 Assert.That(m_lastRequestId, Is.EqualTo(requestId)); 843 Assert.That(m_lastRequestId, Is.EqualTo(requestId));
805 844
806 byte[] archive = archiveWriteStream.ToArray(); 845 byte[] archive = archiveWriteStream.ToArray();
@@ -892,7 +931,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
892 } 931 }
893 932
894 ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup(); 933 ArchiveScenesGroup scenesGroup = new ArchiveScenesGroup();
895 SceneManager.Instance.ForEachScene(delegate(Scene scene) 934 m_sceneHelpers.SceneManager.ForEachScene(delegate(Scene scene)
896 { 935 {
897 scenesGroup.AddScene(scene); 936 scenesGroup.AddScene(scene);
898 }); 937 });
@@ -950,13 +989,13 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
950 989
951 // Delete the current objects, to test that they're loaded from the OAR and didn't 990 // Delete the current objects, to test that they're loaded from the OAR and didn't
952 // just remain in the scene. 991 // just remain in the scene.
953 SceneManager.Instance.ForEachScene(delegate(Scene scene) 992 m_sceneHelpers.SceneManager.ForEachScene(delegate(Scene scene)
954 { 993 {
955 scene.DeleteAllSceneObjects(); 994 scene.DeleteAllSceneObjects();
956 }); 995 });
957 996
958 // Create a "hole", to test that that the corresponding region isn't loaded from the OAR 997 // Create a "hole", to test that that the corresponding region isn't loaded from the OAR
959 SceneManager.Instance.CloseScene(SceneManager.Instance.Scenes[1]); 998 m_sceneHelpers.SceneManager.CloseScene(SceneManager.Instance.Scenes[1]);
960 999
961 1000
962 // Check thay the OAR file contains the expected data 1001 // Check thay the OAR file contains the expected data
@@ -971,10 +1010,32 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
971 1010
972 Assert.That(m_lastErrorMessage, Is.Null); 1011 Assert.That(m_lastErrorMessage, Is.Null);
973 1012
974 Assert.AreEqual(3, SceneManager.Instance.Scenes.Count); 1013 Assert.AreEqual(3, m_sceneHelpers.SceneManager.Scenes.Count);
975 1014
976 TestLoadedRegion(part1, soundItemName, soundData); 1015 TestLoadedRegion(part1, soundItemName, soundData);
977 } 1016 }
978 1017
1018 private void TestLoadedRegion(SceneObjectPart part1, string soundItemName, byte[] soundData)
1019 {
1020 SceneObjectPart object1PartLoaded = m_scene.GetSceneObjectPart(part1.Name);
1021
1022 Assert.That(object1PartLoaded, Is.Not.Null, "object1 was not loaded");
1023 Assert.That(object1PartLoaded.Name, Is.EqualTo(part1.Name), "object1 names not identical");
1024 Assert.That(object1PartLoaded.GroupPosition, Is.EqualTo(part1.GroupPosition), "object1 group position not equal");
1025 Assert.That(
1026 object1PartLoaded.RotationOffset, Is.EqualTo(part1.RotationOffset), "object1 rotation offset not equal");
1027 Assert.That(
1028 object1PartLoaded.OffsetPosition, Is.EqualTo(part1.OffsetPosition), "object1 offset position not equal");
1029 Assert.That(object1PartLoaded.SitTargetOrientation, Is.EqualTo(part1.SitTargetOrientation));
1030 Assert.That(object1PartLoaded.SitTargetPosition, Is.EqualTo(part1.SitTargetPosition));
1031
1032 TaskInventoryItem loadedSoundItem = object1PartLoaded.Inventory.GetInventoryItems(soundItemName)[0];
1033 Assert.That(loadedSoundItem, Is.Not.Null, "loaded sound item was null");
1034 AssetBase loadedSoundAsset = m_scene.AssetService.Get(loadedSoundItem.AssetID.ToString());
1035 Assert.That(loadedSoundAsset, Is.Not.Null, "loaded sound asset was null");
1036 Assert.That(loadedSoundAsset.Data, Is.EqualTo(soundData), "saved and loaded sound data do not match");
1037
1038 Assert.Greater(m_scene.LandChannel.AllParcels().Count, 0, "incorrect number of parcels");
1039 }
979 } 1040 }
980} 1041} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
index 3b84d57..4d49794 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
@@ -117,7 +117,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
117 117
118 m_module.Scene.RegionInfo.RegionSettings.Save(); 118 m_module.Scene.RegionInfo.RegionSettings.Save();
119 m_module.TriggerRegionInfoChange(); 119 m_module.TriggerRegionInfoChange();
120 m_module.sendRegionInfoPacketToAll(); 120 m_module.sendRegionHandshakeToAll();
121 } 121 }
122 } 122 }
123 } 123 }
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index dc062b6..a5f5749 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -55,6 +55,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
55 55
56 protected EstateManagementCommands m_commands; 56 protected EstateManagementCommands m_commands;
57 57
58 /// <summary>
59 /// If false, region restart requests from the client are blocked even if they are otherwise legitimate.
60 /// </summary>
61 public bool AllowRegionRestartFromClient { get; set; }
62
58 private EstateTerrainXferHandler TerrainUploader; 63 private EstateTerrainXferHandler TerrainUploader;
59 public TelehubManager m_Telehub; 64 public TelehubManager m_Telehub;
60 65
@@ -64,6 +69,53 @@ namespace OpenSim.Region.CoreModules.World.Estate
64 69
65 private int m_delayCount = 0; 70 private int m_delayCount = 0;
66 71
72 #region Region Module interface
73
74 public string Name { get { return "EstateManagementModule"; } }
75
76 public Type ReplaceableInterface { get { return null; } }
77
78 public void Initialise(IConfigSource source)
79 {
80 AllowRegionRestartFromClient = true;
81
82 IConfig config = source.Configs["EstateManagement"];
83
84 if (config != null)
85 AllowRegionRestartFromClient = config.GetBoolean("AllowRegionRestartFromClient", true);
86 }
87
88 public void AddRegion(Scene scene)
89 {
90 Scene = scene;
91 Scene.RegisterModuleInterface<IEstateModule>(this);
92 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
93 Scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight;
94
95 m_Telehub = new TelehubManager(scene);
96
97 m_commands = new EstateManagementCommands(this);
98 m_commands.Initialise();
99 }
100
101 public void RemoveRegion(Scene scene) {}
102
103 public void RegionLoaded(Scene scene)
104 {
105 // Sets up the sun module based no the saved Estate and Region Settings
106 // DO NOT REMOVE or the sun will stop working
107 scene.TriggerEstateSunUpdate();
108
109 UserManager = scene.RequestModuleInterface<IUserManagement>();
110 }
111
112 public void Close()
113 {
114 m_commands.Close();
115 }
116
117 #endregion
118
67 #region Packet Data Responders 119 #region Packet Data Responders
68 120
69 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice) 121 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
@@ -76,7 +128,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
76 { 128 {
77 uint sun = 0; 129 uint sun = 0;
78 130
79 if (!Scene.RegionInfo.EstateSettings.UseGlobalTime) 131 if (Scene.RegionInfo.EstateSettings.FixedSun)
80 sun = (uint)(Scene.RegionInfo.EstateSettings.SunPosition * 1024.0) + 0x1800; 132 sun = (uint)(Scene.RegionInfo.EstateSettings.SunPosition * 1024.0) + 0x1800;
81 UUID estateOwner; 133 UUID estateOwner;
82 estateOwner = Scene.RegionInfo.EstateSettings.EstateOwner; 134 estateOwner = Scene.RegionInfo.EstateSettings.EstateOwner;
@@ -197,6 +249,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
197 Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture; 249 Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture;
198 break; 250 break;
199 } 251 }
252
200 Scene.RegionInfo.RegionSettings.Save(); 253 Scene.RegionInfo.RegionSettings.Save();
201 TriggerRegionInfoChange(); 254 TriggerRegionInfoChange();
202 sendRegionInfoPacketToAll(); 255 sendRegionInfoPacketToAll();
@@ -228,6 +281,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
228 Scene.RegionInfo.RegionSettings.Elevation2NE = highValue; 281 Scene.RegionInfo.RegionSettings.Elevation2NE = highValue;
229 break; 282 break;
230 } 283 }
284
231 Scene.RegionInfo.RegionSettings.Save(); 285 Scene.RegionInfo.RegionSettings.Save();
232 TriggerRegionInfoChange(); 286 TriggerRegionInfoChange();
233 sendRegionHandshakeToAll(); 287 sendRegionHandshakeToAll();
@@ -268,6 +322,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
268 322
269 private void handleEstateRestartSimRequest(IClientAPI remoteClient, int timeInSeconds) 323 private void handleEstateRestartSimRequest(IClientAPI remoteClient, int timeInSeconds)
270 { 324 {
325 if (!AllowRegionRestartFromClient)
326 {
327 remoteClient.SendAlertMessage("Region restart has been disabled on this simulator.");
328 return;
329 }
330
271 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 331 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
272 if (restartModule != null) 332 if (restartModule != null)
273 { 333 {
@@ -352,6 +412,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
352 } 412 }
353 413
354 } 414 }
415
355 if ((estateAccessType & 8) != 0) // User remove 416 if ((estateAccessType & 8) != 0) // User remove
356 { 417 {
357 if (Scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true)) 418 if (Scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true))
@@ -383,6 +444,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
383 remote_client.SendAlertMessage("Method EstateAccessDelta Failed, you don't have permissions"); 444 remote_client.SendAlertMessage("Method EstateAccessDelta Failed, you don't have permissions");
384 } 445 }
385 } 446 }
447
386 if ((estateAccessType & 16) != 0) // Group add 448 if ((estateAccessType & 16) != 0) // Group add
387 { 449 {
388 if (Scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true)) 450 if (Scene.Permissions.CanIssueEstateCommand(remote_client.AgentId, true))
@@ -650,7 +712,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
650 } 712 }
651 } 713 }
652 714
653 public void handleOnEstateManageTelehub (IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1) 715 public void handleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
654 { 716 {
655 SceneObjectPart part; 717 SceneObjectPart part;
656 718
@@ -718,13 +780,18 @@ namespace OpenSim.Region.CoreModules.World.Estate
718 Scene.RegionInfo.RegionSettings.Save(); 780 Scene.RegionInfo.RegionSettings.Save();
719 TriggerRegionInfoChange(); 781 TriggerRegionInfoChange();
720 782
721 Scene.SetSceneCoreDebug( 783 ISceneCommandsModule scm = Scene.RequestModuleInterface<ISceneCommandsModule>();
722 new Dictionary<string, string>() { 784
723 { "scripting", (!disableScripts).ToString() }, 785 if (scm != null)
724 { "collisions", (!disableCollisions).ToString() }, 786 {
725 { "physics", (!disablePhysics).ToString() } 787 scm.SetSceneDebugOptions(
726 } 788 new Dictionary<string, string>() {
727 ); 789 { "scripting", (!disableScripts).ToString() },
790 { "collisions", (!disableCollisions).ToString() },
791 { "physics", (!disablePhysics).ToString() }
792 }
793 );
794 }
728 } 795 }
729 796
730 private void handleEstateTeleportOneUserHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID, UUID prey) 797 private void handleEstateTeleportOneUserHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID, UUID prey)
@@ -1066,6 +1133,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1066 { 1133 {
1067 Scene.RegionInfo.EstateSettings.UseGlobalTime = false; 1134 Scene.RegionInfo.EstateSettings.UseGlobalTime = false;
1068 Scene.RegionInfo.EstateSettings.SunPosition = (parms2 - 0x1800)/1024.0; 1135 Scene.RegionInfo.EstateSettings.SunPosition = (parms2 - 0x1800)/1024.0;
1136 // Warning: FixedSun should be set to True, otherwise this sun position won't be used.
1069 } 1137 }
1070 1138
1071 if ((parms1 & 0x00000010) != 0) 1139 if ((parms1 & 0x00000010) != 0)
@@ -1118,49 +1186,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
1118 1186
1119 #endregion 1187 #endregion
1120 1188
1121 #region Region Module interface
1122
1123 public string Name { get { return "EstateManagementModule"; } }
1124
1125 public Type ReplaceableInterface { get { return null; } }
1126
1127 public void Initialise(IConfigSource source) {}
1128
1129 public void AddRegion(Scene scene)
1130 {
1131 m_regionChangeTimer.AutoReset = false;
1132 m_regionChangeTimer.Interval = 2000;
1133 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1134
1135 Scene = scene;
1136 Scene.RegisterModuleInterface<IEstateModule>(this);
1137 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
1138 Scene.EventManager.OnRequestChangeWaterHeight += changeWaterHeight;
1139
1140 m_Telehub = new TelehubManager(scene);
1141
1142 m_commands = new EstateManagementCommands(this);
1143 m_commands.Initialise();
1144 }
1145
1146 public void RemoveRegion(Scene scene) {}
1147
1148 public void RegionLoaded(Scene scene)
1149 {
1150 // Sets up the sun module based no the saved Estate and Region Settings
1151 // DO NOT REMOVE or the sun will stop working
1152 scene.TriggerEstateSunUpdate();
1153
1154 UserManager = scene.RequestModuleInterface<IUserManagement>();
1155 }
1156
1157 public void Close()
1158 {
1159 m_commands.Close();
1160 }
1161
1162 #endregion
1163
1164 #region Other Functions 1189 #region Other Functions
1165 1190
1166 public void changeWaterHeight(float height) 1191 public void changeWaterHeight(float height)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandChannel.cs b/OpenSim/Region/CoreModules/World/Land/LandChannel.cs
index 7fc358d..73c592d 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandChannel.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandChannel.cs
@@ -95,6 +95,11 @@ namespace OpenSim.Region.CoreModules.World.Land
95 return null; 95 return null;
96 } 96 }
97 97
98 public ILandObject GetLandObject(Vector3 position)
99 {
100 return GetLandObject(position.X, position.Y);
101 }
102
98 public ILandObject GetLandObject(int x, int y) 103 public ILandObject GetLandObject(int x, int y)
99 { 104 {
100 if (m_landManagementModule != null) 105 if (m_landManagementModule != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 1193057..b4f7d51 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -141,6 +141,7 @@ namespace OpenSim.Region.CoreModules.World.Land
141 m_scene.EventManager.OnValidateLandBuy += EventManagerOnValidateLandBuy; 141 m_scene.EventManager.OnValidateLandBuy += EventManagerOnValidateLandBuy;
142 m_scene.EventManager.OnLandBuy += EventManagerOnLandBuy; 142 m_scene.EventManager.OnLandBuy += EventManagerOnLandBuy;
143 m_scene.EventManager.OnNewClient += EventManagerOnNewClient; 143 m_scene.EventManager.OnNewClient += EventManagerOnNewClient;
144 m_scene.EventManager.OnMakeChildAgent += EventMakeChildAgent;
144 m_scene.EventManager.OnSignificantClientMovement += EventManagerOnSignificantClientMovement; 145 m_scene.EventManager.OnSignificantClientMovement += EventManagerOnSignificantClientMovement;
145 m_scene.EventManager.OnNoticeNoLandDataFromStorage += EventManagerOnNoLandDataFromStorage; 146 m_scene.EventManager.OnNoticeNoLandDataFromStorage += EventManagerOnNoLandDataFromStorage;
146 m_scene.EventManager.OnIncomingLandDataFromStorage += EventManagerOnIncomingLandDataFromStorage; 147 m_scene.EventManager.OnIncomingLandDataFromStorage += EventManagerOnIncomingLandDataFromStorage;
@@ -221,6 +222,11 @@ namespace OpenSim.Region.CoreModules.World.Land
221 } 222 }
222 } 223 }
223 224
225 public void EventMakeChildAgent(ScenePresence avatar)
226 {
227 avatar.currentParcelUUID = UUID.Zero;
228 }
229
224 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 230 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
225 { 231 {
226 } 232 }
@@ -249,17 +255,15 @@ namespace OpenSim.Region.CoreModules.World.Land
249 newData.LocalID = local_id; 255 newData.LocalID = local_id;
250 ILandObject landobj = null; 256 ILandObject landobj = null;
251 257
258 ILandObject land;
252 lock (m_landList) 259 lock (m_landList)
253 { 260 {
254 if (m_landList.ContainsKey(local_id)) 261 if (m_landList.TryGetValue(local_id, out land))
255 { 262 land.LandData = newData;
256 m_landList[local_id].LandData = newData;
257 landobj = m_landList[local_id];
258// m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
259 }
260 } 263 }
261 if(landobj != null) 264
262 m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, landobj); 265 if (land != null)
266 m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, land);
263 } 267 }
264 268
265 public bool AllowedForcefulBans 269 public bool AllowedForcefulBans
@@ -584,7 +588,7 @@ namespace OpenSim.Region.CoreModules.World.Land
584 // Only now can we add the prim counts to the land object - we rely on the global ID which is generated 588 // Only now can we add the prim counts to the land object - we rely on the global ID which is generated
585 // as a random UUID inside LandData initialization 589 // as a random UUID inside LandData initialization
586 if (m_primCountModule != null) 590 if (m_primCountModule != null)
587 new_land.PrimCounts = m_primCountModule.GetPrimCounts(new_land.LandData.GlobalID); 591 new_land.PrimCounts = m_primCountModule.GetPrimCounts(new_land.LandData.GlobalID);
588 592
589 lock (m_landList) 593 lock (m_landList)
590 { 594 {
@@ -621,6 +625,7 @@ namespace OpenSim.Region.CoreModules.World.Land
621 /// <param name="local_id">Land.localID of the peice of land to remove.</param> 625 /// <param name="local_id">Land.localID of the peice of land to remove.</param>
622 public void removeLandObject(int local_id) 626 public void removeLandObject(int local_id)
623 { 627 {
628 ILandObject land;
624 lock (m_landList) 629 lock (m_landList)
625 { 630 {
626 for (int x = 0; x < 64; x++) 631 for (int x = 0; x < 64; x++)
@@ -637,9 +642,11 @@ namespace OpenSim.Region.CoreModules.World.Land
637 } 642 }
638 } 643 }
639 644
640 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[local_id].LandData.GlobalID); 645 land = m_landList[local_id];
641 m_landList.Remove(local_id); 646 m_landList.Remove(local_id);
642 } 647 }
648
649 m_scene.EventManager.TriggerLandObjectRemoved(land.LandData.GlobalID);
643 } 650 }
644 651
645 /// <summary> 652 /// <summary>
@@ -1384,9 +1391,7 @@ namespace OpenSim.Region.CoreModules.World.Land
1384 } 1391 }
1385 1392
1386 for (int i = 0; i < data.Count; i++) 1393 for (int i = 0; i < data.Count; i++)
1387 {
1388 IncomingLandObjectFromStorage(data[i]); 1394 IncomingLandObjectFromStorage(data[i]);
1389 }
1390 } 1395 }
1391 1396
1392 public void IncomingLandObjectFromStorage(LandData data) 1397 public void IncomingLandObjectFromStorage(LandData data)
@@ -1401,25 +1406,72 @@ namespace OpenSim.Region.CoreModules.World.Land
1401 1406
1402 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1407 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
1403 { 1408 {
1404 ILandObject selectedParcel = null; 1409 if (localID != -1)
1405 lock (m_landList)
1406 { 1410 {
1407 m_landList.TryGetValue(localID, out selectedParcel); 1411 ILandObject selectedParcel = null;
1412 lock (m_landList)
1413 {
1414 m_landList.TryGetValue(localID, out selectedParcel);
1415 }
1416
1417 if (selectedParcel == null)
1418 return;
1419
1420 selectedParcel.ReturnLandObjects(returnType, agentIDs, taskIDs, remoteClient);
1408 } 1421 }
1422 else
1423 {
1424 if (returnType != 1)
1425 {
1426 m_log.WarnFormat("[LAND MANAGEMENT MODULE]: ReturnObjectsInParcel: unknown return type {0}", returnType);
1427 return;
1428 }
1429
1430 // We get here when the user returns objects from the list of Top Colliders or Top Scripts.
1431 // In that case we receive specific object UUID's, but no parcel ID.
1432
1433 Dictionary<UUID, HashSet<SceneObjectGroup>> returns = new Dictionary<UUID, HashSet<SceneObjectGroup>>();
1434
1435 foreach (UUID groupID in taskIDs)
1436 {
1437 SceneObjectGroup obj = m_scene.GetSceneObjectGroup(groupID);
1438 if (obj != null)
1439 {
1440 if (!returns.ContainsKey(obj.OwnerID))
1441 returns[obj.OwnerID] = new HashSet<SceneObjectGroup>();
1442 returns[obj.OwnerID].Add(obj);
1443 }
1444 else
1445 {
1446 m_log.WarnFormat("[LAND MANAGEMENT MODULE]: ReturnObjectsInParcel: unknown object {0}", groupID);
1447 }
1448 }
1409 1449
1410 if (selectedParcel == null) return; 1450 int num = 0;
1451 foreach (HashSet<SceneObjectGroup> objs in returns.Values)
1452 num += objs.Count;
1453 m_log.DebugFormat("[LAND MANAGEMENT MODULE]: Returning {0} specific object(s)", num);
1411 1454
1412 selectedParcel.ReturnLandObjects(returnType, agentIDs, taskIDs, remoteClient); 1455 foreach (HashSet<SceneObjectGroup> objs in returns.Values)
1456 {
1457 List<SceneObjectGroup> objs2 = new List<SceneObjectGroup>(objs);
1458 if (m_scene.Permissions.CanReturnObjects(null, remoteClient.AgentId, objs2))
1459 {
1460 m_scene.returnObjects(objs2.ToArray(), remoteClient.AgentId);
1461 }
1462 else
1463 {
1464 m_log.WarnFormat("[LAND MANAGEMENT MODULE]: ReturnObjectsInParcel: not permitted to return {0} object(s) belonging to user {1}",
1465 objs2.Count, objs2[0].OwnerID);
1466 }
1467 }
1468 }
1413 } 1469 }
1414 1470
1415 public void EventManagerOnNoLandDataFromStorage() 1471 public void EventManagerOnNoLandDataFromStorage()
1416 { 1472 {
1417 // called methods already have locks 1473 ResetSimLandObjects();
1418// lock (m_landList) 1474 CreateDefaultParcel();
1419 {
1420 ResetSimLandObjects();
1421 CreateDefaultParcel();
1422 }
1423 } 1475 }
1424 1476
1425 #endregion 1477 #endregion
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index fdac418..07d00c0 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -761,9 +761,10 @@ namespace OpenSim.Region.CoreModules.World.Land
761 int ty = min_y * 4; 761 int ty = min_y * 4;
762 if (ty > ((int)Constants.RegionSize - 1)) 762 if (ty > ((int)Constants.RegionSize - 1))
763 ty = ((int)Constants.RegionSize - 1); 763 ty = ((int)Constants.RegionSize - 1);
764
764 LandData.AABBMin = 765 LandData.AABBMin =
765 new Vector3((float) (min_x * 4), (float) (min_y * 4), 766 new Vector3(
766 (float) m_scene.Heightmap[tx, ty]); 767 (float)(min_x * 4), (float)(min_y * 4), m_scene != null ? (float)m_scene.Heightmap[tx, ty] : 0);
767 768
768 tx = max_x * 4; 769 tx = max_x * 4;
769 if (tx > ((int)Constants.RegionSize - 1)) 770 if (tx > ((int)Constants.RegionSize - 1))
@@ -771,9 +772,11 @@ namespace OpenSim.Region.CoreModules.World.Land
771 ty = max_y * 4; 772 ty = max_y * 4;
772 if (ty > ((int)Constants.RegionSize - 1)) 773 if (ty > ((int)Constants.RegionSize - 1))
773 ty = ((int)Constants.RegionSize - 1); 774 ty = ((int)Constants.RegionSize - 1);
774 LandData.AABBMax = 775
775 new Vector3((float) (max_x * 4), (float) (max_y * 4), 776 LandData.AABBMax
776 (float) m_scene.Heightmap[tx, ty]); 777 = new Vector3(
778 (float)(max_x * 4), (float)(max_y * 4), m_scene != null ? (float)m_scene.Heightmap[tx, ty] : 0);
779
777 LandData.Area = tempArea; 780 LandData.Area = tempArea;
778 } 781 }
779 782
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index 55b8227..771fdd2 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -490,11 +490,14 @@ namespace OpenSim.Region.CoreModules.World.Land
490 490
491 m_Scene.ForEachSOG(AddObject); 491 m_Scene.ForEachSOG(AddObject);
492 492
493 List<UUID> primcountKeys = new List<UUID>(m_PrimCounts.Keys); 493 lock (m_PrimCounts)
494 foreach (UUID k in primcountKeys)
495 { 494 {
496 if (!m_OwnerMap.ContainsKey(k)) 495 List<UUID> primcountKeys = new List<UUID>(m_PrimCounts.Keys);
497 m_PrimCounts.Remove(k); 496 foreach (UUID k in primcountKeys)
497 {
498 if (!m_OwnerMap.ContainsKey(k))
499 m_PrimCounts.Remove(k);
500 }
498 } 501 }
499 502
500 m_Tainted = false; 503 m_Tainted = false;
diff --git a/OpenSim/Region/CoreModules/World/Land/Tests/PrimCountModuleTests.cs b/OpenSim/Region/CoreModules/World/Land/Tests/PrimCountModuleTests.cs
index b5ee4d2..0945b43 100644
--- a/OpenSim/Region/CoreModules/World/Land/Tests/PrimCountModuleTests.cs
+++ b/OpenSim/Region/CoreModules/World/Land/Tests/PrimCountModuleTests.cs
@@ -41,7 +41,7 @@ using OpenSim.Tests.Common.Mock;
41namespace OpenSim.Region.CoreModules.World.Land.Tests 41namespace OpenSim.Region.CoreModules.World.Land.Tests
42{ 42{
43 [TestFixture] 43 [TestFixture]
44 public class PrimCountModuleTests 44 public class PrimCountModuleTests : OpenSimTestCase
45 { 45 {
46 protected UUID m_userId = new UUID("00000000-0000-0000-0000-100000000000"); 46 protected UUID m_userId = new UUID("00000000-0000-0000-0000-100000000000");
47 protected UUID m_groupId = new UUID("00000000-0000-0000-8888-000000000000"); 47 protected UUID m_groupId = new UUID("00000000-0000-0000-8888-000000000000");
@@ -60,8 +60,10 @@ namespace OpenSim.Region.CoreModules.World.Land.Tests
60 protected ILandObject m_lo2; 60 protected ILandObject m_lo2;
61 61
62 [SetUp] 62 [SetUp]
63 public void SetUp() 63 public override void SetUp()
64 { 64 {
65 base.SetUp();
66
65 m_pcm = new PrimCountModule(); 67 m_pcm = new PrimCountModule();
66 LandManagementModule lmm = new LandManagementModule(); 68 LandManagementModule lmm = new LandManagementModule();
67 m_scene = new SceneHelpers().SetupScene(); 69 m_scene = new SceneHelpers().SetupScene();
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs
index 8a422b0..40638f8 100644
--- a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs
@@ -77,42 +77,48 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
77 { 77 {
78 bool drawPrimVolume = true; 78 bool drawPrimVolume = true;
79 bool textureTerrain = false; 79 bool textureTerrain = false;
80 bool generateMaptiles = true;
81 Bitmap mapbmp;
80 82
81 try 83 string[] configSections = new string[] { "Map", "Startup" };
82 {
83 IConfig startupConfig = m_config.Configs["Startup"];
84 drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
85 textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
86 }
87 catch
88 {
89 m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
90 }
91 84
92 if (textureTerrain) 85 drawPrimVolume
93 { 86 = Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, drawPrimVolume);
94 terrainRenderer = new TexturedMapTileRenderer(); 87 textureTerrain
95 } 88 = Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, textureTerrain);
96 else 89 generateMaptiles
90 = Util.GetConfigVarFromSections<bool>(m_config, "GenerateMaptiles", configSections, generateMaptiles);
91
92 if (generateMaptiles)
97 { 93 {
98 terrainRenderer = new ShadedMapTileRenderer(); 94 if (textureTerrain)
99 } 95 {
100 terrainRenderer.Initialise(m_scene, m_config); 96 terrainRenderer = new TexturedMapTileRenderer();
97 }
98 else
99 {
100 terrainRenderer = new ShadedMapTileRenderer();
101 }
101 102
102 Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb); 103 terrainRenderer.Initialise(m_scene, m_config);
103 //long t = System.Environment.TickCount;
104 //for (int i = 0; i < 10; ++i) {
105 terrainRenderer.TerrainToBitmap(mapbmp);
106 //}
107 //t = System.Environment.TickCount - t;
108 //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
109 104
105 mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
106 //long t = System.Environment.TickCount;
107 //for (int i = 0; i < 10; ++i) {
108 terrainRenderer.TerrainToBitmap(mapbmp);
109 //}
110 //t = System.Environment.TickCount - t;
111 //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
110 112
111 if (drawPrimVolume) 113 if (drawPrimVolume)
114 {
115 DrawObjectVolume(m_scene, mapbmp);
116 }
117 }
118 else
112 { 119 {
113 DrawObjectVolume(m_scene, mapbmp); 120 mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
114 } 121 }
115
116 return mapbmp; 122 return mapbmp;
117 } 123 }
118 124
@@ -139,9 +145,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
139 { 145 {
140 m_config = source; 146 m_config = source;
141 147
142 IConfig startupConfig = m_config.Configs["Startup"]; 148 if (Util.GetConfigVarFromSections<string>(
143 if (startupConfig.GetString("MapImageModule", "MapImageModule") != 149 m_config, "MapImageModule", new string[] { "Startup", "Map" }, "MapImageModule") != "MapImageModule")
144 "MapImageModule")
145 return; 150 return;
146 151
147 m_Enabled = true; 152 m_Enabled = true;
@@ -222,6 +227,49 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
222// } 227// }
223// } 228// }
224 229
230 private Bitmap FetchTexture(UUID id)
231 {
232 AssetBase asset = m_scene.AssetService.Get(id.ToString());
233
234 if (asset != null)
235 {
236 m_log.DebugFormat("[MAPTILE]: Static map image texture {0} found for {1}", id, m_scene.Name);
237 }
238 else
239 {
240 m_log.WarnFormat("[MAPTILE]: Static map image texture {0} not found for {1}", id, m_scene.Name);
241 return null;
242 }
243
244 ManagedImage managedImage;
245 Image image;
246
247 try
248 {
249 if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
250 return new Bitmap(image);
251 else
252 return null;
253 }
254 catch (DllNotFoundException)
255 {
256 m_log.ErrorFormat("[MAPTILE]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
257
258 }
259 catch (IndexOutOfRangeException)
260 {
261 m_log.ErrorFormat("[MAPTILE]: OpenJpeg was unable to decode this. Asset Data is empty for {0}", id);
262
263 }
264 catch (Exception)
265 {
266 m_log.ErrorFormat("[MAPTILE]: OpenJpeg was unable to decode this. Asset Data is empty for {0}", id);
267
268 }
269 return null;
270
271 }
272
225 private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp) 273 private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
226 { 274 {
227 int tc = 0; 275 int tc = 0;
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/Tests/MoapTests.cs b/OpenSim/Region/CoreModules/World/Media/Moap/Tests/MoapTests.cs
index 396095a..03a96a4 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/Tests/MoapTests.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/Tests/MoapTests.cs
@@ -44,14 +44,16 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.CoreModules.World.Media.Moap.Tests 44namespace OpenSim.Region.CoreModules.World.Media.Moap.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class MoapTests 47 public class MoapTests : OpenSimTestCase
48 { 48 {
49 protected TestScene m_scene; 49 protected TestScene m_scene;
50 protected MoapModule m_module; 50 protected MoapModule m_module;
51 51
52 [SetUp] 52 [SetUp]
53 public void SetUp() 53 public override void SetUp()
54 { 54 {
55 base.SetUp();
56
55 m_module = new MoapModule(); 57 m_module = new MoapModule();
56 m_scene = new SceneHelpers().SetupScene(); 58 m_scene = new SceneHelpers().SetupScene();
57 SceneHelpers.SetupSceneModules(m_scene, m_module); 59 SceneHelpers.SetupSceneModules(m_scene, m_module);
diff --git a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs
index ab8f143..28db407 100644
--- a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs
@@ -365,7 +365,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
365 365
366 if (mainParams.Count < 4) 366 if (mainParams.Count < 4)
367 { 367 {
368 m_console.OutputFormat("Usage: show part id [--full] <UUID-or-localID>"); 368 //m_console.OutputFormat("Usage: show part id [--full] <UUID-or-localID>");
369 m_console.OutputFormat("Usage: show part id <UUID-or-localID>");
369 return; 370 return;
370 } 371 }
371 372
@@ -405,6 +406,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
405 406
406 if (mainParams.Count < 5) 407 if (mainParams.Count < 5)
407 { 408 {
409 //m_console.OutputFormat("Usage: show part pos <start-coord> to <end-coord>");
408 m_console.OutputFormat("Usage: show part pos [--full] <start-coord> to <end-coord>"); 410 m_console.OutputFormat("Usage: show part pos [--full] <start-coord> to <end-coord>");
409 return; 411 return;
410 } 412 }
@@ -414,7 +416,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
414 416
415 if (!ConsoleUtil.TryParseConsoleMinVector(rawConsoleStartVector, out startVector)) 417 if (!ConsoleUtil.TryParseConsoleMinVector(rawConsoleStartVector, out startVector))
416 { 418 {
417 m_console.OutputFormat("Error: Start vector {0} does not have a valid format", rawConsoleStartVector); 419 m_console.OutputFormat("Error: Start vector '{0}' does not have a valid format", rawConsoleStartVector);
418 return; 420 return;
419 } 421 }
420 422
@@ -423,7 +425,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
423 425
424 if (!ConsoleUtil.TryParseConsoleMaxVector(rawConsoleEndVector, out endVector)) 426 if (!ConsoleUtil.TryParseConsoleMaxVector(rawConsoleEndVector, out endVector))
425 { 427 {
426 m_console.OutputFormat("Error: End vector {0} does not have a valid format", rawConsoleEndVector); 428 m_console.OutputFormat("Error: End vector '{0}' does not have a valid format", rawConsoleEndVector);
427 return; 429 return;
428 } 430 }
429 431
@@ -445,7 +447,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
445 447
446 if (mainParams.Count < 4) 448 if (mainParams.Count < 4)
447 { 449 {
448 m_console.OutputFormat("Usage: show part name [--full] [--regex] <name>"); 450 m_console.OutputFormat("Usage: show part name [--regex] <name>");
451 //m_console.OutputFormat("Usage: show part name [--full] [--regex] <name>");
449 return; 452 return;
450 } 453 }
451 454
@@ -577,6 +580,58 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
577 cdl.AddRow("Link number", sop.LinkNum); 580 cdl.AddRow("Link number", sop.LinkNum);
578 cdl.AddRow("Flags", sop.Flags); 581 cdl.AddRow("Flags", sop.Flags);
579 582
583 if (showFull)
584 {
585 PrimitiveBaseShape s = sop.Shape;
586 cdl.AddRow("FlexiDrag", s.FlexiDrag);
587 cdl.AddRow("FlexiEntry", s.FlexiEntry);
588 cdl.AddRow("FlexiForce", string.Format("<{0},{1},{2}>", s.FlexiForceX, s.FlexiForceY, s.FlexiForceZ));
589 cdl.AddRow("FlexiGravity", s.FlexiGravity);
590 cdl.AddRow("FlexiSoftness", s.FlexiSoftness);
591 cdl.AddRow("HollowShape", s.HollowShape);
592 cdl.AddRow(
593 "LightColor",
594 string.Format("<{0},{1},{2},{3}>", s.LightColorR, s.LightColorB, s.LightColorG, s.LightColorA));
595 cdl.AddRow("LightCutoff", s.LightCutoff);
596 cdl.AddRow("LightEntry", s.LightEntry);
597 cdl.AddRow("LightFalloff", s.LightFalloff);
598 cdl.AddRow("LightIntensity", s.LightIntensity);
599 cdl.AddRow("LightRadius", s.LightRadius);
600 cdl.AddRow("Media", string.Format("{0} entries", s.Media != null ? s.Media.Count.ToString() : "n/a"));
601 cdl.AddRow("PathBegin", s.PathBegin);
602 cdl.AddRow("PathEnd", s.PathEnd);
603 cdl.AddRow("PathCurve", s.PathCurve);
604 cdl.AddRow("PathRadiusOffset", s.PathRadiusOffset);
605 cdl.AddRow("PathRevolutions", s.PathRevolutions);
606 cdl.AddRow("PathScale", string.Format("<{0},{1}>", s.PathScaleX, s.PathScaleY));
607 cdl.AddRow("PathSkew", string.Format("<{0},{1}>", s.PathShearX, s.PathShearY));
608 cdl.AddRow("FlexiDrag", s.PathSkew);
609 cdl.AddRow("PathTaper", string.Format("<{0},{1}>", s.PathTaperX, s.PathTaperY));
610 cdl.AddRow("PathTwist", s.PathTwist);
611 cdl.AddRow("PathTwistBegin", s.PathTwistBegin);
612 cdl.AddRow("PCode", s.PCode);
613 cdl.AddRow("ProfileBegin", s.ProfileBegin);
614 cdl.AddRow("ProfileEnd", s.ProfileEnd);
615 cdl.AddRow("ProfileHollow", s.ProfileHollow);
616 cdl.AddRow("ProfileShape", s.ProfileShape);
617 cdl.AddRow("ProjectionAmbiance", s.ProjectionAmbiance);
618 cdl.AddRow("ProjectionEntry", s.ProjectionEntry);
619 cdl.AddRow("ProjectionFocus", s.ProjectionFocus);
620 cdl.AddRow("ProjectionFOV", s.ProjectionFOV);
621 cdl.AddRow("ProjectionTextureUUID", s.ProjectionTextureUUID);
622 cdl.AddRow("Scale", s.Scale);
623 cdl.AddRow(
624 "SculptData",
625 string.Format("{0} bytes", s.SculptData != null ? s.SculptData.Length.ToString() : "n/a"));
626 cdl.AddRow("SculptEntry", s.SculptEntry);
627 cdl.AddRow("SculptTexture", s.SculptTexture);
628 cdl.AddRow("SculptType", s.SculptType);
629 cdl.AddRow("State", s.State);
630
631 // TODO, unpack and display texture entries
632 //cdl.AddRow("Textures", string.Format("{0} entries", s.Textures.
633 }
634
580 object itemsOutput; 635 object itemsOutput;
581 if (showFull) 636 if (showFull)
582 { 637 {
@@ -588,7 +643,6 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
588 itemsOutput = sop.Inventory.Count; 643 itemsOutput = sop.Inventory.Count;
589 } 644 }
590 645
591
592 cdl.AddRow("Items", itemsOutput); 646 cdl.AddRow("Items", itemsOutput);
593 647
594 return sb.Append(cdl.ToString()); 648 return sb.Append(cdl.ToString());
@@ -842,17 +896,17 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
842 896
843 if (!ConsoleUtil.TryParseConsoleMinVector(rawConsoleStartVector, out startVector)) 897 if (!ConsoleUtil.TryParseConsoleMinVector(rawConsoleStartVector, out startVector))
844 { 898 {
845 m_console.OutputFormat("Error: Start vector {0} does not have a valid format", rawConsoleStartVector); 899 m_console.OutputFormat("Error: Start vector '{0}' does not have a valid format", rawConsoleStartVector);
846 endVector = Vector3.Zero; 900 endVector = Vector3.Zero;
847 901
848 return false; 902 return false;
849 } 903 }
850 904
851 string rawConsoleEndVector = rawComponents.Skip(1).Take(1).Single(); 905 string rawConsoleEndVector = rawComponents.Skip(2).Take(1).Single();
852 906
853 if (!ConsoleUtil.TryParseConsoleMaxVector(rawConsoleEndVector, out endVector)) 907 if (!ConsoleUtil.TryParseConsoleMaxVector(rawConsoleEndVector, out endVector))
854 { 908 {
855 m_console.OutputFormat("Error: End vector {0} does not have a valid format", rawConsoleEndVector); 909 m_console.OutputFormat("Error: End vector '{0}' does not have a valid format", rawConsoleEndVector);
856 return false; 910 return false;
857 } 911 }
858 912
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index ddaa227..121fb2a 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -156,9 +156,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
156 156
157 public void Initialise(IConfigSource config) 157 public void Initialise(IConfigSource config)
158 { 158 {
159 IConfig myConfig = config.Configs["Startup"]; 159 string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules",
160 160 new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule");
161 string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
162 161
163 List<string> modules = new List<string>(permissionModules.Split(',')); 162 List<string> modules = new List<string>(permissionModules.Split(','));
164 163
@@ -167,26 +166,34 @@ namespace OpenSim.Region.CoreModules.World.Permissions
167 166
168 m_Enabled = true; 167 m_Enabled = true;
169 168
170 m_allowGridGods = myConfig.GetBoolean("allow_grid_gods", false); 169 m_allowGridGods = Util.GetConfigVarFromSections<bool>(config, "allow_grid_gods",
171 m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true); 170 new string[] { "Startup", "Permissions" }, false);
172 m_propagatePermissions = myConfig.GetBoolean("propagate_permissions", true); 171 m_bypassPermissions = !Util.GetConfigVarFromSections<bool>(config, "serverside_object_permissions",
173 m_RegionOwnerIsGod = myConfig.GetBoolean("region_owner_is_god", true); 172 new string[] { "Startup", "Permissions" }, true);
174 m_RegionManagerIsGod = myConfig.GetBoolean("region_manager_is_god", false); 173 m_propagatePermissions = Util.GetConfigVarFromSections<bool>(config, "propagate_permissions",
175 m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true); 174 new string[] { "Startup", "Permissions" }, true);
176 175 m_RegionOwnerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_owner_is_god",
177 m_SimpleBuildPermissions = myConfig.GetBoolean("simple_build_permissions", false); 176 new string[] { "Startup", "Permissions" }, true);
177 m_RegionManagerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_manager_is_god",
178 new string[] { "Startup", "Permissions" }, false);
179 m_ParcelOwnerIsGod = Util.GetConfigVarFromSections<bool>(config, "parcel_owner_is_god",
180 new string[] { "Startup", "Permissions" }, true);
181
182 m_SimpleBuildPermissions = Util.GetConfigVarFromSections<bool>(config, "simple_build_permissions",
183 new string[] { "Startup", "Permissions" }, false);
178 184
179 m_allowedScriptCreators 185 m_allowedScriptCreators
180 = ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators); 186 = ParseUserSetConfigSetting(config, "allowed_script_creators", m_allowedScriptCreators);
181 m_allowedScriptEditors 187 m_allowedScriptEditors
182 = ParseUserSetConfigSetting(myConfig, "allowed_script_editors", m_allowedScriptEditors); 188 = ParseUserSetConfigSetting(config, "allowed_script_editors", m_allowedScriptEditors);
183 189
184 if (m_bypassPermissions) 190 if (m_bypassPermissions)
185 m_log.Info("[PERMISSIONS]: serverside_object_permissions = false in ini file so disabling all region service permission checks"); 191 m_log.Info("[PERMISSIONS]: serverside_object_permissions = false in ini file so disabling all region service permission checks");
186 else 192 else
187 m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks"); 193 m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks");
188 194
189 string grant = myConfig.GetString("GrantLSL", ""); 195 string grant = Util.GetConfigVarFromSections<string>(config, "GrantLSL",
196 new string[] { "Startup", "Permissions" }, string.Empty);
190 if (grant.Length > 0) 197 if (grant.Length > 0)
191 { 198 {
192 foreach (string uuidl in grant.Split(',')) 199 foreach (string uuidl in grant.Split(','))
@@ -196,7 +203,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
196 } 203 }
197 } 204 }
198 205
199 grant = myConfig.GetString("GrantCS", ""); 206 grant = Util.GetConfigVarFromSections<string>(config, "GrantCS",
207 new string[] { "Startup", "Permissions" }, string.Empty);
200 if (grant.Length > 0) 208 if (grant.Length > 0)
201 { 209 {
202 foreach (string uuidl in grant.Split(',')) 210 foreach (string uuidl in grant.Split(','))
@@ -206,7 +214,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
206 } 214 }
207 } 215 }
208 216
209 grant = myConfig.GetString("GrantVB", ""); 217 grant = Util.GetConfigVarFromSections<string>(config, "GrantVB",
218 new string[] { "Startup", "Permissions" }, string.Empty);
210 if (grant.Length > 0) 219 if (grant.Length > 0)
211 { 220 {
212 foreach (string uuidl in grant.Split(',')) 221 foreach (string uuidl in grant.Split(','))
@@ -216,7 +225,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
216 } 225 }
217 } 226 }
218 227
219 grant = myConfig.GetString("GrantJS", ""); 228 grant = Util.GetConfigVarFromSections<string>(config, "GrantJS",
229 new string[] { "Startup", "Permissions" }, string.Empty);
220 if (grant.Length > 0) 230 if (grant.Length > 0)
221 { 231 {
222 foreach (string uuidl in grant.Split(',')) 232 foreach (string uuidl in grant.Split(','))
@@ -226,7 +236,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
226 } 236 }
227 } 237 }
228 238
229 grant = myConfig.GetString("GrantYP", ""); 239 grant = Util.GetConfigVarFromSections<string>(config, "GrantYP",
240 new string[] { "Startup", "Permissions" }, string.Empty);
230 if (grant.Length > 0) 241 if (grant.Length > 0)
231 { 242 {
232 foreach (string uuidl in grant.Split(',')) 243 foreach (string uuidl in grant.Split(','))
@@ -464,11 +475,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions
464 /// <param name="settingName"></param> 475 /// <param name="settingName"></param>
465 /// <param name="defaultValue">The default value for this attribute</param> 476 /// <param name="defaultValue">The default value for this attribute</param>
466 /// <returns>The parsed value</returns> 477 /// <returns>The parsed value</returns>
467 private static UserSet ParseUserSetConfigSetting(IConfig config, string settingName, UserSet defaultValue) 478 private static UserSet ParseUserSetConfigSetting(IConfigSource config, string settingName, UserSet defaultValue)
468 { 479 {
469 UserSet userSet = defaultValue; 480 UserSet userSet = defaultValue;
470 481
471 string rawSetting = config.GetString(settingName, defaultValue.ToString()); 482 string rawSetting = Util.GetConfigVarFromSections<string>(config, settingName,
483 new string[] {"Startup", "Permissions"}, defaultValue.ToString());
472 484
473 // Temporary measure to allow 'gods' to be specified in config for consistency's sake. In the long term 485 // Temporary measure to allow 'gods' to be specified in config for consistency's sake. In the long term
474 // this should disappear. 486 // this should disappear.
diff --git a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs
index 7825e3e..b4348c9 100644
--- a/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs
+++ b/OpenSim/Region/CoreModules/World/Serialiser/Tests/SerialiserTests.cs
@@ -35,11 +35,12 @@ using OpenSim.Framework;
35using OpenSim.Region.Framework.Scenes; 35using OpenSim.Region.Framework.Scenes;
36using OpenSim.Region.Framework.Scenes.Serialization; 36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Tests.Common; 37using OpenSim.Tests.Common;
38using OpenMetaverse.StructuredData;
38 39
39namespace OpenSim.Region.CoreModules.World.Serialiser.Tests 40namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
40{ 41{
41 [TestFixture] 42 [TestFixture]
42 public class SerialiserTests 43 public class SerialiserTests : OpenSimTestCase
43 { 44 {
44 private string xml = @" 45 private string xml = @"
45 <SceneObjectGroup> 46 <SceneObjectGroup>
@@ -143,6 +144,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
143 <Flags>None</Flags> 144 <Flags>None</Flags>
144 <CollisionSound><Guid>00000000-0000-0000-0000-000000000000</Guid></CollisionSound> 145 <CollisionSound><Guid>00000000-0000-0000-0000-000000000000</Guid></CollisionSound>
145 <CollisionSoundVolume>0</CollisionSoundVolume> 146 <CollisionSoundVolume>0</CollisionSoundVolume>
147 <DynAttrs><llsd><map><key>MyStore</key><map><key>the answer</key><integer>42</integer></map></map></llsd></DynAttrs>
146 </SceneObjectPart> 148 </SceneObjectPart>
147 </RootPart> 149 </RootPart>
148 <OtherParts /> 150 <OtherParts />
@@ -331,6 +333,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
331 <EveryoneMask>0</EveryoneMask> 333 <EveryoneMask>0</EveryoneMask>
332 <NextOwnerMask>2147483647</NextOwnerMask> 334 <NextOwnerMask>2147483647</NextOwnerMask>
333 <Flags>None</Flags> 335 <Flags>None</Flags>
336 <DynAttrs><llsd><map><key>MyStore</key><map><key>last words</key><string>Rosebud</string></map></map></llsd></DynAttrs>
334 <SitTargetAvatar><UUID>00000000-0000-0000-0000-000000000000</UUID></SitTargetAvatar> 337 <SitTargetAvatar><UUID>00000000-0000-0000-0000-000000000000</UUID></SitTargetAvatar>
335 </SceneObjectPart> 338 </SceneObjectPart>
336 <OtherParts /> 339 <OtherParts />
@@ -359,6 +362,8 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
359 Assert.That(rootPart.UUID, Is.EqualTo(new UUID("e6a5a05e-e8cc-4816-8701-04165e335790"))); 362 Assert.That(rootPart.UUID, Is.EqualTo(new UUID("e6a5a05e-e8cc-4816-8701-04165e335790")));
360 Assert.That(rootPart.CreatorID, Is.EqualTo(new UUID("a6dacf01-4636-4bb9-8a97-30609438af9d"))); 363 Assert.That(rootPart.CreatorID, Is.EqualTo(new UUID("a6dacf01-4636-4bb9-8a97-30609438af9d")));
361 Assert.That(rootPart.Name, Is.EqualTo("PrimMyRide")); 364 Assert.That(rootPart.Name, Is.EqualTo("PrimMyRide"));
365 OSDMap store = rootPart.DynAttrs["MyStore"];
366 Assert.AreEqual(42, store["the answer"].AsInteger());
362 367
363 // TODO: Check other properties 368 // TODO: Check other properties
364 } 369 }
@@ -409,6 +414,14 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
409 rp.CreatorID = rpCreatorId; 414 rp.CreatorID = rpCreatorId;
410 rp.Shape = shape; 415 rp.Shape = shape;
411 416
417 string daStoreName = "MyStore";
418 string daKey = "foo";
419 string daValue = "bar";
420 OSDMap myStore = new OSDMap();
421 myStore.Add(daKey, daValue);
422 rp.DynAttrs = new DAMap();
423 rp.DynAttrs[daStoreName] = myStore;
424
412 SceneObjectGroup so = new SceneObjectGroup(rp); 425 SceneObjectGroup so = new SceneObjectGroup(rp);
413 426
414 // Need to add the object to the scene so that the request to get script state succeeds 427 // Need to add the object to the scene so that the request to get script state succeeds
@@ -424,6 +437,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
424 UUID uuid = UUID.Zero; 437 UUID uuid = UUID.Zero;
425 string name = null; 438 string name = null;
426 UUID creatorId = UUID.Zero; 439 UUID creatorId = UUID.Zero;
440 DAMap daMap = null;
427 441
428 while (xtr.Read() && xtr.Name != "SceneObjectPart") 442 while (xtr.Read() && xtr.Name != "SceneObjectPart")
429 { 443 {
@@ -449,6 +463,10 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
449 creatorId = UUID.Parse(xtr.ReadElementString("UUID")); 463 creatorId = UUID.Parse(xtr.ReadElementString("UUID"));
450 xtr.ReadEndElement(); 464 xtr.ReadEndElement();
451 break; 465 break;
466 case "DynAttrs":
467 daMap = new DAMap();
468 daMap.ReadXml(xtr);
469 break;
452 } 470 }
453 } 471 }
454 472
@@ -462,6 +480,8 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
462 Assert.That(uuid, Is.EqualTo(rpUuid)); 480 Assert.That(uuid, Is.EqualTo(rpUuid));
463 Assert.That(name, Is.EqualTo(rpName)); 481 Assert.That(name, Is.EqualTo(rpName));
464 Assert.That(creatorId, Is.EqualTo(rpCreatorId)); 482 Assert.That(creatorId, Is.EqualTo(rpCreatorId));
483 Assert.NotNull(daMap);
484 Assert.AreEqual(daValue, daMap[daStoreName][daKey].AsString());
465 } 485 }
466 486
467 [Test] 487 [Test]
@@ -476,6 +496,8 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
476 Assert.That(rootPart.UUID, Is.EqualTo(new UUID("9be68fdd-f740-4a0f-9675-dfbbb536b946"))); 496 Assert.That(rootPart.UUID, Is.EqualTo(new UUID("9be68fdd-f740-4a0f-9675-dfbbb536b946")));
477 Assert.That(rootPart.CreatorID, Is.EqualTo(new UUID("b46ef588-411e-4a8b-a284-d7dcfe8e74ef"))); 497 Assert.That(rootPart.CreatorID, Is.EqualTo(new UUID("b46ef588-411e-4a8b-a284-d7dcfe8e74ef")));
478 Assert.That(rootPart.Name, Is.EqualTo("PrimFun")); 498 Assert.That(rootPart.Name, Is.EqualTo("PrimFun"));
499 OSDMap store = rootPart.DynAttrs["MyStore"];
500 Assert.AreEqual("Rosebud", store["last words"].AsString());
479 501
480 // TODO: Check other properties 502 // TODO: Check other properties
481 } 503 }
@@ -500,6 +522,14 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
500 rp.CreatorID = rpCreatorId; 522 rp.CreatorID = rpCreatorId;
501 rp.Shape = shape; 523 rp.Shape = shape;
502 524
525 string daStoreName = "MyStore";
526 string daKey = "foo";
527 string daValue = "bar";
528 OSDMap myStore = new OSDMap();
529 myStore.Add(daKey, daValue);
530 rp.DynAttrs = new DAMap();
531 rp.DynAttrs[daStoreName] = myStore;
532
503 SceneObjectGroup so = new SceneObjectGroup(rp); 533 SceneObjectGroup so = new SceneObjectGroup(rp);
504 534
505 // Need to add the object to the scene so that the request to get script state succeeds 535 // Need to add the object to the scene so that the request to get script state succeeds
@@ -516,6 +546,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
516 UUID uuid = UUID.Zero; 546 UUID uuid = UUID.Zero;
517 string name = null; 547 string name = null;
518 UUID creatorId = UUID.Zero; 548 UUID creatorId = UUID.Zero;
549 DAMap daMap = null;
519 550
520 while (xtr.Read() && xtr.Name != "SceneObjectPart") 551 while (xtr.Read() && xtr.Name != "SceneObjectPart")
521 { 552 {
@@ -537,6 +568,10 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
537 creatorId = UUID.Parse(xtr.ReadElementString("Guid")); 568 creatorId = UUID.Parse(xtr.ReadElementString("Guid"));
538 xtr.ReadEndElement(); 569 xtr.ReadEndElement();
539 break; 570 break;
571 case "DynAttrs":
572 daMap = new DAMap();
573 daMap.ReadXml(xtr);
574 break;
540 } 575 }
541 } 576 }
542 577
@@ -549,6 +584,8 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
549 Assert.That(uuid, Is.EqualTo(rpUuid)); 584 Assert.That(uuid, Is.EqualTo(rpUuid));
550 Assert.That(name, Is.EqualTo(rpName)); 585 Assert.That(name, Is.EqualTo(rpName));
551 Assert.That(creatorId, Is.EqualTo(rpCreatorId)); 586 Assert.That(creatorId, Is.EqualTo(rpCreatorId));
587 Assert.NotNull(daMap);
588 Assert.AreEqual(daValue, daMap[daStoreName][daKey].AsString());
552 } 589 }
553 } 590 }
554} \ No newline at end of file 591} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs
index 513a8f5..883045a 100644
--- a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs
+++ b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs
@@ -43,8 +43,8 @@ namespace OpenSim.Region.CoreModules.World.Sound
43 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SoundModule")] 43 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SoundModule")]
44 public class SoundModule : INonSharedRegionModule, ISoundModule 44 public class SoundModule : INonSharedRegionModule, ISoundModule
45 { 45 {
46 private static readonly ILog m_log = LogManager.GetLogger( 46// private static readonly ILog m_log = LogManager.GetLogger(
47 MethodBase.GetCurrentMethod().DeclaringType); 47// MethodBase.GetCurrentMethod().DeclaringType);
48 48
49 private Scene m_scene; 49 private Scene m_scene;
50 50
@@ -76,7 +76,7 @@ namespace OpenSim.Region.CoreModules.World.Sound
76 76
77 public void RemoveRegion(Scene scene) 77 public void RemoveRegion(Scene scene)
78 { 78 {
79 m_scene.EventManager.OnClientLogin -= OnNewClient; 79 m_scene.EventManager.OnNewClient -= OnNewClient;
80 } 80 }
81 81
82 public void RegionLoaded(Scene scene) 82 public void RegionLoaded(Scene scene)
@@ -85,7 +85,7 @@ namespace OpenSim.Region.CoreModules.World.Sound
85 return; 85 return;
86 86
87 m_scene = scene; 87 m_scene = scene;
88 m_scene.EventManager.OnClientLogin += OnNewClient; 88 m_scene.EventManager.OnNewClient += OnNewClient;
89 89
90 m_scene.RegisterModuleInterface<ISoundModule>(this); 90 m_scene.RegisterModuleInterface<ISoundModule>(this);
91 } 91 }
diff --git a/OpenSim/Region/CoreModules/World/Sun/SunModule.cs b/OpenSim/Region/CoreModules/World/Sun/SunModule.cs
index a321c09..6f344c8 100644
--- a/OpenSim/Region/CoreModules/World/Sun/SunModule.cs
+++ b/OpenSim/Region/CoreModules/World/Sun/SunModule.cs
@@ -252,12 +252,11 @@ namespace OpenSim.Region.CoreModules
252 } 252 }
253 253
254 // TODO: Decouple this, so we can get rid of Linden Hour info 254 // TODO: Decouple this, so we can get rid of Linden Hour info
255 // Update Region infor with new Sun Position and Hour 255 // Update Region with new Sun Vector
256 // set estate settings for region access to sun position 256 // set estate settings for region access to sun position
257 if (receivedEstateToolsSunUpdate) 257 if (receivedEstateToolsSunUpdate)
258 { 258 {
259 m_scene.RegionInfo.RegionSettings.SunVector = Position; 259 m_scene.RegionInfo.RegionSettings.SunVector = Position;
260 m_scene.RegionInfo.RegionSettings.SunPosition = GetCurrentTimeAsLindenSunHour();
261 } 260 }
262 } 261 }
263 262
@@ -395,7 +394,7 @@ namespace OpenSim.Region.CoreModules
395 ready = false; 394 ready = false;
396 395
397 // Remove our hooks 396 // Remove our hooks
398 m_scene.EventManager.OnFrame -= SunUpdate; 397 m_scene.EventManager.OnFrame -= SunUpdate;
399 m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel; 398 m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
400 m_scene.EventManager.OnEstateToolsSunUpdate -= EstateToolsSunUpdate; 399 m_scene.EventManager.OnEstateToolsSunUpdate -= EstateToolsSunUpdate;
401 m_scene.EventManager.OnGetCurrentTimeAsLindenSunHour -= GetCurrentTimeAsLindenSunHour; 400 m_scene.EventManager.OnGetCurrentTimeAsLindenSunHour -= GetCurrentTimeAsLindenSunHour;
@@ -459,26 +458,33 @@ namespace OpenSim.Region.CoreModules
459 SunToClient(avatar.ControllingClient); 458 SunToClient(avatar.ControllingClient);
460 } 459 }
461 460
462 /// <summary> 461 public void EstateToolsSunUpdate(ulong regionHandle)
463 ///
464 /// </summary>
465 /// <param name="regionHandle"></param>
466 /// <param name="FixedTime">Is the sun's position fixed?</param>
467 /// <param name="useEstateTime">Use the Region or Estate Sun hour?</param>
468 /// <param name="FixedSunHour">What hour of the day is the Sun Fixed at?</param>
469 public void EstateToolsSunUpdate(ulong regionHandle, bool FixedSun, bool useEstateTime, float FixedSunHour)
470 { 462 {
471 if (m_scene.RegionInfo.RegionHandle == regionHandle) 463 if (m_scene.RegionInfo.RegionHandle == regionHandle)
472 { 464 {
473 // Must limit the Sun Hour to 0 ... 24 465 float sunFixedHour;
474 while (FixedSunHour > 24.0f) 466 bool fixedSun;
475 FixedSunHour -= 24;
476 467
477 while (FixedSunHour < 0) 468 if (m_scene.RegionInfo.RegionSettings.UseEstateSun)
478 FixedSunHour += 24; 469 {
470 sunFixedHour = (float)m_scene.RegionInfo.EstateSettings.SunPosition;
471 fixedSun = m_scene.RegionInfo.EstateSettings.FixedSun;
472 }
473 else
474 {
475 sunFixedHour = (float)m_scene.RegionInfo.RegionSettings.SunPosition - 6.0f;
476 fixedSun = m_scene.RegionInfo.RegionSettings.FixedSun;
477 }
478
479 // Must limit the Sun Hour to 0 ... 24
480 while (sunFixedHour > 24.0f)
481 sunFixedHour -= 24;
479 482
480 m_SunFixedHour = FixedSunHour; 483 while (sunFixedHour < 0)
481 m_SunFixed = FixedSun; 484 sunFixedHour += 24;
485
486 m_SunFixedHour = sunFixedHour;
487 m_SunFixed = fixedSun;
482 488
483 // m_log.DebugFormat("[SUN]: Sun Settings Update: Fixed Sun? : {0}", m_SunFixed.ToString()); 489 // m_log.DebugFormat("[SUN]: Sun Settings Update: Fixed Sun? : {0}", m_SunFixed.ToString());
484 // m_log.DebugFormat("[SUN]: Sun Settings Update: Sun Hour : {0}", m_SunFixedHour.ToString()); 490 // m_log.DebugFormat("[SUN]: Sun Settings Update: Sun Hour : {0}", m_SunFixedHour.ToString());
@@ -501,7 +507,7 @@ namespace OpenSim.Region.CoreModules
501 { 507 {
502 m_scene.ForEachRootClient(delegate(IClientAPI client) 508 m_scene.ForEachRootClient(delegate(IClientAPI client)
503 { 509 {
504 SunToClient(client); 510 SunToClient(client);
505 }); 511 });
506 } 512 }
507 513
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 33aabe4..4d738a5 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -480,7 +480,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
480 else 480 else
481 { 481 {
482 m_plugineffects[pluginName] = effect; 482 m_plugineffects[pluginName] = effect;
483 m_log.Warn("E ... " + pluginName + " (Replaced)"); 483 m_log.Info("E ... " + pluginName + " (Replaced)");
484 } 484 }
485 } 485 }
486 } 486 }
diff --git a/OpenSim/Region/CoreModules/World/Terrain/Tests/TerrainTest.cs b/OpenSim/Region/CoreModules/World/Terrain/Tests/TerrainTest.cs
index 3d4f762..be719ea 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/Tests/TerrainTest.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/Tests/TerrainTest.cs
@@ -30,11 +30,12 @@ using NUnit.Framework;
30using OpenSim.Framework; 30using OpenSim.Framework;
31using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes; 31using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Tests.Common;
33 34
34namespace OpenSim.Region.CoreModules.World.Terrain.Tests 35namespace OpenSim.Region.CoreModules.World.Terrain.Tests
35{ 36{
36 [TestFixture] 37 [TestFixture]
37 public class TerrainTest 38 public class TerrainTest : OpenSimTestCase
38 { 39 {
39 [Test] 40 [Test]
40 public void BrushTest() 41 public void BrushTest()
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
index 7ef44db..d38f34b 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
@@ -74,8 +74,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
74 { 74 {
75 m_config = source; 75 m_config = source;
76 76
77 IConfig startupConfig = m_config.Configs["Startup"]; 77 if (Util.GetConfigVarFromSections<string>(
78 if (startupConfig.GetString("MapImageModule", "MapImageModule") != "Warp3DImageModule") 78 m_config, "MapImageModule", new string[] { "Startup", "Map" }, "MapImageModule") != "Warp3DImageModule")
79 return; 79 return;
80 80
81 m_Enabled = true; 81 m_Enabled = true;
@@ -157,16 +157,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
157 bool drawPrimVolume = true; 157 bool drawPrimVolume = true;
158 bool textureTerrain = true; 158 bool textureTerrain = true;
159 159
160 try 160 string[] configSections = new string[] { "Map", "Startup" };
161 { 161
162 IConfig startupConfig = m_config.Configs["Startup"]; 162 drawPrimVolume
163 drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume); 163 = Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, drawPrimVolume);
164 textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain); 164 textureTerrain
165 } 165 = Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, textureTerrain);
166 catch
167 {
168 m_log.Warn("[WARP 3D IMAGE MODULE]: Failed to load StartupConfig");
169 }
170 166
171 m_colors.Clear(); 167 m_colors.Clear();
172 168
diff --git a/OpenSim/Region/CoreModules/World/Wind/WindModule.cs b/OpenSim/Region/CoreModules/World/Wind/WindModule.cs
index fd8e2b4..9de588c 100644
--- a/OpenSim/Region/CoreModules/World/Wind/WindModule.cs
+++ b/OpenSim/Region/CoreModules/World/Wind/WindModule.cs
@@ -66,7 +66,7 @@ namespace OpenSim.Region.CoreModules
66 public void Initialise(IConfigSource config) 66 public void Initialise(IConfigSource config)
67 { 67 {
68 m_windConfig = config.Configs["Wind"]; 68 m_windConfig = config.Configs["Wind"];
69 string desiredWindPlugin = m_dWindPluginName; 69// string desiredWindPlugin = m_dWindPluginName;
70 70
71 if (m_windConfig != null) 71 if (m_windConfig != null)
72 { 72 {
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 2184a59..bf18616 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -89,11 +89,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
89 #region INonSharedRegionModule Members 89 #region INonSharedRegionModule Members
90 public virtual void Initialise (IConfigSource config) 90 public virtual void Initialise (IConfigSource config)
91 { 91 {
92 IConfig startupConfig = config.Configs["Startup"]; 92 string[] configSections = new string[] { "Map", "Startup" };
93 if (startupConfig.GetString("WorldMapModule", "WorldMap") == "WorldMap")
94 m_Enabled = true;
95 93
96 blacklistTimeout = startupConfig.GetInt("BlacklistTimeout", 10*60) * 1000; 94 if (Util.GetConfigVarFromSections<string>(
95 config, "WorldMapModule", configSections, "WorldMap") == "WorldMap")
96 m_Enabled = true;
97
98 blacklistTimeout
99 = Util.GetConfigVarFromSections<int>(config, "BlacklistTimeout", configSections, 10 * 60) * 1000;
97 } 100 }
98 101
99 public virtual void AddRegion (Scene scene) 102 public virtual void AddRegion (Scene scene)
diff --git a/OpenSim/Region/DataSnapshot/DataSnapshotManager.cs b/OpenSim/Region/DataSnapshot/DataSnapshotManager.cs
index 5e62f23..dd48dd5 100644
--- a/OpenSim/Region/DataSnapshot/DataSnapshotManager.cs
+++ b/OpenSim/Region/DataSnapshot/DataSnapshotManager.cs
@@ -113,9 +113,17 @@ namespace OpenSim.Region.DataSnapshot
113 try 113 try
114 { 114 {
115 m_enabled = config.Configs["DataSnapshot"].GetBoolean("index_sims", m_enabled); 115 m_enabled = config.Configs["DataSnapshot"].GetBoolean("index_sims", m_enabled);
116 IConfig conf = config.Configs["GridService"]; 116 string gatekeeper = Util.GetConfigVarFromSections<string>(config, "GatekeeperURI",
117 if (conf != null) 117 new string[] { "Startup", "Hypergrid", "GridService" }, String.Empty);
118 m_gridinfo.Add("gatekeeperURL", conf.GetString("Gatekeeper", String.Empty)); 118 // Legacy. Remove soon!
119 if (string.IsNullOrEmpty(gatekeeper))
120 {
121 IConfig conf = config.Configs["GridService"];
122 if (conf != null)
123 gatekeeper = conf.GetString("Gatekeeper", gatekeeper);
124 }
125 if (!string.IsNullOrEmpty(gatekeeper))
126 m_gridinfo.Add("gatekeeperURL", gatekeeper);
119 127
120 m_gridinfo.Add( 128 m_gridinfo.Add(
121 "name", config.Configs["DataSnapshot"].GetString("gridname", "the lost continent of hippo")); 129 "name", config.Configs["DataSnapshot"].GetString("gridname", "the lost continent of hippo"));
@@ -140,8 +148,6 @@ namespace OpenSim.Region.DataSnapshot
140 return; 148 return;
141 } 149 }
142 150
143 if (m_enabled)
144 m_snapStore = new SnapshotStore(m_snapsDir, m_gridinfo, m_listener_port, m_hostname);
145 } 151 }
146 152
147 } 153 }
@@ -155,8 +161,22 @@ namespace OpenSim.Region.DataSnapshot
155 161
156 m_log.DebugFormat("[DATASNAPSHOT]: Module added to Scene {0}.", scene.RegionInfo.RegionName); 162 m_log.DebugFormat("[DATASNAPSHOT]: Module added to Scene {0}.", scene.RegionInfo.RegionName);
157 163
158 m_snapStore.AddScene(scene); 164 if (!m_servicesNotified)
165 {
166 m_hostname = scene.RegionInfo.ExternalHostName;
167 m_snapStore = new SnapshotStore(m_snapsDir, m_gridinfo, m_listener_port, m_hostname);
168
169 //Hand it the first scene, assuming that all scenes have the same BaseHTTPServer
170 new DataRequestHandler(scene, this);
171
172 if (m_dataServices != "" && m_dataServices != "noservices")
173 NotifyDataServices(m_dataServices, "online");
174
175 m_servicesNotified = true;
176 }
177
159 m_scenes.Add(scene); 178 m_scenes.Add(scene);
179 m_snapStore.AddScene(scene);
160 180
161 Assembly currentasm = Assembly.GetExecutingAssembly(); 181 Assembly currentasm = Assembly.GetExecutingAssembly();
162 182
@@ -181,22 +201,6 @@ namespace OpenSim.Region.DataSnapshot
181 } 201 }
182 } 202 }
183 203
184 // Must be done here because on shared modules, PostInitialise() will run
185 // BEFORE any scenes are registered. There is no "all scenes have been loaded"
186 // kind of callback because scenes may be created dynamically, so we cannot
187 // have that info, ever.
188 if (!m_servicesNotified)
189 {
190 //Hand it the first scene, assuming that all scenes have the same BaseHTTPServer
191 new DataRequestHandler(m_scenes[0], this);
192
193 m_hostname = m_scenes[0].RegionInfo.ExternalHostName;
194
195 if (m_dataServices != "" && m_dataServices != "noservices")
196 NotifyDataServices(m_dataServices, "online");
197
198 m_servicesNotified = true;
199 }
200 } 204 }
201 205
202 public void RemoveRegion(Scene scene) 206 public void RemoveRegion(Scene scene)
diff --git a/OpenSim/Region/DataSnapshot/Properties/AssemblyInfo.cs b/OpenSim/Region/DataSnapshot/Properties/AssemblyInfo.cs
index b926264..0e7df07 100644
--- a/OpenSim/Region/DataSnapshot/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/DataSnapshot/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs
index da39e95..b67312e 100644
--- a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs
@@ -31,18 +31,46 @@ using OpenMetaverse;
31 31
32namespace OpenSim.Region.Framework.Interfaces 32namespace OpenSim.Region.Framework.Interfaces
33{ 33{
34 // these could be expanded at some point to provide more type information
35 // for now value accounts for all base types
36 public enum JsonStoreNodeType
37 {
38 Undefined = 0,
39 Object = 1,
40 Array = 2,
41 Value = 3
42 }
43
44 public enum JsonStoreValueType
45 {
46 Undefined = 0,
47 Boolean = 1,
48 Integer = 2,
49 Float = 3,
50 String = 4,
51 UUID = 5
52 }
53
34 public delegate void TakeValueCallback(string s); 54 public delegate void TakeValueCallback(string s);
35 55
36 public interface IJsonStoreModule 56 public interface IJsonStoreModule
37 { 57 {
58 bool AttachObjectStore(UUID objectID);
38 bool CreateStore(string value, ref UUID result); 59 bool CreateStore(string value, ref UUID result);
39 bool DestroyStore(UUID storeID); 60 bool DestroyStore(UUID storeID);
40 bool TestPath(UUID storeID, string path, bool useJson); 61
62 JsonStoreNodeType GetNodeType(UUID storeID, string path);
63 JsonStoreValueType GetValueType(UUID storeID, string path);
64
65 bool TestStore(UUID storeID);
66
41 bool SetValue(UUID storeID, string path, string value, bool useJson); 67 bool SetValue(UUID storeID, string path, string value, bool useJson);
42 bool RemoveValue(UUID storeID, string path); 68 bool RemoveValue(UUID storeID, string path);
43 bool GetValue(UUID storeID, string path, bool useJson, out string value); 69 bool GetValue(UUID storeID, string path, bool useJson, out string value);
44 70
45 void TakeValue(UUID storeID, string path, bool useJson, TakeValueCallback cback); 71 void TakeValue(UUID storeID, string path, bool useJson, TakeValueCallback cback);
46 void ReadValue(UUID storeID, string path, bool useJson, TakeValueCallback cback); 72 void ReadValue(UUID storeID, string path, bool useJson, TakeValueCallback cback);
73
74 int GetArrayLength(UUID storeID, string path);
47 } 75 }
48} 76}
diff --git a/OpenSim/ApplicationPlugins/Rest/Inventory/IRest.cs b/OpenSim/Region/Framework/Interfaces/ISceneCommandsModule.cs
index 8b43d42..c5e678b 100644
--- a/OpenSim/ApplicationPlugins/Rest/Inventory/IRest.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISceneCommandsModule.cs
@@ -9,7 +9,7 @@
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
@@ -25,19 +25,19 @@
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28namespace OpenSim.ApplicationPlugins.Rest.Inventory 28using System;
29{ 29using System.Collections.Generic;
30 /// <summary> 30using OpenMetaverse;
31 /// This interface represents the boundary between the general purpose 31using OpenSim.Framework;
32 /// REST plugin handling, and the functionally specific handlers. The 32using OpenSim.Region.Framework.Scenes;
33 /// handler knows only to initialize and terminate all such handlers
34 /// that it finds. Implementing this interface identifies the class as
35 /// a REST handler implementation.
36 /// </summary>
37 33
38 internal interface IRest 34namespace OpenSim.Region.Framework.Interfaces
35{
36 public interface ISceneCommandsModule
39 { 37 {
40 void Initialize(); 38 /// <summary>
41 void Close(); 39 /// Sets the scene debug options.
40 /// </summary>
41 void SetSceneDebugOptions(Dictionary<string, string> options);
42 } 42 }
43} 43} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 143af48..ced4e91 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -52,7 +52,18 @@ namespace OpenSim.Region.Framework.Interfaces
52 string GetXMLState(UUID itemID); 52 string GetXMLState(UUID itemID);
53 bool SetXMLState(UUID itemID, string xml); 53 bool SetXMLState(UUID itemID, string xml);
54 54
55 /// <summary>
56 /// Post a script event to a single script.
57 /// </summary>
58 /// <returns>true if the post suceeded, false if it did not</returns>
59 /// <param name='itemID'>The item ID of the script.</param>
60 /// <param name='name'>The name of the event.</param>
61 /// <param name='args'>
62 /// The arguments of the event. These are in the order in which they appear.
63 /// e.g. for http_request this will be an object array of key request_id, string method, string body
64 /// </param>
55 bool PostScriptEvent(UUID itemID, string name, Object[] args); 65 bool PostScriptEvent(UUID itemID, string name, Object[] args);
66
56 bool PostObjectEvent(UUID itemID, string name, Object[] args); 67 bool PostObjectEvent(UUID itemID, string name, Object[] args);
57 68
58 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Interfaces/IXmlRpcRouter.cs b/OpenSim/Region/Framework/Interfaces/IXmlRpcRouter.cs
index 6db6674..093d3f0 100644
--- a/OpenSim/Region/Framework/Interfaces/IXmlRpcRouter.cs
+++ b/OpenSim/Region/Framework/Interfaces/IXmlRpcRouter.cs
@@ -34,5 +34,6 @@ namespace OpenSim.Region.Framework.Interfaces
34 void RegisterNewReceiver(IScriptModule scriptEngine, UUID channelID, UUID objectID, UUID itemID, string url); 34 void RegisterNewReceiver(IScriptModule scriptEngine, UUID channelID, UUID objectID, UUID itemID, string url);
35 void ScriptRemoved(UUID itemID); 35 void ScriptRemoved(UUID itemID);
36 void ObjectRemoved(UUID objectID); 36 void ObjectRemoved(UUID objectID);
37 void UnRegisterReceiver(string channelID, UUID itemID);
37 } 38 }
38} 39}
diff --git a/OpenSim/Region/Framework/Properties/AssemblyInfo.cs b/OpenSim/Region/Framework/Properties/AssemblyInfo.cs
index 9b504c0..167c248 100644
--- a/OpenSim/Region/Framework/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/Framework/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
index 65ae445..66edfed 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs
@@ -87,13 +87,24 @@ namespace OpenSim.Region.Framework.Scenes.Animation
87 return false; 87 return false;
88 } 88 }
89 89
90 public bool Remove(UUID animID) 90 /// <summary>
91 /// Remove the specified animation
92 /// </summary>
93 /// <param name='animID'></param>
94 /// <param name='allowNoDefault'>
95 /// If true, then the default animation can be entirely removed.
96 /// If false, then removing the default animation will reset it to the simulator default (currently STAND).
97 /// </param>
98 public bool Remove(UUID animID, bool allowNoDefault)
91 { 99 {
92 lock (m_animations) 100 lock (m_animations)
93 { 101 {
94 if (m_defaultAnimation.AnimID == animID) 102 if (m_defaultAnimation.AnimID == animID)
95 { 103 {
96 m_defaultAnimation = new OpenSim.Framework.Animation(UUID.Zero, 1, UUID.Zero); 104 if (allowNoDefault)
105 m_defaultAnimation = new OpenSim.Framework.Animation(UUID.Zero, 1, UUID.Zero);
106 else
107 ResetDefaultAnimation();
97 } 108 }
98 else if (HasAnimation(animID)) 109 else if (HasAnimation(animID))
99 { 110 {
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 9458079..65c279e 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -26,9 +26,10 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Threading;
30using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Linq;
31using System.Reflection; 31using System.Reflection;
32using System.Threading;
32using log4net; 33using log4net;
33using OpenMetaverse; 34using OpenMetaverse;
34using OpenSim.Framework; 35using OpenSim.Framework;
@@ -86,6 +87,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
86 return; 87 return;
87 88
88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
90 if (m_scenePresence.Scene.DebugAnimations)
91 m_log.DebugFormat(
92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
93 GetAnimName(animID), animID, m_scenePresence.Name);
89 94
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 95 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 96 SendAnimPack();
@@ -108,12 +113,25 @@ namespace OpenSim.Region.Framework.Scenes.Animation
108 AddAnimation(animID, objectID); 113 AddAnimation(animID, objectID);
109 } 114 }
110 115
111 public void RemoveAnimation(UUID animID) 116 /// <summary>
117 /// Remove the specified animation
118 /// </summary>
119 /// <param name='animID'></param>
120 /// <param name='allowNoDefault'>
121 /// If true, then the default animation can be entirely removed.
122 /// If false, then removing the default animation will reset it to the simulator default (currently STAND).
123 /// </param>
124 public void RemoveAnimation(UUID animID, bool allowNoDefault)
112 { 125 {
113 if (m_scenePresence.IsChildAgent) 126 if (m_scenePresence.IsChildAgent)
114 return; 127 return;
115 128
116 if (m_animations.Remove(animID)) 129 if (m_scenePresence.Scene.DebugAnimations)
130 m_log.DebugFormat(
131 "[SCENE PRESENCE ANIMATOR]: Removing animation {0} {1} for {2}",
132 GetAnimName(animID), animID, m_scenePresence.Name);
133
134 if (m_animations.Remove(animID, allowNoDefault))
117 SendAnimPack(); 135 SendAnimPack();
118 } 136 }
119 137
@@ -127,7 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
127 if (addRemove) 145 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero); 146 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else 147 else
130 m_animations.Remove(animID); 148 m_animations.Remove(animID, true);
131 } 149 }
132 if(sendPack) 150 if(sendPack)
133 SendAnimPack(); 151 SendAnimPack();
@@ -145,14 +163,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
145 if (animID == UUID.Zero) 163 if (animID == UUID.Zero)
146 return; 164 return;
147 165
148 RemoveAnimation(animID); 166 RemoveAnimation(animID, true);
149 } 167 }
150 168
151 public void ResetAnimations() 169 public void ResetAnimations()
152 { 170 {
153// m_log.DebugFormat( 171 if (m_scenePresence.Scene.DebugAnimations)
154// "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}", 172 m_log.DebugFormat(
155// m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName); 173 "[SCENE PRESENCE ANIMATOR]: Resetting animations for {0} in {1}",
174 m_scenePresence.Name, m_scenePresence.Scene.RegionInfo.RegionName);
156 175
157 m_animations.Clear(); 176 m_animations.Clear();
158 } 177 }
@@ -519,6 +538,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
519 if (m_scenePresence.IsChildAgent) 538 if (m_scenePresence.IsChildAgent)
520 return; 539 return;
521 540
541// m_log.DebugFormat(
542// "[SCENE PRESENCE ANIMATOR]: Sending anim pack with animations '{0}', sequence '{1}', uuids '{2}'",
543// string.Join(",", Array.ConvertAll<UUID, string>(animations, a => a.ToString())),
544// string.Join(",", Array.ConvertAll<int, string>(seqs, s => s.ToString())),
545// string.Join(",", Array.ConvertAll<UUID, string>(objectIDs, o => o.ToString())));
546
522 m_scenePresence.Scene.ForEachClient( 547 m_scenePresence.Scene.ForEachClient(
523 delegate(IClientAPI client) 548 delegate(IClientAPI client)
524 { 549 {
@@ -557,5 +582,21 @@ namespace OpenSim.Region.Framework.Scenes.Animation
557 582
558 SendAnimPack(animIDs, sequenceNums, objectIDs); 583 SendAnimPack(animIDs, sequenceNums, objectIDs);
559 } 584 }
585
586 public string GetAnimName(UUID animId)
587 {
588 string animName;
589
590 if (!DefaultAvatarAnimations.AnimsNames.TryGetValue(animId, out animName))
591 {
592 AssetMetadata amd = m_scenePresence.Scene.AssetService.GetMetadata(animId.ToString());
593 if (amd != null)
594 animName = amd.Name;
595 else
596 animName = "Unknown";
597 }
598
599 return animName;
600 }
560 } 601 }
561} 602}
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index b788a3c..7181313 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -31,6 +31,7 @@ using System.Collections.Generic;
31using System.Reflection; 31using System.Reflection;
32using log4net; 32using log4net;
33using OpenMetaverse; 33using OpenMetaverse;
34using OpenSim.Framework;
34 35
35namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
36{ 37{
@@ -38,7 +39,8 @@ namespace OpenSim.Region.Framework.Scenes
38 { 39 {
39// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
40 41
41 private readonly DoubleDictionary<UUID, uint, EntityBase> m_entities = new DoubleDictionary<UUID, uint, EntityBase>(); 42 private readonly DoubleDictionaryThreadAbortSafe<UUID, uint, EntityBase> m_entities
43 = new DoubleDictionaryThreadAbortSafe<UUID, uint, EntityBase>();
42 44
43 public int Count 45 public int Count
44 { 46 {
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 5b1c9f4..4733547 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -550,6 +550,20 @@ namespace OpenSim.Region.Framework.Scenes
550 /// </remarks> 550 /// </remarks>
551 public event ScriptControlEvent OnScriptControlEvent; 551 public event ScriptControlEvent OnScriptControlEvent;
552 552
553 public delegate void ScriptMovingStartEvent(uint localID);
554
555 /// <summary>
556 /// TODO: Should be triggered when a physics object starts moving.
557 /// </summary>
558 public event ScriptMovingStartEvent OnScriptMovingStartEvent;
559
560 public delegate void ScriptMovingEndEvent(uint localID);
561
562 /// <summary>
563 /// TODO: Should be triggered when a physics object stops moving.
564 /// </summary>
565 public event ScriptMovingEndEvent OnScriptMovingEndEvent;
566
553 public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos); 567 public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos);
554 568
555 /// <summary> 569 /// <summary>
@@ -755,7 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
755 public event ScriptTimerEvent OnScriptTimerEvent; 769 public event ScriptTimerEvent OnScriptTimerEvent;
756 */ 770 */
757 771
758 public delegate void EstateToolsSunUpdate(ulong regionHandle, bool FixedTime, bool EstateSun, float LindenHour); 772 public delegate void EstateToolsSunUpdate(ulong regionHandle);
759 public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID); 773 public delegate void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID);
760 774
761 public event EstateToolsSunUpdate OnEstateToolsSunUpdate; 775 public event EstateToolsSunUpdate OnEstateToolsSunUpdate;
@@ -778,6 +792,19 @@ namespace OpenSim.Region.Framework.Scenes
778 public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj); 792 public delegate void ObjectBeingRemovedFromScene(SceneObjectGroup obj);
779 793
780 /// <summary> 794 /// <summary>
795 /// Triggered when an object is placed into the physical scene (PhysicsActor created).
796 /// </summary>
797 public event Action<SceneObjectPart> OnObjectAddedToPhysicalScene;
798 /// <summary>
799 /// Triggered when an object is removed from the physical scene (PhysicsActor destroyed).
800 /// </summary>
801 /// <remarks>
802 /// Note: this is triggered just before the PhysicsActor is removed from the
803 /// physics engine so the receiver can do any necessary cleanup before its destruction.
804 /// </remarks>
805 public event Action<SceneObjectPart> OnObjectRemovedFromPhysicalScene;
806
807 /// <summary>
781 /// Triggered when an object is removed from the scene. 808 /// Triggered when an object is removed from the scene.
782 /// </summary> 809 /// </summary>
783 /// <remarks> 810 /// <remarks>
@@ -1527,6 +1554,48 @@ namespace OpenSim.Region.Framework.Scenes
1527 } 1554 }
1528 } 1555 }
1529 1556
1557 public void TriggerObjectAddedToPhysicalScene(SceneObjectPart obj)
1558 {
1559 Action<SceneObjectPart> handler = OnObjectAddedToPhysicalScene;
1560 if (handler != null)
1561 {
1562 foreach (Action<SceneObjectPart> d in handler.GetInvocationList())
1563 {
1564 try
1565 {
1566 d(obj);
1567 }
1568 catch (Exception e)
1569 {
1570 m_log.ErrorFormat(
1571 "[EVENT MANAGER]: Delegate for TriggerObjectAddedToPhysicalScene failed - continuing. {0} {1}",
1572 e.Message, e.StackTrace);
1573 }
1574 }
1575 }
1576 }
1577
1578 public void TriggerObjectRemovedFromPhysicalScene(SceneObjectPart obj)
1579 {
1580 Action<SceneObjectPart> handler = OnObjectRemovedFromPhysicalScene;
1581 if (handler != null)
1582 {
1583 foreach (Action<SceneObjectPart> d in handler.GetInvocationList())
1584 {
1585 try
1586 {
1587 d(obj);
1588 }
1589 catch (Exception e)
1590 {
1591 m_log.ErrorFormat(
1592 "[EVENT MANAGER]: Delegate for TriggerObjectRemovedFromPhysicalScene failed - continuing. {0} {1}",
1593 e.Message, e.StackTrace);
1594 }
1595 }
1596 }
1597 }
1598
1530 public void TriggerShutdown() 1599 public void TriggerShutdown()
1531 { 1600 {
1532 Action handlerShutdown = OnShutdown; 1601 Action handlerShutdown = OnShutdown;
@@ -2238,6 +2307,48 @@ namespace OpenSim.Region.Framework.Scenes
2238 } 2307 }
2239 } 2308 }
2240 2309
2310 public void TriggerMovingStartEvent(uint localID)
2311 {
2312 ScriptMovingStartEvent handlerScriptMovingStartEvent = OnScriptMovingStartEvent;
2313 if (handlerScriptMovingStartEvent != null)
2314 {
2315 foreach (ScriptMovingStartEvent d in handlerScriptMovingStartEvent.GetInvocationList())
2316 {
2317 try
2318 {
2319 d(localID);
2320 }
2321 catch (Exception e)
2322 {
2323 m_log.ErrorFormat(
2324 "[EVENT MANAGER]: Delegate for TriggerMovingStartEvent failed - continuing. {0} {1}",
2325 e.Message, e.StackTrace);
2326 }
2327 }
2328 }
2329 }
2330
2331 public void TriggerMovingEndEvent(uint localID)
2332 {
2333 ScriptMovingEndEvent handlerScriptMovingEndEvent = OnScriptMovingEndEvent;
2334 if (handlerScriptMovingEndEvent != null)
2335 {
2336 foreach (ScriptMovingEndEvent d in handlerScriptMovingEndEvent.GetInvocationList())
2337 {
2338 try
2339 {
2340 d(localID);
2341 }
2342 catch (Exception e)
2343 {
2344 m_log.ErrorFormat(
2345 "[EVENT MANAGER]: Delegate for TriggerMovingEndEvent failed - continuing. {0} {1}",
2346 e.Message, e.StackTrace);
2347 }
2348 }
2349 }
2350 }
2351
2241 public void TriggerRequestChangeWaterHeight(float height) 2352 public void TriggerRequestChangeWaterHeight(float height)
2242 { 2353 {
2243 if (height < 0) 2354 if (height < 0)
@@ -2536,13 +2647,10 @@ namespace OpenSim.Region.Framework.Scenes
2536 } 2647 }
2537 2648
2538 /// <summary> 2649 /// <summary>
2539 /// Updates the system as to how the position of the sun should be handled. 2650 /// Called when the sun's position parameters have changed in the Region and/or Estate
2540 /// </summary> 2651 /// </summary>
2541 /// <param name="regionHandle"></param> 2652 /// <param name="regionHandle">The region that changed</param>
2542 /// <param name="FixedTime">True if the Sun Position is fixed</param> 2653 public void TriggerEstateToolsSunUpdate(ulong regionHandle)
2543 /// <param name="useEstateTime">True if the Estate Settings should be used instead of region</param>
2544 /// <param name="FixedSunHour">The hour 0.0 <= FixedSunHour <= 24.0 at which the sun is fixed at. Sun Hour 0 is sun-rise, when Day/Night ratio is 1:1</param>
2545 public void TriggerEstateToolsSunUpdate(ulong regionHandle, bool FixedTime, bool useEstateTime, float FixedSunHour)
2546 { 2654 {
2547 EstateToolsSunUpdate handlerEstateToolsSunUpdate = OnEstateToolsSunUpdate; 2655 EstateToolsSunUpdate handlerEstateToolsSunUpdate = OnEstateToolsSunUpdate;
2548 if (handlerEstateToolsSunUpdate != null) 2656 if (handlerEstateToolsSunUpdate != null)
@@ -2551,7 +2659,7 @@ namespace OpenSim.Region.Framework.Scenes
2551 { 2659 {
2552 try 2660 try
2553 { 2661 {
2554 d(regionHandle, FixedTime, useEstateTime, FixedSunHour); 2662 d(regionHandle);
2555 } 2663 }
2556 catch (Exception e) 2664 catch (Exception e)
2557 { 2665 {
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 4130029..a9e1fc2 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -684,12 +684,10 @@ namespace OpenSim.Region.Framework.Scenes
684 itemCopy.SalePrice = item.SalePrice; 684 itemCopy.SalePrice = item.SalePrice;
685 itemCopy.SaleType = item.SaleType; 685 itemCopy.SaleType = item.SaleType;
686 686
687 if (AddInventoryItem(itemCopy)) 687 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
688 { 688 if (invAccess != null)
689 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>(); 689 invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
690 if (invAccess != null) 690 AddInventoryItem(itemCopy);
691 Util.FireAndForget(delegate { invAccess.TransferInventoryAssets(itemCopy, senderId, recipient); });
692 }
693 691
694 if (!Permissions.BypassPermissions()) 692 if (!Permissions.BypassPermissions())
695 { 693 {
@@ -1786,6 +1784,21 @@ namespace OpenSim.Region.Framework.Scenes
1786 /// <returns>The part where the script was rezzed if successful. False otherwise.</returns> 1784 /// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
1787 public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase) 1785 public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase)
1788 { 1786 {
1787 return RezNewScript(
1788 agentID,
1789 itemBase,
1790 "default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}");
1791 }
1792
1793 /// <summary>
1794 /// Rez a new script from nothing with given script text.
1795 /// </summary>
1796 /// <param name="remoteClient"></param>
1797 /// <param name="itemBase">Template item.</param>
1798 /// <param name="scriptText"></param>
1799 /// <returns>The part where the script was rezzed if successful. False otherwise.</returns>
1800 public SceneObjectPart RezNewScript(UUID agentID, InventoryItemBase itemBase, string scriptText)
1801 {
1789 // The part ID is the folder ID! 1802 // The part ID is the folder ID!
1790 SceneObjectPart part = GetSceneObjectPart(itemBase.Folder); 1803 SceneObjectPart part = GetSceneObjectPart(itemBase.Folder);
1791 if (part == null) 1804 if (part == null)
@@ -1805,9 +1818,14 @@ namespace OpenSim.Region.Framework.Scenes
1805 return null; 1818 return null;
1806 } 1819 }
1807 1820
1808 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1821 AssetBase asset
1809 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"), 1822 = CreateAsset(
1810 agentID); 1823 itemBase.Name,
1824 itemBase.Description,
1825 (sbyte)itemBase.AssetType,
1826 Encoding.ASCII.GetBytes(scriptText),
1827 agentID);
1828
1811 AssetService.Store(asset); 1829 AssetService.Store(asset);
1812 1830
1813 TaskInventoryItem taskItem = new TaskInventoryItem(); 1831 TaskInventoryItem taskItem = new TaskInventoryItem();
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2e64819..6b031ae 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -68,14 +68,84 @@ namespace OpenSim.Region.Framework.Scenes
68 public bool EmergencyMonitoring = false; 68 public bool EmergencyMonitoring = false;
69 69
70 /// <summary> 70 /// <summary>
71 /// Show debug information about animations.
72 /// </summary>
73 public bool DebugAnimations { get; set; }
74
75 /// <summary>
71 /// Show debug information about teleports. 76 /// Show debug information about teleports.
72 /// </summary> 77 /// </summary>
73 public bool DebugTeleporting { get; private set; } 78 public bool DebugTeleporting { get; set; }
74 79
75 /// <summary> 80 /// <summary>
76 /// Show debug information about the scene loop. 81 /// Show debug information about the scene loop.
77 /// </summary> 82 /// </summary>
78 public bool DebugUpdates { get; private set; } 83 public bool DebugUpdates { get; set; }
84
85 /// <summary>
86 /// If true then the scene is saved to persistent storage periodically, every m_update_backup frames and
87 /// if objects meet required conditions (m_dontPersistBefore and m_dontPersistAfter).
88 /// </summary>
89 /// <remarks>
90 /// Even if false, the scene will still be saved on clean shutdown.
91 /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels.
92 /// This needs to be fixed.
93 /// </remarks>
94 public bool PeriodicBackup { get; set; }
95
96 /// <summary>
97 /// If false then the scene is never saved to persistence storage even if PeriodicBackup == true and even
98 /// if the scene is being shut down for the final time.
99 /// </summary>
100 public bool UseBackup { get; set; }
101
102 /// <summary>
103 /// If false then physical objects are disabled, though collisions will continue as normal.
104 /// </summary>
105 public bool PhysicsEnabled { get; set; }
106
107 /// <summary>
108 /// If false then scripts are not enabled on the smiulator
109 /// </summary>
110 public bool ScriptsEnabled
111 {
112 get { return m_scripts_enabled; }
113 set
114 {
115 if (m_scripts_enabled != value)
116 {
117 if (!value)
118 {
119 m_log.Info("Stopping all Scripts in Scene");
120
121 EntityBase[] entities = Entities.GetEntities();
122 foreach (EntityBase ent in entities)
123 {
124 if (ent is SceneObjectGroup)
125 ((SceneObjectGroup)ent).RemoveScriptInstances(false);
126 }
127 }
128 else
129 {
130 m_log.Info("Starting all Scripts in Scene");
131
132 EntityBase[] entities = Entities.GetEntities();
133 foreach (EntityBase ent in entities)
134 {
135 if (ent is SceneObjectGroup)
136 {
137 SceneObjectGroup sog = (SceneObjectGroup)ent;
138 sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
139 sog.ResumeScripts();
140 }
141 }
142 }
143
144 m_scripts_enabled = value;
145 }
146 }
147 }
148 private bool m_scripts_enabled;
79 149
80 public SynchronizeSceneHandler SynchronizeScene; 150 public SynchronizeSceneHandler SynchronizeScene;
81 151
@@ -284,8 +354,6 @@ namespace OpenSim.Region.Framework.Scenes
284 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 354 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
285 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>(); 355 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
286 356
287 private bool m_physics_enabled = true;
288 private bool m_scripts_enabled = true;
289 private string m_defaultScriptEngine; 357 private string m_defaultScriptEngine;
290 358
291 /// <summary> 359 /// <summary>
@@ -348,7 +416,6 @@ namespace OpenSim.Region.Framework.Scenes
348 416
349 private Timer m_mapGenerationTimer = new Timer(); 417 private Timer m_mapGenerationTimer = new Timer();
350 private bool m_generateMaptiles; 418 private bool m_generateMaptiles;
351 private bool m_useBackup = true;
352 419
353 #endregion Fields 420 #endregion Fields
354 421
@@ -614,11 +681,6 @@ namespace OpenSim.Region.Framework.Scenes
614 get { return m_authenticateHandler; } 681 get { return m_authenticateHandler; }
615 } 682 }
616 683
617 public bool UseBackup
618 {
619 get { return m_useBackup; }
620 }
621
622 // an instance to the physics plugin's Scene object. 684 // an instance to the physics plugin's Scene object.
623 public PhysicsScene PhysicsScene 685 public PhysicsScene PhysicsScene
624 { 686 {
@@ -678,7 +740,6 @@ namespace OpenSim.Region.Framework.Scenes
678 public Scene(RegionInfo regInfo, AgentCircuitManager authen, 740 public Scene(RegionInfo regInfo, AgentCircuitManager authen,
679 SceneCommunicationService sceneGridService, 741 SceneCommunicationService sceneGridService,
680 ISimulationDataService simDataService, IEstateDataService estateDataService, 742 ISimulationDataService simDataService, IEstateDataService estateDataService,
681 bool dumpAssetsToFile,
682 IConfigSource config, string simulatorVersion) 743 IConfigSource config, string simulatorVersion)
683 : this(regInfo) 744 : this(regInfo)
684 { 745 {
@@ -762,15 +823,20 @@ namespace OpenSim.Region.Framework.Scenes
762 // 823 //
763 // Out of memory 824 // Out of memory
764 // Operating system has killed the plugin 825 // Operating system has killed the plugin
765 m_sceneGraph.UnRecoverableError += RestartNow; 826 m_sceneGraph.UnRecoverableError
827 += () =>
828 {
829 m_log.ErrorFormat("[SCENE]: Restarting region {0} due to unrecoverable physics crash", Name);
830 RestartNow();
831 };
766 832
767 RegisterDefaultSceneEvents(); 833 RegisterDefaultSceneEvents();
768 834
769 DumpAssetsToFile = dumpAssetsToFile; 835 // XXX: Don't set the public property since we don't want to activate here. This needs to be handled
770 836 // better in the future.
771 m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts; 837 m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts;
772 838
773 m_physics_enabled = !RegionInfo.RegionSettings.DisablePhysics; 839 PhysicsEnabled = !RegionInfo.RegionSettings.DisablePhysics;
774 840
775 m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")"; 841 m_simulatorVersion = simulatorVersion + " (" + Util.GetRuntimeInformation() + ")";
776 842
@@ -778,141 +844,154 @@ namespace OpenSim.Region.Framework.Scenes
778 844
779 // Region config overrides global config 845 // Region config overrides global config
780 // 846 //
781 try 847 if (m_config.Configs["Startup"] != null)
782 { 848 {
783 if (m_config.Configs["Startup"] != null) 849 IConfig startupConfig = m_config.Configs["Startup"];
850
851 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
852
853 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
854 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
855 if (!UseBackup)
856 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
857
858 //Animation states
859 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
860
861 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
862 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
863
864 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
865 if (RegionInfo.NonphysPrimMin > 0)
784 { 866 {
785 IConfig startupConfig = m_config.Configs["Startup"]; 867 m_minNonphys = RegionInfo.NonphysPrimMin;
868 }
786 869
787 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 870 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
871 if (RegionInfo.NonphysPrimMax > 0)
872 {
873 m_maxNonphys = RegionInfo.NonphysPrimMax;
874 }
788 875
789 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance); 876 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
790 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup); 877 if (RegionInfo.PhysPrimMin > 0)
791 if (!m_useBackup) 878 {
792 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 879 m_minPhys = RegionInfo.PhysPrimMin;
793 880 }
794 //Animation states
795 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
796 881
797 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); 882 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
798 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
799 883
800 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 884 if (RegionInfo.PhysPrimMax > 0)
801 if (RegionInfo.NonphysPrimMin > 0) 885 {
802 { 886 m_maxPhys = RegionInfo.PhysPrimMax;
803 m_minNonphys = RegionInfo.NonphysPrimMin; 887 }
804 }
805 888
806 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 889 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
807 if (RegionInfo.NonphysPrimMax > 0) 890 if (RegionInfo.LinksetCapacity > 0)
808 { 891 {
809 m_maxNonphys = RegionInfo.NonphysPrimMax; 892 m_linksetCapacity = RegionInfo.LinksetCapacity;
810 } 893 }
811 894
812 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); 895 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
813 if (RegionInfo.PhysPrimMin > 0) 896 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
814 {
815 m_minPhys = RegionInfo.PhysPrimMin;
816 }
817 897
818 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 898 // Here, if clamping is requested in either global or
899 // local config, it will be used
900 //
901 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
902 if (RegionInfo.ClampPrimSize)
903 {
904 m_clampPrimSize = true;
905 }
819 906
820 if (RegionInfo.PhysPrimMax > 0) 907 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
821 { 908 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
822 m_maxPhys = RegionInfo.PhysPrimMax; 909 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
823 } 910 m_dontPersistBefore =
911 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
912 m_dontPersistBefore *= 10000000;
913 m_persistAfter =
914 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
915 m_persistAfter *= 10000000;
824 916
825 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 917 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
826 if (RegionInfo.LinksetCapacity > 0) 918 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
827 {
828 m_linksetCapacity = RegionInfo.LinksetCapacity;
829 }
830 919
831 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 920 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
832 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 921 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
922 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
833 923
834 // Here, if clamping is requested in either global or 924 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
835 // local config, it will be used 925
836 // 926 m_generateMaptiles
837 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 927 = Util.GetConfigVarFromSections<bool>(config, "GenerateMaptiles", possibleMapConfigSections, true);
838 if (RegionInfo.ClampPrimSize) 928
929 if (m_generateMaptiles)
930 {
931 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
932 if (maptileRefresh != 0)
839 { 933 {
840 m_clampPrimSize = true; 934 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
935 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
936 m_mapGenerationTimer.AutoReset = true;
937 m_mapGenerationTimer.Start();
841 } 938 }
939 }
940 else
941 {
942 string tile
943 = Util.GetConfigVarFromSections<string>(
944 config, "MaptileStaticUUID", possibleMapConfigSections, UUID.Zero.ToString());
842 945
843 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete); 946 UUID tileID;
844 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 947
845 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 948 if (tile != UUID.Zero.ToString() && UUID.TryParse(tile, out tileID))
846 m_dontPersistBefore =
847 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
848 m_dontPersistBefore *= 10000000;
849 m_persistAfter =
850 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
851 m_persistAfter *= 10000000;
852
853 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
854 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
855
856 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
857 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
858 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
859
860 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
861 if (m_generateMaptiles)
862 { 949 {
863 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 950 RegionInfo.RegionSettings.TerrainImageID = tileID;
864 if (maptileRefresh != 0)
865 {
866 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
867 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
868 m_mapGenerationTimer.AutoReset = true;
869 m_mapGenerationTimer.Start();
870 }
871 } 951 }
872 else 952 else
873 { 953 {
874 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString()); 954 RegionInfo.RegionSettings.TerrainImageID = RegionInfo.MaptileStaticUUID;
875 UUID tileID; 955 m_log.InfoFormat("[SCENE]: Region {0}, maptile set to {1}", RegionInfo.RegionName, RegionInfo.MaptileStaticUUID.ToString());
876
877 if (UUID.TryParse(tile, out tileID))
878 {
879 RegionInfo.RegionSettings.TerrainImageID = tileID;
880 }
881 } 956 }
957 }
958
959 string[] possibleAccessControlConfigSections = new string[] { "AccessControl", "Startup" };
960
961 string grant
962 = Util.GetConfigVarFromSections<string>(
963 config, "AllowedClients", possibleAccessControlConfigSections, "");
882 964
883 string grant = startupConfig.GetString("AllowedClients", String.Empty); 965 if (grant.Length > 0)
884 if (grant.Length > 0) 966 {
967 foreach (string viewer in grant.Split(','))
885 { 968 {
886 foreach (string viewer in grant.Split(',')) 969 m_AllowedViewers.Add(viewer.Trim().ToLower());
887 {
888 m_AllowedViewers.Add(viewer.Trim().ToLower());
889 }
890 } 970 }
971 }
972
973 grant
974 = Util.GetConfigVarFromSections<string>(
975 config, "BannedClients", possibleAccessControlConfigSections, "");
891 976
892 grant = startupConfig.GetString("BannedClients", String.Empty); 977 if (grant.Length > 0)
893 if (grant.Length > 0) 978 {
979 foreach (string viewer in grant.Split(','))
894 { 980 {
895 foreach (string viewer in grant.Split(',')) 981 m_BannedViewers.Add(viewer.Trim().ToLower());
896 {
897 m_BannedViewers.Add(viewer.Trim().ToLower());
898 }
899 } 982 }
900
901 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
902 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
903 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
904 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
905 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
906 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
907 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
908 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
909 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
910 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
911 } 983 }
912 } 984
913 catch (Exception e) 985 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
914 { 986 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
915 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString()); 987 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
988 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
989 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
990 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
991 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
992 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
993 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
994 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
916 } 995 }
917 996
918 // FIXME: Ultimately this should be in a module. 997 // FIXME: Ultimately this should be in a module.
@@ -965,6 +1044,10 @@ namespace OpenSim.Region.Framework.Scenes
965 { 1044 {
966 PhysicalPrims = true; 1045 PhysicalPrims = true;
967 CollidablePrims = true; 1046 CollidablePrims = true;
1047 PhysicsEnabled = true;
1048
1049 PeriodicBackup = true;
1050 UseBackup = true;
968 1051
969 BordersLocked = true; 1052 BordersLocked = true;
970 Border northBorder = new Border(); 1053 Border northBorder = new Border();
@@ -1207,83 +1290,6 @@ namespace OpenSim.Region.Framework.Scenes
1207 } 1290 }
1208 } 1291 }
1209 1292
1210 public void SetSceneCoreDebug(Dictionary<string, string> options)
1211 {
1212 if (options.ContainsKey("active"))
1213 {
1214 bool active;
1215
1216 if (bool.TryParse(options["active"], out active))
1217 Active = active;
1218 }
1219
1220 if (options.ContainsKey("scripting"))
1221 {
1222 bool enableScripts = true;
1223 if (bool.TryParse(options["scripting"], out enableScripts) && m_scripts_enabled != enableScripts)
1224 {
1225 if (!enableScripts)
1226 {
1227 m_log.Info("Stopping all Scripts in Scene");
1228
1229 EntityBase[] entities = Entities.GetEntities();
1230 foreach (EntityBase ent in entities)
1231 {
1232 if (ent is SceneObjectGroup)
1233 ((SceneObjectGroup)ent).RemoveScriptInstances(false);
1234 }
1235 }
1236 else
1237 {
1238 m_log.Info("Starting all Scripts in Scene");
1239
1240 EntityBase[] entities = Entities.GetEntities();
1241 foreach (EntityBase ent in entities)
1242 {
1243 if (ent is SceneObjectGroup)
1244 {
1245 SceneObjectGroup sog = (SceneObjectGroup)ent;
1246 sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
1247 sog.ResumeScripts();
1248 }
1249 }
1250 }
1251
1252 m_scripts_enabled = enableScripts;
1253 }
1254 }
1255
1256 if (options.ContainsKey("physics"))
1257 {
1258 bool enablePhysics;
1259 if (bool.TryParse(options["physics"], out enablePhysics))
1260 m_physics_enabled = enablePhysics;
1261 }
1262
1263// if (options.ContainsKey("collisions"))
1264// {
1265// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
1266// // the avatar themselves to collide with the ground.
1267// }
1268
1269 if (options.ContainsKey("teleport"))
1270 {
1271 bool enableTeleportDebugging;
1272 if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
1273 DebugTeleporting = enableTeleportDebugging;
1274 }
1275
1276 if (options.ContainsKey("updates"))
1277 {
1278 bool enableUpdateDebugging;
1279 if (bool.TryParse(options["updates"], out enableUpdateDebugging))
1280 {
1281 DebugUpdates = enableUpdateDebugging;
1282 GcNotify.Enabled = DebugUpdates;
1283 }
1284 }
1285 }
1286
1287 public int GetInaccurateNeighborCount() 1293 public int GetInaccurateNeighborCount()
1288 { 1294 {
1289 return m_neighbours.Count; 1295 return m_neighbours.Count;
@@ -1332,16 +1338,7 @@ namespace OpenSim.Region.Framework.Scenes
1332 1338
1333 m_log.Debug("[SCENE]: Persisting changed objects"); 1339 m_log.Debug("[SCENE]: Persisting changed objects");
1334 1340
1335 EntityBase[] entities = GetEntities(); 1341 Backup(false);
1336 foreach (EntityBase entity in entities)
1337 {
1338 if (!entity.IsDeleted && entity is SceneObjectGroup && ((SceneObjectGroup)entity).HasGroupChanged)
1339 {
1340 ((SceneObjectGroup)entity).ProcessBackup(SimulationDataService, false);
1341 }
1342 }
1343
1344 m_log.Debug("[SCENE]: Graph close");
1345 m_sceneGraph.Close(); 1342 m_sceneGraph.Close();
1346 1343
1347 if (!GridService.DeregisterRegion(RegionInfo.RegionID)) 1344 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
@@ -1568,7 +1565,7 @@ namespace OpenSim.Region.Framework.Scenes
1568 } 1565 }
1569 1566
1570 tmpMS = Util.EnvironmentTickCount(); 1567 tmpMS = Util.EnvironmentTickCount();
1571 if ((Frame % m_update_physics == 0) && m_physics_enabled) 1568 if (PhysicsEnabled && Frame % m_update_physics == 0)
1572 m_sceneGraph.UpdatePreparePhysics(); 1569 m_sceneGraph.UpdatePreparePhysics();
1573 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS); 1570 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpMS);
1574 1571
@@ -1583,7 +1580,7 @@ namespace OpenSim.Region.Framework.Scenes
1583 tmpMS = Util.EnvironmentTickCount(); 1580 tmpMS = Util.EnvironmentTickCount();
1584 if (Frame % m_update_physics == 0) 1581 if (Frame % m_update_physics == 0)
1585 { 1582 {
1586 if (m_physics_enabled) 1583 if (PhysicsEnabled)
1587 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); 1584 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
1588 1585
1589 if (SynchronizeScene != null) 1586 if (SynchronizeScene != null)
@@ -1625,7 +1622,7 @@ namespace OpenSim.Region.Framework.Scenes
1625 eventMS = Util.EnvironmentTickCountSubtract(tmpMS); 1622 eventMS = Util.EnvironmentTickCountSubtract(tmpMS);
1626 } 1623 }
1627 1624
1628 if (Frame % m_update_backup == 0) 1625 if (PeriodicBackup && Frame % m_update_backup == 0)
1629 { 1626 {
1630 tmpMS = Util.EnvironmentTickCount(); 1627 tmpMS = Util.EnvironmentTickCount();
1631 UpdateStorageBackup(); 1628 UpdateStorageBackup();
@@ -2993,8 +2990,22 @@ namespace OpenSim.Region.Framework.Scenes
2993 sp.IsChildAgent = false; 2990 sp.IsChildAgent = false;
2994 sp.IsLoggingIn = true; 2991 sp.IsLoggingIn = true;
2995 2992
2993 // We leave a 5 second pause before attempting to rez attachments to avoid a clash with
2994 // version 3 viewers that maybe doing their own attachment rezzing related to their current
2995 // outfit folder on startup. If these operations do clash, then the symptoms are invisible
2996 // attachments until one zooms in on the avatar.
2997 //
2998 // We do not pause if we are launching on the same thread anyway in order to avoid pointlessly
2999 // delaying any attachment related regression tests.
2996 if (AttachmentsModule != null) 3000 if (AttachmentsModule != null)
2997 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); }); 3001 Util.FireAndForget(
3002 o =>
3003 {
3004 if (Util.FireAndForgetMethod != FireAndForgetMethod.None)
3005 Thread.Sleep(5000);
3006
3007 AttachmentsModule.RezAttachments(sp);
3008 });
2998 } 3009 }
2999 } 3010 }
3000 else 3011 else
@@ -4728,19 +4739,6 @@ namespace OpenSim.Region.Framework.Scenes
4728 4739
4729 #region Script Engine 4740 #region Script Engine
4730 4741
4731 private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
4732 public bool DumpAssetsToFile;
4733
4734 /// <summary>
4735 ///
4736 /// </summary>
4737 /// <param name="scriptEngine"></param>
4738 public void AddScriptEngine(ScriptEngineInterface scriptEngine)
4739 {
4740 ScriptEngines.Add(scriptEngine);
4741 scriptEngine.InitializeEngine(this);
4742 }
4743
4744 private bool ScriptDanger(SceneObjectPart part,Vector3 pos) 4742 private bool ScriptDanger(SceneObjectPart part,Vector3 pos)
4745 { 4743 {
4746 ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y); 4744 ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
@@ -5647,33 +5645,7 @@ Environment.Exit(1);
5647 5645
5648 public void TriggerEstateSunUpdate() 5646 public void TriggerEstateSunUpdate()
5649 { 5647 {
5650 float sun; 5648 EventManager.TriggerEstateToolsSunUpdate(RegionInfo.RegionHandle);
5651 if (RegionInfo.RegionSettings.UseEstateSun)
5652 {
5653 sun = (float)RegionInfo.EstateSettings.SunPosition;
5654 if (RegionInfo.EstateSettings.UseGlobalTime)
5655 {
5656 sun = EventManager.GetCurrentTimeAsSunLindenHour() - 6.0f;
5657 }
5658
5659 //
5660 EventManager.TriggerEstateToolsSunUpdate(
5661 RegionInfo.RegionHandle,
5662 RegionInfo.EstateSettings.FixedSun,
5663 RegionInfo.RegionSettings.UseEstateSun,
5664 sun);
5665 }
5666 else
5667 {
5668 // Use the Sun Position from the Region Settings
5669 sun = (float)RegionInfo.RegionSettings.SunPosition - 6.0f;
5670
5671 EventManager.TriggerEstateToolsSunUpdate(
5672 RegionInfo.RegionHandle,
5673 RegionInfo.RegionSettings.FixedSun,
5674 RegionInfo.RegionSettings.UseEstateSun,
5675 sun);
5676 }
5677 } 5649 }
5678 5650
5679 private void HandleReloadEstate(string module, string[] cmd) 5651 private void HandleReloadEstate(string module, string[] cmd)
@@ -5941,8 +5913,13 @@ Environment.Exit(1);
5941 5913
5942 if (banned) 5914 if (banned)
5943 { 5915 {
5944 reason = "No suitable landing point found"; 5916 if(Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
5945 return false; 5917 {
5918 reason = "No suitable landing point found";
5919 return false;
5920 }
5921 reason = "Administrative access only";
5922 return true;
5946 } 5923 }
5947 } 5924 }
5948 } 5925 }
@@ -6069,10 +6046,17 @@ Environment.Exit(1);
6069 GC.Collect(); 6046 GC.Collect();
6070 } 6047 }
6071 6048
6072 // Wrappers to get physics modules retrieve assets. Has to be done this way 6049 /// <summary>
6073 // because we can't assign the asset service to physics directly - at the 6050 /// Wrappers to get physics modules retrieve assets.
6074 // time physics are instantiated it's not registered but it will be by 6051 /// </summary>
6075 // the time the first prim exists. 6052 /// <remarks>
6053 /// Has to be done this way
6054 /// because we can't assign the asset service to physics directly - at the
6055 /// time physics are instantiated it's not registered but it will be by
6056 /// the time the first prim exists.
6057 /// </remarks>
6058 /// <param name="assetID"></param>
6059 /// <param name="callback"></param>
6076 public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback) 6060 public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
6077 { 6061 {
6078 AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived); 6062 AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 0e0b6c3..c307f7a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -313,35 +313,30 @@ namespace OpenSim.Region.Framework.Scenes
313 313
314 public void SendCommandToPluginModules(string[] cmdparams) 314 public void SendCommandToPluginModules(string[] cmdparams)
315 { 315 {
316 ForEachCurrentScene(delegate(Scene scene) { scene.SendCommandToPlugins(cmdparams); }); 316 ForEachSelectedScene(delegate(Scene scene) { scene.SendCommandToPlugins(cmdparams); });
317 } 317 }
318 318
319 public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions) 319 public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions)
320 { 320 {
321 ForEachCurrentScene(delegate(Scene scene) { scene.Permissions.SetBypassPermissions(bypassPermissions); }); 321 ForEachSelectedScene(delegate(Scene scene) { scene.Permissions.SetBypassPermissions(bypassPermissions); });
322 } 322 }
323 323
324 private void ForEachCurrentScene(Action<Scene> func) 324 public void ForEachSelectedScene(Action<Scene> func)
325 { 325 {
326 if (CurrentScene == null) 326 if (CurrentScene == null)
327 { 327 ForEachScene(func);
328 List<Scene> sceneList = Scenes;
329 sceneList.ForEach(func);
330 }
331 else 328 else
332 {
333 func(CurrentScene); 329 func(CurrentScene);
334 }
335 } 330 }
336 331
337 public void RestartCurrentScene() 332 public void RestartCurrentScene()
338 { 333 {
339 ForEachCurrentScene(delegate(Scene scene) { scene.RestartNow(); }); 334 ForEachSelectedScene(delegate(Scene scene) { scene.RestartNow(); });
340 } 335 }
341 336
342 public void BackupCurrentScene() 337 public void BackupCurrentScene()
343 { 338 {
344 ForEachCurrentScene(delegate(Scene scene) { scene.Backup(true); }); 339 ForEachSelectedScene(delegate(Scene scene) { scene.Backup(true); });
345 } 340 }
346 341
347 public bool TrySetCurrentScene(string regionName) 342 public bool TrySetCurrentScene(string regionName)
@@ -434,7 +429,7 @@ namespace OpenSim.Region.Framework.Scenes
434 /// <param name="name">Name of avatar to debug</param> 429 /// <param name="name">Name of avatar to debug</param>
435 public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name) 430 public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
436 { 431 {
437 ForEachCurrentScene(scene => 432 ForEachSelectedScene(scene =>
438 scene.ForEachScenePresence(sp => 433 scene.ForEachScenePresence(sp =>
439 { 434 {
440 if (name == null || sp.Name == name) 435 if (name == null || sp.Name == name)
@@ -453,7 +448,7 @@ namespace OpenSim.Region.Framework.Scenes
453 { 448 {
454 List<ScenePresence> avatars = new List<ScenePresence>(); 449 List<ScenePresence> avatars = new List<ScenePresence>();
455 450
456 ForEachCurrentScene( 451 ForEachSelectedScene(
457 delegate(Scene scene) 452 delegate(Scene scene)
458 { 453 {
459 scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence) 454 scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
@@ -470,7 +465,7 @@ namespace OpenSim.Region.Framework.Scenes
470 { 465 {
471 List<ScenePresence> presences = new List<ScenePresence>(); 466 List<ScenePresence> presences = new List<ScenePresence>();
472 467
473 ForEachCurrentScene(delegate(Scene scene) 468 ForEachSelectedScene(delegate(Scene scene)
474 { 469 {
475 scene.ForEachScenePresence(delegate(ScenePresence sp) 470 scene.ForEachScenePresence(delegate(ScenePresence sp)
476 { 471 {
@@ -494,12 +489,12 @@ namespace OpenSim.Region.Framework.Scenes
494 489
495 public void ForceCurrentSceneClientUpdate() 490 public void ForceCurrentSceneClientUpdate()
496 { 491 {
497 ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); }); 492 ForEachSelectedScene(delegate(Scene scene) { scene.ForceClientUpdate(); });
498 } 493 }
499 494
500 public void HandleEditCommandOnCurrentScene(string[] cmdparams) 495 public void HandleEditCommandOnCurrentScene(string[] cmdparams)
501 { 496 {
502 ForEachCurrentScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); }); 497 ForEachSelectedScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); });
503 } 498 }
504 499
505 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 500 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index ed1bbd8..0f5d116 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -101,6 +101,15 @@ namespace OpenSim.Region.Framework.Scenes
101 /// </summary> 101 /// </summary>
102 public partial class SceneObjectGroup : EntityBase, ISceneObject 102 public partial class SceneObjectGroup : EntityBase, ISceneObject
103 { 103 {
104 // Axis selection bitmask used by SetAxisRotation()
105 // Just happen to be the same bits used by llSetStatus() and defined in ScriptBaseClass.
106 public enum axisSelect : int
107 {
108 STATUS_ROTATE_X = 0x002,
109 STATUS_ROTATE_Y = 0x004,
110 STATUS_ROTATE_Z = 0x008,
111 }
112
104 // private PrimCountTaintedDelegate handlerPrimCountTainted = null; 113 // private PrimCountTaintedDelegate handlerPrimCountTainted = null;
105 114
106 /// <summary> 115 /// <summary>
@@ -512,11 +521,19 @@ namespace OpenSim.Region.Framework.Scenes
512 521
513 if (Scene != null) 522 if (Scene != null)
514 { 523 {
515 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 524 if (
516 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 525 // (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E)
517 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 526 // || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
518 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W) 527 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N)
519 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S)) 528 // || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
529 // Experimental change for better border crossings.
530 // The commented out original lines above would, it seems, trigger
531 // a border crossing a little early or late depending on which
532 // direction the object was moving.
533 (Scene.TestBorderCross(val, Cardinals.E)
534 || Scene.TestBorderCross(val, Cardinals.W)
535 || Scene.TestBorderCross(val, Cardinals.N)
536 || Scene.TestBorderCross(val, Cardinals.S))
520 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 537 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
521 { 538 {
522 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 539 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
@@ -935,6 +952,18 @@ namespace OpenSim.Region.Framework.Scenes
935 /// </remarks> 952 /// </remarks>
936 public UUID FromFolderID { get; set; } 953 public UUID FromFolderID { get; set; }
937 954
955 /// <summary>
956 /// IDs of all avatars sat on this scene object.
957 /// </summary>
958 /// <remarks>
959 /// We need this so that we can maintain a linkset wide ordering of avatars sat on different parts.
960 /// This must be locked before it is read or written.
961 /// SceneObjectPart sitting avatar add/remove code also locks on this object to avoid race conditions.
962 /// No avatar should appear more than once in this list.
963 /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart.
964 /// </remarks>
965 protected internal List<UUID> m_sittingAvatars = new List<UUID>();
966
938 #endregion 967 #endregion
939 968
940// ~SceneObjectGroup() 969// ~SceneObjectGroup()
@@ -4509,17 +4538,28 @@ namespace OpenSim.Region.Framework.Scenes
4509 } 4538 }
4510 4539
4511 /// <summary> 4540 /// <summary>
4541 /// Get a copy of the list of sitting avatars on all prims of this object.
4542 /// </summary>
4543 /// <remarks>
4544 /// This is sorted by the order in which avatars sat down. If an avatar stands up then all avatars that sat
4545 /// down after it move one place down the list.
4546 /// </remarks>
4547 /// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns>
4548 public List<UUID> GetSittingAvatars()
4549 {
4550 lock (m_sittingAvatars)
4551 return new List<UUID>(m_sittingAvatars);
4552 }
4553
4554 /// <summary>
4512 /// Gets the number of sitting avatars. 4555 /// Gets the number of sitting avatars.
4513 /// </summary> 4556 /// </summary>
4514 /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks> 4557 /// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
4515 /// <returns></returns> 4558 /// <returns></returns>
4516 public int GetSittingAvatarsCount() 4559 public int GetSittingAvatarsCount()
4517 { 4560 {
4518 int count = 0; 4561 lock (m_sittingAvatars)
4519 4562 return m_sittingAvatars.Count;
4520 Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => count += p.GetSittingAvatarsCount());
4521
4522 return count;
4523 } 4563 }
4524 4564
4525 public override string ToString() 4565 public override string ToString()
@@ -4528,7 +4568,7 @@ namespace OpenSim.Region.Framework.Scenes
4528 } 4568 }
4529 4569
4530 #region ISceneObject 4570 #region ISceneObject
4531 4571
4532 public virtual ISceneObject CloneForNewScene() 4572 public virtual ISceneObject CloneForNewScene()
4533 { 4573 {
4534 SceneObjectGroup sog = Copy(false); 4574 SceneObjectGroup sog = Copy(false);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 20a6626..ffde415 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -37,6 +37,7 @@ using System.Xml.Serialization;
37using log4net; 37using log4net;
38using OpenMetaverse; 38using OpenMetaverse;
39using OpenMetaverse.Packets; 39using OpenMetaverse.Packets;
40using OpenMetaverse.StructuredData;
40using OpenSim.Framework; 41using OpenSim.Framework;
41using OpenSim.Region.Framework.Interfaces; 42using OpenSim.Region.Framework.Interfaces;
42using OpenSim.Region.Framework.Scenes.Scripting; 43using OpenSim.Region.Framework.Scenes.Scripting;
@@ -116,7 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 117
117 #endregion Enumerations 118 #endregion Enumerations
118 119
119 public class SceneObjectPart : IScriptHost, ISceneEntity 120 public class SceneObjectPart : ISceneEntity
120 { 121 {
121 /// <value> 122 /// <value>
122 /// Denote all sides of the prim 123 /// Denote all sides of the prim
@@ -136,6 +137,32 @@ namespace OpenSim.Region.Framework.Scenes
136 137
137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 138 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
138 139
140 /// <summary>
141 /// Dynamic attributes can be created and deleted as required.
142 /// </summary>
143 public DAMap DynAttrs { get; set; }
144
145 private DOMap m_dynObjs;
146
147 /// <summary>
148 /// Dynamic objects that can be created and deleted as required.
149 /// </summary>
150 public DOMap DynObjs
151 {
152 get
153 {
154 if (m_dynObjs == null)
155 m_dynObjs = new DOMap();
156
157 return m_dynObjs;
158 }
159
160 set
161 {
162 m_dynObjs = value;
163 }
164 }
165
139 /// <value> 166 /// <value>
140 /// Is this a root part? 167 /// Is this a root part?
141 /// </value> 168 /// </value>
@@ -386,6 +413,7 @@ namespace OpenSim.Region.Framework.Scenes
386 m_particleSystem = Utils.EmptyBytes; 413 m_particleSystem = Utils.EmptyBytes;
387 Rezzed = DateTime.UtcNow; 414 Rezzed = DateTime.UtcNow;
388 Description = String.Empty; 415 Description = String.Empty;
416 DynAttrs = new DAMap();
389 417
390 // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol, 418 // Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
391 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 419 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
@@ -1342,7 +1370,7 @@ namespace OpenSim.Region.Framework.Scenes
1342 public UUID SitTargetAvatar { get; set; } 1370 public UUID SitTargetAvatar { get; set; }
1343 1371
1344 /// <summary> 1372 /// <summary>
1345 /// IDs of all avatars start on this object part. 1373 /// IDs of all avatars sat on this part.
1346 /// </summary> 1374 /// </summary>
1347 /// <remarks> 1375 /// <remarks>
1348 /// We need to track this so that we can stop sat upon prims from being attached. 1376 /// We need to track this so that we can stop sat upon prims from being attached.
@@ -2133,6 +2161,8 @@ namespace OpenSim.Region.Framework.Scenes
2133 // safeguard actual copy is done in sog.copy 2161 // safeguard actual copy is done in sog.copy
2134 dupe.KeyframeMotion = null; 2162 dupe.KeyframeMotion = null;
2135 2163
2164 dupe.DynAttrs.CopyFrom(DynAttrs);
2165
2136 if (userExposed) 2166 if (userExposed)
2137 { 2167 {
2138/* 2168/*
@@ -2446,11 +2476,11 @@ namespace OpenSim.Region.Framework.Scenes
2446 public int GetAxisRotation(int axis) 2476 public int GetAxisRotation(int axis)
2447 { 2477 {
2448 //Cannot use ScriptBaseClass constants as no referance to it currently. 2478 //Cannot use ScriptBaseClass constants as no referance to it currently.
2449 if (axis == 2)//STATUS_ROTATE_X 2479 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
2450 return STATUS_ROTATE_X; 2480 return STATUS_ROTATE_X;
2451 if (axis == 4)//STATUS_ROTATE_Y 2481 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y)
2452 return STATUS_ROTATE_Y; 2482 return STATUS_ROTATE_Y;
2453 if (axis == 8)//STATUS_ROTATE_Z 2483 if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z)
2454 return STATUS_ROTATE_Z; 2484 return STATUS_ROTATE_Z;
2455 2485
2456 return 0; 2486 return 0;
@@ -2485,18 +2515,6 @@ namespace OpenSim.Region.Framework.Scenes
2485 return new Vector3(0, 0, 0); 2515 return new Vector3(0, 0, 0);
2486 2516
2487 return ParentGroup.GetGeometricCenter(); 2517 return ParentGroup.GetGeometricCenter();
2488
2489 /*
2490 PhysicsActor pa = PhysActor;
2491
2492 if (pa != null)
2493 {
2494 Vector3 vtmp = pa.CenterOfMass;
2495 return vtmp;
2496 }
2497 else
2498 return new Vector3(0, 0, 0);
2499 */
2500 } 2518 }
2501 2519
2502 public float GetMass() 2520 public float GetMass()
@@ -2910,11 +2928,14 @@ namespace OpenSim.Region.Framework.Scenes
2910 2928
2911 public void PhysicsOutOfBounds(Vector3 pos) 2929 public void PhysicsOutOfBounds(Vector3 pos)
2912 { 2930 {
2913 m_log.Error("[PHYSICS]: Physical Object went out of bounds."); 2931 // Note: This is only being called on the root prim at this time.
2932
2933 m_log.ErrorFormat(
2934 "[SCENE OBJECT PART]: Physical object {0}, localID {1} went out of bounds at {2} in {3}. Stopping at {4} and making non-physical.",
2935 Name, LocalId, pos, ParentGroup.Scene.Name, AbsolutePosition);
2914 2936
2915 RemFlag(PrimFlags.Physics); 2937 RemFlag(PrimFlags.Physics);
2916 DoPhysicsPropertyUpdate(false, true); 2938 DoPhysicsPropertyUpdate(false, true);
2917 //ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
2918 } 2939 }
2919 2940
2920 public void PhysicsRequestingTerseUpdate() 2941 public void PhysicsRequestingTerseUpdate()
@@ -3337,13 +3358,13 @@ namespace OpenSim.Region.Framework.Scenes
3337 ParentGroup.SetAxisRotation(axis, rotate); 3358 ParentGroup.SetAxisRotation(axis, rotate);
3338 3359
3339 //Cannot use ScriptBaseClass constants as no referance to it currently. 3360 //Cannot use ScriptBaseClass constants as no referance to it currently.
3340 if (axis == 2)//STATUS_ROTATE_X 3361 if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0)
3341 STATUS_ROTATE_X = rotate; 3362 STATUS_ROTATE_X = rotate;
3342 3363
3343 if (axis == 4)//STATUS_ROTATE_Y 3364 if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0)
3344 STATUS_ROTATE_Y = rotate; 3365 STATUS_ROTATE_Y = rotate;
3345 3366
3346 if (axis == 8)//STATUS_ROTATE_Z 3367 if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0)
3347 STATUS_ROTATE_Z = rotate; 3368 STATUS_ROTATE_Z = rotate;
3348 } 3369 }
3349 3370
@@ -4250,6 +4271,7 @@ namespace OpenSim.Region.Framework.Scenes
4250 result.distance = distance2; 4271 result.distance = distance2;
4251 result.HitTF = true; 4272 result.HitTF = true;
4252 result.ipoint = q; 4273 result.ipoint = q;
4274 result.face = i;
4253 //m_log.Info("[FACE]:" + i.ToString()); 4275 //m_log.Info("[FACE]:" + i.ToString());
4254 //m_log.Info("[POINT]: " + q.ToString()); 4276 //m_log.Info("[POINT]: " + q.ToString());
4255 //m_log.Info("[DIST]: " + distance2.ToString()); 4277 //m_log.Info("[DIST]: " + distance2.ToString());
@@ -4573,7 +4595,8 @@ namespace OpenSim.Region.Framework.Scenes
4573 if (ParentGroup.RootPart == this) 4595 if (ParentGroup.RootPart == this)
4574 AngularVelocity = new Vector3(0, 0, 0); 4596 AngularVelocity = new Vector3(0, 0, 0);
4575 } 4597 }
4576 else 4598
4599 else
4577 { 4600 {
4578 if (ParentGroup.Scene.CollidablePrims) 4601 if (ParentGroup.Scene.CollidablePrims)
4579 { 4602 {
@@ -4619,9 +4642,31 @@ namespace OpenSim.Region.Framework.Scenes
4619 UpdatePhysicsSubscribedEvents(); 4642 UpdatePhysicsSubscribedEvents();
4620 } 4643 }
4621 } 4644 }
4622 4645 if (SetVD)
4646 {
4647 // If the above logic worked (this is urgent candidate to unit tests!)
4648 // we now have a physicsactor.
4649 // Defensive programming calls for a check here.
4650 // Better would be throwing an exception that could be catched by a unit test as the internal
4651 // logic should make sure, this Physactor is always here.
4652 if (pa != null)
4653 {
4654 pa.SetVolumeDetect(1);
4655 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4656 VolumeDetectActive = true;
4657 }
4623 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4658 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4659 }
4660 else if (SetVD != wasVD)
4661 {
4662 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4663 // (mumbles, well, at least if you have infinte CPU powers :-))
4664 if (pa != null)
4665 pa.SetVolumeDetect(0);
4624 4666
4667 RemFlag(PrimFlags.Phantom);
4668 VolumeDetectActive = false;
4669 }
4625 // and last in case we have a new actor and not building 4670 // and last in case we have a new actor and not building
4626 4671
4627 if (ParentGroup != null) 4672 if (ParentGroup != null)
@@ -4661,9 +4706,9 @@ namespace OpenSim.Region.Framework.Scenes
4661 PhysicsShapeType, 4706 PhysicsShapeType,
4662 m_localId); 4707 m_localId);
4663 } 4708 }
4664 catch (Exception ex) 4709 catch (Exception e)
4665 { 4710 {
4666 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message); 4711 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4667 pa = null; 4712 pa = null;
4668 } 4713 }
4669 4714
@@ -4737,7 +4782,9 @@ namespace OpenSim.Region.Framework.Scenes
4737 } 4782 }
4738 4783
4739 PhysActor = pa; 4784 PhysActor = pa;
4740 } 4785
4786 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4787 }
4741 4788
4742 /// <summary> 4789 /// <summary>
4743 /// This removes the part from the physics scene. 4790 /// This removes the part from the physics scene.
@@ -4756,6 +4803,8 @@ namespace OpenSim.Region.Framework.Scenes
4756 pa.OnOutOfBounds -= PhysicsOutOfBounds; 4803 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4757 4804
4758 ParentGroup.Scene.PhysicsScene.RemovePrim(pa); 4805 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4806
4807 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4759 } 4808 }
4760 PhysActor = null; 4809 PhysActor = null;
4761 } 4810 }
@@ -4931,8 +4980,25 @@ namespace OpenSim.Region.Framework.Scenes
4931 4980
4932 Changed changeFlags = 0; 4981 Changed changeFlags = 0;
4933 4982
4983 Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture;
4984 Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture;
4985
4986 // On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all
4987 // other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point.
4988 if (fallbackNewFace == null)
4989 {
4990 fallbackNewFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
4991 newTex.DefaultTexture = fallbackNewFace;
4992 }
4993 if (fallbackOldFace == null)
4994 {
4995 fallbackOldFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
4996 oldTex.DefaultTexture = fallbackOldFace;
4997 }
4998
4934 for (int i = 0 ; i < GetNumberOfSides(); i++) 4999 for (int i = 0 ; i < GetNumberOfSides(); i++)
4935 { 5000 {
5001
4936 Primitive.TextureEntryFace newFace = newTex.DefaultTexture; 5002 Primitive.TextureEntryFace newFace = newTex.DefaultTexture;
4937 Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture; 5003 Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture;
4938 5004
@@ -5222,18 +5288,22 @@ namespace OpenSim.Region.Framework.Scenes
5222 /// <param name='avatarId'></param> 5288 /// <param name='avatarId'></param>
5223 protected internal bool AddSittingAvatar(UUID avatarId) 5289 protected internal bool AddSittingAvatar(UUID avatarId)
5224 { 5290 {
5225 if (IsSitTargetSet && SitTargetAvatar == UUID.Zero) 5291 lock (ParentGroup.m_sittingAvatars)
5226 SitTargetAvatar = avatarId; 5292 {
5293 if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
5294 SitTargetAvatar = avatarId;
5227 5295
5228 HashSet<UUID> sittingAvatars = m_sittingAvatars; 5296 if (m_sittingAvatars == null)
5297 m_sittingAvatars = new HashSet<UUID>();
5229 5298
5230 if (sittingAvatars == null) 5299 if (m_sittingAvatars.Add(avatarId))
5231 sittingAvatars = new HashSet<UUID>(); 5300 {
5301 ParentGroup.m_sittingAvatars.Add(avatarId);
5232 5302
5233 lock (sittingAvatars) 5303 return true;
5234 { 5304 }
5235 m_sittingAvatars = sittingAvatars; 5305
5236 return m_sittingAvatars.Add(avatarId); 5306 return false;
5237 } 5307 }
5238 } 5308 }
5239 5309
@@ -5247,27 +5317,26 @@ namespace OpenSim.Region.Framework.Scenes
5247 /// <param name='avatarId'></param> 5317 /// <param name='avatarId'></param>
5248 protected internal bool RemoveSittingAvatar(UUID avatarId) 5318 protected internal bool RemoveSittingAvatar(UUID avatarId)
5249 { 5319 {
5250 if (SitTargetAvatar == avatarId) 5320 lock (ParentGroup.m_sittingAvatars)
5251 SitTargetAvatar = UUID.Zero; 5321 {
5252 5322 if (SitTargetAvatar == avatarId)
5253 HashSet<UUID> sittingAvatars = m_sittingAvatars; 5323 SitTargetAvatar = UUID.Zero;
5254 5324
5255 // This can occur under a race condition where another thread 5325 if (m_sittingAvatars == null)
5256 if (sittingAvatars == null) 5326 return false;
5257 return false;
5258 5327
5259 lock (sittingAvatars) 5328 if (m_sittingAvatars.Remove(avatarId))
5260 {
5261 if (sittingAvatars.Remove(avatarId))
5262 { 5329 {
5263 if (sittingAvatars.Count == 0) 5330 if (m_sittingAvatars.Count == 0)
5264 m_sittingAvatars = null; 5331 m_sittingAvatars = null;
5265 5332
5333 ParentGroup.m_sittingAvatars.Remove(avatarId);
5334
5266 return true; 5335 return true;
5267 } 5336 }
5268 }
5269 5337
5270 return false; 5338 return false;
5339 }
5271 } 5340 }
5272 5341
5273 /// <summary> 5342 /// <summary>
@@ -5277,16 +5346,12 @@ namespace OpenSim.Region.Framework.Scenes
5277 /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns> 5346 /// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
5278 public HashSet<UUID> GetSittingAvatars() 5347 public HashSet<UUID> GetSittingAvatars()
5279 { 5348 {
5280 HashSet<UUID> sittingAvatars = m_sittingAvatars; 5349 lock (ParentGroup.m_sittingAvatars)
5281
5282 if (sittingAvatars == null)
5283 { 5350 {
5284 return null; 5351 if (m_sittingAvatars == null)
5285 } 5352 return null;
5286 else 5353 else
5287 { 5354 return new HashSet<UUID>(m_sittingAvatars);
5288 lock (sittingAvatars)
5289 return new HashSet<UUID>(sittingAvatars);
5290 } 5355 }
5291 } 5356 }
5292 5357
@@ -5297,13 +5362,13 @@ namespace OpenSim.Region.Framework.Scenes
5297 /// <returns></returns> 5362 /// <returns></returns>
5298 public int GetSittingAvatarsCount() 5363 public int GetSittingAvatarsCount()
5299 { 5364 {
5300 HashSet<UUID> sittingAvatars = m_sittingAvatars; 5365 lock (ParentGroup.m_sittingAvatars)
5301 5366 {
5302 if (sittingAvatars == null) 5367 if (m_sittingAvatars == null)
5303 return 0; 5368 return 0;
5304 5369 else
5305 lock (sittingAvatars) 5370 return m_sittingAvatars.Count;
5306 return sittingAvatars.Count; 5371 }
5307 } 5372 }
5308 } 5373 }
5309} 5374}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 230cb23..5ed7b67 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -221,8 +221,6 @@ namespace OpenSim.Region.Framework.Scenes
221 221
222 private Quaternion m_headrotation = Quaternion.Identity; 222 private Quaternion m_headrotation = Quaternion.Identity;
223 223
224 private string m_nextSitAnimation = String.Empty;
225
226 //PauPaw:Proper PID Controler for autopilot************ 224 //PauPaw:Proper PID Controler for autopilot************
227 public bool MovingToTarget { get; private set; } 225 public bool MovingToTarget { get; private set; }
228 public Vector3 MoveToPositionTarget { get; private set; } 226 public Vector3 MoveToPositionTarget { get; private set; }
@@ -592,24 +590,37 @@ namespace OpenSim.Region.Framework.Scenes
592*/ 590*/
593 private Quaternion m_bodyRot = Quaternion.Identity; 591 private Quaternion m_bodyRot = Quaternion.Identity;
594 592
593 /// <summary>
594 /// The rotation of the avatar.
595 /// </summary>
596 /// <remarks>
597 /// If the avatar is not sitting, this is with respect to the world
598 /// If the avatar is sitting, this is a with respect to the part that it's sitting upon (a local rotation).
599 /// If you always want the world rotation, use GetWorldRotation()
600 /// </remarks>
595 public Quaternion Rotation 601 public Quaternion Rotation
596 { 602 {
597 get { return m_bodyRot; } 603 get
604 {
605 return m_bodyRot;
606 }
607
598 set 608 set
599 { 609 {
600 m_bodyRot = value; 610 m_bodyRot = value;
601 // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 611
602 if (PhysicsActor != null) 612 if (PhysicsActor != null)
603 { 613 {
604 try 614 try
605 { 615 {
606 PhysicsActor.Orientation = value; 616 PhysicsActor.Orientation = m_bodyRot;
607 } 617 }
608 catch (Exception e) 618 catch (Exception e)
609 { 619 {
610 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message); 620 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
611 } 621 }
612 } 622 }
623// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
613 } 624 }
614 } 625 }
615 626
@@ -656,6 +667,26 @@ namespace OpenSim.Region.Framework.Scenes
656 set { m_health = value; } 667 set { m_health = value; }
657 } 668 }
658 669
670 /// <summary>
671 /// Gets the world rotation of this presence.
672 /// </summary>
673 /// <remarks>
674 /// Unlike Rotation, this returns the world rotation no matter whether the avatar is sitting on a prim or not.
675 /// </remarks>
676 /// <returns></returns>
677 public Quaternion GetWorldRotation()
678 {
679 if (IsSatOnObject)
680 {
681 SceneObjectPart sitPart = ParentPart;
682
683 if (sitPart != null)
684 return sitPart.GetWorldRotation() * Rotation;
685 }
686
687 return Rotation;
688 }
689
659 public void AdjustKnownSeeds() 690 public void AdjustKnownSeeds()
660 { 691 {
661 Dictionary<ulong, string> seeds; 692 Dictionary<ulong, string> seeds;
@@ -705,6 +736,12 @@ namespace OpenSim.Region.Framework.Scenes
705 736
706 private bool m_inTransit; 737 private bool m_inTransit;
707 738
739 /// <summary>
740 /// This signals whether the presence is in transit between neighbouring regions.
741 /// </summary>
742 /// <remarks>
743 /// It is not set when the presence is teleporting or logging in/out directly to a region.
744 /// </remarks>
708 public bool IsInTransit 745 public bool IsInTransit
709 { 746 {
710 get { return m_inTransit; } 747 get { return m_inTransit; }
@@ -751,8 +788,6 @@ namespace OpenSim.Region.Framework.Scenes
751 788
752 #endregion 789 #endregion
753 790
754
755
756 #region Constructor(s) 791 #region Constructor(s)
757 792
758 public ScenePresence( 793 public ScenePresence(
@@ -1494,6 +1529,15 @@ namespace OpenSim.Region.Framework.Scenes
1494 1529
1495 } 1530 }
1496 1531
1532 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
1533 // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work.
1534 // This may be due to viewer code or it may be something we're not doing properly simulator side.
1535 lock (m_attachments)
1536 {
1537 foreach (SceneObjectGroup sog in m_attachments)
1538 sog.ScheduleGroupForFullUpdate();
1539 }
1540
1497// m_log.DebugFormat( 1541// m_log.DebugFormat(
1498// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", 1542// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
1499// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); 1543// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
@@ -1862,32 +1906,28 @@ namespace OpenSim.Region.Framework.Scenes
1862 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1906 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1863 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1907 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1864 1908
1865
1866 //m_log.Debug("[CONTROL]: " +flags); 1909 //m_log.Debug("[CONTROL]: " +flags);
1867 // Applies a satisfying roll effect to the avatar when flying. 1910 // Applies a satisfying roll effect to the avatar when flying.
1868 if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) 1911 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
1869 { 1912 {
1870 1913 ApplyFlyingRoll(
1871 ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); 1914 FLY_ROLL_RADIANS_PER_UPDATE,
1872 1915 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
1873 1916 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
1874 } 1917 }
1875 else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && 1918 else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 &&
1876 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) 1919 (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
1877 { 1920 {
1878 ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); 1921 ApplyFlyingRoll(
1879 1922 -FLY_ROLL_RADIANS_PER_UPDATE,
1880 1923 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
1924 (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
1881 } 1925 }
1882 else 1926 else
1883 { 1927 {
1884 if (m_AngularVelocity.Z != 0) 1928 if (m_AngularVelocity.Z != 0)
1885 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); 1929 m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
1886 1930 }
1887 }
1888
1889
1890
1891 1931
1892 if (Flying && IsColliding && controlland) 1932 if (Flying && IsColliding && controlland)
1893 { 1933 {
@@ -2102,7 +2142,11 @@ namespace OpenSim.Region.Framework.Scenes
2102 // Get terrain height for sub-region in a megaregion if necessary 2142 // Get terrain height for sub-region in a megaregion if necessary
2103 int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X); 2143 int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X);
2104 int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y); 2144 int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y);
2105 UUID target_regionID = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y).RegionID; 2145 GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y);
2146 // If X and Y is NaN, target_region will be null
2147 if (target_region == null)
2148 return;
2149 UUID target_regionID = target_region.RegionID;
2106 Scene targetScene = m_scene; 2150 Scene targetScene = m_scene;
2107 2151
2108 if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) 2152 if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
@@ -2347,28 +2391,16 @@ namespace OpenSim.Region.Framework.Scenes
2347 2391
2348 if (ParentID != 0) 2392 if (ParentID != 0)
2349 { 2393 {
2394 if (ParentPart.UUID == targetID)
2395 return; // already sitting here, ignore
2396
2350 StandUp(); 2397 StandUp();
2351 } 2398 }
2352 2399
2353// if (!String.IsNullOrEmpty(sitAnimation))
2354// {
2355// m_nextSitAnimation = sitAnimation;
2356// }
2357// else
2358// {
2359 m_nextSitAnimation = "SIT";
2360// }
2361
2362 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2363 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2400 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2364 2401
2365 if (part != null) 2402 if (part != null)
2366 { 2403 {
2367 if (!String.IsNullOrEmpty(part.SitAnimation))
2368 {
2369 m_nextSitAnimation = part.SitAnimation;
2370 }
2371
2372 m_requestedSitTargetID = part.LocalId; 2404 m_requestedSitTargetID = part.LocalId;
2373 m_requestedSitTargetUUID = targetID; 2405 m_requestedSitTargetUUID = targetID;
2374 2406
@@ -2489,18 +2521,6 @@ namespace OpenSim.Region.Framework.Scenes
2489 2521
2490 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2522 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2491 { 2523 {
2492 if (!String.IsNullOrEmpty(m_nextSitAnimation))
2493 {
2494 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation);
2495 }
2496 else
2497 {
2498 HandleAgentSit(remoteClient, agentID, "SIT");
2499 }
2500 }
2501
2502 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
2503 {
2504 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 2524 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
2505 2525
2506 if (part != null) 2526 if (part != null)
@@ -2570,10 +2590,15 @@ namespace OpenSim.Region.Framework.Scenes
2570 2590
2571 ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 2591 ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
2572 ParentID = m_requestedSitTargetID; 2592 ParentID = m_requestedSitTargetID;
2573 2593 m_AngularVelocity = Vector3.Zero;
2574 Velocity = Vector3.Zero; 2594 Velocity = Vector3.Zero;
2575 RemoveFromPhysicalScene(); 2595 RemoveFromPhysicalScene();
2576 2596
2597 String sitAnimation = "SIT";
2598 if (!String.IsNullOrEmpty(part.SitAnimation))
2599 {
2600 sitAnimation = part.SitAnimation;
2601 }
2577 Animator.TrySetMovementAnimation(sitAnimation); 2602 Animator.TrySetMovementAnimation(sitAnimation);
2578 SendAvatarDataToAllAgents(); 2603 SendAvatarDataToAllAgents();
2579 } 2604 }
@@ -2581,7 +2606,8 @@ namespace OpenSim.Region.Framework.Scenes
2581 2606
2582 public void HandleAgentSitOnGround() 2607 public void HandleAgentSitOnGround()
2583 { 2608 {
2584// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. 2609// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick..
2610 m_AngularVelocity = Vector3.Zero;
2585 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 2611 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
2586 SitGround = true; 2612 SitGround = true;
2587 RemoveFromPhysicalScene(); 2613 RemoveFromPhysicalScene();
@@ -2603,7 +2629,7 @@ namespace OpenSim.Region.Framework.Scenes
2603 2629
2604 public void HandleStopAnim(IClientAPI remoteClient, UUID animID) 2630 public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
2605 { 2631 {
2606 Animator.RemoveAnimation(animID); 2632 Animator.RemoveAnimation(animID, false);
2607 } 2633 }
2608 2634
2609 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack) 2635 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
@@ -2619,7 +2645,8 @@ namespace OpenSim.Region.Framework.Scenes
2619 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2645 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2620 public void AddNewMovement(Vector3 vec) 2646 public void AddNewMovement(Vector3 vec)
2621 { 2647 {
2622// m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name); 2648// m_log.DebugFormat(
2649// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name);
2623 2650
2624 Vector3 direc = vec * Rotation; 2651 Vector3 direc = vec * Rotation;
2625 direc.Normalize(); 2652 direc.Normalize();
@@ -2639,6 +2666,8 @@ namespace OpenSim.Region.Framework.Scenes
2639 2666
2640 direc *= 0.03f * 128f * SpeedModifier; 2667 direc *= 0.03f * 128f * SpeedModifier;
2641 2668
2669// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
2670
2642 if (PhysicsActor != null) 2671 if (PhysicsActor != null)
2643 { 2672 {
2644 if (Flying) 2673 if (Flying)
@@ -2672,6 +2701,8 @@ namespace OpenSim.Region.Framework.Scenes
2672 } 2701 }
2673 } 2702 }
2674 2703
2704// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
2705
2675 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2706 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2676 m_forceToApply = direc; 2707 m_forceToApply = direc;
2677 Animator.UpdateMovementAnimations(); 2708 Animator.UpdateMovementAnimations();
@@ -4314,6 +4345,7 @@ namespace OpenSim.Region.Framework.Scenes
4314 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || 4345 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
4315 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0) 4346 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)
4316 { 4347 {
4348
4317 if (GodLevel < 200 && 4349 if (GodLevel < 200 &&
4318 ((!m_scene.Permissions.IsGod(m_uuid) && 4350 ((!m_scene.Permissions.IsGod(m_uuid) &&
4319 !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) || 4351 !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
@@ -4322,7 +4354,14 @@ namespace OpenSim.Region.Framework.Scenes
4322 { 4354 {
4323 SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray(); 4355 SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray();
4324 if (spawnPoints.Length == 0) 4356 if (spawnPoints.Length == 0)
4357 {
4358 if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))
4359 {
4360 pos.X = 128.0f;
4361 pos.Y = 128.0f;
4362 }
4325 return; 4363 return;
4364 }
4326 4365
4327 int index; 4366 int index;
4328 bool selected = false; 4367 bool selected = false;
@@ -4331,6 +4370,8 @@ namespace OpenSim.Region.Framework.Scenes
4331 { 4370 {
4332 case "random": 4371 case "random":
4333 4372
4373 if (spawnPoints.Length == 0)
4374 return;
4334 do 4375 do
4335 { 4376 {
4336 index = Util.RandomClass.Next(spawnPoints.Length - 1); 4377 index = Util.RandomClass.Next(spawnPoints.Length - 1);
@@ -4342,6 +4383,7 @@ namespace OpenSim.Region.Framework.Scenes
4342 // SpawnPoint sp = spawnPoints[index]; 4383 // SpawnPoint sp = spawnPoints[index];
4343 4384
4344 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y); 4385 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
4386
4345 if (land == null || land.IsEitherBannedOrRestricted(UUID)) 4387 if (land == null || land.IsEitherBannedOrRestricted(UUID))
4346 selected = false; 4388 selected = false;
4347 else 4389 else
diff --git a/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineLoader.cs b/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineLoader.cs
deleted file mode 100644
index c58ccc5..0000000
--- a/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineLoader.cs
+++ /dev/null
@@ -1,119 +0,0 @@
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
28/* Original code: Tedd Hansen */
29using System;
30using System.IO;
31using System.Reflection;
32using log4net;
33
34namespace OpenSim.Region.Framework.Scenes.Scripting
35{
36 public class ScriptEngineLoader
37 {
38 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39
40 public ScriptEngineInterface LoadScriptEngine(string EngineName)
41 {
42 ScriptEngineInterface ret = null;
43 try
44 {
45 ret =
46 LoadAndInitAssembly(
47 Path.Combine("ScriptEngines", "OpenSim.Region.ScriptEngine." + EngineName + ".dll"),
48 "OpenSim.Region.ScriptEngine." + EngineName + ".ScriptEngine");
49 }
50 catch (Exception e)
51 {
52 m_log.Error("[ScriptEngine]: " +
53 "Error loading assembly \"" + EngineName + "\": " + e.Message + ", " +
54 e.StackTrace.ToString());
55 }
56 return ret;
57 }
58
59 /// <summary>
60 /// Does actual loading and initialization of script Assembly
61 /// </summary>
62 /// <param name="FreeAppDomain">AppDomain to load script into</param>
63 /// <param name="FileName">FileName of script assembly (.dll)</param>
64 /// <returns></returns>
65 private ScriptEngineInterface LoadAndInitAssembly(string FileName, string NameSpace)
66 {
67 //Common.SendToDebug("Loading ScriptEngine Assembly " + FileName);
68 // Load .Net Assembly (.dll)
69 // Initialize and return it
70
71 // TODO: Add error handling
72
73 Assembly a;
74 //try
75 //{
76
77
78 // Load to default appdomain (temporary)
79 a = Assembly.LoadFrom(FileName);
80 // Load to specified appdomain
81 // TODO: Insert security
82 //a = FreeAppDomain.Load(FileName);
83 //}
84 //catch (Exception e)
85 //{
86 // m_log.Error("[ScriptEngine]: Error loading assembly \String.Empty + FileName + "\": " + e.ToString());
87 //}
88
89
90 //m_log.Debug("Loading: " + FileName);
91 //foreach (Type _t in a.GetTypes())
92 //{
93 // m_log.Debug("Type: " + _t.ToString());
94 //}
95
96 Type t;
97 //try
98 //{
99 t = a.GetType(NameSpace, true);
100 //}
101 //catch (Exception e)
102 //{
103 // m_log.Error("[ScriptEngine]: Error initializing type \String.Empty + NameSpace + "\" from \String.Empty + FileName + "\": " + e.ToString());
104 //}
105
106 ScriptEngineInterface ret;
107 //try
108 //{
109 ret = (ScriptEngineInterface) Activator.CreateInstance(t);
110 //}
111 //catch (Exception e)
112 //{
113 // m_log.Error("[ScriptEngine]: Error initializing type \String.Empty + NameSpace + "\" from \String.Empty + FileName + "\": " + e.ToString());
114 //}
115
116 return ret;
117 }
118 }
119}
diff --git a/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs b/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs
new file mode 100644
index 0000000..f08ba59
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs
@@ -0,0 +1,107 @@
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.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes.Scripting
34{
35 /// <summary>
36 /// Utility functions for use by scripts manipulating the scene.
37 /// </summary>
38 public static class ScriptUtils
39 {
40 /// <summary>
41 /// Get an asset id given an item name and an item type.
42 /// </summary>
43 /// <returns>UUID.Zero if the name and type did not match any item.</returns>
44 /// <param name='part'></param>
45 /// <param name='name'></param>
46 /// <param name='type'></param>
47 public static UUID GetAssetIdFromItemName(SceneObjectPart part, string name, int type)
48 {
49 TaskInventoryItem item = part.Inventory.GetInventoryItem(name);
50
51 if (item != null && item.Type == type)
52 return item.AssetID;
53 else
54 return UUID.Zero;
55 }
56
57 /// <summary>
58 /// accepts a valid UUID, -or- a name of an inventory item.
59 /// Returns a valid UUID or UUID.Zero if key invalid and item not found
60 /// in prim inventory.
61 /// </summary>
62 /// <param name="part">Scene object part to search for inventory item</param>
63 /// <param name="key"></param>
64 /// <returns></returns>
65 public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier)
66 {
67 UUID key;
68
69 // if we can parse the string as a key, use it.
70 // else try to locate the name in inventory of object. found returns key,
71 // not found returns UUID.Zero
72 if (!UUID.TryParse(identifier, out key))
73 {
74 TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier);
75
76 if (item != null)
77 key = item.AssetID;
78 else
79 key = UUID.Zero;
80 }
81
82 return key;
83 }
84
85 /// <summary>
86 /// Return the UUID of the asset matching the specified key or name
87 /// and asset type.
88 /// </summary>
89 /// <param name="part">Scene object part to search for inventory item</param>
90 /// <param name="identifier"></param>
91 /// <param name="type"></param>
92 /// <returns></returns>
93 public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier, AssetType type)
94 {
95 UUID key;
96
97 if (!UUID.TryParse(identifier, out key))
98 {
99 TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier);
100 if (item != null && item.Type == (int)type)
101 key = item.AssetID;
102 }
103
104 return key;
105 }
106 }
107} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
index a4f730d..5cb271d 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/CoalescedSceneObjectsSerializer.cs
@@ -42,9 +42,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
42 /// <summary> 42 /// <summary>
43 /// Serialize and deserialize coalesced scene objects. 43 /// Serialize and deserialize coalesced scene objects.
44 /// </summary> 44 /// </summary>
45 /// <remarks>
46 /// Deserialization not yet here.
47 /// </remarks>
48 public class CoalescedSceneObjectsSerializer 45 public class CoalescedSceneObjectsSerializer
49 { 46 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -128,6 +125,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
128// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml); 125// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
129 126
130 coa = null; 127 coa = null;
128 int i = 0;
131 129
132 using (StringReader sr = new StringReader(xml)) 130 using (StringReader sr = new StringReader(xml))
133 { 131 {
@@ -153,7 +151,23 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
153 if (reader.Name == "SceneObjectGroup") 151 if (reader.Name == "SceneObjectGroup")
154 { 152 {
155 string soXml = reader.ReadOuterXml(); 153 string soXml = reader.ReadOuterXml();
156 coa.Add(SceneObjectSerializer.FromOriginalXmlFormat(soXml)); 154
155 SceneObjectGroup so = SceneObjectSerializer.FromOriginalXmlFormat(soXml);
156
157 if (so != null)
158 {
159 coa.Add(so);
160 }
161 else
162 {
163 // XXX: Possibly we should fail outright here rather than continuing if a particular component of the
164 // coalesced object fails to load.
165 m_log.WarnFormat(
166 "[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml for component {0} failed. Continuing.",
167 i);
168 }
169
170 i++;
157 } 171 }
158 } 172 }
159 173
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 2984782..ce4fb40 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -365,6 +365,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
365 m_SOPXmlProcessors.Add("CollisionSound", ProcessCollisionSound); 365 m_SOPXmlProcessors.Add("CollisionSound", ProcessCollisionSound);
366 m_SOPXmlProcessors.Add("CollisionSoundVolume", ProcessCollisionSoundVolume); 366 m_SOPXmlProcessors.Add("CollisionSoundVolume", ProcessCollisionSoundVolume);
367 m_SOPXmlProcessors.Add("MediaUrl", ProcessMediaUrl); 367 m_SOPXmlProcessors.Add("MediaUrl", ProcessMediaUrl);
368 m_SOPXmlProcessors.Add("DynAttrs", ProcessDynAttrs);
368 m_SOPXmlProcessors.Add("TextureAnimation", ProcessTextureAnimation); 369 m_SOPXmlProcessors.Add("TextureAnimation", ProcessTextureAnimation);
369 m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem); 370 m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
370 m_SOPXmlProcessors.Add("PayPrice0", ProcessPayPrice0); 371 m_SOPXmlProcessors.Add("PayPrice0", ProcessPayPrice0);
@@ -797,6 +798,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
797 obj.MediaUrl = reader.ReadElementContentAsString("MediaUrl", String.Empty); 798 obj.MediaUrl = reader.ReadElementContentAsString("MediaUrl", String.Empty);
798 } 799 }
799 800
801 private static void ProcessDynAttrs(SceneObjectPart obj, XmlTextReader reader)
802 {
803 obj.DynAttrs.ReadXml(reader);
804 }
805
800 private static void ProcessTextureAnimation(SceneObjectPart obj, XmlTextReader reader) 806 private static void ProcessTextureAnimation(SceneObjectPart obj, XmlTextReader reader)
801 { 807 {
802 obj.TextureAnimation = Convert.FromBase64String(reader.ReadElementContentAsString("TextureAnimation", String.Empty)); 808 obj.TextureAnimation = Convert.FromBase64String(reader.ReadElementContentAsString("TextureAnimation", String.Empty));
@@ -1339,6 +1345,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1339 writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString()); 1345 writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString());
1340 if (sop.MediaUrl != null) 1346 if (sop.MediaUrl != null)
1341 writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString()); 1347 writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString());
1348
1349 if (sop.DynAttrs.Count > 0)
1350 {
1351 writer.WriteStartElement("DynAttrs");
1352 sop.DynAttrs.WriteXml(writer);
1353 writer.WriteEndElement();
1354 }
1355
1342 WriteBytes(writer, "TextureAnimation", sop.TextureAnimation); 1356 WriteBytes(writer, "TextureAnimation", sop.TextureAnimation);
1343 WriteBytes(writer, "ParticleSystem", sop.ParticleSystem); 1357 WriteBytes(writer, "ParticleSystem", sop.ParticleSystem);
1344 writer.WriteElementString("PayPrice0", sop.PayPrice[0].ToString()); 1358 writer.WriteElementString("PayPrice0", sop.PayPrice[0].ToString());
diff --git a/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs b/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs
index 4a21dc9..e209221 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/BorderTests.cs
@@ -37,7 +37,7 @@ using OpenSim.Tests.Common;
37namespace OpenSim.Region.Framework.Scenes.Tests 37namespace OpenSim.Region.Framework.Scenes.Tests
38{ 38{
39 [TestFixture] 39 [TestFixture]
40 public class BorderTests 40 public class BorderTests : OpenSimTestCase
41 { 41 {
42 [Test] 42 [Test]
43 public void TestCross() 43 public void TestCross()
diff --git a/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs b/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
index ea9fc93..766ce83 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/EntityManagerTests.cs
@@ -41,7 +41,7 @@ using OpenSim.Tests.Common;
41namespace OpenSim.Region.Framework.Scenes.Tests 41namespace OpenSim.Region.Framework.Scenes.Tests
42{ 42{
43 [TestFixture, LongRunning] 43 [TestFixture, LongRunning]
44 public class EntityManagerTests 44 public class EntityManagerTests : OpenSimTestCase
45 { 45 {
46 static public Random random; 46 static public Random random;
47 SceneObjectGroup found; 47 SceneObjectGroup found;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
index d23c965..575a081 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
@@ -40,7 +40,7 @@ using OpenSim.Tests.Common.Mock;
40namespace OpenSim.Region.Framework.Scenes.Tests 40namespace OpenSim.Region.Framework.Scenes.Tests
41{ 41{
42 [TestFixture] 42 [TestFixture]
43 public class SceneGraphTests 43 public class SceneGraphTests : OpenSimTestCase
44 { 44 {
45 [Test] 45 [Test]
46 public void TestDuplicateObject() 46 public void TestDuplicateObject()
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneManagerTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneManagerTests.cs
index ab56f4e..2d831fa 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneManagerTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneManagerTests.cs
@@ -41,7 +41,7 @@ using OpenSim.Tests.Common.Mock;
41namespace OpenSim.Region.Framework.Scenes.Tests 41namespace OpenSim.Region.Framework.Scenes.Tests
42{ 42{
43 [TestFixture] 43 [TestFixture]
44 public class SceneManagerTests 44 public class SceneManagerTests : OpenSimTestCase
45 { 45 {
46 [Test] 46 [Test]
47 public void TestClose() 47 public void TestClose()
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
index 5b334c6..a07d64c 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Reflection; 30using System.Reflection;
31using System.Threading; 31using System.Threading;
32using Nini.Config;
32using NUnit.Framework; 33using NUnit.Framework;
33using OpenMetaverse; 34using OpenMetaverse;
34using OpenSim.Framework; 35using OpenSim.Framework;
@@ -182,6 +183,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
182 /// <summary> 183 /// <summary>
183 /// Test deleting an object from a scene. 184 /// Test deleting an object from a scene.
184 /// </summary> 185 /// </summary>
186 /// <remarks>
187 /// This is the most basic form of delete. For all more sophisticated forms of derez (done asynchrnously
188 /// and where object can be taken to user inventory, etc.), see SceneObjectDeRezTests.
189 /// </remarks>
185 [Test] 190 [Test]
186 public void TestDeleteSceneObject() 191 public void TestDeleteSceneObject()
187 { 192 {
@@ -201,100 +206,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
201 } 206 }
202 207
203 /// <summary> 208 /// <summary>
204 /// Test deleting an object asynchronously
205 /// </summary>
206 [Test]
207 public void TestDeleteSceneObjectAsync()
208 {
209 TestHelpers.InMethod();
210 //log4net.Config.XmlConfigurator.Configure();
211
212 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
213
214 TestScene scene = new SceneHelpers().SetupScene();
215
216 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
217 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
218 sogd.Enabled = false;
219
220 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene);
221
222 IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
223 scene.DeRezObjects(client, new System.Collections.Generic.List<uint>() { so.LocalId }, UUID.Zero, DeRezAction.Delete, UUID.Zero);
224
225 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
226
227 Assert.That(retrievedPart, Is.Not.Null);
228
229 Assert.That(so.IsDeleted, Is.False);
230
231 sogd.InventoryDeQueueAndDelete();
232
233 Assert.That(so.IsDeleted, Is.True);
234
235 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
236 Assert.That(retrievedPart2, Is.Null);
237 }
238
239 /// <summary>
240 /// Test deleting an object asynchronously to user inventory.
241 /// </summary>
242// [Test]
243 public void TestDeleteSceneObjectAsyncToUserInventory()
244 {
245 TestHelpers.InMethod();
246 TestHelpers.EnableLogging();
247
248 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
249 string myObjectName = "Fred";
250
251 TestScene scene = new SceneHelpers().SetupScene();
252
253 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
254 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
255 sogd.Enabled = false;
256
257 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, myObjectName, agentId);
258
259// Assert.That(
260// scene.CommsManager.UserAdminService.AddUser(
261// "Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId),
262// Is.EqualTo(agentId));
263
264 UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, agentId);
265 InventoryFolderBase folder1
266 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, ua.PrincipalID, "folder1");
267
268 IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
269 scene.DeRezObjects(client, new List<uint>() { so.LocalId }, UUID.Zero, DeRezAction.Take, folder1.ID);
270
271 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
272
273 Assert.That(retrievedPart, Is.Not.Null);
274 Assert.That(so.IsDeleted, Is.False);
275
276 sogd.InventoryDeQueueAndDelete();
277
278 Assert.That(so.IsDeleted, Is.True);
279
280 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
281 Assert.That(retrievedPart2, Is.Null);
282
283// SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
284
285 InventoryItemBase retrievedItem
286 = UserInventoryHelpers.GetInventoryItem(
287 scene.InventoryService, ua.PrincipalID, "folder1/" + myObjectName);
288
289 // Check that we now have the taken part in our inventory
290 Assert.That(retrievedItem, Is.Not.Null);
291
292 // Check that the taken part has actually disappeared
293// SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
294// Assert.That(retrievedPart, Is.Null);
295 }
296
297 /// <summary>
298 /// Changing a scene object uuid changes the root part uuid. This is a valid operation if the object is not 209 /// Changing a scene object uuid changes the root part uuid. This is a valid operation if the object is not
299 /// in a scene and is useful if one wants to supply a UUID directly rather than use the one generated by 210 /// in a scene and is useful if one wants to supply a UUID directly rather than use the one generated by
300 /// OpenSim. 211 /// OpenSim.
@@ -329,4 +240,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
329 Assert.That(sog.Parts.Length, Is.EqualTo(2)); 240 Assert.That(sog.Parts.Length, Is.EqualTo(2));
330 } 241 }
331 } 242 }
332} 243} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
index 0076f41..52ad538 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
@@ -33,22 +33,24 @@ using NUnit.Framework;
33using OpenMetaverse; 33using OpenMetaverse;
34using OpenSim.Framework; 34using OpenSim.Framework;
35using OpenSim.Framework.Communications; 35using OpenSim.Framework.Communications;
36using OpenSim.Region.CoreModules.Framework.InventoryAccess;
36using OpenSim.Region.CoreModules.World.Permissions; 37using OpenSim.Region.CoreModules.World.Permissions;
37using OpenSim.Region.Framework.Scenes; 38using OpenSim.Region.Framework.Scenes;
39using OpenSim.Services.Interfaces;
38using OpenSim.Tests.Common; 40using OpenSim.Tests.Common;
39using OpenSim.Tests.Common.Mock; 41using OpenSim.Tests.Common.Mock;
40 42
41namespace OpenSim.Region.Framework.Scenes.Tests 43namespace OpenSim.Region.Framework.Scenes.Tests
42{ 44{
43 /// <summary> 45 /// <summary>
44 /// Tests derez of scene objects by users. 46 /// Tests derez of scene objects.
45 /// </summary> 47 /// </summary>
46 /// <remarks> 48 /// <remarks>
47 /// This is at a level above the SceneObjectBasicTests, which act on the scene directly. 49 /// This is at a level above the SceneObjectBasicTests, which act on the scene directly.
48 /// TODO: These tests are very incomplete - they only test for a few conditions. 50 /// TODO: These tests are incomplete - need to test more kinds of derez (e.g. return object).
49 /// </remarks> 51 /// </remarks>
50 [TestFixture] 52 [TestFixture]
51 public class SceneObjectDeRezTests 53 public class SceneObjectDeRezTests : OpenSimTestCase
52 { 54 {
53 /// <summary> 55 /// <summary>
54 /// Test deleting an object from a scene. 56 /// Test deleting an object from a scene.
@@ -76,14 +78,20 @@ namespace OpenSim.Region.Framework.Scenes.Tests
76 = new SceneObjectPart(userId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero); 78 = new SceneObjectPart(userId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
77 part.Name = "obj1"; 79 part.Name = "obj1";
78 scene.AddNewSceneObject(new SceneObjectGroup(part), false); 80 scene.AddNewSceneObject(new SceneObjectGroup(part), false);
81
79 List<uint> localIds = new List<uint>(); 82 List<uint> localIds = new List<uint>();
80 localIds.Add(part.LocalId); 83 localIds.Add(part.LocalId);
81
82 scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero); 84 scene.DeRezObjects(client, localIds, UUID.Zero, DeRezAction.Delete, UUID.Zero);
85
86 // Check that object isn't deleted until we crank the sogd handle.
87 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
88 Assert.That(retrievedPart, Is.Not.Null);
89 Assert.That(retrievedPart.ParentGroup.IsDeleted, Is.False);
90
83 sogd.InventoryDeQueueAndDelete(); 91 sogd.InventoryDeQueueAndDelete();
84 92
85 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); 93 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(part.LocalId);
86 Assert.That(retrievedPart, Is.Null); 94 Assert.That(retrievedPart2, Is.Null);
87 } 95 }
88 96
89 /// <summary> 97 /// <summary>
@@ -124,6 +132,67 @@ namespace OpenSim.Region.Framework.Scenes.Tests
124 // Object should still be in the scene. 132 // Object should still be in the scene.
125 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); 133 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
126 Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID)); 134 Assert.That(retrievedPart.UUID, Is.EqualTo(part.UUID));
127 } 135 }
136
137 /// <summary>
138 /// Test deleting an object asynchronously to user inventory.
139 /// </summary>
140 [Test]
141 public void TestDeleteSceneObjectAsyncToUserInventory()
142 {
143 TestHelpers.InMethod();
144// TestHelpers.EnableLogging();
145
146 UUID agentId = UUID.Parse("00000000-0000-0000-0000-000000000001");
147 string myObjectName = "Fred";
148
149 TestScene scene = new SceneHelpers().SetupScene();
150
151 IConfigSource configSource = new IniConfigSource();
152 IConfig config = configSource.AddConfig("Modules");
153 config.Set("InventoryAccessModule", "BasicInventoryAccessModule");
154 SceneHelpers.SetupSceneModules(
155 scene, configSource, new object[] { new BasicInventoryAccessModule() });
156
157 SceneHelpers.SetupSceneModules(scene, new object[] { });
158
159 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
160 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
161 sogd.Enabled = false;
162
163 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, myObjectName, agentId);
164
165 UserAccount ua = UserAccountHelpers.CreateUserWithInventory(scene, agentId);
166 InventoryFolderBase folder1
167 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, ua.PrincipalID, "folder1", false);
168
169 IClientAPI client = SceneHelpers.AddScenePresence(scene, agentId).ControllingClient;
170 scene.DeRezObjects(client, new List<uint>() { so.LocalId }, UUID.Zero, DeRezAction.Take, folder1.ID);
171
172 SceneObjectPart retrievedPart = scene.GetSceneObjectPart(so.LocalId);
173
174 Assert.That(retrievedPart, Is.Not.Null);
175 Assert.That(so.IsDeleted, Is.False);
176
177 sogd.InventoryDeQueueAndDelete();
178
179 Assert.That(so.IsDeleted, Is.True);
180
181 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
182 Assert.That(retrievedPart2, Is.Null);
183
184// SceneSetupHelpers.DeleteSceneObjectAsync(scene, part, DeRezAction.Take, userInfo.RootFolder.ID, client);
185
186 InventoryItemBase retrievedItem
187 = UserInventoryHelpers.GetInventoryItem(
188 scene.InventoryService, ua.PrincipalID, "folder1/" + myObjectName);
189
190 // Check that we now have the taken part in our inventory
191 Assert.That(retrievedItem, Is.Not.Null);
192
193 // Check that the taken part has actually disappeared
194// SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId);
195// Assert.That(retrievedPart, Is.Null);
196 }
128 } 197 }
129} \ No newline at end of file 198} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
index 0e525c9..9378e20 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
@@ -40,7 +40,7 @@ using log4net;
40namespace OpenSim.Region.Framework.Scenes.Tests 40namespace OpenSim.Region.Framework.Scenes.Tests
41{ 41{
42 [TestFixture] 42 [TestFixture]
43 public class SceneObjectLinkingTests 43 public class SceneObjectLinkingTests : OpenSimTestCase
44 { 44 {
45 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 45 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 46
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index e931859..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -41,7 +41,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
41 /// Basic scene object resize tests 41 /// Basic scene object resize tests
42 /// </summary> 42 /// </summary>
43 [TestFixture] 43 [TestFixture]
44 public class SceneObjectResizeTests 44 public class SceneObjectResizeTests : OpenSimTestCase
45 { 45 {
46 /// <summary> 46 /// <summary>
47 /// Test resizing an object 47 /// Test resizing an object
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs
index d2361f8..a58e735 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectScriptTests.cs
@@ -40,7 +40,7 @@ using OpenSim.Tests.Common.Mock;
40namespace OpenSim.Region.Framework.Scenes.Tests 40namespace OpenSim.Region.Framework.Scenes.Tests
41{ 41{
42 [TestFixture] 42 [TestFixture]
43 public class SceneObjectScriptTests 43 public class SceneObjectScriptTests : OpenSimTestCase
44 { 44 {
45 [Test] 45 [Test]
46 public void TestAddScript() 46 public void TestAddScript()
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
index 6d255aa..abaa1d1 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectSpatialTests.cs
@@ -42,14 +42,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
42 /// Spatial scene object tests (will eventually cover root and child part position, rotation properties, etc.) 42 /// Spatial scene object tests (will eventually cover root and child part position, rotation properties, etc.)
43 /// </summary> 43 /// </summary>
44 [TestFixture] 44 [TestFixture]
45 public class SceneObjectSpatialTests 45 public class SceneObjectSpatialTests : OpenSimTestCase
46 { 46 {
47 TestScene m_scene; 47 TestScene m_scene;
48 UUID m_ownerId = TestHelpers.ParseTail(0x1); 48 UUID m_ownerId = TestHelpers.ParseTail(0x1);
49 49
50 [SetUp] 50 [SetUp]
51 public void SetUp() 51 public override void SetUp()
52 { 52 {
53 base.SetUp();
54
53 m_scene = new SceneHelpers().SetupScene(); 55 m_scene = new SceneHelpers().SetupScene();
54 } 56 }
55 57
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
index 742c769..8eb3191 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectStatusTests.cs
@@ -42,7 +42,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
42 /// Basic scene object status tests 42 /// Basic scene object status tests
43 /// </summary> 43 /// </summary>
44 [TestFixture] 44 [TestFixture]
45 public class SceneObjectStatusTests 45 public class SceneObjectStatusTests : OpenSimTestCase
46 { 46 {
47 private TestScene m_scene; 47 private TestScene m_scene;
48 private UUID m_ownerId = TestHelpers.ParseTail(0x1); 48 private UUID m_ownerId = TestHelpers.ParseTail(0x1);
@@ -78,6 +78,26 @@ namespace OpenSim.Region.Framework.Scenes.Tests
78 } 78 }
79 79
80 [Test] 80 [Test]
81 public void TestSetNonPhysicsVolumeDetectSinglePrim()
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.ScriptSetVolumeDetect(true);
91
92// Console.WriteLine("so.RootPart.Flags [{0}]", so.RootPart.Flags);
93 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Phantom));
94
95 m_so1.ScriptSetVolumeDetect(false);
96
97 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
98 }
99
100 [Test]
81 public void TestSetPhysicsSinglePrim() 101 public void TestSetPhysicsSinglePrim()
82 { 102 {
83 TestHelpers.InMethod(); 103 TestHelpers.InMethod();
@@ -89,13 +109,32 @@ namespace OpenSim.Region.Framework.Scenes.Tests
89 109
90 m_so1.ScriptSetPhysicsStatus(true); 110 m_so1.ScriptSetPhysicsStatus(true);
91 111
92// Console.WriteLine("so.RootPart.Flags [{0}]", so.RootPart.Flags);
93 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Physics)); 112 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Physics));
94 113
95 m_so1.ScriptSetPhysicsStatus(false); 114 m_so1.ScriptSetPhysicsStatus(false);
96 115
97 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None)); 116 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
98 } 117 }
118
119 [Test]
120 public void TestSetPhysicsVolumeDetectSinglePrim()
121 {
122 TestHelpers.InMethod();
123
124 m_scene.AddSceneObject(m_so1);
125
126 SceneObjectPart rootPart = m_so1.RootPart;
127 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.None));
128
129 m_so1.ScriptSetPhysicsStatus(true);
130 m_so1.ScriptSetVolumeDetect(true);
131
132 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Phantom | PrimFlags.Physics));
133
134 m_so1.ScriptSetVolumeDetect(false);
135
136 Assert.That(rootPart.Flags, Is.EqualTo(PrimFlags.Physics));
137 }
99 138
100 [Test] 139 [Test]
101 public void TestSetPhysicsLinkset() 140 public void TestSetPhysicsLinkset()
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index 5faf131..bbfbbfc 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -289,108 +289,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests
289// 289//
290// Assert.That(presence, Is.Null, "presence is not null"); 290// Assert.That(presence, Is.Null, "presence is not null");
291// } 291// }
292
293 // I'm commenting this test because it does not represent
294 // crossings. The Thread.Sleep's in here are not meaningful mocks,
295 // and they sometimes fail in panda.
296 // We need to talk in order to develop a test
297 // that really tests region crossings. There are 3 async components,
298 // but things are synchronous among them. So there should be
299 // 3 threads in here.
300 //[Test]
301// public void T021_TestCrossToNewRegion()
302// {
303// TestHelpers.InMethod();
304//
305// scene.RegisterRegionWithGrid();
306// scene2.RegisterRegionWithGrid();
307//
308// // Adding child agent to region 1001
309// string reason;
310// scene2.NewUserConnection(acd1,0, out reason);
311// scene2.AddNewClient(testclient, PresenceType.User);
312//
313// ScenePresence presence = scene.GetScenePresence(agent1);
314// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
315//
316// ScenePresence presence2 = scene2.GetScenePresence(agent1);
317//
318// // Adding neighbour region caps info to presence2
319//
320// string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
321// presence2.AddNeighbourRegion(region1, cap);
322//
323// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
324// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
325//
326// // Cross to x+1
327// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
328// presence.Update();
329//
330// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
331//
332// // Mimicking communication between client and server, by waiting OK from client
333// // sent by TestClient.CrossRegion call. Originally, this is network comm.
334// if (!wh.WaitOne(5000,false))
335// {
336// presence.Update();
337// if (!wh.WaitOne(8000,false))
338// throw new ArgumentException("1 - Timeout waiting for signal/variable.");
339// }
340//
341// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
342// // would normally be fired after receiving the reply packet from comm. done on the last line.
343// testclient.CompleteMovement();
344//
345// // Crossings are asynchronous
346// int timer = 10;
347//
348// // Make sure cross hasn't already finished
349// if (!presence.IsInTransit && !presence.IsChildAgent)
350// {
351// // If not and not in transit yet, give it some more time
352// Thread.Sleep(5000);
353// }
354//
355// // Enough time, should at least be in transit by now.
356// while (presence.IsInTransit && timer > 0)
357// {
358// Thread.Sleep(1000);
359// timer-=1;
360// }
361//
362// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
363// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
364// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
365//
366// // Cross Back
367// presence2.AbsolutePosition = new Vector3(-10, 3, 100);
368// presence2.Update();
369//
370// if (!wh.WaitOne(5000,false))
371// {
372// presence2.Update();
373// if (!wh.WaitOne(8000,false))
374// throw new ArgumentException("2 - Timeout waiting for signal/variable.");
375// }
376// testclient.CompleteMovement();
377//
378// if (!presence2.IsInTransit && !presence2.IsChildAgent)
379// {
380// // If not and not in transit yet, give it some more time
381// Thread.Sleep(5000);
382// }
383//
384// // Enough time, should at least be in transit by now.
385// while (presence2.IsInTransit && timer > 0)
386// {
387// Thread.Sleep(1000);
388// timer-=1;
389// }
390//
391// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
392// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
393// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
394// }
395 } 292 }
396} \ No newline at end of file 293} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs
index 646e5fa..1cd8ae9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAnimationTests.cs
@@ -51,7 +51,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
51 /// Scene presence animation tests 51 /// Scene presence animation tests
52 /// </summary> 52 /// </summary>
53 [TestFixture] 53 [TestFixture]
54 public class ScenePresenceAnimationTests 54 public class ScenePresenceAnimationTests : OpenSimTestCase
55 { 55 {
56 [Test] 56 [Test]
57 public void TestFlyingAnimation() 57 public void TestFlyingAnimation()
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
index 1d1ff88..d80afd3 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs
@@ -42,7 +42,7 @@ using OpenSim.Tests.Common.Mock;
42namespace OpenSim.Region.Framework.Scenes.Tests 42namespace OpenSim.Region.Framework.Scenes.Tests
43{ 43{
44 [TestFixture] 44 [TestFixture]
45 public class ScenePresenceAutopilotTests 45 public class ScenePresenceAutopilotTests : OpenSimTestCase
46 { 46 {
47 private TestScene m_scene; 47 private TestScene m_scene;
48 48
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
new file mode 100644
index 0000000..8775949
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
@@ -0,0 +1,162 @@
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.Collections.Generic;
30using System.Reflection;
31using Nini.Config;
32using NUnit.Framework;
33using OpenMetaverse;
34using OpenSim.Framework;
35using OpenSim.Framework.Communications;
36using OpenSim.Framework.Servers;
37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.CoreModules.Framework;
39using OpenSim.Region.CoreModules.Framework.EntityTransfer;
40using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
41using OpenSim.Tests.Common;
42using OpenSim.Tests.Common.Mock;
43
44namespace OpenSim.Region.Framework.Scenes.Tests
45{
46 [TestFixture]
47 public class ScenePresenceCrossingTests : OpenSimTestCase
48 {
49 [TestFixtureSetUp]
50 public void FixtureInit()
51 {
52 // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
53 Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
54 }
55
56 [TestFixtureTearDown]
57 public void TearDown()
58 {
59 // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
60 // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
61 // tests really shouldn't).
62 Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
63 }
64
65 [Test]
66 public void TestCrossOnSameSimulator()
67 {
68 TestHelpers.InMethod();
69// TestHelpers.EnableLogging();
70
71 UUID userId = TestHelpers.ParseTail(0x1);
72
73// TestEventQueueGetModule eqmA = new TestEventQueueGetModule();
74 EntityTransferModule etmA = new EntityTransferModule();
75 EntityTransferModule etmB = new EntityTransferModule();
76 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
77
78 IConfigSource config = new IniConfigSource();
79 IConfig modulesConfig = config.AddConfig("Modules");
80 modulesConfig.Set("EntityTransferModule", etmA.Name);
81 modulesConfig.Set("SimulationServices", lscm.Name);
82// IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
83
84 // In order to run a single threaded regression test we do not want the entity transfer module waiting
85 // for a callback from the destination scene before removing its avatar data.
86// entityTransferConfig.Set("wait_for_callback", false);
87
88 SceneHelpers sh = new SceneHelpers();
89 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
90 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
91
92 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
93 SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
94// SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA);
95 SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
96
97 AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
98 TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
99 List<TestClient> destinationTestClients = new List<TestClient>();
100 EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
101
102 ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
103 originalSp.AbsolutePosition = new Vector3(128, 32, 10);
104
105// originalSp.Flying = true;
106
107// Console.WriteLine("First pos {0}", originalSp.AbsolutePosition);
108
109// eqmA.ClearEvents();
110
111 AgentUpdateArgs moveArgs = new AgentUpdateArgs();
112 //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
113 moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
114 moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
115
116 originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
117
118 sceneA.Update(1);
119
120// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
121
122 // FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
123 // But really we want to do this in a more robust way.
124 for (int i = 0; i < 100; i++)
125 {
126 sceneA.Update(1);
127// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
128 }
129
130 // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm
131 // messages
132// Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events;
133//
134// Assert.That(eqmEvents.Count, Is.EqualTo(1));
135// Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True);
136//
137// List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID];
138//
139// Assert.That(spEqmEvents.Count, Is.EqualTo(1));
140// Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion"));
141
142 // sceneA should now only have a child agent
143 ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
144 Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True);
145
146 ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
147
148 // Agent remains a child until the client triggers complete movement
149 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
150
151 TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
152
153 int agentMovementCompleteReceived = 0;
154 sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;
155
156 sceneBTc.CompleteMovement();
157
158 Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
159 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
160 }
161 }
162} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
index 493ab70..acaeb90 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceSitTests.cs
@@ -43,7 +43,7 @@ using System.Threading;
43namespace OpenSim.Region.Framework.Scenes.Tests 43namespace OpenSim.Region.Framework.Scenes.Tests
44{ 44{
45 [TestFixture] 45 [TestFixture]
46 public class ScenePresenceSitTests 46 public class ScenePresenceSitTests : OpenSimTestCase
47 { 47 {
48 private TestScene m_scene; 48 private TestScene m_scene;
49 private ScenePresence m_sp; 49 private ScenePresence m_sp;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
index 37b5184..de4458d 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
@@ -26,7 +26,10 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Collections.Generic;
30using System.IO;
31using System.Net;
32using System.Text;
30using Nini.Config; 33using Nini.Config;
31using NUnit.Framework; 34using NUnit.Framework;
32using OpenMetaverse; 35using OpenMetaverse;
@@ -40,8 +43,6 @@ using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
40using OpenSim.Region.CoreModules.World.Permissions; 43using OpenSim.Region.CoreModules.World.Permissions;
41using OpenSim.Tests.Common; 44using OpenSim.Tests.Common;
42using OpenSim.Tests.Common.Mock; 45using OpenSim.Tests.Common.Mock;
43using System.IO;
44using System.Text;
45 46
46namespace OpenSim.Region.Framework.Scenes.Tests 47namespace OpenSim.Region.Framework.Scenes.Tests
47{ 48{
@@ -49,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
49 /// Teleport tests in a standalone OpenSim 50 /// Teleport tests in a standalone OpenSim
50 /// </summary> 51 /// </summary>
51 [TestFixture] 52 [TestFixture]
52 public class ScenePresenceTeleportTests 53 public class ScenePresenceTeleportTests : OpenSimTestCase
53 { 54 {
54 [TestFixtureSetUp] 55 [TestFixtureSetUp]
55 public void FixtureInit() 56 public void FixtureInit()
@@ -68,7 +69,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
68 } 69 }
69 70
70 [Test] 71 [Test]
71 public void TestSameRegionTeleport() 72 public void TestSameRegion()
72 { 73 {
73 TestHelpers.InMethod(); 74 TestHelpers.InMethod();
74// log4net.Config.XmlConfigurator.Configure(); 75// log4net.Config.XmlConfigurator.Configure();
@@ -106,10 +107,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
106 } 107 }
107 108
108 [Test] 109 [Test]
109 public void TestSameSimulatorSeparatedRegionsTeleport() 110 public void TestSameSimulatorIsolatedRegions()
110 { 111 {
111 TestHelpers.InMethod(); 112 TestHelpers.InMethod();
112// log4net.Config.XmlConfigurator.Configure(); 113// TestHelpers.EnableLogging();
113 114
114 UUID userId = TestHelpers.ParseTail(0x1); 115 UUID userId = TestHelpers.ParseTail(0x1);
115 116
@@ -141,9 +142,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
141 ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); 142 ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
142 sp.AbsolutePosition = new Vector3(30, 31, 32); 143 sp.AbsolutePosition = new Vector3(30, 31, 32);
143 144
144 // XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole 145 List<TestClient> destinationTestClients = new List<TestClient>();
145 // UDP stack (?) 146 EntityTransferHelpers.SetUpInformClientOfNeighbour((TestClient)sp.ControllingClient, destinationTestClients);
146// ((TestClient)sp.ControllingClient).TeleportTargetScene = sceneB;
147 147
148 sceneA.RequestTeleportLocation( 148 sceneA.RequestTeleportLocation(
149 sp.ControllingClient, 149 sp.ControllingClient,
@@ -152,7 +152,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
152 teleportLookAt, 152 teleportLookAt,
153 (uint)TeleportFlags.ViaLocation); 153 (uint)TeleportFlags.ViaLocation);
154 154
155 ((TestClient)sp.ControllingClient).CompleteTeleportClientSide(); 155 // SetupInformClientOfNeighbour() will have handled the callback into the target scene to setup the child
156 // agent. This call will now complete the movement of the user into the destination and upgrade the agent
157 // from child to root.
158 destinationTestClients[0].CompleteMovement();
156 159
157 Assert.That(sceneA.GetScenePresence(userId), Is.Null); 160 Assert.That(sceneA.GetScenePresence(userId), Is.Null);
158 161
@@ -177,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
177 /// Test teleport procedures when the target simulator returns false when queried about access. 180 /// Test teleport procedures when the target simulator returns false when queried about access.
178 /// </summary> 181 /// </summary>
179 [Test] 182 [Test]
180 public void TestSameSimulatorSeparatedRegionsQueryAccessFails() 183 public void TestSameSimulatorIsolatedRegions_DeniedOnQueryAccess()
181 { 184 {
182 TestHelpers.InMethod(); 185 TestHelpers.InMethod();
183// TestHelpers.EnableLogging(); 186// TestHelpers.EnableLogging();
@@ -261,7 +264,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
261 /// Test teleport procedures when the target simulator create agent step is refused. 264 /// Test teleport procedures when the target simulator create agent step is refused.
262 /// </summary> 265 /// </summary>
263 [Test] 266 [Test]
264 public void TestSameSimulatorSeparatedRegionsCreateAgentFails() 267 public void TestSameSimulatorIsolatedRegions_DeniedOnCreateAgent()
265 { 268 {
266 TestHelpers.InMethod(); 269 TestHelpers.InMethod();
267// TestHelpers.EnableLogging(); 270// TestHelpers.EnableLogging();
@@ -333,13 +336,101 @@ namespace OpenSim.Region.Framework.Scenes.Tests
333// TestHelpers.DisableLogging(); 336// TestHelpers.DisableLogging();
334 } 337 }
335 338
339 /// <summary>
340 /// Test teleport when the destination region does not process (or does not receive) the connection attempt
341 /// from the viewer.
342 /// </summary>
343 /// <remarks>
344 /// This could be quite a common case where the source region can connect to a remove destination region
345 /// (for CreateAgent) but the viewer cannot reach the destination region due to network issues.
346 /// </remarks>
336 [Test] 347 [Test]
337 public void TestSameSimulatorNeighbouringRegionsTeleport() 348 public void TestSameSimulatorIsolatedRegions_DestinationDidNotProcessViewerConnection()
338 { 349 {
339 TestHelpers.InMethod(); 350 TestHelpers.InMethod();
340// TestHelpers.EnableLogging(); 351// TestHelpers.EnableLogging();
341 352
342 UUID userId = TestHelpers.ParseTail(0x1); 353 UUID userId = TestHelpers.ParseTail(0x1);
354 Vector3 preTeleportPosition = new Vector3(30, 31, 32);
355
356 EntityTransferModule etmA = new EntityTransferModule();
357 EntityTransferModule etmB = new EntityTransferModule();
358
359 LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
360
361 IConfigSource config = new IniConfigSource();
362 config.AddConfig("Modules");
363 config.Configs["Modules"].Set("EntityTransferModule", etmA.Name);
364 config.Configs["Modules"].Set("SimulationServices", lscm.Name);
365
366 config.AddConfig("EntityTransfer");
367
368 // In order to run a single threaded regression test we do not want the entity transfer module waiting
369 // for a callback from the destination scene before removing its avatar data.
370 config.Configs["EntityTransfer"].Set("wait_for_callback", false);
371
372// config.AddConfig("Startup");
373// config.Configs["Startup"].Set("serverside_object_permissions", true);
374
375 SceneHelpers sh = new SceneHelpers();
376 TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
377 TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000);
378
379 SceneHelpers.SetupSceneModules(sceneA, config, etmA );
380
381 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
382 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
383 // IsAdministrator if no permissions module is present is true.
384 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB });
385
386 // Shared scene modules
387 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
388
389 Vector3 teleportPosition = new Vector3(10, 11, 12);
390 Vector3 teleportLookAt = new Vector3(20, 21, 22);
391
392 ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
393 sp.AbsolutePosition = preTeleportPosition;
394
395 sceneA.RequestTeleportLocation(
396 sp.ControllingClient,
397 sceneB.RegionInfo.RegionHandle,
398 teleportPosition,
399 teleportLookAt,
400 (uint)TeleportFlags.ViaLocation);
401
402 // FIXME: Not setting up InformClientOfNeighbour on the TestClient means that it does not initiate
403 // communication with the destination region. But this is a very non-obvious way of doing it - really we
404 // should be forced to expicitly set this up.
405
406 Assert.That(sceneB.GetScenePresence(userId), Is.Null);
407
408 ScenePresence sceneASp = sceneA.GetScenePresence(userId);
409 Assert.That(sceneASp, Is.Not.Null);
410 Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
411 Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
412
413 Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
414 Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
415 Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
416 Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
417
418 // TODO: Add assertions to check correct circuit details in both scenes.
419
420 // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
421 // position instead).
422// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
423
424// TestHelpers.DisableLogging();
425 }
426
427 [Test]
428 public void TestSameSimulatorNeighbouringRegions()
429 {
430 TestHelpers.InMethod();
431 TestHelpers.EnableLogging();
432
433 UUID userId = TestHelpers.ParseTail(0x1);
343 434
344 EntityTransferModule etmA = new EntityTransferModule(); 435 EntityTransferModule etmA = new EntityTransferModule();
345 EntityTransferModule etmB = new EntityTransferModule(); 436 EntityTransferModule etmB = new EntityTransferModule();
@@ -366,10 +457,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
366 Vector3 teleportPosition = new Vector3(10, 11, 12); 457 Vector3 teleportPosition = new Vector3(10, 11, 12);
367 Vector3 teleportLookAt = new Vector3(20, 21, 22); 458 Vector3 teleportLookAt = new Vector3(20, 21, 22);
368 459
369 ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); 460 AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
370 originalSp.AbsolutePosition = new Vector3(30, 31, 32); 461 TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
462 List<TestClient> destinationTestClients = new List<TestClient>();
463 EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
464
465 ScenePresence beforeSceneASp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
466 beforeSceneASp.AbsolutePosition = new Vector3(30, 31, 32);
371 467
372 ScenePresence beforeSceneASp = sceneA.GetScenePresence(userId);
373 Assert.That(beforeSceneASp, Is.Not.Null); 468 Assert.That(beforeSceneASp, Is.Not.Null);
374 Assert.That(beforeSceneASp.IsChildAgent, Is.False); 469 Assert.That(beforeSceneASp.IsChildAgent, Is.False);
375 470
@@ -377,10 +472,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
377 Assert.That(beforeSceneBSp, Is.Not.Null); 472 Assert.That(beforeSceneBSp, Is.Not.Null);
378 Assert.That(beforeSceneBSp.IsChildAgent, Is.True); 473 Assert.That(beforeSceneBSp.IsChildAgent, Is.True);
379 474
380 // XXX: A very nasty hack to tell the client about the destination scene without having to crank the whole 475 // In this case, we will not receieve a second InformClientOfNeighbour since the viewer already knows
381 // UDP stack (?) 476 // about the neighbour region it is teleporting to.
382// ((TestClient)beforeSceneASp.ControllingClient).TeleportTargetScene = sceneB;
383
384 sceneA.RequestTeleportLocation( 477 sceneA.RequestTeleportLocation(
385 beforeSceneASp.ControllingClient, 478 beforeSceneASp.ControllingClient,
386 sceneB.RegionInfo.RegionHandle, 479 sceneB.RegionInfo.RegionHandle,
@@ -388,7 +481,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
388 teleportLookAt, 481 teleportLookAt,
389 (uint)TeleportFlags.ViaLocation); 482 (uint)TeleportFlags.ViaLocation);
390 483
391 ((TestClient)beforeSceneASp.ControllingClient).CompleteTeleportClientSide(); 484 destinationTestClients[0].CompleteMovement();
392 485
393 ScenePresence afterSceneASp = sceneA.GetScenePresence(userId); 486 ScenePresence afterSceneASp = sceneA.GetScenePresence(userId);
394 Assert.That(afterSceneASp, Is.Not.Null); 487 Assert.That(afterSceneASp, Is.Not.Null);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index ac3da1e..9d8eb0b 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
50 /// Scene presence tests 50 /// Scene presence tests
51 /// </summary> 51 /// </summary>
52 [TestFixture] 52 [TestFixture]
53 public class SceneTests 53 public class SceneTests : OpenSimTestCase
54 { 54 {
55 /// <summary> 55 /// <summary>
56 /// Very basic scene update test. Should become more elaborate with time. 56 /// Very basic scene update test. Should become more elaborate with time.
diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
index a51e4e3..6e0ea7d 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
@@ -50,7 +50,7 @@ using OpenSim.Tests.Common.Mock;
50namespace OpenSim.Region.Framework.Tests 50namespace OpenSim.Region.Framework.Tests
51{ 51{
52 [TestFixture] 52 [TestFixture]
53 public class TaskInventoryTests 53 public class TaskInventoryTests : OpenSimTestCase
54 { 54 {
55 [Test] 55 [Test]
56 public void TestAddTaskInventoryItem() 56 public void TestAddTaskInventoryItem()
@@ -130,10 +130,10 @@ namespace OpenSim.Region.Framework.Tests
130 SceneObjectPart sop1 = sog1.RootPart; 130 SceneObjectPart sop1 = sog1.RootPart;
131 TaskInventoryItem sopItem1 131 TaskInventoryItem sopItem1
132 = TaskInventoryHelpers.AddNotecard( 132 = TaskInventoryHelpers.AddNotecard(
133 scene, sop1, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900)); 133 scene, sop1, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900), "Hello World!");
134 134
135 InventoryFolderBase folder 135 InventoryFolderBase folder
136 = InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, user1.PrincipalID, "Objects")[0]; 136 = InventoryArchiveUtils.FindFoldersByPath(scene.InventoryService, user1.PrincipalID, "Objects")[0];
137 137
138 // Perform test 138 // Perform test
139 scene.MoveTaskInventoryItem(user1.PrincipalID, folder.ID, sop1, sopItem1.ItemID); 139 scene.MoveTaskInventoryItem(user1.PrincipalID, folder.ID, sop1, sopItem1.ItemID);
@@ -162,7 +162,7 @@ namespace OpenSim.Region.Framework.Tests
162 SceneObjectPart sop1 = sog1.RootPart; 162 SceneObjectPart sop1 = sog1.RootPart;
163 TaskInventoryItem sopItem1 163 TaskInventoryItem sopItem1
164 = TaskInventoryHelpers.AddNotecard( 164 = TaskInventoryHelpers.AddNotecard(
165 scene, sop1, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900)); 165 scene, sop1, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900), "Hello World!");
166 166
167 // Perform test 167 // Perform test
168 scene.MoveTaskInventoryItem(user1.PrincipalID, UUID.Zero, sop1, sopItem1.ItemID); 168 scene.MoveTaskInventoryItem(user1.PrincipalID, UUID.Zero, sop1, sopItem1.ItemID);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
index 9457ebb..e50b4da 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UserInventoryTests.cs
@@ -64,7 +64,7 @@ namespace OpenSim.Region.Framework.Tests
64 Scene scene = new SceneHelpers().SetupScene(); 64 Scene scene = new SceneHelpers().SetupScene();
65 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); 65 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001));
66 66
67 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, foldersName); 67 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, foldersName, false);
68 68
69 List<InventoryFolderBase> oneFolder 69 List<InventoryFolderBase> oneFolder
70 = UserInventoryHelpers.GetInventoryFolders(scene.InventoryService, user1.PrincipalID, foldersName); 70 = UserInventoryHelpers.GetInventoryFolders(scene.InventoryService, user1.PrincipalID, foldersName);
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Tests
73 InventoryFolderBase firstRetrievedFolder = oneFolder[0]; 73 InventoryFolderBase firstRetrievedFolder = oneFolder[0];
74 Assert.That(firstRetrievedFolder.Name, Is.EqualTo(foldersName)); 74 Assert.That(firstRetrievedFolder.Name, Is.EqualTo(foldersName));
75 75
76 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, foldersName); 76 UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, foldersName, false);
77 77
78 List<InventoryFolderBase> twoFolders 78 List<InventoryFolderBase> twoFolders
79 = UserInventoryHelpers.GetInventoryFolders(scene.InventoryService, user1.PrincipalID, foldersName); 79 = UserInventoryHelpers.GetInventoryFolders(scene.InventoryService, user1.PrincipalID, foldersName);
@@ -121,7 +121,7 @@ namespace OpenSim.Region.Framework.Tests
121 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001)); 121 UserAccount user1 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1001));
122 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002)); 122 UserAccount user2 = UserAccountHelpers.CreateUserWithInventory(scene, TestHelpers.ParseTail(1002));
123 InventoryFolderBase folder1 123 InventoryFolderBase folder1
124 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, "folder1"); 124 = UserInventoryHelpers.CreateInventoryFolder(scene.InventoryService, user1.PrincipalID, "folder1", false);
125 125
126 scene.GiveInventoryFolder(user2.PrincipalID, user1.PrincipalID, folder1.ID, UUID.Zero); 126 scene.GiveInventoryFolder(user2.PrincipalID, user1.PrincipalID, folder1.ID, UUID.Zero);
127 127
diff --git a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
index 198e487..dd27294 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/UuidGathererTests.cs
@@ -38,7 +38,7 @@ using OpenSim.Tests.Common.Mock;
38namespace OpenSim.Region.Framework.Scenes.Tests 38namespace OpenSim.Region.Framework.Scenes.Tests
39{ 39{
40 [TestFixture] 40 [TestFixture]
41 public class UuidGathererTests 41 public class UuidGathererTests : OpenSimTestCase
42 { 42 {
43 protected IAssetService m_assetService; 43 protected IAssetService m_assetService;
44 protected UuidGatherer m_uuidGatherer; 44 protected UuidGatherer m_uuidGatherer;
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 2279e62..b09ae39 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -127,7 +127,10 @@ namespace OpenSim.Region.Framework.Scenes
127 /// within this object). 127 /// within this object).
128 /// </remarks> 128 /// </remarks>
129 /// <param name="sceneObject">The scene object for which to gather assets</param> 129 /// <param name="sceneObject">The scene object for which to gather assets</param>
130 /// <param name="assetUuids">The assets gathered</param> 130 /// <param name="assetUuids">
131 /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset.
132 /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown.
133 /// </param>
131 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) 134 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)
132 { 135 {
133// m_log.DebugFormat( 136// m_log.DebugFormat(
@@ -257,8 +260,9 @@ namespace OpenSim.Region.Framework.Scenes
257 UUID uuid = new UUID(uuidMatch.Value); 260 UUID uuid = new UUID(uuidMatch.Value);
258// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); 261// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid);
259 262
260 // Assume AssetIDs embedded are textures. 263 // Embedded asset references (if not false positives) could be for many types of asset, so we will
261 assetUuids[uuid] = AssetType.Texture; 264 // label these as unknown.
265 assetUuids[uuid] = AssetType.Unknown;
262 } 266 }
263 } 267 }
264 } 268 }
diff --git a/OpenSim/Region/OptionalModules/Avatar/Animations/AnimationsCommandModule.cs b/OpenSim/Region/OptionalModules/Avatar/Animations/AnimationsCommandModule.cs
new file mode 100644
index 0000000..84211a9
--- /dev/null
+++ b/OpenSim/Region/OptionalModules/Avatar/Animations/AnimationsCommandModule.cs
@@ -0,0 +1,200 @@
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.Collections.Generic;
30using System.Linq;
31using System.Reflection;
32using System.Text;
33using log4net;
34using Mono.Addins;
35using Nini.Config;
36using OpenMetaverse;
37using OpenSim.Framework;
38using OpenSim.Framework.Console;
39using OpenSim.Framework.Monitoring;
40using OpenSim.Region.ClientStack.LindenUDP;
41using OpenSim.Region.Framework.Interfaces;
42using OpenSim.Region.Framework.Scenes;
43using OpenSim.Region.Framework.Scenes.Animation;
44using OpenSim.Services.Interfaces;
45
46namespace OpenSim.Region.OptionalModules.Avatar.Animations
47{
48 /// <summary>
49 /// A module that just holds commands for inspecting avatar animations.
50 /// </summary>
51 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AnimationsCommandModule")]
52 public class AnimationsCommandModule : ISharedRegionModule
53 {
54// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
55
56 private List<Scene> m_scenes = new List<Scene>();
57
58 public string Name { get { return "Animations Command Module"; } }
59
60 public Type ReplaceableInterface { get { return null; } }
61
62 public void Initialise(IConfigSource source)
63 {
64// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: INITIALIZED MODULE");
65 }
66
67 public void PostInitialise()
68 {
69// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: POST INITIALIZED MODULE");
70 }
71
72 public void Close()
73 {
74// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: CLOSED MODULE");
75 }
76
77 public void AddRegion(Scene scene)
78 {
79// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
80 }
81
82 public void RemoveRegion(Scene scene)
83 {
84// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
85
86 lock (m_scenes)
87 m_scenes.Remove(scene);
88 }
89
90 public void RegionLoaded(Scene scene)
91 {
92// m_log.DebugFormat("[ANIMATIONS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
93
94 lock (m_scenes)
95 m_scenes.Add(scene);
96
97 scene.AddCommand(
98 "Users", this, "show animations",
99 "show animations [<first-name> <last-name>]",
100 "Show animation information for avatars in this simulator.",
101 "If no name is supplied then information for all avatars is shown.\n"
102 + "Please note that for inventory animations, the animation name is the name under which the animation was originally uploaded\n"
103 + ", which is not necessarily the current inventory name.",
104 HandleShowAnimationsCommand);
105 }
106
107 protected void HandleShowAnimationsCommand(string module, string[] cmd)
108 {
109 if (cmd.Length != 2 && cmd.Length < 4)
110 {
111 MainConsole.Instance.OutputFormat("Usage: show animations [<first-name> <last-name>]");
112 return;
113 }
114
115 bool targetNameSupplied = false;
116 string optionalTargetFirstName = null;
117 string optionalTargetLastName = null;
118
119 if (cmd.Length >= 4)
120 {
121 targetNameSupplied = true;
122 optionalTargetFirstName = cmd[2];
123 optionalTargetLastName = cmd[3];
124 }
125
126 StringBuilder sb = new StringBuilder();
127
128 lock (m_scenes)
129 {
130 foreach (Scene scene in m_scenes)
131 {
132 if (targetNameSupplied)
133 {
134 ScenePresence sp = scene.GetScenePresence(optionalTargetFirstName, optionalTargetLastName);
135 if (sp != null && !sp.IsChildAgent)
136 GetAttachmentsReport(sp, sb);
137 }
138 else
139 {
140 scene.ForEachRootScenePresence(sp => GetAttachmentsReport(sp, sb));
141 }
142 }
143 }
144
145 MainConsole.Instance.Output(sb.ToString());
146 }
147
148 private void GetAttachmentsReport(ScenePresence sp, StringBuilder sb)
149 {
150 sb.AppendFormat("Animations for {0}\n", sp.Name);
151
152 ConsoleDisplayList cdl = new ConsoleDisplayList() { Indent = 2 };
153 ScenePresenceAnimator spa = sp.Animator;
154 AnimationSet anims = sp.Animator.Animations;
155
156 string cma = spa.CurrentMovementAnimation;
157 cdl.AddRow(
158 "Current movement anim",
159 string.Format("{0}, {1}", DefaultAvatarAnimations.GetDefaultAnimation(cma), cma));
160
161 UUID defaultAnimId = anims.DefaultAnimation.AnimID;
162 cdl.AddRow(
163 "Default anim",
164 string.Format("{0}, {1}", defaultAnimId, sp.Animator.GetAnimName(defaultAnimId)));
165
166 UUID implicitDefaultAnimId = anims.ImplicitDefaultAnimation.AnimID;
167 cdl.AddRow(
168 "Implicit default anim",
169 string.Format("{0}, {1}",
170 implicitDefaultAnimId, sp.Animator.GetAnimName(implicitDefaultAnimId)));
171
172 cdl.AddToStringBuilder(sb);
173
174 ConsoleDisplayTable cdt = new ConsoleDisplayTable() { Indent = 2 };
175 cdt.AddColumn("Animation ID", 36);
176 cdt.AddColumn("Name", 20);
177 cdt.AddColumn("Seq", 3);
178 cdt.AddColumn("Object ID", 36);
179
180 UUID[] animIds;
181 int[] sequenceNumbers;
182 UUID[] objectIds;
183
184 sp.Animator.Animations.GetArrays(out animIds, out sequenceNumbers, out objectIds);
185
186 for (int i = 0; i < animIds.Length; i++)
187 {
188 UUID animId = animIds[i];
189 string animName = sp.Animator.GetAnimName(animId);
190 int seq = sequenceNumbers[i];
191 UUID objectId = objectIds[i];
192
193 cdt.AddRow(animId, animName, seq, objectId);
194 }
195
196 cdt.AddToStringBuilder(sb);
197 sb.Append("\n");
198 }
199 }
200} \ No newline at end of file
diff --git a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
index d718a2f..fa35f0f 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Appearance/AppearanceInfoModule.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
222 { 222 {
223 bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp); 223 bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);
224 MainConsole.Instance.OutputFormat( 224 MainConsole.Instance.OutputFormat(
225 "{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt"); 225 "{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "incomplete");
226 } 226 }
227 ); 227 );
228 } 228 }
diff --git a/OpenSim/Region/OptionalModules/Avatar/Attachments/AttachmentsCommandModule.cs b/OpenSim/Region/OptionalModules/Avatar/Attachments/AttachmentsCommandModule.cs
index 68bcb4a..0333747 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Attachments/AttachmentsCommandModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Attachments/AttachmentsCommandModule.cs
@@ -97,6 +97,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
97 "Users", this, "attachments show", 97 "Users", this, "attachments show",
98 "attachments show [<first-name> <last-name>]", 98 "attachments show [<first-name> <last-name>]",
99 "Show attachment information for avatars in this simulator.", 99 "Show attachment information for avatars in this simulator.",
100 "If no name is supplied then information for all avatars is shown.",
100 HandleShowAttachmentsCommand); 101 HandleShowAttachmentsCommand);
101 } 102 }
102 103
@@ -175,16 +176,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
175// " {0,-36} {1,-10} {2,-36} {3,-14} {4,-15}\n", 176// " {0,-36} {1,-10} {2,-36} {3,-14} {4,-15}\n",
176// attachmentObject.Name, attachmentObject.LocalId, attachmentObject.FromItemID, 177// attachmentObject.Name, attachmentObject.LocalId, attachmentObject.FromItemID,
177// (AttachmentPoint)attachmentObject.AttachmentPoint, attachmentObject.RootPart.AttachedPos); 178// (AttachmentPoint)attachmentObject.AttachmentPoint, attachmentObject.RootPart.AttachedPos);
178 ct.Rows.Add( 179
179 new ConsoleDisplayTableRow( 180 ct.AddRow(
180 new List<string>() 181 attachmentObject.Name,
181 { 182 attachmentObject.LocalId,
182 attachmentObject.Name, 183 attachmentObject.FromItemID,
183 attachmentObject.LocalId.ToString(), 184 ((AttachmentPoint)attachmentObject.AttachmentPoint),
184 attachmentObject.FromItemID.ToString(), 185 attachmentObject.RootPart.AttachedPos);
185 ((AttachmentPoint)attachmentObject.AttachmentPoint).ToString(),
186 attachmentObject.RootPart.AttachedPos.ToString()
187 }));
188// } 186// }
189 } 187 }
190 188
diff --git a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
index 0b28edd..bed192a 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
@@ -76,7 +76,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
76 76
77 if (m_console != null) 77 if (m_console != null)
78 { 78 {
79 m_console.AddCommand("TempAttachModule", false, "set auto_grant_attach_perms", "set auto_grant_attach_perms true|false", "Allow objects owned by the region owner os estate managers to obtain attach permissions without asking the user", SetAutoGrantAttachPerms); 79 m_console.AddCommand("TempAttachModule", false, "set auto_grant_attach_perms", "set auto_grant_attach_perms true|false", "Allow objects owned by the region owner or estate managers to obtain attach permissions without asking the user", SetAutoGrantAttachPerms);
80 } 80 }
81 } 81 }
82 else 82 else
diff --git a/OpenSim/Region/OptionalModules/Avatar/Chat/ChannelState.cs b/OpenSim/Region/OptionalModules/Avatar/Chat/ChannelState.cs
index 66265d8..5a37fad 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Chat/ChannelState.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Chat/ChannelState.cs
@@ -55,42 +55,42 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
55 // These are the IRC Connector configurable parameters with hard-wired 55 // These are the IRC Connector configurable parameters with hard-wired
56 // default values (retained for compatability). 56 // default values (retained for compatability).
57 57
58 internal string Server = null; 58 internal string Server = null;
59 internal string Password = null; 59 internal string Password = null;
60 internal string IrcChannel = null; 60 internal string IrcChannel = null;
61 internal string BaseNickname = "OSimBot"; 61 internal string BaseNickname = "OSimBot";
62 internal uint Port = 6667; 62 internal uint Port = 6667;
63 internal string User = null; 63 internal string User = null;
64 64
65 internal bool ClientReporting = true; 65 internal bool ClientReporting = true;
66 internal bool RelayChat = true; 66 internal bool RelayChat = true;
67 internal bool RelayPrivateChannels = false; 67 internal bool RelayPrivateChannels = false;
68 internal int RelayChannel = 1; 68 internal int RelayChannel = 1;
69 internal List<int> ValidInWorldChannels = new List<int>(); 69 internal List<int> ValidInWorldChannels = new List<int>();
70 70
71 // Connector agnostic parameters. These values are NOT shared with the 71 // Connector agnostic parameters. These values are NOT shared with the
72 // connector and do not differentiate at an IRC level 72 // connector and do not differentiate at an IRC level
73 73
74 internal string PrivateMessageFormat = "PRIVMSG {0} :<{2}> {1} {3}"; 74 internal string PrivateMessageFormat = "PRIVMSG {0} :<{2}> {1} {3}";
75 internal string NoticeMessageFormat = "PRIVMSG {0} :<{2}> {3}"; 75 internal string NoticeMessageFormat = "PRIVMSG {0} :<{2}> {3}";
76 internal int RelayChannelOut = -1; 76 internal int RelayChannelOut = -1;
77 internal bool RandomizeNickname = true; 77 internal bool RandomizeNickname = true;
78 internal bool CommandsEnabled = false; 78 internal bool CommandsEnabled = false;
79 internal int CommandChannel = -1; 79 internal int CommandChannel = -1;
80 internal int ConnectDelay = 10; 80 internal int ConnectDelay = 10;
81 internal int PingDelay = 15; 81 internal int PingDelay = 15;
82 internal string DefaultZone = "Sim"; 82 internal string DefaultZone = "Sim";
83 83
84 internal string _accessPassword = String.Empty; 84 internal string _accessPassword = String.Empty;
85 internal Regex AccessPasswordRegex = null; 85 internal Regex AccessPasswordRegex = null;
86 internal List<string> ExcludeList = new List<string>(); 86 internal List<string> ExcludeList = new List<string>();
87 internal string AccessPassword 87 internal string AccessPassword
88 { 88 {
89 get { return _accessPassword; } 89 get { return _accessPassword; }
90 set 90 set
91 { 91 {
92 _accessPassword = value; 92 _accessPassword = value;
93 AccessPasswordRegex = new Regex(String.Format(@"^{0},\s*(?<avatar>[^,]+),\s*(?<message>.+)$", _accessPassword), 93 AccessPasswordRegex = new Regex(String.Format(@"^{0},\s*(?<avatar>[^,]+),\s*(?<message>.+)$", _accessPassword),
94 RegexOptions.Compiled); 94 RegexOptions.Compiled);
95 } 95 }
96 } 96 }
@@ -99,9 +99,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
99 99
100 // IRC connector reference 100 // IRC connector reference
101 101
102 internal IRCConnector irc = null; 102 internal IRCConnector irc = null;
103 103
104 internal int idn = _idk_++; 104 internal int idn = _idk_++;
105 105
106 // List of regions dependent upon this connection 106 // List of regions dependent upon this connection
107 107
@@ -119,29 +119,29 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
119 119
120 internal ChannelState(ChannelState model) 120 internal ChannelState(ChannelState model)
121 { 121 {
122 Server = model.Server; 122 Server = model.Server;
123 Password = model.Password; 123 Password = model.Password;
124 IrcChannel = model.IrcChannel; 124 IrcChannel = model.IrcChannel;
125 Port = model.Port; 125 Port = model.Port;
126 BaseNickname = model.BaseNickname; 126 BaseNickname = model.BaseNickname;
127 RandomizeNickname = model.RandomizeNickname; 127 RandomizeNickname = model.RandomizeNickname;
128 User = model.User; 128 User = model.User;
129 CommandsEnabled = model.CommandsEnabled; 129 CommandsEnabled = model.CommandsEnabled;
130 CommandChannel = model.CommandChannel; 130 CommandChannel = model.CommandChannel;
131 RelayChat = model.RelayChat; 131 RelayChat = model.RelayChat;
132 RelayPrivateChannels = model.RelayPrivateChannels; 132 RelayPrivateChannels = model.RelayPrivateChannels;
133 RelayChannelOut = model.RelayChannelOut; 133 RelayChannelOut = model.RelayChannelOut;
134 RelayChannel = model.RelayChannel; 134 RelayChannel = model.RelayChannel;
135 ValidInWorldChannels = model.ValidInWorldChannels; 135 ValidInWorldChannels = model.ValidInWorldChannels;
136 PrivateMessageFormat = model.PrivateMessageFormat; 136 PrivateMessageFormat = model.PrivateMessageFormat;
137 NoticeMessageFormat = model.NoticeMessageFormat; 137 NoticeMessageFormat = model.NoticeMessageFormat;
138 ClientReporting = model.ClientReporting; 138 ClientReporting = model.ClientReporting;
139 AccessPassword = model.AccessPassword; 139 AccessPassword = model.AccessPassword;
140 DefaultZone = model.DefaultZone; 140 DefaultZone = model.DefaultZone;
141 ConnectDelay = model.ConnectDelay; 141 ConnectDelay = model.ConnectDelay;
142 PingDelay = model.PingDelay; 142 PingDelay = model.PingDelay;
143 } 143 }
144 144
145 // Read the configuration file, performing variable substitution and any 145 // Read the configuration file, performing variable substitution and any
146 // necessary aliasing. See accompanying documentation for how this works. 146 // necessary aliasing. See accompanying documentation for how this works.
147 // If you don't need variables, then this works exactly as before. 147 // If you don't need variables, then this works exactly as before.
@@ -160,54 +160,54 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
160 160
161 m_log.DebugFormat("[IRC-Channel-{0}] Initial request by Region {1} to connect to IRC", cs.idn, rs.Region); 161 m_log.DebugFormat("[IRC-Channel-{0}] Initial request by Region {1} to connect to IRC", cs.idn, rs.Region);
162 162
163 cs.Server = Substitute(rs, config.GetString("server", null)); 163 cs.Server = Substitute(rs, config.GetString("server", null));
164 m_log.DebugFormat("[IRC-Channel-{0}] Server : <{1}>", cs.idn, cs.Server); 164 m_log.DebugFormat("[IRC-Channel-{0}] Server : <{1}>", cs.idn, cs.Server);
165 cs.Password = Substitute(rs, config.GetString("password", null)); 165 cs.Password = Substitute(rs, config.GetString("password", null));
166 // probably not a good idea to put a password in the log file 166 // probably not a good idea to put a password in the log file
167 cs.User = Substitute(rs, config.GetString("user", null)); 167 cs.User = Substitute(rs, config.GetString("user", null));
168 cs.IrcChannel = Substitute(rs, config.GetString("channel", null)); 168 cs.IrcChannel = Substitute(rs, config.GetString("channel", null));
169 m_log.DebugFormat("[IRC-Channel-{0}] IrcChannel : <{1}>", cs.idn, cs.IrcChannel); 169 m_log.DebugFormat("[IRC-Channel-{0}] IrcChannel : <{1}>", cs.idn, cs.IrcChannel);
170 cs.Port = Convert.ToUInt32(Substitute(rs, config.GetString("port", Convert.ToString(cs.Port)))); 170 cs.Port = Convert.ToUInt32(Substitute(rs, config.GetString("port", Convert.ToString(cs.Port))));
171 m_log.DebugFormat("[IRC-Channel-{0}] Port : <{1}>", cs.idn, cs.Port); 171 m_log.DebugFormat("[IRC-Channel-{0}] Port : <{1}>", cs.idn, cs.Port);
172 cs.BaseNickname = Substitute(rs, config.GetString("nick", cs.BaseNickname)); 172 cs.BaseNickname = Substitute(rs, config.GetString("nick", cs.BaseNickname));
173 m_log.DebugFormat("[IRC-Channel-{0}] BaseNickname : <{1}>", cs.idn, cs.BaseNickname); 173 m_log.DebugFormat("[IRC-Channel-{0}] BaseNickname : <{1}>", cs.idn, cs.BaseNickname);
174 cs.RandomizeNickname = Convert.ToBoolean(Substitute(rs, config.GetString("randomize_nick", Convert.ToString(cs.RandomizeNickname)))); 174 cs.RandomizeNickname = Convert.ToBoolean(Substitute(rs, config.GetString("randomize_nick", Convert.ToString(cs.RandomizeNickname))));
175 m_log.DebugFormat("[IRC-Channel-{0}] RandomizeNickname : <{1}>", cs.idn, cs.RandomizeNickname); 175 m_log.DebugFormat("[IRC-Channel-{0}] RandomizeNickname : <{1}>", cs.idn, cs.RandomizeNickname);
176 cs.RandomizeNickname = Convert.ToBoolean(Substitute(rs, config.GetString("nicknum", Convert.ToString(cs.RandomizeNickname)))); 176 cs.RandomizeNickname = Convert.ToBoolean(Substitute(rs, config.GetString("nicknum", Convert.ToString(cs.RandomizeNickname))));
177 m_log.DebugFormat("[IRC-Channel-{0}] RandomizeNickname : <{1}>", cs.idn, cs.RandomizeNickname); 177 m_log.DebugFormat("[IRC-Channel-{0}] RandomizeNickname : <{1}>", cs.idn, cs.RandomizeNickname);
178 cs.User = Substitute(rs, config.GetString("username", cs.User)); 178 cs.User = Substitute(rs, config.GetString("username", cs.User));
179 m_log.DebugFormat("[IRC-Channel-{0}] User : <{1}>", cs.idn, cs.User); 179 m_log.DebugFormat("[IRC-Channel-{0}] User : <{1}>", cs.idn, cs.User);
180 cs.CommandsEnabled = Convert.ToBoolean(Substitute(rs, config.GetString("commands_enabled", Convert.ToString(cs.CommandsEnabled)))); 180 cs.CommandsEnabled = Convert.ToBoolean(Substitute(rs, config.GetString("commands_enabled", Convert.ToString(cs.CommandsEnabled))));
181 m_log.DebugFormat("[IRC-Channel-{0}] CommandsEnabled : <{1}>", cs.idn, cs.CommandsEnabled); 181 m_log.DebugFormat("[IRC-Channel-{0}] CommandsEnabled : <{1}>", cs.idn, cs.CommandsEnabled);
182 cs.CommandChannel = Convert.ToInt32(Substitute(rs, config.GetString("commandchannel", Convert.ToString(cs.CommandChannel)))); 182 cs.CommandChannel = Convert.ToInt32(Substitute(rs, config.GetString("commandchannel", Convert.ToString(cs.CommandChannel))));
183 m_log.DebugFormat("[IRC-Channel-{0}] CommandChannel : <{1}>", cs.idn, cs.CommandChannel); 183 m_log.DebugFormat("[IRC-Channel-{0}] CommandChannel : <{1}>", cs.idn, cs.CommandChannel);
184 cs.CommandChannel = Convert.ToInt32(Substitute(rs, config.GetString("command_channel", Convert.ToString(cs.CommandChannel)))); 184 cs.CommandChannel = Convert.ToInt32(Substitute(rs, config.GetString("command_channel", Convert.ToString(cs.CommandChannel))));
185 m_log.DebugFormat("[IRC-Channel-{0}] CommandChannel : <{1}>", cs.idn, cs.CommandChannel); 185 m_log.DebugFormat("[IRC-Channel-{0}] CommandChannel : <{1}>", cs.idn, cs.CommandChannel);
186 cs.RelayChat = Convert.ToBoolean(Substitute(rs, config.GetString("relay_chat", Convert.ToString(cs.RelayChat)))); 186 cs.RelayChat = Convert.ToBoolean(Substitute(rs, config.GetString("relay_chat", Convert.ToString(cs.RelayChat))));
187 m_log.DebugFormat("[IRC-Channel-{0}] RelayChat : <{1}>", cs.idn, cs.RelayChat); 187 m_log.DebugFormat("[IRC-Channel-{0}] RelayChat : <{1}>", cs.idn, cs.RelayChat);
188 cs.RelayPrivateChannels = Convert.ToBoolean(Substitute(rs, config.GetString("relay_private_channels", Convert.ToString(cs.RelayPrivateChannels)))); 188 cs.RelayPrivateChannels = Convert.ToBoolean(Substitute(rs, config.GetString("relay_private_channels", Convert.ToString(cs.RelayPrivateChannels))));
189 m_log.DebugFormat("[IRC-Channel-{0}] RelayPrivateChannels : <{1}>", cs.idn, cs.RelayPrivateChannels); 189 m_log.DebugFormat("[IRC-Channel-{0}] RelayPrivateChannels : <{1}>", cs.idn, cs.RelayPrivateChannels);
190 cs.RelayPrivateChannels = Convert.ToBoolean(Substitute(rs, config.GetString("useworldcomm", Convert.ToString(cs.RelayPrivateChannels)))); 190 cs.RelayPrivateChannels = Convert.ToBoolean(Substitute(rs, config.GetString("useworldcomm", Convert.ToString(cs.RelayPrivateChannels))));
191 m_log.DebugFormat("[IRC-Channel-{0}] RelayPrivateChannels : <{1}>", cs.idn, cs.RelayPrivateChannels); 191 m_log.DebugFormat("[IRC-Channel-{0}] RelayPrivateChannels : <{1}>", cs.idn, cs.RelayPrivateChannels);
192 cs.RelayChannelOut = Convert.ToInt32(Substitute(rs, config.GetString("relay_private_channel_out", Convert.ToString(cs.RelayChannelOut)))); 192 cs.RelayChannelOut = Convert.ToInt32(Substitute(rs, config.GetString("relay_private_channel_out", Convert.ToString(cs.RelayChannelOut))));
193 m_log.DebugFormat("[IRC-Channel-{0}] RelayChannelOut : <{1}>", cs.idn, cs.RelayChannelOut); 193 m_log.DebugFormat("[IRC-Channel-{0}] RelayChannelOut : <{1}>", cs.idn, cs.RelayChannelOut);
194 cs.RelayChannel = Convert.ToInt32(Substitute(rs, config.GetString("relay_private_channel_in", Convert.ToString(cs.RelayChannel)))); 194 cs.RelayChannel = Convert.ToInt32(Substitute(rs, config.GetString("relay_private_channel_in", Convert.ToString(cs.RelayChannel))));
195 m_log.DebugFormat("[IRC-Channel-{0}] RelayChannel : <{1}>", cs.idn, cs.RelayChannel); 195 m_log.DebugFormat("[IRC-Channel-{0}] RelayChannel : <{1}>", cs.idn, cs.RelayChannel);
196 cs.RelayChannel = Convert.ToInt32(Substitute(rs, config.GetString("inchannel", Convert.ToString(cs.RelayChannel)))); 196 cs.RelayChannel = Convert.ToInt32(Substitute(rs, config.GetString("inchannel", Convert.ToString(cs.RelayChannel))));
197 m_log.DebugFormat("[IRC-Channel-{0}] RelayChannel : <{1}>", cs.idn, cs.RelayChannel); 197 m_log.DebugFormat("[IRC-Channel-{0}] RelayChannel : <{1}>", cs.idn, cs.RelayChannel);
198 cs.PrivateMessageFormat = Substitute(rs, config.GetString("msgformat", cs.PrivateMessageFormat)); 198 cs.PrivateMessageFormat = Substitute(rs, config.GetString("msgformat", cs.PrivateMessageFormat));
199 m_log.DebugFormat("[IRC-Channel-{0}] PrivateMessageFormat : <{1}>", cs.idn, cs.PrivateMessageFormat); 199 m_log.DebugFormat("[IRC-Channel-{0}] PrivateMessageFormat : <{1}>", cs.idn, cs.PrivateMessageFormat);
200 cs.NoticeMessageFormat = Substitute(rs, config.GetString("noticeformat", cs.NoticeMessageFormat)); 200 cs.NoticeMessageFormat = Substitute(rs, config.GetString("noticeformat", cs.NoticeMessageFormat));
201 m_log.DebugFormat("[IRC-Channel-{0}] NoticeMessageFormat : <{1}>", cs.idn, cs.NoticeMessageFormat); 201 m_log.DebugFormat("[IRC-Channel-{0}] NoticeMessageFormat : <{1}>", cs.idn, cs.NoticeMessageFormat);
202 cs.ClientReporting = Convert.ToInt32(Substitute(rs, config.GetString("verbosity", cs.ClientReporting?"1":"0"))) > 0; 202 cs.ClientReporting = Convert.ToInt32(Substitute(rs, config.GetString("verbosity", cs.ClientReporting ? "1" : "0"))) > 0;
203 m_log.DebugFormat("[IRC-Channel-{0}] ClientReporting : <{1}>", cs.idn, cs.ClientReporting); 203 m_log.DebugFormat("[IRC-Channel-{0}] ClientReporting : <{1}>", cs.idn, cs.ClientReporting);
204 cs.ClientReporting = Convert.ToBoolean(Substitute(rs, config.GetString("report_clients", Convert.ToString(cs.ClientReporting)))); 204 cs.ClientReporting = Convert.ToBoolean(Substitute(rs, config.GetString("report_clients", Convert.ToString(cs.ClientReporting))));
205 m_log.DebugFormat("[IRC-Channel-{0}] ClientReporting : <{1}>", cs.idn, cs.ClientReporting); 205 m_log.DebugFormat("[IRC-Channel-{0}] ClientReporting : <{1}>", cs.idn, cs.ClientReporting);
206 cs.DefaultZone = Substitute(rs, config.GetString("fallback_region", cs.DefaultZone)); 206 cs.DefaultZone = Substitute(rs, config.GetString("fallback_region", cs.DefaultZone));
207 m_log.DebugFormat("[IRC-Channel-{0}] DefaultZone : <{1}>", cs.idn, cs.DefaultZone); 207 m_log.DebugFormat("[IRC-Channel-{0}] DefaultZone : <{1}>", cs.idn, cs.DefaultZone);
208 cs.ConnectDelay = Convert.ToInt32(Substitute(rs, config.GetString("connect_delay", Convert.ToString(cs.ConnectDelay)))); 208 cs.ConnectDelay = Convert.ToInt32(Substitute(rs, config.GetString("connect_delay", Convert.ToString(cs.ConnectDelay))));
209 m_log.DebugFormat("[IRC-Channel-{0}] ConnectDelay : <{1}>", cs.idn, cs.ConnectDelay); 209 m_log.DebugFormat("[IRC-Channel-{0}] ConnectDelay : <{1}>", cs.idn, cs.ConnectDelay);
210 cs.PingDelay = Convert.ToInt32(Substitute(rs, config.GetString("ping_delay", Convert.ToString(cs.PingDelay)))); 210 cs.PingDelay = Convert.ToInt32(Substitute(rs, config.GetString("ping_delay", Convert.ToString(cs.PingDelay))));
211 m_log.DebugFormat("[IRC-Channel-{0}] PingDelay : <{1}>", cs.idn, cs.PingDelay); 211 m_log.DebugFormat("[IRC-Channel-{0}] PingDelay : <{1}>", cs.idn, cs.PingDelay);
212 cs.AccessPassword = Substitute(rs, config.GetString("access_password", cs.AccessPassword)); 212 cs.AccessPassword = Substitute(rs, config.GetString("access_password", cs.AccessPassword));
213 m_log.DebugFormat("[IRC-Channel-{0}] AccessPassword : <{1}>", cs.idn, cs.AccessPassword); 213 m_log.DebugFormat("[IRC-Channel-{0}] AccessPassword : <{1}>", cs.idn, cs.AccessPassword);
@@ -217,7 +217,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
217 { 217 {
218 cs.ExcludeList.Add(name.Trim().ToLower()); 218 cs.ExcludeList.Add(name.Trim().ToLower());
219 } 219 }
220 220
221 // Fail if fundamental information is still missing 221 // Fail if fundamental information is still missing
222 222
223 if (cs.Server == null) 223 if (cs.Server == null)
@@ -306,8 +306,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
306 306
307 IRCBridgeModule.m_channels.Add(cs); 307 IRCBridgeModule.m_channels.Add(cs);
308 308
309 m_log.InfoFormat("[IRC-Channel-{0}] New channel initialized for {1}, nick: {2}, commands {3}, private channels {4}", 309 m_log.InfoFormat("[IRC-Channel-{0}] New channel initialized for {1}, nick: {2}, commands {3}, private channels {4}",
310 cs.idn, rs.Region, cs.DefaultZone, 310 cs.idn, rs.Region, cs.DefaultZone,
311 cs.CommandsEnabled ? "enabled" : "not enabled", 311 cs.CommandsEnabled ? "enabled" : "not enabled",
312 cs.RelayPrivateChannels ? "relayed" : "not relayed"); 312 cs.RelayPrivateChannels ? "relayed" : "not relayed");
313 } 313 }
@@ -417,7 +417,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
417 private bool IsAConnectionMatchFor(ChannelState cs) 417 private bool IsAConnectionMatchFor(ChannelState cs)
418 { 418 {
419 return ( 419 return (
420 Server == cs.Server && 420 Server == cs.Server &&
421 IrcChannel == cs.IrcChannel && 421 IrcChannel == cs.IrcChannel &&
422 Port == cs.Port && 422 Port == cs.Port &&
423 BaseNickname == cs.BaseNickname && 423 BaseNickname == cs.BaseNickname &&
@@ -473,27 +473,27 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
473 { 473 {
474 474
475 string vvar = arg.Match(result).ToString(); 475 string vvar = arg.Match(result).ToString();
476 string var = vvar.Substring(1,vvar.Length-2).Trim(); 476 string var = vvar.Substring(1, vvar.Length - 2).Trim();
477 477
478 switch (var.ToLower()) 478 switch (var.ToLower())
479 { 479 {
480 case "%region" : 480 case "%region":
481 result = result.Replace(vvar, rs.Region); 481 result = result.Replace(vvar, rs.Region);
482 break; 482 break;
483 case "%host" : 483 case "%host":
484 result = result.Replace(vvar, rs.Host); 484 result = result.Replace(vvar, rs.Host);
485 break; 485 break;
486 case "%locx" : 486 case "%locx":
487 result = result.Replace(vvar, rs.LocX); 487 result = result.Replace(vvar, rs.LocX);
488 break; 488 break;
489 case "%locy" : 489 case "%locy":
490 result = result.Replace(vvar, rs.LocY); 490 result = result.Replace(vvar, rs.LocY);
491 break; 491 break;
492 case "%k" : 492 case "%k":
493 result = result.Replace(vvar, rs.IDK); 493 result = result.Replace(vvar, rs.IDK);
494 break; 494 break;
495 default : 495 default:
496 result = result.Replace(vvar, rs.config.GetString(var,var)); 496 result = result.Replace(vvar, rs.config.GetString(var, var));
497 break; 497 break;
498 } 498 }
499 // m_log.DebugFormat("[IRC-Channel] Parse[2]: {0}", result); 499 // m_log.DebugFormat("[IRC-Channel] Parse[2]: {0}", result);
diff --git a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCBridgeModule.cs b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCBridgeModule.cs
index 2e1d03d..351dbfe 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCBridgeModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCBridgeModule.cs
@@ -46,18 +46,18 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
46 { 46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48 48
49 internal static bool m_pluginEnabled = false; 49 internal static bool Enabled = false;
50 internal static IConfig m_config = null; 50 internal static IConfig m_config = null;
51 51
52 internal static List<ChannelState> m_channels = new List<ChannelState>(); 52 internal static List<ChannelState> m_channels = new List<ChannelState>();
53 internal static List<RegionState> m_regions = new List<RegionState>(); 53 internal static List<RegionState> m_regions = new List<RegionState>();
54 54
55 internal static string m_password = String.Empty; 55 internal static string m_password = String.Empty;
56 internal RegionState m_region = null; 56 internal RegionState m_region = null;
57 57
58 #region INonSharedRegionModule Members 58 #region INonSharedRegionModule Members
59 59
60 public Type ReplaceableInterface 60 public Type ReplaceableInterface
61 { 61 {
62 get { return null; } 62 get { return null; }
63 } 63 }
@@ -72,13 +72,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
72 m_config = config.Configs["IRC"]; 72 m_config = config.Configs["IRC"];
73 if (m_config == null) 73 if (m_config == null)
74 { 74 {
75// m_log.InfoFormat("[IRC-Bridge] module not configured"); 75 // m_log.InfoFormat("[IRC-Bridge] module not configured");
76 return; 76 return;
77 } 77 }
78 78
79 if (!m_config.GetBoolean("enabled", false)) 79 if (!m_config.GetBoolean("enabled", false))
80 { 80 {
81// m_log.InfoFormat("[IRC-Bridge] module disabled in configuration"); 81 // m_log.InfoFormat("[IRC-Bridge] module disabled in configuration");
82 return; 82 return;
83 } 83 }
84 84
@@ -87,19 +87,22 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
87 m_password = config.Configs["RemoteAdmin"].GetString("access_password", m_password); 87 m_password = config.Configs["RemoteAdmin"].GetString("access_password", m_password);
88 } 88 }
89 89
90 m_pluginEnabled = true; 90 Enabled = true;
91 m_log.InfoFormat("[IRC-Bridge]: Module enabled"); 91
92 m_log.InfoFormat("[IRC-Bridge]: Module is enabled");
92 } 93 }
93 94
94 public void AddRegion(Scene scene) 95 public void AddRegion(Scene scene)
95 { 96 {
96 if (m_pluginEnabled) 97 if (Enabled)
97 { 98 {
98 try 99 try
99 { 100 {
100 m_log.InfoFormat("[IRC-Bridge] Connecting region {0}", scene.RegionInfo.RegionName); 101 m_log.InfoFormat("[IRC-Bridge] Connecting region {0}", scene.RegionInfo.RegionName);
102
101 if (!String.IsNullOrEmpty(m_password)) 103 if (!String.IsNullOrEmpty(m_password))
102 MainServer.Instance.AddXmlRPCHandler("irc_admin", XmlRpcAdminMethod, false); 104 MainServer.Instance.AddXmlRPCHandler("irc_admin", XmlRpcAdminMethod, false);
105
103 m_region = new RegionState(scene, m_config); 106 m_region = new RegionState(scene, m_config);
104 lock (m_regions) m_regions.Add(m_region); 107 lock (m_regions) m_regions.Add(m_region);
105 m_region.Open(); 108 m_region.Open();
@@ -123,7 +126,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
123 126
124 public void RemoveRegion(Scene scene) 127 public void RemoveRegion(Scene scene)
125 { 128 {
126 if (!m_pluginEnabled) 129 if (!Enabled)
127 return; 130 return;
128 131
129 if (m_region == null) 132 if (m_region == null)
@@ -150,12 +153,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
150 m_log.Debug("[IRC-Bridge]: XML RPC Admin Entry"); 153 m_log.Debug("[IRC-Bridge]: XML RPC Admin Entry");
151 154
152 XmlRpcResponse response = new XmlRpcResponse(); 155 XmlRpcResponse response = new XmlRpcResponse();
153 Hashtable responseData = new Hashtable(); 156 Hashtable responseData = new Hashtable();
154 157
155 try 158 try
156 { 159 {
157 Hashtable requestData = (Hashtable)request.Params[0]; 160 Hashtable requestData = (Hashtable)request.Params[0];
158 bool found = false; 161 bool found = false;
159 string region = String.Empty; 162 string region = String.Empty;
160 163
161 if (m_password != String.Empty) 164 if (m_password != String.Empty)
@@ -169,18 +172,18 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
169 if (!requestData.ContainsKey("region")) 172 if (!requestData.ContainsKey("region"))
170 throw new Exception("No region name specified"); 173 throw new Exception("No region name specified");
171 region = (string)requestData["region"]; 174 region = (string)requestData["region"];
172 175
173 foreach (RegionState rs in m_regions) 176 foreach (RegionState rs in m_regions)
174 { 177 {
175 if (rs.Region == region) 178 if (rs.Region == region)
176 { 179 {
177 responseData["server"] = rs.cs.Server; 180 responseData["server"] = rs.cs.Server;
178 responseData["port"] = (int)rs.cs.Port; 181 responseData["port"] = (int)rs.cs.Port;
179 responseData["user"] = rs.cs.User; 182 responseData["user"] = rs.cs.User;
180 responseData["channel"] = rs.cs.IrcChannel; 183 responseData["channel"] = rs.cs.IrcChannel;
181 responseData["enabled"] = rs.cs.irc.Enabled; 184 responseData["enabled"] = rs.cs.irc.Enabled;
182 responseData["connected"] = rs.cs.irc.Connected; 185 responseData["connected"] = rs.cs.irc.Connected;
183 responseData["nickname"] = rs.cs.irc.Nick; 186 responseData["nickname"] = rs.cs.irc.Nick;
184 found = true; 187 found = true;
185 break; 188 break;
186 } 189 }
@@ -195,7 +198,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
195 m_log.ErrorFormat("[IRC-Bridge] XML RPC Admin request failed : {0}", e.Message); 198 m_log.ErrorFormat("[IRC-Bridge] XML RPC Admin request failed : {0}", e.Message);
196 199
197 responseData["success"] = "false"; 200 responseData["success"] = "false";
198 responseData["error"] = e.Message; 201 responseData["error"] = e.Message;
199 } 202 }
200 finally 203 finally
201 { 204 {
diff --git a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs
index a014798..c5cba8e 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Chat/IRCConnector.cs
@@ -53,16 +53,16 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
53 // Local constants 53 // Local constants
54 54
55 private static readonly Vector3 CenterOfRegion = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 20); 55 private static readonly Vector3 CenterOfRegion = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 20);
56 private static readonly char[] CS_SPACE = { ' ' }; 56 private static readonly char[] CS_SPACE = { ' ' };
57 57
58 private const int WD_INTERVAL = 1000; // base watchdog interval 58 private const int WD_INTERVAL = 1000; // base watchdog interval
59 private static int PING_PERIOD = 15; // WD intervals per PING 59 private static int PING_PERIOD = 15; // WD intervals per PING
60 private static int ICCD_PERIOD = 10; // WD intervals between Connects 60 private static int ICCD_PERIOD = 10; // WD intervals between Connects
61 private static int L_TIMEOUT = 25; // Login time out interval 61 private static int L_TIMEOUT = 25; // Login time out interval
62 62
63 private static int _idk_ = 0; // core connector identifier 63 private static int _idk_ = 0; // core connector identifier
64 private static int _pdk_ = 0; // ping interval counter 64 private static int _pdk_ = 0; // ping interval counter
65 private static int _icc_ = ICCD_PERIOD; // IRC connect counter 65 private static int _icc_ = ICCD_PERIOD; // IRC connect counter
66 66
67 // List of configured connectors 67 // List of configured connectors
68 68
@@ -113,7 +113,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
113 113
114 private Object msyncConnect = new Object(); 114 private Object msyncConnect = new Object();
115 115
116 internal bool m_randomizeNick = true; // add random suffix 116 internal bool m_randomizeNick = true; // add random suffix
117 internal string m_baseNick = null; // base name for randomizing 117 internal string m_baseNick = null; // base name for randomizing
118 internal string m_nick = null; // effective nickname 118 internal string m_nick = null; // effective nickname
119 119
@@ -122,7 +122,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
122 get { return m_nick; } 122 get { return m_nick; }
123 set { m_nick = value; } 123 set { m_nick = value; }
124 } 124 }
125 125
126 private bool m_enabled = false; // connector enablement 126 private bool m_enabled = false; // connector enablement
127 public bool Enabled 127 public bool Enabled
128 { 128 {
@@ -130,8 +130,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
130 } 130 }
131 131
132 private bool m_connected = false; // connection status 132 private bool m_connected = false; // connection status
133 private bool m_pending = false; // login disposition 133 private bool m_pending = false; // login disposition
134 private int m_timeout = L_TIMEOUT; // login timeout counter 134 private int m_timeout = L_TIMEOUT; // login timeout counter
135 public bool Connected 135 public bool Connected
136 { 136 {
137 get { return m_connected; } 137 get { return m_connected; }
@@ -143,9 +143,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
143 get { return m_ircChannel; } 143 get { return m_ircChannel; }
144 set { m_ircChannel = value; } 144 set { m_ircChannel = value; }
145 } 145 }
146 146
147 private uint m_port = 6667; // session port 147 private uint m_port = 6667; // session port
148 public uint Port 148 public uint Port
149 { 149 {
150 get { return m_port; } 150 get { return m_port; }
151 set { m_port = value; } 151 set { m_port = value; }
@@ -172,10 +172,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
172 172
173 // Network interface 173 // Network interface
174 174
175 private TcpClient m_tcp; 175 private TcpClient m_tcp;
176 private NetworkStream m_stream = null; 176 private NetworkStream m_stream = null;
177 private StreamReader m_reader; 177 private StreamReader m_reader;
178 private StreamWriter m_writer; 178 private StreamWriter m_writer;
179 179
180 // Channel characteristic info (if available) 180 // Channel characteristic info (if available)
181 181
@@ -193,26 +193,26 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
193 193
194 // Prepare network interface 194 // Prepare network interface
195 195
196 m_tcp = null; 196 m_tcp = null;
197 m_writer = null; 197 m_writer = null;
198 m_reader = null; 198 m_reader = null;
199 199
200 // Setup IRC session parameters 200 // Setup IRC session parameters
201 201
202 m_server = cs.Server; 202 m_server = cs.Server;
203 m_password = cs.Password; 203 m_password = cs.Password;
204 m_baseNick = cs.BaseNickname; 204 m_baseNick = cs.BaseNickname;
205 m_randomizeNick = cs.RandomizeNickname; 205 m_randomizeNick = cs.RandomizeNickname;
206 m_ircChannel = cs.IrcChannel; 206 m_ircChannel = cs.IrcChannel;
207 m_port = cs.Port; 207 m_port = cs.Port;
208 m_user = cs.User; 208 m_user = cs.User;
209 209
210 if (m_watchdog == null) 210 if (m_watchdog == null)
211 { 211 {
212 // Non-differentiating 212 // Non-differentiating
213 213
214 ICCD_PERIOD = cs.ConnectDelay; 214 ICCD_PERIOD = cs.ConnectDelay;
215 PING_PERIOD = cs.PingDelay; 215 PING_PERIOD = cs.PingDelay;
216 216
217 // Smaller values are not reasonable 217 // Smaller values are not reasonable
218 218
@@ -235,7 +235,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
235 235
236 if (m_randomizeNick) 236 if (m_randomizeNick)
237 m_nick = m_baseNick + Util.RandomClass.Next(1, 99); 237 m_nick = m_baseNick + Util.RandomClass.Next(1, 99);
238 else 238 else
239 m_nick = m_baseNick; 239 m_nick = m_baseNick;
240 240
241 m_log.InfoFormat("[IRC-Connector-{0}]: Initialization complete", idn); 241 m_log.InfoFormat("[IRC-Connector-{0}]: Initialization complete", idn);
@@ -295,18 +295,22 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
295 m_nick, m_ircChannel, m_server)); 295 m_nick, m_ircChannel, m_server));
296 m_writer.Flush(); 296 m_writer.Flush();
297 } 297 }
298 catch (Exception) {} 298 catch (Exception) { }
299 299
300 300
301 m_connected = false; 301 m_connected = false;
302 302
303 try { m_writer.Close(); } catch (Exception) {} 303 try { m_writer.Close(); }
304 try { m_reader.Close(); } catch (Exception) {} 304 catch (Exception) { }
305 try { m_stream.Close(); } catch (Exception) {} 305 try { m_reader.Close(); }
306 try { m_tcp.Close(); } catch (Exception) {} 306 catch (Exception) { }
307 try { m_stream.Close(); }
308 catch (Exception) { }
309 try { m_tcp.Close(); }
310 catch (Exception) { }
307 311
308 } 312 }
309 313
310 lock (m_connectors) 314 lock (m_connectors)
311 m_connectors.Remove(this); 315 m_connectors.Remove(this);
312 316
@@ -347,15 +351,15 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
347 if (m_connected) return; 351 if (m_connected) return;
348 352
349 m_connected = true; 353 m_connected = true;
350 m_pending = true; 354 m_pending = true;
351 m_timeout = L_TIMEOUT; 355 m_timeout = L_TIMEOUT;
352 356
353 m_tcp = new TcpClient(m_server, (int)m_port); 357 m_tcp = new TcpClient(m_server, (int)m_port);
354 m_stream = m_tcp.GetStream(); 358 m_stream = m_tcp.GetStream();
355 m_reader = new StreamReader(m_stream); 359 m_reader = new StreamReader(m_stream);
356 m_writer = new StreamWriter(m_stream); 360 m_writer = new StreamWriter(m_stream);
357 361
358 m_log.InfoFormat("[IRC-Connector-{0}]: Connected to {1}:{2}", idn, m_server, m_port); 362 m_log.InfoFormat("[IRC-Connector-{0}]: Connected to {1}:{2}", idn, m_server, m_port);
359 363
360 m_listener = new Thread(new ThreadStart(ListenerRun)); 364 m_listener = new Thread(new ThreadStart(ListenerRun));
361 m_listener.Name = "IRCConnectorListenerThread"; 365 m_listener.Name = "IRCConnectorListenerThread";
@@ -418,12 +422,15 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
418 // the socket and it will disappear of its own accord, once this 422 // the socket and it will disappear of its own accord, once this
419 // processing is completed. 423 // processing is completed.
420 424
421 try { m_writer.Close(); } catch (Exception) {} 425 try { m_writer.Close(); }
422 try { m_reader.Close(); } catch (Exception) {} 426 catch (Exception) { }
423 try { m_tcp.Close(); } catch (Exception) {} 427 try { m_reader.Close(); }
428 catch (Exception) { }
429 try { m_tcp.Close(); }
430 catch (Exception) { }
424 431
425 m_connected = false; 432 m_connected = false;
426 m_pending = false; 433 m_pending = false;
427 m_resetk++; 434 m_resetk++;
428 435
429 } 436 }
@@ -495,7 +502,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
495 { 502 {
496 503
497 string inputLine; 504 string inputLine;
498 int resetk = m_resetk; 505 int resetk = m_resetk;
499 506
500 try 507 try
501 { 508 {
@@ -555,7 +562,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
555 Reconnect(); 562 Reconnect();
556 } 563 }
557 564
558 private Regex RE = new Regex(@":(?<nick>[\w-]*)!(?<user>\S*) PRIVMSG (?<channel>\S+) :(?<msg>.*)", 565 private Regex RE = new Regex(@":(?<nick>[\w-]*)!(?<user>\S*) PRIVMSG (?<channel>\S+) :(?<msg>.*)",
559 RegexOptions.Multiline); 566 RegexOptions.Multiline);
560 567
561 private Dictionary<string, string> ExtractMsg(string input) 568 private Dictionary<string, string> ExtractMsg(string input)
@@ -617,8 +624,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
617 string[] commArgs; 624 string[] commArgs;
618 string c_server = m_server; 625 string c_server = m_server;
619 626
620 string pfx = String.Empty; 627 string pfx = String.Empty;
621 string cmd = String.Empty; 628 string cmd = String.Empty;
622 string parms = String.Empty; 629 string parms = String.Empty;
623 630
624 // ":" indicates that a prefix is present 631 // ":" indicates that a prefix is present
@@ -627,15 +634,15 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
627 // ":" indicates that the remainder of the 634 // ":" indicates that the remainder of the
628 // line is a single parameter value. 635 // line is a single parameter value.
629 636
630 commArgs = command.Split(CS_SPACE,2); 637 commArgs = command.Split(CS_SPACE, 2);
631 638
632 if (commArgs[0].StartsWith(":")) 639 if (commArgs[0].StartsWith(":"))
633 { 640 {
634 pfx = commArgs[0].Substring(1); 641 pfx = commArgs[0].Substring(1);
635 commArgs = commArgs[1].Split(CS_SPACE,2); 642 commArgs = commArgs[1].Split(CS_SPACE, 2);
636 } 643 }
637 644
638 cmd = commArgs[0]; 645 cmd = commArgs[0];
639 parms = commArgs[1]; 646 parms = commArgs[1];
640 647
641 // m_log.DebugFormat("[IRC-Connector-{0}] prefix = <{1}> cmd = <{2}>", idn, pfx, cmd); 648 // m_log.DebugFormat("[IRC-Connector-{0}] prefix = <{1}> cmd = <{2}>", idn, pfx, cmd);
@@ -646,44 +653,44 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
646 // Messages 001-004 are always sent 653 // Messages 001-004 are always sent
647 // following signon. 654 // following signon.
648 655
649 case "001" : // Welcome ... 656 case "001": // Welcome ...
650 case "002" : // Server information 657 case "002": // Server information
651 case "003" : // Welcome ... 658 case "003": // Welcome ...
652 break; 659 break;
653 case "004" : // Server information 660 case "004": // Server information
654 m_log.DebugFormat("[IRC-Connector-{0}] [{1}] parms = <{2}>", idn, cmd, parms); 661 m_log.DebugFormat("[IRC-Connector-{0}] [{1}] parms = <{2}>", idn, cmd, parms);
655 commArgs = parms.Split(CS_SPACE); 662 commArgs = parms.Split(CS_SPACE);
656 c_server = commArgs[1]; 663 c_server = commArgs[1];
657 m_server = c_server; 664 m_server = c_server;
658 version = commArgs[2]; 665 version = commArgs[2];
659 usermod = commArgs[3]; 666 usermod = commArgs[3];
660 chanmod = commArgs[4]; 667 chanmod = commArgs[4];
661 break; 668 break;
662 case "005" : // Server information 669 case "005": // Server information
663 break; 670 break;
664 case "042" : 671 case "042":
665 case "250" : 672 case "250":
666 case "251" : 673 case "251":
667 case "252" : 674 case "252":
668 case "254" : 675 case "254":
669 case "255" : 676 case "255":
670 case "265" : 677 case "265":
671 case "266" : 678 case "266":
672 case "332" : // Subject 679 case "332": // Subject
673 case "333" : // Subject owner (?) 680 case "333": // Subject owner (?)
674 case "353" : // Name list 681 case "353": // Name list
675 case "366" : // End-of-Name list marker 682 case "366": // End-of-Name list marker
676 case "372" : // MOTD body 683 case "372": // MOTD body
677 case "375" : // MOTD start 684 case "375": // MOTD start
678 // m_log.InfoFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE,2)[1]); 685 // m_log.InfoFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE,2)[1]);
679 break; 686 break;
680 case "376" : // MOTD end 687 case "376": // MOTD end
681 // m_log.InfoFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE,2)[1]); 688 // m_log.InfoFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE,2)[1]);
682 motd = true; 689 motd = true;
683 break; 690 break;
684 case "451" : // Not registered 691 case "451": // Not registered
685 break; 692 break;
686 case "433" : // Nickname in use 693 case "433": // Nickname in use
687 // Gen a new name 694 // Gen a new name
688 m_nick = m_baseNick + Util.RandomClass.Next(1, 99); 695 m_nick = m_baseNick + Util.RandomClass.Next(1, 99);
689 m_log.ErrorFormat("[IRC-Connector-{0}]: [{1}] IRC SERVER reports NicknameInUse, trying {2}", idn, cmd, m_nick); 696 m_log.ErrorFormat("[IRC-Connector-{0}]: [{1}] IRC SERVER reports NicknameInUse, trying {2}", idn, cmd, m_nick);
@@ -695,29 +702,29 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
695 m_writer.WriteLine(String.Format("JOIN {0}", m_ircChannel)); 702 m_writer.WriteLine(String.Format("JOIN {0}", m_ircChannel));
696 m_writer.Flush(); 703 m_writer.Flush();
697 break; 704 break;
698 case "479" : // Bad channel name, etc. This will never work, so disable the connection 705 case "479": // Bad channel name, etc. This will never work, so disable the connection
699 m_log.ErrorFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE,2)[1]); 706 m_log.ErrorFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE, 2)[1]);
700 m_log.ErrorFormat("[IRC-Connector-{0}] [{1}] Connector disabled", idn, cmd); 707 m_log.ErrorFormat("[IRC-Connector-{0}] [{1}] Connector disabled", idn, cmd);
701 m_enabled = false; 708 m_enabled = false;
702 m_connected = false; 709 m_connected = false;
703 m_pending = false; 710 m_pending = false;
704 break; 711 break;
705 case "NOTICE" : 712 case "NOTICE":
706 // m_log.WarnFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE,2)[1]); 713 // m_log.WarnFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE,2)[1]);
707 break; 714 break;
708 case "ERROR" : 715 case "ERROR":
709 m_log.ErrorFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE,2)[1]); 716 m_log.ErrorFormat("[IRC-Connector-{0}] [{1}] {2}", idn, cmd, parms.Split(CS_SPACE, 2)[1]);
710 if (parms.Contains("reconnect too fast")) 717 if (parms.Contains("reconnect too fast"))
711 ICCD_PERIOD++; 718 ICCD_PERIOD++;
712 m_pending = false; 719 m_pending = false;
713 Reconnect(); 720 Reconnect();
714 break; 721 break;
715 case "PING" : 722 case "PING":
716 m_log.DebugFormat("[IRC-Connector-{0}] [{1}] parms = <{2}>", idn, cmd, parms); 723 m_log.DebugFormat("[IRC-Connector-{0}] [{1}] parms = <{2}>", idn, cmd, parms);
717 m_writer.WriteLine(String.Format("PONG {0}", parms)); 724 m_writer.WriteLine(String.Format("PONG {0}", parms));
718 m_writer.Flush(); 725 m_writer.Flush();
719 break; 726 break;
720 case "PONG" : 727 case "PONG":
721 break; 728 break;
722 case "JOIN": 729 case "JOIN":
723 if (m_pending) 730 if (m_pending)
@@ -748,19 +755,19 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
748 m_log.DebugFormat("[IRC-Connector-{0}] [{1}] parms = <{2}>", idn, cmd, parms); 755 m_log.DebugFormat("[IRC-Connector-{0}] [{1}] parms = <{2}>", idn, cmd, parms);
749 eventIrcQuit(pfx, cmd, parms); 756 eventIrcQuit(pfx, cmd, parms);
750 break; 757 break;
751 default : 758 default:
752 m_log.DebugFormat("[IRC-Connector-{0}] Command '{1}' ignored, parms = {2}", idn, cmd, parms); 759 m_log.DebugFormat("[IRC-Connector-{0}] Command '{1}' ignored, parms = {2}", idn, cmd, parms);
753 break; 760 break;
754 } 761 }
755 762
756 // m_log.DebugFormat("[IRC-Connector-{0}] prefix = <{1}> cmd = <{2}> complete", idn, pfx, cmd); 763 // m_log.DebugFormat("[IRC-Connector-{0}] prefix = <{1}> cmd = <{2}> complete", idn, pfx, cmd);
757 764
758 } 765 }
759 766
760 public void eventIrcJoin(string prefix, string command, string parms) 767 public void eventIrcJoin(string prefix, string command, string parms)
761 { 768 {
762 string[] args = parms.Split(CS_SPACE,2); 769 string[] args = parms.Split(CS_SPACE, 2);
763 string IrcUser = prefix.Split('!')[0]; 770 string IrcUser = prefix.Split('!')[0];
764 string IrcChannel = args[0]; 771 string IrcChannel = args[0];
765 772
766 if (IrcChannel.StartsWith(":")) 773 if (IrcChannel.StartsWith(":"))
@@ -772,8 +779,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
772 779
773 public void eventIrcPart(string prefix, string command, string parms) 780 public void eventIrcPart(string prefix, string command, string parms)
774 { 781 {
775 string[] args = parms.Split(CS_SPACE,2); 782 string[] args = parms.Split(CS_SPACE, 2);
776 string IrcUser = prefix.Split('!')[0]; 783 string IrcUser = prefix.Split('!')[0];
777 string IrcChannel = args[0]; 784 string IrcChannel = args[0];
778 785
779 m_log.DebugFormat("[IRC-Connector-{0}] Event: IRCPart {1}:{2}", idn, m_server, m_ircChannel); 786 m_log.DebugFormat("[IRC-Connector-{0}] Event: IRCPart {1}:{2}", idn, m_server, m_ircChannel);
@@ -782,7 +789,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
782 789
783 public void eventIrcMode(string prefix, string command, string parms) 790 public void eventIrcMode(string prefix, string command, string parms)
784 { 791 {
785 string[] args = parms.Split(CS_SPACE,2); 792 string[] args = parms.Split(CS_SPACE, 2);
786 string UserMode = args[1]; 793 string UserMode = args[1];
787 794
788 m_log.DebugFormat("[IRC-Connector-{0}] Event: IRCMode {1}:{2}", idn, m_server, m_ircChannel); 795 m_log.DebugFormat("[IRC-Connector-{0}] Event: IRCMode {1}:{2}", idn, m_server, m_ircChannel);
@@ -794,7 +801,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
794 801
795 public void eventIrcNickChange(string prefix, string command, string parms) 802 public void eventIrcNickChange(string prefix, string command, string parms)
796 { 803 {
797 string[] args = parms.Split(CS_SPACE,2); 804 string[] args = parms.Split(CS_SPACE, 2);
798 string UserOldNick = prefix.Split('!')[0]; 805 string UserOldNick = prefix.Split('!')[0];
799 string UserNewNick = args[0].Remove(0, 1); 806 string UserNewNick = args[0].Remove(0, 1);
800 807
@@ -804,11 +811,11 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
804 811
805 public void eventIrcKick(string prefix, string command, string parms) 812 public void eventIrcKick(string prefix, string command, string parms)
806 { 813 {
807 string[] args = parms.Split(CS_SPACE,3); 814 string[] args = parms.Split(CS_SPACE, 3);
808 string UserKicker = prefix.Split('!')[0]; 815 string UserKicker = prefix.Split('!')[0];
809 string IrcChannel = args[0]; 816 string IrcChannel = args[0];
810 string UserKicked = args[1]; 817 string UserKicked = args[1];
811 string KickMessage = args[2]; 818 string KickMessage = args[2];
812 819
813 m_log.DebugFormat("[IRC-Connector-{0}] Event: IRCKick {1}:{2}", idn, m_server, m_ircChannel); 820 m_log.DebugFormat("[IRC-Connector-{0}] Event: IRCKick {1}:{2}", idn, m_server, m_ircChannel);
814 BroadcastSim(UserKicker, "/me kicks kicks {0} off {1} saying \"{2}\"", UserKicked, IrcChannel, KickMessage); 821 BroadcastSim(UserKicker, "/me kicks kicks {0} off {1} saying \"{2}\"", UserKicked, IrcChannel, KickMessage);
@@ -822,7 +829,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
822 829
823 public void eventIrcQuit(string prefix, string command, string parms) 830 public void eventIrcQuit(string prefix, string command, string parms)
824 { 831 {
825 string IrcUser = prefix.Split('!')[0]; 832 string IrcUser = prefix.Split('!')[0];
826 string QuitMessage = parms; 833 string QuitMessage = parms;
827 834
828 m_log.DebugFormat("[IRC-Connector-{0}] Event: IRCQuit {1}:{2}", idn, m_server, m_ircChannel); 835 m_log.DebugFormat("[IRC-Connector-{0}] Event: IRCQuit {1}:{2}", idn, m_server, m_ircChannel);
@@ -842,65 +849,65 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
842 849
843 // m_log.InfoFormat("[IRC-Watchdog] Status scan, pdk = {0}, icc = {1}", _pdk_, _icc_); 850 // m_log.InfoFormat("[IRC-Watchdog] Status scan, pdk = {0}, icc = {1}", _pdk_, _icc_);
844 851
845 _pdk_ = (_pdk_+1)%PING_PERIOD; // cycle the ping trigger 852 _pdk_ = (_pdk_ + 1) % PING_PERIOD; // cycle the ping trigger
846 _icc_++; // increment the inter-consecutive-connect-delay counter 853 _icc_++; // increment the inter-consecutive-connect-delay counter
847 854
848 lock (m_connectors) 855 lock (m_connectors)
849 foreach (IRCConnector connector in m_connectors) 856 foreach (IRCConnector connector in m_connectors)
850 { 857 {
851 858
852 // m_log.InfoFormat("[IRC-Watchdog] Scanning {0}", connector); 859 // m_log.InfoFormat("[IRC-Watchdog] Scanning {0}", connector);
853 860
854 if (connector.Enabled) 861 if (connector.Enabled)
855 {
856 if (!connector.Connected)
857 { 862 {
858 try 863 if (!connector.Connected)
859 { 864 {
860 // m_log.DebugFormat("[IRC-Watchdog] Connecting {1}:{2}", connector.idn, connector.m_server, connector.m_ircChannel); 865 try
861 connector.Connect(); 866 {
867 // m_log.DebugFormat("[IRC-Watchdog] Connecting {1}:{2}", connector.idn, connector.m_server, connector.m_ircChannel);
868 connector.Connect();
869 }
870 catch (Exception e)
871 {
872 m_log.ErrorFormat("[IRC-Watchdog] Exception on connector {0}: {1} ", connector.idn, e.Message);
873 }
862 } 874 }
863 catch (Exception e) 875 else
864 { 876 {
865 m_log.ErrorFormat("[IRC-Watchdog] Exception on connector {0}: {1} ", connector.idn, e.Message);
866 }
867 }
868 else
869 {
870 877
871 if (connector.m_pending) 878 if (connector.m_pending)
872 {
873 if (connector.m_timeout == 0)
874 { 879 {
875 m_log.ErrorFormat("[IRC-Watchdog] Login timed-out for connector {0}, reconnecting", connector.idn); 880 if (connector.m_timeout == 0)
876 connector.Reconnect(); 881 {
882 m_log.ErrorFormat("[IRC-Watchdog] Login timed-out for connector {0}, reconnecting", connector.idn);
883 connector.Reconnect();
884 }
885 else
886 connector.m_timeout--;
877 } 887 }
878 else
879 connector.m_timeout--;
880 }
881 888
882 // Being marked connected is not enough to ping. Socket establishment can sometimes take a long 889 // Being marked connected is not enough to ping. Socket establishment can sometimes take a long
883 // time, in which case the watch dog might try to ping the server before the socket has been 890 // time, in which case the watch dog might try to ping the server before the socket has been
884 // set up, with nasty side-effects. 891 // set up, with nasty side-effects.
885 892
886 else if (_pdk_ == 0) 893 else if (_pdk_ == 0)
887 {
888 try
889 {
890 connector.m_writer.WriteLine(String.Format("PING :{0}", connector.m_server));
891 connector.m_writer.Flush();
892 }
893 catch (Exception e)
894 { 894 {
895 m_log.ErrorFormat("[IRC-PingRun] Exception on connector {0}: {1} ", connector.idn, e.Message); 895 try
896 m_log.Debug(e); 896 {
897 connector.Reconnect(); 897 connector.m_writer.WriteLine(String.Format("PING :{0}", connector.m_server));
898 connector.m_writer.Flush();
899 }
900 catch (Exception e)
901 {
902 m_log.ErrorFormat("[IRC-PingRun] Exception on connector {0}: {1} ", connector.idn, e.Message);
903 m_log.Debug(e);
904 connector.Reconnect();
905 }
898 } 906 }
899 }
900 907
908 }
901 } 909 }
902 } 910 }
903 }
904 911
905 // m_log.InfoFormat("[IRC-Watchdog] Status scan completed"); 912 // m_log.InfoFormat("[IRC-Watchdog] Status scan completed");
906 913
diff --git a/OpenSim/Region/OptionalModules/Avatar/Chat/RegionState.cs b/OpenSim/Region/OptionalModules/Avatar/Chat/RegionState.cs
index 53b103e..d4fe5e0 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Chat/RegionState.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Chat/RegionState.cs
@@ -41,49 +41,71 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
41 41
42 internal class RegionState 42 internal class RegionState
43 { 43 {
44
45 private static readonly ILog m_log = 44 private static readonly ILog m_log =
46 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 45 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 46
48 private static readonly OpenMetaverse.Vector3 CenterOfRegion = new OpenMetaverse.Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 20); 47 private static readonly OpenMetaverse.Vector3 CenterOfRegion = new OpenMetaverse.Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 20);
49 private const int DEBUG_CHANNEL = 2147483647; 48 private const int DEBUG_CHANNEL = 2147483647;
50 49
51 private static int _idk_ = 0; 50 private static int _idk_ = 0;
52 51
53 // Runtime variables; these values are assigned when the 52 // Runtime variables; these values are assigned when the
54 // IrcState is created and remain constant thereafter. 53 // IrcState is created and remain constant thereafter.
55 54
56 internal string Region = String.Empty; 55 internal string Region = String.Empty;
57 internal string Host = String.Empty; 56 internal string Host = String.Empty;
58 internal string LocX = String.Empty; 57 internal string LocX = String.Empty;
59 internal string LocY = String.Empty; 58 internal string LocY = String.Empty;
60 internal string IDK = String.Empty; 59 internal string IDK = String.Empty;
61 60
62 // System values - used only be the IRC classes themselves 61 // System values - used only be the IRC classes themselves
63 62
64 internal ChannelState cs = null; // associated IRC configuration 63 internal ChannelState cs = null; // associated IRC configuration
65 internal Scene scene = null; // associated scene 64 internal Scene scene = null; // associated scene
66 internal IConfig config = null; // configuration file reference 65 internal IConfig config = null; // configuration file reference
67 internal bool enabled = true; 66 internal bool enabled = true;
68 67
68 //AgentAlert
69 internal bool showAlert = false;
70 internal string alertMessage = String.Empty;
71 internal IDialogModule dialogModule = null;
72
69 // This list is used to keep track of who is here, and by 73 // This list is used to keep track of who is here, and by
70 // implication, who is not. 74 // implication, who is not.
71 75
72 internal List<IClientAPI> clients = new List<IClientAPI>(); 76 internal List<IClientAPI> clients = new List<IClientAPI>();
73 77
74 // Setup runtime variable values 78 // Setup runtime variable values
75 79
76 public RegionState(Scene p_scene, IConfig p_config) 80 public RegionState(Scene p_scene, IConfig p_config)
77 { 81 {
78 82 scene = p_scene;
79 scene = p_scene;
80 config = p_config; 83 config = p_config;
81 84
82 Region = scene.RegionInfo.RegionName; 85 Region = scene.RegionInfo.RegionName;
83 Host = scene.RegionInfo.ExternalHostName; 86 Host = scene.RegionInfo.ExternalHostName;
84 LocX = Convert.ToString(scene.RegionInfo.RegionLocX); 87 LocX = Convert.ToString(scene.RegionInfo.RegionLocX);
85 LocY = Convert.ToString(scene.RegionInfo.RegionLocY); 88 LocY = Convert.ToString(scene.RegionInfo.RegionLocY);
86 IDK = Convert.ToString(_idk_++); 89 IDK = Convert.ToString(_idk_++);
90
91 showAlert = config.GetBoolean("alert_show", false);
92 string alertServerInfo = String.Empty;
93
94 if (showAlert)
95 {
96 bool showAlertServerInfo = config.GetBoolean("alert_show_serverinfo", true);
97
98 if (showAlertServerInfo)
99 alertServerInfo = String.Format("\nServer: {0}\nPort: {1}\nChannel: {2}\n\n",
100 config.GetString("server", ""), config.GetString("port", ""), config.GetString("channel", ""));
101
102 string alertPreMessage = config.GetString("alert_msg_pre", "This region is linked to Irc.");
103 string alertPostMessage = config.GetString("alert_msg_post", "Everything you say in public chat can be listened.");
104
105 alertMessage = String.Format("{0}\n{1}{2}", alertPreMessage, alertServerInfo, alertPostMessage);
106
107 dialogModule = scene.RequestModuleInterface<IDialogModule>();
108 }
87 109
88 // OpenChannel conditionally establishes a connection to the 110 // OpenChannel conditionally establishes a connection to the
89 // IRC server. The request will either succeed, or it will 111 // IRC server. The request will either succeed, or it will
@@ -93,9 +115,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
93 115
94 // Connect channel to world events 116 // Connect channel to world events
95 117
96 scene.EventManager.OnChatFromWorld += OnSimChat; 118 scene.EventManager.OnChatFromWorld += OnSimChat;
97 scene.EventManager.OnChatFromClient += OnSimChat; 119 scene.EventManager.OnChatFromClient += OnSimChat;
98 scene.EventManager.OnMakeRootAgent += OnMakeRootAgent; 120 scene.EventManager.OnMakeRootAgent += OnMakeRootAgent;
99 scene.EventManager.OnMakeChildAgent += OnMakeChildAgent; 121 scene.EventManager.OnMakeChildAgent += OnMakeChildAgent;
100 122
101 m_log.InfoFormat("[IRC-Region {0}] Initialization complete", Region); 123 m_log.InfoFormat("[IRC-Region {0}] Initialization complete", Region);
@@ -106,8 +128,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
106 128
107 ~RegionState() 129 ~RegionState()
108 { 130 {
109 if (cs != null) 131 if (cs != null)
110 cs.RemoveRegion(this); 132 cs.RemoveRegion(this);
111 } 133 }
112 134
113 // Called by PostInitialize after all regions have been created 135 // Called by PostInitialize after all regions have been created
@@ -138,7 +160,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
138 { 160 {
139 if (clients.Contains(client)) 161 if (clients.Contains(client))
140 { 162 {
141 if (enabled && (cs.irc.Enabled) && (cs.irc.Connected) && (cs.ClientReporting)) 163 if (enabled && (cs.irc.Enabled) && (cs.irc.Connected) && (cs.ClientReporting))
142 { 164 {
143 m_log.InfoFormat("[IRC-Region {0}]: {1} has left", Region, client.Name); 165 m_log.InfoFormat("[IRC-Region {0}]: {1} has left", Region, client.Name);
144 //Check if this person is excluded from IRC 166 //Check if this person is excluded from IRC
@@ -147,7 +169,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
147 cs.irc.PrivMsg(cs.NoticeMessageFormat, cs.irc.Nick, Region, String.Format("{0} has left", client.Name)); 169 cs.irc.PrivMsg(cs.NoticeMessageFormat, cs.irc.Nick, Region, String.Format("{0} has left", client.Name));
148 } 170 }
149 } 171 }
150 client.OnLogout -= OnClientLoggedOut; 172 client.OnLogout -= OnClientLoggedOut;
151 client.OnConnectionClosed -= OnClientLoggedOut; 173 client.OnConnectionClosed -= OnClientLoggedOut;
152 clients.Remove(client); 174 clients.Remove(client);
153 } 175 }
@@ -171,13 +193,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
171 { 193 {
172 if (clients.Contains(client)) 194 if (clients.Contains(client))
173 { 195 {
174 if (enabled && (cs.irc.Enabled) && (cs.irc.Connected) && (cs.ClientReporting)) 196 if (enabled && (cs.irc.Enabled) && (cs.irc.Connected) && (cs.ClientReporting))
175 { 197 {
176 string clientName = String.Format("{0} {1}", presence.Firstname, presence.Lastname); 198 string clientName = String.Format("{0} {1}", presence.Firstname, presence.Lastname);
177 m_log.DebugFormat("[IRC-Region {0}] {1} has left", Region, clientName); 199 m_log.DebugFormat("[IRC-Region {0}] {1} has left", Region, clientName);
178 cs.irc.PrivMsg(cs.NoticeMessageFormat, cs.irc.Nick, Region, String.Format("{0} has left", clientName)); 200 cs.irc.PrivMsg(cs.NoticeMessageFormat, cs.irc.Nick, Region, String.Format("{0} has left", clientName));
179 } 201 }
180 client.OnLogout -= OnClientLoggedOut; 202 client.OnLogout -= OnClientLoggedOut;
181 client.OnConnectionClosed -= OnClientLoggedOut; 203 client.OnConnectionClosed -= OnClientLoggedOut;
182 clients.Remove(client); 204 clients.Remove(client);
183 } 205 }
@@ -195,14 +217,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
195 217
196 private void OnMakeRootAgent(ScenePresence presence) 218 private void OnMakeRootAgent(ScenePresence presence)
197 { 219 {
198
199 IClientAPI client = presence.ControllingClient; 220 IClientAPI client = presence.ControllingClient;
200 221
201 try 222 try
202 { 223 {
203 if (!clients.Contains(client)) 224 if (!clients.Contains(client))
204 { 225 {
205 client.OnLogout += OnClientLoggedOut; 226 client.OnLogout += OnClientLoggedOut;
206 client.OnConnectionClosed += OnClientLoggedOut; 227 client.OnConnectionClosed += OnClientLoggedOut;
207 clients.Add(client); 228 clients.Add(client);
208 if (enabled && (cs.irc.Enabled) && (cs.irc.Connected) && (cs.ClientReporting)) 229 if (enabled && (cs.irc.Enabled) && (cs.irc.Connected) && (cs.ClientReporting))
@@ -216,17 +237,18 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
216 } 237 }
217 } 238 }
218 } 239 }
240
241 if (dialogModule != null && showAlert)
242 dialogModule.SendAlertToUser(client, alertMessage, true);
219 } 243 }
220 catch (Exception ex) 244 catch (Exception ex)
221 { 245 {
222 m_log.ErrorFormat("[IRC-Region {0}]: MakeRootAgent exception: {1}", Region, ex.Message); 246 m_log.ErrorFormat("[IRC-Region {0}]: MakeRootAgent exception: {1}", Region, ex.Message);
223 m_log.Debug(ex); 247 m_log.Debug(ex);
224 } 248 }
225
226 } 249 }
227 250
228 // This handler detects chat events int he virtual world. 251 // This handler detects chat events int he virtual world.
229
230 public void OnSimChat(Object sender, OSChatMessage msg) 252 public void OnSimChat(Object sender, OSChatMessage msg)
231 { 253 {
232 254
@@ -317,14 +339,14 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
317 // that evident. 339 // that evident.
318 340
319 default: 341 default:
320 m_log.DebugFormat("[IRC-Region {0}] Forwarding unrecognized command to IRC : {1}", 342 m_log.DebugFormat("[IRC-Region {0}] Forwarding unrecognized command to IRC : {1}",
321 Region, msg.Message); 343 Region, msg.Message);
322 cs.irc.Send(msg.Message); 344 cs.irc.Send(msg.Message);
323 break; 345 break;
324 } 346 }
325 } 347 }
326 catch (Exception ex) 348 catch (Exception ex)
327 { 349 {
328 m_log.WarnFormat("[IRC-Region {0}] error processing in-world command channel input: {1}", 350 m_log.WarnFormat("[IRC-Region {0}] error processing in-world command channel input: {1}",
329 Region, ex.Message); 351 Region, ex.Message);
330 m_log.Debug(ex); 352 m_log.Debug(ex);
@@ -366,7 +388,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
366 388
367 m_log.DebugFormat("[IRC-Region {0}] heard on channel {1} : {2}", Region, msg.Channel, msg.Message); 389 m_log.DebugFormat("[IRC-Region {0}] heard on channel {1} : {2}", Region, msg.Channel, msg.Message);
368 390
369 if (null != avatar && cs.RelayChat && (msg.Channel == 0 || msg.Channel == DEBUG_CHANNEL)) 391 if (null != avatar && cs.RelayChat && (msg.Channel == 0 || msg.Channel == DEBUG_CHANNEL))
370 { 392 {
371 string txt = msg.Message; 393 string txt = msg.Message;
372 if (txt.StartsWith("/me ")) 394 if (txt.StartsWith("/me "))
@@ -376,13 +398,13 @@ namespace OpenSim.Region.OptionalModules.Avatar.Chat
376 return; 398 return;
377 } 399 }
378 400
379 if (null == avatar && cs.RelayPrivateChannels && null != cs.AccessPassword && 401 if (null == avatar && cs.RelayPrivateChannels && null != cs.AccessPassword &&
380 msg.Channel == cs.RelayChannelOut) 402 msg.Channel == cs.RelayChannelOut)
381 { 403 {
382 Match m = cs.AccessPasswordRegex.Match(msg.Message); 404 Match m = cs.AccessPasswordRegex.Match(msg.Message);
383 if (null != m) 405 if (null != m)
384 { 406 {
385 m_log.DebugFormat("[IRC] relaying message from {0}: {1}", m.Groups["avatar"].ToString(), 407 m_log.DebugFormat("[IRC] relaying message from {0}: {1}", m.Groups["avatar"].ToString(),
386 m.Groups["message"].ToString()); 408 m.Groups["message"].ToString());
387 cs.irc.PrivMsg(cs.PrivateMessageFormat, m.Groups["avatar"].ToString(), 409 cs.irc.PrivMsg(cs.PrivateMessageFormat, m.Groups["avatar"].ToString(),
388 scene.RegionInfo.RegionName, m.Groups["message"].ToString()); 410 scene.RegionInfo.RegionName, m.Groups["message"].ToString());
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index f292a75..0cec959 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -551,13 +551,20 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
551 reqStream.Close(); 551 reqStream.Close();
552 } 552 }
553 553
554 HttpWebResponse fwdrsp = (HttpWebResponse)forwardreq.GetResponse(); 554 using (HttpWebResponse fwdrsp = (HttpWebResponse)forwardreq.GetResponse())
555 Encoding encoding = Util.UTF8; 555 {
556 StreamReader fwdresponsestream = new StreamReader(fwdrsp.GetResponseStream(), encoding); 556 Encoding encoding = Util.UTF8;
557 fwdresponsestr = fwdresponsestream.ReadToEnd(); 557
558 fwdresponsecontenttype = fwdrsp.ContentType; 558 using (Stream s = fwdrsp.GetResponseStream())
559 fwdresponsecode = (int)fwdrsp.StatusCode; 559 {
560 fwdresponsestream.Close(); 560 using (StreamReader fwdresponsestream = new StreamReader(s))
561 {
562 fwdresponsestr = fwdresponsestream.ReadToEnd();
563 fwdresponsecontenttype = fwdrsp.ContentType;
564 fwdresponsecode = (int)fwdrsp.StatusCode;
565 }
566 }
567 }
561 568
562 response["content_type"] = fwdresponsecontenttype; 569 response["content_type"] = fwdresponsecontenttype;
563 response["str_response_string"] = fwdresponsestr; 570 response["str_response_string"] = fwdresponsestr;
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index 7da1de6..e756c70 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -1123,18 +1123,16 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1123 // Otherwise prepare the request 1123 // Otherwise prepare the request
1124// m_log.DebugFormat("[VivoxVoice] Sending request <{0}>", requrl); 1124// m_log.DebugFormat("[VivoxVoice] Sending request <{0}>", requrl);
1125 1125
1126 HttpWebRequest req = (HttpWebRequest)WebRequest.Create(requrl); 1126 HttpWebRequest req = (HttpWebRequest)WebRequest.Create(requrl);
1127 HttpWebResponse rsp = null;
1128 1127
1129 // We are sending just parameters, no content 1128 // We are sending just parameters, no content
1130 req.ContentLength = 0; 1129 req.ContentLength = 0;
1131 1130
1132 // Send request and retrieve the response 1131 // Send request and retrieve the response
1133 rsp = (HttpWebResponse)req.GetResponse(); 1132 using (HttpWebResponse rsp = (HttpWebResponse)req.GetResponse())
1134 1133 using (Stream s = rsp.GetResponseStream())
1135 XmlTextReader rdr = new XmlTextReader(rsp.GetResponseStream()); 1134 using (XmlTextReader rdr = new XmlTextReader(s))
1136 doc.Load(rdr); 1135 doc.Load(rdr);
1137 rdr.Close();
1138 } 1136 }
1139 catch (Exception e) 1137 catch (Exception e)
1140 { 1138 {
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index ae0ad02..d764936 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -126,7 +126,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
126 { 126 {
127 scene.RegisterModuleInterface<IGroupsModule>(this); 127 scene.RegisterModuleInterface<IGroupsModule>(this);
128 scene.AddCommand( 128 scene.AddCommand(
129 "debug", 129 "Debug",
130 this, 130 this,
131 "debug groups verbose", 131 "debug groups verbose",
132 "debug groups verbose <true|false>", 132 "debug groups verbose <true|false>",
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/IGroupsServicesConnector.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/IGroupsServicesConnector.cs
index 6d26075..6b5b40a 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/IGroupsServicesConnector.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/IGroupsServicesConnector.cs
@@ -36,7 +36,22 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
36 { 36 {
37 UUID CreateGroup(UUID RequestingAgentID, string name, string charter, bool showInList, UUID insigniaID, int membershipFee, bool openEnrollment, bool allowPublish, bool maturePublish, UUID founderID); 37 UUID CreateGroup(UUID RequestingAgentID, string name, string charter, bool showInList, UUID insigniaID, int membershipFee, bool openEnrollment, bool allowPublish, bool maturePublish, UUID founderID);
38 void UpdateGroup(UUID RequestingAgentID, UUID groupID, string charter, bool showInList, UUID insigniaID, int membershipFee, bool openEnrollment, bool allowPublish, bool maturePublish); 38 void UpdateGroup(UUID RequestingAgentID, UUID groupID, string charter, bool showInList, UUID insigniaID, int membershipFee, bool openEnrollment, bool allowPublish, bool maturePublish);
39
40 /// <summary>
41 /// Get the group record.
42 /// </summary>
43 /// <returns></returns>
44 /// <param name='RequestingAgentID'>The UUID of the user making the request.</param>
45 /// <param name='GroupID'>
46 /// The ID of the record to retrieve.
47 /// GroupName may be specified instead, in which case this parameter will be UUID.Zero
48 /// </param>
49 /// <param name='GroupName'>
50 /// The name of the group to retrieve.
51 /// GroupID may be specified instead, in which case this parmeter will be null.
52 /// </param>
39 GroupRecord GetGroupRecord(UUID RequestingAgentID, UUID GroupID, string GroupName); 53 GroupRecord GetGroupRecord(UUID RequestingAgentID, UUID GroupID, string GroupName);
54
40 List<DirGroupsReplyData> FindGroups(UUID RequestingAgentID, string search); 55 List<DirGroupsReplyData> FindGroups(UUID RequestingAgentID, string search);
41 List<GroupMembersData> GetGroupMembers(UUID RequestingAgentID, UUID GroupID); 56 List<GroupMembersData> GetGroupMembers(UUID RequestingAgentID, UUID GroupID);
42 57
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/Tests/GroupsModuleTests.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/Tests/GroupsModuleTests.cs
index ac638f1..c1bdacb 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/Tests/GroupsModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/Tests/GroupsModuleTests.cs
@@ -42,7 +42,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups.Tests
42 /// Basic groups module tests 42 /// Basic groups module tests
43 /// </summary> 43 /// </summary>
44 [TestFixture] 44 [TestFixture]
45 public class GroupsModuleTests 45 public class GroupsModuleTests : OpenSimTestCase
46 { 46 {
47 [Test] 47 [Test]
48 public void TestBasic() 48 public void TestBasic()
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/XmlRpcGroupsServicesConnectorModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/XmlRpcGroupsServicesConnectorModule.cs
index d0c3ea5..71b24ac 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/XmlRpcGroupsServicesConnectorModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/XmlRpcGroupsServicesConnectorModule.cs
@@ -54,13 +54,62 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
54 54
55 private bool m_debugEnabled = false; 55 private bool m_debugEnabled = false;
56 56
57 public const GroupPowers m_DefaultEveryonePowers = GroupPowers.AllowSetHome | 57 public const GroupPowers DefaultEveryonePowers
58 GroupPowers.Accountable | 58 = GroupPowers.AllowSetHome
59 GroupPowers.JoinChat | 59 | GroupPowers.Accountable
60 GroupPowers.AllowVoiceChat | 60 | GroupPowers.JoinChat
61 GroupPowers.ReceiveNotices | 61 | GroupPowers.AllowVoiceChat
62 GroupPowers.StartProposal | 62 | GroupPowers.ReceiveNotices
63 GroupPowers.VoteOnProposal; 63 | GroupPowers.StartProposal
64 | GroupPowers.VoteOnProposal;
65
66 // Would this be cleaner as (GroupPowers)ulong.MaxValue?
67 public const GroupPowers DefaultOwnerPowers
68 = GroupPowers.Accountable
69 | GroupPowers.AllowEditLand
70 | GroupPowers.AllowFly
71 | GroupPowers.AllowLandmark
72 | GroupPowers.AllowRez
73 | GroupPowers.AllowSetHome
74 | GroupPowers.AllowVoiceChat
75 | GroupPowers.AssignMember
76 | GroupPowers.AssignMemberLimited
77 | GroupPowers.ChangeActions
78 | GroupPowers.ChangeIdentity
79 | GroupPowers.ChangeMedia
80 | GroupPowers.ChangeOptions
81 | GroupPowers.CreateRole
82 | GroupPowers.DeedObject
83 | GroupPowers.DeleteRole
84 | GroupPowers.Eject
85 | GroupPowers.FindPlaces
86 | GroupPowers.Invite
87 | GroupPowers.JoinChat
88 | GroupPowers.LandChangeIdentity
89 | GroupPowers.LandDeed
90 | GroupPowers.LandDivideJoin
91 | GroupPowers.LandEdit
92 | GroupPowers.LandEjectAndFreeze
93 | GroupPowers.LandGardening
94 | GroupPowers.LandManageAllowed
95 | GroupPowers.LandManageBanned
96 | GroupPowers.LandManagePasses
97 | GroupPowers.LandOptions
98 | GroupPowers.LandRelease
99 | GroupPowers.LandSetSale
100 | GroupPowers.ModerateChat
101 | GroupPowers.ObjectManipulate
102 | GroupPowers.ObjectSetForSale
103 | GroupPowers.ReceiveNotices
104 | GroupPowers.RemoveMember
105 | GroupPowers.ReturnGroupOwned
106 | GroupPowers.ReturnGroupSet
107 | GroupPowers.ReturnNonGroup
108 | GroupPowers.RoleProperties
109 | GroupPowers.SendNotices
110 | GroupPowers.SetLandingPoint
111 | GroupPowers.StartProposal
112 | GroupPowers.VoteOnProposal;
64 113
65 private bool m_connectorEnabled = false; 114 private bool m_connectorEnabled = false;
66 115
@@ -219,59 +268,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
219 param["AllowPublish"] = allowPublish == true ? 1 : 0; 268 param["AllowPublish"] = allowPublish == true ? 1 : 0;
220 param["MaturePublish"] = maturePublish == true ? 1 : 0; 269 param["MaturePublish"] = maturePublish == true ? 1 : 0;
221 param["FounderID"] = founderID.ToString(); 270 param["FounderID"] = founderID.ToString();
222 param["EveryonePowers"] = ((ulong)m_DefaultEveryonePowers).ToString(); 271 param["EveryonePowers"] = ((ulong)DefaultEveryonePowers).ToString();
223 param["OwnerRoleID"] = OwnerRoleID.ToString(); 272 param["OwnerRoleID"] = OwnerRoleID.ToString();
224 273 param["OwnersPowers"] = ((ulong)DefaultOwnerPowers).ToString();
225 // Would this be cleaner as (GroupPowers)ulong.MaxValue;
226 GroupPowers OwnerPowers = GroupPowers.Accountable
227 | GroupPowers.AllowEditLand
228 | GroupPowers.AllowFly
229 | GroupPowers.AllowLandmark
230 | GroupPowers.AllowRez
231 | GroupPowers.AllowSetHome
232 | GroupPowers.AllowVoiceChat
233 | GroupPowers.AssignMember
234 | GroupPowers.AssignMemberLimited
235 | GroupPowers.ChangeActions
236 | GroupPowers.ChangeIdentity
237 | GroupPowers.ChangeMedia
238 | GroupPowers.ChangeOptions
239 | GroupPowers.CreateRole
240 | GroupPowers.DeedObject
241 | GroupPowers.DeleteRole
242 | GroupPowers.Eject
243 | GroupPowers.FindPlaces
244 | GroupPowers.Invite
245 | GroupPowers.JoinChat
246 | GroupPowers.LandChangeIdentity
247 | GroupPowers.LandDeed
248 | GroupPowers.LandDivideJoin
249 | GroupPowers.LandEdit
250 | GroupPowers.LandEjectAndFreeze
251 | GroupPowers.LandGardening
252 | GroupPowers.LandManageAllowed
253 | GroupPowers.LandManageBanned
254 | GroupPowers.LandManagePasses
255 | GroupPowers.LandOptions
256 | GroupPowers.LandRelease
257 | GroupPowers.LandSetSale
258 | GroupPowers.ModerateChat
259 | GroupPowers.ObjectManipulate
260 | GroupPowers.ObjectSetForSale
261 | GroupPowers.ReceiveNotices
262 | GroupPowers.RemoveMember
263 | GroupPowers.ReturnGroupOwned
264 | GroupPowers.ReturnGroupSet
265 | GroupPowers.ReturnNonGroup
266 | GroupPowers.RoleProperties
267 | GroupPowers.SendNotices
268 | GroupPowers.SetLandingPoint
269 | GroupPowers.StartProposal
270 | GroupPowers.VoteOnProposal;
271 param["OwnersPowers"] = ((ulong)OwnerPowers).ToString();
272
273
274
275 274
276 Hashtable respData = XmlRpcCall(requestingAgentID, "groups.createGroup", param); 275 Hashtable respData = XmlRpcCall(requestingAgentID, "groups.createGroup", param);
277 276
@@ -612,8 +611,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
612 } 611 }
613 612
614 return Roles; 613 return Roles;
615
616
617 } 614 }
618 615
619 public List<GroupRolesData> GetGroupRoles(UUID requestingAgentID, UUID GroupID) 616 public List<GroupRolesData> GetGroupRoles(UUID requestingAgentID, UUID GroupID)
@@ -676,7 +673,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
676 } 673 }
677 674
678 return members; 675 return members;
679
680 } 676 }
681 677
682 public List<GroupRoleMembersData> GetGroupRoleMembers(UUID requestingAgentID, UUID GroupID) 678 public List<GroupRoleMembersData> GetGroupRoleMembers(UUID requestingAgentID, UUID GroupID)
@@ -727,9 +723,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
727 values.Add(data); 723 values.Add(data);
728 } 724 }
729 } 725 }
730 return values;
731 726
727 return values;
732 } 728 }
729
733 public GroupNoticeInfo GetGroupNotice(UUID requestingAgentID, UUID noticeID) 730 public GroupNoticeInfo GetGroupNotice(UUID requestingAgentID, UUID noticeID)
734 { 731 {
735 Hashtable param = new Hashtable(); 732 Hashtable param = new Hashtable();
@@ -737,7 +734,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
737 734
738 Hashtable respData = XmlRpcCall(requestingAgentID, "groups.getGroupNotice", param); 735 Hashtable respData = XmlRpcCall(requestingAgentID, "groups.getGroupNotice", param);
739 736
740
741 if (respData.Contains("error")) 737 if (respData.Contains("error"))
742 { 738 {
743 return null; 739 return null;
@@ -761,6 +757,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
761 757
762 return data; 758 return data;
763 } 759 }
760
764 public void AddGroupNotice(UUID requestingAgentID, UUID groupID, UUID noticeID, string fromName, string subject, string message, byte[] binaryBucket) 761 public void AddGroupNotice(UUID requestingAgentID, UUID groupID, UUID noticeID, string fromName, string subject, string message, byte[] binaryBucket)
765 { 762 {
766 string binBucket = OpenMetaverse.Utils.BytesToHexString(binaryBucket, ""); 763 string binBucket = OpenMetaverse.Utils.BytesToHexString(binaryBucket, "");
@@ -777,8 +774,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
777 XmlRpcCall(requestingAgentID, "groups.addGroupNotice", param); 774 XmlRpcCall(requestingAgentID, "groups.addGroupNotice", param);
778 } 775 }
779 776
780
781
782 #endregion 777 #endregion
783 778
784 #region GroupSessionTracking 779 #region GroupSessionTracking
@@ -1151,28 +1146,38 @@ namespace Nwc.XmlRpc
1151 request.AllowWriteStreamBuffering = true; 1146 request.AllowWriteStreamBuffering = true;
1152 request.KeepAlive = !_disableKeepAlive; 1147 request.KeepAlive = !_disableKeepAlive;
1153 1148
1154 Stream stream = request.GetRequestStream(); 1149 using (Stream stream = request.GetRequestStream())
1155 XmlTextWriter xml = new XmlTextWriter(stream, Encoding.ASCII);
1156 _serializer.Serialize(xml, this);
1157 xml.Flush();
1158 xml.Close();
1159
1160 HttpWebResponse response = (HttpWebResponse)request.GetResponse();
1161 StreamReader input = new StreamReader(response.GetResponseStream());
1162
1163 string inputXml = input.ReadToEnd();
1164 XmlRpcResponse resp;
1165 try
1166 { 1150 {
1167 resp = (XmlRpcResponse)_deserializer.Deserialize(inputXml); 1151 using (XmlTextWriter xml = new XmlTextWriter(stream, Encoding.ASCII))
1152 {
1153 _serializer.Serialize(xml, this);
1154 xml.Flush();
1155 }
1168 } 1156 }
1169 catch (Exception e) 1157
1158 XmlRpcResponse resp;
1159
1160 using (HttpWebResponse response = (HttpWebResponse)request.GetResponse())
1170 { 1161 {
1171 RequestResponse = inputXml; 1162 using (Stream s = response.GetResponseStream())
1172 throw e; 1163 {
1164 using (StreamReader input = new StreamReader(s))
1165 {
1166 string inputXml = input.ReadToEnd();
1167
1168 try
1169 {
1170 resp = (XmlRpcResponse)_deserializer.Deserialize(inputXml);
1171 }
1172 catch (Exception e)
1173 {
1174 RequestResponse = inputXml;
1175 throw e;
1176 }
1177 }
1178 }
1173 } 1179 }
1174 input.Close(); 1180
1175 response.Close();
1176 return resp; 1181 return resp;
1177 } 1182 }
1178 } 1183 }
diff --git a/OpenSim/Region/OptionalModules/Example/BareBonesNonShared/BareBonesNonSharedModule.cs b/OpenSim/Region/OptionalModules/Example/BareBonesNonShared/BareBonesNonSharedModule.cs
index 7d37135..0615036 100644
--- a/OpenSim/Region/OptionalModules/Example/BareBonesNonShared/BareBonesNonSharedModule.cs
+++ b/OpenSim/Region/OptionalModules/Example/BareBonesNonShared/BareBonesNonSharedModule.cs
@@ -33,6 +33,12 @@ using Nini.Config;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using OpenSim.Region.Framework.Scenes; 34using OpenSim.Region.Framework.Scenes;
35 35
36// You will need to uncomment these lines if you are adding a region module to some other assembly which does not already
37// specify its assembly. Otherwise, the region modules in the assembly will not be picked up when OpenSimulator scans
38// the available DLLs
39//[assembly: Addin("MyModule", "1.0")]
40//[assembly: AddinDependency("OpenSim", "0.5")]
41
36namespace OpenSim.Region.OptionalModules.Example.BareBonesNonShared 42namespace OpenSim.Region.OptionalModules.Example.BareBonesNonShared
37{ 43{
38 /// <summary> 44 /// <summary>
diff --git a/OpenSim/Region/OptionalModules/Example/BareBonesShared/BareBonesSharedModule.cs b/OpenSim/Region/OptionalModules/Example/BareBonesShared/BareBonesSharedModule.cs
index 781fe95..811a263 100644
--- a/OpenSim/Region/OptionalModules/Example/BareBonesShared/BareBonesSharedModule.cs
+++ b/OpenSim/Region/OptionalModules/Example/BareBonesShared/BareBonesSharedModule.cs
@@ -33,6 +33,12 @@ using Nini.Config;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using OpenSim.Region.Framework.Scenes; 34using OpenSim.Region.Framework.Scenes;
35 35
36// You will need to uncomment these lines if you are adding a region module to some other assembly which does not already
37// specify its assembly. Otherwise, the region modules in the assembly will not be picked up when OpenSimulator scans
38// the available DLLs
39//[assembly: Addin("MyModule", "1.0")]
40//[assembly: AddinDependency("OpenSim", "0.5")]
41
36namespace OpenSim.Region.OptionalModules.Example.BareBonesShared 42namespace OpenSim.Region.OptionalModules.Example.BareBonesShared
37{ 43{
38 /// <summary> 44 /// <summary>
diff --git a/OpenSim/Region/OptionalModules/Example/WebSocketEchoTest/WebSocketEchoModule.cs b/OpenSim/Region/OptionalModules/Example/WebSocketEchoTest/WebSocketEchoModule.cs
new file mode 100644
index 0000000..5bf0ed4
--- /dev/null
+++ b/OpenSim/Region/OptionalModules/Example/WebSocketEchoTest/WebSocketEchoModule.cs
@@ -0,0 +1,175 @@
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.Collections.Generic;
30using System.Reflection;
31using OpenSim.Framework.Servers;
32using Mono.Addins;
33using log4net;
34using Nini.Config;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.Framework.Scenes;
37
38using OpenSim.Framework.Servers.HttpServer;
39
40
41namespace OpenSim.Region.OptionalModules.WebSocketEchoModule
42{
43
44 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "WebSocketEchoModule")]
45 public class WebSocketEchoModule : ISharedRegionModule
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private bool enabled;
50 public string Name { get { return "WebSocketEchoModule"; } }
51
52 public Type ReplaceableInterface { get { return null; } }
53
54
55 private HashSet<WebSocketHttpServerHandler> _activeHandlers = new HashSet<WebSocketHttpServerHandler>();
56
57 public void Initialise(IConfigSource pConfig)
58 {
59 enabled = (pConfig.Configs["WebSocketEcho"] != null);
60// if (enabled)
61// m_log.DebugFormat("[WebSocketEchoModule]: INITIALIZED MODULE");
62 }
63
64 /// <summary>
65 /// This method sets up the callback to WebSocketHandlerCallback below when a HTTPRequest comes in for /echo
66 /// </summary>
67 public void PostInitialise()
68 {
69 if (enabled)
70 MainServer.Instance.AddWebSocketHandler("/echo", WebSocketHandlerCallback);
71 }
72
73 // This gets called by BaseHttpServer and gives us an opportunity to set things on the WebSocket handler before we turn it on
74 public void WebSocketHandlerCallback(string path, WebSocketHttpServerHandler handler)
75 {
76 SubscribeToEvents(handler);
77 handler.SetChunksize(8192);
78 handler.NoDelay_TCP_Nagle = true;
79 handler.HandshakeAndUpgrade();
80 }
81
82 //These are our normal events
83 public void SubscribeToEvents(WebSocketHttpServerHandler handler)
84 {
85 handler.OnClose += HandlerOnOnClose;
86 handler.OnText += HandlerOnOnText;
87 handler.OnUpgradeCompleted += HandlerOnOnUpgradeCompleted;
88 handler.OnData += HandlerOnOnData;
89 handler.OnPong += HandlerOnOnPong;
90 }
91
92 public void UnSubscribeToEvents(WebSocketHttpServerHandler handler)
93 {
94 handler.OnClose -= HandlerOnOnClose;
95 handler.OnText -= HandlerOnOnText;
96 handler.OnUpgradeCompleted -= HandlerOnOnUpgradeCompleted;
97 handler.OnData -= HandlerOnOnData;
98 handler.OnPong -= HandlerOnOnPong;
99 }
100
101 private void HandlerOnOnPong(object sender, PongEventArgs pongdata)
102 {
103 m_log.Info("[WebSocketEchoModule]: Got a pong.. ping time: " + pongdata.PingResponseMS);
104 }
105
106 private void HandlerOnOnData(object sender, WebsocketDataEventArgs data)
107 {
108 WebSocketHttpServerHandler obj = sender as WebSocketHttpServerHandler;
109 obj.SendData(data.Data);
110 m_log.Info("[WebSocketEchoModule]: We received a bunch of ugly non-printable bytes");
111 obj.SendPingCheck();
112 }
113
114
115 private void HandlerOnOnUpgradeCompleted(object sender, UpgradeCompletedEventArgs completeddata)
116 {
117 WebSocketHttpServerHandler obj = sender as WebSocketHttpServerHandler;
118 _activeHandlers.Add(obj);
119 }
120
121 private void HandlerOnOnText(object sender, WebsocketTextEventArgs text)
122 {
123 WebSocketHttpServerHandler obj = sender as WebSocketHttpServerHandler;
124 obj.SendMessage(text.Data);
125 m_log.Info("[WebSocketEchoModule]: We received this: " + text.Data);
126 }
127
128 // Remove the references to our handler
129 private void HandlerOnOnClose(object sender, CloseEventArgs closedata)
130 {
131 WebSocketHttpServerHandler obj = sender as WebSocketHttpServerHandler;
132 UnSubscribeToEvents(obj);
133
134 lock (_activeHandlers)
135 _activeHandlers.Remove(obj);
136 obj.Dispose();
137 }
138
139 // Shutting down.. so shut down all sockets.
140 // Note.. this should be done outside of an ienumerable if you're also hook to the close event.
141 public void Close()
142 {
143 if (!enabled)
144 return;
145
146 // We convert this to a for loop so we're not in in an IEnumerable when the close
147 //call triggers an event which then removes item from _activeHandlers that we're enumerating
148 WebSocketHttpServerHandler[] items = new WebSocketHttpServerHandler[_activeHandlers.Count];
149 _activeHandlers.CopyTo(items);
150
151 for (int i = 0; i < items.Length; i++)
152 {
153 items[i].Close(string.Empty);
154 items[i].Dispose();
155 }
156 _activeHandlers.Clear();
157 MainServer.Instance.RemoveWebSocketHandler("/echo");
158 }
159
160 public void AddRegion(Scene scene)
161 {
162// m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} ADDED", scene.RegionInfo.RegionName);
163 }
164
165 public void RemoveRegion(Scene scene)
166 {
167// m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
168 }
169
170 public void RegionLoaded(Scene scene)
171 {
172// m_log.DebugFormat("[WebSocketEchoModule]: REGION {0} LOADED", scene.RegionInfo.RegionName);
173 }
174 }
175} \ No newline at end of file
diff --git a/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs b/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs
new file mode 100644
index 0000000..6e74ce0
--- /dev/null
+++ b/OpenSim/Region/OptionalModules/Framework/Monitoring/ServerStats.cs
@@ -0,0 +1,339 @@
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.Collections.Generic;
30using System.Diagnostics;
31using System.Linq;
32using System.Net.NetworkInformation;
33using System.Text;
34using System.Threading;
35
36using log4net;
37using Mono.Addins;
38using Nini.Config;
39
40using OpenSim.Framework;
41using OpenSim.Framework.Console;
42using OpenSim.Framework.Monitoring;
43using OpenSim.Region.Framework.Interfaces;
44using OpenSim.Region.Framework.Scenes;
45
46using OpenMetaverse.StructuredData;
47
48namespace OpenSim.Region.OptionalModules.Framework.Monitoring
49{
50[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ServerStatistics")]
51public class ServerStats : ISharedRegionModule
52{
53 private readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
54 private readonly string LogHeader = "[SERVER STATS]";
55
56 public bool Enabled = false;
57 private static Dictionary<string, Stat> RegisteredStats = new Dictionary<string, Stat>();
58
59 public readonly string CategoryServer = "server";
60
61 public readonly string ContainerProcessor = "processor";
62 public readonly string ContainerMemory = "memory";
63 public readonly string ContainerNetwork = "network";
64 public readonly string ContainerProcess = "process";
65
66 public string NetworkInterfaceTypes = "Ethernet";
67
68 readonly int performanceCounterSampleInterval = 500;
69 int lastperformanceCounterSampleTime = 0;
70
71 private class PerfCounterControl
72 {
73 public PerformanceCounter perfCounter;
74 public int lastFetch;
75 public string name;
76 public PerfCounterControl(PerformanceCounter pPc)
77 : this(pPc, String.Empty)
78 {
79 }
80 public PerfCounterControl(PerformanceCounter pPc, string pName)
81 {
82 perfCounter = pPc;
83 lastFetch = 0;
84 name = pName;
85 }
86 }
87
88 PerfCounterControl processorPercentPerfCounter = null;
89
90 #region ISharedRegionModule
91 // IRegionModuleBase.Name
92 public string Name { get { return "Server Stats"; } }
93 // IRegionModuleBase.ReplaceableInterface
94 public Type ReplaceableInterface { get { return null; } }
95 // IRegionModuleBase.Initialize
96 public void Initialise(IConfigSource source)
97 {
98 IConfig cfg = source.Configs["Monitoring"];
99
100 if (cfg != null)
101 Enabled = cfg.GetBoolean("ServerStatsEnabled", true);
102
103 if (Enabled)
104 {
105 NetworkInterfaceTypes = cfg.GetString("NetworkInterfaceTypes", "Ethernet");
106 }
107 }
108 // IRegionModuleBase.Close
109 public void Close()
110 {
111 if (RegisteredStats.Count > 0)
112 {
113 foreach (Stat stat in RegisteredStats.Values)
114 {
115 StatsManager.DeregisterStat(stat);
116 stat.Dispose();
117 }
118 RegisteredStats.Clear();
119 }
120 }
121 // IRegionModuleBase.AddRegion
122 public void AddRegion(Scene scene)
123 {
124 }
125 // IRegionModuleBase.RemoveRegion
126 public void RemoveRegion(Scene scene)
127 {
128 }
129 // IRegionModuleBase.RegionLoaded
130 public void RegionLoaded(Scene scene)
131 {
132 }
133 // ISharedRegionModule.PostInitialize
134 public void PostInitialise()
135 {
136 if (RegisteredStats.Count == 0)
137 {
138 RegisterServerStats();
139 }
140 }
141 #endregion ISharedRegionModule
142
143 private void MakeStat(string pName, string pDesc, string pUnit, string pContainer, Action<Stat> act)
144 {
145 string desc = pDesc;
146 if (desc == null)
147 desc = pName;
148 Stat stat = new Stat(pName, pName, desc, pUnit, CategoryServer, pContainer, StatType.Pull, act, StatVerbosity.Info);
149 StatsManager.RegisterStat(stat);
150 RegisteredStats.Add(pName, stat);
151 }
152
153 public void RegisterServerStats()
154 {
155 lastperformanceCounterSampleTime = Util.EnvironmentTickCount();
156 PerformanceCounter tempPC;
157 Stat tempStat;
158 string tempName;
159
160 try
161 {
162 tempName = "CPUPercent";
163 tempPC = new PerformanceCounter("Processor", "% Processor Time", "_Total");
164 processorPercentPerfCounter = new PerfCounterControl(tempPC);
165 // A long time bug in mono is that CPU percent is reported as CPU percent idle. Windows reports CPU percent busy.
166 tempStat = new Stat(tempName, tempName, "", "percent", CategoryServer, ContainerProcessor,
167 StatType.Pull, (s) => { GetNextValue(s, processorPercentPerfCounter, Util.IsWindows() ? 1 : -1); },
168 StatVerbosity.Info);
169 StatsManager.RegisterStat(tempStat);
170 RegisteredStats.Add(tempName, tempStat);
171
172 MakeStat("TotalProcessorTime", null, "sec", ContainerProcessor,
173 (s) => { s.Value = Process.GetCurrentProcess().TotalProcessorTime.TotalSeconds; });
174
175 MakeStat("UserProcessorTime", null, "sec", ContainerProcessor,
176 (s) => { s.Value = Process.GetCurrentProcess().UserProcessorTime.TotalSeconds; });
177
178 MakeStat("PrivilegedProcessorTime", null, "sec", ContainerProcessor,
179 (s) => { s.Value = Process.GetCurrentProcess().PrivilegedProcessorTime.TotalSeconds; });
180
181 MakeStat("Threads", null, "threads", ContainerProcessor,
182 (s) => { s.Value = Process.GetCurrentProcess().Threads.Count; });
183 }
184 catch (Exception e)
185 {
186 m_log.ErrorFormat("{0} Exception creating 'Process': {1}", LogHeader, e);
187 }
188
189 try
190 {
191 List<string> okInterfaceTypes = new List<string>(NetworkInterfaceTypes.Split(','));
192
193 IEnumerable<NetworkInterface> nics = NetworkInterface.GetAllNetworkInterfaces();
194 foreach (NetworkInterface nic in nics)
195 {
196 if (nic.OperationalStatus != OperationalStatus.Up)
197 continue;
198
199 string nicInterfaceType = nic.NetworkInterfaceType.ToString();
200 if (!okInterfaceTypes.Contains(nicInterfaceType))
201 {
202 m_log.DebugFormat("{0} Not including stats for network interface '{1}' of type '{2}'.",
203 LogHeader, nic.Name, nicInterfaceType);
204 m_log.DebugFormat("{0} To include, add to comma separated list in [Monitoring]NetworkInterfaceTypes={1}",
205 LogHeader, NetworkInterfaceTypes);
206 continue;
207 }
208
209 if (nic.Supports(NetworkInterfaceComponent.IPv4))
210 {
211 IPv4InterfaceStatistics nicStats = nic.GetIPv4Statistics();
212 if (nicStats != null)
213 {
214 MakeStat("BytesRcvd/" + nic.Name, nic.Name, "KB", ContainerNetwork,
215 (s) => { LookupNic(s, (ns) => { return ns.BytesReceived; }, 1024.0); });
216 MakeStat("BytesSent/" + nic.Name, nic.Name, "KB", ContainerNetwork,
217 (s) => { LookupNic(s, (ns) => { return ns.BytesSent; }, 1024.0); });
218 MakeStat("TotalBytes/" + nic.Name, nic.Name, "KB", ContainerNetwork,
219 (s) => { LookupNic(s, (ns) => { return ns.BytesSent + ns.BytesReceived; }, 1024.0); });
220 }
221 }
222 // TODO: add IPv6 (it may actually happen someday)
223 }
224 }
225 catch (Exception e)
226 {
227 m_log.ErrorFormat("{0} Exception creating 'Network Interface': {1}", LogHeader, e);
228 }
229
230 MakeStat("ProcessMemory", null, "MB", ContainerMemory,
231 (s) => { s.Value = Process.GetCurrentProcess().WorkingSet64 / 1024d / 1024d; });
232 MakeStat("ObjectMemory", null, "MB", ContainerMemory,
233 (s) => { s.Value = GC.GetTotalMemory(false) / 1024d / 1024d; });
234 MakeStat("LastMemoryChurn", null, "MB/sec", ContainerMemory,
235 (s) => { s.Value = Math.Round(MemoryWatchdog.LastMemoryChurn * 1000d / 1024d / 1024d, 3); });
236 MakeStat("AverageMemoryChurn", null, "MB/sec", ContainerMemory,
237 (s) => { s.Value = Math.Round(MemoryWatchdog.AverageMemoryChurn * 1000d / 1024d / 1024d, 3); });
238 }
239
240 // Notes on performance counters:
241 // "How To Read Performance Counters": http://blogs.msdn.com/b/bclteam/archive/2006/06/02/618156.aspx
242 // "How to get the CPU Usage in C#": http://stackoverflow.com/questions/278071/how-to-get-the-cpu-usage-in-c
243 // "Mono Performance Counters": http://www.mono-project.com/Mono_Performance_Counters
244 private delegate double PerfCounterNextValue();
245 private void GetNextValue(Stat stat, PerfCounterControl perfControl)
246 {
247 GetNextValue(stat, perfControl, 1.0);
248 }
249 private void GetNextValue(Stat stat, PerfCounterControl perfControl, double factor)
250 {
251 if (Util.EnvironmentTickCountSubtract(perfControl.lastFetch) > performanceCounterSampleInterval)
252 {
253 if (perfControl != null && perfControl.perfCounter != null)
254 {
255 try
256 {
257 // Kludge for factor to run double duty. If -1, subtract the value from one
258 if (factor == -1)
259 stat.Value = 1 - perfControl.perfCounter.NextValue();
260 else
261 stat.Value = perfControl.perfCounter.NextValue() / factor;
262 }
263 catch (Exception e)
264 {
265 m_log.ErrorFormat("{0} Exception on NextValue fetching {1}: {2}", LogHeader, stat.Name, e);
266 }
267 perfControl.lastFetch = Util.EnvironmentTickCount();
268 }
269 }
270 }
271
272 // Lookup the nic that goes with this stat and set the value by using a fetch action.
273 // Not sure about closure with delegates inside delegates.
274 private delegate double GetIPv4StatValue(IPv4InterfaceStatistics interfaceStat);
275 private void LookupNic(Stat stat, GetIPv4StatValue getter, double factor)
276 {
277 // Get the one nic that has the name of this stat
278 IEnumerable<NetworkInterface> nics = NetworkInterface.GetAllNetworkInterfaces().Where(
279 (network) => network.Name == stat.Description);
280 try
281 {
282 foreach (NetworkInterface nic in nics)
283 {
284 IPv4InterfaceStatistics intrStats = nic.GetIPv4Statistics();
285 if (intrStats != null)
286 {
287 double newVal = Math.Round(getter(intrStats) / factor, 3);
288 stat.Value = newVal;
289 }
290 break;
291 }
292 }
293 catch
294 {
295 // There are times interfaces go away so we just won't update the stat for this
296 m_log.ErrorFormat("{0} Exception fetching stat on interface '{1}'", LogHeader, stat.Description);
297 }
298 }
299}
300
301public class ServerStatsAggregator : Stat
302{
303 public ServerStatsAggregator(
304 string shortName,
305 string name,
306 string description,
307 string unitName,
308 string category,
309 string container
310 )
311 : base(
312 shortName,
313 name,
314 description,
315 unitName,
316 category,
317 container,
318 StatType.Push,
319 MeasuresOfInterest.None,
320 null,
321 StatVerbosity.Info)
322 {
323 }
324 public override string ToConsoleString()
325 {
326 StringBuilder sb = new StringBuilder();
327
328 return sb.ToString();
329 }
330
331 public override OSDMap ToOSDMap()
332 {
333 OSDMap ret = new OSDMap();
334
335 return ret;
336 }
337}
338
339}
diff --git a/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs b/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs
index 40f7fbc..3083a33 100755
--- a/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs
+++ b/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs
@@ -146,7 +146,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
146 { 146 {
147 foreach (PhysParameterEntry ppe in physScene.GetParameterList()) 147 foreach (PhysParameterEntry ppe in physScene.GetParameterList())
148 { 148 {
149 float val = 0.0f; 149 string val = string.Empty;
150 if (physScene.GetPhysicsParameter(ppe.name, out val)) 150 if (physScene.GetPhysicsParameter(ppe.name, out val))
151 { 151 {
152 WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, ppe.name, val); 152 WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, ppe.name, val);
@@ -159,7 +159,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
159 } 159 }
160 else 160 else
161 { 161 {
162 float val = 0.0f; 162 string val = string.Empty;
163 if (physScene.GetPhysicsParameter(parm, out val)) 163 if (physScene.GetPhysicsParameter(parm, out val))
164 { 164 {
165 WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, parm, val); 165 WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, parm, val);
@@ -185,21 +185,12 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
185 return; 185 return;
186 } 186 }
187 string parm = "xxx"; 187 string parm = "xxx";
188 float val = 0f; 188 string valparm = String.Empty;
189 uint localID = (uint)PhysParameterEntry.APPLY_TO_NONE; // set default value 189 uint localID = (uint)PhysParameterEntry.APPLY_TO_NONE; // set default value
190 try 190 try
191 { 191 {
192 parm = cmdparms[2]; 192 parm = cmdparms[2];
193 string valparm = cmdparms[3].ToLower(); 193 valparm = cmdparms[3].ToLower();
194 if (valparm == "true")
195 val = PhysParameterEntry.NUMERIC_TRUE;
196 else
197 {
198 if (valparm == "false")
199 val = PhysParameterEntry.NUMERIC_FALSE;
200 else
201 val = float.Parse(valparm, Culture.NumberFormatInfo);
202 }
203 if (cmdparms.Length > 4) 194 if (cmdparms.Length > 4)
204 { 195 {
205 if (cmdparms[4].ToLower() == "all") 196 if (cmdparms[4].ToLower() == "all")
@@ -224,7 +215,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
224 IPhysicsParameters physScene = scene.PhysicsScene as IPhysicsParameters; 215 IPhysicsParameters physScene = scene.PhysicsScene as IPhysicsParameters;
225 if (physScene != null) 216 if (physScene != null)
226 { 217 {
227 if (!physScene.SetPhysicsParameter(parm, val, localID)) 218 if (!physScene.SetPhysicsParameter(parm, valparm, localID))
228 { 219 {
229 WriteError("Failed set of parameter '{0}' for region '{1}'", parm, scene.RegionInfo.RegionName); 220 WriteError("Failed set of parameter '{0}' for region '{1}'", parm, scene.RegionInfo.RegionName);
230 } 221 }
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index 39cabb5..a375da9 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -57,9 +57,10 @@ namespace OpenSim.Region.OptionalModules
57 57
58 public void Initialise(IConfigSource config) 58 public void Initialise(IConfigSource config)
59 { 59 {
60 IConfig myConfig = config.Configs["Startup"]; 60 //IConfig myConfig = config.Configs["Startup"];
61 61
62 string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule"); 62 string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules",
63 new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule");
63 64
64 List<string> modules=new List<string>(permissionModules.Split(',')); 65 List<string> modules=new List<string>(permissionModules.Split(','));
65 66
diff --git a/OpenSim/Region/OptionalModules/Properties/AssemblyInfo.cs b/OpenSim/Region/OptionalModules/Properties/AssemblyInfo.cs
index 217b2d5..70bda72 100644
--- a/OpenSim/Region/OptionalModules/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/OptionalModules/Properties/AssemblyInfo.cs
@@ -30,8 +30,8 @@ using Mono.Addins;
30// Build Number 30// Build Number
31// Revision 31// Revision
32// 32//
33[assembly: AssemblyVersion("0.7.5.*")] 33[assembly: AssemblyVersion("0.7.6.*")]
34[assembly: AssemblyFileVersion("1.0.0.0")] 34
35 35
36[assembly: Addin("OpenSim.Region.OptionalModules", "0.1")] 36[assembly: Addin("OpenSim.Region.OptionalModules", "0.1")]
37[assembly: AddinDependency("OpenSim", "0.5")] 37[assembly: AddinDependency("OpenSim", "0.5")]
diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
new file mode 100755
index 0000000..6009dc5
--- /dev/null
+++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
@@ -0,0 +1,171 @@
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 copyrightD
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 */
27using System;
28using System.Collections.Generic;
29using System.Linq;
30using System.Reflection;
31using System.Text;
32
33using OpenSim.Framework;
34using OpenSim.Region.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.Framework.Scenes;
37using OpenSim.Region.CoreModules;
38
39using Mono.Addins;
40using Nini.Config;
41using log4net;
42using OpenMetaverse;
43
44namespace OpenSim.Region.OptionalModules.Scripting
45{
46[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
47public class ExtendedPhysics : INonSharedRegionModule
48{
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50 private static string LogHeader = "[EXTENDED PHYSICS]";
51
52 private IConfig Configuration { get; set; }
53 private bool Enabled { get; set; }
54 private Scene BaseScene { get; set; }
55 private IScriptModuleComms Comms { get; set; }
56
57 #region INonSharedRegionModule
58
59 public string Name { get { return this.GetType().Name; } }
60
61 public void Initialise(IConfigSource config)
62 {
63 BaseScene = null;
64 Enabled = false;
65 Configuration = null;
66 Comms = null;
67
68 try
69 {
70 if ((Configuration = config.Configs["ExtendedPhysics"]) != null)
71 {
72 Enabled = Configuration.GetBoolean("Enabled", Enabled);
73 }
74 }
75 catch (Exception e)
76 {
77 m_log.ErrorFormat("{0} Initialization error: {0}", LogHeader, e);
78 }
79
80 m_log.InfoFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not"));
81 }
82
83 public void Close()
84 {
85 if (BaseScene != null)
86 {
87 BaseScene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene;
88 BaseScene.EventManager.OnSceneObjectPartUpdated -= EventManager_OnSceneObjectPartUpdated;
89 BaseScene = null;
90 }
91 }
92
93 public void AddRegion(Scene scene)
94 {
95 }
96
97 public void RemoveRegion(Scene scene)
98 {
99 if (BaseScene != null && BaseScene == scene)
100 {
101 Close();
102 }
103 }
104
105 public void RegionLoaded(Scene scene)
106 {
107 if (!Enabled) return;
108
109 BaseScene = scene;
110
111 Comms = BaseScene.RequestModuleInterface<IScriptModuleComms>();
112 if (Comms == null)
113 {
114 m_log.WarnFormat("{0} ScriptModuleComms interface not defined", LogHeader);
115 Enabled = false;
116
117 return;
118 }
119
120 // Register as LSL functions all the [ScriptInvocation] marked methods.
121 Comms.RegisterScriptInvocations(this);
122
123 // When an object is modified, we might need to update its extended physics parameters
124 BaseScene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene;
125 BaseScene.EventManager.OnSceneObjectPartUpdated += EventManager_OnSceneObjectPartUpdated;
126
127 }
128
129 public Type ReplaceableInterface { get { return null; } }
130
131 #endregion // INonSharedRegionModule
132
133 private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
134 {
135 throw new NotImplementedException();
136 }
137
138 // Event generated when some property of a prim changes.
139 private void EventManager_OnSceneObjectPartUpdated(SceneObjectPart sop, bool isFullUpdate)
140 {
141 }
142
143 [ScriptConstant]
144 public static int PHYS_CENTER_OF_MASS = 1 << 0;
145
146 [ScriptConstant]
147 public static int PHYS_LINKSET_TYPE_CONSTRAINT = 1;
148 [ScriptConstant]
149 public static int PHYS_LINKSET_TYPE_COMPOUND = 2;
150 [ScriptConstant]
151 public static int PHYS_LINKSET_TYPE_MANUAL = 3;
152
153 [ScriptInvocation]
154 public string physGetEngineType(UUID hostID, UUID scriptID)
155 {
156 string ret = string.Empty;
157
158 if (BaseScene.PhysicsScene != null)
159 {
160 ret = BaseScene.PhysicsScene.EngineType;
161 }
162
163 return ret;
164 }
165
166 [ScriptInvocation]
167 public void physSetLinksetType(UUID hostID, UUID scriptID, int linksetType)
168 {
169 }
170}
171}
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs
index 34894ba..e498c6a 100644
--- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs
@@ -49,7 +49,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
49 private static readonly ILog m_log = 49 private static readonly ILog m_log =
50 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 50 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51 51
52 private OSD m_ValueStore; 52 protected virtual OSD ValueStore { get; set; }
53 53
54 protected class TakeValueCallbackClass 54 protected class TakeValueCallbackClass
55 { 55 {
@@ -68,42 +68,141 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
68 protected List<TakeValueCallbackClass> m_TakeStore; 68 protected List<TakeValueCallbackClass> m_TakeStore;
69 protected List<TakeValueCallbackClass> m_ReadStore; 69 protected List<TakeValueCallbackClass> m_ReadStore;
70 70
71 // add separators for quoted paths and array references
72 protected static Regex m_ParsePassOne = new Regex("({[^}]+}|\\[[0-9]+\\]|\\[\\+\\])");
71 73
74 // add quotes to bare identifiers which are limited to alphabetic characters
75 protected static Regex m_ParsePassThree = new Regex("(?<!{[^}]*)\\.([a-zA-Z]+)(?=\\.)");
76
77 // remove extra separator characters
78 protected static Regex m_ParsePassFour = new Regex("\\.+");
79
80 // expression used to validate the full path, this is canonical representation
81 protected static Regex m_ValidatePath = new Regex("^\\.(({[^}]+}|\\[[0-9]+\\]|\\[\\+\\])\\.)*$");
82
83 // expression used to match path components
84 protected static Regex m_PathComponent = new Regex("\\.({[^}]+}|\\[[0-9]+\\]|\\[\\+\\])");
85
86 // extract the internals of an array reference
87 protected static Regex m_SimpleArrayPattern = new Regex("^\\[([0-9]+)\\]$");
88 protected static Regex m_ArrayPattern = new Regex("^\\[([0-9]+|\\+)\\]$");
89
90 // extract the internals of a has reference
91 protected static Regex m_HashPattern = new Regex("^{([^}]+)}$");
92
93 // -----------------------------------------------------------------
94 /// <summary>
95 /// This is a simple estimator for the size of the stored data, it
96 /// is not precise, but should be close enough to implement reasonable
97 /// limits on the storage space used
98 /// </summary>
99 // -----------------------------------------------------------------
100 public int StringSpace { get; set; }
101
72 // ----------------------------------------------------------------- 102 // -----------------------------------------------------------------
73 /// <summary> 103 /// <summary>
74 /// 104 ///
75 /// </summary> 105 /// </summary>
76 // ----------------------------------------------------------------- 106 // -----------------------------------------------------------------
77 public JsonStore() : this("") {} 107 public static bool CanonicalPathExpression(string ipath, out string opath)
108 {
109 Stack<string> path;
110 if (! ParsePathExpression(ipath,out path))
111 {
112 opath = "";
113 return false;
114 }
115
116 opath = PathExpressionToKey(path);
117 return true;
118 }
78 119
79 public JsonStore(string value) 120 // -----------------------------------------------------------------
121 /// <summary>
122 ///
123 /// </summary>
124 // -----------------------------------------------------------------
125 public JsonStore()
80 { 126 {
127 StringSpace = 0;
81 m_TakeStore = new List<TakeValueCallbackClass>(); 128 m_TakeStore = new List<TakeValueCallbackClass>();
82 m_ReadStore = new List<TakeValueCallbackClass>(); 129 m_ReadStore = new List<TakeValueCallbackClass>();
83 130 }
131
132 public JsonStore(string value) : this()
133 {
134 // This is going to throw an exception if the value is not
135 // a valid JSON chunk. Calling routines should catch the
136 // exception and handle it appropriately
84 if (String.IsNullOrEmpty(value)) 137 if (String.IsNullOrEmpty(value))
85 m_ValueStore = new OSDMap(); 138 ValueStore = new OSDMap();
86 else 139 else
87 m_ValueStore = OSDParser.DeserializeJson(value); 140 ValueStore = OSDParser.DeserializeJson(value);
88 } 141 }
142
143 // -----------------------------------------------------------------
144 /// <summary>
145 ///
146 /// </summary>
147 // -----------------------------------------------------------------
148 public JsonStoreNodeType GetNodeType(string expr)
149 {
150 Stack<string> path;
151 if (! ParsePathExpression(expr,out path))
152 return JsonStoreNodeType.Undefined;
153
154 OSD result = ProcessPathExpression(ValueStore,path);
89 155
156 if (result == null)
157 return JsonStoreNodeType.Undefined;
158
159 if (result is OSDMap)
160 return JsonStoreNodeType.Object;
161
162 if (result is OSDArray)
163 return JsonStoreNodeType.Array;
164
165 if (OSDBaseType(result.Type))
166 return JsonStoreNodeType.Value;
167
168 return JsonStoreNodeType.Undefined;
169 }
170
90 // ----------------------------------------------------------------- 171 // -----------------------------------------------------------------
91 /// <summary> 172 /// <summary>
92 /// 173 ///
93 /// </summary> 174 /// </summary>
94 // ----------------------------------------------------------------- 175 // -----------------------------------------------------------------
95 public bool TestPath(string expr, bool useJson) 176 public JsonStoreValueType GetValueType(string expr)
96 { 177 {
97 Stack<string> path = ParsePathExpression(expr); 178 Stack<string> path;
98 OSD result = ProcessPathExpression(m_ValueStore,path); 179 if (! ParsePathExpression(expr,out path))
180 return JsonStoreValueType.Undefined;
181
182 OSD result = ProcessPathExpression(ValueStore,path);
99 183
100 if (result == null) 184 if (result == null)
101 return false; 185 return JsonStoreValueType.Undefined;
102 186
103 if (useJson || result.Type == OSDType.String) 187 if (result is OSDMap)
104 return true; 188 return JsonStoreValueType.Undefined;
105 189
106 return false; 190 if (result is OSDArray)
191 return JsonStoreValueType.Undefined;
192
193 if (result is OSDBoolean)
194 return JsonStoreValueType.Boolean;
195
196 if (result is OSDInteger)
197 return JsonStoreValueType.Integer;
198
199 if (result is OSDReal)
200 return JsonStoreValueType.Float;
201
202 if (result is OSDString)
203 return JsonStoreValueType.String;
204
205 return JsonStoreValueType.Undefined;
107 } 206 }
108 207
109 // ----------------------------------------------------------------- 208 // -----------------------------------------------------------------
@@ -111,10 +210,37 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
111 /// 210 ///
112 /// </summary> 211 /// </summary>
113 // ----------------------------------------------------------------- 212 // -----------------------------------------------------------------
213 public int ArrayLength(string expr)
214 {
215 Stack<string> path;
216 if (! ParsePathExpression(expr,out path))
217 return -1;
218
219 OSD result = ProcessPathExpression(ValueStore,path);
220 if (result != null && result.Type == OSDType.Array)
221 {
222 OSDArray arr = result as OSDArray;
223 return arr.Count;
224 }
225
226 return -1;
227 }
228
229 // -----------------------------------------------------------------
230 /// <summary>
231 ///
232 /// </summary>
233 // -----------------------------------------------------------------
114 public bool GetValue(string expr, out string value, bool useJson) 234 public bool GetValue(string expr, out string value, bool useJson)
115 { 235 {
116 Stack<string> path = ParsePathExpression(expr); 236 Stack<string> path;
117 OSD result = ProcessPathExpression(m_ValueStore,path); 237 if (! ParsePathExpression(expr,out path))
238 {
239 value = "";
240 return false;
241 }
242
243 OSD result = ProcessPathExpression(ValueStore,path);
118 return ConvertOutputValue(result,out value,useJson); 244 return ConvertOutputValue(result,out value,useJson);
119 } 245 }
120 246
@@ -136,7 +262,37 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
136 // ----------------------------------------------------------------- 262 // -----------------------------------------------------------------
137 public bool SetValue(string expr, string value, bool useJson) 263 public bool SetValue(string expr, string value, bool useJson)
138 { 264 {
139 OSD ovalue = useJson ? OSDParser.DeserializeJson(value) : new OSDString(value); 265 OSD ovalue;
266
267 // One note of caution... if you use an empty string in the
268 // structure it will be assumed to be a default value and will
269 // not be seialized in the json
270
271 if (useJson)
272 {
273 // There doesn't appear to be a good way to determine if the
274 // value is valid Json other than to let the parser crash
275 try
276 {
277 ovalue = OSDParser.DeserializeJson(value);
278 }
279 catch (Exception e)
280 {
281 if (value.StartsWith("'") && value.EndsWith("'"))
282 {
283 ovalue = new OSDString(value.Substring(1,value.Length - 2));
284 }
285 else
286 {
287 return false;
288 }
289 }
290 }
291 else
292 {
293 ovalue = new OSDString(value);
294 }
295
140 return SetValueFromExpression(expr,ovalue); 296 return SetValueFromExpression(expr,ovalue);
141 } 297 }
142 298
@@ -147,10 +303,13 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
147 // ----------------------------------------------------------------- 303 // -----------------------------------------------------------------
148 public bool TakeValue(string expr, bool useJson, TakeValueCallback cback) 304 public bool TakeValue(string expr, bool useJson, TakeValueCallback cback)
149 { 305 {
150 Stack<string> path = ParsePathExpression(expr); 306 Stack<string> path;
307 if (! ParsePathExpression(expr,out path))
308 return false;
309
151 string pexpr = PathExpressionToKey(path); 310 string pexpr = PathExpressionToKey(path);
152 311
153 OSD result = ProcessPathExpression(m_ValueStore,path); 312 OSD result = ProcessPathExpression(ValueStore,path);
154 if (result == null) 313 if (result == null)
155 { 314 {
156 m_TakeStore.Add(new TakeValueCallbackClass(pexpr,useJson,cback)); 315 m_TakeStore.Add(new TakeValueCallbackClass(pexpr,useJson,cback));
@@ -178,10 +337,13 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
178 // ----------------------------------------------------------------- 337 // -----------------------------------------------------------------
179 public bool ReadValue(string expr, bool useJson, TakeValueCallback cback) 338 public bool ReadValue(string expr, bool useJson, TakeValueCallback cback)
180 { 339 {
181 Stack<string> path = ParsePathExpression(expr); 340 Stack<string> path;
341 if (! ParsePathExpression(expr,out path))
342 return false;
343
182 string pexpr = PathExpressionToKey(path); 344 string pexpr = PathExpressionToKey(path);
183 345
184 OSD result = ProcessPathExpression(m_ValueStore,path); 346 OSD result = ProcessPathExpression(ValueStore,path);
185 if (result == null) 347 if (result == null)
186 { 348 {
187 m_ReadStore.Add(new TakeValueCallbackClass(pexpr,useJson,cback)); 349 m_ReadStore.Add(new TakeValueCallbackClass(pexpr,useJson,cback));
@@ -208,25 +370,30 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
208 // ----------------------------------------------------------------- 370 // -----------------------------------------------------------------
209 protected bool SetValueFromExpression(string expr, OSD ovalue) 371 protected bool SetValueFromExpression(string expr, OSD ovalue)
210 { 372 {
211 Stack<string> path = ParsePathExpression(expr); 373 Stack<string> path;
374 if (! ParsePathExpression(expr,out path))
375 return false;
376
212 if (path.Count == 0) 377 if (path.Count == 0)
213 { 378 {
214 m_ValueStore = ovalue; 379 ValueStore = ovalue;
380 StringSpace = 0;
215 return true; 381 return true;
216 } 382 }
217 383
384 // pkey will be the final element in the path, we pull it out here to make sure
385 // that the assignment works correctly
218 string pkey = path.Pop(); 386 string pkey = path.Pop();
219 string pexpr = PathExpressionToKey(path); 387 string pexpr = PathExpressionToKey(path);
220 if (pexpr != "") 388 if (pexpr != "")
221 pexpr += "."; 389 pexpr += ".";
222 390
223 OSD result = ProcessPathExpression(m_ValueStore,path); 391 OSD result = ProcessPathExpression(ValueStore,path);
224 if (result == null) 392 if (result == null)
225 return false; 393 return false;
226 394
227 Regex aPattern = new Regex("\\[([0-9]+|\\+)\\]"); 395 // Check pkey, the last element in the path, for and extract array references
228 MatchCollection amatches = aPattern.Matches(pkey,0); 396 MatchCollection amatches = m_ArrayPattern.Matches(pkey,0);
229
230 if (amatches.Count > 0) 397 if (amatches.Count > 0)
231 { 398 {
232 if (result.Type != OSDType.Array) 399 if (result.Type != OSDType.Array)
@@ -242,8 +409,13 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
242 { 409 {
243 string npkey = String.Format("[{0}]",amap.Count); 410 string npkey = String.Format("[{0}]",amap.Count);
244 411
245 amap.Add(ovalue); 412 if (ovalue != null)
246 InvokeNextCallback(pexpr + npkey); 413 {
414 StringSpace += ComputeSizeOf(ovalue);
415
416 amap.Add(ovalue);
417 InvokeNextCallback(pexpr + npkey);
418 }
247 return true; 419 return true;
248 } 420 }
249 421
@@ -251,9 +423,14 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
251 if (0 <= aval && aval < amap.Count) 423 if (0 <= aval && aval < amap.Count)
252 { 424 {
253 if (ovalue == null) 425 if (ovalue == null)
426 {
427 StringSpace -= ComputeSizeOf(amap[aval]);
254 amap.RemoveAt(aval); 428 amap.RemoveAt(aval);
429 }
255 else 430 else
256 { 431 {
432 StringSpace -= ComputeSizeOf(amap[aval]);
433 StringSpace += ComputeSizeOf(ovalue);
257 amap[aval] = ovalue; 434 amap[aval] = ovalue;
258 InvokeNextCallback(pexpr + pkey); 435 InvokeNextCallback(pexpr + pkey);
259 } 436 }
@@ -263,9 +440,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
263 return false; 440 return false;
264 } 441 }
265 442
266 Regex hPattern = new Regex("{([^}]+)}"); 443 // Check for and extract hash references
267 MatchCollection hmatches = hPattern.Matches(pkey,0); 444 MatchCollection hmatches = m_HashPattern.Matches(pkey,0);
268
269 if (hmatches.Count > 0) 445 if (hmatches.Count > 0)
270 { 446 {
271 Match match = hmatches[0]; 447 Match match = hmatches[0];
@@ -274,16 +450,27 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
274 450
275 if (result is OSDMap) 451 if (result is OSDMap)
276 { 452 {
453 // this is the assignment case
277 OSDMap hmap = result as OSDMap; 454 OSDMap hmap = result as OSDMap;
278 if (ovalue != null) 455 if (ovalue != null)
279 { 456 {
457 StringSpace -= ComputeSizeOf(hmap[hkey]);
458 StringSpace += ComputeSizeOf(ovalue);
459
280 hmap[hkey] = ovalue; 460 hmap[hkey] = ovalue;
281 InvokeNextCallback(pexpr + pkey); 461 InvokeNextCallback(pexpr + pkey);
462 return true;
282 } 463 }
283 else if (hmap.ContainsKey(hkey)) 464
465 // this is the remove case
466 if (hmap.ContainsKey(hkey))
467 {
468 StringSpace -= ComputeSizeOf(hmap[hkey]);
284 hmap.Remove(hkey); 469 hmap.Remove(hkey);
285 470 return true;
286 return true; 471 }
472
473 return false;
287 } 474 }
288 475
289 return false; 476 return false;
@@ -332,39 +519,33 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
332 /// use a stack because we process the path in inverse order later 519 /// use a stack because we process the path in inverse order later
333 /// </summary> 520 /// </summary>
334 // ----------------------------------------------------------------- 521 // -----------------------------------------------------------------
335 protected static Stack<string> ParsePathExpression(string path) 522 protected static bool ParsePathExpression(string expr, out Stack<string> path)
336 { 523 {
337 Stack<string> m_path = new Stack<string>(); 524 path = new Stack<string>();
338 525
339 // add front and rear separators 526 // add front and rear separators
340 path = "." + path + "."; 527 expr = "." + expr + ".";
341 528
342 // add separators for quoted paths 529 // add separators for quoted exprs and array references
343 Regex pass1 = new Regex("{[^}]+}"); 530 expr = m_ParsePassOne.Replace(expr,".$1.",-1,0);
344 path = pass1.Replace(path,".$0.",-1,0);
345
346 // add separators for array references
347 Regex pass2 = new Regex("(\\[[0-9]+\\]|\\[\\+\\])");
348 path = pass2.Replace(path,".$0.",-1,0);
349 531
350 // add quotes to bare identifier 532 // add quotes to bare identifier
351 Regex pass3 = new Regex("\\.([a-zA-Z]+)"); 533 expr = m_ParsePassThree.Replace(expr,".{$1}",-1,0);
352 path = pass3.Replace(path,".{$1}",-1,0);
353 534
354 // remove extra separators 535 // remove extra separators
355 Regex pass4 = new Regex("\\.+"); 536 expr = m_ParsePassFour.Replace(expr,".",-1,0);
356 path = pass4.Replace(path,".",-1,0);
357 537
358 Regex validate = new Regex("^\\.(({[^}]+}|\\[[0-9]+\\]|\\[\\+\\])\\.)+$"); 538 // validate the results (catches extra quote characters for example)
359 if (validate.IsMatch(path)) 539 if (m_ValidatePath.IsMatch(expr))
360 { 540 {
361 Regex parser = new Regex("\\.({[^}]+}|\\[[0-9]+\\]|\\[\\+\\]+)"); 541 MatchCollection matches = m_PathComponent.Matches(expr,0);
362 MatchCollection matches = parser.Matches(path,0);
363 foreach (Match match in matches) 542 foreach (Match match in matches)
364 m_path.Push(match.Groups[1].Value); 543 path.Push(match.Groups[1].Value);
544
545 return true;
365 } 546 }
366 547
367 return m_path; 548 return false;
368 } 549 }
369 550
370 // ----------------------------------------------------------------- 551 // -----------------------------------------------------------------
@@ -385,9 +566,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
385 return null; 566 return null;
386 567
387 // ---------- Check for an array index ---------- 568 // ---------- Check for an array index ----------
388 Regex aPattern = new Regex("\\[([0-9]+)\\]"); 569 MatchCollection amatches = m_SimpleArrayPattern.Matches(pkey,0);
389 MatchCollection amatches = aPattern.Matches(pkey,0); 570
390
391 if (amatches.Count > 0) 571 if (amatches.Count > 0)
392 { 572 {
393 if (rmap.Type != OSDType.Array) 573 if (rmap.Type != OSDType.Array)
@@ -410,9 +590,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
410 } 590 }
411 591
412 // ---------- Check for a hash index ---------- 592 // ---------- Check for a hash index ----------
413 Regex hPattern = new Regex("{([^}]+)}"); 593 MatchCollection hmatches = m_HashPattern.Matches(pkey,0);
414 MatchCollection hmatches = hPattern.Matches(pkey,0); 594
415
416 if (hmatches.Count > 0) 595 if (hmatches.Count > 0)
417 { 596 {
418 if (rmap.Type != OSDType.Map) 597 if (rmap.Type != OSDType.Map)
@@ -456,14 +635,14 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
456 // The path pointed to an intermediate hash structure 635 // The path pointed to an intermediate hash structure
457 if (result.Type == OSDType.Map) 636 if (result.Type == OSDType.Map)
458 { 637 {
459 value = OSDParser.SerializeJsonString(result as OSDMap); 638 value = OSDParser.SerializeJsonString(result as OSDMap,true);
460 return true; 639 return true;
461 } 640 }
462 641
463 // The path pointed to an intermediate hash structure 642 // The path pointed to an intermediate hash structure
464 if (result.Type == OSDType.Array) 643 if (result.Type == OSDType.Array)
465 { 644 {
466 value = OSDParser.SerializeJsonString(result as OSDArray); 645 value = OSDParser.SerializeJsonString(result as OSDArray,true);
467 return true; 646 return true;
468 } 647 }
469 648
@@ -471,7 +650,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
471 return true; 650 return true;
472 } 651 }
473 652
474 if (result.Type == OSDType.String) 653 if (OSDBaseType(result.Type))
475 { 654 {
476 value = result.AsString(); 655 value = result.AsString();
477 return true; 656 return true;
@@ -496,5 +675,91 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
496 675
497 return pkey; 676 return pkey;
498 } 677 }
678
679 // -----------------------------------------------------------------
680 /// <summary>
681 ///
682 /// </summary>
683 // -----------------------------------------------------------------
684 protected static bool OSDBaseType(OSDType type)
685 {
686 // Should be the list of base types for which AsString() returns
687 // something useful
688 if (type == OSDType.Boolean)
689 return true;
690 if (type == OSDType.Integer)
691 return true;
692 if (type == OSDType.Real)
693 return true;
694 if (type == OSDType.String)
695 return true;
696 if (type == OSDType.UUID)
697 return true;
698 if (type == OSDType.Date)
699 return true;
700 if (type == OSDType.URI)
701 return true;
702
703 return false;
704 }
705
706 // -----------------------------------------------------------------
707 /// <summary>
708 ///
709 /// </summary>
710 // -----------------------------------------------------------------
711 protected static int ComputeSizeOf(OSD value)
712 {
713 string sval;
714
715 if (ConvertOutputValue(value,out sval,true))
716 return sval.Length;
717
718 return 0;
719 }
720 }
721
722 // -----------------------------------------------------------------
723 /// <summary>
724 /// </summary>
725 // -----------------------------------------------------------------
726 public class JsonObjectStore : JsonStore
727 {
728 private static readonly ILog m_log =
729 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
730
731 private Scene m_scene;
732 private UUID m_objectID;
733
734 protected override OSD ValueStore
735 {
736 get
737 {
738 SceneObjectPart sop = m_scene.GetSceneObjectPart(m_objectID);
739 if (sop == null)
740 {
741 // This is bad
742 return null;
743 }
744
745 return sop.DynAttrs.TopLevelMap;
746 }
747
748 // cannot set the top level
749 set
750 {
751 m_log.InfoFormat("[JsonStore] cannot set top level value in object store");
752 }
753 }
754
755 public JsonObjectStore(Scene scene, UUID oid) : base()
756 {
757 m_scene = scene;
758 m_objectID = oid;
759
760 // the size limit is imposed on whatever is already in the store
761 StringSpace = ComputeSizeOf(ValueStore);
762 }
499 } 763 }
764
500} 765}
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs
index e68764a..5fbfcc5 100644
--- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs
@@ -54,6 +54,9 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
54 54
55 private IConfig m_config = null; 55 private IConfig m_config = null;
56 private bool m_enabled = false; 56 private bool m_enabled = false;
57 private bool m_enableObjectStore = false;
58 private int m_maxStringSpace = Int32.MaxValue;
59
57 private Scene m_scene = null; 60 private Scene m_scene = null;
58 61
59 private Dictionary<UUID,JsonStore> m_JsonValueStore; 62 private Dictionary<UUID,JsonStore> m_JsonValueStore;
@@ -90,15 +93,19 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
90 } 93 }
91 94
92 m_enabled = m_config.GetBoolean("Enabled", m_enabled); 95 m_enabled = m_config.GetBoolean("Enabled", m_enabled);
96 m_enableObjectStore = m_config.GetBoolean("EnableObjectStore", m_enableObjectStore);
97 m_maxStringSpace = m_config.GetInt("MaxStringSpace", m_maxStringSpace);
98 if (m_maxStringSpace == 0)
99 m_maxStringSpace = Int32.MaxValue;
93 } 100 }
94 catch (Exception e) 101 catch (Exception e)
95 { 102 {
96 m_log.ErrorFormat("[JsonStore] initialization error: {0}",e.Message); 103 m_log.Error("[JsonStore]: initialization error: {0}", e);
97 return; 104 return;
98 } 105 }
99 106
100 if (m_enabled) 107 if (m_enabled)
101 m_log.DebugFormat("[JsonStore] module is enabled"); 108 m_log.DebugFormat("[JsonStore]: module is enabled");
102 } 109 }
103 110
104 // ----------------------------------------------------------------- 111 // -----------------------------------------------------------------
@@ -175,6 +182,35 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
175 /// 182 ///
176 /// </summary> 183 /// </summary>
177 // ----------------------------------------------------------------- 184 // -----------------------------------------------------------------
185 public bool AttachObjectStore(UUID objectID)
186 {
187 if (! m_enabled) return false;
188 if (! m_enableObjectStore) return false;
189
190 SceneObjectPart sop = m_scene.GetSceneObjectPart(objectID);
191 if (sop == null)
192 {
193 m_log.ErrorFormat("[JsonStore] unable to attach to unknown object; {0}", objectID);
194 return false;
195 }
196
197 lock (m_JsonValueStore)
198 {
199 if (m_JsonValueStore.ContainsKey(objectID))
200 return true;
201
202 JsonStore map = new JsonObjectStore(m_scene,objectID);
203 m_JsonValueStore.Add(objectID,map);
204 }
205
206 return true;
207 }
208
209 // -----------------------------------------------------------------
210 /// <summary>
211 ///
212 /// </summary>
213 // -----------------------------------------------------------------
178 public bool CreateStore(string value, ref UUID result) 214 public bool CreateStore(string value, ref UUID result)
179 { 215 {
180 if (result == UUID.Zero) 216 if (result == UUID.Zero)
@@ -191,7 +227,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
191 } 227 }
192 catch (Exception e) 228 catch (Exception e)
193 { 229 {
194 m_log.InfoFormat("[JsonStore] Unable to initialize store from {0}; {1}",value,e.Message); 230 m_log.ErrorFormat("[JsonStore]: Unable to initialize store from {0}", value);
195 return false; 231 return false;
196 } 232 }
197 233
@@ -211,7 +247,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
211 if (! m_enabled) return false; 247 if (! m_enabled) return false;
212 248
213 lock (m_JsonValueStore) 249 lock (m_JsonValueStore)
214 m_JsonValueStore.Remove(storeID); 250 return m_JsonValueStore.Remove(storeID);
215 251
216 return true; 252 return true;
217 } 253 }
@@ -221,31 +257,76 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
221 /// 257 ///
222 /// </summary> 258 /// </summary>
223 // ----------------------------------------------------------------- 259 // -----------------------------------------------------------------
224 public bool TestPath(UUID storeID, string path, bool useJson) 260 public bool TestStore(UUID storeID)
225 { 261 {
226 if (! m_enabled) return false; 262 if (! m_enabled) return false;
227 263
264 lock (m_JsonValueStore)
265 return m_JsonValueStore.ContainsKey(storeID);
266 }
267
268 // -----------------------------------------------------------------
269 /// <summary>
270 ///
271 /// </summary>
272 // -----------------------------------------------------------------
273 public JsonStoreNodeType GetNodeType(UUID storeID, string path)
274 {
275 if (! m_enabled) return JsonStoreNodeType.Undefined;
276
228 JsonStore map = null; 277 JsonStore map = null;
229 lock (m_JsonValueStore) 278 lock (m_JsonValueStore)
230 { 279 {
231 if (! m_JsonValueStore.TryGetValue(storeID,out map)) 280 if (! m_JsonValueStore.TryGetValue(storeID,out map))
232 { 281 {
233 m_log.InfoFormat("[JsonStore] Missing store {0}",storeID); 282 m_log.InfoFormat("[JsonStore] Missing store {0}",storeID);
234 return false; 283 return JsonStoreNodeType.Undefined;
235 } 284 }
236 } 285 }
237 286
238 try 287 try
239 { 288 {
240 lock (map) 289 lock (map)
241 return map.TestPath(path,useJson); 290 return map.GetNodeType(path);
242 } 291 }
243 catch (Exception e) 292 catch (Exception e)
244 { 293 {
245 m_log.InfoFormat("[JsonStore] Path test failed for {0} in {1}; {2}",path,storeID,e.Message); 294 m_log.Error(string.Format("[JsonStore]: Path test failed for {0} in {1}", path, storeID), e);
246 } 295 }
247 296
248 return false; 297 return JsonStoreNodeType.Undefined;
298 }
299
300 // -----------------------------------------------------------------
301 /// <summary>
302 ///
303 /// </summary>
304 // -----------------------------------------------------------------
305 public JsonStoreValueType GetValueType(UUID storeID, string path)
306 {
307 if (! m_enabled) return JsonStoreValueType.Undefined;
308
309 JsonStore map = null;
310 lock (m_JsonValueStore)
311 {
312 if (! m_JsonValueStore.TryGetValue(storeID,out map))
313 {
314 m_log.InfoFormat("[JsonStore] Missing store {0}",storeID);
315 return JsonStoreValueType.Undefined;
316 }
317 }
318
319 try
320 {
321 lock (map)
322 return map.GetValueType(path);
323 }
324 catch (Exception e)
325 {
326 m_log.Error(string.Format("[JsonStore]: Path test failed for {0} in {1}", path, storeID), e);
327 }
328
329 return JsonStoreValueType.Undefined;
249 } 330 }
250 331
251 // ----------------------------------------------------------------- 332 // -----------------------------------------------------------------
@@ -270,12 +351,20 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
270 try 351 try
271 { 352 {
272 lock (map) 353 lock (map)
273 if (map.SetValue(path,value,useJson)) 354 {
274 return true; 355 if (map.StringSpace > m_maxStringSpace)
356 {
357 m_log.WarnFormat("[JsonStore] {0} exceeded string size; {1} bytes used of {2} limit",
358 storeID,map.StringSpace,m_maxStringSpace);
359 return false;
360 }
361
362 return map.SetValue(path,value,useJson);
363 }
275 } 364 }
276 catch (Exception e) 365 catch (Exception e)
277 { 366 {
278 m_log.InfoFormat("[JsonStore] Unable to assign {0} to {1} in {2}; {3}",value,path,storeID,e.Message); 367 m_log.Error(string.Format("[JsonStore]: Unable to assign {0} to {1} in {2}", value, path, storeID), e);
279 } 368 }
280 369
281 return false; 370 return false;
@@ -303,12 +392,11 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
303 try 392 try
304 { 393 {
305 lock (map) 394 lock (map)
306 if (map.RemoveValue(path)) 395 return map.RemoveValue(path);
307 return true;
308 } 396 }
309 catch (Exception e) 397 catch (Exception e)
310 { 398 {
311 m_log.InfoFormat("[JsonStore] Unable to remove {0} in {1}; {2}",path,storeID,e.Message); 399 m_log.Error(string.Format("[JsonStore]: Unable to remove {0} in {1}", path, storeID), e);
312 } 400 }
313 401
314 return false; 402 return false;
@@ -319,6 +407,37 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
319 /// 407 ///
320 /// </summary> 408 /// </summary>
321 // ----------------------------------------------------------------- 409 // -----------------------------------------------------------------
410 public int GetArrayLength(UUID storeID, string path)
411 {
412 if (! m_enabled) return -1;
413
414 JsonStore map = null;
415 lock (m_JsonValueStore)
416 {
417 if (! m_JsonValueStore.TryGetValue(storeID,out map))
418 return -1;
419 }
420
421 try
422 {
423 lock (map)
424 {
425 return map.ArrayLength(path);
426 }
427 }
428 catch (Exception e)
429 {
430 m_log.Error("[JsonStore]: unable to retrieve value", e);
431 }
432
433 return -1;
434 }
435
436 // -----------------------------------------------------------------
437 /// <summary>
438 ///
439 /// </summary>
440 // -----------------------------------------------------------------
322 public bool GetValue(UUID storeID, string path, bool useJson, out string value) 441 public bool GetValue(UUID storeID, string path, bool useJson, out string value)
323 { 442 {
324 value = String.Empty; 443 value = String.Empty;
@@ -341,7 +460,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
341 } 460 }
342 catch (Exception e) 461 catch (Exception e)
343 { 462 {
344 m_log.InfoFormat("[JsonStore] unable to retrieve value; {0}",e.Message); 463 m_log.Error("[JsonStore]: unable to retrieve value", e);
345 } 464 }
346 465
347 return false; 466 return false;
@@ -380,7 +499,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
380 } 499 }
381 catch (Exception e) 500 catch (Exception e)
382 { 501 {
383 m_log.InfoFormat("[JsonStore] unable to retrieve value; {0}",e.ToString()); 502 m_log.Error("[JsonStore] unable to retrieve value", e);
384 } 503 }
385 504
386 cback(String.Empty); 505 cback(String.Empty);
@@ -419,7 +538,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
419 } 538 }
420 catch (Exception e) 539 catch (Exception e)
421 { 540 {
422 m_log.InfoFormat("[JsonStore] unable to retrieve value; {0}",e.ToString()); 541 m_log.Error("[JsonStore]: unable to retrieve value", e);
423 } 542 }
424 543
425 cback(String.Empty); 544 cback(String.Empty);
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs
index 0c175ca..4a754a9 100644
--- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs
@@ -39,6 +39,7 @@ using OpenMetaverse.StructuredData;
39using OpenSim.Framework; 39using OpenSim.Framework;
40using OpenSim.Region.Framework.Interfaces; 40using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.Framework.Scenes; 41using OpenSim.Region.Framework.Scenes;
42using OpenSim.Region.Framework.Scenes.Scripting;
42using System.Collections.Generic; 43using System.Collections.Generic;
43using System.Text.RegularExpressions; 44using System.Text.RegularExpressions;
44 45
@@ -92,12 +93,12 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
92 } 93 }
93 catch (Exception e) 94 catch (Exception e)
94 { 95 {
95 m_log.ErrorFormat("[JsonStoreScripts] initialization error: {0}",e.Message); 96 m_log.ErrorFormat("[JsonStoreScripts]: initialization error: {0}", e.Message);
96 return; 97 return;
97 } 98 }
98 99
99 if (m_enabled) 100 if (m_enabled)
100 m_log.DebugFormat("[JsonStoreScripts] module is enabled"); 101 m_log.DebugFormat("[JsonStoreScripts]: module is enabled");
101 } 102 }
102 103
103 // ----------------------------------------------------------------- 104 // -----------------------------------------------------------------
@@ -150,7 +151,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
150 m_comms = m_scene.RequestModuleInterface<IScriptModuleComms>(); 151 m_comms = m_scene.RequestModuleInterface<IScriptModuleComms>();
151 if (m_comms == null) 152 if (m_comms == null)
152 { 153 {
153 m_log.ErrorFormat("[JsonStoreScripts] ScriptModuleComms interface not defined"); 154 m_log.ErrorFormat("[JsonStoreScripts]: ScriptModuleComms interface not defined");
154 m_enabled = false; 155 m_enabled = false;
155 return; 156 return;
156 } 157 }
@@ -158,40 +159,20 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
158 m_store = m_scene.RequestModuleInterface<IJsonStoreModule>(); 159 m_store = m_scene.RequestModuleInterface<IJsonStoreModule>();
159 if (m_store == null) 160 if (m_store == null)
160 { 161 {
161 m_log.ErrorFormat("[JsonStoreScripts] JsonModule interface not defined"); 162 m_log.ErrorFormat("[JsonStoreScripts]: JsonModule interface not defined");
162 m_enabled = false; 163 m_enabled = false;
163 return; 164 return;
164 } 165 }
165 166
166 try 167 try
167 { 168 {
168 m_comms.RegisterScriptInvocation(this,"JsonCreateStore"); 169 m_comms.RegisterScriptInvocations(this);
169 m_comms.RegisterScriptInvocation(this,"JsonDestroyStore"); 170 m_comms.RegisterConstants(this);
170
171 m_comms.RegisterScriptInvocation(this,"JsonReadNotecard");
172 m_comms.RegisterScriptInvocation(this,"JsonWriteNotecard");
173
174 m_comms.RegisterScriptInvocation(this,"JsonTestPath");
175 m_comms.RegisterScriptInvocation(this,"JsonTestPathJson");
176
177 m_comms.RegisterScriptInvocation(this,"JsonGetValue");
178 m_comms.RegisterScriptInvocation(this,"JsonGetValueJson");
179
180 m_comms.RegisterScriptInvocation(this,"JsonTakeValue");
181 m_comms.RegisterScriptInvocation(this,"JsonTakeValueJson");
182
183 m_comms.RegisterScriptInvocation(this,"JsonReadValue");
184 m_comms.RegisterScriptInvocation(this,"JsonReadValueJson");
185
186 m_comms.RegisterScriptInvocation(this,"JsonSetValue");
187 m_comms.RegisterScriptInvocation(this,"JsonSetValueJson");
188
189 m_comms.RegisterScriptInvocation(this,"JsonRemoveValue");
190 } 171 }
191 catch (Exception e) 172 catch (Exception e)
192 { 173 {
193 // See http://opensimulator.org/mantis/view.php?id=5971 for more information 174 // See http://opensimulator.org/mantis/view.php?id=5971 for more information
194 m_log.WarnFormat("[JsonStroreScripts] script method registration failed; {0}",e.Message); 175 m_log.WarnFormat("[JsonStoreScripts]: script method registration failed; {0}", e.Message);
195 m_enabled = false; 176 m_enabled = false;
196 } 177 }
197 } 178 }
@@ -208,23 +189,61 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
208 189
209#endregion 190#endregion
210 191
192#region ScriptConstantsInterface
193
194 [ScriptConstant]
195 public static readonly int JSON_NODETYPE_UNDEF = (int)JsonStoreNodeType.Undefined;
196
197 [ScriptConstant]
198 public static readonly int JSON_NODETYPE_OBJECT = (int)JsonStoreNodeType.Object;
199
200 [ScriptConstant]
201 public static readonly int JSON_NODETYPE_ARRAY = (int)JsonStoreNodeType.Array;
202
203 [ScriptConstant]
204 public static readonly int JSON_NODETYPE_VALUE = (int)JsonStoreNodeType.Value;
205
206 [ScriptConstant]
207 public static readonly int JSON_VALUETYPE_UNDEF = (int)JsonStoreValueType.Undefined;
208
209 [ScriptConstant]
210 public static readonly int JSON_VALUETYPE_BOOLEAN = (int)JsonStoreValueType.Boolean;
211
212 [ScriptConstant]
213 public static readonly int JSON_VALUETYPE_INTEGER = (int)JsonStoreValueType.Integer;
214
215 [ScriptConstant]
216 public static readonly int JSON_VALUETYPE_FLOAT = (int)JsonStoreValueType.Float;
217
218 [ScriptConstant]
219 public static readonly int JSON_VALUETYPE_STRING = (int)JsonStoreValueType.String;
220
221
222#endregion
223
211#region ScriptInvocationInteface 224#region ScriptInvocationInteface
212 // ----------------------------------------------------------------- 225 // -----------------------------------------------------------------
213 /// <summary> 226 /// <summary>
214 /// 227 ///
215 /// </summary> 228 /// </summary>
216 // ----------------------------------------------------------------- 229 // -----------------------------------------------------------------
217 protected void GenerateRuntimeError(string msg) 230 [ScriptInvocation]
231 public UUID JsonAttachObjectStore(UUID hostID, UUID scriptID)
218 { 232 {
219 throw new Exception("JsonStore Runtime Error: " + msg); 233 UUID uuid = UUID.Zero;
234 if (! m_store.AttachObjectStore(hostID))
235 GenerateRuntimeError("Failed to create Json store");
236
237 return hostID;
220 } 238 }
221 239
222 // ----------------------------------------------------------------- 240 // -----------------------------------------------------------------
223 /// <summary> 241 /// <summary>
224 /// 242 ///
225 /// </summary> 243 /// </summary>
226 // ----------------------------------------------------------------- 244 // -----------------------------------------------------------------
227 protected UUID JsonCreateStore(UUID hostID, UUID scriptID, string value) 245 [ScriptInvocation]
246 public UUID JsonCreateStore(UUID hostID, UUID scriptID, string value)
228 { 247 {
229 UUID uuid = UUID.Zero; 248 UUID uuid = UUID.Zero;
230 if (! m_store.CreateStore(value, ref uuid)) 249 if (! m_store.CreateStore(value, ref uuid))
@@ -238,7 +257,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
238 /// 257 ///
239 /// </summary> 258 /// </summary>
240 // ----------------------------------------------------------------- 259 // -----------------------------------------------------------------
241 protected int JsonDestroyStore(UUID hostID, UUID scriptID, UUID storeID) 260 [ScriptInvocation]
261 public int JsonDestroyStore(UUID hostID, UUID scriptID, UUID storeID)
242 { 262 {
243 return m_store.DestroyStore(storeID) ? 1 : 0; 263 return m_store.DestroyStore(storeID) ? 1 : 0;
244 } 264 }
@@ -248,10 +268,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
248 /// 268 ///
249 /// </summary> 269 /// </summary>
250 // ----------------------------------------------------------------- 270 // -----------------------------------------------------------------
251 protected UUID JsonReadNotecard(UUID hostID, UUID scriptID, UUID storeID, string path, UUID assetID) 271 [ScriptInvocation]
272 public int JsonTestStore(UUID hostID, UUID scriptID, UUID storeID)
273 {
274 return m_store.TestStore(storeID) ? 1 : 0;
275 }
276
277 // -----------------------------------------------------------------
278 /// <summary>
279 ///
280 /// </summary>
281 // -----------------------------------------------------------------
282 [ScriptInvocation]
283 public UUID JsonReadNotecard(UUID hostID, UUID scriptID, UUID storeID, string path, string notecardIdentifier)
252 { 284 {
253 UUID reqID = UUID.Random(); 285 UUID reqID = UUID.Random();
254 Util.FireAndForget(delegate(object o) { DoJsonReadNotecard(reqID,hostID,scriptID,storeID,path,assetID); }); 286 Util.FireAndForget(o => DoJsonReadNotecard(reqID, hostID, scriptID, storeID, path, notecardIdentifier));
255 return reqID; 287 return reqID;
256 } 288 }
257 289
@@ -260,7 +292,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
260 /// 292 ///
261 /// </summary> 293 /// </summary>
262 // ----------------------------------------------------------------- 294 // -----------------------------------------------------------------
263 protected UUID JsonWriteNotecard(UUID hostID, UUID scriptID, UUID storeID, string path, string name) 295 [ScriptInvocation]
296 public UUID JsonWriteNotecard(UUID hostID, UUID scriptID, UUID storeID, string path, string name)
264 { 297 {
265 UUID reqID = UUID.Random(); 298 UUID reqID = UUID.Random();
266 Util.FireAndForget(delegate(object o) { DoJsonWriteNotecard(reqID,hostID,scriptID,storeID,path,name); }); 299 Util.FireAndForget(delegate(object o) { DoJsonWriteNotecard(reqID,hostID,scriptID,storeID,path,name); });
@@ -272,14 +305,41 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
272 /// 305 ///
273 /// </summary> 306 /// </summary>
274 // ----------------------------------------------------------------- 307 // -----------------------------------------------------------------
275 protected int JsonTestPath(UUID hostID, UUID scriptID, UUID storeID, string path) 308 [ScriptInvocation]
309 public string JsonList2Path(UUID hostID, UUID scriptID, object[] pathlist)
276 { 310 {
277 return m_store.TestPath(storeID,path,false) ? 1 : 0; 311 string ipath = ConvertList2Path(pathlist);
312 string opath;
313
314 if (JsonStore.CanonicalPathExpression(ipath,out opath))
315 return opath;
316
317 // This won't parse if passed to the other routines as opposed to
318 // returning an empty string which is a valid path and would overwrite
319 // the entire store
320 return "**INVALID**";
321 }
322
323 // -----------------------------------------------------------------
324 /// <summary>
325 ///
326 /// </summary>
327 // -----------------------------------------------------------------
328 [ScriptInvocation]
329 public int JsonGetNodeType(UUID hostID, UUID scriptID, UUID storeID, string path)
330 {
331 return (int)m_store.GetNodeType(storeID,path);
278 } 332 }
279 333
280 protected int JsonTestPathJson(UUID hostID, UUID scriptID, UUID storeID, string path) 334 // -----------------------------------------------------------------
335 /// <summary>
336 ///
337 /// </summary>
338 // -----------------------------------------------------------------
339 [ScriptInvocation]
340 public int JsonGetValueType(UUID hostID, UUID scriptID, UUID storeID, string path)
281 { 341 {
282 return m_store.TestPath(storeID,path,true) ? 1 : 0; 342 return (int)m_store.GetValueType(storeID,path);
283 } 343 }
284 344
285 // ----------------------------------------------------------------- 345 // -----------------------------------------------------------------
@@ -287,12 +347,14 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
287 /// 347 ///
288 /// </summary> 348 /// </summary>
289 // ----------------------------------------------------------------- 349 // -----------------------------------------------------------------
290 protected int JsonSetValue(UUID hostID, UUID scriptID, UUID storeID, string path, string value) 350 [ScriptInvocation]
351 public int JsonSetValue(UUID hostID, UUID scriptID, UUID storeID, string path, string value)
291 { 352 {
292 return m_store.SetValue(storeID,path,value,false) ? 1 : 0; 353 return m_store.SetValue(storeID,path,value,false) ? 1 : 0;
293 } 354 }
294 355
295 protected int JsonSetValueJson(UUID hostID, UUID scriptID, UUID storeID, string path, string value) 356 [ScriptInvocation]
357 public int JsonSetJson(UUID hostID, UUID scriptID, UUID storeID, string path, string value)
296 { 358 {
297 return m_store.SetValue(storeID,path,value,true) ? 1 : 0; 359 return m_store.SetValue(storeID,path,value,true) ? 1 : 0;
298 } 360 }
@@ -302,7 +364,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
302 /// 364 ///
303 /// </summary> 365 /// </summary>
304 // ----------------------------------------------------------------- 366 // -----------------------------------------------------------------
305 protected int JsonRemoveValue(UUID hostID, UUID scriptID, UUID storeID, string path) 367 [ScriptInvocation]
368 public int JsonRemoveValue(UUID hostID, UUID scriptID, UUID storeID, string path)
306 { 369 {
307 return m_store.RemoveValue(storeID,path) ? 1 : 0; 370 return m_store.RemoveValue(storeID,path) ? 1 : 0;
308 } 371 }
@@ -312,14 +375,27 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
312 /// 375 ///
313 /// </summary> 376 /// </summary>
314 // ----------------------------------------------------------------- 377 // -----------------------------------------------------------------
315 protected string JsonGetValue(UUID hostID, UUID scriptID, UUID storeID, string path) 378 [ScriptInvocation]
379 public int JsonGetArrayLength(UUID hostID, UUID scriptID, UUID storeID, string path)
380 {
381 return m_store.GetArrayLength(storeID,path);
382 }
383
384 // -----------------------------------------------------------------
385 /// <summary>
386 ///
387 /// </summary>
388 // -----------------------------------------------------------------
389 [ScriptInvocation]
390 public string JsonGetValue(UUID hostID, UUID scriptID, UUID storeID, string path)
316 { 391 {
317 string value = String.Empty; 392 string value = String.Empty;
318 m_store.GetValue(storeID,path,false,out value); 393 m_store.GetValue(storeID,path,false,out value);
319 return value; 394 return value;
320 } 395 }
321 396
322 protected string JsonGetValueJson(UUID hostID, UUID scriptID, UUID storeID, string path) 397 [ScriptInvocation]
398 public string JsonGetJson(UUID hostID, UUID scriptID, UUID storeID, string path)
323 { 399 {
324 string value = String.Empty; 400 string value = String.Empty;
325 m_store.GetValue(storeID,path,true, out value); 401 m_store.GetValue(storeID,path,true, out value);
@@ -331,80 +407,105 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
331 /// 407 ///
332 /// </summary> 408 /// </summary>
333 // ----------------------------------------------------------------- 409 // -----------------------------------------------------------------
334 protected UUID JsonTakeValue(UUID hostID, UUID scriptID, UUID storeID, string path) 410 [ScriptInvocation]
411 public UUID JsonTakeValue(UUID hostID, UUID scriptID, UUID storeID, string path)
335 { 412 {
336 UUID reqID = UUID.Random(); 413 UUID reqID = UUID.Random();
337 Util.FireAndForget(delegate(object o) { DoJsonTakeValue(scriptID,reqID,storeID,path,false); }); 414 Util.FireAndForget(delegate(object o) { DoJsonTakeValue(scriptID,reqID,storeID,path,false); });
338 return reqID; 415 return reqID;
339 } 416 }
340 417
341 protected UUID JsonTakeValueJson(UUID hostID, UUID scriptID, UUID storeID, string path) 418 [ScriptInvocation]
419 public UUID JsonTakeValueJson(UUID hostID, UUID scriptID, UUID storeID, string path)
342 { 420 {
343 UUID reqID = UUID.Random(); 421 UUID reqID = UUID.Random();
344 Util.FireAndForget(delegate(object o) { DoJsonTakeValue(scriptID,reqID,storeID,path,true); }); 422 Util.FireAndForget(delegate(object o) { DoJsonTakeValue(scriptID,reqID,storeID,path,true); });
345 return reqID; 423 return reqID;
346 } 424 }
347 425
348 private void DoJsonTakeValue(UUID scriptID, UUID reqID, UUID storeID, string path, bool useJson)
349 {
350 try
351 {
352 m_store.TakeValue(storeID,path,useJson,delegate(string value) { DispatchValue(scriptID,reqID,value); });
353 return;
354 }
355 catch (Exception e)
356 {
357 m_log.InfoFormat("[JsonStoreScripts] unable to retrieve value; {0}",e.ToString());
358 }
359
360 DispatchValue(scriptID,reqID,String.Empty);
361 }
362
363
364 // ----------------------------------------------------------------- 426 // -----------------------------------------------------------------
365 /// <summary> 427 /// <summary>
366 /// 428 ///
367 /// </summary> 429 /// </summary>
368 // ----------------------------------------------------------------- 430 // -----------------------------------------------------------------
369 protected UUID JsonReadValue(UUID hostID, UUID scriptID, UUID storeID, string path) 431 [ScriptInvocation]
432 public UUID JsonReadValue(UUID hostID, UUID scriptID, UUID storeID, string path)
370 { 433 {
371 UUID reqID = UUID.Random(); 434 UUID reqID = UUID.Random();
372 Util.FireAndForget(delegate(object o) { DoJsonReadValue(scriptID,reqID,storeID,path,false); }); 435 Util.FireAndForget(delegate(object o) { DoJsonReadValue(scriptID,reqID,storeID,path,false); });
373 return reqID; 436 return reqID;
374 } 437 }
375 438
376 protected UUID JsonReadValueJson(UUID hostID, UUID scriptID, UUID storeID, string path) 439 [ScriptInvocation]
440 public UUID JsonReadValueJson(UUID hostID, UUID scriptID, UUID storeID, string path)
377 { 441 {
378 UUID reqID = UUID.Random(); 442 UUID reqID = UUID.Random();
379 Util.FireAndForget(delegate(object o) { DoJsonReadValue(scriptID,reqID,storeID,path,true); }); 443 Util.FireAndForget(delegate(object o) { DoJsonReadValue(scriptID,reqID,storeID,path,true); });
380 return reqID; 444 return reqID;
381 } 445 }
382 446
383 private void DoJsonReadValue(UUID scriptID, UUID reqID, UUID storeID, string path, bool useJson) 447#endregion
448
449 // -----------------------------------------------------------------
450 /// <summary>
451 ///
452 /// </summary>
453 // -----------------------------------------------------------------
454 protected void GenerateRuntimeError(string msg)
455 {
456 m_log.InfoFormat("[JsonStore] runtime error: {0}",msg);
457 throw new Exception("JsonStore Runtime Error: " + msg);
458 }
459
460 // -----------------------------------------------------------------
461 /// <summary>
462 ///
463 /// </summary>
464 // -----------------------------------------------------------------
465 protected void DispatchValue(UUID scriptID, UUID reqID, string value)
466 {
467 m_comms.DispatchReply(scriptID,1,value,reqID.ToString());
468 }
469
470 // -----------------------------------------------------------------
471 /// <summary>
472 ///
473 /// </summary>
474 // -----------------------------------------------------------------
475 private void DoJsonTakeValue(UUID scriptID, UUID reqID, UUID storeID, string path, bool useJson)
384 { 476 {
385 try 477 try
386 { 478 {
387 m_store.ReadValue(storeID,path,useJson,delegate(string value) { DispatchValue(scriptID,reqID,value); }); 479 m_store.TakeValue(storeID,path,useJson,delegate(string value) { DispatchValue(scriptID,reqID,value); });
388 return; 480 return;
389 } 481 }
390 catch (Exception e) 482 catch (Exception e)
391 { 483 {
392 m_log.InfoFormat("[JsonStoreScripts] unable to retrieve value; {0}",e.ToString()); 484 m_log.InfoFormat("[JsonStoreScripts]: unable to retrieve value; {0}",e.ToString());
393 } 485 }
394 486
395 DispatchValue(scriptID,reqID,String.Empty); 487 DispatchValue(scriptID,reqID,String.Empty);
396 } 488 }
397 489
398#endregion
399 490
400 // ----------------------------------------------------------------- 491 // -----------------------------------------------------------------
401 /// <summary> 492 /// <summary>
402 /// 493 ///
403 /// </summary> 494 /// </summary>
404 // ----------------------------------------------------------------- 495 // -----------------------------------------------------------------
405 protected void DispatchValue(UUID scriptID, UUID reqID, string value) 496 private void DoJsonReadValue(UUID scriptID, UUID reqID, UUID storeID, string path, bool useJson)
406 { 497 {
407 m_comms.DispatchReply(scriptID,1,value,reqID.ToString()); 498 try
499 {
500 m_store.ReadValue(storeID,path,useJson,delegate(string value) { DispatchValue(scriptID,reqID,value); });
501 return;
502 }
503 catch (Exception e)
504 {
505 m_log.InfoFormat("[JsonStoreScripts]: unable to retrieve value; {0}",e.ToString());
506 }
507
508 DispatchValue(scriptID,reqID,String.Empty);
408 } 509 }
409 510
410 // ----------------------------------------------------------------- 511 // -----------------------------------------------------------------
@@ -412,31 +513,40 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
412 /// 513 ///
413 /// </summary> 514 /// </summary>
414 // ----------------------------------------------------------------- 515 // -----------------------------------------------------------------
415 private void DoJsonReadNotecard(UUID reqID, UUID hostID, UUID scriptID, UUID storeID, string path, UUID assetID) 516 private void DoJsonReadNotecard(
517 UUID reqID, UUID hostID, UUID scriptID, UUID storeID, string path, string notecardIdentifier)
416 { 518 {
519 UUID assetID;
520
521 if (!UUID.TryParse(notecardIdentifier, out assetID))
522 {
523 SceneObjectPart part = m_scene.GetSceneObjectPart(hostID);
524 assetID = ScriptUtils.GetAssetIdFromItemName(part, notecardIdentifier, (int)AssetType.Notecard);
525 }
526
417 AssetBase a = m_scene.AssetService.Get(assetID.ToString()); 527 AssetBase a = m_scene.AssetService.Get(assetID.ToString());
418 if (a == null) 528 if (a == null)
419 GenerateRuntimeError(String.Format("Unable to find notecard asset {0}",assetID)); 529 GenerateRuntimeError(String.Format("Unable to find notecard asset {0}", assetID));
420 530
421 if (a.Type != (sbyte)AssetType.Notecard) 531 if (a.Type != (sbyte)AssetType.Notecard)
422 GenerateRuntimeError(String.Format("Invalid notecard asset {0}",assetID)); 532 GenerateRuntimeError(String.Format("Invalid notecard asset {0}", assetID));
423 533
424 m_log.DebugFormat("[JsonStoreScripts] read notecard in context {0}",storeID); 534 m_log.DebugFormat("[JsonStoreScripts]: read notecard in context {0}",storeID);
425 535
426 try 536 try
427 { 537 {
428 string jsondata = SLUtil.ParseNotecardToString(Encoding.UTF8.GetString(a.Data)); 538 string jsondata = SLUtil.ParseNotecardToString(Encoding.UTF8.GetString(a.Data));
429 int result = m_store.SetValue(storeID, path, jsondata,true) ? 1 : 0; 539 int result = m_store.SetValue(storeID, path, jsondata,true) ? 1 : 0;
430 m_comms.DispatchReply(scriptID,result, "", reqID.ToString()); 540 m_comms.DispatchReply(scriptID, result, "", reqID.ToString());
431 return; 541 return;
432 } 542 }
433 catch (Exception e) 543 catch (Exception e)
434 { 544 {
435 m_log.WarnFormat("[JsonStoreScripts] Json parsing failed; {0}",e.Message); 545 m_log.WarnFormat("[JsonStoreScripts]: Json parsing failed; {0}", e.Message);
436 } 546 }
437 547
438 GenerateRuntimeError(String.Format("Json parsing failed for {0}",assetID.ToString())); 548 GenerateRuntimeError(String.Format("Json parsing failed for {0}", assetID));
439 m_comms.DispatchReply(scriptID,0,"",reqID.ToString()); 549 m_comms.DispatchReply(scriptID, 0, "", reqID.ToString());
440 } 550 }
441 551
442 // ----------------------------------------------------------------- 552 // -----------------------------------------------------------------
@@ -494,5 +604,43 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
494 604
495 m_comms.DispatchReply(scriptID,1,assetID.ToString(),reqID.ToString()); 605 m_comms.DispatchReply(scriptID,1,assetID.ToString(),reqID.ToString());
496 } 606 }
607
608 // -----------------------------------------------------------------
609 /// <summary>
610 /// Convert a list of values that are path components to a single string path
611 /// </summary>
612 // -----------------------------------------------------------------
613 protected static Regex m_ArrayPattern = new Regex("^([0-9]+|\\+)$");
614 private string ConvertList2Path(object[] pathlist)
615 {
616 string path = "";
617 for (int i = 0; i < pathlist.Length; i++)
618 {
619 string token = "";
620
621 if (pathlist[i] is string)
622 {
623 token = pathlist[i].ToString();
624
625 // Check to see if this is a bare number which would not be a valid
626 // identifier otherwise
627 if (m_ArrayPattern.IsMatch(token))
628 token = '[' + token + ']';
629 }
630 else if (pathlist[i] is int)
631 {
632 token = "[" + pathlist[i].ToString() + "]";
633 }
634 else
635 {
636 token = "." + pathlist[i].ToString() + ".";
637 }
638
639 path += token + ".";
640 }
641
642 return path;
643 }
644
497 } 645 }
498} 646} \ No newline at end of file
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs
new file mode 100644
index 0000000..bfa9937
--- /dev/null
+++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs
@@ -0,0 +1,901 @@
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.Collections.Generic;
30using System.Reflection;
31using System.Text;
32using log4net;
33using Nini.Config;
34using NUnit.Framework;
35using OpenMetaverse;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.Scripting.ScriptModuleComms;
38using OpenSim.Region.Framework.Scenes;
39using OpenSim.Region.ScriptEngine.Shared;
40using OpenSim.Region.ScriptEngine.Shared.Api;
41using OpenSim.Services.Interfaces;
42using OpenSim.Tests.Common;
43using OpenSim.Tests.Common.Mock;
44
45namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
46{
47 /// <summary>
48 /// Tests for inventory functions in LSL
49 /// </summary>
50 [TestFixture]
51 public class JsonStoreScriptModuleTests : OpenSimTestCase
52 {
53 private Scene m_scene;
54 private MockScriptEngine m_engine;
55 private ScriptModuleCommsModule m_smcm;
56 private JsonStoreScriptModule m_jssm;
57
58 [TestFixtureSetUp]
59 public void FixtureInit()
60 {
61 // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
62 Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
63 }
64
65 [TestFixtureTearDown]
66 public void TearDown()
67 {
68 // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
69 // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
70 // tests really shouldn't).
71 Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
72 }
73
74 [SetUp]
75 public override void SetUp()
76 {
77 base.SetUp();
78
79 IConfigSource configSource = new IniConfigSource();
80 IConfig jsonStoreConfig = configSource.AddConfig("JsonStore");
81 jsonStoreConfig.Set("Enabled", "true");
82
83 m_engine = new MockScriptEngine();
84 m_smcm = new ScriptModuleCommsModule();
85 JsonStoreModule jsm = new JsonStoreModule();
86 m_jssm = new JsonStoreScriptModule();
87
88 m_scene = new SceneHelpers().SetupScene();
89 SceneHelpers.SetupSceneModules(m_scene, configSource, m_engine, m_smcm, jsm, m_jssm);
90
91 try
92 {
93 m_smcm.RegisterScriptInvocation(this, "DummyTestMethod");
94 }
95 catch (ArgumentException)
96 {
97 Assert.Ignore("Ignoring test since running on .NET 3.5 or earlier.");
98 }
99
100 // XXX: Unfortunately, ICommsModule currently has no way of deregistering methods.
101 }
102
103 private object InvokeOp(string name, params object[] args)
104 {
105 return InvokeOpOnHost(name, UUID.Zero, args);
106 }
107
108 private object InvokeOpOnHost(string name, UUID hostId, params object[] args)
109 {
110 return m_smcm.InvokeOperation(hostId, UUID.Zero, name, args);
111 }
112
113 [Test]
114 public void TestJsonCreateStore()
115 {
116 TestHelpers.InMethod();
117// TestHelpers.EnableLogging();
118
119 // Test blank store
120 {
121 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
122 Assert.That(storeId, Is.Not.EqualTo(UUID.Zero));
123 }
124
125 // Test single element store
126 {
127 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : 'World' }");
128 Assert.That(storeId, Is.Not.EqualTo(UUID.Zero));
129 }
130
131 // Test with an integer value
132 {
133 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : 42.15 }");
134 Assert.That(storeId, Is.Not.EqualTo(UUID.Zero));
135
136 string value = (string)InvokeOp("JsonGetValue", storeId, "Hello");
137 Assert.That(value, Is.EqualTo("42.15"));
138 }
139
140 // Test with an array as the root node
141 {
142 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "[ 'one', 'two', 'three' ]");
143 Assert.That(storeId, Is.Not.EqualTo(UUID.Zero));
144
145 string value = (string)InvokeOp("JsonGetValue", storeId, "[1]");
146 Assert.That(value, Is.EqualTo("two"));
147 }
148 }
149
150 [Test]
151 public void TestJsonDestroyStore()
152 {
153 TestHelpers.InMethod();
154// TestHelpers.EnableLogging();
155
156 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : 'World' }");
157 int dsrv = (int)InvokeOp("JsonDestroyStore", storeId);
158
159 Assert.That(dsrv, Is.EqualTo(1));
160
161 int tprv = (int)InvokeOp("JsonGetNodeType", storeId, "Hello");
162 Assert.That(tprv, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF));
163 }
164
165 [Test]
166 public void TestJsonDestroyStoreNotExists()
167 {
168 TestHelpers.InMethod();
169// TestHelpers.EnableLogging();
170
171 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
172
173 int dsrv = (int)InvokeOp("JsonDestroyStore", fakeStoreId);
174
175 Assert.That(dsrv, Is.EqualTo(0));
176 }
177
178 [Test]
179 public void TestJsonGetValue()
180 {
181 TestHelpers.InMethod();
182// TestHelpers.EnableLogging();
183
184 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : 'Two' } }");
185
186 {
187 string value = (string)InvokeOp("JsonGetValue", storeId, "Hello.World");
188 Assert.That(value, Is.EqualTo("Two"));
189 }
190
191 // Test get of path section instead of leaf
192 {
193 string value = (string)InvokeOp("JsonGetValue", storeId, "Hello");
194 Assert.That(value, Is.EqualTo(""));
195 }
196
197 // Test get of non-existing value
198 {
199 string fakeValueGet = (string)InvokeOp("JsonGetValue", storeId, "foo");
200 Assert.That(fakeValueGet, Is.EqualTo(""));
201 }
202
203 // Test get from non-existing store
204 {
205 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
206 string fakeStoreValueGet = (string)InvokeOp("JsonGetValue", fakeStoreId, "Hello");
207 Assert.That(fakeStoreValueGet, Is.EqualTo(""));
208 }
209 }
210
211 [Test]
212 public void TestJsonGetJson()
213 {
214 TestHelpers.InMethod();
215// TestHelpers.EnableLogging();
216
217 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : 'Two' } }");
218
219 {
220 string value = (string)InvokeOp("JsonGetJson", storeId, "Hello.World");
221 Assert.That(value, Is.EqualTo("'Two'"));
222 }
223
224 // Test get of path section instead of leaf
225 {
226 string value = (string)InvokeOp("JsonGetJson", storeId, "Hello");
227 Assert.That(value, Is.EqualTo("{\"World\":\"Two\"}"));
228 }
229
230 // Test get of non-existing value
231 {
232 string fakeValueGet = (string)InvokeOp("JsonGetJson", storeId, "foo");
233 Assert.That(fakeValueGet, Is.EqualTo(""));
234 }
235
236 // Test get from non-existing store
237 {
238 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
239 string fakeStoreValueGet = (string)InvokeOp("JsonGetJson", fakeStoreId, "Hello");
240 Assert.That(fakeStoreValueGet, Is.EqualTo(""));
241 }
242 }
243
244// [Test]
245// public void TestJsonTakeValue()
246// {
247// TestHelpers.InMethod();
248//// TestHelpers.EnableLogging();
249//
250// UUID storeId
251// = (UUID)m_smcm.InvokeOperation(
252// UUID.Zero, UUID.Zero, "JsonCreateStore", new object[] { "{ 'Hello' : 'World' }" });
253//
254// string value
255// = (string)m_smcm.InvokeOperation(
256// UUID.Zero, UUID.Zero, "JsonTakeValue", new object[] { storeId, "Hello" });
257//
258// Assert.That(value, Is.EqualTo("World"));
259//
260// string value2
261// = (string)m_smcm.InvokeOperation(
262// UUID.Zero, UUID.Zero, "JsonGetValue", new object[] { storeId, "Hello" });
263//
264// Assert.That(value, Is.Null);
265// }
266
267 [Test]
268 public void TestJsonRemoveValue()
269 {
270 TestHelpers.InMethod();
271// TestHelpers.EnableLogging();
272
273 // Test remove of node in object pointing to a string
274 {
275 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : 'World' }");
276
277 int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello");
278 Assert.That(returnValue, Is.EqualTo(1));
279
280 int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello");
281 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF));
282
283 string returnValue2 = (string)InvokeOp("JsonGetValue", storeId, "Hello");
284 Assert.That(returnValue2, Is.EqualTo(""));
285 }
286
287 // Test remove of node in object pointing to another object
288 {
289 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : 'Wally' } }");
290
291 int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello");
292 Assert.That(returnValue, Is.EqualTo(1));
293
294 int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello");
295 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF));
296
297 string returnValue2 = (string)InvokeOp("JsonGetJson", storeId, "Hello");
298 Assert.That(returnValue2, Is.EqualTo(""));
299 }
300
301 // Test remove of node in an array
302 {
303 UUID storeId
304 = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : [ 'value1', 'value2' ] }");
305
306 int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello[0]");
307 Assert.That(returnValue, Is.EqualTo(1));
308
309 int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello[0]");
310 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_VALUE));
311
312 result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello[1]");
313 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF));
314
315 string stringReturnValue = (string)InvokeOp("JsonGetValue", storeId, "Hello[0]");
316 Assert.That(stringReturnValue, Is.EqualTo("value2"));
317
318 stringReturnValue = (string)InvokeOp("JsonGetJson", storeId, "Hello[1]");
319 Assert.That(stringReturnValue, Is.EqualTo(""));
320 }
321
322 // Test remove of non-existing value
323 {
324 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : 'World' }");
325
326 int fakeValueRemove = (int)InvokeOp("JsonRemoveValue", storeId, "Cheese");
327 Assert.That(fakeValueRemove, Is.EqualTo(0));
328 }
329
330 {
331 // Test get from non-existing store
332 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
333 int fakeStoreValueRemove = (int)InvokeOp("JsonRemoveValue", fakeStoreId, "Hello");
334 Assert.That(fakeStoreValueRemove, Is.EqualTo(0));
335 }
336 }
337
338// [Test]
339// public void TestJsonTestPath()
340// {
341// TestHelpers.InMethod();
342//// TestHelpers.EnableLogging();
343//
344// UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : 'One' } }");
345//
346// {
347// int result = (int)InvokeOp("JsonTestPath", storeId, "Hello.World");
348// Assert.That(result, Is.EqualTo(1));
349// }
350//
351// // Test for path which does not resolve to a value.
352// {
353// int result = (int)InvokeOp("JsonTestPath", storeId, "Hello");
354// Assert.That(result, Is.EqualTo(0));
355// }
356//
357// {
358// int result2 = (int)InvokeOp("JsonTestPath", storeId, "foo");
359// Assert.That(result2, Is.EqualTo(0));
360// }
361//
362// // Test with fake store
363// {
364// UUID fakeStoreId = TestHelpers.ParseTail(0x500);
365// int fakeStoreValueRemove = (int)InvokeOp("JsonTestPath", fakeStoreId, "Hello");
366// Assert.That(fakeStoreValueRemove, Is.EqualTo(0));
367// }
368// }
369
370// [Test]
371// public void TestJsonTestPathJson()
372// {
373// TestHelpers.InMethod();
374//// TestHelpers.EnableLogging();
375//
376// UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : 'One' } }");
377//
378// {
379// int result = (int)InvokeOp("JsonTestPathJson", storeId, "Hello.World");
380// Assert.That(result, Is.EqualTo(1));
381// }
382//
383// // Test for path which does not resolve to a value.
384// {
385// int result = (int)InvokeOp("JsonTestPathJson", storeId, "Hello");
386// Assert.That(result, Is.EqualTo(1));
387// }
388//
389// {
390// int result2 = (int)InvokeOp("JsonTestPathJson", storeId, "foo");
391// Assert.That(result2, Is.EqualTo(0));
392// }
393//
394// // Test with fake store
395// {
396// UUID fakeStoreId = TestHelpers.ParseTail(0x500);
397// int fakeStoreValueRemove = (int)InvokeOp("JsonTestPathJson", fakeStoreId, "Hello");
398// Assert.That(fakeStoreValueRemove, Is.EqualTo(0));
399// }
400// }
401
402 [Test]
403 public void TestJsonGetArrayLength()
404 {
405 TestHelpers.InMethod();
406// TestHelpers.EnableLogging();
407
408 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : [ 'one', 2 ] } }");
409
410 {
411 int result = (int)InvokeOp("JsonGetArrayLength", storeId, "Hello.World");
412 Assert.That(result, Is.EqualTo(2));
413 }
414
415 // Test path which is not an array
416 {
417 int result = (int)InvokeOp("JsonGetArrayLength", storeId, "Hello");
418 Assert.That(result, Is.EqualTo(-1));
419 }
420
421 // Test fake path
422 {
423 int result = (int)InvokeOp("JsonGetArrayLength", storeId, "foo");
424 Assert.That(result, Is.EqualTo(-1));
425 }
426
427 // Test fake store
428 {
429 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
430 int result = (int)InvokeOp("JsonGetArrayLength", fakeStoreId, "Hello.World");
431 Assert.That(result, Is.EqualTo(-1));
432 }
433 }
434
435 [Test]
436 public void TestJsonGetNodeType()
437 {
438 TestHelpers.InMethod();
439// TestHelpers.EnableLogging();
440
441 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : [ 'one', 2 ] } }");
442
443 {
444 int result = (int)InvokeOp("JsonGetNodeType", storeId, ".");
445 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_OBJECT));
446 }
447
448 {
449 int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello");
450 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_OBJECT));
451 }
452
453 {
454 int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello.World");
455 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_ARRAY));
456 }
457
458 {
459 int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello.World[0]");
460 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_VALUE));
461 }
462
463 {
464 int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello.World[1]");
465 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_VALUE));
466 }
467
468 // Test for non-existant path
469 {
470 int result = (int)InvokeOp("JsonGetNodeType", storeId, "foo");
471 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF));
472 }
473
474 // Test for non-existant store
475 {
476 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
477 int result = (int)InvokeOp("JsonGetNodeType", fakeStoreId, ".");
478 Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF));
479 }
480 }
481
482 [Test]
483 public void TestJsonList2Path()
484 {
485 TestHelpers.InMethod();
486// TestHelpers.EnableLogging();
487
488 // Invoking these methods directly since I just couldn't get comms module invocation to work for some reason
489 // - some confusion with the methods that take a params object[] invocation.
490 {
491 string result = m_jssm.JsonList2Path(UUID.Zero, UUID.Zero, new object[] { "foo" });
492 Assert.That(result, Is.EqualTo("{foo}"));
493 }
494
495 {
496 string result = m_jssm.JsonList2Path(UUID.Zero, UUID.Zero, new object[] { "foo", "bar" });
497 Assert.That(result, Is.EqualTo("{foo}.{bar}"));
498 }
499
500 {
501 string result = m_jssm.JsonList2Path(UUID.Zero, UUID.Zero, new object[] { "foo", 1, "bar" });
502 Assert.That(result, Is.EqualTo("{foo}.[1].{bar}"));
503 }
504 }
505
506 [Test]
507 public void TestJsonSetValue()
508 {
509 TestHelpers.InMethod();
510// TestHelpers.EnableLogging();
511
512 {
513 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
514
515 int result = (int)InvokeOp("JsonSetValue", storeId, "Fun", "Times");
516 Assert.That(result, Is.EqualTo(1));
517
518 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun");
519 Assert.That(value, Is.EqualTo("Times"));
520 }
521
522 // Test setting a key containing periods with delineation
523 {
524 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
525
526 int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun.Circus}", "Times");
527 Assert.That(result, Is.EqualTo(1));
528
529 string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun.Circus}");
530 Assert.That(value, Is.EqualTo("Times"));
531 }
532
533 // *** Test [] ***
534
535 // Test setting a key containing unbalanced ] without delineation. Expecting failure
536 {
537 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
538
539 int result = (int)InvokeOp("JsonSetValue", storeId, "Fun]Circus", "Times");
540 Assert.That(result, Is.EqualTo(0));
541
542 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun]Circus");
543 Assert.That(value, Is.EqualTo(""));
544 }
545
546 // Test setting a key containing unbalanced [ without delineation. Expecting failure
547 {
548 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
549
550 int result = (int)InvokeOp("JsonSetValue", storeId, "Fun[Circus", "Times");
551 Assert.That(result, Is.EqualTo(0));
552
553 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun[Circus");
554 Assert.That(value, Is.EqualTo(""));
555 }
556
557 // Test setting a key containing unbalanced [] without delineation. Expecting failure
558 {
559 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
560
561 int result = (int)InvokeOp("JsonSetValue", storeId, "Fun[]Circus", "Times");
562 Assert.That(result, Is.EqualTo(0));
563
564 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun[]Circus");
565 Assert.That(value, Is.EqualTo(""));
566 }
567
568 // Test setting a key containing unbalanced ] with delineation
569 {
570 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
571
572 int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun]Circus}", "Times");
573 Assert.That(result, Is.EqualTo(1));
574
575 string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun]Circus}");
576 Assert.That(value, Is.EqualTo("Times"));
577 }
578
579 // Test setting a key containing unbalanced [ with delineation
580 {
581 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
582
583 int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun[Circus}", "Times");
584 Assert.That(result, Is.EqualTo(1));
585
586 string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun[Circus}");
587 Assert.That(value, Is.EqualTo("Times"));
588 }
589
590 // Test setting a key containing empty balanced [] with delineation
591 {
592 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
593
594 int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun[]Circus}", "Times");
595 Assert.That(result, Is.EqualTo(1));
596
597 string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun[]Circus}");
598 Assert.That(value, Is.EqualTo("Times"));
599 }
600
601// // Commented out as this currently unexpectedly fails.
602// // Test setting a key containing brackets around an integer with delineation
603// {
604// UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
605//
606// int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun[0]Circus}", "Times");
607// Assert.That(result, Is.EqualTo(1));
608//
609// string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun[0]Circus}");
610// Assert.That(value, Is.EqualTo("Times"));
611// }
612
613 // *** Test {} ***
614
615 // Test setting a key containing unbalanced } without delineation. Expecting failure (?)
616 {
617 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
618
619 int result = (int)InvokeOp("JsonSetValue", storeId, "Fun}Circus", "Times");
620 Assert.That(result, Is.EqualTo(0));
621
622 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun}Circus");
623 Assert.That(value, Is.EqualTo(""));
624 }
625
626 // Test setting a key containing unbalanced { without delineation. Expecting failure (?)
627 {
628 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
629
630 int result = (int)InvokeOp("JsonSetValue", storeId, "Fun{Circus", "Times");
631 Assert.That(result, Is.EqualTo(0));
632
633 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun}Circus");
634 Assert.That(value, Is.EqualTo(""));
635 }
636
637// // Commented out as this currently unexpectedly fails.
638// // Test setting a key containing unbalanced }
639// {
640// UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
641//
642// int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun}Circus}", "Times");
643// Assert.That(result, Is.EqualTo(0));
644// }
645
646 // Test setting a key containing unbalanced { with delineation
647 {
648 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
649
650 int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun{Circus}", "Times");
651 Assert.That(result, Is.EqualTo(1));
652
653 string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun{Circus}");
654 Assert.That(value, Is.EqualTo("Times"));
655 }
656
657 // Test setting a key containing balanced {} with delineation. This should fail.
658 {
659 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
660
661 int result = (int)InvokeOp("JsonSetValue", storeId, "{Fun{Filled}Circus}", "Times");
662 Assert.That(result, Is.EqualTo(0));
663
664 string value = (string)InvokeOp("JsonGetValue", storeId, "{Fun{Filled}Circus}");
665 Assert.That(value, Is.EqualTo(""));
666 }
667
668 // Test setting to location that does not exist. This should fail.
669 {
670 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{}");
671
672 int result = (int)InvokeOp("JsonSetValue", storeId, "Fun.Circus", "Times");
673 Assert.That(result, Is.EqualTo(0));
674
675 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun.Circus");
676 Assert.That(value, Is.EqualTo(""));
677 }
678
679 // Test with fake store
680 {
681 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
682 int fakeStoreValueSet = (int)InvokeOp("JsonSetValue", fakeStoreId, "Hello", "World");
683 Assert.That(fakeStoreValueSet, Is.EqualTo(0));
684 }
685 }
686
687 [Test]
688 public void TestJsonSetJson()
689 {
690 TestHelpers.InMethod();
691// TestHelpers.EnableLogging();
692
693 // Single quoted token case
694 {
695 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ }");
696
697 int result = (int)InvokeOp("JsonSetJson", storeId, "Fun", "'Times'");
698 Assert.That(result, Is.EqualTo(1));
699
700 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun");
701 Assert.That(value, Is.EqualTo("Times"));
702 }
703
704 // Sub-tree case
705 {
706 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ }");
707
708 int result = (int)InvokeOp("JsonSetJson", storeId, "Fun", "{ 'Filled' : 'Times' }");
709 Assert.That(result, Is.EqualTo(1));
710
711 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun.Filled");
712 Assert.That(value, Is.EqualTo("Times"));
713 }
714
715 // If setting single strings in JsonSetValueJson, these must be single quoted tokens, not bare strings.
716 {
717 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ }");
718
719 int result = (int)InvokeOp("JsonSetJson", storeId, "Fun", "Times");
720 Assert.That(result, Is.EqualTo(0));
721
722 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun");
723 Assert.That(value, Is.EqualTo(""));
724 }
725
726 // Test setting to location that does not exist. This should fail.
727 {
728 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ }");
729
730 int result = (int)InvokeOp("JsonSetJson", storeId, "Fun.Circus", "'Times'");
731 Assert.That(result, Is.EqualTo(0));
732
733 string value = (string)InvokeOp("JsonGetValue", storeId, "Fun.Circus");
734 Assert.That(value, Is.EqualTo(""));
735 }
736
737 // Test with fake store
738 {
739 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
740 int fakeStoreValueSet = (int)InvokeOp("JsonSetJson", fakeStoreId, "Hello", "'World'");
741 Assert.That(fakeStoreValueSet, Is.EqualTo(0));
742 }
743 }
744
745 /// <summary>
746 /// Test for writing json to a notecard
747 /// </summary>
748 /// <remarks>
749 /// TODO: Really needs to test correct receipt of the link_message event. Could do this by directly fetching
750 /// it via the MockScriptEngine or perhaps by a dummy script instance.
751 /// </remarks>
752 [Test]
753 public void TestJsonWriteNotecard()
754 {
755 TestHelpers.InMethod();
756// TestHelpers.EnableLogging();
757
758 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
759 m_scene.AddSceneObject(so);
760
761 UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello':'World' }");
762
763 {
764 string notecardName = "nc1";
765
766 // Write notecard
767 UUID writeNotecardRequestId = (UUID)InvokeOpOnHost("JsonWriteNotecard", so.UUID, storeId, "", notecardName);
768 Assert.That(writeNotecardRequestId, Is.Not.EqualTo(UUID.Zero));
769
770 TaskInventoryItem nc1Item = so.RootPart.Inventory.GetInventoryItem(notecardName);
771 Assert.That(nc1Item, Is.Not.Null);
772
773 // TODO: Should independently check the contents.
774 }
775
776 // TODO: Write partial test
777
778 {
779 // Try to write notecard for a bad path
780 // In this case we do get a request id but no notecard is written.
781 string badPathNotecardName = "badPathNotecardName";
782
783 UUID writeNotecardBadPathRequestId
784 = (UUID)InvokeOpOnHost("JsonWriteNotecard", so.UUID, storeId, "flibble", badPathNotecardName);
785 Assert.That(writeNotecardBadPathRequestId, Is.Not.EqualTo(UUID.Zero));
786
787 TaskInventoryItem badPathItem = so.RootPart.Inventory.GetInventoryItem(badPathNotecardName);
788 Assert.That(badPathItem, Is.Null);
789 }
790
791 {
792 // Test with fake store
793 // In this case we do get a request id but no notecard is written.
794 string fakeStoreNotecardName = "fakeStoreNotecardName";
795
796 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
797 UUID fakeStoreWriteNotecardValue
798 = (UUID)InvokeOpOnHost("JsonWriteNotecard", so.UUID, fakeStoreId, "", fakeStoreNotecardName);
799 Assert.That(fakeStoreWriteNotecardValue, Is.Not.EqualTo(UUID.Zero));
800
801 TaskInventoryItem fakeStoreItem = so.RootPart.Inventory.GetInventoryItem(fakeStoreNotecardName);
802 Assert.That(fakeStoreItem, Is.Null);
803 }
804 }
805
806 /// <summary>
807 /// Test for reading json from a notecard
808 /// </summary>
809 /// <remarks>
810 /// TODO: Really needs to test correct receipt of the link_message event. Could do this by directly fetching
811 /// it via the MockScriptEngine or perhaps by a dummy script instance.
812 /// </remarks>
813 [Test]
814 public void TestJsonReadNotecard()
815 {
816 TestHelpers.InMethod();
817// TestHelpers.EnableLogging();
818
819 string notecardName = "nc1";
820
821 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
822 m_scene.AddSceneObject(so);
823
824 UUID creatingStoreId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello':'World' }");
825
826 // Write notecard
827 InvokeOpOnHost("JsonWriteNotecard", so.UUID, creatingStoreId, "", notecardName);
828
829 {
830 // Read notecard
831 UUID receivingStoreId = (UUID)InvokeOp("JsonCreateStore", "{}");
832 UUID readNotecardRequestId = (UUID)InvokeOpOnHost("JsonReadNotecard", so.UUID, receivingStoreId, "", notecardName);
833 Assert.That(readNotecardRequestId, Is.Not.EqualTo(UUID.Zero));
834
835 string value = (string)InvokeOp("JsonGetValue", receivingStoreId, "Hello");
836 Assert.That(value, Is.EqualTo("World"));
837 }
838
839 {
840 // Read notecard to new single component path
841 UUID receivingStoreId = (UUID)InvokeOp("JsonCreateStore", "{}");
842 UUID readNotecardRequestId = (UUID)InvokeOpOnHost("JsonReadNotecard", so.UUID, receivingStoreId, "make", notecardName);
843 Assert.That(readNotecardRequestId, Is.Not.EqualTo(UUID.Zero));
844
845 string value = (string)InvokeOp("JsonGetValue", receivingStoreId, "Hello");
846 Assert.That(value, Is.EqualTo(""));
847
848 value = (string)InvokeOp("JsonGetValue", receivingStoreId, "make.Hello");
849 Assert.That(value, Is.EqualTo("World"));
850 }
851
852 {
853 // Read notecard to new multi-component path. This should not work.
854 UUID receivingStoreId = (UUID)InvokeOp("JsonCreateStore", "{}");
855 UUID readNotecardRequestId = (UUID)InvokeOpOnHost("JsonReadNotecard", so.UUID, receivingStoreId, "make.it", notecardName);
856 Assert.That(readNotecardRequestId, Is.Not.EqualTo(UUID.Zero));
857
858 string value = (string)InvokeOp("JsonGetValue", receivingStoreId, "Hello");
859 Assert.That(value, Is.EqualTo(""));
860
861 value = (string)InvokeOp("JsonGetValue", receivingStoreId, "make.it.Hello");
862 Assert.That(value, Is.EqualTo(""));
863 }
864
865 {
866 // Read notecard to existing multi-component path. This should work
867 UUID receivingStoreId = (UUID)InvokeOp("JsonCreateStore", "{ 'make' : { 'it' : 'so' } }");
868 UUID readNotecardRequestId = (UUID)InvokeOpOnHost("JsonReadNotecard", so.UUID, receivingStoreId, "make.it", notecardName);
869 Assert.That(readNotecardRequestId, Is.Not.EqualTo(UUID.Zero));
870
871 string value = (string)InvokeOp("JsonGetValue", receivingStoreId, "Hello");
872 Assert.That(value, Is.EqualTo(""));
873
874 value = (string)InvokeOp("JsonGetValue", receivingStoreId, "make.it.Hello");
875 Assert.That(value, Is.EqualTo("World"));
876 }
877
878 {
879 // Read notecard to invalid path. This should not work.
880 UUID receivingStoreId = (UUID)InvokeOp("JsonCreateStore", "{ 'make' : { 'it' : 'so' } }");
881 UUID readNotecardRequestId = (UUID)InvokeOpOnHost("JsonReadNotecard", so.UUID, receivingStoreId, "/", notecardName);
882 Assert.That(readNotecardRequestId, Is.Not.EqualTo(UUID.Zero));
883
884 string value = (string)InvokeOp("JsonGetValue", receivingStoreId, "Hello");
885 Assert.That(value, Is.EqualTo(""));
886 }
887
888 {
889 // Try read notecard to fake store.
890 UUID fakeStoreId = TestHelpers.ParseTail(0x500);
891 UUID readNotecardRequestId = (UUID)InvokeOpOnHost("JsonReadNotecard", so.UUID, fakeStoreId, "", notecardName);
892 Assert.That(readNotecardRequestId, Is.Not.EqualTo(UUID.Zero));
893
894 string value = (string)InvokeOp("JsonGetValue", fakeStoreId, "Hello");
895 Assert.That(value, Is.EqualTo(""));
896 }
897 }
898
899 public object DummyTestMethod(object o1, object o2, object o3, object o4, object o5) { return null; }
900 }
901} \ No newline at end of file
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcGridRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcGridRouterModule.cs
index 6120a81..709d389 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcGridRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcGridRouterModule.cs
@@ -46,6 +46,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
46{ 46{
47 public class XmlRpcInfo 47 public class XmlRpcInfo
48 { 48 {
49 public UUID item;
49 public UUID channel; 50 public UUID channel;
50 public string uri; 51 public string uri;
51 } 52 }
@@ -88,6 +89,14 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
88 return; 89 return;
89 90
90 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 91 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
92
93 IScriptModule scriptEngine = scene.RequestModuleInterface<IScriptModule>();
94 if ( scriptEngine != null )
95 {
96 scriptEngine.OnScriptRemoved += this.ScriptRemoved;
97 scriptEngine.OnObjectRemoved += this.ObjectRemoved;
98
99 }
91 } 100 }
92 101
93 public void RegionLoaded(Scene scene) 102 public void RegionLoaded(Scene scene)
@@ -120,22 +129,36 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
120 129
121 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 130 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
122 { 131 {
123 if (!m_Channels.ContainsKey(itemID)) 132 if (!m_Enabled)
124 { 133 return;
125 XmlRpcInfo info = new XmlRpcInfo();
126 info.channel = channel;
127 info.uri = uri;
128 134
129 bool success = SynchronousRestObjectRequester.MakeRequest<XmlRpcInfo, bool>( 135 m_log.InfoFormat("[XMLRPC GRID ROUTER]: New receiver Obj: {0} Ch: {1} ID: {2} URI: {3}",
130 "POST", m_ServerURI+"/RegisterChannel/", info); 136 objectID.ToString(), channel.ToString(), itemID.ToString(), uri);
131 137
132 if (!success) 138 XmlRpcInfo info = new XmlRpcInfo();
133 { 139 info.channel = channel;
134 m_log.Error("[XMLRPC GRID ROUTER] Error contacting server"); 140 info.uri = uri;
135 } 141 info.item = itemID;
142
143 bool success = SynchronousRestObjectRequester.MakeRequest<XmlRpcInfo, bool>(
144 "POST", m_ServerURI+"/RegisterChannel/", info);
136 145
137 m_Channels[itemID] = channel; 146 if (!success)
147 {
148 m_log.Error("[XMLRPC GRID ROUTER] Error contacting server");
138 } 149 }
150
151 m_Channels[itemID] = channel;
152
153 }
154
155 public void UnRegisterReceiver(string channelID, UUID itemID)
156 {
157 if (!m_Enabled)
158 return;
159
160 RemoveChannel(itemID);
161
139 } 162 }
140 163
141 public void ScriptRemoved(UUID itemID) 164 public void ScriptRemoved(UUID itemID)
@@ -143,10 +166,33 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
143 if (!m_Enabled) 166 if (!m_Enabled)
144 return; 167 return;
145 168
146 if (m_Channels.ContainsKey(itemID)) 169 RemoveChannel(itemID);
170
171 }
172
173 public void ObjectRemoved(UUID objectID)
174 {
175 // m_log.InfoFormat("[XMLRPC GRID ROUTER]: Object Removed {0}",objectID.ToString());
176 }
177
178 private bool RemoveChannel(UUID itemID)
179 {
180 if(!m_Channels.ContainsKey(itemID))
181 {
182 m_log.InfoFormat("[XMLRPC GRID ROUTER]: Attempted to unregister non-existing Item: {0}", itemID.ToString());
183 return false;
184 }
185
186 XmlRpcInfo info = new XmlRpcInfo();
187
188 info.channel = m_Channels[itemID];
189 info.item = itemID;
190 info.uri = "http://0.0.0.0:00";
191
192 if (info != null)
147 { 193 {
148 bool success = SynchronousRestObjectRequester.MakeRequest<UUID, bool>( 194 bool success = SynchronousRestObjectRequester.MakeRequest<XmlRpcInfo, bool>(
149 "POST", m_ServerURI+"/RemoveChannel/", m_Channels[itemID]); 195 "POST", m_ServerURI+"/RemoveChannel/", info);
150 196
151 if (!success) 197 if (!success)
152 { 198 {
@@ -154,11 +200,9 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
154 } 200 }
155 201
156 m_Channels.Remove(itemID); 202 m_Channels.Remove(itemID);
203 return true;
157 } 204 }
158 } 205 return false;
159
160 public void ObjectRemoved(UUID objectID)
161 {
162 } 206 }
163 } 207 }
164} 208}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 4bde52a..32549d6 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -104,12 +104,18 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
104 } 104 }
105 } 105 }
106 106
107 public void UnRegisterReceiver(string channelID, UUID itemID)
108 {
109 }
110
107 public void ScriptRemoved(UUID itemID) 111 public void ScriptRemoved(UUID itemID)
108 { 112 {
113 // System.Console.WriteLine("TEST Script Removed!");
109 } 114 }
110 115
111 public void ObjectRemoved(UUID objectID) 116 public void ObjectRemoved(UUID objectID)
112 { 117 {
118 // System.Console.WriteLine("TEST Obj Removed!");
113 } 119 }
114 } 120 }
115} 121}
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index c7e3a7a..57d9217 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -49,7 +49,7 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
49 /// (such as land transfers). There is no money code here! Use FORGE as an example for money code. 49 /// (such as land transfers). There is no money code here! Use FORGE as an example for money code.
50 /// Demo Economy/Money Module. This is a purposely crippled module! 50 /// Demo Economy/Money Module. This is a purposely crippled module!
51 /// // To land transfer you need to add: 51 /// // To land transfer you need to add:
52 /// -helperuri <ADDRESS TO THIS SERVER> 52 /// -helperuri http://serveraddress:port/
53 /// to the command line parameters you use to start up your client 53 /// to the command line parameters you use to start up your client
54 /// This commonly looks like -helperuri http://127.0.0.1:9000/ 54 /// This commonly looks like -helperuri http://127.0.0.1:9000/
55 /// 55 ///
@@ -116,10 +116,9 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
116 } 116 }
117 117
118 /// <summary> 118 /// <summary>
119 /// Startup 119 /// Called on startup so the module can be configured.
120 /// </summary> 120 /// </summary>
121 /// <param name="scene"></param> 121 /// <param name="config">Configuration source.</param>
122 /// <param name="config"></param>
123 public void Initialise(IConfigSource config) 122 public void Initialise(IConfigSource config)
124 { 123 {
125 m_gConfig = config; 124 m_gConfig = config;
@@ -674,9 +673,12 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
674 } 673 }
675 674
676 /// <summary> 675 /// <summary>
677 /// When the client closes the connection we remove their accounting info from memory to free up resources. 676 /// When the client closes the connection we remove their accounting
677 /// info from memory to free up resources.
678 /// </summary> 678 /// </summary>
679 /// <param name="AgentID"></param> 679 /// <param name="AgentID">UUID of agent</param>
680 /// <param name="scene">Scene the agent was connected to.</param>
681 /// <see cref="OpenSim.Region.Framework.Scenes.EventManager.ClientClosed"/>
680 public void ClientClosed(UUID AgentID, Scene scene) 682 public void ClientClosed(UUID AgentID, Scene scene)
681 { 683 {
682 684
diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
index ef4005b..34362af 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
@@ -48,7 +48,7 @@ using OpenSim.Tests.Common.Mock;
48namespace OpenSim.Region.OptionalModules.World.NPC.Tests 48namespace OpenSim.Region.OptionalModules.World.NPC.Tests
49{ 49{
50 [TestFixture] 50 [TestFixture]
51 public class NPCModuleTests 51 public class NPCModuleTests : OpenSimTestCase
52 { 52 {
53 private TestScene m_scene; 53 private TestScene m_scene;
54 private AvatarFactoryModule m_afMod; 54 private AvatarFactoryModule m_afMod;
@@ -74,6 +74,8 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
74 [SetUp] 74 [SetUp]
75 public void Init() 75 public void Init()
76 { 76 {
77 base.SetUp();
78
77 IConfigSource config = new IniConfigSource(); 79 IConfigSource config = new IniConfigSource();
78 config.AddConfig("NPC"); 80 config.AddConfig("NPC");
79 config.Configs["NPC"].Set("Enabled", "true"); 81 config.Configs["NPC"].Set("Enabled", "true");
diff --git a/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs b/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs
new file mode 100644
index 0000000..5fb74b0
--- /dev/null
+++ b/OpenSim/Region/OptionalModules/World/SceneCommands/SceneCommandsModule.cs
@@ -0,0 +1,235 @@
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.Collections.Generic;
30using System.Linq;
31using System.Reflection;
32using System.Text;
33using log4net;
34using Mono.Addins;
35using Nini.Config;
36using OpenMetaverse;
37using OpenSim.Framework;
38using OpenSim.Framework.Console;
39using OpenSim.Framework.Monitoring;
40using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.Framework.Scenes;
42
43namespace OpenSim.Region.OptionalModules.Avatar.Attachments
44{
45 /// <summary>
46 /// A module that just holds commands for inspecting avatar appearance.
47 /// </summary>
48 [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "SceneCommandsModule")]
49 public class SceneCommandsModule : ISceneCommandsModule, INonSharedRegionModule
50 {
51// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
52
53 private Scene m_scene;
54
55 public string Name { get { return "Scene Commands Module"; } }
56
57 public Type ReplaceableInterface { get { return null; } }
58
59 public void Initialise(IConfigSource source)
60 {
61// m_log.DebugFormat("[SCENE COMMANDS MODULE]: INITIALIZED MODULE");
62 }
63
64 public void PostInitialise()
65 {
66// m_log.DebugFormat("[SCENE COMMANDS MODULE]: POST INITIALIZED MODULE");
67 }
68
69 public void Close()
70 {
71// m_log.DebugFormat("[SCENE COMMANDS MODULE]: CLOSED MODULE");
72 }
73
74 public void AddRegion(Scene scene)
75 {
76// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
77
78 m_scene = scene;
79
80 m_scene.RegisterModuleInterface<ISceneCommandsModule>(this);
81 }
82
83 public void RemoveRegion(Scene scene)
84 {
85// m_log.DebugFormat("[SCENE COMMANDS MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
86 }
87
88 public void RegionLoaded(Scene scene)
89 {
90// m_log.DebugFormat("[ATTACHMENTS COMMAND MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
91
92 scene.AddCommand(
93 "Debug", this, "debug scene get",
94 "debug scene get",
95 "List current scene options.",
96 "If active is false then main scene update and maintenance loops are suspended.\n"
97 + "If animations is true then extra animations debug information is logged.\n"
98 + "If collisions is false then collisions with other objects are turned off.\n"
99 + "If pbackup is false then periodic scene backup is turned off.\n"
100 + "If physics is false then all physics objects are non-physical.\n"
101 + "If scripting is false then no scripting operations happen.\n"
102 + "If teleport is true then some extra teleport debug information is logged.\n"
103 + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
104 HandleDebugSceneGetCommand);
105
106 scene.AddCommand(
107 "Debug", this, "debug scene set",
108 "debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false",
109 "Turn on scene debugging options.",
110 "If active is false then main scene update and maintenance loops are suspended.\n"
111 + "If animations is true then extra animations debug information is logged.\n"
112 + "If collisions is false then collisions with other objects are turned off.\n"
113 + "If pbackup is false then periodic scene backup is turned off.\n"
114 + "If physics is false then all physics objects are non-physical.\n"
115 + "If scripting is false then no scripting operations happen.\n"
116 + "If teleport is true then some extra teleport debug information is logged.\n"
117 + "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
118 HandleDebugSceneSetCommand);
119 }
120
121 private void HandleDebugSceneGetCommand(string module, string[] args)
122 {
123 if (args.Length == 3)
124 {
125 if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
126 return;
127
128 OutputSceneDebugOptions();
129 }
130 else
131 {
132 MainConsole.Instance.Output("Usage: debug scene get");
133 }
134 }
135
136 private void OutputSceneDebugOptions()
137 {
138 ConsoleDisplayList cdl = new ConsoleDisplayList();
139 cdl.AddRow("active", m_scene.Active);
140 cdl.AddRow("animations", m_scene.DebugAnimations);
141 cdl.AddRow("pbackup", m_scene.PeriodicBackup);
142 cdl.AddRow("physics", m_scene.PhysicsEnabled);
143 cdl.AddRow("scripting", m_scene.ScriptsEnabled);
144 cdl.AddRow("teleport", m_scene.DebugTeleporting);
145 cdl.AddRow("updates", m_scene.DebugUpdates);
146
147 MainConsole.Instance.OutputFormat("Scene {0} options:", m_scene.Name);
148 MainConsole.Instance.Output(cdl.ToString());
149 }
150
151 private void HandleDebugSceneSetCommand(string module, string[] args)
152 {
153 if (args.Length == 5)
154 {
155 if (MainConsole.Instance.ConsoleScene != m_scene && MainConsole.Instance.ConsoleScene != null)
156 return;
157
158 string key = args[3];
159 string value = args[4];
160 SetSceneDebugOptions(new Dictionary<string, string>() { { key, value } });
161
162 MainConsole.Instance.OutputFormat("Set {0} debug scene {1} = {2}", m_scene.Name, key, value);
163 }
164 else
165 {
166 MainConsole.Instance.Output(
167 "Usage: debug scene set active|collisions|pbackup|physics|scripting|teleport|updates true|false");
168 }
169 }
170
171 public void SetSceneDebugOptions(Dictionary<string, string> options)
172 {
173 if (options.ContainsKey("active"))
174 {
175 bool active;
176
177 if (bool.TryParse(options["active"], out active))
178 m_scene.Active = active;
179 }
180
181 if (options.ContainsKey("animations"))
182 {
183 bool active;
184
185 if (bool.TryParse(options["animations"], out active))
186 m_scene.DebugAnimations = active;
187 }
188
189 if (options.ContainsKey("pbackup"))
190 {
191 bool active;
192
193 if (bool.TryParse(options["pbackup"], out active))
194 m_scene.PeriodicBackup = active;
195 }
196
197 if (options.ContainsKey("scripting"))
198 {
199 bool enableScripts = true;
200 if (bool.TryParse(options["scripting"], out enableScripts))
201 m_scene.ScriptsEnabled = enableScripts;
202 }
203
204 if (options.ContainsKey("physics"))
205 {
206 bool enablePhysics;
207 if (bool.TryParse(options["physics"], out enablePhysics))
208 m_scene.PhysicsEnabled = enablePhysics;
209 }
210
211// if (options.ContainsKey("collisions"))
212// {
213// // TODO: Implement. If false, should stop objects colliding, though possibly should still allow
214// // the avatar themselves to collide with the ground.
215// }
216
217 if (options.ContainsKey("teleport"))
218 {
219 bool enableTeleportDebugging;
220 if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
221 m_scene.DebugTeleporting = enableTeleportDebugging;
222 }
223
224 if (options.ContainsKey("updates"))
225 {
226 bool enableUpdateDebugging;
227 if (bool.TryParse(options["updates"], out enableUpdateDebugging))
228 {
229 m_scene.DebugUpdates = enableUpdateDebugging;
230 GcNotify.Enabled = enableUpdateDebugging;
231 }
232 }
233 }
234 }
235} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs
index fb9cb66..6fd6f7e 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/AssemblyInfo.cs
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices;
55// You can specify all values by your own or you can build default build and revision 55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default): 56// numbers with the '*' character (the default):
57 57
58[assembly : AssemblyVersion("0.7.5.*")] 58[assembly : AssemblyVersion("0.7.6.*")]
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
index 7ab2a03..373c7e0 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
@@ -49,7 +49,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
49 49
50 public PhysicsScene GetScene(string sceneIdentifier) 50 public PhysicsScene GetScene(string sceneIdentifier)
51 { 51 {
52 return new BasicScene(sceneIdentifier); 52 return new BasicScene(GetName(), sceneIdentifier);
53 } 53 }
54 54
55 public string GetName() 55 public string GetName()
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
index f5826ed..0816b7b 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
@@ -49,8 +49,10 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
49 49
50 //protected internal string sceneIdentifier; 50 //protected internal string sceneIdentifier;
51 51
52 public BasicScene(string _sceneIdentifier) 52 public BasicScene(string engineType, string _sceneIdentifier)
53 { 53 {
54 EngineType = engineType;
55 Name = EngineType + "/" + _sceneIdentifier;
54 //sceneIdentifier = _sceneIdentifier; 56 //sceneIdentifier = _sceneIdentifier;
55 } 57 }
56 58
@@ -100,6 +102,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
100 102
101 public override float Simulate(float timeStep) 103 public override float Simulate(float timeStep)
102 { 104 {
105// Console.WriteLine("Simulating");
106
103 float fps = 0; 107 float fps = 0;
104 for (int i = 0; i < _actors.Count; ++i) 108 for (int i = 0; i < _actors.Count; ++i)
105 { 109 {
@@ -107,8 +111,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
107 Vector3 actorPosition = actor.Position; 111 Vector3 actorPosition = actor.Position;
108 Vector3 actorVelocity = actor.Velocity; 112 Vector3 actorVelocity = actor.Velocity;
109 113
110 actorPosition.X += actor.Velocity.X*timeStep; 114// Console.WriteLine(
111 actorPosition.Y += actor.Velocity.Y*timeStep; 115// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
116
117 actorPosition.X += actor.Velocity.X * timeStep;
118 actorPosition.Y += actor.Velocity.Y * timeStep;
112 119
113 if (actor.Position.Y < 0) 120 if (actor.Position.Y < 0)
114 { 121 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
new file mode 100755
index 0000000..77ea3ed
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs
@@ -0,0 +1,1987 @@
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 copyrightD
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 */
27using System;
28using System.Collections.Generic;
29using System.Reflection;
30using System.Runtime.InteropServices;
31using System.Security;
32using System.Text;
33
34using OpenSim.Framework;
35
36using OpenMetaverse;
37
38namespace OpenSim.Region.Physics.BulletSPlugin
39{
40public sealed class BSAPIUnman : BSAPITemplate
41{
42
43private sealed class BulletWorldUnman : BulletWorld
44{
45 public IntPtr ptr;
46 public BulletWorldUnman(uint id, BSScene physScene, IntPtr xx)
47 : base(id, physScene)
48 {
49 ptr = xx;
50 }
51}
52
53private sealed class BulletBodyUnman : BulletBody
54{
55 public IntPtr ptr;
56 public BulletBodyUnman(uint id, IntPtr xx)
57 : base(id)
58 {
59 ptr = xx;
60 }
61 public override bool HasPhysicalBody
62 {
63 get { return ptr != IntPtr.Zero; }
64 }
65 public override void Clear()
66 {
67 ptr = IntPtr.Zero;
68 }
69 public override string AddrString
70 {
71 get { return ptr.ToString("X"); }
72 }
73}
74
75private sealed class BulletShapeUnman : BulletShape
76{
77 public IntPtr ptr;
78 public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ)
79 : base()
80 {
81 ptr = xx;
82 type = typ;
83 }
84 public override bool HasPhysicalShape
85 {
86 get { return ptr != IntPtr.Zero; }
87 }
88 public override void Clear()
89 {
90 ptr = IntPtr.Zero;
91 }
92 public override BulletShape Clone()
93 {
94 return new BulletShapeUnman(ptr, type);
95 }
96 public override bool ReferenceSame(BulletShape other)
97 {
98 BulletShapeUnman otheru = other as BulletShapeUnman;
99 return (otheru != null) && (this.ptr == otheru.ptr);
100
101 }
102 public override string AddrString
103 {
104 get { return ptr.ToString("X"); }
105 }
106}
107private sealed class BulletConstraintUnman : BulletConstraint
108{
109 public BulletConstraintUnman(IntPtr xx) : base()
110 {
111 ptr = xx;
112 }
113 public IntPtr ptr;
114
115 public override void Clear()
116 {
117 ptr = IntPtr.Zero;
118 }
119 public override bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } }
120
121 // Used for log messages for a unique display of the memory/object allocated to this instance
122 public override string AddrString
123 {
124 get { return ptr.ToString("X"); }
125 }
126}
127
128// We pin the memory passed between the managed and unmanaged code.
129GCHandle m_paramsHandle;
130private GCHandle m_collisionArrayPinnedHandle;
131private GCHandle m_updateArrayPinnedHandle;
132
133// Handle to the callback used by the unmanaged code to call into the managed code.
134// Used for debug logging.
135// Need to store the handle in a persistant variable so it won't be freed.
136private BSAPICPP.DebugLogCallback m_DebugLogCallbackHandle;
137
138private BSScene PhysicsScene { get; set; }
139
140public override string BulletEngineName { get { return "BulletUnmanaged"; } }
141public override string BulletEngineVersion { get; protected set; }
142
143public BSAPIUnman(string paramName, BSScene physScene)
144{
145 PhysicsScene = physScene;
146
147 // Do something fancy with the paramName to get the right DLL implementation
148 // like "Bullet-2.80-OpenCL-Intel" loading the version for Intel based OpenCL implementation, etc.
149 if (Util.IsWindows())
150 Util.LoadArchSpecificWindowsDll("BulletSim.dll");
151 // If not Windows, loading is performed by the
152 // Mono loader as specified in
153 // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config".
154}
155
156// Initialization and simulation
157public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
158 int maxCollisions, ref CollisionDesc[] collisionArray,
159 int maxUpdates, ref EntityProperties[] updateArray
160 )
161{
162 // Pin down the memory that will be used to pass object collisions and updates back from unmanaged code
163 m_paramsHandle = GCHandle.Alloc(parms, GCHandleType.Pinned);
164 m_collisionArrayPinnedHandle = GCHandle.Alloc(collisionArray, GCHandleType.Pinned);
165 m_updateArrayPinnedHandle = GCHandle.Alloc(updateArray, GCHandleType.Pinned);
166
167 // If Debug logging level, enable logging from the unmanaged code
168 m_DebugLogCallbackHandle = null;
169 if (BSScene.m_log.IsDebugEnabled && PhysicsScene.PhysicsLogging.Enabled)
170 {
171 BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader);
172 if (PhysicsScene.PhysicsLogging.Enabled)
173 // The handle is saved in a variable to make sure it doesn't get freed after this call
174 m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLoggerPhysLog);
175 else
176 m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLogger);
177 }
178
179 // Get the version of the DLL
180 // TODO: this doesn't work yet. Something wrong with marshaling the returned string.
181 // BulletEngineVersion = BulletSimAPI.GetVersion2();
182 BulletEngineVersion = "";
183
184 // Call the unmanaged code with the buffers and other information
185 return new BulletWorldUnman(0, PhysicsScene, BSAPICPP.Initialize2(maxPosition, m_paramsHandle.AddrOfPinnedObject(),
186 maxCollisions, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
187 maxUpdates, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
188 m_DebugLogCallbackHandle));
189
190}
191
192// Called directly from unmanaged code so don't do much
193private void BulletLogger(string msg)
194{
195 BSScene.m_log.Debug("[BULLETS UNMANAGED]:" + msg);
196}
197
198// Called directly from unmanaged code so don't do much
199private void BulletLoggerPhysLog(string msg)
200{
201 PhysicsScene.DetailLog("[BULLETS UNMANAGED]:" + msg);
202}
203
204public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
205 out int updatedEntityCount, out int collidersCount)
206{
207 BulletWorldUnman worldu = world as BulletWorldUnman;
208 return BSAPICPP.PhysicsStep2(worldu.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount);
209}
210
211public override void Shutdown(BulletWorld world)
212{
213 BulletWorldUnman worldu = world as BulletWorldUnman;
214 BSAPICPP.Shutdown2(worldu.ptr);
215
216 if (m_paramsHandle.IsAllocated)
217 {
218 m_paramsHandle.Free();
219 }
220 if (m_collisionArrayPinnedHandle.IsAllocated)
221 {
222 m_collisionArrayPinnedHandle.Free();
223 }
224 if (m_updateArrayPinnedHandle.IsAllocated)
225 {
226 m_updateArrayPinnedHandle.Free();
227 }
228}
229
230public override bool PushUpdate(BulletBody obj)
231{
232 BulletBodyUnman bodyu = obj as BulletBodyUnman;
233 return BSAPICPP.PushUpdate2(bodyu.ptr);
234}
235
236public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value)
237{
238 BulletWorldUnman worldu = world as BulletWorldUnman;
239 return BSAPICPP.UpdateParameter2(worldu.ptr, localID, parm, value);
240}
241
242// =====================================================================================
243// Mesh, hull, shape and body creation helper routines
244public override BulletShape CreateMeshShape(BulletWorld world,
245 int indicesCount, int[] indices,
246 int verticesCount, float[] vertices)
247{
248 BulletWorldUnman worldu = world as BulletWorldUnman;
249 return new BulletShapeUnman(
250 BSAPICPP.CreateMeshShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices),
251 BSPhysicsShapeType.SHAPE_MESH);
252}
253
254public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls)
255{
256 BulletWorldUnman worldu = world as BulletWorldUnman;
257 return new BulletShapeUnman(
258 BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls),
259 BSPhysicsShapeType.SHAPE_HULL);
260}
261
262public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape)
263{
264 BulletWorldUnman worldu = world as BulletWorldUnman;
265 BulletShapeUnman shapeu = meshShape as BulletShapeUnman;
266 return new BulletShapeUnman(
267 BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr),
268 BSPhysicsShapeType.SHAPE_HULL);
269}
270
271public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData)
272{
273 BulletWorldUnman worldu = world as BulletWorldUnman;
274 return new BulletShapeUnman(BSAPICPP.BuildNativeShape2(worldu.ptr, shapeData), shapeData.Type);
275}
276
277public override bool IsNativeShape(BulletShape shape)
278{
279 BulletShapeUnman shapeu = shape as BulletShapeUnman;
280 if (shapeu != null && shapeu.HasPhysicalShape)
281 return BSAPICPP.IsNativeShape2(shapeu.ptr);
282 return false;
283}
284
285public override void SetShapeCollisionMargin(BulletShape shape, float margin)
286{
287 BulletShapeUnman shapeu = shape as BulletShapeUnman;
288 if (shapeu != null && shapeu.HasPhysicalShape)
289 BSAPICPP.SetShapeCollisionMargin(shapeu.ptr, margin);
290}
291
292public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale)
293{
294 BulletWorldUnman worldu = world as BulletWorldUnman;
295 return new BulletShapeUnman(
296 BSAPICPP.BuildCapsuleShape2(worldu.ptr, radius, height, scale),
297 BSPhysicsShapeType.SHAPE_CAPSULE);
298}
299
300public override BulletShape CreateCompoundShape(BulletWorld world, bool enableDynamicAabbTree)
301{
302 BulletWorldUnman worldu = world as BulletWorldUnman;
303 return new BulletShapeUnman(
304 BSAPICPP.CreateCompoundShape2(worldu.ptr, enableDynamicAabbTree),
305 BSPhysicsShapeType.SHAPE_COMPOUND);
306
307}
308
309public override int GetNumberOfCompoundChildren(BulletShape shape)
310{
311 BulletShapeUnman shapeu = shape as BulletShapeUnman;
312 if (shapeu != null && shapeu.HasPhysicalShape)
313 return BSAPICPP.GetNumberOfCompoundChildren2(shapeu.ptr);
314 return 0;
315}
316
317public override void AddChildShapeToCompoundShape(BulletShape shape, BulletShape addShape, Vector3 pos, Quaternion rot)
318{
319 BulletShapeUnman shapeu = shape as BulletShapeUnman;
320 BulletShapeUnman addShapeu = addShape as BulletShapeUnman;
321 BSAPICPP.AddChildShapeToCompoundShape2(shapeu.ptr, addShapeu.ptr, pos, rot);
322}
323
324public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape shape, int indx)
325{
326 BulletShapeUnman shapeu = shape as BulletShapeUnman;
327 return new BulletShapeUnman(BSAPICPP.GetChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN);
328}
329
330public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape shape, int indx)
331{
332 BulletShapeUnman shapeu = shape as BulletShapeUnman;
333 return new BulletShapeUnman(BSAPICPP.RemoveChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN);
334}
335
336public override void RemoveChildShapeFromCompoundShape(BulletShape shape, BulletShape removeShape)
337{
338 BulletShapeUnman shapeu = shape as BulletShapeUnman;
339 BulletShapeUnman removeShapeu = removeShape as BulletShapeUnman;
340 BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr);
341}
342
343public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb)
344{
345 BulletShapeUnman shapeu = pShape as BulletShapeUnman;
346 BSAPICPP.UpdateChildTransform2(shapeu.ptr, childIndex, pos, rot, shouldRecalculateLocalAabb);
347}
348
349public override void RecalculateCompoundShapeLocalAabb(BulletShape shape)
350{
351 BulletShapeUnman shapeu = shape as BulletShapeUnman;
352 BSAPICPP.RecalculateCompoundShapeLocalAabb2(shapeu.ptr);
353}
354
355public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletShape srcShape, uint id)
356{
357 BulletWorldUnman worldu = world as BulletWorldUnman;
358 BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman;
359 return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type);
360}
361
362public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape)
363{
364 BulletWorldUnman worldu = world as BulletWorldUnman;
365 BulletShapeUnman shapeu = shape as BulletShapeUnman;
366 return BSAPICPP.DeleteCollisionShape2(worldu.ptr, shapeu.ptr);
367}
368
369public override CollisionObjectTypes GetBodyType(BulletBody obj)
370{
371 BulletBodyUnman bodyu = obj as BulletBodyUnman;
372 return (CollisionObjectTypes)BSAPICPP.GetBodyType2(bodyu.ptr);
373}
374
375public override BulletBody CreateBodyFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot)
376{
377 BulletWorldUnman worldu = world as BulletWorldUnman;
378 BulletShapeUnman shapeu = shape as BulletShapeUnman;
379 return new BulletBodyUnman(id, BSAPICPP.CreateBodyFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot));
380}
381
382public override BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot)
383{
384 BulletShapeUnman shapeu = shape as BulletShapeUnman;
385 return new BulletBodyUnman(id, BSAPICPP.CreateBodyWithDefaultMotionState2(shapeu.ptr, id, pos, rot));
386}
387
388public override BulletBody CreateGhostFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot)
389{
390 BulletWorldUnman worldu = world as BulletWorldUnman;
391 BulletShapeUnman shapeu = shape as BulletShapeUnman;
392 return new BulletBodyUnman(id, BSAPICPP.CreateGhostFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot));
393}
394
395public override void DestroyObject(BulletWorld world, BulletBody obj)
396{
397 BulletWorldUnman worldu = world as BulletWorldUnman;
398 BulletBodyUnman bodyu = obj as BulletBodyUnman;
399 BSAPICPP.DestroyObject2(worldu.ptr, bodyu.ptr);
400}
401
402// =====================================================================================
403// Terrain creation and helper routines
404public override BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin)
405{
406 return new BulletShapeUnman(BSAPICPP.CreateGroundPlaneShape2(id, height, collisionMargin), BSPhysicsShapeType.SHAPE_GROUNDPLANE);
407}
408
409public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
410 float scaleFactor, float collisionMargin)
411{
412 return new BulletShapeUnman(BSAPICPP.CreateTerrainShape2(id, size, minHeight, maxHeight, heightMap, scaleFactor, collisionMargin),
413 BSPhysicsShapeType.SHAPE_TERRAIN);
414}
415
416// =====================================================================================
417// Constraint creation and helper routines
418public override BulletConstraint Create6DofConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
419 Vector3 frame1loc, Quaternion frame1rot,
420 Vector3 frame2loc, Quaternion frame2rot,
421 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
422{
423 BulletWorldUnman worldu = world as BulletWorldUnman;
424 BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
425 BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
426 return new BulletConstraintUnman(BSAPICPP.Create6DofConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
427 frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
428}
429
430public override BulletConstraint Create6DofConstraintToPoint(BulletWorld world, BulletBody obj1, BulletBody obj2,
431 Vector3 joinPoint,
432 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
433{
434 BulletWorldUnman worldu = world as BulletWorldUnman;
435 BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
436 BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
437 return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintToPoint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr,
438 joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
439}
440
441public override BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1,
442 Vector3 frameInBloc, Quaternion frameInBrot,
443 bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies)
444{
445 BulletWorldUnman worldu = world as BulletWorldUnman;
446 BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
447 return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintFixed2(worldu.ptr, bodyu1.ptr,
448 frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies));
449}
450
451public override BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
452 Vector3 frame1loc, Quaternion frame1rot,
453 Vector3 frame2loc, Quaternion frame2rot,
454 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
455{
456 BulletWorldUnman worldu = world as BulletWorldUnman;
457 BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
458 BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
459 return new BulletConstraintUnman(BSAPICPP.Create6DofSpringConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
460 frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
461}
462
463public override BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
464 Vector3 pivotinA, Vector3 pivotinB,
465 Vector3 axisInA, Vector3 axisInB,
466 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
467{
468 BulletWorldUnman worldu = world as BulletWorldUnman;
469 BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
470 BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
471 return new BulletConstraintUnman(BSAPICPP.CreateHingeConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr,
472 pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
473}
474
475public override BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
476 Vector3 frame1loc, Quaternion frame1rot,
477 Vector3 frame2loc, Quaternion frame2rot,
478 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
479{
480 BulletWorldUnman worldu = world as BulletWorldUnman;
481 BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
482 BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
483 return new BulletConstraintUnman(BSAPICPP.CreateSliderConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
484 frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
485}
486
487public override BulletConstraint CreateConeTwistConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
488 Vector3 frame1loc, Quaternion frame1rot,
489 Vector3 frame2loc, Quaternion frame2rot,
490 bool disableCollisionsBetweenLinkedBodies)
491{
492 BulletWorldUnman worldu = world as BulletWorldUnman;
493 BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
494 BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
495 return new BulletConstraintUnman(BSAPICPP.CreateConeTwistConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
496 frame2loc, frame2rot, disableCollisionsBetweenLinkedBodies));
497}
498
499public override BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
500 Vector3 axisInA, Vector3 axisInB,
501 float ratio, bool disableCollisionsBetweenLinkedBodies)
502{
503 BulletWorldUnman worldu = world as BulletWorldUnman;
504 BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
505 BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
506 return new BulletConstraintUnman(BSAPICPP.CreateGearConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, axisInA, axisInB,
507 ratio, disableCollisionsBetweenLinkedBodies));
508}
509
510public override BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
511 Vector3 pivotInA, Vector3 pivotInB,
512 bool disableCollisionsBetweenLinkedBodies)
513{
514 BulletWorldUnman worldu = world as BulletWorldUnman;
515 BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
516 BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
517 return new BulletConstraintUnman(BSAPICPP.CreatePoint2PointConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, pivotInA, pivotInB,
518 disableCollisionsBetweenLinkedBodies));
519}
520
521public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse)
522{
523 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
524 BSAPICPP.SetConstraintEnable2(constrainu.ptr, numericTrueFalse);
525}
526
527public override void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations)
528{
529 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
530 BSAPICPP.SetConstraintNumSolverIterations2(constrainu.ptr, iterations);
531}
532
533public override bool SetFrames(BulletConstraint constrain,
534 Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
535{
536 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
537 return BSAPICPP.SetFrames2(constrainu.ptr, frameA, frameArot, frameB, frameBrot);
538}
539
540public override bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi)
541{
542 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
543 return BSAPICPP.SetLinearLimits2(constrainu.ptr, low, hi);
544}
545
546public override bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi)
547{
548 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
549 return BSAPICPP.SetAngularLimits2(constrainu.ptr, low, hi);
550}
551
552public override bool UseFrameOffset(BulletConstraint constrain, float enable)
553{
554 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
555 return BSAPICPP.UseFrameOffset2(constrainu.ptr, enable);
556}
557
558public override bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce)
559{
560 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
561 return BSAPICPP.TranslationalLimitMotor2(constrainu.ptr, enable, targetVel, maxMotorForce);
562}
563
564public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold)
565{
566 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
567 return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold);
568}
569
570public override bool CalculateTransforms(BulletConstraint constrain)
571{
572 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
573 return BSAPICPP.CalculateTransforms2(constrainu.ptr);
574}
575
576public override bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis)
577{
578 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
579 return BSAPICPP.SetConstraintParam2(constrainu.ptr, paramIndex, value, axis);
580}
581
582public override bool DestroyConstraint(BulletWorld world, BulletConstraint constrain)
583{
584 BulletWorldUnman worldu = world as BulletWorldUnman;
585 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
586 return BSAPICPP.DestroyConstraint2(worldu.ptr, constrainu.ptr);
587}
588
589// =====================================================================================
590// btCollisionWorld entries
591public override void UpdateSingleAabb(BulletWorld world, BulletBody obj)
592{
593 BulletWorldUnman worldu = world as BulletWorldUnman;
594 BulletBodyUnman bodyu = obj as BulletBodyUnman;
595 BSAPICPP.UpdateSingleAabb2(worldu.ptr, bodyu.ptr);
596}
597
598public override void UpdateAabbs(BulletWorld world)
599{
600 BulletWorldUnman worldu = world as BulletWorldUnman;
601 BSAPICPP.UpdateAabbs2(worldu.ptr);
602}
603
604public override bool GetForceUpdateAllAabbs(BulletWorld world)
605{
606 BulletWorldUnman worldu = world as BulletWorldUnman;
607 return BSAPICPP.GetForceUpdateAllAabbs2(worldu.ptr);
608}
609
610public override void SetForceUpdateAllAabbs(BulletWorld world, bool force)
611{
612 BulletWorldUnman worldu = world as BulletWorldUnman;
613 BSAPICPP.SetForceUpdateAllAabbs2(worldu.ptr, force);
614}
615
616// =====================================================================================
617// btDynamicsWorld entries
618public override bool AddObjectToWorld(BulletWorld world, BulletBody obj)
619{
620 BulletWorldUnman worldu = world as BulletWorldUnman;
621 BulletBodyUnman bodyu = obj as BulletBodyUnman;
622
623 // Bullet resets several variables when an object is added to the world.
624 // Gravity is reset to world default depending on the static/dynamic
625 // type. Of course, the collision flags in the broadphase proxy are initialized to default.
626 Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr);
627
628 bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr);
629
630 if (ret)
631 {
632 BSAPICPP.SetGravity2(bodyu.ptr, origGrav);
633 obj.ApplyCollisionMask(world.physicsScene);
634 }
635 return ret;
636}
637
638public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj)
639{
640 BulletWorldUnman worldu = world as BulletWorldUnman;
641 BulletBodyUnman bodyu = obj as BulletBodyUnman;
642 return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr);
643}
644
645public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
646{
647 BulletWorldUnman worldu = world as BulletWorldUnman;
648 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
649 return BSAPICPP.AddConstraintToWorld2(worldu.ptr, constrainu.ptr, disableCollisionsBetweenLinkedObjects);
650}
651
652public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain)
653{
654 BulletWorldUnman worldu = world as BulletWorldUnman;
655 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
656 return BSAPICPP.RemoveConstraintFromWorld2(worldu.ptr, constrainu.ptr);
657}
658// =====================================================================================
659// btCollisionObject entries
660public override Vector3 GetAnisotripicFriction(BulletConstraint constrain)
661{
662 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
663 return BSAPICPP.GetAnisotripicFriction2(constrainu.ptr);
664}
665
666public override Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict)
667{
668 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
669 return BSAPICPP.SetAnisotripicFriction2(constrainu.ptr, frict);
670}
671
672public override bool HasAnisotripicFriction(BulletConstraint constrain)
673{
674 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
675 return BSAPICPP.HasAnisotripicFriction2(constrainu.ptr);
676}
677
678public override void SetContactProcessingThreshold(BulletBody obj, float val)
679{
680 BulletBodyUnman bodyu = obj as BulletBodyUnman;
681 BSAPICPP.SetContactProcessingThreshold2(bodyu.ptr, val);
682}
683
684public override float GetContactProcessingThreshold(BulletBody obj)
685{
686 BulletBodyUnman bodyu = obj as BulletBodyUnman;
687 return BSAPICPP.GetContactProcessingThreshold2(bodyu.ptr);
688}
689
690public override bool IsStaticObject(BulletBody obj)
691{
692 BulletBodyUnman bodyu = obj as BulletBodyUnman;
693 return BSAPICPP.IsStaticObject2(bodyu.ptr);
694}
695
696public override bool IsKinematicObject(BulletBody obj)
697{
698 BulletBodyUnman bodyu = obj as BulletBodyUnman;
699 return BSAPICPP.IsKinematicObject2(bodyu.ptr);
700}
701
702public override bool IsStaticOrKinematicObject(BulletBody obj)
703{
704 BulletBodyUnman bodyu = obj as BulletBodyUnman;
705 return BSAPICPP.IsStaticOrKinematicObject2(bodyu.ptr);
706}
707
708public override bool HasContactResponse(BulletBody obj)
709{
710 BulletBodyUnman bodyu = obj as BulletBodyUnman;
711 return BSAPICPP.HasContactResponse2(bodyu.ptr);
712}
713
714public override void SetCollisionShape(BulletWorld world, BulletBody obj, BulletShape shape)
715{
716 BulletWorldUnman worldu = world as BulletWorldUnman;
717 BulletBodyUnman bodyu = obj as BulletBodyUnman;
718 BulletShapeUnman shapeu = shape as BulletShapeUnman;
719 if (worldu != null && bodyu != null)
720 {
721 // Special case to allow the caller to zero out the reference to any physical shape
722 if (shapeu != null)
723 BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, shapeu.ptr);
724 else
725 BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, IntPtr.Zero);
726 }
727}
728
729public override BulletShape GetCollisionShape(BulletBody obj)
730{
731 BulletBodyUnman bodyu = obj as BulletBodyUnman;
732 return new BulletShapeUnman(BSAPICPP.GetCollisionShape2(bodyu.ptr), BSPhysicsShapeType.SHAPE_UNKNOWN);
733}
734
735public override int GetActivationState(BulletBody obj)
736{
737 BulletBodyUnman bodyu = obj as BulletBodyUnman;
738 return BSAPICPP.GetActivationState2(bodyu.ptr);
739}
740
741public override void SetActivationState(BulletBody obj, int state)
742{
743 BulletBodyUnman bodyu = obj as BulletBodyUnman;
744 BSAPICPP.SetActivationState2(bodyu.ptr, state);
745}
746
747public override void SetDeactivationTime(BulletBody obj, float dtime)
748{
749 BulletBodyUnman bodyu = obj as BulletBodyUnman;
750 BSAPICPP.SetDeactivationTime2(bodyu.ptr, dtime);
751}
752
753public override float GetDeactivationTime(BulletBody obj)
754{
755 BulletBodyUnman bodyu = obj as BulletBodyUnman;
756 return BSAPICPP.GetDeactivationTime2(bodyu.ptr);
757}
758
759public override void ForceActivationState(BulletBody obj, ActivationState state)
760{
761 BulletBodyUnman bodyu = obj as BulletBodyUnman;
762 BSAPICPP.ForceActivationState2(bodyu.ptr, state);
763}
764
765public override void Activate(BulletBody obj, bool forceActivation)
766{
767 BulletBodyUnman bodyu = obj as BulletBodyUnman;
768 BSAPICPP.Activate2(bodyu.ptr, forceActivation);
769}
770
771public override bool IsActive(BulletBody obj)
772{
773 BulletBodyUnman bodyu = obj as BulletBodyUnman;
774 return BSAPICPP.IsActive2(bodyu.ptr);
775}
776
777public override void SetRestitution(BulletBody obj, float val)
778{
779 BulletBodyUnman bodyu = obj as BulletBodyUnman;
780 BSAPICPP.SetRestitution2(bodyu.ptr, val);
781}
782
783public override float GetRestitution(BulletBody obj)
784{
785 BulletBodyUnman bodyu = obj as BulletBodyUnman;
786 return BSAPICPP.GetRestitution2(bodyu.ptr);
787}
788
789public override void SetFriction(BulletBody obj, float val)
790{
791 BulletBodyUnman bodyu = obj as BulletBodyUnman;
792 BSAPICPP.SetFriction2(bodyu.ptr, val);
793}
794
795public override float GetFriction(BulletBody obj)
796{
797 BulletBodyUnman bodyu = obj as BulletBodyUnman;
798 return BSAPICPP.GetFriction2(bodyu.ptr);
799}
800
801public override Vector3 GetPosition(BulletBody obj)
802{
803 BulletBodyUnman bodyu = obj as BulletBodyUnman;
804 return BSAPICPP.GetPosition2(bodyu.ptr);
805}
806
807public override Quaternion GetOrientation(BulletBody obj)
808{
809 BulletBodyUnman bodyu = obj as BulletBodyUnman;
810 return BSAPICPP.GetOrientation2(bodyu.ptr);
811}
812
813public override void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation)
814{
815 BulletBodyUnman bodyu = obj as BulletBodyUnman;
816 BSAPICPP.SetTranslation2(bodyu.ptr, position, rotation);
817}
818
819 /*
820public override IntPtr GetBroadphaseHandle(BulletBody obj)
821{
822 BulletBodyUnman bodyu = obj as BulletBodyUnman;
823 return BSAPICPP.GetBroadphaseHandle2(bodyu.ptr);
824}
825
826public override void SetBroadphaseHandle(BulletBody obj, IntPtr handle)
827{
828 BulletBodyUnman bodyu = obj as BulletBodyUnman;
829 BSAPICPP.SetUserPointer2(bodyu.ptr, handle);
830}
831 */
832
833public override void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel)
834{
835 BulletBodyUnman bodyu = obj as BulletBodyUnman;
836 BSAPICPP.SetInterpolationLinearVelocity2(bodyu.ptr, vel);
837}
838
839public override void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel)
840{
841 BulletBodyUnman bodyu = obj as BulletBodyUnman;
842 BSAPICPP.SetInterpolationAngularVelocity2(bodyu.ptr, vel);
843}
844
845public override void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel)
846{
847 BulletBodyUnman bodyu = obj as BulletBodyUnman;
848 BSAPICPP.SetInterpolationVelocity2(bodyu.ptr, linearVel, angularVel);
849}
850
851public override float GetHitFraction(BulletBody obj)
852{
853 BulletBodyUnman bodyu = obj as BulletBodyUnman;
854 return BSAPICPP.GetHitFraction2(bodyu.ptr);
855}
856
857public override void SetHitFraction(BulletBody obj, float val)
858{
859 BulletBodyUnman bodyu = obj as BulletBodyUnman;
860 BSAPICPP.SetHitFraction2(bodyu.ptr, val);
861}
862
863public override CollisionFlags GetCollisionFlags(BulletBody obj)
864{
865 BulletBodyUnman bodyu = obj as BulletBodyUnman;
866 return BSAPICPP.GetCollisionFlags2(bodyu.ptr);
867}
868
869public override CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags)
870{
871 BulletBodyUnman bodyu = obj as BulletBodyUnman;
872 return BSAPICPP.SetCollisionFlags2(bodyu.ptr, flags);
873}
874
875public override CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags)
876{
877 BulletBodyUnman bodyu = obj as BulletBodyUnman;
878 return BSAPICPP.AddToCollisionFlags2(bodyu.ptr, flags);
879}
880
881public override CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags)
882{
883 BulletBodyUnman bodyu = obj as BulletBodyUnman;
884 return BSAPICPP.RemoveFromCollisionFlags2(bodyu.ptr, flags);
885}
886
887public override float GetCcdMotionThreshold(BulletBody obj)
888{
889 BulletBodyUnman bodyu = obj as BulletBodyUnman;
890 return BSAPICPP.GetCcdMotionThreshold2(bodyu.ptr);
891}
892
893
894public override void SetCcdMotionThreshold(BulletBody obj, float val)
895{
896 BulletBodyUnman bodyu = obj as BulletBodyUnman;
897 BSAPICPP.SetCcdMotionThreshold2(bodyu.ptr, val);
898}
899
900public override float GetCcdSweptSphereRadius(BulletBody obj)
901{
902 BulletBodyUnman bodyu = obj as BulletBodyUnman;
903 return BSAPICPP.GetCcdSweptSphereRadius2(bodyu.ptr);
904}
905
906public override void SetCcdSweptSphereRadius(BulletBody obj, float val)
907{
908 BulletBodyUnman bodyu = obj as BulletBodyUnman;
909 BSAPICPP.SetCcdSweptSphereRadius2(bodyu.ptr, val);
910}
911
912public override IntPtr GetUserPointer(BulletBody obj)
913{
914 BulletBodyUnman bodyu = obj as BulletBodyUnman;
915 return BSAPICPP.GetUserPointer2(bodyu.ptr);
916}
917
918public override void SetUserPointer(BulletBody obj, IntPtr val)
919{
920 BulletBodyUnman bodyu = obj as BulletBodyUnman;
921 BSAPICPP.SetUserPointer2(bodyu.ptr, val);
922}
923
924// =====================================================================================
925// btRigidBody entries
926public override void ApplyGravity(BulletBody obj)
927{
928 BulletBodyUnman bodyu = obj as BulletBodyUnman;
929 BSAPICPP.ApplyGravity2(bodyu.ptr);
930}
931
932public override void SetGravity(BulletBody obj, Vector3 val)
933{
934 BulletBodyUnman bodyu = obj as BulletBodyUnman;
935 BSAPICPP.SetGravity2(bodyu.ptr, val);
936}
937
938public override Vector3 GetGravity(BulletBody obj)
939{
940 BulletBodyUnman bodyu = obj as BulletBodyUnman;
941 return BSAPICPP.GetGravity2(bodyu.ptr);
942}
943
944public override void SetDamping(BulletBody obj, float lin_damping, float ang_damping)
945{
946 BulletBodyUnman bodyu = obj as BulletBodyUnman;
947 BSAPICPP.SetDamping2(bodyu.ptr, lin_damping, ang_damping);
948}
949
950public override void SetLinearDamping(BulletBody obj, float lin_damping)
951{
952 BulletBodyUnman bodyu = obj as BulletBodyUnman;
953 BSAPICPP.SetLinearDamping2(bodyu.ptr, lin_damping);
954}
955
956public override void SetAngularDamping(BulletBody obj, float ang_damping)
957{
958 BulletBodyUnman bodyu = obj as BulletBodyUnman;
959 BSAPICPP.SetAngularDamping2(bodyu.ptr, ang_damping);
960}
961
962public override float GetLinearDamping(BulletBody obj)
963{
964 BulletBodyUnman bodyu = obj as BulletBodyUnman;
965 return BSAPICPP.GetLinearDamping2(bodyu.ptr);
966}
967
968public override float GetAngularDamping(BulletBody obj)
969{
970 BulletBodyUnman bodyu = obj as BulletBodyUnman;
971 return BSAPICPP.GetAngularDamping2(bodyu.ptr);
972}
973
974public override float GetLinearSleepingThreshold(BulletBody obj)
975{
976 BulletBodyUnman bodyu = obj as BulletBodyUnman;
977 return BSAPICPP.GetLinearSleepingThreshold2(bodyu.ptr);
978}
979
980public override void ApplyDamping(BulletBody obj, float timeStep)
981{
982 BulletBodyUnman bodyu = obj as BulletBodyUnman;
983 BSAPICPP.ApplyDamping2(bodyu.ptr, timeStep);
984}
985
986public override void SetMassProps(BulletBody obj, float mass, Vector3 inertia)
987{
988 BulletBodyUnman bodyu = obj as BulletBodyUnman;
989 BSAPICPP.SetMassProps2(bodyu.ptr, mass, inertia);
990}
991
992public override Vector3 GetLinearFactor(BulletBody obj)
993{
994 BulletBodyUnman bodyu = obj as BulletBodyUnman;
995 return BSAPICPP.GetLinearFactor2(bodyu.ptr);
996}
997
998public override void SetLinearFactor(BulletBody obj, Vector3 factor)
999{
1000 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1001 BSAPICPP.SetLinearFactor2(bodyu.ptr, factor);
1002}
1003
1004public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot)
1005{
1006 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1007 BSAPICPP.SetCenterOfMassByPosRot2(bodyu.ptr, pos, rot);
1008}
1009
1010// Add a force to the object as if its mass is one.
1011// Deep down in Bullet: m_totalForce += force*m_linearFactor;
1012public override void ApplyCentralForce(BulletBody obj, Vector3 force)
1013{
1014 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1015 BSAPICPP.ApplyCentralForce2(bodyu.ptr, force);
1016}
1017
1018// Set the force being applied to the object as if its mass is one.
1019public override void SetObjectForce(BulletBody obj, Vector3 force)
1020{
1021 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1022 BSAPICPP.SetObjectForce2(bodyu.ptr, force);
1023}
1024
1025public override Vector3 GetTotalForce(BulletBody obj)
1026{
1027 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1028 return BSAPICPP.GetTotalForce2(bodyu.ptr);
1029}
1030
1031public override Vector3 GetTotalTorque(BulletBody obj)
1032{
1033 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1034 return BSAPICPP.GetTotalTorque2(bodyu.ptr);
1035}
1036
1037public override Vector3 GetInvInertiaDiagLocal(BulletBody obj)
1038{
1039 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1040 return BSAPICPP.GetInvInertiaDiagLocal2(bodyu.ptr);
1041}
1042
1043public override void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert)
1044{
1045 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1046 BSAPICPP.SetInvInertiaDiagLocal2(bodyu.ptr, inert);
1047}
1048
1049public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold)
1050{
1051 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1052 BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold);
1053}
1054
1055// Deep down in Bullet: m_totalTorque += torque*m_angularFactor;
1056public override void ApplyTorque(BulletBody obj, Vector3 torque)
1057{
1058 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1059 BSAPICPP.ApplyTorque2(bodyu.ptr, torque);
1060}
1061
1062// Apply force at the given point. Will add torque to the object.
1063// Deep down in Bullet: applyCentralForce(force);
1064// applyTorque(rel_pos.cross(force*m_linearFactor));
1065public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
1066{
1067 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1068 BSAPICPP.ApplyForce2(bodyu.ptr, force, pos);
1069}
1070
1071// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
1072// Deep down in Bullet: m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
1073public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
1074{
1075 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1076 BSAPICPP.ApplyCentralImpulse2(bodyu.ptr, imp);
1077}
1078
1079// Apply impulse to the object's torque. Force is scaled by object's mass.
1080// Deep down in Bullet: m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
1081public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
1082{
1083 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1084 BSAPICPP.ApplyTorqueImpulse2(bodyu.ptr, imp);
1085}
1086
1087// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
1088// Deep down in Bullet: applyCentralImpulse(impulse);
1089// applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
1090public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos)
1091{
1092 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1093 BSAPICPP.ApplyImpulse2(bodyu.ptr, imp, pos);
1094}
1095
1096public override void ClearForces(BulletBody obj)
1097{
1098 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1099 BSAPICPP.ClearForces2(bodyu.ptr);
1100}
1101
1102public override void ClearAllForces(BulletBody obj)
1103{
1104 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1105 BSAPICPP.ClearAllForces2(bodyu.ptr);
1106}
1107
1108public override void UpdateInertiaTensor(BulletBody obj)
1109{
1110 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1111 BSAPICPP.UpdateInertiaTensor2(bodyu.ptr);
1112}
1113
1114public override Vector3 GetLinearVelocity(BulletBody obj)
1115{
1116 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1117 return BSAPICPP.GetLinearVelocity2(bodyu.ptr);
1118}
1119
1120public override Vector3 GetAngularVelocity(BulletBody obj)
1121{
1122 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1123 return BSAPICPP.GetAngularVelocity2(bodyu.ptr);
1124}
1125
1126public override void SetLinearVelocity(BulletBody obj, Vector3 vel)
1127{
1128 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1129 BSAPICPP.SetLinearVelocity2(bodyu.ptr, vel);
1130}
1131
1132public override void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity)
1133{
1134 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1135 BSAPICPP.SetAngularVelocity2(bodyu.ptr, angularVelocity);
1136}
1137
1138public override Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos)
1139{
1140 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1141 return BSAPICPP.GetVelocityInLocalPoint2(bodyu.ptr, pos);
1142}
1143
1144public override void Translate(BulletBody obj, Vector3 trans)
1145{
1146 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1147 BSAPICPP.Translate2(bodyu.ptr, trans);
1148}
1149
1150public override void UpdateDeactivation(BulletBody obj, float timeStep)
1151{
1152 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1153 BSAPICPP.UpdateDeactivation2(bodyu.ptr, timeStep);
1154}
1155
1156public override bool WantsSleeping(BulletBody obj)
1157{
1158 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1159 return BSAPICPP.WantsSleeping2(bodyu.ptr);
1160}
1161
1162public override void SetAngularFactor(BulletBody obj, float factor)
1163{
1164 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1165 BSAPICPP.SetAngularFactor2(bodyu.ptr, factor);
1166}
1167
1168public override void SetAngularFactorV(BulletBody obj, Vector3 factor)
1169{
1170 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1171 BSAPICPP.SetAngularFactorV2(bodyu.ptr, factor);
1172}
1173
1174public override Vector3 GetAngularFactor(BulletBody obj)
1175{
1176 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1177 return BSAPICPP.GetAngularFactor2(bodyu.ptr);
1178}
1179
1180public override bool IsInWorld(BulletWorld world, BulletBody obj)
1181{
1182 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1183 return BSAPICPP.IsInWorld2(bodyu.ptr);
1184}
1185
1186public override void AddConstraintRef(BulletBody obj, BulletConstraint constrain)
1187{
1188 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1189 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
1190 BSAPICPP.AddConstraintRef2(bodyu.ptr, constrainu.ptr);
1191}
1192
1193public override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain)
1194{
1195 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1196 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
1197 BSAPICPP.RemoveConstraintRef2(bodyu.ptr, constrainu.ptr);
1198}
1199
1200public override BulletConstraint GetConstraintRef(BulletBody obj, int index)
1201{
1202 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1203 return new BulletConstraintUnman(BSAPICPP.GetConstraintRef2(bodyu.ptr, index));
1204}
1205
1206public override int GetNumConstraintRefs(BulletBody obj)
1207{
1208 BulletBodyUnman bodyu = obj as BulletBodyUnman;
1209 return BSAPICPP.GetNumConstraintRefs2(bodyu.ptr);
1210}
1211
1212public override bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask)
1213{
1214 BulletBodyUnman bodyu = body as BulletBodyUnman;
1215 return BSAPICPP.SetCollisionGroupMask2(bodyu.ptr, filter, mask);
1216}
1217
1218// =====================================================================================
1219// btCollisionShape entries
1220
1221public override float GetAngularMotionDisc(BulletShape shape)
1222{
1223 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1224 return BSAPICPP.GetAngularMotionDisc2(shapeu.ptr);
1225}
1226
1227public override float GetContactBreakingThreshold(BulletShape shape, float defaultFactor)
1228{
1229 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1230 return BSAPICPP.GetContactBreakingThreshold2(shapeu.ptr, defaultFactor);
1231}
1232
1233public override bool IsPolyhedral(BulletShape shape)
1234{
1235 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1236 return BSAPICPP.IsPolyhedral2(shapeu.ptr);
1237}
1238
1239public override bool IsConvex2d(BulletShape shape)
1240{
1241 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1242 return BSAPICPP.IsConvex2d2(shapeu.ptr);
1243}
1244
1245public override bool IsConvex(BulletShape shape)
1246{
1247 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1248 return BSAPICPP.IsConvex2(shapeu.ptr);
1249}
1250
1251public override bool IsNonMoving(BulletShape shape)
1252{
1253 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1254 return BSAPICPP.IsNonMoving2(shapeu.ptr);
1255}
1256
1257public override bool IsConcave(BulletShape shape)
1258{
1259 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1260 return BSAPICPP.IsConcave2(shapeu.ptr);
1261}
1262
1263public override bool IsCompound(BulletShape shape)
1264{
1265 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1266 return BSAPICPP.IsCompound2(shapeu.ptr);
1267}
1268
1269public override bool IsSoftBody(BulletShape shape)
1270{
1271 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1272 return BSAPICPP.IsSoftBody2(shapeu.ptr);
1273}
1274
1275public override bool IsInfinite(BulletShape shape)
1276{
1277 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1278 return BSAPICPP.IsInfinite2(shapeu.ptr);
1279}
1280
1281public override void SetLocalScaling(BulletShape shape, Vector3 scale)
1282{
1283 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1284 BSAPICPP.SetLocalScaling2(shapeu.ptr, scale);
1285}
1286
1287public override Vector3 GetLocalScaling(BulletShape shape)
1288{
1289 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1290 return BSAPICPP.GetLocalScaling2(shapeu.ptr);
1291}
1292
1293public override Vector3 CalculateLocalInertia(BulletShape shape, float mass)
1294{
1295 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1296 return BSAPICPP.CalculateLocalInertia2(shapeu.ptr, mass);
1297}
1298
1299public override int GetShapeType(BulletShape shape)
1300{
1301 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1302 return BSAPICPP.GetShapeType2(shapeu.ptr);
1303}
1304
1305public override void SetMargin(BulletShape shape, float val)
1306{
1307 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1308 BSAPICPP.SetMargin2(shapeu.ptr, val);
1309}
1310
1311public override float GetMargin(BulletShape shape)
1312{
1313 BulletShapeUnman shapeu = shape as BulletShapeUnman;
1314 return BSAPICPP.GetMargin2(shapeu.ptr);
1315}
1316
1317// =====================================================================================
1318// Debugging
1319public override void DumpRigidBody(BulletWorld world, BulletBody collisionObject)
1320{
1321 BulletWorldUnman worldu = world as BulletWorldUnman;
1322 BulletBodyUnman bodyu = collisionObject as BulletBodyUnman;
1323 BSAPICPP.DumpRigidBody2(worldu.ptr, bodyu.ptr);
1324}
1325
1326public override void DumpCollisionShape(BulletWorld world, BulletShape collisionShape)
1327{
1328 BulletWorldUnman worldu = world as BulletWorldUnman;
1329 BulletShapeUnman shapeu = collisionShape as BulletShapeUnman;
1330 BSAPICPP.DumpCollisionShape2(worldu.ptr, shapeu.ptr);
1331}
1332
1333public override void DumpConstraint(BulletWorld world, BulletConstraint constrain)
1334{
1335 BulletWorldUnman worldu = world as BulletWorldUnman;
1336 BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
1337 BSAPICPP.DumpConstraint2(worldu.ptr, constrainu.ptr);
1338}
1339
1340public override void DumpActivationInfo(BulletWorld world)
1341{
1342 BulletWorldUnman worldu = world as BulletWorldUnman;
1343 BSAPICPP.DumpActivationInfo2(worldu.ptr);
1344}
1345
1346public override void DumpAllInfo(BulletWorld world)
1347{
1348 BulletWorldUnman worldu = world as BulletWorldUnman;
1349 BSAPICPP.DumpAllInfo2(worldu.ptr);
1350}
1351
1352public override void DumpPhysicsStatistics(BulletWorld world)
1353{
1354 BulletWorldUnman worldu = world as BulletWorldUnman;
1355 BSAPICPP.DumpPhysicsStatistics2(worldu.ptr);
1356}
1357public override void ResetBroadphasePool(BulletWorld world)
1358{
1359 BulletWorldUnman worldu = world as BulletWorldUnman;
1360 BSAPICPP.ResetBroadphasePool(worldu.ptr);
1361}
1362public override void ResetConstraintSolver(BulletWorld world)
1363{
1364 BulletWorldUnman worldu = world as BulletWorldUnman;
1365 BSAPICPP.ResetConstraintSolver(worldu.ptr);
1366}
1367
1368// =====================================================================================
1369// =====================================================================================
1370// =====================================================================================
1371// =====================================================================================
1372// =====================================================================================
1373// The actual interface to the unmanaged code
1374static class BSAPICPP
1375{
1376// ===============================================================================
1377// Link back to the managed code for outputting log messages
1378[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
1379public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
1380
1381// ===============================================================================
1382// Initialization and simulation
1383[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1384public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
1385 int maxCollisions, IntPtr collisionArray,
1386 int maxUpdates, IntPtr updateArray,
1387 DebugLogCallback logRoutine);
1388
1389[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1390public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep,
1391 out int updatedEntityCount, out int collidersCount);
1392
1393[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1394public static extern void Shutdown2(IntPtr sim);
1395
1396[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1397public static extern bool PushUpdate2(IntPtr obj);
1398
1399[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1400public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
1401
1402// =====================================================================================
1403// Mesh, hull, shape and body creation helper routines
1404[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1405public static extern IntPtr CreateMeshShape2(IntPtr world,
1406 int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
1407 int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
1408
1409[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1410public static extern IntPtr CreateHullShape2(IntPtr world,
1411 int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls);
1412
1413[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1414public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape);
1415
1416[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1417public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData);
1418
1419[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1420public static extern bool IsNativeShape2(IntPtr shape);
1421
1422[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1423public static extern void SetShapeCollisionMargin(IntPtr shape, float margin);
1424
1425[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1426public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale);
1427
1428[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1429public static extern IntPtr CreateCompoundShape2(IntPtr sim, bool enableDynamicAabbTree);
1430
1431[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1432public static extern int GetNumberOfCompoundChildren2(IntPtr cShape);
1433
1434[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1435public static extern void AddChildShapeToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot);
1436
1437[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1438public static extern IntPtr GetChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
1439
1440[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1441public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
1442
1443[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1444public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
1445
1446[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1447public static extern void UpdateChildTransform2(IntPtr pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb);
1448
1449[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1450public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape);
1451
1452[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1453public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id);
1454
1455[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1456public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
1457
1458[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1459public static extern int GetBodyType2(IntPtr obj);
1460
1461[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1462public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
1463
1464[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1465public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, uint id, Vector3 pos, Quaternion rot);
1466
1467[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1468public static extern IntPtr CreateGhostFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
1469
1470[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1471public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
1472
1473// =====================================================================================
1474// Terrain creation and helper routines
1475[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1476public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin);
1477
1478[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1479public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight,
1480 [MarshalAs(UnmanagedType.LPArray)] float[] heightMap,
1481 float scaleFactor, float collisionMargin);
1482
1483// =====================================================================================
1484// Constraint creation and helper routines
1485[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1486public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1487 Vector3 frame1loc, Quaternion frame1rot,
1488 Vector3 frame2loc, Quaternion frame2rot,
1489 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1490
1491[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1492public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1493 Vector3 joinPoint,
1494 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1495
1496[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1497public static extern IntPtr Create6DofConstraintFixed2(IntPtr world, IntPtr obj1,
1498 Vector3 frameInBloc, Quaternion frameInBrot,
1499 bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies);
1500
1501[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1502public static extern IntPtr Create6DofSpringConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1503 Vector3 frame1loc, Quaternion frame1rot,
1504 Vector3 frame2loc, Quaternion frame2rot,
1505 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1506
1507[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1508public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1509 Vector3 pivotinA, Vector3 pivotinB,
1510 Vector3 axisInA, Vector3 axisInB,
1511 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1512
1513[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1514public static extern IntPtr CreateSliderConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1515 Vector3 frameInAloc, Quaternion frameInArot,
1516 Vector3 frameInBloc, Quaternion frameInBrot,
1517 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1518
1519[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1520public static extern IntPtr CreateConeTwistConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1521 Vector3 frameInAloc, Quaternion frameInArot,
1522 Vector3 frameInBloc, Quaternion frameInBrot,
1523 bool disableCollisionsBetweenLinkedBodies);
1524
1525[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1526public static extern IntPtr CreateGearConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1527 Vector3 axisInA, Vector3 axisInB,
1528 float ratio, bool disableCollisionsBetweenLinkedBodies);
1529
1530[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1531public static extern IntPtr CreatePoint2PointConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1532 Vector3 pivotInA, Vector3 pivotInB,
1533 bool disableCollisionsBetweenLinkedBodies);
1534
1535
1536[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1537public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse);
1538
1539[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1540public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations);
1541
1542[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1543public static extern bool SetFrames2(IntPtr constrain,
1544 Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
1545
1546[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1547public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
1548
1549[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1550public static extern bool SetAngularLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
1551
1552[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1553public static extern bool UseFrameOffset2(IntPtr constrain, float enable);
1554
1555[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1556public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce);
1557
1558[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1559public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold);
1560
1561[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1562public static extern bool CalculateTransforms2(IntPtr constrain);
1563
1564[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1565public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
1566
1567[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1568public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
1569
1570// =====================================================================================
1571// btCollisionWorld entries
1572[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1573public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj);
1574
1575[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1576public static extern void UpdateAabbs2(IntPtr world);
1577
1578[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1579public static extern bool GetForceUpdateAllAabbs2(IntPtr world);
1580
1581[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1582public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force);
1583
1584// =====================================================================================
1585// btDynamicsWorld entries
1586[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1587public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
1588
1589[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1590public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
1591
1592[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1593public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
1594
1595[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1596public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain);
1597// =====================================================================================
1598// btCollisionObject entries
1599[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1600public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain);
1601
1602[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1603public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict);
1604
1605[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1606public static extern bool HasAnisotripicFriction2(IntPtr constrain);
1607
1608[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1609public static extern void SetContactProcessingThreshold2(IntPtr obj, float val);
1610
1611[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1612public static extern float GetContactProcessingThreshold2(IntPtr obj);
1613
1614[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1615public static extern bool IsStaticObject2(IntPtr obj);
1616
1617[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1618public static extern bool IsKinematicObject2(IntPtr obj);
1619
1620[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1621public static extern bool IsStaticOrKinematicObject2(IntPtr obj);
1622
1623[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1624public static extern bool HasContactResponse2(IntPtr obj);
1625
1626[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1627public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape);
1628
1629[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1630public static extern IntPtr GetCollisionShape2(IntPtr obj);
1631
1632[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1633public static extern int GetActivationState2(IntPtr obj);
1634
1635[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1636public static extern void SetActivationState2(IntPtr obj, int state);
1637
1638[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1639public static extern void SetDeactivationTime2(IntPtr obj, float dtime);
1640
1641[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1642public static extern float GetDeactivationTime2(IntPtr obj);
1643
1644[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1645public static extern void ForceActivationState2(IntPtr obj, ActivationState state);
1646
1647[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1648public static extern void Activate2(IntPtr obj, bool forceActivation);
1649
1650[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1651public static extern bool IsActive2(IntPtr obj);
1652
1653[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1654public static extern void SetRestitution2(IntPtr obj, float val);
1655
1656[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1657public static extern float GetRestitution2(IntPtr obj);
1658
1659[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1660public static extern void SetFriction2(IntPtr obj, float val);
1661
1662[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1663public static extern float GetFriction2(IntPtr obj);
1664
1665 /* Haven't defined the type 'Transform'
1666[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1667public static extern Transform GetWorldTransform2(IntPtr obj);
1668
1669[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1670public static extern void setWorldTransform2(IntPtr obj, Transform trans);
1671 */
1672
1673[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1674public static extern Vector3 GetPosition2(IntPtr obj);
1675
1676[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1677public static extern Quaternion GetOrientation2(IntPtr obj);
1678
1679[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1680public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
1681
1682[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1683public static extern IntPtr GetBroadphaseHandle2(IntPtr obj);
1684
1685[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1686public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle);
1687
1688 /*
1689[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1690public static extern Transform GetInterpolationWorldTransform2(IntPtr obj);
1691
1692[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1693public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans);
1694 */
1695
1696[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1697public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel);
1698
1699[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1700public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel);
1701
1702[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1703public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel);
1704
1705[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1706public static extern float GetHitFraction2(IntPtr obj);
1707
1708[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1709public static extern void SetHitFraction2(IntPtr obj, float val);
1710
1711[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1712public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
1713
1714[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1715public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
1716
1717[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1718public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
1719
1720[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1721public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
1722
1723[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1724public static extern float GetCcdMotionThreshold2(IntPtr obj);
1725
1726[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1727public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
1728
1729[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1730public static extern float GetCcdSweptSphereRadius2(IntPtr obj);
1731
1732[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1733public static extern void SetCcdSweptSphereRadius2(IntPtr obj, float val);
1734
1735[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1736public static extern IntPtr GetUserPointer2(IntPtr obj);
1737
1738[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1739public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
1740
1741// =====================================================================================
1742// btRigidBody entries
1743[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1744public static extern void ApplyGravity2(IntPtr obj);
1745
1746[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1747public static extern void SetGravity2(IntPtr obj, Vector3 val);
1748
1749[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1750public static extern Vector3 GetGravity2(IntPtr obj);
1751
1752[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1753public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
1754
1755[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1756public static extern void SetLinearDamping2(IntPtr obj, float lin_damping);
1757
1758[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1759public static extern void SetAngularDamping2(IntPtr obj, float ang_damping);
1760
1761[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1762public static extern float GetLinearDamping2(IntPtr obj);
1763
1764[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1765public static extern float GetAngularDamping2(IntPtr obj);
1766
1767[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1768public static extern float GetLinearSleepingThreshold2(IntPtr obj);
1769
1770[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1771public static extern float GetAngularSleepingThreshold2(IntPtr obj);
1772
1773[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1774public static extern void ApplyDamping2(IntPtr obj, float timeStep);
1775
1776[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1777public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
1778
1779[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1780public static extern Vector3 GetLinearFactor2(IntPtr obj);
1781
1782[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1783public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor);
1784
1785 /*
1786[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1787public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans);
1788 */
1789
1790[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1791public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot);
1792
1793// Add a force to the object as if its mass is one.
1794[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1795public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force);
1796
1797// Set the force being applied to the object as if its mass is one.
1798[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1799public static extern void SetObjectForce2(IntPtr obj, Vector3 force);
1800
1801[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1802public static extern Vector3 GetTotalForce2(IntPtr obj);
1803
1804[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1805public static extern Vector3 GetTotalTorque2(IntPtr obj);
1806
1807[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1808public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj);
1809
1810[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1811public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert);
1812
1813[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1814public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
1815
1816[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1817public static extern void ApplyTorque2(IntPtr obj, Vector3 torque);
1818
1819// Apply force at the given point. Will add torque to the object.
1820[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1821public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos);
1822
1823// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
1824[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1825public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp);
1826
1827// Apply impulse to the object's torque. Force is scaled by object's mass.
1828[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1829public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp);
1830
1831// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
1832[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1833public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos);
1834
1835[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1836public static extern void ClearForces2(IntPtr obj);
1837
1838[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1839public static extern void ClearAllForces2(IntPtr obj);
1840
1841[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1842public static extern void UpdateInertiaTensor2(IntPtr obj);
1843
1844[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1845public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj);
1846
1847 /*
1848[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1849public static extern Transform GetCenterOfMassTransform2(IntPtr obj);
1850 */
1851
1852[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1853public static extern Vector3 GetLinearVelocity2(IntPtr obj);
1854
1855[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1856public static extern Vector3 GetAngularVelocity2(IntPtr obj);
1857
1858[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1859public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val);
1860
1861[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1862public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
1863
1864[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1865public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos);
1866
1867[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1868public static extern void Translate2(IntPtr obj, Vector3 trans);
1869
1870[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1871public static extern void UpdateDeactivation2(IntPtr obj, float timeStep);
1872
1873[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1874public static extern bool WantsSleeping2(IntPtr obj);
1875
1876[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1877public static extern void SetAngularFactor2(IntPtr obj, float factor);
1878
1879[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1880public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor);
1881
1882[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1883public static extern Vector3 GetAngularFactor2(IntPtr obj);
1884
1885[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1886public static extern bool IsInWorld2(IntPtr obj);
1887
1888[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1889public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain);
1890
1891[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1892public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain);
1893
1894[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1895public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
1896
1897[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1898public static extern int GetNumConstraintRefs2(IntPtr obj);
1899
1900[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1901public static extern bool SetCollisionGroupMask2(IntPtr body, uint filter, uint mask);
1902
1903// =====================================================================================
1904// btCollisionShape entries
1905
1906[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1907public static extern float GetAngularMotionDisc2(IntPtr shape);
1908
1909[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1910public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor);
1911
1912[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1913public static extern bool IsPolyhedral2(IntPtr shape);
1914
1915[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1916public static extern bool IsConvex2d2(IntPtr shape);
1917
1918[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1919public static extern bool IsConvex2(IntPtr shape);
1920
1921[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1922public static extern bool IsNonMoving2(IntPtr shape);
1923
1924[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1925public static extern bool IsConcave2(IntPtr shape);
1926
1927[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1928public static extern bool IsCompound2(IntPtr shape);
1929
1930[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1931public static extern bool IsSoftBody2(IntPtr shape);
1932
1933[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1934public static extern bool IsInfinite2(IntPtr shape);
1935
1936[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1937public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
1938
1939[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1940public static extern Vector3 GetLocalScaling2(IntPtr shape);
1941
1942[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1943public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass);
1944
1945[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1946public static extern int GetShapeType2(IntPtr shape);
1947
1948[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1949public static extern void SetMargin2(IntPtr shape, float val);
1950
1951[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1952public static extern float GetMargin2(IntPtr shape);
1953
1954// =====================================================================================
1955// Debugging
1956[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1957public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject);
1958
1959[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1960public static extern void DumpCollisionShape2(IntPtr sim, IntPtr collisionShape);
1961
1962[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1963public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo);
1964
1965[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1966public static extern void DumpConstraint2(IntPtr sim, IntPtr constrain);
1967
1968[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1969public static extern void DumpActivationInfo2(IntPtr sim);
1970
1971[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1972public static extern void DumpAllInfo2(IntPtr sim);
1973
1974[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1975public static extern void DumpPhysicsStatistics2(IntPtr sim);
1976
1977[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1978public static extern void ResetBroadphasePool(IntPtr sim);
1979
1980[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1981public static extern void ResetConstraintSolver(IntPtr sim);
1982
1983}
1984
1985}
1986
1987}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
new file mode 100755
index 0000000..6fc10e9
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
@@ -0,0 +1,2311 @@
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 copyrightD
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 */
27using System;
28using System.Collections.Generic;
29using System.IO;
30using System.Runtime.InteropServices;
31using System.Text;
32
33using OpenSim.Framework;
34
35using OpenMetaverse;
36
37using BulletXNA;
38using BulletXNA.LinearMath;
39using BulletXNA.BulletCollision;
40using BulletXNA.BulletDynamics;
41using BulletXNA.BulletCollision.CollisionDispatch;
42
43namespace OpenSim.Region.Physics.BulletSPlugin
44{
45public sealed class BSAPIXNA : BSAPITemplate
46{
47private sealed class BulletWorldXNA : BulletWorld
48{
49 public DiscreteDynamicsWorld world;
50 public BulletWorldXNA(uint id, BSScene physScene, DiscreteDynamicsWorld xx)
51 : base(id, physScene)
52 {
53 world = xx;
54 }
55}
56
57private sealed class BulletBodyXNA : BulletBody
58{
59 public CollisionObject body;
60 public RigidBody rigidBody { get { return RigidBody.Upcast(body); } }
61
62 public BulletBodyXNA(uint id, CollisionObject xx)
63 : base(id)
64 {
65 body = xx;
66 }
67 public override bool HasPhysicalBody
68 {
69 get { return body != null; }
70 }
71 public override void Clear()
72 {
73 body = null;
74 }
75 public override string AddrString
76 {
77 get { return "XNARigidBody"; }
78 }
79}
80
81private sealed class BulletShapeXNA : BulletShape
82{
83 public CollisionShape shape;
84 public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ)
85 : base()
86 {
87 shape = xx;
88 type = typ;
89 }
90 public override bool HasPhysicalShape
91 {
92 get { return shape != null; }
93 }
94 public override void Clear()
95 {
96 shape = null;
97 }
98 public override BulletShape Clone()
99 {
100 return new BulletShapeXNA(shape, type);
101 }
102 public override bool ReferenceSame(BulletShape other)
103 {
104 BulletShapeXNA otheru = other as BulletShapeXNA;
105 return (otheru != null) && (this.shape == otheru.shape);
106
107 }
108 public override string AddrString
109 {
110 get { return "XNACollisionShape"; }
111 }
112}
113private sealed class BulletConstraintXNA : BulletConstraint
114{
115 public TypedConstraint constrain;
116 public BulletConstraintXNA(TypedConstraint xx) : base()
117 {
118 constrain = xx;
119 }
120
121 public override void Clear()
122 {
123 constrain = null;
124 }
125 public override bool HasPhysicalConstraint { get { return constrain != null; } }
126
127 // Used for log messages for a unique display of the memory/object allocated to this instance
128 public override string AddrString
129 {
130 get { return "XNAConstraint"; }
131 }
132}
133 internal int m_maxCollisions;
134 internal CollisionDesc[] UpdatedCollisions;
135 internal int LastCollisionDesc = 0;
136 internal int m_maxUpdatesPerFrame;
137 internal int LastEntityProperty = 0;
138
139 internal EntityProperties[] UpdatedObjects;
140 internal Dictionary<uint, GhostObject> specialCollisionObjects;
141
142 private static int m_collisionsThisFrame;
143 private BSScene PhysicsScene { get; set; }
144
145 public override string BulletEngineName { get { return "BulletXNA"; } }
146 public override string BulletEngineVersion { get; protected set; }
147
148 public BSAPIXNA(string paramName, BSScene physScene)
149 {
150 PhysicsScene = physScene;
151 }
152
153 /// <summary>
154 ///
155 /// </summary>
156 /// <param name="p"></param>
157 /// <param name="p_2"></param>
158 public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody)
159 {
160 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
161 RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
162 CollisionObject collisionObject = ((BulletBodyXNA)pBody).body;
163 if (body != null)
164 world.RemoveRigidBody(body);
165 else if (collisionObject != null)
166 world.RemoveCollisionObject(collisionObject);
167 else
168 return false;
169 return true;
170 }
171
172 public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)
173 {
174 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
175 TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
176 world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects);
177
178 return true;
179
180 }
181
182 public override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint)
183 {
184 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
185 TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
186 world.RemoveConstraint(constraint);
187 return true;
188 }
189
190 public override void SetRestitution(BulletBody pCollisionObject, float pRestitution)
191 {
192 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
193 collisionObject.SetRestitution(pRestitution);
194 }
195
196 public override int GetShapeType(BulletShape pShape)
197 {
198 CollisionShape shape = (pShape as BulletShapeXNA).shape;
199 return (int)shape.GetShapeType();
200 }
201 public override void SetMargin(BulletShape pShape, float pMargin)
202 {
203 CollisionShape shape = (pShape as BulletShapeXNA).shape;
204 shape.SetMargin(pMargin);
205 }
206
207 public override float GetMargin(BulletShape pShape)
208 {
209 CollisionShape shape = (pShape as BulletShapeXNA).shape;
210 return shape.GetMargin();
211 }
212
213 public override void SetLocalScaling(BulletShape pShape, Vector3 pScale)
214 {
215 CollisionShape shape = (pShape as BulletShapeXNA).shape;
216 IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z);
217 shape.SetLocalScaling(ref vec);
218
219 }
220
221 public override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold)
222 {
223 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
224 collisionObject.SetContactProcessingThreshold(contactprocessingthreshold);
225 }
226
227 public override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold)
228 {
229 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
230 collisionObject.SetCcdMotionThreshold(pccdMotionThreashold);
231 }
232
233 public override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius)
234 {
235 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
236 collisionObject.SetCcdSweptSphereRadius(pCcdSweptSphereRadius);
237 }
238
239 public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor)
240 {
241 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
242 body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z));
243 }
244
245 public override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
246 {
247 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
248 CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags();
249 existingcollisionFlags |= pcollisionFlags;
250 collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
251 return (CollisionFlags) (uint) existingcollisionFlags;
252 }
253
254 public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)
255 {
256 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
257 CollisionObject cbody = (pBody as BulletBodyXNA).body;
258 RigidBody rbody = cbody as RigidBody;
259
260 // Bullet resets several variables when an object is added to the world. In particular,
261 // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic
262 // type. Of course, the collision flags in the broadphase proxy are initialized to default.
263 IndexedMatrix origPos = cbody.GetWorldTransform();
264 if (rbody != null)
265 {
266 IndexedVector3 origGrav = rbody.GetGravity();
267 world.AddRigidBody(rbody);
268 rbody.SetGravity(origGrav);
269 }
270 else
271 {
272 world.AddCollisionObject(cbody);
273 }
274 cbody.SetWorldTransform(origPos);
275
276 pBody.ApplyCollisionMask(pWorld.physicsScene);
277
278 //if (body.GetBroadphaseHandle() != null)
279 // world.UpdateSingleAabb(body);
280 return true;
281 }
282
283 public override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState)
284 {
285 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
286 collisionObject.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState);
287 }
288
289 public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject)
290 {
291 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
292 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
293 world.UpdateSingleAabb(collisionObject);
294 }
295
296 public override void UpdateAabbs(BulletWorld pWorld) {
297 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
298 world.UpdateAabbs();
299 }
300 public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) {
301 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
302 return world.GetForceUpdateAllAabbs();
303
304 }
305 public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce)
306 {
307 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
308 world.SetForceUpdateAllAabbs(pForce);
309 }
310
311 public override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask)
312 {
313 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
314 collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
315 collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
316 if ((uint) collisionObject.GetBroadphaseHandle().m_collisionFilterGroup == 0)
317 return false;
318 return true;
319 }
320
321 public override void ClearAllForces(BulletBody pCollisionObject)
322 {
323 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
324 IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0);
325 collisionObject.SetInterpolationLinearVelocity(ref zeroVector);
326 collisionObject.SetInterpolationAngularVelocity(ref zeroVector);
327 IndexedMatrix bodytransform = collisionObject.GetWorldTransform();
328
329 collisionObject.SetInterpolationWorldTransform(ref bodytransform);
330
331 if (collisionObject is RigidBody)
332 {
333 RigidBody rigidbody = collisionObject as RigidBody;
334 rigidbody.SetLinearVelocity(zeroVector);
335 rigidbody.SetAngularVelocity(zeroVector);
336 rigidbody.ClearForces();
337 }
338 }
339
340 public override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3)
341 {
342 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
343 IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
344 collisionObject.SetInterpolationAngularVelocity(ref vec);
345 }
346
347 public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3)
348 {
349 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
350 IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
351 body.SetAngularVelocity(ref vec);
352 }
353 public override Vector3 GetTotalForce(BulletBody pBody)
354 {
355 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
356 IndexedVector3 iv3 = body.GetTotalForce();
357 return new Vector3(iv3.X, iv3.Y, iv3.Z);
358 }
359 public override Vector3 GetTotalTorque(BulletBody pBody)
360 {
361 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
362 IndexedVector3 iv3 = body.GetTotalTorque();
363 return new Vector3(iv3.X, iv3.Y, iv3.Z);
364 }
365 public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody)
366 {
367 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
368 IndexedVector3 iv3 = body.GetInvInertiaDiagLocal();
369 return new Vector3(iv3.X, iv3.Y, iv3.Z);
370 }
371 public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert)
372 {
373 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
374 IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z);
375 body.SetInvInertiaDiagLocal(ref iv3);
376 }
377 public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos)
378 {
379 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
380 IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z);
381 IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z);
382 body.ApplyForce(ref forceiv3, ref posiv3);
383 }
384 public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos)
385 {
386 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
387 IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z);
388 IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z);
389 body.ApplyImpulse(ref impiv3, ref posiv3);
390 }
391
392 public override void ClearForces(BulletBody pBody)
393 {
394 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
395 body.ClearForces();
396 }
397
398 public override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation)
399 {
400 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
401 IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z);
402 IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z,
403 _orientation.W);
404 IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion);
405 mat._origin = vposition;
406 collisionObject.SetWorldTransform(mat);
407
408 }
409
410 public override Vector3 GetPosition(BulletBody pCollisionObject)
411 {
412 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
413 IndexedVector3 pos = collisionObject.GetInterpolationWorldTransform()._origin;
414 return new Vector3(pos.X, pos.Y, pos.Z);
415 }
416
417 public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass)
418 {
419 CollisionShape shape = (pShape as BulletShapeXNA).shape;
420 IndexedVector3 inertia = IndexedVector3.Zero;
421 shape.CalculateLocalInertia(pphysMass, out inertia);
422 return new Vector3(inertia.X, inertia.Y, inertia.Z);
423 }
424
425 public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia)
426 {
427 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
428 if (body != null) // Can't set mass props on collision object.
429 {
430 IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z);
431 body.SetMassProps(pphysMass, inertia);
432 }
433 }
434
435
436 public override void SetObjectForce(BulletBody pBody, Vector3 _force)
437 {
438 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
439 IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z);
440 body.SetTotalForce(ref force);
441 }
442
443 public override void SetFriction(BulletBody pCollisionObject, float _currentFriction)
444 {
445 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
446 collisionObject.SetFriction(_currentFriction);
447 }
448
449 public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity)
450 {
451 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
452 IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z);
453 body.SetLinearVelocity(velocity);
454 }
455
456 public override void Activate(BulletBody pCollisionObject, bool pforceactivation)
457 {
458 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
459 collisionObject.Activate(pforceactivation);
460
461 }
462
463 public override Quaternion GetOrientation(BulletBody pCollisionObject)
464 {
465 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
466 IndexedQuaternion mat = collisionObject.GetInterpolationWorldTransform().GetRotation();
467 return new Quaternion(mat.X, mat.Y, mat.Z, mat.W);
468 }
469
470 public override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
471 {
472 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
473 CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags();
474 existingcollisionFlags &= ~pcollisionFlags;
475 collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
476 return (CollisionFlags)(uint)existingcollisionFlags;
477 }
478
479 public override float GetCcdMotionThreshold(BulletBody pCollisionObject)
480 {
481 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
482 return collisionObject.GetCcdSquareMotionThreshold();
483 }
484
485 public override float GetCcdSweptSphereRadius(BulletBody pCollisionObject)
486 {
487 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
488 return collisionObject.GetCcdSweptSphereRadius();
489
490 }
491
492 public override IntPtr GetUserPointer(BulletBody pCollisionObject)
493 {
494 CollisionObject shape = (pCollisionObject as BulletBodyXNA).body;
495 return (IntPtr)shape.GetUserPointer();
496 }
497
498 public override void SetUserPointer(BulletBody pCollisionObject, IntPtr val)
499 {
500 CollisionObject shape = (pCollisionObject as BulletBodyXNA).body;
501 shape.SetUserPointer(val);
502 }
503
504 public override void SetGravity(BulletBody pBody, Vector3 pGravity)
505 {
506 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
507 if (body != null) // Can't set collisionobject.set gravity
508 {
509 IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z);
510 body.SetGravity(gravity);
511 }
512 }
513
514 public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint)
515 {
516 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
517 TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
518 world.RemoveConstraint(constraint);
519 return true;
520 }
521
522 public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
523 {
524 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
525 IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z);
526 IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z);
527 constraint.SetLinearLowerLimit(lowlimit);
528 constraint.SetLinearUpperLimit(highlimit);
529 return true;
530 }
531
532 public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
533 {
534 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
535 IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z);
536 IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z);
537 constraint.SetAngularLowerLimit(lowlimit);
538 constraint.SetAngularUpperLimit(highlimit);
539 return true;
540 }
541
542 public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt)
543 {
544 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
545 constraint.SetOverrideNumSolverIterations((int)cnt);
546 }
547
548 public override bool CalculateTransforms(BulletConstraint pConstraint)
549 {
550 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
551 constraint.CalculateTransforms();
552 return true;
553 }
554
555 public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2)
556 {
557 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
558 constraint.SetEnabled((p_2 == 0) ? false : true);
559 }
560
561
562 public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
563 Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
564 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
565
566 {
567 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
568 RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
569 RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody;
570 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
571 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
572 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
573 frame1._origin = frame1v;
574
575 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
576 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
577 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
578 frame2._origin = frame1v;
579
580 Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2,
581 puseLinearReferenceFrameA);
582 consttr.CalculateTransforms();
583 world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies);
584
585 return new BulletConstraintXNA(consttr);
586 }
587
588 public override BulletConstraint Create6DofConstraintFixed(BulletWorld pWorld, BulletBody pBody1,
589 Vector3 pframe1, Quaternion pframe1rot,
590 bool pUseLinearReferenceFrameB, bool pdisableCollisionsBetweenLinkedBodies)
591 {
592 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
593 RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
594 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
595 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
596 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
597 frame1._origin = frame1v;
598
599 Generic6DofConstraint consttr = new Generic6DofConstraint(body1, ref frame1, pUseLinearReferenceFrameB);
600 consttr.CalculateTransforms();
601 world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies);
602
603 return new BulletConstraintXNA(consttr);
604 }
605
606 /// <summary>
607 ///
608 /// </summary>
609 /// <param name="pWorld"></param>
610 /// <param name="pBody1"></param>
611 /// <param name="pBody2"></param>
612 /// <param name="pjoinPoint"></param>
613 /// <param name="puseLinearReferenceFrameA"></param>
614 /// <param name="pdisableCollisionsBetweenLinkedBodies"></param>
615 /// <returns></returns>
616 public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
617 {
618 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
619 RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
620 RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody;
621 IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0));
622 IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0));
623
624 IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z);
625 IndexedMatrix mat = IndexedMatrix.Identity;
626 mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z);
627 frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint;
628 frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint;
629
630 Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
631 consttr.CalculateTransforms();
632 world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies);
633
634 return new BulletConstraintXNA(consttr);
635 }
636 //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot);
637 public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot)
638 {
639 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
640 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
641 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
642 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
643 frame1._origin = frame1v;
644
645 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
646 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
647 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
648 frame2._origin = frame1v;
649 constraint.SetFrames(ref frame1, ref frame2);
650 return true;
651 }
652
653 public override Vector3 GetLinearVelocity(BulletBody pBody)
654 {
655 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
656 IndexedVector3 iv3 = body.GetLinearVelocity();
657 return new Vector3(iv3.X, iv3.Y, iv3.Z);
658 }
659 public override Vector3 GetAngularVelocity(BulletBody pBody)
660 {
661 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
662 IndexedVector3 iv3 = body.GetAngularVelocity();
663 return new Vector3(iv3.X, iv3.Y, iv3.Z);
664 }
665 public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos)
666 {
667 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
668 IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z);
669 IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3);
670 return new Vector3(iv3.X, iv3.Y, iv3.Z);
671 }
672 public override void Translate(BulletBody pCollisionObject, Vector3 trans)
673 {
674 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
675 collisionObject.Translate(new IndexedVector3(trans.X,trans.Y,trans.Z));
676 }
677 public override void UpdateDeactivation(BulletBody pBody, float timeStep)
678 {
679 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
680 body.UpdateDeactivation(timeStep);
681 }
682
683 public override bool WantsSleeping(BulletBody pBody)
684 {
685 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
686 return body.WantsSleeping();
687 }
688
689 public override void SetAngularFactor(BulletBody pBody, float factor)
690 {
691 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
692 body.SetAngularFactor(factor);
693 }
694
695 public override Vector3 GetAngularFactor(BulletBody pBody)
696 {
697 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
698 IndexedVector3 iv3 = body.GetAngularFactor();
699 return new Vector3(iv3.X, iv3.Y, iv3.Z);
700 }
701
702 public override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject)
703 {
704 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
705 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
706 return world.IsInWorld(collisionObject);
707 }
708
709 public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
710 {
711 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
712 TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain;
713 body.AddConstraintRef(constrain);
714 }
715
716 public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
717 {
718 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
719 TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain;
720 body.RemoveConstraintRef(constrain);
721 }
722
723 public override BulletConstraint GetConstraintRef(BulletBody pBody, int index)
724 {
725 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
726 return new BulletConstraintXNA(body.GetConstraintRef(index));
727 }
728
729 public override int GetNumConstraintRefs(BulletBody pBody)
730 {
731 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
732 return body.GetNumConstraintRefs();
733 }
734
735 public override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity)
736 {
737 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
738 IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z);
739 collisionObject.SetInterpolationLinearVelocity(ref velocity);
740 }
741
742 public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff)
743 {
744 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
745 constraint.SetUseFrameOffset((onOff == 0) ? false : true);
746 return true;
747 }
748 //SetBreakingImpulseThreshold(m_constraint.ptr, threshold);
749 public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold)
750 {
751 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
752 constraint.SetBreakingImpulseThreshold(threshold);
753 return true;
754 }
755 //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping);
756 public override void SetAngularDamping(BulletBody pBody, float angularDamping)
757 {
758 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
759 float lineardamping = body.GetLinearDamping();
760 body.SetDamping(lineardamping, angularDamping);
761
762 }
763
764 public override void UpdateInertiaTensor(BulletBody pBody)
765 {
766 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
767 if (body != null) // can't update inertia tensor on CollisionObject
768 body.UpdateInertiaTensor();
769 }
770
771 public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape)
772 {
773 CompoundShape shape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape;
774 shape.RecalculateLocalAabb();
775 }
776
777 //BulletSimAPI.GetCollisionFlags(PhysBody.ptr)
778 public override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject)
779 {
780 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
781 uint flags = (uint)collisionObject.GetCollisionFlags();
782 return (CollisionFlags) flags;
783 }
784
785 public override void SetDamping(BulletBody pBody, float pLinear, float pAngular)
786 {
787 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
788 body.SetDamping(pLinear, pAngular);
789 }
790 //PhysBody.ptr, PhysicsScene.Params.deactivationTime);
791 public override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime)
792 {
793 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
794 collisionObject.SetDeactivationTime(pDeactivationTime);
795 }
796 //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
797 public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold)
798 {
799 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
800 body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold);
801 }
802
803 public override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject)
804 {
805 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
806 return (CollisionObjectTypes)(int) collisionObject.GetInternalType();
807 }
808
809 public override void ApplyGravity(BulletBody pBody)
810 {
811
812 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
813 body.ApplyGravity();
814 }
815
816 public override Vector3 GetGravity(BulletBody pBody)
817 {
818 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
819 IndexedVector3 gravity = body.GetGravity();
820 return new Vector3(gravity.X, gravity.Y, gravity.Z);
821 }
822
823 public override void SetLinearDamping(BulletBody pBody, float lin_damping)
824 {
825 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
826 float angularDamping = body.GetAngularDamping();
827 body.SetDamping(lin_damping, angularDamping);
828 }
829
830 public override float GetLinearDamping(BulletBody pBody)
831 {
832 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
833 return body.GetLinearDamping();
834 }
835
836 public override float GetAngularDamping(BulletBody pBody)
837 {
838 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
839 return body.GetAngularDamping();
840 }
841
842 public override float GetLinearSleepingThreshold(BulletBody pBody)
843 {
844 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
845 return body.GetLinearSleepingThreshold();
846 }
847
848 public override void ApplyDamping(BulletBody pBody, float timeStep)
849 {
850 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
851 body.ApplyDamping(timeStep);
852 }
853
854 public override Vector3 GetLinearFactor(BulletBody pBody)
855 {
856 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
857 IndexedVector3 linearFactor = body.GetLinearFactor();
858 return new Vector3(linearFactor.X, linearFactor.Y, linearFactor.Z);
859 }
860
861 public override void SetLinearFactor(BulletBody pBody, Vector3 factor)
862 {
863 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
864 body.SetLinearFactor(new IndexedVector3(factor.X, factor.Y, factor.Z));
865 }
866
867 public override void SetCenterOfMassByPosRot(BulletBody pBody, Vector3 pos, Quaternion rot)
868 {
869 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
870 IndexedQuaternion quat = new IndexedQuaternion(rot.X, rot.Y, rot.Z,rot.W);
871 IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(quat);
872 mat._origin = new IndexedVector3(pos.X, pos.Y, pos.Z);
873 body.SetCenterOfMassTransform( ref mat);
874 /* TODO: double check this */
875 }
876
877 //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum);
878 public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum)
879 {
880 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
881 IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
882 body.ApplyCentralForce(ref fSum);
883 }
884 public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum)
885 {
886 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
887 IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
888 body.ApplyCentralImpulse(ref fSum);
889 }
890 public override void ApplyTorque(BulletBody pBody, Vector3 pfSum)
891 {
892 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
893 IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
894 body.ApplyTorque(ref fSum);
895 }
896 public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum)
897 {
898 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
899 IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
900 body.ApplyTorqueImpulse(ref fSum);
901 }
902
903 public override void DestroyObject(BulletWorld pWorld, BulletBody pBody)
904 {
905 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
906 CollisionObject co = (pBody as BulletBodyXNA).rigidBody;
907 RigidBody bo = co as RigidBody;
908 if (bo == null)
909 {
910
911 if (world.IsInWorld(co))
912 {
913 world.RemoveCollisionObject(co);
914 }
915 }
916 else
917 {
918
919 if (world.IsInWorld(bo))
920 {
921 world.RemoveRigidBody(bo);
922 }
923 }
924 if (co != null)
925 {
926 if (co.GetUserPointer() != null)
927 {
928 uint localId = (uint) co.GetUserPointer();
929 if (specialCollisionObjects.ContainsKey(localId))
930 {
931 specialCollisionObjects.Remove(localId);
932 }
933 }
934 }
935
936 }
937
938 public override void Shutdown(BulletWorld pWorld)
939 {
940 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
941 world.Cleanup();
942 }
943
944 public override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id)
945 {
946 CollisionShape shape1 = (pShape as BulletShapeXNA).shape;
947
948 // TODO: Turn this from a reference copy to a Value Copy.
949 BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType()));
950
951 return shape2;
952 }
953
954 public override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape)
955 {
956 //TODO:
957 return false;
958 }
959 //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation);
960
961 public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
962 {
963 CollisionWorld world = (pWorld as BulletWorldXNA).world;
964 IndexedMatrix mat =
965 IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y,
966 pRawOrientation.Z, pRawOrientation.W));
967 mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
968 CollisionShape shape = (pShape as BulletShapeXNA).shape;
969 //UpdateSingleAabb(world, shape);
970 // TODO: Feed Update array into null
971 SimMotionState motionState = new SimMotionState(this, pLocalID, mat, null);
972 RigidBody body = new RigidBody(0,motionState,shape,IndexedVector3.Zero);
973 RigidBodyConstructionInfo constructionInfo = new RigidBodyConstructionInfo(0, motionState, shape, IndexedVector3.Zero)
974 {
975 m_mass = 0
976 };
977 /*
978 m_mass = mass;
979 m_motionState =motionState;
980 m_collisionShape = collisionShape;
981 m_localInertia = localInertia;
982 m_linearDamping = 0f;
983 m_angularDamping = 0f;
984 m_friction = 0.5f;
985 m_restitution = 0f;
986 m_linearSleepingThreshold = 0.8f;
987 m_angularSleepingThreshold = 1f;
988 m_additionalDamping = false;
989 m_additionalDampingFactor = 0.005f;
990 m_additionalLinearDampingThresholdSqr = 0.01f;
991 m_additionalAngularDampingThresholdSqr = 0.01f;
992 m_additionalAngularDampingFactor = 0.01f;
993 m_startWorldTransform = IndexedMatrix.Identity;
994 */
995 body.SetUserPointer(pLocalID);
996
997 return new BulletBodyXNA(pLocalID, body);
998 }
999
1000
1001 public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
1002 {
1003
1004 IndexedMatrix mat =
1005 IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y,
1006 pRawOrientation.Z, pRawOrientation.W));
1007 mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
1008
1009 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1010
1011 // TODO: Feed Update array into null
1012 RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero);
1013 body.SetWorldTransform(mat);
1014 body.SetUserPointer(pLocalID);
1015 return new BulletBodyXNA(pLocalID, body);
1016 }
1017 //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
1018 public override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags)
1019 {
1020 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1021 collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags);
1022 return (CollisionFlags)collisionObject.GetCollisionFlags();
1023 }
1024
1025 public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain)
1026 {
1027
1028 /* TODO */
1029 return Vector3.Zero;
1030 }
1031 public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; }
1032 public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; }
1033 public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; }
1034 public override bool IsStaticObject(BulletBody pCollisionObject)
1035 {
1036 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1037 return collisionObject.IsStaticObject();
1038
1039 }
1040 public override bool IsKinematicObject(BulletBody pCollisionObject)
1041 {
1042 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1043 return collisionObject.IsKinematicObject();
1044 }
1045 public override bool IsStaticOrKinematicObject(BulletBody pCollisionObject)
1046 {
1047 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1048 return collisionObject.IsStaticOrKinematicObject();
1049 }
1050 public override bool HasContactResponse(BulletBody pCollisionObject)
1051 {
1052 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1053 return collisionObject.HasContactResponse();
1054 }
1055 public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; }
1056 public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ }
1057 public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; }
1058 public override bool IsActive(BulletBody pBody) { /* TODO */ return false; }
1059 public override float GetRestitution(BulletBody pBody) { /* TODO */ return 0f; }
1060 public override float GetFriction(BulletBody pBody) { /* TODO */ return 0f; }
1061 public override void SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel) { /* TODO */ }
1062 public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; }
1063
1064 //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
1065 public override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction)
1066 {
1067 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1068 collisionObject.SetHitFraction(pHitFraction);
1069 }
1070 //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale);
1071 public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale)
1072 {
1073 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1074 IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z);
1075 CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight);
1076 capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin);
1077 capsuleShapeZ.SetLocalScaling(ref scale);
1078
1079 return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE); ;
1080 }
1081
1082 public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
1083 int maxCollisions, ref CollisionDesc[] collisionArray,
1084 int maxUpdates, ref EntityProperties[] updateArray
1085 )
1086 {
1087
1088 UpdatedObjects = updateArray;
1089 UpdatedCollisions = collisionArray;
1090 /* TODO */
1091 ConfigurationParameters[] configparms = new ConfigurationParameters[1];
1092 configparms[0] = parms;
1093 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
1094 m_maxCollisions = maxCollisions;
1095 m_maxUpdatesPerFrame = maxUpdates;
1096 specialCollisionObjects = new Dictionary<uint, GhostObject>();
1097
1098 return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null));
1099 }
1100
1101 private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent,
1102 ConfigurationParameters[] o,
1103 int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray,
1104 int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray,
1105 object mDebugLogCallbackHandle)
1106 {
1107 CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
1108
1109 p.angularDamping = BSParam.AngularDamping;
1110 p.defaultFriction = o[0].defaultFriction;
1111 p.defaultFriction = o[0].defaultFriction;
1112 p.defaultDensity = o[0].defaultDensity;
1113 p.defaultRestitution = o[0].defaultRestitution;
1114 p.collisionMargin = o[0].collisionMargin;
1115 p.gravity = o[0].gravity;
1116
1117 p.linearDamping = BSParam.LinearDamping;
1118 p.angularDamping = BSParam.AngularDamping;
1119 p.deactivationTime = BSParam.DeactivationTime;
1120 p.linearSleepingThreshold = BSParam.LinearSleepingThreshold;
1121 p.angularSleepingThreshold = BSParam.AngularSleepingThreshold;
1122 p.ccdMotionThreshold = BSParam.CcdMotionThreshold;
1123 p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius;
1124 p.contactProcessingThreshold = BSParam.ContactProcessingThreshold;
1125
1126 p.terrainImplementation = BSParam.TerrainImplementation;
1127 p.terrainFriction = BSParam.TerrainFriction;
1128
1129 p.terrainHitFraction = BSParam.TerrainHitFraction;
1130 p.terrainRestitution = BSParam.TerrainRestitution;
1131 p.terrainCollisionMargin = BSParam.TerrainCollisionMargin;
1132
1133 p.avatarFriction = BSParam.AvatarFriction;
1134 p.avatarStandingFriction = BSParam.AvatarStandingFriction;
1135 p.avatarDensity = BSParam.AvatarDensity;
1136 p.avatarRestitution = BSParam.AvatarRestitution;
1137 p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth;
1138 p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth;
1139 p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight;
1140 p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold;
1141
1142 p.vehicleAngularDamping = BSParam.VehicleAngularDamping;
1143
1144 p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
1145 p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
1146 p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation;
1147 p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs;
1148 p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder;
1149 p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands;
1150 p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching;
1151 p.numberOfSolverIterations = o[0].numberOfSolverIterations;
1152
1153 p.linksetImplementation = BSParam.LinksetImplementation;
1154 p.linkConstraintUseFrameOffset = BSParam.NumericBool(BSParam.LinkConstraintUseFrameOffset);
1155 p.linkConstraintEnableTransMotor = BSParam.NumericBool(BSParam.LinkConstraintEnableTransMotor);
1156 p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
1157 p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
1158 p.linkConstraintERP = BSParam.LinkConstraintERP;
1159 p.linkConstraintCFM = BSParam.LinkConstraintCFM;
1160 p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations;
1161 p.physicsLoggingFrames = o[0].physicsLoggingFrames;
1162 DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();
1163
1164 DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
1165 CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci);
1166
1167
1168 if (p.maxPersistantManifoldPoolSize > 0)
1169 cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize;
1170 if (p.shouldDisableContactPoolDynamicAllocation !=0)
1171 m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
1172 //if (p.maxCollisionAlgorithmPoolSize >0 )
1173
1174 DbvtBroadphase m_broadphase = new DbvtBroadphase();
1175 //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0);
1176 //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256);
1177
1178 //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true);
1179 m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());
1180
1181 SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver();
1182
1183 DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci);
1184
1185 world.LastCollisionDesc = 0;
1186 world.LastEntityProperty = 0;
1187
1188 world.WorldSettings.Params = p;
1189 world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0);
1190 world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD;
1191 if (p.shouldRandomizeSolverOrder != 0)
1192 world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER;
1193
1194 world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0);
1195 //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port
1196
1197 if (p.shouldEnableFrictionCaching != 0)
1198 world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;
1199
1200 if (p.numberOfSolverIterations > 0)
1201 world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations;
1202
1203
1204 world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping;
1205 world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution;
1206 world.GetSolverInfo().m_globalCfm = 0.0f;
1207 world.GetSolverInfo().m_tau = 0.6f;
1208 world.GetSolverInfo().m_friction = 0.3f;
1209 world.GetSolverInfo().m_maxErrorReduction = 20f;
1210 world.GetSolverInfo().m_numIterations = 10;
1211 world.GetSolverInfo().m_erp = 0.2f;
1212 world.GetSolverInfo().m_erp2 = 0.1f;
1213 world.GetSolverInfo().m_sor = 1.0f;
1214 world.GetSolverInfo().m_splitImpulse = false;
1215 world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f;
1216 world.GetSolverInfo().m_linearSlop = 0.0f;
1217 world.GetSolverInfo().m_warmstartingFactor = 0.85f;
1218 world.GetSolverInfo().m_restingContactRestitutionThreshold = 2;
1219 world.SetForceUpdateAllAabbs(true);
1220
1221 //BSParam.TerrainImplementation = 0;
1222 world.SetGravity(new IndexedVector3(0,0,p.gravity));
1223
1224 return world;
1225 }
1226 //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL
1227 public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis)
1228 {
1229 Generic6DofConstraint constrain = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
1230 if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL)
1231 {
1232 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0);
1233 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1);
1234 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2);
1235 }
1236 if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL)
1237 {
1238 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3);
1239 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4);
1240 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5);
1241 }
1242 if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL)
1243 {
1244 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis);
1245 }
1246 return true;
1247 }
1248
1249 public override bool PushUpdate(BulletBody pCollisionObject)
1250 {
1251 bool ret = false;
1252 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1253 RigidBody rb = collisionObject as RigidBody;
1254 if (rb != null)
1255 {
1256 SimMotionState sms = rb.GetMotionState() as SimMotionState;
1257 if (sms != null)
1258 {
1259 IndexedMatrix wt = IndexedMatrix.Identity;
1260 sms.GetWorldTransform(out wt);
1261 sms.SetWorldTransform(ref wt, true);
1262 ret = true;
1263 }
1264 }
1265 return ret;
1266
1267 }
1268
1269 public override float GetAngularMotionDisc(BulletShape pShape)
1270 {
1271 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1272 return shape.GetAngularMotionDisc();
1273 }
1274 public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor)
1275 {
1276 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1277 return shape.GetContactBreakingThreshold(defaultFactor);
1278 }
1279 public override bool IsCompound(BulletShape pShape)
1280 {
1281 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1282 return shape.IsCompound();
1283 }
1284 public override bool IsSoftBody(BulletShape pShape)
1285 {
1286 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1287 return shape.IsSoftBody();
1288 }
1289 public override bool IsPolyhedral(BulletShape pShape)
1290 {
1291 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1292 return shape.IsPolyhedral();
1293 }
1294 public override bool IsConvex2d(BulletShape pShape)
1295 {
1296 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1297 return shape.IsConvex2d();
1298 }
1299 public override bool IsConvex(BulletShape pShape)
1300 {
1301 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1302 return shape.IsConvex();
1303 }
1304 public override bool IsNonMoving(BulletShape pShape)
1305 {
1306 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1307 return shape.IsNonMoving();
1308 }
1309 public override bool IsConcave(BulletShape pShape)
1310 {
1311 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1312 return shape.IsConcave();
1313 }
1314 public override bool IsInfinite(BulletShape pShape)
1315 {
1316 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1317 return shape.IsInfinite();
1318 }
1319 public override bool IsNativeShape(BulletShape pShape)
1320 {
1321 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1322 bool ret;
1323 switch (shape.GetShapeType())
1324 {
1325 case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE:
1326 case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE:
1327 case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE:
1328 case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE:
1329 ret = true;
1330 break;
1331 default:
1332 ret = false;
1333 break;
1334 }
1335 return ret;
1336 }
1337
1338 public override void SetShapeCollisionMargin(BulletShape pShape, float pMargin)
1339 {
1340 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1341 shape.SetMargin(pMargin);
1342 }
1343
1344 //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation
1345 public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
1346 {
1347 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1348 IndexedMatrix bodyTransform = new IndexedMatrix();
1349 bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
1350 bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W));
1351 GhostObject gObj = new PairCachingGhostObject();
1352 gObj.SetWorldTransform(bodyTransform);
1353 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1354 gObj.SetCollisionShape(shape);
1355 gObj.SetUserPointer(pLocalID);
1356
1357 if (specialCollisionObjects.ContainsKey(pLocalID))
1358 specialCollisionObjects[pLocalID] = gObj;
1359 else
1360 specialCollisionObjects.Add(pLocalID, gObj);
1361
1362 // TODO: Add to Special CollisionObjects!
1363 return new BulletBodyXNA(pLocalID, gObj);
1364 }
1365
1366 public override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape)
1367 {
1368 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1369 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
1370 if (pShape == null)
1371 {
1372 collisionObject.SetCollisionShape(new EmptyShape());
1373 }
1374 else
1375 {
1376 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1377 collisionObject.SetCollisionShape(shape);
1378 }
1379 }
1380 public override BulletShape GetCollisionShape(BulletBody pCollisionObject)
1381 {
1382 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1383 CollisionShape shape = collisionObject.GetCollisionShape();
1384 return new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType()));
1385 }
1386
1387 //(PhysicsScene.World.ptr, nativeShapeData)
1388 public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData)
1389 {
1390 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1391 CollisionShape shape = null;
1392 switch (pShapeData.Type)
1393 {
1394 case BSPhysicsShapeType.SHAPE_BOX:
1395 shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f));
1396 break;
1397 case BSPhysicsShapeType.SHAPE_CONE:
1398 shape = new ConeShapeZ(0.5f, 1.0f);
1399 break;
1400 case BSPhysicsShapeType.SHAPE_CYLINDER:
1401 shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f));
1402 break;
1403 case BSPhysicsShapeType.SHAPE_SPHERE:
1404 shape = new SphereShape(0.5f);
1405 break;
1406
1407 }
1408 if (shape != null)
1409 {
1410 IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z);
1411 shape.SetMargin(world.WorldSettings.Params.collisionMargin);
1412 shape.SetLocalScaling(ref scaling);
1413
1414 }
1415 return new BulletShapeXNA(shape, pShapeData.Type);
1416 }
1417 //PhysicsScene.World.ptr, false
1418 public override BulletShape CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree)
1419 {
1420 return new BulletShapeXNA(new CompoundShape(enableDynamicAabbTree), BSPhysicsShapeType.SHAPE_COMPOUND);
1421 }
1422
1423 public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape)
1424 {
1425 CompoundShape compoundshape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape;
1426 return compoundshape.GetNumChildShapes();
1427 }
1428 //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot
1429 public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot)
1430 {
1431 IndexedMatrix relativeTransform = new IndexedMatrix();
1432 CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape;
1433 CollisionShape addshape = (paddShape as BulletShapeXNA).shape;
1434
1435 relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z);
1436 relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W));
1437 compoundshape.AddChildShape(ref relativeTransform, addshape);
1438
1439 }
1440
1441 public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii)
1442 {
1443 CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape;
1444 CollisionShape ret = null;
1445 ret = compoundshape.GetChildShape(pii);
1446 compoundshape.RemoveChildShapeByIndex(pii);
1447 return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType()));
1448 }
1449
1450 public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) {
1451
1452 if (cShape == null)
1453 return null;
1454 CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape;
1455 CollisionShape shape = compoundShape.GetChildShape(indx);
1456 BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType()));
1457
1458
1459 return retShape;
1460 }
1461
1462 public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin)
1463 {
1464 BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1465 switch (pin)
1466 {
1467 case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE:
1468 ret = BSPhysicsShapeType.SHAPE_BOX;
1469 break;
1470 case BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE:
1471 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1472 break;
1473
1474 case BroadphaseNativeTypes.TETRAHEDRAL_SHAPE_PROXYTYPE:
1475 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1476 break;
1477 case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE:
1478 ret = BSPhysicsShapeType.SHAPE_MESH;
1479 break;
1480 case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE:
1481 ret = BSPhysicsShapeType.SHAPE_HULL;
1482 break;
1483 case BroadphaseNativeTypes.CONVEX_POINT_CLOUD_SHAPE_PROXYTYPE:
1484 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1485 break;
1486 case BroadphaseNativeTypes.CUSTOM_POLYHEDRAL_SHAPE_TYPE:
1487 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1488 break;
1489 //implicit convex shapes
1490 case BroadphaseNativeTypes.IMPLICIT_CONVEX_SHAPES_START_HERE:
1491 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1492 break;
1493 case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE:
1494 ret = BSPhysicsShapeType.SHAPE_SPHERE;
1495 break;
1496 case BroadphaseNativeTypes.MULTI_SPHERE_SHAPE_PROXYTYPE:
1497 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1498 break;
1499 case BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE:
1500 ret = BSPhysicsShapeType.SHAPE_CAPSULE;
1501 break;
1502 case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE:
1503 ret = BSPhysicsShapeType.SHAPE_CONE;
1504 break;
1505 case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE:
1506 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1507 break;
1508 case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE:
1509 ret = BSPhysicsShapeType.SHAPE_CYLINDER;
1510 break;
1511 case BroadphaseNativeTypes.UNIFORM_SCALING_SHAPE_PROXYTYPE:
1512 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1513 break;
1514 case BroadphaseNativeTypes.MINKOWSKI_SUM_SHAPE_PROXYTYPE:
1515 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1516 break;
1517 case BroadphaseNativeTypes.MINKOWSKI_DIFFERENCE_SHAPE_PROXYTYPE:
1518 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1519 break;
1520 case BroadphaseNativeTypes.BOX_2D_SHAPE_PROXYTYPE:
1521 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1522 break;
1523 case BroadphaseNativeTypes.CONVEX_2D_SHAPE_PROXYTYPE:
1524 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1525 break;
1526 case BroadphaseNativeTypes.CUSTOM_CONVEX_SHAPE_TYPE:
1527 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1528 break;
1529 //concave shape
1530 case BroadphaseNativeTypes.CONCAVE_SHAPES_START_HERE:
1531 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1532 break;
1533 //keep all the convex shapetype below here, for the check IsConvexShape in broadphase proxy!
1534 case BroadphaseNativeTypes.TRIANGLE_MESH_SHAPE_PROXYTYPE:
1535 ret = BSPhysicsShapeType.SHAPE_MESH;
1536 break;
1537 case BroadphaseNativeTypes.SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE:
1538 ret = BSPhysicsShapeType.SHAPE_MESH;
1539 break;
1540 ///used for demo integration FAST/Swift collision library and Bullet
1541 case BroadphaseNativeTypes.FAST_CONCAVE_MESH_PROXYTYPE:
1542 ret = BSPhysicsShapeType.SHAPE_MESH;
1543 break;
1544 //terrain
1545 case BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE:
1546 ret = BSPhysicsShapeType.SHAPE_HEIGHTMAP;
1547 break;
1548 ///Used for GIMPACT Trimesh integration
1549 case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE:
1550 ret = BSPhysicsShapeType.SHAPE_MESH;
1551 break;
1552 ///Multimaterial mesh
1553 case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE:
1554 ret = BSPhysicsShapeType.SHAPE_MESH;
1555 break;
1556
1557 case BroadphaseNativeTypes.EMPTY_SHAPE_PROXYTYPE:
1558 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1559 break;
1560 case BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE:
1561 ret = BSPhysicsShapeType.SHAPE_GROUNDPLANE;
1562 break;
1563 case BroadphaseNativeTypes.CUSTOM_CONCAVE_SHAPE_TYPE:
1564 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1565 break;
1566 case BroadphaseNativeTypes.CONCAVE_SHAPES_END_HERE:
1567 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1568 break;
1569
1570 case BroadphaseNativeTypes.COMPOUND_SHAPE_PROXYTYPE:
1571 ret = BSPhysicsShapeType.SHAPE_COMPOUND;
1572 break;
1573
1574 case BroadphaseNativeTypes.SOFTBODY_SHAPE_PROXYTYPE:
1575 ret = BSPhysicsShapeType.SHAPE_MESH;
1576 break;
1577 case BroadphaseNativeTypes.HFFLUID_SHAPE_PROXYTYPE:
1578 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1579 break;
1580 case BroadphaseNativeTypes.HFFLUID_BUOYANT_CONVEX_SHAPE_PROXYTYPE:
1581 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1582 break;
1583 case BroadphaseNativeTypes.INVALID_SHAPE_PROXYTYPE:
1584 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1585 break;
1586 }
1587 return ret;
1588 }
1589
1590 public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ }
1591 public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb) { /* TODO */ }
1592
1593 public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin)
1594 {
1595 StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight );
1596 m_planeshape.SetMargin(pcollisionMargin);
1597 m_planeshape.SetUserPointer(pLocalId);
1598 return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE);
1599 }
1600
1601 public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1602 Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
1603 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1604
1605 {
1606 Generic6DofSpringConstraint constrain = null;
1607 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1608 RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
1609 RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody;
1610 if (body1 != null && body2 != null)
1611 {
1612 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
1613 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
1614 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
1615 frame1._origin = frame1v;
1616
1617 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
1618 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
1619 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
1620 frame2._origin = frame1v;
1621
1622 constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
1623 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1624
1625 constrain.CalculateTransforms();
1626 }
1627
1628 return new BulletConstraintXNA(constrain);
1629 }
1630
1631 public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1632 Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB,
1633 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1634 {
1635 HingeConstraint constrain = null;
1636 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1637 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1638 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1639 if (rb1 != null && rb2 != null)
1640 {
1641 IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z);
1642 IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z);
1643 IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z);
1644 IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z);
1645 constrain = new HingeConstraint(rb1, rb2, ref pivotInA, ref pivotInB, ref axisInA, ref axisInB, puseLinearReferenceFrameA);
1646 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1647 }
1648 return new BulletConstraintXNA(constrain);
1649 }
1650
1651 public override BulletConstraint CreateSliderConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1652 Vector3 pframe1, Quaternion pframe1rot,
1653 Vector3 pframe2, Quaternion pframe2rot,
1654 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1655 {
1656 SliderConstraint constrain = null;
1657 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1658 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1659 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1660 if (rb1 != null && rb2 != null)
1661 {
1662 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
1663 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
1664 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
1665 frame1._origin = frame1v;
1666
1667 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
1668 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
1669 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
1670 frame2._origin = frame1v;
1671
1672 constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA);
1673 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1674 }
1675 return new BulletConstraintXNA(constrain);
1676 }
1677
1678 public override BulletConstraint CreateConeTwistConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1679 Vector3 pframe1, Quaternion pframe1rot,
1680 Vector3 pframe2, Quaternion pframe2rot,
1681 bool pdisableCollisionsBetweenLinkedBodies)
1682 {
1683 ConeTwistConstraint constrain = null;
1684 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1685 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1686 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1687 if (rb1 != null && rb2 != null)
1688 {
1689 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
1690 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
1691 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
1692 frame1._origin = frame1v;
1693
1694 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
1695 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
1696 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
1697 frame2._origin = frame1v;
1698
1699 constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2);
1700 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1701 }
1702 return new BulletConstraintXNA(constrain);
1703 }
1704
1705 public override BulletConstraint CreateGearConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1706 Vector3 paxisInA, Vector3 paxisInB,
1707 float pratio, bool pdisableCollisionsBetweenLinkedBodies)
1708 {
1709 Generic6DofConstraint constrain = null;
1710 /* BulletXNA does not have a gear constraint
1711 GearConstraint constrain = null;
1712 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1713 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1714 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1715 if (rb1 != null && rb2 != null)
1716 {
1717 IndexedVector3 axis1 = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z);
1718 IndexedVector3 axis2 = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z);
1719 constrain = new GearConstraint(rb1, rb2, ref axis1, ref axis2, pratio);
1720 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1721 }
1722 */
1723 return new BulletConstraintXNA(constrain);
1724 }
1725
1726 public override BulletConstraint CreatePoint2PointConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1727 Vector3 ppivotInA, Vector3 ppivotInB,
1728 bool pdisableCollisionsBetweenLinkedBodies)
1729 {
1730 Point2PointConstraint constrain = null;
1731 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1732 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1733 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1734 if (rb1 != null && rb2 != null)
1735 {
1736 IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z);
1737 IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z);
1738 constrain = new Point2PointConstraint(rb1, rb2, ref pivotInA, ref pivotInB);
1739 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1740 }
1741 return new BulletConstraintXNA(constrain);
1742 }
1743
1744 public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls)
1745 {
1746 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1747 CompoundShape compoundshape = new CompoundShape(false);
1748
1749 compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin);
1750 int ii = 1;
1751
1752 for (int i = 0; i < pHullCount; i++)
1753 {
1754 int vertexCount = (int) pConvHulls[ii];
1755
1756 IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]);
1757 IndexedMatrix childTrans = IndexedMatrix.Identity;
1758 childTrans._origin = centroid;
1759
1760 List<IndexedVector3> virts = new List<IndexedVector3>();
1761 int ender = ((ii + 4) + (vertexCount*3));
1762 for (int iii = ii + 4; iii < ender; iii+=3)
1763 {
1764
1765 virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2]));
1766 }
1767 ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount);
1768 convexShape.SetMargin(world.WorldSettings.Params.collisionMargin);
1769 compoundshape.AddChildShape(ref childTrans, convexShape);
1770 ii += (vertexCount*3 + 4);
1771 }
1772
1773 return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL);
1774 }
1775
1776 public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape)
1777 {
1778 /* TODO */ return null;
1779
1780 }
1781
1782 public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
1783 {
1784 //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount);
1785
1786 for (int iter = 0; iter < pVerticesCount; iter++)
1787 {
1788 if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0;
1789 if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0;
1790 }
1791
1792 ObjectArray<int> indicesarr = new ObjectArray<int>(indices);
1793 ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats);
1794 DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount);
1795 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1796 IndexedMesh mesh = new IndexedMesh();
1797 mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
1798 mesh.m_numTriangles = pIndicesCount/3;
1799 mesh.m_numVertices = pVerticesCount;
1800 mesh.m_triangleIndexBase = indicesarr;
1801 mesh.m_vertexBase = vertices;
1802 mesh.m_vertexStride = 3;
1803 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
1804 mesh.m_triangleIndexStride = 3;
1805
1806 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
1807 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
1808 BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true);
1809 meshShape.SetMargin(world.WorldSettings.Params.collisionMargin);
1810 // world.UpdateSingleAabb(meshShape);
1811 return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH);
1812
1813 }
1814 public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount )
1815 {
1816
1817 String fileName = "objTest3.raw";
1818 String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
1819 StreamWriter sw = new StreamWriter(completePath);
1820 IndexedMesh mesh = new IndexedMesh();
1821
1822 mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
1823 mesh.m_numTriangles = pIndicesCount / 3;
1824 mesh.m_numVertices = pVerticesCount;
1825 mesh.m_triangleIndexBase = indices;
1826 mesh.m_vertexBase = vertices;
1827 mesh.m_vertexStride = 3;
1828 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
1829 mesh.m_triangleIndexStride = 3;
1830
1831 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
1832 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
1833
1834
1835
1836 for (int i = 0; i < pVerticesCount; i++)
1837 {
1838
1839 string s = vertices[indices[i * 3]].ToString("0.0000");
1840 s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
1841 s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
1842
1843 sw.Write(s + "\n");
1844 }
1845
1846 sw.Close();
1847 }
1848 public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount)
1849 {
1850
1851 String fileName = "objTest6.raw";
1852 String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
1853 StreamWriter sw = new StreamWriter(completePath);
1854 IndexedMesh mesh = new IndexedMesh();
1855
1856 mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
1857 mesh.m_numTriangles = pIndicesCount / 3;
1858 mesh.m_numVertices = pVerticesCount;
1859 mesh.m_triangleIndexBase = indices;
1860 mesh.m_vertexBase = vertices;
1861 mesh.m_vertexStride = 3;
1862 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
1863 mesh.m_triangleIndexStride = 3;
1864
1865 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
1866 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
1867
1868
1869 sw.WriteLine("Indices");
1870 sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount));
1871 for (int iter = 0; iter < indices.Length; iter++)
1872 {
1873 sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter]));
1874 }
1875 sw.WriteLine("VerticesFloats");
1876 sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount));
1877 for (int iter = 0; iter < vertices.Length; iter++)
1878 {
1879 sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000")));
1880 }
1881
1882 // for (int i = 0; i < pVerticesCount; i++)
1883 // {
1884 //
1885 // string s = vertices[indices[i * 3]].ToString("0.0000");
1886 // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
1887 // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
1888 //
1889 // sw.Write(s + "\n");
1890 //}
1891
1892 sw.Close();
1893 }
1894
1895 public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
1896 float scaleFactor, float collisionMargin)
1897 {
1898 const int upAxis = 2;
1899 HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y,
1900 heightMap, scaleFactor,
1901 minHeight, maxHeight, upAxis,
1902 false);
1903 terrainShape.SetMargin(collisionMargin + 0.5f);
1904 terrainShape.SetUseDiamondSubdivision(true);
1905 terrainShape.SetUserPointer(id);
1906 return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN);
1907 }
1908
1909 public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce)
1910 {
1911 TypedConstraint tconstrain = (pConstraint as BulletConstraintXNA).constrain;
1912 bool onOff = ponOff != 0;
1913 bool ret = false;
1914
1915 switch (tconstrain.GetConstraintType())
1916 {
1917 case TypedConstraintType.D6_CONSTRAINT_TYPE:
1918 Generic6DofConstraint constrain = tconstrain as Generic6DofConstraint;
1919 constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff;
1920 constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity;
1921 constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce;
1922 ret = true;
1923 break;
1924 }
1925
1926
1927 return ret;
1928
1929 }
1930
1931 public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
1932 out int updatedEntityCount, out int collidersCount)
1933 {
1934 /* TODO */
1935 updatedEntityCount = 0;
1936 collidersCount = 0;
1937
1938
1939 int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray);
1940
1941 return ret;
1942 }
1943
1944 private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep,
1945 out int updatedEntityCount, out EntityProperties[] updatedEntities,
1946 out int collidersCount, out CollisionDesc[] colliders)
1947 {
1948 int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities,
1949 out collidersCount, out colliders, m_maxCollisions, m_maxUpdatesPerFrame);
1950 return epic;
1951 }
1952
1953 private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount,
1954 out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates)
1955 {
1956 int numSimSteps = 0;
1957 Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length);
1958 Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length);
1959 LastEntityProperty=0;
1960
1961
1962
1963
1964
1965
1966 LastCollisionDesc=0;
1967
1968 updatedEntityCount = 0;
1969 collidersCount = 0;
1970
1971
1972 if (pWorld is BulletWorldXNA)
1973 {
1974 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1975
1976 world.LastCollisionDesc = 0;
1977 world.LastEntityProperty = 0;
1978 numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep);
1979 int updates = 0;
1980
1981 PersistentManifold contactManifold;
1982 CollisionObject objA;
1983 CollisionObject objB;
1984 ManifoldPoint manifoldPoint;
1985 PairCachingGhostObject pairCachingGhostObject;
1986
1987 m_collisionsThisFrame = 0;
1988 int numManifolds = world.GetDispatcher().GetNumManifolds();
1989 for (int j = 0; j < numManifolds; j++)
1990 {
1991 contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j);
1992 int numContacts = contactManifold.GetNumContacts();
1993 if (numContacts == 0)
1994 continue;
1995
1996 objA = contactManifold.GetBody0() as CollisionObject;
1997 objB = contactManifold.GetBody1() as CollisionObject;
1998
1999 manifoldPoint = contactManifold.GetContactPoint(0);
2000 //IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB();
2001 // IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A
2002
2003 RecordCollision(this, objA, objB, manifoldPoint.GetPositionWorldOnB(), -manifoldPoint.m_normalWorldOnB, manifoldPoint.GetDistance());
2004 m_collisionsThisFrame ++;
2005 if (m_collisionsThisFrame >= 9999999)
2006 break;
2007
2008
2009 }
2010
2011 foreach (GhostObject ghostObject in specialCollisionObjects.Values)
2012 {
2013 pairCachingGhostObject = ghostObject as PairCachingGhostObject;
2014 if (pairCachingGhostObject != null)
2015 {
2016 RecordGhostCollisions(pairCachingGhostObject);
2017 }
2018
2019 }
2020
2021
2022 updatedEntityCount = LastEntityProperty;
2023 updatedEntities = UpdatedObjects;
2024
2025 collidersCount = LastCollisionDesc;
2026 colliders = UpdatedCollisions;
2027
2028
2029 }
2030 else
2031 {
2032 //if (updatedEntities is null)
2033 //updatedEntities = new List<BulletXNA.EntityProperties>();
2034 //updatedEntityCount = 0;
2035
2036
2037 //collidersCount = 0;
2038
2039 updatedEntities = new EntityProperties[0];
2040
2041
2042 colliders = new CollisionDesc[0];
2043
2044 }
2045 return numSimSteps;
2046 }
2047 public void RecordGhostCollisions(PairCachingGhostObject obj)
2048 {
2049 IOverlappingPairCache cache = obj.GetOverlappingPairCache();
2050 ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray();
2051
2052 DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world;
2053 PersistentManifoldArray manifoldArray = new PersistentManifoldArray();
2054 BroadphasePair collisionPair;
2055 PersistentManifold contactManifold;
2056
2057 CollisionObject objA;
2058 CollisionObject objB;
2059
2060 ManifoldPoint pt;
2061
2062 int numPairs = pairs.Count;
2063
2064 for (int i = 0; i < numPairs; i++)
2065 {
2066 manifoldArray.Clear();
2067 if (LastCollisionDesc < UpdatedCollisions.Length)
2068 break;
2069 collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1);
2070 if (collisionPair == null)
2071 continue;
2072
2073 collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray);
2074 for (int j = 0; j < manifoldArray.Count; j++)
2075 {
2076 contactManifold = manifoldArray[j];
2077 int numContacts = contactManifold.GetNumContacts();
2078 objA = contactManifold.GetBody0() as CollisionObject;
2079 objB = contactManifold.GetBody1() as CollisionObject;
2080 for (int p = 0; p < numContacts; p++)
2081 {
2082 pt = contactManifold.GetContactPoint(p);
2083 if (pt.GetDistance() < 0.0f)
2084 {
2085 RecordCollision(this, objA, objB, pt.GetPositionWorldOnA(), -pt.m_normalWorldOnB,pt.GetDistance());
2086 break;
2087 }
2088 }
2089 }
2090 }
2091
2092 }
2093 private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration)
2094 {
2095
2096 IndexedVector3 contactNormal = norm;
2097 if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
2098 (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
2099 {
2100 return;
2101 }
2102 uint idA = (uint)objA.GetUserPointer();
2103 uint idB = (uint)objB.GetUserPointer();
2104 if (idA > idB)
2105 {
2106 uint temp = idA;
2107 idA = idB;
2108 idB = temp;
2109 contactNormal = -contactNormal;
2110 }
2111
2112 //ulong collisionID = ((ulong) idA << 32) | idB;
2113
2114 CollisionDesc cDesc = new CollisionDesc()
2115 {
2116 aID = idA,
2117 bID = idB,
2118 point = new Vector3(contact.X,contact.Y,contact.Z),
2119 normal = new Vector3(contactNormal.X,contactNormal.Y,contactNormal.Z),
2120 penetration = penetration
2121
2122 };
2123 if (world.LastCollisionDesc < world.UpdatedCollisions.Length)
2124 world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc);
2125 m_collisionsThisFrame++;
2126
2127
2128 }
2129 private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pCollisionObject)
2130 {
2131 EntityProperties ent = new EntityProperties();
2132 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2133 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
2134 IndexedMatrix transform = collisionObject.GetWorldTransform();
2135 IndexedVector3 LinearVelocity = collisionObject.GetInterpolationLinearVelocity();
2136 IndexedVector3 AngularVelocity = collisionObject.GetInterpolationAngularVelocity();
2137 IndexedQuaternion rotation = transform.GetRotation();
2138 ent.Acceleration = Vector3.Zero;
2139 ent.ID = (uint)collisionObject.GetUserPointer();
2140 ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z);
2141 ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W);
2142 ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z);
2143 ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z);
2144 return ent;
2145 }
2146
2147 public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) { /* TODO */
2148 return false; }
2149
2150 public override Vector3 GetLocalScaling(BulletShape pShape)
2151 {
2152 CollisionShape shape = (pShape as BulletShapeXNA).shape;
2153 IndexedVector3 scale = shape.GetLocalScaling();
2154 return new Vector3(scale.X,scale.Y,scale.Z);
2155 }
2156
2157 public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe)
2158 {
2159 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2160 if (world != null)
2161 {
2162 if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody)
2163 {
2164 CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body;
2165
2166 IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z);
2167 IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight);
2168 using (
2169 ClosestNotMeRayResultCallback rayCallback =
2170 new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody)
2171 )
2172 {
2173 world.RayTest(ref rOrigin, ref rEnd, rayCallback);
2174 if (rayCallback.HasHit())
2175 {
2176 IndexedVector3 hitLocation = rayCallback.m_hitPointWorld;
2177 }
2178 return rayCallback.HasHit();
2179 }
2180 }
2181 }
2182 return false;
2183 }
2184}
2185
2186
2187
2188
2189 public class SimMotionState : DefaultMotionState
2190 {
2191 public RigidBody Rigidbody;
2192 public Vector3 ZeroVect;
2193
2194 private IndexedMatrix m_xform;
2195
2196 private EntityProperties m_properties;
2197 private EntityProperties m_lastProperties;
2198 private BSAPIXNA m_world;
2199
2200 const float POSITION_TOLERANCE = 0.05f;
2201 const float VELOCITY_TOLERANCE = 0.001f;
2202 const float ROTATION_TOLERANCE = 0.01f;
2203 const float ANGULARVELOCITY_TOLERANCE = 0.01f;
2204
2205 public SimMotionState(BSAPIXNA pWorld, uint id, IndexedMatrix starTransform, object frameUpdates)
2206 {
2207 IndexedQuaternion OrientationQuaterion = starTransform.GetRotation();
2208 m_properties = new EntityProperties()
2209 {
2210 ID = id,
2211 Position = new Vector3(starTransform._origin.X, starTransform._origin.Y,starTransform._origin.Z),
2212 Rotation = new Quaternion(OrientationQuaterion.X,OrientationQuaterion.Y,OrientationQuaterion.Z,OrientationQuaterion.W)
2213 };
2214 m_lastProperties = new EntityProperties()
2215 {
2216 ID = id,
2217 Position = new Vector3(starTransform._origin.X, starTransform._origin.Y, starTransform._origin.Z),
2218 Rotation = new Quaternion(OrientationQuaterion.X, OrientationQuaterion.Y, OrientationQuaterion.Z, OrientationQuaterion.W)
2219 };
2220 m_world = pWorld;
2221 m_xform = starTransform;
2222 }
2223
2224 public override void GetWorldTransform(out IndexedMatrix worldTrans)
2225 {
2226 worldTrans = m_xform;
2227 }
2228
2229 public override void SetWorldTransform(IndexedMatrix worldTrans)
2230 {
2231 SetWorldTransform(ref worldTrans);
2232 }
2233
2234 public override void SetWorldTransform(ref IndexedMatrix worldTrans)
2235 {
2236 SetWorldTransform(ref worldTrans, false);
2237 }
2238 public void SetWorldTransform(ref IndexedMatrix worldTrans, bool force)
2239 {
2240 m_xform = worldTrans;
2241 // Put the new transform into m_properties
2242 IndexedQuaternion OrientationQuaternion = m_xform.GetRotation();
2243 IndexedVector3 LinearVelocityVector = Rigidbody.GetLinearVelocity();
2244 IndexedVector3 AngularVelocityVector = Rigidbody.GetAngularVelocity();
2245 m_properties.Position = new Vector3(m_xform._origin.X, m_xform._origin.Y, m_xform._origin.Z);
2246 m_properties.Rotation = new Quaternion(OrientationQuaternion.X, OrientationQuaternion.Y,
2247 OrientationQuaternion.Z, OrientationQuaternion.W);
2248 // A problem with stock Bullet is that we don't get an event when an object is deactivated.
2249 // This means that the last non-zero values for linear and angular velocity
2250 // are left in the viewer who does dead reconning and the objects look like
2251 // they float off.
2252 // BulletSim ships with a patch to Bullet which creates such an event.
2253 m_properties.Velocity = new Vector3(LinearVelocityVector.X, LinearVelocityVector.Y, LinearVelocityVector.Z);
2254 m_properties.RotationalVelocity = new Vector3(AngularVelocityVector.X, AngularVelocityVector.Y, AngularVelocityVector.Z);
2255
2256 if (force
2257
2258 || !AlmostEqual(ref m_lastProperties.Position, ref m_properties.Position, POSITION_TOLERANCE)
2259 || !AlmostEqual(ref m_properties.Rotation, ref m_lastProperties.Rotation, ROTATION_TOLERANCE)
2260 // If the Velocity and AngularVelocity are zero, most likely the object has
2261 // been deactivated. If they both are zero and they have become zero recently,
2262 // make sure a property update is sent so the zeros make it to the viewer.
2263 || ((m_properties.Velocity == ZeroVect && m_properties.RotationalVelocity == ZeroVect)
2264 &&
2265 (m_properties.Velocity != m_lastProperties.Velocity ||
2266 m_properties.RotationalVelocity != m_lastProperties.RotationalVelocity))
2267 // If Velocity and AngularVelocity are non-zero but have changed, send an update.
2268 || !AlmostEqual(ref m_properties.Velocity, ref m_lastProperties.Velocity, VELOCITY_TOLERANCE)
2269 ||
2270 !AlmostEqual(ref m_properties.RotationalVelocity, ref m_lastProperties.RotationalVelocity,
2271 ANGULARVELOCITY_TOLERANCE)
2272 )
2273
2274
2275 {
2276 // Add this update to the list of updates for this frame.
2277 m_lastProperties = m_properties;
2278 if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length)
2279 m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties);
2280
2281 //(*m_updatesThisFrame)[m_properties.ID] = &m_properties;
2282 }
2283
2284
2285
2286
2287 }
2288 public override void SetRigidBody(RigidBody body)
2289 {
2290 Rigidbody = body;
2291 }
2292 internal static bool AlmostEqual(ref Vector3 v1, ref Vector3 v2, float nEpsilon)
2293 {
2294 return
2295 (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) &&
2296 (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) &&
2297 (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon)));
2298 }
2299
2300 internal static bool AlmostEqual(ref Quaternion v1, ref Quaternion v2, float nEpsilon)
2301 {
2302 return
2303 (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) &&
2304 (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) &&
2305 (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) &&
2306 (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon)));
2307 }
2308
2309 }
2310}
2311
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
new file mode 100644
index 0000000..5765b0d
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
@@ -0,0 +1,683 @@
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 */
27using System;
28using System.Collections.Generic;
29using System.Runtime.InteropServices;
30using System.Security;
31using System.Text;
32using OpenMetaverse;
33
34namespace OpenSim.Region.Physics.BulletSPlugin {
35
36 // Constraint type values as defined by Bullet
37public enum ConstraintType : int
38{
39 POINT2POINT_CONSTRAINT_TYPE = 3,
40 HINGE_CONSTRAINT_TYPE,
41 CONETWIST_CONSTRAINT_TYPE,
42 D6_CONSTRAINT_TYPE,
43 SLIDER_CONSTRAINT_TYPE,
44 CONTACT_CONSTRAINT_TYPE,
45 D6_SPRING_CONSTRAINT_TYPE,
46 MAX_CONSTRAINT_TYPE
47}
48
49// ===============================================================================
50[StructLayout(LayoutKind.Sequential)]
51public struct ConvexHull
52{
53 Vector3 Offset;
54 int VertexCount;
55 Vector3[] Vertices;
56}
57public enum BSPhysicsShapeType
58{
59 SHAPE_UNKNOWN = 0,
60 SHAPE_CAPSULE = 1,
61 SHAPE_BOX = 2,
62 SHAPE_CONE = 3,
63 SHAPE_CYLINDER = 4,
64 SHAPE_SPHERE = 5,
65 SHAPE_MESH = 6,
66 SHAPE_HULL = 7,
67 // following defined by BulletSim
68 SHAPE_GROUNDPLANE = 20,
69 SHAPE_TERRAIN = 21,
70 SHAPE_COMPOUND = 22,
71 SHAPE_HEIGHTMAP = 23,
72 SHAPE_AVATAR = 24,
73};
74
75// The native shapes have predefined shape hash keys
76public enum FixedShapeKey : ulong
77{
78 KEY_NONE = 0,
79 KEY_BOX = 1,
80 KEY_SPHERE = 2,
81 KEY_CONE = 3,
82 KEY_CYLINDER = 4,
83 KEY_CAPSULE = 5,
84 KEY_AVATAR = 6,
85}
86
87[StructLayout(LayoutKind.Sequential)]
88public struct ShapeData
89{
90 public UInt32 ID;
91 public BSPhysicsShapeType Type;
92 public Vector3 Position;
93 public Quaternion Rotation;
94 public Vector3 Velocity;
95 public Vector3 Scale;
96 public float Mass;
97 public float Buoyancy;
98 public System.UInt64 HullKey;
99 public System.UInt64 MeshKey;
100 public float Friction;
101 public float Restitution;
102 public float Collidable; // true of things bump into this
103 public float Static; // true if a static object. Otherwise gravity, etc.
104 public float Solid; // true if object cannot be passed through
105 public Vector3 Size;
106
107 // note that bools are passed as floats since bool size changes by language and architecture
108 public const float numericTrue = 1f;
109 public const float numericFalse = 0f;
110}
111[StructLayout(LayoutKind.Sequential)]
112public struct SweepHit
113{
114 public UInt32 ID;
115 public float Fraction;
116 public Vector3 Normal;
117 public Vector3 Point;
118}
119[StructLayout(LayoutKind.Sequential)]
120public struct RaycastHit
121{
122 public UInt32 ID;
123 public float Fraction;
124 public Vector3 Normal;
125}
126[StructLayout(LayoutKind.Sequential)]
127public struct CollisionDesc
128{
129 public UInt32 aID;
130 public UInt32 bID;
131 public Vector3 point;
132 public Vector3 normal;
133 public float penetration;
134}
135[StructLayout(LayoutKind.Sequential)]
136public struct EntityProperties
137{
138 public UInt32 ID;
139 public Vector3 Position;
140 public Quaternion Rotation;
141 public Vector3 Velocity;
142 public Vector3 Acceleration;
143 public Vector3 RotationalVelocity;
144
145 public override string ToString()
146 {
147 StringBuilder buff = new StringBuilder();
148 buff.Append("<i=");
149 buff.Append(ID.ToString());
150 buff.Append(",p=");
151 buff.Append(Position.ToString());
152 buff.Append(",r=");
153 buff.Append(Rotation.ToString());
154 buff.Append(",v=");
155 buff.Append(Velocity.ToString());
156 buff.Append(",a=");
157 buff.Append(Acceleration.ToString());
158 buff.Append(",rv=");
159 buff.Append(RotationalVelocity.ToString());
160 buff.Append(">");
161 return buff.ToString();
162 }
163}
164
165// Format of this structure must match the definition in the C++ code
166// NOTE: adding the X causes compile breaks if used. These are unused symbols
167// that can be removed from both here and the unmanaged definition of this structure.
168[StructLayout(LayoutKind.Sequential)]
169public struct ConfigurationParameters
170{
171 public float defaultFriction;
172 public float defaultDensity;
173 public float defaultRestitution;
174 public float collisionMargin;
175 public float gravity;
176
177 public float maxPersistantManifoldPoolSize;
178 public float maxCollisionAlgorithmPoolSize;
179 public float shouldDisableContactPoolDynamicAllocation;
180 public float shouldForceUpdateAllAabbs;
181 public float shouldRandomizeSolverOrder;
182 public float shouldSplitSimulationIslands;
183 public float shouldEnableFrictionCaching;
184 public float numberOfSolverIterations;
185 public float useSingleSidedMeshes;
186 public float globalContactBreakingThreshold;
187
188 public float physicsLoggingFrames;
189
190 public const float numericTrue = 1f;
191 public const float numericFalse = 0f;
192}
193
194
195// The states a bullet collision object can have
196public enum ActivationState : uint
197{
198 ACTIVE_TAG = 1,
199 ISLAND_SLEEPING,
200 WANTS_DEACTIVATION,
201 DISABLE_DEACTIVATION,
202 DISABLE_SIMULATION,
203}
204
205public enum CollisionObjectTypes : int
206{
207 CO_COLLISION_OBJECT = 1 << 0,
208 CO_RIGID_BODY = 1 << 1,
209 CO_GHOST_OBJECT = 1 << 2,
210 CO_SOFT_BODY = 1 << 3,
211 CO_HF_FLUID = 1 << 4,
212 CO_USER_TYPE = 1 << 5,
213}
214
215// Values used by Bullet and BulletSim to control object properties.
216// Bullet's "CollisionFlags" has more to do with operations on the
217// object (if collisions happen, if gravity effects it, ...).
218public enum CollisionFlags : uint
219{
220 CF_STATIC_OBJECT = 1 << 0,
221 CF_KINEMATIC_OBJECT = 1 << 1,
222 CF_NO_CONTACT_RESPONSE = 1 << 2,
223 CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3,
224 CF_CHARACTER_OBJECT = 1 << 4,
225 CF_DISABLE_VISUALIZE_OBJECT = 1 << 5,
226 CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
227 // Following used by BulletSim to control collisions and updates
228 BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, // return collision events from unmanaged to managed
229 BS_FLOATS_ON_WATER = 1 << 11, // the object should float at water level
230 BS_VEHICLE_COLLISIONS = 1 << 12, // return collisions for vehicle ground checking
231 BS_RETURN_ROOT_COMPOUND_SHAPE = 1 << 13, // return the pos/rot of the root shape in a compound shape
232 BS_NONE = 0,
233 BS_ALL = 0xFFFFFFFF
234};
235
236// Values f collisions groups and masks
237public enum CollisionFilterGroups : uint
238{
239 // Don't use the bit definitions!! Define the use in a
240 // filter/mask definition below. This way collision interactions
241 // are more easily found and debugged.
242 BNoneGroup = 0,
243 BDefaultGroup = 1 << 0, // 0001
244 BStaticGroup = 1 << 1, // 0002
245 BKinematicGroup = 1 << 2, // 0004
246 BDebrisGroup = 1 << 3, // 0008
247 BSensorTrigger = 1 << 4, // 0010
248 BCharacterGroup = 1 << 5, // 0020
249 BAllGroup = 0x000FFFFF,
250 // Filter groups defined by BulletSim
251 BGroundPlaneGroup = 1 << 10, // 0400
252 BTerrainGroup = 1 << 11, // 0800
253 BRaycastGroup = 1 << 12, // 1000
254 BSolidGroup = 1 << 13, // 2000
255 // BLinksetGroup = xx // a linkset proper is either static or dynamic
256 BLinksetChildGroup = 1 << 14, // 4000
257};
258
259// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
260// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
261public enum ConstraintParams : int
262{
263 BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730
264 BT_CONSTRAINT_STOP_ERP,
265 BT_CONSTRAINT_CFM,
266 BT_CONSTRAINT_STOP_CFM,
267};
268public enum ConstraintParamAxis : int
269{
270 AXIS_LINEAR_X = 0,
271 AXIS_LINEAR_Y,
272 AXIS_LINEAR_Z,
273 AXIS_ANGULAR_X,
274 AXIS_ANGULAR_Y,
275 AXIS_ANGULAR_Z,
276 AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls
277 AXIS_ANGULAR_ALL,
278 AXIS_ALL
279};
280
281public abstract class BSAPITemplate
282{
283// Returns the name of the underlying Bullet engine
284public abstract string BulletEngineName { get; }
285public abstract string BulletEngineVersion { get; protected set;}
286
287// Initialization and simulation
288public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
289 int maxCollisions, ref CollisionDesc[] collisionArray,
290 int maxUpdates, ref EntityProperties[] updateArray
291 );
292
293public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
294 out int updatedEntityCount, out int collidersCount);
295
296public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value);
297
298public abstract void Shutdown(BulletWorld sim);
299
300public abstract bool PushUpdate(BulletBody obj);
301
302// =====================================================================================
303// Mesh, hull, shape and body creation helper routines
304public abstract BulletShape CreateMeshShape(BulletWorld world,
305 int indicesCount, int[] indices,
306 int verticesCount, float[] vertices );
307
308public abstract BulletShape CreateHullShape(BulletWorld world,
309 int hullCount, float[] hulls);
310
311public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape);
312
313public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData);
314
315public abstract bool IsNativeShape(BulletShape shape);
316
317public abstract void SetShapeCollisionMargin(BulletShape shape, float margin);
318
319public abstract BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale);
320
321public abstract BulletShape CreateCompoundShape(BulletWorld sim, bool enableDynamicAabbTree);
322
323public abstract int GetNumberOfCompoundChildren(BulletShape cShape);
324
325public abstract void AddChildShapeToCompoundShape(BulletShape cShape, BulletShape addShape, Vector3 pos, Quaternion rot);
326
327public abstract BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx);
328
329public abstract BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx);
330
331public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape);
332
333public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb);
334
335public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape);
336
337public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id);
338
339public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape);
340
341public abstract CollisionObjectTypes GetBodyType(BulletBody obj);
342
343public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
344
345public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
346
347public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
348
349public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
350
351// =====================================================================================
352public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin);
353
354public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
355 float scaleFactor, float collisionMargin);
356
357// =====================================================================================
358// Constraint creation and helper routines
359public abstract BulletConstraint Create6DofConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
360 Vector3 frame1loc, Quaternion frame1rot,
361 Vector3 frame2loc, Quaternion frame2rot,
362 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
363
364public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, BulletBody obj1, BulletBody obj2,
365 Vector3 joinPoint,
366 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
367
368public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1,
369 Vector3 frameInBloc, Quaternion frameInBrot,
370 bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies);
371
372public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
373 Vector3 frame1loc, Quaternion frame1rot,
374 Vector3 frame2loc, Quaternion frame2rot,
375 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
376
377public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
378 Vector3 pivotinA, Vector3 pivotinB,
379 Vector3 axisInA, Vector3 axisInB,
380 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
381
382public abstract BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
383 Vector3 frameInAloc, Quaternion frameInArot,
384 Vector3 frameInBloc, Quaternion frameInBrot,
385 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
386
387public abstract BulletConstraint CreateConeTwistConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
388 Vector3 frameInAloc, Quaternion frameInArot,
389 Vector3 frameInBloc, Quaternion frameInBrot,
390 bool disableCollisionsBetweenLinkedBodies);
391
392public abstract BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
393 Vector3 axisInA, Vector3 axisInB,
394 float ratio, bool disableCollisionsBetweenLinkedBodies);
395
396public abstract BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
397 Vector3 pivotInA, Vector3 pivotInB,
398 bool disableCollisionsBetweenLinkedBodies);
399
400public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse);
401
402public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations);
403
404public abstract bool SetFrames(BulletConstraint constrain,
405 Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
406
407public abstract bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi);
408
409public abstract bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi);
410
411public abstract bool UseFrameOffset(BulletConstraint constrain, float enable);
412
413public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce);
414
415public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold);
416
417public abstract bool CalculateTransforms(BulletConstraint constrain);
418
419public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
420
421public abstract bool DestroyConstraint(BulletWorld world, BulletConstraint constrain);
422
423// =====================================================================================
424// btCollisionWorld entries
425public abstract void UpdateSingleAabb(BulletWorld world, BulletBody obj);
426
427public abstract void UpdateAabbs(BulletWorld world);
428
429public abstract bool GetForceUpdateAllAabbs(BulletWorld world);
430
431public abstract void SetForceUpdateAllAabbs(BulletWorld world, bool force);
432
433// =====================================================================================
434// btDynamicsWorld entries
435// public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj, Vector3 pos, Quaternion rot);
436public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj);
437
438public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
439
440public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
441
442public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
443// =====================================================================================
444// btCollisionObject entries
445public abstract Vector3 GetAnisotripicFriction(BulletConstraint constrain);
446
447public abstract Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict);
448
449public abstract bool HasAnisotripicFriction(BulletConstraint constrain);
450
451public abstract void SetContactProcessingThreshold(BulletBody obj, float val);
452
453public abstract float GetContactProcessingThreshold(BulletBody obj);
454
455public abstract bool IsStaticObject(BulletBody obj);
456
457public abstract bool IsKinematicObject(BulletBody obj);
458
459public abstract bool IsStaticOrKinematicObject(BulletBody obj);
460
461public abstract bool HasContactResponse(BulletBody obj);
462
463public abstract void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape);
464
465public abstract BulletShape GetCollisionShape(BulletBody obj);
466
467public abstract int GetActivationState(BulletBody obj);
468
469public abstract void SetActivationState(BulletBody obj, int state);
470
471public abstract void SetDeactivationTime(BulletBody obj, float dtime);
472
473public abstract float GetDeactivationTime(BulletBody obj);
474
475public abstract void ForceActivationState(BulletBody obj, ActivationState state);
476
477public abstract void Activate(BulletBody obj, bool forceActivation);
478
479public abstract bool IsActive(BulletBody obj);
480
481public abstract void SetRestitution(BulletBody obj, float val);
482
483public abstract float GetRestitution(BulletBody obj);
484
485public abstract void SetFriction(BulletBody obj, float val);
486
487public abstract float GetFriction(BulletBody obj);
488
489public abstract Vector3 GetPosition(BulletBody obj);
490
491public abstract Quaternion GetOrientation(BulletBody obj);
492
493public abstract void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation);
494
495// public abstract IntPtr GetBroadphaseHandle(BulletBody obj);
496
497// public abstract void SetBroadphaseHandle(BulletBody obj, IntPtr handle);
498
499public abstract void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel);
500
501public abstract void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel);
502
503public abstract void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel);
504
505public abstract float GetHitFraction(BulletBody obj);
506
507public abstract void SetHitFraction(BulletBody obj, float val);
508
509public abstract CollisionFlags GetCollisionFlags(BulletBody obj);
510
511public abstract CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags);
512
513public abstract CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags);
514
515public abstract CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags);
516
517public abstract float GetCcdMotionThreshold(BulletBody obj);
518
519public abstract void SetCcdMotionThreshold(BulletBody obj, float val);
520
521public abstract float GetCcdSweptSphereRadius(BulletBody obj);
522
523public abstract void SetCcdSweptSphereRadius(BulletBody obj, float val);
524
525public abstract IntPtr GetUserPointer(BulletBody obj);
526
527public abstract void SetUserPointer(BulletBody obj, IntPtr val);
528
529// =====================================================================================
530// btRigidBody entries
531public abstract void ApplyGravity(BulletBody obj);
532
533public abstract void SetGravity(BulletBody obj, Vector3 val);
534
535public abstract Vector3 GetGravity(BulletBody obj);
536
537public abstract void SetDamping(BulletBody obj, float lin_damping, float ang_damping);
538
539public abstract void SetLinearDamping(BulletBody obj, float lin_damping);
540
541public abstract void SetAngularDamping(BulletBody obj, float ang_damping);
542
543public abstract float GetLinearDamping(BulletBody obj);
544
545public abstract float GetAngularDamping(BulletBody obj);
546
547public abstract float GetLinearSleepingThreshold(BulletBody obj);
548
549public abstract void ApplyDamping(BulletBody obj, float timeStep);
550
551public abstract void SetMassProps(BulletBody obj, float mass, Vector3 inertia);
552
553public abstract Vector3 GetLinearFactor(BulletBody obj);
554
555public abstract void SetLinearFactor(BulletBody obj, Vector3 factor);
556
557public abstract void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot);
558
559// Add a force to the object as if its mass is one.
560public abstract void ApplyCentralForce(BulletBody obj, Vector3 force);
561
562// Set the force being applied to the object as if its mass is one.
563public abstract void SetObjectForce(BulletBody obj, Vector3 force);
564
565public abstract Vector3 GetTotalForce(BulletBody obj);
566
567public abstract Vector3 GetTotalTorque(BulletBody obj);
568
569public abstract Vector3 GetInvInertiaDiagLocal(BulletBody obj);
570
571public abstract void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert);
572
573public abstract void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold);
574
575public abstract void ApplyTorque(BulletBody obj, Vector3 torque);
576
577// Apply force at the given point. Will add torque to the object.
578public abstract void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos);
579
580// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
581public abstract void ApplyCentralImpulse(BulletBody obj, Vector3 imp);
582
583// Apply impulse to the object's torque. Force is scaled by object's mass.
584public abstract void ApplyTorqueImpulse(BulletBody obj, Vector3 imp);
585
586// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
587public abstract void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos);
588
589public abstract void ClearForces(BulletBody obj);
590
591public abstract void ClearAllForces(BulletBody obj);
592
593public abstract void UpdateInertiaTensor(BulletBody obj);
594
595public abstract Vector3 GetLinearVelocity(BulletBody obj);
596
597public abstract Vector3 GetAngularVelocity(BulletBody obj);
598
599public abstract void SetLinearVelocity(BulletBody obj, Vector3 val);
600
601public abstract void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity);
602
603public abstract Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos);
604
605public abstract void Translate(BulletBody obj, Vector3 trans);
606
607public abstract void UpdateDeactivation(BulletBody obj, float timeStep);
608
609public abstract bool WantsSleeping(BulletBody obj);
610
611public abstract void SetAngularFactor(BulletBody obj, float factor);
612
613public abstract void SetAngularFactorV(BulletBody obj, Vector3 factor);
614
615public abstract Vector3 GetAngularFactor(BulletBody obj);
616
617public abstract bool IsInWorld(BulletWorld world, BulletBody obj);
618
619public abstract void AddConstraintRef(BulletBody obj, BulletConstraint constrain);
620
621public abstract void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain);
622
623public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index);
624
625public abstract int GetNumConstraintRefs(BulletBody obj);
626
627public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask);
628
629// =====================================================================================
630// btCollisionShape entries
631
632public abstract float GetAngularMotionDisc(BulletShape shape);
633
634public abstract float GetContactBreakingThreshold(BulletShape shape, float defaultFactor);
635
636public abstract bool IsPolyhedral(BulletShape shape);
637
638public abstract bool IsConvex2d(BulletShape shape);
639
640public abstract bool IsConvex(BulletShape shape);
641
642public abstract bool IsNonMoving(BulletShape shape);
643
644public abstract bool IsConcave(BulletShape shape);
645
646public abstract bool IsCompound(BulletShape shape);
647
648public abstract bool IsSoftBody(BulletShape shape);
649
650public abstract bool IsInfinite(BulletShape shape);
651
652public abstract void SetLocalScaling(BulletShape shape, Vector3 scale);
653
654public abstract Vector3 GetLocalScaling(BulletShape shape);
655
656public abstract Vector3 CalculateLocalInertia(BulletShape shape, float mass);
657
658public abstract int GetShapeType(BulletShape shape);
659
660public abstract void SetMargin(BulletShape shape, float val);
661
662public abstract float GetMargin(BulletShape shape);
663
664// =====================================================================================
665// Debugging
666public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject) { }
667
668public virtual void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape) { }
669
670public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain) { }
671
672public virtual void DumpActivationInfo(BulletWorld sim) { }
673
674public virtual void DumpAllInfo(BulletWorld sim) { }
675
676public virtual void DumpPhysicsStatistics(BulletWorld sim) { }
677
678public virtual void ResetBroadphasePool(BulletWorld sim) { }
679
680public virtual void ResetConstraintSolver(BulletWorld sim) { }
681
682};
683}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 4c195e1..e208d3a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -45,7 +45,6 @@ public sealed class BSCharacter : BSPhysObject
45 private bool _selected; 45 private bool _selected;
46 private OMV.Vector3 _position; 46 private OMV.Vector3 _position;
47 private float _mass; 47 private float _mass;
48 private float _avatarDensity;
49 private float _avatarVolume; 48 private float _avatarVolume;
50 private OMV.Vector3 _force; 49 private OMV.Vector3 _force;
51 private OMV.Vector3 _velocity; 50 private OMV.Vector3 _velocity;
@@ -58,16 +57,12 @@ public sealed class BSCharacter : BSPhysObject
58 private bool _flying; 57 private bool _flying;
59 private bool _setAlwaysRun; 58 private bool _setAlwaysRun;
60 private bool _throttleUpdates; 59 private bool _throttleUpdates;
61 private bool _isColliding;
62 private bool _collidingObj;
63 private bool _floatOnWater; 60 private bool _floatOnWater;
64 private OMV.Vector3 _rotationalVelocity; 61 private OMV.Vector3 _rotationalVelocity;
65 private bool _kinematic; 62 private bool _kinematic;
66 private float _buoyancy; 63 private float _buoyancy;
67 64
68 // The friction and velocity of the avatar is modified depending on whether walking or not. 65 private BSVMotor _velocityMotor;
69 private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
70 private float _currentFriction; // the friction currently being used (changed by setVelocity).
71 66
72 private OMV.Vector3 _PIDTarget; 67 private OMV.Vector3 _PIDTarget;
73 private bool _usePID; 68 private bool _usePID;
@@ -83,34 +78,36 @@ public sealed class BSCharacter : BSPhysObject
83 _physicsActorType = (int)ActorTypes.Agent; 78 _physicsActorType = (int)ActorTypes.Agent;
84 _position = pos; 79 _position = pos;
85 80
86 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
87 // replace with the default values.
88 _size = size;
89 if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth;
90 if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth;
91
92 _flying = isFlying; 81 _flying = isFlying;
93 _orientation = OMV.Quaternion.Identity; 82 _orientation = OMV.Quaternion.Identity;
94 _velocity = OMV.Vector3.Zero; 83 _velocity = OMV.Vector3.Zero;
95 _appliedVelocity = OMV.Vector3.Zero;
96 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 84 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
97 _currentFriction = PhysicsScene.Params.avatarStandingFriction; 85 Friction = BSParam.AvatarStandingFriction;
98 _avatarDensity = PhysicsScene.Params.avatarDensity; 86 Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor;
87
88 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
89 // replace with the default values.
90 _size = size;
91 if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
92 if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
99 93
100 // The dimensions of the avatar capsule are kept in the scale. 94 // The dimensions of the physical capsule are kept in the scale.
101 // Physics creates a unit capsule which is scaled by the physics engine. 95 // Physics creates a unit capsule which is scaled by the physics engine.
102 ComputeAvatarScale(_size); 96 Scale = ComputeAvatarScale(_size);
103 // set _avatarVolume and _mass based on capsule size, _density and Scale 97 // set _avatarVolume and _mass based on capsule size, _density and Scale
104 ComputeAvatarVolumeAndMass(); 98 ComputeAvatarVolumeAndMass();
99
100 SetupMovementMotor();
101
105 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", 102 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
106 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); 103 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
107 104
108 // do actual create at taint time 105 // do actual creation in taint time
109 PhysicsScene.TaintedObject("BSCharacter.create", delegate() 106 PhysicsScene.TaintedObject("BSCharacter.create", delegate()
110 { 107 {
111 DetailLog("{0},BSCharacter.create,taint", LocalID); 108 DetailLog("{0},BSCharacter.create,taint", LocalID);
112 // New body and shape into PhysBody and PhysShape 109 // New body and shape into PhysBody and PhysShape
113 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null); 110 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this);
114 111
115 SetPhysicalProperties(); 112 SetPhysicalProperties();
116 }); 113 });
@@ -120,54 +117,216 @@ public sealed class BSCharacter : BSPhysObject
120 // called when this character is being destroyed and the resources should be released 117 // called when this character is being destroyed and the resources should be released
121 public override void Destroy() 118 public override void Destroy()
122 { 119 {
120 base.Destroy();
121
123 DetailLog("{0},BSCharacter.Destroy", LocalID); 122 DetailLog("{0},BSCharacter.Destroy", LocalID);
124 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() 123 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
125 { 124 {
126 PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); 125 PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
127 PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); 126 PhysBody.Clear();
127 PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */);
128 PhysShape.Clear();
128 }); 129 });
129 } 130 }
130 131
131 private void SetPhysicalProperties() 132 private void SetPhysicalProperties()
132 { 133 {
133 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 134 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
134 135
135 ZeroMotion(true); 136 ZeroMotion(true);
136 ForcePosition = _position; 137 ForcePosition = _position;
137 // Set the velocity and compute the proper friction 138
139 // Set the velocity
140 _velocityMotor.Reset();
141 _velocityMotor.SetTarget(_velocity);
142 _velocityMotor.SetCurrent(_velocity);
138 ForceVelocity = _velocity; 143 ForceVelocity = _velocity;
139 144
140 // This will enable or disable the flying buoyancy of the avatar. 145 // This will enable or disable the flying buoyancy of the avatar.
141 // Needs to be reset especially when an avatar is recreated after crossing a region boundry. 146 // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
142 Flying = _flying; 147 Flying = _flying;
143 148
144 BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); 149 PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
145 BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); 150 PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin);
146 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); 151 PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
147 BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); 152 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
148 if (PhysicsScene.Params.ccdMotionThreshold > 0f) 153 if (BSParam.CcdMotionThreshold > 0f)
149 { 154 {
150 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); 155 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
151 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); 156 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
152 } 157 }
153 158
154 UpdatePhysicalMassProperties(RawMass); 159 UpdatePhysicalMassProperties(RawMass, false);
155 160
156 // Make so capsule does not fall over 161 // Make so capsule does not fall over
157 BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); 162 PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
158 163
159 BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); 164 PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
160 165
161 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 166 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
162 167
163 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); 168 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
164 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION); 169 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
165 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); 170 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
166 171
167 // Do this after the object has been added to the world 172 // Do this after the object has been added to the world
168 BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, 173 PhysBody.collisionType = CollisionType.Avatar;
169 (uint)CollisionFilterGroups.AvatarFilter, 174 PhysBody.ApplyCollisionMask(PhysicsScene);
170 (uint)CollisionFilterGroups.AvatarMask); 175 }
176
177 // The avatar's movement is controlled by this motor that speeds up and slows down
178 // the avatar seeking to reach the motor's target speed.
179 // This motor runs as a prestep action for the avatar so it will keep the avatar
180 // standing as well as moving. Destruction of the avatar will destroy the pre-step action.
181 private void SetupMovementMotor()
182 {
183 // Infinite decay and timescale values so motor only changes current to target values.
184 _velocityMotor = new BSVMotor("BSCharacter.Velocity",
185 0.2f, // time scale
186 BSMotor.Infinite, // decay time scale
187 BSMotor.InfiniteVector, // friction timescale
188 1f // efficiency
189 );
190 // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
191
192 RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep)
193 {
194 // TODO: Decide if the step parameters should be changed depending on the avatar's
195 // state (flying, colliding, ...). There is code in ODE to do this.
196
197 // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
198 // specified for the avatar is the one that should be used. For falling, if the avatar
199 // is not flying and is not colliding then it is presumed to be falling and the Z
200 // component is not fooled with (thus allowing gravity to do its thing).
201 // When the avatar is standing, though, the user has specified a velocity of zero and
202 // the avatar should be standing. But if the avatar is pushed by something in the world
203 // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
204 // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
205 // errors can creap in and the avatar will slowly float off in some direction.
206 // So, the problem is that, when an avatar is standing, we cannot tell creaping error
207 // from real pushing.
208 // The code below uses whether the collider is static or moving to decide whether to zero motion.
209
210 _velocityMotor.Step(timeStep);
211
212 // If we're not supposed to be moving, make sure things are zero.
213 if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
214 {
215 // The avatar shouldn't be moving
216 _velocityMotor.Zero();
217
218 if (IsColliding)
219 {
220 // If we are colliding with a stationary object, presume we're standing and don't move around
221 if (!ColliderIsMoving)
222 {
223 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
224 ZeroMotion(true /* inTaintTime */);
225 }
226
227 // Standing has more friction on the ground
228 if (Friction != BSParam.AvatarStandingFriction)
229 {
230 Friction = BSParam.AvatarStandingFriction;
231 PhysicsScene.PE.SetFriction(PhysBody, Friction);
232 }
233 }
234 else
235 {
236 if (Flying)
237 {
238 // Flying and not collising and velocity nearly zero.
239 ZeroMotion(true /* inTaintTime */);
240 }
241 }
242
243 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
244 }
245 else
246 {
247 // Supposed to be moving.
248 OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
249
250 if (Friction != BSParam.AvatarFriction)
251 {
252 // Probably starting up walking. Set friction to moving friction.
253 Friction = BSParam.AvatarFriction;
254 PhysicsScene.PE.SetFriction(PhysBody, Friction);
255 }
256
257 // If falling, we keep the world's downward vector no matter what the other axis specify.
258 // The check for _velocity.Z < 0 makes jumping work (temporary upward force).
259 if (!Flying && !IsColliding)
260 {
261 if (_velocity.Z < 0)
262 stepVelocity.Z = _velocity.Z;
263 // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
264 }
265
266 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
267 OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass;
268
269 // Should we check for move force being small and forcing velocity to zero?
270
271 // Add special movement force to allow avatars to walk up stepped surfaces.
272 moveForce += WalkUpStairs();
273
274 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
275 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
276 }
277 });
278 }
279
280 // Decide if the character is colliding with a low object and compute a force to pop the
281 // avatar up so it can walk up and over the low objects.
282 private OMV.Vector3 WalkUpStairs()
283 {
284 OMV.Vector3 ret = OMV.Vector3.Zero;
285
286 // This test is done if moving forward, not flying and is colliding with something.
287 // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
288 // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
289 if (IsColliding && !Flying && TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */)
290 {
291 // The range near the character's feet where we will consider stairs
292 float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f;
293 float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
294
295 // Look for a collision point that is near the character's feet and is oriented the same as the charactor is
296 foreach (KeyValuePair<uint, ContactPoint> kvp in CollisionsLastTick.m_objCollisionList)
297 {
298 // Don't care about collisions with the terrain
299 if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID)
300 {
301 OMV.Vector3 touchPosition = kvp.Value.Position;
302 // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
303 // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
304 if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
305 {
306 // This contact is within the 'near the feet' range.
307 // The normal should be our contact point to the object so it is pointing away
308 // thus the difference between our facing orientation and the normal should be small.
309 OMV.Vector3 directionFacing = OMV.Vector3.UnitX * RawOrientation;
310 OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
311 float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
312 if (diff < BSParam.AvatarStepApproachFactor)
313 {
314 // Found the stairs contact point. Push up a little to raise the character.
315 float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor;
316 ret = new OMV.Vector3(0f, 0f, upForce);
317
318 // Also move the avatar up for the new height
319 OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
320 ForcePosition = RawPosition + displacement;
321 }
322 DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
323 LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
324 }
325 }
326 }
327 }
328
329 return ret;
171 } 330 }
172 331
173 public override void RequestPhysicsterseUpdate() 332 public override void RequestPhysicsterseUpdate()
@@ -185,24 +344,31 @@ public sealed class BSCharacter : BSPhysObject
185 } 344 }
186 345
187 set { 346 set {
188 // When an avatar's size is set, only the height is changed.
189 _size = value; 347 _size = value;
190 ComputeAvatarScale(_size); 348 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
349 // replace with the default values.
350 if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
351 if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
352
353 Scale = ComputeAvatarScale(_size);
191 ComputeAvatarVolumeAndMass(); 354 ComputeAvatarVolumeAndMass();
192 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", 355 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
193 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); 356 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
194 357
195 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() 358 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
196 { 359 {
197 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); 360 if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
198 UpdatePhysicalMassProperties(RawMass); 361 {
362 PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
363 UpdatePhysicalMassProperties(RawMass, true);
364 // Make sure this change appears as a property update event
365 PhysicsScene.PE.PushUpdate(PhysBody);
366 }
199 }); 367 });
200 368
201 } 369 }
202 } 370 }
203 371
204 public override OMV.Vector3 Scale { get; set; }
205
206 public override PrimitiveBaseShape Shape 372 public override PrimitiveBaseShape Shape
207 { 373 {
208 set { BaseShape = value; } 374 set { BaseShape = value; }
@@ -219,6 +385,10 @@ public sealed class BSCharacter : BSPhysObject
219 public override bool Selected { 385 public override bool Selected {
220 set { _selected = value; } 386 set { _selected = value; }
221 } 387 }
388 public override bool IsSelected
389 {
390 get { return _selected; }
391 }
222 public override void CrossingFailure() { return; } 392 public override void CrossingFailure() { return; }
223 public override void link(PhysicsActor obj) { return; } 393 public override void link(PhysicsActor obj) { return; }
224 public override void delink() { return; } 394 public override void delink() { return; }
@@ -236,7 +406,8 @@ public sealed class BSCharacter : BSPhysObject
236 // Zero some other properties directly into the physics engine 406 // Zero some other properties directly into the physics engine
237 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 407 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
238 { 408 {
239 BulletSimAPI.ClearAllForces2(PhysBody.ptr); 409 if (PhysBody.HasPhysicalBody)
410 PhysicsScene.PE.ClearAllForces(PhysBody);
240 }); 411 });
241 } 412 }
242 public override void ZeroAngularMotion(bool inTaintTime) 413 public override void ZeroAngularMotion(bool inTaintTime)
@@ -245,10 +416,13 @@ public sealed class BSCharacter : BSPhysObject
245 416
246 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 417 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
247 { 418 {
248 BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); 419 if (PhysBody.HasPhysicalBody)
249 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); 420 {
250 // The next also get rid of applied linear force but the linear velocity is untouched. 421 PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
251 BulletSimAPI.ClearForces2(PhysBody.ptr); 422 PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
423 // The next also get rid of applied linear force but the linear velocity is untouched.
424 PhysicsScene.PE.ClearForces(PhysBody);
425 }
252 }); 426 });
253 } 427 }
254 428
@@ -263,29 +437,31 @@ public sealed class BSCharacter : BSPhysObject
263 public override OMV.Vector3 Position { 437 public override OMV.Vector3 Position {
264 get { 438 get {
265 // Don't refetch the position because this function is called a zillion times 439 // Don't refetch the position because this function is called a zillion times
266 // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); 440 // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
267 return _position; 441 return _position;
268 } 442 }
269 set { 443 set {
270 _position = value; 444 _position = value;
271 PositionSanityCheck();
272 445
273 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() 446 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
274 { 447 {
275 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 448 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
276 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 449 PositionSanityCheck();
450 ForcePosition = _position;
277 }); 451 });
278 } 452 }
279 } 453 }
280 public override OMV.Vector3 ForcePosition { 454 public override OMV.Vector3 ForcePosition {
281 get { 455 get {
282 _position = BulletSimAPI.GetPosition2(PhysBody.ptr); 456 _position = PhysicsScene.PE.GetPosition(PhysBody);
283 return _position; 457 return _position;
284 } 458 }
285 set { 459 set {
286 _position = value; 460 _position = value;
287 PositionSanityCheck(); 461 if (PhysBody.HasPhysicalBody)
288 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 462 {
463 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
464 }
289 } 465 }
290 } 466 }
291 467
@@ -297,17 +473,28 @@ public sealed class BSCharacter : BSPhysObject
297 { 473 {
298 bool ret = false; 474 bool ret = false;
299 475
476 // TODO: check for out of bounds
477 if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
478 {
479 // The character is out of the known/simulated area.
480 // Force the avatar position to be within known. ScenePresence will use the position
481 // plus the velocity to decide if the avatar is moving out of the region.
482 RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
483 DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition);
484 return true;
485 }
486
300 // If below the ground, move the avatar up 487 // If below the ground, move the avatar up
301 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); 488 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
302 if (Position.Z < terrainHeight) 489 if (Position.Z < terrainHeight)
303 { 490 {
304 DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); 491 DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight);
305 _position.Z = terrainHeight + 2.0f; 492 _position.Z = terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters;
306 ret = true; 493 ret = true;
307 } 494 }
308 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 495 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
309 { 496 {
310 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); 497 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
311 if (Position.Z < waterHeight) 498 if (Position.Z < waterHeight)
312 { 499 {
313 _position.Z = waterHeight; 500 _position.Z = waterHeight;
@@ -315,7 +502,6 @@ public sealed class BSCharacter : BSPhysObject
315 } 502 }
316 } 503 }
317 504
318 // TODO: check for out of bounds
319 return ret; 505 return ret;
320 } 506 }
321 507
@@ -332,7 +518,7 @@ public sealed class BSCharacter : BSPhysObject
332 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() 518 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
333 { 519 {
334 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 520 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
335 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 521 ForcePosition = _position;
336 }); 522 });
337 ret = true; 523 ret = true;
338 } 524 }
@@ -345,10 +531,10 @@ public sealed class BSCharacter : BSPhysObject
345 public override float RawMass { 531 public override float RawMass {
346 get {return _mass; } 532 get {return _mass; }
347 } 533 }
348 public override void UpdatePhysicalMassProperties(float physMass) 534 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
349 { 535 {
350 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); 536 OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
351 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); 537 PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia);
352 } 538 }
353 539
354 public override OMV.Vector3 Force { 540 public override OMV.Vector3 Force {
@@ -359,7 +545,8 @@ public sealed class BSCharacter : BSPhysObject
359 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() 545 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
360 { 546 {
361 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); 547 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
362 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); 548 if (PhysBody.HasPhysicalBody)
549 PhysicsScene.PE.SetObjectForce(PhysBody, _force);
363 }); 550 });
364 } 551 }
365 } 552 }
@@ -376,6 +563,37 @@ public sealed class BSCharacter : BSPhysObject
376 563
377 public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } 564 public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
378 public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } 565 public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
566
567 // Sets the target in the motor. This starts the changing of the avatar's velocity.
568 public override OMV.Vector3 TargetVelocity
569 {
570 get
571 {
572 return m_targetVelocity;
573 }
574 set
575 {
576 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
577 m_targetVelocity = value;
578 OMV.Vector3 targetVel = value;
579 if (_setAlwaysRun)
580 targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f);
581
582 PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate()
583 {
584 _velocityMotor.Reset();
585 _velocityMotor.SetTarget(targetVel);
586 _velocityMotor.SetCurrent(_velocity);
587 _velocityMotor.Enabled = true;
588 });
589 }
590 }
591 public override OMV.Vector3 RawVelocity
592 {
593 get { return _velocity; }
594 set { _velocity = value; }
595 }
596 // Directly setting velocity means this is what the user really wants now.
379 public override OMV.Vector3 Velocity { 597 public override OMV.Vector3 Velocity {
380 get { return _velocity; } 598 get { return _velocity; }
381 set { 599 set {
@@ -383,6 +601,11 @@ public sealed class BSCharacter : BSPhysObject
383 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); 601 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
384 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() 602 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
385 { 603 {
604 _velocityMotor.Reset();
605 _velocityMotor.SetCurrent(_velocity);
606 _velocityMotor.SetTarget(_velocity);
607 _velocityMotor.Enabled = false;
608
386 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 609 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
387 ForceVelocity = _velocity; 610 ForceVelocity = _velocity;
388 }); 611 });
@@ -391,30 +614,11 @@ public sealed class BSCharacter : BSPhysObject
391 public override OMV.Vector3 ForceVelocity { 614 public override OMV.Vector3 ForceVelocity {
392 get { return _velocity; } 615 get { return _velocity; }
393 set { 616 set {
394 // Depending on whether the avatar is moving or not, change the friction 617 PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity");
395 // to keep the avatar from slipping around
396 if (_velocity.Length() == 0)
397 {
398 if (_currentFriction != PhysicsScene.Params.avatarStandingFriction)
399 {
400 _currentFriction = PhysicsScene.Params.avatarStandingFriction;
401 BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
402 }
403 }
404 else
405 {
406 if (_currentFriction != PhysicsScene.Params.avatarFriction)
407 {
408 _currentFriction = PhysicsScene.Params.avatarFriction;
409 BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
410 }
411 }
412 _velocity = value;
413 // Remember the set velocity so we can suppress the reduction by friction, ...
414 _appliedVelocity = value;
415 618
416 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); 619 _velocity = value;
417 BulletSimAPI.Activate2(PhysBody.ptr, true); 620 PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
621 PhysicsScene.PE.Activate(PhysBody, true);
418 } 622 }
419 } 623 }
420 public override OMV.Vector3 Torque { 624 public override OMV.Vector3 Torque {
@@ -439,13 +643,16 @@ public sealed class BSCharacter : BSPhysObject
439 public override OMV.Quaternion Orientation { 643 public override OMV.Quaternion Orientation {
440 get { return _orientation; } 644 get { return _orientation; }
441 set { 645 set {
442 _orientation = value; 646 // Orientation is set zillions of times when an avatar is walking. It's like
443 // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); 647 // the viewer doesn't trust us.
444 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() 648 if (_orientation != value)
445 { 649 {
446 // _position = BulletSimAPI.GetPosition2(BSBody.ptr); 650 _orientation = value;
447 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 651 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
448 }); 652 {
653 ForceOrientation = _orientation;
654 });
655 }
449 } 656 }
450 } 657 }
451 // Go directly to Bullet to get/set the value. 658 // Go directly to Bullet to get/set the value.
@@ -453,13 +660,17 @@ public sealed class BSCharacter : BSPhysObject
453 { 660 {
454 get 661 get
455 { 662 {
456 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); 663 _orientation = PhysicsScene.PE.GetOrientation(PhysBody);
457 return _orientation; 664 return _orientation;
458 } 665 }
459 set 666 set
460 { 667 {
461 _orientation = value; 668 _orientation = value;
462 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 669 if (PhysBody.HasPhysicalBody)
670 {
671 // _position = PhysicsScene.PE.GetPosition(BSBody);
672 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
673 }
463 } 674 }
464 } 675 }
465 public override int PhysicsActorType { 676 public override int PhysicsActorType {
@@ -478,10 +689,14 @@ public sealed class BSCharacter : BSPhysObject
478 public override bool IsStatic { 689 public override bool IsStatic {
479 get { return false; } 690 get { return false; }
480 } 691 }
692 public override bool IsPhysicallyActive {
693 get { return true; }
694 }
481 public override bool Flying { 695 public override bool Flying {
482 get { return _flying; } 696 get { return _flying; }
483 set { 697 set {
484 _flying = value; 698 _flying = value;
699
485 // simulate flying by changing the effect of gravity 700 // simulate flying by changing the effect of gravity
486 Buoyancy = ComputeBuoyancyFromFlying(_flying); 701 Buoyancy = ComputeBuoyancyFromFlying(_flying);
487 } 702 }
@@ -500,27 +715,18 @@ public sealed class BSCharacter : BSPhysObject
500 get { return _throttleUpdates; } 715 get { return _throttleUpdates; }
501 set { _throttleUpdates = value; } 716 set { _throttleUpdates = value; }
502 } 717 }
503 public override bool IsColliding {
504 get { return (CollidingStep == PhysicsScene.SimulationStep); }
505 set { _isColliding = value; }
506 }
507 public override bool CollidingGround {
508 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
509 set { CollidingGround = value; }
510 }
511 public override bool CollidingObj {
512 get { return _collidingObj; }
513 set { _collidingObj = value; }
514 }
515 public override bool FloatOnWater { 718 public override bool FloatOnWater {
516 set { 719 set {
517 _floatOnWater = value; 720 _floatOnWater = value;
518 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() 721 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
519 { 722 {
520 if (_floatOnWater) 723 if (PhysBody.HasPhysicalBody)
521 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 724 {
522 else 725 if (_floatOnWater)
523 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 726 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
727 else
728 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
729 }
524 }); 730 });
525 } 731 }
526 } 732 }
@@ -549,11 +755,16 @@ public sealed class BSCharacter : BSPhysObject
549 } 755 }
550 public override float ForceBuoyancy { 756 public override float ForceBuoyancy {
551 get { return _buoyancy; } 757 get { return _buoyancy; }
552 set { _buoyancy = value; 758 set {
759 PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
760
761 _buoyancy = value;
553 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 762 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
554 // Buoyancy is faked by changing the gravity applied to the object 763 // Buoyancy is faked by changing the gravity applied to the object
555 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); 764 float grav = BSParam.Gravity * (1f - _buoyancy);
556 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); 765 Gravity = new OMV.Vector3(0f, 0f, grav);
766 if (PhysBody.HasPhysicalBody)
767 PhysicsScene.PE.SetGravity(PhysBody, Gravity);
557 } 768 }
558 } 769 }
559 770
@@ -589,24 +800,33 @@ public sealed class BSCharacter : BSPhysObject
589 public override float APIDStrength { set { return; } } 800 public override float APIDStrength { set { return; } }
590 public override float APIDDamping { set { return; } } 801 public override float APIDDamping { set { return; } }
591 802
592 public override void AddForce(OMV.Vector3 force, bool pushforce) { 803 public override void AddForce(OMV.Vector3 force, bool pushforce)
804 {
805 // Since this force is being applied in only one step, make this a force per second.
806 OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep;
807 AddForce(addForce, pushforce, false);
808 }
809 private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
593 if (force.IsFinite()) 810 if (force.IsFinite())
594 { 811 {
595 _force.X += force.X; 812 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
596 _force.Y += force.Y; 813 // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
597 _force.Z += force.Z; 814
598 // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); 815 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
599 PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
600 { 816 {
601 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); 817 // Bullet adds this central force to the total force for this tick
602 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); 818 // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
819 if (PhysBody.HasPhysicalBody)
820 {
821 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
822 }
603 }); 823 });
604 } 824 }
605 else 825 else
606 { 826 {
607 m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader); 827 m_log.WarnFormat("{0}: Got a NaN force applied to a character. LocalID={1}", LogHeader, LocalID);
828 return;
608 } 829 }
609 //m_lastUpdateSent = false;
610 } 830 }
611 831
612 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 832 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
@@ -614,24 +834,31 @@ public sealed class BSCharacter : BSPhysObject
614 public override void SetMomentum(OMV.Vector3 momentum) { 834 public override void SetMomentum(OMV.Vector3 momentum) {
615 } 835 }
616 836
617 private void ComputeAvatarScale(OMV.Vector3 size) 837 private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size)
618 { 838 {
619 // The 'size' given by the simulator is the mid-point of the avatar 839 OMV.Vector3 newScale;
620 // and X and Y are unspecified. 840
621 841 // Bullet's capsule total height is the "passed height + radius * 2";
622 OMV.Vector3 newScale = size; 842 // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1)
623 // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; 843 // The number we pass in for 'scaling' is the multiplier to get that base
624 // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; 844 // shape to be the size desired.
625 845 // So, when creating the scale for the avatar height, we take the passed height
626 // From the total height, remove the capsule half spheres that are at each end 846 // (size.Z) and remove the caps.
627 // The 1.15f came from ODE. Not sure what this factors in. 847 // Another oddity of the Bullet capsule implementation is that it presumes the Y
628 // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y); 848 // dimension is the radius of the capsule. Even though some of the code allows
849 // for a asymmetrical capsule, other parts of the code presume it is cylindrical.
850
851 // Scale is multiplier of radius with one of "0.5"
852 newScale.X = size.X / 2f;
853 newScale.Y = size.Y / 2f;
629 854
630 // The total scale height is the central cylindar plus the caps on the two ends. 855 // The total scale height is the central cylindar plus the caps on the two ends.
631 newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f); 856 newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f;
857 // If smaller than the endcaps, just fake like we're almost that small
858 if (newScale.Z < 0)
859 newScale.Z = 0.1f;
632 860
633 // Convert diameters to radii and height to half height -- the way Bullet expects it. 861 return newScale;
634 Scale = newScale / 2f;
635 } 862 }
636 863
637 // set _avatarVolume and _mass based on capsule size, _density and Scale 864 // set _avatarVolume and _mass based on capsule size, _density and Scale
@@ -639,16 +866,16 @@ public sealed class BSCharacter : BSPhysObject
639 { 866 {
640 _avatarVolume = (float)( 867 _avatarVolume = (float)(
641 Math.PI 868 Math.PI
642 * Scale.X 869 * Size.X / 2f
643 * Scale.Y // the area of capsule cylinder 870 * Size.Y / 2f // the area of capsule cylinder
644 * Scale.Z // times height of capsule cylinder 871 * Size.Z // times height of capsule cylinder
645 + 1.33333333f 872 + 1.33333333f
646 * Math.PI 873 * Math.PI
647 * Scale.X 874 * Size.X / 2f
648 * Math.Min(Scale.X, Scale.Y) 875 * Math.Min(Size.X, Size.Y) / 2
649 * Scale.Y // plus the volume of the capsule end caps 876 * Size.Y / 2f // plus the volume of the capsule end caps
650 ); 877 );
651 _mass = _avatarDensity * _avatarVolume; 878 _mass = Density * BSParam.DensityScaleFactor * _avatarVolume;
652 } 879 }
653 880
654 // The physics engine says that properties have updated. Update same and inform 881 // The physics engine says that properties have updated. Update same and inform
@@ -657,27 +884,30 @@ public sealed class BSCharacter : BSPhysObject
657 { 884 {
658 _position = entprop.Position; 885 _position = entprop.Position;
659 _orientation = entprop.Rotation; 886 _orientation = entprop.Rotation;
660 _velocity = entprop.Velocity; 887
888 // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
889 // and will send agent updates to the clients if velocity changes by more than
890 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
891 // extra updates.
892 if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f))
893 _velocity = entprop.Velocity;
894
661 _acceleration = entprop.Acceleration; 895 _acceleration = entprop.Acceleration;
662 _rotationalVelocity = entprop.RotationalVelocity; 896 _rotationalVelocity = entprop.RotationalVelocity;
897
663 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. 898 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
664 PositionSanityCheck(true); 899 if (PositionSanityCheck(true))
900 {
901 DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position);
902 entprop.Position = _position;
903 }
665 904
666 // remember the current and last set values 905 // remember the current and last set values
667 LastEntityProperties = CurrentEntityProperties; 906 LastEntityProperties = CurrentEntityProperties;
668 CurrentEntityProperties = entprop; 907 CurrentEntityProperties = entprop;
669 908
670 if (entprop.Velocity != LastEntityProperties.Velocity)
671 {
672 // Changes in the velocity are suppressed in avatars.
673 // That's just the way they are defined.
674 OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z);
675 _velocity = avVel;
676 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
677 }
678
679 // Tell the linkset about value changes 909 // Tell the linkset about value changes
680 Linkset.UpdateProperties(this); 910 // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
681 911
682 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. 912 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
683 // base.RequestPhysicsterseUpdate(); 913 // base.RequestPhysicsterseUpdate();
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
index 65fac00..b813974 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
@@ -36,7 +36,8 @@ public abstract class BSConstraint : IDisposable
36{ 36{
37 private static string LogHeader = "[BULLETSIM CONSTRAINT]"; 37 private static string LogHeader = "[BULLETSIM CONSTRAINT]";
38 38
39 protected BulletSim m_world; 39 protected BulletWorld m_world;
40 protected BSScene PhysicsScene;
40 protected BulletBody m_body1; 41 protected BulletBody m_body1;
41 protected BulletBody m_body2; 42 protected BulletBody m_body2;
42 protected BulletConstraint m_constraint; 43 protected BulletConstraint m_constraint;
@@ -48,8 +49,10 @@ public abstract class BSConstraint : IDisposable
48 public abstract ConstraintType Type { get; } 49 public abstract ConstraintType Type { get; }
49 public bool IsEnabled { get { return m_enabled; } } 50 public bool IsEnabled { get { return m_enabled; } }
50 51
51 public BSConstraint() 52 public BSConstraint(BulletWorld world)
52 { 53 {
54 m_world = world;
55 PhysicsScene = m_world.physicsScene;
53 } 56 }
54 57
55 public virtual void Dispose() 58 public virtual void Dispose()
@@ -57,15 +60,15 @@ public abstract class BSConstraint : IDisposable
57 if (m_enabled) 60 if (m_enabled)
58 { 61 {
59 m_enabled = false; 62 m_enabled = false;
60 if (m_constraint.ptr != IntPtr.Zero) 63 if (m_constraint.HasPhysicalConstraint)
61 { 64 {
62 bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); 65 bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint);
63 m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", 66 m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
64 BSScene.DetailLogZero, 67 BSScene.DetailLogZero,
65 m_body1.ID, m_body1.ptr.ToString("X"), 68 m_body1.ID, m_body1.AddrString,
66 m_body2.ID, m_body2.ptr.ToString("X"), 69 m_body2.ID, m_body2.AddrString,
67 success); 70 success);
68 m_constraint.ptr = System.IntPtr.Zero; 71 m_constraint.Clear();
69 } 72 }
70 } 73 }
71 } 74 }
@@ -74,7 +77,7 @@ public abstract class BSConstraint : IDisposable
74 { 77 {
75 bool ret = false; 78 bool ret = false;
76 if (m_enabled) 79 if (m_enabled)
77 ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high); 80 ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high);
78 return ret; 81 return ret;
79 } 82 }
80 83
@@ -82,7 +85,7 @@ public abstract class BSConstraint : IDisposable
82 { 85 {
83 bool ret = false; 86 bool ret = false;
84 if (m_enabled) 87 if (m_enabled)
85 ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high); 88 ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high);
86 return ret; 89 return ret;
87 } 90 }
88 91
@@ -91,7 +94,7 @@ public abstract class BSConstraint : IDisposable
91 bool ret = false; 94 bool ret = false;
92 if (m_enabled) 95 if (m_enabled)
93 { 96 {
94 BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt); 97 PhysicsScene.PE.SetConstraintNumSolverIterations(m_constraint, cnt);
95 ret = true; 98 ret = true;
96 } 99 }
97 return ret; 100 return ret;
@@ -103,7 +106,7 @@ public abstract class BSConstraint : IDisposable
103 if (m_enabled) 106 if (m_enabled)
104 { 107 {
105 // Recompute the internal transforms 108 // Recompute the internal transforms
106 BulletSimAPI.CalculateTransforms2(m_constraint.ptr); 109 PhysicsScene.PE.CalculateTransforms(m_constraint);
107 ret = true; 110 ret = true;
108 } 111 }
109 return ret; 112 return ret;
@@ -122,7 +125,7 @@ public abstract class BSConstraint : IDisposable
122 // Setting an object's mass to zero (making it static like when it's selected) 125 // Setting an object's mass to zero (making it static like when it's selected)
123 // automatically disables the constraints. 126 // automatically disables the constraints.
124 // If the link is enabled, be sure to set the constraint itself to enabled. 127 // If the link is enabled, be sure to set the constraint itself to enabled.
125 BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true)); 128 PhysicsScene.PE.SetConstraintEnable(m_constraint, BSParam.NumericBool(true));
126 } 129 }
127 else 130 else
128 { 131 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs
index 23ef052..476a0e5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs
@@ -39,51 +39,50 @@ public sealed class BSConstraint6Dof : BSConstraint
39 public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } 39 public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
40 40
41 // Create a btGeneric6DofConstraint 41 // Create a btGeneric6DofConstraint
42 public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, 42 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
43 Vector3 frame1, Quaternion frame1rot, 43 Vector3 frame1, Quaternion frame1rot,
44 Vector3 frame2, Quaternion frame2rot, 44 Vector3 frame2, Quaternion frame2rot,
45 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) 45 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
46 : base(world)
46 { 47 {
47 m_world = world;
48 m_body1 = obj1; 48 m_body1 = obj1;
49 m_body2 = obj2; 49 m_body2 = obj2;
50 m_constraint = new BulletConstraint( 50 m_constraint = PhysicsScene.PE.Create6DofConstraint(m_world, m_body1, m_body2,
51 BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
52 frame1, frame1rot, 51 frame1, frame1rot,
53 frame2, frame2rot, 52 frame2, frame2rot,
54 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); 53 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
55 m_enabled = true; 54 m_enabled = true;
56 world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", 55 world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
57 BSScene.DetailLogZero, world.worldID, 56 BSScene.DetailLogZero, world.worldID,
58 obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); 57 obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
59 } 58 }
60 59
61 public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, 60 // 6 Dof constraint based on a midpoint between the two constrained bodies
61 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
62 Vector3 joinPoint, 62 Vector3 joinPoint,
63 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) 63 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
64 : base(world)
64 { 65 {
65 m_world = world;
66 m_body1 = obj1; 66 m_body1 = obj1;
67 m_body2 = obj2; 67 m_body2 = obj2;
68 if (obj1.ptr == IntPtr.Zero || obj2.ptr == IntPtr.Zero) 68 if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody)
69 { 69 {
70 world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", 70 world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
71 BSScene.DetailLogZero, world.worldID, 71 BSScene.DetailLogZero, world.worldID,
72 obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); 72 obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
73 world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", 73 world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
74 LogHeader, world.worldID, obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); 74 LogHeader, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
75 m_enabled = false; 75 m_enabled = false;
76 } 76 }
77 else 77 else
78 { 78 {
79 m_constraint = new BulletConstraint( 79 m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2,
80 BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr,
81 joinPoint, 80 joinPoint,
82 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); 81 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
83 world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", 82 PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
84 BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString("X"), 83 BSScene.DetailLogZero, world.worldID, m_constraint.AddrString,
85 obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); 84 obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
86 if (m_constraint.ptr == IntPtr.Zero) 85 if (!m_constraint.HasPhysicalConstraint)
87 { 86 {
88 world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", 87 world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
89 LogHeader, obj1.ID, obj2.ID); 88 LogHeader, obj1.ID, obj2.ID);
@@ -96,12 +95,27 @@ public sealed class BSConstraint6Dof : BSConstraint
96 } 95 }
97 } 96 }
98 97
98 // A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object
99 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot,
100 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
101 : base(world)
102 {
103 m_body1 = obj1;
104 m_body2 = obj1; // Look out for confusion down the road
105 m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1,
106 frameInBloc, frameInBrot,
107 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
108 m_enabled = true;
109 world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}",
110 BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString);
111 }
112
99 public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) 113 public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
100 { 114 {
101 bool ret = false; 115 bool ret = false;
102 if (m_enabled) 116 if (m_enabled)
103 { 117 {
104 BulletSimAPI.SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); 118 PhysicsScene.PE.SetFrames(m_constraint, frameA, frameArot, frameB, frameBrot);
105 ret = true; 119 ret = true;
106 } 120 }
107 return ret; 121 return ret;
@@ -112,9 +126,9 @@ public sealed class BSConstraint6Dof : BSConstraint
112 bool ret = false; 126 bool ret = false;
113 if (m_enabled) 127 if (m_enabled)
114 { 128 {
115 BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); 129 PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
116 BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); 130 PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL);
117 BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); 131 PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL);
118 ret = true; 132 ret = true;
119 } 133 }
120 return ret; 134 return ret;
@@ -125,7 +139,7 @@ public sealed class BSConstraint6Dof : BSConstraint
125 bool ret = false; 139 bool ret = false;
126 float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; 140 float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
127 if (m_enabled) 141 if (m_enabled)
128 ret = BulletSimAPI.UseFrameOffset2(m_constraint.ptr, onOff); 142 ret = PhysicsScene.PE.UseFrameOffset(m_constraint, onOff);
129 return ret; 143 return ret;
130 } 144 }
131 145
@@ -135,7 +149,7 @@ public sealed class BSConstraint6Dof : BSConstraint
135 float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; 149 float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse;
136 if (m_enabled) 150 if (m_enabled)
137 { 151 {
138 ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce); 152 ret = PhysicsScene.PE.TranslationalLimitMotor(m_constraint, onOff, targetVelocity, maxMotorForce);
139 m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}", 153 m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}",
140 BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce); 154 BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce);
141 } 155 }
@@ -146,7 +160,7 @@ public sealed class BSConstraint6Dof : BSConstraint
146 { 160 {
147 bool ret = false; 161 bool ret = false;
148 if (m_enabled) 162 if (m_enabled)
149 ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.ptr, threshold); 163 ret = PhysicsScene.PE.SetBreakingImpulseThreshold(m_constraint, threshold);
150 return ret; 164 return ret;
151 } 165 }
152} 166}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
index a9fd826..5c8d94e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
@@ -41,9 +41,9 @@ public sealed class BSConstraintCollection : IDisposable
41 delegate bool ConstraintAction(BSConstraint constrain); 41 delegate bool ConstraintAction(BSConstraint constrain);
42 42
43 private List<BSConstraint> m_constraints; 43 private List<BSConstraint> m_constraints;
44 private BulletSim m_world; 44 private BulletWorld m_world;
45 45
46 public BSConstraintCollection(BulletSim world) 46 public BSConstraintCollection(BulletWorld world)
47 { 47 {
48 m_world = world; 48 m_world = world;
49 m_constraints = new List<BSConstraint>(); 49 m_constraints = new List<BSConstraint>();
@@ -117,8 +117,7 @@ public sealed class BSConstraintCollection : IDisposable
117 if (this.TryGetConstraint(body1, body2, out constrain)) 117 if (this.TryGetConstraint(body1, body2, out constrain))
118 { 118 {
119 // remove the constraint from our collection 119 // remove the constraint from our collection
120 RemoveAndDestroyConstraint(constrain); 120 ret = RemoveAndDestroyConstraint(constrain);
121 ret = true;
122 } 121 }
123 } 122 }
124 123
@@ -126,17 +125,19 @@ public sealed class BSConstraintCollection : IDisposable
126 } 125 }
127 126
128 // The constraint MUST exist in the collection 127 // The constraint MUST exist in the collection
128 // Could be called if the constraint was previously removed.
129 // Return 'true' if the constraint was actually removed and disposed.
129 public bool RemoveAndDestroyConstraint(BSConstraint constrain) 130 public bool RemoveAndDestroyConstraint(BSConstraint constrain)
130 { 131 {
132 bool removed = false;
131 lock (m_constraints) 133 lock (m_constraints)
132 { 134 {
133 // remove the constraint from our collection 135 // remove the constraint from our collection
134 m_constraints.Remove(constrain); 136 removed = m_constraints.Remove(constrain);
135 } 137 }
136 // tell the engine that all its structures need to be freed 138 // Dispose() is safe to call multiple times
137 constrain.Dispose(); 139 constrain.Dispose();
138 // we destroyed something 140 return removed;
139 return true;
140 } 141 }
141 142
142 // Remove all constraints that reference the passed body. 143 // Remove all constraints that reference the passed body.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs
index ed3ffa7..7714a03 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs
@@ -36,19 +36,17 @@ public sealed class BSConstraintHinge : BSConstraint
36{ 36{
37 public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } } 37 public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
38 38
39 public BSConstraintHinge(BulletSim world, BulletBody obj1, BulletBody obj2, 39 public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2,
40 Vector3 pivotInA, Vector3 pivotInB, 40 Vector3 pivotInA, Vector3 pivotInB,
41 Vector3 axisInA, Vector3 axisInB, 41 Vector3 axisInA, Vector3 axisInB,
42 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) 42 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
43 : base(world)
43 { 44 {
44 m_world = world;
45 m_body1 = obj1; 45 m_body1 = obj1;
46 m_body2 = obj2; 46 m_body2 = obj2;
47 m_constraint = new BulletConstraint( 47 m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2,
48 BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, 48 pivotInA, pivotInB, axisInA, axisInB,
49 pivotInA, pivotInB, 49 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
50 axisInA, axisInB,
51 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
52 m_enabled = true; 50 m_enabled = true;
53 } 51 }
54 52
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index dbc9039..5549984 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -24,28 +24,16 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 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. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 * 26 *
27 27 * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial
28/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to 28 * are Copyright (c) 2009 Linden Research, Inc and are used under their license
29 * call the BulletSim system. 29 * of Creative Commons Attribution-Share Alike 3.0
30 */ 30 * (http://creativecommons.org/licenses/by-sa/3.0/).
31/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
32 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
33 * ODEPrim.cs contains methods dealing with Prim editing, Prim
34 * characteristics and Kinetic motion.
35 * ODEDynamics.cs contains methods dealing with Prim Physical motion
36 * (dynamics) and the associated settings. Old Linear and angular
37 * motors for dynamic motion have been replace with MoveLinear()
38 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
39 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
40 * switch between 'VEHICLE' parameter use and general dynamics
41 * settings use.
42 */ 31 */
43 32
44using System; 33using System;
45using System.Collections.Generic; 34using System.Collections.Generic;
46using System.Reflection; 35using System.Reflection;
47using System.Runtime.InteropServices; 36using System.Runtime.InteropServices;
48using log4net;
49using OpenMetaverse; 37using OpenMetaverse;
50using OpenSim.Framework; 38using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager; 39using OpenSim.Region.Physics.Manager;
@@ -80,10 +68,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
80 private Quaternion m_referenceFrame = Quaternion.Identity; 68 private Quaternion m_referenceFrame = Quaternion.Identity;
81 69
82 // Linear properties 70 // Linear properties
71 private BSVMotor m_linearMotor = new BSVMotor("LinearMotor");
83 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time 72 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
84 private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center 73 private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center
85 private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL 74 private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
86 private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body
87 private Vector3 m_linearFrictionTimescale = Vector3.Zero; 75 private Vector3 m_linearFrictionTimescale = Vector3.Zero;
88 private float m_linearMotorDecayTimescale = 0; 76 private float m_linearMotorDecayTimescale = 0;
89 private float m_linearMotorTimescale = 0; 77 private float m_linearMotorTimescale = 0;
@@ -93,16 +81,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
93 // private Vector3 m_linearMotorOffset = Vector3.Zero; 81 // private Vector3 m_linearMotorOffset = Vector3.Zero;
94 82
95 //Angular properties 83 //Angular properties
84 private BSVMotor m_angularMotor = new BSVMotor("AngularMotor");
96 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor 85 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
97 // private int m_angularMotorApply = 0; // application frame counter 86 // private int m_angularMotorApply = 0; // application frame counter
98 private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity 87 private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
99 private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate 88 private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
100 private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate 89 private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
101 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate 90 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
102 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body 91 private Vector3 m_lastAngularVelocity = Vector3.Zero;
103 private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body 92 private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
104 93
105 //Deflection properties 94 //Deflection properties
95 private BSVMotor m_angularDeflectionMotor = new BSVMotor("AngularDeflection");
106 private float m_angularDeflectionEfficiency = 0; 96 private float m_angularDeflectionEfficiency = 0;
107 private float m_angularDeflectionTimescale = 0; 97 private float m_angularDeflectionTimescale = 0;
108 private float m_linearDeflectionEfficiency = 0; 98 private float m_linearDeflectionEfficiency = 0;
@@ -114,33 +104,68 @@ namespace OpenSim.Region.Physics.BulletSPlugin
114 private float m_bankingTimescale = 0; 104 private float m_bankingTimescale = 0;
115 105
116 //Hover and Buoyancy properties 106 //Hover and Buoyancy properties
107 private BSVMotor m_hoverMotor = new BSVMotor("Hover");
117 private float m_VhoverHeight = 0f; 108 private float m_VhoverHeight = 0f;
118 private float m_VhoverEfficiency = 0f; 109 private float m_VhoverEfficiency = 0f;
119 private float m_VhoverTimescale = 0f; 110 private float m_VhoverTimescale = 0f;
120 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height 111 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
121 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. 112 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
122 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) 113 private float m_VehicleBuoyancy = 0f;
123 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. 114 private Vector3 m_VehicleGravity = Vector3.Zero; // Gravity computed when buoyancy set
124 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
125 115
126 //Attractor properties 116 //Attractor properties
127 private float m_verticalAttractionEfficiency = 1.0f; // damped 117 private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction");
128 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. 118 private float m_verticalAttractionEfficiency = 1.0f; // damped
119 private float m_verticalAttractionCutoff = 500f; // per the documentation
120 // Timescale > cutoff means no vert attractor.
121 private float m_verticalAttractionTimescale = 510f;
122
123 // Just some recomputed constants:
124 static readonly float PIOverFour = ((float)Math.PI) / 4f;
125 static readonly float PIOverTwo = ((float)Math.PI) / 2f;
126
127 // For debugging, flags to turn on and off individual corrections.
128 public bool enableAngularVerticalAttraction;
129 public bool enableAngularDeflection;
130 public bool enableAngularBanking;
129 131
130 public BSDynamics(BSScene myScene, BSPrim myPrim) 132 public BSDynamics(BSScene myScene, BSPrim myPrim)
131 { 133 {
132 PhysicsScene = myScene; 134 PhysicsScene = myScene;
133 Prim = myPrim; 135 Prim = myPrim;
134 Type = Vehicle.TYPE_NONE; 136 Type = Vehicle.TYPE_NONE;
137 SetupVehicleDebugging();
138 }
139
140 // Stopgap debugging enablement. Allows source level debugging but still checking
141 // in changes by making enablement of debugging flags from INI file.
142 public void SetupVehicleDebugging()
143 {
144 enableAngularVerticalAttraction = true;
145 enableAngularDeflection = false;
146 enableAngularBanking = true;
147 if (BSParam.VehicleDebuggingEnabled)
148 {
149 enableAngularVerticalAttraction = true;
150 enableAngularDeflection = false;
151 enableAngularBanking = false;
152 }
135 } 153 }
136 154
137 // Return 'true' if this vehicle is doing vehicle things 155 // Return 'true' if this vehicle is doing vehicle things
138 public bool IsActive 156 public bool IsActive
139 { 157 {
140 get { return Type != Vehicle.TYPE_NONE; } 158 get { return (Type != Vehicle.TYPE_NONE && Prim.IsPhysicallyActive); }
141 } 159 }
142 160
143 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) 161 // Return 'true' if this a vehicle that should be sitting on the ground
162 public bool IsGroundVehicle
163 {
164 get { return (Type == Vehicle.TYPE_CAR || Type == Vehicle.TYPE_SLED); }
165 }
166
167 #region Vehicle parameter setting
168 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
144 { 169 {
145 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); 170 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
146 switch (pParam) 171 switch (pParam)
@@ -152,13 +177,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
152 m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); 177 m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
153 break; 178 break;
154 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: 179 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
155 m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f); 180 m_angularMotorDecayTimescale = ClampInRange(0.01f, pValue, 120);
181 m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale;
156 break; 182 break;
157 case Vehicle.ANGULAR_MOTOR_TIMESCALE: 183 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
158 m_angularMotorTimescale = Math.Max(pValue, 0.01f); 184 m_angularMotorTimescale = Math.Max(pValue, 0.01f);
185 m_angularMotor.TimeScale = m_angularMotorTimescale;
159 break; 186 break;
160 case Vehicle.BANKING_EFFICIENCY: 187 case Vehicle.BANKING_EFFICIENCY:
161 m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); 188 m_bankingEfficiency = ClampInRange(-1f, pValue, 1f);
162 break; 189 break;
163 case Vehicle.BANKING_MIX: 190 case Vehicle.BANKING_MIX:
164 m_bankingMix = Math.Max(pValue, 0.01f); 191 m_bankingMix = Math.Max(pValue, 0.01f);
@@ -167,10 +194,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
167 m_bankingTimescale = Math.Max(pValue, 0.01f); 194 m_bankingTimescale = Math.Max(pValue, 0.01f);
168 break; 195 break;
169 case Vehicle.BUOYANCY: 196 case Vehicle.BUOYANCY:
170 m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f)); 197 m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f);
198 m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy);
171 break; 199 break;
172 case Vehicle.HOVER_EFFICIENCY: 200 case Vehicle.HOVER_EFFICIENCY:
173 m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f)); 201 m_VhoverEfficiency = ClampInRange(0f, pValue, 1f);
174 break; 202 break;
175 case Vehicle.HOVER_HEIGHT: 203 case Vehicle.HOVER_HEIGHT:
176 m_VhoverHeight = pValue; 204 m_VhoverHeight = pValue;
@@ -185,33 +213,41 @@ namespace OpenSim.Region.Physics.BulletSPlugin
185 m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); 213 m_linearDeflectionTimescale = Math.Max(pValue, 0.01f);
186 break; 214 break;
187 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: 215 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
188 m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f); 216 m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120);
217 m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale;
189 break; 218 break;
190 case Vehicle.LINEAR_MOTOR_TIMESCALE: 219 case Vehicle.LINEAR_MOTOR_TIMESCALE:
191 m_linearMotorTimescale = Math.Max(pValue, 0.01f); 220 m_linearMotorTimescale = Math.Max(pValue, 0.01f);
221 m_linearMotor.TimeScale = m_linearMotorTimescale;
192 break; 222 break;
193 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: 223 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
194 m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); 224 m_verticalAttractionEfficiency = ClampInRange(0.1f, pValue, 1f);
225 m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency;
195 break; 226 break;
196 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: 227 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
197 m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); 228 m_verticalAttractionTimescale = Math.Max(pValue, 0.01f);
229 m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale;
198 break; 230 break;
199 231
200 // These are vector properties but the engine lets you use a single float value to 232 // These are vector properties but the engine lets you use a single float value to
201 // set all of the components to the same value 233 // set all of the components to the same value
202 case Vehicle.ANGULAR_FRICTION_TIMESCALE: 234 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
203 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); 235 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
236 m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
204 break; 237 break;
205 case Vehicle.ANGULAR_MOTOR_DIRECTION: 238 case Vehicle.ANGULAR_MOTOR_DIRECTION:
206 m_angularMotorDirection = new Vector3(pValue, pValue, pValue); 239 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
207 // m_angularMotorApply = 100; 240 m_angularMotor.Zero();
241 m_angularMotor.SetTarget(m_angularMotorDirection);
208 break; 242 break;
209 case Vehicle.LINEAR_FRICTION_TIMESCALE: 243 case Vehicle.LINEAR_FRICTION_TIMESCALE:
210 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); 244 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
245 m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
211 break; 246 break;
212 case Vehicle.LINEAR_MOTOR_DIRECTION: 247 case Vehicle.LINEAR_MOTOR_DIRECTION:
213 m_linearMotorDirection = new Vector3(pValue, pValue, pValue); 248 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
214 m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); 249 m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
250 m_linearMotor.SetTarget(m_linearMotorDirection);
215 break; 251 break;
216 case Vehicle.LINEAR_MOTOR_OFFSET: 252 case Vehicle.LINEAR_MOTOR_OFFSET:
217 m_linearMotorOffset = new Vector3(pValue, pValue, pValue); 253 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
@@ -227,21 +263,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin
227 { 263 {
228 case Vehicle.ANGULAR_FRICTION_TIMESCALE: 264 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
229 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); 265 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
266 m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
230 break; 267 break;
231 case Vehicle.ANGULAR_MOTOR_DIRECTION: 268 case Vehicle.ANGULAR_MOTOR_DIRECTION:
232 // Limit requested angular speed to 2 rps= 4 pi rads/sec 269 // Limit requested angular speed to 2 rps= 4 pi rads/sec
233 pValue.X = Math.Max(-12.56f, Math.Min(pValue.X, 12.56f)); 270 pValue.X = ClampInRange(-12.56f, pValue.X, 12.56f);
234 pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); 271 pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f);
235 pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); 272 pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f);
236 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); 273 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
237 // m_angularMotorApply = 100; 274 m_angularMotor.Zero();
275 m_angularMotor.SetTarget(m_angularMotorDirection);
238 break; 276 break;
239 case Vehicle.LINEAR_FRICTION_TIMESCALE: 277 case Vehicle.LINEAR_FRICTION_TIMESCALE:
240 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); 278 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
279 m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
241 break; 280 break;
242 case Vehicle.LINEAR_MOTOR_DIRECTION: 281 case Vehicle.LINEAR_MOTOR_DIRECTION:
243 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); 282 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
244 m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); 283 m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
284 m_linearMotor.SetTarget(m_linearMotorDirection);
245 break; 285 break;
246 case Vehicle.LINEAR_MOTOR_OFFSET: 286 case Vehicle.LINEAR_MOTOR_OFFSET:
247 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); 287 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
@@ -303,7 +343,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
303 m_VhoverEfficiency = 0; 343 m_VhoverEfficiency = 0;
304 m_VhoverTimescale = 0; 344 m_VhoverTimescale = 0;
305 m_VehicleBuoyancy = 0; 345 m_VehicleBuoyancy = 0;
306 346
307 m_linearDeflectionEfficiency = 1; 347 m_linearDeflectionEfficiency = 1;
308 m_linearDeflectionTimescale = 1; 348 m_linearDeflectionTimescale = 1;
309 349
@@ -319,6 +359,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
319 359
320 m_referenceFrame = Quaternion.Identity; 360 m_referenceFrame = Quaternion.Identity;
321 m_flags = (VehicleFlag)0; 361 m_flags = (VehicleFlag)0;
362
322 break; 363 break;
323 364
324 case Vehicle.TYPE_SLED: 365 case Vehicle.TYPE_SLED:
@@ -351,10 +392,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
351 m_bankingMix = 1; 392 m_bankingMix = 1;
352 393
353 m_referenceFrame = Quaternion.Identity; 394 m_referenceFrame = Quaternion.Identity;
354 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); 395 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
355 m_flags &= 396 | VehicleFlag.HOVER_TERRAIN_ONLY
356 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | 397 | VehicleFlag.HOVER_GLOBAL_HEIGHT
357 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); 398 | VehicleFlag.HOVER_UP_ONLY);
399 m_flags |= (VehicleFlag.NO_DEFLECTION_UP
400 | VehicleFlag.LIMIT_ROLL_ONLY
401 | VehicleFlag.LIMIT_MOTOR_UP);
402
358 break; 403 break;
359 case Vehicle.TYPE_CAR: 404 case Vehicle.TYPE_CAR:
360 m_linearMotorDirection = Vector3.Zero; 405 m_linearMotorDirection = Vector3.Zero;
@@ -498,6 +543,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
498 m_bankingEfficiency = 0; 543 m_bankingEfficiency = 0;
499 m_bankingMix = 0.7f; 544 m_bankingMix = 0.7f;
500 m_bankingTimescale = 5; 545 m_bankingTimescale = 5;
546
501 m_referenceFrame = Quaternion.Identity; 547 m_referenceFrame = Quaternion.Identity;
502 548
503 m_referenceFrame = Quaternion.Identity; 549 m_referenceFrame = Quaternion.Identity;
@@ -510,152 +556,467 @@ namespace OpenSim.Region.Physics.BulletSPlugin
510 | VehicleFlag.HOVER_GLOBAL_HEIGHT); 556 | VehicleFlag.HOVER_GLOBAL_HEIGHT);
511 break; 557 break;
512 } 558 }
559
560 // Update any physical parameters based on this type.
561 Refresh();
562
563 m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale,
564 m_linearMotorDecayTimescale, m_linearFrictionTimescale,
565 1f);
566 m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
567
568 m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale,
569 m_angularMotorDecayTimescale, m_angularFrictionTimescale,
570 1f);
571 m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
572
573 /* Not implemented
574 m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale,
575 BSMotor.Infinite, BSMotor.InfiniteVector,
576 m_verticalAttractionEfficiency);
577 // Z goes away and we keep X and Y
578 m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
579 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
580 */
581 }
582 #endregion // Vehicle parameter setting
583
584 public void Refresh()
585 {
586 // If asking for a refresh, reset the physical parameters before the next simulation step.
587 PhysicsScene.PostTaintObject("BSDynamics.Refresh", Prim.LocalID, delegate()
588 {
589 SetPhysicalParameters();
590 });
513 } 591 }
514 592
515 // Some of the properties of this prim may have changed. 593 // Some of the properties of this prim may have changed.
516 // Do any updating needed for a vehicle 594 // Do any updating needed for a vehicle
517 public void Refresh() 595 private void SetPhysicalParameters()
518 { 596 {
519 if (IsActive) 597 if (IsActive)
520 { 598 {
521 // Friction effects are handled by this vehicle code 599 // Remember the mass so we don't have to fetch it every step
522 BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f); 600 m_vehicleMass = Prim.TotalMass;
523 BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f); 601
524 602 // Friction affects are handled by this vehicle code
525 // BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, 0.8f); 603 PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction);
526 604 PhysicsScene.PE.SetRestitution(Prim.PhysBody, BSParam.VehicleRestitution);
527 VDetailLog("{0},BSDynamics.Refresh,zeroingFriction and adding damping", Prim.LocalID); 605
606 // Moderate angular movement introduced by Bullet.
607 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
608 // Maybe compute linear and angular factor and damping from params.
609 PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping);
610 PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactor);
611 PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactor);
612
613 // Vehicles report collision events so we know when it's on the ground
614 PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
615
616 Prim.Inertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass);
617 PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, Prim.Inertia);
618 PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody);
619
620 // Set the gravity for the vehicle depending on the buoyancy
621 // TODO: what should be done if prim and vehicle buoyancy differ?
622 m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy);
623 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
624 PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero);
625
626 VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
627 Prim.LocalID, m_vehicleMass, Prim.Inertia, m_VehicleGravity,
628 BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution,
629 BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor
630 );
631 }
632 else
633 {
634 if (Prim.PhysBody.HasPhysicalBody)
635 PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
528 } 636 }
529 } 637 }
530 638
531 public bool RemoveBodyDependencies(BSPhysObject prim) 639 public bool RemoveBodyDependencies(BSPhysObject prim)
532 { 640 {
533 // If active, we need to add our properties back when the body is rebuilt. 641 Refresh();
534 return IsActive; 642 return IsActive;
535 } 643 }
536 644
537 public void RestoreBodyDependencies(BSPhysObject prim) 645 #region Known vehicle value functions
646 // Vehicle physical parameters that we buffer from constant getting and setting.
647 // The "m_known*" values are unknown until they are fetched and the m_knownHas flag is set.
648 // Changing is remembered and the parameter is stored back into the physics engine only if updated.
649 // This does two things: 1) saves continuious calls into unmanaged code, and
650 // 2) signals when a physics property update must happen back to the simulator
651 // to update values modified for the vehicle.
652 private int m_knownChanged;
653 private int m_knownHas;
654 private float m_knownTerrainHeight;
655 private float m_knownWaterLevel;
656 private Vector3 m_knownPosition;
657 private Vector3 m_knownVelocity;
658 private Vector3 m_knownForce;
659 private Vector3 m_knownForceImpulse;
660 private Quaternion m_knownOrientation;
661 private Vector3 m_knownRotationalVelocity;
662 private Vector3 m_knownRotationalForce;
663 private Vector3 m_knownRotationalImpulse;
664 private Vector3 m_knownForwardVelocity; // vehicle relative forward speed
665
666 private const int m_knownChangedPosition = 1 << 0;
667 private const int m_knownChangedVelocity = 1 << 1;
668 private const int m_knownChangedForce = 1 << 2;
669 private const int m_knownChangedForceImpulse = 1 << 3;
670 private const int m_knownChangedOrientation = 1 << 4;
671 private const int m_knownChangedRotationalVelocity = 1 << 5;
672 private const int m_knownChangedRotationalForce = 1 << 6;
673 private const int m_knownChangedRotationalImpulse = 1 << 7;
674 private const int m_knownChangedTerrainHeight = 1 << 8;
675 private const int m_knownChangedWaterLevel = 1 << 9;
676 private const int m_knownChangedForwardVelocity = 1 <<10;
677
678 public void ForgetKnownVehicleProperties()
679 {
680 m_knownHas = 0;
681 m_knownChanged = 0;
682 }
683 // Push all the changed values back into the physics engine
684 public void PushKnownChanged()
685 {
686 if (m_knownChanged != 0)
687 {
688 if ((m_knownChanged & m_knownChangedPosition) != 0)
689 Prim.ForcePosition = m_knownPosition;
690
691 if ((m_knownChanged & m_knownChangedOrientation) != 0)
692 Prim.ForceOrientation = m_knownOrientation;
693
694 if ((m_knownChanged & m_knownChangedVelocity) != 0)
695 {
696 Prim.ForceVelocity = m_knownVelocity;
697 // Fake out Bullet by making it think the velocity is the same as last time.
698 // Bullet does a bunch of smoothing for changing parameters.
699 // Since the vehicle is demanding this setting, we override Bullet's smoothing
700 // by telling Bullet the value was the same last time.
701 // PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity);
702 }
703
704 if ((m_knownChanged & m_knownChangedForce) != 0)
705 Prim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/);
706
707 if ((m_knownChanged & m_knownChangedForceImpulse) != 0)
708 Prim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/);
709
710 if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
711 {
712 Prim.ForceRotationalVelocity = m_knownRotationalVelocity;
713 // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity);
714 }
715
716 if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0)
717 Prim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/);
718
719 if ((m_knownChanged & m_knownChangedRotationalForce) != 0)
720 {
721 Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/);
722 }
723
724 // If we set one of the values (ie, the physics engine didn't do it) we must force
725 // an UpdateProperties event to send the changes up to the simulator.
726 PhysicsScene.PE.PushUpdate(Prim.PhysBody);
727 }
728 m_knownChanged = 0;
729 }
730
731 // Since the computation of terrain height can be a little involved, this routine
732 // is used to fetch the height only once for each vehicle simulation step.
733 Vector3 lastRememberedHeightPos;
734 private float GetTerrainHeight(Vector3 pos)
538 { 735 {
539 if (Prim.LocalID != prim.LocalID) 736 if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos)
540 { 737 {
541 // The call should be on us by our prim. Error if not. 738 lastRememberedHeightPos = pos;
542 PhysicsScene.Logger.ErrorFormat("{0} RestoreBodyDependencies: called by not my prim. passedLocalID={1}, vehiclePrimLocalID={2}", 739 m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
543 LogHeader, prim.LocalID, Prim.LocalID); 740 m_knownHas |= m_knownChangedTerrainHeight;
544 return;
545 } 741 }
546 Refresh(); 742 return m_knownTerrainHeight;
743 }
744
745 // Since the computation of water level can be a little involved, this routine
746 // is used ot fetch the level only once for each vehicle simulation step.
747 private float GetWaterLevel(Vector3 pos)
748 {
749 if ((m_knownHas & m_knownChangedWaterLevel) == 0)
750 {
751 m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos);
752 m_knownHas |= m_knownChangedWaterLevel;
753 }
754 return (float)m_knownWaterLevel;
547 } 755 }
548 756
757 private Vector3 VehiclePosition
758 {
759 get
760 {
761 if ((m_knownHas & m_knownChangedPosition) == 0)
762 {
763 m_knownPosition = Prim.ForcePosition;
764 m_knownHas |= m_knownChangedPosition;
765 }
766 return m_knownPosition;
767 }
768 set
769 {
770 m_knownPosition = value;
771 m_knownChanged |= m_knownChangedPosition;
772 m_knownHas |= m_knownChangedPosition;
773 }
774 }
775
776 private Quaternion VehicleOrientation
777 {
778 get
779 {
780 if ((m_knownHas & m_knownChangedOrientation) == 0)
781 {
782 m_knownOrientation = Prim.ForceOrientation;
783 m_knownHas |= m_knownChangedOrientation;
784 }
785 return m_knownOrientation;
786 }
787 set
788 {
789 m_knownOrientation = value;
790 m_knownChanged |= m_knownChangedOrientation;
791 m_knownHas |= m_knownChangedOrientation;
792 }
793 }
794
795 private Vector3 VehicleVelocity
796 {
797 get
798 {
799 if ((m_knownHas & m_knownChangedVelocity) == 0)
800 {
801 m_knownVelocity = Prim.ForceVelocity;
802 m_knownHas |= m_knownChangedVelocity;
803 }
804 return m_knownVelocity;
805 }
806 set
807 {
808 m_knownVelocity = value;
809 m_knownChanged |= m_knownChangedVelocity;
810 m_knownHas |= m_knownChangedVelocity;
811 }
812 }
813
814 private void VehicleAddForce(Vector3 pForce)
815 {
816 if ((m_knownHas & m_knownChangedForce) == 0)
817 {
818 m_knownForce = Vector3.Zero;
819 m_knownHas |= m_knownChangedForce;
820 }
821 m_knownForce += pForce;
822 m_knownChanged |= m_knownChangedForce;
823 }
824
825 private void VehicleAddForceImpulse(Vector3 pImpulse)
826 {
827 if ((m_knownHas & m_knownChangedForceImpulse) == 0)
828 {
829 m_knownForceImpulse = Vector3.Zero;
830 m_knownHas |= m_knownChangedForceImpulse;
831 }
832 m_knownForceImpulse += pImpulse;
833 m_knownChanged |= m_knownChangedForceImpulse;
834 }
835
836 private Vector3 VehicleRotationalVelocity
837 {
838 get
839 {
840 if ((m_knownHas & m_knownChangedRotationalVelocity) == 0)
841 {
842 m_knownRotationalVelocity = Prim.ForceRotationalVelocity;
843 m_knownHas |= m_knownChangedRotationalVelocity;
844 }
845 return (Vector3)m_knownRotationalVelocity;
846 }
847 set
848 {
849 m_knownRotationalVelocity = value;
850 m_knownChanged |= m_knownChangedRotationalVelocity;
851 m_knownHas |= m_knownChangedRotationalVelocity;
852 }
853 }
854 private void VehicleAddAngularForce(Vector3 aForce)
855 {
856 if ((m_knownHas & m_knownChangedRotationalForce) == 0)
857 {
858 m_knownRotationalForce = Vector3.Zero;
859 }
860 m_knownRotationalForce += aForce;
861 m_knownChanged |= m_knownChangedRotationalForce;
862 m_knownHas |= m_knownChangedRotationalForce;
863 }
864 private void VehicleAddRotationalImpulse(Vector3 pImpulse)
865 {
866 if ((m_knownHas & m_knownChangedRotationalImpulse) == 0)
867 {
868 m_knownRotationalImpulse = Vector3.Zero;
869 m_knownHas |= m_knownChangedRotationalImpulse;
870 }
871 m_knownRotationalImpulse += pImpulse;
872 m_knownChanged |= m_knownChangedRotationalImpulse;
873 }
874
875 // Vehicle relative forward velocity
876 private Vector3 VehicleForwardVelocity
877 {
878 get
879 {
880 if ((m_knownHas & m_knownChangedForwardVelocity) == 0)
881 {
882 m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation));
883 m_knownHas |= m_knownChangedForwardVelocity;
884 }
885 return m_knownForwardVelocity;
886 }
887 }
888 private float VehicleForwardSpeed
889 {
890 get
891 {
892 return VehicleForwardVelocity.X;
893 }
894 }
895
896 #endregion // Known vehicle value functions
897
549 // One step of the vehicle properties for the next 'pTimestep' seconds. 898 // One step of the vehicle properties for the next 'pTimestep' seconds.
550 internal void Step(float pTimestep) 899 internal void Step(float pTimestep)
551 { 900 {
552 if (!IsActive) return; 901 if (!IsActive) return;
553 902
554 // DEBUG 903 ForgetKnownVehicleProperties();
555 // Because Bullet does apply forces to the vehicle, our last computed
556 // linear and angular velocities are not what is happening now.
557 // Vector3 externalAngularVelocity = Prim.ForceRotationalVelocity - m_lastAngularVelocity;
558 // m_lastAngularVelocity += (externalAngularVelocity * 0.5f) * pTimestep;
559 // m_lastAngularVelocity = Prim.ForceRotationalVelocity; // DEBUG: account for what Bullet did last time
560 // m_lastLinearVelocityVector = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG:
561 // END DEBUG
562
563 m_vehicleMass = Prim.Linkset.LinksetMass;
564 904
565 MoveLinear(pTimestep); 905 MoveLinear(pTimestep);
566 // Commented out for debug
567 MoveAngular(pTimestep); 906 MoveAngular(pTimestep);
568 // Prim.ApplyTorqueImpulse(-Prim.RotationalVelocity * m_vehicleMass, false); // DEBUG DEBUG
569 // Prim.ForceRotationalVelocity = -Prim.RotationalVelocity; // DEBUG DEBUG
570 907
571 LimitRotation(pTimestep); 908 LimitRotation(pTimestep);
572 909
573 // remember the position so next step we can limit absolute movement effects 910 // remember the position so next step we can limit absolute movement effects
574 m_lastPositionVector = Prim.ForcePosition; 911 m_lastPositionVector = VehiclePosition;
575 912
576 VDetailLog("{0},BSDynamics.Step,frict={1},grav={2},inertia={3},mass={4}", // DEBUG DEBUG 913 // If we forced the changing of some vehicle parameters, update the values and
577 Prim.LocalID, 914 // for the physics engine to note the changes so an UpdateProperties event will happen.
578 BulletSimAPI.GetFriction2(Prim.PhysBody.ptr), 915 PushKnownChanged();
579 BulletSimAPI.GetGravity2(Prim.PhysBody.ptr), 916
580 Prim.Inertia, 917 if (PhysicsScene.VehiclePhysicalLoggingEnabled)
581 m_vehicleMass 918 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
582 ); 919
583 VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", 920 VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}",
584 Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); 921 Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
585 }// end Step 922 }
586 923
587 // Apply the effect of the linear motor. 924 // Called after the simulation step
588 // Also does hover and float. 925 internal void PostStep(float pTimestep)
926 {
927 if (!IsActive) return;
928
929 if (PhysicsScene.VehiclePhysicalLoggingEnabled)
930 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
931 }
932
933 // Apply the effect of the linear motor and other linear motions (like hover and float).
589 private void MoveLinear(float pTimestep) 934 private void MoveLinear(float pTimestep)
590 { 935 {
591 // m_linearMotorDirection is the target direction we are moving relative to the vehicle coordinates 936 ComputeLinearVelocity(pTimestep);
592 // m_lastLinearVelocityVector is the current speed we are moving in that direction
593 if (m_linearMotorDirection.LengthSquared() > 0.001f)
594 {
595 Vector3 origDir = m_linearMotorDirection; // DEBUG
596 Vector3 origVel = m_lastLinearVelocityVector; // DEBUG
597 // DEBUG: the vehicle velocity rotated to be relative to vehicle coordinates for comparison
598 Vector3 vehicleVelocity = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG
599 937
600 // Add (desiredVelocity - lastAppliedVelocity) / howLongItShouldTakeToComplete 938 ComputeLinearTerrainHeightCorrection(pTimestep);
601 Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale) * pTimestep;
602 m_lastLinearVelocityVector += addAmount;
603 939
604 float decayFactor = (1.0f / m_linearMotorDecayTimescale) * pTimestep; 940 ComputeLinearHover(pTimestep);
605 m_linearMotorDirection *= (1f - decayFactor);
606 941
607 // Rotate new object velocity from vehicle relative to world coordinates 942 ComputeLinearBlockingEndPoint(pTimestep);
608 m_newVelocity = m_lastLinearVelocityVector * Prim.ForceOrientation;
609 943
610 // Apply friction for next time 944 ComputeLinearMotorUp(pTimestep);
611 Vector3 frictionFactor = (Vector3.One / m_linearFrictionTimescale) * pTimestep;
612 m_lastLinearVelocityVector *= (Vector3.One - frictionFactor);
613 945
614 VDetailLog("{0},MoveLinear,nonZero,origlmDir={1},origlvVel={2},vehVel={3},add={4},decay={5},frict={6},lmDir={7},lvVec={8},newVel={9}", 946 ApplyGravity(pTimestep);
615 Prim.LocalID, origDir, origVel, vehicleVelocity, addAmount, decayFactor, frictionFactor, 947
616 m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity); 948 // If not changing some axis, reduce out velocity
617 } 949 if ((m_flags & (VehicleFlag.NO_X | VehicleFlag.NO_Y | VehicleFlag.NO_Z)) != 0)
618 else
619 { 950 {
620 // if what remains of direction is very small, zero it. 951 Vector3 vel = VehicleVelocity;
621 m_linearMotorDirection = Vector3.Zero; 952 if ((m_flags & (VehicleFlag.NO_X)) != 0)
622 m_lastLinearVelocityVector = Vector3.Zero; 953 vel.X = 0;
623 m_newVelocity = Vector3.Zero; 954 if ((m_flags & (VehicleFlag.NO_Y)) != 0)
955 vel.Y = 0;
956 if ((m_flags & (VehicleFlag.NO_Z)) != 0)
957 vel.Z = 0;
958 VehicleVelocity = vel;
959 }
624 960
625 VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); 961 // ==================================================================
962 // Clamp high or low velocities
963 float newVelocityLengthSq = VehicleVelocity.LengthSquared();
964 if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySquared)
965 {
966 Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG
967 VehicleVelocity /= VehicleVelocity.Length();
968 VehicleVelocity *= BSParam.VehicleMaxLinearVelocity;
969 VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}",
970 Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity);
626 } 971 }
972 else if (newVelocityLengthSq < 0.001f)
973 VehicleVelocity = Vector3.Zero;
627 974
628 // m_newVelocity is velocity computed from linear motor in world coordinates 975 VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", Prim.LocalID, Prim.IsColliding, VehicleVelocity );
629 976
630 // Gravity and Buoyancy 977 } // end MoveLinear()
631 // There is some gravity, make a gravity force vector that is applied after object velocity.
632 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
633 Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy);
634 978
635 /* 979 public void ComputeLinearVelocity(float pTimestep)
636 * RA: Not sure why one would do this unless we are hoping external forces are doing gravity, ... 980 {
637 // Preserve the current Z velocity 981 // Step the motor from the current value. Get the correction needed this step.
638 Vector3 vel_now = m_prim.Velocity; 982 Vector3 origVelW = VehicleVelocity; // DEBUG
639 m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity 983 Vector3 currentVelV = VehicleVelocity * Quaternion.Inverse(VehicleOrientation);
640 */ 984 Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVelV);
985
986 // Motor is vehicle coordinates. Rotate it to world coordinates
987 Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation;
988
989 // If we're a ground vehicle, don't add any upward Z movement
990 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
991 {
992 if (linearMotorVelocityW.Z > 0f)
993 linearMotorVelocityW.Z = 0f;
994 }
995
996 // Add this correction to the velocity to make it faster/slower.
997 VehicleVelocity += linearMotorVelocityW;
641 998
642 Vector3 pos = Prim.ForcePosition; 999 VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}",
643// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); 1000 Prim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity);
1001 }
644 1002
1003 public void ComputeLinearTerrainHeightCorrection(float pTimestep)
1004 {
645 // If below the terrain, move us above the ground a little. 1005 // If below the terrain, move us above the ground a little.
646 float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); 1006 // TODO: Consider taking the rotated size of the object or possibly casting a ray.
647 // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. 1007 if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition))
648 // TODO: Add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
649 // Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation;
650 // if (rotatedSize.Z < terrainHeight)
651 if (pos.Z < terrainHeight)
652 { 1008 {
653 pos.Z = terrainHeight + 2; 1009 // Force position because applying force won't get the vehicle through the terrain
654 Prim.ForcePosition = pos; 1010 Vector3 newPosition = VehiclePosition;
655 VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); 1011 newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f;
1012 VehiclePosition = newPosition;
1013 VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}",
1014 Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition);
656 } 1015 }
1016 }
657 1017
658 // Check if hovering 1018 public void ComputeLinearHover(float pTimestep)
1019 {
659 // m_VhoverEfficiency: 0=bouncy, 1=totally damped 1020 // m_VhoverEfficiency: 0=bouncy, 1=totally damped
660 // m_VhoverTimescale: time to achieve height 1021 // m_VhoverTimescale: time to achieve height
661 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) 1022 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
@@ -663,11 +1024,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
663 // We should hover, get the target height 1024 // We should hover, get the target height
664 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) 1025 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
665 { 1026 {
666 m_VhoverTargetHeight = Prim.PhysicsScene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; 1027 m_VhoverTargetHeight = GetWaterLevel(VehiclePosition) + m_VhoverHeight;
667 } 1028 }
668 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) 1029 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
669 { 1030 {
670 m_VhoverTargetHeight = terrainHeight + m_VhoverHeight; 1031 m_VhoverTargetHeight = GetTerrainHeight(VehiclePosition) + m_VhoverHeight;
671 } 1032 }
672 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) 1033 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
673 { 1034 {
@@ -677,45 +1038,63 @@ namespace OpenSim.Region.Physics.BulletSPlugin
677 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) 1038 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
678 { 1039 {
679 // If body is already heigher, use its height as target height 1040 // If body is already heigher, use its height as target height
680 if (pos.Z > m_VhoverTargetHeight) 1041 if (VehiclePosition.Z > m_VhoverTargetHeight)
681 m_VhoverTargetHeight = pos.Z; 1042 m_VhoverTargetHeight = VehiclePosition.Z;
682 } 1043 }
1044
683 if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) 1045 if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
684 { 1046 {
685 if (Math.Abs(pos.Z - m_VhoverTargetHeight) > 0.2f) 1047 if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f)
686 { 1048 {
1049 Vector3 pos = VehiclePosition;
687 pos.Z = m_VhoverTargetHeight; 1050 pos.Z = m_VhoverTargetHeight;
688 Prim.ForcePosition = pos; 1051 VehiclePosition = pos;
1052
1053 VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", Prim.LocalID, pos);
689 } 1054 }
690 } 1055 }
691 else 1056 else
692 { 1057 {
693 float verticalError = pos.Z - m_VhoverTargetHeight; 1058 // Error is positive if below the target and negative if above.
694 // RA: where does the 50 come from? 1059 Vector3 hpos = VehiclePosition;
695 float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale); 1060 float verticalError = m_VhoverTargetHeight - hpos.Z;
696 // Replace Vertical speed with correction figure if significant 1061 float verticalCorrection = verticalError / m_VhoverTimescale;
697 if (Math.Abs(verticalError) > 0.01f) 1062 verticalCorrection *= m_VhoverEfficiency;
698 { 1063
699 m_newVelocity.Z += verticalCorrectionVelocity; 1064 hpos.Z += verticalCorrection;
700 //KF: m_VhoverEfficiency is not yet implemented 1065 VehiclePosition = hpos;
701 } 1066
702 else if (verticalError < -0.01) 1067 // Since we are hovering, we need to do the opposite of falling -- get rid of world Z
703 { 1068 Vector3 vel = VehicleVelocity;
704 m_newVelocity.Z -= verticalCorrectionVelocity; 1069 vel.Z = 0f;
705 } 1070 VehicleVelocity = vel;
706 else 1071
707 { 1072 /*
708 m_newVelocity.Z = 0f; 1073 float verticalCorrectionVelocity = verticalError / m_VhoverTimescale;
709 } 1074 Vector3 verticalCorrection = new Vector3(0f, 0f, verticalCorrectionVelocity);
1075 verticalCorrection *= m_vehicleMass;
1076
1077 // TODO: implement m_VhoverEfficiency correctly
1078 VehicleAddForceImpulse(verticalCorrection);
1079 */
1080
1081 VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}",
1082 Prim.LocalID, VehiclePosition, m_VhoverEfficiency,
1083 m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight,
1084 verticalError, verticalCorrection);
710 } 1085 }
711 1086
712 VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", Prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight);
713 } 1087 }
1088 }
1089
1090 public bool ComputeLinearBlockingEndPoint(float pTimestep)
1091 {
1092 bool changed = false;
714 1093
1094 Vector3 pos = VehiclePosition;
715 Vector3 posChange = pos - m_lastPositionVector; 1095 Vector3 posChange = pos - m_lastPositionVector;
716 if (m_BlockingEndPoint != Vector3.Zero) 1096 if (m_BlockingEndPoint != Vector3.Zero)
717 { 1097 {
718 bool changed = false;
719 if (pos.X >= (m_BlockingEndPoint.X - (float)1)) 1098 if (pos.X >= (m_BlockingEndPoint.X - (float)1))
720 { 1099 {
721 pos.X -= posChange.X + 1; 1100 pos.X -= posChange.X + 1;
@@ -743,233 +1122,119 @@ namespace OpenSim.Region.Physics.BulletSPlugin
743 } 1122 }
744 if (changed) 1123 if (changed)
745 { 1124 {
746 Prim.ForcePosition = pos; 1125 VehiclePosition = pos;
747 VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", 1126 VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
748 Prim.LocalID, m_BlockingEndPoint, posChange, pos); 1127 Prim.LocalID, m_BlockingEndPoint, posChange, pos);
749 } 1128 }
750 } 1129 }
1130 return changed;
1131 }
751 1132
752 #region downForce 1133 // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
753 Vector3 downForce = Vector3.Zero; 1134 // Prevent ground vehicles from motoring into the sky. This flag has a subtle effect when
754 1135 // used with conjunction with banking: the strength of the banking will decay when the
1136 // vehicle no longer experiences collisions. The decay timescale is the same as
1137 // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering
1138 // when they are in mid jump.
1139 // TODO: this code is wrong. Also, what should it do for boats (height from water)?
1140 // This is just using the ground and a general collision check. Should really be using
1141 // a downward raycast to find what is below.
1142 public void ComputeLinearMotorUp(float pTimestep)
1143 {
755 if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) 1144 if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
756 { 1145 {
757 // If the vehicle is motoring into the sky, get it going back down. 1146 // This code tries to decide if the object is not on the ground and then pushing down
758 // Is this an angular force or both linear and angular?? 1147 /*
759 float distanceAboveGround = pos.Z - terrainHeight; 1148 float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition);
760 if (distanceAboveGround > 2f) 1149 distanceAboveGround = VehiclePosition.Z - targetHeight;
1150 // Not colliding if the vehicle is off the ground
1151 if (!Prim.IsColliding)
761 { 1152 {
762 // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep);
763 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); 1153 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
764 downForce = new Vector3(0, 0, -distanceAboveGround); 1154 VehicleVelocity += new Vector3(0, 0, -distanceAboveGround);
765 } 1155 }
766 // TODO: this calculation is all wrong. From the description at 1156 // TODO: this calculation is wrong. From the description at
767 // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce 1157 // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce
768 // has a decay factor. This says this force should 1158 // has a decay factor. This says this force should
769 // be computed with a motor. 1159 // be computed with a motor.
770 VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", 1160 // TODO: add interaction with banking.
771 Prim.LocalID, distanceAboveGround, downForce); 1161 VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}",
772 } 1162 Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret);
773 #endregion // downForce 1163 */
774 1164
775 // If not changing some axis, reduce out velocity 1165 // Another approach is to measure if we're going up. If going up and not colliding,
776 if ((m_flags & (VehicleFlag.NO_X)) != 0) 1166 // the vehicle is in the air. Fix that by pushing down.
777 m_newVelocity.X = 0; 1167 if (!Prim.IsColliding && VehicleVelocity.Z > 0.1)
778 if ((m_flags & (VehicleFlag.NO_Y)) != 0) 1168 {
779 m_newVelocity.Y = 0; 1169 // Get rid of any of the velocity vector that is pushing us up.
780 if ((m_flags & (VehicleFlag.NO_Z)) != 0) 1170 float upVelocity = VehicleVelocity.Z;
781 m_newVelocity.Z = 0; 1171 VehicleVelocity += new Vector3(0, 0, -upVelocity);
782 1172
783 // Clamp REALLY high or low velocities 1173 /*
784 if (m_newVelocity.LengthSquared() > 1e6f) 1174 // If we're pointed up into the air, we should nose down
785 { 1175 Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
786 m_newVelocity /= m_newVelocity.Length(); 1176 // The rotation around the Y axis is pitch up or down
787 m_newVelocity *= 1000f; 1177 if (pointingDirection.Y > 0.01f)
1178 {
1179 float angularCorrectionForce = -(float)Math.Asin(pointingDirection.Y);
1180 Vector3 angularCorrectionVector = new Vector3(0f, angularCorrectionForce, 0f);
1181 // Rotate into world coordinates and apply to vehicle
1182 angularCorrectionVector *= VehicleOrientation;
1183 VehicleAddAngularForce(angularCorrectionVector);
1184 VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2},corrFrc={3},aCorr={4}",
1185 Prim.LocalID, VehicleVelocity, pointingDirection, angularCorrectionForce, angularCorrectionVector);
1186 }
1187 */
1188 VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}",
1189 Prim.LocalID, Prim.IsColliding, upVelocity, VehicleVelocity);
1190 }
788 } 1191 }
789 else if (m_newVelocity.LengthSquared() < 1e-6f) 1192 }
790 m_newVelocity = Vector3.Zero;
791 1193
792 // Stuff new linear velocity into the vehicle 1194 private void ApplyGravity(float pTimeStep)
793 Prim.ForceVelocity = m_newVelocity; 1195 {
794 // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG 1196 Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass;
795 1197
796 Vector3 totalDownForce = downForce + grav; 1198 // Hack to reduce downward force if the vehicle is probably sitting on the ground
797 if (totalDownForce != Vector3.Zero) 1199 if (Prim.IsColliding && IsGroundVehicle)
798 { 1200 appliedGravity *= BSParam.VehicleGroundGravityFudge;
799 Prim.AddForce(totalDownForce * m_vehicleMass, false);
800 // Prim.ApplyForceImpulse(totalDownForce * m_vehicleMass, false);
801 }
802 1201
803 VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}", 1202 VehicleAddForce(appliedGravity);
804 Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, Prim.Velocity, totalDownForce);
805 1203
806 } // end MoveLinear() 1204 VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",
1205 Prim.LocalID, m_VehicleGravity,
1206 Prim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
1207 }
807 1208
808 // ======================================================================= 1209 // =======================================================================
1210 // =======================================================================
809 // Apply the effect of the angular motor. 1211 // Apply the effect of the angular motor.
1212 // The 'contribution' is how much angular correction velocity each function wants.
1213 // All the contributions are added together and the resulting velocity is
1214 // set directly on the vehicle.
810 private void MoveAngular(float pTimestep) 1215 private void MoveAngular(float pTimestep)
811 { 1216 {
812 // m_angularMotorDirection // angular velocity requested by LSL motor 1217 ComputeAngularTurning(pTimestep);
813 // m_angularMotorApply // application frame counter
814 // m_angularMotorVelocity // current angular motor velocity (ramps up and down)
815 // m_angularMotorTimescale // motor angular velocity ramp up rate
816 // m_angularMotorDecayTimescale // motor angular velocity decay rate
817 // m_angularFrictionTimescale // body angular velocity decay rate
818 // m_lastAngularVelocity // what was last applied to body
819
820 if (m_angularMotorDirection.LengthSquared() > 0.0001)
821 {
822 Vector3 origVel = m_angularMotorVelocity;
823 Vector3 origDir = m_angularMotorDirection;
824
825 // new velocity += error / ( time to get there / step interval)
826 // requested direction - current vehicle direction
827 m_angularMotorVelocity += (m_angularMotorDirection - m_angularMotorVelocity) / (m_angularMotorTimescale / pTimestep);
828 // decay requested direction
829 m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale));
830
831 VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}",
832 Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity);
833 }
834 else
835 {
836 m_angularMotorVelocity = Vector3.Zero;
837 }
838
839 #region Vertical attactor
840
841 Vector3 vertattr = Vector3.Zero;
842 Vector3 deflection = Vector3.Zero;
843 Vector3 banking = Vector3.Zero;
844
845 // If vertical attaction timescale is reasonable and we applied an angular force last time...
846 if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero)
847 {
848 float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale;
849 if (Prim.IsColliding)
850 VAservo = pTimestep * 0.05f / (m_verticalAttractionTimescale);
851
852 VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
853
854 // Create a vector of the vehicle "up" in world coordinates
855 Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation;
856 // verticalError.X and .Y are the World error amounts. They are 0 when there is no
857 // error (Vehicle Body is 'vertical'), and .Z will be 1. As the body leans to its
858 // side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall
859 // and .Z will go // negative. Similar for tilt and |.Y|. .X and .Y must be
860 // modulated to prevent a stable inverted body.
861
862 // Error is 0 (no error) to +/- 2 (max error)
863 if (verticalError.Z < 0.0f)
864 {
865 verticalError.X = 2.0f - verticalError.X;
866 verticalError.Y = 2.0f - verticalError.Y;
867 }
868 // scale it by VAservo (timestep and timescale)
869 verticalError = verticalError * VAservo;
870
871 // As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y
872 // then .X increases, so change Body angular velocity X based on Y, and Y based on X.
873 // Z is not changed.
874 vertattr.X = verticalError.Y;
875 vertattr.Y = - verticalError.X;
876 vertattr.Z = 0f;
877 1218
878 // scaling appears better usingsquare-law 1219 ComputeAngularVerticalAttraction();
879 Vector3 angularVelocity = Prim.ForceRotationalVelocity;
880 float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
881 vertattr.X += bounce * angularVelocity.X;
882 vertattr.Y += bounce * angularVelocity.Y;
883 1220
884 VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}", 1221 ComputeAngularDeflection();
885 Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, vertattr);
886 1222
887 } 1223 ComputeAngularBanking();
888 #endregion // Vertical attactor
889
890 #region Deflection
891 1224
892 if (m_angularDeflectionEfficiency != 0) 1225 // ==================================================================
1226 if (VehicleRotationalVelocity.ApproxEquals(Vector3.Zero, 0.0001f))
893 { 1227 {
894 // Compute a scaled vector that points in the preferred axis (X direction) 1228 // The vehicle is not adding anything angular wise.
895 Vector3 scaledDefaultDirection = 1229 VehicleRotationalVelocity = Vector3.Zero;
896 new Vector3((pTimestep * 10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale)), 0, 0); 1230 VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID);
897 // Adding the current vehicle orientation and reference frame displaces the orientation to the frame.
898 // Rotate the scaled default axix relative to the actual vehicle direction giving where it should point.
899 Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame);
900
901 // Scale by efficiency and timescale
902 deflection = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
903
904 VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}",
905 Prim.LocalID, preferredAxisOfMotion, deflection);
906 // This deflection computation is not correct.
907 deflection = Vector3.Zero;
908 } 1231 }
909 1232 else
910 #endregion
911
912 #region Banking
913
914 if (m_bankingEfficiency != 0)
915 { 1233 {
916 Vector3 dir = Vector3.One * Prim.ForceOrientation; 1234 VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", Prim.LocalID, VehicleRotationalVelocity);
917 float mult = (m_bankingMix*m_bankingMix)*-1*(m_bankingMix < 0 ? -1 : 1);
918 //Changes which way it banks in and out of turns
919
920 //Use the square of the efficiency, as it looks much more how SL banking works
921 float effSquared = (m_bankingEfficiency*m_bankingEfficiency);
922 if (m_bankingEfficiency < 0)
923 effSquared *= -1; //Keep the negative!
924
925 float mix = Math.Abs(m_bankingMix);
926 if (m_angularMotorVelocity.X == 0)
927 {
928 /*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f))
929 {
930 Vector3 axisAngle;
931 float angle;
932 parent.Orientation.GetAxisAngle(out axisAngle, out angle);
933 Vector3 rotatedVel = parent.Velocity * parent.Orientation;
934 if ((rotatedVel.X < 0 && axisAngle.Y > 0) || (rotatedVel.X > 0 && axisAngle.Y < 0))
935 m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (1f) * 10;
936 else
937 m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (-1f) * 10;
938 }*/
939 }
940 else
941 banking.Z += (effSquared*(mult*mix))*(m_angularMotorVelocity.X) * 4;
942 if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix)
943 //If they are colliding, we probably shouldn't shove the prim around... probably
944 {
945 float angVelZ = m_angularMotorVelocity.X*-1;
946 /*if(angVelZ > mix)
947 angVelZ = mix;
948 else if(angVelZ < -mix)
949 angVelZ = -mix;*/
950 //This controls how fast and how far the banking occurs
951 Vector3 bankingRot = new Vector3(angVelZ*(effSquared*mult), 0, 0);
952 if (bankingRot.X > 3)
953 bankingRot.X = 3;
954 else if (bankingRot.X < -3)
955 bankingRot.X = -3;
956 bankingRot *= Prim.ForceOrientation;
957 banking += bankingRot;
958 }
959 m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
960 VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},banking={3}",
961 Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, banking);
962 } 1235 }
963 1236
964 #endregion 1237 // ==================================================================
965
966 m_lastVertAttractor = vertattr;
967
968 // Sum velocities
969 m_lastAngularVelocity = m_angularMotorVelocity + vertattr + banking + deflection;
970
971 #region Linear Motor Offset
972
973 //Offset section 1238 //Offset section
974 if (m_linearMotorOffset != Vector3.Zero) 1239 if (m_linearMotorOffset != Vector3.Zero)
975 { 1240 {
@@ -985,8 +1250,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
985 // 1250 //
986 // The torque created is the linear velocity crossed with the offset 1251 // The torque created is the linear velocity crossed with the offset
987 1252
988 // NOTE: this computation does should be in the linear section 1253 // TODO: this computation should be in the linear section
989 // because there we know the impulse being applied. 1254 // because that is where we know the impulse being applied.
990 Vector3 torqueFromOffset = Vector3.Zero; 1255 Vector3 torqueFromOffset = Vector3.Zero;
991 // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); 1256 // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse);
992 if (float.IsNaN(torqueFromOffset.X)) 1257 if (float.IsNaN(torqueFromOffset.X))
@@ -995,47 +1260,216 @@ namespace OpenSim.Region.Physics.BulletSPlugin
995 torqueFromOffset.Y = 0; 1260 torqueFromOffset.Y = 0;
996 if (float.IsNaN(torqueFromOffset.Z)) 1261 if (float.IsNaN(torqueFromOffset.Z))
997 torqueFromOffset.Z = 0; 1262 torqueFromOffset.Z = 0;
998 torqueFromOffset *= m_vehicleMass; 1263
999 Prim.ApplyTorqueImpulse(torqueFromOffset, true); 1264 VehicleAddAngularForce(torqueFromOffset * m_vehicleMass);
1000 VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); 1265 VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
1001 } 1266 }
1002 1267
1003 #endregion 1268 }
1269
1270 private void ComputeAngularTurning(float pTimestep)
1271 {
1272 // The user wants this many radians per second angular change?
1273 Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation);
1274 Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV);
1275
1276 // ==================================================================
1277 // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
1278 // This flag prevents linear deflection parallel to world z-axis. This is useful
1279 // for preventing ground vehicles with large linear deflection, like bumper cars,
1280 // from climbing their linear deflection into the sky.
1281 // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
1282 // TODO: This is here because this is where ODE put it but documentation says it
1283 // is a linear effect. Where should this check go?
1284 //if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
1285 // {
1286 // angularMotorContributionV.X = 0f;
1287 // angularMotorContributionV.Y = 0f;
1288 // }
1289
1290 VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
1291 VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV);
1292 }
1004 1293
1005 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) 1294 // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
1295 // Some vehicles, like boats, should always keep their up-side up. This can be done by
1296 // enabling the "vertical attractor" behavior that springs the vehicle's local z-axis to
1297 // the world z-axis (a.k.a. "up"). To take advantage of this feature you would set the
1298 // VEHICLE_VERTICAL_ATTRACTION_TIMESCALE to control the period of the spring frequency,
1299 // and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An
1300 // efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an
1301 // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay.
1302 public void ComputeAngularVerticalAttraction()
1303 {
1304 // If vertical attaction timescale is reasonable
1305 if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff)
1006 { 1306 {
1007 m_lastAngularVelocity.X = 0; 1307 Vector3 vertContributionV = Vector3.Zero;
1008 m_lastAngularVelocity.Y = 0; 1308 Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG
1009 VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); 1309
1310 // Take a vector pointing up and convert it from world to vehicle relative coords.
1311 Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
1312
1313 // If vertical attraction correction is needed, the vector that was pointing up (UnitZ)
1314 // is now:
1315 // leaning to one side: rotated around the X axis with the Y value going
1316 // from zero (nearly straight up) to one (completely to the side)) or
1317 // leaning front-to-back: rotated around the Y axis with the value of X being between
1318 // zero and one.
1319 // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees.
1320
1321 // Y error means needed rotation around X axis and visa versa.
1322 // Since the error goes from zero to one, the asin is the corresponding angle.
1323 vertContributionV.X = (float)Math.Asin(verticalError.Y);
1324 // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.)
1325 vertContributionV.Y = -(float)Math.Asin(verticalError.X);
1326
1327 // If verticalError.Z is negative, the vehicle is upside down. Add additional push.
1328 if (verticalError.Z < 0f)
1329 {
1330 vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour;
1331 // vertContribution.Y -= PIOverFour;
1332 }
1333
1334 // 'vertContrbution' is now the necessary angular correction to correct tilt in one second.
1335 // Correction happens over a number of seconds.
1336 Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG
1337 vertContributionV /= m_verticalAttractionTimescale;
1338
1339 VehicleRotationalVelocity += vertContributionV;
1340
1341 VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}",
1342 Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV,
1343 m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV);
1010 } 1344 }
1345 }
1346
1347 // Angular correction to correct the direction the vehicle is pointing to be
1348 // the direction is should want to be pointing.
1349 // The vehicle is moving in some direction and correct its orientation to it is pointing
1350 // in that direction.
1351 // TODO: implement reference frame.
1352 public void ComputeAngularDeflection()
1353 {
1354 // Since angularMotorUp and angularDeflection are computed independently, they will calculate
1355 // approximately the same X or Y correction. When added together (when contributions are combined)
1356 // this creates an over-correction and then wabbling as the target is overshot.
1357 // TODO: rethink how the different correction computations inter-relate.
1011 1358
1012 if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) 1359 if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2)
1013 { 1360 {
1014 m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. 1361 Vector3 deflectContributionV = Vector3.Zero;
1015 Prim.ZeroAngularMotion(true); 1362
1016 VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); 1363 // The direction the vehicle is moving
1364 Vector3 movingDirection = VehicleVelocity;
1365 movingDirection.Normalize();
1366
1367 // If the vehicle is going backward, it is still pointing forward
1368 movingDirection *= Math.Sign(VehicleForwardSpeed);
1369
1370 // The direction the vehicle is pointing
1371 Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
1372 pointingDirection.Normalize();
1373
1374 // The difference between what is and what should be.
1375 Vector3 deflectionError = movingDirection - pointingDirection;
1376
1377 // Don't try to correct very large errors (not our job)
1378 // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X);
1379 // if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = PIOverTwo * Math.Sign(deflectionError.Y);
1380 // if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = PIOverTwo * Math.Sign(deflectionError.Z);
1381 if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f;
1382 if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f;
1383 if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f;
1384
1385 // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError);
1386
1387 // Scale the correction by recovery timescale and efficiency
1388 deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency;
1389 deflectContributionV /= m_angularDeflectionTimescale;
1390
1391 VehicleRotationalVelocity += deflectContributionV * VehicleOrientation;
1392
1393 VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}",
1394 Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV);
1395 VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}",
1396 Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale);
1017 } 1397 }
1018 else 1398 }
1399
1400 // Angular change to rotate the vehicle around the Z axis when the vehicle
1401 // is tipped around the X axis.
1402 // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
1403 // The vertical attractor feature must be enabled in order for the banking behavior to
1404 // function. The way banking works is this: a rotation around the vehicle's roll-axis will
1405 // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude
1406 // of the yaw effect will be proportional to the
1407 // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's
1408 // velocity along its preferred axis of motion.
1409 // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any
1410 // positive rotation (by the right-hand rule) about the roll-axis will effect a
1411 // (negative) torque around the yaw-axis, making it turn to the right--that is the
1412 // vehicle will lean into the turn, which is how real airplanes and motorcycle's work.
1413 // Negating the banking coefficient will make it so that the vehicle leans to the
1414 // outside of the turn (not very "physical" but might allow interesting vehicles so why not?).
1415 // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making
1416 // banking vehicles do what you want rather than what the laws of physics allow.
1417 // For example, consider a real motorcycle...it must be moving forward in order for
1418 // it to turn while banking, however video-game motorcycles are often configured
1419 // to turn in place when at a dead stop--because they are often easier to control
1420 // that way using the limited interface of the keyboard or game controller. The
1421 // VEHICLE_BANKING_MIX enables combinations of both realistic and non-realistic
1422 // banking by functioning as a slider between a banking that is correspondingly
1423 // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the
1424 // banking effect depends only on the vehicle's rotation about its roll-axis compared
1425 // to "dynamic" where the banking is also proportional to its velocity along its
1426 // roll-axis. Finding the best value of the "mixture" will probably require trial and error.
1427 // The time it takes for the banking behavior to defeat a preexisting angular velocity about the
1428 // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to
1429 // bank quickly then give it a banking timescale of about a second or less, otherwise you can
1430 // make a sluggish vehicle by giving it a timescale of several seconds.
1431 public void ComputeAngularBanking()
1432 {
1433 if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff)
1019 { 1434 {
1020 // Apply to the body. 1435 Vector3 bankingContributionV = Vector3.Zero;
1021 // The above calculates the absolute angular velocity needed. Angular velocity is massless. 1436
1022 // Since we are stuffing the angular velocity directly into the object, the computed 1437 // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented.
1023 // velocity needs to be scaled by the timestep. 1438 // As the vehicle rolls to the right or left, the Y value will increase from
1024 Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - Prim.ForceRotationalVelocity); 1439 // zero (straight up) to 1 or -1 (full tilt right or left)
1025 Prim.ForceRotationalVelocity = applyAngularForce; 1440 Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation;
1026 1441
1027 // Decay the angular movement for next time 1442 // Figure out the yaw value for this much roll.
1028 Vector3 decayamount = (Vector3.One / m_angularFrictionTimescale) * pTimestep; 1443 float yawAngle = m_angularMotorDirection.X * m_bankingEfficiency;
1029 m_lastAngularVelocity *= Vector3.One - decayamount; 1444 // actual error = static turn error + dynamic turn error
1030 1445 float mixedYawAngle =(yawAngle * (1f - m_bankingMix)) + ((yawAngle * m_bankingMix) * VehicleForwardSpeed);
1031 VDetailLog("{0},MoveAngular,done,newRotVel={1},decay={2},lastAngular={3}", 1446
1032 Prim.LocalID, applyAngularForce, decayamount, m_lastAngularVelocity); 1447 // TODO: the banking effect should not go to infinity but what to limit it to?
1448 // And what should happen when this is being added to a user defined yaw that is already PI*4?
1449 mixedYawAngle = ClampInRange(-12, mixedYawAngle, 12);
1450
1451 // Build the force vector to change rotation from what it is to what it should be
1452 bankingContributionV.Z = -mixedYawAngle;
1453
1454 // Don't do it all at once. Fudge because 1 second is too fast with most user defined roll as PI*4.
1455 bankingContributionV /= m_bankingTimescale * BSParam.VehicleAngularBankingTimescaleFudge;
1456
1457 //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation;
1458 VehicleRotationalVelocity += bankingContributionV;
1459
1460
1461 VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}",
1462 Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV);
1033 } 1463 }
1034 } //end MoveAngular 1464 }
1035 1465
1466 // This is from previous instantiations of XXXDynamics.cs.
1467 // Applies roll reference frame.
1468 // TODO: is this the right way to separate the code to do this operation?
1469 // Should this be in MoveAngular()?
1036 internal void LimitRotation(float timestep) 1470 internal void LimitRotation(float timestep)
1037 { 1471 {
1038 Quaternion rotq = Prim.ForceOrientation; 1472 Quaternion rotq = VehicleOrientation;
1039 Quaternion m_rot = rotq; 1473 Quaternion m_rot = rotq;
1040 if (m_RollreferenceFrame != Quaternion.Identity) 1474 if (m_RollreferenceFrame != Quaternion.Identity)
1041 { 1475 {
@@ -1063,12 +1497,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1063 } 1497 }
1064 if (rotq != m_rot) 1498 if (rotq != m_rot)
1065 { 1499 {
1066 Prim.ForceOrientation = m_rot; 1500 VehicleOrientation = m_rot;
1067 VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); 1501 VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
1068 } 1502 }
1069 1503
1070 } 1504 }
1071 1505
1506 private float ClampInRange(float low, float val, float high)
1507 {
1508 return Math.Max(low, Math.Min(val, high));
1509 // return Utils.Clamp(val, low, high);
1510 }
1511
1072 // Invoke the detailed logger and output something if it's enabled. 1512 // Invoke the detailed logger and output something if it's enabled.
1073 private void VDetailLog(string msg, params Object[] args) 1513 private void VDetailLog(string msg, params Object[] args)
1074 { 1514 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 0df4310..4ece1eb 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -32,6 +32,15 @@ using OMV = OpenMetaverse;
32 32
33namespace OpenSim.Region.Physics.BulletSPlugin 33namespace OpenSim.Region.Physics.BulletSPlugin
34{ 34{
35
36// A BSPrim can get individual information about its linkedness attached
37// to it through an instance of a subclass of LinksetInfo.
38// Each type of linkset will define the information needed for its type.
39public abstract class BSLinksetInfo
40{
41 public virtual void Clear() { }
42}
43
35public abstract class BSLinkset 44public abstract class BSLinkset
36{ 45{
37 // private static string LogHeader = "[BULLETSIM LINKSET]"; 46 // private static string LogHeader = "[BULLETSIM LINKSET]";
@@ -43,11 +52,11 @@ public abstract class BSLinkset
43 Manual = 2 // linkset tied together manually (code moves all the pieces) 52 Manual = 2 // linkset tied together manually (code moves all the pieces)
44 } 53 }
45 // Create the correct type of linkset for this child 54 // Create the correct type of linkset for this child
46 public static BSLinkset Factory(BSScene physScene, BSPhysObject parent) 55 public static BSLinkset Factory(BSScene physScene, BSPrimLinkable parent)
47 { 56 {
48 BSLinkset ret = null; 57 BSLinkset ret = null;
49 58
50 switch ((int)physScene.Params.linksetImplementation) 59 switch ((int)BSParam.LinksetImplementation)
51 { 60 {
52 case (int)LinksetImplementation.Constraint: 61 case (int)LinksetImplementation.Constraint:
53 ret = new BSLinksetConstraints(physScene, parent); 62 ret = new BSLinksetConstraints(physScene, parent);
@@ -62,10 +71,14 @@ public abstract class BSLinkset
62 ret = new BSLinksetCompound(physScene, parent); 71 ret = new BSLinksetCompound(physScene, parent);
63 break; 72 break;
64 } 73 }
74 if (ret == null)
75 {
76 physScene.Logger.ErrorFormat("[BULLETSIM LINKSET] Factory could not create linkset. Parent name={1}, ID={2}", parent.Name, parent.LocalID);
77 }
65 return ret; 78 return ret;
66 } 79 }
67 80
68 public BSPhysObject LinksetRoot { get; protected set; } 81 public BSPrimLinkable LinksetRoot { get; protected set; }
69 82
70 public BSScene PhysicsScene { get; private set; } 83 public BSScene PhysicsScene { get; private set; }
71 84
@@ -73,7 +86,7 @@ public abstract class BSLinkset
73 public int LinksetID { get; private set; } 86 public int LinksetID { get; private set; }
74 87
75 // The children under the root in this linkset. 88 // The children under the root in this linkset.
76 protected HashSet<BSPhysObject> m_children; 89 protected HashSet<BSPrimLinkable> m_children;
77 90
78 // We lock the diddling of linkset classes to prevent any badness. 91 // We lock the diddling of linkset classes to prevent any badness.
79 // This locks the modification of the instances of this class. Changes 92 // This locks the modification of the instances of this class. Changes
@@ -82,27 +95,13 @@ public abstract class BSLinkset
82 95
83 // Some linksets have a preferred physical shape. 96 // Some linksets have a preferred physical shape.
84 // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. 97 // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
85 public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) 98 public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
86 { 99 {
87 return BSPhysicsShapeType.SHAPE_UNKNOWN; 100 return BSPhysicsShapeType.SHAPE_UNKNOWN;
88 } 101 }
89 102
90 // Linksets move around the children so the linkset might need to compute the child position
91 public virtual OMV.Vector3 Position(BSPhysObject member)
92 { return member.RawPosition; }
93 public virtual OMV.Quaternion Orientation(BSPhysObject member)
94 { return member.RawOrientation; }
95 // TODO: does this need to be done for Velocity and RotationalVelocityy?
96
97 // We keep the prim's mass in the linkset structure since it could be dependent on other prims 103 // We keep the prim's mass in the linkset structure since it could be dependent on other prims
98 protected float m_mass; 104 public float LinksetMass { get; protected set; }
99 public float LinksetMass
100 {
101 get
102 {
103 return m_mass;
104 }
105 }
106 105
107 public virtual bool LinksetIsColliding { get { return false; } } 106 public virtual bool LinksetIsColliding { get { return false; } }
108 107
@@ -116,7 +115,7 @@ public abstract class BSLinkset
116 get { return ComputeLinksetGeometricCenter(); } 115 get { return ComputeLinksetGeometricCenter(); }
117 } 116 }
118 117
119 protected void Initialize(BSScene scene, BSPhysObject parent) 118 protected BSLinkset(BSScene scene, BSPrimLinkable parent)
120 { 119 {
121 // A simple linkset of one (no children) 120 // A simple linkset of one (no children)
122 LinksetID = m_nextLinksetID++; 121 LinksetID = m_nextLinksetID++;
@@ -125,22 +124,25 @@ public abstract class BSLinkset
125 m_nextLinksetID = 1; 124 m_nextLinksetID = 1;
126 PhysicsScene = scene; 125 PhysicsScene = scene;
127 LinksetRoot = parent; 126 LinksetRoot = parent;
128 m_children = new HashSet<BSPhysObject>(); 127 m_children = new HashSet<BSPrimLinkable>();
129 m_mass = parent.RawMass; 128 LinksetMass = parent.RawMass;
129 Rebuilding = false;
130
131 parent.ClearDisplacement();
130 } 132 }
131 133
132 // Link to a linkset where the child knows the parent. 134 // Link to a linkset where the child knows the parent.
133 // Parent changing should not happen so do some sanity checking. 135 // Parent changing should not happen so do some sanity checking.
134 // We return the parent's linkset so the child can track its membership. 136 // We return the parent's linkset so the child can track its membership.
135 // Called at runtime. 137 // Called at runtime.
136 public BSLinkset AddMeToLinkset(BSPhysObject child) 138 public BSLinkset AddMeToLinkset(BSPrimLinkable child)
137 { 139 {
138 lock (m_linksetActivityLock) 140 lock (m_linksetActivityLock)
139 { 141 {
140 // Don't add the root to its own linkset 142 // Don't add the root to its own linkset
141 if (!IsRoot(child)) 143 if (!IsRoot(child))
142 AddChildToLinkset(child); 144 AddChildToLinkset(child);
143 m_mass = ComputeLinksetMass(); 145 LinksetMass = ComputeLinksetMass();
144 } 146 }
145 return this; 147 return this;
146 } 148 }
@@ -149,7 +151,7 @@ public abstract class BSLinkset
149 // Returns a new linkset for the child which is a linkset of one (just the 151 // Returns a new linkset for the child which is a linkset of one (just the
150 // orphened child). 152 // orphened child).
151 // Called at runtime. 153 // Called at runtime.
152 public BSLinkset RemoveMeFromLinkset(BSPhysObject child) 154 public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child)
153 { 155 {
154 lock (m_linksetActivityLock) 156 lock (m_linksetActivityLock)
155 { 157 {
@@ -159,7 +161,7 @@ public abstract class BSLinkset
159 return this; 161 return this;
160 } 162 }
161 RemoveChildFromLinkset(child); 163 RemoveChildFromLinkset(child);
162 m_mass = ComputeLinksetMass(); 164 LinksetMass = ComputeLinksetMass();
163 } 165 }
164 166
165 // The child is down to a linkset of just itself 167 // The child is down to a linkset of just itself
@@ -167,7 +169,7 @@ public abstract class BSLinkset
167 } 169 }
168 170
169 // Return 'true' if the passed object is the root object of this linkset 171 // Return 'true' if the passed object is the root object of this linkset
170 public bool IsRoot(BSPhysObject requestor) 172 public bool IsRoot(BSPrimLinkable requestor)
171 { 173 {
172 return (requestor.LocalID == LinksetRoot.LocalID); 174 return (requestor.LocalID == LinksetRoot.LocalID);
173 } 175 }
@@ -178,14 +180,14 @@ public abstract class BSLinkset
178 public bool HasAnyChildren { get { return (m_children.Count > 0); } } 180 public bool HasAnyChildren { get { return (m_children.Count > 0); } }
179 181
180 // Return 'true' if this child is in this linkset 182 // Return 'true' if this child is in this linkset
181 public bool HasChild(BSPhysObject child) 183 public bool HasChild(BSPrimLinkable child)
182 { 184 {
183 bool ret = false; 185 bool ret = false;
184 lock (m_linksetActivityLock) 186 lock (m_linksetActivityLock)
185 { 187 {
186 ret = m_children.Contains(child); 188 ret = m_children.Contains(child);
187 /* Safer version but the above should work 189 /* Safer version but the above should work
188 foreach (BSPhysObject bp in m_children) 190 foreach (BSPrimLinkable bp in m_children)
189 { 191 {
190 if (child.LocalID == bp.LocalID) 192 if (child.LocalID == bp.LocalID)
191 { 193 {
@@ -200,14 +202,14 @@ public abstract class BSLinkset
200 202
201 // Perform an action on each member of the linkset including root prim. 203 // Perform an action on each member of the linkset including root prim.
202 // Depends on the action on whether this should be done at taint time. 204 // Depends on the action on whether this should be done at taint time.
203 public delegate bool ForEachMemberAction(BSPhysObject obj); 205 public delegate bool ForEachMemberAction(BSPrimLinkable obj);
204 public virtual bool ForEachMember(ForEachMemberAction action) 206 public virtual bool ForEachMember(ForEachMemberAction action)
205 { 207 {
206 bool ret = false; 208 bool ret = false;
207 lock (m_linksetActivityLock) 209 lock (m_linksetActivityLock)
208 { 210 {
209 action(LinksetRoot); 211 action(LinksetRoot);
210 foreach (BSPhysObject po in m_children) 212 foreach (BSPrimLinkable po in m_children)
211 { 213 {
212 if (action(po)) 214 if (action(po))
213 break; 215 break;
@@ -218,16 +220,23 @@ public abstract class BSLinkset
218 220
219 // I am the root of a linkset and a new child is being added 221 // I am the root of a linkset and a new child is being added
220 // Called while LinkActivity is locked. 222 // Called while LinkActivity is locked.
221 protected abstract void AddChildToLinkset(BSPhysObject child); 223 protected abstract void AddChildToLinkset(BSPrimLinkable child);
222 224
223 // I am the root of a linkset and one of my children is being removed. 225 // I am the root of a linkset and one of my children is being removed.
224 // Safe to call even if the child is not really in my linkset. 226 // Safe to call even if the child is not really in my linkset.
225 protected abstract void RemoveChildFromLinkset(BSPhysObject child); 227 protected abstract void RemoveChildFromLinkset(BSPrimLinkable child);
226 228
227 // When physical properties are changed the linkset needs to recalculate 229 // When physical properties are changed the linkset needs to recalculate
228 // its internal properties. 230 // its internal properties.
229 // May be called at runtime or taint-time. 231 // May be called at runtime or taint-time.
230 public abstract void Refresh(BSPhysObject requestor); 232 public virtual void Refresh(BSPrimLinkable requestor)
233 {
234 LinksetMass = ComputeLinksetMass();
235 }
236
237 // Flag denoting the linkset is in the process of being rebuilt.
238 // Used to know not the schedule a rebuild in the middle of a rebuild.
239 protected bool Rebuilding { get; set; }
231 240
232 // The object is going dynamic (physical). Do any setup necessary 241 // The object is going dynamic (physical). Do any setup necessary
233 // for a dynamic linkset. 242 // for a dynamic linkset.
@@ -235,30 +244,26 @@ public abstract class BSLinkset
235 // has not yet been fully constructed. 244 // has not yet been fully constructed.
236 // Return 'true' if any properties updated on the passed object. 245 // Return 'true' if any properties updated on the passed object.
237 // Called at taint-time! 246 // Called at taint-time!
238 public abstract bool MakeDynamic(BSPhysObject child); 247 public abstract bool MakeDynamic(BSPrimLinkable child);
239 248
240 // The object is going static (non-physical). Do any setup necessary 249 // The object is going static (non-physical). Do any setup necessary
241 // for a static linkset. 250 // for a static linkset.
242 // Return 'true' if any properties updated on the passed object. 251 // Return 'true' if any properties updated on the passed object.
243 // Called at taint-time! 252 // Called at taint-time!
244 public abstract bool MakeStatic(BSPhysObject child); 253 public abstract bool MakeStatic(BSPrimLinkable child);
245 254
246 // Called when a parameter update comes from the physics engine for any object 255 // Called when a parameter update comes from the physics engine for any object
247 // of the linkset is received. 256 // of the linkset is received.
257 // Passed flag is update came from physics engine (true) or the user (false).
248 // Called at taint-time!! 258 // Called at taint-time!!
249 public abstract void UpdateProperties(BSPhysObject physObject); 259 public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable physObject);
250 260
251 // Routine used when rebuilding the body of the root of the linkset 261 // Routine used when rebuilding the body of the root of the linkset
252 // Destroy all the constraints have have been made to root. 262 // Destroy all the constraints have have been made to root.
253 // This is called when the root body is changing. 263 // This is called when the root body is changing.
254 // Returns 'true' of something was actually removed and would need restoring 264 // Returns 'true' of something was actually removed and would need restoring
255 // Called at taint-time!! 265 // Called at taint-time!!
256 public abstract bool RemoveBodyDependencies(BSPrim child); 266 public abstract bool RemoveBodyDependencies(BSPrimLinkable child);
257
258 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
259 // this routine will restore the removed constraints.
260 // Called at taint-time!!
261 public abstract void RestoreBodyDependencies(BSPrim child);
262 267
263 // ================================================================ 268 // ================================================================
264 protected virtual float ComputeLinksetMass() 269 protected virtual float ComputeLinksetMass()
@@ -268,7 +273,7 @@ public abstract class BSLinkset
268 { 273 {
269 lock (m_linksetActivityLock) 274 lock (m_linksetActivityLock)
270 { 275 {
271 foreach (BSPhysObject bp in m_children) 276 foreach (BSPrimLinkable bp in m_children)
272 { 277 {
273 mass += bp.RawMass; 278 mass += bp.RawMass;
274 } 279 }
@@ -277,6 +282,7 @@ public abstract class BSLinkset
277 return mass; 282 return mass;
278 } 283 }
279 284
285 // Computes linkset's center of mass in world coordinates.
280 protected virtual OMV.Vector3 ComputeLinksetCenterOfMass() 286 protected virtual OMV.Vector3 ComputeLinksetCenterOfMass()
281 { 287 {
282 OMV.Vector3 com; 288 OMV.Vector3 com;
@@ -285,7 +291,7 @@ public abstract class BSLinkset
285 com = LinksetRoot.Position * LinksetRoot.RawMass; 291 com = LinksetRoot.Position * LinksetRoot.RawMass;
286 float totalMass = LinksetRoot.RawMass; 292 float totalMass = LinksetRoot.RawMass;
287 293
288 foreach (BSPhysObject bp in m_children) 294 foreach (BSPrimLinkable bp in m_children)
289 { 295 {
290 com += bp.Position * bp.RawMass; 296 com += bp.Position * bp.RawMass;
291 totalMass += bp.RawMass; 297 totalMass += bp.RawMass;
@@ -304,9 +310,9 @@ public abstract class BSLinkset
304 { 310 {
305 com = LinksetRoot.Position; 311 com = LinksetRoot.Position;
306 312
307 foreach (BSPhysObject bp in m_children) 313 foreach (BSPrimLinkable bp in m_children)
308 { 314 {
309 com += bp.Position * bp.RawMass; 315 com += bp.Position;
310 } 316 }
311 com /= (m_children.Count + 1); 317 com /= (m_children.Count + 1);
312 } 318 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index b9c2cf9..e05562a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -28,22 +28,80 @@ using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Text; 29using System.Text;
30 30
31using OpenSim.Framework;
32
31using OMV = OpenMetaverse; 33using OMV = OpenMetaverse;
32 34
33namespace OpenSim.Region.Physics.BulletSPlugin 35namespace OpenSim.Region.Physics.BulletSPlugin
34{ 36{
37
38// When a child is linked, the relationship position of the child to the parent
39// is remembered so the child's world position can be recomputed when it is
40// removed from the linkset.
41sealed class BSLinksetCompoundInfo : BSLinksetInfo
42{
43 public int Index;
44 public OMV.Vector3 OffsetFromRoot;
45 public OMV.Vector3 OffsetFromCenterOfMass;
46 public OMV.Quaternion OffsetRot;
47 public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r)
48 {
49 Index = indx;
50 OffsetFromRoot = p;
51 OffsetFromCenterOfMass = p;
52 OffsetRot = r;
53 }
54 // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape)
55 public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement)
56 {
57 // Each child position and rotation is given relative to the center-of-mass.
58 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation);
59 OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation;
60 OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement;
61 OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation;
62
63 // Save relative position for recomputing child's world position after moving linkset.
64 Index = indx;
65 OffsetFromRoot = displacementFromRoot;
66 OffsetFromCenterOfMass = displacementFromCOM;
67 OffsetRot = displacementRot;
68 }
69 public override void Clear()
70 {
71 Index = 0;
72 OffsetFromRoot = OMV.Vector3.Zero;
73 OffsetFromCenterOfMass = OMV.Vector3.Zero;
74 OffsetRot = OMV.Quaternion.Identity;
75 }
76 public override string ToString()
77 {
78 StringBuilder buff = new StringBuilder();
79 buff.Append("<i=");
80 buff.Append(Index.ToString());
81 buff.Append(",p=");
82 buff.Append(OffsetFromRoot.ToString());
83 buff.Append(",m=");
84 buff.Append(OffsetFromCenterOfMass.ToString());
85 buff.Append(",r=");
86 buff.Append(OffsetRot.ToString());
87 buff.Append(">");
88 return buff.ToString();
89 }
90};
91
35public sealed class BSLinksetCompound : BSLinkset 92public sealed class BSLinksetCompound : BSLinkset
36{ 93{
37 private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; 94 private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
38 95
39 public BSLinksetCompound(BSScene scene, BSPhysObject parent) 96 public BSLinksetCompound(BSScene scene, BSPrimLinkable parent)
97 : base(scene, parent)
40 { 98 {
41 base.Initialize(scene, parent);
42 } 99 }
43 100
44 // For compound implimented linksets, if there are children, use compound shape for the root. 101 // For compound implimented linksets, if there are children, use compound shape for the root.
45 public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) 102 public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
46 { 103 {
104 // Returning 'unknown' means we don't have a preference.
47 BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; 105 BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
48 if (IsRoot(requestor) && HasAnyChildren) 106 if (IsRoot(requestor) && HasAnyChildren)
49 { 107 {
@@ -55,41 +113,57 @@ public sealed class BSLinksetCompound : BSLinkset
55 113
56 // When physical properties are changed the linkset needs to recalculate 114 // When physical properties are changed the linkset needs to recalculate
57 // its internal properties. 115 // its internal properties.
58 // This is queued in the 'post taint' queue so the 116 public override void Refresh(BSPrimLinkable requestor)
59 // refresh will happen once after all the other taints are applied.
60 public override void Refresh(BSPhysObject requestor)
61 { 117 {
62 // External request for Refresh (from BSPrim) is not necessary 118 base.Refresh(requestor);
63 // InternalRefresh(requestor); 119
120 // Something changed so do the rebuilding thing
121 // ScheduleRebuild();
64 } 122 }
65 123
66 private void InternalRefresh(BSPhysObject requestor) 124 // Schedule a refresh to happen after all the other taint processing.
125 private void ScheduleRebuild(BSPrimLinkable requestor)
67 { 126 {
68 DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID); 127 DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
69 // Queue to happen after all the other taint processing 128 requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
70 PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate() 129 // When rebuilding, it is possible to set properties that would normally require a rebuild.
130 // If already rebuilding, don't request another rebuild.
131 // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
132 if (!Rebuilding && HasAnyChildren)
71 { 133 {
72 if (IsRoot(requestor) && HasAnyChildren) 134 PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate()
73 RecomputeLinksetCompound(); 135 {
74 }); 136 if (HasAnyChildren)
137 RecomputeLinksetCompound();
138 });
139 }
75 } 140 }
76 141
77 // The object is going dynamic (physical). Do any setup necessary 142 // The object is going dynamic (physical). Do any setup necessary for a dynamic linkset.
78 // for a dynamic linkset.
79 // Only the state of the passed object can be modified. The rest of the linkset 143 // Only the state of the passed object can be modified. The rest of the linkset
80 // has not yet been fully constructed. 144 // has not yet been fully constructed.
81 // Return 'true' if any properties updated on the passed object. 145 // Return 'true' if any properties updated on the passed object.
82 // Called at taint-time! 146 // Called at taint-time!
83 public override bool MakeDynamic(BSPhysObject child) 147 public override bool MakeDynamic(BSPrimLinkable child)
84 { 148 {
85 bool ret = false; 149 bool ret = false;
86 DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); 150 DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
87 if (!IsRoot(child)) 151 if (IsRoot(child))
152 {
153 // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
154 ScheduleRebuild(LinksetRoot);
155 }
156 else
88 { 157 {
89 // Physical children are removed from the world as the shape ofthe root compound 158 // The origional prims are removed from the world as the shape of the root compound
90 // shape takes over. 159 // shape takes over.
91 BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 160 PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
92 BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); 161 PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION);
162 // We don't want collisions from the old linkset children.
163 PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
164
165 child.PhysBody.collisionType = CollisionType.LinksetChild;
166
93 ret = true; 167 ret = true;
94 } 168 }
95 return ret; 169 return ret;
@@ -100,73 +174,181 @@ public sealed class BSLinksetCompound : BSLinkset
100 // This doesn't normally happen -- OpenSim removes the objects from the physical 174 // This doesn't normally happen -- OpenSim removes the objects from the physical
101 // world if it is a static linkset. 175 // world if it is a static linkset.
102 // Called at taint-time! 176 // Called at taint-time!
103 public override bool MakeStatic(BSPhysObject child) 177 public override bool MakeStatic(BSPrimLinkable child)
104 { 178 {
105 bool ret = false; 179 bool ret = false;
106 DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); 180 DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
107 if (!IsRoot(child)) 181 if (IsRoot(child))
182 {
183 ScheduleRebuild(LinksetRoot);
184 }
185 else
108 { 186 {
109 // The non-physical children can come back to life. 187 // The non-physical children can come back to life.
110 BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 188 PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
111 // Don't force activation so setting of DISABLE_SIMULATION can stay. 189
112 BulletSimAPI.Activate2(child.PhysBody.ptr, false); 190 child.PhysBody.collisionType = CollisionType.LinksetChild;
191
192 // Don't force activation so setting of DISABLE_SIMULATION can stay if used.
193 PhysicsScene.PE.Activate(child.PhysBody, false);
113 ret = true; 194 ret = true;
114 } 195 }
115 return ret; 196 return ret;
116 } 197 }
117 198
118 // Called at taint-time!! 199 // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then.
119 public override void UpdateProperties(BSPhysObject updated) 200 // Called at taint-time.
120 { 201 public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated)
121 // Nothing to do for constraints on property updates
122 }
123
124 // The children move around in relationship to the root.
125 // Just grab the current values of wherever it is right now.
126 public override OMV.Vector3 Position(BSPhysObject member)
127 { 202 {
128 return BulletSimAPI.GetPosition2(member.PhysBody.ptr); 203 // The user moving a child around requires the rebuilding of the linkset compound shape
129 } 204 // One problem is this happens when a border is crossed -- the simulator implementation
205 // stores the position into the group which causes the move of the object
206 // but it also means all the child positions get updated.
207 // What would cause an unnecessary rebuild so we make sure the linkset is in a
208 // region before bothering to do a rebuild.
209 if (!IsRoot(updated) && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
210 {
211 // If a child of the linkset is updating only the position or rotation, that can be done
212 // without rebuilding the linkset.
213 // If a handle for the child can be fetch, we update the child here. If a rebuild was
214 // scheduled by someone else, the rebuild will just replace this setting.
215
216 bool updatedChild = false;
217 // Anything other than updating position or orientation usually means a physical update
218 // and that is caused by us updating the object.
219 if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0)
220 {
221 // Find the physical instance of the child
222 if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
223 {
224 // It is possible that the linkset is still under construction and the child is not yet
225 // inserted into the compound shape. A rebuild of the linkset in a pre-step action will
226 // build the whole thing with the new position or rotation.
227 // The index must be checked because Bullet references the child array but does no validity
228 // checking of the child index passed.
229 int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape);
230 if (updated.LinksetChildIndex < numLinksetChildren)
231 {
232 BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, updated.LinksetChildIndex);
233 if (linksetChildShape.HasPhysicalShape)
234 {
235 // Found the child shape within the compound shape
236 PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, updated.LinksetChildIndex,
237 updated.RawPosition - LinksetRoot.RawPosition,
238 updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation),
239 true /* shouldRecalculateLocalAabb */);
240 updatedChild = true;
241 DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},pos={2},rot={3}",
242 updated.LocalID, whichUpdated, updated.RawPosition, updated.RawOrientation);
243 }
244 else // DEBUG DEBUG
245 { // DEBUG DEBUG
246 DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noChildShape,shape={1}",
247 updated.LocalID, linksetChildShape);
248 } // DEBUG DEBUG
249 }
250 else // DEBUG DEBUG
251 { // DEBUG DEBUG
252 // the child is not yet in the compound shape. This is non-fatal.
253 DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,childNotInCompoundShape,numChildren={1},index={2}",
254 updated.LocalID, numLinksetChildren, updated.LinksetChildIndex);
255 } // DEBUG DEBUG
256 }
257 else // DEBUG DEBUG
258 { // DEBUG DEBUG
259 DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noBodyOrNotCompound", updated.LocalID);
260 } // DEBUG DEBUG
130 261
131 public override OMV.Quaternion Orientation(BSPhysObject member) 262 if (!updatedChild)
132 { 263 {
133 return BulletSimAPI.GetOrientation2(member.PhysBody.ptr); 264 // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info.
265 // Note: there are several ways through this code that will not update the child if
266 // the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since
267 // there will already be a rebuild scheduled.
268 DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}",
269 updated.LocalID, whichUpdated);
270 updated.LinksetInfo = null; // setting to 'null' causes relative position to be recomputed.
271 ScheduleRebuild(updated);
272 }
273 }
274 }
134 } 275 }
135 276
136 // Routine called when rebuilding the body of some member of the linkset. 277 // Routine called when rebuilding the body of some member of the linkset.
137 // Since we don't keep in world relationships, do nothing unless it's a child changing. 278 // Since we don't keep in world relationships, do nothing unless it's a child changing.
138 // Returns 'true' of something was actually removed and would need restoring 279 // Returns 'true' of something was actually removed and would need restoring
139 // Called at taint-time!! 280 // Called at taint-time!!
140 public override bool RemoveBodyDependencies(BSPrim child) 281 public override bool RemoveBodyDependencies(BSPrimLinkable child)
141 { 282 {
142 bool ret = false; 283 bool ret = false;
143 284
144 DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", 285 DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
145 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), IsRoot(child)); 286 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child));
146 287
147 if (!IsRoot(child)) 288 if (!IsRoot(child))
148 { 289 {
149 // Cause the current shape to be freed and the new one to be built. 290 // Because it is a convenient time, recompute child world position and rotation based on
150 InternalRefresh(LinksetRoot); 291 // its position in the linkset.
151 ret = true; 292 RecomputeChildWorldPosition(child, true /* inTaintTime */);
293 child.LinksetInfo = null;
152 } 294 }
153 295
296 // Cannot schedule a refresh/rebuild here because this routine is called when
297 // the linkset is being rebuilt.
298 // InternalRefresh(LinksetRoot);
299
154 return ret; 300 return ret;
155 } 301 }
156 302
157 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', 303 // When the linkset is built, the child shape is added to the compound shape relative to the
158 // this routine will restore the removed constraints. 304 // root shape. The linkset then moves around but this does not move the actual child
159 // Called at taint-time!! 305 // prim. The child prim's location must be recomputed based on the location of the root shape.
160 public override void RestoreBodyDependencies(BSPrim child) 306 private void RecomputeChildWorldPosition(BSPrimLinkable child, bool inTaintTime)
161 { 307 {
162 // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. 308 // For the moment (20130201), disable this computation (converting the child physical addr back to
309 // a region address) until we have a good handle on center-of-mass offsets and what the physics
310 // engine moving a child actually means.
311 // The simulator keeps track of where children should be as the linkset moves. Setting
312 // the pos/rot here does not effect that knowledge as there is no good way for the
313 // physics engine to send the simulator an update for a child.
314
315 /*
316 BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo;
317 if (lci != null)
318 {
319 if (inTaintTime)
320 {
321 OMV.Vector3 oldPos = child.RawPosition;
322 child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetFromRoot;
323 child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot;
324 DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}",
325 child.LocalID, oldPos, lci, child.RawPosition);
326 }
327 else
328 {
329 // TaintedObject is not used here so the raw position is set now and not at taint-time.
330 child.Position = LinksetRoot.RawPosition + lci.OffsetFromRoot;
331 child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot;
332 }
333 }
334 else
335 {
336 // This happens when children have been added to the linkset but the linkset
337 // has not been constructed yet. So like, at taint time, adding children to a linkset
338 // and then changing properties of the children (makePhysical, for instance)
339 // but the post-print action of actually rebuilding the linkset has not yet happened.
340 // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}",
341 // LogHeader, child.LocalID);
342 DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID);
343 }
344 */
163 } 345 }
164 346
165 // ================================================================ 347 // ================================================================
166 348
167 // Add a new child to the linkset. 349 // Add a new child to the linkset.
168 // Called while LinkActivity is locked. 350 // Called while LinkActivity is locked.
169 protected override void AddChildToLinkset(BSPhysObject child) 351 protected override void AddChildToLinkset(BSPrimLinkable child)
170 { 352 {
171 if (!HasChild(child)) 353 if (!HasChild(child))
172 { 354 {
@@ -174,24 +356,28 @@ public sealed class BSLinksetCompound : BSLinkset
174 356
175 DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); 357 DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
176 358
177 // Cause constraints and assorted properties to be recomputed before the next simulation step. 359 // Rebuild the compound shape with the new child shape included
178 InternalRefresh(LinksetRoot); 360 ScheduleRebuild(child);
179 } 361 }
180 return; 362 return;
181 } 363 }
182 364
183 // Remove the specified child from the linkset. 365 // Remove the specified child from the linkset.
184 // Safe to call even if the child is not really in my linkset. 366 // Safe to call even if the child is not really in the linkset.
185 protected override void RemoveChildFromLinkset(BSPhysObject child) 367 protected override void RemoveChildFromLinkset(BSPrimLinkable child)
186 { 368 {
369 child.ClearDisplacement();
370
187 if (m_children.Remove(child)) 371 if (m_children.Remove(child))
188 { 372 {
189 DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", 373 DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
190 child.LocalID, 374 child.LocalID,
191 LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), 375 LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString,
192 child.LocalID, child.PhysBody.ptr.ToString("X")); 376 child.LocalID, child.PhysBody.AddrString);
193 377
194 // Cause the child's body to be rebuilt and thus restored to normal operation 378 // Cause the child's body to be rebuilt and thus restored to normal operation
379 RecomputeChildWorldPosition(child, false);
380 child.LinksetInfo = null;
195 child.ForceBodyShapeRebuild(false); 381 child.ForceBodyShapeRebuild(false);
196 382
197 if (!HasAnyChildren) 383 if (!HasAnyChildren)
@@ -201,8 +387,8 @@ public sealed class BSLinksetCompound : BSLinkset
201 } 387 }
202 else 388 else
203 { 389 {
204 // Schedule a rebuild of the linkset before the next simulation tick. 390 // Rebuild the compound shape with the child removed
205 InternalRefresh(LinksetRoot); 391 ScheduleRebuild(LinksetRoot);
206 } 392 }
207 } 393 }
208 return; 394 return;
@@ -213,63 +399,116 @@ public sealed class BSLinksetCompound : BSLinkset
213 // Constraint linksets are rebuilt every time. 399 // Constraint linksets are rebuilt every time.
214 // Note that this works for rebuilding just the root after a linkset is taken apart. 400 // Note that this works for rebuilding just the root after a linkset is taken apart.
215 // Called at taint time!! 401 // Called at taint time!!
402 private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged
216 private void RecomputeLinksetCompound() 403 private void RecomputeLinksetCompound()
217 { 404 {
218 // Cause the root shape to be rebuilt as a compound object with just the root in it 405 try
219 LinksetRoot.ForceBodyShapeRebuild(true); 406 {
407 // Suppress rebuilding while rebuilding. (We know rebuilding is on only one thread.)
408 Rebuilding = true;
220 409
221 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", 410 // Cause the root shape to be rebuilt as a compound object with just the root in it
222 LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); 411 LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime */);
223 412
224 // Add a shape for each of the other children in the linkset 413 // The center of mass for the linkset is the geometric center of the group.
225 ForEachMember(delegate(BSPhysObject cPrim) 414 // Compute a displacement for each component so it is relative to the center-of-mass.
226 { 415 // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass
227 if (!IsRoot(cPrim)) 416 OMV.Vector3 centerOfMassW = LinksetRoot.RawPosition;
417 if (!disableCOM) // DEBUG DEBUG
228 { 418 {
229 // Each child position and rotation is given relative to the root. 419 // Compute a center-of-mass in world coordinates.
230 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); 420 centerOfMassW = ComputeLinksetCenterOfMass();
231 OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; 421 }
232 OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; 422
423 OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation);
424
425 // 'centerDisplacement' is the value to subtract from children to give physical offset position
426 OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation;
427 LinksetRoot.SetEffectiveCenterOfMassW(centerDisplacement);
233 428
234 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", 429 // This causes the physical position of the root prim to be offset to accomodate for the displacements
235 LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, displacementPos, displacementRot); 430 LinksetRoot.ForcePosition = LinksetRoot.RawPosition;
236 431
237 if (cPrim.PhysShape.isNativeShape) 432 // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM
433 PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0 /* childIndex */,
434 -centerDisplacement,
435 OMV.Quaternion.Identity, // LinksetRoot.RawOrientation,
436 false /* shouldRecalculateLocalAabb (is done later after linkset built) */);
437
438 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}",
439 LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement);
440
441 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}",
442 LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren);
443
444 // Add a shape for each of the other children in the linkset
445 int memberIndex = 1;
446 ForEachMember(delegate(BSPrimLinkable cPrim)
447 {
448 if (IsRoot(cPrim))
238 { 449 {
239 // Native shapes are not shared so we need to create a new one. 450 cPrim.LinksetChildIndex = 0;
240 // A mesh or hull is created because scale is not available on a native shape.
241 // (TODO: Bullet does have a btScaledCollisionShape. Can that be used?)
242 BulletShape saveShape = cPrim.PhysShape;
243 cPrim.PhysShape.ptr = IntPtr.Zero; // Don't let the create free the child's shape
244 PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
245 BulletShape newShape = cPrim.PhysShape;
246 cPrim.PhysShape = saveShape;
247 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot);
248 } 451 }
249 else 452 else
250 { 453 {
251 // For the shared shapes (meshes and hulls), just use the shape in the child. 454 cPrim.LinksetChildIndex = memberIndex;
252 if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) 455
456 if (cPrim.PhysShape.isNativeShape)
253 { 457 {
254 PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", 458 // A native shape is turned into a hull collision shape because native
255 LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); 459 // shapes are not shared so we have to hullify it so it will be tracked
460 // and freed at the correct time. This also solves the scaling problem
461 // (native shapes scale but hull/meshes are assumed to not be).
462 // TODO: decide of the native shape can just be used in the compound shape.
463 // Use call to CreateGeomNonSpecial().
464 BulletShape saveShape = cPrim.PhysShape;
465 cPrim.PhysShape.Clear(); // Don't let the create free the child's shape
466 PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null);
467 BulletShape newShape = cPrim.PhysShape;
468 cPrim.PhysShape = saveShape;
469
470 OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
471 OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
472 PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, offsetPos, offsetRot);
473 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}",
474 LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, newShape, offsetPos, offsetRot);
256 } 475 }
257 BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot); 476 else
258 } 477 {
259 } 478 // For the shared shapes (meshes and hulls), just use the shape in the child.
260 return false; // 'false' says to move onto the next child in the list 479 // The reference count added here will be decremented when the compound shape
261 }); 480 // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced).
481 if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape))
482 {
483 PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}",
484 LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape);
485 }
486 OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement;
487 OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation;
488 PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot);
489 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}",
490 LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot);
262 491
263 // With all of the linkset packed into the root prim, it has the mass of everyone. 492 }
264 float linksetMass = LinksetMass; 493 memberIndex++;
265 LinksetRoot.UpdatePhysicalMassProperties(linksetMass); 494 }
495 return false; // 'false' says to move onto the next child in the list
496 });
266 497
267 BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); 498 // With all of the linkset packed into the root prim, it has the mass of everyone.
499 LinksetMass = ComputeLinksetMass();
500 LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true);
268 501
269 // DEBUG: see of inter-linkset collisions are causing problems for constraint linksets. 502 // Enable the physical position updator to return the position and rotation of the root shape
270 // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, 503 PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE);
271 // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); 504 }
505 finally
506 {
507 Rebuilding = false;
508 }
272 509
510 // See that the Aabb surrounds the new shape
511 PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape);
273 } 512 }
274} 513}
275} \ No newline at end of file 514} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
index c855fda..6d252ca 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
@@ -36,23 +36,27 @@ public sealed class BSLinksetConstraints : BSLinkset
36{ 36{
37 // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; 37 // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
38 38
39 public BSLinksetConstraints(BSScene scene, BSPhysObject parent) 39 public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
40 { 40 {
41 base.Initialize(scene, parent);
42 } 41 }
43 42
44 // When physical properties are changed the linkset needs to recalculate 43 // When physical properties are changed the linkset needs to recalculate
45 // its internal properties. 44 // its internal properties.
46 // This is queued in the 'post taint' queue so the 45 // This is queued in the 'post taint' queue so the
47 // refresh will happen once after all the other taints are applied. 46 // refresh will happen once after all the other taints are applied.
48 public override void Refresh(BSPhysObject requestor) 47 public override void Refresh(BSPrimLinkable requestor)
49 { 48 {
50 // Queue to happen after all the other taint processing 49 base.Refresh(requestor);
51 PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() 50
52 { 51 if (HasAnyChildren && IsRoot(requestor))
53 if (HasAnyChildren && IsRoot(requestor)) 52 {
54 RecomputeLinksetConstraints(); 53 // Queue to happen after all the other taint processing
55 }); 54 PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
55 {
56 if (HasAnyChildren && IsRoot(requestor))
57 RecomputeLinksetConstraints();
58 });
59 }
56 } 60 }
57 61
58 // The object is going dynamic (physical). Do any setup necessary 62 // The object is going dynamic (physical). Do any setup necessary
@@ -61,7 +65,7 @@ public sealed class BSLinksetConstraints : BSLinkset
61 // has not yet been fully constructed. 65 // has not yet been fully constructed.
62 // Return 'true' if any properties updated on the passed object. 66 // Return 'true' if any properties updated on the passed object.
63 // Called at taint-time! 67 // Called at taint-time!
64 public override bool MakeDynamic(BSPhysObject child) 68 public override bool MakeDynamic(BSPrimLinkable child)
65 { 69 {
66 // What is done for each object in BSPrim is what we want. 70 // What is done for each object in BSPrim is what we want.
67 return false; 71 return false;
@@ -72,41 +76,29 @@ public sealed class BSLinksetConstraints : BSLinkset
72 // This doesn't normally happen -- OpenSim removes the objects from the physical 76 // This doesn't normally happen -- OpenSim removes the objects from the physical
73 // world if it is a static linkset. 77 // world if it is a static linkset.
74 // Called at taint-time! 78 // Called at taint-time!
75 public override bool MakeStatic(BSPhysObject child) 79 public override bool MakeStatic(BSPrimLinkable child)
76 { 80 {
77 // What is done for each object in BSPrim is what we want. 81 // What is done for each object in BSPrim is what we want.
78 return false; 82 return false;
79 } 83 }
80 84
81 // Called at taint-time!! 85 // Called at taint-time!!
82 public override void UpdateProperties(BSPhysObject updated) 86 public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)
83 { 87 {
84 // Nothing to do for constraints on property updates 88 // Nothing to do for constraints on property updates
85 } 89 }
86 90
87 // The children of the linkset are moved around by the constraints.
88 // Just grab the current values of wherever it is right now.
89 public override OMV.Vector3 Position(BSPhysObject member)
90 {
91 return BulletSimAPI.GetPosition2(member.PhysBody.ptr);
92 }
93
94 public override OMV.Quaternion Orientation(BSPhysObject member)
95 {
96 return BulletSimAPI.GetOrientation2(member.PhysBody.ptr);
97 }
98
99 // Routine called when rebuilding the body of some member of the linkset. 91 // Routine called when rebuilding the body of some member of the linkset.
100 // Destroy all the constraints have have been made to root and set 92 // Destroy all the constraints have have been made to root and set
101 // up to rebuild the constraints before the next simulation step. 93 // up to rebuild the constraints before the next simulation step.
102 // Returns 'true' of something was actually removed and would need restoring 94 // Returns 'true' of something was actually removed and would need restoring
103 // Called at taint-time!! 95 // Called at taint-time!!
104 public override bool RemoveBodyDependencies(BSPrim child) 96 public override bool RemoveBodyDependencies(BSPrimLinkable child)
105 { 97 {
106 bool ret = false; 98 bool ret = false;
107 99
108 DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", 100 DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
109 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X")); 101 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);
110 102
111 lock (m_linksetActivityLock) 103 lock (m_linksetActivityLock)
112 { 104 {
@@ -118,19 +110,11 @@ public sealed class BSLinksetConstraints : BSLinkset
118 return ret; 110 return ret;
119 } 111 }
120 112
121 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
122 // this routine will restore the removed constraints.
123 // Called at taint-time!!
124 public override void RestoreBodyDependencies(BSPrim child)
125 {
126 // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
127 }
128
129 // ================================================================ 113 // ================================================================
130 114
131 // Add a new child to the linkset. 115 // Add a new child to the linkset.
132 // Called while LinkActivity is locked. 116 // Called while LinkActivity is locked.
133 protected override void AddChildToLinkset(BSPhysObject child) 117 protected override void AddChildToLinkset(BSPrimLinkable child)
134 { 118 {
135 if (!HasChild(child)) 119 if (!HasChild(child))
136 { 120 {
@@ -146,17 +130,17 @@ public sealed class BSLinksetConstraints : BSLinkset
146 130
147 // Remove the specified child from the linkset. 131 // Remove the specified child from the linkset.
148 // Safe to call even if the child is not really in my linkset. 132 // Safe to call even if the child is not really in my linkset.
149 protected override void RemoveChildFromLinkset(BSPhysObject child) 133 protected override void RemoveChildFromLinkset(BSPrimLinkable child)
150 { 134 {
151 if (m_children.Remove(child)) 135 if (m_children.Remove(child))
152 { 136 {
153 BSPhysObject rootx = LinksetRoot; // capture the root and body as of now 137 BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now
154 BSPhysObject childx = child; 138 BSPrimLinkable childx = child;
155 139
156 DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", 140 DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
157 childx.LocalID, 141 childx.LocalID,
158 rootx.LocalID, rootx.PhysBody.ptr.ToString("X"), 142 rootx.LocalID, rootx.PhysBody.AddrString,
159 childx.LocalID, childx.PhysBody.ptr.ToString("X")); 143 childx.LocalID, childx.PhysBody.AddrString);
160 144
161 PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() 145 PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
162 { 146 {
@@ -175,13 +159,13 @@ public sealed class BSLinksetConstraints : BSLinkset
175 159
176 // Create a constraint between me (root of linkset) and the passed prim (the child). 160 // Create a constraint between me (root of linkset) and the passed prim (the child).
177 // Called at taint time! 161 // Called at taint time!
178 private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) 162 private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
179 { 163 {
180 // Don't build the constraint when asked. Put it off until just before the simulation step. 164 // Don't build the constraint when asked. Put it off until just before the simulation step.
181 Refresh(rootPrim); 165 Refresh(rootPrim);
182 } 166 }
183 167
184 private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim) 168 private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
185 { 169 {
186 // Zero motion for children so they don't interpolate 170 // Zero motion for children so they don't interpolate
187 childPrim.ZeroMotion(true); 171 childPrim.ZeroMotion(true);
@@ -195,8 +179,8 @@ public sealed class BSLinksetConstraints : BSLinkset
195 179
196 DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", 180 DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
197 rootPrim.LocalID, 181 rootPrim.LocalID,
198 rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), 182 rootPrim.LocalID, rootPrim.PhysBody.AddrString,
199 childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"), 183 childPrim.LocalID, childPrim.PhysBody.AddrString,
200 rootPrim.Position, childPrim.Position, midPoint); 184 rootPrim.Position, childPrim.Position, midPoint);
201 185
202 // create a constraint that allows no freedom of movement between the two objects 186 // create a constraint that allows no freedom of movement between the two objects
@@ -239,14 +223,14 @@ public sealed class BSLinksetConstraints : BSLinkset
239 constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); 223 constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
240 224
241 // tweek the constraint to increase stability 225 // tweek the constraint to increase stability
242 constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); 226 constrain.UseFrameOffset(BSParam.LinkConstraintUseFrameOffset);
243 constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), 227 constrain.TranslationalLimitMotor(BSParam.LinkConstraintEnableTransMotor,
244 PhysicsScene.Params.linkConstraintTransMotorMaxVel, 228 BSParam.LinkConstraintTransMotorMaxVel,
245 PhysicsScene.Params.linkConstraintTransMotorMaxForce); 229 BSParam.LinkConstraintTransMotorMaxForce);
246 constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); 230 constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
247 if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) 231 if (BSParam.LinkConstraintSolverIterations != 0f)
248 { 232 {
249 constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); 233 constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
250 } 234 }
251 return constrain; 235 return constrain;
252 } 236 }
@@ -255,19 +239,19 @@ public sealed class BSLinksetConstraints : BSLinkset
255 // The root and child bodies are passed in because we need to remove the constraint between 239 // The root and child bodies are passed in because we need to remove the constraint between
256 // the bodies that were present at unlink time. 240 // the bodies that were present at unlink time.
257 // Called at taint time! 241 // Called at taint time!
258 private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) 242 private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
259 { 243 {
260 bool ret = false; 244 bool ret = false;
261 DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", 245 DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
262 rootPrim.LocalID, 246 rootPrim.LocalID,
263 rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), 247 rootPrim.LocalID, rootPrim.PhysBody.AddrString,
264 childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X")); 248 childPrim.LocalID, childPrim.PhysBody.AddrString);
265 249
266 // Find the constraint for this link and get rid of it from the overall collection and from my list 250 // Find the constraint for this link and get rid of it from the overall collection and from my list
267 if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) 251 if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
268 { 252 {
269 // Make the child refresh its location 253 // Make the child refresh its location
270 BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr); 254 PhysicsScene.PE.PushUpdate(childPrim.PhysBody);
271 ret = true; 255 ret = true;
272 } 256 }
273 257
@@ -277,7 +261,7 @@ public sealed class BSLinksetConstraints : BSLinkset
277 // Remove linkage between myself and any possible children I might have. 261 // Remove linkage between myself and any possible children I might have.
278 // Returns 'true' of any constraints were destroyed. 262 // Returns 'true' of any constraints were destroyed.
279 // Called at taint time! 263 // Called at taint time!
280 private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) 264 private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim)
281 { 265 {
282 DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); 266 DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
283 267
@@ -292,20 +276,17 @@ public sealed class BSLinksetConstraints : BSLinkset
292 private void RecomputeLinksetConstraints() 276 private void RecomputeLinksetConstraints()
293 { 277 {
294 float linksetMass = LinksetMass; 278 float linksetMass = LinksetMass;
295 LinksetRoot.UpdatePhysicalMassProperties(linksetMass); 279 LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true);
296 280
297 // DEBUG: see of inter-linkset collisions are causing problems
298 // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
299 // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
300 DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", 281 DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
301 LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass); 282 LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass);
302 283
303 foreach (BSPhysObject child in m_children) 284 foreach (BSPrimLinkable child in m_children)
304 { 285 {
305 // A child in the linkset physically shows the mass of the whole linkset. 286 // A child in the linkset physically shows the mass of the whole linkset.
306 // This allows Bullet to apply enough force on the child to move the whole linkset. 287 // This allows Bullet to apply enough force on the child to move the whole linkset.
307 // (Also do the mass stuff before recomputing the constraint so mass is not zero.) 288 // (Also do the mass stuff before recomputing the constraint so mass is not zero.)
308 child.UpdatePhysicalMassProperties(linksetMass); 289 child.UpdatePhysicalMassProperties(linksetMass, true);
309 290
310 BSConstraint constrain; 291 BSConstraint constrain;
311 if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) 292 if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain))
@@ -315,11 +296,7 @@ public sealed class BSLinksetConstraints : BSLinkset
315 } 296 }
316 constrain.RecomputeConstraintVariables(linksetMass); 297 constrain.RecomputeConstraintVariables(linksetMass);
317 298
318 // DEBUG: see of inter-linkset collisions are causing problems 299 // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
319 // BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr,
320 // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
321
322 // BulletSimAPI.DumpConstraint2(PhysicsScene.World.ptr, constrain.Constraint.ptr); // DEBUG DEBUG
323 } 300 }
324 301
325 } 302 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs
new file mode 100755
index 0000000..92d62ff
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs
@@ -0,0 +1,200 @@
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 copyrightD
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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30using System.Reflection;
31using Nini.Config;
32
33namespace OpenSim.Region.Physics.BulletSPlugin
34{
35
36public struct MaterialAttributes
37{
38 // Material type values that correspond with definitions for LSL
39 public enum Material : int
40 {
41 Stone = 0,
42 Metal,
43 Glass,
44 Wood,
45 Flesh,
46 Plastic,
47 Rubber,
48 Light,
49 // Hereafter are BulletSim additions
50 Avatar,
51 NumberOfTypes // the count of types in the enum.
52 }
53
54 // Names must be in the order of the above enum.
55 // These names must coorespond to the lower case field names in the MaterialAttributes
56 // structure as reflection is used to select the field to put the value in.
57 public static readonly string[] MaterialAttribs = { "Density", "Friction", "Restitution"};
58
59 public MaterialAttributes(string t, float d, float f, float r)
60 {
61 type = t;
62 density = d;
63 friction = f;
64 restitution = r;
65 }
66 public string type;
67 public float density;
68 public float friction;
69 public float restitution;
70}
71
72public static class BSMaterials
73{
74 // Attributes for each material type
75 private static readonly MaterialAttributes[] Attributes;
76
77 // Map of material name to material type code
78 public static readonly Dictionary<string, MaterialAttributes.Material> MaterialMap;
79
80 static BSMaterials()
81 {
82 // Attribute sets for both the non-physical and physical instances of materials.
83 Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2];
84
85 // Map of name to type code.
86 MaterialMap = new Dictionary<string, MaterialAttributes.Material>();
87 MaterialMap.Add("Stone", MaterialAttributes.Material.Stone);
88 MaterialMap.Add("Metal", MaterialAttributes.Material.Metal);
89 MaterialMap.Add("Glass", MaterialAttributes.Material.Glass);
90 MaterialMap.Add("Wood", MaterialAttributes.Material.Wood);
91 MaterialMap.Add("Flesh", MaterialAttributes.Material.Flesh);
92 MaterialMap.Add("Plastic", MaterialAttributes.Material.Plastic);
93 MaterialMap.Add("Rubber", MaterialAttributes.Material.Rubber);
94 MaterialMap.Add("Light", MaterialAttributes.Material.Light);
95 MaterialMap.Add("Avatar", MaterialAttributes.Material.Avatar);
96 }
97
98 // This is where all the default material attributes are defined.
99 public static void InitializeFromDefaults(ConfigurationParameters parms)
100 {
101 // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL
102 float dDensity = parms.defaultDensity;
103 float dFriction = parms.defaultFriction;
104 float dRestitution = parms.defaultRestitution;
105 Attributes[(int)MaterialAttributes.Material.Stone] =
106 new MaterialAttributes("stone",dDensity, 0.8f, 0.4f);
107 Attributes[(int)MaterialAttributes.Material.Metal] =
108 new MaterialAttributes("metal",dDensity, 0.3f, 0.4f);
109 Attributes[(int)MaterialAttributes.Material.Glass] =
110 new MaterialAttributes("glass",dDensity, 0.2f, 0.7f);
111 Attributes[(int)MaterialAttributes.Material.Wood] =
112 new MaterialAttributes("wood",dDensity, 0.6f, 0.5f);
113 Attributes[(int)MaterialAttributes.Material.Flesh] =
114 new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f);
115 Attributes[(int)MaterialAttributes.Material.Plastic] =
116 new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f);
117 Attributes[(int)MaterialAttributes.Material.Rubber] =
118 new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f);
119 Attributes[(int)MaterialAttributes.Material.Light] =
120 new MaterialAttributes("light",dDensity, dFriction, dRestitution);
121 Attributes[(int)MaterialAttributes.Material.Avatar] =
122 new MaterialAttributes("avatar",3.5f, 0.2f, 0f);
123
124 Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] =
125 new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f);
126 Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] =
127 new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f);
128 Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] =
129 new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f);
130 Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] =
131 new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f);
132 Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] =
133 new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f);
134 Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] =
135 new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f);
136 Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] =
137 new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f);
138 Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] =
139 new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution);
140 Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] =
141 new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f);
142 }
143
144 // Under the [BulletSim] section, one can change the individual material
145 // attribute values. The format of the configuration parameter is:
146 // <materialName><Attribute>["Physical"] = floatValue
147 // For instance:
148 // [BulletSim]
149 // StoneFriction = 0.2
150 // FleshRestitutionPhysical = 0.8
151 // Materials can have different parameters for their static and
152 // physical instantiations. When setting the non-physical value,
153 // both values are changed. Setting the physical value only changes
154 // the physical value.
155 public static void InitializefromParameters(IConfig pConfig)
156 {
157 foreach (KeyValuePair<string, MaterialAttributes.Material> kvp in MaterialMap)
158 {
159 string matName = kvp.Key;
160 foreach (string attribName in MaterialAttributes.MaterialAttribs)
161 {
162 string paramName = matName + attribName;
163 if (pConfig.Contains(paramName))
164 {
165 float paramValue = pConfig.GetFloat(paramName);
166 SetAttributeValue((int)kvp.Value, attribName, paramValue);
167 // set the physical value also
168 SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue);
169 }
170 paramName += "Physical";
171 if (pConfig.Contains(paramName))
172 {
173 float paramValue = pConfig.GetFloat(paramName);
174 SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue);
175 }
176 }
177 }
178 }
179
180 // Use reflection to set the value in the attribute structure.
181 private static void SetAttributeValue(int matType, string attribName, float val)
182 {
183 MaterialAttributes thisAttrib = Attributes[matType];
184 FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower());
185 if (fieldInfo != null)
186 {
187 fieldInfo.SetValue(thisAttrib, val);
188 Attributes[matType] = thisAttrib;
189 }
190 }
191
192 // Given a material type, return a structure of attributes.
193 public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical)
194 {
195 int ind = (int)type;
196 if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes;
197 return Attributes[ind];
198 }
199}
200}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index bc6e4c4..9501e2d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -1,104 +1,486 @@
1using System; 1/*
2using System.Collections.Generic; 2 * Copyright (c) Contributors, http://opensimulator.org/
3using System.Text; 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4using OpenMetaverse; 4 *
5 5 * Redistribution and use in source and binary forms, with or without
6namespace OpenSim.Region.Physics.BulletSPlugin 6 * modification, are permitted provided that the following conditions are met:
7{ 7 * * Redistributions of source code must retain the above copyright
8public abstract class BSMotor 8 * notice, this list of conditions and the following disclaimer.
9{ 9 * * Redistributions in binary form must reproduce the above copyright
10 public virtual void Reset() { } 10 * notice, this list of conditions and the following disclaimer in the
11 public virtual void Zero() { } 11 * documentation and/or other materials provided with the distribution.
12} 12 * * Neither the name of the OpenSimulator Project nor the
13// Can all the incremental stepping be replaced with motor classes? 13 * names of its contributors may be used to endorse or promote products
14public class BSVMotor : BSMotor 14 * derived from this software without specific prior written permission.
15{ 15 *
16 public Vector3 FrameOfReference { get; set; } 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 public Vector3 Offset { get; set; } 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 public float TimeScale { get; set; } 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 public float TargetValueDecayTimeScale { get; set; } 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 public Vector3 CurrentValueReductionTimescale { get; set; } 21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 public float Efficiency { get; set; } 22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 public Vector3 TargetValue { get; private set; } 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 public Vector3 CurrentValue { get; private set; } 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 26 *
27 27 */
28 28using System;
29 BSVMotor(float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) 29using System.Collections.Generic;
30 { 30using System.Text;
31 TimeScale = timeScale; 31using OpenMetaverse;
32 TargetValueDecayTimeScale = decayTimeScale; 32using OpenSim.Framework;
33 CurrentValueReductionTimescale = frictionTimeScale; 33
34 Efficiency = efficiency; 34namespace OpenSim.Region.Physics.BulletSPlugin
35 } 35{
36 public void SetCurrent(Vector3 current) 36public abstract class BSMotor
37 { 37{
38 CurrentValue = current; 38 // Timescales and other things can be turned off by setting them to 'infinite'.
39 } 39 public const float Infinite = 12345.6f;
40 public void SetTarget(Vector3 target) 40 public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite);
41 { 41
42 TargetValue = target; 42 public BSMotor(string useName)
43 } 43 {
44 public Vector3 Step(float timeStep) 44 UseName = useName;
45 { 45 PhysicsScene = null;
46 if (CurrentValue.LengthSquared() > 0.001f) 46 Enabled = true;
47 { 47 }
48 // Vector3 origDir = Target; // DEBUG 48 public virtual bool Enabled { get; set; }
49 // Vector3 origVel = CurrentValue; // DEBUG 49 public virtual void Reset() { }
50 50 public virtual void Zero() { }
51 // Add (desiredVelocity - currentAppliedVelocity) / howLongItShouldTakeToComplete 51 public virtual void GenerateTestOutput(float timeStep) { }
52 Vector3 addAmount = (TargetValue - CurrentValue)/(TargetValue) * timeStep; 52
53 CurrentValue += addAmount; 53 // A name passed at motor creation for easily identifyable debugging messages.
54 54 public string UseName { get; private set; }
55 float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; 55
56 TargetValue *= (1f - decayFactor); 56 // Used only for outputting debug information. Might not be set so check for null.
57 57 public BSScene PhysicsScene { get; set; }
58 Vector3 frictionFactor = (Vector3.One / CurrentValueReductionTimescale) * timeStep; 58 protected void MDetailLog(string msg, params Object[] parms)
59 CurrentValue *= (Vector3.One - frictionFactor); 59 {
60 } 60 if (PhysicsScene != null)
61 else 61 {
62 { 62 PhysicsScene.DetailLog(msg, parms);
63 // if what remains of direction is very small, zero it. 63 }
64 TargetValue = Vector3.Zero; 64 }
65 CurrentValue = Vector3.Zero; 65}
66 66
67 // VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); 67// Motor which moves CurrentValue to TargetValue over TimeScale seconds.
68 } 68// The TargetValue decays in TargetValueDecayTimeScale and
69 return CurrentValue; 69// the CurrentValue will be held back by FrictionTimeScale.
70 } 70// This motor will "zero itself" over time in that the targetValue will
71} 71// decay to zero and the currentValue will follow it to that zero.
72 72// The overall effect is for the returned correction value to go from large
73public class BSFMotor : BSMotor 73// values (the total difference between current and target minus friction)
74{ 74// to small and eventually zero values.
75 public float TimeScale { get; set; } 75// TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay.
76 public float DecayTimeScale { get; set; } 76
77 public float Friction { get; set; } 77// For instance, if something is moving at speed X and the desired speed is Y,
78 public float Efficiency { get; set; } 78// CurrentValue is X and TargetValue is Y. As the motor is stepped, new
79 79// values of CurrentValue are returned that approach the TargetValue.
80 public float Target { get; private set; } 80// The feature of decaying TargetValue is so vehicles will eventually
81 public float CurrentValue { get; private set; } 81// come to a stop rather than run forever. This can be disabled by
82 82// setting TargetValueDecayTimescale to 'infinite'.
83 BSFMotor(float timeScale, float decayTimescale, float friction, float efficiency) 83// The change from CurrentValue to TargetValue is linear over TimeScale seconds.
84 { 84public class BSVMotor : BSMotor
85 } 85{
86 public void SetCurrent(float target) 86 // public Vector3 FrameOfReference { get; set; }
87 { 87 // public Vector3 Offset { get; set; }
88 } 88
89 public void SetTarget(float target) 89 public virtual float TimeScale { get; set; }
90 { 90 public virtual float TargetValueDecayTimeScale { get; set; }
91 } 91 public virtual Vector3 FrictionTimescale { get; set; }
92 public float Step(float timeStep) 92 public virtual float Efficiency { get; set; }
93 { 93
94 return 0f; 94 public virtual float ErrorZeroThreshold { get; set; }
95 } 95
96} 96 public virtual Vector3 TargetValue { get; protected set; }
97public class BSPIDMotor : BSMotor 97 public virtual Vector3 CurrentValue { get; protected set; }
98{ 98 public virtual Vector3 LastError { get; protected set; }
99 // TODO: write and use this one 99
100 BSPIDMotor() 100 public virtual bool ErrorIsZero()
101 { 101 {
102 } 102 return ErrorIsZero(LastError);
103} 103 }
104} 104 public virtual bool ErrorIsZero(Vector3 err)
105 {
106 return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold));
107 }
108
109 public BSVMotor(string useName)
110 : base(useName)
111 {
112 TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite;
113 Efficiency = 1f;
114 FrictionTimescale = BSMotor.InfiniteVector;
115 CurrentValue = TargetValue = Vector3.Zero;
116 ErrorZeroThreshold = 0.001f;
117 }
118 public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)
119 : this(useName)
120 {
121 TimeScale = timeScale;
122 TargetValueDecayTimeScale = decayTimeScale;
123 FrictionTimescale = frictionTimeScale;
124 Efficiency = efficiency;
125 CurrentValue = TargetValue = Vector3.Zero;
126 }
127 public void SetCurrent(Vector3 current)
128 {
129 CurrentValue = current;
130 }
131 public void SetTarget(Vector3 target)
132 {
133 TargetValue = target;
134 }
135 public override void Zero()
136 {
137 base.Zero();
138 CurrentValue = TargetValue = Vector3.Zero;
139 }
140
141 // Compute the next step and return the new current value.
142 // Returns the correction needed to move 'current' to 'target'.
143 public virtual Vector3 Step(float timeStep)
144 {
145 if (!Enabled) return TargetValue;
146
147 Vector3 origTarget = TargetValue; // DEBUG
148 Vector3 origCurrVal = CurrentValue; // DEBUG
149
150 Vector3 correction = Vector3.Zero;
151 Vector3 error = TargetValue - CurrentValue;
152 LastError = error;
153 if (!ErrorIsZero(error))
154 {
155 correction = StepError(timeStep, error);
156
157 CurrentValue += correction;
158
159 // The desired value reduces to zero which also reduces the difference with current.
160 // If the decay time is infinite, don't decay at all.
161 float decayFactor = 0f;
162 if (TargetValueDecayTimeScale != BSMotor.Infinite)
163 {
164 decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
165 TargetValue *= (1f - decayFactor);
166 }
167
168 // The amount we can correct the error is reduced by the friction
169 Vector3 frictionFactor = Vector3.Zero;
170 if (FrictionTimescale != BSMotor.InfiniteVector)
171 {
172 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
173 // Individual friction components can be 'infinite' so compute each separately.
174 frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X);
175 frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y);
176 frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z);
177 frictionFactor *= timeStep;
178 CurrentValue *= (Vector3.One - frictionFactor);
179 }
180
181 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}",
182 BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
183 timeStep, error, correction);
184 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}",
185 BSScene.DetailLogZero, UseName,
186 TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor,
187 TargetValue, CurrentValue);
188 }
189 else
190 {
191 // Difference between what we have and target is small. Motor is done.
192 if (TargetValue.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
193 {
194 // The target can step down to nearly zero but not get there. If close to zero
195 // it is really zero.
196 TargetValue = Vector3.Zero;
197 }
198 CurrentValue = TargetValue;
199 MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}",
200 BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue);
201 }
202
203 return correction;
204 }
205 // version of step that sets the current value before doing the step
206 public virtual Vector3 Step(float timeStep, Vector3 current)
207 {
208 CurrentValue = current;
209 return Step(timeStep);
210 }
211 public virtual Vector3 StepError(float timeStep, Vector3 error)
212 {
213 if (!Enabled) return Vector3.Zero;
214
215 Vector3 returnCorrection = Vector3.Zero;
216 if (!ErrorIsZero(error))
217 {
218 // correction = error / secondsItShouldTakeToCorrect
219 Vector3 correctionAmount;
220 if (TimeScale == 0f || TimeScale == BSMotor.Infinite)
221 correctionAmount = error * timeStep;
222 else
223 correctionAmount = error / TimeScale * timeStep;
224
225 returnCorrection = correctionAmount;
226 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}",
227 BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount);
228 }
229 return returnCorrection;
230 }
231
232 // The user sets all the parameters and calls this which outputs values until error is zero.
233 public override void GenerateTestOutput(float timeStep)
234 {
235 // maximum number of outputs to generate.
236 int maxOutput = 50;
237 MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName);
238 MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}",
239 BSScene.DetailLogZero, UseName,
240 TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency,
241 CurrentValue, TargetValue);
242
243 LastError = BSMotor.InfiniteVector;
244 while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
245 {
246 Vector3 lastStep = Step(timeStep);
247 MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}",
248 BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep);
249 }
250 MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName);
251
252
253 }
254
255 public override string ToString()
256 {
257 return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>",
258 UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale);
259 }
260}
261
262// ============================================================================
263// ============================================================================
264public class BSFMotor : BSMotor
265{
266 public virtual float TimeScale { get; set; }
267 public virtual float TargetValueDecayTimeScale { get; set; }
268 public virtual float FrictionTimescale { get; set; }
269 public virtual float Efficiency { get; set; }
270
271 public virtual float ErrorZeroThreshold { get; set; }
272
273 public virtual float TargetValue { get; protected set; }
274 public virtual float CurrentValue { get; protected set; }
275 public virtual float LastError { get; protected set; }
276
277 public virtual bool ErrorIsZero()
278 {
279 return ErrorIsZero(LastError);
280 }
281 public virtual bool ErrorIsZero(float err)
282 {
283 return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold);
284 }
285
286 public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency)
287 : base(useName)
288 {
289 TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite;
290 Efficiency = 1f;
291 FrictionTimescale = BSMotor.Infinite;
292 CurrentValue = TargetValue = 0f;
293 ErrorZeroThreshold = 0.01f;
294 }
295 public void SetCurrent(float current)
296 {
297 CurrentValue = current;
298 }
299 public void SetTarget(float target)
300 {
301 TargetValue = target;
302 }
303 public override void Zero()
304 {
305 base.Zero();
306 CurrentValue = TargetValue = 0f;
307 }
308
309 public virtual float Step(float timeStep)
310 {
311 if (!Enabled) return TargetValue;
312
313 float origTarget = TargetValue; // DEBUG
314 float origCurrVal = CurrentValue; // DEBUG
315
316 float correction = 0f;
317 float error = TargetValue - CurrentValue;
318 LastError = error;
319 if (!ErrorIsZero(error))
320 {
321 correction = StepError(timeStep, error);
322
323 CurrentValue += correction;
324
325 // The desired value reduces to zero which also reduces the difference with current.
326 // If the decay time is infinite, don't decay at all.
327 float decayFactor = 0f;
328 if (TargetValueDecayTimeScale != BSMotor.Infinite)
329 {
330 decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
331 TargetValue *= (1f - decayFactor);
332 }
333
334 // The amount we can correct the error is reduced by the friction
335 float frictionFactor = 0f;
336 if (FrictionTimescale != BSMotor.Infinite)
337 {
338 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
339 // Individual friction components can be 'infinite' so compute each separately.
340 frictionFactor = 1f / FrictionTimescale;
341 frictionFactor *= timeStep;
342 CurrentValue *= (1f - frictionFactor);
343 }
344
345 MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}",
346 BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
347 timeStep, error, correction);
348 MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}",
349 BSScene.DetailLogZero, UseName,
350 TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor,
351 TargetValue, CurrentValue);
352 }
353 else
354 {
355 // Difference between what we have and target is small. Motor is done.
356 if (Util.InRange<float>(TargetValue, -ErrorZeroThreshold, ErrorZeroThreshold))
357 {
358 // The target can step down to nearly zero but not get there. If close to zero
359 // it is really zero.
360 TargetValue = 0f;
361 }
362 CurrentValue = TargetValue;
363 MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}",
364 BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue);
365 }
366
367 return CurrentValue;
368 }
369
370 public virtual float StepError(float timeStep, float error)
371 {
372 if (!Enabled) return 0f;
373
374 float returnCorrection = 0f;
375 if (!ErrorIsZero(error))
376 {
377 // correction = error / secondsItShouldTakeToCorrect
378 float correctionAmount;
379 if (TimeScale == 0f || TimeScale == BSMotor.Infinite)
380 correctionAmount = error * timeStep;
381 else
382 correctionAmount = error / TimeScale * timeStep;
383
384 returnCorrection = correctionAmount;
385 MDetailLog("{0}, BSFMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}",
386 BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount);
387 }
388 return returnCorrection;
389 }
390
391 public override string ToString()
392 {
393 return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>",
394 UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale);
395 }
396
397}
398
399// ============================================================================
400// ============================================================================
401// Proportional, Integral, Derivitive Motor
402// Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors.
403public class BSPIDVMotor : BSVMotor
404{
405 // Larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10.
406 public Vector3 proportionFactor { get; set; }
407 public Vector3 integralFactor { get; set; }
408 public Vector3 derivFactor { get; set; }
409
410 // The factors are vectors for the three dimensions. This is the proportional of each
411 // that is applied. This could be multiplied through the actual factors but it
412 // is sometimes easier to manipulate the factors and their mix separately.
413 // to
414 public Vector3 FactorMix;
415
416 // Arbritrary factor range.
417 // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct.
418 public float EfficiencyHigh = 0.4f;
419 public float EfficiencyLow = 4.0f;
420
421 // Running integration of the error
422 Vector3 RunningIntegration { get; set; }
423
424 public BSPIDVMotor(string useName)
425 : base(useName)
426 {
427 proportionFactor = new Vector3(1.00f, 1.00f, 1.00f);
428 integralFactor = new Vector3(1.00f, 1.00f, 1.00f);
429 derivFactor = new Vector3(1.00f, 1.00f, 1.00f);
430 FactorMix = new Vector3(0.5f, 0.25f, 0.25f);
431 RunningIntegration = Vector3.Zero;
432 LastError = Vector3.Zero;
433 }
434
435 public override void Zero()
436 {
437 base.Zero();
438 }
439
440 public override float Efficiency
441 {
442 get { return base.Efficiency; }
443 set
444 {
445 base.Efficiency = Util.Clamp(value, 0f, 1f);
446
447 // Compute factors based on efficiency.
448 // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot.
449 // If efficiency is low (0f), use a factor value that overcorrects.
450 // TODO: might want to vary contribution of different factor depending on efficiency.
451 float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
452 // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
453
454 proportionFactor = new Vector3(factor, factor, factor);
455 integralFactor = new Vector3(factor, factor, factor);
456 derivFactor = new Vector3(factor, factor, factor);
457
458 MDetailLog("{0},BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor);
459 }
460 }
461
462 // Advance the PID computation on this error.
463 public override Vector3 StepError(float timeStep, Vector3 error)
464 {
465 if (!Enabled) return Vector3.Zero;
466
467 // Add up the error so we can integrate over the accumulated errors
468 RunningIntegration += error * timeStep;
469
470 // A simple derivitive is the rate of change from the last error.
471 Vector3 derivitive = (error - LastError) * timeStep;
472 LastError = error;
473
474 // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError)
475 Vector3 ret = error * timeStep * proportionFactor * FactorMix.X
476 + RunningIntegration * integralFactor * FactorMix.Y
477 + derivitive * derivFactor * FactorMix.Z
478 ;
479
480 MDetailLog("{0},BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}",
481 BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret);
482
483 return ret;
484 }
485}
486}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
new file mode 100755
index 0000000..4d89a88
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -0,0 +1,771 @@
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 copyrightD
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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OpenSim.Region.Physics.Manager;
32
33using OpenMetaverse;
34using Nini.Config;
35
36namespace OpenSim.Region.Physics.BulletSPlugin
37{
38public static class BSParam
39{
40 private static string LogHeader = "[BULLETSIM PARAMETERS]";
41
42 // Tuning notes:
43 // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575
44 // Contact points can be added even if the distance is positive. The constraint solver can deal with
45 // contacts with positive distances as well as negative (penetration). Contact points are discarded
46 // if the distance exceeds a certain threshold.
47 // Bullet has a contact processing threshold and a contact breaking threshold.
48 // If the distance is larger than the contact breaking threshold, it will be removed after one frame.
49 // If the distance is larger than the contact processing threshold, the constraint solver will ignore it.
50
51 // This is separate/independent from the collision margin. The collision margin increases the object a bit
52 // to improve collision detection performance and accuracy.
53 // ===================
54 // From:
55
56 // Level of Detail values kept as float because that's what the Meshmerizer wants
57 public static float MeshLOD { get; private set; }
58 public static float MeshCircularLOD { get; private set; }
59 public static float MeshMegaPrimLOD { get; private set; }
60 public static float MeshMegaPrimThreshold { get; private set; }
61 public static float SculptLOD { get; private set; }
62
63 public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
64 public static float UpdateVelocityChangeThreshold { get; private set; }
65
66 public static float MinimumObjectMass { get; private set; }
67 public static float MaximumObjectMass { get; private set; }
68 public static float MaxLinearVelocity { get; private set; }
69 public static float MaxLinearVelocitySquared { get; private set; }
70 public static float MaxAngularVelocity { get; private set; }
71 public static float MaxAngularVelocitySquared { get; private set; }
72 public static float MaxAddForceMagnitude { get; private set; }
73 public static float MaxAddForceMagnitudeSquared { get; private set; }
74 public static float DensityScaleFactor { get; private set; }
75
76 public static float LinearDamping { get; private set; }
77 public static float AngularDamping { get; private set; }
78 public static float DeactivationTime { get; private set; }
79 public static float LinearSleepingThreshold { get; private set; }
80 public static float AngularSleepingThreshold { get; private set; }
81 public static float CcdMotionThreshold { get; private set; }
82 public static float CcdSweptSphereRadius { get; private set; }
83 public static float ContactProcessingThreshold { get; private set; }
84
85 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
86 public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
87 public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
88 public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
89
90 public static float TerrainImplementation { get; private set; }
91 public static int TerrainMeshMagnification { get; private set; }
92 public static float TerrainFriction { get; private set; }
93 public static float TerrainHitFraction { get; private set; }
94 public static float TerrainRestitution { get; private set; }
95 public static float TerrainContactProcessingThreshold { get; private set; }
96 public static float TerrainCollisionMargin { get; private set; }
97
98 public static float DefaultFriction { get; private set; }
99 public static float DefaultDensity { get; private set; }
100 public static float DefaultRestitution { get; private set; }
101 public static float CollisionMargin { get; private set; }
102 public static float Gravity { get; private set; }
103
104 // Physics Engine operation
105 public static float MaxPersistantManifoldPoolSize { get; private set; }
106 public static float MaxCollisionAlgorithmPoolSize { get; private set; }
107 public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; }
108 public static bool ShouldForceUpdateAllAabbs { get; private set; }
109 public static bool ShouldRandomizeSolverOrder { get; private set; }
110 public static bool ShouldSplitSimulationIslands { get; private set; }
111 public static bool ShouldEnableFrictionCaching { get; private set; }
112 public static float NumberOfSolverIterations { get; private set; }
113 public static bool UseSingleSidedMeshes { get; private set; }
114 public static float GlobalContactBreakingThreshold { get; private set; }
115
116 // Avatar parameters
117 public static float AvatarFriction { get; private set; }
118 public static float AvatarStandingFriction { get; private set; }
119 public static float AvatarAlwaysRunFactor { get; private set; }
120 public static float AvatarDensity { get; private set; }
121 public static float AvatarRestitution { get; private set; }
122 public static float AvatarCapsuleWidth { get; private set; }
123 public static float AvatarCapsuleDepth { get; private set; }
124 public static float AvatarCapsuleHeight { get; private set; }
125 public static float AvatarContactProcessingThreshold { get; private set; }
126 public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
127 public static float AvatarStepHeight { get; private set; }
128 public static float AvatarStepApproachFactor { get; private set; }
129 public static float AvatarStepForceFactor { get; private set; }
130
131 // Vehicle parameters
132 public static float VehicleMaxLinearVelocity { get; private set; }
133 public static float VehicleMaxLinearVelocitySquared { get; private set; }
134 public static float VehicleMaxAngularVelocity { get; private set; }
135 public static float VehicleMaxAngularVelocitySq { get; private set; }
136 public static float VehicleAngularDamping { get; private set; }
137 public static float VehicleFriction { get; private set; }
138 public static float VehicleRestitution { get; private set; }
139 public static Vector3 VehicleLinearFactor { get; private set; }
140 public static Vector3 VehicleAngularFactor { get; private set; }
141 public static float VehicleGroundGravityFudge { get; private set; }
142 public static float VehicleAngularBankingTimescaleFudge { get; private set; }
143 public static bool VehicleDebuggingEnabled { get; private set; }
144
145 // Linkset implementation parameters
146 public static float LinksetImplementation { get; private set; }
147 public static bool LinkConstraintUseFrameOffset { get; private set; }
148 public static bool LinkConstraintEnableTransMotor { get; private set; }
149 public static float LinkConstraintTransMotorMaxVel { get; private set; }
150 public static float LinkConstraintTransMotorMaxForce { get; private set; }
151 public static float LinkConstraintERP { get; private set; }
152 public static float LinkConstraintCFM { get; private set; }
153 public static float LinkConstraintSolverIterations { get; private set; }
154
155 public static float PID_D { get; private set; } // derivative
156 public static float PID_P { get; private set; } // proportional
157
158 // Various constants that come from that other virtual world that shall not be named.
159 public const float MinGravityZ = -1f;
160 public const float MaxGravityZ = 28f;
161 public const float MinFriction = 0f;
162 public const float MaxFriction = 255f;
163 public const float MinDensity = 0.01f;
164 public const float MaxDensity = 22587f;
165 public const float MinRestitution = 0f;
166 public const float MaxRestitution = 1f;
167
168 // =====================================================================================
169 // =====================================================================================
170
171 // Base parameter definition that gets and sets parameter values via a string
172 public abstract class ParameterDefnBase
173 {
174 public string name; // string name of the parameter
175 public string desc; // a short description of what the parameter means
176 public ParameterDefnBase(string pName, string pDesc)
177 {
178 name = pName;
179 desc = pDesc;
180 }
181 // Set the parameter value to the default
182 public abstract void AssignDefault(BSScene s);
183 // Get the value as a string
184 public abstract string GetValue(BSScene s);
185 // Set the value to this string value
186 public abstract void SetValue(BSScene s, string valAsString);
187 // set the value on a particular object (usually sets in physics engine)
188 public abstract void SetOnObject(BSScene s, BSPhysObject obj);
189 public abstract bool HasSetOnObject { get; }
190 }
191
192 // Specific parameter definition for a parameter of a specific type.
193 public delegate T PGetValue<T>(BSScene s);
194 public delegate void PSetValue<T>(BSScene s, T val);
195 public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
196 public sealed class ParameterDefn<T> : ParameterDefnBase
197 {
198 T defaultValue;
199 PSetValue<T> setter;
200 PGetValue<T> getter;
201 PSetOnObject<T> objectSet;
202 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
203 : base(pName, pDesc)
204 {
205 defaultValue = pDefault;
206 setter = pSetter;
207 getter = pGetter;
208 objectSet = null;
209 }
210 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
211 : base(pName, pDesc)
212 {
213 defaultValue = pDefault;
214 setter = pSetter;
215 getter = pGetter;
216 objectSet = pObjSetter;
217 }
218 public override void AssignDefault(BSScene s)
219 {
220 setter(s, defaultValue);
221 }
222 public override string GetValue(BSScene s)
223 {
224 return String.Format("{0}", getter(s));
225 }
226 public override void SetValue(BSScene s, string valAsString)
227 {
228 // Get the generic type of the setter
229 Type genericType = setter.GetType().GetGenericArguments()[0];
230 // Find the 'Parse' method on that type
231 System.Reflection.MethodInfo parser = null;
232 try
233 {
234 parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
235 }
236 catch (Exception e)
237 {
238 s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
239 parser = null;
240 }
241 if (parser != null)
242 {
243 // Parse the input string
244 try
245 {
246 T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
247 setter(s, setValue);
248 // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
249 }
250 catch
251 {
252 s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
253 }
254 }
255 else
256 {
257 s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
258 }
259 }
260 public override bool HasSetOnObject
261 {
262 get { return objectSet != null; }
263 }
264 public override void SetOnObject(BSScene s, BSPhysObject obj)
265 {
266 if (objectSet != null)
267 objectSet(s, obj);
268 }
269 }
270
271 // List of all of the externally visible parameters.
272 // For each parameter, this table maps a text name to getter and setters.
273 // To add a new externally referencable/settable parameter, add the paramter storage
274 // location somewhere in the program and make an entry in this table with the
275 // getters and setters.
276 // It is easiest to find an existing definition and copy it.
277 //
278 // A ParameterDefn<T>() takes the following parameters:
279 // -- the text name of the parameter. This is used for console input and ini file.
280 // -- a short text description of the parameter. This shows up in the console listing.
281 // -- a default value
282 // -- a delegate for getting the value
283 // -- a delegate for setting the value
284 // -- an optional delegate to update the value in the world. Most often used to
285 // push the new value to an in-world object.
286 //
287 // The single letter parameters for the delegates are:
288 // s = BSScene
289 // o = BSPhysObject
290 // v = value (appropriate type)
291 private static ParameterDefnBase[] ParameterDefinitions =
292 {
293 new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
294 true,
295 (s) => { return ShouldMeshSculptedPrim; },
296 (s,v) => { ShouldMeshSculptedPrim = v; } ),
297 new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
298 false,
299 (s) => { return ShouldForceSimplePrimMeshing; },
300 (s,v) => { ShouldForceSimplePrimMeshing = v; } ),
301 new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
302 true,
303 (s) => { return ShouldUseHullsForPhysicalObjects; },
304 (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
305 new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
306 true,
307 (s) => { return ShouldRemoveZeroWidthTriangles; },
308 (s,v) => { ShouldRemoveZeroWidthTriangles = v; } ),
309
310 new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
311 5,
312 (s) => { return CrossingFailuresBeforeOutOfBounds; },
313 (s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ),
314 new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
315 0.1f,
316 (s) => { return UpdateVelocityChangeThreshold; },
317 (s,v) => { UpdateVelocityChangeThreshold = v; } ),
318
319 new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
320 32f,
321 (s) => { return MeshLOD; },
322 (s,v) => { MeshLOD = v; } ),
323 new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
324 32f,
325 (s) => { return MeshCircularLOD; },
326 (s,v) => { MeshCircularLOD = v; } ),
327 new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
328 10f,
329 (s) => { return MeshMegaPrimThreshold; },
330 (s,v) => { MeshMegaPrimThreshold = v; } ),
331 new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
332 32f,
333 (s) => { return MeshMegaPrimLOD; },
334 (s,v) => { MeshMegaPrimLOD = v; } ),
335 new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
336 32f,
337 (s) => { return SculptLOD; },
338 (s,v) => { SculptLOD = v; } ),
339
340 new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
341 10,
342 (s) => { return s.m_maxSubSteps; },
343 (s,v) => { s.m_maxSubSteps = (int)v; } ),
344 new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
345 1f / 60f,
346 (s) => { return s.m_fixedTimeStep; },
347 (s,v) => { s.m_fixedTimeStep = v; } ),
348 new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
349 55f,
350 (s) => { return s.NominalFrameRate; },
351 (s,v) => { s.NominalFrameRate = (int)v; } ),
352 new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
353 2048,
354 (s) => { return s.m_maxCollisionsPerFrame; },
355 (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
356 new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
357 8000,
358 (s) => { return s.m_maxUpdatesPerFrame; },
359 (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
360
361 new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
362 0.0001f,
363 (s) => { return MinimumObjectMass; },
364 (s,v) => { MinimumObjectMass = v; } ),
365 new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
366 10000.01f,
367 (s) => { return MaximumObjectMass; },
368 (s,v) => { MaximumObjectMass = v; } ),
369 new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
370 1000.0f,
371 (s) => { return MaxLinearVelocity; },
372 (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
373 new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
374 1000.0f,
375 (s) => { return MaxAngularVelocity; },
376 (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
377 // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
378 new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
379 20000.0f,
380 (s) => { return MaxAddForceMagnitude; },
381 (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
382 // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
383 new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
384 0.01f,
385 (s) => { return DensityScaleFactor; },
386 (s,v) => { DensityScaleFactor = v; } ),
387
388 new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
389 2200f,
390 (s) => { return (float)PID_D; },
391 (s,v) => { PID_D = v; } ),
392 new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
393 900f,
394 (s) => { return (float)PID_P; },
395 (s,v) => { PID_P = v; } ),
396
397 new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
398 0.2f,
399 (s) => { return DefaultFriction; },
400 (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
401 new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
402 10.000006836f, // Aluminum g/cm3
403 (s) => { return DefaultDensity; },
404 (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
405 new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
406 0f,
407 (s) => { return DefaultRestitution; },
408 (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
409 new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
410 0.04f,
411 (s) => { return CollisionMargin; },
412 (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
413 new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
414 -9.80665f,
415 (s) => { return Gravity; },
416 (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
417 (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
418
419
420 new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
421 0f,
422 (s) => { return LinearDamping; },
423 (s,v) => { LinearDamping = v; },
424 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
425 new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
426 0f,
427 (s) => { return AngularDamping; },
428 (s,v) => { AngularDamping = v; },
429 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
430 new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
431 0.2f,
432 (s) => { return DeactivationTime; },
433 (s,v) => { DeactivationTime = v; },
434 (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
435 new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
436 0.8f,
437 (s) => { return LinearSleepingThreshold; },
438 (s,v) => { LinearSleepingThreshold = v;},
439 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
440 new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
441 1.0f,
442 (s) => { return AngularSleepingThreshold; },
443 (s,v) => { AngularSleepingThreshold = v;},
444 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
445 new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
446 0.0f, // set to zero to disable
447 (s) => { return CcdMotionThreshold; },
448 (s,v) => { CcdMotionThreshold = v;},
449 (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
450 new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
451 0.2f,
452 (s) => { return CcdSweptSphereRadius; },
453 (s,v) => { CcdSweptSphereRadius = v;},
454 (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
455 new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
456 0.0f,
457 (s) => { return ContactProcessingThreshold; },
458 (s,v) => { ContactProcessingThreshold = v;},
459 (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
460
461 new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
462 (float)BSTerrainPhys.TerrainImplementation.Mesh,
463 (s) => { return TerrainImplementation; },
464 (s,v) => { TerrainImplementation = v; } ),
465 new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
466 3,
467 (s) => { return TerrainMeshMagnification; },
468 (s,v) => { TerrainMeshMagnification = v; } ),
469 new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
470 0.3f,
471 (s) => { return TerrainFriction; },
472 (s,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ),
473 new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" ,
474 0.8f,
475 (s) => { return TerrainHitFraction; },
476 (s,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ),
477 new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
478 0f,
479 (s) => { return TerrainRestitution; },
480 (s,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ),
481 new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" ,
482 0.0f,
483 (s) => { return TerrainContactProcessingThreshold; },
484 (s,v) => { TerrainContactProcessingThreshold = v; /* TODO: set on real terrain */ } ),
485 new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
486 0.08f,
487 (s) => { return TerrainCollisionMargin; },
488 (s,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
489
490 new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
491 0.2f,
492 (s) => { return AvatarFriction; },
493 (s,v) => { AvatarFriction = v; } ),
494 new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
495 0.95f,
496 (s) => { return AvatarStandingFriction; },
497 (s,v) => { AvatarStandingFriction = v; } ),
498 new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
499 1.3f,
500 (s) => { return AvatarAlwaysRunFactor; },
501 (s,v) => { AvatarAlwaysRunFactor = v; } ),
502 new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
503 3.5f,
504 (s) => { return AvatarDensity; },
505 (s,v) => { AvatarDensity = v; } ),
506 new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
507 0f,
508 (s) => { return AvatarRestitution; },
509 (s,v) => { AvatarRestitution = v; } ),
510 new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
511 0.6f,
512 (s) => { return AvatarCapsuleWidth; },
513 (s,v) => { AvatarCapsuleWidth = v; } ),
514 new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
515 0.45f,
516 (s) => { return AvatarCapsuleDepth; },
517 (s,v) => { AvatarCapsuleDepth = v; } ),
518 new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
519 1.5f,
520 (s) => { return AvatarCapsuleHeight; },
521 (s,v) => { AvatarCapsuleHeight = v; } ),
522 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
523 0.1f,
524 (s) => { return AvatarContactProcessingThreshold; },
525 (s,v) => { AvatarContactProcessingThreshold = v; } ),
526 new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
527 1.0f,
528 (s) => { return AvatarBelowGroundUpCorrectionMeters; },
529 (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ),
530 new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
531 0.3f,
532 (s) => { return AvatarStepHeight; },
533 (s,v) => { AvatarStepHeight = v; } ),
534 new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
535 0.6f,
536 (s) => { return AvatarStepApproachFactor; },
537 (s,v) => { AvatarStepApproachFactor = v; } ),
538 new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
539 2.0f,
540 (s) => { return AvatarStepForceFactor; },
541 (s,v) => { AvatarStepForceFactor = v; } ),
542
543 new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
544 1000.0f,
545 (s) => { return (float)VehicleMaxLinearVelocity; },
546 (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
547 new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
548 12.0f,
549 (s) => { return (float)VehicleMaxAngularVelocity; },
550 (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
551 new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
552 0.0f,
553 (s) => { return VehicleAngularDamping; },
554 (s,v) => { VehicleAngularDamping = v; } ),
555 new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)",
556 new Vector3(1f, 1f, 1f),
557 (s) => { return VehicleLinearFactor; },
558 (s,v) => { VehicleLinearFactor = v; } ),
559 new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)",
560 new Vector3(1f, 1f, 1f),
561 (s) => { return VehicleAngularFactor; },
562 (s,v) => { VehicleAngularFactor = v; } ),
563 new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
564 0.0f,
565 (s) => { return VehicleFriction; },
566 (s,v) => { VehicleFriction = v; } ),
567 new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
568 0.0f,
569 (s) => { return VehicleRestitution; },
570 (s,v) => { VehicleRestitution = v; } ),
571 new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
572 0.2f,
573 (s) => { return VehicleGroundGravityFudge; },
574 (s,v) => { VehicleGroundGravityFudge = v; } ),
575 new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
576 60.0f,
577 (s) => { return VehicleAngularBankingTimescaleFudge; },
578 (s,v) => { VehicleAngularBankingTimescaleFudge = v; } ),
579 new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
580 false,
581 (s) => { return VehicleDebuggingEnabled; },
582 (s,v) => { VehicleDebuggingEnabled = v; } ),
583
584 new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
585 0f,
586 (s) => { return MaxPersistantManifoldPoolSize; },
587 (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
588 new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
589 0f,
590 (s) => { return MaxCollisionAlgorithmPoolSize; },
591 (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
592 new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
593 false,
594 (s) => { return ShouldDisableContactPoolDynamicAllocation; },
595 (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
596 s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
597 new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
598 false,
599 (s) => { return ShouldForceUpdateAllAabbs; },
600 (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
601 new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
602 true,
603 (s) => { return ShouldRandomizeSolverOrder; },
604 (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
605 new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
606 true,
607 (s) => { return ShouldSplitSimulationIslands; },
608 (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
609 new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
610 true,
611 (s) => { return ShouldEnableFrictionCaching; },
612 (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
613 new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
614 0f, // zero says use Bullet default
615 (s) => { return NumberOfSolverIterations; },
616 (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
617 new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
618 true,
619 (s) => { return UseSingleSidedMeshes; },
620 (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
621 new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
622 0f,
623 (s) => { return GlobalContactBreakingThreshold; },
624 (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
625
626 new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
627 (float)BSLinkset.LinksetImplementation.Compound,
628 (s) => { return LinksetImplementation; },
629 (s,v) => { LinksetImplementation = v; } ),
630 new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
631 false,
632 (s) => { return LinkConstraintUseFrameOffset; },
633 (s,v) => { LinkConstraintUseFrameOffset = v; } ),
634 new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
635 true,
636 (s) => { return LinkConstraintEnableTransMotor; },
637 (s,v) => { LinkConstraintEnableTransMotor = v; } ),
638 new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
639 5.0f,
640 (s) => { return LinkConstraintTransMotorMaxVel; },
641 (s,v) => { LinkConstraintTransMotorMaxVel = v; } ),
642 new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
643 0.1f,
644 (s) => { return LinkConstraintTransMotorMaxForce; },
645 (s,v) => { LinkConstraintTransMotorMaxForce = v; } ),
646 new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
647 0.1f,
648 (s) => { return LinkConstraintCFM; },
649 (s,v) => { LinkConstraintCFM = v; } ),
650 new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
651 0.1f,
652 (s) => { return LinkConstraintERP; },
653 (s,v) => { LinkConstraintERP = v; } ),
654 new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
655 40,
656 (s) => { return LinkConstraintSolverIterations; },
657 (s,v) => { LinkConstraintSolverIterations = v; } ),
658
659 new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
660 0,
661 (s) => { return s.PhysicsMetricDumpFrames; },
662 (s,v) => { s.PhysicsMetricDumpFrames = v; } ),
663 new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
664 0f,
665 (s) => { return 0f; },
666 (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
667 new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
668 0f,
669 (s) => { return 0f; },
670 (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
671 };
672
673 // Convert a boolean to our numeric true and false values
674 public static float NumericBool(bool b)
675 {
676 return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
677 }
678
679 // Convert numeric true and false values to a boolean
680 public static bool BoolNumeric(float b)
681 {
682 return (b == ConfigurationParameters.numericTrue ? true : false);
683 }
684
685 // Search through the parameter definitions and return the matching
686 // ParameterDefn structure.
687 // Case does not matter as names are compared after converting to lower case.
688 // Returns 'false' if the parameter is not found.
689 internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
690 {
691 bool ret = false;
692 ParameterDefnBase foundDefn = null;
693 string pName = paramName.ToLower();
694
695 foreach (ParameterDefnBase parm in ParameterDefinitions)
696 {
697 if (pName == parm.name.ToLower())
698 {
699 foundDefn = parm;
700 ret = true;
701 break;
702 }
703 }
704 defn = foundDefn;
705 return ret;
706 }
707
708 // Pass through the settable parameters and set the default values
709 internal static void SetParameterDefaultValues(BSScene physicsScene)
710 {
711 foreach (ParameterDefnBase parm in ParameterDefinitions)
712 {
713 parm.AssignDefault(physicsScene);
714 }
715 }
716
717 // Get user set values out of the ini file.
718 internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
719 {
720 foreach (ParameterDefnBase parm in ParameterDefinitions)
721 {
722 parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
723 }
724 }
725
726 internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
727
728 // This creates an array in the correct format for returning the list of
729 // parameters. This is used by the 'list' option of the 'physics' command.
730 internal static void BuildParameterTable()
731 {
732 if (SettableParameters.Length < ParameterDefinitions.Length)
733 {
734 List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
735 for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
736 {
737 ParameterDefnBase pd = ParameterDefinitions[ii];
738 entries.Add(new PhysParameterEntry(pd.name, pd.desc));
739 }
740
741 // make the list alphabetical for ease of finding anything
742 entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
743
744 SettableParameters = entries.ToArray();
745 }
746 }
747
748 // =====================================================================
749 // =====================================================================
750 // There are parameters that, when set, cause things to happen in the physics engine.
751 // This causes the broadphase collision cache to be cleared.
752 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
753 {
754 BSScene physScene = pPhysScene;
755 physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
756 {
757 physScene.PE.ResetBroadphasePool(physScene.World);
758 });
759 }
760
761 // This causes the constraint solver cache to be cleared and reset.
762 private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
763 {
764 BSScene physScene = pPhysScene;
765 physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
766 {
767 physScene.PE.ResetConstraintSolver(physScene.World);
768 });
769 }
770}
771}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index f6a890e..f953c1e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -45,6 +45,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin
45 * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. 45 * ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
46 * The last two (and certainly the last one) should be referenced only in taint-time. 46 * The last two (and certainly the last one) should be referenced only in taint-time.
47 */ 47 */
48
49/*
50 * As of 20121221, the following are the call sequences (going down) for different script physical functions:
51 * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce
52 * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
53 * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
54 * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
55 * BS.ApplyCentralForce BS.ApplyTorque
56 */
57
58// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
59public enum UpdatedProperties : uint
60{
61 Position = 1 << 0,
62 Orientation = 1 << 1,
63 Velocity = 1 << 2,
64 Acceleration = 1 << 3,
65 RotationalVelocity = 1 << 4,
66 EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity,
67}
48public abstract class BSPhysObject : PhysicsActor 68public abstract class BSPhysObject : PhysicsActor
49{ 69{
50 protected BSPhysObject() 70 protected BSPhysObject()
@@ -55,15 +75,40 @@ public abstract class BSPhysObject : PhysicsActor
55 PhysicsScene = parentScene; 75 PhysicsScene = parentScene;
56 LocalID = localID; 76 LocalID = localID;
57 PhysObjectName = name; 77 PhysObjectName = name;
78 Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
58 TypeName = typeName; 79 TypeName = typeName;
59 80
60 Linkset = BSLinkset.Factory(PhysicsScene, this); 81 // Initialize variables kept in base.
82 GravModifier = 1.0f;
83 Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
84
85 // We don't have any physical representation yet.
86 PhysBody = new BulletBody(localID);
87 PhysShape = new BulletShape();
88
61 LastAssetBuildFailed = false; 89 LastAssetBuildFailed = false;
62 90
91 // Default material type. Also sets Friction, Restitution and Density.
92 SetMaterial((int)MaterialAttributes.Material.Wood);
93
63 CollisionCollection = new CollisionEventUpdate(); 94 CollisionCollection = new CollisionEventUpdate();
95 CollisionsLastTick = CollisionCollection;
64 SubscribedEventsMs = 0; 96 SubscribedEventsMs = 0;
65 CollidingStep = 0; 97 CollidingStep = 0;
66 CollidingGroundStep = 0; 98 CollidingGroundStep = 0;
99 CollisionAccumulation = 0;
100 ColliderIsMoving = false;
101 CollisionScore = 0;
102
103 // All axis free.
104 LockedAxis = LockedAxisFree;
105 }
106
107 // Tell the object to clean up.
108 public virtual void Destroy()
109 {
110 UnRegisterAllPreStepActions();
111 UnRegisterAllPostStepActions();
67 } 112 }
68 113
69 public BSScene PhysicsScene { get; protected set; } 114 public BSScene PhysicsScene { get; protected set; }
@@ -71,13 +116,15 @@ public abstract class BSPhysObject : PhysicsActor
71 public string PhysObjectName { get; protected set; } 116 public string PhysObjectName { get; protected set; }
72 public string TypeName { get; protected set; } 117 public string TypeName { get; protected set; }
73 118
74 public BSLinkset Linkset { get; set; }
75 119
76 // Return the object mass without calculating it or having side effects 120 // Return the object mass without calculating it or having side effects
77 public abstract float RawMass { get; } 121 public abstract float RawMass { get; }
78 // Set the raw mass but also update physical mass properties (inertia, ...) 122 // Set the raw mass but also update physical mass properties (inertia, ...)
79 public abstract void UpdatePhysicalMassProperties(float mass); 123 // 'inWorld' true if the object has already been added to the dynamic world.
124 public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld);
80 125
126 // The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy.
127 public virtual OMV.Vector3 Gravity { get; set; }
81 // The last value calculated for the prim's inertia 128 // The last value calculated for the prim's inertia
82 public OMV.Vector3 Inertia { get; set; } 129 public OMV.Vector3 Inertia { get; set; }
83 130
@@ -92,6 +139,7 @@ public abstract class BSPhysObject : PhysicsActor
92 139
93 // The objects base shape information. Null if not a prim type shape. 140 // The objects base shape information. Null if not a prim type shape.
94 public PrimitiveBaseShape BaseShape { get; protected set; } 141 public PrimitiveBaseShape BaseShape { get; protected set; }
142
95 // Some types of objects have preferred physical representations. 143 // Some types of objects have preferred physical representations.
96 // Returns SHAPE_UNKNOWN if there is no preference. 144 // Returns SHAPE_UNKNOWN if there is no preference.
97 public virtual BSPhysicsShapeType PreferredPhysicalShape 145 public virtual BSPhysicsShapeType PreferredPhysicalShape
@@ -105,29 +153,46 @@ public abstract class BSPhysObject : PhysicsActor
105 public EntityProperties CurrentEntityProperties { get; set; } 153 public EntityProperties CurrentEntityProperties { get; set; }
106 public EntityProperties LastEntityProperties { get; set; } 154 public EntityProperties LastEntityProperties { get; set; }
107 155
108 public abstract OMV.Vector3 Scale { get; set; } 156 public virtual OMV.Vector3 Scale { get; set; }
157
158 // It can be confusing for an actor to know if it should move or update an object
159 // depeneding on the setting of 'selected', 'physical, ...
160 // This flag is the true test -- if true, the object is being acted on in the physical world
161 public abstract bool IsPhysicallyActive { get; }
162
163 // Detailed state of the object.
109 public abstract bool IsSolid { get; } 164 public abstract bool IsSolid { get; }
110 public abstract bool IsStatic { get; } 165 public abstract bool IsStatic { get; }
166 public abstract bool IsSelected { get; }
167
168 // Materialness
169 public MaterialAttributes.Material Material { get; private set; }
170 public override void SetMaterial(int material)
171 {
172 Material = (MaterialAttributes.Material)material;
173
174 // Setting the material sets the material attributes also.
175 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
176 Friction = matAttrib.friction;
177 Restitution = matAttrib.restitution;
178 Density = matAttrib.density / BSParam.DensityScaleFactor;
179 DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
180 }
111 181
112 // Stop all physical motion. 182 // Stop all physical motion.
113 public abstract void ZeroMotion(bool inTaintTime); 183 public abstract void ZeroMotion(bool inTaintTime);
114 public abstract void ZeroAngularMotion(bool inTaintTime); 184 public abstract void ZeroAngularMotion(bool inTaintTime);
115 185
116 // Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
117 public virtual void StepVehicle(float timeStep) { }
118
119 // Update the physical location and motion of the object. Called with data from Bullet. 186 // Update the physical location and motion of the object. Called with data from Bullet.
120 public abstract void UpdateProperties(EntityProperties entprop); 187 public abstract void UpdateProperties(EntityProperties entprop);
121 188
122 // Tell the object to clean up.
123 public abstract void Destroy();
124
125 public abstract OMV.Vector3 RawPosition { get; set; } 189 public abstract OMV.Vector3 RawPosition { get; set; }
126 public abstract OMV.Vector3 ForcePosition { get; set; } 190 public abstract OMV.Vector3 ForcePosition { get; set; }
127 191
128 public abstract OMV.Quaternion RawOrientation { get; set; } 192 public abstract OMV.Quaternion RawOrientation { get; set; }
129 public abstract OMV.Quaternion ForceOrientation { get; set; } 193 public abstract OMV.Quaternion ForceOrientation { get; set; }
130 194
195 public abstract OMV.Vector3 RawVelocity { get; set; }
131 public abstract OMV.Vector3 ForceVelocity { get; set; } 196 public abstract OMV.Vector3 ForceVelocity { get; set; }
132 197
133 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } 198 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
@@ -136,6 +201,32 @@ public abstract class BSPhysObject : PhysicsActor
136 201
137 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } 202 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
138 203
204 // The current velocity forward
205 public virtual float ForwardSpeed
206 {
207 get
208 {
209 OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
210 return characterOrientedVelocity.X;
211 }
212 }
213 // The forward speed we are trying to achieve (TargetVelocity)
214 public virtual float TargetVelocitySpeed
215 {
216 get
217 {
218 OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation));
219 return characterOrientedVelocity.X;
220 }
221 }
222
223 // The user can optionally set the center of mass. The user's setting will override any
224 // computed center-of-mass (like in linksets).
225 public OMV.Vector3? UserSetCenterOfMass { get; set; }
226
227 public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free.
228 public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free
229
139 #region Collisions 230 #region Collisions
140 231
141 // Requested number of milliseconds between collision events. Zero means disabled. 232 // Requested number of milliseconds between collision events. Zero means disabled.
@@ -146,38 +237,82 @@ public abstract class BSPhysObject : PhysicsActor
146 protected long CollidingStep { get; set; } 237 protected long CollidingStep { get; set; }
147 // The simulation step that last had a collision with the ground 238 // The simulation step that last had a collision with the ground
148 protected long CollidingGroundStep { get; set; } 239 protected long CollidingGroundStep { get; set; }
240 // The simulation step that last collided with an object
241 protected long CollidingObjectStep { get; set; }
149 // The collision flags we think are set in Bullet 242 // The collision flags we think are set in Bullet
150 protected CollisionFlags CurrentCollisionFlags { get; set; } 243 protected CollisionFlags CurrentCollisionFlags { get; set; }
244 // On a collision, check the collider and remember if the last collider was moving
245 // Used to modify the standing of avatars (avatars on stationary things stand still)
246 protected bool ColliderIsMoving;
247
248 // Count of collisions for this object
249 protected long CollisionAccumulation { get; set; }
250
251 public override bool IsColliding {
252 get { return (CollidingStep == PhysicsScene.SimulationStep); }
253 set {
254 if (value)
255 CollidingStep = PhysicsScene.SimulationStep;
256 else
257 CollidingStep = 0;
258 }
259 }
260 public override bool CollidingGround {
261 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
262 set
263 {
264 if (value)
265 CollidingGroundStep = PhysicsScene.SimulationStep;
266 else
267 CollidingGroundStep = 0;
268 }
269 }
270 public override bool CollidingObj {
271 get { return (CollidingObjectStep == PhysicsScene.SimulationStep); }
272 set {
273 if (value)
274 CollidingObjectStep = PhysicsScene.SimulationStep;
275 else
276 CollidingObjectStep = 0;
277 }
278 }
151 279
152 // The collisions that have been collected this tick 280 // The collisions that have been collected this tick
153 protected CollisionEventUpdate CollisionCollection; 281 protected CollisionEventUpdate CollisionCollection;
282 // Remember collisions from last tick for fancy collision based actions
283 // (like a BSCharacter walking up stairs).
284 protected CollisionEventUpdate CollisionsLastTick;
154 285
155 // The simulation step is telling this object about a collision. 286 // The simulation step is telling this object about a collision.
156 // Return 'true' if a collision was processed and should be sent up. 287 // Return 'true' if a collision was processed and should be sent up.
288 // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
157 // Called at taint time from within the Step() function 289 // Called at taint time from within the Step() function
158 public virtual bool Collide(uint collidingWith, BSPhysObject collidee, 290 public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
159 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) 291 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
160 { 292 {
161 bool ret = false; 293 bool ret = false;
162 294
163 // The following lines make IsColliding() and IsCollidingGround() work 295 // The following lines make IsColliding(), CollidingGround() and CollidingObj work
164 CollidingStep = PhysicsScene.SimulationStep; 296 CollidingStep = PhysicsScene.SimulationStep;
165 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) 297 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
166 { 298 {
167 CollidingGroundStep = PhysicsScene.SimulationStep; 299 CollidingGroundStep = PhysicsScene.SimulationStep;
168 } 300 }
169 301 else
170 // prims in the same linkset cannot collide with each other
171 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
172 { 302 {
173 return ret; 303 CollidingObjectStep = PhysicsScene.SimulationStep;
174 } 304 }
175 305
176 // if someone has subscribed for collision events.... 306 CollisionAccumulation++;
307
308 // For movement tests, remember if we are colliding with an object that is moving.
309 ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
310
311 // If someone has subscribed for collision events log the collision so it will be reported up
177 if (SubscribedEvents()) { 312 if (SubscribedEvents()) {
178 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 313 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
179 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", 314 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
180 LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); 315 LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
181 316
182 ret = true; 317 ret = true;
183 } 318 }
@@ -191,8 +326,9 @@ public abstract class BSPhysObject : PhysicsActor
191 public virtual bool SendCollisions() 326 public virtual bool SendCollisions()
192 { 327 {
193 bool ret = true; 328 bool ret = true;
329
194 // If the 'no collision' call, force it to happen right now so quick collision_end 330 // If the 'no collision' call, force it to happen right now so quick collision_end
195 bool force = CollisionCollection.Count == 0; 331 bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0);
196 332
197 // throttle the collisions to the number of milliseconds specified in the subscription 333 // throttle the collisions to the number of milliseconds specified in the subscription
198 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) 334 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
@@ -207,11 +343,16 @@ public abstract class BSPhysObject : PhysicsActor
207 ret = false; 343 ret = false;
208 } 344 }
209 345
210 // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); 346 DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
211 base.SendCollisionUpdate(CollisionCollection); 347 base.SendCollisionUpdate(CollisionCollection);
212 348
213 // The collisionCollection structure is passed around in the simulator. 349 // Remember the collisions from this tick for some collision specific processing.
350 CollisionsLastTick = CollisionCollection;
351
352 // The CollisionCollection instance is passed around in the simulator.
214 // Make sure we don't have a handle to that one and that a new one is used for next time. 353 // Make sure we don't have a handle to that one and that a new one is used for next time.
354 // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
355 // a race condition is created for the other users of this instance.
215 CollisionCollection = new CollisionEventUpdate(); 356 CollisionCollection = new CollisionEventUpdate();
216 } 357 }
217 return ret; 358 return ret;
@@ -229,7 +370,8 @@ public abstract class BSPhysObject : PhysicsActor
229 370
230 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() 371 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
231 { 372 {
232 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 373 if (PhysBody.HasPhysicalBody)
374 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
233 }); 375 });
234 } 376 }
235 else 377 else
@@ -243,21 +385,187 @@ public abstract class BSPhysObject : PhysicsActor
243 SubscribedEventsMs = 0; 385 SubscribedEventsMs = 0;
244 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() 386 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
245 { 387 {
246 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 388 // Make sure there is a body there because sometimes destruction happens in an un-ideal order.
389 if (PhysBody.HasPhysicalBody)
390 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
247 }); 391 });
248 } 392 }
249 // Return 'true' if the simulator wants collision events 393 // Return 'true' if the simulator wants collision events
250 public override bool SubscribedEvents() { 394 public override bool SubscribedEvents() {
251 return (SubscribedEventsMs > 0); 395 return (SubscribedEventsMs > 0);
252 } 396 }
397 // Because 'CollisionScore' is called many times while sorting, it should not be recomputed
398 // each time called. So this is built to be light weight for each collision and to do
399 // all the processing when the user asks for the info.
400 public void ComputeCollisionScore()
401 {
402 // Scale the collision count by the time since the last collision.
403 // The "+1" prevents dividing by zero.
404 long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1;
405 CollisionScore = CollisionAccumulation / timeAgo;
406 }
407 public override float CollisionScore { get; set; }
253 408
254 #endregion // Collisions 409 #endregion // Collisions
255 410
411 #region Per Simulation Step actions
412 // There are some actions that must be performed for a physical object before each simulation step.
413 // These actions are optional so, rather than scanning all the physical objects and asking them
414 // if they have anything to do, a physical object registers for an event call before the step is performed.
415 // This bookkeeping makes it easy to add, remove and clean up after all these registrations.
416 private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>();
417 private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>();
418 protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn)
419 {
420 string identifier = op + "-" + id.ToString();
421
422 lock (RegisteredPrestepActions)
423 {
424 // Clean out any existing action
425 UnRegisterPreStepAction(op, id);
426 RegisteredPrestepActions[identifier] = actn;
427 PhysicsScene.BeforeStep += actn;
428 }
429 DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
430 }
431
432 // Unregister a pre step action. Safe to call if the action has not been registered.
433 // Returns 'true' if an action was actually removed
434 protected bool UnRegisterPreStepAction(string op, uint id)
435 {
436 string identifier = op + "-" + id.ToString();
437 bool removed = false;
438 lock (RegisteredPrestepActions)
439 {
440 if (RegisteredPrestepActions.ContainsKey(identifier))
441 {
442 PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier];
443 RegisteredPrestepActions.Remove(identifier);
444 removed = true;
445 }
446 }
447 DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed);
448 return removed;
449 }
450
451 protected void UnRegisterAllPreStepActions()
452 {
453 lock (RegisteredPrestepActions)
454 {
455 foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions)
456 {
457 PhysicsScene.BeforeStep -= kvp.Value;
458 }
459 RegisteredPrestepActions.Clear();
460 }
461 DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID);
462 }
463
464 protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn)
465 {
466 string identifier = op + "-" + id.ToString();
467
468 lock (RegisteredPoststepActions)
469 {
470 // Clean out any existing action
471 UnRegisterPostStepAction(op, id);
472 RegisteredPoststepActions[identifier] = actn;
473 PhysicsScene.AfterStep += actn;
474 }
475 DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
476 }
477
478 // Unregister a pre step action. Safe to call if the action has not been registered.
479 // Returns 'true' if an action was actually removed.
480 protected bool UnRegisterPostStepAction(string op, uint id)
481 {
482 string identifier = op + "-" + id.ToString();
483 bool removed = false;
484 lock (RegisteredPoststepActions)
485 {
486 if (RegisteredPoststepActions.ContainsKey(identifier))
487 {
488 PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier];
489 RegisteredPoststepActions.Remove(identifier);
490 removed = true;
491 }
492 }
493 DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed);
494 return removed;
495 }
496
497 protected void UnRegisterAllPostStepActions()
498 {
499 lock (RegisteredPoststepActions)
500 {
501 foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions)
502 {
503 PhysicsScene.AfterStep -= kvp.Value;
504 }
505 RegisteredPoststepActions.Clear();
506 }
507 DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID);
508 }
509
510 // When an update to the physical properties happens, this event is fired to let
511 // different actors to modify the update before it is passed around
512 public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
513 public event PreUpdatePropertyAction OnPreUpdateProperty;
514 protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop)
515 {
516 PreUpdatePropertyAction actions = OnPreUpdateProperty;
517 if (actions != null)
518 actions(ref entprop);
519 }
520
521 private Dictionary<string, PreUpdatePropertyAction> RegisteredPreUpdatePropertyActions = new Dictionary<string, PreUpdatePropertyAction>();
522 public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn)
523 {
524 lock (RegisteredPreUpdatePropertyActions)
525 {
526 // Clean out any existing action
527 UnRegisterPreUpdatePropertyAction(identifier);
528 RegisteredPreUpdatePropertyActions[identifier] = actn;
529 OnPreUpdateProperty += actn;
530 }
531 DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier);
532 }
533 public bool UnRegisterPreUpdatePropertyAction(string identifier)
534 {
535 bool removed = false;
536 lock (RegisteredPreUpdatePropertyActions)
537 {
538 if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier))
539 {
540 OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier];
541 RegisteredPreUpdatePropertyActions.Remove(identifier);
542 removed = true;
543 }
544 }
545 DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed);
546 return removed;
547 }
548 public void UnRegisterAllPreUpdatePropertyActions()
549 {
550 lock (RegisteredPreUpdatePropertyActions)
551 {
552 foreach (KeyValuePair<string, PreUpdatePropertyAction> kvp in RegisteredPreUpdatePropertyActions)
553 {
554 OnPreUpdateProperty -= kvp.Value;
555 }
556 RegisteredPreUpdatePropertyActions.Clear();
557 }
558 DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID);
559 }
560
561 #endregion // Per Simulation Step actions
562
256 // High performance detailed logging routine used by the physical objects. 563 // High performance detailed logging routine used by the physical objects.
257 protected void DetailLog(string msg, params Object[] args) 564 protected void DetailLog(string msg, params Object[] args)
258 { 565 {
259 if (PhysicsScene.PhysicsLogging.Enabled) 566 if (PhysicsScene.PhysicsLogging.Enabled)
260 PhysicsScene.DetailLog(msg, args); 567 PhysicsScene.DetailLog(msg, args);
261 } 568 }
569
262} 570}
263} 571}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
index 20f5180..9442854 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
@@ -59,13 +59,7 @@ public class BSPlugin : IPhysicsPlugin
59 { 59 {
60 if (_mScene == null) 60 if (_mScene == null)
61 { 61 {
62 if (Util.IsWindows()) 62 _mScene = new BSScene(GetName(), sceneIdentifier);
63 Util.LoadArchSpecificWindowsDll("BulletSim.dll");
64 // If not Windows, loading is performed by the
65 // Mono loader as specified in
66 // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config".
67
68 _mScene = new BSScene(sceneIdentifier);
69 } 63 }
70 return (_mScene); 64 return (_mScene);
71 } 65 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 2b3fa25..2cbbe9a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -39,51 +39,49 @@ namespace OpenSim.Region.Physics.BulletSPlugin
39{ 39{
40 40
41 [Serializable] 41 [Serializable]
42public sealed class BSPrim : BSPhysObject 42public class BSPrim : BSPhysObject
43{ 43{
44 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 private static readonly string LogHeader = "[BULLETS PRIM]"; 45 private static readonly string LogHeader = "[BULLETS PRIM]";
46 46
47 // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. 47 // _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
48 // Often Scale is unity because the meshmerizer will apply _size when creating the mesh.
49 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user 48 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
50 49
51 private bool _grabbed; 50 private bool _grabbed;
52 private bool _isSelected; 51 private bool _isSelected;
53 private bool _isVolumeDetect; 52 private bool _isVolumeDetect;
53
54 // _position is what the simulator thinks the positions of the prim is.
54 private OMV.Vector3 _position; 55 private OMV.Vector3 _position;
56
55 private float _mass; // the mass of this object 57 private float _mass; // the mass of this object
56 private float _density;
57 private OMV.Vector3 _force; 58 private OMV.Vector3 _force;
58 private OMV.Vector3 _velocity; 59 private OMV.Vector3 _velocity;
59 private OMV.Vector3 _torque; 60 private OMV.Vector3 _torque;
60 private float _collisionScore;
61 private OMV.Vector3 _acceleration; 61 private OMV.Vector3 _acceleration;
62 private OMV.Quaternion _orientation; 62 private OMV.Quaternion _orientation;
63 private int _physicsActorType; 63 private int _physicsActorType;
64 private bool _isPhysical; 64 private bool _isPhysical;
65 private bool _flying; 65 private bool _flying;
66 private float _friction;
67 private float _restitution;
68 private bool _setAlwaysRun; 66 private bool _setAlwaysRun;
69 private bool _throttleUpdates; 67 private bool _throttleUpdates;
70 private bool _isColliding;
71 private bool _collidingGround;
72 private bool _collidingObj;
73 private bool _floatOnWater; 68 private bool _floatOnWater;
74 private OMV.Vector3 _rotationalVelocity; 69 private OMV.Vector3 _rotationalVelocity;
75 private bool _kinematic; 70 private bool _kinematic;
76 private float _buoyancy; 71 private float _buoyancy;
77 72
78 private BSDynamics _vehicle; 73 private int CrossingFailures { get; set; }
79 74
75 public BSDynamics VehicleController { get; private set; }
76
77 private BSVMotor _targetMotor;
80 private OMV.Vector3 _PIDTarget; 78 private OMV.Vector3 _PIDTarget;
81 private bool _usePID;
82 private float _PIDTau; 79 private float _PIDTau;
83 private bool _useHoverPID; 80
81 private BSFMotor _hoverMotor;
84 private float _PIDHoverHeight; 82 private float _PIDHoverHeight;
85 private PIDHoverType _PIDHoverType; 83 private PIDHoverType _PIDHoverType;
86 private float _PIDHoverTao; 84 private float _PIDHoverTau;
87 85
88 public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, 86 public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
89 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 87 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
@@ -93,31 +91,29 @@ public sealed class BSPrim : BSPhysObject
93 _physicsActorType = (int)ActorTypes.Prim; 91 _physicsActorType = (int)ActorTypes.Prim;
94 _position = pos; 92 _position = pos;
95 _size = size; 93 _size = size;
96 Scale = size; // the scale will be set by CreateGeom depending on object type 94 Scale = size; // prims are the size the user wants them to be (different for BSCharactes).
97 _orientation = rotation; 95 _orientation = rotation;
98 _buoyancy = 1f; 96 _buoyancy = 0f;
99 _velocity = OMV.Vector3.Zero; 97 _velocity = OMV.Vector3.Zero;
100 _rotationalVelocity = OMV.Vector3.Zero; 98 _rotationalVelocity = OMV.Vector3.Zero;
101 BaseShape = pbs; 99 BaseShape = pbs;
102 _isPhysical = pisPhysical; 100 _isPhysical = pisPhysical;
103 _isVolumeDetect = false; 101 _isVolumeDetect = false;
104 _friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material
105 _density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material
106 _restitution = PhysicsScene.Params.defaultRestitution;
107 _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness
108 _mass = CalculateMass();
109 102
110 // No body or shape yet 103 VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness
111 PhysBody = new BulletBody(LocalID, IntPtr.Zero); 104
112 PhysShape = new BulletShape(IntPtr.Zero); 105 _mass = CalculateMass();
113 106
114 DetailLog("{0},BSPrim.constructor,call", LocalID); 107 DetailLog("{0},BSPrim.constructor,call", LocalID);
115 // do the actual object creation at taint time 108 // do the actual object creation at taint time
116 PhysicsScene.TaintedObject("BSPrim.create", delegate() 109 PhysicsScene.TaintedObject("BSPrim.create", delegate()
117 { 110 {
111 // Make sure the object is being created with some sanity.
112 ExtremeSanityCheck(true /* inTaintTime */);
113
118 CreateGeomAndObject(true); 114 CreateGeomAndObject(true);
119 115
120 CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr); 116 CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody);
121 }); 117 });
122 } 118 }
123 119
@@ -125,15 +121,7 @@ public sealed class BSPrim : BSPhysObject
125 public override void Destroy() 121 public override void Destroy()
126 { 122 {
127 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); 123 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
128 124 base.Destroy();
129 // Undo any links between me and any other object
130 BSPhysObject parentBefore = Linkset.LinksetRoot;
131 int childrenBefore = Linkset.NumberOfChildren;
132
133 Linkset = Linkset.RemoveMeFromLinkset(this);
134
135 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
136 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
137 125
138 // Undo any vehicle properties 126 // Undo any vehicle properties
139 this.VehicleType = (int)Vehicle.TYPE_NONE; 127 this.VehicleType = (int)Vehicle.TYPE_NONE;
@@ -142,8 +130,10 @@ public sealed class BSPrim : BSPhysObject
142 { 130 {
143 DetailLog("{0},BSPrim.Destroy,taint,", LocalID); 131 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
144 // If there are physical body and shape, release my use of same. 132 // If there are physical body and shape, release my use of same.
145 PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); 133 PhysicsScene.Shapes.DereferenceBody(PhysBody, null);
146 PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); 134 PhysBody.Clear();
135 PhysicsScene.Shapes.DereferenceShape(PhysShape, null);
136 PhysShape.Clear();
147 }); 137 });
148 } 138 }
149 139
@@ -157,31 +147,37 @@ public sealed class BSPrim : BSPhysObject
157 // We presume the scale and size are the same. If scale must be changed for 147 // We presume the scale and size are the same. If scale must be changed for
158 // the physical shape, that is done when the geometry is built. 148 // the physical shape, that is done when the geometry is built.
159 _size = value; 149 _size = value;
150 Scale = _size;
160 ForceBodyShapeRebuild(false); 151 ForceBodyShapeRebuild(false);
161 } 152 }
162 } 153 }
163 // Scale is what we set in the physics engine. It is different than 'size' in that
164 // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>.
165 public override OMV.Vector3 Scale { get; set; }
166 154
167 public override PrimitiveBaseShape Shape { 155 public override PrimitiveBaseShape Shape {
168 set { 156 set {
169 BaseShape = value; 157 BaseShape = value;
158 LastAssetBuildFailed = false;
170 ForceBodyShapeRebuild(false); 159 ForceBodyShapeRebuild(false);
171 } 160 }
172 } 161 }
173 // Whatever the linkset wants is what I want. 162 // 'unknown' says to choose the best type
174 public override BSPhysicsShapeType PreferredPhysicalShape 163 public override BSPhysicsShapeType PreferredPhysicalShape
175 { get { return Linkset.PreferredPhysicalShape(this); } } 164 { get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } }
176 165
177 public override bool ForceBodyShapeRebuild(bool inTaintTime) 166 public override bool ForceBodyShapeRebuild(bool inTaintTime)
178 { 167 {
179 LastAssetBuildFailed = false; 168 if (inTaintTime)
180 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
181 { 169 {
182 _mass = CalculateMass(); // changing the shape changes the mass 170 _mass = CalculateMass(); // changing the shape changes the mass
183 CreateGeomAndObject(true); 171 CreateGeomAndObject(true);
184 }); 172 }
173 else
174 {
175 PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", delegate()
176 {
177 _mass = CalculateMass(); // changing the shape changes the mass
178 CreateGeomAndObject(true);
179 });
180 }
185 return true; 181 return true;
186 } 182 }
187 public override bool Grabbed { 183 public override bool Grabbed {
@@ -189,46 +185,44 @@ public sealed class BSPrim : BSPhysObject
189 } 185 }
190 } 186 }
191 public override bool Selected { 187 public override bool Selected {
192 set { 188 set
193 _isSelected = value; 189 {
194 PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() 190 if (value != _isSelected)
195 { 191 {
196 DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); 192 _isSelected = value;
197 SetObjectDynamic(false); 193 PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
198 }); 194 {
195 DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
196 SetObjectDynamic(false);
197 });
198 }
199 } 199 }
200 } 200 }
201 public override void CrossingFailure() { return; } 201 public override bool IsSelected
202 {
203 get { return _isSelected; }
204 }
202 205
203 // link me to the specified parent 206 public override void CrossingFailure()
204 public override void link(PhysicsActor obj) { 207 {
205 BSPrim parent = obj as BSPrim; 208 CrossingFailures++;
206 if (parent != null) 209 if (CrossingFailures > BSParam.CrossingFailuresBeforeOutOfBounds)
207 { 210 {
208 BSPhysObject parentBefore = Linkset.LinksetRoot; 211 base.RaiseOutOfBounds(RawPosition);
209 int childrenBefore = Linkset.NumberOfChildren; 212 }
210 213 else if (CrossingFailures == BSParam.CrossingFailuresBeforeOutOfBounds)
211 Linkset = parent.Linkset.AddMeToLinkset(this); 214 {
212 215 m_log.WarnFormat("{0} Too many crossing failures for {1}", LogHeader, Name);
213 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
214 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
215 } 216 }
216 return; 217 return;
217 } 218 }
218 219
220 // link me to the specified parent
221 public override void link(PhysicsActor obj) {
222 }
223
219 // delink me from my linkset 224 // delink me from my linkset
220 public override void delink() { 225 public override void delink() {
221 // TODO: decide if this parent checking needs to happen at taint time
222 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
223
224 BSPhysObject parentBefore = Linkset.LinksetRoot;
225 int childrenBefore = Linkset.NumberOfChildren;
226
227 Linkset = Linkset.RemoveMeFromLinkset(this);
228
229 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
230 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
231 return;
232 } 226 }
233 227
234 // Set motion values to zero. 228 // Set motion values to zero.
@@ -244,7 +238,8 @@ public sealed class BSPrim : BSPhysObject
244 // Zero some other properties in the physics engine 238 // Zero some other properties in the physics engine
245 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() 239 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
246 { 240 {
247 BulletSimAPI.ClearAllForces2(PhysBody.ptr); 241 if (PhysBody.HasPhysicalBody)
242 PhysicsScene.PE.ClearAllForces(PhysBody);
248 }); 243 });
249 } 244 }
250 public override void ZeroAngularMotion(bool inTaintTime) 245 public override void ZeroAngularMotion(bool inTaintTime)
@@ -253,16 +248,107 @@ public sealed class BSPrim : BSPhysObject
253 // Zero some other properties in the physics engine 248 // Zero some other properties in the physics engine
254 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() 249 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
255 { 250 {
256 BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); 251 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
257 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); 252 if (PhysBody.HasPhysicalBody)
253 {
254 PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
255 PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
256 }
258 }); 257 });
259 } 258 }
260 259
260 bool TryExperimentalLockAxisCode = false;
261 BSConstraint LockAxisConstraint = null;
261 public override void LockAngularMotion(OMV.Vector3 axis) 262 public override void LockAngularMotion(OMV.Vector3 axis)
262 { 263 {
263 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); 264 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
265
266 // "1" means free, "0" means locked
267 OMV.Vector3 locking = new OMV.Vector3(1f, 1f, 1f);
268 if (axis.X != 1) locking.X = 0f;
269 if (axis.Y != 1) locking.Y = 0f;
270 if (axis.Z != 1) locking.Z = 0f;
271 LockedAxis = locking;
272
273 if (TryExperimentalLockAxisCode && LockedAxis != LockedAxisFree)
274 {
275 // Lock that axis by creating a 6DOF constraint that has one end in the world and
276 // the other in the object.
277 // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
278 // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380
279
280 PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
281 {
282 CleanUpLockAxisPhysicals(true /* inTaintTime */);
283
284 BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(PhysicsScene.World, PhysBody,
285 OMV.Vector3.Zero, OMV.Quaternion.Inverse(RawOrientation),
286 true /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
287 LockAxisConstraint = axisConstrainer;
288 PhysicsScene.Constraints.AddConstraint(LockAxisConstraint);
289
290 // The constraint is tied to the world and oriented to the prim.
291
292 // Free to move linearly
293 OMV.Vector3 linearLow = OMV.Vector3.Zero;
294 OMV.Vector3 linearHigh = PhysicsScene.TerrainManager.DefaultRegionSize;
295 axisConstrainer.SetLinearLimits(linearLow, linearHigh);
296
297 // Angular with some axis locked
298 float f2PI = (float)Math.PI * 2f;
299 OMV.Vector3 angularLow = new OMV.Vector3(-f2PI, -f2PI, -f2PI);
300 OMV.Vector3 angularHigh = new OMV.Vector3(f2PI, f2PI, f2PI);
301 if (LockedAxis.X != 1f)
302 {
303 angularLow.X = 0f;
304 angularHigh.X = 0f;
305 }
306 if (LockedAxis.Y != 1f)
307 {
308 angularLow.Y = 0f;
309 angularHigh.Y = 0f;
310 }
311 if (LockedAxis.Z != 1f)
312 {
313 angularLow.Z = 0f;
314 angularHigh.Z = 0f;
315 }
316 axisConstrainer.SetAngularLimits(angularLow, angularHigh);
317
318 DetailLog("{0},BSPrim.LockAngularMotion,create,linLow={1},linHi={2},angLow={3},angHi={4}",
319 LocalID, linearLow, linearHigh, angularLow, angularHigh);
320
321 // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
322 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
323
324 axisConstrainer.RecomputeConstraintVariables(RawMass);
325 });
326 }
327 else
328 {
329 // Everything seems unlocked
330 CleanUpLockAxisPhysicals(false /* inTaintTime */);
331 }
332
264 return; 333 return;
265 } 334 }
335 // Get rid of any constraint built for LockAxis
336 // Most often the constraint is removed when the constraint collection is cleaned for this prim.
337 private void CleanUpLockAxisPhysicals(bool inTaintTime)
338 {
339 if (LockAxisConstraint != null)
340 {
341 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CleanUpLockAxisPhysicals", delegate()
342 {
343 if (LockAxisConstraint != null)
344 {
345 PhysicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
346 LockAxisConstraint = null;
347 DetailLog("{0},BSPrim.CleanUpLockAxisPhysicals,destroyingConstraint", LocalID);
348 }
349 });
350 }
351 }
266 352
267 public override OMV.Vector3 RawPosition 353 public override OMV.Vector3 RawPosition
268 { 354 {
@@ -271,41 +357,41 @@ public sealed class BSPrim : BSPhysObject
271 } 357 }
272 public override OMV.Vector3 Position { 358 public override OMV.Vector3 Position {
273 get { 359 get {
274 // child prims move around based on their parent. Need to get the latest location
275 if (!Linkset.IsRoot(this))
276 _position = Linkset.Position(this);
277
278 // don't do the GetObjectPosition for root elements because this function is called a zillion times. 360 // don't do the GetObjectPosition for root elements because this function is called a zillion times.
279 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); 361 // _position = ForcePosition;
280 return _position; 362 return _position;
281 } 363 }
282 set { 364 set {
283 // If the position must be forced into the physics engine, use ForcePosition. 365 // If the position must be forced into the physics engine, use ForcePosition.
366 // All positions are given in world positions.
284 if (_position == value) 367 if (_position == value)
285 { 368 {
369 DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation);
286 return; 370 return;
287 } 371 }
288 _position = value; 372 _position = value;
289 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
290 PositionSanityCheck(false); 373 PositionSanityCheck(false);
374
291 PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() 375 PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
292 { 376 {
293 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 377 DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
294 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 378 ForcePosition = _position;
295 ActivateIfPhysical(false);
296 }); 379 });
297 } 380 }
298 } 381 }
382
299 public override OMV.Vector3 ForcePosition { 383 public override OMV.Vector3 ForcePosition {
300 get { 384 get {
301 _position = BulletSimAPI.GetPosition2(PhysBody.ptr); 385 _position = PhysicsScene.PE.GetPosition(PhysBody);
302 return _position; 386 return _position;
303 } 387 }
304 set { 388 set {
305 _position = value; 389 _position = value;
306 // PositionSanityCheck(); // Don't do this! Causes a loop and caller should know better. 390 if (PhysBody.HasPhysicalBody)
307 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 391 {
308 ActivateIfPhysical(false); 392 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
393 ActivateIfPhysical(false);
394 }
309 } 395 }
310 } 396 }
311 397
@@ -316,119 +402,231 @@ public sealed class BSPrim : BSPhysObject
316 { 402 {
317 bool ret = false; 403 bool ret = false;
318 404
319 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); 405 // We don't care where non-physical items are placed
406 if (!IsPhysicallyActive)
407 return ret;
408
409 if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
410 {
411 // The physical object is out of the known/simulated area.
412 // Upper levels of code will handle the transition to other areas so, for
413 // the time, we just ignore the position.
414 return ret;
415 }
416
417 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
320 OMV.Vector3 upForce = OMV.Vector3.Zero; 418 OMV.Vector3 upForce = OMV.Vector3.Zero;
321 if (Position.Z < terrainHeight) 419 float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z));
420 if ((RawPosition.Z + approxSize / 2f) < terrainHeight)
322 { 421 {
323 DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); 422 DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight);
324 float targetHeight = terrainHeight + (Size.Z / 2f); 423 float targetHeight = terrainHeight + (Size.Z / 2f);
325 // Upforce proportional to the distance away from the terrain. Correct the error in 1 sec. 424 // If the object is below ground it just has to be moved up because pushing will
326 upForce.Z = (terrainHeight - Position.Z) * 1f; 425 // not get it through the terrain
426 _position.Z = targetHeight;
427 if (inTaintTime)
428 {
429 ForcePosition = _position;
430 }
431 // If we are throwing the object around, zero its other forces
432 ZeroMotion(inTaintTime);
327 ret = true; 433 ret = true;
328 } 434 }
329 435
330 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 436 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
331 { 437 {
332 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); 438 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
333 // TODO: a floating motor so object will bob in the water 439 // TODO: a floating motor so object will bob in the water
334 if (Math.Abs(Position.Z - waterHeight) > 0.1f) 440 if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f)
335 { 441 {
336 // Upforce proportional to the distance away from the water. Correct the error in 1 sec. 442 // Upforce proportional to the distance away from the water. Correct the error in 1 sec.
337 upForce.Z = (waterHeight - Position.Z) * 1f; 443 upForce.Z = (waterHeight - RawPosition.Z) * 1f;
444
445 // Apply upforce and overcome gravity.
446 OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity;
447 DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce);
448 AddForce(correctionForce, false, inTaintTime);
338 ret = true; 449 ret = true;
339 } 450 }
340 } 451 }
341 452
342 // TODO: check for out of bounds 453 return ret;
454 }
455
456 // Occasionally things will fly off and really get lost.
457 // Find the wanderers and bring them back.
458 // Return 'true' if some parameter need some sanity.
459 private bool ExtremeSanityCheck(bool inTaintTime)
460 {
461 bool ret = false;
343 462
344 // The above code computes a force to apply to correct any out-of-bounds problems. Apply same. 463 uint wayOutThere = Constants.RegionSize * Constants.RegionSize;
345 if (ret) 464 // There have been instances of objects getting thrown way out of bounds and crashing
465 // the border crossing code.
466 if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere
467 || _position.Y < -Constants.RegionSize || _position.Y > wayOutThere
468 || _position.Z < -Constants.RegionSize || _position.Z > wayOutThere)
346 { 469 {
347 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck:belowTerrain", delegate() 470 _position = new OMV.Vector3(10, 10, 50);
348 { 471 ZeroMotion(inTaintTime);
349 // Apply upforce and overcome gravity. 472 ret = true;
350 ForceVelocity = ForceVelocity + upForce - PhysicsScene.DefaultGravity; 473 }
351 }); 474 if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity)
475 {
476 _velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity);
477 ret = true;
352 } 478 }
479 if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
480 {
481 _rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
482 ret = true;
483 }
484
353 return ret; 485 return ret;
354 } 486 }
355 487
356 // Return the effective mass of the object. 488 // Return the effective mass of the object.
357 // If there are multiple items in the linkset, add them together for the root 489 // The definition of this call is to return the mass of the prim.
490 // If the simulator cares about the mass of the linkset, it will sum it itself.
358 public override float Mass 491 public override float Mass
359 { 492 {
360 get 493 get { return _mass; }
361 { 494 }
362 return Linkset.LinksetMass; 495 // TotalMass returns the mass of the large object the prim may be in (overridden by linkset code)
363 // return _mass; 496 public virtual float TotalMass
364 } 497 {
498 get { return _mass; }
365 } 499 }
366
367 // used when we only want this prim's mass and not the linkset thing 500 // used when we only want this prim's mass and not the linkset thing
368 public override float RawMass { 501 public override float RawMass {
369 get { return _mass; } 502 get { return _mass; }
370 } 503 }
371 // Set the physical mass to the passed mass. 504 // Set the physical mass to the passed mass.
372 // Note that this does not change _mass! 505 // Note that this does not change _mass!
373 public override void UpdatePhysicalMassProperties(float physMass) 506 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
374 { 507 {
375 if (IsStatic) 508 if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
376 { 509 {
377 Inertia = OMV.Vector3.Zero; 510 if (IsStatic)
378 BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia); 511 {
379 BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); 512 PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity);
513 Inertia = OMV.Vector3.Zero;
514 PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia);
515 PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
516 }
517 else
518 {
519 if (inWorld)
520 {
521 // Changing interesting properties doesn't change proxy and collision cache
522 // information. The Bullet solution is to re-add the object to the world
523 // after parameters are changed.
524 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
525 }
526
527 // The computation of mass props requires gravity to be set on the object.
528 Gravity = ComputeGravity(Buoyancy);
529 PhysicsScene.PE.SetGravity(PhysBody, Gravity);
530
531 Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
532 PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia);
533 PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
534
535 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}",
536 LocalID, physMass, Inertia, Gravity, inWorld);
537
538 if (inWorld)
539 {
540 AddObjectToPhysicalWorld();
541 }
542 }
380 } 543 }
381 else 544 }
545
546 // Return what gravity should be set to this very moment
547 public OMV.Vector3 ComputeGravity(float buoyancy)
548 {
549 OMV.Vector3 ret = PhysicsScene.DefaultGravity;
550
551 if (!IsStatic)
382 { 552 {
383 Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); 553 ret *= (1f - buoyancy);
384 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); 554 ret *= GravModifier;
385 BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
386 // center of mass is at the zero of the object
387 // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
388 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, Inertia);
389 } 555 }
556
557 return ret;
390 } 558 }
391 559
392 // Is this used? 560 // Is this used?
393 public override OMV.Vector3 CenterOfMass 561 public override OMV.Vector3 CenterOfMass
394 { 562 {
395 get { return Linkset.CenterOfMass; } 563 get { return RawPosition; }
396 } 564 }
397 565
398 // Is this used? 566 // Is this used?
399 public override OMV.Vector3 GeometricCenter 567 public override OMV.Vector3 GeometricCenter
400 { 568 {
401 get { return Linkset.GeometricCenter; } 569 get { return RawPosition; }
402 } 570 }
403 571
404 public override OMV.Vector3 Force { 572 public override OMV.Vector3 Force {
405 get { return _force; } 573 get { return _force; }
406 set { 574 set {
407 _force = value; 575 _force = value;
408 PhysicsScene.TaintedObject("BSPrim.setForce", delegate() 576 if (_force != OMV.Vector3.Zero)
409 { 577 {
410 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); 578 // If the force is non-zero, it must be reapplied each tick because
411 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); 579 // Bullet clears the forces applied last frame.
412 }); 580 RegisterPreStepAction("BSPrim.setForce", LocalID,
581 delegate(float timeStep)
582 {
583 if (!IsPhysicallyActive || _force == OMV.Vector3.Zero)
584 {
585 UnRegisterPreStepAction("BSPrim.setForce", LocalID);
586 return;
587 }
588
589 DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force);
590 if (PhysBody.HasPhysicalBody)
591 {
592 PhysicsScene.PE.ApplyCentralForce(PhysBody, _force);
593 ActivateIfPhysical(false);
594 }
595 }
596 );
597 }
598 else
599 {
600 UnRegisterPreStepAction("BSPrim.setForce", LocalID);
601 }
413 } 602 }
414 } 603 }
415 604
416 public override int VehicleType { 605 public override int VehicleType {
417 get { 606 get {
418 return (int)_vehicle.Type; // if we are a vehicle, return that type 607 return (int)VehicleController.Type; // if we are a vehicle, return that type
419 } 608 }
420 set { 609 set {
421 Vehicle type = (Vehicle)value; 610 Vehicle type = (Vehicle)value;
422 611
423 // Tell the scene about the vehicle so it will get processing each frame.
424 PhysicsScene.VehicleInSceneTypeChanged(this, type);
425
426 PhysicsScene.TaintedObject("setVehicleType", delegate() 612 PhysicsScene.TaintedObject("setVehicleType", delegate()
427 { 613 {
428 // Done at taint time so we're sure the physics engine is not using the variables 614 // Done at taint time so we're sure the physics engine is not using the variables
429 // Vehicle code changes the parameters for this vehicle type. 615 // Vehicle code changes the parameters for this vehicle type.
430 _vehicle.ProcessTypeChange(type); 616 VehicleController.ProcessTypeChange(type);
431 ActivateIfPhysical(false); 617 ActivateIfPhysical(false);
618
619 // If an active vehicle, register the vehicle code to be called before each step
620 if (VehicleController.Type == Vehicle.TYPE_NONE)
621 {
622 UnRegisterPreStepAction("BSPrim.Vehicle", LocalID);
623 UnRegisterPostStepAction("BSPrim.Vehicle", LocalID);
624 }
625 else
626 {
627 RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step);
628 RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep);
629 }
432 }); 630 });
433 } 631 }
434 } 632 }
@@ -436,7 +634,7 @@ public sealed class BSPrim : BSPhysObject
436 { 634 {
437 PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() 635 PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
438 { 636 {
439 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); 637 VehicleController.ProcessFloatVehicleParam((Vehicle)param, value);
440 ActivateIfPhysical(false); 638 ActivateIfPhysical(false);
441 }); 639 });
442 } 640 }
@@ -444,7 +642,7 @@ public sealed class BSPrim : BSPhysObject
444 { 642 {
445 PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() 643 PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
446 { 644 {
447 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); 645 VehicleController.ProcessVectorVehicleParam((Vehicle)param, value);
448 ActivateIfPhysical(false); 646 ActivateIfPhysical(false);
449 }); 647 });
450 } 648 }
@@ -452,7 +650,7 @@ public sealed class BSPrim : BSPhysObject
452 { 650 {
453 PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() 651 PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
454 { 652 {
455 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); 653 VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation);
456 ActivateIfPhysical(false); 654 ActivateIfPhysical(false);
457 }); 655 });
458 } 656 }
@@ -460,27 +658,10 @@ public sealed class BSPrim : BSPhysObject
460 { 658 {
461 PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() 659 PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
462 { 660 {
463 _vehicle.ProcessVehicleFlags(param, remove); 661 VehicleController.ProcessVehicleFlags(param, remove);
464 }); 662 });
465 } 663 }
466 664
467 // Called each simulation step to advance vehicle characteristics.
468 // Called from Scene when doing simulation step so we're in taint processing time.
469 public override void StepVehicle(float timeStep)
470 {
471 if (IsPhysical && _vehicle.IsActive)
472 {
473 _vehicle.Step(timeStep);
474 /* // TEST TEST DEBUG DEBUG -- trying to reduce the extra action of Bullet simulation step
475 PhysicsScene.PostTaintObject("BSPrim.StepVehicles", LocalID, delegate()
476 {
477 // This resets the interpolation values and recomputes the tensor variables
478 BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation);
479 });
480 */
481 }
482 }
483
484 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 665 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
485 public override void SetVolumeDetect(int param) { 666 public override void SetVolumeDetect(int param) {
486 bool newValue = (param != 0); 667 bool newValue = (param != 0);
@@ -495,6 +676,81 @@ public sealed class BSPrim : BSPhysObject
495 } 676 }
496 return; 677 return;
497 } 678 }
679 public override void SetMaterial(int material)
680 {
681 base.SetMaterial(material);
682 PhysicsScene.TaintedObject("BSPrim.SetMaterial", delegate()
683 {
684 UpdatePhysicalParameters();
685 });
686 }
687 public override float Friction
688 {
689 get { return base.Friction; }
690 set
691 {
692 if (base.Friction != value)
693 {
694 base.Friction = value;
695 PhysicsScene.TaintedObject("BSPrim.setFriction", delegate()
696 {
697 UpdatePhysicalParameters();
698 });
699 }
700 }
701 }
702 public override float Restitution
703 {
704 get { return base.Restitution; }
705 set
706 {
707 if (base.Restitution != value)
708 {
709 base.Restitution = value;
710 PhysicsScene.TaintedObject("BSPrim.setRestitution", delegate()
711 {
712 UpdatePhysicalParameters();
713 });
714 }
715 }
716 }
717 // The simulator/viewer keep density as 100kg/m3.
718 // Remember to use BSParam.DensityScaleFactor to create the physical density.
719 public override float Density
720 {
721 get { return base.Density; }
722 set
723 {
724 if (base.Density != value)
725 {
726 base.Density = value;
727 PhysicsScene.TaintedObject("BSPrim.setDensity", delegate()
728 {
729 UpdatePhysicalParameters();
730 });
731 }
732 }
733 }
734 public override float GravModifier
735 {
736 get { return base.GravModifier; }
737 set
738 {
739 if (base.GravModifier != value)
740 {
741 base.GravModifier = value;
742 PhysicsScene.TaintedObject("BSPrim.setGravityModifier", delegate()
743 {
744 UpdatePhysicalParameters();
745 });
746 }
747 }
748 }
749 public override OMV.Vector3 RawVelocity
750 {
751 get { return _velocity; }
752 set { _velocity = value; }
753 }
498 public override OMV.Vector3 Velocity { 754 public override OMV.Vector3 Velocity {
499 get { return _velocity; } 755 get { return _velocity; }
500 set { 756 set {
@@ -502,30 +758,53 @@ public sealed class BSPrim : BSPhysObject
502 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() 758 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
503 { 759 {
504 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); 760 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
505 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); 761 ForceVelocity = _velocity;
506 }); 762 });
507 } 763 }
508 } 764 }
509 public override OMV.Vector3 ForceVelocity { 765 public override OMV.Vector3 ForceVelocity {
510 get { return _velocity; } 766 get { return _velocity; }
511 set { 767 set {
512 _velocity = value; 768 PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
513 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); 769
770 _velocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
771 if (PhysBody.HasPhysicalBody)
772 {
773 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity);
774 PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
775 ActivateIfPhysical(false);
776 }
514 } 777 }
515 } 778 }
516 public override OMV.Vector3 Torque { 779 public override OMV.Vector3 Torque {
517 get { return _torque; } 780 get { return _torque; }
518 set { 781 set {
519 _torque = value; 782 _torque = value;
520 AddAngularForce(_torque, false, false); 783 if (_torque != OMV.Vector3.Zero)
784 {
785 // If the torque is non-zero, it must be reapplied each tick because
786 // Bullet clears the forces applied last frame.
787 RegisterPreStepAction("BSPrim.setTorque", LocalID,
788 delegate(float timeStep)
789 {
790 if (!IsPhysicallyActive || _torque == OMV.Vector3.Zero)
791 {
792 UnRegisterPreStepAction("BSPrim.setTorque", LocalID);
793 return;
794 }
795
796 if (PhysBody.HasPhysicalBody)
797 AddAngularForce(_torque, false, true);
798 }
799 );
800 }
801 else
802 {
803 UnRegisterPreStepAction("BSPrim.setTorque", LocalID);
804 }
521 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); 805 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
522 } 806 }
523 } 807 }
524 public override float CollisionScore {
525 get { return _collisionScore; }
526 set { _collisionScore = value;
527 }
528 }
529 public override OMV.Vector3 Acceleration { 808 public override OMV.Vector3 Acceleration {
530 get { return _acceleration; } 809 get { return _acceleration; }
531 set { _acceleration = value; } 810 set { _acceleration = value; }
@@ -537,23 +816,16 @@ public sealed class BSPrim : BSPhysObject
537 } 816 }
538 public override OMV.Quaternion Orientation { 817 public override OMV.Quaternion Orientation {
539 get { 818 get {
540 // Children move around because tied to parent. Get a fresh value.
541 if (!Linkset.IsRoot(this))
542 {
543 _orientation = Linkset.Orientation(this);
544 }
545 return _orientation; 819 return _orientation;
546 } 820 }
547 set { 821 set {
548 if (_orientation == value) 822 if (_orientation == value)
549 return; 823 return;
550 _orientation = value; 824 _orientation = value;
551 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? 825
552 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() 826 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
553 { 827 {
554 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); 828 ForceOrientation = _orientation;
555 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
556 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
557 }); 829 });
558 } 830 }
559 } 831 }
@@ -562,13 +834,14 @@ public sealed class BSPrim : BSPhysObject
562 { 834 {
563 get 835 get
564 { 836 {
565 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); 837 _orientation = PhysicsScene.PE.GetOrientation(PhysBody);
566 return _orientation; 838 return _orientation;
567 } 839 }
568 set 840 set
569 { 841 {
570 _orientation = value; 842 _orientation = value;
571 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 843 if (PhysBody.HasPhysicalBody)
844 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
572 } 845 }
573 } 846 }
574 public override int PhysicsActorType { 847 public override int PhysicsActorType {
@@ -583,10 +856,11 @@ public sealed class BSPrim : BSPhysObject
583 _isPhysical = value; 856 _isPhysical = value;
584 PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() 857 PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate()
585 { 858 {
586 // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); 859 DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
587 SetObjectDynamic(true); 860 SetObjectDynamic(true);
588 // whether phys-to-static or static-to-phys, the object is not moving. 861 // whether phys-to-static or static-to-phys, the object is not moving.
589 ZeroMotion(true); 862 ZeroMotion(true);
863
590 }); 864 });
591 } 865 }
592 } 866 }
@@ -604,6 +878,12 @@ public sealed class BSPrim : BSPhysObject
604 get { return !IsPhantom && !_isVolumeDetect; } 878 get { return !IsPhantom && !_isVolumeDetect; }
605 } 879 }
606 880
881 // The object is moving and is actively being dynamic in the physical world
882 public override bool IsPhysicallyActive
883 {
884 get { return !_isSelected && IsPhysical; }
885 }
886
607 // Make gravity work if the object is physical and not selected 887 // Make gravity work if the object is physical and not selected
608 // Called at taint-time!! 888 // Called at taint-time!!
609 private void SetObjectDynamic(bool forceRebuild) 889 private void SetObjectDynamic(bool forceRebuild)
@@ -618,19 +898,24 @@ public sealed class BSPrim : BSPhysObject
618 // isSolid: other objects bounce off of this object 898 // isSolid: other objects bounce off of this object
619 // isVolumeDetect: other objects pass through but can generate collisions 899 // isVolumeDetect: other objects pass through but can generate collisions
620 // collisionEvents: whether this object returns collision events 900 // collisionEvents: whether this object returns collision events
621 private void UpdatePhysicalParameters() 901 public virtual void UpdatePhysicalParameters()
622 { 902 {
623 // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); 903 if (!PhysBody.HasPhysicalBody)
904 {
905 // This would only happen if updates are called for during initialization when the body is not set up yet.
906 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID);
907 return;
908 }
624 909
625 // Mangling all the physical properties requires the object not be in the physical world. 910 // Mangling all the physical properties requires the object not be in the physical world.
626 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). 911 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
627 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 912 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
628 913
629 // Set up the object physicalness (does gravity and collisions move this object) 914 // Set up the object physicalness (does gravity and collisions move this object)
630 MakeDynamic(IsStatic); 915 MakeDynamic(IsStatic);
631 916
632 // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) 917 // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters)
633 _vehicle.Refresh(); 918 VehicleController.Refresh();
634 919
635 // Arrange for collision events if the simulator wants them 920 // Arrange for collision events if the simulator wants them
636 EnableCollisions(SubscribedEvents()); 921 EnableCollisions(SubscribedEvents());
@@ -638,25 +923,13 @@ public sealed class BSPrim : BSPhysObject
638 // Make solid or not (do things bounce off or pass through this object). 923 // Make solid or not (do things bounce off or pass through this object).
639 MakeSolid(IsSolid); 924 MakeSolid(IsSolid);
640 925
641 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 926 AddObjectToPhysicalWorld();
642 927
643 // Rebuild its shape 928 // Rebuild its shape
644 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); 929 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
645
646 // Collision filter can be set only when the object is in the world
647 if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0)
648 {
649 BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask);
650 }
651
652 // Recompute any linkset parameters.
653 // When going from non-physical to physical, this re-enables the constraints that
654 // had been automatically disabled when the mass was set to zero.
655 // For compound based linksets, this enables and disables interactions of the children.
656 Linkset.Refresh(this);
657 930
658 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", 931 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}",
659 LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); 932 LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape);
660 } 933 }
661 934
662 // "Making dynamic" means changing to and from static. 935 // "Making dynamic" means changing to and from static.
@@ -664,79 +937,78 @@ public sealed class BSPrim : BSPhysObject
664 // When dynamic, the object can fall and be pushed by others. 937 // When dynamic, the object can fall and be pushed by others.
665 // This is independent of its 'solidness' which controls what passes through 938 // This is independent of its 'solidness' which controls what passes through
666 // this object and what interacts with it. 939 // this object and what interacts with it.
667 private void MakeDynamic(bool makeStatic) 940 protected virtual void MakeDynamic(bool makeStatic)
668 { 941 {
669 if (makeStatic) 942 if (makeStatic)
670 { 943 {
671 // Become a Bullet 'static' object type 944 // Become a Bullet 'static' object type
672 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 945 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
673 // Stop all movement 946 // Stop all movement
674 ZeroMotion(true); 947 ZeroMotion(true);
675 // Center of mass is at the center of the object 948
676 // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); 949 // Set various physical properties so other object interact properly
950 PhysicsScene.PE.SetFriction(PhysBody, Friction);
951 PhysicsScene.PE.SetRestitution(PhysBody, Restitution);
952 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
953
677 // Mass is zero which disables a bunch of physics stuff in Bullet 954 // Mass is zero which disables a bunch of physics stuff in Bullet
678 UpdatePhysicalMassProperties(0f); 955 UpdatePhysicalMassProperties(0f, false);
679 // Set collision detection parameters 956 // Set collision detection parameters
680 if (PhysicsScene.Params.ccdMotionThreshold > 0f) 957 if (BSParam.CcdMotionThreshold > 0f)
681 { 958 {
682 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); 959 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
683 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); 960 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
684 } 961 }
685 // There can be special things needed for implementing linksets 962
686 Linkset.MakeStatic(this);
687 // The activation state is 'disabled' so Bullet will not try to act on it. 963 // The activation state is 'disabled' so Bullet will not try to act on it.
688 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); 964 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION);
689 // Start it out sleeping and physical actions could wake it up. 965 // Start it out sleeping and physical actions could wake it up.
690 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); 966 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING);
691 967
692 PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; 968 // This collides like a static object
693 PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; 969 PhysBody.collisionType = CollisionType.Static;
694 } 970 }
695 else 971 else
696 { 972 {
697 // Not a Bullet static object 973 // Not a Bullet static object
698 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 974 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
699 975
700 // Set various physical properties so internal dynamic properties will get computed correctly as they are set 976 // Set various physical properties so other object interact properly
701 BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction); 977 PhysicsScene.PE.SetFriction(PhysBody, Friction);
702 BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution); 978 PhysicsScene.PE.SetRestitution(PhysBody, Restitution);
979 // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution);
703 980
704 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 981 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
705 // Since this can be called multiple times, only zero forces when becoming physical 982 // Since this can be called multiple times, only zero forces when becoming physical
706 // BulletSimAPI.ClearAllForces2(BSBody.ptr); 983 // PhysicsScene.PE.ClearAllForces(BSBody);
707 984
708 // For good measure, make sure the transform is set through to the motion state 985 // For good measure, make sure the transform is set through to the motion state
709 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 986 ForcePosition = _position;
710 987 ForceVelocity = _velocity;
711 // Center of mass is at the center of the object 988 ForceRotationalVelocity = _rotationalVelocity;
712 // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
713 989
714 // A dynamic object has mass 990 // A dynamic object has mass
715 UpdatePhysicalMassProperties(RawMass); 991 UpdatePhysicalMassProperties(RawMass, false);
716 992
717 // Set collision detection parameters 993 // Set collision detection parameters
718 if (PhysicsScene.Params.ccdMotionThreshold > 0f) 994 if (BSParam.CcdMotionThreshold > 0f)
719 { 995 {
720 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); 996 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
721 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); 997 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
722 } 998 }
723 999
724 // Various values for simulation limits 1000 // Various values for simulation limits
725 BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); 1001 PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping);
726 BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime); 1002 PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime);
727 BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); 1003 PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
728 BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); 1004 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
729 1005
730 // There might be special things needed for implementing linksets. 1006 // This collides like an object.
731 Linkset.MakeDynamic(this); 1007 PhysBody.collisionType = CollisionType.Dynamic;
732 1008
733 // Force activation of the object so Bullet will act on it. 1009 // Force activation of the object so Bullet will act on it.
734 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. 1010 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
735 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); 1011 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
736 // BulletSimAPI.Activate2(BSBody.ptr, true);
737
738 PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
739 PhysBody.collisionMask = CollisionFilterGroups.ObjectMask;
740 } 1012 }
741 } 1013 }
742 1014
@@ -746,7 +1018,7 @@ public sealed class BSPrim : BSPhysObject
746 // the functions after this one set up the state of a possibly newly created collision body. 1018 // the functions after this one set up the state of a possibly newly created collision body.
747 private void MakeSolid(bool makeSolid) 1019 private void MakeSolid(bool makeSolid)
748 { 1020 {
749 CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr); 1021 CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody);
750 if (makeSolid) 1022 if (makeSolid)
751 { 1023 {
752 // Verify the previous code created the correct shape for this type of thing. 1024 // Verify the previous code created the correct shape for this type of thing.
@@ -754,7 +1026,7 @@ public sealed class BSPrim : BSPhysObject
754 { 1026 {
755 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); 1027 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
756 } 1028 }
757 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 1029 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
758 } 1030 }
759 else 1031 else
760 { 1032 {
@@ -762,9 +1034,10 @@ public sealed class BSPrim : BSPhysObject
762 { 1034 {
763 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); 1035 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
764 } 1036 }
765 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 1037 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
766 PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; 1038
767 PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; 1039 // Change collision info from a static object to a ghosty collision object
1040 PhysBody.collisionType = CollisionType.VolumeDetect;
768 } 1041 }
769 } 1042 }
770 1043
@@ -773,8 +1046,8 @@ public sealed class BSPrim : BSPhysObject
773 // Called in taint-time!! 1046 // Called in taint-time!!
774 private void ActivateIfPhysical(bool forceIt) 1047 private void ActivateIfPhysical(bool forceIt)
775 { 1048 {
776 if (IsPhysical) 1049 if (IsPhysical && PhysBody.HasPhysicalBody)
777 BulletSimAPI.Activate2(PhysBody.ptr, forceIt); 1050 PhysicsScene.PE.Activate(PhysBody, forceIt);
778 } 1051 }
779 1052
780 // Turn on or off the flag controlling whether collision events are returned to the simulator. 1053 // Turn on or off the flag controlling whether collision events are returned to the simulator.
@@ -782,11 +1055,27 @@ public sealed class BSPrim : BSPhysObject
782 { 1055 {
783 if (wantsCollisionEvents) 1056 if (wantsCollisionEvents)
784 { 1057 {
785 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 1058 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
1059 }
1060 else
1061 {
1062 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
1063 }
1064 }
1065
1066 // Add me to the physical world.
1067 // Object MUST NOT already be in the world.
1068 // This routine exists because some assorted properties get mangled by adding to the world.
1069 internal void AddObjectToPhysicalWorld()
1070 {
1071 if (PhysBody.HasPhysicalBody)
1072 {
1073 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
786 } 1074 }
787 else 1075 else
788 { 1076 {
789 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 1077 m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID);
1078 DetailLog("{0},BSPrim.AddObjectToPhysicalWorld,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
790 } 1079 }
791 } 1080 }
792 1081
@@ -805,18 +1094,6 @@ public sealed class BSPrim : BSPhysObject
805 get { return _throttleUpdates; } 1094 get { return _throttleUpdates; }
806 set { _throttleUpdates = value; } 1095 set { _throttleUpdates = value; }
807 } 1096 }
808 public override bool IsColliding {
809 get { return (CollidingStep == PhysicsScene.SimulationStep); }
810 set { _isColliding = value; }
811 }
812 public override bool CollidingGround {
813 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
814 set { _collidingGround = value; }
815 }
816 public override bool CollidingObj {
817 get { return _collidingObj; }
818 set { _collidingObj = value; }
819 }
820 public bool IsPhantom { 1097 public bool IsPhantom {
821 get { 1098 get {
822 // SceneObjectPart removes phantom objects from the physics scene 1099 // SceneObjectPart removes phantom objects from the physics scene
@@ -831,32 +1108,23 @@ public sealed class BSPrim : BSPhysObject
831 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() 1108 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
832 { 1109 {
833 if (_floatOnWater) 1110 if (_floatOnWater)
834 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 1111 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
835 else 1112 else
836 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 1113 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
837 }); 1114 });
838 } 1115 }
839 } 1116 }
840 public override OMV.Vector3 RotationalVelocity { 1117 public override OMV.Vector3 RotationalVelocity {
841 get { 1118 get {
842 /*
843 OMV.Vector3 pv = OMV.Vector3.Zero;
844 // if close to zero, report zero
845 // This is copied from ODE but I'm not sure why it returns zero but doesn't
846 // zero the property in the physics engine.
847 if (_rotationalVelocity.ApproxEquals(pv, 0.2f))
848 return pv;
849 */
850
851 return _rotationalVelocity; 1119 return _rotationalVelocity;
852 } 1120 }
853 set { 1121 set {
854 _rotationalVelocity = value; 1122 _rotationalVelocity = value;
1123 Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
855 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); 1124 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
856 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() 1125 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
857 { 1126 {
858 DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 1127 ForceRotationalVelocity = _rotationalVelocity;
859 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
860 }); 1128 });
861 } 1129 }
862 } 1130 }
@@ -865,8 +1133,14 @@ public sealed class BSPrim : BSPhysObject
865 return _rotationalVelocity; 1133 return _rotationalVelocity;
866 } 1134 }
867 set { 1135 set {
868 _rotationalVelocity = value; 1136 _rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
869 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); 1137 if (PhysBody.HasPhysicalBody)
1138 {
1139 DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
1140 PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
1141 // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
1142 ActivateIfPhysical(false);
1143 }
870 } 1144 }
871 } 1145 }
872 public override bool Kinematic { 1146 public override bool Kinematic {
@@ -890,27 +1164,130 @@ public sealed class BSPrim : BSPhysObject
890 set { 1164 set {
891 _buoyancy = value; 1165 _buoyancy = value;
892 // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 1166 // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
893 // Buoyancy is faked by changing the gravity applied to the object 1167 // Force the recalculation of the various inertia,etc variables in the object
894 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); 1168 UpdatePhysicalMassProperties(RawMass, true);
895 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); 1169 DetailLog("{0},BSPrim.ForceBuoyancy,buoy={1},mass={2},grav={3}", LocalID, _buoyancy, RawMass, Gravity);
1170 ActivateIfPhysical(false);
896 } 1171 }
897 } 1172 }
898 1173
899 // Used for MoveTo 1174 // Used for MoveTo
900 public override OMV.Vector3 PIDTarget { 1175 public override OMV.Vector3 PIDTarget {
901 set { _PIDTarget = value; } 1176 set
902 } 1177 {
903 public override bool PIDActive { 1178 // TODO: add a sanity check -- don't move more than a region or something like that.
904 set { _usePID = value; } 1179 _PIDTarget = value;
1180 }
905 } 1181 }
906 public override float PIDTau { 1182 public override float PIDTau {
907 set { _PIDTau = value; } 1183 set { _PIDTau = value; }
908 } 1184 }
1185 public override bool PIDActive {
1186 set {
1187 if (value)
1188 {
1189 // We're taking over after this.
1190 ZeroMotion(true);
1191
1192 _targetMotor = new BSVMotor("BSPrim.PIDTarget",
1193 _PIDTau, // timeScale
1194 BSMotor.Infinite, // decay time scale
1195 BSMotor.InfiniteVector, // friction timescale
1196 1f // efficiency
1197 );
1198 _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
1199 _targetMotor.SetTarget(_PIDTarget);
1200 _targetMotor.SetCurrent(RawPosition);
1201 /*
1202 _targetMotor = new BSPIDVMotor("BSPrim.PIDTarget");
1203 _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
1204
1205 _targetMotor.SetTarget(_PIDTarget);
1206 _targetMotor.SetCurrent(RawPosition);
1207 _targetMotor.TimeScale = _PIDTau;
1208 _targetMotor.Efficiency = 1f;
1209 */
1210
1211 RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep)
1212 {
1213 if (!IsPhysicallyActive)
1214 {
1215 UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID);
1216 return;
1217 }
1218
1219 OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below)
1220
1221 // 'movePosition' is where we'd like the prim to be at this moment.
1222 OMV.Vector3 movePosition = RawPosition + _targetMotor.Step(timeStep);
1223
1224 // If we are very close to our target, turn off the movement motor.
1225 if (_targetMotor.ErrorIsZero())
1226 {
1227 DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}",
1228 LocalID, movePosition, RawPosition, Mass);
1229 ForcePosition = _targetMotor.TargetValue;
1230 _targetMotor.Enabled = false;
1231 }
1232 else
1233 {
1234 _position = movePosition;
1235 PositionSanityCheck(true /* intaintTime */);
1236 ForcePosition = _position;
1237 }
1238 DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", LocalID, origPosition, movePosition);
1239 });
1240 }
1241 else
1242 {
1243 // Stop any targetting
1244 UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID);
1245 }
1246 }
1247 }
909 1248
910 // Used for llSetHoverHeight and maybe vehicle height 1249 // Used for llSetHoverHeight and maybe vehicle height
911 // Hover Height will override MoveTo target's Z 1250 // Hover Height will override MoveTo target's Z
912 public override bool PIDHoverActive { 1251 public override bool PIDHoverActive {
913 set { _useHoverPID = value; } 1252 set {
1253 if (value)
1254 {
1255 // Turning the target on
1256 _hoverMotor = new BSFMotor("BSPrim.Hover",
1257 _PIDHoverTau, // timeScale
1258 BSMotor.Infinite, // decay time scale
1259 BSMotor.Infinite, // friction timescale
1260 1f // efficiency
1261 );
1262 _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
1263 _hoverMotor.SetCurrent(RawPosition.Z);
1264 _hoverMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
1265
1266 RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
1267 {
1268 // Don't do hovering while the object is selected.
1269 if (!IsPhysicallyActive)
1270 return;
1271
1272 _hoverMotor.SetCurrent(RawPosition.Z);
1273 _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
1274 float targetHeight = _hoverMotor.Step(timeStep);
1275
1276 // 'targetHeight' is where we'd like the Z of the prim to be at this moment.
1277 // Compute the amount of force to push us there.
1278 float moveForce = (targetHeight - RawPosition.Z) * Mass;
1279 // Undo anything the object thinks it's doing at the moment
1280 moveForce = -RawVelocity.Z * Mass;
1281
1282 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, new OMV.Vector3(0f, 0f, moveForce));
1283 DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass);
1284 });
1285 }
1286 else
1287 {
1288 UnRegisterPreStepAction("BSPrim.Hover", LocalID);
1289 }
1290 }
914 } 1291 }
915 public override float PIDHoverHeight { 1292 public override float PIDHoverHeight {
916 set { _PIDHoverHeight = value; } 1293 set { _PIDHoverHeight = value; }
@@ -919,8 +1296,35 @@ public sealed class BSPrim : BSPhysObject
919 set { _PIDHoverType = value; } 1296 set { _PIDHoverType = value; }
920 } 1297 }
921 public override float PIDHoverTau { 1298 public override float PIDHoverTau {
922 set { _PIDHoverTao = value; } 1299 set { _PIDHoverTau = value; }
923 } 1300 }
1301 // Based on current position, determine what we should be hovering at now.
1302 // Must recompute often. What if we walked offa cliff>
1303 private float ComputeCurrentPIDHoverHeight()
1304 {
1305 float ret = _PIDHoverHeight;
1306 float groundHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
1307
1308 switch (_PIDHoverType)
1309 {
1310 case PIDHoverType.Ground:
1311 ret = groundHeight + _PIDHoverHeight;
1312 break;
1313 case PIDHoverType.GroundAndWater:
1314 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
1315 if (groundHeight > waterHeight)
1316 {
1317 ret = groundHeight + _PIDHoverHeight;
1318 }
1319 else
1320 {
1321 ret = waterHeight + _PIDHoverHeight;
1322 }
1323 break;
1324 }
1325 return ret;
1326 }
1327
924 1328
925 // For RotLookAt 1329 // For RotLookAt
926 public override OMV.Quaternion APIDTarget { set { return; } } 1330 public override OMV.Quaternion APIDTarget { set { return; } }
@@ -928,54 +1332,73 @@ public sealed class BSPrim : BSPhysObject
928 public override float APIDStrength { set { return; } } 1332 public override float APIDStrength { set { return; } }
929 public override float APIDDamping { set { return; } } 1333 public override float APIDDamping { set { return; } }
930 1334
931 private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
932 public override void AddForce(OMV.Vector3 force, bool pushforce) { 1335 public override void AddForce(OMV.Vector3 force, bool pushforce) {
933 AddForce(force, pushforce, false); 1336 // Per documentation, max force is limited.
1337 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
1338
1339 // Since this force is being applied in only one step, make this a force per second.
1340 addForce /= PhysicsScene.LastTimeStep;
1341 AddForce(addForce, pushforce, false /* inTaintTime */);
934 } 1342 }
1343
935 // Applying a force just adds this to the total force on the object. 1344 // Applying a force just adds this to the total force on the object.
1345 // This added force will only last the next simulation tick.
936 public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { 1346 public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
937 // for an object, doesn't matter if force is a pushforce or not 1347 // for an object, doesn't matter if force is a pushforce or not
938 if (force.IsFinite()) 1348 if (IsPhysicallyActive)
939 {
940 // _force += force;
941 lock (m_accumulatedForces)
942 m_accumulatedForces.Add(new OMV.Vector3(force));
943 }
944 else
945 { 1349 {
946 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); 1350 if (force.IsFinite())
947 return;
948 }
949 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
950 {
951 OMV.Vector3 fSum = OMV.Vector3.Zero;
952 lock (m_accumulatedForces)
953 { 1351 {
954 // Sum the accumulated additional forces for one big force to apply once. 1352 // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
955 foreach (OMV.Vector3 v in m_accumulatedForces) 1353
1354 OMV.Vector3 addForce = force;
1355 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
956 { 1356 {
957 fSum += v; 1357 // Bullet adds this central force to the total force for this tick
958 } 1358 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
959 m_accumulatedForces.Clear(); 1359 if (PhysBody.HasPhysicalBody)
1360 {
1361 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
1362 ActivateIfPhysical(false);
1363 }
1364 });
960 } 1365 }
961 DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); 1366 else
962 if (fSum != OMV.Vector3.Zero) 1367 {
963 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); 1368 m_log.WarnFormat("{0}: AddForce: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
964 }); 1369 return;
1370 }
1371 }
965 } 1372 }
966 1373
967 // An impulse force is scaled by the mass of the object. 1374 public void AddForceImpulse(OMV.Vector3 impulse, bool pushforce, bool inTaintTime) {
968 public void ApplyForceImpulse(OMV.Vector3 impulse, bool inTaintTime) 1375 // for an object, doesn't matter if force is a pushforce or not
969 { 1376 if (!IsPhysicallyActive)
970 OMV.Vector3 applyImpulse = impulse;
971 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyForceImpulse", delegate()
972 { 1377 {
973 DetailLog("{0},BSPrim.ApplyForceImpulse,taint,tImpulse={1}", LocalID, applyImpulse); 1378 if (impulse.IsFinite())
974 BulletSimAPI.ApplyCentralImpulse2(PhysBody.ptr, applyImpulse); 1379 {
975 }); 1380 OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude);
1381 // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
1382
1383 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
1384 {
1385 // Bullet adds this impulse immediately to the velocity
1386 DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse);
1387 if (PhysBody.HasPhysicalBody)
1388 {
1389 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, addImpulse);
1390 ActivateIfPhysical(false);
1391 }
1392 });
1393 }
1394 else
1395 {
1396 m_log.WarnFormat("{0}: AddForceImpulse: Got a NaN impulse applied to a prim. LocalID={1}", LogHeader, LocalID);
1397 return;
1398 }
1399 }
976 } 1400 }
977 1401
978 private List<OMV.Vector3> m_accumulatedAngularForces = new List<OMV.Vector3>();
979 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 1402 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
980 AddAngularForce(force, pushforce, false); 1403 AddAngularForce(force, pushforce, false);
981 } 1404 }
@@ -983,42 +1406,38 @@ public sealed class BSPrim : BSPhysObject
983 { 1406 {
984 if (force.IsFinite()) 1407 if (force.IsFinite())
985 { 1408 {
986 // _force += force; 1409 OMV.Vector3 angForce = force;
987 lock (m_accumulatedAngularForces) 1410 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
988 m_accumulatedAngularForces.Add(new OMV.Vector3(force)); 1411 {
1412 if (PhysBody.HasPhysicalBody)
1413 {
1414 DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce);
1415 PhysicsScene.PE.ApplyTorque(PhysBody, angForce);
1416 ActivateIfPhysical(false);
1417 }
1418 });
989 } 1419 }
990 else 1420 else
991 { 1421 {
992 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); 1422 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
993 return; 1423 return;
994 } 1424 }
995 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
996 {
997 OMV.Vector3 fSum = OMV.Vector3.Zero;
998 lock (m_accumulatedAngularForces)
999 {
1000 // Sum the accumulated additional forces for one big force to apply once.
1001 foreach (OMV.Vector3 v in m_accumulatedAngularForces)
1002 {
1003 fSum += v;
1004 }
1005 m_accumulatedAngularForces.Clear();
1006 }
1007 DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum);
1008 if (fSum != OMV.Vector3.Zero)
1009 {
1010 BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum);
1011 _torque = fSum;
1012 }
1013 });
1014 } 1425 }
1426
1015 // A torque impulse. 1427 // A torque impulse.
1428 // ApplyTorqueImpulse adds torque directly to the angularVelocity.
1429 // AddAngularForce accumulates the force and applied it to the angular velocity all at once.
1430 // Computed as: angularVelocity += impulse * inertia;
1016 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) 1431 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
1017 { 1432 {
1018 OMV.Vector3 applyImpulse = impulse; 1433 OMV.Vector3 applyImpulse = impulse;
1019 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() 1434 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
1020 { 1435 {
1021 BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); 1436 if (PhysBody.HasPhysicalBody)
1437 {
1438 PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse);
1439 ActivateIfPhysical(false);
1440 }
1022 }); 1441 });
1023 } 1442 }
1024 1443
@@ -1301,23 +1720,10 @@ public sealed class BSPrim : BSPhysObject
1301 profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f; 1720 profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f;
1302 volume *= (profileEnd - profileBegin); 1721 volume *= (profileEnd - profileBegin);
1303 1722
1304 returnMass = _density * volume; 1723 returnMass = Density * BSParam.DensityScaleFactor * volume;
1305 1724 DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
1306 /* Comment out code that computes the mass of the linkset. That is done in the Linkset class.
1307 if (IsRootOfLinkset)
1308 {
1309 foreach (BSPrim prim in _childrenPrims)
1310 {
1311 returnMass += prim.CalculateMass();
1312 }
1313 }
1314 */
1315
1316 if (returnMass <= 0)
1317 returnMass = 0.0001f;
1318 1725
1319 if (returnMass > PhysicsScene.MaximumObjectMass) 1726 returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
1320 returnMass = PhysicsScene.MaximumObjectMass;
1321 1727
1322 return returnMass; 1728 return returnMass;
1323 }// end CalculateMass 1729 }// end CalculateMass
@@ -1326,135 +1732,73 @@ public sealed class BSPrim : BSPhysObject
1326 // Rebuild the geometry and object. 1732 // Rebuild the geometry and object.
1327 // This is called when the shape changes so we need to recreate the mesh/hull. 1733 // This is called when the shape changes so we need to recreate the mesh/hull.
1328 // Called at taint-time!!! 1734 // Called at taint-time!!!
1329 private void CreateGeomAndObject(bool forceRebuild) 1735 public void CreateGeomAndObject(bool forceRebuild)
1330 { 1736 {
1331 // If this prim is part of a linkset, we must remove and restore the physical
1332 // links if the body is rebuilt.
1333 bool needToRestoreLinkset = false;
1334 bool needToRestoreVehicle = false;
1335
1336 // Create the correct physical representation for this type of object. 1737 // Create the correct physical representation for this type of object.
1337 // Updates PhysBody and PhysShape with the new information. 1738 // Updates base.PhysBody and base.PhysShape with the new information.
1338 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. 1739 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
1339 // Returns 'true' if either the body or the shape was changed. 1740 PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody)
1340 PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody)
1341 { 1741 {
1342 // Called if the current prim body is about to be destroyed. 1742 // Called if the current prim body is about to be destroyed.
1343 // Remove all the physical dependencies on the old body. 1743 // Remove all the physical dependencies on the old body.
1344 // (Maybe someday make the changing of BSShape an event handled by BSLinkset.) 1744 // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
1345 needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); 1745 RemoveBodyDependencies();
1346 needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this);
1347 }); 1746 });
1348 1747
1349 if (needToRestoreLinkset)
1350 {
1351 // If physical body dependencies were removed, restore them
1352 Linkset.RestoreBodyDependencies(this);
1353 }
1354 if (needToRestoreVehicle)
1355 {
1356 // If physical body dependencies were removed, restore them
1357 _vehicle.RestoreBodyDependencies(this);
1358 }
1359
1360 // Make sure the properties are set on the new object 1748 // Make sure the properties are set on the new object
1361 UpdatePhysicalParameters(); 1749 UpdatePhysicalParameters();
1362 return; 1750 return;
1363 } 1751 }
1364 1752
1365 // The physics engine says that properties have updated. Update same and inform 1753 protected virtual void RemoveBodyDependencies()
1366 // the world that things have changed. 1754 {
1367 // TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate() 1755 VehicleController.RemoveBodyDependencies(this);
1368 enum UpdatedProperties {
1369 Position = 1 << 0,
1370 Rotation = 1 << 1,
1371 Velocity = 1 << 2,
1372 Acceleration = 1 << 3,
1373 RotationalVel = 1 << 4
1374 } 1756 }
1375 1757
1376 const float ROTATION_TOLERANCE = 0.01f; 1758 // The physics engine says that properties have updated. Update same and inform
1377 const float VELOCITY_TOLERANCE = 0.001f; 1759 // the world that things have changed.
1378 const float POSITION_TOLERANCE = 0.05f;
1379 const float ACCELERATION_TOLERANCE = 0.01f;
1380 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
1381
1382 public override void UpdateProperties(EntityProperties entprop) 1760 public override void UpdateProperties(EntityProperties entprop)
1383 { 1761 {
1384 /* 1762 TriggerPreUpdatePropertyAction(ref entprop);
1385 UpdatedProperties changed = 0; 1763
1386 // assign to the local variables so the normal set action does not happen 1764 // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
1387 // if (_position != entprop.Position) 1765 // TODO: handle physics introduced by Bullet with computed vehicle physics.
1388 if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE)) 1766 if (VehicleController.IsActive)
1389 {
1390 _position = entprop.Position;
1391 changed |= UpdatedProperties.Position;
1392 }
1393 // if (_orientation != entprop.Rotation)
1394 if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
1395 {
1396 _orientation = entprop.Rotation;
1397 changed |= UpdatedProperties.Rotation;
1398 }
1399 // if (_velocity != entprop.Velocity)
1400 if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
1401 {
1402 _velocity = entprop.Velocity;
1403 changed |= UpdatedProperties.Velocity;
1404 }
1405 // if (_acceleration != entprop.Acceleration)
1406 if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
1407 {
1408 _acceleration = entprop.Acceleration;
1409 changed |= UpdatedProperties.Acceleration;
1410 }
1411 // if (_rotationalVelocity != entprop.RotationalVelocity)
1412 if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
1413 {
1414 _rotationalVelocity = entprop.RotationalVelocity;
1415 changed |= UpdatedProperties.RotationalVel;
1416 }
1417 if (changed != 0)
1418 { 1767 {
1419 // Only update the position of single objects and linkset roots 1768 entprop.RotationalVelocity = OMV.Vector3.Zero;
1420 if (Linkset.IsRoot(this))
1421 {
1422 base.RequestPhysicsterseUpdate();
1423 }
1424 } 1769 }
1425 */
1426 1770
1427 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. 1771 // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
1428 1772
1429 // Updates only for individual prims and for the root object of a linkset. 1773 // Assign directly to the local variables so the normal set actions do not happen
1430 if (Linkset.IsRoot(this)) 1774 _position = entprop.Position;
1431 { 1775 _orientation = entprop.Rotation;
1432 // Assign directly to the local variables so the normal set action does not happen 1776 // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
1433 _position = entprop.Position; 1777 // very sensitive to velocity changes.
1434 _orientation = entprop.Rotation; 1778 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold))
1435 _velocity = entprop.Velocity; 1779 _velocity = entprop.Velocity;
1436 _acceleration = entprop.Acceleration; 1780 _acceleration = entprop.Acceleration;
1437 _rotationalVelocity = entprop.RotationalVelocity; 1781 _rotationalVelocity = entprop.RotationalVelocity;
1438 1782
1439 // The sanity check can change the velocity and/or position. 1783 // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
1440 if (PositionSanityCheck(true))
1441 {
1442 entprop.Position = _position;
1443 entprop.Velocity = _velocity;
1444 }
1445 1784
1446 // remember the current and last set values 1785 // The sanity check can change the velocity and/or position.
1447 LastEntityProperties = CurrentEntityProperties; 1786 if (PositionSanityCheck(true /* inTaintTime */ ))
1448 CurrentEntityProperties = entprop; 1787 {
1788 entprop.Position = _position;
1789 entprop.Velocity = _velocity;
1790 entprop.RotationalVelocity = _rotationalVelocity;
1791 entprop.Acceleration = _acceleration;
1792 }
1449 1793
1450 OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; 1794 OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
1451 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", 1795 DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction);
1452 LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
1453 1796
1454 // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG 1797 // remember the current and last set values
1798 LastEntityProperties = CurrentEntityProperties;
1799 CurrentEntityProperties = entprop;
1455 1800
1456 base.RequestPhysicsterseUpdate(); 1801 base.RequestPhysicsterseUpdate();
1457 }
1458 /* 1802 /*
1459 else 1803 else
1460 { 1804 {
@@ -1464,9 +1808,6 @@ public sealed class BSPrim : BSPhysObject
1464 entprop.Acceleration, entprop.RotationalVelocity); 1808 entprop.Acceleration, entprop.RotationalVelocity);
1465 } 1809 }
1466 */ 1810 */
1467
1468 // The linkset implimentation might want to know about this.
1469 Linkset.UpdateProperties(this);
1470 } 1811 }
1471} 1812}
1472} 1813}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
new file mode 100755
index 0000000..f1c3b5c
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
@@ -0,0 +1,153 @@
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 * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial
28 * are Copyright (c) 2009 Linden Research, Inc and are used under their license
29 * of Creative Commons Attribution-Share Alike 3.0
30 * (http://creativecommons.org/licenses/by-sa/3.0/).
31 */
32
33using System;
34using System.Collections.Generic;
35using System.Reflection;
36using System.Runtime.InteropServices;
37using OpenMetaverse;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40
41using OMV = OpenMetaverse;
42
43namespace OpenSim.Region.Physics.BulletSPlugin
44{
45public class BSPrimDisplaced : BSPrim
46{
47 // The purpose of this module is to do any mapping between what the simulator thinks
48 // the prim position and orientation is and what the physical position/orientation.
49 // This difference happens because Bullet assumes the center-of-mass is the <0,0,0>
50 // of the prim/linkset. The simulator tracks the location of the prim/linkset by
51 // the location of the root prim. So, if center-of-mass is anywhere but the origin
52 // of the root prim, the physical origin is displaced from the simulator origin.
53 //
54 // This routine works by capturing the Force* setting of position/orientation/... and
55 // adjusting the simulator values (being set) into the physical values.
56 // The conversion is also done in the opposite direction (physical origin -> simulator origin).
57 //
58 // The updateParameter call is also captured and the values from the physics engine
59 // are converted into simulator origin values before being passed to the base
60 // class.
61
62 public virtual OMV.Vector3 PositionDisplacement { get; set; }
63 public virtual OMV.Quaternion OrientationDisplacement { get; set; }
64
65 public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
66 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
67 : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
68 {
69 ClearDisplacement();
70 }
71
72 public void ClearDisplacement()
73 {
74 PositionDisplacement = OMV.Vector3.Zero;
75 OrientationDisplacement = OMV.Quaternion.Identity;
76 }
77
78 // Set this sets and computes the displacement from the passed prim to the center-of-mass.
79 // A user set value for center-of-mass overrides whatever might be passed in here.
80 // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates).
81 public virtual void SetEffectiveCenterOfMassW(Vector3 centerOfMassDisplacement)
82 {
83 Vector3 comDisp;
84 if (UserSetCenterOfMass.HasValue)
85 comDisp = (OMV.Vector3)UserSetCenterOfMass;
86 else
87 comDisp = centerOfMassDisplacement;
88
89 if (comDisp == Vector3.Zero)
90 {
91 // If there is no diplacement. Things get reset.
92 PositionDisplacement = OMV.Vector3.Zero;
93 OrientationDisplacement = OMV.Quaternion.Identity;
94 }
95 else
96 {
97 // Remember the displacement from root as well as the origional rotation of the
98 // new center-of-mass.
99 PositionDisplacement = comDisp;
100 OrientationDisplacement = OMV.Quaternion.Identity;
101 }
102 }
103
104 public override Vector3 ForcePosition
105 {
106 get { return base.ForcePosition; }
107 set
108 {
109 if (PositionDisplacement != OMV.Vector3.Zero)
110 base.ForcePosition = value - (PositionDisplacement * RawOrientation);
111 else
112 base.ForcePosition = value;
113 }
114 }
115
116 public override Quaternion ForceOrientation
117 {
118 get { return base.ForceOrientation; }
119 set
120 {
121 base.ForceOrientation = value;
122 }
123 }
124
125 // TODO: decide if this is the right place for these variables.
126 // Somehow incorporate the optional settability by the user.
127 // Is this used?
128 public override OMV.Vector3 CenterOfMass
129 {
130 get { return RawPosition; }
131 }
132
133 // Is this used?
134 public override OMV.Vector3 GeometricCenter
135 {
136 get { return RawPosition; }
137 }
138
139 public override void UpdateProperties(EntityProperties entprop)
140 {
141 // Undo any center-of-mass displacement that might have been done.
142 if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity)
143 {
144 // Correct for any rotation around the center-of-mass
145 // TODO!!!
146 entprop.Position = entprop.Position + (PositionDisplacement * entprop.Rotation);
147 // entprop.Rotation = something;
148 }
149
150 base.UpdateProperties(entprop);
151 }
152}
153}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
new file mode 100755
index 0000000..d65d407
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
@@ -0,0 +1,182 @@
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 copyrightD
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 */
27using System;
28using System.Collections.Generic;
29using System.Linq;
30using System.Text;
31
32using OpenSim.Framework;
33
34using OMV = OpenMetaverse;
35
36namespace OpenSim.Region.Physics.BulletSPlugin
37{
38public class BSPrimLinkable : BSPrimDisplaced
39{
40 public BSLinkset Linkset { get; set; }
41 // The index of this child prim.
42 public int LinksetChildIndex { get; set; }
43
44 public BSLinksetInfo LinksetInfo { get; set; }
45
46 public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
47 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
48 : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
49 {
50 Linkset = BSLinkset.Factory(PhysicsScene, this);
51
52 PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate()
53 {
54 Linkset.Refresh(this);
55 });
56 }
57
58 public override void Destroy()
59 {
60 Linkset = Linkset.RemoveMeFromLinkset(this);
61 base.Destroy();
62 }
63
64 public override BSPhysicsShapeType PreferredPhysicalShape
65 { get { return Linkset.PreferredPhysicalShape(this); } }
66
67 public override void link(Manager.PhysicsActor obj)
68 {
69 BSPrimLinkable parent = obj as BSPrimLinkable;
70 if (parent != null)
71 {
72 BSPhysObject parentBefore = Linkset.LinksetRoot;
73 int childrenBefore = Linkset.NumberOfChildren;
74
75 Linkset = parent.Linkset.AddMeToLinkset(this);
76
77 DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
78 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
79 }
80 return;
81 }
82
83 public override void delink()
84 {
85 // TODO: decide if this parent checking needs to happen at taint time
86 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
87
88 BSPhysObject parentBefore = Linkset.LinksetRoot;
89 int childrenBefore = Linkset.NumberOfChildren;
90
91 Linkset = Linkset.RemoveMeFromLinkset(this);
92
93 DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
94 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
95 return;
96 }
97
98 // When simulator changes position, this might be moving a child of the linkset.
99 public override OMV.Vector3 Position
100 {
101 get { return base.Position; }
102 set
103 {
104 base.Position = value;
105 PhysicsScene.TaintedObject("BSPrimLinkset.setPosition", delegate()
106 {
107 Linkset.UpdateProperties(UpdatedProperties.Position, this);
108 });
109 }
110 }
111
112 // When simulator changes orientation, this might be moving a child of the linkset.
113 public override OMV.Quaternion Orientation
114 {
115 get { return base.Orientation; }
116 set
117 {
118 base.Orientation = value;
119 PhysicsScene.TaintedObject("BSPrimLinkset.setOrientation", delegate()
120 {
121 Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
122 });
123 }
124 }
125
126 public override float TotalMass
127 {
128 get { return Linkset.LinksetMass; }
129 }
130
131 public override void UpdatePhysicalParameters()
132 {
133 base.UpdatePhysicalParameters();
134 // Recompute any linkset parameters.
135 // When going from non-physical to physical, this re-enables the constraints that
136 // had been automatically disabled when the mass was set to zero.
137 // For compound based linksets, this enables and disables interactions of the children.
138 if (Linkset != null) // null can happen during initialization
139 Linkset.Refresh(this);
140 }
141
142 protected override void MakeDynamic(bool makeStatic)
143 {
144 base.MakeDynamic(makeStatic);
145 if (makeStatic)
146 Linkset.MakeStatic(this);
147 else
148 Linkset.MakeDynamic(this);
149 }
150
151 // Body is being taken apart. Remove physical dependencies and schedule a rebuild.
152 protected override void RemoveBodyDependencies()
153 {
154 Linkset.RemoveBodyDependencies(this);
155 base.RemoveBodyDependencies();
156 }
157
158 public override void UpdateProperties(EntityProperties entprop)
159 {
160 if (Linkset.IsRoot(this))
161 {
162 // Properties are only updated for the roots of a linkset.
163 // TODO: this will have to change when linksets are articulated.
164 base.UpdateProperties(entprop);
165 }
166 // The linkset might like to know about changing locations
167 Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
168 }
169
170 public override bool Collide(uint collidingWith, BSPhysObject collidee,
171 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
172 {
173 // prims in the same linkset cannot collide with each other
174 BSPrimLinkable convCollidee = collidee as BSPrimLinkable;
175 if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID))
176 {
177 return false;
178 }
179 return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
180 }
181}
182}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 27a78d1..e6aefd5 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -26,6 +26,8 @@
26 */ 26 */
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Linq;
30using System.Reflection;
29using System.Runtime.InteropServices; 31using System.Runtime.InteropServices;
30using System.Text; 32using System.Text;
31using System.Threading; 33using System.Threading;
@@ -38,40 +40,22 @@ using Nini.Config;
38using log4net; 40using log4net;
39using OpenMetaverse; 41using OpenMetaverse;
40 42
41// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
42// Test sculpties (verified that they don't work)
43// Compute physics FPS reasonably
44// Based on material, set density and friction
45// Don't use constraints in linksets of non-physical objects. Means having to move children manually.
46// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
47// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
48// At the moment, physical and phantom causes object to drop through the terrain
49// Physical phantom objects and related typing (collision options )
50// Check out llVolumeDetect. Must do something for that.
51// Use collision masks for collision with terrain and phantom objects
52// More efficient memory usage when passing hull information from BSPrim to BulletSim
53// Should prim.link() and prim.delink() membership checking happen at taint time?
54// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once.
55// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
56// Implement LockAngularMotion
57// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
58// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
59// Add PID movement operations. What does ScenePresence.MoveToTarget do?
60// Check terrain size. 128 or 127?
61// Raycast
62//
63namespace OpenSim.Region.Physics.BulletSPlugin 43namespace OpenSim.Region.Physics.BulletSPlugin
64{ 44{
65public sealed class BSScene : PhysicsScene, IPhysicsParameters 45public sealed class BSScene : PhysicsScene, IPhysicsParameters
66{ 46{
67 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 47 internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
68 private static readonly string LogHeader = "[BULLETS SCENE]"; 48 internal static readonly string LogHeader = "[BULLETS SCENE]";
69 49
70 // The name of the region we're working for. 50 // The name of the region we're working for.
71 public string RegionName { get; private set; } 51 public string RegionName { get; private set; }
72 52
73 public string BulletSimVersion = "?"; 53 public string BulletSimVersion = "?";
74 54
55 // The handle to the underlying managed or unmanaged version of Bullet being used.
56 public string BulletEngineName { get; private set; }
57 public BSAPITemplate PE;
58
75 public Dictionary<uint, BSPhysObject> PhysObjects; 59 public Dictionary<uint, BSPhysObject> PhysObjects;
76 public BSShapeCollection Shapes; 60 public BSShapeCollection Shapes;
77 61
@@ -82,32 +66,29 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
82 // every tick so OpenSim will update its animation. 66 // every tick so OpenSim will update its animation.
83 private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); 67 private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>();
84 68
85 // List of all the objects that have vehicle properties and should be called
86 // to update each physics step.
87 private List<BSPhysObject> m_vehicles = new List<BSPhysObject>();
88
89 // let my minuions use my logger 69 // let my minuions use my logger
90 public ILog Logger { get { return m_log; } } 70 public ILog Logger { get { return m_log; } }
91 71
92 public IMesher mesher; 72 public IMesher mesher;
93 // Level of Detail values kept as float because that's what the Meshmerizer wants
94 public float MeshLOD { get; private set; }
95 public float MeshMegaPrimLOD { get; private set; }
96 public float MeshMegaPrimThreshold { get; private set; }
97 public float SculptLOD { get; private set; }
98
99 public uint WorldID { get; private set; } 73 public uint WorldID { get; private set; }
100 public BulletSim World { get; private set; } 74 public BulletWorld World { get; private set; }
101 75
102 // All the constraints that have been allocated in this instance. 76 // All the constraints that have been allocated in this instance.
103 public BSConstraintCollection Constraints { get; private set; } 77 public BSConstraintCollection Constraints { get; private set; }
104 78
105 // Simulation parameters 79 // Simulation parameters
106 private int m_maxSubSteps; 80 internal int m_maxSubSteps;
107 private float m_fixedTimeStep; 81 internal float m_fixedTimeStep;
108 private long m_simulationStep = 0; 82 internal long m_simulationStep = 0;
83 internal float NominalFrameRate { get; set; }
109 public long SimulationStep { get { return m_simulationStep; } } 84 public long SimulationStep { get { return m_simulationStep; } }
110 private int m_taintsToProcessPerStep; 85 internal float LastTimeStep { get; private set; }
86
87 // Physical objects can register for prestep or poststep events
88 public delegate void PreStepAction(float timeStep);
89 public delegate void PostStepAction(float timeStep);
90 public event PreStepAction BeforeStep;
91 public event PostStepAction AfterStep;
111 92
112 // A value of the time now so all the collision and update routines do not have to get their own 93 // A value of the time now so all the collision and update routines do not have to get their own
113 // Set to 'now' just before all the prims and actors are called for collisions and updates 94 // Set to 'now' just before all the prims and actors are called for collisions and updates
@@ -121,31 +102,22 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
121 public bool InTaintTime { get; private set; } 102 public bool InTaintTime { get; private set; }
122 103
123 // Pinned memory used to pass step information between managed and unmanaged 104 // Pinned memory used to pass step information between managed and unmanaged
124 private int m_maxCollisionsPerFrame; 105 internal int m_maxCollisionsPerFrame;
125 private CollisionDesc[] m_collisionArray; 106 internal CollisionDesc[] m_collisionArray;
126 private GCHandle m_collisionArrayPinnedHandle;
127 107
128 private int m_maxUpdatesPerFrame; 108 internal int m_maxUpdatesPerFrame;
129 private EntityProperties[] m_updateArray; 109 internal EntityProperties[] m_updateArray;
130 private GCHandle m_updateArrayPinnedHandle;
131
132 public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
133 public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
134 public bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
135
136 public float PID_D { get; private set; } // derivative
137 public float PID_P { get; private set; } // proportional
138 110
139 public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero 111 public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
140 public const uint GROUNDPLANE_ID = 1; 112 public const uint GROUNDPLANE_ID = 1;
141 public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here 113 public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
142 114
143 private float m_waterLevel; 115 public float SimpleWaterLevel { get; set; }
144 public BSTerrainManager TerrainManager { get; private set; } 116 public BSTerrainManager TerrainManager { get; private set; }
145 117
146 public ConfigurationParameters Params 118 public ConfigurationParameters Params
147 { 119 {
148 get { return m_params[0]; } 120 get { return UnmanagedParams[0]; }
149 } 121 }
150 public Vector3 DefaultGravity 122 public Vector3 DefaultGravity
151 { 123 {
@@ -157,8 +129,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
157 get { return Params.gravity; } 129 get { return Params.gravity; }
158 } 130 }
159 131
160 public float MaximumObjectMass { get; private set; }
161
162 // When functions in the unmanaged code must be called, it is only 132 // When functions in the unmanaged code must be called, it is only
163 // done at a known time just before the simulation step. The taint 133 // done at a known time just before the simulation step. The taint
164 // system saves all these function calls and executes them in 134 // system saves all these function calls and executes them in
@@ -181,13 +151,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
181 151
182 // A pointer to an instance if this structure is passed to the C++ code 152 // A pointer to an instance if this structure is passed to the C++ code
183 // Used to pass basic configuration values to the unmanaged code. 153 // Used to pass basic configuration values to the unmanaged code.
184 ConfigurationParameters[] m_params; 154 internal ConfigurationParameters[] UnmanagedParams;
185 GCHandle m_paramsHandle;
186
187 // Handle to the callback used by the unmanaged code to call into the managed code.
188 // Used for debug logging.
189 // Need to store the handle in a persistant variable so it won't be freed.
190 private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
191 155
192 // Sometimes you just have to log everything. 156 // Sometimes you just have to log everything.
193 public Logging.LogWriter PhysicsLogging; 157 public Logging.LogWriter PhysicsLogging;
@@ -195,15 +159,24 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
195 private string m_physicsLoggingDir; 159 private string m_physicsLoggingDir;
196 private string m_physicsLoggingPrefix; 160 private string m_physicsLoggingPrefix;
197 private int m_physicsLoggingFileMinutes; 161 private int m_physicsLoggingFileMinutes;
162 private bool m_physicsLoggingDoFlush;
163 private bool m_physicsPhysicalDumpEnabled;
164 public int PhysicsMetricDumpFrames { get; set; }
198 // 'true' of the vehicle code is to log lots of details 165 // 'true' of the vehicle code is to log lots of details
199 public bool VehicleLoggingEnabled { get; private set; } 166 public bool VehicleLoggingEnabled { get; private set; }
167 public bool VehiclePhysicalLoggingEnabled { get; private set; }
200 168
201 #region Construction and Initialization 169 #region Construction and Initialization
202 public BSScene(string identifier) 170 public BSScene(string engineType, string identifier)
203 { 171 {
204 m_initialized = false; 172 m_initialized = false;
205 // we are passed the name of the region we're working for. 173
174 // The name of the region we're working for is passed to us. Keep for identification.
206 RegionName = identifier; 175 RegionName = identifier;
176
177 // Set identifying variables in the PhysicsScene interface.
178 EngineType = engineType;
179 Name = EngineType + "/" + RegionName;
207 } 180 }
208 181
209 public override void Initialise(IMesher meshmerizer, IConfigSource config) 182 public override void Initialise(IMesher meshmerizer, IConfigSource config)
@@ -216,17 +189,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
216 Shapes = new BSShapeCollection(this); 189 Shapes = new BSShapeCollection(this);
217 190
218 // Allocate pinned memory to pass parameters. 191 // Allocate pinned memory to pass parameters.
219 m_params = new ConfigurationParameters[1]; 192 UnmanagedParams = new ConfigurationParameters[1];
220 m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned);
221 193
222 // Set default values for physics parameters plus any overrides from the ini file 194 // Set default values for physics parameters plus any overrides from the ini file
223 GetInitialParameterValues(config); 195 GetInitialParameterValues(config);
224 196
225 // allocate more pinned memory close to the above in an attempt to get the memory all together 197 // Get the connection to the physics engine (could be native or one of many DLLs)
226 m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; 198 PE = SelectUnderlyingBulletEngine(BulletEngineName);
227 m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
228 m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
229 m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
230 199
231 // Enable very detailed logging. 200 // Enable very detailed logging.
232 // By creating an empty logger when not logging, the log message invocation code 201 // By creating an empty logger when not logging, the log message invocation code
@@ -234,28 +203,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
234 if (m_physicsLoggingEnabled) 203 if (m_physicsLoggingEnabled)
235 { 204 {
236 PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); 205 PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
206 PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages.
237 } 207 }
238 else 208 else
239 { 209 {
240 PhysicsLogging = new Logging.LogWriter(); 210 PhysicsLogging = new Logging.LogWriter();
241 } 211 }
242 212
243 // If Debug logging level, enable logging from the unmanaged code 213 // Allocate memory for returning of the updates and collisions from the physics engine
244 m_DebugLogCallbackHandle = null; 214 m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
245 if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) 215 m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
246 {
247 m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
248 if (PhysicsLogging.Enabled)
249 // The handle is saved in a variable to make sure it doesn't get freed after this call
250 m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
251 else
252 m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
253 }
254
255 // Get the version of the DLL
256 // TODO: this doesn't work yet. Something wrong with marshaling the returned string.
257 // BulletSimVersion = BulletSimAPI.GetVersion();
258 // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
259 216
260 // The bounding box for the simulated world. The origin is 0,0,0 unless we're 217 // The bounding box for the simulated world. The origin is 0,0,0 unless we're
261 // a child in a mega-region. 218 // a child in a mega-region.
@@ -263,18 +220,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
263 // area. It tracks active objects no matter where they are. 220 // area. It tracks active objects no matter where they are.
264 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); 221 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
265 222
266 // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); 223 World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray);
267 World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
268 m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
269 m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
270 m_DebugLogCallbackHandle));
271 224
272 Constraints = new BSConstraintCollection(World); 225 Constraints = new BSConstraintCollection(World);
273 226
274 TerrainManager = new BSTerrainManager(this); 227 TerrainManager = new BSTerrainManager(this);
275 TerrainManager.CreateInitialGroundPlaneAndTerrain(); 228 TerrainManager.CreateInitialGroundPlaneAndTerrain();
276 229
277 m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)Params.linksetImplementation); 230 m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
278 231
279 InTaintTime = false; 232 InTaintTime = false;
280 m_initialized = true; 233 m_initialized = true;
@@ -285,9 +238,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
285 private void GetInitialParameterValues(IConfigSource config) 238 private void GetInitialParameterValues(IConfigSource config)
286 { 239 {
287 ConfigurationParameters parms = new ConfigurationParameters(); 240 ConfigurationParameters parms = new ConfigurationParameters();
288 m_params[0] = parms; 241 UnmanagedParams[0] = parms;
289 242
290 SetParameterDefaultValues(); 243 BSParam.SetParameterDefaultValues(this);
291 244
292 if (config != null) 245 if (config != null)
293 { 246 {
@@ -295,19 +248,34 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
295 IConfig pConfig = config.Configs["BulletSim"]; 248 IConfig pConfig = config.Configs["BulletSim"];
296 if (pConfig != null) 249 if (pConfig != null)
297 { 250 {
298 SetParameterConfigurationValues(pConfig); 251 BSParam.SetParameterConfigurationValues(this, pConfig);
252
253 // There are two Bullet implementations to choose from
254 BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged");
299 255
300 // Very detailed logging for physics debugging 256 // Very detailed logging for physics debugging
257 // TODO: the boolean values can be moved to the normal parameter processing.
301 m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); 258 m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
302 m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); 259 m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
303 m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); 260 m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
304 m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); 261 m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
262 m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
263 m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false);
305 // Very detailed logging for vehicle debugging 264 // Very detailed logging for vehicle debugging
306 VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); 265 VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
266 VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false);
307 267
308 // Do any replacements in the parameters 268 // Do any replacements in the parameters
309 m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); 269 m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
310 } 270 }
271
272 // The material characteristics.
273 BSMaterials.InitializeFromDefaults(Params);
274 if (pConfig != null)
275 {
276 // Let the user add new and interesting material property values.
277 BSMaterials.InitializefromParameters(pConfig);
278 }
311 } 279 }
312 } 280 }
313 281
@@ -326,16 +294,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
326 return ret; 294 return ret;
327 } 295 }
328 296
329 // Called directly from unmanaged code so don't do much 297 // Select the connection to the actual Bullet implementation.
330 private void BulletLogger(string msg) 298 // The main engine selection is the engineName up to the first hypen.
299 // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name
300 // is passed to the engine to do its special selection, etc.
301 private BSAPITemplate SelectUnderlyingBulletEngine(string engineName)
331 { 302 {
332 m_log.Debug("[BULLETS UNMANAGED]:" + msg); 303 // For the moment, do a simple switch statement.
333 } 304 // Someday do fancyness with looking up the interfaces in the assembly.
305 BSAPITemplate ret = null;
334 306
335 // Called directly from unmanaged code so don't do much 307 string selectionName = engineName.ToLower();
336 private void BulletLoggerPhysLog(string msg) 308 int hyphenIndex = engineName.IndexOf("-");
337 { 309 if (hyphenIndex > 0)
338 DetailLog("[BULLETS UNMANAGED]:" + msg); 310 selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);
311
312 switch (selectionName)
313 {
314 case "bulletunmanaged":
315 ret = new BSAPIUnman(engineName, this);
316 break;
317 case "bulletxna":
318 ret = new BSAPIXNA(engineName, this);
319 break;
320 }
321
322 if (ret == null)
323 {
324 m_log.ErrorFormat("{0) COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
325 }
326 else
327 {
328 m_log.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
329 }
330
331 return ret;
339 } 332 }
340 333
341 public override void Dispose() 334 public override void Dispose()
@@ -345,8 +338,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
345 // make sure no stepping happens while we're deleting stuff 338 // make sure no stepping happens while we're deleting stuff
346 m_initialized = false; 339 m_initialized = false;
347 340
348 TerrainManager.ReleaseGroundPlaneAndTerrain();
349
350 foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) 341 foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
351 { 342 {
352 kvp.Value.Destroy(); 343 kvp.Value.Destroy();
@@ -366,8 +357,15 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
366 Shapes = null; 357 Shapes = null;
367 } 358 }
368 359
360 if (TerrainManager != null)
361 {
362 TerrainManager.ReleaseGroundPlaneAndTerrain();
363 TerrainManager.Dispose();
364 TerrainManager = null;
365 }
366
369 // Anything left in the unmanaged code should be cleaned out 367 // Anything left in the unmanaged code should be cleaned out
370 BulletSimAPI.Shutdown2(World.ptr); 368 PE.Shutdown(World);
371 369
372 // Not logging any more 370 // Not logging any more
373 PhysicsLogging.Close(); 371 PhysicsLogging.Close();
@@ -389,12 +387,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
389 if (!m_initialized) return null; 387 if (!m_initialized) return null;
390 388
391 BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); 389 BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
392 lock (PhysObjects) PhysObjects.Add(localID, actor); 390 lock (PhysObjects)
391 PhysObjects.Add(localID, actor);
393 392
394 // TODO: Remove kludge someday. 393 // TODO: Remove kludge someday.
395 // We must generate a collision for avatars whether they collide or not. 394 // We must generate a collision for avatars whether they collide or not.
396 // This is required by OpenSim to update avatar animations, etc. 395 // This is required by OpenSim to update avatar animations, etc.
397 lock (m_avatars) m_avatars.Add(actor); 396 lock (m_avatars)
397 m_avatars.Add(actor);
398 398
399 return actor; 399 return actor;
400 } 400 }
@@ -410,9 +410,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
410 { 410 {
411 try 411 try
412 { 412 {
413 lock (PhysObjects) PhysObjects.Remove(actor.LocalID); 413 lock (PhysObjects)
414 PhysObjects.Remove(bsactor.LocalID);
414 // Remove kludge someday 415 // Remove kludge someday
415 lock (m_avatars) m_avatars.Remove(bsactor); 416 lock (m_avatars)
417 m_avatars.Remove(bsactor);
416 } 418 }
417 catch (Exception e) 419 catch (Exception e)
418 { 420 {
@@ -421,13 +423,18 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
421 bsactor.Destroy(); 423 bsactor.Destroy();
422 // bsactor.dispose(); 424 // bsactor.dispose();
423 } 425 }
426 else
427 {
428 m_log.ErrorFormat("{0}: Requested to remove avatar that is not a BSCharacter. ID={1}, type={2}",
429 LogHeader, actor.LocalID, actor.GetType().Name);
430 }
424 } 431 }
425 432
426 public override void RemovePrim(PhysicsActor prim) 433 public override void RemovePrim(PhysicsActor prim)
427 { 434 {
428 if (!m_initialized) return; 435 if (!m_initialized) return;
429 436
430 BSPrim bsprim = prim as BSPrim; 437 BSPhysObject bsprim = prim as BSPhysObject;
431 if (bsprim != null) 438 if (bsprim != null)
432 { 439 {
433 DetailLog("{0},RemovePrim,call", bsprim.LocalID); 440 DetailLog("{0},RemovePrim,call", bsprim.LocalID);
@@ -456,9 +463,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
456 463
457 if (!m_initialized) return null; 464 if (!m_initialized) return null;
458 465
459 DetailLog("{0},AddPrimShape,call", localID); 466 DetailLog("{0},BSScene.AddPrimShape,call", localID);
460 467
461 BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); 468 BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
462 lock (PhysObjects) PhysObjects.Add(localID, prim); 469 lock (PhysObjects) PhysObjects.Add(localID, prim);
463 return prim; 470 return prim;
464 } 471 }
@@ -474,41 +481,56 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
474 // Simulate one timestep 481 // Simulate one timestep
475 public override float Simulate(float timeStep) 482 public override float Simulate(float timeStep)
476 { 483 {
484 // prevent simulation until we've been initialized
485 if (!m_initialized) return 5.0f;
486
487 LastTimeStep = timeStep;
488
477 int updatedEntityCount = 0; 489 int updatedEntityCount = 0;
478 IntPtr updatedEntitiesPtr;
479 int collidersCount = 0; 490 int collidersCount = 0;
480 IntPtr collidersPtr;
481 491
482 int beforeTime = 0; 492 int beforeTime = 0;
483 int simTime = 0; 493 int simTime = 0;
484 494
485 // prevent simulation until we've been initialized
486 if (!m_initialized) return 5.0f;
487
488 // update the prim states while we know the physics engine is not busy 495 // update the prim states while we know the physics engine is not busy
489 int numTaints = _taintOperations.Count; 496 int numTaints = _taintOperations.Count;
497
498 InTaintTime = true; // Only used for debugging so locking is not necessary.
499
490 ProcessTaints(); 500 ProcessTaints();
491 501
492 // Some of the prims operate with special vehicle properties 502 // Some of the physical objects requre individual, pre-step calls
493 ProcessVehicles(timeStep); 503 // (vehicles and avatar movement, in particular)
494 ProcessTaints(); // the vehicles might have added taints 504 TriggerPreStepEvent(timeStep);
505
506 // the prestep actions might have added taints
507 numTaints += _taintOperations.Count;
508 ProcessTaints();
509
510 InTaintTime = false; // Only used for debugging so locking is not necessary.
511
512 // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
513 // Only enable this in a limited test world with few objects.
514 if (m_physicsPhysicalDumpEnabled)
515 PE.DumpAllInfo(World);
495 516
496 // step the physical world one interval 517 // step the physical world one interval
497 m_simulationStep++; 518 m_simulationStep++;
498 int numSubSteps = 0; 519 int numSubSteps = 0;
499
500 try 520 try
501 { 521 {
502 if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG 522 if (PhysicsLogging.Enabled)
503 if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); 523 beforeTime = Util.EnvironmentTickCount();
504 524
505 numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, 525 numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
506 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
507 526
508 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); 527 if (PhysicsLogging.Enabled)
509 DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}", 528 {
510 DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); 529 simTime = Util.EnvironmentTickCountSubtract(beforeTime);
511 if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG 530 DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
531 DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
532 updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
533 }
512 } 534 }
513 catch (Exception e) 535 catch (Exception e)
514 { 536 {
@@ -520,9 +542,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
520 collidersCount = 0; 542 collidersCount = 0;
521 } 543 }
522 544
523 // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in 545 if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
546 PE.DumpPhysicsStatistics(World);
524 547
525 // Get a value for 'now' so all the collision and update routines don't have to get their own 548 // Get a value for 'now' so all the collision and update routines don't have to get their own.
526 SimulationNowTime = Util.EnvironmentTickCount(); 549 SimulationNowTime = Util.EnvironmentTickCount();
527 550
528 // If there were collisions, process them by sending the event to the prim. 551 // If there were collisions, process them by sending the event to the prim.
@@ -535,8 +558,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
535 uint cB = m_collisionArray[ii].bID; 558 uint cB = m_collisionArray[ii].bID;
536 Vector3 point = m_collisionArray[ii].point; 559 Vector3 point = m_collisionArray[ii].point;
537 Vector3 normal = m_collisionArray[ii].normal; 560 Vector3 normal = m_collisionArray[ii].normal;
538 SendCollision(cA, cB, point, normal, 0.01f); 561 float penetration = m_collisionArray[ii].penetration;
539 SendCollision(cB, cA, point, -normal, 0.01f); 562 SendCollision(cA, cB, point, normal, penetration);
563 SendCollision(cB, cA, point, -normal, penetration);
540 } 564 }
541 } 565 }
542 566
@@ -562,12 +586,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
562 586
563 // Objects that are done colliding are removed from the ObjectsWithCollisions list. 587 // Objects that are done colliding are removed from the ObjectsWithCollisions list.
564 // Not done above because it is inside an iteration of ObjectWithCollisions. 588 // Not done above because it is inside an iteration of ObjectWithCollisions.
589 // This complex collision processing is required to create an empty collision
590 // event call after all real collisions have happened on an object. This enables
591 // the simulator to generate the 'collision end' event.
565 if (ObjectsWithNoMoreCollisions.Count > 0) 592 if (ObjectsWithNoMoreCollisions.Count > 0)
566 { 593 {
567 foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) 594 foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
568 ObjectsWithCollisions.Remove(po); 595 ObjectsWithCollisions.Remove(po);
569 ObjectsWithNoMoreCollisions.Clear(); 596 ObjectsWithNoMoreCollisions.Clear();
570 } 597 }
598 // Done with collisions.
571 599
572 // If any of the objects had updated properties, tell the object it has been changed by the physics engine 600 // If any of the objects had updated properties, tell the object it has been changed by the physics engine
573 if (updatedEntityCount > 0) 601 if (updatedEntityCount > 0)
@@ -583,17 +611,17 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
583 } 611 }
584 } 612 }
585 613
586 ProcessPostStepTaints(); 614 TriggerPostStepEvent(timeStep);
587 615
588 // This causes the unmanaged code to output ALL the values found in ALL the objects in the world. 616 // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
589 // Only enable this in a limited test world with few objects. 617 // Only enable this in a limited test world with few objects.
590 // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG 618 if (m_physicsPhysicalDumpEnabled)
619 PE.DumpAllInfo(World);
591 620
592 // The physics engine returns the number of milliseconds it simulated this call. 621 // The physics engine returns the number of milliseconds it simulated this call.
593 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. 622 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
594 // We multiply by 55 to give a recognizable running rate (55 or less). 623 // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
595 return numSubSteps * m_fixedTimeStep * 1000 * 55; 624 return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
596 // return timeStep * 1000 * 55;
597 } 625 }
598 626
599 // Something has collided 627 // Something has collided
@@ -639,12 +667,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
639 667
640 public override void SetWaterLevel(float baseheight) 668 public override void SetWaterLevel(float baseheight)
641 { 669 {
642 m_waterLevel = baseheight; 670 SimpleWaterLevel = baseheight;
643 }
644 // Someday....
645 public float GetWaterLevelAtXYZ(Vector3 loc)
646 {
647 return m_waterLevel;
648 } 671 }
649 672
650 public override void DeleteTerrain() 673 public override void DeleteTerrain()
@@ -675,12 +698,35 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
675 698
676 public override Dictionary<uint, float> GetTopColliders() 699 public override Dictionary<uint, float> GetTopColliders()
677 { 700 {
678 return new Dictionary<uint, float>(); 701 Dictionary<uint, float> topColliders;
702
703 lock (PhysObjects)
704 {
705 foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
706 {
707 kvp.Value.ComputeCollisionScore();
708 }
709
710 List<BSPhysObject> orderedPrims = new List<BSPhysObject>(PhysObjects.Values);
711 orderedPrims.OrderByDescending(p => p.CollisionScore);
712 topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
713 }
714
715 return topColliders;
679 } 716 }
680 717
681 public override bool IsThreaded { get { return false; } } 718 public override bool IsThreaded { get { return false; } }
682 719
683 #region Taints 720 #region Taints
721 // The simulation execution order is:
722 // Simulate()
723 // DoOneTimeTaints
724 // TriggerPreStepEvent
725 // DoOneTimeTaints
726 // Step()
727 // ProcessAndSendToSimulatorCollisions
728 // ProcessAndSendToSimulatorPropertyUpdates
729 // TriggerPostStepEvent
684 730
685 // Calls to the PhysicsActors can't directly call into the physics engine 731 // Calls to the PhysicsActors can't directly call into the physics engine
686 // because it might be busy. We delay changes to a known time. 732 // because it might be busy. We delay changes to a known time.
@@ -707,58 +753,35 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
707 TaintedObject(ident, callback); 753 TaintedObject(ident, callback);
708 } 754 }
709 755
756 private void TriggerPreStepEvent(float timeStep)
757 {
758 PreStepAction actions = BeforeStep;
759 if (actions != null)
760 actions(timeStep);
761
762 }
763
764 private void TriggerPostStepEvent(float timeStep)
765 {
766 PostStepAction actions = AfterStep;
767 if (actions != null)
768 actions(timeStep);
769
770 }
771
710 // When someone tries to change a property on a BSPrim or BSCharacter, the object queues 772 // When someone tries to change a property on a BSPrim or BSCharacter, the object queues
711 // a callback into itself to do the actual property change. That callback is called 773 // a callback into itself to do the actual property change. That callback is called
712 // here just before the physics engine is called to step the simulation. 774 // here just before the physics engine is called to step the simulation.
713 public void ProcessTaints() 775 public void ProcessTaints()
714 { 776 {
715 InTaintTime = true; // Only used for debugging so locking is not necessary.
716 ProcessRegularTaints(); 777 ProcessRegularTaints();
717 ProcessPostTaintTaints(); 778 ProcessPostTaintTaints();
718 InTaintTime = false;
719 } 779 }
720 780
721 private void ProcessRegularTaints() 781 private void ProcessRegularTaints()
722 { 782 {
723 if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process 783 if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process
724 { 784 {
725 /*
726 // Code to limit the number of taints processed per step. Meant to limit step time.
727 // Unsure if a good idea as code assumes that taints are done before the step.
728 int taintCount = m_taintsToProcessPerStep;
729 TaintCallbackEntry oneCallback = new TaintCallbackEntry();
730 while (_taintOperations.Count > 0 && taintCount-- > 0)
731 {
732 bool gotOne = false;
733 lock (_taintLock)
734 {
735 if (_taintOperations.Count > 0)
736 {
737 oneCallback = _taintOperations[0];
738 _taintOperations.RemoveAt(0);
739 gotOne = true;
740 }
741 }
742 if (gotOne)
743 {
744 try
745 {
746 DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident);
747 oneCallback.callback();
748 }
749 catch (Exception e)
750 {
751 DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG
752 m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e);
753 }
754 }
755 }
756 if (_taintOperations.Count > 0)
757 {
758 DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count);
759 }
760 */
761
762 // swizzle a new list into the list location so we can process what's there 785 // swizzle a new list into the list location so we can process what's there
763 List<TaintCallbackEntry> oldList; 786 List<TaintCallbackEntry> oldList;
764 lock (_taintLock) 787 lock (_taintLock)
@@ -797,6 +820,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
797 return; 820 return;
798 } 821 }
799 822
823 // Taints that happen after the normal taint processing but before the simulation step.
800 private void ProcessPostTaintTaints() 824 private void ProcessPostTaintTaints()
801 { 825 {
802 if (_postTaintOperations.Count > 0) 826 if (_postTaintOperations.Count > 0)
@@ -824,45 +848,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
824 } 848 }
825 } 849 }
826 850
827 public void PostStepTaintObject(String ident, TaintCallback callback)
828 {
829 if (!m_initialized) return;
830
831 lock (_taintLock)
832 {
833 _postStepOperations.Add(new TaintCallbackEntry(ident, callback));
834 }
835
836 return;
837 }
838
839 private void ProcessPostStepTaints()
840 {
841 if (_postStepOperations.Count > 0)
842 {
843 List<TaintCallbackEntry> oldList;
844 lock (_taintLock)
845 {
846 oldList = _postStepOperations;
847 _postStepOperations = new List<TaintCallbackEntry>();
848 }
849
850 foreach (TaintCallbackEntry tcbe in oldList)
851 {
852 try
853 {
854 DetailLog("{0},BSScene.ProcessPostStepTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG
855 tcbe.callback();
856 }
857 catch (Exception e)
858 {
859 m_log.ErrorFormat("{0}: ProcessPostStepTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
860 }
861 }
862 oldList.Clear();
863 }
864 }
865
866 // Only used for debugging. Does not change state of anything so locking is not necessary. 851 // Only used for debugging. Does not change state of anything so locking is not necessary.
867 public bool AssertInTaintTime(string whereFrom) 852 public bool AssertInTaintTime(string whereFrom)
868 { 853 {
@@ -870,517 +855,19 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
870 { 855 {
871 DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); 856 DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
872 m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); 857 m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
873 Util.PrintCallStack(); // Prints the stack into the DEBUG log file. 858 // Util.PrintCallStack(DetailLog);
874 } 859 }
875 return InTaintTime; 860 return InTaintTime;
876 } 861 }
877 862
878 #endregion // Taints 863 #endregion // Taints
879 864
880 #region Vehicles
881
882 public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
883 {
884 RemoveVehiclePrim(vehic);
885 if (newType != Vehicle.TYPE_NONE)
886 {
887 // make it so the scene will call us each tick to do vehicle things
888 AddVehiclePrim(vehic);
889 }
890 }
891
892 // Make so the scene will call this prim for vehicle actions each tick.
893 // Safe to call if prim is already in the vehicle list.
894 public void AddVehiclePrim(BSPrim vehicle)
895 {
896 lock (m_vehicles)
897 {
898 if (!m_vehicles.Contains(vehicle))
899 {
900 m_vehicles.Add(vehicle);
901 }
902 }
903 }
904
905 // Remove a prim from our list of vehicles.
906 // Safe to call if the prim is not in the vehicle list.
907 public void RemoveVehiclePrim(BSPrim vehicle)
908 {
909 lock (m_vehicles)
910 {
911 if (m_vehicles.Contains(vehicle))
912 {
913 m_vehicles.Remove(vehicle);
914 }
915 }
916 }
917
918 // Some prims have extra vehicle actions
919 // Called at taint time!
920 private void ProcessVehicles(float timeStep)
921 {
922 foreach (BSPhysObject pobj in m_vehicles)
923 {
924 pobj.StepVehicle(timeStep);
925 }
926 }
927 #endregion Vehicles
928
929 #region INI and command line parameter processing
930
931 delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val);
932 delegate float ParamGet(BSScene scene);
933 delegate void ParamSet(BSScene scene, string paramName, uint localID, float val);
934 delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val);
935
936 private struct ParameterDefn
937 {
938 public string name; // string name of the parameter
939 public string desc; // a short description of what the parameter means
940 public float defaultValue; // default value if not specified anywhere else
941 public ParamUser userParam; // get the value from the configuration file
942 public ParamGet getter; // return the current value stored for this parameter
943 public ParamSet setter; // set the current value for this parameter
944 public SetOnObject onObject; // set the value on an object in the physical domain
945 public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
946 {
947 name = n;
948 desc = d;
949 defaultValue = v;
950 userParam = u;
951 getter = g;
952 setter = s;
953 onObject = null;
954 }
955 public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o)
956 {
957 name = n;
958 desc = d;
959 defaultValue = v;
960 userParam = u;
961 getter = g;
962 setter = s;
963 onObject = o;
964 }
965 }
966
967 // List of all of the externally visible parameters.
968 // For each parameter, this table maps a text name to getter and setters.
969 // To add a new externally referencable/settable parameter, add the paramter storage
970 // location somewhere in the program and make an entry in this table with the
971 // getters and setters.
972 // It is easiest to find an existing definition and copy it.
973 // Parameter values are floats. Booleans are converted to a floating value.
974 //
975 // A ParameterDefn() takes the following parameters:
976 // -- the text name of the parameter. This is used for console input and ini file.
977 // -- a short text description of the parameter. This shows up in the console listing.
978 // -- a delegate for fetching the parameter from the ini file.
979 // Should handle fetching the right type from the ini file and converting it.
980 // -- a delegate for getting the value as a float
981 // -- a delegate for setting the value from a float
982 //
983 // The single letter parameters for the delegates are:
984 // s = BSScene
985 // o = BSPhysObject
986 // p = string parameter name
987 // l = localID of referenced object
988 // v = float value
989 // cf = parameter configuration class (for fetching values from ini file)
990 private ParameterDefn[] ParameterDefinitions =
991 {
992 new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties",
993 ConfigurationParameters.numericTrue,
994 (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); },
995 (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); },
996 (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ),
997 new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
998 ConfigurationParameters.numericFalse,
999 (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); },
1000 (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); },
1001 (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ),
1002 new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
1003 ConfigurationParameters.numericTrue,
1004 (s,cf,p,v) => { s.ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, s.BoolNumeric(v)); },
1005 (s) => { return s.NumericBool(s.ShouldUseHullsForPhysicalObjects); },
1006 (s,p,l,v) => { s.ShouldUseHullsForPhysicalObjects = s.BoolNumeric(v); } ),
1007
1008 new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
1009 8f,
1010 (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); },
1011 (s) => { return s.MeshLOD; },
1012 (s,p,l,v) => { s.MeshLOD = v; } ),
1013 new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
1014 16f,
1015 (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
1016 (s) => { return s.MeshMegaPrimLOD; },
1017 (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ),
1018 new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
1019 10f,
1020 (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
1021 (s) => { return s.MeshMegaPrimThreshold; },
1022 (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ),
1023 new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
1024 32f,
1025 (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); },
1026 (s) => { return s.SculptLOD; },
1027 (s,p,l,v) => { s.SculptLOD = v; } ),
1028
1029 new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
1030 10f,
1031 (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); },
1032 (s) => { return (float)s.m_maxSubSteps; },
1033 (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ),
1034 new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
1035 1f / 60f,
1036 (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); },
1037 (s) => { return (float)s.m_fixedTimeStep; },
1038 (s,p,l,v) => { s.m_fixedTimeStep = v; } ),
1039 new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
1040 2048f,
1041 (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); },
1042 (s) => { return (float)s.m_maxCollisionsPerFrame; },
1043 (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
1044 new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
1045 8000f,
1046 (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
1047 (s) => { return (float)s.m_maxUpdatesPerFrame; },
1048 (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
1049 new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step",
1050 500f,
1051 (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); },
1052 (s) => { return (float)s.m_taintsToProcessPerStep; },
1053 (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ),
1054 new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)",
1055 10000.01f,
1056 (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); },
1057 (s) => { return (float)s.MaximumObjectMass; },
1058 (s,p,l,v) => { s.MaximumObjectMass = v; } ),
1059
1060 new ParameterDefn("PID_D", "Derivitive factor for motion smoothing",
1061 2200f,
1062 (s,cf,p,v) => { s.PID_D = cf.GetFloat(p, v); },
1063 (s) => { return (float)s.PID_D; },
1064 (s,p,l,v) => { s.PID_D = v; } ),
1065 new ParameterDefn("PID_P", "Parameteric factor for motion smoothing",
1066 900f,
1067 (s,cf,p,v) => { s.PID_P = cf.GetFloat(p, v); },
1068 (s) => { return (float)s.PID_P; },
1069 (s,p,l,v) => { s.PID_P = v; } ),
1070
1071 new ParameterDefn("DefaultFriction", "Friction factor used on new objects",
1072 0.5f,
1073 (s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); },
1074 (s) => { return s.m_params[0].defaultFriction; },
1075 (s,p,l,v) => { s.m_params[0].defaultFriction = v; } ),
1076 new ParameterDefn("DefaultDensity", "Density for new objects" ,
1077 10.000006836f, // Aluminum g/cm3
1078 (s,cf,p,v) => { s.m_params[0].defaultDensity = cf.GetFloat(p, v); },
1079 (s) => { return s.m_params[0].defaultDensity; },
1080 (s,p,l,v) => { s.m_params[0].defaultDensity = v; } ),
1081 new ParameterDefn("DefaultRestitution", "Bouncyness of an object" ,
1082 0f,
1083 (s,cf,p,v) => { s.m_params[0].defaultRestitution = cf.GetFloat(p, v); },
1084 (s) => { return s.m_params[0].defaultRestitution; },
1085 (s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ),
1086 new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
1087 0f,
1088 (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); },
1089 (s) => { return s.m_params[0].collisionMargin; },
1090 (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ),
1091 new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)",
1092 -9.80665f,
1093 (s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); },
1094 (s) => { return s.m_params[0].gravity; },
1095 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].gravity, p, PhysParameterEntry.APPLY_TO_NONE, v); },
1096 (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ),
1097
1098
1099 new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
1100 0f,
1101 (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); },
1102 (s) => { return s.m_params[0].linearDamping; },
1103 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); },
1104 (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, s.m_params[0].angularDamping); } ),
1105 new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
1106 0f,
1107 (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); },
1108 (s) => { return s.m_params[0].angularDamping; },
1109 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); },
1110 (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, s.m_params[0].linearDamping, v); } ),
1111 new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
1112 0.2f,
1113 (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); },
1114 (s) => { return s.m_params[0].deactivationTime; },
1115 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); },
1116 (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ),
1117 new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
1118 0.8f,
1119 (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); },
1120 (s) => { return s.m_params[0].linearSleepingThreshold; },
1121 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); },
1122 (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
1123 new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
1124 1.0f,
1125 (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); },
1126 (s) => { return s.m_params[0].angularSleepingThreshold; },
1127 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); },
1128 (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
1129 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
1130 0f, // set to zero to disable
1131 (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); },
1132 (s) => { return s.m_params[0].ccdMotionThreshold; },
1133 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); },
1134 (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ),
1135 new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
1136 0f,
1137 (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); },
1138 (s) => { return s.m_params[0].ccdSweptSphereRadius; },
1139 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); },
1140 (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ),
1141 new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
1142 0.1f,
1143 (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); },
1144 (s) => { return s.m_params[0].contactProcessingThreshold; },
1145 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); },
1146 (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ),
1147
1148 new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
1149 (float)BSTerrainPhys.TerrainImplementation.Mesh,
1150 (s,cf,p,v) => { s.m_params[0].terrainImplementation = cf.GetFloat(p,v); },
1151 (s) => { return s.m_params[0].terrainImplementation; },
1152 (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ),
1153 new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
1154 0.5f,
1155 (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); },
1156 (s) => { return s.m_params[0].terrainFriction; },
1157 (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ),
1158 new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" ,
1159 0.8f,
1160 (s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); },
1161 (s) => { return s.m_params[0].terrainHitFraction; },
1162 (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; /* TODO: set on real terrain */ } ),
1163 new ParameterDefn("TerrainRestitution", "Bouncyness" ,
1164 0f,
1165 (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); },
1166 (s) => { return s.m_params[0].terrainRestitution; },
1167 (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ),
1168 new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
1169 0.2f,
1170 (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); },
1171 (s) => { return s.m_params[0].avatarFriction; },
1172 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ),
1173 new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
1174 10f,
1175 (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); },
1176 (s) => { return s.m_params[0].avatarStandingFriction; },
1177 (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ),
1178 new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
1179 60f,
1180 (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); },
1181 (s) => { return s.m_params[0].avatarDensity; },
1182 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ),
1183 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
1184 0f,
1185 (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); },
1186 (s) => { return s.m_params[0].avatarRestitution; },
1187 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ),
1188 new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
1189 0.6f,
1190 (s,cf,p,v) => { s.m_params[0].avatarCapsuleWidth = cf.GetFloat(p, v); },
1191 (s) => { return s.m_params[0].avatarCapsuleWidth; },
1192 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleWidth, p, l, v); } ),
1193 new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
1194 0.45f,
1195 (s,cf,p,v) => { s.m_params[0].avatarCapsuleDepth = cf.GetFloat(p, v); },
1196 (s) => { return s.m_params[0].avatarCapsuleDepth; },
1197 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleDepth, p, l, v); } ),
1198 new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
1199 1.5f,
1200 (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); },
1201 (s) => { return s.m_params[0].avatarCapsuleHeight; },
1202 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ),
1203 new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
1204 0.1f,
1205 (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); },
1206 (s) => { return s.m_params[0].avatarContactProcessingThreshold; },
1207 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
1208
1209
1210 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
1211 0f,
1212 (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
1213 (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
1214 (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
1215 new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
1216 0f,
1217 (s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
1218 (s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; },
1219 (s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ),
1220 new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
1221 ConfigurationParameters.numericFalse,
1222 (s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
1223 (s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; },
1224 (s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ),
1225 new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
1226 ConfigurationParameters.numericFalse,
1227 (s,cf,p,v) => { s.m_params[0].shouldForceUpdateAllAabbs = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
1228 (s) => { return s.m_params[0].shouldForceUpdateAllAabbs; },
1229 (s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ),
1230 new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
1231 ConfigurationParameters.numericTrue,
1232 (s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
1233 (s) => { return s.m_params[0].shouldRandomizeSolverOrder; },
1234 (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ),
1235 new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
1236 ConfigurationParameters.numericTrue,
1237 (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
1238 (s) => { return s.m_params[0].shouldSplitSimulationIslands; },
1239 (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ),
1240 new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
1241 ConfigurationParameters.numericFalse,
1242 (s,cf,p,v) => { s.m_params[0].shouldEnableFrictionCaching = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
1243 (s) => { return s.m_params[0].shouldEnableFrictionCaching; },
1244 (s,p,l,v) => { s.m_params[0].shouldEnableFrictionCaching = v; } ),
1245 new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
1246 0f, // zero says use Bullet default
1247 (s,cf,p,v) => { s.m_params[0].numberOfSolverIterations = cf.GetFloat(p, v); },
1248 (s) => { return s.m_params[0].numberOfSolverIterations; },
1249 (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ),
1250
1251 new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
1252 (float)BSLinkset.LinksetImplementation.Compound,
1253 (s,cf,p,v) => { s.m_params[0].linksetImplementation = cf.GetFloat(p,v); },
1254 (s) => { return s.m_params[0].linksetImplementation; },
1255 (s,p,l,v) => { s.m_params[0].linksetImplementation = v; } ),
1256 new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
1257 ConfigurationParameters.numericFalse,
1258 (s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
1259 (s) => { return s.m_params[0].linkConstraintUseFrameOffset; },
1260 (s,p,l,v) => { s.m_params[0].linkConstraintUseFrameOffset = v; } ),
1261 new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
1262 ConfigurationParameters.numericTrue,
1263 (s,cf,p,v) => { s.m_params[0].linkConstraintEnableTransMotor = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
1264 (s) => { return s.m_params[0].linkConstraintEnableTransMotor; },
1265 (s,p,l,v) => { s.m_params[0].linkConstraintEnableTransMotor = v; } ),
1266 new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
1267 5.0f,
1268 (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = cf.GetFloat(p, v); },
1269 (s) => { return s.m_params[0].linkConstraintTransMotorMaxVel; },
1270 (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = v; } ),
1271 new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
1272 0.1f,
1273 (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); },
1274 (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; },
1275 (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ),
1276 new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
1277 0.1f,
1278 (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); },
1279 (s) => { return s.m_params[0].linkConstraintCFM; },
1280 (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ),
1281 new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
1282 0.1f,
1283 (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); },
1284 (s) => { return s.m_params[0].linkConstraintERP; },
1285 (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ),
1286 new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
1287 40,
1288 (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); },
1289 (s) => { return s.m_params[0].linkConstraintSolverIterations; },
1290 (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ),
1291
1292 new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)",
1293 0f,
1294 (s,cf,p,v) => { s.m_params[0].physicsLoggingFrames = cf.GetInt(p, (int)v); },
1295 (s) => { return (float)s.m_params[0].physicsLoggingFrames; },
1296 (s,p,l,v) => { s.m_params[0].physicsLoggingFrames = (int)v; } ),
1297 };
1298
1299 // Convert a boolean to our numeric true and false values
1300 public float NumericBool(bool b)
1301 {
1302 return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
1303 }
1304
1305 // Convert numeric true and false values to a boolean
1306 public bool BoolNumeric(float b)
1307 {
1308 return (b == ConfigurationParameters.numericTrue ? true : false);
1309 }
1310
1311 // Search through the parameter definitions and return the matching
1312 // ParameterDefn structure.
1313 // Case does not matter as names are compared after converting to lower case.
1314 // Returns 'false' if the parameter is not found.
1315 private bool TryGetParameter(string paramName, out ParameterDefn defn)
1316 {
1317 bool ret = false;
1318 ParameterDefn foundDefn = new ParameterDefn();
1319 string pName = paramName.ToLower();
1320
1321 foreach (ParameterDefn parm in ParameterDefinitions)
1322 {
1323 if (pName == parm.name.ToLower())
1324 {
1325 foundDefn = parm;
1326 ret = true;
1327 break;
1328 }
1329 }
1330 defn = foundDefn;
1331 return ret;
1332 }
1333
1334 // Pass through the settable parameters and set the default values
1335 private void SetParameterDefaultValues()
1336 {
1337 foreach (ParameterDefn parm in ParameterDefinitions)
1338 {
1339 parm.setter(this, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue);
1340 }
1341 }
1342
1343 // Get user set values out of the ini file.
1344 private void SetParameterConfigurationValues(IConfig cfg)
1345 {
1346 foreach (ParameterDefn parm in ParameterDefinitions)
1347 {
1348 parm.userParam(this, cfg, parm.name, parm.defaultValue);
1349 }
1350 }
1351
1352 private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
1353
1354 // This creates an array in the correct format for returning the list of
1355 // parameters. This is used by the 'list' option of the 'physics' command.
1356 private void BuildParameterTable()
1357 {
1358 if (SettableParameters.Length < ParameterDefinitions.Length)
1359 {
1360 List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
1361 for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
1362 {
1363 ParameterDefn pd = ParameterDefinitions[ii];
1364 entries.Add(new PhysParameterEntry(pd.name, pd.desc));
1365 }
1366
1367 // make the list in alphabetical order for estetic reasons
1368 entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2)
1369 {
1370 return ppe1.name.CompareTo(ppe2.name);
1371 });
1372
1373 SettableParameters = entries.ToArray();
1374 }
1375 }
1376
1377
1378 #region IPhysicsParameters 865 #region IPhysicsParameters
1379 // Get the list of parameters this physics engine supports 866 // Get the list of parameters this physics engine supports
1380 public PhysParameterEntry[] GetParameterList() 867 public PhysParameterEntry[] GetParameterList()
1381 { 868 {
1382 BuildParameterTable(); 869 BSParam.BuildParameterTable();
1383 return SettableParameters; 870 return BSParam.SettableParameters;
1384 } 871 }
1385 872
1386 // Set parameter on a specific or all instances. 873 // Set parameter on a specific or all instances.
@@ -1389,63 +876,65 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
1389 // will use the next time since it's pinned and shared memory. 876 // will use the next time since it's pinned and shared memory.
1390 // Some of the values require calling into the physics engine to get the new 877 // Some of the values require calling into the physics engine to get the new
1391 // value activated ('terrainFriction' for instance). 878 // value activated ('terrainFriction' for instance).
1392 public bool SetPhysicsParameter(string parm, float val, uint localID) 879 public bool SetPhysicsParameter(string parm, string val, uint localID)
1393 { 880 {
1394 bool ret = false; 881 bool ret = false;
1395 ParameterDefn theParam; 882
1396 if (TryGetParameter(parm, out theParam)) 883 BSParam.ParameterDefnBase theParam;
884 if (BSParam.TryGetParameter(parm, out theParam))
1397 { 885 {
1398 theParam.setter(this, parm, localID, val); 886 // Set the value in the C# code
887 theParam.SetValue(this, val);
888
889 // Optionally set the parameter in the unmanaged code
890 if (theParam.HasSetOnObject)
891 {
892 // update all the localIDs specified
893 // If the local ID is APPLY_TO_NONE, just change the default value
894 // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
895 // If the localID is a specific object, apply the parameter change to only that object
896 List<uint> objectIDs = new List<uint>();
897 switch (localID)
898 {
899 case PhysParameterEntry.APPLY_TO_NONE:
900 // This will cause a call into the physical world if some operation is specified (SetOnObject).
901 objectIDs.Add(TERRAIN_ID);
902 TaintedUpdateParameter(parm, objectIDs, val);
903 break;
904 case PhysParameterEntry.APPLY_TO_ALL:
905 lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
906 TaintedUpdateParameter(parm, objectIDs, val);
907 break;
908 default:
909 // setting only one localID
910 objectIDs.Add(localID);
911 TaintedUpdateParameter(parm, objectIDs, val);
912 break;
913 }
914 }
915
1399 ret = true; 916 ret = true;
1400 } 917 }
1401 return ret; 918 return ret;
1402 } 919 }
1403 920
1404 // update all the localIDs specified
1405 // If the local ID is APPLY_TO_NONE, just change the default value
1406 // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
1407 // If the localID is a specific object, apply the parameter change to only that object
1408 private void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val)
1409 {
1410 List<uint> objectIDs = new List<uint>();
1411 switch (localID)
1412 {
1413 case PhysParameterEntry.APPLY_TO_NONE:
1414 defaultLoc = val; // setting only the default value
1415 // This will cause a call into the physical world if some operation is specified (SetOnObject).
1416 objectIDs.Add(TERRAIN_ID);
1417 TaintedUpdateParameter(parm, objectIDs, val);
1418 break;
1419 case PhysParameterEntry.APPLY_TO_ALL:
1420 defaultLoc = val; // setting ALL also sets the default value
1421 lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
1422 TaintedUpdateParameter(parm, objectIDs, val);
1423 break;
1424 default:
1425 // setting only one localID
1426 objectIDs.Add(localID);
1427 TaintedUpdateParameter(parm, objectIDs, val);
1428 break;
1429 }
1430 }
1431
1432 // schedule the actual updating of the paramter to when the phys engine is not busy 921 // schedule the actual updating of the paramter to when the phys engine is not busy
1433 private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) 922 private void TaintedUpdateParameter(string parm, List<uint> lIDs, string val)
1434 { 923 {
1435 float xval = val; 924 string xval = val;
1436 List<uint> xlIDs = lIDs; 925 List<uint> xlIDs = lIDs;
1437 string xparm = parm; 926 string xparm = parm;
1438 TaintedObject("BSScene.UpdateParameterSet", delegate() { 927 TaintedObject("BSScene.UpdateParameterSet", delegate() {
1439 ParameterDefn thisParam; 928 BSParam.ParameterDefnBase thisParam;
1440 if (TryGetParameter(xparm, out thisParam)) 929 if (BSParam.TryGetParameter(xparm, out thisParam))
1441 { 930 {
1442 if (thisParam.onObject != null) 931 if (thisParam.HasSetOnObject)
1443 { 932 {
1444 foreach (uint lID in xlIDs) 933 foreach (uint lID in xlIDs)
1445 { 934 {
1446 BSPhysObject theObject = null; 935 BSPhysObject theObject = null;
1447 PhysObjects.TryGetValue(lID, out theObject); 936 if (PhysObjects.TryGetValue(lID, out theObject))
1448 thisParam.onObject(this, theObject, xval); 937 thisParam.SetOnObject(this, theObject);
1449 } 938 }
1450 } 939 }
1451 } 940 }
@@ -1454,14 +943,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
1454 943
1455 // Get parameter. 944 // Get parameter.
1456 // Return 'false' if not able to get the parameter. 945 // Return 'false' if not able to get the parameter.
1457 public bool GetPhysicsParameter(string parm, out float value) 946 public bool GetPhysicsParameter(string parm, out string value)
1458 { 947 {
1459 float val = 0f; 948 string val = String.Empty;
1460 bool ret = false; 949 bool ret = false;
1461 ParameterDefn theParam; 950 BSParam.ParameterDefnBase theParam;
1462 if (TryGetParameter(parm, out theParam)) 951 if (BSParam.TryGetParameter(parm, out theParam))
1463 { 952 {
1464 val = theParam.getter(this); 953 val = theParam.GetValue(this);
1465 ret = true; 954 ret = true;
1466 } 955 }
1467 value = val; 956 value = val;
@@ -1470,24 +959,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
1470 959
1471 #endregion IPhysicsParameters 960 #endregion IPhysicsParameters
1472 961
1473 #endregion Runtime settable parameters
1474
1475 // Debugging routine for dumping detailed physical information for vehicle prims
1476 private void DumpVehicles()
1477 {
1478 foreach (BSPrim prim in m_vehicles)
1479 {
1480 BulletSimAPI.DumpRigidBody2(World.ptr, prim.PhysBody.ptr);
1481 BulletSimAPI.DumpCollisionShape2(World.ptr, prim.PhysShape.ptr);
1482 }
1483 }
1484
1485 // Invoke the detailed logger and output something if it's enabled. 962 // Invoke the detailed logger and output something if it's enabled.
1486 public void DetailLog(string msg, params Object[] args) 963 public void DetailLog(string msg, params Object[] args)
1487 { 964 {
1488 PhysicsLogging.Write(msg, args); 965 PhysicsLogging.Write(msg, args);
1489 // Add the Flush() if debugging crashes. Gets all the messages written out. 966 // Add the Flush() if debugging crashes. Gets all the messages written out.
1490 // PhysicsLogging.Flush(); 967 if (m_physicsLoggingDoFlush) PhysicsLogging.Flush();
1491 } 968 }
1492 // Used to fill in the LocalID when there isn't one. It's the correct number of characters. 969 // Used to fill in the LocalID when there isn't one. It's the correct number of characters.
1493 public const string DetailLogZero = "0000000000"; 970 public const string DetailLogZero = "0000000000";
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 892c34b..05c147d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -45,7 +45,7 @@ public sealed class BSShapeCollection : IDisposable
45 // Description of a Mesh 45 // Description of a Mesh
46 private struct MeshDesc 46 private struct MeshDesc
47 { 47 {
48 public IntPtr ptr; 48 public BulletShape shape;
49 public int referenceCount; 49 public int referenceCount;
50 public DateTime lastReferenced; 50 public DateTime lastReferenced;
51 public UInt64 shapeKey; 51 public UInt64 shapeKey;
@@ -55,7 +55,7 @@ public sealed class BSShapeCollection : IDisposable
55 // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. 55 // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations.
56 private struct HullDesc 56 private struct HullDesc
57 { 57 {
58 public IntPtr ptr; 58 public BulletShape shape;
59 public int referenceCount; 59 public int referenceCount;
60 public DateTime lastReferenced; 60 public DateTime lastReferenced;
61 public UInt64 shapeKey; 61 public UInt64 shapeKey;
@@ -65,9 +65,16 @@ public sealed class BSShapeCollection : IDisposable
65 private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>(); 65 private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>();
66 private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>(); 66 private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>();
67 67
68 private bool DDetail = false;
69
68 public BSShapeCollection(BSScene physScene) 70 public BSShapeCollection(BSScene physScene)
69 { 71 {
70 PhysicsScene = physScene; 72 PhysicsScene = physScene;
73 // Set the next to 'true' for very detailed shape update detailed logging (detailed details?)
74 // While detailed debugging is still active, this is better than commenting out all the
75 // DetailLog statements. When debugging slows down, this and the protected logging
76 // statements can be commented/removed.
77 DDetail = true;
71 } 78 }
72 79
73 public void Dispose() 80 public void Dispose()
@@ -91,7 +98,7 @@ public sealed class BSShapeCollection : IDisposable
91 // higher level dependencies on the shape or body. Mostly used for LinkSets to 98 // higher level dependencies on the shape or body. Mostly used for LinkSets to
92 // remove the physical constraints before the body is destroyed. 99 // remove the physical constraints before the body is destroyed.
93 // Called at taint-time!! 100 // Called at taint-time!!
94 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, 101 public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim,
95 ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) 102 ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
96 { 103 {
97 PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); 104 PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape");
@@ -109,8 +116,7 @@ public sealed class BSShapeCollection : IDisposable
109 // rebuild the body around it. 116 // rebuild the body around it.
110 // Updates prim.BSBody with information/pointers to requested body 117 // Updates prim.BSBody with information/pointers to requested body
111 // Returns 'true' if BSBody was changed. 118 // Returns 'true' if BSBody was changed.
112 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, 119 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, bodyCallback);
113 prim.PhysShape, bodyCallback);
114 ret = newGeom || newBody; 120 ret = newGeom || newBody;
115 } 121 }
116 DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", 122 DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}",
@@ -119,51 +125,52 @@ public sealed class BSShapeCollection : IDisposable
119 return ret; 125 return ret;
120 } 126 }
121 127
128 public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim)
129 {
130 return GetBodyAndShape(forceRebuild, sim, prim, null, null);
131 }
132
122 // Track another user of a body. 133 // Track another user of a body.
123 // We presume the caller has allocated the body. 134 // We presume the caller has allocated the body.
124 // Bodies only have one user so the body is just put into the world if not already there. 135 // Bodies only have one user so the body is just put into the world if not already there.
125 public void ReferenceBody(BulletBody body, bool inTaintTime) 136 private void ReferenceBody(BulletBody body)
126 { 137 {
127 lock (m_collectionActivityLock) 138 lock (m_collectionActivityLock)
128 { 139 {
129 DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); 140 if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body);
130 PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate() 141 if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body))
131 { 142 {
132 if (!BulletSimAPI.IsInWorld2(body.ptr)) 143 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body);
133 { 144 if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body);
134 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); 145 }
135 DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body);
136 }
137 });
138 } 146 }
139 } 147 }
140 148
141 // Release the usage of a body. 149 // Release the usage of a body.
142 // Called when releasing use of a BSBody. BSShape is handled separately. 150 // Called when releasing use of a BSBody. BSShape is handled separately.
143 public void DereferenceBody(BulletBody body, bool inTaintTime, BodyDestructionCallback bodyCallback ) 151 // Called in taint time.
152 public void DereferenceBody(BulletBody body, BodyDestructionCallback bodyCallback )
144 { 153 {
145 if (body.ptr == IntPtr.Zero) 154 if (!body.HasPhysicalBody)
146 return; 155 return;
147 156
157 PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody");
158
148 lock (m_collectionActivityLock) 159 lock (m_collectionActivityLock)
149 { 160 {
150 PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceBody", delegate() 161 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body);
151 { 162 // If the caller needs to know the old body is going away, pass the event up.
152 DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1},inTaintTime={2}", 163 if (bodyCallback != null) bodyCallback(body);
153 body.ID, body, inTaintTime);
154 // If the caller needs to know the old body is going away, pass the event up.
155 if (bodyCallback != null) bodyCallback(body);
156 164
157 if (BulletSimAPI.IsInWorld2(body.ptr)) 165 if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body))
158 { 166 {
159 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); 167 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body);
160 DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); 168 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body);
161 } 169 }
162 170
163 // Zero any reference to the shape so it is not freed when the body is deleted. 171 // Zero any reference to the shape so it is not freed when the body is deleted.
164 BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); 172 PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null);
165 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); 173 PhysicsScene.PE.DestroyObject(PhysicsScene.World, body);
166 });
167 } 174 }
168 } 175 }
169 176
@@ -184,17 +191,17 @@ public sealed class BSShapeCollection : IDisposable
184 { 191 {
185 // There is an existing instance of this mesh. 192 // There is an existing instance of this mesh.
186 meshDesc.referenceCount++; 193 meshDesc.referenceCount++;
187 DetailLog("{0},BSShapeCollection.ReferenceShape,existingMesh,key={1},cnt={2}", 194 if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingMesh,key={1},cnt={2}",
188 BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); 195 BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount);
189 } 196 }
190 else 197 else
191 { 198 {
192 // This is a new reference to a mesh 199 // This is a new reference to a mesh
193 meshDesc.ptr = shape.ptr; 200 meshDesc.shape = shape.Clone();
194 meshDesc.shapeKey = shape.shapeKey; 201 meshDesc.shapeKey = shape.shapeKey;
195 // We keep a reference to the underlying IMesh data so a hull can be built 202 // We keep a reference to the underlying IMesh data so a hull can be built
196 meshDesc.referenceCount = 1; 203 meshDesc.referenceCount = 1;
197 DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}", 204 if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}",
198 BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); 205 BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount);
199 ret = true; 206 ret = true;
200 } 207 }
@@ -207,16 +214,16 @@ public sealed class BSShapeCollection : IDisposable
207 { 214 {
208 // There is an existing instance of this hull. 215 // There is an existing instance of this hull.
209 hullDesc.referenceCount++; 216 hullDesc.referenceCount++;
210 DetailLog("{0},BSShapeCollection.ReferenceShape,existingHull,key={1},cnt={2}", 217 if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingHull,key={1},cnt={2}",
211 BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); 218 BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount);
212 } 219 }
213 else 220 else
214 { 221 {
215 // This is a new reference to a hull 222 // This is a new reference to a hull
216 hullDesc.ptr = shape.ptr; 223 hullDesc.shape = shape.Clone();
217 hullDesc.shapeKey = shape.shapeKey; 224 hullDesc.shapeKey = shape.shapeKey;
218 hullDesc.referenceCount = 1; 225 hullDesc.referenceCount = 1;
219 DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", 226 if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}",
220 BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); 227 BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount);
221 ret = true; 228 ret = true;
222 229
@@ -234,44 +241,43 @@ public sealed class BSShapeCollection : IDisposable
234 } 241 }
235 242
236 // Release the usage of a shape. 243 // Release the usage of a shape.
237 public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) 244 public void DereferenceShape(BulletShape shape, ShapeDestructionCallback shapeCallback)
238 { 245 {
239 if (shape.ptr == IntPtr.Zero) 246 if (!shape.HasPhysicalShape)
240 return; 247 return;
241 248
242 PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceShape", delegate() 249 PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceShape");
250
251 if (shape.HasPhysicalShape)
243 { 252 {
244 if (shape.ptr != IntPtr.Zero) 253 if (shape.isNativeShape)
245 { 254 {
246 if (shape.isNativeShape) 255 // Native shapes are not tracked and are released immediately
247 { 256 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1}",
248 // Native shapes are not tracked and are released immediately 257 BSScene.DetailLogZero, shape.AddrString);
249 DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", 258 if (shapeCallback != null) shapeCallback(shape);
250 BSScene.DetailLogZero, shape.ptr.ToString("X"), inTaintTime); 259 PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape);
251 if (shapeCallback != null) shapeCallback(shape); 260 }
252 BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); 261 else
253 } 262 {
254 else 263 switch (shape.type)
255 { 264 {
256 switch (shape.type) 265 case BSPhysicsShapeType.SHAPE_HULL:
257 { 266 DereferenceHull(shape, shapeCallback);
258 case BSPhysicsShapeType.SHAPE_HULL: 267 break;
259 DereferenceHull(shape, shapeCallback); 268 case BSPhysicsShapeType.SHAPE_MESH:
260 break; 269 DereferenceMesh(shape, shapeCallback);
261 case BSPhysicsShapeType.SHAPE_MESH: 270 break;
262 DereferenceMesh(shape, shapeCallback); 271 case BSPhysicsShapeType.SHAPE_COMPOUND:
263 break; 272 DereferenceCompound(shape, shapeCallback);
264 case BSPhysicsShapeType.SHAPE_COMPOUND: 273 break;
265 DereferenceCompound(shape, shapeCallback); 274 case BSPhysicsShapeType.SHAPE_UNKNOWN:
266 break; 275 break;
267 case BSPhysicsShapeType.SHAPE_UNKNOWN: 276 default:
268 break; 277 break;
269 default:
270 break;
271 }
272 } 278 }
273 } 279 }
274 }); 280 }
275 } 281 }
276 282
277 // Count down the reference count for a mesh shape 283 // Count down the reference count for a mesh shape
@@ -286,7 +292,7 @@ public sealed class BSShapeCollection : IDisposable
286 if (shapeCallback != null) shapeCallback(shape); 292 if (shapeCallback != null) shapeCallback(shape);
287 meshDesc.lastReferenced = System.DateTime.Now; 293 meshDesc.lastReferenced = System.DateTime.Now;
288 Meshes[shape.shapeKey] = meshDesc; 294 Meshes[shape.shapeKey] = meshDesc;
289 DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}", 295 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}",
290 BSScene.DetailLogZero, shape, meshDesc.referenceCount); 296 BSScene.DetailLogZero, shape, meshDesc.referenceCount);
291 297
292 } 298 }
@@ -307,7 +313,7 @@ public sealed class BSShapeCollection : IDisposable
307 313
308 hullDesc.lastReferenced = System.DateTime.Now; 314 hullDesc.lastReferenced = System.DateTime.Now;
309 Hulls[shape.shapeKey] = hullDesc; 315 Hulls[shape.shapeKey] = hullDesc;
310 DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}", 316 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}",
311 BSScene.DetailLogZero, shape, hullDesc.referenceCount); 317 BSScene.DetailLogZero, shape, hullDesc.referenceCount);
312 } 318 }
313 } 319 }
@@ -320,57 +326,56 @@ public sealed class BSShapeCollection : IDisposable
320 // Called at taint-time. 326 // Called at taint-time.
321 private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) 327 private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback)
322 { 328 {
323 if (!BulletSimAPI.IsCompound2(shape.ptr)) 329 if (!PhysicsScene.PE.IsCompound(shape))
324 { 330 {
325 // Failed the sanity check!! 331 // Failed the sanity check!!
326 PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", 332 PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
327 LogHeader, shape.type, shape.ptr.ToString("X")); 333 LogHeader, shape.type, shape.AddrString);
328 DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", 334 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}",
329 BSScene.DetailLogZero, shape.type, shape.ptr.ToString("X")); 335 BSScene.DetailLogZero, shape.type, shape.AddrString);
330 return; 336 return;
331 } 337 }
332 338
333 int numChildren = BulletSimAPI.GetNumberOfCompoundChildren2(shape.ptr); 339 int numChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(shape);
334 DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren); 340 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren);
335 341
336 for (int ii = numChildren - 1; ii >= 0; ii--) 342 for (int ii = numChildren - 1; ii >= 0; ii--)
337 { 343 {
338 IntPtr childShape = BulletSimAPI.RemoveChildShapeFromCompoundShapeIndex2(shape.ptr, ii); 344 BulletShape childShape = PhysicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(shape, ii);
339 DereferenceAnonCollisionShape(childShape); 345 DereferenceAnonCollisionShape(childShape);
340 } 346 }
341 BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); 347 PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape);
342 } 348 }
343 349
344 // Sometimes we have a pointer to a collision shape but don't know what type it is. 350 // Sometimes we have a pointer to a collision shape but don't know what type it is.
345 // Figure out type and call the correct dereference routine. 351 // Figure out type and call the correct dereference routine.
346 // Called at taint-time. 352 // Called at taint-time.
347 private void DereferenceAnonCollisionShape(IntPtr cShape) 353 private void DereferenceAnonCollisionShape(BulletShape shapeInfo)
348 { 354 {
349 MeshDesc meshDesc; 355 MeshDesc meshDesc;
350 HullDesc hullDesc; 356 HullDesc hullDesc;
351 357
352 BulletShape shapeInfo = new BulletShape(cShape); 358 if (TryGetMeshByPtr(shapeInfo, out meshDesc))
353 if (TryGetMeshByPtr(cShape, out meshDesc))
354 { 359 {
355 shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; 360 shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH;
356 shapeInfo.shapeKey = meshDesc.shapeKey; 361 shapeInfo.shapeKey = meshDesc.shapeKey;
357 } 362 }
358 else 363 else
359 { 364 {
360 if (TryGetHullByPtr(cShape, out hullDesc)) 365 if (TryGetHullByPtr(shapeInfo, out hullDesc))
361 { 366 {
362 shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; 367 shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL;
363 shapeInfo.shapeKey = hullDesc.shapeKey; 368 shapeInfo.shapeKey = hullDesc.shapeKey;
364 } 369 }
365 else 370 else
366 { 371 {
367 if (BulletSimAPI.IsCompound2(cShape)) 372 if (PhysicsScene.PE.IsCompound(shapeInfo))
368 { 373 {
369 shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; 374 shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND;
370 } 375 }
371 else 376 else
372 { 377 {
373 if (BulletSimAPI.IsNativeShape2(cShape)) 378 if (PhysicsScene.PE.IsNativeShape(shapeInfo))
374 { 379 {
375 shapeInfo.isNativeShape = true; 380 shapeInfo.isNativeShape = true;
376 shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) 381 shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
@@ -379,16 +384,16 @@ public sealed class BSShapeCollection : IDisposable
379 } 384 }
380 } 385 }
381 386
382 DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); 387 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
383 388
384 if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) 389 if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN)
385 { 390 {
386 DereferenceShape(shapeInfo, true, null); 391 DereferenceShape(shapeInfo, null);
387 } 392 }
388 else 393 else
389 { 394 {
390 PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}", 395 PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}",
391 LogHeader, PhysicsScene.RegionName, cShape.ToString("X")); 396 LogHeader, PhysicsScene.RegionName, shapeInfo.AddrString);
392 } 397 }
393 } 398 }
394 399
@@ -408,19 +413,18 @@ public sealed class BSShapeCollection : IDisposable
408 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) 413 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
409 { 414 {
410 // an avatar capsule is close to a native shape (it is not shared) 415 // an avatar capsule is close to a native shape (it is not shared)
411 ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, 416 GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE, shapeCallback);
412 FixedShapeKey.KEY_CAPSULE, shapeCallback); 417 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
413 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
414 ret = true; 418 ret = true;
415 haveShape = true; 419 haveShape = true;
416 } 420 }
417 421
418 // Compound shapes are handled special as they are rebuilt from scratch. 422 // Compound shapes are handled special as they are rebuilt from scratch.
419 // This isn't too great a hardship since most of the child shapes will already been created. 423 // This isn't too great a hardship since most of the child shapes will have already been created.
420 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) 424 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
421 { 425 {
422 ret = GetReferenceToCompoundShape(prim, shapeCallback); 426 ret = GetReferenceToCompoundShape(prim, shapeCallback);
423 DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); 427 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
424 haveShape = true; 428 haveShape = true;
425 } 429 }
426 430
@@ -432,8 +436,9 @@ public sealed class BSShapeCollection : IDisposable
432 return ret; 436 return ret;
433 } 437 }
434 438
435 // Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'. 439 // Create a mesh, hull or native shape.
436 private bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) 440 // Return 'true' if the prim's shape was changed.
441 public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
437 { 442 {
438 bool ret = false; 443 bool ret = false;
439 bool haveShape = false; 444 bool haveShape = false;
@@ -443,8 +448,9 @@ public sealed class BSShapeCollection : IDisposable
443 // If the prim attributes are simple, this could be a simple Bullet native shape 448 // If the prim attributes are simple, this could be a simple Bullet native shape
444 if (!haveShape 449 if (!haveShape
445 && pbs != null 450 && pbs != null
451 && !pbs.SculptEntry
446 && nativeShapePossible 452 && nativeShapePossible
447 && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) 453 && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim)
448 || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 454 || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
449 && pbs.ProfileHollow == 0 455 && pbs.ProfileHollow == 0
450 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 456 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
@@ -453,35 +459,43 @@ public sealed class BSShapeCollection : IDisposable
453 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 459 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
454 && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) 460 && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
455 { 461 {
456 // It doesn't look like Bullet scales spheres so make sure the scales are all equal 462 // Get the scale of any existing shape so we can see if the new shape is same native type and same size.
463 OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero;
464 if (prim.PhysShape.HasPhysicalShape)
465 scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape);
466
467 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
468 prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);
469
470 // It doesn't look like Bullet scales native spheres so make sure the scales are all equal
457 if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) 471 if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
458 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z) 472 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)
459 { 473 {
460 haveShape = true; 474 haveShape = true;
461 if (forceRebuild 475 if (forceRebuild
462 || prim.Scale != prim.Size 476 || prim.Scale != scaleOfExistingShape
463 || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE 477 || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE
464 ) 478 )
465 { 479 {
466 ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE, 480 ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE,
467 FixedShapeKey.KEY_SPHERE, shapeCallback); 481 FixedShapeKey.KEY_SPHERE, shapeCallback);
468 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
469 prim.LocalID, forceRebuild, prim.PhysShape);
470 } 482 }
483 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}",
484 prim.LocalID, forceRebuild, ret, prim.PhysShape);
471 } 485 }
472 if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) 486 if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
473 { 487 {
474 haveShape = true; 488 haveShape = true;
475 if (forceRebuild 489 if (forceRebuild
476 || prim.Scale != prim.Size 490 || prim.Scale != scaleOfExistingShape
477 || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX 491 || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX
478 ) 492 )
479 { 493 {
480 ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX, 494 ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX,
481 FixedShapeKey.KEY_BOX, shapeCallback); 495 FixedShapeKey.KEY_BOX, shapeCallback);
482 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
483 prim.LocalID, forceRebuild, prim.PhysShape);
484 } 496 }
497 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}",
498 prim.LocalID, forceRebuild, ret, prim.PhysShape);
485 } 499 }
486 } 500 }
487 501
@@ -494,23 +508,24 @@ public sealed class BSShapeCollection : IDisposable
494 return ret; 508 return ret;
495 } 509 }
496 510
511 // return 'true' if the prim's shape was changed.
497 public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) 512 public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
498 { 513 {
499 514
500 bool ret = false; 515 bool ret = false;
501 // Note that if it's a native shape, the check for physical/non-physical is not 516 // Note that if it's a native shape, the check for physical/non-physical is not
502 // made. Native shapes work in either case. 517 // made. Native shapes work in either case.
503 if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) 518 if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects)
504 { 519 {
505 // Update prim.BSShape to reference a hull of this shape. 520 // Update prim.BSShape to reference a hull of this shape.
506 ret = GetReferenceToHull(prim,shapeCallback); 521 ret = GetReferenceToHull(prim,shapeCallback);
507 DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", 522 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
508 prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); 523 prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
509 } 524 }
510 else 525 else
511 { 526 {
512 ret = GetReferenceToMesh(prim, shapeCallback); 527 ret = GetReferenceToMesh(prim, shapeCallback);
513 DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", 528 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
514 prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); 529 prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
515 } 530 }
516 return ret; 531 return ret;
@@ -523,14 +538,15 @@ public sealed class BSShapeCollection : IDisposable
523 ShapeDestructionCallback shapeCallback) 538 ShapeDestructionCallback shapeCallback)
524 { 539 {
525 // release any previous shape 540 // release any previous shape
526 DereferenceShape(prim.PhysShape, true, shapeCallback); 541 DereferenceShape(prim.PhysShape, shapeCallback);
527 542
528 BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); 543 BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey);
529 544
530 // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. 545 // Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
531 DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", 546 if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
532 prim.LocalID, newShape, prim.Scale); 547 prim.LocalID, newShape, prim.Scale);
533 548
549 // native shapes are scaled by Bullet
534 prim.PhysShape = newShape; 550 prim.PhysShape = newShape;
535 return true; 551 return true;
536 } 552 }
@@ -550,20 +566,17 @@ public sealed class BSShapeCollection : IDisposable
550 566
551 if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) 567 if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
552 { 568 {
553 // The proper scale has been calculated in the prim. 569
554 newShape = new BulletShape( 570 newShape = PhysicsScene.PE.BuildCapsuleShape(PhysicsScene.World, 1f, 1f, prim.Scale);
555 BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) 571 if (DDetail) DetailLog("{0},BSShapeCollection.BuildPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
556 , shapeType);
557 DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
558 } 572 }
559 else 573 else
560 { 574 {
561 // Native shapes are scaled in Bullet so set the scaling to the size 575 // Native shapes are scaled in Bullet so set the scaling to the size
562 prim.Scale = prim.Size; 576 newShape = PhysicsScene.PE.BuildNativeShape(PhysicsScene.World, nativeShapeData);
563 nativeShapeData.Scale = prim.Scale; 577
564 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
565 } 578 }
566 if (newShape.ptr == IntPtr.Zero) 579 if (!newShape.HasPhysicalShape)
567 { 580 {
568 PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", 581 PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
569 LogHeader, prim.LocalID, shapeType); 582 LogHeader, prim.LocalID, shapeType);
@@ -580,7 +593,7 @@ public sealed class BSShapeCollection : IDisposable
580 // Called at taint-time! 593 // Called at taint-time!
581 private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback) 594 private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
582 { 595 {
583 BulletShape newShape = new BulletShape(IntPtr.Zero); 596 BulletShape newShape = new BulletShape();
584 597
585 float lod; 598 float lod;
586 System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); 599 System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
@@ -589,62 +602,96 @@ public sealed class BSShapeCollection : IDisposable
589 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH) 602 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH)
590 return false; 603 return false;
591 604
592 DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", 605 if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2},size={3},lod={4}",
593 prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); 606 prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod);
594 607
595 // Since we're recreating new, get rid of the reference to the previous shape 608 // Since we're recreating new, get rid of the reference to the previous shape
596 DereferenceShape(prim.PhysShape, true, shapeCallback); 609 DereferenceShape(prim.PhysShape, shapeCallback);
597 610
598 newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod); 611 newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod);
599 // Take evasive action if the mesh was not constructed. 612 // Take evasive action if the mesh was not constructed.
600 newShape = VerifyMeshCreated(newShape, prim); 613 newShape = VerifyMeshCreated(newShape, prim);
601 614
602 ReferenceShape(newShape); 615 ReferenceShape(newShape);
603 616
604 // meshes are already scaled by the meshmerizer
605 prim.Scale = new OMV.Vector3(1f, 1f, 1f);
606 prim.PhysShape = newShape; 617 prim.PhysShape = newShape;
607 618
608 return true; // 'true' means a new shape has been added to this prim 619 return true; // 'true' means a new shape has been added to this prim
609 } 620 }
610 621
611 private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) 622 private BulletShape CreatePhysicalMesh(BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
612 { 623 {
613 IMesh meshData = null; 624 BulletShape newShape = new BulletShape();
614 IntPtr meshPtr = IntPtr.Zero; 625
615 MeshDesc meshDesc; 626 MeshDesc meshDesc;
616 if (Meshes.TryGetValue(newMeshKey, out meshDesc)) 627 if (Meshes.TryGetValue(newMeshKey, out meshDesc))
617 { 628 {
618 // If the mesh has already been built just use it. 629 // If the mesh has already been built just use it.
619 meshPtr = meshDesc.ptr; 630 newShape = meshDesc.shape.Clone();
620 } 631 }
621 else 632 else
622 { 633 {
623 // Pass false for physicalness as this creates some sort of bounding box which we don't need 634 IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
624 meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); 635 true,
636 false, // say it is not physical so a bounding box is not built
637 false, // do not cache the mesh and do not use previously built versions
638 false // It's NOT for ODE
639 );
625 640
626 if (meshData != null) 641 if (meshData != null)
627 { 642 {
643
628 int[] indices = meshData.getIndexListAsInt(); 644 int[] indices = meshData.getIndexListAsInt();
629 List<OMV.Vector3> vertices = meshData.getVertexList(); 645 int realIndicesIndex = indices.Length;
646 float[] verticesAsFloats = meshData.getVertexListAsFloat();
630 647
631 float[] verticesAsFloats = new float[vertices.Count * 3]; 648 if (BSParam.ShouldRemoveZeroWidthTriangles)
632 int vi = 0;
633 foreach (OMV.Vector3 vv in vertices)
634 { 649 {
635 verticesAsFloats[vi++] = vv.X; 650 // Remove degenerate triangles. These are triangles with two of the vertices
636 verticesAsFloats[vi++] = vv.Y; 651 // are the same. This is complicated by the problem that vertices are not
637 verticesAsFloats[vi++] = vv.Z; 652 // made unique in sculpties so we have to compare the values in the vertex.
653 realIndicesIndex = 0;
654 for (int tri = 0; tri < indices.Length; tri += 3)
655 {
656 // Compute displacements into vertex array for each vertex of the triangle
657 int v1 = indices[tri + 0] * 3;
658 int v2 = indices[tri + 1] * 3;
659 int v3 = indices[tri + 2] * 3;
660 // Check to see if any two of the vertices are the same
661 if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
662 && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
663 && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2])
664 || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
665 && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
666 && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2])
667 || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
668 && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
669 && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) )
670 )
671 {
672 // None of the vertices of the triangles are the same. This is a good triangle;
673 indices[realIndicesIndex + 0] = indices[tri + 0];
674 indices[realIndicesIndex + 1] = indices[tri + 1];
675 indices[realIndicesIndex + 2] = indices[tri + 2];
676 realIndicesIndex += 3;
677 }
678 }
638 } 679 }
680 DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
681 BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
639 682
640 // m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", 683 if (realIndicesIndex != 0)
641 // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); 684 {
642 685 newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
643 meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, 686 realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
644 indices.GetLength(0), indices, vertices.Count, verticesAsFloats); 687 }
688 else
689 {
690 PhysicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
691 LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name);
692 }
645 } 693 }
646 } 694 }
647 BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH);
648 newShape.shapeKey = newMeshKey; 695 newShape.shapeKey = newMeshKey;
649 696
650 return newShape; 697 return newShape;
@@ -663,19 +710,17 @@ public sealed class BSShapeCollection : IDisposable
663 if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL) 710 if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL)
664 return false; 711 return false;
665 712
666 DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", 713 if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
667 prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); 714 prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X"));
668 715
669 // Remove usage of the previous shape. 716 // Remove usage of the previous shape.
670 DereferenceShape(prim.PhysShape, true, shapeCallback); 717 DereferenceShape(prim.PhysShape, shapeCallback);
671 718
672 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); 719 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod);
673 newShape = VerifyMeshCreated(newShape, prim); 720 newShape = VerifyMeshCreated(newShape, prim);
674 721
675 ReferenceShape(newShape); 722 ReferenceShape(newShape);
676 723
677 // hulls are already scaled by the meshmerizer
678 prim.Scale = new OMV.Vector3(1f, 1f, 1f);
679 prim.PhysShape = newShape; 724 prim.PhysShape = newShape;
680 return true; // 'true' means a new shape has been added to this prim 725 return true; // 'true' means a new shape has been added to this prim
681 } 726 }
@@ -684,18 +729,20 @@ public sealed class BSShapeCollection : IDisposable
684 private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) 729 private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
685 { 730 {
686 731
732 BulletShape newShape = new BulletShape();
687 IntPtr hullPtr = IntPtr.Zero; 733 IntPtr hullPtr = IntPtr.Zero;
734
688 HullDesc hullDesc; 735 HullDesc hullDesc;
689 if (Hulls.TryGetValue(newHullKey, out hullDesc)) 736 if (Hulls.TryGetValue(newHullKey, out hullDesc))
690 { 737 {
691 // If the hull shape already is created, just use it. 738 // If the hull shape already is created, just use it.
692 hullPtr = hullDesc.ptr; 739 newShape = hullDesc.shape.Clone();
693 } 740 }
694 else 741 else
695 { 742 {
696 // Build a new hull in the physical world 743 // Build a new hull in the physical world
697 // Pass false for physicalness as this creates some sort of bounding box which we don't need 744 // Pass true for physicalness as this creates some sort of bounding box which we don't need
698 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false); 745 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false);
699 if (meshData != null) 746 if (meshData != null)
700 { 747 {
701 748
@@ -777,14 +824,13 @@ public sealed class BSShapeCollection : IDisposable
777 } 824 }
778 } 825 }
779 // create the hull data structure in Bullet 826 // create the hull data structure in Bullet
780 hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls); 827 newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls);
781 } 828 }
782 } 829 }
783 830
784 BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL);
785 newShape.shapeKey = newHullKey; 831 newShape.shapeKey = newHullKey;
786 832
787 return newShape; // 'true' means a new shape has been added to this prim 833 return newShape;
788 } 834 }
789 835
790 // Callback from convex hull creater with a newly created hull. 836 // Callback from convex hull creater with a newly created hull.
@@ -803,13 +849,12 @@ public sealed class BSShapeCollection : IDisposable
803 // Don't need to do this as the shape is freed when the new root shape is created below. 849 // Don't need to do this as the shape is freed when the new root shape is created below.
804 // DereferenceShape(prim.PhysShape, true, shapeCallback); 850 // DereferenceShape(prim.PhysShape, true, shapeCallback);
805 851
806 BulletShape cShape = new BulletShape( 852 BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false);
807 BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND);
808 853
809 // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. 854 // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
810 CreateGeomMeshOrHull(prim, shapeCallback); 855 CreateGeomMeshOrHull(prim, shapeCallback);
811 BulletSimAPI.AddChildShapeToCompoundShape2(cShape.ptr, prim.PhysShape.ptr, OMV.Vector3.Zero, OMV.Quaternion.Identity); 856 PhysicsScene.PE.AddChildShapeToCompoundShape(cShape, prim.PhysShape, OMV.Vector3.Zero, OMV.Quaternion.Identity);
812 DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", 857 if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}",
813 prim.LocalID, cShape, prim.PhysShape); 858 prim.LocalID, cShape, prim.PhysShape);
814 859
815 prim.PhysShape = cShape; 860 prim.PhysShape = cShape;
@@ -822,14 +867,19 @@ public sealed class BSShapeCollection : IDisposable
822 private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) 867 private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
823 { 868 {
824 // level of detail based on size and type of the object 869 // level of detail based on size and type of the object
825 float lod = PhysicsScene.MeshLOD; 870 float lod = BSParam.MeshLOD;
871
872 // prims with curvy internal cuts need higher lod
873 if (pbs.HollowShape == HollowShape.Circle)
874 lod = BSParam.MeshCircularLOD;
875
826 if (pbs.SculptEntry) 876 if (pbs.SculptEntry)
827 lod = PhysicsScene.SculptLOD; 877 lod = BSParam.SculptLOD;
828 878
829 // Mega prims usually get more detail because one can interact with shape approximations at this size. 879 // Mega prims usually get more detail because one can interact with shape approximations at this size.
830 float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); 880 float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z));
831 if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) 881 if (maxAxis > BSParam.MeshMegaPrimThreshold)
832 lod = PhysicsScene.MeshMegaPrimLOD; 882 lod = BSParam.MeshMegaPrimLOD;
833 883
834 retLod = lod; 884 retLod = lod;
835 return pbs.GetMeshKey(size, lod); 885 return pbs.GetMeshKey(size, lod);
@@ -851,16 +901,17 @@ public sealed class BSShapeCollection : IDisposable
851 private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim) 901 private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim)
852 { 902 {
853 // If the shape was successfully created, nothing more to do 903 // If the shape was successfully created, nothing more to do
854 if (newShape.ptr != IntPtr.Zero) 904 if (newShape.HasPhysicalShape)
855 return newShape; 905 return newShape;
856 906
857 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset 907 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
858 if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero) 908 if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero)
859 { 909 {
910 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed);
911 // This will prevent looping through this code as we keep trying to get the failed shape
860 prim.LastAssetBuildFailed = true; 912 prim.LastAssetBuildFailed = true;
913
861 BSPhysObject xprim = prim; 914 BSPhysObject xprim = prim;
862 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
863 LogHeader, prim.LocalID, prim.LastAssetBuildFailed);
864 Util.FireAndForget(delegate 915 Util.FireAndForget(delegate
865 { 916 {
866 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; 917 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
@@ -869,19 +920,34 @@ public sealed class BSShapeCollection : IDisposable
869 BSPhysObject yprim = xprim; // probably not necessary, but, just in case. 920 BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
870 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) 921 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
871 { 922 {
872 if (!yprim.BaseShape.SculptEntry) 923 bool assetFound = false; // DEBUG DEBUG
873 return; 924 string mismatchIDs = String.Empty; // DEBUG DEBUG
874 if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) 925 if (asset != null && yprim.BaseShape.SculptEntry)
875 return; 926 {
876 927 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
877 yprim.BaseShape.SculptData = asset.Data; 928 {
878 // This will cause the prim to see that the filler shape is not the right 929 yprim.BaseShape.SculptData = asset.Data;
879 // one and try again to build the object. 930 // This will cause the prim to see that the filler shape is not the right
880 // No race condition with the normal shape setting since the rebuild is at taint time. 931 // one and try again to build the object.
881 yprim.ForceBodyShapeRebuild(false); 932 // No race condition with the normal shape setting since the rebuild is at taint time.
933 yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
934 assetFound = true;
935 }
936 else
937 {
938 mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
939 }
940 }
941 DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
942 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
882 943
883 }); 944 });
884 } 945 }
946 else
947 {
948 PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
949 LogHeader, PhysicsScene.Name);
950 }
885 }); 951 });
886 } 952 }
887 else 953 else
@@ -893,9 +959,9 @@ public sealed class BSShapeCollection : IDisposable
893 } 959 }
894 } 960 }
895 961
896 // While we figure out the real problem, stick a simple native shape on the object. 962 // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
897 BulletShape fillinShape = 963 BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
898 BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); 964 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID);
899 965
900 return fillinShape; 966 return fillinShape;
901 } 967 }
@@ -904,49 +970,45 @@ public sealed class BSShapeCollection : IDisposable
904 // Updates prim.BSBody with the information about the new body if one is created. 970 // Updates prim.BSBody with the information about the new body if one is created.
905 // Returns 'true' if an object was actually created. 971 // Returns 'true' if an object was actually created.
906 // Called at taint-time. 972 // Called at taint-time.
907 private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, 973 private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BodyDestructionCallback bodyCallback)
908 BodyDestructionCallback bodyCallback)
909 { 974 {
910 bool ret = false; 975 bool ret = false;
911 976
912 // the mesh, hull or native shape must have already been created in Bullet 977 // the mesh, hull or native shape must have already been created in Bullet
913 bool mustRebuild = (prim.PhysBody.ptr == IntPtr.Zero); 978 bool mustRebuild = !prim.PhysBody.HasPhysicalBody;
914 979
915 // If there is an existing body, verify it's of an acceptable type. 980 // If there is an existing body, verify it's of an acceptable type.
916 // If not a solid object, body is a GhostObject. Otherwise a RigidBody. 981 // If not a solid object, body is a GhostObject. Otherwise a RigidBody.
917 if (!mustRebuild) 982 if (!mustRebuild)
918 { 983 {
919 CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.PhysBody.ptr); 984 CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(prim.PhysBody);
920 if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY 985 if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY
921 || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) 986 || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT)
922 { 987 {
923 // If the collisionObject is not the correct type for solidness, rebuild what's there 988 // If the collisionObject is not the correct type for solidness, rebuild what's there
924 mustRebuild = true; 989 mustRebuild = true;
990 if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,forceRebuildBecauseChangingBodyType,bodyType={1}", prim.LocalID, bodyType);
925 } 991 }
926 } 992 }
927 993
928 if (mustRebuild || forceRebuild) 994 if (mustRebuild || forceRebuild)
929 { 995 {
930 // Free any old body 996 // Free any old body
931 DereferenceBody(prim.PhysBody, true, bodyCallback); 997 DereferenceBody(prim.PhysBody, bodyCallback);
932 998
933 BulletBody aBody; 999 BulletBody aBody;
934 IntPtr bodyPtr = IntPtr.Zero;
935 if (prim.IsSolid) 1000 if (prim.IsSolid)
936 { 1001 {
937 bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, 1002 aBody = PhysicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation);
938 prim.LocalID, prim.RawPosition, prim.RawOrientation); 1003 if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody);
939 DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
940 } 1004 }
941 else 1005 else
942 { 1006 {
943 bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, 1007 aBody = PhysicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation);
944 prim.LocalID, prim.RawPosition, prim.RawOrientation); 1008 if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody);
945 DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
946 } 1009 }
947 aBody = new BulletBody(prim.LocalID, bodyPtr);
948 1010
949 ReferenceBody(aBody, true); 1011 ReferenceBody(aBody);
950 1012
951 prim.PhysBody = aBody; 1013 prim.PhysBody = aBody;
952 1014
@@ -956,13 +1018,13 @@ public sealed class BSShapeCollection : IDisposable
956 return ret; 1018 return ret;
957 } 1019 }
958 1020
959 private bool TryGetMeshByPtr(IntPtr addr, out MeshDesc outDesc) 1021 private bool TryGetMeshByPtr(BulletShape shape, out MeshDesc outDesc)
960 { 1022 {
961 bool ret = false; 1023 bool ret = false;
962 MeshDesc foundDesc = new MeshDesc(); 1024 MeshDesc foundDesc = new MeshDesc();
963 foreach (MeshDesc md in Meshes.Values) 1025 foreach (MeshDesc md in Meshes.Values)
964 { 1026 {
965 if (md.ptr == addr) 1027 if (md.shape.ReferenceSame(shape))
966 { 1028 {
967 foundDesc = md; 1029 foundDesc = md;
968 ret = true; 1030 ret = true;
@@ -974,13 +1036,13 @@ public sealed class BSShapeCollection : IDisposable
974 return ret; 1036 return ret;
975 } 1037 }
976 1038
977 private bool TryGetHullByPtr(IntPtr addr, out HullDesc outDesc) 1039 private bool TryGetHullByPtr(BulletShape shape, out HullDesc outDesc)
978 { 1040 {
979 bool ret = false; 1041 bool ret = false;
980 HullDesc foundDesc = new HullDesc(); 1042 HullDesc foundDesc = new HullDesc();
981 foreach (HullDesc hd in Hulls.Values) 1043 foreach (HullDesc hd in Hulls.Values)
982 { 1044 {
983 if (hd.ptr == addr) 1045 if (hd.shape.ReferenceSame(shape))
984 { 1046 {
985 foundDesc = hd; 1047 foundDesc = hd;
986 ret = true; 1048 ret = true;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 96cd55e..ee18379 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -27,24 +27,19 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Linq;
31using System.Text; 30using System.Text;
32 31
32using OMV = OpenMetaverse;
33
33namespace OpenSim.Region.Physics.BulletSPlugin 34namespace OpenSim.Region.Physics.BulletSPlugin
34{ 35{
35public abstract class BSShape 36public abstract class BSShape
36{ 37{
37 public IntPtr ptr { get; set; }
38 public BSPhysicsShapeType type { get; set; }
39 public System.UInt64 key { get; set; }
40 public int referenceCount { get; set; } 38 public int referenceCount { get; set; }
41 public DateTime lastReferenced { get; set; } 39 public DateTime lastReferenced { get; set; }
42 40
43 public BSShape() 41 public BSShape()
44 { 42 {
45 ptr = IntPtr.Zero;
46 type = BSPhysicsShapeType.SHAPE_UNKNOWN;
47 key = 0;
48 referenceCount = 0; 43 referenceCount = 0;
49 lastReferenced = DateTime.Now; 44 lastReferenced = DateTime.Now;
50 } 45 }
@@ -63,7 +58,7 @@ public abstract class BSShape
63 } 58 }
64 59
65 // Compound shapes are handled special as they are rebuilt from scratch. 60 // Compound shapes are handled special as they are rebuilt from scratch.
66 // This isn't too great a hardship since most of the child shapes will already been created. 61 // This isn't too great a hardship since most of the child shapes will have already been created.
67 if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) 62 if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
68 { 63 {
69 // Getting a reference to a compound shape gets you the compound shape with the root prim shape added 64 // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
@@ -71,6 +66,14 @@ public abstract class BSShape
71 physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); 66 physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
72 } 67 }
73 68
69 // Avatars have their own unique shape
70 if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_AVATAR)
71 {
72 // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
73 ret = BSShapeAvatar.GetReference(prim);
74 physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,avatarShape,shape={1}", prim.LocalID, ret);
75 }
76
74 if (ret == null) 77 if (ret == null)
75 ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); 78 ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);
76 79
@@ -91,15 +94,17 @@ public abstract class BSShape
91 // All shapes have a static call to get a reference to the physical shape 94 // All shapes have a static call to get a reference to the physical shape
92 // protected abstract static BSShape GetReference(); 95 // protected abstract static BSShape GetReference();
93 96
97 // Returns a string for debugging that uniquily identifies the memory used by this instance
98 public virtual string AddrString
99 {
100 get { return "unknown"; }
101 }
102
94 public override string ToString() 103 public override string ToString()
95 { 104 {
96 StringBuilder buff = new StringBuilder(); 105 StringBuilder buff = new StringBuilder();
97 buff.Append("<p="); 106 buff.Append("<p=");
98 buff.Append(ptr.ToString("X")); 107 buff.Append(AddrString);
99 buff.Append(",s=");
100 buff.Append(type.ToString());
101 buff.Append(",k=");
102 buff.Append(key.ToString("X"));
103 buff.Append(",c="); 108 buff.Append(",c=");
104 buff.Append(referenceCount.ToString()); 109 buff.Append(referenceCount.ToString());
105 buff.Append(">"); 110 buff.Append(">");
@@ -126,7 +131,8 @@ public class BSShapeNative : BSShape
126 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) 131 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
127 { 132 {
128 // Native shapes are not shared and are always built anew. 133 // Native shapes are not shared and are always built anew.
129 return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); 134 //return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
135 return null;
130 } 136 }
131 137
132 private BSShapeNative(BSScene physicsScene, BSPhysObject prim, 138 private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
@@ -141,14 +147,15 @@ public class BSShapeNative : BSShape
141 nativeShapeData.HullKey = (ulong)shapeKey; 147 nativeShapeData.HullKey = (ulong)shapeKey;
142 148
143 149
150 /*
144 if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) 151 if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
145 { 152 {
146 ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); 153 ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale);
147 physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); 154 physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
148 } 155 }
149 else 156 else
150 { 157 {
151 ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); 158 ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData);
152 } 159 }
153 if (ptr == IntPtr.Zero) 160 if (ptr == IntPtr.Zero)
154 { 161 {
@@ -157,15 +164,18 @@ public class BSShapeNative : BSShape
157 } 164 }
158 type = shapeType; 165 type = shapeType;
159 key = (UInt64)shapeKey; 166 key = (UInt64)shapeKey;
167 */
160 } 168 }
161 // Make this reference to the physical shape go away since native shapes are not shared. 169 // Make this reference to the physical shape go away since native shapes are not shared.
162 public override void Dereference(BSScene physicsScene) 170 public override void Dereference(BSScene physicsScene)
163 { 171 {
172 /*
164 // Native shapes are not tracked and are released immediately 173 // Native shapes are not tracked and are released immediately
165 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); 174 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
166 BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); 175 PhysicsScene.PE.DeleteCollisionShape(physicsScene.World, this);
167 ptr = IntPtr.Zero; 176 ptr = IntPtr.Zero;
168 // Garbage collection will free up this instance. 177 // Garbage collection will free up this instance.
178 */
169 } 179 }
170} 180}
171 181
@@ -205,4 +215,143 @@ public class BSShapeCompound : BSShape
205 } 215 }
206 public override void Dereference(BSScene physicsScene) { } 216 public override void Dereference(BSScene physicsScene) { }
207} 217}
218
219public class BSShapeAvatar : BSShape
220{
221 private static string LogHeader = "[BULLETSIM SHAPE AVATAR]";
222 public BSShapeAvatar() : base()
223 {
224 }
225 public static BSShape GetReference(BSPhysObject prim)
226 {
227 return new BSShapeNull();
228 }
229 public override void Dereference(BSScene physicsScene) { }
230
231 // From the front:
232 // A---A
233 // / \
234 // B-------B
235 // / \ +Z
236 // C-----------C |
237 // \ / -Y --+-- +Y
238 // \ / |
239 // \ / -Z
240 // D-----D
241 // \ /
242 // E-E
243
244 // From the top A and E are just lines.
245 // B, C and D are hexagons:
246 //
247 // C1--C2 +X
248 // / \ |
249 // C0 C3 -Y --+-- +Y
250 // \ / |
251 // C5--C4 -X
252
253 // Zero goes directly through the middle so the offsets are from that middle axis
254 // and up and down from a middle horizon (A and E are the same distance from the zero).
255 // The height, width and depth is one. All scaling is done by the simulator.
256
257 // Z component -- how far the level is from the middle zero
258 private const float Aup = 0.5f;
259 private const float Bup = 0.4f;
260 private const float Cup = 0.3f;
261 private const float Dup = -0.4f;
262 private const float Eup = -0.5f;
263
264 // Y component -- distance from center to x0 and x3
265 private const float Awid = 0.25f;
266 private const float Bwid = 0.3f;
267 private const float Cwid = 0.5f;
268 private const float Dwid = 0.3f;
269 private const float Ewid = 0.2f;
270
271 // Y component -- distance from center to x1, x2, x4 and x5
272 private const float Afwid = 0.0f;
273 private const float Bfwid = 0.2f;
274 private const float Cfwid = 0.4f;
275 private const float Dfwid = 0.2f;
276 private const float Efwid = 0.0f;
277
278 // X component -- distance from zero to the front or back of a level
279 private const float Adep = 0f;
280 private const float Bdep = 0.3f;
281 private const float Cdep = 0.5f;
282 private const float Ddep = 0.2f;
283 private const float Edep = 0f;
284
285 private OMV.Vector3[] avatarVertices = {
286 new OMV.Vector3( 0.0f, -Awid, Aup), // A0
287 new OMV.Vector3( 0.0f, +Awid, Aup), // A3
288
289 new OMV.Vector3( 0.0f, -Bwid, Bup), // B0
290 new OMV.Vector3(+Bdep, -Bfwid, Bup), // B1
291 new OMV.Vector3(+Bdep, +Bfwid, Bup), // B2
292 new OMV.Vector3( 0.0f, +Bwid, Bup), // B3
293 new OMV.Vector3(-Bdep, +Bfwid, Bup), // B4
294 new OMV.Vector3(-Bdep, -Bfwid, Bup), // B5
295
296 new OMV.Vector3( 0.0f, -Cwid, Cup), // C0
297 new OMV.Vector3(+Cdep, -Cfwid, Cup), // C1
298 new OMV.Vector3(+Cdep, +Cfwid, Cup), // C2
299 new OMV.Vector3( 0.0f, +Cwid, Cup), // C3
300 new OMV.Vector3(-Cdep, +Cfwid, Cup), // C4
301 new OMV.Vector3(-Cdep, -Cfwid, Cup), // C5
302
303 new OMV.Vector3( 0.0f, -Dwid, Dup), // D0
304 new OMV.Vector3(+Ddep, -Dfwid, Dup), // D1
305 new OMV.Vector3(+Ddep, +Dfwid, Dup), // D2
306 new OMV.Vector3( 0.0f, +Dwid, Dup), // D3
307 new OMV.Vector3(-Ddep, +Dfwid, Dup), // D4
308 new OMV.Vector3(-Ddep, -Dfwid, Dup), // D5
309
310 new OMV.Vector3( 0.0f, -Ewid, Eup), // E0
311 new OMV.Vector3( 0.0f, +Ewid, Eup), // E3
312 };
313
314 // Offsets of the vertices in the vertices array
315 private enum Ind : int
316 {
317 A0, A3,
318 B0, B1, B2, B3, B4, B5,
319 C0, C1, C2, C3, C4, C5,
320 D0, D1, D2, D3, D4, D5,
321 E0, E3
322 }
323
324 // Comments specify trianges and quads in clockwise direction
325 private Ind[] avatarIndices = {
326 Ind.A0, Ind.B0, Ind.B1, // A0,B0,B1
327 Ind.A0, Ind.B1, Ind.B2, Ind.B2, Ind.A3, Ind.A0, // A0,B1,B2,A3
328 Ind.A3, Ind.B2, Ind.B3, // A3,B2,B3
329 Ind.A3, Ind.B3, Ind.B4, // A3,B3,B4
330 Ind.A3, Ind.B4, Ind.B5, Ind.B5, Ind.A0, Ind.A3, // A3,B4,B5,A0
331 Ind.A0, Ind.B5, Ind.B0, // A0,B5,B0
332
333 Ind.B0, Ind.C0, Ind.C1, Ind.C1, Ind.B1, Ind.B0, // B0,C0,C1,B1
334 Ind.B1, Ind.C1, Ind.C2, Ind.C2, Ind.B2, Ind.B1, // B1,C1,C2,B2
335 Ind.B2, Ind.C2, Ind.C3, Ind.C3, Ind.B3, Ind.B2, // B2,C2,C3,B3
336 Ind.B3, Ind.C3, Ind.C4, Ind.C4, Ind.B4, Ind.B3, // B3,C3,C4,B4
337 Ind.B4, Ind.C4, Ind.C5, Ind.C5, Ind.B5, Ind.B4, // B4,C4,C5,B5
338 Ind.B5, Ind.C5, Ind.C0, Ind.C0, Ind.B0, Ind.B5, // B5,C5,C0,B0
339
340 Ind.C0, Ind.D0, Ind.D1, Ind.D1, Ind.C1, Ind.C0, // C0,D0,D1,C1
341 Ind.C1, Ind.D1, Ind.D2, Ind.D2, Ind.C2, Ind.C1, // C1,D1,D2,C2
342 Ind.C2, Ind.D2, Ind.D3, Ind.D3, Ind.C3, Ind.C2, // C2,D2,D3,C3
343 Ind.C3, Ind.D3, Ind.D4, Ind.D4, Ind.C4, Ind.C3, // C3,D3,D4,C4
344 Ind.C4, Ind.D4, Ind.D5, Ind.D5, Ind.C5, Ind.C4, // C4,D4,D5,C5
345 Ind.C5, Ind.D5, Ind.D0, Ind.D0, Ind.C0, Ind.C5, // C5,D5,D0,C0
346
347 Ind.E0, Ind.D0, Ind.D1, // E0,D0,D1
348 Ind.E0, Ind.D1, Ind.D2, Ind.D2, Ind.E3, Ind.E0, // E0,D1,D2,E3
349 Ind.E3, Ind.D2, Ind.D3, // E3,D2,D3
350 Ind.E3, Ind.D3, Ind.D4, // E3,D3,D4
351 Ind.E3, Ind.D4, Ind.D5, Ind.D5, Ind.E0, Ind.E3, // E3,D4,D5,E0
352 Ind.E0, Ind.D5, Ind.D0, // E0,D5,D0
353
354 };
355
356}
208} 357}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index 3ca756c..e4fecc3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -44,7 +44,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
44{ 44{
45 static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]"; 45 static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
46 46
47 BulletHeightMapInfo m_mapInfo = null; 47 BulletHMapInfo m_mapInfo = null;
48 48
49 // Constructor to build a default, flat heightmap terrain. 49 // Constructor to build a default, flat heightmap terrain.
50 public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) 50 public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
@@ -58,7 +58,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
58 { 58 {
59 initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; 59 initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
60 } 60 }
61 m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); 61 m_mapInfo = new BulletHMapInfo(id, initialMap);
62 m_mapInfo.minCoords = minTerrainCoords; 62 m_mapInfo.minCoords = minTerrainCoords;
63 m_mapInfo.maxCoords = maxTerrainCoords; 63 m_mapInfo.maxCoords = maxTerrainCoords;
64 m_mapInfo.terrainRegionBase = TerrainBase; 64 m_mapInfo.terrainRegionBase = TerrainBase;
@@ -72,7 +72,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
72 Vector3 minCoords, Vector3 maxCoords) 72 Vector3 minCoords, Vector3 maxCoords)
73 : base(physicsScene, regionBase, id) 73 : base(physicsScene, regionBase, id)
74 { 74 {
75 m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); 75 m_mapInfo = new BulletHMapInfo(id, initialMap);
76 m_mapInfo.minCoords = minCoords; 76 m_mapInfo.minCoords = minCoords;
77 m_mapInfo.maxCoords = maxCoords; 77 m_mapInfo.maxCoords = maxCoords;
78 m_mapInfo.minZ = minCoords.Z; 78 m_mapInfo.minZ = minCoords.Z;
@@ -91,13 +91,11 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
91 // Using the information in m_mapInfo, create the physical representation of the heightmap. 91 // Using the information in m_mapInfo, create the physical representation of the heightmap.
92 private void BuildHeightmapTerrain() 92 private void BuildHeightmapTerrain()
93 { 93 {
94 m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
95 m_mapInfo.minCoords, m_mapInfo.maxCoords,
96 m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN);
97
98 // Create the terrain shape from the mapInfo 94 // Create the terrain shape from the mapInfo
99 m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), 95 m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID,
100 BSPhysicsShapeType.SHAPE_TERRAIN); 96 new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ,
97 m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin);
98
101 99
102 // The terrain object initial position is at the center of the object 100 // The terrain object initial position is at the center of the object
103 Vector3 centerPos; 101 Vector3 centerPos;
@@ -105,28 +103,26 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
105 centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); 103 centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
106 centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); 104 centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
107 105
108 m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID, 106 m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape,
109 BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr, 107 m_mapInfo.ID, centerPos, Quaternion.Identity);
110 m_mapInfo.ID, centerPos, Quaternion.Identity));
111 108
112 // Set current terrain attributes 109 // Set current terrain attributes
113 BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); 110 PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction);
114 BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); 111 PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction);
115 BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); 112 PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
116 BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 113 PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);
117 114
118 // Return the new terrain to the world of physical objects 115 // Return the new terrain to the world of physical objects
119 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); 116 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody);
120 117
121 // redo its bounding box now that it is in the world 118 // redo its bounding box now that it is in the world
122 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); 119 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody);
123 120
124 BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr, 121 m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
125 (uint)CollisionFilterGroups.TerrainFilter, 122 m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene);
126 (uint)CollisionFilterGroups.TerrainMask);
127 123
128 // Make it so the terrain will not move or be considered for movement. 124 // Make it so the terrain will not move or be considered for movement.
129 BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); 125 PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);
130 126
131 return; 127 return;
132 } 128 }
@@ -136,19 +132,18 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
136 { 132 {
137 if (m_mapInfo != null) 133 if (m_mapInfo != null)
138 { 134 {
139 if (m_mapInfo.terrainBody.ptr != IntPtr.Zero) 135 if (m_mapInfo.terrainBody.HasPhysicalBody)
140 { 136 {
141 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); 137 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody);
142 // Frees both the body and the shape. 138 // Frees both the body and the shape.
143 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); 139 PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody);
144 BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
145 } 140 }
146 } 141 }
147 m_mapInfo = null; 142 m_mapInfo = null;
148 } 143 }
149 144
150 // The passed position is relative to the base of the region. 145 // The passed position is relative to the base of the region.
151 public override float GetHeightAtXYZ(Vector3 pos) 146 public override float GetTerrainHeightAtXYZ(Vector3 pos)
152 { 147 {
153 float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; 148 float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
154 149
@@ -166,5 +161,11 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
166 } 161 }
167 return ret; 162 return ret;
168 } 163 }
164
165 // The passed position is relative to the base of the region.
166 public override float GetWaterLevelAtXYZ(Vector3 pos)
167 {
168 return PhysicsScene.SimpleWaterLevel;
169 }
169} 170}
170} 171}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 23fcfd3..a60946d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -62,11 +62,12 @@ public abstract class BSTerrainPhys : IDisposable
62 ID = id; 62 ID = id;
63 } 63 }
64 public abstract void Dispose(); 64 public abstract void Dispose();
65 public abstract float GetHeightAtXYZ(Vector3 pos); 65 public abstract float GetTerrainHeightAtXYZ(Vector3 pos);
66 public abstract float GetWaterLevelAtXYZ(Vector3 pos);
66} 67}
67 68
68// ========================================================================================== 69// ==========================================================================================
69public sealed class BSTerrainManager 70public sealed class BSTerrainManager : IDisposable
70{ 71{
71 static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; 72 static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
72 73
@@ -75,13 +76,12 @@ public sealed class BSTerrainManager
75 public const float HEIGHT_INITIALIZATION = 24.987f; 76 public const float HEIGHT_INITIALIZATION = 24.987f;
76 public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f; 77 public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f;
77 public const float HEIGHT_GETHEIGHT_RET = 24.765f; 78 public const float HEIGHT_GETHEIGHT_RET = 24.765f;
79 public const float WATER_HEIGHT_GETHEIGHT_RET = 19.998f;
78 80
79 // If the min and max height are equal, we reduce the min by this 81 // If the min and max height are equal, we reduce the min by this
80 // amount to make sure that a bounding box is built for the terrain. 82 // amount to make sure that a bounding box is built for the terrain.
81 public const float HEIGHT_EQUAL_FUDGE = 0.2f; 83 public const float HEIGHT_EQUAL_FUDGE = 0.2f;
82 84
83 public const float TERRAIN_COLLISION_MARGIN = 0.0f;
84
85 // Until the whole simulator is changed to pass us the region size, we rely on constants. 85 // Until the whole simulator is changed to pass us the region size, we rely on constants.
86 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); 86 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
87 87
@@ -122,25 +122,28 @@ public sealed class BSTerrainManager
122 MegaRegionParentPhysicsScene = null; 122 MegaRegionParentPhysicsScene = null;
123 } 123 }
124 124
125 public void Dispose()
126 {
127 ReleaseGroundPlaneAndTerrain();
128 }
129
125 // Create the initial instance of terrain and the underlying ground plane. 130 // Create the initial instance of terrain and the underlying ground plane.
126 // This is called from the initialization routine so we presume it is 131 // This is called from the initialization routine so we presume it is
127 // safe to call Bullet in real time. We hope no one is moving prims around yet. 132 // safe to call Bullet in real time. We hope no one is moving prims around yet.
128 public void CreateInitialGroundPlaneAndTerrain() 133 public void CreateInitialGroundPlaneAndTerrain()
129 { 134 {
130 // The ground plane is here to catch things that are trying to drop to negative infinity 135 // The ground plane is here to catch things that are trying to drop to negative infinity
131 BulletShape groundPlaneShape = new BulletShape( 136 BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
132 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), 137 m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
133 BSPhysicsShapeType.SHAPE_GROUNDPLANE); 138 BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity);
134 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 139
135 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, 140 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane);
136 Vector3.Zero, Quaternion.Identity)); 141 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane);
137 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
138 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr);
139 // Ground plane does not move 142 // Ground plane does not move
140 BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); 143 PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
141 // Everything collides with the ground plane. 144 // Everything collides with the ground plane.
142 BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr, 145 m_groundPlane.collisionType = CollisionType.Groundplane;
143 (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); 146 m_groundPlane.ApplyCollisionMask(PhysicsScene);
144 147
145 // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. 148 // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
146 BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); 149 BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
@@ -150,13 +153,13 @@ public sealed class BSTerrainManager
150 // Release all the terrain structures we might have allocated 153 // Release all the terrain structures we might have allocated
151 public void ReleaseGroundPlaneAndTerrain() 154 public void ReleaseGroundPlaneAndTerrain()
152 { 155 {
153 if (m_groundPlane.ptr != IntPtr.Zero) 156 if (m_groundPlane.HasPhysicalBody)
154 { 157 {
155 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr)) 158 if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane))
156 { 159 {
157 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr); 160 PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_groundPlane);
158 } 161 }
159 m_groundPlane.ptr = IntPtr.Zero; 162 m_groundPlane.Clear();
160 } 163 }
161 164
162 ReleaseTerrain(); 165 ReleaseTerrain();
@@ -165,17 +168,22 @@ public sealed class BSTerrainManager
165 // Release all the terrain we have allocated 168 // Release all the terrain we have allocated
166 public void ReleaseTerrain() 169 public void ReleaseTerrain()
167 { 170 {
168 foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains) 171 lock (m_terrains)
169 { 172 {
170 kvp.Value.Dispose(); 173 foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains)
174 {
175 kvp.Value.Dispose();
176 }
177 m_terrains.Clear();
171 } 178 }
172 m_terrains.Clear();
173 } 179 }
174 180
175 // The simulator wants to set a new heightmap for the terrain. 181 // The simulator wants to set a new heightmap for the terrain.
176 public void SetTerrain(float[] heightMap) { 182 public void SetTerrain(float[] heightMap) {
177 float[] localHeightMap = heightMap; 183 float[] localHeightMap = heightMap;
178 PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() 184 // If there are multiple requests for changes to the same terrain between ticks,
185 // only do that last one.
186 PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate()
179 { 187 {
180 if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) 188 if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
181 { 189 {
@@ -211,6 +219,7 @@ public sealed class BSTerrainManager
211 // terrain shape is created and added to the body. 219 // terrain shape is created and added to the body.
212 // This call is most often used to update the heightMap and parameters of the terrain. 220 // This call is most often used to update the heightMap and parameters of the terrain.
213 // (The above does suggest that some simplification/refactoring is in order.) 221 // (The above does suggest that some simplification/refactoring is in order.)
222 // Called during taint-time.
214 private void UpdateTerrain(uint id, float[] heightMap, 223 private void UpdateTerrain(uint id, float[] heightMap,
215 Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) 224 Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
216 { 225 {
@@ -220,7 +229,7 @@ public sealed class BSTerrainManager
220 // Find high and low points of passed heightmap. 229 // Find high and low points of passed heightmap.
221 // The min and max passed in is usually the area objects can be in (maximum 230 // The min and max passed in is usually the area objects can be in (maximum
222 // object height, for instance). The terrain wants the bounding box for the 231 // object height, for instance). The terrain wants the bounding box for the
223 // terrain so we replace passed min and max Z with the actual terrain min/max Z. 232 // terrain so replace passed min and max Z with the actual terrain min/max Z.
224 float minZ = float.MaxValue; 233 float minZ = float.MaxValue;
225 float maxZ = float.MinValue; 234 float maxZ = float.MinValue;
226 foreach (float height in heightMap) 235 foreach (float height in heightMap)
@@ -238,15 +247,15 @@ public sealed class BSTerrainManager
238 247
239 Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); 248 Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
240 249
241 BSTerrainPhys terrainPhys; 250 lock (m_terrains)
242 if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
243 { 251 {
244 // There is already a terrain in this spot. Free the old and build the new. 252 BSTerrainPhys terrainPhys;
245 DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", 253 if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
246 BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
247
248 PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate()
249 { 254 {
255 // There is already a terrain in this spot. Free the old and build the new.
256 DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
257 BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
258
250 // Remove old terrain from the collection 259 // Remove old terrain from the collection
251 m_terrains.Remove(terrainRegionBase); 260 m_terrains.Remove(terrainRegionBase);
252 // Release any physical memory it may be using. 261 // Release any physical memory it may be using.
@@ -254,6 +263,7 @@ public sealed class BSTerrainManager
254 263
255 if (MegaRegionParentPhysicsScene == null) 264 if (MegaRegionParentPhysicsScene == null)
256 { 265 {
266 // This terrain is not part of the mega-region scheme. Create vanilla terrain.
257 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); 267 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
258 m_terrains.Add(terrainRegionBase, newTerrainPhys); 268 m_terrains.Add(terrainRegionBase, newTerrainPhys);
259 269
@@ -271,35 +281,24 @@ public sealed class BSTerrainManager
271 // I hate doing this, but just bail 281 // I hate doing this, but just bail
272 return; 282 return;
273 } 283 }
274 }); 284 }
275 } 285 else
276 else 286 {
277 { 287 // We don't know about this terrain so either we are creating a new terrain or
278 // We don't know about this terrain so either we are creating a new terrain or 288 // our mega-prim child is giving us a new terrain to add to the phys world
279 // our mega-prim child is giving us a new terrain to add to the phys world
280
281 // if this is a child terrain, calculate a unique terrain id
282 uint newTerrainID = id;
283 if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
284 newTerrainID = ++m_terrainCount;
285
286 float[] heightMapX = heightMap;
287 Vector3 minCoordsX = minCoords;
288 Vector3 maxCoordsX = maxCoords;
289 289
290 DetailLog("{0},UpdateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", 290 // if this is a child terrain, calculate a unique terrain id
291 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); 291 uint newTerrainID = id;
292 if (newTerrainID >= BSScene.CHILDTERRAIN_ID)
293 newTerrainID = ++m_terrainCount;
292 294
293 // Code that must happen at taint-time 295 DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}",
294 PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:NewTerrain", delegate() 296 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
295 {
296 DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
297 BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
298 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); 297 BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
299 m_terrains.Add(terrainRegionBase, newTerrainPhys); 298 m_terrains.Add(terrainRegionBase, newTerrainPhys);
300 299
301 m_terrainModified = true; 300 m_terrainModified = true;
302 }); 301 }
303 } 302 }
304 } 303 }
305 304
@@ -308,9 +307,9 @@ public sealed class BSTerrainManager
308 { 307 {
309 PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", 308 PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
310 LogHeader, PhysicsScene.RegionName, terrainRegionBase, 309 LogHeader, PhysicsScene.RegionName, terrainRegionBase,
311 (BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation); 310 (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation);
312 BSTerrainPhys newTerrainPhys = null; 311 BSTerrainPhys newTerrainPhys = null;
313 switch ((int)PhysicsScene.Params.terrainImplementation) 312 switch ((int)BSParam.TerrainImplementation)
314 { 313 {
315 case (int)BSTerrainPhys.TerrainImplementation.Heightmap: 314 case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
316 newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, 315 newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
@@ -323,14 +322,69 @@ public sealed class BSTerrainManager
323 default: 322 default:
324 PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", 323 PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
325 LogHeader, 324 LogHeader,
326 (int)PhysicsScene.Params.terrainImplementation, 325 (int)BSParam.TerrainImplementation,
327 PhysicsScene.Params.terrainImplementation, 326 BSParam.TerrainImplementation,
328 PhysicsScene.RegionName, terrainRegionBase); 327 PhysicsScene.RegionName, terrainRegionBase);
329 break; 328 break;
330 } 329 }
331 return newTerrainPhys; 330 return newTerrainPhys;
332 } 331 }
333 332
333 // Return 'true' of this position is somewhere in known physical terrain space
334 public bool IsWithinKnownTerrain(Vector3 pos)
335 {
336 Vector3 terrainBaseXYZ;
337 BSTerrainPhys physTerrain;
338 return GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ);
339 }
340
341 // Return a new position that is over known terrain if the position is outside our terrain.
342 public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos)
343 {
344 Vector3 ret = pPos;
345
346 // Can't do this function if we don't know about any terrain.
347 if (m_terrains.Count == 0)
348 return ret;
349
350 int loopPrevention = 5;
351 Vector3 terrainBaseXYZ;
352 BSTerrainPhys physTerrain;
353 while (!GetTerrainPhysicalAtXYZ(ret, out physTerrain, out terrainBaseXYZ))
354 {
355 // The passed position is not within a known terrain area.
356
357 // First, base addresses are never negative so correct for that possible problem.
358 if (ret.X < 0f || ret.Y < 0f)
359 {
360 if (ret.X < 0f)
361 ret.X = 0f;
362 if (ret.Y < 0f)
363 ret.Y = 0f;
364 DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}",
365 BSScene.DetailLogZero, pPos, ret);
366 }
367 else
368 {
369 // Must be off the top of a region. Find an adjacent region to move into.
370 Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ);
371
372 ret.X = Math.Min(ret.X, adjacentTerrainBase.X + DefaultRegionSize.X);
373 ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + DefaultRegionSize.Y);
374 DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}",
375 BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret);
376 }
377 if (loopPrevention-- < 0f)
378 {
379 // The 'while' is a little dangerous so this prevents looping forever if the
380 // mapping of the terrains ever gets messed up (like nothing at <0,0>) or
381 // the list of terrains is in transition.
382 DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,suppressingFindAdjacentRegionLoop", BSScene.DetailLogZero);
383 break;
384 }
385 }
386 return ret;
387 }
334 388
335 // Given an X and Y, find the height of the terrain. 389 // Given an X and Y, find the height of the terrain.
336 // Since we could be handling multiple terrains for a mega-region, 390 // Since we could be handling multiple terrains for a mega-region,
@@ -341,40 +395,116 @@ public sealed class BSTerrainManager
341 private float lastHeightTX = 999999f; 395 private float lastHeightTX = 999999f;
342 private float lastHeightTY = 999999f; 396 private float lastHeightTY = 999999f;
343 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; 397 private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
344 public float GetTerrainHeightAtXYZ(Vector3 loc) 398 public float GetTerrainHeightAtXYZ(Vector3 pos)
345 { 399 {
346 float tX = loc.X; 400 float tX = pos.X;
347 float tY = loc.Y; 401 float tY = pos.Y;
348 // You'd be surprized at the number of times this routine is called 402 // You'd be surprized at the number of times this routine is called
349 // with the same parameters as last time. 403 // with the same parameters as last time.
350 if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) 404 if (!m_terrainModified && (lastHeightTX == tX) && (lastHeightTY == tY))
351 return lastHeight; 405 return lastHeight;
406 m_terrainModified = false;
352 407
353 lastHeightTX = tX; 408 lastHeightTX = tX;
354 lastHeightTY = tY; 409 lastHeightTY = tY;
355 float ret = HEIGHT_GETHEIGHT_RET; 410 float ret = HEIGHT_GETHEIGHT_RET;
356 411
357 int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; 412 Vector3 terrainBaseXYZ;
358 int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
359 Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
360
361 BSTerrainPhys physTerrain; 413 BSTerrainPhys physTerrain;
362 if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain)) 414 if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
363 { 415 {
364 ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ); 416 ret = physTerrain.GetTerrainHeightAtXYZ(pos - terrainBaseXYZ);
365 DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,loc={1},base={2},height={3}",
366 BSScene.DetailLogZero, loc, terrainBaseXYZ, ret);
367 } 417 }
368 else 418 else
369 { 419 {
370 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", 420 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
371 LogHeader, PhysicsScene.RegionName, tX, tY); 421 LogHeader, PhysicsScene.RegionName, tX, tY);
422 DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}",
423 BSScene.DetailLogZero, pos, terrainBaseXYZ);
372 } 424 }
373 m_terrainModified = false; 425
374 lastHeight = ret; 426 lastHeight = ret;
375 return ret; 427 return ret;
376 } 428 }
377 429
430 public float GetWaterLevelAtXYZ(Vector3 pos)
431 {
432 float ret = WATER_HEIGHT_GETHEIGHT_RET;
433
434 Vector3 terrainBaseXYZ;
435 BSTerrainPhys physTerrain;
436 if (GetTerrainPhysicalAtXYZ(pos, out physTerrain, out terrainBaseXYZ))
437 {
438 ret = physTerrain.GetWaterLevelAtXYZ(pos);
439 }
440 else
441 {
442 PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}",
443 LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret);
444 }
445 return ret;
446 }
447
448 // Given an address, return 'true' of there is a description of that terrain and output
449 // the descriptor class and the 'base' fo the addresses therein.
450 private bool GetTerrainPhysicalAtXYZ(Vector3 pos, out BSTerrainPhys outPhysTerrain, out Vector3 outTerrainBase)
451 {
452 bool ret = false;
453
454 Vector3 terrainBaseXYZ = Vector3.Zero;
455 if (pos.X < 0f || pos.Y < 0f)
456 {
457 // We don't handle negative addresses so just make up a base that will not be found.
458 terrainBaseXYZ = new Vector3(-DefaultRegionSize.X, -DefaultRegionSize.Y, 0f);
459 }
460 else
461 {
462 int offsetX = ((int)(pos.X / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
463 int offsetY = ((int)(pos.Y / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
464 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
465 }
466
467 BSTerrainPhys physTerrain = null;
468 lock (m_terrains)
469 {
470 ret = m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain);
471 }
472 outTerrainBase = terrainBaseXYZ;
473 outPhysTerrain = physTerrain;
474 return ret;
475 }
476
477 // Given a terrain base, return a terrain base for a terrain that is closer to <0,0> than
478 // this one. Usually used to return an out of bounds object to a known place.
479 private Vector3 FindAdjacentTerrainBase(Vector3 pTerrainBase)
480 {
481 Vector3 ret = pTerrainBase;
482 ret.Z = 0f;
483 lock (m_terrains)
484 {
485 // Once down to the <0,0> region, we have to be done.
486 while (ret.X > 0f && ret.Y > 0f)
487 {
488 if (ret.X > 0f)
489 {
490 ret.X = Math.Max(0f, ret.X - DefaultRegionSize.X);
491 DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingX,terrainBase={1}", BSScene.DetailLogZero, ret);
492 if (m_terrains.ContainsKey(ret))
493 break;
494 }
495 if (ret.Y > 0f)
496 {
497 ret.Y = Math.Max(0f, ret.Y - DefaultRegionSize.Y);
498 DetailLog("{0},BSTerrainManager.FindAdjacentTerrainBase,reducingY,terrainBase={1}", BSScene.DetailLogZero, ret);
499 if (m_terrains.ContainsKey(ret))
500 break;
501 }
502 }
503 }
504
505 return ret;
506 }
507
378 // Although no one seems to check this, I do support combining. 508 // Although no one seems to check this, I do support combining.
379 public bool SupportsCombining() 509 public bool SupportsCombining()
380 { 510 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index dca7150..a9cd8a1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -76,11 +76,26 @@ public sealed class BSTerrainMesh : BSTerrainPhys
76 m_sizeX = (int)(maxCoords.X - minCoords.X); 76 m_sizeX = (int)(maxCoords.X - minCoords.X);
77 m_sizeY = (int)(maxCoords.Y - minCoords.Y); 77 m_sizeY = (int)(maxCoords.Y - minCoords.Y);
78 78
79 if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, 79 bool meshCreationSuccess = false;
80 m_sizeX, m_sizeY, 80 if (BSParam.TerrainMeshMagnification == 1)
81 (float)m_sizeX, (float)m_sizeY, 81 {
82 Vector3.Zero, 1.0f, 82 // If a magnification of one, use the old routine that is tried and true.
83 out indicesCount, out indices, out verticesCount, out vertices)) 83 meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene,
84 initialMap, m_sizeX, m_sizeY, // input size
85 Vector3.Zero, // base for mesh
86 out indicesCount, out indices, out verticesCount, out vertices);
87 }
88 else
89 {
90 // Other magnifications use the newer routine
91 meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene,
92 initialMap, m_sizeX, m_sizeY, // input size
93 BSParam.TerrainMeshMagnification,
94 physicsScene.TerrainManager.DefaultRegionSize,
95 Vector3.Zero, // base for mesh
96 out indicesCount, out indices, out verticesCount, out vertices);
97 }
98 if (!meshCreationSuccess)
84 { 99 {
85 // DISASTER!! 100 // DISASTER!!
86 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); 101 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
@@ -89,14 +104,15 @@ public sealed class BSTerrainMesh : BSTerrainPhys
89 return; 104 return;
90 } 105 }
91 106
92 m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, 107 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
93 indicesCount, indices, verticesCount, vertices), 108 ID, indicesCount, indices.Length, verticesCount, vertices.Length);
94 BSPhysicsShapeType.SHAPE_MESH); 109
95 if (m_terrainShape.ptr == IntPtr.Zero) 110 m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices);
111 if (!m_terrainShape.HasPhysicalShape)
96 { 112 {
97 // DISASTER!! 113 // DISASTER!!
98 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); 114 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
99 physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); 115 PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
100 // Something is very messed up and a crash is in our future. 116 // Something is very messed up and a crash is in our future.
101 return; 117 return;
102 } 118 }
@@ -104,49 +120,58 @@ public sealed class BSTerrainMesh : BSTerrainPhys
104 Vector3 pos = regionBase; 120 Vector3 pos = regionBase;
105 Quaternion rot = Quaternion.Identity; 121 Quaternion rot = Quaternion.Identity;
106 122
107 m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot)); 123 m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot);
108 if (m_terrainBody.ptr == IntPtr.Zero) 124 if (!m_terrainBody.HasPhysicalBody)
109 { 125 {
110 // DISASTER!! 126 // DISASTER!!
111 physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); 127 PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
112 // Something is very messed up and a crash is in our future. 128 // Something is very messed up and a crash is in our future.
113 return; 129 return;
114 } 130 }
131 physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin);
115 132
116 // Set current terrain attributes 133 // Set current terrain attributes
117 BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction); 134 PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
118 BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); 135 PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
119 BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution); 136 PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
120 BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 137 PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold);
138 PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);
121 139
122 // Static objects are not very massive. 140 // Static objects are not very massive.
123 BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); 141 PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);
124 142
125 // Return the new terrain to the world of physical objects 143 // Put the new terrain to the world of physical objects
126 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); 144 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody);
127 145
128 // redo its bounding box now that it is in the world 146 // Redo its bounding box now that it is in the world
129 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); 147 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody);
130 148
131 BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr, 149 m_terrainBody.collisionType = CollisionType.Terrain;
132 (uint)CollisionFilterGroups.TerrainFilter, 150 m_terrainBody.ApplyCollisionMask(PhysicsScene);
133 (uint)CollisionFilterGroups.TerrainMask); 151
152 if (BSParam.UseSingleSidedMeshes)
153 {
154 PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial", id);
155 PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
156 }
134 157
135 // Make it so the terrain will not move or be considered for movement. 158 // Make it so the terrain will not move or be considered for movement.
136 BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); 159 PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
137 } 160 }
138 161
139 public override void Dispose() 162 public override void Dispose()
140 { 163 {
141 if (m_terrainBody.ptr != IntPtr.Zero) 164 if (m_terrainBody.HasPhysicalBody)
142 { 165 {
143 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); 166 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody);
144 // Frees both the body and the shape. 167 // Frees both the body and the shape.
145 BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr); 168 PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody);
169 m_terrainBody.Clear();
170 m_terrainShape.Clear();
146 } 171 }
147 } 172 }
148 173
149 public override float GetHeightAtXYZ(Vector3 pos) 174 public override float GetTerrainHeightAtXYZ(Vector3 pos)
150 { 175 {
151 // For the moment use the saved heightmap to get the terrain height. 176 // For the moment use the saved heightmap to get the terrain height.
152 // TODO: raycast downward to find the true terrain below the position. 177 // TODO: raycast downward to find the true terrain below the position.
@@ -167,14 +192,17 @@ public sealed class BSTerrainMesh : BSTerrainPhys
167 return ret; 192 return ret;
168 } 193 }
169 194
195 // The passed position is relative to the base of the region.
196 public override float GetWaterLevelAtXYZ(Vector3 pos)
197 {
198 return PhysicsScene.SimpleWaterLevel;
199 }
200
170 // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). 201 // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
171 // Return 'true' if successfully created. 202 // Return 'true' if successfully created.
172 public static bool ConvertHeightmapToMesh( 203 public static bool ConvertHeightmapToMesh( BSScene physicsScene,
173 BSScene physicsScene,
174 float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap 204 float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
175 float extentX, float extentY, // zero based range for output vertices
176 Vector3 extentBase, // base to be added to all vertices 205 Vector3 extentBase, // base to be added to all vertices
177 float magnification, // number of vertices to create between heightMap coords
178 out int indicesCountO, out int[] indicesO, 206 out int indicesCountO, out int[] indicesO,
179 out int verticesCountO, out float[] verticesO) 207 out int verticesCountO, out float[] verticesO)
180 { 208 {
@@ -188,43 +216,47 @@ public sealed class BSTerrainMesh : BSTerrainPhys
188 // Simple mesh creation which assumes magnification == 1. 216 // Simple mesh creation which assumes magnification == 1.
189 // TODO: do a more general solution that scales, adds new vertices and smoothes the result. 217 // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
190 218
219 // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop
220 // from zero to <= sizeX). The triangle indices are then generated as two triangles
221 // per heightmap point. There are sizeX by sizeY of these squares. The extra row and
222 // column of vertices are used to complete the triangles of the last row and column
223 // of the heightmap.
191 try 224 try
192 { 225 {
193 // One vertice per heightmap value plus the vertices off the top and bottom edge. 226 // One vertice per heightmap value plus the vertices off the side and bottom edge.
194 int totalVertices = (sizeX + 1) * (sizeY + 1); 227 int totalVertices = (sizeX + 1) * (sizeY + 1);
195 vertices = new float[totalVertices * 3]; 228 vertices = new float[totalVertices * 3];
196 int totalIndices = sizeX * sizeY * 6; 229 int totalIndices = sizeX * sizeY * 6;
197 indices = new int[totalIndices]; 230 indices = new int[totalIndices];
198 231
199 float magX = (float)sizeX / extentX; 232 if (physicsScene != null)
200 float magY = (float)sizeY / extentY; 233 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}",
201 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", 234 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase);
202 BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); 235 float minHeight = float.MaxValue;
203 // Note that sizeX+1 vertices are created since there is land between this and the next region. 236 // Note that sizeX+1 vertices are created since there is land between this and the next region.
204 for (int yy = 0; yy <= sizeY; yy++) 237 for (int yy = 0; yy <= sizeY; yy++)
205 { 238 {
206 for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times 239 for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
207 { 240 {
208 int offset = yy * sizeX + xx; 241 int offset = yy * sizeX + xx;
209 // Extend the height from the height from the last row or column 242 // Extend the height with the height from the last row or column
210 if (yy == sizeY) offset -= sizeX; 243 if (yy == sizeY) offset -= sizeX;
211 if (xx == sizeX) offset -= 1; 244 if (xx == sizeX) offset -= 1;
212 float height = heightMap[offset]; 245 float height = heightMap[offset];
213 vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; 246 minHeight = Math.Min(minHeight, height);
214 vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; 247 vertices[verticesCount + 0] = (float)xx + extentBase.X;
248 vertices[verticesCount + 1] = (float)yy + extentBase.Y;
215 vertices[verticesCount + 2] = height + extentBase.Z; 249 vertices[verticesCount + 2] = height + extentBase.Z;
216 verticesCount += 3; 250 verticesCount += 3;
217 } 251 }
218 } 252 }
219 verticesCount = verticesCount / 3; 253 verticesCount = verticesCount / 3;
220 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}",
221 BSScene.DetailLogZero, verticesCount);
222 254
223 for (int yy = 0; yy < sizeY; yy++) 255 for (int yy = 0; yy < sizeY; yy++)
224 { 256 {
225 for (int xx = 0; xx < sizeX; xx++) 257 for (int xx = 0; xx < sizeX; xx++)
226 { 258 {
227 int offset = yy * sizeX + xx; 259 int offset = yy * (sizeX + 1) + xx;
228 // Each vertices is presumed to be the upper left corner of a box of two triangles 260 // Each vertices is presumed to be the upper left corner of a box of two triangles
229 indices[indicesCount + 0] = offset; 261 indices[indicesCount + 0] = offset;
230 indices[indicesCount + 1] = offset + 1; 262 indices[indicesCount + 1] = offset + 1;
@@ -235,13 +267,166 @@ public sealed class BSTerrainMesh : BSTerrainPhys
235 indicesCount += 6; 267 indicesCount += 6;
236 } 268 }
237 } 269 }
238 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG 270
239 LogHeader, indicesCount); // DEBUG 271 ret = true;
272 }
273 catch (Exception e)
274 {
275 if (physicsScene != null)
276 physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
277 LogHeader, physicsScene.RegionName, extentBase, e);
278 }
279
280 indicesCountO = indicesCount;
281 indicesO = indices;
282 verticesCountO = verticesCount;
283 verticesO = vertices;
284
285 return ret;
286 }
287
288 private class HeightMapGetter
289 {
290 private float[] m_heightMap;
291 private int m_sizeX;
292 private int m_sizeY;
293 public HeightMapGetter(float[] pHeightMap, int pSizeX, int pSizeY)
294 {
295 m_heightMap = pHeightMap;
296 m_sizeX = pSizeX;
297 m_sizeY = pSizeY;
298 }
299 // The heightmap is extended as an infinite plane at the last height
300 public float GetHeight(int xx, int yy)
301 {
302 int offset = 0;
303 // Extend the height with the height from the last row or column
304 if (yy >= m_sizeY)
305 if (xx >= m_sizeX)
306 offset = (m_sizeY - 1) * m_sizeX + (m_sizeX - 1);
307 else
308 offset = (m_sizeY - 1) * m_sizeX + xx;
309 else
310 if (xx >= m_sizeX)
311 offset = yy * m_sizeX + (m_sizeX - 1);
312 else
313 offset = yy * m_sizeX + xx;
314
315 return m_heightMap[offset];
316 }
317 }
318
319 // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
320 // Version that handles magnification.
321 // Return 'true' if successfully created.
322 public static bool ConvertHeightmapToMesh2( BSScene physicsScene,
323 float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
324 int magnification, // number of vertices per heighmap step
325 Vector3 extent, // dimensions of the output mesh
326 Vector3 extentBase, // base to be added to all vertices
327 out int indicesCountO, out int[] indicesO,
328 out int verticesCountO, out float[] verticesO)
329 {
330 bool ret = false;
331
332 int indicesCount = 0;
333 int verticesCount = 0;
334 int[] indices = new int[0];
335 float[] vertices = new float[0];
336
337 HeightMapGetter hmap = new HeightMapGetter(heightMap, sizeX, sizeY);
338
339 // The vertices dimension of the output mesh
340 int meshX = sizeX * magnification;
341 int meshY = sizeY * magnification;
342 // The output size of one mesh step
343 float meshXStep = extent.X / meshX;
344 float meshYStep = extent.Y / meshY;
345
346 // Create an array of vertices that is meshX+1 by meshY+1 (note the loop
347 // from zero to <= meshX). The triangle indices are then generated as two triangles
348 // per heightmap point. There are meshX by meshY of these squares. The extra row and
349 // column of vertices are used to complete the triangles of the last row and column
350 // of the heightmap.
351 try
352 {
353 // Vertices for the output heightmap plus one on the side and bottom to complete triangles
354 int totalVertices = (meshX + 1) * (meshY + 1);
355 vertices = new float[totalVertices * 3];
356 int totalIndices = meshX * meshY * 6;
357 indices = new int[totalIndices];
358
359 if (physicsScene != null)
360 physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,inSize={1},outSize={2},totVert={3},totInd={4},extentBase={5}",
361 BSScene.DetailLogZero, new Vector2(sizeX, sizeY), new Vector2(meshX, meshY),
362 totalVertices, totalIndices, extentBase);
363
364 float minHeight = float.MaxValue;
365 // Note that sizeX+1 vertices are created since there is land between this and the next region.
366 // Loop through the output vertices and compute the mediun height in between the input vertices
367 for (int yy = 0; yy <= meshY; yy++)
368 {
369 for (int xx = 0; xx <= meshX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
370 {
371 float offsetY = (float)yy * (float)sizeY / (float)meshY; // The Y that is closest to the mesh point
372 int stepY = (int)offsetY;
373 float fractionalY = offsetY - (float)stepY;
374 float offsetX = (float)xx * (float)sizeX / (float)meshX; // The X that is closest to the mesh point
375 int stepX = (int)offsetX;
376 float fractionalX = offsetX - (float)stepX;
377
378 // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,xx={1},yy={2},offX={3},stepX={4},fractX={5},offY={6},stepY={7},fractY={8}",
379 // BSScene.DetailLogZero, xx, yy, offsetX, stepX, fractionalX, offsetY, stepY, fractionalY);
380
381 // get the four corners of the heightmap square the mesh point is in
382 float heightUL = hmap.GetHeight(stepX , stepY );
383 float heightUR = hmap.GetHeight(stepX + 1, stepY );
384 float heightLL = hmap.GetHeight(stepX , stepY + 1);
385 float heightLR = hmap.GetHeight(stepX + 1, stepY + 1);
386
387 // bilinear interplolation
388 float height = heightUL * (1 - fractionalX) * (1 - fractionalY)
389 + heightUR * fractionalX * (1 - fractionalY)
390 + heightLL * (1 - fractionalX) * fractionalY
391 + heightLR * fractionalX * fractionalY;
392
393 // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,heightUL={1},heightUR={2},heightLL={3},heightLR={4},heightMap={5}",
394 // BSScene.DetailLogZero, heightUL, heightUR, heightLL, heightLR, height);
395
396 minHeight = Math.Min(minHeight, height);
397
398 vertices[verticesCount + 0] = (float)xx * meshXStep + extentBase.X;
399 vertices[verticesCount + 1] = (float)yy * meshYStep + extentBase.Y;
400 vertices[verticesCount + 2] = height + extentBase.Z;
401 verticesCount += 3;
402 }
403 }
404 // The number of vertices generated
405 verticesCount /= 3;
406
407 // Loop through all the heightmap squares and create indices for the two triangles for that square
408 for (int yy = 0; yy < meshY; yy++)
409 {
410 for (int xx = 0; xx < meshX; xx++)
411 {
412 int offset = yy * (meshX + 1) + xx;
413 // Each vertices is presumed to be the upper left corner of a box of two triangles
414 indices[indicesCount + 0] = offset;
415 indices[indicesCount + 1] = offset + 1;
416 indices[indicesCount + 2] = offset + meshX + 1; // accounting for the extra column
417 indices[indicesCount + 3] = offset + 1;
418 indices[indicesCount + 4] = offset + meshX + 2;
419 indices[indicesCount + 5] = offset + meshX + 1;
420 indicesCount += 6;
421 }
422 }
423
240 ret = true; 424 ret = true;
241 } 425 }
242 catch (Exception e) 426 catch (Exception e)
243 { 427 {
244 physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", 428 if (physicsScene != null)
429 physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
245 LogHeader, physicsScene.RegionName, extentBase, e); 430 LogHeader, physicsScene.RegionName, extentBase, e);
246 } 431 }
247 432
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
deleted file mode 100644
index e60a760..0000000
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ /dev/null
@@ -1,1015 +0,0 @@
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 copyrightD
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 */
27using System;
28using System.Runtime.InteropServices;
29using System.Security;
30using System.Text;
31using OpenMetaverse;
32
33namespace OpenSim.Region.Physics.BulletSPlugin {
34
35// Classes to allow some type checking for the API
36// These hold pointers to allocated objects in the unmanaged space.
37
38// The physics engine controller class created at initialization
39public struct BulletSim
40{
41 public BulletSim(uint worldId, BSScene bss, IntPtr xx)
42 {
43 ptr = xx;
44 worldID = worldId;
45 physicsScene = bss;
46 }
47 public IntPtr ptr;
48 public uint worldID;
49 // The scene is only in here so very low level routines have a handle to print debug/error messages
50 public BSScene physicsScene;
51}
52
53// An allocated Bullet btRigidBody
54public struct BulletBody
55{
56 public BulletBody(uint id, IntPtr xx)
57 {
58 ID = id;
59 ptr = xx;
60 collisionFilter = 0;
61 collisionMask = 0;
62 }
63 public IntPtr ptr;
64 public uint ID;
65 public CollisionFilterGroups collisionFilter;
66 public CollisionFilterGroups collisionMask;
67 public override string ToString()
68 {
69 StringBuilder buff = new StringBuilder();
70 buff.Append("<id=");
71 buff.Append(ID.ToString());
72 buff.Append(",p=");
73 buff.Append(ptr.ToString("X"));
74 if (collisionFilter != 0 || collisionMask != 0)
75 {
76 buff.Append(",f=");
77 buff.Append(collisionFilter.ToString("X"));
78 buff.Append(",m=");
79 buff.Append(collisionMask.ToString("X"));
80 }
81 buff.Append(">");
82 return buff.ToString();
83 }
84}
85
86public struct BulletShape
87{
88 public BulletShape(IntPtr xx)
89 {
90 ptr = xx;
91 type=BSPhysicsShapeType.SHAPE_UNKNOWN;
92 shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
93 isNativeShape = false;
94 }
95 public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
96 {
97 ptr = xx;
98 type = typ;
99 shapeKey = 0;
100 isNativeShape = false;
101 }
102 public IntPtr ptr;
103 public BSPhysicsShapeType type;
104 public System.UInt64 shapeKey;
105 public bool isNativeShape;
106 public override string ToString()
107 {
108 StringBuilder buff = new StringBuilder();
109 buff.Append("<p=");
110 buff.Append(ptr.ToString("X"));
111 buff.Append(",s=");
112 buff.Append(type.ToString());
113 buff.Append(",k=");
114 buff.Append(shapeKey.ToString("X"));
115 buff.Append(",n=");
116 buff.Append(isNativeShape.ToString());
117 buff.Append(">");
118 return buff.ToString();
119 }
120}
121
122 // Constraint type values as defined by Bullet
123public enum ConstraintType : int
124{
125 POINT2POINT_CONSTRAINT_TYPE = 3,
126 HINGE_CONSTRAINT_TYPE,
127 CONETWIST_CONSTRAINT_TYPE,
128 D6_CONSTRAINT_TYPE,
129 SLIDER_CONSTRAINT_TYPE,
130 CONTACT_CONSTRAINT_TYPE,
131 D6_SPRING_CONSTRAINT_TYPE,
132 MAX_CONSTRAINT_TYPE
133}
134
135// An allocated Bullet btConstraint
136public struct BulletConstraint
137{
138 public BulletConstraint(IntPtr xx)
139 {
140 ptr = xx;
141 }
142 public IntPtr ptr;
143}
144
145// An allocated HeightMapThing which holds various heightmap info.
146// Made a class rather than a struct so there would be only one
147// instance of this and C# will pass around pointers rather
148// than making copies.
149public class BulletHeightMapInfo
150{
151 public BulletHeightMapInfo(uint id, float[] hm, IntPtr xx) {
152 ID = id;
153 Ptr = xx;
154 heightMap = hm;
155 terrainRegionBase = Vector3.Zero;
156 minCoords = new Vector3(100f, 100f, 25f);
157 maxCoords = new Vector3(101f, 101f, 26f);
158 minZ = maxZ = 0f;
159 sizeX = sizeY = 256f;
160 }
161 public uint ID;
162 public IntPtr Ptr;
163 public float[] heightMap;
164 public Vector3 terrainRegionBase;
165 public Vector3 minCoords;
166 public Vector3 maxCoords;
167 public float sizeX, sizeY;
168 public float minZ, maxZ;
169 public BulletShape terrainShape;
170 public BulletBody terrainBody;
171}
172
173// ===============================================================================
174[StructLayout(LayoutKind.Sequential)]
175public struct ConvexHull
176{
177 Vector3 Offset;
178 int VertexCount;
179 Vector3[] Vertices;
180}
181public enum BSPhysicsShapeType
182{
183 SHAPE_UNKNOWN = 0,
184 SHAPE_CAPSULE = 1,
185 SHAPE_BOX = 2,
186 SHAPE_CONE = 3,
187 SHAPE_CYLINDER = 4,
188 SHAPE_SPHERE = 5,
189 SHAPE_MESH = 6,
190 SHAPE_HULL = 7,
191 // following defined by BulletSim
192 SHAPE_GROUNDPLANE = 20,
193 SHAPE_TERRAIN = 21,
194 SHAPE_COMPOUND = 22,
195 SHAPE_HEIGHTMAP = 23,
196};
197
198// The native shapes have predefined shape hash keys
199public enum FixedShapeKey : ulong
200{
201 KEY_NONE = 0,
202 KEY_BOX = 1,
203 KEY_SPHERE = 2,
204 KEY_CONE = 3,
205 KEY_CYLINDER = 4,
206 KEY_CAPSULE = 5,
207}
208
209[StructLayout(LayoutKind.Sequential)]
210public struct ShapeData
211{
212 public uint ID;
213 public BSPhysicsShapeType Type;
214 public Vector3 Position;
215 public Quaternion Rotation;
216 public Vector3 Velocity;
217 public Vector3 Scale;
218 public float Mass;
219 public float Buoyancy;
220 public System.UInt64 HullKey;
221 public System.UInt64 MeshKey;
222 public float Friction;
223 public float Restitution;
224 public float Collidable; // true of things bump into this
225 public float Static; // true if a static object. Otherwise gravity, etc.
226 public float Solid; // true if object cannot be passed through
227 public Vector3 Size;
228
229 // note that bools are passed as floats since bool size changes by language and architecture
230 public const float numericTrue = 1f;
231 public const float numericFalse = 0f;
232}
233[StructLayout(LayoutKind.Sequential)]
234public struct SweepHit
235{
236 public uint ID;
237 public float Fraction;
238 public Vector3 Normal;
239 public Vector3 Point;
240}
241[StructLayout(LayoutKind.Sequential)]
242public struct RaycastHit
243{
244 public uint ID;
245 public float Fraction;
246 public Vector3 Normal;
247}
248[StructLayout(LayoutKind.Sequential)]
249public struct CollisionDesc
250{
251 public uint aID;
252 public uint bID;
253 public Vector3 point;
254 public Vector3 normal;
255}
256[StructLayout(LayoutKind.Sequential)]
257public struct EntityProperties
258{
259 public uint ID;
260 public Vector3 Position;
261 public Quaternion Rotation;
262 public Vector3 Velocity;
263 public Vector3 Acceleration;
264 public Vector3 RotationalVelocity;
265}
266
267// Format of this structure must match the definition in the C++ code
268[StructLayout(LayoutKind.Sequential)]
269public struct ConfigurationParameters
270{
271 public float defaultFriction;
272 public float defaultDensity;
273 public float defaultRestitution;
274 public float collisionMargin;
275 public float gravity;
276
277 public float linearDamping;
278 public float angularDamping;
279 public float deactivationTime;
280 public float linearSleepingThreshold;
281 public float angularSleepingThreshold;
282 public float ccdMotionThreshold;
283 public float ccdSweptSphereRadius;
284 public float contactProcessingThreshold;
285
286 public float terrainImplementation;
287 public float terrainFriction;
288 public float terrainHitFraction;
289 public float terrainRestitution;
290 public float avatarFriction;
291 public float avatarStandingFriction;
292 public float avatarDensity;
293 public float avatarRestitution;
294 public float avatarCapsuleWidth;
295 public float avatarCapsuleDepth;
296 public float avatarCapsuleHeight;
297 public float avatarContactProcessingThreshold;
298
299 public float maxPersistantManifoldPoolSize;
300 public float maxCollisionAlgorithmPoolSize;
301 public float shouldDisableContactPoolDynamicAllocation;
302 public float shouldForceUpdateAllAabbs;
303 public float shouldRandomizeSolverOrder;
304 public float shouldSplitSimulationIslands;
305 public float shouldEnableFrictionCaching;
306 public float numberOfSolverIterations;
307
308 public float linksetImplementation;
309 public float linkConstraintUseFrameOffset;
310 public float linkConstraintEnableTransMotor;
311 public float linkConstraintTransMotorMaxVel;
312 public float linkConstraintTransMotorMaxForce;
313 public float linkConstraintERP;
314 public float linkConstraintCFM;
315 public float linkConstraintSolverIterations;
316
317 public float physicsLoggingFrames;
318
319 public const float numericTrue = 1f;
320 public const float numericFalse = 0f;
321}
322
323
324// The states a bullet collision object can have
325public enum ActivationState : uint
326{
327 ACTIVE_TAG = 1,
328 ISLAND_SLEEPING,
329 WANTS_DEACTIVATION,
330 DISABLE_DEACTIVATION,
331 DISABLE_SIMULATION,
332}
333
334public enum CollisionObjectTypes : int
335{
336 CO_COLLISION_OBJECT = 1 << 0,
337 CO_RIGID_BODY = 1 << 1,
338 CO_GHOST_OBJECT = 1 << 2,
339 CO_SOFT_BODY = 1 << 3,
340 CO_HF_FLUID = 1 << 4,
341 CO_USER_TYPE = 1 << 5,
342}
343
344// Values used by Bullet and BulletSim to control object properties.
345// Bullet's "CollisionFlags" has more to do with operations on the
346// object (if collisions happen, if gravity effects it, ...).
347public enum CollisionFlags : uint
348{
349 CF_STATIC_OBJECT = 1 << 0,
350 CF_KINEMATIC_OBJECT = 1 << 1,
351 CF_NO_CONTACT_RESPONSE = 1 << 2,
352 CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3,
353 CF_CHARACTER_OBJECT = 1 << 4,
354 CF_DISABLE_VISUALIZE_OBJECT = 1 << 5,
355 CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
356 // Following used by BulletSim to control collisions
357 BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10,
358 BS_FLOATS_ON_WATER = 1 << 11,
359 BS_NONE = 0,
360 BS_ALL = 0xFFFFFFFF,
361
362 // These are the collision flags switched depending on physical state.
363 // The other flags are used for other things and should not be fooled with.
364 BS_ACTIVE = CF_STATIC_OBJECT
365 | CF_KINEMATIC_OBJECT
366 | CF_NO_CONTACT_RESPONSE
367};
368
369// Values for collisions groups and masks
370public enum CollisionFilterGroups : uint
371{
372 // Don't use the bit definitions!! Define the use in a
373 // filter/mask definition below. This way collision interactions
374 // are more easily debugged.
375 BNoneFilter = 0,
376 BDefaultFilter = 1 << 0,
377 BStaticFilter = 1 << 1,
378 BKinematicFilter = 1 << 2,
379 BDebrisFilter = 1 << 3,
380 BSensorTrigger = 1 << 4,
381 BCharacterFilter = 1 << 5,
382 BAllFilter = 0xFFFFFFFF,
383 // Filter groups defined by BulletSim
384 BGroundPlaneFilter = 1 << 10,
385 BTerrainFilter = 1 << 11,
386 BRaycastFilter = 1 << 12,
387 BSolidFilter = 1 << 13,
388 BLinksetFilter = 1 << 14,
389
390 // The collsion filters and masked are defined in one place -- don't want them scattered
391 AvatarFilter = BCharacterFilter,
392 AvatarMask = BAllFilter,
393 ObjectFilter = BSolidFilter,
394 ObjectMask = BAllFilter,
395 StaticObjectFilter = BStaticFilter,
396 StaticObjectMask = BAllFilter & ~BStaticFilter, // static objects don't collide with each other
397 LinksetFilter = BLinksetFilter,
398 LinksetMask = BAllFilter & ~BLinksetFilter, // linkset objects don't collide with each other
399 VolumeDetectFilter = BSensorTrigger,
400 VolumeDetectMask = ~BSensorTrigger,
401 TerrainFilter = BTerrainFilter,
402 TerrainMask = BAllFilter & ~BStaticFilter, // static objects on the ground don't collide
403 GroundPlaneFilter = BGroundPlaneFilter,
404 GroundPlaneMask = BAllFilter
405
406};
407
408// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
409// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
410public enum ConstraintParams : int
411{
412 BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730
413 BT_CONSTRAINT_STOP_ERP,
414 BT_CONSTRAINT_CFM,
415 BT_CONSTRAINT_STOP_CFM,
416};
417public enum ConstraintParamAxis : int
418{
419 AXIS_LINEAR_X = 0,
420 AXIS_LINEAR_Y,
421 AXIS_LINEAR_Z,
422 AXIS_ANGULAR_X,
423 AXIS_ANGULAR_Y,
424 AXIS_ANGULAR_Z,
425 AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls
426 AXIS_ANGULAR_ALL,
427 AXIS_ALL
428};
429
430// ===============================================================================
431static class BulletSimAPI {
432
433// Link back to the managed code for outputting log messages
434[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
435public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
436
437// ===============================================================================
438// Initialization and simulation
439[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
440public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
441 int maxCollisions, IntPtr collisionArray,
442 int maxUpdates, IntPtr updateArray,
443 DebugLogCallback logRoutine);
444
445[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
446public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
447
448[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
449public static extern void SetHeightMap2(IntPtr world, float[] heightmap);
450
451[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
452public static extern void Shutdown2(IntPtr sim);
453
454[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
455public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep,
456 out int updatedEntityCount,
457 out IntPtr updatedEntitiesPtr,
458 out int collidersCount,
459 out IntPtr collidersPtr);
460
461[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
462public static extern bool PushUpdate2(IntPtr obj);
463
464// =====================================================================================
465// Mesh, hull, shape and body creation helper routines
466[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
467public static extern IntPtr CreateMeshShape2(IntPtr world,
468 int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
469 int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
470
471[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
472public static extern IntPtr CreateHullShape2(IntPtr world,
473 int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls);
474
475[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
476public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape);
477
478[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
479public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData);
480
481[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
482public static extern bool IsNativeShape2(IntPtr shape);
483
484[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
485public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale);
486
487[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
488public static extern IntPtr CreateCompoundShape2(IntPtr sim, bool enableDynamicAabbTree);
489
490[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
491public static extern int GetNumberOfCompoundChildren2(IntPtr cShape);
492
493[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
494public static extern void AddChildShapeToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot);
495
496[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
497public static extern IntPtr GetChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
498
499[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
500public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
501
502[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
503public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
504
505[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
506public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape);
507
508[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
509public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id);
510
511[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
512public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, uint id, IntPtr constructionInfo);
513
514[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
515public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
516
517[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
518public static extern int GetBodyType2(IntPtr obj);
519
520[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
521public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
522
523[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
524public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, uint id, Vector3 pos, Quaternion rot);
525
526[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
527public static extern IntPtr CreateGhostFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
528
529[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
530public static extern IntPtr AllocateBodyInfo2(IntPtr obj);
531
532[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
533public static extern void ReleaseBodyInfo2(IntPtr obj);
534
535[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
536public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
537
538// =====================================================================================
539// Terrain creation and helper routines
540[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
541public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords,
542 [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
543
544[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
545public static extern IntPtr FillHeightMapInfo2(IntPtr sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords,
546 [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
547
548[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
549public static extern bool ReleaseHeightMapInfo2(IntPtr heightMapInfo);
550
551[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
552public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin);
553
554[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
555public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo);
556
557// =====================================================================================
558// Constraint creation and helper routines
559[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
560public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
561 Vector3 frame1loc, Quaternion frame1rot,
562 Vector3 frame2loc, Quaternion frame2rot,
563 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
564
565[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
566public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr obj1, IntPtr obj2,
567 Vector3 joinPoint,
568 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
569
570[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
571public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
572 Vector3 pivotinA, Vector3 pivotinB,
573 Vector3 axisInA, Vector3 axisInB,
574 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
575
576[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
577public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse);
578
579[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
580public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations);
581
582[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
583public static extern bool SetFrames2(IntPtr constrain,
584 Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
585
586[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
587public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
588
589[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
590public static extern bool SetAngularLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
591
592[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
593public static extern bool UseFrameOffset2(IntPtr constrain, float enable);
594
595[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
596public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce);
597
598[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
599public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold);
600
601[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
602public static extern bool CalculateTransforms2(IntPtr constrain);
603
604[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
605public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
606
607[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
608public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
609
610// =====================================================================================
611// btCollisionWorld entries
612[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
613public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj);
614
615[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
616public static extern void UpdateAabbs2(IntPtr world);
617
618[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
619public static extern bool GetForceUpdateAllAabbs2(IntPtr world);
620
621[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
622public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force);
623
624// =====================================================================================
625// btDynamicsWorld entries
626[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
627public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
628
629[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
630public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
631
632[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
633public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
634
635[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
636public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain);
637// =====================================================================================
638// btCollisionObject entries
639[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
640public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain);
641
642[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
643public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict);
644
645[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
646public static extern bool HasAnisotripicFriction2(IntPtr constrain);
647
648[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
649public static extern void SetContactProcessingThreshold2(IntPtr obj, float val);
650
651[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
652public static extern float GetContactProcessingThreshold2(IntPtr obj);
653
654[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
655public static extern bool IsStaticObject2(IntPtr obj);
656
657[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
658public static extern bool IsKinematicObject2(IntPtr obj);
659
660[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
661public static extern bool IsStaticOrKinematicObject2(IntPtr obj);
662
663[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
664public static extern bool HasContactResponse2(IntPtr obj);
665
666[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
667public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape);
668
669[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
670public static extern IntPtr GetCollisionShape2(IntPtr obj);
671
672[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
673public static extern int GetActivationState2(IntPtr obj);
674
675[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
676public static extern void SetActivationState2(IntPtr obj, int state);
677
678[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
679public static extern void SetDeactivationTime2(IntPtr obj, float dtime);
680
681[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
682public static extern float GetDeactivationTime2(IntPtr obj);
683
684[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
685public static extern void ForceActivationState2(IntPtr obj, ActivationState state);
686
687[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
688public static extern void Activate2(IntPtr obj, bool forceActivation);
689
690[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
691public static extern bool IsActive2(IntPtr obj);
692
693[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
694public static extern void SetRestitution2(IntPtr obj, float val);
695
696[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
697public static extern float GetRestitution2(IntPtr obj);
698
699[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
700public static extern void SetFriction2(IntPtr obj, float val);
701
702[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
703public static extern float GetFriction2(IntPtr obj);
704
705 /* Haven't defined the type 'Transform'
706[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
707public static extern Transform GetWorldTransform2(IntPtr obj);
708
709[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
710public static extern void setWorldTransform2(IntPtr obj, Transform trans);
711 */
712
713[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
714public static extern Vector3 GetPosition2(IntPtr obj);
715
716[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
717public static extern Quaternion GetOrientation2(IntPtr obj);
718
719[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
720public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
721
722[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
723public static extern IntPtr GetBroadphaseHandle2(IntPtr obj);
724
725[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
726public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle);
727
728 /*
729[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
730public static extern Transform GetInterpolationWorldTransform2(IntPtr obj);
731
732[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
733public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans);
734 */
735
736[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
737public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel);
738
739[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
740public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel);
741
742[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
743public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel);
744
745[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
746public static extern float GetHitFraction2(IntPtr obj);
747
748[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
749public static extern void SetHitFraction2(IntPtr obj, float val);
750
751[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
752public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
753
754[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
755public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
756
757[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
758public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
759
760[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
761public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
762
763[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
764public static extern float GetCcdMotionThreshold2(IntPtr obj);
765
766[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
767public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
768
769[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
770public static extern float GetCcdSweptSphereRadius2(IntPtr obj);
771
772[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
773public static extern void SetCcdSweptSphereRadius2(IntPtr obj, float val);
774
775[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
776public static extern IntPtr GetUserPointer2(IntPtr obj);
777
778[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
779public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
780
781// =====================================================================================
782// btRigidBody entries
783[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
784public static extern void ApplyGravity2(IntPtr obj);
785
786[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
787public static extern void SetGravity2(IntPtr obj, Vector3 val);
788
789[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
790public static extern Vector3 GetGravity2(IntPtr obj);
791
792[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
793public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
794
795[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
796public static extern void SetLinearDamping2(IntPtr obj, float lin_damping);
797
798[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
799public static extern void SetAngularDamping2(IntPtr obj, float ang_damping);
800
801[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
802public static extern float GetLinearDamping2(IntPtr obj);
803
804[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
805public static extern float GetAngularDamping2(IntPtr obj);
806
807[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
808public static extern float GetLinearSleepingThreshold2(IntPtr obj);
809
810[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
811public static extern float GetAngularSleepingThreshold2(IntPtr obj);
812
813[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
814public static extern void ApplyDamping2(IntPtr obj, float timeStep);
815
816[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
817public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
818
819[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
820public static extern Vector3 GetLinearFactor2(IntPtr obj);
821
822[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
823public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor);
824
825 /*
826[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
827public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans);
828 */
829
830[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
831public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot);
832
833// Add a force to the object as if its mass is one.
834[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
835public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force);
836
837// Set the force being applied to the object as if its mass is one.
838[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
839public static extern void SetObjectForce2(IntPtr obj, Vector3 force);
840
841[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
842public static extern Vector3 GetTotalForce2(IntPtr obj);
843
844[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
845public static extern Vector3 GetTotalTorque2(IntPtr obj);
846
847[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
848public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj);
849
850[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
851public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert);
852
853[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
854public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
855
856[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
857public static extern void ApplyTorque2(IntPtr obj, Vector3 torque);
858
859// Apply force at the given point. Will add torque to the object.
860[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
861public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos);
862
863// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
864[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
865public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp);
866
867// Apply impulse to the object's torque. Force is scaled by object's mass.
868[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
869public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp);
870
871// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
872[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
873public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos);
874
875[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
876public static extern void ClearForces2(IntPtr obj);
877
878[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
879public static extern void ClearAllForces2(IntPtr obj);
880
881[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
882public static extern void UpdateInertiaTensor2(IntPtr obj);
883
884[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
885public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj);
886
887 /*
888[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
889public static extern Transform GetCenterOfMassTransform2(IntPtr obj);
890 */
891
892[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
893public static extern Vector3 GetLinearVelocity2(IntPtr obj);
894
895[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
896public static extern Vector3 GetAngularVelocity2(IntPtr obj);
897
898[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
899public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val);
900
901[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
902public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
903
904[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
905public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos);
906
907[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
908public static extern void Translate2(IntPtr obj, Vector3 trans);
909
910[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
911public static extern void UpdateDeactivation2(IntPtr obj, float timeStep);
912
913[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
914public static extern bool WantsSleeping2(IntPtr obj);
915
916[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
917public static extern void SetAngularFactor2(IntPtr obj, float factor);
918
919[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
920public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor);
921
922[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
923public static extern Vector3 GetAngularFactor2(IntPtr obj);
924
925[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
926public static extern bool IsInWorld2(IntPtr obj);
927
928[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
929public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain);
930
931[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
932public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain);
933
934[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
935public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
936
937[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
938public static extern int GetNumConstraintRefs2(IntPtr obj);
939
940[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
941public static extern void SetCollisionFilterMask2(IntPtr body, uint filter, uint mask);
942
943// =====================================================================================
944// btCollisionShape entries
945
946[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
947public static extern float GetAngularMotionDisc2(IntPtr shape);
948
949[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
950public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor);
951
952[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
953public static extern bool IsPolyhedral2(IntPtr shape);
954
955[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
956public static extern bool IsConvex2d2(IntPtr shape);
957
958[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
959public static extern bool IsConvex2(IntPtr shape);
960
961[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
962public static extern bool IsNonMoving2(IntPtr shape);
963
964[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
965public static extern bool IsConcave2(IntPtr shape);
966
967[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
968public static extern bool IsCompound2(IntPtr shape);
969
970[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
971public static extern bool IsSoftBody2(IntPtr shape);
972
973[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
974public static extern bool IsInfinite2(IntPtr shape);
975
976[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
977public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
978
979[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
980public static extern Vector3 GetLocalScaling2(IntPtr shape);
981
982[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
983public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass);
984
985[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
986public static extern int GetShapeType2(IntPtr shape);
987
988[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
989public static extern void SetMargin2(IntPtr shape, float val);
990
991[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
992public static extern float GetMargin2(IntPtr shape);
993
994// =====================================================================================
995// Debugging
996[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
997public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject);
998
999[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1000public static extern void DumpCollisionShape2(IntPtr sim, IntPtr collisionShape);
1001
1002[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1003public static extern void DumpConstraint2(IntPtr sim, IntPtr constrain);
1004
1005[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1006public static extern void DumpAllInfo2(IntPtr sim);
1007
1008[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1009public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo);
1010
1011[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1012public static extern void DumpPhysicsStatistics2(IntPtr sim);
1013
1014}
1015}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
new file mode 100755
index 0000000..8012d91
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
@@ -0,0 +1,269 @@
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 copyrightD
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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30using OMV = OpenMetaverse;
31
32namespace OpenSim.Region.Physics.BulletSPlugin
33{
34// Classes to allow some type checking for the API
35// These hold pointers to allocated objects in the unmanaged space.
36// These classes are subclassed by the various physical implementations of
37// objects. In particular, there is a version for physical instances in
38// unmanaged memory ("unman") and one for in managed memory ("XNA").
39
40// Currently, the instances of these classes are a reference to a
41// physical representation and this has no releationship to other
42// instances. Someday, refarb the usage of these classes so each instance
43// refers to a particular physical instance and this class controls reference
44// counts and such. This should be done along with adding BSShapes.
45
46public class BulletWorld
47{
48 public BulletWorld(uint worldId, BSScene bss)
49 {
50 worldID = worldId;
51 physicsScene = bss;
52 }
53 public uint worldID;
54 // The scene is only in here so very low level routines have a handle to print debug/error messages
55 public BSScene physicsScene;
56}
57
58// An allocated Bullet btRigidBody
59public class BulletBody
60{
61 public BulletBody(uint id)
62 {
63 ID = id;
64 collisionType = CollisionType.Static;
65 }
66 public uint ID;
67 public CollisionType collisionType;
68
69 public virtual void Clear() { }
70 public virtual bool HasPhysicalBody { get { return false; } }
71
72 // Apply the specificed collision mask into the physical world
73 public virtual bool ApplyCollisionMask(BSScene physicsScene)
74 {
75 // Should assert the body has been added to the physical world.
76 // (The collision masks are stored in the collision proxy cache which only exists for
77 // a collision body that is in the world.)
78 return physicsScene.PE.SetCollisionGroupMask(this,
79 BulletSimData.CollisionTypeMasks[collisionType].group,
80 BulletSimData.CollisionTypeMasks[collisionType].mask);
81 }
82
83 // Used for log messages for a unique display of the memory/object allocated to this instance
84 public virtual string AddrString
85 {
86 get { return "unknown"; }
87 }
88
89 public override string ToString()
90 {
91 StringBuilder buff = new StringBuilder();
92 buff.Append("<id=");
93 buff.Append(ID.ToString());
94 buff.Append(",p=");
95 buff.Append(AddrString);
96 buff.Append(",c=");
97 buff.Append(collisionType);
98 buff.Append(">");
99 return buff.ToString();
100 }
101}
102
103public class BulletShape
104{
105 public BulletShape()
106 {
107 type = BSPhysicsShapeType.SHAPE_UNKNOWN;
108 shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
109 isNativeShape = false;
110 }
111 public BSPhysicsShapeType type;
112 public System.UInt64 shapeKey;
113 public bool isNativeShape;
114
115 public virtual void Clear() { }
116 public virtual bool HasPhysicalShape { get { return false; } }
117
118 // Make another reference to this physical object.
119 public virtual BulletShape Clone() { return new BulletShape(); }
120
121 // Return 'true' if this and other refer to the same physical object
122 public virtual bool ReferenceSame(BulletShape xx) { return false; }
123
124 // Used for log messages for a unique display of the memory/object allocated to this instance
125 public virtual string AddrString
126 {
127 get { return "unknown"; }
128 }
129
130 public override string ToString()
131 {
132 StringBuilder buff = new StringBuilder();
133 buff.Append("<p=");
134 buff.Append(AddrString);
135 buff.Append(",s=");
136 buff.Append(type.ToString());
137 buff.Append(",k=");
138 buff.Append(shapeKey.ToString("X"));
139 buff.Append(",n=");
140 buff.Append(isNativeShape.ToString());
141 buff.Append(">");
142 return buff.ToString();
143 }
144}
145
146// An allocated Bullet btConstraint
147public class BulletConstraint
148{
149 public BulletConstraint()
150 {
151 }
152 public virtual void Clear() { }
153 public virtual bool HasPhysicalConstraint { get { return false; } }
154
155 // Used for log messages for a unique display of the memory/object allocated to this instance
156 public virtual string AddrString
157 {
158 get { return "unknown"; }
159 }
160}
161
162// An allocated HeightMapThing which holds various heightmap info.
163// Made a class rather than a struct so there would be only one
164// instance of this and C# will pass around pointers rather
165// than making copies.
166public class BulletHMapInfo
167{
168 public BulletHMapInfo(uint id, float[] hm) {
169 ID = id;
170 heightMap = hm;
171 terrainRegionBase = OMV.Vector3.Zero;
172 minCoords = new OMV.Vector3(100f, 100f, 25f);
173 maxCoords = new OMV.Vector3(101f, 101f, 26f);
174 minZ = maxZ = 0f;
175 sizeX = sizeY = 256f;
176 }
177 public uint ID;
178 public float[] heightMap;
179 public OMV.Vector3 terrainRegionBase;
180 public OMV.Vector3 minCoords;
181 public OMV.Vector3 maxCoords;
182 public float sizeX, sizeY;
183 public float minZ, maxZ;
184 public BulletShape terrainShape;
185 public BulletBody terrainBody;
186}
187
188// The general class of collsion object.
189public enum CollisionType
190{
191 Avatar,
192 Groundplane,
193 Terrain,
194 Static,
195 Dynamic,
196 VolumeDetect,
197 // Linkset, // A linkset should be either Static or Dynamic
198 LinksetChild,
199 Unknown
200};
201
202// Hold specification of group and mask collision flags for a CollisionType
203public struct CollisionTypeFilterGroup
204{
205 public CollisionTypeFilterGroup(CollisionType t, uint g, uint m)
206 {
207 type = t;
208 group = g;
209 mask = m;
210 }
211 public CollisionType type;
212 public uint group;
213 public uint mask;
214};
215
216public static class BulletSimData
217{
218
219// Map of collisionTypes to flags for collision groups and masks.
220// An object's 'group' is the collison groups this object belongs to
221// An object's 'filter' is the groups another object has to belong to in order to collide with me
222// A collision happens if ((obj1.group & obj2.filter) != 0) || ((obj2.group & obj1.filter) != 0)
223//
224// As mentioned above, don't use the CollisionFilterGroups definitions directly in the code
225// but, instead, use references to this dictionary. Finding and debugging
226// collision flag problems will be made easier.
227public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks
228 = new Dictionary<CollisionType, CollisionTypeFilterGroup>()
229{
230 { CollisionType.Avatar,
231 new CollisionTypeFilterGroup(CollisionType.Avatar,
232 (uint)CollisionFilterGroups.BCharacterGroup,
233 (uint)CollisionFilterGroups.BAllGroup)
234 },
235 { CollisionType.Groundplane,
236 new CollisionTypeFilterGroup(CollisionType.Groundplane,
237 (uint)CollisionFilterGroups.BGroundPlaneGroup,
238 (uint)CollisionFilterGroups.BAllGroup)
239 },
240 { CollisionType.Terrain,
241 new CollisionTypeFilterGroup(CollisionType.Terrain,
242 (uint)CollisionFilterGroups.BTerrainGroup,
243 (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup))
244 },
245 { CollisionType.Static,
246 new CollisionTypeFilterGroup(CollisionType.Static,
247 (uint)CollisionFilterGroups.BStaticGroup,
248 (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
249 },
250 { CollisionType.Dynamic,
251 new CollisionTypeFilterGroup(CollisionType.Dynamic,
252 (uint)CollisionFilterGroups.BSolidGroup,
253 (uint)(CollisionFilterGroups.BAllGroup))
254 },
255 { CollisionType.VolumeDetect,
256 new CollisionTypeFilterGroup(CollisionType.VolumeDetect,
257 (uint)CollisionFilterGroups.BSensorTrigger,
258 (uint)(~CollisionFilterGroups.BSensorTrigger))
259 },
260 { CollisionType.LinksetChild,
261 new CollisionTypeFilterGroup(CollisionType.LinksetChild,
262 (uint)CollisionFilterGroups.BLinksetChildGroup,
263 (uint)(CollisionFilterGroups.BNoneGroup))
264 // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
265 },
266};
267
268}
269}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
new file mode 100755
index 0000000..8a15abe
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -0,0 +1,346 @@
1CURRENT PRIORITIES
2=================================================
3Use the HACD convex hull routine in Bullet rather than the C# version.
4 Speed up hullifying large meshes.
5Enable vehicle border crossings (at least as poorly as ODE)
6 Terrain skirts
7 Avatar created in previous region and not new region when crossing border
8 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
9Lock axis
10Deleting a linkset while standing on the root will leave the physical shape of the root behind.
11 Not sure if it is because standing on it. Done with large prim linksets.
12Linkset child rotations.
13 Nebadon spiral tube has middle sections which are rotated wrong.
14 Select linked spiral tube. Delink and note where the middle section ends up.
15Vehicle angular vertical attraction
16vehicle angular banking
17Center-of-gravity
18Vehicle angular deflection
19 Preferred orientation angular correction fix
20when should angular and linear motor targets be zeroed? when selected?
21 Need a vehicle.clear()? Or an 'else' in prestep if not physical.
22Teravus llMoveToTarget script debug
23 Mixing of hover, buoyancy/gravity, moveToTarget, into one force
24 Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
25limitMotorUp calibration (more down?)
26llRotLookAt
27llLookAt
28Avatars walking up stairs (HALF DONE)
29Avatar movement
30 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
31 walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
32 avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution)
33Vehicle script tuning/debugging
34 Avanti speed script
35 Weapon shooter script
36Move material definitions (friction, ...) into simulator.
37Add material densities to the material types.
38Terrain detail: double terrain mesh detail
39One sided meshes? Should terrain be built into a closed shape?
40 When meshes get partially wedged into the terrain, they cannot push themselves out.
41 It is possible that Bullet processes collisions whether entering or leaving a mesh.
42 Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869
43
44VEHICLES TODO LIST:
45=================================================
46Border crossing with linked vehicle causes crash
47 20121129.1411: editting/moving phys object across region boundries causes crash
48 getPos-> btRigidBody::upcast -> getBodyType -> BOOM
49Vehicles (Move smoothly)
50Some vehicles should not be able to turn if no speed or off ground.
51What to do if vehicle and prim buoyancy differ?
52Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
53Neb car jiggling left and right
54 Happens on terrain and any other mesh object. Flat cubes are much smoother.
55 This has been reduced but not eliminated.
56Implement referenceFrame for all the motion routines.
57For limitMotorUp, use raycast down to find if vehicle is in the air.
58Verify llGetVel() is returning a smooth and good value for vehicle movement.
59llGetVel() should return the root's velocity if requested in a child prim.
60Implement function efficiency for lineaar and angular motion.
61After getting off a vehicle, the root prim is phantom (can be walked through)
62 Need to force a position update for the root prim after compound shape destruction
63Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
64Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
65 A kludge that isn't fixing the real problem of Bullet adding extra motion.
66Incorporate inter-relationship of angular corrections. For instance, angularDeflection
67 and angularMotorUp will compute same X or Y correction. When added together
68 creates over-correction and over-shoot and wabbling.
69Vehicle attributes are not restored when a vehicle is rezzed on region creation
70 Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized.
71
72GENERAL TODO LIST:
73=================================================
74Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
75 Regular triangle meshes don't do physical collisions.
76Resitution of a prim works on another prim but not on terrain.
77 The dropped prim doesn't bounce properly on the terrain.
78Add a sanity check for PIDTarget location.
79Level-of-detail for mesh creation. Prims with circular interiors require lod of 32.
80 Is much saved with lower LODs? At the moment, all set to 32.
81Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't.
82 If arrow show at prim, collision reported about 1/3 of time. If collision reported,
83 both arrow and prim report it. The arrow bounces off the prim 9 out of 10 times.
84 Shooting 5m sphere "arrows" at 60m/s.
85llMoveToTarget objects are not effected by gravity until target is removed.
86Compute CCD parameters based on body size
87Can solver iterations be changed per body/shape? Can be for constraints but what
88 about regular vehicles?
89Implement llSetPhysicalMaterial.
90 extend it with Center-of-mass, rolling friction, density
91Implement llSetForceAndTorque.
92Change BSPrim.moveToTarget to used forces rather than changing position
93 Changing position allows one to move through walls
94Implement an avatar mesh shape. The Bullet capsule is way too limited.
95 Consider just hand creating a vertex/index array in a new BSShapeAvatar.
96Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain.
97Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
98Duplicating a physical prim causes old prim to jump away
99 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
100Scenes with hundred of thousands of static objects take a lot of physics CPU time.
101BSPrim.Force should set a continious force on the prim. The force should be
102 applied each tick. Some limits?
103Gun sending shooter flying.
104Collision margin (gap between physical objects lying on each other)
105Boundry checking (crashes related to crossing boundry)
106 Add check for border edge position for avatars and objects.
107 Verify the events are created for border crossings.
108Avatar rotation (check out changes to ScenePresence for physical rotation)
109Avatar running (what does phys engine need to do?)
110Small physical objects do not interact correctly
111 Create chain of .5x.5x.1 torui and make all but top physical so to hang.
112 The chain will fall apart and pairs will dance around on ground
113 Chains of 1x1x.2 will stay connected but will dance.
114 Chains above 2x2x.4 are more stable and get stablier as torui get larger.
115Add PID motor for avatar movement (slow to stop, ...)
116setForce should set a constant force. Different than AddImpulse.
117Implement raycast.
118Implement ShapeCollection.Dispose()
119Implement water as a plain so raycasting and collisions can happen with same.
120Add collision penetration return
121 Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance()
122Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
123 Also osGetPhysicsEngineVerion() maybe.
124Linkset.Position and Linkset.Orientation requre rewrite to properly return
125 child position. LinksetConstraint acts like it's at taint time!!
126Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
127Should the different PID factors have non-equal contributions for different
128 values of Efficiency?
129Selecting and deselecting physical objects causes CPU processing time to jump
130 http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1
131 put thousand physical objects, select and deselect same. CPU time will be large.
132Re-implement buoyancy as a separate force on the object rather than diddling gravity.
133 Register a pre-step event to add the force.
134More efficient memory usage when passing hull information from BSPrim to BulletSim
135Avatar movement motor check for zero or small movement. Somehow suppress small movements
136 when avatar has stopped and is just standing. Simple test for near zero has
137 the problem of preventing starting up (increase from zero) especially when falling.
138Physical and phantom will drop through the terrain
139
140
141LINKSETS
142======================================================
143Child prims do not report collisions
144Allow children of a linkset to be phantom:
145 http://opensim-dev.2196679.n2.nabble.com/Setting-a-single-child-prim-to-Phantom-tp7578513.html
146 Add OS_STATUS_PHANTOM_PRIM to llSetLinkPrimitaveParamsFast.
147Editing a child of a linkset causes the child to go phantom
148 Move a child prim once when it is physical and can never move it again without it going phantom
149Offset the center of the linkset to be the geometric center of all the prims
150 Not quite the same as the center-of-gravity
151Linksets should allow collisions to individual children
152 Add LocalID to children shapes in LinksetCompound and create events for individuals
153LinksetCompound: when one of the children changes orientation (like tires
154 turning on a vehicle, the whole compound object is rebuilt. Optimize this
155 so orientation/position of individual children can change without a rebuild.
156Verify/think through scripts in children of linksets. What do they reference
157 and return when getting position, velocity, ...
158Confirm constraint linksets still work after making all the changes for compound linksets.
159Use PostTaint callback to do rebuilds for constraint linksets to reduce rebuilding
160Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt.
161 For compound linksets, add ability to remove or reposition individual child shapes.
162Speed up creation of large physical linksets
163 For instance, sitting in Neb's car (130 prims) takes several seconds to become physical.
164 REALLY bad for very large physical linksets (freezes the sim for many seconds).
165Eliminate collisions between objects in a linkset. (LinksetConstraint)
166 Have UserPointer point to struct with localID and linksetID?
167 Objects in original linkset still collide with each other?
168
169MORE
170======================================================
171Create tests for different interface components
172 Have test objects/scripts measure themselves and turn color if correct/bad
173 Test functions in SL and calibrate correctness there
174 Create auto rezzer and tracker to run through the tests
175Do we need to do convex hulls all the time? Can complex meshes be left meshes?
176 There is some problem with meshes and collisions
177 Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
178Debounce avatar contact so legs don't keep folding up when standing.
179Implement LSL physics controls. Like STATUS_ROTATE_X.
180Add border extensions to terrain to help region crossings and objects leaving region.
181Use a different capsule shape for avatar when sitting
182 LL uses a pyrimidal shape scaled by the avatar's bounding box
183 http://wiki.secondlife.com/wiki/File:Avmeshforms.png
184Performance test with lots of avatars. Can BulletSim support a thousand?
185Optimize collisions in C++: only send up to the object subscribed to collisions.
186 Use collision subscription and remove the collsion(A,B) and collision(B,A)
187Check whether SimMotionState needs large if statement (see TODO).
188Implement 'top colliders' info.
189Avatar jump
190Performance measurement and changes to make quicker.
191Implement detailed physics stats (GetStats()).
192Measure performance improvement from hulls
193Test not using ghost objects for volume detect implementation.
194Performance of closures and delegates for taint processing
195 Are there faster ways?
196 Is any slowdown introduced by the existing implementation significant?
197Is there are more efficient method of implementing pre and post step actions?
198 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
199Physics Arena central pyramid: why is one side permiable?
200In SL, perfect spheres don't seem to have rolling friction. Add special case.
201Enforce physical parameter min/max:
202 Gravity: [-1, 28]
203 Friction: [0, 255]
204 Density: [1, 22587]
205 Restitution [0, 1]
206 http://wiki.secondlife.com/wiki/Physics_Material_Settings_test
207Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/31796/1.html
208Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale.html
209
210INTERNAL IMPROVEMENT/CLEANUP
211=================================================
212Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
213 BSScene.TaintedObject() could immediately execute the callback if already in taint time.
214Create the physical wrapper classes (BulletBody, BulletShape) by methods on
215 BSAPITemplate and make their actual implementation Bullet engine specific.
216 For the short term, just call the existing functions in ShapeCollection.
217Consider moving prim/character body and shape destruction in destroy()
218 to postTimeTime rather than protecting all the potential sets that
219 might have been queued up.
220Remove unused fields from ShapeData (not used in API2)
221Remove unused fields from pinned memory shared parameter block
222 Create parameter variables in BSScene to replace same.
223Breakout code for mesh/hull/compound/native into separate BSShape* classes
224 Standardize access to building and reference code.
225 The skeleton classes are in the sources but are not complete or linked in.
226Make BSBody and BSShape real classes to centralize creation/changin/destruction
227 Convert state and parameter calls from BulletSimAPI direct calls to
228 calls on BSBody and BSShape
229Generalize Dynamics and PID with standardized motors.
230Generalize Linkset and vehicles into PropertyManagers
231 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
232 Potentially add events for shape destruction, etc.
233Better mechanism for resetting linkset set and vehicle parameters when body rebuilt.
234 BSPrim.CreateGeomAndObject is kludgy with the callbacks, etc.
235Implement linkset by setting position of children when root updated. (LinksetManual)
236 Linkset implementation using manual prim movement.
237LinkablePrim class? Would that simplify/centralize the linkset logic?
238BSScene.UpdateParameterSet() is broken. How to set params on objects?
239Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
240 bob at the water level. BSPrim.PositionSanityCheck()
241Should taints check for existance or activeness of target?
242 When destroying linksets/etc, taints can be generated for objects that are
243 actually gone when the taint happens. Crashes don't happen because the taint closure
244 keeps the object from being freed, but that is just an accident.
245 Possibly have an 'active' flag that is checked by the taint processor?
246Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
247Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
248There are TOO MANY interfaces from BulletSim core to Bullet itself
249 Think of something to eliminate one or more of the layers
250
251THREADING
252=================================================
253Do taint action immediately if not actually executing Bullet.
254 Add lock around Bullet execution and just do taint actions if simulation is not happening.
255
256DONE DONE DONE DONE
257=================================================
258Cleanup code in BSDynamics by using motors. (Resolution: started)
259Consider implementing terrain with a mesh rather than heightmap. (Resolution: done)
260 Would have better and adjustable resolution.
261Build terrain mesh so heighmap is height of the center of the square meter.
262 Resolution: NOT DONE: SL and ODE define meter square as being at one corner with one diagional.
263Terrain as mesh. (Resolution: done)
264How are static linksets seen by the physics engine?
265 Resolution: they are not linked in physics. When moved, all the children are repositioned.
266Convert BSCharacter to use all API2 (Resolution: done)
267Avatar pushing difficult (too heavy?)
268Use asset service passed to BulletSim to get sculptie bodies, etc. (Resolution: done)
269Remove old code in DLL (all non-API2 stuff). (Resolution: done)
270Measurements of mega-physical prim performance (with graph) (Resolution: done, email)
271Debug Bullet internal stats output (why is timing all wrong?)
272 Resolution: Bullet stats logging only works with a single instance of Bullet (one region).
273Implement meshes or just verify that they work. (Resolution: they do!)
274Do prim hash codes work for sculpties and meshes? (Resolution: yes)
275Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound)
276 Compound shapes will need the LocalID in the shapes and collision
277 processing to get it from there.
278Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.)
279Package Bullet source mods for Bullet internal stats output
280 (Resolution: move code into WorldData.h rather than relying on patches)
281Single prim vehicles don't seem to properly vehiclize.
282 (Resolution: mass was not getting set properly for single prim linksets)
283Add material type linkage and input all the material property definitions.
284 Skeleton classes and table are in the sources but are not filled or used.
285 (Resolution:
286Neb vehicle taking > 25ms of physics time!!
287 (Resolution: compound linksets were being rebuild WAY too often)
288Avatar height off after unsitting (floats off ground)
289 Editting appearance then moving restores.
290 Must not be initializing height when recreating capsule after unsit.
291 (Resolution: confusion of scale vs size for native objects removed)
292Light cycle falling over when driving (Resolution: implemented angularMotorUp)
293Should vehicle angular/linear movement friction happen after all the components
294 or does it only apply to the basic movement?
295 (Resolution: friction added before returning newly computed motor value.
296 What is expected by some vehicles (turning up friction to moderate speed))
297Tune terrain/object friction to be closer to SL.
298 (Resolution: added material type with friction and resolution)
299Smooth avatar movement with motor (DONE)
300 Should motor update be all at taint-time? (Yes, DONE)
301 Fix avatar slowly sliding when standing (zero motion when stopped) (DONE)
302 (Resolution: added BSVMotor for avatar starting and stopping)
303llApplyImpulse()
304 Compare mass/movement in OS and SL. Calibrate actions. (DONE)
305 (Resolution: tested on SL and OS. AddForce scales the force for timestep)
306llSetBuoyancy() (DONE)
307 (Resolution: Bullet resets object gravity when added to world. Moved set gravity)
308Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE)
309 (Resolution: set default density to 3.5 (from 60) which is closer to SL)
310Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE)
311 (Resolution: added BSAPITemplate and then interfaces for C++ Bullet and C# BulletXNA
312Meshes rendering as bounding boxes (DONE)
313 (Resolution: Added test for mesh/sculpties in native shapes so it didn't think it was a box)
314llMoveToTarget (Resolution: added simple motor to update the position.)
315Angular motor direction is global coordinates rather than local coordinates (DONE)
316Add vehicle collisions so IsColliding is properly reported. (DONE)
317 Needed for banking, limitMotorUp, movementLimiting, ...
318 (Resolution: added CollisionFlags.BS_VEHICLE_COLLISION and code to use it)
319VehicleAddForce is not scaled by the simulation step but it is only
320 applied for one step. Should it be scaled? (DONE)
321 (Resolution: use force for timed things, Impulse for immediate, non-timed things)
322Complete implemention of preStepActions (DONE)
323 Replace vehicle step call with prestep event.
324 Is there a need for postStepActions? postStepTaints?
325Disable activity of passive linkset children. (DONE)
326 Since the linkset is a compound object, the old prims are left lying
327 around and need to be phantomized so they don't collide, ...
328Remove HeightmapInfo from terrain specification (DONE)
329 Since C++ code does not need terrain height, this structure et al are not needed.
330Surfboard go wonky when turning (DONE)
331 Angular motor direction is global coordinates rather than local coordinates?
332 (Resolution: made angular motor direction correct coordinate system)
333Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 (DONE)
334 Msg Kayaker on OSGrid when working
335 (Resolution: LINEAR_DIRECTION is in vehicle coords. Test script does the
336 same in SL as in OS/BulletSim)
337Boats float low in the water (DONE)
338Boats floating at proper level (DONE)
339When is force introduced by SetForce removed? The prestep action could go forever. (DONE)
340 (Resolution: setForce registers a prestep action which keeps applying the force)
341Child movement in linkset (don't rebuild linkset) (DONE 20130122))
342Avatar standing on a moving object should start to move with the object. (DONE 20130125)
343Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
344 Verify that angular motion specified around Z moves in the vehicle coordinates.
345 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
346Nebadon vehicles turning funny in arena (DONE)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs b/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs
index 0d1db3b..02b03a8 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
new file mode 100755
index 0000000..33232bd
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
@@ -0,0 +1,150 @@
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.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using NUnit.Framework;
34using log4net;
35
36using OpenSim.Framework;
37using OpenSim.Region.Physics.BulletSPlugin;
38using OpenSim.Region.Physics.Manager;
39using OpenSim.Tests.Common;
40
41using OpenMetaverse;
42
43namespace OpenSim.Region.Physics.BulletSPlugin.Tests
44{
45[TestFixture]
46public class BasicVehicles : OpenSimTestCase
47{
48 // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
49 // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
50
51 BSScene PhysicsScene { get; set; }
52 BSPrim TestVehicle { get; set; }
53 Vector3 TestVehicleInitPosition { get; set; }
54 float simulationTimeStep = 0.089f;
55
56 [TestFixtureSetUp]
57 public void Init()
58 {
59 Dictionary<string, string> engineParams = new Dictionary<string, string>();
60 PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
61
62 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
63 Vector3 pos = new Vector3(100.0f, 100.0f, 0f);
64 pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f;
65 TestVehicleInitPosition = pos;
66 Vector3 size = new Vector3(1f, 1f, 1f);
67 pbs.Scale = size;
68 Quaternion rot = Quaternion.Identity;
69 bool isPhys = false;
70 uint localID = 123;
71
72 PhysicsScene.AddPrimShape("testPrim", pbs, pos, size, rot, isPhys, localID);
73 TestVehicle = (BSPrim)PhysicsScene.PhysObjects[localID];
74 // The actual prim shape creation happens at taint time
75 PhysicsScene.ProcessTaints();
76
77 }
78
79 [TestFixtureTearDown]
80 public void TearDown()
81 {
82 if (PhysicsScene != null)
83 {
84 // The Dispose() will also free any physical objects in the scene
85 PhysicsScene.Dispose();
86 PhysicsScene = null;
87 }
88 }
89
90 [TestCase(2f, 0.2f, 0.25f, 0.25f, 0.25f)]
91 [TestCase(2f, 0.2f, -0.25f, 0.25f, 0.25f)]
92 [TestCase(2f, 0.2f, 0.25f, -0.25f, 0.25f)]
93 [TestCase(2f, 0.2f, -0.25f, -0.25f, 0.25f)]
94 // [TestCase(2f, 0.2f, 0.785f, 0.0f, 0.25f) /*, "Leaning 45 degrees to the side" */]
95 // [TestCase(2f, 0.2f, 1.650f, 0.0f, 0.25f) /*, "Leaning more than 90 degrees to the side" */]
96 // [TestCase(2f, 0.2f, 2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped right" */]
97 // [TestCase(2f, 0.2f,-2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped left" */]
98 // [TestCase(2f, 0.2f, 0.0f, 0.785f, 0.25f) /*, "Tipped back 45 degrees" */]
99 // [TestCase(2f, 0.2f, 0.0f, 1.650f, 0.25f) /*, "Tipped back more than 90 degrees" */]
100 // [TestCase(2f, 0.2f, 0.0f, 2.750f, 0.25f) /*, "Almost upside down, tipped back" */]
101 // [TestCase(2f, 0.2f, 0.0f,-2.750f, 0.25f) /*, "Almost upside down, tipped forward" */]
102 public void AngularVerticalAttraction(float timeScale, float efficiency, float initRoll, float initPitch, float initYaw)
103 {
104 // Enough simulation steps to cover the timescale the operation should take
105 int simSteps = (int)(timeScale / simulationTimeStep) + 1;
106
107 // Tip the vehicle
108 Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw);
109 TestVehicle.Orientation = initOrientation;
110
111 TestVehicle.Position = TestVehicleInitPosition;
112
113 // The vehicle controller is not enabled directly (by setting a vehicle type).
114 // Instead the appropriate values are set and calls are made just the parts of the
115 // controller we want to exercise. Stepping the physics engine then applies
116 // the actions of that one feature.
117 TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
118 TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
119 TestVehicle.VehicleController.enableAngularVerticalAttraction = true;
120
121 TestVehicle.IsPhysical = true;
122 PhysicsScene.ProcessTaints();
123
124 // Step the simulator a bunch of times and vertical attraction should orient the vehicle up
125 for (int ii = 0; ii < simSteps; ii++)
126 {
127 TestVehicle.VehicleController.ForgetKnownVehicleProperties();
128 TestVehicle.VehicleController.ComputeAngularVerticalAttraction();
129 TestVehicle.VehicleController.PushKnownChanged();
130
131 PhysicsScene.Simulate(simulationTimeStep);
132 }
133
134 TestVehicle.IsPhysical = false;
135 PhysicsScene.ProcessTaints();
136
137 // After these steps, the vehicle should be upright
138 /*
139 float finalRoll, finalPitch, finalYaw;
140 TestVehicle.Orientation.GetEulerAngles(out finalRoll, out finalPitch, out finalYaw);
141 Assert.That(finalRoll, Is.InRange(-0.01f, 0.01f));
142 Assert.That(finalPitch, Is.InRange(-0.01f, 0.01f));
143 Assert.That(finalYaw, Is.InRange(initYaw - 0.1f, initYaw + 0.1f));
144 */
145
146 Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation;
147 Assert.That(upPointer.Z, Is.GreaterThan(0.99f));
148 }
149}
150} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTests.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTests.cs
new file mode 100755
index 0000000..35cbc1d
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTests.cs
@@ -0,0 +1,56 @@
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.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using NUnit.Framework;
34using log4net;
35
36using OpenSim.Tests.Common;
37
38namespace OpenSim.Region.Physics.BulletSPlugin.Tests
39{
40[TestFixture]
41public class BulletSimTests : OpenSimTestCase
42{
43 // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
44 // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
45
46 [TestFixtureSetUp]
47 public void Init()
48 {
49 }
50
51 [TestFixtureTearDown]
52 public void TearDown()
53 {
54 }
55}
56}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs
new file mode 100755
index 0000000..28207a4
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs
@@ -0,0 +1,95 @@
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.IO;
30using System.Collections.Generic;
31using System.Linq;
32using System.Text;
33
34using Nini.Config;
35
36using OpenSim.Framework;
37using OpenSim.Region.Physics.BulletSPlugin;
38using OpenSim.Region.Physics.Meshing;
39
40namespace OpenSim.Region.Physics.BulletSPlugin.Tests
41{
42// Utility functions for building up and tearing down the sample physics environments
43public static class BulletSimTestsUtil
44{
45 // 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
46 // 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
47 // May be 'null' if there are no overrides.
48 public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
49 {
50 IConfigSource openSimINI = new IniConfigSource();
51 IConfig startupConfig = openSimINI.AddConfig("Startup");
52 startupConfig.Set("physics", "BulletSim");
53 startupConfig.Set("meshing", "Meshmerizer");
54 startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
55
56 IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
57 // If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
58 // bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
59 // bulletSimConfig.Set("BulletEngine", "BulletXNA");
60 bulletSimConfig.Set("MeshSculptedPrim", "false");
61 bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
62 if (paramOverrides != null)
63 {
64 foreach (KeyValuePair<string, string> kvp in paramOverrides)
65 {
66 bulletSimConfig.Set(kvp.Key, kvp.Value);
67 }
68 }
69
70 // If a special directory exists, put detailed logging therein.
71 // This allows local testing/debugging without having to worry that the build engine will output logs.
72 if (Directory.Exists("physlogs"))
73 {
74 bulletSimConfig.Set("PhysicsLoggingDir","./physlogs");
75 bulletSimConfig.Set("PhysicsLoggingEnabled","True");
76 bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
77 bulletSimConfig.Set("VehicleLoggingEnabled","True");
78 }
79
80 BSPlugin bsPlugin = new BSPlugin();
81
82 BSScene bsScene = (BSScene)bsPlugin.GetScene("BSTestRegion");
83
84 // Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
85 // In the future, add a fake asset fetcher to get meshes and sculpts.
86 // bsScene.RequestAssetMethod = ???;
87
88 Meshing.Meshmerizer mesher = new Meshmerizer(openSimINI);
89 bsScene.Initialise(mesher, openSimINI);
90
91 return bsScene;
92 }
93
94}
95}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
index 8de70ef..ba24aa7 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -2190,7 +2190,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2190 convex = false; 2190 convex = false;
2191 try 2191 try
2192 { 2192 {
2193 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex,false); 2193 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,false,convex,false);
2194 } 2194 }
2195 catch 2195 catch
2196 { 2196 {
@@ -2557,7 +2557,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2557 2557
2558 try 2558 try
2559 { 2559 {
2560 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex,false); 2560 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, false,convex,false);
2561 } 2561 }
2562 catch 2562 catch
2563 { 2563 {
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs b/OpenSim/Region/Physics/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
index 5ff945d..f611b9a 100644
--- a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/Physics/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
@@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
32// You can specify all the values or you can default the Build and Revision Numbers 32// You can specify all the values or you can default the Build and Revision Numbers
33// by using the '*' as shown below: 33// by using the '*' as shown below:
34// [assembly: AssemblyVersion("1.0.*")] 34// [assembly: AssemblyVersion("1.0.*")]
35[assembly: AssemblyVersion("0.7.5.*")] 35[assembly: AssemblyVersion("0.7.6.*")]
36[assembly: AssemblyFileVersion("1.0.0.0")] 36
diff --git a/OpenSim/Region/Physics/Manager/AssemblyInfo.cs b/OpenSim/Region/Physics/Manager/AssemblyInfo.cs
index 36b4235..5da3956 100644
--- a/OpenSim/Region/Physics/Manager/AssemblyInfo.cs
+++ b/OpenSim/Region/Physics/Manager/AssemblyInfo.cs
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices;
55// You can specify all values by your own or you can build default build and revision 55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default): 56// numbers with the '*' character (the default):
57 57
58[assembly : AssemblyVersion("0.7.5.*")] 58[assembly : AssemblyVersion("0.7.6.*")]
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index ecc2918..5485eb7 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -37,7 +37,7 @@ namespace OpenSim.Region.Physics.Manager
37 { 37 {
38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); 39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
40 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde); 40 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde);
41 IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex); 41 IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex);
42 void ReleaseMesh(IMesh mesh); 42 void ReleaseMesh(IMesh mesh);
43 void ExpireReleaseMeshs(); 43 void ExpireReleaseMeshs();
@@ -83,6 +83,7 @@ namespace OpenSim.Region.Physics.Manager
83 List<Vector3> getVertexList(); 83 List<Vector3> getVertexList();
84 int[] getIndexListAsInt(); 84 int[] getIndexListAsInt();
85 int[] getIndexListAsIntLocked(); 85 int[] getIndexListAsIntLocked();
86 float[] getVertexListAsFloat();
86 float[] getVertexListAsFloatLocked(); 87 float[] getVertexListAsFloatLocked();
87 void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount); 88 void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
88 void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount); 89 void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
diff --git a/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs b/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs
index b8676ba..31a397c 100755
--- a/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs
+++ b/OpenSim/Region/Physics/Manager/IPhysicsParameters.cs
@@ -60,14 +60,14 @@ namespace OpenSim.Region.Physics.Manager
60 60
61 // Set parameter on a specific or all instances. 61 // Set parameter on a specific or all instances.
62 // Return 'false' if not able to set the parameter. 62 // Return 'false' if not able to set the parameter.
63 bool SetPhysicsParameter(string parm, float value, uint localID); 63 bool SetPhysicsParameter(string parm, string value, uint localID);
64 64
65 // Get parameter. 65 // Get parameter.
66 // Return 'false' if not able to get the parameter. 66 // Return 'false' if not able to get the parameter.
67 bool GetPhysicsParameter(string parm, out float value); 67 bool GetPhysicsParameter(string parm, out string value);
68 68
69 // Get parameter from a particular object 69 // Get parameter from a particular object
70 // TODO: 70 // TODO:
71 // bool GetPhysicsParameter(string parm, out float value, uint localID); 71 // bool GetPhysicsParameter(string parm, out string value, uint localID);
72 } 72 }
73} 73}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index dcb2c91..7cd364b 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -349,17 +349,20 @@ namespace OpenSim.Region.Physics.Manager
349 } 349 }
350 350
351 /// <summary> 351 /// <summary>
352 /// Velocity of this actor. 352 /// The desired velocity of this actor.
353 /// </summary> 353 /// </summary>
354 /// <remarks> 354 /// <remarks>
355 /// Setting this provides a target velocity for physics scene updates. 355 /// Setting this provides a target velocity for physics scene updates.
356 /// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity, 356 /// Getting this returns the last set target. Fetch Velocity to get the current velocity.
357 /// time to accelerate and collisions.
358 /// </remarks> 357 /// </remarks>
358 protected Vector3 m_targetVelocity;
359 public virtual Vector3 TargetVelocity 359 public virtual Vector3 TargetVelocity
360 { 360 {
361 get { return Velocity; } 361 get { return m_targetVelocity; }
362 set { Velocity = value; } 362 set {
363 m_targetVelocity = value;
364 Velocity = m_targetVelocity;
365 }
363 } 366 }
364 367
365 public abstract Vector3 Velocity { get; set; } 368 public abstract Vector3 Velocity { get; set; }
diff --git a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs
index 8587a2b..8ccfda5 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs
@@ -30,7 +30,7 @@ using System.Collections.Generic;
30using System.IO; 30using System.IO;
31using System.Reflection; 31using System.Reflection;
32using Nini.Config; 32using Nini.Config;
33using log4net; 33using log4net;
34using OpenSim.Framework; 34using OpenSim.Framework;
35 35
36namespace OpenSim.Region.Physics.Manager 36namespace OpenSim.Region.Physics.Manager
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 57e2d20..20a70b4 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.Physics.Manager
47 public delegate void JointDeactivated(PhysicsJoint joint); 47 public delegate void JointDeactivated(PhysicsJoint joint);
48 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" 48 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
49 49
50 public enum RayFilterFlags:ushort 50 public enum RayFilterFlags : ushort
51 { 51 {
52 // the flags 52 // the flags
53 water = 0x01, 53 water = 0x01,
@@ -64,7 +64,7 @@ namespace OpenSim.Region.Physics.Manager
64 ClosestHit = 0x8000, 64 ClosestHit = 0x8000,
65 65
66 // some combinations 66 // some combinations
67 LSLPhanton = phantom | volumedtc, 67 LSLPhantom = phantom | volumedtc,
68 PrimsNonPhantom = nonphysical | physical, 68 PrimsNonPhantom = nonphysical | physical,
69 PrimsNonPhantomAgents = nonphysical | physical | agent, 69 PrimsNonPhantomAgents = nonphysical | physical | agent,
70 70
@@ -97,13 +97,20 @@ namespace OpenSim.Region.Physics.Manager
97// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 97// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
98 98
99 /// <summary> 99 /// <summary>
100 /// Name of this scene. Useful in debug messages to distinguish one OdeScene instance from another. 100 /// A unique identifying string for this instance of the physics engine.
101 /// Useful in debug messages to distinguish one OdeScene instance from another.
102 /// Usually set to include the region name that the physics engine is acting for.
101 /// </summary> 103 /// </summary>
102 public string Name { get; protected set; } 104 public string Name { get; protected set; }
103 105
106 /// <summary>
107 /// A string identifying the family of this physics engine. Most common values returned
108 /// are "OpenDynamicsEngine" and "BulletSim" but others are possible.
109 /// </summary>
110 public string EngineType { get; protected set; }
111
104 // The only thing that should register for this event is the SceneGraph 112 // The only thing that should register for this event is the SceneGraph
105 // Anything else could cause problems. 113 // Anything else could cause problems.
106
107 public event physicsCrash OnPhysicsCrash; 114 public event physicsCrash OnPhysicsCrash;
108 115
109 public static PhysicsScene Null 116 public static PhysicsScene Null
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index 16846e6..80ecf66 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -64,16 +64,21 @@ namespace OpenSim.Region.Physics.Manager
64 { 64 {
65 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) 65 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
66 { 66 {
67 return CreateMesh(primName, primShape, size, lod, false); 67 return CreateMesh(primName, primShape, size, lod, false, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex,bool forOde) 70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex,bool forOde)
71 { 71 {
72 return CreateMesh(primName, primShape, size, lod, false); 72 return CreateMesh(primName, primShape, size, lod, false);
73 } 73 }
74 74
75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
76 { 76 {
77 return CreateMesh(primName, primShape, size, lod, false, false);
78 }
79
80 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache)
81 {
77 // Remove the reference to the encoded JPEG2000 data so it can be GCed 82 // Remove the reference to the encoded JPEG2000 data so it can be GCed
78 primShape.SculptData = OpenMetaverse.Utils.EmptyBytes; 83 primShape.SculptData = OpenMetaverse.Utils.EmptyBytes;
79 84
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index 6970553..e6b32e7 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Physics.Meshing
226 return result; 226 return result;
227 } 227 }
228 228
229 private float[] getVertexListAsFloat() 229 public float[] getVertexListAsFloat()
230 { 230 {
231 if (m_vertices == null) 231 if (m_vertices == null)
232 throw new NotSupportedException(); 232 throw new NotSupportedException();
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index f629c4d..d181b78 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -321,6 +321,9 @@ namespace OpenSim.Region.Physics.Meshing
321 321
322 if (primShape.SculptData.Length <= 0) 322 if (primShape.SculptData.Length <= 0)
323 { 323 {
324 // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this
325 // method twice - once before it has loaded sculpt data from the asset service and once afterwards.
326 // The first time will always call with unloaded SculptData if this needs to be uploaded.
324// m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); 327// m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName);
325 return false; 328 return false;
326 } 329 }
@@ -699,16 +702,21 @@ namespace OpenSim.Region.Physics.Meshing
699 702
700 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) 703 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
701 { 704 {
702 return CreateMesh(primName, primShape, size, lod, false); 705 return CreateMesh(primName, primShape, size, lod, false, true);
703 } 706 }
704 707
705 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde) 708 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde)
706 { 709 {
707 return CreateMesh(primName, primShape, size, lod, false); 710 return CreateMesh(primName, primShape, size, lod, false);
708 } 711 }
709 712
710 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 713 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
711 { 714 {
715 return CreateMesh(primName, primShape, size, lod, isPhysical, true);
716 }
717
718 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache)
719 {
712#if SPAM 720#if SPAM
713 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName); 721 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
714#endif 722#endif
@@ -718,9 +726,12 @@ namespace OpenSim.Region.Physics.Meshing
718 726
719 // If this mesh has been created already, return it instead of creating another copy 727 // If this mesh has been created already, return it instead of creating another copy
720 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory 728 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
721 key = primShape.GetMeshKey(size, lod); 729 if (shouldCache)
722 if (m_uniqueMeshes.TryGetValue(key, out mesh)) 730 {
723 return mesh; 731 key = primShape.GetMeshKey(size, lod);
732 if (m_uniqueMeshes.TryGetValue(key, out mesh))
733 return mesh;
734 }
724 735
725 if (size.X < 0.01f) size.X = 0.01f; 736 if (size.X < 0.01f) size.X = 0.01f;
726 if (size.Y < 0.01f) size.Y = 0.01f; 737 if (size.Y < 0.01f) size.Y = 0.01f;
@@ -743,7 +754,10 @@ namespace OpenSim.Region.Physics.Meshing
743 // trim the vertex and triangle lists to free up memory 754 // trim the vertex and triangle lists to free up memory
744 mesh.TrimExcess(); 755 mesh.TrimExcess();
745 756
746 m_uniqueMeshes.Add(key, mesh); 757 if (shouldCache)
758 {
759 m_uniqueMeshes.Add(key, mesh);
760 }
747 } 761 }
748 762
749 return mesh; 763 return mesh;
diff --git a/OpenSim/Region/Physics/Meshing/Properties/AssemblyInfo.cs b/OpenSim/Region/Physics/Meshing/Properties/AssemblyInfo.cs
index 4cc1731..3de061a 100644
--- a/OpenSim/Region/Physics/Meshing/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/Physics/Meshing/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs
index 3c4f06a..f477ed1 100644
--- a/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs
+++ b/OpenSim/Region/Physics/OdePlugin/AssemblyInfo.cs
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices;
55// You can specify all values by your own or you can build default build and revision 55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default): 56// numbers with the '*' character (the default):
57 57
58[assembly : AssemblyVersion("0.7.5.*")] 58[assembly : AssemblyVersion("0.7.6.*")]
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index a59f63f..d09aa62 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -3367,6 +3367,11 @@ Console.WriteLine(" JointCreateFixed");
3367 _pbs.SculptData = new byte[asset.Data.Length]; 3367 _pbs.SculptData = new byte[asset.Data.Length];
3368 asset.Data.CopyTo(_pbs.SculptData, 0); 3368 asset.Data.CopyTo(_pbs.SculptData, 0);
3369// m_assetFailed = false; 3369// m_assetFailed = false;
3370
3371// m_log.DebugFormat(
3372// "[ODE PRIM]: Received mesh/sculpt data asset {0} with {1} bytes for {2} at {3} in {4}",
3373// _pbs.SculptTexture, _pbs.SculptData.Length, Name, _position, _parent_scene.Name);
3374
3370 m_taintshape = true; 3375 m_taintshape = true;
3371 _parent_scene.AddPhysicsActorTaint(this); 3376 _parent_scene.AddPhysicsActorTaint(this);
3372 } 3377 }
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 478dd95..07663b3 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -72,7 +72,7 @@ namespace OpenSim.Region.Physics.OdePlugin
72 // http://opensimulator.org/mantis/view.php?id=2750). 72 // http://opensimulator.org/mantis/view.php?id=2750).
73 d.InitODE(); 73 d.InitODE();
74 74
75 m_scene = new OdeScene(sceneIdentifier); 75 m_scene = new OdeScene(GetName(), sceneIdentifier);
76 } 76 }
77 77
78 return m_scene; 78 return m_scene;
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index d53bd90..6d7f079 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -526,11 +526,12 @@ namespace OpenSim.Region.Physics.OdePlugin
526 /// These settings need to be tweaked 'exactly' right or weird stuff happens. 526 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
527 /// </summary> 527 /// </summary>
528 /// <param value="name">Name of the scene. Useful in debug messages.</param> 528 /// <param value="name">Name of the scene. Useful in debug messages.</param>
529 public OdeScene(string name) 529 public OdeScene(string engineType, string name)
530 { 530 {
531 m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + name); 531 m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + name);
532 532
533 Name = name; 533 Name = name;
534 EngineType = engineType;
534 535
535 nearCallback = near; 536 nearCallback = near;
536 triCallback = TriCallback; 537 triCallback = TriCallback;
@@ -4095,8 +4096,8 @@ namespace OpenSim.Region.Physics.OdePlugin
4095 lock (_prims) 4096 lock (_prims)
4096 { 4097 {
4097 List<OdePrim> orderedPrims = new List<OdePrim>(_prims); 4098 List<OdePrim> orderedPrims = new List<OdePrim>(_prims);
4098 orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25); 4099 orderedPrims.OrderByDescending(p => p.CollisionScore);
4099 topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore); 4100 topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
4100 4101
4101 foreach (OdePrim p in _prims) 4102 foreach (OdePrim p in _prims)
4102 p.CollisionScore = 0; 4103 p.CollisionScore = 0;
diff --git a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
index cbc6b95..16404c6 100644
--- a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
+++ b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
@@ -32,13 +32,14 @@ using OpenMetaverse;
32using OpenSim.Framework; 32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager; 33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.OdePlugin; 34using OpenSim.Region.Physics.OdePlugin;
35using OpenSim.Tests.Common;
35using log4net; 36using log4net;
36using System.Reflection; 37using System.Reflection;
37 38
38namespace OpenSim.Region.Physics.OdePlugin.Tests 39namespace OpenSim.Region.Physics.OdePlugin.Tests
39{ 40{
40 [TestFixture] 41 [TestFixture]
41 public class ODETestClass 42 public class ODETestClass : OpenSimTestCase
42 { 43 {
43 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
44 45
diff --git a/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs
index d07df02..4289863 100644
--- a/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs
+++ b/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs
@@ -55,4 +55,4 @@ using System.Runtime.InteropServices;
55// You can specify all values by your own or you can build default build and revision 55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default): 56// numbers with the '*' character (the default):
57 57
58[assembly : AssemblyVersion("0.7.5.*")] 58[assembly : AssemblyVersion("0.7.6.*")]
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
index e6b42e6..ed086dd 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
@@ -49,7 +49,7 @@ namespace OpenSim.Region.Physics.POSPlugin
49 49
50 public PhysicsScene GetScene(string sceneIdentifier) 50 public PhysicsScene GetScene(string sceneIdentifier)
51 { 51 {
52 return new POSScene(sceneIdentifier); 52 return new POSScene(GetName(), sceneIdentifier);
53 } 53 }
54 54
55 public string GetName() 55 public string GetName()
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
index 2f24a50..d30d482 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
@@ -43,8 +43,10 @@ namespace OpenSim.Region.Physics.POSPlugin
43 43
44 //protected internal string sceneIdentifier; 44 //protected internal string sceneIdentifier;
45 45
46 public POSScene(String _sceneIdentifier) 46 public POSScene(string engineType, String _sceneIdentifier)
47 { 47 {
48 EngineType = engineType;
49 Name = EngineType + "/" + _sceneIdentifier;
48 //sceneIdentifier = _sceneIdentifier; 50 //sceneIdentifier = _sceneIdentifier;
49 } 51 }
50 52
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
index b67422f..fa06926 100644
--- a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.Meshing
301 return result; 301 return result;
302 } 302 }
303 303
304 private float[] getVertexListAsFloat() 304 public float[] getVertexListAsFloat()
305 { 305 {
306 if (m_bdata.m_vertices == null) 306 if (m_bdata.m_vertices == null)
307 throw new NotSupportedException(); 307 throw new NotSupportedException();
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
index 6e1a105..00cbfbd 100644
--- a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -1031,12 +1031,12 @@ namespace OpenSim.Region.Physics.Meshing
1031 1031
1032 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) 1032 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
1033 { 1033 {
1034 return CreateMesh(primName, primShape, size, lod, false,false,false); 1034 return CreateMesh(primName, primShape, size, lod, false,false,false,false);
1035 } 1035 }
1036 1036
1037 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 1037 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
1038 { 1038 {
1039 return CreateMesh(primName, primShape, size, lod, false,false,false); 1039 return CreateMesh(primName, primShape, size, lod, false,false,false,false);
1040 } 1040 }
1041 1041
1042 public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex) 1042 public IMesh GetMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
@@ -1080,7 +1080,7 @@ namespace OpenSim.Region.Physics.Meshing
1080 1080
1081 private static Vector3 m_MeshUnitSize = new Vector3(1.0f, 1.0f, 1.0f); 1081 private static Vector3 m_MeshUnitSize = new Vector3(1.0f, 1.0f, 1.0f);
1082 1082
1083 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex, bool forOde) 1083 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache, bool convex, bool forOde)
1084 { 1084 {
1085#if SPAM 1085#if SPAM
1086 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName); 1086 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
index 5030cec..0df71eb 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs
@@ -448,7 +448,7 @@ namespace OpenSim.Region.Physics.OdePlugin
448 else 448 else
449 { 449 {
450 repData.meshState = MeshState.needMesh; 450 repData.meshState = MeshState.needMesh;
451 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true); 451 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, false, convex, true);
452 if (mesh == null) 452 if (mesh == null)
453 { 453 {
454 repData.meshState = MeshState.MeshFailed; 454 repData.meshState = MeshState.MeshFailed;
@@ -513,7 +513,7 @@ namespace OpenSim.Region.Physics.OdePlugin
513 clod = (int)LevelOfDetail.Low; 513 clod = (int)LevelOfDetail.Low;
514 } 514 }
515 515
516 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true); 516 mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, false, convex, true);
517 517
518 if (mesh == null) 518 if (mesh == null)
519 { 519 {
@@ -929,4 +929,4 @@ namespace OpenSim.Region.Physics.OdePlugin
929 repData.actor.Name); 929 repData.actor.Name);
930 } 930 }
931 } 931 }
932} \ No newline at end of file 932}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
index 4f598ea..2923ccf 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -300,9 +300,9 @@ namespace OpenSim.Region.Physics.OdePlugin
300 ((ProbeSphereCallback)req.callbackMethod)(cresult); 300 ((ProbeSphereCallback)req.callbackMethod)(cresult);
301 } 301 }
302 302
303 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton; 303 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhantom;
304// private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton; 304// private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
305 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton; 305 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhantom;
306 306
307 private void doSpaceRay(ODERayRequest req) 307 private void doSpaceRay(ODERayRequest req)
308 { 308 {
@@ -680,4 +680,4 @@ namespace OpenSim.Region.Physics.OdePlugin
680 public RayFilterFlags filter; 680 public RayFilterFlags filter;
681 public Quaternion orientation; 681 public Quaternion orientation;
682 } 682 }
683} \ No newline at end of file 683}
diff --git a/OpenSim/Region/RegionCombinerModule/Properties/AssemblyInfo.cs b/OpenSim/Region/RegionCombinerModule/Properties/AssemblyInfo.cs
index 085eb59..86a3101 100644
--- a/OpenSim/Region/RegionCombinerModule/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/RegionCombinerModule/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs
index a133e51..b4abc1d 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerLargeLandChannel.cs
@@ -68,6 +68,11 @@ public class RegionCombinerLargeLandChannel : ILandChannel
68 RootRegionLandChannel.Clear(setupDefaultParcel); 68 RootRegionLandChannel.Clear(setupDefaultParcel);
69 } 69 }
70 70
71 public ILandObject GetLandObject(Vector3 position)
72 {
73 return GetLandObject(position.X, position.Y);
74 }
75
71 public ILandObject GetLandObject(int x, int y) 76 public ILandObject GetLandObject(int x, int y)
72 { 77 {
73 //m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y); 78 //m_log.DebugFormat("[BIGLANDTESTINT]: <{0},{1}>", x, y);
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptApi.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptApi.cs
index 2027ca6..30e99b0 100644
--- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptApi.cs
+++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptApi.cs
@@ -26,9 +26,11 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Threading;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenSim.Framework; 31using OpenSim.Framework;
31using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.ScriptEngine.Shared;
32 34
33namespace OpenSim.Region.ScriptEngine.Interfaces 35namespace OpenSim.Region.ScriptEngine.Interfaces
34{ 36{
@@ -38,11 +40,12 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
38 /// Initialize the API 40 /// Initialize the API
39 /// </summary> 41 /// </summary>
40 /// <remarks> 42 /// <remarks>
41 /// Each API has an identifier, which is used to load the 43 /// Each API has an identifier, which is used to load the proper runtime assembly at load time.
42 /// proper runtime assembly at load time. 44 /// <param name='scriptEngine'>/param>
43 /// <param name='engine'>/param> 45 /// <param name='host'>/param>
44 /// <param name='part'></param> 46 /// <param name='item'>/param>
45 /// <param name='item'></param> 47 /// <param name='coopSleepHandle'>/param>
46 void Initialize(IScriptEngine engine, SceneObjectPart part, TaskInventoryItem item); 48 void Initialize(
49 IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle);
47 } 50 }
48} \ No newline at end of file 51} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs
index 17c2708..b8fdd01 100644
--- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs
+++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs
@@ -25,16 +25,17 @@
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using log4net;
29using System; 28using System;
30using OpenSim.Region.ScriptEngine.Shared; 29using System.Reflection;
30using OpenSim.Framework;
31using OpenSim.Region.Framework.Scenes; 31using OpenSim.Region.Framework.Scenes;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim.Region.ScriptEngine.Interfaces; 33using OpenSim.Region.ScriptEngine.Interfaces;
34using OpenSim.Region.ScriptEngine.Shared;
36using Amib.Threading; 35using Amib.Threading;
37using OpenSim.Framework; 36using log4net;
37using Nini.Config;
38using OpenMetaverse;
38 39
39namespace OpenSim.Region.ScriptEngine.Interfaces 40namespace OpenSim.Region.ScriptEngine.Interfaces
40{ 41{
@@ -76,6 +77,38 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
76 IConfigSource ConfigSource { get; } 77 IConfigSource ConfigSource { get; }
77 string ScriptEngineName { get; } 78 string ScriptEngineName { get; }
78 string ScriptEnginePath { get; } 79 string ScriptEnginePath { get; }
80
81 /// <summary>
82 /// Return the name of the class that will be used for all running scripts.
83 /// </summary>
84 /// <remarks>
85 /// Each class goes in its own assembly so we don't need to otherwise distinguish the class name.
86 /// </remarks>
87 string ScriptClassName { get; }
88
89 /// <summary>
90 /// Return the name of the base class that will be used for all running scripts.
91 /// </summary>
92 string ScriptBaseClassName { get; }
93
94 /// <summary>
95 /// Assemblies that need to be referenced when compiling scripts.
96 /// </summary>
97 /// <remarks>
98 /// These are currently additional to those always referenced by the compiler, BUT THIS MAY CHANGE IN THE
99 /// FUTURE.
100 /// This can be null if there are no additional assemblies.
101 /// </remarks>
102 string[] ScriptReferencedAssemblies { get; }
103
104 /// <summary>
105 /// Parameters for the generated script's constructor.
106 /// </summary>
107 /// <remarks>
108 /// Can be null if there are no parameters
109 /// </remarks>
110 ParameterInfo[] ScriptBaseClassParameters { get; }
111
79 IScriptApi GetApi(UUID itemID, string name); 112 IScriptApi GetApi(UUID itemID, string name);
80 } 113 }
81} 114}
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
index b04f6b6..35ae44c 100644
--- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
@@ -28,9 +28,11 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Threading;
31using OpenMetaverse; 32using OpenMetaverse;
32using log4net; 33using log4net;
33using OpenSim.Framework; 34using OpenSim.Framework;
35using OpenSim.Region.Framework.Scenes;
34using OpenSim.Region.ScriptEngine.Shared; 36using OpenSim.Region.ScriptEngine.Shared;
35using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
36 38
@@ -50,7 +52,12 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
50 { 52 {
51 bool Cancel(); 53 bool Cancel();
52 void Abort(); 54 void Abort();
53 bool Wait(TimeSpan t); 55
56 /// <summary>
57 /// Wait for the work item to complete.
58 /// </summary>
59 /// <param name='t'>The number of milliseconds to wait. Must be >= -1 (Timeout.Infinite).</param>
60 bool Wait(int t);
54 } 61 }
55 62
56 /// <summary> 63 /// <summary>
@@ -59,6 +66,18 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
59 public interface IScriptInstance 66 public interface IScriptInstance
60 { 67 {
61 /// <summary> 68 /// <summary>
69 /// Debug level for this script instance.
70 /// </summary>
71 /// <remarks>
72 /// Level == 0, no extra data is logged.
73 /// Level >= 1, state changes are logged.
74 /// Level >= 2, event firing is logged.
75 /// <value>
76 /// The debug level.
77 /// </value>
78 int DebugLevel { get; set; }
79
80 /// <summary>
62 /// Is the script currently running? 81 /// Is the script currently running?
63 /// </summary> 82 /// </summary>
64 bool Running { get; set; } 83 bool Running { get; set; }
@@ -93,6 +112,11 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
93 /// </summary> 112 /// </summary>
94 long MeasurementPeriodExecutionTime { get; } 113 long MeasurementPeriodExecutionTime { get; }
95 114
115 /// <summary>
116 /// Scene part in which this script instance is contained.
117 /// </summary>
118 SceneObjectPart Part { get; }
119
96 IScriptEngine Engine { get; } 120 IScriptEngine Engine { get; }
97 UUID AppDomain { get; set; } 121 UUID AppDomain { get; set; }
98 string PrimName { get; } 122 string PrimName { get; }
@@ -112,8 +136,24 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
112 136
113 uint LocalID { get; } 137 uint LocalID { get; }
114 UUID AssetID { get; } 138 UUID AssetID { get; }
139
140 /// <summary>
141 /// Inventory item containing the script used.
142 /// </summary>
143 TaskInventoryItem ScriptTask { get; }
144
115 Queue EventQueue { get; } 145 Queue EventQueue { get; }
116 146
147 /// <summary>
148 /// Number of events queued for processing.
149 /// </summary>
150 long EventsQueued { get; }
151
152 /// <summary>
153 /// Number of events processed by this script instance.
154 /// </summary>
155 long EventsProcessed { get; }
156
117 void ClearQueue(); 157 void ClearQueue();
118 int StartParam { get; set; } 158 int StartParam { get; set; }
119 159
@@ -125,7 +165,13 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
125 /// <summary> 165 /// <summary>
126 /// Stop the script instance. 166 /// Stop the script instance.
127 /// </summary> 167 /// </summary>
168 /// <remarks>
169 /// This must not be called by a thread that is in the process of handling an event for this script. Otherwise
170 /// there is a danger that it will self-abort and not complete the reset.
171 /// </remarks>
128 /// <param name="timeout"></param> 172 /// <param name="timeout"></param>
173 /// How many milliseconds we will wait for an existing script event to finish before
174 /// forcibly aborting that event.
129 /// <returns>true if the script was successfully stopped, false otherwise</returns> 175 /// <returns>true if the script was successfully stopped, false otherwise</returns>
130 bool Stop(int timeout); 176 bool Stop(int timeout);
131 177
@@ -147,8 +193,31 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
147 object EventProcessor(); 193 object EventProcessor();
148 194
149 int EventTime(); 195 int EventTime();
150 void ResetScript(); 196
197 /// <summary>
198 /// Reset the script.
199 /// </summary>
200 /// <remarks>
201 /// This must not be called by a thread that is in the process of handling an event for this script. Otherwise
202 /// there is a danger that it will self-abort and not complete the reset. Such a thread must call
203 /// ApiResetScript() instead.
204 /// </remarks>
205 /// <param name='timeout'>
206 /// How many milliseconds we will wait for an existing script event to finish before
207 /// forcibly aborting that event prior to script reset.
208 /// </param>
209 void ResetScript(int timeout);
210
211 /// <summary>
212 /// Reset the script.
213 /// </summary>
214 /// <remarks>
215 /// This must not be called by any thread other than the one executing the scripts current event. This is
216 /// because there is no wait or abort logic if another thread is in the middle of processing a script event.
217 /// Such an external thread should use ResetScript() instead.
218 /// </remarks>
151 void ApiResetScript(); 219 void ApiResetScript();
220
152 Dictionary<string, object> GetVars(); 221 Dictionary<string, object> GetVars();
153 void SetVars(Dictionary<string, object> vars); 222 void SetVars(Dictionary<string, object> vars);
154 DetectParams GetDetectParams(int idx); 223 DetectParams GetDetectParams(int idx);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
index b5fa6de..fce8ff8 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Threading;
29using System.Reflection; 30using System.Reflection;
30using System.Collections; 31using System.Collections;
31using System.Collections.Generic; 32using System.Collections.Generic;
@@ -62,7 +63,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
62 internal TaskInventoryItem m_item; 63 internal TaskInventoryItem m_item;
63 internal bool m_CMFunctionsEnabled = false; 64 internal bool m_CMFunctionsEnabled = false;
64 65
65 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 66 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
66 { 67 {
67 m_ScriptEngine = ScriptEngine; 68 m_ScriptEngine = ScriptEngine;
68 m_host = host; 69 m_host = host;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 7be64eb..1fbfc52 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -48,6 +48,7 @@ using OpenSim.Region.Framework.Interfaces;
48using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization; 49using OpenSim.Region.Framework.Scenes.Serialization;
50using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
51using OpenSim.Region.Framework.Scenes.Scripting;
51using OpenSim.Region.Physics.Manager; 52using OpenSim.Region.Physics.Manager;
52using OpenSim.Region.ScriptEngine.Shared; 53using OpenSim.Region.ScriptEngine.Shared;
53using OpenSim.Region.ScriptEngine.Shared.Api.Plugins; 54using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
@@ -87,10 +88,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
87 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi 88 public class LSL_Api : MarshalByRefObject, ILSL_Api, IScriptApi
88 { 89 {
89 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 90 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
91
90 protected IScriptEngine m_ScriptEngine; 92 protected IScriptEngine m_ScriptEngine;
91 protected SceneObjectPart m_host; 93 protected SceneObjectPart m_host;
92 94
93 /// <summary> 95 /// <summary>
96 /// Used for script sleeps when we are using co-operative script termination.
97 /// </summary>
98 /// <remarks>null if co-operative script termination is not active</remarks>
99 WaitHandle m_coopSleepHandle;
100
101 /// <summary>
94 /// The item that hosts this script 102 /// The item that hosts this script
95 /// </summary> 103 /// </summary>
96 protected TaskInventoryItem m_item; 104 protected TaskInventoryItem m_item;
@@ -100,6 +108,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
100 protected float m_ScriptDelayFactor = 1.0f; 108 protected float m_ScriptDelayFactor = 1.0f;
101 protected float m_ScriptDistanceFactor = 1.0f; 109 protected float m_ScriptDistanceFactor = 1.0f;
102 protected float m_MinTimerInterval = 0.5f; 110 protected float m_MinTimerInterval = 0.5f;
111 protected float m_recoilScaleFactor = 0.0f;
103 112
104 protected DateTime m_timer = DateTime.Now; 113 protected DateTime m_timer = DateTime.Now;
105 protected bool m_waitingForScriptAnswer = false; 114 protected bool m_waitingForScriptAnswer = false;
@@ -141,33 +150,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
141 {"TURNRIGHT", "Turning Right"} 150 {"TURNRIGHT", "Turning Right"}
142 }; 151 };
143 152
144 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 153 public void Initialize(
154 IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
145 { 155 {
146/*
147 m_ShoutSayTimer = new Timer(1000);
148 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
149 m_ShoutSayTimer.AutoReset = true;
150 m_ShoutSayTimer.Start();
151*/
152 m_lastSayShoutCheck = DateTime.UtcNow; 156 m_lastSayShoutCheck = DateTime.UtcNow;
153 157
154 m_ScriptEngine = ScriptEngine; 158 m_ScriptEngine = scriptEngine;
155 m_host = host; 159 m_host = host;
156 m_item = item; 160 m_item = item;
157 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false); 161 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
162 m_coopSleepHandle = coopSleepHandle;
158 163
159 LoadLimits(); // read script limits from config. 164 LoadConfig();
160 165
161 m_TransferModule = 166 m_TransferModule =
162 m_ScriptEngine.World.RequestModuleInterface<IMessageTransferModule>(); 167 m_ScriptEngine.World.RequestModuleInterface<IMessageTransferModule>();
163 m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>(); 168 m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>();
164 m_SoundModule = m_ScriptEngine.World.RequestModuleInterface<ISoundModule>(); 169 m_SoundModule = m_ScriptEngine.World.RequestModuleInterface<ISoundModule>();
165 170
166 AsyncCommands = new AsyncCommandManager(ScriptEngine); 171 AsyncCommands = new AsyncCommandManager(m_ScriptEngine);
167 } 172 }
168 173
169 /* load configuration items that affect script, object and run-time behavior. */ 174 /// <summary>
170 private void LoadLimits() 175 /// Load configuration items that affect script, object and run-time behavior. */
176 /// </summary>
177 private void LoadConfig()
171 { 178 {
172 m_ScriptDelayFactor = 179 m_ScriptDelayFactor =
173 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f); 180 m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
@@ -181,12 +188,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
181 m_ScriptEngine.Config.GetInt("NotecardLineReadCharsMax", 255); 188 m_ScriptEngine.Config.GetInt("NotecardLineReadCharsMax", 255);
182 if (m_notecardLineReadCharsMax > 65535) 189 if (m_notecardLineReadCharsMax > 65535)
183 m_notecardLineReadCharsMax = 65535; 190 m_notecardLineReadCharsMax = 65535;
191
184 // load limits for particular subsystems. 192 // load limits for particular subsystems.
185 IConfig SMTPConfig; 193 IConfig SMTPConfig;
186 if ((SMTPConfig = m_ScriptEngine.ConfigSource.Configs["SMTP"]) != null) { 194 if ((SMTPConfig = m_ScriptEngine.ConfigSource.Configs["SMTP"]) != null) {
187 // there's an smtp config, so load in the snooze time. 195 // there's an smtp config, so load in the snooze time.
188 EMAIL_PAUSE_TIME = SMTPConfig.GetInt("email_pause_time", EMAIL_PAUSE_TIME); 196 EMAIL_PAUSE_TIME = SMTPConfig.GetInt("email_pause_time", EMAIL_PAUSE_TIME);
189 } 197 }
198
199 // Rezzing an object with a velocity can create recoil. This feature seems to have been
200 // removed from recent versions of SL. The code computes recoil (vel*mass) and scales
201 // it by this factor. May be zero to turn off recoil all together.
202 m_recoilScaleFactor = m_ScriptEngine.Config.GetFloat("RecoilScaleFactor", m_recoilScaleFactor);
190 } 203 }
191 204
192 public override Object InitializeLifetimeService() 205 public override Object InitializeLifetimeService()
@@ -207,7 +220,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
207 delay = (int)((float)delay * m_ScriptDelayFactor); 220 delay = (int)((float)delay * m_ScriptDelayFactor);
208 if (delay == 0) 221 if (delay == 0)
209 return; 222 return;
210 System.Threading.Thread.Sleep(delay); 223
224 Sleep(delay);
225 }
226
227 protected virtual void Sleep(int delay)
228 {
229 if (m_coopSleepHandle == null)
230 System.Threading.Thread.Sleep(delay);
231 else
232 CheckForCoopTermination(delay);
233 }
234
235 /// <summary>
236 /// Check for co-operative termination.
237 /// </summary>
238 /// <param name='delay'>If called with 0, then just the check is performed with no wait.</param>
239 protected virtual void CheckForCoopTermination(int delay)
240 {
241 if (m_coopSleepHandle.WaitOne(delay))
242 throw new ScriptCoopStopException();
211 } 243 }
212 244
213 public Scene World 245 public Scene World
@@ -339,6 +371,80 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
339 } 371 }
340 } 372 }
341 373
374 /// <summary>
375 /// Get a given link entity from a linkset (linked objects and any sitting avatars).
376 /// </summary>
377 /// <remarks>
378 /// If there are any ScenePresence's in the linkset (i.e. because they are sat upon one of the prims), then
379 /// these are counted as extra entities that correspond to linknums beyond the number of prims in the linkset.
380 /// The ScenePresences receive linknums in the order in which they sat.
381 /// </remarks>
382 /// <returns>
383 /// The link entity. null if not found.
384 /// </returns>
385 /// <param name='linknum'>
386 /// Can be either a non-negative integer or ScriptBaseClass.LINK_THIS (-4).
387 /// If ScriptBaseClass.LINK_THIS then the entity containing the script is returned.
388 /// If the linkset has one entity and a linknum of zero is given, then the single entity is returned. If any
389 /// positive integer is given in this case then null is returned.
390 /// If the linkset has more than one entity and a linknum greater than zero but equal to or less than the number
391 /// of entities, then the entity which corresponds to that linknum is returned.
392 /// Otherwise, if a positive linknum is given which is greater than the number of entities in the linkset, then
393 /// null is returned.
394 /// </param>
395 public ISceneEntity GetLinkEntity(int linknum)
396 {
397 if (linknum < 0)
398 {
399 if (linknum == ScriptBaseClass.LINK_THIS)
400 return m_host;
401 else
402 return null;
403 }
404
405 int actualPrimCount = m_host.ParentGroup.PrimCount;
406 List<UUID> sittingAvatarIds = m_host.ParentGroup.GetSittingAvatars();
407 int adjustedPrimCount = actualPrimCount + sittingAvatarIds.Count;
408
409 // Special case for a single prim. In this case the linknum is zero. However, this will not match a single
410 // prim that has any avatars sat upon it (in which case the root prim is link 1).
411 if (linknum == 0)
412 {
413 if (actualPrimCount == 1 && sittingAvatarIds.Count == 0)
414 return m_host;
415
416 return null;
417 }
418 // Special case to handle a single prim with sitting avatars. GetLinkPart() would only match zero but
419 // here we must match 1 (ScriptBaseClass.LINK_ROOT).
420 else if (linknum == ScriptBaseClass.LINK_ROOT && actualPrimCount == 1)
421 {
422 if (sittingAvatarIds.Count > 0)
423 return m_host.ParentGroup.RootPart;
424 else
425 return null;
426 }
427 else if (linknum <= adjustedPrimCount)
428 {
429 if (linknum <= actualPrimCount)
430 {
431 return m_host.ParentGroup.GetLinkNumPart(linknum);
432 }
433 else
434 {
435 ScenePresence sp = World.GetScenePresence(sittingAvatarIds[linknum - actualPrimCount - 1]);
436 if (sp != null)
437 return sp;
438 else
439 return null;
440 }
441 }
442 else
443 {
444 return null;
445 }
446 }
447
342 public List<SceneObjectPart> GetLinkParts(int linkType) 448 public List<SceneObjectPart> GetLinkParts(int linkType)
343 { 449 {
344 return GetLinkParts(m_host, linkType); 450 return GetLinkParts(m_host, linkType);
@@ -392,79 +498,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
392 } 498 }
393 } 499 }
394 500
395 protected UUID InventoryKey(string name, int type)
396 {
397 TaskInventoryItem item = m_host.Inventory.GetInventoryItem(name);
398
399 if (item != null && item.Type == type)
400 return item.AssetID;
401 else
402 return UUID.Zero;
403 }
404
405 /// <summary>
406 /// accepts a valid UUID, -or- a name of an inventory item.
407 /// Returns a valid UUID or UUID.Zero if key invalid and item not found
408 /// in prim inventory.
409 /// </summary>
410 /// <param name="k"></param>
411 /// <returns></returns>
412 protected UUID KeyOrName(string k)
413 {
414 UUID key;
415
416 // if we can parse the string as a key, use it.
417 // else try to locate the name in inventory of object. found returns key,
418 // not found returns UUID.Zero
419 if (!UUID.TryParse(k, out key))
420 {
421 TaskInventoryItem item = m_host.Inventory.GetInventoryItem(k);
422
423 if (item != null)
424 key = item.AssetID;
425 else
426 key = UUID.Zero;
427 }
428
429 return key;
430 }
431
432 /// <summary>
433 /// Return the UUID of the asset matching the specified key or name
434 /// and asset type.
435 /// </summary>
436 /// <param name="k"></param>
437 /// <param name="type"></param>
438 /// <returns></returns>
439 protected UUID KeyOrName(string k, AssetType type)
440 {
441 UUID key;
442
443 if (!UUID.TryParse(k, out key))
444 {
445 TaskInventoryItem item = m_host.Inventory.GetInventoryItem(k);
446 if (item != null && item.Type == (int)type)
447 key = item.AssetID;
448 }
449 else
450 {
451 lock (m_host.TaskInventory)
452 {
453 foreach (KeyValuePair<UUID, TaskInventoryItem> item in m_host.TaskInventory)
454 {
455 if (item.Value.Type == (int)type && item.Value.Name == k)
456 {
457 key = item.Value.ItemID;
458 break;
459 }
460 }
461 }
462 }
463
464
465 return key;
466 }
467
468 //These are the implementations of the various ll-functions used by the LSL scripts. 501 //These are the implementations of the various ll-functions used by the LSL scripts.
469 public LSL_Float llSin(double f) 502 public LSL_Float llSin(double f)
470 { 503 {
@@ -1483,19 +1516,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1483 return 0; 1516 return 0;
1484 1517
1485 case ScriptBaseClass.STATUS_ROTATE_X: 1518 case ScriptBaseClass.STATUS_ROTATE_X:
1486 if (m_host.GetAxisRotation(2) == 2) 1519 // if (m_host.GetAxisRotation(2) != 0)
1520 if (m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0)
1487 return 1; 1521 return 1;
1488 else 1522 else
1489 return 0; 1523 return 0;
1490 1524
1491 case ScriptBaseClass.STATUS_ROTATE_Y: 1525 case ScriptBaseClass.STATUS_ROTATE_Y:
1492 if (m_host.GetAxisRotation(4) == 4) 1526 if (m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0)
1493 return 1; 1527 return 1;
1494 else 1528 else
1495 return 0; 1529 return 0;
1496 1530
1497 case ScriptBaseClass.STATUS_ROTATE_Z: 1531 case ScriptBaseClass.STATUS_ROTATE_Z:
1498 if (m_host.GetAxisRotation(8) == 8) 1532 if (m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0)
1499 return 1; 1533 return 1;
1500 else 1534 else
1501 return 0; 1535 return 0;
@@ -1875,10 +1909,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1875 part.Shape.FlexiForceX = (float)Force.x; 1909 part.Shape.FlexiForceX = (float)Force.x;
1876 part.Shape.FlexiForceY = (float)Force.y; 1910 part.Shape.FlexiForceY = (float)Force.y;
1877 part.Shape.FlexiForceZ = (float)Force.z; 1911 part.Shape.FlexiForceZ = (float)Force.z;
1878 part.Shape.PathCurve = 0x80; 1912 part.Shape.PathCurve = (byte)Extrusion.Flexible;
1879 part.ParentGroup.HasGroupChanged = true; 1913 }
1880 part.ScheduleFullUpdate(); 1914 else
1915 {
1916 // Other values not set, they do not seem to be sent to the viewer
1917 // Setting PathCurve appears to be what actually toggles the check box and turns Flexi on and off
1918 part.Shape.PathCurve = (byte)Extrusion.Straight;
1919 part.Shape.FlexiEntry = false;
1881 } 1920 }
1921 part.ParentGroup.HasGroupChanged = true;
1922 part.ScheduleFullUpdate();
1882 } 1923 }
1883 1924
1884 /// <summary> 1925 /// <summary>
@@ -1996,7 +2037,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1996 2037
1997 UUID textureID = new UUID(); 2038 UUID textureID = new UUID();
1998 2039
1999 textureID = InventoryKey(texture, (int)AssetType.Texture); 2040 textureID = ScriptUtils.GetAssetIdFromItemName(m_host, texture, (int)AssetType.Texture);
2000 if (textureID == UUID.Zero) 2041 if (textureID == UUID.Zero)
2001 { 2042 {
2002 if (!UUID.TryParse(texture, out textureID)) 2043 if (!UUID.TryParse(texture, out textureID))
@@ -2474,14 +2515,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2474 if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0) 2515 if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
2475 q = avatar.CameraRotation; // Mouselook 2516 q = avatar.CameraRotation; // Mouselook
2476 else 2517 else
2477 q = avatar.Rotation; // Currently infrequently updated so may be inaccurate 2518 q = avatar.GetWorldRotation(); // Currently infrequently updated so may be inaccurate
2478 } 2519 }
2479 else 2520 else
2480 q = part.ParentGroup.GroupRotation; // Likely never get here but just in case 2521 q = part.ParentGroup.GroupRotation; // Likely never get here but just in case
2481 } 2522 }
2482 else 2523 else
2483 q = part.ParentGroup.GroupRotation; // just the group rotation 2524 q = part.ParentGroup.GroupRotation; // just the group rotation
2484 return new LSL_Rotation(q.X, q.Y, q.Z, q.W); 2525
2526 return new LSL_Rotation(q);
2485 } 2527 }
2486 2528
2487 q = part.GetWorldRotation(); 2529 q = part.GetWorldRotation();
@@ -2605,8 +2647,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2605 public LSL_Vector llGetTorque() 2647 public LSL_Vector llGetTorque()
2606 { 2648 {
2607 m_host.AddScriptLPS(1); 2649 m_host.AddScriptLPS(1);
2608 Vector3 torque = m_host.ParentGroup.GetTorque(); 2650
2609 return new LSL_Vector(torque.X,torque.Y,torque.Z); 2651 return new LSL_Vector(m_host.ParentGroup.GetTorque());
2610 } 2652 }
2611 2653
2612 public void llSetForceAndTorque(LSL_Vector force, LSL_Vector torque, int local) 2654 public void llSetForceAndTorque(LSL_Vector force, LSL_Vector torque, int local)
@@ -2639,13 +2681,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2639 vel = m_host.ParentGroup.RootPart.Velocity; 2681 vel = m_host.ParentGroup.RootPart.Velocity;
2640 } 2682 }
2641 2683
2642 return new LSL_Vector(vel.X, vel.Y, vel.Z); 2684 return new LSL_Vector(vel);
2643 } 2685 }
2644 2686
2645 public LSL_Vector llGetAccel() 2687 public LSL_Vector llGetAccel()
2646 { 2688 {
2647 m_host.AddScriptLPS(1); 2689 m_host.AddScriptLPS(1);
2648 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z); 2690
2691 return new LSL_Vector(m_host.Acceleration);
2649 } 2692 }
2650 2693
2651 public void llSetAngularVelocity(LSL_Vector avel, int local) 2694 public void llSetAngularVelocity(LSL_Vector avel, int local)
@@ -2712,7 +2755,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2712 if (m_SoundModule != null) 2755 if (m_SoundModule != null)
2713 { 2756 {
2714 m_SoundModule.SendSound(m_host.UUID, 2757 m_SoundModule.SendSound(m_host.UUID,
2715 KeyOrName(sound, AssetType.Sound), volume, false, 0, 2758 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0,
2716 0, false, false); 2759 0, false, false);
2717 } 2760 }
2718 } 2761 }
@@ -2722,7 +2765,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2722 m_host.AddScriptLPS(1); 2765 m_host.AddScriptLPS(1);
2723 if (m_SoundModule != null) 2766 if (m_SoundModule != null)
2724 { 2767 {
2725 m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound), 2768 m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
2726 volume, 20, false); 2769 volume, 20, false);
2727 } 2770 }
2728 } 2771 }
@@ -2732,7 +2775,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2732 m_host.AddScriptLPS(1); 2775 m_host.AddScriptLPS(1);
2733 if (m_SoundModule != null) 2776 if (m_SoundModule != null)
2734 { 2777 {
2735 m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound), 2778 m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
2736 volume, 20, true); 2779 volume, 20, true);
2737 } 2780 }
2738 } 2781 }
@@ -2754,7 +2797,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2754 if (m_SoundModule != null) 2797 if (m_SoundModule != null)
2755 { 2798 {
2756 m_SoundModule.SendSound(m_host.UUID, 2799 m_SoundModule.SendSound(m_host.UUID,
2757 KeyOrName(sound, AssetType.Sound), volume, false, 0, 2800 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0,
2758 0, true, false); 2801 0, true, false);
2759 } 2802 }
2760 } 2803 }
@@ -2766,7 +2809,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2766 if (m_SoundModule != null) 2809 if (m_SoundModule != null)
2767 { 2810 {
2768 m_SoundModule.SendSound(m_host.UUID, 2811 m_SoundModule.SendSound(m_host.UUID,
2769 KeyOrName(sound, AssetType.Sound), volume, true, 0, 0, 2812 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, true, 0, 0,
2770 false, false); 2813 false, false);
2771 } 2814 }
2772 } 2815 }
@@ -2783,7 +2826,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2783 { 2826 {
2784 m_host.AddScriptLPS(1); 2827 m_host.AddScriptLPS(1);
2785 if (m_SoundModule != null) 2828 if (m_SoundModule != null)
2786 m_SoundModule.PreloadSound(m_host.UUID, KeyOrName(sound), 0); 2829 m_SoundModule.PreloadSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound), 0);
2787 ScriptSleep(1000); 2830 ScriptSleep(1000);
2788 } 2831 }
2789 2832
@@ -3141,11 +3184,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3141 3184
3142 PhysicsActor pa = new_group.RootPart.PhysActor; 3185 PhysicsActor pa = new_group.RootPart.PhysActor;
3143 3186
3187 //Recoil.
3144 if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero) 3188 if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero)
3145 { 3189 {
3146 float groupmass = new_group.GetMass(); 3190 float groupmass = new_group.GetMass();
3147 vel *= -groupmass; 3191 Vector3 recoil = -vel * groupmass * m_recoilScaleFactor;
3148 llApplyImpulse(vel, 0); 3192 if (recoil != Vector3.Zero)
3193 {
3194 llApplyImpulse(recoil, 0);
3195 }
3149 } 3196 }
3150 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) 3197 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
3151 return; 3198 return;
@@ -3220,7 +3267,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3220 { 3267 {
3221// m_log.Info("llSleep snoozing " + sec + "s."); 3268// m_log.Info("llSleep snoozing " + sec + "s.");
3222 m_host.AddScriptLPS(1); 3269 m_host.AddScriptLPS(1);
3223 Thread.Sleep((int)(sec * 1000)); 3270
3271 Sleep((int)(sec * 1000));
3224 } 3272 }
3225 3273
3226 public LSL_Float llGetMass() 3274 public LSL_Float llGetMass()
@@ -3322,7 +3370,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3322 /// <summary> 3370 /// <summary>
3323 /// Attach the object containing this script to the avatar that owns it. 3371 /// Attach the object containing this script to the avatar that owns it.
3324 /// </summary> 3372 /// </summary>
3325 /// <param name='attachment'>The attachment point (e.g. ATTACH_CHEST)</param> 3373 /// <param name='attachmentPoint'>
3374 /// The attachment point (e.g. <see cref="OpenSim.Region.ScriptEngine.Shared.ScriptBase.ScriptBaseClass.ATTACH_CHEST">ATTACH_CHEST</see>)
3375 /// </param>
3326 /// <returns>true if the attach suceeded, false if it did not</returns> 3376 /// <returns>true if the attach suceeded, false if it did not</returns>
3327 public bool AttachToAvatar(int attachmentPoint) 3377 public bool AttachToAvatar(int attachmentPoint)
3328 { 3378 {
@@ -3473,14 +3523,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3473 msg.offline = (byte)0; //offline; 3523 msg.offline = (byte)0; //offline;
3474 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID; 3524 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3475 msg.Position = new Vector3(m_host.AbsolutePosition); 3525 msg.Position = new Vector3(m_host.AbsolutePosition);
3476 msg.RegionID = World.RegionInfo.RegionID.Guid; 3526 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid;
3527
3528 Vector3 pos = m_host.AbsolutePosition;
3477 msg.binaryBucket 3529 msg.binaryBucket
3478 = Util.StringToBytes256( 3530 = Util.StringToBytes256(
3479 "{0}/{1}/{2}/{3}", 3531 "{0}/{1}/{2}/{3}",
3480 World.RegionInfo.RegionName, 3532 World.RegionInfo.RegionName,
3481 (int)Math.Floor(m_host.AbsolutePosition.X), 3533 (int)Math.Floor(pos.X),
3482 (int)Math.Floor(m_host.AbsolutePosition.Y), 3534 (int)Math.Floor(pos.Y),
3483 (int)Math.Floor(m_host.AbsolutePosition.Z)); 3535 (int)Math.Floor(pos.Z));
3484 3536
3485 if (m_TransferModule != null) 3537 if (m_TransferModule != null)
3486 { 3538 {
@@ -3653,7 +3705,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3653 if (presence != null) 3705 if (presence != null)
3654 { 3706 {
3655 // Do NOT try to parse UUID, animations cannot be triggered by ID 3707 // Do NOT try to parse UUID, animations cannot be triggered by ID
3656 UUID animID = InventoryKey(anim, (int)AssetType.Animation); 3708 UUID animID = ScriptUtils.GetAssetIdFromItemName(m_host, anim, (int)AssetType.Animation);
3657 if (animID == UUID.Zero) 3709 if (animID == UUID.Zero)
3658 presence.Animator.AddAnimation(anim, m_host.UUID); 3710 presence.Animator.AddAnimation(anim, m_host.UUID);
3659 else 3711 else
@@ -3675,12 +3727,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3675 3727
3676 if (presence != null) 3728 if (presence != null)
3677 { 3729 {
3678 UUID animID = KeyOrName(anim); 3730 UUID animID = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, anim);
3679 3731
3680 if (animID == UUID.Zero) 3732 if (animID == UUID.Zero)
3681 presence.Animator.RemoveAnimation(anim); 3733 presence.Animator.RemoveAnimation(anim);
3682 else 3734 else
3683 presence.Animator.RemoveAnimation(animID); 3735 presence.Animator.RemoveAnimation(animID, true);
3684 } 3736 }
3685 } 3737 }
3686 } 3738 }
@@ -3753,21 +3805,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3753 } 3805 }
3754 else 3806 else
3755 { 3807 {
3756 bool sitting = false; 3808 if (m_host.ParentGroup.GetSittingAvatars().Contains(agentID))
3757 if (m_host.SitTargetAvatar == agentID)
3758 {
3759 sitting = true;
3760 }
3761 else
3762 {
3763 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3764 {
3765 if (p.SitTargetAvatar == agentID)
3766 sitting = true;
3767 }
3768 }
3769
3770 if (sitting)
3771 { 3809 {
3772 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3810 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3773 implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3811 implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
@@ -3809,7 +3847,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3809 INPCModule npcModule = World.RequestModuleInterface<INPCModule>(); 3847 INPCModule npcModule = World.RequestModuleInterface<INPCModule>();
3810 if (npcModule != null && npcModule.IsNPC(agentID, World)) 3848 if (npcModule != null && npcModule.IsNPC(agentID, World))
3811 { 3849 {
3812 if (agentID == m_host.ParentGroup.OwnerID || npcModule.GetOwner(agentID) == m_host.ParentGroup.OwnerID) 3850 if (npcModule.CheckPermissions(agentID, m_host.OwnerID))
3813 { 3851 {
3814 lock (m_host.TaskInventory) 3852 lock (m_host.TaskInventory)
3815 { 3853 {
@@ -4184,62 +4222,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4184 public LSL_String llGetLinkName(int linknum) 4222 public LSL_String llGetLinkName(int linknum)
4185 { 4223 {
4186 m_host.AddScriptLPS(1); 4224 m_host.AddScriptLPS(1);
4187 // simplest case, this prims link number
4188 if (linknum == m_host.LinkNum || linknum == ScriptBaseClass.LINK_THIS)
4189 return m_host.Name;
4190 4225
4191 // parse for sitting avatare-names 4226 ISceneEntity entity = GetLinkEntity(linknum);
4192 List<String> nametable = new List<String>();
4193 World.ForEachRootScenePresence(delegate(ScenePresence presence)
4194 {
4195 SceneObjectPart sitPart = presence.ParentPart;
4196 if (sitPart != null && m_host.ParentGroup.ContainsPart(sitPart.LocalId))
4197 nametable.Add(presence.ControllingClient.Name);
4198 });
4199 4227
4200 int totalprims = m_host.ParentGroup.PrimCount + nametable.Count; 4228 if (entity != null)
4201 if (totalprims > m_host.ParentGroup.PrimCount) 4229 return entity.Name;
4202 {
4203 // sitting Avatar-Name with negativ linknum / SinglePrim
4204 if (linknum < 0 && m_host.ParentGroup.PrimCount == 1 && nametable.Count == 1)
4205 return nametable[0];
4206 // Prim-Name / SinglePrim Sitting Avatar
4207 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && nametable.Count == 1)
4208 return m_host.Name;
4209 // LinkNumber > of Real PrimSet = AvatarName
4210 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
4211 return nametable[totalprims - linknum];
4212 }
4213
4214 // Single prim
4215 if (m_host.LinkNum == 0)
4216 {
4217 if (linknum == 0 || linknum == ScriptBaseClass.LINK_ROOT)
4218 return m_host.Name;
4219 else
4220 return UUID.Zero.ToString();
4221 }
4222
4223 // Link set
4224 SceneObjectPart part = null;
4225 if (m_host.LinkNum == 1) // this is the Root prim
4226 {
4227 if (linknum < 0)
4228 part = m_host.ParentGroup.GetLinkNumPart(2);
4229 else
4230 part = m_host.ParentGroup.GetLinkNumPart(linknum);
4231 }
4232 else // this is a child prim
4233 {
4234 if (linknum < 2)
4235 part = m_host.ParentGroup.GetLinkNumPart(1);
4236 else
4237 part = m_host.ParentGroup.GetLinkNumPart(linknum);
4238 }
4239 if (part != null)
4240 return part.Name;
4241 else 4230 else
4242 return UUID.Zero.ToString(); 4231 return ScriptBaseClass.NULL_KEY;
4243 } 4232 }
4244 4233
4245 public LSL_Integer llGetInventoryNumber(int type) 4234 public LSL_Integer llGetInventoryNumber(int type)
@@ -4604,8 +4593,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4604 if (presence.UserLevel >= 200) return; 4593 if (presence.UserLevel >= 200) return;
4605 4594
4606 // agent must be over the owners land 4595 // agent must be over the owners land
4607 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4596 if (m_host.OwnerID == World.LandChannel.GetLandObject(presence.AbsolutePosition).LandData.OwnerID)
4608 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4609 { 4597 {
4610 if (!World.TeleportClientHome(agentId, presence.ControllingClient)) 4598 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4611 { 4599 {
@@ -4621,6 +4609,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4621 } 4609 }
4622 } 4610 }
4623 } 4611 }
4612
4624 ScriptSleep(5000); 4613 ScriptSleep(5000);
4625 } 4614 }
4626 4615
@@ -4641,8 +4630,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4641 destination = World.RegionInfo.RegionName; 4630 destination = World.RegionInfo.RegionName;
4642 4631
4643 // agent must be over the owners land 4632 // agent must be over the owners land
4644 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4633 if (m_host.OwnerID == World.LandChannel.GetLandObject(presence.AbsolutePosition).LandData.OwnerID)
4645 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4646 { 4634 {
4647 DoLLTeleport(presence, destination, targetPos, targetLookAt); 4635 DoLLTeleport(presence, destination, targetPos, targetLookAt);
4648 } 4636 }
@@ -4673,8 +4661,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4673 if (presence.GodLevel >= 200) return; 4661 if (presence.GodLevel >= 200) return;
4674 4662
4675 // agent must be over the owners land 4663 // agent must be over the owners land
4676 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4664 if (m_host.OwnerID == World.LandChannel.GetLandObject(presence.AbsolutePosition).LandData.OwnerID)
4677 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4678 { 4665 {
4679 World.RequestTeleportLocation(presence.ControllingClient, regionHandle, targetPos, targetLookAt, (uint)TeleportFlags.ViaLocation); 4666 World.RequestTeleportLocation(presence.ControllingClient, regionHandle, targetPos, targetLookAt, (uint)TeleportFlags.ViaLocation);
4680 } 4667 }
@@ -4691,7 +4678,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4691 4678
4692 private void DoLLTeleport(ScenePresence sp, string destination, Vector3 targetPos, Vector3 targetLookAt) 4679 private void DoLLTeleport(ScenePresence sp, string destination, Vector3 targetPos, Vector3 targetLookAt)
4693 { 4680 {
4694 UUID assetID = KeyOrName(destination); 4681 UUID assetID = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, destination);
4695 4682
4696 // The destinaion is not an asset ID and also doesn't name a landmark. 4683 // The destinaion is not an asset ID and also doesn't name a landmark.
4697 // Use it as a sim name 4684 // Use it as a sim name
@@ -4764,7 +4751,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4764 return; 4751 return;
4765 } 4752 }
4766 // TODO: Parameter check logic required. 4753 // TODO: Parameter check logic required.
4767 m_host.CollisionSound = KeyOrName(impact_sound, AssetType.Sound); 4754 m_host.CollisionSound = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, impact_sound, AssetType.Sound);
4768 m_host.CollisionSoundVolume = (float)impact_volume; 4755 m_host.CollisionSoundVolume = (float)impact_volume;
4769 m_host.CollisionSoundType = 1; 4756 m_host.CollisionSoundType = 1;
4770 } 4757 }
@@ -4889,7 +4876,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4889 { 4876 {
4890 if (pushrestricted) 4877 if (pushrestricted)
4891 { 4878 {
4892 ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X, PusheePos.Y); 4879 ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos);
4893 4880
4894 // We didn't find the parcel but region is push restricted so assume it is NOT ok 4881 // We didn't find the parcel but region is push restricted so assume it is NOT ok
4895 if (targetlandObj == null) 4882 if (targetlandObj == null)
@@ -4904,7 +4891,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4904 } 4891 }
4905 else 4892 else
4906 { 4893 {
4907 ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X, PusheePos.Y); 4894 ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos);
4908 if (targetlandObj == null) 4895 if (targetlandObj == null)
4909 { 4896 {
4910 // We didn't find the parcel but region isn't push restricted so assume it's ok 4897 // We didn't find the parcel but region isn't push restricted so assume it's ok
@@ -4934,6 +4921,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4934 } 4921 }
4935 } 4922 }
4936 } 4923 }
4924
4937 if (pushAllowed) 4925 if (pushAllowed)
4938 { 4926 {
4939 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4927 float distance = (PusheePos - m_host.AbsolutePosition).Length();
@@ -4963,17 +4951,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4963 applied_linear_impulse *= scaling_factor; 4951 applied_linear_impulse *= scaling_factor;
4964 4952
4965 } 4953 }
4954
4966 if (pusheeIsAvatar) 4955 if (pusheeIsAvatar)
4967 { 4956 {
4968 if (pusheeav != null) 4957 if (pusheeav != null)
4969 { 4958 {
4970 if (pusheeav.PhysicsActor != null) 4959 PhysicsActor pa = pusheeav.PhysicsActor;
4960
4961 if (pa != null)
4971 { 4962 {
4972 if (local != 0) 4963 if (local != 0)
4973 { 4964 {
4974 applied_linear_impulse *= m_host.GetWorldRotation(); 4965 applied_linear_impulse *= m_host.GetWorldRotation();
4975 } 4966 }
4976 pusheeav.PhysicsActor.AddForce(applied_linear_impulse, true); 4967
4968 pa.AddForce(applied_linear_impulse, true);
4977 } 4969 }
4978 } 4970 }
4979 } 4971 }
@@ -5323,8 +5315,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5323 public LSL_Vector llGetCenterOfMass() 5315 public LSL_Vector llGetCenterOfMass()
5324 { 5316 {
5325 m_host.AddScriptLPS(1); 5317 m_host.AddScriptLPS(1);
5326 Vector3 center = m_host.GetCenterOfMass(); 5318
5327 return new LSL_Vector(center.X,center.Y,center.Z); 5319 return new LSL_Vector(m_host.GetCenterOfMass());
5328 } 5320 }
5329 5321
5330 public LSL_List llListSort(LSL_List src, int stride, int ascending) 5322 public LSL_List llListSort(LSL_List src, int stride, int ascending)
@@ -5851,9 +5843,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5851 } 5843 }
5852 5844
5853 /// <summary> 5845 /// <summary>
5854 /// Insert the list identified by <src> into the 5846 /// Insert the list identified by <paramref name="src"/> into the
5855 /// list designated by <dest> such that the first 5847 /// list designated by <paramref name="dest"/> such that the first
5856 /// new element has the index specified by <index> 5848 /// new element has the index specified by <paramref name="index"/>
5857 /// </summary> 5849 /// </summary>
5858 5850
5859 public LSL_List llListInsertList(LSL_List dest, LSL_List src, int index) 5851 public LSL_List llListInsertList(LSL_List dest, LSL_List src, int index)
@@ -6181,12 +6173,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6181 } 6173 }
6182 6174
6183 ILandObject land; 6175 ILandObject land;
6184 Vector3 pos;
6185 UUID id = UUID.Zero; 6176 UUID id = UUID.Zero;
6177
6186 if (parcel || parcelOwned) 6178 if (parcel || parcelOwned)
6187 { 6179 {
6188 pos = m_host.ParentGroup.RootPart.GetWorldPosition(); 6180 land = World.LandChannel.GetLandObject(m_host.ParentGroup.RootPart.GetWorldPosition());
6189 land = World.LandChannel.GetLandObject(pos.X, pos.Y);
6190 if (land == null) 6181 if (land == null)
6191 { 6182 {
6192 id = UUID.Zero; 6183 id = UUID.Zero;
@@ -6212,20 +6203,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6212 { 6203 {
6213 if (!regionWide) 6204 if (!regionWide)
6214 { 6205 {
6215 pos = ssp.AbsolutePosition; 6206 land = World.LandChannel.GetLandObject(ssp.AbsolutePosition);
6216 land = World.LandChannel.GetLandObject(pos.X, pos.Y);
6217 if (land != null) 6207 if (land != null)
6218 { 6208 {
6219 if (parcelOwned && land.LandData.OwnerID == id || 6209 if (parcelOwned && land.LandData.OwnerID == id ||
6220 parcel && land.LandData.GlobalID == id) 6210 parcel && land.LandData.GlobalID == id)
6221 { 6211 {
6222 result.Add(ssp.UUID.ToString()); 6212 result.Add(new LSL_Key(ssp.UUID.ToString()));
6223 } 6213 }
6224 } 6214 }
6225 } 6215 }
6226 else 6216 else
6227 { 6217 {
6228 result.Add(ssp.UUID.ToString()); 6218 result.Add(new LSL_Key(ssp.UUID.ToString()));
6229 } 6219 }
6230 } 6220 }
6231 // Maximum of 100 results 6221 // Maximum of 100 results
@@ -6329,7 +6319,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6329 if (m_SoundModule != null) 6319 if (m_SoundModule != null)
6330 { 6320 {
6331 m_SoundModule.TriggerSoundLimited(m_host.UUID, 6321 m_SoundModule.TriggerSoundLimited(m_host.UUID,
6332 KeyOrName(sound, AssetType.Sound), volume, 6322 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume,
6333 bottom_south_west, top_north_east); 6323 bottom_south_west, top_north_east);
6334 } 6324 }
6335 } 6325 }
@@ -6344,14 +6334,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6344 if (presence != null) 6334 if (presence != null)
6345 { 6335 {
6346 // agent must be over the owners land 6336 // agent must be over the owners land
6347 ILandObject land = World.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y); 6337 ILandObject land = World.LandChannel.GetLandObject(presence.AbsolutePosition);
6348 if (land == null) 6338 if (land == null)
6349 return; 6339 return;
6350 6340
6351 if (m_host.OwnerID == land.LandData.OwnerID) 6341 if (m_host.OwnerID == land.LandData.OwnerID)
6352 { 6342 {
6353 Vector3 pos = World.GetNearestAllowedPosition(presence, land); 6343 Vector3 p = World.GetNearestAllowedPosition(presence, land);
6354 presence.TeleportWithMomentum(pos, null); 6344 presence.TeleportWithMomentum(p, null);
6355 presence.ControllingClient.SendAlertMessage("You have been ejected from this land"); 6345 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
6356 } 6346 }
6357 } 6347 }
@@ -6373,19 +6363,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6373 ScenePresence presence = World.GetScenePresence(key); 6363 ScenePresence presence = World.GetScenePresence(key);
6374 if (presence != null) // object is an avatar 6364 if (presence != null) // object is an avatar
6375 { 6365 {
6376 if (m_host.OwnerID 6366 if (m_host.OwnerID == World.LandChannel.GetLandObject(presence.AbsolutePosition).LandData.OwnerID)
6377 == World.LandChannel.GetLandObject(
6378 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
6379 return 1; 6367 return 1;
6380 } 6368 }
6381 else // object is not an avatar 6369 else // object is not an avatar
6382 { 6370 {
6383 SceneObjectPart obj = World.GetSceneObjectPart(key); 6371 SceneObjectPart obj = World.GetSceneObjectPart(key);
6372
6384 if (obj != null) 6373 if (obj != null)
6385 if (m_host.OwnerID 6374 {
6386 == World.LandChannel.GetLandObject( 6375 if (m_host.OwnerID == World.LandChannel.GetLandObject(obj.AbsolutePosition).LandData.OwnerID)
6387 obj.AbsolutePosition.X, obj.AbsolutePosition.Y).LandData.OwnerID)
6388 return 1; 6376 return 1;
6377 }
6389 } 6378 }
6390 } 6379 }
6391 6380
@@ -6493,8 +6482,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6493 // if the land is group owned and the object is group owned by the same group 6482 // if the land is group owned and the object is group owned by the same group
6494 // or 6483 // or
6495 // if the object is owned by a person with estate access. 6484 // if the object is owned by a person with estate access.
6496 6485 ILandObject parcel = World.LandChannel.GetLandObject(av.AbsolutePosition);
6497 ILandObject parcel = World.LandChannel.GetLandObject(av.AbsolutePosition.X, av.AbsolutePosition.Y);
6498 if (parcel != null) 6486 if (parcel != null)
6499 { 6487 {
6500 if (m_host.OwnerID == parcel.LandData.OwnerID || 6488 if (m_host.OwnerID == parcel.LandData.OwnerID ||
@@ -6506,14 +6494,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6506 } 6494 }
6507 } 6495 }
6508 } 6496 }
6509
6510 } 6497 }
6511
6512 } 6498 }
6513 6499
6514 public LSL_Vector llGroundSlope(LSL_Vector offset) 6500 public LSL_Vector llGroundSlope(LSL_Vector offset)
6515 { 6501 {
6516 m_host.AddScriptLPS(1); 6502 m_host.AddScriptLPS(1);
6503
6517 //Get the slope normal. This gives us the equation of the plane tangent to the slope. 6504 //Get the slope normal. This gives us the equation of the plane tangent to the slope.
6518 LSL_Vector vsn = llGroundNormal(offset); 6505 LSL_Vector vsn = llGroundNormal(offset);
6519 6506
@@ -6524,7 +6511,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6524 vsl.Normalize(); 6511 vsl.Normalize();
6525 //Normalization might be overkill here 6512 //Normalization might be overkill here
6526 6513
6527 return new LSL_Vector(vsl.X, vsl.Y, vsl.Z); 6514 vsn.x = vsl.X;
6515 vsn.y = vsl.Y;
6516 vsn.z = vsl.Z;
6517
6518 return vsn;
6528 } 6519 }
6529 6520
6530 public LSL_Vector llGroundNormal(LSL_Vector offset) 6521 public LSL_Vector llGroundNormal(LSL_Vector offset)
@@ -6574,7 +6565,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6574 //I believe the crossproduct of two normalized vectors is a normalized vector so 6565 //I believe the crossproduct of two normalized vectors is a normalized vector so
6575 //this normalization may be overkill 6566 //this normalization may be overkill
6576 6567
6577 return new LSL_Vector(vsn.X, vsn.Y, vsn.Z); 6568 return new LSL_Vector(vsn);
6578 } 6569 }
6579 6570
6580 public LSL_Vector llGroundContour(LSL_Vector offset) 6571 public LSL_Vector llGroundContour(LSL_Vector offset)
@@ -6686,6 +6677,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6686 ps.BurstSpeedMax = 1.0f; 6677 ps.BurstSpeedMax = 1.0f;
6687 ps.BurstRate = 0.1f; 6678 ps.BurstRate = 0.1f;
6688 ps.PartMaxAge = 10.0f; 6679 ps.PartMaxAge = 10.0f;
6680 ps.BurstPartCount = 1;
6689 return ps; 6681 return ps;
6690 } 6682 }
6691 6683
@@ -6707,10 +6699,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6707 SetParticleSystem(m_host, rules); 6699 SetParticleSystem(m_host, rules);
6708 } 6700 }
6709 6701
6710 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) 6702 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6711 { 6703 {
6712
6713
6714 if (rules.Length == 0) 6704 if (rules.Length == 0)
6715 { 6705 {
6716 part.RemoveParticleSystem(); 6706 part.RemoveParticleSystem();
@@ -6801,7 +6791,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6801 break; 6791 break;
6802 6792
6803 case (int)ScriptBaseClass.PSYS_SRC_TEXTURE: 6793 case (int)ScriptBaseClass.PSYS_SRC_TEXTURE:
6804 prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1)); 6794 prules.Texture = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, rules.GetLSLStringItem(i + 1));
6805 break; 6795 break;
6806 6796
6807 case (int)ScriptBaseClass.PSYS_SRC_BURST_RATE: 6797 case (int)ScriptBaseClass.PSYS_SRC_BURST_RATE:
@@ -7079,7 +7069,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7079 { 7069 {
7080 m_host.AddScriptLPS(1); 7070 m_host.AddScriptLPS(1);
7081 UUID key; 7071 UUID key;
7082 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); 7072 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
7073
7083 if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned)) 7074 if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned))
7084 { 7075 {
7085 int expires = 0; 7076 int expires = 0;
@@ -7373,6 +7364,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7373 public void llCloseRemoteDataChannel(string channel) 7364 public void llCloseRemoteDataChannel(string channel)
7374 { 7365 {
7375 m_host.AddScriptLPS(1); 7366 m_host.AddScriptLPS(1);
7367
7368 IXmlRpcRouter xmlRpcRouter = m_ScriptEngine.World.RequestModuleInterface<IXmlRpcRouter>();
7369 if (xmlRpcRouter != null)
7370 {
7371 xmlRpcRouter.UnRegisterReceiver(channel, m_item.ItemID);
7372 }
7373
7376 IXMLRPC xmlrpcMod = m_ScriptEngine.World.RequestModuleInterface<IXMLRPC>(); 7374 IXMLRPC xmlrpcMod = m_ScriptEngine.World.RequestModuleInterface<IXMLRPC>();
7377 if (xmlrpcMod != null) 7375 if (xmlrpcMod != null)
7378 xmlrpcMod.CloseXMLRPCChannel((UUID)channel); 7376 xmlrpcMod.CloseXMLRPCChannel((UUID)channel);
@@ -7746,9 +7744,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7746 UUID sculptId; 7744 UUID sculptId;
7747 7745
7748 if (!UUID.TryParse(map, out sculptId)) 7746 if (!UUID.TryParse(map, out sculptId))
7749 { 7747 sculptId = ScriptUtils.GetAssetIdFromItemName(m_host, map, (int)AssetType.Texture);
7750 sculptId = InventoryKey(map, (int)AssetType.Texture);
7751 }
7752 7748
7753 if (sculptId == UUID.Zero) 7749 if (sculptId == UUID.Zero)
7754 return; 7750 return;
@@ -8511,7 +8507,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8511 { 8507 {
8512 m_host.AddScriptLPS(1); 8508 m_host.AddScriptLPS(1);
8513 8509
8514 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); 8510 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
8515 8511
8516 if (land.LandData.OwnerID != m_host.OwnerID) 8512 if (land.LandData.OwnerID != m_host.OwnerID)
8517 return; 8513 return;
@@ -8525,7 +8521,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8525 { 8521 {
8526 m_host.AddScriptLPS(1); 8522 m_host.AddScriptLPS(1);
8527 8523
8528 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); 8524 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
8529 8525
8530 if (land.LandData.OwnerID != m_host.OwnerID) 8526 if (land.LandData.OwnerID != m_host.OwnerID)
8531 return String.Empty; 8527 return String.Empty;
@@ -8536,8 +8532,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8536 public LSL_Vector llGetRootPosition() 8532 public LSL_Vector llGetRootPosition()
8537 { 8533 {
8538 m_host.AddScriptLPS(1); 8534 m_host.AddScriptLPS(1);
8539 return new LSL_Vector(m_host.ParentGroup.AbsolutePosition.X, m_host.ParentGroup.AbsolutePosition.Y, 8535
8540 m_host.ParentGroup.AbsolutePosition.Z); 8536 return new LSL_Vector(m_host.ParentGroup.AbsolutePosition);
8541 } 8537 }
8542 8538
8543 /// <summary> 8539 /// <summary>
@@ -8560,13 +8556,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8560 if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0) 8556 if ((avatar.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
8561 q = avatar.CameraRotation; // Mouselook 8557 q = avatar.CameraRotation; // Mouselook
8562 else 8558 else
8563 q = avatar.Rotation; // Currently infrequently updated so may be inaccurate 8559 q = avatar.GetWorldRotation(); // Currently infrequently updated so may be inaccurate
8564 else 8560 else
8565 q = m_host.ParentGroup.GroupRotation; // Likely never get here but just in case 8561 q = m_host.ParentGroup.GroupRotation; // Likely never get here but just in case
8566 } 8562 }
8567 else 8563 else
8568 q = m_host.ParentGroup.GroupRotation; // just the group rotation 8564 q = m_host.ParentGroup.GroupRotation; // just the group rotation
8569 return new LSL_Rotation(q.X, q.Y, q.Z, q.W); 8565
8566 return new LSL_Rotation(q);
8570 } 8567 }
8571 8568
8572 public LSL_String llGetObjectDesc() 8569 public LSL_String llGetObjectDesc()
@@ -8733,8 +8730,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8733 8730
8734 public LSL_Vector llGetGeometricCenter() 8731 public LSL_Vector llGetGeometricCenter()
8735 { 8732 {
8736 Vector3 tmp = m_host.GetGeometricCenter(); 8733 return new LSL_Vector(m_host.GetGeometricCenter());
8737 return new LSL_Vector(tmp.X, tmp.Y, tmp.Z);
8738 } 8734 }
8739 8735
8740 public LSL_List llGetPrimitiveParams(LSL_List rules) 8736 public LSL_List llGetPrimitiveParams(LSL_List rules)
@@ -8841,9 +8837,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8841 break; 8837 break;
8842 8838
8843 case (int)ScriptBaseClass.PRIM_SIZE: 8839 case (int)ScriptBaseClass.PRIM_SIZE:
8844 res.Add(new LSL_Vector(part.Scale.X, 8840 res.Add(new LSL_Vector(part.Scale));
8845 part.Scale.Y,
8846 part.Scale.Z));
8847 break; 8841 break;
8848 8842
8849 case (int)ScriptBaseClass.PRIM_ROTATION: 8843 case (int)ScriptBaseClass.PRIM_ROTATION:
@@ -9204,9 +9198,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9204 case (int)ScriptBaseClass.PRIM_DESC: 9198 case (int)ScriptBaseClass.PRIM_DESC:
9205 res.Add(new LSL_String(part.Description)); 9199 res.Add(new LSL_String(part.Description));
9206 break; 9200 break;
9207 9201 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
9208 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 9202 res.Add(new LSL_Rotation(part.RotationOffset));
9209 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
9210 break; 9203 break;
9211 9204
9212 case (int)ScriptBaseClass.PRIM_POS_LOCAL: 9205 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
@@ -10238,6 +10231,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10238 return UUID.Zero.ToString(); 10231 return UUID.Zero.ToString();
10239 } 10232 }
10240 } 10233 }
10234
10241 public LSL_String llRequestURL() 10235 public LSL_String llRequestURL()
10242 { 10236 {
10243 m_host.AddScriptLPS(1); 10237 m_host.AddScriptLPS(1);
@@ -10389,7 +10383,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10389 10383
10390 // according to the docs, this command only works if script owner and land owner are the same 10384 // according to the docs, this command only works if script owner and land owner are the same
10391 // lets add estate owners and gods, too, and use the generic permission check. 10385 // lets add estate owners and gods, too, and use the generic permission check.
10392 ILandObject landObject = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); 10386 ILandObject landObject = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
10393 if (!World.Permissions.CanEditParcelProperties(m_host.OwnerID, landObject, GroupPowers.ChangeMedia)) return; 10387 if (!World.Permissions.CanEditParcelProperties(m_host.OwnerID, landObject, GroupPowers.ChangeMedia)) return;
10394 10388
10395 bool update = false; // send a ParcelMediaUpdate (and possibly change the land's media URL)? 10389 bool update = false; // send a ParcelMediaUpdate (and possibly change the land's media URL)?
@@ -10712,22 +10706,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10712 m_host.AddScriptLPS(1); 10706 m_host.AddScriptLPS(1);
10713 10707
10714 if (m_item.PermsGranter == UUID.Zero) 10708 if (m_item.PermsGranter == UUID.Zero)
10715 return new LSL_Vector(); 10709 return Vector3.Zero;
10716 10710
10717 if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10711 if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
10718 { 10712 {
10719 ShoutError("No permissions to track the camera"); 10713 ShoutError("No permissions to track the camera");
10720 return new LSL_Vector(); 10714 return Vector3.Zero;
10721 } 10715 }
10722 10716
10723// ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10717// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
10724 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter); 10718 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
10725 if (presence != null) 10719 if (presence != null)
10726 { 10720 {
10727 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z); 10721 LSL_Vector pos = new LSL_Vector(presence.CameraPosition);
10728 return pos; 10722 return pos;
10729 } 10723 }
10730 return new LSL_Vector(); 10724
10725 return Vector3.Zero;
10731 } 10726 }
10732 10727
10733 public LSL_Rotation llGetCameraRot() 10728 public LSL_Rotation llGetCameraRot()
@@ -10735,22 +10730,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10735 m_host.AddScriptLPS(1); 10730 m_host.AddScriptLPS(1);
10736 10731
10737 if (m_item.PermsGranter == UUID.Zero) 10732 if (m_item.PermsGranter == UUID.Zero)
10738 return new LSL_Rotation(); 10733 return Quaternion.Identity;
10739 10734
10740 if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10735 if ((m_item.PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
10741 { 10736 {
10742 ShoutError("No permissions to track the camera"); 10737 ShoutError("No permissions to track the camera");
10743 return new LSL_Rotation(); 10738 return Quaternion.Identity;
10744 } 10739 }
10745 10740
10746// ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10741// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
10747 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter); 10742 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
10748 if (presence != null) 10743 if (presence != null)
10749 { 10744 {
10750 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W); 10745 return new LSL_Rotation(presence.CameraRotation);
10751 } 10746 }
10752 10747
10753 return new LSL_Rotation(); 10748 return Quaternion.Identity;
10754 } 10749 }
10755 10750
10756 /// <summary> 10751 /// <summary>
@@ -10831,7 +10826,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10831 { 10826 {
10832 m_host.AddScriptLPS(1); 10827 m_host.AddScriptLPS(1);
10833 UUID key; 10828 UUID key;
10834 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); 10829 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
10835 if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned)) 10830 if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned))
10836 { 10831 {
10837 int expires = 0; 10832 int expires = 0;
@@ -10872,7 +10867,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10872 { 10867 {
10873 m_host.AddScriptLPS(1); 10868 m_host.AddScriptLPS(1);
10874 UUID key; 10869 UUID key;
10875 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); 10870 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
10876 if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageAllowed)) 10871 if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageAllowed))
10877 { 10872 {
10878 if (UUID.TryParse(avatar, out key)) 10873 if (UUID.TryParse(avatar, out key))
@@ -10899,7 +10894,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10899 { 10894 {
10900 m_host.AddScriptLPS(1); 10895 m_host.AddScriptLPS(1);
10901 UUID key; 10896 UUID key;
10902 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); 10897 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
10903 if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned)) 10898 if (World.Permissions.CanEditParcelProperties(m_host.OwnerID, land, GroupPowers.LandManageBanned))
10904 { 10899 {
10905 if (UUID.TryParse(avatar, out key)) 10900 if (UUID.TryParse(avatar, out key))
@@ -11265,7 +11260,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11265 public void llResetLandBanList() 11260 public void llResetLandBanList()
11266 { 11261 {
11267 m_host.AddScriptLPS(1); 11262 m_host.AddScriptLPS(1);
11268 LandData land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).LandData; 11263 LandData land = World.LandChannel.GetLandObject(m_host.AbsolutePosition).LandData;
11269 if (land.OwnerID == m_host.OwnerID) 11264 if (land.OwnerID == m_host.OwnerID)
11270 { 11265 {
11271 foreach (LandAccessEntry entry in land.ParcelAccessList) 11266 foreach (LandAccessEntry entry in land.ParcelAccessList)
@@ -11282,7 +11277,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11282 public void llResetLandPassList() 11277 public void llResetLandPassList()
11283 { 11278 {
11284 m_host.AddScriptLPS(1); 11279 m_host.AddScriptLPS(1);
11285 LandData land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).LandData; 11280 LandData land = World.LandChannel.GetLandObject(m_host.AbsolutePosition).LandData;
11286 if (land.OwnerID == m_host.OwnerID) 11281 if (land.OwnerID == m_host.OwnerID)
11287 { 11282 {
11288 foreach (LandAccessEntry entry in land.ParcelAccessList) 11283 foreach (LandAccessEntry entry in land.ParcelAccessList)
@@ -11519,6 +11514,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11519 case ScriptBaseClass.OBJECT_PHYSICS_COST: 11514 case ScriptBaseClass.OBJECT_PHYSICS_COST:
11520 ret.Add(new LSL_Float(0)); 11515 ret.Add(new LSL_Float(0));
11521 break; 11516 break;
11517 case ScriptBaseClass.OBJECT_CHARACTER_TIME: // Pathfinding
11518 ret.Add(new LSL_Float(0));
11519 break;
11520 case ScriptBaseClass.OBJECT_ROOT:
11521 SceneObjectPart p = av.ParentPart;
11522 if (p != null)
11523 {
11524 ret.Add(new LSL_String(p.ParentGroup.RootPart.UUID.ToString()));
11525 }
11526 else
11527 {
11528 ret.Add(new LSL_String(id));
11529 }
11530 break;
11531 case ScriptBaseClass.OBJECT_ATTACHED_POINT:
11532 ret.Add(new LSL_Integer(0));
11533 break;
11534 case ScriptBaseClass.OBJECT_PATHFINDING_TYPE: // Pathfinding
11535 ret.Add(new LSL_Integer(ScriptBaseClass.OPT_AVATAR));
11536 break;
11537 case ScriptBaseClass.OBJECT_PHYSICS:
11538 ret.Add(new LSL_Integer(0));
11539 break;
11540 case ScriptBaseClass.OBJECT_PHANTOM:
11541 ret.Add(new LSL_Integer(0));
11542 break;
11543 case ScriptBaseClass.OBJECT_TEMP_ON_REZ:
11544 ret.Add(new LSL_Integer(0));
11545 break;
11522 default: 11546 default:
11523 // Invalid or unhandled constant. 11547 // Invalid or unhandled constant.
11524 ret.Add(new LSL_Integer(ScriptBaseClass.OBJECT_UNKNOWN_DETAIL)); 11548 ret.Add(new LSL_Integer(ScriptBaseClass.OBJECT_UNKNOWN_DETAIL));
@@ -11610,6 +11634,52 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11610 // The value returned in SL for normal prims is prim count 11634 // The value returned in SL for normal prims is prim count
11611 ret.Add(new LSL_Float(obj.PhysicsCost)); 11635 ret.Add(new LSL_Float(obj.PhysicsCost));
11612 break; 11636 break;
11637 case ScriptBaseClass.OBJECT_CHARACTER_TIME: // Pathfinding
11638 ret.Add(new LSL_Float(0));
11639 break;
11640 case ScriptBaseClass.OBJECT_ROOT:
11641 ret.Add(new LSL_String(obj.ParentGroup.RootPart.UUID.ToString()));
11642 break;
11643 case ScriptBaseClass.OBJECT_ATTACHED_POINT:
11644 ret.Add(new LSL_Integer(obj.ParentGroup.AttachmentPoint));
11645 break;
11646 case ScriptBaseClass.OBJECT_PATHFINDING_TYPE:
11647 byte pcode = obj.Shape.PCode;
11648 if (obj.ParentGroup.AttachmentPoint != 0
11649 || pcode == (byte)PCode.Grass
11650 || pcode == (byte)PCode.Tree
11651 || pcode == (byte)PCode.NewTree)
11652 {
11653 ret.Add(new LSL_Integer(ScriptBaseClass.OPT_OTHER));
11654 }
11655 else
11656 {
11657 ret.Add(new LSL_Integer(ScriptBaseClass.OPT_LEGACY_LINKSET));
11658 }
11659 break;
11660 case ScriptBaseClass.OBJECT_PHYSICS:
11661 if (obj.ParentGroup.AttachmentPoint != 0)
11662 {
11663 ret.Add(new LSL_Integer(0)); // Always false if attached
11664 }
11665 else
11666 {
11667 ret.Add(new LSL_Integer(obj.ParentGroup.UsesPhysics ? 1 : 0));
11668 }
11669 break;
11670 case ScriptBaseClass.OBJECT_PHANTOM:
11671 if (obj.ParentGroup.AttachmentPoint != 0)
11672 {
11673 ret.Add(new LSL_Integer(0)); // Always false if attached
11674 }
11675 else
11676 {
11677 ret.Add(new LSL_Integer(obj.ParentGroup.IsPhantom ? 1 : 0));
11678 }
11679 break;
11680 case ScriptBaseClass.OBJECT_TEMP_ON_REZ:
11681 ret.Add(new LSL_Integer(obj.ParentGroup.IsTemporary ? 1 : 0));
11682 break;
11613 default: 11683 default:
11614 // Invalid or unhandled constant. 11684 // Invalid or unhandled constant.
11615 ret.Add(new LSL_Integer(ScriptBaseClass.OBJECT_UNKNOWN_DETAIL)); 11685 ret.Add(new LSL_Integer(ScriptBaseClass.OBJECT_UNKNOWN_DETAIL));
@@ -11689,14 +11759,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11689 return UUID.Zero.ToString(); 11759 return UUID.Zero.ToString();
11690 } 11760 }
11691 11761
11762 string reqIdentifier = UUID.Random().ToString();
11763
11692 // was: UUID tid = tid = AsyncCommands. 11764 // was: UUID tid = tid = AsyncCommands.
11693 UUID tid = AsyncCommands.DataserverPlugin.RegisterRequest(m_host.LocalId, m_item.ItemID, assetID.ToString()); 11765 UUID tid = AsyncCommands.DataserverPlugin.RegisterRequest(m_host.LocalId, m_item.ItemID, reqIdentifier);
11694 11766
11695 if (NotecardCache.IsCached(assetID)) 11767 if (NotecardCache.IsCached(assetID))
11696 { 11768 {
11697 AsyncCommands. 11769 AsyncCommands.DataserverPlugin.DataserverReply(reqIdentifier, NotecardCache.GetLines(assetID).ToString());
11698 DataserverPlugin.DataserverReply(assetID.ToString(), 11770
11699 NotecardCache.GetLines(assetID).ToString());
11700 ScriptSleep(100); 11771 ScriptSleep(100);
11701 return tid.ToString(); 11772 return tid.ToString();
11702 } 11773 }
@@ -11712,9 +11783,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11712 string data = Encoding.UTF8.GetString(a.Data); 11783 string data = Encoding.UTF8.GetString(a.Data);
11713 //m_log.Debug(data); 11784 //m_log.Debug(data);
11714 NotecardCache.Cache(id, data); 11785 NotecardCache.Cache(id, data);
11715 AsyncCommands. 11786 AsyncCommands.DataserverPlugin.DataserverReply(reqIdentifier, NotecardCache.GetLines(id).ToString());
11716 DataserverPlugin.DataserverReply(id.ToString(),
11717 NotecardCache.GetLines(id).ToString());
11718 }); 11787 });
11719 11788
11720 ScriptSleep(100); 11789 ScriptSleep(100);
@@ -11743,13 +11812,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11743 return UUID.Zero.ToString(); 11812 return UUID.Zero.ToString();
11744 } 11813 }
11745 11814
11815 string reqIdentifier = UUID.Random().ToString();
11816
11746 // was: UUID tid = tid = AsyncCommands. 11817 // was: UUID tid = tid = AsyncCommands.
11747 UUID tid = AsyncCommands.DataserverPlugin.RegisterRequest(m_host.LocalId, m_item.ItemID, assetID.ToString()); 11818 UUID tid = AsyncCommands.DataserverPlugin.RegisterRequest(m_host.LocalId, m_item.ItemID, reqIdentifier);
11748 11819
11749 if (NotecardCache.IsCached(assetID)) 11820 if (NotecardCache.IsCached(assetID))
11750 { 11821 {
11751 AsyncCommands.DataserverPlugin.DataserverReply(assetID.ToString(), 11822 AsyncCommands.DataserverPlugin.DataserverReply(
11752 NotecardCache.GetLine(assetID, line, m_notecardLineReadCharsMax)); 11823 reqIdentifier, NotecardCache.GetLine(assetID, line, m_notecardLineReadCharsMax));
11824
11753 ScriptSleep(100); 11825 ScriptSleep(100);
11754 return tid.ToString(); 11826 return tid.ToString();
11755 } 11827 }
@@ -11765,8 +11837,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11765 string data = Encoding.UTF8.GetString(a.Data); 11837 string data = Encoding.UTF8.GetString(a.Data);
11766 //m_log.Debug(data); 11838 //m_log.Debug(data);
11767 NotecardCache.Cache(id, data); 11839 NotecardCache.Cache(id, data);
11768 AsyncCommands.DataserverPlugin.DataserverReply(id.ToString(), 11840 AsyncCommands.DataserverPlugin.DataserverReply(
11769 NotecardCache.GetLine(id, line, m_notecardLineReadCharsMax)); 11841 reqIdentifier, NotecardCache.GetLine(assetID, line, m_notecardLineReadCharsMax));
11770 }); 11842 });
11771 11843
11772 ScriptSleep(100); 11844 ScriptSleep(100);
@@ -11801,7 +11873,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11801 11873
11802 LSL_List result = new LSL_List(); 11874 LSL_List result = new LSL_List();
11803 11875
11804 if (obj != null && obj.OwnerID != m_host.OwnerID) 11876 if (obj != null && obj.OwnerID == m_host.OwnerID)
11805 { 11877 {
11806 LSL_List remaining = GetPrimParams(obj, rules, ref result); 11878 LSL_List remaining = GetPrimParams(obj, rules, ref result);
11807 11879
@@ -11905,7 +11977,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11905 World.ForEachScenePresence(delegate(ScenePresence sp) 11977 World.ForEachScenePresence(delegate(ScenePresence sp)
11906 { 11978 {
11907 Vector3 ac = sp.AbsolutePosition - rayStart; 11979 Vector3 ac = sp.AbsolutePosition - rayStart;
11908 Vector3 bc = sp.AbsolutePosition - rayEnd; 11980// Vector3 bc = sp.AbsolutePosition - rayEnd;
11909 11981
11910 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd)); 11982 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11911 11983
@@ -11993,12 +12065,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11993 radius = Math.Abs(maxY); 12065 radius = Math.Abs(maxY);
11994 if (Math.Abs(maxZ) > radius) 12066 if (Math.Abs(maxZ) > radius)
11995 radius = Math.Abs(maxZ); 12067 radius = Math.Abs(maxZ);
11996 12068 radius = radius*1.413f;
11997 Vector3 ac = group.AbsolutePosition - rayStart; 12069 Vector3 ac = group.AbsolutePosition - rayStart;
11998 Vector3 bc = group.AbsolutePosition - rayEnd; 12070// Vector3 bc = group.AbsolutePosition - rayEnd;
11999 12071
12000 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd)); 12072 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
12001 12073
12002 // Too far off ray, don't bother 12074 // Too far off ray, don't bother
12003 if (d > radius) 12075 if (d > radius)
12004 return; 12076 return;
@@ -12008,11 +12080,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
12008 if (d2 > 0) 12080 if (d2 > 0)
12009 return; 12081 return;
12010 12082
12083 ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
12011 EntityIntersection intersection = group.TestIntersection(ray, true, false); 12084 EntityIntersection intersection = group.TestIntersection(ray, true, false);
12012 // Miss. 12085 // Miss.
12013 if (!intersection.HitTF) 12086 if (!intersection.HitTF)
12014 return; 12087 return;
12015 12088
12089 Vector3 b1 = group.AbsolutePosition + new Vector3(minX, minY, minZ);
12090 Vector3 b2 = group.AbsolutePosition + new Vector3(maxX, maxY, maxZ);
12091 //m_log.DebugFormat("[LLCASTRAY]: min<{0},{1},{2}>, max<{3},{4},{5}> = hitp<{6},{7},{8}>", b1.X,b1.Y,b1.Z,b2.X,b2.Y,b2.Z,intersection.ipoint.X,intersection.ipoint.Y,intersection.ipoint.Z);
12092 if (!(intersection.ipoint.X >= b1.X && intersection.ipoint.X <= b2.X &&
12093 intersection.ipoint.Y >= b1.Y && intersection.ipoint.Y <= b2.Y &&
12094 intersection.ipoint.Z >= b1.Z && intersection.ipoint.Z <= b2.Z))
12095 return;
12096
12016 ContactResult result = new ContactResult (); 12097 ContactResult result = new ContactResult ();
12017 result.ConsumerID = group.LocalId; 12098 result.ConsumerID = group.LocalId;
12018// result.Depth = intersection.distance; 12099// result.Depth = intersection.distance;
@@ -12228,7 +12309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
12228 if (checkNonPhysical) 12309 if (checkNonPhysical)
12229 rayfilter |= RayFilterFlags.nonphysical; 12310 rayfilter |= RayFilterFlags.nonphysical;
12230 if (detectPhantom) 12311 if (detectPhantom)
12231 rayfilter |= RayFilterFlags.LSLPhanton; 12312 rayfilter |= RayFilterFlags.LSLPhantom;
12232 12313
12233 Vector3 direction = dir * ( 1/dist); 12314 Vector3 direction = dir * ( 1/dist);
12234 12315
@@ -12286,8 +12367,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
12286 if (checkPhysical || checkNonPhysical || detectPhantom) 12367 if (checkPhysical || checkNonPhysical || detectPhantom)
12287 { 12368 {
12288 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom); 12369 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
12289 foreach (ContactResult r in objectHits) 12370 for (int iter = 0; iter < objectHits.Length; iter++)
12290 results.Add(r); 12371 {
12372 // Redistance the Depth because the Scene RayCaster returns distance from center to make the rezzing code simpler.
12373 objectHits[iter].Depth = Vector3.Distance(objectHits[iter].Pos, rayStart);
12374 results.Add(objectHits[iter]);
12375 }
12291 } 12376 }
12292 } 12377 }
12293 12378
@@ -12360,7 +12445,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
12360 list.Add(new LSL_Integer(linkNum)); 12445 list.Add(new LSL_Integer(linkNum));
12361 12446
12362 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 12447 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
12363 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z)); 12448 list.Add(new LSL_Vector(result.Normal));
12364 12449
12365 values++; 12450 values++;
12366 if (values >= count) 12451 if (values >= count)
@@ -13235,7 +13320,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
13235 13320
13236 public static void Cache(UUID assetID, string text) 13321 public static void Cache(UUID assetID, string text)
13237 { 13322 {
13238 CacheCheck(); 13323 CheckCache();
13239 13324
13240 lock (m_Notecards) 13325 lock (m_Notecards)
13241 { 13326 {
@@ -13273,7 +13358,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
13273 /// Get a notecard line. 13358 /// Get a notecard line.
13274 /// </summary> 13359 /// </summary>
13275 /// <param name="assetID"></param> 13360 /// <param name="assetID"></param>
13276 /// <param name="line">Lines start at index 0</param> 13361 /// <param name="lineNumber">Lines start at index 0</param>
13277 /// <returns></returns> 13362 /// <returns></returns>
13278 public static string GetLine(UUID assetID, int lineNumber) 13363 public static string GetLine(UUID assetID, int lineNumber)
13279 { 13364 {
@@ -13302,9 +13387,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
13302 /// Get a notecard line. 13387 /// Get a notecard line.
13303 /// </summary> 13388 /// </summary>
13304 /// <param name="assetID"></param> 13389 /// <param name="assetID"></param>
13305 /// <param name="line">Lines start at index 0</param> 13390 /// <param name="lineNumber">Lines start at index 0</param>
13306 /// <param name="maxLength">Maximum length of the returned line. Longer lines will be truncated</para> 13391 /// <param name="maxLength">
13307 /// <returns></returns> 13392 /// Maximum length of the returned line.
13393 /// </param>
13394 /// <returns>
13395 /// If the line length is longer than <paramref name="maxLength"/>,
13396 /// the return string will be truncated.
13397 /// </returns>
13308 public static string GetLine(UUID assetID, int lineNumber, int maxLength) 13398 public static string GetLine(UUID assetID, int lineNumber, int maxLength)
13309 { 13399 {
13310 string line = GetLine(assetID, lineNumber); 13400 string line = GetLine(assetID, lineNumber);
@@ -13315,13 +13405,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
13315 return line; 13405 return line;
13316 } 13406 }
13317 13407
13318 public static void CacheCheck() 13408 public static void CheckCache()
13319 { 13409 {
13320 foreach (UUID key in new List<UUID>(m_Notecards.Keys)) 13410 lock (m_Notecards)
13321 { 13411 {
13322 Notecard nc = m_Notecards[key]; 13412 foreach (UUID key in new List<UUID>(m_Notecards.Keys))
13323 if (nc.lastRef.AddSeconds(30) < DateTime.Now) 13413 {
13324 m_Notecards.Remove(key); 13414 Notecard nc = m_Notecards[key];
13415 if (nc.lastRef.AddSeconds(30) < DateTime.Now)
13416 m_Notecards.Remove(key);
13417 }
13325 } 13418 }
13326 } 13419 }
13327 } 13420 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
index ceb4660..1d6cb6d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LS_Api.cs
@@ -30,6 +30,7 @@ using System.Reflection;
30using System.Collections; 30using System.Collections;
31using System.Collections.Generic; 31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
33using System.Threading;
33using OpenMetaverse; 34using OpenMetaverse;
34using Nini.Config; 35using Nini.Config;
35using OpenSim; 36using OpenSim;
@@ -61,9 +62,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
61 internal bool m_LSFunctionsEnabled = false; 62 internal bool m_LSFunctionsEnabled = false;
62 internal IScriptModuleComms m_comms = null; 63 internal IScriptModuleComms m_comms = null;
63 64
64 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 65 public void Initialize(
66 IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
65 { 67 {
66 m_ScriptEngine = ScriptEngine; 68 m_ScriptEngine = scriptEngine;
67 m_host = host; 69 m_host = host;
68 70
69 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false)) 71 if (m_ScriptEngine.Config.GetBoolean("AllowLightShareFunctions", false))
@@ -92,10 +94,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
92 get { return m_ScriptEngine.World; } 94 get { return m_ScriptEngine.World; }
93 } 95 }
94 96
95 // 97 /// <summary>
96 //Dumps an error message on the debug console. 98 /// Dumps an error message on the debug console.
97 // 99 /// </summary>
98
99 internal void LSShoutError(string message) 100 internal void LSShoutError(string message)
100 { 101 {
101 if (message.Length > 1023) 102 if (message.Length > 1023)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs
index ee89f9d..bd776b6 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs
@@ -30,6 +30,8 @@ using System.Reflection;
30using System.Collections; 30using System.Collections;
31using System.Collections.Generic; 31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
33using System.Threading;
34using log4net;
33using OpenMetaverse; 35using OpenMetaverse;
34using Nini.Config; 36using Nini.Config;
35using OpenSim; 37using OpenSim;
@@ -55,15 +57,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
55 [Serializable] 57 [Serializable]
56 public class MOD_Api : MarshalByRefObject, IMOD_Api, IScriptApi 58 public class MOD_Api : MarshalByRefObject, IMOD_Api, IScriptApi
57 { 59 {
60// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
61
58 internal IScriptEngine m_ScriptEngine; 62 internal IScriptEngine m_ScriptEngine;
59 internal SceneObjectPart m_host; 63 internal SceneObjectPart m_host;
60 internal TaskInventoryItem m_item; 64 internal TaskInventoryItem m_item;
61 internal bool m_MODFunctionsEnabled = false; 65 internal bool m_MODFunctionsEnabled = false;
62 internal IScriptModuleComms m_comms = null; 66 internal IScriptModuleComms m_comms = null;
63 67
64 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 68 public void Initialize(
69 IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
65 { 70 {
66 m_ScriptEngine = ScriptEngine; 71 m_ScriptEngine = scriptEngine;
67 m_host = host; 72 m_host = host;
68 m_item = item; 73 m_item = item;
69 74
@@ -107,8 +112,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
107 if (message.Length > 1023) 112 if (message.Length > 1023)
108 message = message.Substring(0, 1023); 113 message = message.Substring(0, 1023);
109 114
110 World.SimChat(Utils.StringToBytes(message), 115 World.SimChat(
111 ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, true); 116 Utils.StringToBytes(message),
117 ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL,
118 m_host.ParentGroup.RootPart.AbsolutePosition, m_host.Name, m_host.UUID, false);
112 119
113 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>(); 120 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
114 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message); 121 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
@@ -122,6 +129,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
122 /// <returns>string result of the invocation</returns> 129 /// <returns>string result of the invocation</returns>
123 public void modInvokeN(string fname, params object[] parms) 130 public void modInvokeN(string fname, params object[] parms)
124 { 131 {
132// m_log.DebugFormat(
133// "[MOD API]: Invoking dynamic function {0}, args '{1}' with {2} return type",
134// fname,
135// string.Join(",", Array.ConvertAll<object, string>(parms, o => o.ToString())),
136// ((MethodInfo)MethodBase.GetCurrentMethod()).ReturnType);
137
125 Type returntype = m_comms.LookupReturnType(fname); 138 Type returntype = m_comms.LookupReturnType(fname);
126 if (returntype != typeof(void)) 139 if (returntype != typeof(void))
127 MODError(String.Format("return type mismatch for {0}",fname)); 140 MODError(String.Format("return type mismatch for {0}",fname));
@@ -131,6 +144,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
131 144
132 public LSL_String modInvokeS(string fname, params object[] parms) 145 public LSL_String modInvokeS(string fname, params object[] parms)
133 { 146 {
147// m_log.DebugFormat(
148// "[MOD API]: Invoking dynamic function {0}, args '{1}' with {2} return type",
149// fname,
150// string.Join(",", Array.ConvertAll<object, string>(parms, o => o.ToString())),
151// ((MethodInfo)MethodBase.GetCurrentMethod()).ReturnType);
152
134 Type returntype = m_comms.LookupReturnType(fname); 153 Type returntype = m_comms.LookupReturnType(fname);
135 if (returntype != typeof(string)) 154 if (returntype != typeof(string))
136 MODError(String.Format("return type mismatch for {0}",fname)); 155 MODError(String.Format("return type mismatch for {0}",fname));
@@ -141,6 +160,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
141 160
142 public LSL_Integer modInvokeI(string fname, params object[] parms) 161 public LSL_Integer modInvokeI(string fname, params object[] parms)
143 { 162 {
163// m_log.DebugFormat(
164// "[MOD API]: Invoking dynamic function {0}, args '{1}' with {2} return type",
165// fname,
166// string.Join(",", Array.ConvertAll<object, string>(parms, o => o.ToString())),
167// ((MethodInfo)MethodBase.GetCurrentMethod()).ReturnType);
168
144 Type returntype = m_comms.LookupReturnType(fname); 169 Type returntype = m_comms.LookupReturnType(fname);
145 if (returntype != typeof(int)) 170 if (returntype != typeof(int))
146 MODError(String.Format("return type mismatch for {0}",fname)); 171 MODError(String.Format("return type mismatch for {0}",fname));
@@ -151,6 +176,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
151 176
152 public LSL_Float modInvokeF(string fname, params object[] parms) 177 public LSL_Float modInvokeF(string fname, params object[] parms)
153 { 178 {
179// m_log.DebugFormat(
180// "[MOD API]: Invoking dynamic function {0}, args '{1}' with {2} return type",
181// fname,
182// string.Join(",", Array.ConvertAll<object, string>(parms, o => o.ToString())),
183// ((MethodInfo)MethodBase.GetCurrentMethod()).ReturnType);
184
154 Type returntype = m_comms.LookupReturnType(fname); 185 Type returntype = m_comms.LookupReturnType(fname);
155 if (returntype != typeof(float)) 186 if (returntype != typeof(float))
156 MODError(String.Format("return type mismatch for {0}",fname)); 187 MODError(String.Format("return type mismatch for {0}",fname));
@@ -161,6 +192,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
161 192
162 public LSL_Key modInvokeK(string fname, params object[] parms) 193 public LSL_Key modInvokeK(string fname, params object[] parms)
163 { 194 {
195// m_log.DebugFormat(
196// "[MOD API]: Invoking dynamic function {0}, args '{1}' with {2} return type",
197// fname,
198// string.Join(",", Array.ConvertAll<object, string>(parms, o => o.ToString())),
199// ((MethodInfo)MethodBase.GetCurrentMethod()).ReturnType);
200
164 Type returntype = m_comms.LookupReturnType(fname); 201 Type returntype = m_comms.LookupReturnType(fname);
165 if (returntype != typeof(UUID)) 202 if (returntype != typeof(UUID))
166 MODError(String.Format("return type mismatch for {0}",fname)); 203 MODError(String.Format("return type mismatch for {0}",fname));
@@ -171,6 +208,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
171 208
172 public LSL_Vector modInvokeV(string fname, params object[] parms) 209 public LSL_Vector modInvokeV(string fname, params object[] parms)
173 { 210 {
211// m_log.DebugFormat(
212// "[MOD API]: Invoking dynamic function {0}, args '{1}' with {2} return type",
213// fname,
214// string.Join(",", Array.ConvertAll<object, string>(parms, o => o.ToString())),
215// ((MethodInfo)MethodBase.GetCurrentMethod()).ReturnType);
216
174 Type returntype = m_comms.LookupReturnType(fname); 217 Type returntype = m_comms.LookupReturnType(fname);
175 if (returntype != typeof(OpenMetaverse.Vector3)) 218 if (returntype != typeof(OpenMetaverse.Vector3))
176 MODError(String.Format("return type mismatch for {0}",fname)); 219 MODError(String.Format("return type mismatch for {0}",fname));
@@ -181,6 +224,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
181 224
182 public LSL_Rotation modInvokeR(string fname, params object[] parms) 225 public LSL_Rotation modInvokeR(string fname, params object[] parms)
183 { 226 {
227// m_log.DebugFormat(
228// "[MOD API]: Invoking dynamic function {0}, args '{1}' with {2} return type",
229// fname,
230// string.Join(",", Array.ConvertAll<object, string>(parms, o => o.ToString())),
231// ((MethodInfo)MethodBase.GetCurrentMethod()).ReturnType);
232
184 Type returntype = m_comms.LookupReturnType(fname); 233 Type returntype = m_comms.LookupReturnType(fname);
185 if (returntype != typeof(OpenMetaverse.Quaternion)) 234 if (returntype != typeof(OpenMetaverse.Quaternion))
186 MODError(String.Format("return type mismatch for {0}",fname)); 235 MODError(String.Format("return type mismatch for {0}",fname));
@@ -191,6 +240,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
191 240
192 public LSL_List modInvokeL(string fname, params object[] parms) 241 public LSL_List modInvokeL(string fname, params object[] parms)
193 { 242 {
243// m_log.DebugFormat(
244// "[MOD API]: Invoking dynamic function {0}, args '{1}' with {2} return type",
245// fname,
246// string.Join(",", Array.ConvertAll<object, string>(parms, o => o.ToString())),
247// ((MethodInfo)MethodBase.GetCurrentMethod()).ReturnType);
248
194 Type returntype = m_comms.LookupReturnType(fname); 249 Type returntype = m_comms.LookupReturnType(fname);
195 if (returntype != typeof(object[])) 250 if (returntype != typeof(object[]))
196 MODError(String.Format("return type mismatch for {0}",fname)); 251 MODError(String.Format("return type mismatch for {0}",fname));
@@ -211,6 +266,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
211 { 266 {
212 llist[i] = new LSL_Float((float)result[i]); 267 llist[i] = new LSL_Float((float)result[i]);
213 } 268 }
269 else if (result[i] is double)
270 {
271 llist[i] = new LSL_Float((double)result[i]);
272 }
214 else if (result[i] is UUID) 273 else if (result[i] is UUID)
215 { 274 {
216 llist[i] = new LSL_Key(result[i].ToString()); 275 llist[i] = new LSL_Key(result[i].ToString());
@@ -248,6 +307,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
248 return ""; 307 return "";
249 } 308 }
250 309
310// m_log.DebugFormat(
311// "[MOD API]: Invoking dynamic function {0}, args '{1}' with {2} return type",
312// fname,
313// string.Join(",", Array.ConvertAll<object, string>(parms, o => o.ToString())),
314// ((MethodInfo)MethodBase.GetCurrentMethod()).ReturnType);
315
251 Type[] signature = m_comms.LookupTypeSignature(fname); 316 Type[] signature = m_comms.LookupTypeSignature(fname);
252 if (signature.Length != parms.Length) 317 if (signature.Length != parms.Length)
253 MODError(String.Format("wrong number of parameters to function {0}",fname)); 318 MODError(String.Format("wrong number of parameters to function {0}",fname));
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index 8aac33f..234ba34 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -143,9 +143,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
143 143
144 protected IUrlModule m_UrlModule = null; 144 protected IUrlModule m_UrlModule = null;
145 145
146 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 146 public void Initialize(
147 IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
147 { 148 {
148 m_ScriptEngine = ScriptEngine; 149 m_ScriptEngine = scriptEngine;
149 m_host = host; 150 m_host = host;
150 m_item = item; 151 m_item = item;
151 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false); 152 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
@@ -254,11 +255,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
254 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message); 255 wComm.DeliverMessage(ChatTypeEnum.Shout, ScriptBaseClass.DEBUG_CHANNEL, m_host.Name, m_host.UUID, message);
255 } 256 }
256 257
258 // Returns of the function is allowed. Throws a script exception if not allowed.
257 public void CheckThreatLevel(ThreatLevel level, string function) 259 public void CheckThreatLevel(ThreatLevel level, string function)
258 { 260 {
259 if (!m_OSFunctionsEnabled) 261 if (!m_OSFunctionsEnabled)
260 OSSLError(String.Format("{0} permission denied. All OS functions are disabled.", function)); // throws 262 OSSLError(String.Format("{0} permission denied. All OS functions are disabled.", function)); // throws
261 263
264 string reasonWhyNot = CheckThreatLevelTest(level, function);
265 if (!String.IsNullOrEmpty(reasonWhyNot))
266 {
267 OSSLError(reasonWhyNot);
268 }
269 }
270
271 // Check to see if function is allowed. Returns an empty string if function permitted
272 // or a string explaining why this function can't be used.
273 private string CheckThreatLevelTest(ThreatLevel level, string function)
274 {
262 if (!m_FunctionPerms.ContainsKey(function)) 275 if (!m_FunctionPerms.ContainsKey(function))
263 { 276 {
264 FunctionPerms perms = new FunctionPerms(); 277 FunctionPerms perms = new FunctionPerms();
@@ -338,10 +351,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
338 { 351 {
339 // Allow / disallow by threat level 352 // Allow / disallow by threat level
340 if (level > m_MaxThreatLevel) 353 if (level > m_MaxThreatLevel)
341 OSSLError( 354 return
342 String.Format( 355 String.Format(
343 "{0} permission denied. Allowed threat level is {1} but function threat level is {2}.", 356 "{0} permission denied. Allowed threat level is {1} but function threat level is {2}.",
344 function, m_MaxThreatLevel, level)); 357 function, m_MaxThreatLevel, level);
345 } 358 }
346 else 359 else
347 { 360 {
@@ -351,7 +364,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
351 if (m_FunctionPerms[function].AllowedOwners.Contains(m_host.OwnerID)) 364 if (m_FunctionPerms[function].AllowedOwners.Contains(m_host.OwnerID))
352 { 365 {
353 // prim owner is in the list of allowed owners 366 // prim owner is in the list of allowed owners
354 return; 367 return String.Empty;
355 } 368 }
356 369
357 UUID ownerID = m_item.OwnerID; 370 UUID ownerID = m_item.OwnerID;
@@ -359,22 +372,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
359 //OSSL only may be used if object is in the same group as the parcel 372 //OSSL only may be used if object is in the same group as the parcel
360 if (m_FunctionPerms[function].AllowedOwnerClasses.Contains("PARCEL_GROUP_MEMBER")) 373 if (m_FunctionPerms[function].AllowedOwnerClasses.Contains("PARCEL_GROUP_MEMBER"))
361 { 374 {
362 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); 375 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
363 376
364 if (land.LandData.GroupID == m_item.GroupID && land.LandData.GroupID != UUID.Zero) 377 if (land.LandData.GroupID == m_item.GroupID && land.LandData.GroupID != UUID.Zero)
365 { 378 {
366 return; 379 return String.Empty;
367 } 380 }
368 } 381 }
369 382
370 //Only Parcelowners may use the function 383 //Only Parcelowners may use the function
371 if (m_FunctionPerms[function].AllowedOwnerClasses.Contains("PARCEL_OWNER")) 384 if (m_FunctionPerms[function].AllowedOwnerClasses.Contains("PARCEL_OWNER"))
372 { 385 {
373 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y); 386 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
374 387
375 if (land.LandData.OwnerID == ownerID) 388 if (land.LandData.OwnerID == ownerID)
376 { 389 {
377 return; 390 return String.Empty;
378 } 391 }
379 } 392 }
380 393
@@ -384,7 +397,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
384 //Only Estate Managers may use the function 397 //Only Estate Managers may use the function
385 if (World.RegionInfo.EstateSettings.IsEstateManagerOrOwner(ownerID) && World.RegionInfo.EstateSettings.EstateOwner != ownerID) 398 if (World.RegionInfo.EstateSettings.IsEstateManagerOrOwner(ownerID) && World.RegionInfo.EstateSettings.EstateOwner != ownerID)
386 { 399 {
387 return; 400 return String.Empty;
388 } 401 }
389 } 402 }
390 403
@@ -393,25 +406,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
393 { 406 {
394 if (World.RegionInfo.EstateSettings.EstateOwner == ownerID) 407 if (World.RegionInfo.EstateSettings.EstateOwner == ownerID)
395 { 408 {
396 return; 409 return String.Empty;
397 } 410 }
398 } 411 }
399 412
400 if (!m_FunctionPerms[function].AllowedCreators.Contains(m_item.CreatorID)) 413 if (!m_FunctionPerms[function].AllowedCreators.Contains(m_item.CreatorID))
401 OSSLError( 414 return(
402 String.Format("{0} permission denied. Script creator is not in the list of users allowed to execute this function and prim owner also has no permission.", 415 String.Format("{0} permission denied. Script creator is not in the list of users allowed to execute this function and prim owner also has no permission.",
403 function)); 416 function));
404 417
405 if (m_item.CreatorID != ownerID) 418 if (m_item.CreatorID != ownerID)
406 { 419 {
407 if ((m_item.CurrentPermissions & (uint)PermissionMask.Modify) != 0) 420 if ((m_item.CurrentPermissions & (uint)PermissionMask.Modify) != 0)
408 OSSLError( 421 return String.Format("{0} permission denied. Script permissions error.", function);
409 String.Format("{0} permission denied. Script permissions error.",
410 function));
411 422
412 } 423 }
413 } 424 }
414 } 425 }
426 return String.Empty;
415 } 427 }
416 428
417 internal void OSSLDeprecated(string function, string replacement) 429 internal void OSSLDeprecated(string function, string replacement)
@@ -983,7 +995,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
983 if (animID == UUID.Zero) 995 if (animID == UUID.Zero)
984 target.Animator.RemoveAnimation(animation); 996 target.Animator.RemoveAnimation(animation);
985 else 997 else
986 target.Animator.RemoveAnimation(animID); 998 target.Animator.RemoveAnimation(animID, true);
987 } 999 }
988 } 1000 }
989 } 1001 }
@@ -1214,12 +1226,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1214 sunHour += 24.0; 1226 sunHour += 24.0;
1215 1227
1216 World.RegionInfo.RegionSettings.UseEstateSun = useEstateSun; 1228 World.RegionInfo.RegionSettings.UseEstateSun = useEstateSun;
1217 World.RegionInfo.RegionSettings.SunPosition = sunHour + 6; // LL Region Sun Hour is 6 to 30 1229 World.RegionInfo.RegionSettings.SunPosition = sunHour + 6; // LL Region Sun Hour is 6 to 30
1218 World.RegionInfo.RegionSettings.FixedSun = sunFixed; 1230 World.RegionInfo.RegionSettings.FixedSun = sunFixed;
1219 World.RegionInfo.RegionSettings.Save(); 1231 World.RegionInfo.RegionSettings.Save();
1220 1232
1221 World.EventManager.TriggerEstateToolsSunUpdate( 1233 World.EventManager.TriggerEstateToolsSunUpdate(World.RegionInfo.RegionHandle);
1222 World.RegionInfo.RegionHandle, sunFixed, useEstateSun, (float)sunHour);
1223 } 1234 }
1224 1235
1225 /// <summary> 1236 /// <summary>
@@ -1244,8 +1255,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1244 World.RegionInfo.EstateSettings.FixedSun = sunFixed; 1255 World.RegionInfo.EstateSettings.FixedSun = sunFixed;
1245 World.RegionInfo.EstateSettings.Save(); 1256 World.RegionInfo.EstateSettings.Save();
1246 1257
1247 World.EventManager.TriggerEstateToolsSunUpdate( 1258 World.EventManager.TriggerEstateToolsSunUpdate(World.RegionInfo.RegionHandle);
1248 World.RegionInfo.RegionHandle, sunFixed, World.RegionInfo.RegionSettings.UseEstateSun, (float)sunHour);
1249 } 1259 }
1250 1260
1251 /// <summary> 1261 /// <summary>
@@ -1501,8 +1511,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1501 1511
1502 m_host.AddScriptLPS(1); 1512 m_host.AddScriptLPS(1);
1503 1513
1504 ILandObject land 1514 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
1505 = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y);
1506 1515
1507 if (land.LandData.OwnerID != m_host.OwnerID) 1516 if (land.LandData.OwnerID != m_host.OwnerID)
1508 return; 1517 return;
@@ -1518,8 +1527,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1518 1527
1519 m_host.AddScriptLPS(1); 1528 m_host.AddScriptLPS(1);
1520 1529
1521 ILandObject land 1530 ILandObject land = World.LandChannel.GetLandObject(m_host.AbsolutePosition);
1522 = World.LandChannel.GetLandObject(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y);
1523 1531
1524 if (land.LandData.OwnerID != m_host.OwnerID) 1532 if (land.LandData.OwnerID != m_host.OwnerID)
1525 { 1533 {
@@ -1569,6 +1577,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1569 } 1577 }
1570 } 1578 }
1571 1579
1580 public string osGetPhysicsEngineType()
1581 {
1582 // High because it can be used to target attacks to known weaknesses
1583 // This would allow a new class of griefer scripts that don't even
1584 // require their user to know what they are doing (see script
1585 // kiddie)
1586 // Because it would be nice if scripts didn't blow up if the information
1587 // about the physics engine, this function returns an empty string if
1588 // the user does not have permission to see it. This as opposed to
1589 // throwing an exception.
1590 m_host.AddScriptLPS(1);
1591 string ret = String.Empty;
1592 if (String.IsNullOrEmpty(CheckThreatLevelTest(ThreatLevel.High, "osGetPhysicsEngineType")))
1593 {
1594 if (m_ScriptEngine.World.PhysicsScene != null)
1595 {
1596 ret = m_ScriptEngine.World.PhysicsScene.EngineType;
1597 // An old physics engine might have an uninitialized engine type
1598 if (ret == null)
1599 ret = "unknown";
1600 }
1601 }
1602
1603 return ret;
1604 }
1605
1572 public string osGetSimulatorVersion() 1606 public string osGetSimulatorVersion()
1573 { 1607 {
1574 // High because it can be used to target attacks to known weaknesses 1608 // High because it can be used to target attacks to known weaknesses
@@ -2136,9 +2170,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2136 CheckThreatLevel(ThreatLevel.Moderate, "osGetGridHomeURI"); 2170 CheckThreatLevel(ThreatLevel.Moderate, "osGetGridHomeURI");
2137 m_host.AddScriptLPS(1); 2171 m_host.AddScriptLPS(1);
2138 2172
2139 string HomeURI = String.Empty;
2140 IConfigSource config = m_ScriptEngine.ConfigSource; 2173 IConfigSource config = m_ScriptEngine.ConfigSource;
2174 string HomeURI = Util.GetConfigVarFromSections<string>(config, "HomeURI",
2175 new string[] { "Startup", "Hypergrid" }, String.Empty);
2176
2177 if (!string.IsNullOrEmpty(HomeURI))
2178 return HomeURI;
2141 2179
2180 // Legacy. Remove soon!
2142 if (config.Configs["LoginService"] != null) 2181 if (config.Configs["LoginService"] != null)
2143 HomeURI = config.Configs["LoginService"].GetString("SRV_HomeURI", HomeURI); 2182 HomeURI = config.Configs["LoginService"].GetString("SRV_HomeURI", HomeURI);
2144 2183
@@ -2153,9 +2192,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2153 CheckThreatLevel(ThreatLevel.Moderate, "osGetGridGatekeeperURI"); 2192 CheckThreatLevel(ThreatLevel.Moderate, "osGetGridGatekeeperURI");
2154 m_host.AddScriptLPS(1); 2193 m_host.AddScriptLPS(1);
2155 2194
2156 string gatekeeperURI = String.Empty;
2157 IConfigSource config = m_ScriptEngine.ConfigSource; 2195 IConfigSource config = m_ScriptEngine.ConfigSource;
2196 string gatekeeperURI = Util.GetConfigVarFromSections<string>(config, "GatekeeperURI",
2197 new string[] { "Startup", "Hypergrid" }, String.Empty);
2198
2199 if (!string.IsNullOrEmpty(gatekeeperURI))
2200 return gatekeeperURI;
2158 2201
2202 // Legacy. Remove soon!
2159 if (config.Configs["GridService"] != null) 2203 if (config.Configs["GridService"] != null)
2160 gatekeeperURI = config.Configs["GridService"].GetString("Gatekeeper", gatekeeperURI); 2204 gatekeeperURI = config.Configs["GridService"].GetString("Gatekeeper", gatekeeperURI);
2161 2205
@@ -2532,13 +2576,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2532 ScenePresence sp = World.GetScenePresence(npcId); 2576 ScenePresence sp = World.GetScenePresence(npcId);
2533 2577
2534 if (sp != null) 2578 if (sp != null)
2535 { 2579 return new LSL_Vector(sp.AbsolutePosition);
2536 Vector3 pos = sp.AbsolutePosition;
2537 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2538 }
2539 } 2580 }
2540 2581
2541 return new LSL_Vector(0, 0, 0); 2582 return Vector3.Zero;
2542 } 2583 }
2543 2584
2544 public void osNpcMoveTo(LSL_Key npc, LSL_Vector pos) 2585 public void osNpcMoveTo(LSL_Key npc, LSL_Vector pos)
@@ -2595,21 +2636,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2595 { 2636 {
2596 UUID npcId; 2637 UUID npcId;
2597 if (!UUID.TryParse(npc.m_string, out npcId)) 2638 if (!UUID.TryParse(npc.m_string, out npcId))
2598 return new LSL_Rotation(Quaternion.Identity.X, Quaternion.Identity.Y, Quaternion.Identity.Z, Quaternion.Identity.W); 2639 return new LSL_Rotation(Quaternion.Identity);
2599 2640
2600 if (!npcModule.CheckPermissions(npcId, m_host.OwnerID)) 2641 if (!npcModule.CheckPermissions(npcId, m_host.OwnerID))
2601 return new LSL_Rotation(Quaternion.Identity.X, Quaternion.Identity.Y, Quaternion.Identity.Z, Quaternion.Identity.W); 2642 return new LSL_Rotation(Quaternion.Identity);
2602 2643
2603 ScenePresence sp = World.GetScenePresence(npcId); 2644 ScenePresence sp = World.GetScenePresence(npcId);
2604 2645
2605 if (sp != null) 2646 if (sp != null)
2606 { 2647 return new LSL_Rotation(sp.GetWorldRotation());
2607 Quaternion rot = sp.Rotation;
2608 return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
2609 }
2610 } 2648 }
2611 2649
2612 return new LSL_Rotation(Quaternion.Identity.X, Quaternion.Identity.Y, Quaternion.Identity.Z, Quaternion.Identity.W); 2650 return Quaternion.Identity;
2613 } 2651 }
2614 2652
2615 public void osNpcSetRot(LSL_Key npc, LSL_Rotation rotation) 2653 public void osNpcSetRot(LSL_Key npc, LSL_Rotation rotation)
@@ -3055,20 +3093,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3055 3093
3056 UUID avatarId = new UUID(avatar); 3094 UUID avatarId = new UUID(avatar);
3057 ScenePresence presence = World.GetScenePresence(avatarId); 3095 ScenePresence presence = World.GetScenePresence(avatarId);
3058 Vector3 pos = m_host.GetWorldPosition(); 3096
3059 bool result = World.ScriptDanger(m_host.LocalId, new Vector3((float)pos.X, (float)pos.Y, (float)pos.Z)); 3097 if (presence != null && World.ScriptDanger(m_host.LocalId, m_host.GetWorldPosition()))
3060 if (result)
3061 { 3098 {
3062 if (presence != null) 3099 float health = presence.Health;
3063 { 3100 health += (float)healing;
3064 float health = presence.Health; 3101
3065 health += (float)healing; 3102 if (health >= 100)
3066 if (health >= 100) 3103 health = 100;
3067 { 3104
3068 health = 100; 3105 presence.setHealthWithUpdate(health);
3069 }
3070 presence.setHealthWithUpdate(health);
3071 }
3072 } 3106 }
3073 } 3107 }
3074 3108
@@ -3145,8 +3179,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3145 if (avatar != null && avatar.UUID != m_host.OwnerID) 3179 if (avatar != null && avatar.UUID != m_host.OwnerID)
3146 { 3180 {
3147 result.Add(new LSL_String(avatar.UUID.ToString())); 3181 result.Add(new LSL_String(avatar.UUID.ToString()));
3148 OpenMetaverse.Vector3 ap = avatar.AbsolutePosition; 3182 result.Add(new LSL_Vector(avatar.AbsolutePosition));
3149 result.Add(new LSL_Vector(ap.X, ap.Y, ap.Z));
3150 result.Add(new LSL_String(avatar.Name)); 3183 result.Add(new LSL_String(avatar.Name));
3151 } 3184 }
3152 }); 3185 });
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 4dd795d..884f07c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -42,6 +42,29 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
42 { 42 {
43// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 43// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
44 44
45 /// <summary>
46 /// Used by one-off and repeated sensors
47 /// </summary>
48 public class SensorInfo
49 {
50 public uint localID;
51 public UUID itemID;
52 public double interval;
53 public DateTime next;
54
55 public string name;
56 public UUID keyID;
57 public int type;
58 public double range;
59 public double arc;
60 public SceneObjectPart host;
61
62 public SensorInfo Clone()
63 {
64 return (SensorInfo)this.MemberwiseClone();
65 }
66 }
67
45 public AsyncCommandManager m_CmdManager; 68 public AsyncCommandManager m_CmdManager;
46 69
47 /// <summary> 70 /// <summary>
@@ -78,24 +101,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
78 private int maximumToReturn = 16; 101 private int maximumToReturn = 16;
79 102
80 // 103 //
81 // SenseRepeater and Sensors
82 //
83 private class SenseRepeatClass
84 {
85 public uint localID;
86 public UUID itemID;
87 public double interval;
88 public DateTime next;
89
90 public string name;
91 public UUID keyID;
92 public int type;
93 public double range;
94 public double arc;
95 public SceneObjectPart host;
96 }
97
98 //
99 // Sensed entity 104 // Sensed entity
100 // 105 //
101 private class SensedEntity : IComparable 106 private class SensedEntity : IComparable
@@ -127,7 +132,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
127 /// 132 ///
128 /// Always lock SenseRepeatListLock when updating this list. 133 /// Always lock SenseRepeatListLock when updating this list.
129 /// </remarks> 134 /// </remarks>
130 private List<SenseRepeatClass> SenseRepeaters = new List<SenseRepeatClass>(); 135 private List<SensorInfo> SenseRepeaters = new List<SensorInfo>();
131 private object SenseRepeatListLock = new object(); 136 private object SenseRepeatListLock = new object();
132 137
133 public void SetSenseRepeatEvent(uint m_localID, UUID m_itemID, 138 public void SetSenseRepeatEvent(uint m_localID, UUID m_itemID,
@@ -141,7 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
141 return; 146 return;
142 147
143 // Add to timer 148 // Add to timer
144 SenseRepeatClass ts = new SenseRepeatClass(); 149 SensorInfo ts = new SensorInfo();
145 ts.localID = m_localID; 150 ts.localID = m_localID;
146 ts.itemID = m_itemID; 151 ts.itemID = m_itemID;
147 ts.interval = sec; 152 ts.interval = sec;
@@ -160,11 +165,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
160 AddSenseRepeater(ts); 165 AddSenseRepeater(ts);
161 } 166 }
162 167
163 private void AddSenseRepeater(SenseRepeatClass senseRepeater) 168 private void AddSenseRepeater(SensorInfo senseRepeater)
164 { 169 {
165 lock (SenseRepeatListLock) 170 lock (SenseRepeatListLock)
166 { 171 {
167 List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>(SenseRepeaters); 172 List<SensorInfo> newSenseRepeaters = new List<SensorInfo>(SenseRepeaters);
168 newSenseRepeaters.Add(senseRepeater); 173 newSenseRepeaters.Add(senseRepeater);
169 SenseRepeaters = newSenseRepeaters; 174 SenseRepeaters = newSenseRepeaters;
170 } 175 }
@@ -175,8 +180,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
175 // Remove from timer 180 // Remove from timer
176 lock (SenseRepeatListLock) 181 lock (SenseRepeatListLock)
177 { 182 {
178 List<SenseRepeatClass> newSenseRepeaters = new List<SenseRepeatClass>(); 183 List<SensorInfo> newSenseRepeaters = new List<SensorInfo>();
179 foreach (SenseRepeatClass ts in SenseRepeaters) 184 foreach (SensorInfo ts in SenseRepeaters)
180 { 185 {
181 if (ts.localID != m_localID || ts.itemID != m_itemID) 186 if (ts.localID != m_localID || ts.itemID != m_itemID)
182 { 187 {
@@ -191,7 +196,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
191 public void CheckSenseRepeaterEvents() 196 public void CheckSenseRepeaterEvents()
192 { 197 {
193 // Go through all timers 198 // Go through all timers
194 foreach (SenseRepeatClass ts in SenseRepeaters) 199 foreach (SensorInfo ts in SenseRepeaters)
195 { 200 {
196 // Time has passed? 201 // Time has passed?
197 if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime()) 202 if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime())
@@ -208,7 +213,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
208 double range, double arc, SceneObjectPart host) 213 double range, double arc, SceneObjectPart host)
209 { 214 {
210 // Add to timer 215 // Add to timer
211 SenseRepeatClass ts = new SenseRepeatClass(); 216 SensorInfo ts = new SensorInfo();
212 ts.localID = m_localID; 217 ts.localID = m_localID;
213 ts.itemID = m_itemID; 218 ts.itemID = m_itemID;
214 ts.interval = 0; 219 ts.interval = 0;
@@ -224,7 +229,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
224 SensorSweep(ts); 229 SensorSweep(ts);
225 } 230 }
226 231
227 private void SensorSweep(SenseRepeatClass ts) 232 private void SensorSweep(SensorInfo ts)
228 { 233 {
229 if (ts.host == null) 234 if (ts.host == null)
230 { 235 {
@@ -300,7 +305,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
300 } 305 }
301 } 306 }
302 307
303 private List<SensedEntity> doObjectSensor(SenseRepeatClass ts) 308 private List<SensedEntity> doObjectSensor(SensorInfo ts)
304 { 309 {
305 List<EntityBase> Entities; 310 List<EntityBase> Entities;
306 List<SensedEntity> sensedEntities = new List<SensedEntity>(); 311 List<SensedEntity> sensedEntities = new List<SensedEntity>();
@@ -451,7 +456,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
451 return sensedEntities; 456 return sensedEntities;
452 } 457 }
453 458
454 private List<SensedEntity> doAgentSensor(SenseRepeatClass ts) 459 private List<SensedEntity> doAgentSensor(SensorInfo ts)
455 { 460 {
456 List<SensedEntity> sensedEntities = new List<SensedEntity>(); 461 List<SensedEntity> sensedEntities = new List<SensedEntity>();
457 462
@@ -630,7 +635,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
630 { 635 {
631 List<Object> data = new List<Object>(); 636 List<Object> data = new List<Object>();
632 637
633 foreach (SenseRepeatClass ts in SenseRepeaters) 638 foreach (SensorInfo ts in SenseRepeaters)
634 { 639 {
635 if (ts.itemID == itemID) 640 if (ts.itemID == itemID)
636 { 641 {
@@ -660,7 +665,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
660 665
661 while (idx < data.Length) 666 while (idx < data.Length)
662 { 667 {
663 SenseRepeatClass ts = new SenseRepeatClass(); 668 SensorInfo ts = new SensorInfo();
664 669
665 ts.localID = localID; 670 ts.localID = localID;
666 ts.itemID = itemID; 671 ts.itemID = itemID;
@@ -681,5 +686,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
681 idx += 6; 686 idx += 6;
682 } 687 }
683 } 688 }
689
690 public List<SensorInfo> GetSensorInfo()
691 {
692 List<SensorInfo> retList = new List<SensorInfo>();
693
694 lock (SenseRepeatListLock)
695 {
696 foreach (SensorInfo i in SenseRepeaters)
697 retList.Add(i.Clone());
698 }
699
700 return retList;
701 }
684 } 702 }
685} 703}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index 9ee6946..68aacd2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -35,6 +35,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
35{ 35{
36 public class Timer 36 public class Timer
37 { 37 {
38 public class TimerInfo
39 {
40 public uint localID;
41 public UUID itemID;
42 //public double interval;
43 public long interval;
44 //public DateTime next;
45 public long next;
46
47 public TimerInfo Clone()
48 {
49 return (TimerInfo)this.MemberwiseClone();
50 }
51 }
52
38 public AsyncCommandManager m_CmdManager; 53 public AsyncCommandManager m_CmdManager;
39 54
40 public int TimersCount 55 public int TimersCount
@@ -59,17 +74,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
59 return localID.ToString() + itemID.ToString(); 74 return localID.ToString() + itemID.ToString();
60 } 75 }
61 76
62 private class TimerClass 77 private Dictionary<string,TimerInfo> Timers = new Dictionary<string,TimerInfo>();
63 {
64 public uint localID;
65 public UUID itemID;
66 //public double interval;
67 public long interval;
68 //public DateTime next;
69 public long next;
70 }
71
72 private Dictionary<string,TimerClass> Timers = new Dictionary<string,TimerClass>();
73 private object TimerListLock = new object(); 78 private object TimerListLock = new object();
74 79
75 public void SetTimerEvent(uint m_localID, UUID m_itemID, double sec) 80 public void SetTimerEvent(uint m_localID, UUID m_itemID, double sec)
@@ -81,7 +86,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
81 } 86 }
82 87
83 // Add to timer 88 // Add to timer
84 TimerClass ts = new TimerClass(); 89 TimerInfo ts = new TimerInfo();
85 ts.localID = m_localID; 90 ts.localID = m_localID;
86 ts.itemID = m_itemID; 91 ts.itemID = m_itemID;
87 ts.interval = Convert.ToInt64(sec * 10000000); // How many 100 nanoseconds (ticks) should we wait 92 ts.interval = Convert.ToInt64(sec * 10000000); // How many 100 nanoseconds (ticks) should we wait
@@ -118,14 +123,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
118 if (Timers.Count == 0) 123 if (Timers.Count == 0)
119 return; 124 return;
120 125
121 Dictionary<string, TimerClass>.ValueCollection tvals; 126 Dictionary<string, TimerInfo>.ValueCollection tvals;
122 lock (TimerListLock) 127 lock (TimerListLock)
123 { 128 {
124 // Go through all timers 129 // Go through all timers
125 tvals = Timers.Values; 130 tvals = Timers.Values;
126 } 131 }
127 132
128 foreach (TimerClass ts in tvals) 133 foreach (TimerInfo ts in tvals)
129 { 134 {
130 // Time has passed? 135 // Time has passed?
131 if (ts.next < DateTime.Now.Ticks) 136 if (ts.next < DateTime.Now.Ticks)
@@ -149,8 +154,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
149 154
150 lock (TimerListLock) 155 lock (TimerListLock)
151 { 156 {
152 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 157 Dictionary<string, TimerInfo>.ValueCollection tvals = Timers.Values;
153 foreach (TimerClass ts in tvals) 158 foreach (TimerInfo ts in tvals)
154 { 159 {
155 if (ts.itemID == itemID) 160 if (ts.itemID == itemID)
156 { 161 {
@@ -169,7 +174,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
169 174
170 while (idx < data.Length) 175 while (idx < data.Length)
171 { 176 {
172 TimerClass ts = new TimerClass(); 177 TimerInfo ts = new TimerInfo();
173 178
174 ts.localID = localID; 179 ts.localID = localID;
175 ts.itemID = itemID; 180 ts.itemID = itemID;
@@ -183,5 +188,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
183 } 188 }
184 } 189 }
185 } 190 }
191
192 public List<TimerInfo> GetTimersInfo()
193 {
194 List<TimerInfo> retList = new List<TimerInfo>();
195
196 lock (TimerListLock)
197 {
198 foreach (TimerInfo i in Timers.Values)
199 retList.Add(i.Clone());
200 }
201
202 return retList;
203 }
186 } 204 }
187} 205}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Properties/AssemblyInfo.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Properties/AssemblyInfo.cs
index d173db0..6d218a6 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 8aa1249..a652cb8 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -259,6 +259,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
259 259
260 string osGetScriptEngineName(); 260 string osGetScriptEngineName();
261 string osGetSimulatorVersion(); 261 string osGetSimulatorVersion();
262 string osGetPhysicsEngineType();
262 Hashtable osParseJSON(string JSON); 263 Hashtable osParseJSON(string JSON);
263 264
264 void osMessageObject(key objectUUID,string message); 265 void osMessageObject(key objectUUID,string message);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index 0dd5a57..da3b31f 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -557,6 +557,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
557 public const int OBJECT_SERVER_COST = 14; 557 public const int OBJECT_SERVER_COST = 14;
558 public const int OBJECT_STREAMING_COST = 15; 558 public const int OBJECT_STREAMING_COST = 15;
559 public const int OBJECT_PHYSICS_COST = 16; 559 public const int OBJECT_PHYSICS_COST = 16;
560 public const int OBJECT_CHARACTER_TIME = 17;
561 public const int OBJECT_ROOT = 18;
562 public const int OBJECT_ATTACHED_POINT = 19;
563 public const int OBJECT_PATHFINDING_TYPE = 20;
564 public const int OBJECT_PHYSICS = 21;
565 public const int OBJECT_PHANTOM = 22;
566 public const int OBJECT_TEMP_ON_REZ = 23;
567
568 // Pathfinding types
569 public const int OPT_OTHER = -1;
570 public const int OPT_LEGACY_LINKSET = 0;
571 public const int OPT_AVATAR = 1;
572 public const int OPT_CHARACTER = 2;
573 public const int OPT_WALKABLE = 3;
574 public const int OPT_STATIC_OBSTACLE = 4;
575 public const int OPT_MATERIAL_VOLUME = 5;
576 public const int OPT_EXCLUSION_VOLUME = 6;
560 577
561 // for llGetAgentList 578 // for llGetAgentList
562 public const int AGENT_LIST_PARCEL = 1; 579 public const int AGENT_LIST_PARCEL = 1;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs
index 95dff18..b63773b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/OSSL_Stub.cs
@@ -420,6 +420,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
420 return m_OSSL_Functions.osGetScriptEngineName(); 420 return m_OSSL_Functions.osGetScriptEngineName();
421 } 421 }
422 422
423 public string osGetPhysicsEngineType()
424 {
425 return m_OSSL_Functions.osGetPhysicsEngineType();
426 }
427
423 public string osGetSimulatorVersion() 428 public string osGetSimulatorVersion()
424 { 429 {
425 return m_OSSL_Functions.osGetSimulatorVersion(); 430 return m_OSSL_Functions.osGetSimulatorVersion();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Properties/AssemblyInfo.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Properties/AssemblyInfo.cs
index 573a803..b1825ac 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33[assembly: AssemblyFileVersion("1.0.0.0")]
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/YieldProlog/Properties/AssemblyInfo.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/YieldProlog/Properties/AssemblyInfo.cs
index f6d5d41..342dbff 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/YieldProlog/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/YieldProlog/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33[assembly: AssemblyFileVersion("1.0.0.0")]
diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs
index 97dd0f6..9e32f40 100644
--- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs
@@ -31,7 +31,6 @@ using System.Collections.Generic;
31using System.Reflection; 31using System.Reflection;
32using log4net; 32using log4net;
33using Tools; 33using Tools;
34
35using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
36 35
37namespace OpenSim.Region.ScriptEngine.Shared.CodeTools 36namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
@@ -49,6 +48,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
49 private List<string> m_warnings = new List<string>(); 48 private List<string> m_warnings = new List<string>();
50 private IScriptModuleComms m_comms = null; 49 private IScriptModuleComms m_comms = null;
51 50
51 private bool m_insertCoopTerminationChecks;
52 private static string m_coopTerminationCheck = "opensim_reserved_CheckForCoopTermination();";
53
54 /// <summary>
55 /// Keep a record of the previous node when we do the parsing.
56 /// </summary>
57 /// <remarks>
58 /// We do this here because the parser generated by CSTools does not retain a reference to its parent node.
59 /// The previous node is required so we can correctly insert co-op termination checks when required.
60 /// </remarks>
61// private SYMBOL m_previousNode;
62
52 /// <summary> 63 /// <summary>
53 /// Creates an 'empty' CSCodeGenerator instance. 64 /// Creates an 'empty' CSCodeGenerator instance.
54 /// </summary> 65 /// </summary>
@@ -58,9 +69,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
58 ResetCounters(); 69 ResetCounters();
59 } 70 }
60 71
61 public CSCodeGenerator(IScriptModuleComms comms) 72 public CSCodeGenerator(IScriptModuleComms comms, bool insertCoopTerminationChecks)
62 { 73 {
63 m_comms = comms; 74 m_comms = comms;
75 m_insertCoopTerminationChecks = insertCoopTerminationChecks;
64 ResetCounters(); 76 ResetCounters();
65 } 77 }
66 78
@@ -155,7 +167,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
155 // here's the payload 167 // here's the payload
156 retstr += GenerateLine(); 168 retstr += GenerateLine();
157 foreach (SYMBOL s in m_astRoot.kids) 169 foreach (SYMBOL s in m_astRoot.kids)
158 retstr += GenerateNode(s); 170 retstr += GenerateNode(m_astRoot, s);
159 171
160 // close braces! 172 // close braces!
161 m_braceCount--; 173 m_braceCount--;
@@ -165,7 +177,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
165 177
166 // Removes all carriage return characters which may be generated in Windows platform. Is there 178 // Removes all carriage return characters which may be generated in Windows platform. Is there
167 // cleaner way of doing this? 179 // cleaner way of doing this?
168 retstr=retstr.Replace("\r", ""); 180 retstr = retstr.Replace("\r", "");
169 181
170 return retstr; 182 return retstr;
171 } 183 }
@@ -191,9 +203,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
191 /// Recursively called to generate each type of node. Will generate this 203 /// Recursively called to generate each type of node. Will generate this
192 /// node, then all it's children. 204 /// node, then all it's children.
193 /// </summary> 205 /// </summary>
206 /// <param name="previousSymbol">The parent node.</param>
194 /// <param name="s">The current node to generate code for.</param> 207 /// <param name="s">The current node to generate code for.</param>
195 /// <returns>String containing C# code for SYMBOL s.</returns> 208 /// <returns>String containing C# code for SYMBOL s.</returns>
196 private string GenerateNode(SYMBOL s) 209 private string GenerateNode(SYMBOL previousSymbol, SYMBOL s)
197 { 210 {
198 string retstr = String.Empty; 211 string retstr = String.Empty;
199 212
@@ -207,11 +220,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
207 else if (s is State) 220 else if (s is State)
208 retstr += GenerateState((State) s); 221 retstr += GenerateState((State) s);
209 else if (s is CompoundStatement) 222 else if (s is CompoundStatement)
210 retstr += GenerateCompoundStatement((CompoundStatement) s); 223 retstr += GenerateCompoundStatement(previousSymbol, (CompoundStatement) s);
211 else if (s is Declaration) 224 else if (s is Declaration)
212 retstr += GenerateDeclaration((Declaration) s); 225 retstr += GenerateDeclaration((Declaration) s);
213 else if (s is Statement) 226 else if (s is Statement)
214 retstr += GenerateStatement((Statement) s); 227 retstr += GenerateStatement(previousSymbol, (Statement) s);
215 else if (s is ReturnStatement) 228 else if (s is ReturnStatement)
216 retstr += GenerateReturnStatement((ReturnStatement) s); 229 retstr += GenerateReturnStatement((ReturnStatement) s);
217 else if (s is JumpLabel) 230 else if (s is JumpLabel)
@@ -261,7 +274,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
261 else 274 else
262 { 275 {
263 foreach (SYMBOL kid in s.kids) 276 foreach (SYMBOL kid in s.kids)
264 retstr += GenerateNode(kid); 277 retstr += GenerateNode(s, kid);
265 } 278 }
266 279
267 return retstr; 280 return retstr;
@@ -295,7 +308,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
295 retstr += GenerateLine(")"); 308 retstr += GenerateLine(")");
296 309
297 foreach (SYMBOL kid in remainingKids) 310 foreach (SYMBOL kid in remainingKids)
298 retstr += GenerateNode(kid); 311 retstr += GenerateNode(gf, kid);
299 312
300 return retstr; 313 return retstr;
301 } 314 }
@@ -312,7 +325,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
312 foreach (SYMBOL s in gv.kids) 325 foreach (SYMBOL s in gv.kids)
313 { 326 {
314 retstr += Indent(); 327 retstr += Indent();
315 retstr += GenerateNode(s); 328 retstr += GenerateNode(gv, s);
316 retstr += GenerateLine(";"); 329 retstr += GenerateLine(";");
317 } 330 }
318 331
@@ -365,7 +378,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
365 retstr += GenerateLine(")"); 378 retstr += GenerateLine(")");
366 379
367 foreach (SYMBOL kid in remainingKids) 380 foreach (SYMBOL kid in remainingKids)
368 retstr += GenerateNode(kid); 381 retstr += GenerateNode(se, kid);
369 382
370 return retstr; 383 return retstr;
371 } 384 }
@@ -404,7 +417,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
404 417
405 foreach (SYMBOL s in al.kids) 418 foreach (SYMBOL s in al.kids)
406 { 419 {
407 retstr += GenerateNode(s); 420 retstr += GenerateNode(al, s);
408 if (0 < comma--) 421 if (0 < comma--)
409 retstr += Generate(", "); 422 retstr += Generate(", ");
410 } 423 }
@@ -417,7 +430,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
417 /// </summary> 430 /// </summary>
418 /// <param name="cs">The CompoundStatement node.</param> 431 /// <param name="cs">The CompoundStatement node.</param>
419 /// <returns>String containing C# code for CompoundStatement cs.</returns> 432 /// <returns>String containing C# code for CompoundStatement cs.</returns>
420 private string GenerateCompoundStatement(CompoundStatement cs) 433 private string GenerateCompoundStatement(SYMBOL previousSymbol, CompoundStatement cs)
421 { 434 {
422 string retstr = String.Empty; 435 string retstr = String.Empty;
423 436
@@ -425,8 +438,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
425 retstr += GenerateIndentedLine("{"); 438 retstr += GenerateIndentedLine("{");
426 m_braceCount++; 439 m_braceCount++;
427 440
441 if (m_insertCoopTerminationChecks)
442 {
443 // We have to check in event functions as well because the user can manually call these.
444 if (previousSymbol is GlobalFunctionDefinition
445 || previousSymbol is WhileStatement
446 || previousSymbol is DoWhileStatement
447 || previousSymbol is ForLoop
448 || previousSymbol is StateEvent)
449 retstr += GenerateIndentedLine(m_coopTerminationCheck);
450 }
451
428 foreach (SYMBOL kid in cs.kids) 452 foreach (SYMBOL kid in cs.kids)
429 retstr += GenerateNode(kid); 453 retstr += GenerateNode(cs, kid);
430 454
431 // closing brace 455 // closing brace
432 m_braceCount--; 456 m_braceCount--;
@@ -450,10 +474,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
450 /// </summary> 474 /// </summary>
451 /// <param name="s">The Statement node.</param> 475 /// <param name="s">The Statement node.</param>
452 /// <returns>String containing C# code for Statement s.</returns> 476 /// <returns>String containing C# code for Statement s.</returns>
453 private string GenerateStatement(Statement s) 477 private string GenerateStatement(SYMBOL previousSymbol, Statement s)
454 { 478 {
455 string retstr = String.Empty; 479 string retstr = String.Empty;
456 bool printSemicolon = true; 480 bool printSemicolon = true;
481 bool transformToBlock = false;
482
483 if (m_insertCoopTerminationChecks)
484 {
485 // A non-braced single line do while structure cannot contain multiple statements.
486 // So to insert the termination check we change this to a braced control structure instead.
487 if (previousSymbol is WhileStatement
488 || previousSymbol is DoWhileStatement
489 || previousSymbol is ForLoop)
490 {
491 transformToBlock = true;
492
493 // FIXME: This will be wrongly indented because the previous for/while/dowhile will have already indented.
494 retstr += GenerateIndentedLine("{");
495
496 retstr += GenerateIndentedLine(m_coopTerminationCheck);
497 }
498 }
457 499
458 retstr += Indent(); 500 retstr += Indent();
459 501
@@ -466,12 +508,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
466 // (MONO) error. 508 // (MONO) error.
467 if (!(s.kids.Top is IdentExpression && 1 == s.kids.Count)) 509 if (!(s.kids.Top is IdentExpression && 1 == s.kids.Count))
468 foreach (SYMBOL kid in s.kids) 510 foreach (SYMBOL kid in s.kids)
469 retstr += GenerateNode(kid); 511 retstr += GenerateNode(s, kid);
470 } 512 }
471 513
472 if (printSemicolon) 514 if (printSemicolon)
473 retstr += GenerateLine(";"); 515 retstr += GenerateLine(";");
474 516
517 if (transformToBlock)
518 {
519 // FIXME: This will be wrongly indented because the for/while/dowhile is currently handling the unindent
520 retstr += GenerateIndentedLine("}");
521 }
522
475 return retstr; 523 return retstr;
476 } 524 }
477 525
@@ -487,10 +535,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
487 List<string> identifiers = new List<string>(); 535 List<string> identifiers = new List<string>();
488 checkForMultipleAssignments(identifiers, a); 536 checkForMultipleAssignments(identifiers, a);
489 537
490 retstr += GenerateNode((SYMBOL) a.kids.Pop()); 538 retstr += GenerateNode(a, (SYMBOL) a.kids.Pop());
491 retstr += Generate(String.Format(" {0} ", a.AssignmentType), a); 539 retstr += Generate(String.Format(" {0} ", a.AssignmentType), a);
492 foreach (SYMBOL kid in a.kids) 540 foreach (SYMBOL kid in a.kids)
493 retstr += GenerateNode(kid); 541 retstr += GenerateNode(a, kid);
494 542
495 return retstr; 543 return retstr;
496 } 544 }
@@ -563,7 +611,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
563 retstr += Generate("return ", rs); 611 retstr += Generate("return ", rs);
564 612
565 foreach (SYMBOL kid in rs.kids) 613 foreach (SYMBOL kid in rs.kids)
566 retstr += GenerateNode(kid); 614 retstr += GenerateNode(rs, kid);
567 615
568 return retstr; 616 return retstr;
569 } 617 }
@@ -575,7 +623,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
575 /// <returns>String containing C# code for JumpLabel jl.</returns> 623 /// <returns>String containing C# code for JumpLabel jl.</returns>
576 private string GenerateJumpLabel(JumpLabel jl) 624 private string GenerateJumpLabel(JumpLabel jl)
577 { 625 {
578 return Generate(String.Format("{0}:", CheckName(jl.LabelName)), jl) + " NoOp();\n"; 626 string labelStatement;
627
628 if (m_insertCoopTerminationChecks)
629 labelStatement = m_coopTerminationCheck + "\n";
630 else
631 labelStatement = "NoOp();\n";
632
633 return Generate(String.Format("{0}: ", CheckName(jl.LabelName)), jl) + labelStatement;
579 } 634 }
580 635
581 /// <summary> 636 /// <summary>
@@ -598,14 +653,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
598 string retstr = String.Empty; 653 string retstr = String.Empty;
599 654
600 retstr += GenerateIndented("if (", ifs); 655 retstr += GenerateIndented("if (", ifs);
601 retstr += GenerateNode((SYMBOL) ifs.kids.Pop()); 656 retstr += GenerateNode(ifs, (SYMBOL) ifs.kids.Pop());
602 retstr += GenerateLine(")"); 657 retstr += GenerateLine(")");
603 658
604 // CompoundStatement handles indentation itself but we need to do it 659 // CompoundStatement handles indentation itself but we need to do it
605 // otherwise. 660 // otherwise.
606 bool indentHere = ifs.kids.Top is Statement; 661 bool indentHere = ifs.kids.Top is Statement;
607 if (indentHere) m_braceCount++; 662 if (indentHere) m_braceCount++;
608 retstr += GenerateNode((SYMBOL) ifs.kids.Pop()); 663 retstr += GenerateNode(ifs, (SYMBOL) ifs.kids.Pop());
609 if (indentHere) m_braceCount--; 664 if (indentHere) m_braceCount--;
610 665
611 if (0 < ifs.kids.Count) // do it again for an else 666 if (0 < ifs.kids.Count) // do it again for an else
@@ -614,7 +669,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
614 669
615 indentHere = ifs.kids.Top is Statement; 670 indentHere = ifs.kids.Top is Statement;
616 if (indentHere) m_braceCount++; 671 if (indentHere) m_braceCount++;
617 retstr += GenerateNode((SYMBOL) ifs.kids.Pop()); 672 retstr += GenerateNode(ifs, (SYMBOL) ifs.kids.Pop());
618 if (indentHere) m_braceCount--; 673 if (indentHere) m_braceCount--;
619 } 674 }
620 675
@@ -641,14 +696,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
641 string retstr = String.Empty; 696 string retstr = String.Empty;
642 697
643 retstr += GenerateIndented("while (", ws); 698 retstr += GenerateIndented("while (", ws);
644 retstr += GenerateNode((SYMBOL) ws.kids.Pop()); 699 retstr += GenerateNode(ws, (SYMBOL) ws.kids.Pop());
645 retstr += GenerateLine(")"); 700 retstr += GenerateLine(")");
646 701
647 // CompoundStatement handles indentation itself but we need to do it 702 // CompoundStatement handles indentation itself but we need to do it
648 // otherwise. 703 // otherwise.
649 bool indentHere = ws.kids.Top is Statement; 704 bool indentHere = ws.kids.Top is Statement;
650 if (indentHere) m_braceCount++; 705 if (indentHere) m_braceCount++;
651 retstr += GenerateNode((SYMBOL) ws.kids.Pop()); 706 retstr += GenerateNode(ws, (SYMBOL) ws.kids.Pop());
652 if (indentHere) m_braceCount--; 707 if (indentHere) m_braceCount--;
653 708
654 return retstr; 709 return retstr;
@@ -669,11 +724,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
669 // otherwise. 724 // otherwise.
670 bool indentHere = dws.kids.Top is Statement; 725 bool indentHere = dws.kids.Top is Statement;
671 if (indentHere) m_braceCount++; 726 if (indentHere) m_braceCount++;
672 retstr += GenerateNode((SYMBOL) dws.kids.Pop()); 727 retstr += GenerateNode(dws, (SYMBOL) dws.kids.Pop());
673 if (indentHere) m_braceCount--; 728 if (indentHere) m_braceCount--;
674 729
675 retstr += GenerateIndented("while (", dws); 730 retstr += GenerateIndented("while (", dws);
676 retstr += GenerateNode((SYMBOL) dws.kids.Pop()); 731 retstr += GenerateNode(dws, (SYMBOL) dws.kids.Pop());
677 retstr += GenerateLine(");"); 732 retstr += GenerateLine(");");
678 733
679 return retstr; 734 return retstr;
@@ -702,7 +757,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
702 retstr += Generate("; "); 757 retstr += Generate("; ");
703 // for (x = 0; x < 10; x++) 758 // for (x = 0; x < 10; x++)
704 // ^^^^^^ 759 // ^^^^^^
705 retstr += GenerateNode((SYMBOL) fl.kids.Pop()); 760 retstr += GenerateNode(fl, (SYMBOL) fl.kids.Pop());
706 retstr += Generate("; "); 761 retstr += Generate("; ");
707 // for (x = 0; x < 10; x++) 762 // for (x = 0; x < 10; x++)
708 // ^^^ 763 // ^^^
@@ -713,7 +768,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
713 // otherwise. 768 // otherwise.
714 bool indentHere = fl.kids.Top is Statement; 769 bool indentHere = fl.kids.Top is Statement;
715 if (indentHere) m_braceCount++; 770 if (indentHere) m_braceCount++;
716 retstr += GenerateNode((SYMBOL) fl.kids.Pop()); 771 retstr += GenerateNode(fl, (SYMBOL) fl.kids.Pop());
717 if (indentHere) m_braceCount--; 772 if (indentHere) m_braceCount--;
718 773
719 return retstr; 774 return retstr;
@@ -758,7 +813,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
758 while (s is ParenthesisExpression) 813 while (s is ParenthesisExpression)
759 s = (SYMBOL)s.kids.Pop(); 814 s = (SYMBOL)s.kids.Pop();
760 815
761 retstr += GenerateNode(s); 816 retstr += GenerateNode(fls, s);
762 if (0 < comma--) 817 if (0 < comma--)
763 retstr += Generate(", "); 818 retstr += Generate(", ");
764 } 819 }
@@ -779,20 +834,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
779 { 834 {
780 // special case handling for logical and/or, see Mantis 3174 835 // special case handling for logical and/or, see Mantis 3174
781 retstr += "((bool)("; 836 retstr += "((bool)(";
782 retstr += GenerateNode((SYMBOL)be.kids.Pop()); 837 retstr += GenerateNode(be, (SYMBOL)be.kids.Pop());
783 retstr += "))"; 838 retstr += "))";
784 retstr += Generate(String.Format(" {0} ", be.ExpressionSymbol.Substring(0,1)), be); 839 retstr += Generate(String.Format(" {0} ", be.ExpressionSymbol.Substring(0,1)), be);
785 retstr += "((bool)("; 840 retstr += "((bool)(";
786 foreach (SYMBOL kid in be.kids) 841 foreach (SYMBOL kid in be.kids)
787 retstr += GenerateNode(kid); 842 retstr += GenerateNode(be, kid);
788 retstr += "))"; 843 retstr += "))";
789 } 844 }
790 else 845 else
791 { 846 {
792 retstr += GenerateNode((SYMBOL)be.kids.Pop()); 847 retstr += GenerateNode(be, (SYMBOL)be.kids.Pop());
793 retstr += Generate(String.Format(" {0} ", be.ExpressionSymbol), be); 848 retstr += Generate(String.Format(" {0} ", be.ExpressionSymbol), be);
794 foreach (SYMBOL kid in be.kids) 849 foreach (SYMBOL kid in be.kids)
795 retstr += GenerateNode(kid); 850 retstr += GenerateNode(be, kid);
796 } 851 }
797 852
798 return retstr; 853 return retstr;
@@ -808,7 +863,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
808 string retstr = String.Empty; 863 string retstr = String.Empty;
809 864
810 retstr += Generate(ue.UnarySymbol, ue); 865 retstr += Generate(ue.UnarySymbol, ue);
811 retstr += GenerateNode((SYMBOL) ue.kids.Pop()); 866 retstr += GenerateNode(ue, (SYMBOL) ue.kids.Pop());
812 867
813 return retstr; 868 return retstr;
814 } 869 }
@@ -824,7 +879,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
824 879
825 retstr += Generate("("); 880 retstr += Generate("(");
826 foreach (SYMBOL kid in pe.kids) 881 foreach (SYMBOL kid in pe.kids)
827 retstr += GenerateNode(kid); 882 retstr += GenerateNode(pe, kid);
828 retstr += Generate(")"); 883 retstr += Generate(")");
829 884
830 return retstr; 885 return retstr;
@@ -861,7 +916,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
861 916
862 // we wrap all typecasted statements in parentheses 917 // we wrap all typecasted statements in parentheses
863 retstr += Generate(String.Format("({0}) (", te.TypecastType), te); 918 retstr += Generate(String.Format("({0}) (", te.TypecastType), te);
864 retstr += GenerateNode((SYMBOL) te.kids.Pop()); 919 retstr += GenerateNode(te, (SYMBOL) te.kids.Pop());
865 retstr += Generate(")"); 920 retstr += Generate(")");
866 921
867 return retstr; 922 return retstr;
@@ -931,7 +986,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
931 } 986 }
932 987
933 foreach (SYMBOL kid in fc.kids) 988 foreach (SYMBOL kid in fc.kids)
934 retstr += GenerateNode(kid); 989 retstr += GenerateNode(fc, kid);
935 990
936 retstr += Generate(")"); 991 retstr += Generate(")");
937 992
@@ -980,11 +1035,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
980 string retstr = String.Empty; 1035 string retstr = String.Empty;
981 1036
982 retstr += Generate(String.Format("new {0}(", vc.Type), vc); 1037 retstr += Generate(String.Format("new {0}(", vc.Type), vc);
983 retstr += GenerateNode((SYMBOL) vc.kids.Pop()); 1038 retstr += GenerateNode(vc, (SYMBOL) vc.kids.Pop());
984 retstr += Generate(", "); 1039 retstr += Generate(", ");
985 retstr += GenerateNode((SYMBOL) vc.kids.Pop()); 1040 retstr += GenerateNode(vc, (SYMBOL) vc.kids.Pop());
986 retstr += Generate(", "); 1041 retstr += Generate(", ");
987 retstr += GenerateNode((SYMBOL) vc.kids.Pop()); 1042 retstr += GenerateNode(vc, (SYMBOL) vc.kids.Pop());
988 retstr += Generate(")"); 1043 retstr += Generate(")");
989 1044
990 return retstr; 1045 return retstr;
@@ -1000,13 +1055,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
1000 string retstr = String.Empty; 1055 string retstr = String.Empty;
1001 1056
1002 retstr += Generate(String.Format("new {0}(", rc.Type), rc); 1057 retstr += Generate(String.Format("new {0}(", rc.Type), rc);
1003 retstr += GenerateNode((SYMBOL) rc.kids.Pop()); 1058 retstr += GenerateNode(rc, (SYMBOL) rc.kids.Pop());
1004 retstr += Generate(", "); 1059 retstr += Generate(", ");
1005 retstr += GenerateNode((SYMBOL) rc.kids.Pop()); 1060 retstr += GenerateNode(rc, (SYMBOL) rc.kids.Pop());
1006 retstr += Generate(", "); 1061 retstr += Generate(", ");
1007 retstr += GenerateNode((SYMBOL) rc.kids.Pop()); 1062 retstr += GenerateNode(rc, (SYMBOL) rc.kids.Pop());
1008 retstr += Generate(", "); 1063 retstr += Generate(", ");
1009 retstr += GenerateNode((SYMBOL) rc.kids.Pop()); 1064 retstr += GenerateNode(rc, (SYMBOL) rc.kids.Pop());
1010 retstr += Generate(")"); 1065 retstr += Generate(")");
1011 1066
1012 return retstr; 1067 return retstr;
@@ -1024,7 +1079,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
1024 retstr += Generate(String.Format("new {0}(", lc.Type), lc); 1079 retstr += Generate(String.Format("new {0}(", lc.Type), lc);
1025 1080
1026 foreach (SYMBOL kid in lc.kids) 1081 foreach (SYMBOL kid in lc.kids)
1027 retstr += GenerateNode(kid); 1082 retstr += GenerateNode(lc, kid);
1028 1083
1029 retstr += Generate(")"); 1084 retstr += Generate(")");
1030 1085
diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs
index 03be2ab..b71afe3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs
@@ -72,6 +72,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
72 private bool CompileWithDebugInformation; 72 private bool CompileWithDebugInformation;
73 private Dictionary<string, bool> AllowedCompilers = new Dictionary<string, bool>(StringComparer.CurrentCultureIgnoreCase); 73 private Dictionary<string, bool> AllowedCompilers = new Dictionary<string, bool>(StringComparer.CurrentCultureIgnoreCase);
74 private Dictionary<string, enumCompileType> LanguageMapping = new Dictionary<string, enumCompileType>(StringComparer.CurrentCultureIgnoreCase); 74 private Dictionary<string, enumCompileType> LanguageMapping = new Dictionary<string, enumCompileType>(StringComparer.CurrentCultureIgnoreCase);
75 private bool m_insertCoopTerminationCalls;
75 76
76 private string FilePrefix; 77 private string FilePrefix;
77 private string ScriptEnginesPath = null; 78 private string ScriptEnginesPath = null;
@@ -95,20 +96,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
95 private Dictionary<string, Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>>> m_lineMaps = 96 private Dictionary<string, Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>>> m_lineMaps =
96 new Dictionary<string, Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>>>(); 97 new Dictionary<string, Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>>>();
97 98
99 public bool in_startup = true;
100
98 public Compiler(IScriptEngine scriptEngine) 101 public Compiler(IScriptEngine scriptEngine)
99 { 102 {
100 m_scriptEngine = scriptEngine;; 103 m_scriptEngine = scriptEngine;
101 ScriptEnginesPath = scriptEngine.ScriptEnginePath; 104 ScriptEnginesPath = scriptEngine.ScriptEnginePath;
102 ReadConfig(); 105 ReadConfig();
103 } 106 }
104 107
105 public bool in_startup = true;
106 public void ReadConfig() 108 public void ReadConfig()
107 { 109 {
108 // Get some config 110 // Get some config
109 WriteScriptSourceToDebugFile = m_scriptEngine.Config.GetBoolean("WriteScriptSourceToDebugFile", false); 111 WriteScriptSourceToDebugFile = m_scriptEngine.Config.GetBoolean("WriteScriptSourceToDebugFile", false);
110 CompileWithDebugInformation = m_scriptEngine.Config.GetBoolean("CompileWithDebugInformation", true); 112 CompileWithDebugInformation = m_scriptEngine.Config.GetBoolean("CompileWithDebugInformation", true);
111 bool DeleteScriptsOnStartup = m_scriptEngine.Config.GetBoolean("DeleteScriptsOnStartup", true); 113 bool DeleteScriptsOnStartup = m_scriptEngine.Config.GetBoolean("DeleteScriptsOnStartup", true);
114 m_insertCoopTerminationCalls = m_scriptEngine.Config.GetString("ScriptStopStrategy", "abort") == "co-op";
112 115
113 // Get file prefix from scriptengine name and make it file system safe: 116 // Get file prefix from scriptengine name and make it file system safe:
114 FilePrefix = "CommonCompiler"; 117 FilePrefix = "CommonCompiler";
@@ -386,7 +389,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
386 if (language == enumCompileType.lsl) 389 if (language == enumCompileType.lsl)
387 { 390 {
388 // Its LSL, convert it to C# 391 // Its LSL, convert it to C#
389 LSL_Converter = (ICodeConverter)new CSCodeGenerator(comms); 392 LSL_Converter = (ICodeConverter)new CSCodeGenerator(comms, m_insertCoopTerminationCalls);
390 compileScript = LSL_Converter.Convert(Script); 393 compileScript = LSL_Converter.Convert(Script);
391 394
392 // copy converter warnings into our warnings. 395 // copy converter warnings into our warnings.
@@ -411,16 +414,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
411 { 414 {
412 case enumCompileType.cs: 415 case enumCompileType.cs:
413 case enumCompileType.lsl: 416 case enumCompileType.lsl:
414 compileScript = CreateCSCompilerScript(compileScript); 417 compileScript = CreateCSCompilerScript(
418 compileScript,
419 m_scriptEngine.ScriptClassName,
420 m_scriptEngine.ScriptBaseClassName,
421 m_scriptEngine.ScriptBaseClassParameters);
415 break; 422 break;
416 case enumCompileType.vb: 423 case enumCompileType.vb:
417 compileScript = CreateVBCompilerScript(compileScript); 424 compileScript = CreateVBCompilerScript(
425 compileScript, m_scriptEngine.ScriptClassName, m_scriptEngine.ScriptBaseClassName);
418 break; 426 break;
419// case enumCompileType.js: 427// case enumCompileType.js:
420// compileScript = CreateJSCompilerScript(compileScript); 428// compileScript = CreateJSCompilerScript(compileScript, m_scriptEngine.ScriptBaseClassName);
421// break; 429// break;
422 case enumCompileType.yp: 430 case enumCompileType.yp:
423 compileScript = CreateYPCompilerScript(compileScript); 431 compileScript = CreateYPCompilerScript(
432 compileScript, m_scriptEngine.ScriptClassName,m_scriptEngine.ScriptBaseClassName);
424 break; 433 break;
425 } 434 }
426 435
@@ -451,43 +460,60 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
451// return compileScript; 460// return compileScript;
452// } 461// }
453 462
454 private static string CreateCSCompilerScript(string compileScript) 463 private static string CreateCSCompilerScript(
464 string compileScript, string className, string baseClassName, ParameterInfo[] constructorParameters)
455 { 465 {
456 compileScript = String.Empty + 466 compileScript = string.Format(
457 "using OpenSim.Region.ScriptEngine.Shared; using System.Collections.Generic;\r\n" + 467@"using OpenSim.Region.ScriptEngine.Shared;
458 String.Empty + "namespace SecondLife { " + 468using System.Collections.Generic;
459 String.Empty + "public class Script : OpenSim.Region.ScriptEngine.Shared.ScriptBase.ScriptBaseClass { \r\n" + 469
460 @"public Script() { } " + 470namespace SecondLife
461 compileScript + 471{{
462 "} }\r\n"; 472 public class {0} : {1}
473 {{
474 public {0}({2}) : base({3}) {{}}
475{4}
476 }}
477}}",
478 className,
479 baseClassName,
480 constructorParameters != null
481 ? string.Join(", ", Array.ConvertAll<ParameterInfo, string>(constructorParameters, pi => pi.ToString()))
482 : "",
483 constructorParameters != null
484 ? string.Join(", ", Array.ConvertAll<ParameterInfo, string>(constructorParameters, pi => pi.Name))
485 : "",
486 compileScript);
487
463 return compileScript; 488 return compileScript;
464 } 489 }
465 490
466 private static string CreateYPCompilerScript(string compileScript) 491 private static string CreateYPCompilerScript(string compileScript, string className, string baseClassName)
467 { 492 {
468 compileScript = String.Empty + 493 compileScript = String.Empty +
469 "using OpenSim.Region.ScriptEngine.Shared.YieldProlog; " + 494 "using OpenSim.Region.ScriptEngine.Shared.YieldProlog; " +
470 "using OpenSim.Region.ScriptEngine.Shared; using System.Collections.Generic;\r\n" + 495 "using OpenSim.Region.ScriptEngine.Shared; using System.Collections.Generic;\r\n" +
471 String.Empty + "namespace SecondLife { " + 496 String.Empty + "namespace SecondLife { " +
472 String.Empty + "public class Script : OpenSim.Region.ScriptEngine.Shared.ScriptBase.ScriptBaseClass { \r\n" + 497 String.Empty + "public class " + className + " : " + baseClassName + " { \r\n" +
473 //@"public Script() { } " + 498 //@"public Script() { } " +
474 @"static OpenSim.Region.ScriptEngine.Shared.YieldProlog.YP YP=null; " + 499 @"static OpenSim.Region.ScriptEngine.Shared.YieldProlog.YP YP=null; " +
475 @"public Script() { YP= new OpenSim.Region.ScriptEngine.Shared.YieldProlog.YP(); } " + 500 @"public " + className + "() { YP= new OpenSim.Region.ScriptEngine.Shared.YieldProlog.YP(); } " +
476
477 compileScript + 501 compileScript +
478 "} }\r\n"; 502 "} }\r\n";
503
479 return compileScript; 504 return compileScript;
480 } 505 }
481 506
482 private static string CreateVBCompilerScript(string compileScript) 507 private static string CreateVBCompilerScript(string compileScript, string className, string baseClassName)
483 { 508 {
484 compileScript = String.Empty + 509 compileScript = String.Empty +
485 "Imports OpenSim.Region.ScriptEngine.Shared: Imports System.Collections.Generic: " + 510 "Imports OpenSim.Region.ScriptEngine.Shared: Imports System.Collections.Generic: " +
486 String.Empty + "NameSpace SecondLife:" + 511 String.Empty + "NameSpace SecondLife:" +
487 String.Empty + "Public Class Script: Inherits OpenSim.Region.ScriptEngine.Shared.ScriptBase.ScriptBaseClass: " + 512 String.Empty + "Public Class " + className + ": Inherits " + baseClassName +
488 "\r\nPublic Sub New()\r\nEnd Sub: " + 513 "\r\nPublic Sub New()\r\nEnd Sub: " +
489 compileScript + 514 compileScript +
490 ":End Class :End Namespace\r\n"; 515 ":End Class :End Namespace\r\n";
516
491 return compileScript; 517 return compileScript;
492 } 518 }
493 519
@@ -549,6 +575,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
549 parameters.ReferencedAssemblies.Add(Path.Combine(rootPath, 575 parameters.ReferencedAssemblies.Add(Path.Combine(rootPath,
550 "OpenMetaverseTypes.dll")); 576 "OpenMetaverseTypes.dll"));
551 577
578 if (m_scriptEngine.ScriptReferencedAssemblies != null)
579 Array.ForEach<string>(
580 m_scriptEngine.ScriptReferencedAssemblies,
581 a => parameters.ReferencedAssemblies.Add(Path.Combine(rootPath, a)));
582
552 if (lang == enumCompileType.yp) 583 if (lang == enumCompileType.yp)
553 { 584 {
554 parameters.ReferencedAssemblies.Add(Path.Combine(rootPath, 585 parameters.ReferencedAssemblies.Add(Path.Combine(rootPath,
@@ -631,13 +662,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
631 { 662 {
632 string severity = CompErr.IsWarning ? "Warning" : "Error"; 663 string severity = CompErr.IsWarning ? "Warning" : "Error";
633 664
634 KeyValuePair<int, int> lslPos; 665 KeyValuePair<int, int> errorPos;
635 666
636 // Show 5 errors max, but check entire list for errors 667 // Show 5 errors max, but check entire list for errors
637 668
638 if (severity == "Error") 669 if (severity == "Error")
639 { 670 {
640 lslPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]); 671 // C# scripts will not have a linemap since theres no line translation involved.
672 if (!m_lineMaps.ContainsKey(assembly))
673 errorPos = new KeyValuePair<int, int>(CompErr.Line, CompErr.Column);
674 else
675 errorPos = FindErrorPosition(CompErr.Line, CompErr.Column, m_lineMaps[assembly]);
676
641 string text = CompErr.ErrorText; 677 string text = CompErr.ErrorText;
642 678
643 // Use LSL type names 679 // Use LSL type names
@@ -647,7 +683,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
647 // The Second Life viewer's script editor begins 683 // The Second Life viewer's script editor begins
648 // countingn lines and columns at 0, so we subtract 1. 684 // countingn lines and columns at 0, so we subtract 1.
649 errtext += String.Format("({0},{1}): {4} {2}: {3}\n", 685 errtext += String.Format("({0},{1}): {4} {2}: {3}\n",
650 lslPos.Key - 1, lslPos.Value - 1, 686 errorPos.Key - 1, errorPos.Value - 1,
651 CompErr.ErrorNumber, text, severity); 687 CompErr.ErrorNumber, text, severity);
652 hadErrors = true; 688 hadErrors = true;
653 } 689 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Properties/AssemblyInfo.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Properties/AssemblyInfo.cs
index c65caa8..5b5c4fd 100644
--- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CSCodeGeneratorTest.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CSCodeGeneratorTest.cs
index 7763619..77e087c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CSCodeGeneratorTest.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CSCodeGeneratorTest.cs
@@ -39,7 +39,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools.Tests
39 /// The generated C# code is compared against the expected C# code. 39 /// The generated C# code is compared against the expected C# code.
40 /// </summary> 40 /// </summary>
41 [TestFixture] 41 [TestFixture]
42 public class CSCodeGeneratorTest 42 public class CSCodeGeneratorTest : OpenSimTestCase
43 { 43 {
44 [Test] 44 [Test]
45 public void TestDefaultState() 45 public void TestDefaultState()
diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CompilerTest.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CompilerTest.cs
index 1fa6954..05a8756 100644
--- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CompilerTest.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/Tests/CompilerTest.cs
@@ -41,7 +41,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools.Tests
41 /// the LSL source. 41 /// the LSL source.
42 /// </summary> 42 /// </summary>
43 [TestFixture] 43 [TestFixture]
44 public class CompilerTest 44 public class CompilerTest : OpenSimTestCase
45 { 45 {
46 private string m_testDir; 46 private string m_testDir;
47 private CSharpCodeProvider m_CSCodeProvider; 47 private CSharpCodeProvider m_CSCodeProvider;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 22804f5..e44a106 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -82,6 +82,24 @@ namespace OpenSim.Region.ScriptEngine.Shared
82 } 82 }
83 } 83 }
84 84
85 /// <summary>
86 /// Used to signal when the script is stopping in co-operation with the script engine
87 /// (instead of through Thread.Abort()).
88 /// </summary>
89 [Serializable]
90 public class ScriptCoopStopException : Exception
91 {
92 public ScriptCoopStopException()
93 {
94 }
95
96 protected ScriptCoopStopException(
97 SerializationInfo info,
98 StreamingContext context)
99 {
100 }
101 }
102
85 public class DetectParams 103 public class DetectParams
86 { 104 {
87 public const int AGENT = 1; 105 public const int AGENT = 1;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/Properties/AssemblyInfo.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/Properties/AssemblyInfo.cs
index 470e1a1..48964b6 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 771db0c..26850c4 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -94,6 +94,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
94 private UUID m_CurrentStateHash; 94 private UUID m_CurrentStateHash;
95 private UUID m_RegionID; 95 private UUID m_RegionID;
96 96
97 public int DebugLevel { get; set; }
98
97 public Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> LineMap { get; set; } 99 public Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> LineMap { get; set; }
98 100
99 private Dictionary<string,IScriptApi> m_Apis = new Dictionary<string,IScriptApi>(); 101 private Dictionary<string,IScriptApi> m_Apis = new Dictionary<string,IScriptApi>();
@@ -156,6 +158,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
156 158
157 public UUID AppDomain { get; set; } 159 public UUID AppDomain { get; set; }
158 160
161 public SceneObjectPart Part { get; private set; }
162
159 public string PrimName { get; private set; } 163 public string PrimName { get; private set; }
160 164
161 public string ScriptName { get; private set; } 165 public string ScriptName { get; private set; }
@@ -174,6 +178,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
174 178
175 public Queue EventQueue { get; private set; } 179 public Queue EventQueue { get; private set; }
176 180
181 public long EventsQueued
182 {
183 get
184 {
185 lock (EventQueue)
186 return EventQueue.Count;
187 }
188 }
189
190 public long EventsProcessed { get; private set; }
191
177 public int StartParam { get; set; } 192 public int StartParam { get; set; }
178 193
179 public TaskInventoryItem ScriptTask { get; private set; } 194 public TaskInventoryItem ScriptTask { get; private set; }
@@ -186,66 +201,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
186 201
187 public static readonly long MaxMeasurementPeriod = 30 * TimeSpan.TicksPerMinute; 202 public static readonly long MaxMeasurementPeriod = 30 * TimeSpan.TicksPerMinute;
188 203
204 private bool m_coopTermination;
205
206 private EventWaitHandle m_coopSleepHandle;
207
189 public void ClearQueue() 208 public void ClearQueue()
190 { 209 {
191 m_TimerQueued = false; 210 m_TimerQueued = false;
192 EventQueue.Clear(); 211 EventQueue.Clear();
193 } 212 }
194 213
195 public ScriptInstance(IScriptEngine engine, SceneObjectPart part, 214 public ScriptInstance(
196 UUID itemID, UUID assetID, string assembly, 215 IScriptEngine engine, SceneObjectPart part, TaskInventoryItem item,
197 AppDomain dom, string primName, string scriptName, 216 int startParam, bool postOnRez,
198 int startParam, bool postOnRez, StateSource stateSource, 217 int maxScriptQueue)
199 int maxScriptQueue)
200 { 218 {
201 State = "default"; 219 State = "default";
202 EventQueue = new Queue(32); 220 EventQueue = new Queue(32);
203 221
204 Engine = engine; 222 Engine = engine;
205 LocalID = part.LocalId; 223 Part = part;
206 ObjectID = part.UUID; 224 ScriptTask = item;
207 RootLocalID = part.ParentGroup.LocalId; 225
208 RootObjectID = part.ParentGroup.UUID; 226 // This is currently only here to allow regression tests to get away without specifying any inventory
209 ItemID = itemID; 227 // item when they are testing script logic that doesn't require an item.
210 AssetID = assetID; 228 if (ScriptTask != null)
211 PrimName = primName; 229 {
212 ScriptName = scriptName; 230 ScriptName = ScriptTask.Name;
213 m_Assembly = assembly; 231 ItemID = ScriptTask.ItemID;
232 AssetID = ScriptTask.AssetID;
233 }
234
235 PrimName = part.ParentGroup.Name;
214 StartParam = startParam; 236 StartParam = startParam;
215 m_MaxScriptQueue = maxScriptQueue; 237 m_MaxScriptQueue = maxScriptQueue;
216 m_stateSource = stateSource;
217 m_postOnRez = postOnRez; 238 m_postOnRez = postOnRez;
218 m_AttachedAvatar = part.ParentGroup.AttachedAvatar; 239 m_AttachedAvatar = part.ParentGroup.AttachedAvatar;
219 m_RegionID = part.ParentGroup.Scene.RegionInfo.RegionID; 240 m_RegionID = part.ParentGroup.Scene.RegionInfo.RegionID;
220 241
221 if (part != null) 242 if (Engine.Config.GetString("ScriptStopStrategy", "abort") == "co-op")
222 { 243 {
223 part.TaskInventory.LockItemsForRead(true); 244 m_coopTermination = true;
224 if (part.TaskInventory.ContainsKey(ItemID)) 245 m_coopSleepHandle = new AutoResetEvent(false);
225 {
226 ScriptTask = part.TaskInventory[ItemID];
227 }
228 part.TaskInventory.LockItemsForRead(false);
229 } 246 }
247 }
248
249 /// <summary>
250 /// Load the script from an assembly into an AppDomain.
251 /// </summary>
252 /// <param name='dom'></param>
253 /// <param name='assembly'></param>
254 /// <param name='stateSource'></param>
255 /// <returns>false if load failed, true if suceeded</returns>
256 public bool Load(AppDomain dom, string assembly, StateSource stateSource)
257 {
258 m_Assembly = assembly;
259 m_stateSource = stateSource;
230 260
231 ApiManager am = new ApiManager(); 261 ApiManager am = new ApiManager();
232 262
233 foreach (string api in am.GetApis()) 263 foreach (string api in am.GetApis())
234 { 264 {
235 m_Apis[api] = am.CreateApi(api); 265 m_Apis[api] = am.CreateApi(api);
236 m_Apis[api].Initialize(engine, part, ScriptTask); 266 m_Apis[api].Initialize(Engine, Part, ScriptTask, m_coopSleepHandle);
237 } 267 }
238 268
239 try 269 try
240 { 270 {
271 object[] constructorParams;
272
273 Assembly scriptAssembly = dom.Load(Path.GetFileNameWithoutExtension(assembly));
274 Type scriptType = scriptAssembly.GetType("SecondLife.XEngineScript");
275
276 if (scriptType != null)
277 {
278 constructorParams = new object[] { m_coopSleepHandle };
279 }
280 else if (!m_coopTermination)
281 {
282 scriptType = scriptAssembly.GetType("SecondLife.Script");
283 constructorParams = null;
284 }
285 else
286 {
287 m_log.ErrorFormat(
288 "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. You must remove all existing {6}* script DLL files before using enabling co-op termination"
289 + ", either by setting DeleteScriptsOnStartup = true in [XEngine] for one run"
290 + " or by deleting these files manually.",
291 ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, assembly);
292
293 return false;
294 }
295
296// m_log.DebugFormat(
297// "[SCRIPT INSTANCE]: Looking to load {0} from assembly {1} in {2}",
298// scriptType.FullName, Path.GetFileNameWithoutExtension(assembly), Engine.World.Name);
299
241 if (dom != System.AppDomain.CurrentDomain) 300 if (dom != System.AppDomain.CurrentDomain)
242 m_Script = (IScript)dom.CreateInstanceAndUnwrap( 301 m_Script
302 = (IScript)dom.CreateInstanceAndUnwrap(
243 Path.GetFileNameWithoutExtension(assembly), 303 Path.GetFileNameWithoutExtension(assembly),
244 "SecondLife.Script"); 304 scriptType.FullName,
305 false,
306 BindingFlags.Default,
307 null,
308 constructorParams,
309 null,
310 null,
311 null);
245 else 312 else
246 m_Script = (IScript)Assembly.Load( 313 m_Script
247 Path.GetFileNameWithoutExtension(assembly)).CreateInstance( 314 = (IScript)scriptAssembly.CreateInstance(
248 "SecondLife.Script"); 315 scriptType.FullName,
316 false,
317 BindingFlags.Default,
318 null,
319 constructorParams,
320 null,
321 null);
249 322
250 //ILease lease = (ILease)RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass); 323 //ILease lease = (ILease)RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass);
251 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass); 324 //RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass);
@@ -254,8 +327,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
254 catch (Exception e) 327 catch (Exception e)
255 { 328 {
256 m_log.ErrorFormat( 329 m_log.ErrorFormat(
257 "[SCRIPT INSTANCE]: Error loading assembly {0}. Exception {1}{2}", 330 "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Error loading assembly {6}. Exception {7}{8}",
258 assembly, e.Message, e.StackTrace); 331 ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, assembly, e.Message, e.StackTrace);
332
333 return false;
259 } 334 }
260 335
261 try 336 try
@@ -267,16 +342,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
267 342
268// // m_log.Debug("[Script] Script instance created"); 343// // m_log.Debug("[Script] Script instance created");
269 344
270 part.SetScriptEvents(ItemID, 345 Part.SetScriptEvents(ItemID,
271 (int)m_Script.GetStateEventFlags(State)); 346 (int)m_Script.GetStateEventFlags(State));
272 } 347 }
273 catch (Exception e) 348 catch (Exception e)
274 { 349 {
275 m_log.ErrorFormat( 350 m_log.ErrorFormat(
276 "[SCRIPT INSTANCE]: Error loading script instance from assembly {0}. Exception {1}{2}", 351 "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Error initializing script instance. Exception {6}{7}",
277 assembly, e.Message, e.StackTrace); 352 ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, e.Message, e.StackTrace);
278 353
279 return; 354 return false;
280 } 355 }
281 356
282 m_SaveState = true; 357 m_SaveState = true;
@@ -309,7 +384,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
309 384
310// m_log.DebugFormat("[Script] Successfully retrieved state for script {0}.{1}", PrimName, m_ScriptName); 385// m_log.DebugFormat("[Script] Successfully retrieved state for script {0}.{1}", PrimName, m_ScriptName);
311 386
312 part.SetScriptEvents(ItemID, 387 Part.SetScriptEvents(ItemID,
313 (int)m_Script.GetStateEventFlags(State)); 388 (int)m_Script.GetStateEventFlags(State));
314 389
315 if (!Running) 390 if (!Running)
@@ -329,15 +404,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
329 else 404 else
330 { 405 {
331 m_log.WarnFormat( 406 m_log.WarnFormat(
332 "[SCRIPT INSTANCE]: Unable to load script state file {0} for script {1} {2} in {3} {4} (assembly {5}). Memory limit exceeded", 407 "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. Memory limit exceeded.",
333 savedState, ScriptName, ItemID, PrimName, ObjectID, assembly); 408 ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState);
334 } 409 }
335 } 410 }
336 catch (Exception e) 411 catch (Exception e)
337 { 412 {
338 m_log.ErrorFormat( 413 m_log.ErrorFormat(
339 "[SCRIPT INSTANCE]: Unable to load script state file {0} for script {1} {2} in {3} {4} (assembly {5}). XML is {6}. Exception {7}{8}", 414 "[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. XML is {7}. Exception {8}{9}",
340 savedState, ScriptName, ItemID, PrimName, ObjectID, assembly, xml, e.Message, e.StackTrace); 415 ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState, xml, e.Message, e.StackTrace);
341 } 416 }
342 } 417 }
343// else 418// else
@@ -348,6 +423,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
348// presence.ControllingClient.SendAgentAlertMessage("Compile successful", false); 423// presence.ControllingClient.SendAgentAlertMessage("Compile successful", false);
349 424
350// } 425// }
426
427 return true;
351 } 428 }
352 429
353 public void Init() 430 public void Init()
@@ -521,9 +598,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
521 } 598 }
522 599
523 // Wait for the current event to complete. 600 // Wait for the current event to complete.
524 if (!m_InSelfDelete && workItem.Wait(new TimeSpan((long)timeout * 100000))) 601 if (!m_InSelfDelete)
525 { 602 {
526 return true; 603 if (!m_coopTermination)
604 {
605 // If we're not co-operative terminating then try and wait for the event to complete before stopping
606 if (workItem.Wait(timeout))
607 return true;
608 }
609 else
610 {
611 if (DebugLevel >= 1)
612 m_log.DebugFormat(
613 "[SCRIPT INSTANCE]: Co-operatively stopping script {0} {1} in {2} {3}",
614 ScriptName, ItemID, PrimName, ObjectID);
615
616 // This will terminate the event on next handle check by the script.
617 m_coopSleepHandle.Set();
618
619 // For now, we will wait forever since the event should always cleanly terminate once LSL loop
620 // checking is implemented. May want to allow a shorter timeout option later.
621 if (workItem.Wait(Timeout.Infinite))
622 {
623 if (DebugLevel >= 1)
624 m_log.DebugFormat(
625 "[SCRIPT INSTANCE]: Co-operatively stopped script {0} {1} in {2} {3}",
626 ScriptName, ItemID, PrimName, ObjectID);
627
628 return true;
629 }
630 }
527 } 631 }
528 632
529 lock (EventQueue) 633 lock (EventQueue)
@@ -536,11 +640,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
536 640
537 // If the event still hasn't stopped and we the stop isn't the result of script or object removal, then 641 // If the event still hasn't stopped and we the stop isn't the result of script or object removal, then
538 // forcibly abort the work item (this aborts the underlying thread). 642 // forcibly abort the work item (this aborts the underlying thread).
643 // Co-operative termination should never reach this point.
539 if (!m_InSelfDelete) 644 if (!m_InSelfDelete)
540 { 645 {
541// m_log.ErrorFormat( 646 m_log.DebugFormat(
542// "[SCRIPT INSTANCE]: Aborting script {0} {1} in prim {2} {3} {4} {5}", 647 "[SCRIPT INSTANCE]: Aborting unstopped script {0} {1} in prim {2}, localID {3}, timeout was {4} ms",
543// ScriptName, ItemID, PrimName, ObjectID, m_InSelfDelete, DateTime.Now.Ticks); 648 ScriptName, ItemID, PrimName, LocalID, timeout);
544 649
545 workItem.Abort(); 650 workItem.Abort();
546 } 651 }
@@ -696,19 +801,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
696 { 801 {
697 802
698// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 803// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
804 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
805
806 if (DebugLevel >= 2)
807 m_log.DebugFormat(
808 "[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
809 data.EventName,
810 ScriptName,
811 part.Name,
812 part.LocalId,
813 part.ParentGroup.Name,
814 part.ParentGroup.UUID,
815 part.AbsolutePosition,
816 part.ParentGroup.Scene.Name);
699 817
700 m_DetectParams = data.DetectParams; 818 m_DetectParams = data.DetectParams;
701 819
702 if (data.EventName == "state") // Hardcoded state change 820 if (data.EventName == "state") // Hardcoded state change
703 { 821 {
704 // m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}",
705 // PrimName, ScriptName, data.Params[0].ToString());
706 State = data.Params[0].ToString(); 822 State = data.Params[0].ToString();
823
824 if (DebugLevel >= 1)
825 m_log.DebugFormat(
826 "[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
827 State,
828 ScriptName,
829 part.Name,
830 part.LocalId,
831 part.ParentGroup.Name,
832 part.ParentGroup.UUID,
833 part.AbsolutePosition,
834 part.ParentGroup.Scene.Name);
835
707 AsyncCommandManager.RemoveScript(Engine, 836 AsyncCommandManager.RemoveScript(Engine,
708 LocalID, ItemID); 837 LocalID, ItemID);
709 838
710 SceneObjectPart part = Engine.World.GetSceneObjectPart(
711 LocalID);
712 if (part != null) 839 if (part != null)
713 { 840 {
714 part.SetScriptEvents(ItemID, 841 part.SetScriptEvents(ItemID,
@@ -720,8 +847,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
720 if (Engine.World.PipeEventsForScript(LocalID) || 847 if (Engine.World.PipeEventsForScript(LocalID) ||
721 data.EventName == "control") // Don't freeze avies! 848 data.EventName == "control") // Don't freeze avies!
722 { 849 {
723 SceneObjectPart part = Engine.World.GetSceneObjectPart(
724 LocalID);
725 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}", 850 // m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
726 // PrimName, ScriptName, data.EventName, State); 851 // PrimName, ScriptName, data.EventName, State);
727 852
@@ -763,7 +888,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
763 m_InEvent = false; 888 m_InEvent = false;
764 m_CurrentEvent = String.Empty; 889 m_CurrentEvent = String.Empty;
765 890
766 if ((!(e is TargetInvocationException) || (!(e.InnerException is SelfDeleteException) && !(e.InnerException is ScriptDeleteException))) && !(e is ThreadAbortException)) 891 if ((!(e is TargetInvocationException)
892 || (!(e.InnerException is SelfDeleteException)
893 && !(e.InnerException is ScriptDeleteException)
894 && !(e.InnerException is ScriptCoopStopException)))
895 && !(e is ThreadAbortException))
767 { 896 {
768 try 897 try
769 { 898 {
@@ -776,6 +905,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
776 ChatTypeEnum.DebugChannel, 2147483647, 905 ChatTypeEnum.DebugChannel, 2147483647,
777 part.AbsolutePosition, 906 part.AbsolutePosition,
778 part.Name, part.UUID, false); 907 part.Name, part.UUID, false);
908
909
910 m_log.DebugFormat(
911 "[SCRIPT INSTANCE]: Runtime error in script {0}, part {1} {2} at {3} in {4}, displayed error {5}, actual exception {6}",
912 ScriptName,
913 PrimName,
914 part.UUID,
915 part.AbsolutePosition,
916 part.ParentGroup.Scene.Name,
917 text.Replace("\n", "\\n"),
918 e.InnerException);
779 } 919 }
780 catch (Exception) 920 catch (Exception)
781 { 921 {
@@ -802,6 +942,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
802 if (part != null) 942 if (part != null)
803 part.Inventory.RemoveInventoryItem(ItemID); 943 part.Inventory.RemoveInventoryItem(ItemID);
804 } 944 }
945 else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
946 {
947 if (DebugLevel >= 1)
948 m_log.DebugFormat(
949 "[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
950 PrimName, ScriptName, data.EventName, State);
951 }
805 } 952 }
806 } 953 }
807 } 954 }
@@ -810,6 +957,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
810 // script engine to run the next event. 957 // script engine to run the next event.
811 lock (EventQueue) 958 lock (EventQueue)
812 { 959 {
960 EventsProcessed++;
961
813 if (EventQueue.Count > 0 && Running && !ShuttingDown) 962 if (EventQueue.Count > 0 && Running && !ShuttingDown)
814 { 963 {
815 m_CurrentWorkItem = Engine.QueueEventHandler(this); 964 m_CurrentWorkItem = Engine.QueueEventHandler(this);
@@ -834,7 +983,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
834 return (DateTime.Now - m_EventStart).Seconds; 983 return (DateTime.Now - m_EventStart).Seconds;
835 } 984 }
836 985
837 public void ResetScript() 986 public void ResetScript(int timeout)
838 { 987 {
839 if (m_Script == null) 988 if (m_Script == null)
840 return; 989 return;
@@ -844,7 +993,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
844 RemoveState(); 993 RemoveState();
845 ReleaseControls(); 994 ReleaseControls();
846 995
847 Stop(0); 996 Stop(timeout);
848 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 997 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
849 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 998 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
850 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 999 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
@@ -1015,7 +1164,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
1015 "({0}): {1}", scriptLine - 1, 1164 "({0}): {1}", scriptLine - 1,
1016 e.InnerException.Message); 1165 e.InnerException.Message);
1017 1166
1018 System.Console.WriteLine(e.ToString()+"\n");
1019 return message; 1167 return message;
1020 } 1168 }
1021 } 1169 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
new file mode 100644
index 0000000..ac822c6
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
@@ -0,0 +1,513 @@
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.Collections.Generic;
30using System.Threading;
31using Nini.Config;
32using NUnit.Framework;
33using OpenMetaverse;
34using OpenSim.Framework;
35using OpenSim.Region.CoreModules.Scripting.WorldComm;
36using OpenSim.Region.Framework.Scenes;
37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.ScriptEngine.XEngine;
39using OpenSim.Tests.Common;
40using OpenSim.Tests.Common.Mock;
41
42namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
43{
44 /// <summary>
45 /// Test that co-operative script thread termination is working correctly.
46 /// </summary>
47 [TestFixture]
48 public class CoopTerminationTests : OpenSimTestCase
49 {
50 private TestScene m_scene;
51 private OpenSim.Region.ScriptEngine.XEngine.XEngine m_xEngine;
52
53 private AutoResetEvent m_chatEvent;
54 private AutoResetEvent m_stoppedEvent;
55
56 private OSChatMessage m_osChatMessageReceived;
57
58 /// <summary>
59 /// Number of chat messages received so far. Reset before each test.
60 /// </summary>
61 private int m_chatMessagesReceived;
62
63 /// <summary>
64 /// Number of chat messages expected. m_chatEvent is not fired until this number is reached or exceeded.
65 /// </summary>
66 private int m_chatMessagesThreshold;
67
68 [SetUp]
69 public void Init()
70 {
71 m_osChatMessageReceived = null;
72 m_chatMessagesReceived = 0;
73 m_chatMessagesThreshold = 0;
74 m_chatEvent = new AutoResetEvent(false);
75 m_stoppedEvent = new AutoResetEvent(false);
76
77 //AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
78// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
79 m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
80
81 IniConfigSource configSource = new IniConfigSource();
82
83 IConfig startupConfig = configSource.AddConfig("Startup");
84 startupConfig.Set("DefaultScriptEngine", "XEngine");
85
86 IConfig xEngineConfig = configSource.AddConfig("XEngine");
87 xEngineConfig.Set("Enabled", "true");
88 xEngineConfig.Set("StartDelay", "0");
89
90 // These tests will not run with AppDomainLoading = true, at least on mono. For unknown reasons, the call
91 // to AssemblyResolver.OnAssemblyResolve fails.
92 xEngineConfig.Set("AppDomainLoading", "false");
93
94 xEngineConfig.Set("ScriptStopStrategy", "co-op");
95
96 // Make sure loops aren't actually being terminated by a script delay wait.
97 xEngineConfig.Set("ScriptDelayFactor", 0);
98
99 // This is really just set for debugging the test.
100 xEngineConfig.Set("WriteScriptSourceToDebugFile", true);
101
102 // Set to false if we need to debug test so the old scripts don't get wiped before each separate test
103// xEngineConfig.Set("DeleteScriptsOnStartup", false);
104
105 // This is not currently used at all for co-op termination. Bumping up to demonstrate that co-op termination
106 // has an effect - without it tests will fail due to a 120 second wait for the event to finish.
107 xEngineConfig.Set("WaitForEventCompletionOnScriptStop", 120000);
108
109 m_scene = new SceneHelpers().SetupScene("My Test", TestHelpers.ParseTail(0x9999), 1000, 1000, configSource);
110 SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine);
111 m_scene.StartScripts();
112 }
113
114 /// <summary>
115 /// Test co-operative termination on derez of an object containing a script with a long-running event.
116 /// </summary>
117 /// <remarks>
118 /// TODO: Actually compiling the script is incidental to this test. Really want a way to compile test scripts
119 /// within the build itself.
120 /// </remarks>
121 [Test]
122 public void TestStopOnLongSleep()
123 {
124 TestHelpers.InMethod();
125// TestHelpers.EnableLogging();
126
127 string script =
128@"default
129{
130 state_entry()
131 {
132 llSay(0, ""Thin Lizzy"");
133 llSleep(60);
134 }
135}";
136
137 TestStop(script);
138 }
139
140 [Test]
141 public void TestNoStopOnSingleStatementForLoop()
142 {
143 TestHelpers.InMethod();
144// TestHelpers.EnableLogging();
145
146 string script =
147@"default
148{
149 state_entry()
150 {
151 integer i = 0;
152 for (i = 0; i <= 1; i++) llSay(0, ""Iter "" + (string)i);
153 }
154}";
155
156 TestSingleStatementNoStop(script);
157 }
158
159 [Test]
160 public void TestStopOnLongSingleStatementForLoop()
161 {
162 TestHelpers.InMethod();
163// TestHelpers.EnableLogging();
164
165 string script =
166@"default
167{
168 state_entry()
169 {
170 integer i = 0;
171 llSay(0, ""Thin Lizzy"");
172
173 for (i = 0; i < 2147483647; i++) llSay(0, ""Iter "" + (string)i);
174 }
175}";
176
177 TestStop(script);
178 }
179
180 [Test]
181 public void TestStopOnLongCompoundStatementForLoop()
182 {
183 TestHelpers.InMethod();
184// TestHelpers.EnableLogging();
185
186 string script =
187@"default
188{
189 state_entry()
190 {
191 integer i = 0;
192 llSay(0, ""Thin Lizzy"");
193
194 for (i = 0; i < 2147483647; i++)
195 {
196 llSay(0, ""Iter "" + (string)i);
197 }
198 }
199}";
200
201 TestStop(script);
202 }
203
204 [Test]
205 public void TestNoStopOnSingleStatementWhileLoop()
206 {
207 TestHelpers.InMethod();
208// TestHelpers.EnableLogging();
209
210 string script =
211@"default
212{
213 state_entry()
214 {
215 integer i = 0;
216 while (i < 2) llSay(0, ""Iter "" + (string)i++);
217 }
218}";
219
220 TestSingleStatementNoStop(script);
221 }
222
223 [Test]
224 public void TestStopOnLongSingleStatementWhileLoop()
225 {
226 TestHelpers.InMethod();
227// TestHelpers.EnableLogging();
228
229 string script =
230@"default
231{
232 state_entry()
233 {
234 integer i = 0;
235 llSay(0, ""Thin Lizzy"");
236
237 while (1 == 1)
238 llSay(0, ""Iter "" + (string)i++);
239 }
240}";
241
242 TestStop(script);
243 }
244
245 [Test]
246 public void TestStopOnLongCompoundStatementWhileLoop()
247 {
248 TestHelpers.InMethod();
249// TestHelpers.EnableLogging();
250
251 string script =
252@"default
253{
254 state_entry()
255 {
256 integer i = 0;
257 llSay(0, ""Thin Lizzy"");
258
259 while (1 == 1)
260 {
261 llSay(0, ""Iter "" + (string)i++);
262 }
263 }
264}";
265
266 TestStop(script);
267 }
268
269 [Test]
270 public void TestNoStopOnSingleStatementDoWhileLoop()
271 {
272 TestHelpers.InMethod();
273// TestHelpers.EnableLogging();
274
275 string script =
276@"default
277{
278 state_entry()
279 {
280 integer i = 0;
281
282 do llSay(0, ""Iter "" + (string)i++);
283 while (i < 2);
284 }
285}";
286
287 TestSingleStatementNoStop(script);
288 }
289
290 [Test]
291 public void TestStopOnLongSingleStatementDoWhileLoop()
292 {
293 TestHelpers.InMethod();
294// TestHelpers.EnableLogging();
295
296 string script =
297@"default
298{
299 state_entry()
300 {
301 integer i = 0;
302 llSay(0, ""Thin Lizzy"");
303
304 do llSay(0, ""Iter "" + (string)i++);
305 while (1 == 1);
306 }
307}";
308
309 TestStop(script);
310 }
311
312 [Test]
313 public void TestStopOnLongCompoundStatementDoWhileLoop()
314 {
315 TestHelpers.InMethod();
316// TestHelpers.EnableLogging();
317
318 string script =
319@"default
320{
321 state_entry()
322 {
323 integer i = 0;
324 llSay(0, ""Thin Lizzy"");
325
326 do
327 {
328 llSay(0, ""Iter "" + (string)i++);
329 } while (1 == 1);
330 }
331}";
332
333 TestStop(script);
334 }
335
336 [Test]
337 public void TestStopOnInfiniteJumpLoop()
338 {
339 TestHelpers.InMethod();
340// TestHelpers.EnableLogging();
341
342 string script =
343@"default
344{
345 state_entry()
346 {
347 integer i = 0;
348 llSay(0, ""Thin Lizzy"");
349
350 @p1;
351 llSay(0, ""Iter "" + (string)i++);
352 jump p1;
353 }
354}";
355
356 TestStop(script);
357 }
358
359 // Disabling for now as these are not particularly useful tests (since they fail due to stack overflow before
360 // termination can even be tried.
361// [Test]
362 public void TestStopOnInfiniteUserFunctionCallLoop()
363 {
364 TestHelpers.InMethod();
365// TestHelpers.EnableLogging();
366
367 string script =
368@"
369integer i = 0;
370
371ufn1()
372{
373 llSay(0, ""Iter ufn1() "" + (string)i++);
374 ufn1();
375}
376
377default
378{
379 state_entry()
380 {
381 integer i = 0;
382 llSay(0, ""Thin Lizzy"");
383
384 ufn1();
385 }
386}";
387
388 TestStop(script);
389 }
390
391 // Disabling for now as these are not particularly useful tests (since they fail due to stack overflow before
392 // termination can even be tried.
393// [Test]
394 public void TestStopOnInfiniteManualEventCallLoop()
395 {
396 TestHelpers.InMethod();
397// TestHelpers.EnableLogging();
398
399 string script =
400@"default
401{
402 state_entry()
403 {
404 integer i = 0;
405 llSay(0, ""Thin Lizzy"");
406
407 llSay(0, ""Iter"" + (string)i++);
408 default_event_state_entry();
409 }
410}";
411
412 TestStop(script);
413 }
414
415 private SceneObjectPart CreateScript(string script, string itemName, UUID userId)
416 {
417// UUID objectId = TestHelpers.ParseTail(0x100);
418// UUID itemId = TestHelpers.ParseTail(0x3);
419
420 SceneObjectGroup so
421 = SceneHelpers.CreateSceneObject(1, userId, string.Format("Object for {0}", itemName), 0x100);
422 m_scene.AddNewSceneObject(so, true);
423
424 InventoryItemBase itemTemplate = new InventoryItemBase();
425// itemTemplate.ID = itemId;
426 itemTemplate.Name = itemName;
427 itemTemplate.Folder = so.UUID;
428 itemTemplate.InvType = (int)InventoryType.LSL;
429
430 m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
431
432 return m_scene.RezNewScript(userId, itemTemplate, script);
433 }
434
435 private void TestSingleStatementNoStop(string script)
436 {
437 // In these tests we expect to see at least 2 chat messages to confirm that the loop is working properly.
438 m_chatMessagesThreshold = 2;
439
440 UUID userId = TestHelpers.ParseTail(0x1);
441// UUID objectId = TestHelpers.ParseTail(0x100);
442// UUID itemId = TestHelpers.ParseTail(0x3);
443 string itemName = "TestNoStop";
444
445 SceneObjectPart partWhereRezzed = CreateScript(script, itemName, userId);
446
447 // Wait for the script to start the event before we try stopping it.
448 m_chatEvent.WaitOne(60000);
449
450 if (m_osChatMessageReceived == null)
451 Assert.Fail("Script did not start");
452 else
453 Assert.That(m_chatMessagesReceived, Is.EqualTo(2));
454
455 bool running;
456 TaskInventoryItem scriptItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
457 Assert.That(
458 SceneObjectPartInventory.TryGetScriptInstanceRunning(m_scene, scriptItem, out running), Is.True);
459 Assert.That(running, Is.True);
460 }
461
462 private void TestStop(string script)
463 {
464 // In these tests we're only interested in the first message to confirm that the script has started.
465 m_chatMessagesThreshold = 1;
466
467 UUID userId = TestHelpers.ParseTail(0x1);
468// UUID objectId = TestHelpers.ParseTail(0x100);
469// UUID itemId = TestHelpers.ParseTail(0x3);
470 string itemName = "TestStop";
471
472 SceneObjectPart partWhereRezzed = CreateScript(script, itemName, userId);
473 TaskInventoryItem rezzedItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
474
475 // Wait for the script to start the event before we try stopping it.
476 m_chatEvent.WaitOne(60000);
477
478 if (m_osChatMessageReceived != null)
479 Console.WriteLine("Script started with message [{0}]", m_osChatMessageReceived.Message);
480 else
481 Assert.Fail("Script did not start");
482
483 // FIXME: This is a very poor way of trying to avoid a low-probability race condition where the script
484 // executes llSay() but has not started the next statement before we try to stop it.
485 Thread.Sleep(1000);
486
487 // We need a way of carrying on if StopScript() fail, since it won't return if the script isn't actually
488 // stopped. This kind of multi-threading is far from ideal in a regression test.
489 new Thread(() => { m_xEngine.StopScript(rezzedItem.ItemID); m_stoppedEvent.Set(); }).Start();
490
491 if (!m_stoppedEvent.WaitOne(30000))
492 Assert.Fail("Script did not co-operatively stop.");
493
494 bool running;
495 TaskInventoryItem scriptItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
496 Assert.That(
497 SceneObjectPartInventory.TryGetScriptInstanceRunning(m_scene, scriptItem, out running), Is.True);
498 Assert.That(running, Is.False);
499 }
500
501 private void OnChatFromWorld(object sender, OSChatMessage oscm)
502 {
503 Console.WriteLine("Got chat [{0}]", oscm.Message);
504 m_osChatMessageReceived = oscm;
505
506 if (++m_chatMessagesReceived >= m_chatMessagesThreshold)
507 {
508 m_scene.EventManager.OnChatFromWorld -= OnChatFromWorld;
509 m_chatEvent.Set();
510 }
511 }
512 }
513} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
index c6393ed..b524a18 100644
--- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs
@@ -633,19 +633,44 @@ namespace OpenSim.Region.ScriptEngine.Shared
633 633
634 public LSL_Types.Vector3 GetVector3Item(int itemIndex) 634 public LSL_Types.Vector3 GetVector3Item(int itemIndex)
635 { 635 {
636 if(m_data[itemIndex] is LSL_Types.Vector3) 636 if (m_data[itemIndex] is LSL_Types.Vector3)
637 {
637 return (LSL_Types.Vector3)m_data[itemIndex]; 638 return (LSL_Types.Vector3)m_data[itemIndex];
639 }
640 else if(m_data[itemIndex] is OpenMetaverse.Vector3)
641 {
642 return new LSL_Types.Vector3(
643 (OpenMetaverse.Vector3)m_data[itemIndex]);
644 }
638 else 645 else
646 {
639 throw new InvalidCastException(string.Format( 647 throw new InvalidCastException(string.Format(
640 "{0} expected but {1} given", 648 "{0} expected but {1} given",
641 typeof(LSL_Types.Vector3).Name, 649 typeof(LSL_Types.Vector3).Name,
642 m_data[itemIndex] != null ? 650 m_data[itemIndex] != null ?
643 m_data[itemIndex].GetType().Name : "null")); 651 m_data[itemIndex].GetType().Name : "null"));
652 }
644 } 653 }
645 654
646 public LSL_Types.Quaternion GetQuaternionItem(int itemIndex) 655 public LSL_Types.Quaternion GetQuaternionItem(int itemIndex)
647 { 656 {
648 return (LSL_Types.Quaternion)m_data[itemIndex]; 657 if (m_data[itemIndex] is LSL_Types.Quaternion)
658 {
659 return (LSL_Types.Quaternion)m_data[itemIndex];
660 }
661 else if(m_data[itemIndex] is OpenMetaverse.Quaternion)
662 {
663 return new LSL_Types.Quaternion(
664 (OpenMetaverse.Quaternion)m_data[itemIndex]);
665 }
666 else
667 {
668 throw new InvalidCastException(string.Format(
669 "{0} expected but {1} given",
670 typeof(LSL_Types.Quaternion).Name,
671 m_data[itemIndex] != null ?
672 m_data[itemIndex].GetType().Name : "null"));
673 }
649 } 674 }
650 675
651 public LSL_Types.key GetKeyItem(int itemIndex) 676 public LSL_Types.key GetKeyItem(int itemIndex)
diff --git a/OpenSim/Region/ScriptEngine/Shared/Properties/AssemblyInfo.cs b/OpenSim/Region/ScriptEngine/Shared/Properties/AssemblyInfo.cs
index e6e8777..d08b0a6 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33[assembly: AssemblyFileVersion("1.0.0.0")]
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiHttpTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiHttpTests.cs
new file mode 100644
index 0000000..ab44e38
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiHttpTests.cs
@@ -0,0 +1,249 @@
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.Collections.Generic;
30using System.IO;
31using System.Net;
32using System.Reflection;
33using System.Text;
34using log4net;
35using Nini.Config;
36using NUnit.Framework;
37using OpenMetaverse;
38using OpenSim.Framework;
39using OpenSim.Framework.Servers;
40using OpenSim.Framework.Servers.HttpServer;
41using OpenSim.Region.CoreModules.Scripting.LSLHttp;
42using OpenSim.Region.Framework.Scenes;
43using OpenSim.Region.ScriptEngine.Shared;
44using OpenSim.Region.ScriptEngine.Shared.Api;
45using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
46using OpenSim.Services.Interfaces;
47using OpenSim.Tests.Common;
48using OpenSim.Tests.Common.Mock;
49
50namespace OpenSim.Region.ScriptEngine.Shared.Tests
51{
52 /// <summary>
53 /// Tests for HTTP related functions in LSL
54 /// </summary>
55 [TestFixture]
56 public class LSL_ApiHttpTests : OpenSimTestCase
57 {
58 private Scene m_scene;
59 private MockScriptEngine m_engine;
60 private UrlModule m_urlModule;
61
62 private TaskInventoryItem m_scriptItem;
63 private LSL_Api m_lslApi;
64
65 [TestFixtureSetUp]
66 public void TestFixtureSetUp()
67 {
68 // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
69 Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
70 }
71
72 [TestFixtureTearDown]
73 public void TestFixureTearDown()
74 {
75 // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
76 // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
77 // tests really shouldn't).
78 Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
79 }
80
81 [SetUp]
82 public override void SetUp()
83 {
84 base.SetUp();
85
86 // This is an unfortunate bit of clean up we have to do because MainServer manages things through static
87 // variables and the VM is not restarted between tests.
88 uint port = 9999;
89 MainServer.RemoveHttpServer(port);
90
91 BaseHttpServer server = new BaseHttpServer(port, false, 0, "");
92 MainServer.AddHttpServer(server);
93 MainServer.Instance = server;
94
95 server.Start();
96
97 m_engine = new MockScriptEngine();
98 m_urlModule = new UrlModule();
99
100 m_scene = new SceneHelpers().SetupScene();
101 SceneHelpers.SetupSceneModules(m_scene, new IniConfigSource(), m_engine, m_urlModule);
102
103 SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene);
104 m_scriptItem = TaskInventoryHelpers.AddScript(m_scene, so.RootPart);
105
106 // This is disconnected from the actual script - the mock engine does not set up any LSL_Api atm.
107 // Possibly this could be done and we could obtain it directly from the MockScriptEngine.
108 m_lslApi = new LSL_Api();
109 m_lslApi.Initialize(m_engine, so.RootPart, m_scriptItem, null);
110 }
111
112 [TearDown]
113 public void TearDown()
114 {
115 MainServer.Instance.Stop();
116 }
117
118 [Test]
119 public void TestLlReleaseUrl()
120 {
121 TestHelpers.InMethod();
122
123 m_lslApi.llRequestURL();
124 string returnedUri = m_engine.PostedEvents[m_scriptItem.ItemID][0].Params[2].ToString();
125
126 {
127 // Check that the initial number of URLs is correct
128 Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls - 1));
129 }
130
131 {
132 // Check releasing a non-url
133 m_lslApi.llReleaseURL("GARBAGE");
134 Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls - 1));
135 }
136
137 {
138 // Check releasing a non-existing url
139 m_lslApi.llReleaseURL("http://example.com");
140 Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls - 1));
141 }
142
143 {
144 // Check URL release
145 m_lslApi.llReleaseURL(returnedUri);
146 Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls));
147
148 HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(returnedUri);
149
150 bool gotExpectedException = false;
151
152 try
153 {
154 using (HttpWebResponse webResponse = (HttpWebResponse)webRequest.GetResponse())
155 {}
156 }
157 catch (WebException e)
158 {
159 using (HttpWebResponse response = (HttpWebResponse)e.Response)
160 gotExpectedException = response.StatusCode == HttpStatusCode.NotFound;
161 }
162
163 Assert.That(gotExpectedException, Is.True);
164 }
165
166 {
167 // Check releasing the same URL again
168 m_lslApi.llReleaseURL(returnedUri);
169 Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls));
170 }
171 }
172
173 [Test]
174 public void TestLlRequestUrl()
175 {
176 TestHelpers.InMethod();
177
178 string requestId = m_lslApi.llRequestURL();
179 Assert.That(requestId, Is.Not.EqualTo(UUID.Zero.ToString()));
180 string returnedUri;
181
182 {
183 // Check that URL is correctly set up
184 Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls - 1));
185
186 Assert.That(m_engine.PostedEvents.ContainsKey(m_scriptItem.ItemID));
187
188 List<EventParams> events = m_engine.PostedEvents[m_scriptItem.ItemID];
189 Assert.That(events.Count, Is.EqualTo(1));
190 EventParams eventParams = events[0];
191 Assert.That(eventParams.EventName, Is.EqualTo("http_request"));
192
193 UUID returnKey;
194 string rawReturnKey = eventParams.Params[0].ToString();
195 string method = eventParams.Params[1].ToString();
196 returnedUri = eventParams.Params[2].ToString();
197
198 Assert.That(UUID.TryParse(rawReturnKey, out returnKey), Is.True);
199 Assert.That(method, Is.EqualTo(ScriptBaseClass.URL_REQUEST_GRANTED));
200 Assert.That(Uri.IsWellFormedUriString(returnedUri, UriKind.Absolute), Is.True);
201 }
202
203 {
204 // Check that request to URL works.
205 string testResponse = "Hello World";
206
207 m_engine.ClearPostedEvents();
208 m_engine.PostEventHook
209 += (itemId, evp) => m_lslApi.llHTTPResponse(evp.Params[0].ToString(), 200, testResponse);
210
211// Console.WriteLine("Trying {0}", returnedUri);
212
213 AssertHttpResponse(returnedUri, testResponse);
214
215 Assert.That(m_engine.PostedEvents.ContainsKey(m_scriptItem.ItemID));
216
217 List<EventParams> events = m_engine.PostedEvents[m_scriptItem.ItemID];
218 Assert.That(events.Count, Is.EqualTo(1));
219 EventParams eventParams = events[0];
220 Assert.That(eventParams.EventName, Is.EqualTo("http_request"));
221
222 UUID returnKey;
223 string rawReturnKey = eventParams.Params[0].ToString();
224 string method = eventParams.Params[1].ToString();
225 string body = eventParams.Params[2].ToString();
226
227 Assert.That(UUID.TryParse(rawReturnKey, out returnKey), Is.True);
228 Assert.That(method, Is.EqualTo("GET"));
229 Assert.That(body, Is.EqualTo(""));
230 }
231 }
232
233 private void AssertHttpResponse(string uri, string expectedResponse)
234 {
235 HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(uri);
236
237 using (HttpWebResponse webResponse = (HttpWebResponse)webRequest.GetResponse())
238 {
239 using (Stream stream = webResponse.GetResponseStream())
240 {
241 using (StreamReader reader = new StreamReader(stream))
242 {
243 Assert.That(reader.ReadToEnd(), Is.EqualTo(expectedResponse));
244 }
245 }
246 }
247 }
248 }
249} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs
index c73e22f..6dd6c17 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiInventoryTests.cs
@@ -41,6 +41,7 @@ using OpenSim.Region.OptionalModules.World.NPC;
41using OpenSim.Region.Framework.Scenes; 41using OpenSim.Region.Framework.Scenes;
42using OpenSim.Region.ScriptEngine.Shared; 42using OpenSim.Region.ScriptEngine.Shared;
43using OpenSim.Region.ScriptEngine.Shared.Api; 43using OpenSim.Region.ScriptEngine.Shared.Api;
44using OpenSim.Region.ScriptEngine.Shared.Instance;
44using OpenSim.Services.Interfaces; 45using OpenSim.Services.Interfaces;
45using OpenSim.Tests.Common; 46using OpenSim.Tests.Common;
46using OpenSim.Tests.Common.Mock; 47using OpenSim.Tests.Common.Mock;
@@ -51,14 +52,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
51 /// Tests for inventory functions in LSL 52 /// Tests for inventory functions in LSL
52 /// </summary> 53 /// </summary>
53 [TestFixture] 54 [TestFixture]
54 public class LSL_ApiInventoryTests 55 public class LSL_ApiInventoryTests : OpenSimTestCase
55 { 56 {
56 protected Scene m_scene; 57 protected Scene m_scene;
57 protected XEngine.XEngine m_engine; 58 protected XEngine.XEngine m_engine;
58 59
59 [SetUp] 60 [SetUp]
60 public void SetUp() 61 public override void SetUp()
61 { 62 {
63 base.SetUp();
64
62 IConfigSource initConfigSource = new IniConfigSource(); 65 IConfigSource initConfigSource = new IniConfigSource();
63 IConfig config = initConfigSource.AddConfig("XEngine"); 66 IConfig config = initConfigSource.AddConfig("XEngine");
64 config.Set("Enabled", "true"); 67 config.Set("Enabled", "true");
@@ -91,7 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
91 TaskInventoryHelpers.AddSceneObject(m_scene, so1.RootPart, inventoryItemName, itemId, userId); 94 TaskInventoryHelpers.AddSceneObject(m_scene, so1.RootPart, inventoryItemName, itemId, userId);
92 95
93 LSL_Api api = new LSL_Api(); 96 LSL_Api api = new LSL_Api();
94 api.Initialize(m_engine, so1.RootPart, null); 97 api.Initialize(m_engine, so1.RootPart, null, null);
95 98
96 // Create a second object 99 // Create a second object
97 SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, userId, "so2", 0x100); 100 SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, userId, "so2", 0x100);
@@ -124,7 +127,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
124 SceneObjectGroup so1 = SceneHelpers.CreateSceneObject(1, user1Id, "so1", 0x10); 127 SceneObjectGroup so1 = SceneHelpers.CreateSceneObject(1, user1Id, "so1", 0x10);
125 m_scene.AddSceneObject(so1); 128 m_scene.AddSceneObject(so1);
126 LSL_Api api = new LSL_Api(); 129 LSL_Api api = new LSL_Api();
127 api.Initialize(m_engine, so1.RootPart, null); 130 api.Initialize(m_engine, so1.RootPart, null, null);
128 131
129 // Create an object embedded inside the first 132 // Create an object embedded inside the first
130 UUID itemId = TestHelpers.ParseTail(0x20); 133 UUID itemId = TestHelpers.ParseTail(0x20);
@@ -134,7 +137,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
134 SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, user2Id, "so2", 0x100); 137 SceneObjectGroup so2 = SceneHelpers.CreateSceneObject(1, user2Id, "so2", 0x100);
135 m_scene.AddSceneObject(so2); 138 m_scene.AddSceneObject(so2);
136 LSL_Api api2 = new LSL_Api(); 139 LSL_Api api2 = new LSL_Api();
137 api2.Initialize(m_engine, so2.RootPart, null); 140 api2.Initialize(m_engine, so2.RootPart, null, null);
138 141
139 // *** Firstly, we test where llAllowInventoryDrop() has not been called. *** 142 // *** Firstly, we test where llAllowInventoryDrop() has not been called. ***
140 api.llGiveInventory(so2.UUID.ToString(), inventoryItemName); 143 api.llGiveInventory(so2.UUID.ToString(), inventoryItemName);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiLinkingTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiLinkingTests.cs
index 2565ae7..ac9f93b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiLinkingTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiLinkingTests.cs
@@ -41,6 +41,7 @@ using OpenSim.Region.OptionalModules.World.NPC;
41using OpenSim.Region.Framework.Scenes; 41using OpenSim.Region.Framework.Scenes;
42using OpenSim.Region.ScriptEngine.Shared; 42using OpenSim.Region.ScriptEngine.Shared;
43using OpenSim.Region.ScriptEngine.Shared.Api; 43using OpenSim.Region.ScriptEngine.Shared.Api;
44using OpenSim.Region.ScriptEngine.Shared.Instance;
44using OpenSim.Region.ScriptEngine.Shared.ScriptBase; 45using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
45using OpenSim.Services.Interfaces; 46using OpenSim.Services.Interfaces;
46using OpenSim.Tests.Common; 47using OpenSim.Tests.Common;
@@ -56,14 +57,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
56 /// OpenSim.Region.Framework.Scenes.Tests.SceneObjectLinkingTests. 57 /// OpenSim.Region.Framework.Scenes.Tests.SceneObjectLinkingTests.
57 /// </remarks> 58 /// </remarks>
58 [TestFixture] 59 [TestFixture]
59 public class LSL_ApiLinkingTests 60 public class LSL_ApiLinkingTests : OpenSimTestCase
60 { 61 {
61 protected Scene m_scene; 62 protected Scene m_scene;
62 protected XEngine.XEngine m_engine; 63 protected XEngine.XEngine m_engine;
63 64
64 [SetUp] 65 [SetUp]
65 public void SetUp() 66 public override void SetUp()
66 { 67 {
68 base.SetUp();
69
67 IConfigSource initConfigSource = new IniConfigSource(); 70 IConfigSource initConfigSource = new IniConfigSource();
68 IConfig config = initConfigSource.AddConfig("XEngine"); 71 IConfig config = initConfigSource.AddConfig("XEngine");
69 config.Set("Enabled", "true"); 72 config.Set("Enabled", "true");
@@ -90,7 +93,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
90 // FIXME: This should really be a script item (with accompanying script) 93 // FIXME: This should really be a script item (with accompanying script)
91 TaskInventoryItem grp1Item 94 TaskInventoryItem grp1Item
92 = TaskInventoryHelpers.AddNotecard( 95 = TaskInventoryHelpers.AddNotecard(
93 m_scene, grp1.RootPart, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900)); 96 m_scene, grp1.RootPart, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900), "Hello World!");
94 grp1Item.PermsMask |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 97 grp1Item.PermsMask |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
95 98
96 SceneObjectGroup grp2 = SceneHelpers.CreateSceneObject(2, ownerId, "grp2-", 0x20); 99 SceneObjectGroup grp2 = SceneHelpers.CreateSceneObject(2, ownerId, "grp2-", 0x20);
@@ -102,7 +105,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
102 m_scene.AddSceneObject(grp2); 105 m_scene.AddSceneObject(grp2);
103 106
104 LSL_Api apiGrp1 = new LSL_Api(); 107 LSL_Api apiGrp1 = new LSL_Api();
105 apiGrp1.Initialize(m_engine, grp1.RootPart, grp1Item); 108 apiGrp1.Initialize(m_engine, grp1.RootPart, grp1Item, null);
106 109
107 apiGrp1.llCreateLink(grp2.UUID.ToString(), ScriptBaseClass.TRUE); 110 apiGrp1.llCreateLink(grp2.UUID.ToString(), ScriptBaseClass.TRUE);
108 111
@@ -124,12 +127,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
124 // FIXME: This should really be a script item (with accompanying script) 127 // FIXME: This should really be a script item (with accompanying script)
125 TaskInventoryItem grp1Item 128 TaskInventoryItem grp1Item
126 = TaskInventoryHelpers.AddNotecard( 129 = TaskInventoryHelpers.AddNotecard(
127 m_scene, grp1.RootPart, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900)); 130 m_scene, grp1.RootPart, "ncItem", TestHelpers.ParseTail(0x800), TestHelpers.ParseTail(0x900), "Hello World!");
128 131
129 grp1Item.PermsMask |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 132 grp1Item.PermsMask |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
130 133
131 LSL_Api apiGrp1 = new LSL_Api(); 134 LSL_Api apiGrp1 = new LSL_Api();
132 apiGrp1.Initialize(m_engine, grp1.RootPart, grp1Item); 135 apiGrp1.Initialize(m_engine, grp1.RootPart, grp1Item, null);
133 136
134 apiGrp1.llBreakLink(2); 137 apiGrp1.llBreakLink(2);
135 138
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs
index dd23be8..60de5cb 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiListTests.cs
@@ -34,6 +34,7 @@ using OpenSim.Region.ScriptEngine.Shared;
34using OpenSim.Region.Framework.Scenes; 34using OpenSim.Region.Framework.Scenes;
35using Nini.Config; 35using Nini.Config;
36using OpenSim.Region.ScriptEngine.Shared.Api; 36using OpenSim.Region.ScriptEngine.Shared.Api;
37using OpenSim.Region.ScriptEngine.Shared.Instance;
37using OpenSim.Region.ScriptEngine.Shared.ScriptBase; 38using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
38using OpenMetaverse; 39using OpenMetaverse;
39using OpenSim.Tests.Common.Mock; 40using OpenSim.Tests.Common.Mock;
@@ -46,13 +47,15 @@ using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
46namespace OpenSim.Region.ScriptEngine.Shared.Tests 47namespace OpenSim.Region.ScriptEngine.Shared.Tests
47{ 48{
48 [TestFixture] 49 [TestFixture]
49 public class LSL_ApiListTests 50 public class LSL_ApiListTests : OpenSimTestCase
50 { 51 {
51 private LSL_Api m_lslApi; 52 private LSL_Api m_lslApi;
52 53
53 [SetUp] 54 [SetUp]
54 public void SetUp() 55 public override void SetUp()
55 { 56 {
57 base.SetUp();
58
56 IConfigSource initConfigSource = new IniConfigSource(); 59 IConfigSource initConfigSource = new IniConfigSource();
57 IConfig config = initConfigSource.AddConfig("XEngine"); 60 IConfig config = initConfigSource.AddConfig("XEngine");
58 config.Set("Enabled", "true"); 61 config.Set("Enabled", "true");
@@ -65,7 +68,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
65 engine.AddRegion(scene); 68 engine.AddRegion(scene);
66 69
67 m_lslApi = new LSL_Api(); 70 m_lslApi = new LSL_Api();
68 m_lslApi.Initialize(engine, part, null); 71 m_lslApi.Initialize(engine, part, null, null);
69 } 72 }
70 73
71 [Test] 74 [Test]
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiNotecardTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiNotecardTests.cs
new file mode 100644
index 0000000..c92bcdb
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiNotecardTests.cs
@@ -0,0 +1,270 @@
1using System;
2using System.Collections.Generic;
3using System.IO;
4using System.Net;
5using System.Reflection;
6using System.Text;
7using log4net;
8using Nini.Config;
9using NUnit.Framework;
10using OpenMetaverse;
11using OpenSim.Framework;
12using OpenSim.Framework.Servers;
13using OpenSim.Framework.Servers.HttpServer;
14using OpenSim.Region.CoreModules.Scripting.LSLHttp;
15using OpenSim.Region.Framework.Scenes;
16using OpenSim.Region.ScriptEngine.Shared;
17using OpenSim.Region.ScriptEngine.Shared.Api;
18using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
19using OpenSim.Services.Interfaces;
20using OpenSim.Tests.Common;
21using OpenSim.Tests.Common.Mock;
22
23namespace OpenSim.Region.ScriptEngine.Shared.Tests
24{
25 /// <summary>
26 /// Tests for notecard related functions in LSL
27 /// </summary>
28 [TestFixture]
29 public class LSL_ApiNotecardTests : OpenSimTestCase
30 {
31 private Scene m_scene;
32 private MockScriptEngine m_engine;
33
34 private SceneObjectGroup m_so;
35 private TaskInventoryItem m_scriptItem;
36 private LSL_Api m_lslApi;
37
38 [TestFixtureSetUp]
39 public void TestFixtureSetUp()
40 {
41 // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
42 Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
43 }
44
45 [TestFixtureTearDown]
46 public void TestFixureTearDown()
47 {
48 // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
49 // threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
50 // tests really shouldn't).
51 Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
52 }
53
54 [SetUp]
55 public override void SetUp()
56 {
57 base.SetUp();
58
59 m_engine = new MockScriptEngine();
60
61 m_scene = new SceneHelpers().SetupScene();
62 SceneHelpers.SetupSceneModules(m_scene, new IniConfigSource(), m_engine);
63
64 m_so = SceneHelpers.AddSceneObject(m_scene);
65 m_scriptItem = TaskInventoryHelpers.AddScript(m_scene, m_so.RootPart);
66
67 // This is disconnected from the actual script - the mock engine does not set up any LSL_Api atm.
68 // Possibly this could be done and we could obtain it directly from the MockScriptEngine.
69 m_lslApi = new LSL_Api();
70 m_lslApi.Initialize(m_engine, m_so.RootPart, m_scriptItem, null);
71 }
72
73 [Test]
74 public void TestLlGetNotecardLine()
75 {
76 TestHelpers.InMethod();
77
78 string[] ncLines = { "One", "Two", "Three" };
79
80 TaskInventoryItem ncItem
81 = TaskInventoryHelpers.AddNotecard(m_scene, m_so.RootPart, "nc", "1", "10", string.Join("\n", ncLines));
82
83 AssertValidNotecardLine(ncItem.Name, 0, ncLines[0]);
84 AssertValidNotecardLine(ncItem.Name, 2, ncLines[2]);
85 AssertValidNotecardLine(ncItem.Name, 3, ScriptBaseClass.EOF);
86 AssertValidNotecardLine(ncItem.Name, 4, ScriptBaseClass.EOF);
87
88 // XXX: Is this correct or do we really expect no dataserver event to fire at all?
89 AssertValidNotecardLine(ncItem.Name, -1, "");
90 AssertValidNotecardLine(ncItem.Name, -2, "");
91 }
92
93 [Test]
94 public void TestLlGetNotecardLine_NoNotecard()
95 {
96 TestHelpers.InMethod();
97
98 AssertInValidNotecardLine("nc", 0);
99 }
100
101 [Test]
102 public void TestLlGetNotecardLine_NotANotecard()
103 {
104 TestHelpers.InMethod();
105
106 TaskInventoryItem ncItem = TaskInventoryHelpers.AddScript(m_scene, m_so.RootPart, "nc1", "Not important");
107
108 AssertInValidNotecardLine(ncItem.Name, 0);
109 }
110
111 private void AssertValidNotecardLine(string ncName, int lineNumber, string assertLine)
112 {
113 string key = m_lslApi.llGetNotecardLine(ncName, lineNumber);
114 Assert.That(key, Is.Not.EqualTo(UUID.Zero.ToString()));
115
116 Assert.That(m_engine.PostedEvents.Count, Is.EqualTo(1));
117 Assert.That(m_engine.PostedEvents.ContainsKey(m_scriptItem.ItemID));
118
119 List<EventParams> events = m_engine.PostedEvents[m_scriptItem.ItemID];
120 Assert.That(events.Count, Is.EqualTo(1));
121 EventParams eventParams = events[0];
122
123 Assert.That(eventParams.EventName, Is.EqualTo("dataserver"));
124 Assert.That(eventParams.Params[0].ToString(), Is.EqualTo(key));
125 Assert.That(eventParams.Params[1].ToString(), Is.EqualTo(assertLine));
126
127 m_engine.ClearPostedEvents();
128 }
129
130 private void AssertInValidNotecardLine(string ncName, int lineNumber)
131 {
132 string key = m_lslApi.llGetNotecardLine(ncName, lineNumber);
133 Assert.That(key, Is.EqualTo(UUID.Zero.ToString()));
134
135 Assert.That(m_engine.PostedEvents.Count, Is.EqualTo(0));
136 }
137
138// [Test]
139// public void TestLlReleaseUrl()
140// {
141// TestHelpers.InMethod();
142//
143// m_lslApi.llRequestURL();
144// string returnedUri = m_engine.PostedEvents[m_scriptItem.ItemID][0].Params[2].ToString();
145//
146// {
147// // Check that the initial number of URLs is correct
148// Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls - 1));
149// }
150//
151// {
152// // Check releasing a non-url
153// m_lslApi.llReleaseURL("GARBAGE");
154// Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls - 1));
155// }
156//
157// {
158// // Check releasing a non-existing url
159// m_lslApi.llReleaseURL("http://example.com");
160// Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls - 1));
161// }
162//
163// {
164// // Check URL release
165// m_lslApi.llReleaseURL(returnedUri);
166// Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls));
167//
168// HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(returnedUri);
169//
170// bool gotExpectedException = false;
171//
172// try
173// {
174// using (HttpWebResponse webResponse = (HttpWebResponse)webRequest.GetResponse())
175// {}
176// }
177// catch (WebException e)
178// {
179// using (HttpWebResponse response = (HttpWebResponse)e.Response)
180// gotExpectedException = response.StatusCode == HttpStatusCode.NotFound;
181// }
182//
183// Assert.That(gotExpectedException, Is.True);
184// }
185//
186// {
187// // Check releasing the same URL again
188// m_lslApi.llReleaseURL(returnedUri);
189// Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls));
190// }
191// }
192//
193// [Test]
194// public void TestLlRequestUrl()
195// {
196// TestHelpers.InMethod();
197//
198// string requestId = m_lslApi.llRequestURL();
199// Assert.That(requestId, Is.Not.EqualTo(UUID.Zero.ToString()));
200// string returnedUri;
201//
202// {
203// // Check that URL is correctly set up
204// Assert.That(m_lslApi.llGetFreeURLs().value, Is.EqualTo(m_urlModule.TotalUrls - 1));
205//
206// Assert.That(m_engine.PostedEvents.ContainsKey(m_scriptItem.ItemID));
207//
208// List<EventParams> events = m_engine.PostedEvents[m_scriptItem.ItemID];
209// Assert.That(events.Count, Is.EqualTo(1));
210// EventParams eventParams = events[0];
211// Assert.That(eventParams.EventName, Is.EqualTo("http_request"));
212//
213// UUID returnKey;
214// string rawReturnKey = eventParams.Params[0].ToString();
215// string method = eventParams.Params[1].ToString();
216// returnedUri = eventParams.Params[2].ToString();
217//
218// Assert.That(UUID.TryParse(rawReturnKey, out returnKey), Is.True);
219// Assert.That(method, Is.EqualTo(ScriptBaseClass.URL_REQUEST_GRANTED));
220// Assert.That(Uri.IsWellFormedUriString(returnedUri, UriKind.Absolute), Is.True);
221// }
222//
223// {
224// // Check that request to URL works.
225// string testResponse = "Hello World";
226//
227// m_engine.ClearPostedEvents();
228// m_engine.PostEventHook
229// += (itemId, evp) => m_lslApi.llHTTPResponse(evp.Params[0].ToString(), 200, testResponse);
230//
231//// Console.WriteLine("Trying {0}", returnedUri);
232// HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(returnedUri);
233//
234// AssertHttpResponse(returnedUri, testResponse);
235//
236// Assert.That(m_engine.PostedEvents.ContainsKey(m_scriptItem.ItemID));
237//
238// List<EventParams> events = m_engine.PostedEvents[m_scriptItem.ItemID];
239// Assert.That(events.Count, Is.EqualTo(1));
240// EventParams eventParams = events[0];
241// Assert.That(eventParams.EventName, Is.EqualTo("http_request"));
242//
243// UUID returnKey;
244// string rawReturnKey = eventParams.Params[0].ToString();
245// string method = eventParams.Params[1].ToString();
246// string body = eventParams.Params[2].ToString();
247//
248// Assert.That(UUID.TryParse(rawReturnKey, out returnKey), Is.True);
249// Assert.That(method, Is.EqualTo("GET"));
250// Assert.That(body, Is.EqualTo(""));
251// }
252// }
253//
254// private void AssertHttpResponse(string uri, string expectedResponse)
255// {
256// HttpWebRequest webRequest = (HttpWebRequest)WebRequest.Create(uri);
257//
258// using (HttpWebResponse webResponse = (HttpWebResponse)webRequest.GetResponse())
259// {
260// using (Stream stream = webResponse.GetResponseStream())
261// {
262// using (StreamReader reader = new StreamReader(stream))
263// {
264// Assert.That(reader.ReadToEnd(), Is.EqualTo(expectedResponse));
265// }
266// }
267// }
268// }
269 }
270} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
index c41d1e7..e97ae06 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.ScriptEngine.Shared;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using Nini.Config; 34using Nini.Config;
35using OpenSim.Region.ScriptEngine.Shared.Api; 35using OpenSim.Region.ScriptEngine.Shared.Api;
36using OpenSim.Region.ScriptEngine.Shared.Instance;
36using OpenSim.Region.ScriptEngine.Shared.ScriptBase; 37using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
37using OpenMetaverse; 38using OpenMetaverse;
38using System; 39using System;
@@ -66,7 +67,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
66 engine.AddRegion(scene); 67 engine.AddRegion(scene);
67 68
68 m_lslApi = new LSL_Api(); 69 m_lslApi = new LSL_Api();
69 m_lslApi.Initialize(engine, part, null); 70 m_lslApi.Initialize(engine, part, null, null);
70 } 71 }
71 72
72 [Test] 73 [Test]
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLFloat.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLFloat.cs
index 3ed2562..c8c7f82 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLFloat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLFloat.cs
@@ -33,7 +33,7 @@ using OpenSim.Region.ScriptEngine.Shared;
33namespace OpenSim.Region.ScriptEngine.Shared.Tests 33namespace OpenSim.Region.ScriptEngine.Shared.Tests
34{ 34{
35 [TestFixture] 35 [TestFixture]
36 public class LSL_TypesTestLSLFloat 36 public class LSL_TypesTestLSLFloat : OpenSimTestCase
37 { 37 {
38 // Used for testing equality of two floats. 38 // Used for testing equality of two floats.
39 private double _lowPrecisionTolerance = 0.000001; 39 private double _lowPrecisionTolerance = 0.000001;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLInteger.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLInteger.cs
index 8d1169a..c664108 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLInteger.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLInteger.cs
@@ -33,7 +33,7 @@ using OpenSim.Region.ScriptEngine.Shared;
33namespace OpenSim.Region.ScriptEngine.Shared.Tests 33namespace OpenSim.Region.ScriptEngine.Shared.Tests
34{ 34{
35 [TestFixture] 35 [TestFixture]
36 public class LSL_TypesTestLSLInteger 36 public class LSL_TypesTestLSLInteger : OpenSimTestCase
37 { 37 {
38 private Dictionary<double, int> m_doubleIntSet; 38 private Dictionary<double, int> m_doubleIntSet;
39 private Dictionary<string, int> m_stringIntSet; 39 private Dictionary<string, int> m_stringIntSet;
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLString.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLString.cs
index c4ca1a8..8550f2d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLString.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestLSLString.cs
@@ -33,7 +33,7 @@ using OpenSim.Region.ScriptEngine.Shared;
33namespace OpenSim.Region.ScriptEngine.Shared.Tests 33namespace OpenSim.Region.ScriptEngine.Shared.Tests
34{ 34{
35 [TestFixture] 35 [TestFixture]
36 public class LSL_TypesTestLSLString 36 public class LSL_TypesTestLSLString : OpenSimTestCase
37 { 37 {
38 private Dictionary<double, string> m_doubleStringSet; 38 private Dictionary<double, string> m_doubleStringSet;
39 39
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestList.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestList.cs
index b81225f..71b88bc 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestList.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestList.cs
@@ -36,7 +36,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
36 /// Tests the LSL_Types.list class. 36 /// Tests the LSL_Types.list class.
37 /// </summary> 37 /// </summary>
38 [TestFixture] 38 [TestFixture]
39 public class LSL_TypesTestList 39 public class LSL_TypesTestList : OpenSimTestCase
40 { 40 {
41 /// <summary> 41 /// <summary>
42 /// Tests concatenating a string to a list. 42 /// Tests concatenating a string to a list.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestVector3.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestVector3.cs
index ebf8001..0c838af 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestVector3.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_TypesTestVector3.cs
@@ -36,7 +36,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
36 /// Tests for Vector3 36 /// Tests for Vector3
37 /// </summary> 37 /// </summary>
38 [TestFixture] 38 [TestFixture]
39 public class LSL_TypesTestVector3 39 public class LSL_TypesTestVector3 : OpenSimTestCase
40 { 40 {
41 [Test] 41 [Test]
42 public void TestDotProduct() 42 public void TestDotProduct()
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAppearanceTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAppearanceTest.cs
index c401794..c88bad5 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAppearanceTest.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAppearanceTest.cs
@@ -41,6 +41,7 @@ using OpenSim.Region.OptionalModules.World.NPC;
41using OpenSim.Region.Framework.Scenes; 41using OpenSim.Region.Framework.Scenes;
42using OpenSim.Region.ScriptEngine.Shared; 42using OpenSim.Region.ScriptEngine.Shared;
43using OpenSim.Region.ScriptEngine.Shared.Api; 43using OpenSim.Region.ScriptEngine.Shared.Api;
44using OpenSim.Region.ScriptEngine.Shared.Instance;
44using OpenSim.Services.Interfaces; 45using OpenSim.Services.Interfaces;
45using OpenSim.Tests.Common; 46using OpenSim.Tests.Common;
46using OpenSim.Tests.Common.Mock; 47using OpenSim.Tests.Common.Mock;
@@ -51,14 +52,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
51 /// Tests for OSSL_Api 52 /// Tests for OSSL_Api
52 /// </summary> 53 /// </summary>
53 [TestFixture] 54 [TestFixture]
54 public class OSSL_ApiAppearanceTest 55 public class OSSL_ApiAppearanceTest : OpenSimTestCase
55 { 56 {
56 protected Scene m_scene; 57 protected Scene m_scene;
57 protected XEngine.XEngine m_engine; 58 protected XEngine.XEngine m_engine;
58 59
59 [SetUp] 60 [SetUp]
60 public void SetUp() 61 public override void SetUp()
61 { 62 {
63 base.SetUp();
64
62 IConfigSource initConfigSource = new IniConfigSource(); 65 IConfigSource initConfigSource = new IniConfigSource();
63 IConfig config = initConfigSource.AddConfig("XEngine"); 66 IConfig config = initConfigSource.AddConfig("XEngine");
64 config.Set("Enabled", "true"); 67 config.Set("Enabled", "true");
@@ -91,7 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
91 m_scene.AddSceneObject(so); 94 m_scene.AddSceneObject(so);
92 95
93 OSSL_Api osslApi = new OSSL_Api(); 96 OSSL_Api osslApi = new OSSL_Api();
94 osslApi.Initialize(m_engine, part, null); 97 osslApi.Initialize(m_engine, part, null, null);
95 98
96 string notecardName = "appearanceNc"; 99 string notecardName = "appearanceNc";
97 100
@@ -132,7 +135,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
132 m_scene.AddSceneObject(so); 135 m_scene.AddSceneObject(so);
133 136
134 OSSL_Api osslApi = new OSSL_Api(); 137 OSSL_Api osslApi = new OSSL_Api();
135 osslApi.Initialize(m_engine, part, null); 138 osslApi.Initialize(m_engine, part, null, null);
136 139
137 string notecardName = "appearanceNc"; 140 string notecardName = "appearanceNc";
138 141
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs
index 5ed1f3d..e422f5b 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiAttachmentTests.cs
@@ -41,6 +41,7 @@ using OpenSim.Region.CoreModules.Framework.InventoryAccess;
41using OpenSim.Region.Framework.Scenes; 41using OpenSim.Region.Framework.Scenes;
42using OpenSim.Region.ScriptEngine.Shared; 42using OpenSim.Region.ScriptEngine.Shared;
43using OpenSim.Region.ScriptEngine.Shared.Api; 43using OpenSim.Region.ScriptEngine.Shared.Api;
44using OpenSim.Region.ScriptEngine.Shared.Instance;
44using OpenSim.Services.Interfaces; 45using OpenSim.Services.Interfaces;
45using OpenSim.Tests.Common; 46using OpenSim.Tests.Common;
46using OpenSim.Tests.Common.Mock; 47using OpenSim.Tests.Common.Mock;
@@ -98,9 +99,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
98 SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID); 99 SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
99 TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart); 100 TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
100 101
101 new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem); 102 new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
102 OSSL_Api osslApi = new OSSL_Api(); 103 OSSL_Api osslApi = new OSSL_Api();
103 osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem); 104 osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
104 105
105// SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ua1.PrincipalID); 106// SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(1, ua1.PrincipalID);
106 107
@@ -144,13 +145,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
144 SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID); 145 SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
145 TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart); 146 TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
146 147
147 new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem); 148 new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
148 OSSL_Api osslApi = new OSSL_Api(); 149 OSSL_Api osslApi = new OSSL_Api();
149 osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem); 150 osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
150 151
151 // Create an object embedded inside the first 152 // Create an object embedded inside the first
152 TaskInventoryHelpers.AddNotecard( 153 TaskInventoryHelpers.AddNotecard(
153 m_scene, inWorldObj.RootPart, taskInvObjItemName, taskInvObjItemId, TestHelpers.ParseTail(0x900)); 154 m_scene, inWorldObj.RootPart, taskInvObjItemName, taskInvObjItemId, TestHelpers.ParseTail(0x900), "Hello World!");
154 155
155 bool exceptionCaught = false; 156 bool exceptionCaught = false;
156 157
@@ -192,12 +193,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
192 SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID); 193 SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
193 TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart); 194 TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
194 195
195 new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem); 196 new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
196 OSSL_Api osslApi = new OSSL_Api(); 197 OSSL_Api osslApi = new OSSL_Api();
197 osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem); 198 osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem, null);
198 199
199 // Create an object embedded inside the first 200 // Create an object embedded inside the first
200 TaskInventoryHelpers.AddSceneObject(m_scene, inWorldObj.RootPart, taskInvObjItemName, taskInvObjItemId, ua1.PrincipalID); 201 TaskInventoryHelpers.AddSceneObject(
202 m_scene, inWorldObj.RootPart, taskInvObjItemName, taskInvObjItemId, ua1.PrincipalID);
201 203
202 ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, ua2); 204 ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, ua2);
203 205
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs
index b49bcc2..74f010e 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Tests/OSSL_ApiNpcTests.cs
@@ -42,6 +42,7 @@ using OpenSim.Region.OptionalModules.World.NPC;
42using OpenSim.Region.Framework.Scenes; 42using OpenSim.Region.Framework.Scenes;
43using OpenSim.Region.ScriptEngine.Shared; 43using OpenSim.Region.ScriptEngine.Shared;
44using OpenSim.Region.ScriptEngine.Shared.Api; 44using OpenSim.Region.ScriptEngine.Shared.Api;
45using OpenSim.Region.ScriptEngine.Shared.Instance;
45using OpenSim.Region.ScriptEngine.Shared.ScriptBase; 46using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
46using OpenSim.Services.Interfaces; 47using OpenSim.Services.Interfaces;
47using OpenSim.Tests.Common; 48using OpenSim.Tests.Common;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
99 m_scene.AddSceneObject(so); 100 m_scene.AddSceneObject(so);
100 101
101 OSSL_Api osslApi = new OSSL_Api(); 102 OSSL_Api osslApi = new OSSL_Api();
102 osslApi.Initialize(m_engine, part, null); 103 osslApi.Initialize(m_engine, part, null, null);
103 104
104 string notecardName = "appearanceNc"; 105 string notecardName = "appearanceNc";
105 osslApi.osOwnerSaveAppearance(notecardName); 106 osslApi.osOwnerSaveAppearance(notecardName);
@@ -125,14 +126,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
125 m_scene.AddSceneObject(so); 126 m_scene.AddSceneObject(so);
126 127
127 OSSL_Api osslApi = new OSSL_Api(); 128 OSSL_Api osslApi = new OSSL_Api();
128 osslApi.Initialize(m_engine, so.RootPart, null); 129 osslApi.Initialize(m_engine, so.RootPart, null, null);
129 130
130 string npcRaw;
131 bool gotExpectedException = false; 131 bool gotExpectedException = false;
132 try 132 try
133 { 133 {
134 npcRaw 134 osslApi.osNpcCreate("Jane", "Doe", new LSL_Types.Vector3(128, 128, 128), "not existing notecard name");
135 = osslApi.osNpcCreate("Jane", "Doe", new LSL_Types.Vector3(128, 128, 128), "not existing notecard name");
136 } 135 }
137 catch (ScriptException) 136 catch (ScriptException)
138 { 137 {
@@ -162,7 +161,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
162 m_scene.AddSceneObject(so); 161 m_scene.AddSceneObject(so);
163 162
164 OSSL_Api osslApi = new OSSL_Api(); 163 OSSL_Api osslApi = new OSSL_Api();
165 osslApi.Initialize(m_engine, part, null); 164 osslApi.Initialize(m_engine, part, null, null);
166 165
167 string notecardName = "appearanceNc"; 166 string notecardName = "appearanceNc";
168 osslApi.osOwnerSaveAppearance(notecardName); 167 osslApi.osOwnerSaveAppearance(notecardName);
@@ -196,7 +195,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
196 m_scene.AddSceneObject(so); 195 m_scene.AddSceneObject(so);
197 196
198 OSSL_Api osslApi = new OSSL_Api(); 197 OSSL_Api osslApi = new OSSL_Api();
199 osslApi.Initialize(m_engine, part, null); 198 osslApi.Initialize(m_engine, part, null, null);
200 199
201 osslApi.osOwnerSaveAppearance(firstAppearanceNcName); 200 osslApi.osOwnerSaveAppearance(firstAppearanceNcName);
202 201
@@ -223,7 +222,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
223 // Store an avatar with a different height from default in a notecard. 222 // Store an avatar with a different height from default in a notecard.
224 UUID userId = TestHelpers.ParseTail(0x1); 223 UUID userId = TestHelpers.ParseTail(0x1);
225 float firstHeight = 1.9f; 224 float firstHeight = 1.9f;
226 float secondHeight = 2.1f; 225// float secondHeight = 2.1f;
227 string firstAppearanceNcName = "appearanceNc1"; 226 string firstAppearanceNcName = "appearanceNc1";
228 string secondAppearanceNcName = "appearanceNc2"; 227 string secondAppearanceNcName = "appearanceNc2";
229 228
@@ -234,7 +233,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
234 m_scene.AddSceneObject(so); 233 m_scene.AddSceneObject(so);
235 234
236 OSSL_Api osslApi = new OSSL_Api(); 235 OSSL_Api osslApi = new OSSL_Api();
237 osslApi.Initialize(m_engine, part, null); 236 osslApi.Initialize(m_engine, part, null, null);
238 237
239 osslApi.osOwnerSaveAppearance(firstAppearanceNcName); 238 osslApi.osOwnerSaveAppearance(firstAppearanceNcName);
240 239
@@ -286,10 +285,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
286 m_scene.AddSceneObject(otherSo); 285 m_scene.AddSceneObject(otherSo);
287 286
288 OSSL_Api osslApi = new OSSL_Api(); 287 OSSL_Api osslApi = new OSSL_Api();
289 osslApi.Initialize(m_engine, part, null); 288 osslApi.Initialize(m_engine, part, null, null);
290 289
291 OSSL_Api otherOsslApi = new OSSL_Api(); 290 OSSL_Api otherOsslApi = new OSSL_Api();
292 otherOsslApi.Initialize(m_engine, otherPart, null); 291 otherOsslApi.Initialize(m_engine, otherPart, null, null);
293 292
294 string notecardName = "appearanceNc"; 293 string notecardName = "appearanceNc";
295 osslApi.osOwnerSaveAppearance(notecardName); 294 osslApi.osOwnerSaveAppearance(notecardName);
@@ -333,7 +332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
333 m_scene.AddSceneObject(so); 332 m_scene.AddSceneObject(so);
334 333
335 OSSL_Api osslApi = new OSSL_Api(); 334 OSSL_Api osslApi = new OSSL_Api();
336 osslApi.Initialize(m_engine, part, null); 335 osslApi.Initialize(m_engine, part, null, null);
337 336
338 string notecardName = "appearanceNc"; 337 string notecardName = "appearanceNc";
339 osslApi.osOwnerSaveAppearance(notecardName); 338 osslApi.osOwnerSaveAppearance(notecardName);
diff --git a/OpenSim/Region/ScriptEngine/XEngine/Api/Runtime/XEngineScriptBase.cs b/OpenSim/Region/ScriptEngine/XEngine/Api/Runtime/XEngineScriptBase.cs
new file mode 100644
index 0000000..f4211c8
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/XEngine/Api/Runtime/XEngineScriptBase.cs
@@ -0,0 +1,61 @@
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.Runtime.Remoting;
30using System.Runtime.Remoting.Lifetime;
31using System.Security.Permissions;
32using System.Threading;
33using System.Reflection;
34using System.Collections;
35using System.Collections.Generic;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
39
40namespace OpenSim.Region.ScriptEngine.XEngine.ScriptBase
41{
42 public class XEngineScriptBase : ScriptBaseClass
43 {
44 /// <summary>
45 /// Used for script sleeps when we are using co-operative script termination.
46 /// </summary>
47 /// <remarks>null if co-operative script termination is not active</remarks>
48 WaitHandle m_coopSleepHandle;
49
50 public XEngineScriptBase(WaitHandle coopSleepHandle) : base()
51 {
52 m_coopSleepHandle = coopSleepHandle;
53 }
54
55 public void opensim_reserved_CheckForCoopTermination()
56 {
57 if (m_coopSleepHandle != null && m_coopSleepHandle.WaitOne(0))
58 throw new ScriptCoopStopException();
59 }
60 }
61} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/XEngine/EventManager.cs b/OpenSim/Region/ScriptEngine/XEngine/EventManager.cs
index 9405075..0ff2da3 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/EventManager.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/EventManager.cs
@@ -52,7 +52,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
52 { 52 {
53 myScriptEngine = _ScriptEngine; 53 myScriptEngine = _ScriptEngine;
54 54
55 m_log.Info("[XEngine] Hooking up to server events"); 55// m_log.Info("[XEngine] Hooking up to server events");
56 myScriptEngine.World.EventManager.OnAttach += attach; 56 myScriptEngine.World.EventManager.OnAttach += attach;
57 myScriptEngine.World.EventManager.OnObjectGrab += touch_start; 57 myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
58 myScriptEngine.World.EventManager.OnObjectGrabbing += touch; 58 myScriptEngine.World.EventManager.OnObjectGrabbing += touch;
@@ -62,6 +62,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
62 myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target; 62 myScriptEngine.World.EventManager.OnScriptNotAtTargetEvent += not_at_target;
63 myScriptEngine.World.EventManager.OnScriptAtRotTargetEvent += at_rot_target; 63 myScriptEngine.World.EventManager.OnScriptAtRotTargetEvent += at_rot_target;
64 myScriptEngine.World.EventManager.OnScriptNotAtRotTargetEvent += not_at_rot_target; 64 myScriptEngine.World.EventManager.OnScriptNotAtRotTargetEvent += not_at_rot_target;
65 myScriptEngine.World.EventManager.OnScriptMovingStartEvent += moving_start;
66 myScriptEngine.World.EventManager.OnScriptMovingEndEvent += moving_end;
65 myScriptEngine.World.EventManager.OnScriptControlEvent += control; 67 myScriptEngine.World.EventManager.OnScriptControlEvent += control;
66 myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start; 68 myScriptEngine.World.EventManager.OnScriptColliderStart += collision_start;
67 myScriptEngine.World.EventManager.OnScriptColliding += collision; 69 myScriptEngine.World.EventManager.OnScriptColliding += collision;
@@ -69,7 +71,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
69 myScriptEngine.World.EventManager.OnScriptLandColliderStart += land_collision_start; 71 myScriptEngine.World.EventManager.OnScriptLandColliderStart += land_collision_start;
70 myScriptEngine.World.EventManager.OnScriptLandColliding += land_collision; 72 myScriptEngine.World.EventManager.OnScriptLandColliding += land_collision;
71 myScriptEngine.World.EventManager.OnScriptLandColliderEnd += land_collision_end; 73 myScriptEngine.World.EventManager.OnScriptLandColliderEnd += land_collision_end;
72 IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>(); 74 IMoneyModule money = myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
73 if (money != null) 75 if (money != null)
74 { 76 {
75 money.OnObjectPaid+=HandleObjectPaid; 77 money.OnObjectPaid+=HandleObjectPaid;
@@ -419,14 +421,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
419 // dataserver: not handled here 421 // dataserver: not handled here
420 // link_message: not handled here 422 // link_message: not handled here
421 423
422 public void moving_start(uint localID, UUID itemID) 424 public void moving_start(uint localID)
423 { 425 {
424 myScriptEngine.PostObjectEvent(localID, new EventParams( 426 myScriptEngine.PostObjectEvent(localID, new EventParams(
425 "moving_start",new object[0], 427 "moving_start",new object[0],
426 new DetectParams[0])); 428 new DetectParams[0]));
427 } 429 }
428 430
429 public void moving_end(uint localID, UUID itemID) 431 public void moving_end(uint localID)
430 { 432 {
431 myScriptEngine.PostObjectEvent(localID, new EventParams( 433 myScriptEngine.PostObjectEvent(localID, new EventParams(
432 "moving_end",new object[0], 434 "moving_end",new object[0],
diff --git a/OpenSim/Region/ScriptEngine/XEngine/Properties/AssemblyInfo.cs b/OpenSim/Region/ScriptEngine/XEngine/Properties/AssemblyInfo.cs
index bd26a8b..f0640da 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/ScriptEngine/XEngine/ScriptEngineConsoleCommands.cs b/OpenSim/Region/ScriptEngine/XEngine/ScriptEngineConsoleCommands.cs
new file mode 100644
index 0000000..efb854d
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/XEngine/ScriptEngineConsoleCommands.cs
@@ -0,0 +1,126 @@
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.Collections.Generic;
30using OpenSim.Framework;
31using OpenSim.Framework.Console;
32using OpenSim.Region.ScriptEngine.Interfaces;
33using OpenSim.Region.ScriptEngine.Shared.Api;
34using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
35
36namespace OpenSim.Region.ScriptEngine.XEngine
37{
38 public class ScriptEngineConsoleCommands
39 {
40 IScriptEngine m_engine;
41
42 public ScriptEngineConsoleCommands(IScriptEngine engine)
43 {
44 m_engine = engine;
45 }
46
47 public void RegisterCommands()
48 {
49 MainConsole.Instance.Commands.AddCommand(
50 "Scripts", false, "show script sensors", "show script sensors", "Show script sensors information",
51 HandleShowSensors);
52
53 MainConsole.Instance.Commands.AddCommand(
54 "Scripts", false, "show script timers", "show script timers", "Show script sensors information",
55 HandleShowTimers);
56 }
57
58 private bool IsSceneSelected()
59 {
60 return MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_engine.World;
61 }
62
63 private void HandleShowSensors(string module, string[] cmdparams)
64 {
65 if (!IsSceneSelected())
66 return;
67
68 SensorRepeat sr = AsyncCommandManager.GetSensorRepeatPlugin(m_engine);
69
70 if (sr == null)
71 {
72 MainConsole.Instance.Output("Plugin not yet initialized");
73 return;
74 }
75
76 List<SensorRepeat.SensorInfo> sensorInfo = sr.GetSensorInfo();
77
78 ConsoleDisplayTable cdt = new ConsoleDisplayTable();
79 cdt.AddColumn("Part name", 40);
80 cdt.AddColumn("Script item ID", 36);
81 cdt.AddColumn("Type", 4);
82 cdt.AddColumn("Interval", 8);
83 cdt.AddColumn("Range", 8);
84 cdt.AddColumn("Arc", 8);
85
86 foreach (SensorRepeat.SensorInfo s in sensorInfo)
87 {
88 cdt.AddRow(s.host.Name, s.itemID, s.type, s.interval, s.range, s.arc);
89 }
90
91 MainConsole.Instance.Output(cdt.ToString());
92 MainConsole.Instance.OutputFormat("Total: {0}", sensorInfo.Count);
93 }
94
95 private void HandleShowTimers(string module, string[] cmdparams)
96 {
97 if (!IsSceneSelected())
98 return;
99
100 Timer timerPlugin = AsyncCommandManager.GetTimerPlugin(m_engine);
101
102 if (timerPlugin == null)
103 {
104 MainConsole.Instance.Output("Plugin not yet initialized");
105 return;
106 }
107
108 List<Timer.TimerInfo> timersInfo = timerPlugin.GetTimersInfo();
109
110 ConsoleDisplayTable cdt = new ConsoleDisplayTable();
111 cdt.AddColumn("Part local ID", 13);
112 cdt.AddColumn("Script item ID", 36);
113 cdt.AddColumn("Interval", 10);
114 cdt.AddColumn("Next", 8);
115
116 foreach (Timer.TimerInfo t in timersInfo)
117 {
118 // Convert from 100 ns ticks back to seconds
119 cdt.AddRow(t.localID, t.itemID, (double)t.interval / 10000000, t.next);
120 }
121
122 MainConsole.Instance.Output(cdt.ToString());
123 MainConsole.Instance.OutputFormat("Total: {0}", timersInfo.Count);
124 }
125 }
126} \ No newline at end of file
diff --git a/OpenSim/Region/ScriptEngine/XEngine/Tests/XEngineTest.cs b/OpenSim/Region/ScriptEngine/XEngine/Tests/XEngineBasicTests.cs
index f331658..5abfe9a 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/Tests/XEngineTest.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/Tests/XEngineBasicTests.cs
@@ -44,7 +44,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine.Tests
44 /// XEngine tests. 44 /// XEngine tests.
45 /// </summary> 45 /// </summary>
46 [TestFixture] 46 [TestFixture]
47 public class XEngineTest 47 public class XEngineTest : OpenSimTestCase
48 { 48 {
49 private TestScene m_scene; 49 private TestScene m_scene;
50 private XEngine m_xEngine; 50 private XEngine m_xEngine;
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 9f05666..17243ab 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -31,6 +31,7 @@ using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode] 31using System.Diagnostics; //for [DebuggerNonUserCode]
32using System.Globalization; 32using System.Globalization;
33using System.IO; 33using System.IO;
34using System.Linq;
34using System.Reflection; 35using System.Reflection;
35using System.Security; 36using System.Security;
36using System.Security.Policy; 37using System.Security.Policy;
@@ -46,13 +47,14 @@ using OpenSim.Framework;
46using OpenSim.Framework.Console; 47using OpenSim.Framework.Console;
47using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
48using OpenSim.Region.Framework.Interfaces; 49using OpenSim.Region.Framework.Interfaces;
50using OpenSim.Region.ScriptEngine.Interfaces;
49using OpenSim.Region.ScriptEngine.Shared; 51using OpenSim.Region.ScriptEngine.Shared;
50using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
51using OpenSim.Region.ScriptEngine.Shared.CodeTools; 52using OpenSim.Region.ScriptEngine.Shared.CodeTools;
52using OpenSim.Region.ScriptEngine.Shared.Instance; 53using OpenSim.Region.ScriptEngine.Shared.Instance;
53using OpenSim.Region.ScriptEngine.Shared.Api; 54using OpenSim.Region.ScriptEngine.Shared.Api;
54using OpenSim.Region.ScriptEngine.Shared.Api.Plugins; 55using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
55using OpenSim.Region.ScriptEngine.Interfaces; 56using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
57using OpenSim.Region.ScriptEngine.XEngine.ScriptBase;
56using Timer = OpenSim.Region.ScriptEngine.Shared.Api.Plugins.Timer; 58using Timer = OpenSim.Region.ScriptEngine.Shared.Api.Plugins.Timer;
57 59
58using ScriptCompileQueue = OpenSim.Framework.LocklessQueue<object[]>; 60using ScriptCompileQueue = OpenSim.Framework.LocklessQueue<object[]>;
@@ -107,6 +109,24 @@ namespace OpenSim.Region.ScriptEngine.XEngine
107 private IXmlRpcRouter m_XmlRpcRouter; 109 private IXmlRpcRouter m_XmlRpcRouter;
108 private int m_EventLimit; 110 private int m_EventLimit;
109 private bool m_KillTimedOutScripts; 111 private bool m_KillTimedOutScripts;
112
113 /// <summary>
114 /// Number of milliseconds we will wait for a script event to complete on script stop before we forcibly abort
115 /// its thread.
116 /// </summary>
117 /// <remarks>
118 /// It appears that if a script thread is aborted whilst it is holding ReaderWriterLockSlim (possibly the write
119 /// lock) then the lock is not properly released. This causes mono 2.6, 2.10 and possibly
120 /// later to crash, sometimes with symptoms such as a leap to 100% script usage and a vm thead dump showing
121 /// all threads waiting on release of ReaderWriterLockSlim write thread which none of the threads listed
122 /// actually hold.
123 ///
124 /// Pausing for event completion reduces the risk of this happening. However, it may be that aborting threads
125 /// is not a mono issue per se but rather a risky activity in itself in an AppDomain that is not immediately
126 /// shutting down.
127 /// </remarks>
128 private int m_WaitForEventCompletionOnScriptStop = 1000;
129
110 private string m_ScriptEnginesPath = null; 130 private string m_ScriptEnginesPath = null;
111 131
112 private ExpiringCache<UUID, bool> m_runFlags = new ExpiringCache<UUID, bool>(); 132 private ExpiringCache<UUID, bool> m_runFlags = new ExpiringCache<UUID, bool>();
@@ -218,11 +238,21 @@ namespace OpenSim.Region.ScriptEngine.XEngine
218 } 238 }
219 } 239 }
220 240
241 private ScriptEngineConsoleCommands m_consoleCommands;
242
221 public string ScriptEngineName 243 public string ScriptEngineName
222 { 244 {
223 get { return "XEngine"; } 245 get { return "XEngine"; }
224 } 246 }
225 247
248 public string ScriptClassName { get; private set; }
249
250 public string ScriptBaseClassName { get; private set; }
251
252 public ParameterInfo[] ScriptBaseClassParameters { get; private set; }
253
254 public string[] ScriptReferencedAssemblies { get; private set; }
255
226 public Scene World 256 public Scene World
227 { 257 {
228 get { return m_Scene; } 258 get { return m_Scene; }
@@ -277,21 +307,35 @@ namespace OpenSim.Region.ScriptEngine.XEngine
277 307
278 m_ScriptConfig = configSource.Configs["XEngine"]; 308 m_ScriptConfig = configSource.Configs["XEngine"];
279 m_ConfigSource = configSource; 309 m_ConfigSource = configSource;
310
311 string rawScriptStopStrategy = m_ScriptConfig.GetString("ScriptStopStrategy", "abort");
312
313 m_log.InfoFormat("[XEngine]: Script stop strategy is {0}", rawScriptStopStrategy);
314
315 if (rawScriptStopStrategy == "co-op")
316 {
317 ScriptClassName = "XEngineScript";
318 ScriptBaseClassName = typeof(XEngineScriptBase).FullName;
319 ScriptBaseClassParameters = typeof(XEngineScriptBase).GetConstructor(new Type[] { typeof(WaitHandle) }).GetParameters();
320 ScriptReferencedAssemblies = new string[] { Path.GetFileName(typeof(XEngineScriptBase).Assembly.Location) };
321 }
322 else
323 {
324 ScriptClassName = "Script";
325 ScriptBaseClassName = typeof(ScriptBaseClass).FullName;
326 }
327
328// Console.WriteLine("ASSEMBLY NAME: {0}", ScriptReferencedAssemblies[0]);
280 } 329 }
281 330
282 public void AddRegion(Scene scene) 331 public void AddRegion(Scene scene)
283 { 332 {
284 if (m_ScriptConfig == null) 333 if (m_ScriptConfig == null)
285 return; 334 return;
335
286 m_ScriptFailCount = 0; 336 m_ScriptFailCount = 0;
287 m_ScriptErrorMessage = String.Empty; 337 m_ScriptErrorMessage = String.Empty;
288 338
289 if (m_ScriptConfig == null)
290 {
291// m_log.ErrorFormat("[XEngine] No script configuration found. Scripts disabled");
292 return;
293 }
294
295 m_Enabled = m_ScriptConfig.GetBoolean("Enabled", true); 339 m_Enabled = m_ScriptConfig.GetBoolean("Enabled", true);
296 340
297 if (!m_Enabled) 341 if (!m_Enabled)
@@ -316,6 +360,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
316 m_EventLimit = m_ScriptConfig.GetInt("EventLimit", 30); 360 m_EventLimit = m_ScriptConfig.GetInt("EventLimit", 30);
317 m_KillTimedOutScripts = m_ScriptConfig.GetBoolean("KillTimedOutScripts", false); 361 m_KillTimedOutScripts = m_ScriptConfig.GetBoolean("KillTimedOutScripts", false);
318 m_SaveTime = m_ScriptConfig.GetInt("SaveInterval", 120) * 1000; 362 m_SaveTime = m_ScriptConfig.GetInt("SaveInterval", 120) * 1000;
363 m_WaitForEventCompletionOnScriptStop
364 = m_ScriptConfig.GetInt("WaitForEventCompletionOnScriptStop", m_WaitForEventCompletionOnScriptStop);
365
319 m_ScriptEnginesPath = m_ScriptConfig.GetString("ScriptEnginesPath", "ScriptEngines"); 366 m_ScriptEnginesPath = m_ScriptConfig.GetString("ScriptEnginesPath", "ScriptEngines");
320 367
321 m_Prio = ThreadPriority.BelowNormal; 368 m_Prio = ThreadPriority.BelowNormal;
@@ -364,48 +411,59 @@ namespace OpenSim.Region.ScriptEngine.XEngine
364 OnObjectRemoved += m_XmlRpcRouter.ObjectRemoved; 411 OnObjectRemoved += m_XmlRpcRouter.ObjectRemoved;
365 } 412 }
366 413
414 m_consoleCommands = new ScriptEngineConsoleCommands(this);
415 m_consoleCommands.RegisterCommands();
416
367 MainConsole.Instance.Commands.AddCommand( 417 MainConsole.Instance.Commands.AddCommand(
368 "Scripts", false, "xengine status", "xengine status", "Show status information", 418 "Scripts", false, "xengine status", "xengine status", "Show status information",
369 "Show status information on the script engine.", 419 "Show status information on the script engine.",
370 HandleShowStatus); 420 HandleShowStatus);
371 421
372 MainConsole.Instance.Commands.AddCommand( 422 MainConsole.Instance.Commands.AddCommand(
373 "Scripts", false, "scripts show", "scripts show [<script-item-uuid>]", "Show script information", 423 "Scripts", false, "scripts show", "scripts show [<script-item-uuid>+]", "Show script information",
374 "Show information on all scripts known to the script engine." 424 "Show information on all scripts known to the script engine.\n"
375 + "If a <script-item-uuid> is given then only information on that script will be shown.", 425 + "If one or more <script-item-uuid>s are given then only information on that script will be shown.",
376 HandleShowScripts); 426 HandleShowScripts);
377 427
378 MainConsole.Instance.Commands.AddCommand( 428 MainConsole.Instance.Commands.AddCommand(
379 "Scripts", false, "show scripts", "show scripts [<script-item-uuid>]", "Show script information", 429 "Scripts", false, "show scripts", "show scripts [<script-item-uuid>+]", "Show script information",
380 "Synonym for scripts show command", HandleShowScripts); 430 "Synonym for scripts show command", HandleShowScripts);
381 431
382 MainConsole.Instance.Commands.AddCommand( 432 MainConsole.Instance.Commands.AddCommand(
383 "Scripts", false, "scripts suspend", "scripts suspend [<script-item-uuid>]", "Suspends all running scripts", 433 "Scripts", false, "scripts suspend", "scripts suspend [<script-item-uuid>+]", "Suspends all running scripts",
384 "Suspends all currently running scripts. This only suspends event delivery, it will not suspend a" 434 "Suspends all currently running scripts. This only suspends event delivery, it will not suspend a"
385 + " script that is currently processing an event.\n" 435 + " script that is currently processing an event.\n"
386 + "Suspended scripts will continue to accumulate events but won't process them.\n" 436 + "Suspended scripts will continue to accumulate events but won't process them.\n"
387 + "If a <script-item-uuid> is given then only that script will be suspended. Otherwise, all suitable scripts are suspended.", 437 + "If one or more <script-item-uuid>s are given then only that script will be suspended. Otherwise, all suitable scripts are suspended.",
388 (module, cmdparams) => HandleScriptsAction(cmdparams, HandleSuspendScript)); 438 (module, cmdparams) => HandleScriptsAction(cmdparams, HandleSuspendScript));
389 439
390 MainConsole.Instance.Commands.AddCommand( 440 MainConsole.Instance.Commands.AddCommand(
391 "Scripts", false, "scripts resume", "scripts resume [<script-item-uuid>]", "Resumes all suspended scripts", 441 "Scripts", false, "scripts resume", "scripts resume [<script-item-uuid>+]", "Resumes all suspended scripts",
392 "Resumes all currently suspended scripts.\n" 442 "Resumes all currently suspended scripts.\n"
393 + "Resumed scripts will process all events accumulated whilst suspended." 443 + "Resumed scripts will process all events accumulated whilst suspended.\n"
394 + "If a <script-item-uuid> is given then only that script will be resumed. Otherwise, all suitable scripts are resumed.", 444 + "If one or more <script-item-uuid>s are given then only that script will be resumed. Otherwise, all suitable scripts are resumed.",
395 (module, cmdparams) => HandleScriptsAction(cmdparams, HandleResumeScript)); 445 (module, cmdparams) => HandleScriptsAction(cmdparams, HandleResumeScript));
396 446
397 MainConsole.Instance.Commands.AddCommand( 447 MainConsole.Instance.Commands.AddCommand(
398 "Scripts", false, "scripts stop", "scripts stop [<script-item-uuid>]", "Stops all running scripts", 448 "Scripts", false, "scripts stop", "scripts stop [<script-item-uuid>+]", "Stops all running scripts",
399 "Stops all running scripts." 449 "Stops all running scripts.\n"
400 + "If a <script-item-uuid> is given then only that script will be stopped. Otherwise, all suitable scripts are stopped.", 450 + "If one or more <script-item-uuid>s are given then only that script will be stopped. Otherwise, all suitable scripts are stopped.",
401 (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStopScript)); 451 (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStopScript));
402 452
403 MainConsole.Instance.Commands.AddCommand( 453 MainConsole.Instance.Commands.AddCommand(
404 "Scripts", false, "scripts start", "scripts start [<script-item-uuid>]", "Starts all stopped scripts", 454 "Scripts", false, "scripts start", "scripts start [<script-item-uuid>+]", "Starts all stopped scripts",
405 "Starts all stopped scripts." 455 "Starts all stopped scripts.\n"
406 + "If a <script-item-uuid> is given then only that script will be started. Otherwise, all suitable scripts are started.", 456 + "If one or more <script-item-uuid>s are given then only that script will be started. Otherwise, all suitable scripts are started.",
407 (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStartScript)); 457 (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStartScript));
408 458
459 MainConsole.Instance.Commands.AddCommand(
460 "Scripts", false, "debug scripts log", "debug scripts log <item-id> <log-level>", "Extra debug logging for a script",
461 "Activates or deactivates extra debug logging for the given script.\n"
462 + "Level == 0, deactivate extra debug logging.\n"
463 + "Level >= 1, log state changes.\n"
464 + "Level >= 2, log event invocations.\n",
465 HandleDebugScriptLogCommand);
466
409// MainConsole.Instance.Commands.AddCommand( 467// MainConsole.Instance.Commands.AddCommand(
410// "Debug", false, "debug xengine", "debug xengine [<level>]", 468// "Debug", false, "debug xengine", "debug xengine [<level>]",
411// "Turn on detailed xengine debugging.", 469// "Turn on detailed xengine debugging.",
@@ -414,6 +472,41 @@ namespace OpenSim.Region.ScriptEngine.XEngine
414// HandleDebugLevelCommand); 472// HandleDebugLevelCommand);
415 } 473 }
416 474
475 private void HandleDebugScriptLogCommand(string module, string[] args)
476 {
477 if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene))
478 return;
479
480 if (args.Length != 5)
481 {
482 MainConsole.Instance.Output("Usage: debug script log <item-id> <log-level>");
483 return;
484 }
485
486 UUID itemId;
487
488 if (!ConsoleUtil.TryParseConsoleUuid(MainConsole.Instance, args[3], out itemId))
489 return;
490
491 int newLevel;
492
493 if (!ConsoleUtil.TryParseConsoleInt(MainConsole.Instance, args[4], out newLevel))
494 return;
495
496 IScriptInstance si;
497
498 lock (m_Scripts)
499 {
500 // XXX: We can't give the user feedback on a bad item id because this may apply to a different script
501 // engine
502 if (!m_Scripts.TryGetValue(itemId, out si))
503 return;
504 }
505
506 si.DebugLevel = newLevel;
507 MainConsole.Instance.OutputFormat("Set debug level of {0} {1} to {2}", si.ScriptName, si.ItemID, newLevel);
508 }
509
417 /// <summary> 510 /// <summary>
418 /// Change debug level 511 /// Change debug level
419 /// </summary> 512 /// </summary>
@@ -445,9 +538,21 @@ namespace OpenSim.Region.ScriptEngine.XEngine
445 /// </summary> 538 /// </summary>
446 /// <param name="cmdparams"></param> 539 /// <param name="cmdparams"></param>
447 /// <param name="instance"></param> 540 /// <param name="instance"></param>
448 /// <returns>true if we're okay to proceed, false if not.</returns> 541 /// <param name="comparer">Basis on which to sort output. Can be null if no sort needs to take place</param>
449 private void HandleScriptsAction(string[] cmdparams, Action<IScriptInstance> action) 542 private void HandleScriptsAction(string[] cmdparams, Action<IScriptInstance> action)
450 { 543 {
544 HandleScriptsAction<object>(cmdparams, action, null);
545 }
546
547 /// <summary>
548 /// Parse the raw item id into a script instance from the command params if it's present.
549 /// </summary>
550 /// <param name="cmdparams"></param>
551 /// <param name="instance"></param>
552 /// <param name="keySelector">Basis on which to sort output. Can be null if no sort needs to take place</param>
553 private void HandleScriptsAction<TKey>(
554 string[] cmdparams, Action<IScriptInstance> action, Func<IScriptInstance, TKey> keySelector)
555 {
451 if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) 556 if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene))
452 return; 557 return;
453 558
@@ -458,35 +563,42 @@ namespace OpenSim.Region.ScriptEngine.XEngine
458 563
459 if (cmdparams.Length == 2) 564 if (cmdparams.Length == 2)
460 { 565 {
461 foreach (IScriptInstance instance in m_Scripts.Values) 566 IEnumerable<IScriptInstance> scripts = m_Scripts.Values;
567
568 if (keySelector != null)
569 scripts = scripts.OrderBy<IScriptInstance, TKey>(keySelector);
570
571 foreach (IScriptInstance instance in scripts)
462 action(instance); 572 action(instance);
463 573
464 return; 574 return;
465 } 575 }
466 576
467 rawItemId = cmdparams[2]; 577 for (int i = 2; i < cmdparams.Length; i++)
468
469 if (!UUID.TryParse(rawItemId, out itemId))
470 {
471 MainConsole.Instance.OutputFormat("Error - {0} is not a valid UUID", rawItemId);
472 return;
473 }
474
475 if (itemId != UUID.Zero)
476 { 578 {
477 IScriptInstance instance = GetInstance(itemId); 579 rawItemId = cmdparams[i];
478 if (instance == null) 580
581 if (!UUID.TryParse(rawItemId, out itemId))
479 { 582 {
480 // Commented out for now since this will cause false reports on simulators with more than 583 MainConsole.Instance.OutputFormat("ERROR: {0} is not a valid UUID", rawItemId);
481 // one scene where the current command line set region is 'root' (which causes commands to 584 continue;
482 // go to both regions... (sigh)
483// MainConsole.Instance.OutputFormat("Error - No item found with id {0}", itemId);
484 return;
485 } 585 }
486 else 586
587 if (itemId != UUID.Zero)
487 { 588 {
488 action(instance); 589 IScriptInstance instance = GetInstance(itemId);
489 return; 590 if (instance == null)
591 {
592 // Commented out for now since this will cause false reports on simulators with more than
593 // one scene where the current command line set region is 'root' (which causes commands to
594 // go to both regions... (sigh)
595 // MainConsole.Instance.OutputFormat("Error - No item found with id {0}", itemId);
596 continue;
597 }
598 else
599 {
600 action(instance);
601 }
490 } 602 }
491 } 603 }
492 } 604 }
@@ -505,9 +617,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
505 StringBuilder sb = new StringBuilder(); 617 StringBuilder sb = new StringBuilder();
506 sb.AppendFormat("Status of XEngine instance for {0}\n", m_Scene.RegionInfo.RegionName); 618 sb.AppendFormat("Status of XEngine instance for {0}\n", m_Scene.RegionInfo.RegionName);
507 619
620 long scriptsLoaded, eventsQueued = 0, eventsProcessed = 0;
621
508 lock (m_Scripts) 622 lock (m_Scripts)
509 sb.AppendFormat("Scripts loaded : {0}\n", m_Scripts.Count); 623 {
624 scriptsLoaded = m_Scripts.Count;
510 625
626 foreach (IScriptInstance si in m_Scripts.Values)
627 {
628 eventsQueued += si.EventsQueued;
629 eventsProcessed += si.EventsProcessed;
630 }
631 }
632
633 sb.AppendFormat("Scripts loaded : {0}\n", scriptsLoaded);
511 sb.AppendFormat("Unique scripts : {0}\n", m_uniqueScripts.Count); 634 sb.AppendFormat("Unique scripts : {0}\n", m_uniqueScripts.Count);
512 sb.AppendFormat("Scripts waiting for load : {0}\n", m_CompileQueue.Count); 635 sb.AppendFormat("Scripts waiting for load : {0}\n", m_CompileQueue.Count);
513 sb.AppendFormat("Max threads : {0}\n", m_ThreadPool.MaxThreads); 636 sb.AppendFormat("Max threads : {0}\n", m_ThreadPool.MaxThreads);
@@ -516,6 +639,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
516 sb.AppendFormat("In use threads : {0}\n", m_ThreadPool.InUseThreads); 639 sb.AppendFormat("In use threads : {0}\n", m_ThreadPool.InUseThreads);
517 sb.AppendFormat("Work items waiting : {0}\n", m_ThreadPool.WaitingCallbacks); 640 sb.AppendFormat("Work items waiting : {0}\n", m_ThreadPool.WaitingCallbacks);
518// sb.AppendFormat("Assemblies loaded : {0}\n", m_Assemblies.Count); 641// sb.AppendFormat("Assemblies loaded : {0}\n", m_Assemblies.Count);
642 sb.AppendFormat("Events queued : {0}\n", eventsQueued);
643 sb.AppendFormat("Events processed : {0}\n", eventsProcessed);
519 644
520 SensorRepeat sr = AsyncCommandManager.GetSensorRepeatPlugin(this); 645 SensorRepeat sr = AsyncCommandManager.GetSensorRepeatPlugin(this);
521 sb.AppendFormat("Sensors : {0}\n", sr != null ? sr.SensorsCount : 0); 646 sb.AppendFormat("Sensors : {0}\n", sr != null ? sr.SensorsCount : 0);
@@ -546,7 +671,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
546 } 671 }
547 } 672 }
548 673
549 HandleScriptsAction(cmdparams, HandleShowScript); 674 HandleScriptsAction<long>(cmdparams, HandleShowScript, si => si.EventsProcessed);
550 } 675 }
551 676
552 private void HandleShowScript(IScriptInstance instance) 677 private void HandleShowScript(IScriptInstance instance)
@@ -572,15 +697,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
572 } 697 }
573 698
574 StringBuilder sb = new StringBuilder(); 699 StringBuilder sb = new StringBuilder();
575 Queue eq = instance.EventQueue;
576 700
577 sb.AppendFormat("Script name : {0}\n", instance.ScriptName); 701 sb.AppendFormat("Script name : {0}\n", instance.ScriptName);
578 sb.AppendFormat("Status : {0}\n", status); 702 sb.AppendFormat("Status : {0}\n", status);
579 703 sb.AppendFormat("Queued events : {0}\n", instance.EventsQueued);
580 lock (eq) 704 sb.AppendFormat("Processed events : {0}\n", instance.EventsProcessed);
581 sb.AppendFormat("Queued events : {0}\n", eq.Count);
582
583 sb.AppendFormat("Item UUID : {0}\n", instance.ItemID); 705 sb.AppendFormat("Item UUID : {0}\n", instance.ItemID);
706 sb.AppendFormat("Asset UUID : {0}\n", instance.AssetID);
584 sb.AppendFormat("Containing part name: {0}\n", instance.PrimName); 707 sb.AppendFormat("Containing part name: {0}\n", instance.PrimName);
585 sb.AppendFormat("Containing part UUID: {0}\n", instance.ObjectID); 708 sb.AppendFormat("Containing part UUID: {0}\n", instance.ObjectID);
586 sb.AppendFormat("Position : {0}\n", sop.AbsolutePosition); 709 sb.AppendFormat("Position : {0}\n", sop.AbsolutePosition);
@@ -1079,7 +1202,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1079 } 1202 }
1080 1203
1081 m_log.DebugFormat( 1204 m_log.DebugFormat(
1082 "[XEngine] Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", 1205 "[XEngine]: Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1083 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, 1206 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1084 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); 1207 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1085 1208
@@ -1089,8 +1212,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1089 1212
1090 string assembly = ""; 1213 string assembly = "";
1091 1214
1092 CultureInfo USCulture = new CultureInfo("en-US"); 1215 Culture.SetCurrentCulture();
1093 Thread.CurrentThread.CurrentCulture = USCulture;
1094 1216
1095 Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> linemap; 1217 Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> linemap;
1096 1218
@@ -1101,6 +1223,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1101 lock (m_AddingAssemblies) 1223 lock (m_AddingAssemblies)
1102 { 1224 {
1103 m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, out assembly, out linemap); 1225 m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, out assembly, out linemap);
1226
1104 if (!m_AddingAssemblies.ContainsKey(assembly)) { 1227 if (!m_AddingAssemblies.ContainsKey(assembly)) {
1105 m_AddingAssemblies[assembly] = 1; 1228 m_AddingAssemblies[assembly] = 1;
1106 } else { 1229 } else {
@@ -1150,7 +1273,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1150 } 1273 }
1151 catch (Exception e) 1274 catch (Exception e)
1152 { 1275 {
1153// m_log.ErrorFormat("[XEngine]: Exception when rezzing script {0}{1}", e.Message, e.StackTrace); 1276// m_log.ErrorFormat(
1277// "[XEngine]: Exception when rezzing script with item ID {0}, {1}{2}",
1278// itemID, e.Message, e.StackTrace);
1154 1279
1155 // try 1280 // try
1156 // { 1281 // {
@@ -1229,13 +1354,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1229 sandbox = AppDomain.CurrentDomain; 1354 sandbox = AppDomain.CurrentDomain;
1230 } 1355 }
1231 1356
1232 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel(); 1357 if (!instance.Load(m_AppDomains[appDomain], assembly, stateSource))
1233 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition(); 1358 return false;
1234 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1235 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1236 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1237 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1238 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1239 1359
1240 m_AppDomains[appDomain] = sandbox; 1360 m_AppDomains[appDomain] = sandbox;
1241 1361
@@ -1256,12 +1376,11 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1256 m_DomainScripts[appDomain].Add(itemID); 1376 m_DomainScripts[appDomain].Add(itemID);
1257 1377
1258 instance = new ScriptInstance(this, part, 1378 instance = new ScriptInstance(this, part,
1259 itemID, assetID, assembly, 1379 item,
1260 m_AppDomains[appDomain], 1380 startParam, postOnRez,
1261 part.ParentGroup.RootPart.Name, 1381 m_MaxScriptQueue);
1262 item.Name, startParam, postOnRez,
1263 stateSource, m_MaxScriptQueue);
1264 1382
1383 instance.Load(m_AppDomains[appDomain], assembly, stateSource);
1265// m_log.DebugFormat( 1384// m_log.DebugFormat(
1266// "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", 1385// "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1267// part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, 1386// part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
@@ -1347,9 +1466,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1347 lockScriptsForWrite(false); 1466 lockScriptsForWrite(false);
1348 instance.ClearQueue(); 1467 instance.ClearQueue();
1349 1468
1350 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1469 instance.Stop(m_WaitForEventCompletionOnScriptStop);
1351 // cause issues on mono 2.6, 2.10 and possibly later where locks are not released properly on abort.
1352 instance.Stop(1000);
1353 1470
1354// bool objectRemoved = false; 1471// bool objectRemoved = false;
1355 1472
@@ -1477,7 +1594,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1477 m_MaxScriptQueue = maxScriptQueue; 1594 m_MaxScriptQueue = maxScriptQueue;
1478 1595
1479 STPStartInfo startInfo = new STPStartInfo(); 1596 STPStartInfo startInfo = new STPStartInfo();
1480 startInfo.IdleTimeout = idleTimeout*1000; // convert to seconds as stated in .ini 1597 startInfo.ThreadPoolName = "XEngine";
1598 startInfo.IdleTimeout = idleTimeout * 1000; // convert to seconds as stated in .ini
1481 startInfo.MaxWorkerThreads = maxThreads; 1599 startInfo.MaxWorkerThreads = maxThreads;
1482 startInfo.MinWorkerThreads = minThreads; 1600 startInfo.MinWorkerThreads = minThreads;
1483 startInfo.ThreadPriority = threadPriority;; 1601 startInfo.ThreadPriority = threadPriority;;
@@ -1504,8 +1622,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1504 /// <returns></returns> 1622 /// <returns></returns>
1505 private object ProcessEventHandler(object parms) 1623 private object ProcessEventHandler(object parms)
1506 { 1624 {
1507 CultureInfo USCulture = new CultureInfo("en-US"); 1625 Culture.SetCurrentCulture();
1508 Thread.CurrentThread.CurrentCulture = USCulture;
1509 1626
1510 IScriptInstance instance = (ScriptInstance) parms; 1627 IScriptInstance instance = (ScriptInstance) parms;
1511 1628
@@ -1693,7 +1810,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1693 { 1810 {
1694 IScriptInstance instance = GetInstance(itemID); 1811 IScriptInstance instance = GetInstance(itemID);
1695 if (instance != null) 1812 if (instance != null)
1696 instance.ResetScript(); 1813 instance.ResetScript(m_WaitForEventCompletionOnScriptStop);
1697 } 1814 }
1698 1815
1699 public void StartScript(UUID itemID) 1816 public void StartScript(UUID itemID)
@@ -1708,14 +1825,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1708 public void StopScript(UUID itemID) 1825 public void StopScript(UUID itemID)
1709 { 1826 {
1710 IScriptInstance instance = GetInstance(itemID); 1827 IScriptInstance instance = GetInstance(itemID);
1828
1711 if (instance != null) 1829 if (instance != null)
1712 { 1830 {
1713 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1831 instance.Stop(m_WaitForEventCompletionOnScriptStop);
1714 // cause issues on mono 2.6, 2.10 and possibly later where locks are not released properly on abort.
1715 instance.Stop(1000);
1716 } 1832 }
1717 else 1833 else
1718 { 1834 {
1835// m_log.DebugFormat("[XENGINE]: Could not find script with ID {0} to stop in {1}", itemID, World.Name);
1719 m_runFlags.AddOrUpdate(itemID, false, 240); 1836 m_runFlags.AddOrUpdate(itemID, false, 240);
1720 } 1837 }
1721 } 1838 }
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs b/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs
index 2ac5c31..8dd7677 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs
@@ -57,8 +57,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
57 wr.Abort(); 57 wr.Abort();
58 } 58 }
59 59
60 public bool Wait(TimeSpan t) 60 public bool Wait(int t)
61 { 61 {
62 // We use the integer version of WaitAll because the current version of SmartThreadPool has a bug with the
63 // TimeSpan version. The number of milliseconds in TimeSpan is an int64 so when STP casts it down to an
64 // int (32-bit) we can end up with bad values. This occurs on Windows though curious not on Mono 2.10.8
65 // (or very likely other versions of Mono at least up until 3.0.3).
62 return SmartThreadPool.WaitAll(new IWorkItemResult[] {wr}, t, false); 66 return SmartThreadPool.WaitAll(new IWorkItemResult[] {wr}, t, false);
63 } 67 }
64 } 68 }
diff --git a/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs b/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs
index 3243a9a..6a1112c 100644
--- a/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs
+++ b/OpenSim/Region/UserStatistics/ActiveConnectionsAJAX.cs
@@ -32,6 +32,7 @@ using System.Reflection;
32using System.Text; 32using System.Text;
33using Mono.Data.SqliteClient; 33using Mono.Data.SqliteClient;
34using OpenMetaverse; 34using OpenMetaverse;
35using OpenMetaverse.StructuredData;
35using OpenSim.Framework; 36using OpenSim.Framework;
36using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
37using OpenSim.Framework.Monitoring; 38using OpenSim.Framework.Monitoring;
@@ -51,7 +52,6 @@ namespace OpenSim.Region.UserStatistics
51 52
52 public Hashtable ProcessModel(Hashtable pParams) 53 public Hashtable ProcessModel(Hashtable pParams)
53 { 54 {
54
55 List<Scene> m_scene = (List<Scene>)pParams["Scenes"]; 55 List<Scene> m_scene = (List<Scene>)pParams["Scenes"];
56 56
57 Hashtable nh = new Hashtable(); 57 Hashtable nh = new Hashtable();
@@ -129,6 +129,86 @@ namespace OpenSim.Region.UserStatistics
129 return output.ToString(); 129 return output.ToString();
130 } 130 }
131 131
132 /// <summary>
133 /// Convert active connections information to JSON string. Returns a structure:
134 /// <pre>
135 /// {"regionName": {
136 /// "presenceName": {
137 /// "name": "presenceName",
138 /// "position": "<x,y,z>",
139 /// "isRoot": "false",
140 /// "throttle": {
141 /// },
142 /// "queue": {
143 /// }
144 /// },
145 /// ... // multiple presences in the scene
146 /// },
147 /// ... // multiple regions in the sim
148 /// }
149 ///
150 /// </pre>
151 /// </summary>
152 /// <param name="pModelResult"></param>
153 /// <returns></returns>
154 public string RenderJson(Hashtable pModelResult)
155 {
156 List<Scene> all_scenes = (List<Scene>) pModelResult["hdata"];
157
158 OSDMap regionInfo = new OSDMap();
159 foreach (Scene scene in all_scenes)
160 {
161 OSDMap sceneInfo = new OpenMetaverse.StructuredData.OSDMap();
162 List<ScenePresence> avatarInScene = scene.GetScenePresences();
163 foreach (ScenePresence av in avatarInScene)
164 {
165 OSDMap presenceInfo = new OSDMap();
166 presenceInfo.Add("Name", new OSDString(av.Name));
167
168 Dictionary<string,string> queues = new Dictionary<string, string>();
169 if (av.ControllingClient is IStatsCollector)
170 {
171 IStatsCollector isClient = (IStatsCollector) av.ControllingClient;
172 queues = decodeQueueReport(isClient.Report());
173 }
174 OSDMap queueInfo = new OpenMetaverse.StructuredData.OSDMap();
175 foreach (KeyValuePair<string, string> kvp in queues) {
176 queueInfo.Add(kvp.Key, new OSDString(kvp.Value));
177 }
178 sceneInfo.Add("queues", queueInfo);
179
180 if (av.IsChildAgent)
181 presenceInfo.Add("isRoot", new OSDString("false"));
182 else
183 presenceInfo.Add("isRoot", new OSDString("true"));
184
185 if (av.AbsolutePosition == DefaultNeighborPosition)
186 {
187 presenceInfo.Add("position", new OSDString("<0, 0, 0>"));
188 }
189 else
190 {
191 presenceInfo.Add("position", new OSDString(string.Format("<{0},{1},{2}>",
192 (int)av.AbsolutePosition.X,
193 (int) av.AbsolutePosition.Y,
194 (int) av.AbsolutePosition.Z)) );
195 }
196
197 Dictionary<string, int> throttles = DecodeClientThrottles(av.ControllingClient.GetThrottlesPacked(1));
198 OSDMap throttleInfo = new OpenMetaverse.StructuredData.OSDMap();
199 foreach (string throttlename in throttles.Keys)
200 {
201 throttleInfo.Add(throttlename, new OSDString(throttles[throttlename].ToString()));
202 }
203 presenceInfo.Add("throttle", throttleInfo);
204
205 sceneInfo.Add(av.Name, presenceInfo);
206 }
207 regionInfo.Add(scene.RegionInfo.RegionName, sceneInfo);
208 }
209 return regionInfo.ToString();
210 }
211
132 public Dictionary<string, int> DecodeClientThrottles(byte[] throttle) 212 public Dictionary<string, int> DecodeClientThrottles(byte[] throttle)
133 { 213 {
134 Dictionary<string, int> returndict = new Dictionary<string, int>(); 214 Dictionary<string, int> returndict = new Dictionary<string, int>();
@@ -203,7 +283,7 @@ namespace OpenSim.Region.UserStatistics
203 returndic.Add("Cloud", rep.Substring((7 * pos) , 8)); pos++; 283 returndic.Add("Cloud", rep.Substring((7 * pos) , 8)); pos++;
204 returndic.Add("Task", rep.Substring((7 * pos) , 8)); pos++; 284 returndic.Add("Task", rep.Substring((7 * pos) , 8)); pos++;
205 returndic.Add("Texture", rep.Substring((7 * pos), 8)); pos++; 285 returndic.Add("Texture", rep.Substring((7 * pos), 8)); pos++;
206 returndic.Add("Asset", rep.Substring((7 * pos), 8)); 286 returndic.Add("Asset", rep.Substring((7 * pos), 8));
207 /* 287 /*
208 * return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}", 288 * return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
209 SendQueue.Count(), 289 SendQueue.Count(),
diff --git a/OpenSim/Region/UserStatistics/Clients_report.cs b/OpenSim/Region/UserStatistics/Clients_report.cs
index b2bb33b..4a6f7be 100644
--- a/OpenSim/Region/UserStatistics/Clients_report.cs
+++ b/OpenSim/Region/UserStatistics/Clients_report.cs
@@ -31,6 +31,7 @@ using System.Collections.Generic;
31using System.Text; 31using System.Text;
32using Mono.Data.SqliteClient; 32using Mono.Data.SqliteClient;
33using OpenMetaverse; 33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
34using OpenSim.Region.Framework.Scenes; 35using OpenSim.Region.Framework.Scenes;
35 36
36namespace OpenSim.Region.UserStatistics 37namespace OpenSim.Region.UserStatistics
@@ -44,6 +45,32 @@ namespace OpenSim.Region.UserStatistics
44 get { return "Client"; } 45 get { return "Client"; }
45 } 46 }
46 47
48 /// <summary>
49 /// Return summar information in the form:
50 /// <pre>
51 /// {"totalUsers": "34",
52 /// "totalSessions": "233",
53 /// ...
54 /// }
55 /// </pre>
56 /// </summary>
57 /// <param name="pModelResult"></param>
58 /// <returns></returns>
59 public string RenderJson(Hashtable pModelResult) {
60 stats_default_page_values values = (stats_default_page_values) pModelResult["hdata"];
61
62 OSDMap summaryInfo = new OpenMetaverse.StructuredData.OSDMap();
63 summaryInfo.Add("totalUsers", new OSDString(values.total_num_users.ToString()));
64 summaryInfo.Add("totalSessions", new OSDString(values.total_num_sessions.ToString()));
65 summaryInfo.Add("averageClientFPS", new OSDString(values.avg_client_fps.ToString()));
66 summaryInfo.Add("averageClientMem", new OSDString(values.avg_client_mem_use.ToString()));
67 summaryInfo.Add("averageSimFPS", new OSDString(values.avg_sim_fps.ToString()));
68 summaryInfo.Add("averagePingTime", new OSDString(values.avg_ping.ToString()));
69 summaryInfo.Add("totalKBOut", new OSDString(values.total_kb_out.ToString()));
70 summaryInfo.Add("totalKBIn", new OSDString(values.total_kb_in.ToString()));
71 return summaryInfo.ToString();
72 }
73
47 public Hashtable ProcessModel(Hashtable pParams) 74 public Hashtable ProcessModel(Hashtable pParams)
48 { 75 {
49 SqliteConnection dbConn = (SqliteConnection)pParams["DatabaseConnection"]; 76 SqliteConnection dbConn = (SqliteConnection)pParams["DatabaseConnection"];
diff --git a/OpenSim/Region/UserStatistics/Default_Report.cs b/OpenSim/Region/UserStatistics/Default_Report.cs
index cdc615c..fabe3d4 100644
--- a/OpenSim/Region/UserStatistics/Default_Report.cs
+++ b/OpenSim/Region/UserStatistics/Default_Report.cs
@@ -32,6 +32,7 @@ using System.Reflection;
32using System.Text; 32using System.Text;
33using Mono.Data.SqliteClient; 33using Mono.Data.SqliteClient;
34using OpenMetaverse; 34using OpenMetaverse;
35using OpenMetaverse.StructuredData;
35using OpenSim.Region.Framework.Scenes; 36using OpenSim.Region.Framework.Scenes;
36using OpenSim.Framework.Monitoring; 37using OpenSim.Framework.Monitoring;
37 38
@@ -230,6 +231,31 @@ TD.align_top { vertical-align: top; }
230 return returnstruct; 231 return returnstruct;
231 } 232 }
232 233
234 /// <summary>
235 /// Return summar information in the form:
236 /// <pre>
237 /// {"totalUsers": "34",
238 /// "totalSessions": "233",
239 /// ...
240 /// }
241 /// </pre>
242 /// </summary>
243 /// <param name="pModelResult"></param>
244 /// <returns></returns>
245 public string RenderJson(Hashtable pModelResult) {
246 stats_default_page_values values = (stats_default_page_values) pModelResult["hdata"];
247
248 OSDMap summaryInfo = new OSDMap();
249 summaryInfo.Add("totalUsers", new OSDString(values.total_num_users.ToString()));
250 summaryInfo.Add("totalSessions", new OSDString(values.total_num_sessions.ToString()));
251 summaryInfo.Add("averageClientFPS", new OSDString(values.avg_client_fps.ToString()));
252 summaryInfo.Add("averageClientMem", new OSDString(values.avg_client_mem_use.ToString()));
253 summaryInfo.Add("averageSimFPS", new OSDString(values.avg_sim_fps.ToString()));
254 summaryInfo.Add("averagePingTime", new OSDString(values.avg_ping.ToString()));
255 summaryInfo.Add("totalKBOut", new OSDString(values.total_kb_out.ToString()));
256 summaryInfo.Add("totalKBIn", new OSDString(values.total_kb_in.ToString()));
257 return summaryInfo.ToString();
258 }
233 } 259 }
234 260
235 public struct stats_default_page_values 261 public struct stats_default_page_values
@@ -247,4 +273,5 @@ TD.align_top { vertical-align: top; }
247 public Dictionary<UUID, USimStatsData> sim_stat_data; 273 public Dictionary<UUID, USimStatsData> sim_stat_data;
248 public Dictionary<string, IStatsController> stats_reports; 274 public Dictionary<string, IStatsController> stats_reports;
249 } 275 }
276
250} 277}
diff --git a/OpenSim/Region/UserStatistics/IStatsReport.cs b/OpenSim/Region/UserStatistics/IStatsReport.cs
index e0ecce4..80c4487 100644
--- a/OpenSim/Region/UserStatistics/IStatsReport.cs
+++ b/OpenSim/Region/UserStatistics/IStatsReport.cs
@@ -34,5 +34,6 @@ namespace OpenSim.Region.UserStatistics
34 string ReportName { get; } 34 string ReportName { get; }
35 Hashtable ProcessModel(Hashtable pParams); 35 Hashtable ProcessModel(Hashtable pParams);
36 string RenderView(Hashtable pModelResult); 36 string RenderView(Hashtable pModelResult);
37 string RenderJson(Hashtable pModelResult);
37 } 38 }
38} 39}
diff --git a/OpenSim/Region/UserStatistics/LogLinesAJAX.cs b/OpenSim/Region/UserStatistics/LogLinesAJAX.cs
index 74de46b..4d45b80 100644
--- a/OpenSim/Region/UserStatistics/LogLinesAJAX.cs
+++ b/OpenSim/Region/UserStatistics/LogLinesAJAX.cs
@@ -33,6 +33,7 @@ using System.Text;
33using System.Text.RegularExpressions; 33using System.Text.RegularExpressions;
34using Mono.Data.SqliteClient; 34using Mono.Data.SqliteClient;
35using OpenMetaverse; 35using OpenMetaverse;
36using OpenMetaverse.StructuredData;
36using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
37using OpenSim.Framework.Monitoring; 38using OpenSim.Framework.Monitoring;
38 39
@@ -125,6 +126,34 @@ namespace OpenSim.Region.UserStatistics
125 return output.ToString(); 126 return output.ToString();
126 } 127 }
127 128
129 /// <summary>
130 /// Return the last log lines. Output in the format:
131 /// <pre>
132 /// {"logLines": [
133 /// "line1",
134 /// "line2",
135 /// ...
136 /// ]
137 /// }
138 /// </pre>
139 /// </summary>
140 /// <param name="pModelResult"></param>
141 /// <returns></returns>
142 public string RenderJson(Hashtable pModelResult)
143 {
144 OSDMap logInfo = new OpenMetaverse.StructuredData.OSDMap();
145
146 OSDArray logLines = new OpenMetaverse.StructuredData.OSDArray();
147 string tmp = normalizeEndLines.Replace(pModelResult["loglines"].ToString(), "\n");
148 string[] result = Regex.Split(tmp, "\n");
149 for (int i = 0; i < result.Length; i++)
150 {
151 logLines.Add(new OSDString(result[i]));
152 }
153 logInfo.Add("logLines", logLines);
154 return logInfo.ToString();
155 }
156
128 #endregion 157 #endregion
129 } 158 }
130} 159}
diff --git a/OpenSim/Region/UserStatistics/Properties/AssemblyInfo.cs b/OpenSim/Region/UserStatistics/Properties/AssemblyInfo.cs
index 100cf99..1fff12a 100644
--- a/OpenSim/Region/UserStatistics/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/UserStatistics/Properties/AssemblyInfo.cs
@@ -29,5 +29,5 @@ using System.Runtime.InteropServices;
29// Build Number 29// Build Number
30// Revision 30// Revision
31// 31//
32[assembly: AssemblyVersion("0.7.5.*")] 32[assembly: AssemblyVersion("0.7.6.*")]
33[assembly: AssemblyFileVersion("1.0.0.0")] 33
diff --git a/OpenSim/Region/UserStatistics/Prototype_distributor.cs b/OpenSim/Region/UserStatistics/Prototype_distributor.cs
index 53ae557..6f8b2aa 100644
--- a/OpenSim/Region/UserStatistics/Prototype_distributor.cs
+++ b/OpenSim/Region/UserStatistics/Prototype_distributor.cs
@@ -36,7 +36,18 @@ namespace OpenSim.Region.UserStatistics
36{ 36{
37 public class Prototype_distributor : IStatsController 37 public class Prototype_distributor : IStatsController
38 { 38 {
39 private string prototypejs=string.Empty; 39 private string jsFileName = "prototype.js";
40 private string prototypejs = string.Empty;
41
42 public Prototype_distributor()
43 {
44 jsFileName = "prototype.js";
45 }
46
47 public Prototype_distributor(string jsName)
48 {
49 jsFileName = jsName;
50 }
40 51
41 public string ReportName 52 public string ReportName
42 { 53 {
@@ -45,20 +56,24 @@ namespace OpenSim.Region.UserStatistics
45 public Hashtable ProcessModel(Hashtable pParams) 56 public Hashtable ProcessModel(Hashtable pParams)
46 { 57 {
47 Hashtable pResult = new Hashtable(); 58 Hashtable pResult = new Hashtable();
48 if (prototypejs.Length == 0) 59 pResult["js"] = jsFileName;
60 return pResult;
61 }
62
63 public string RenderView(Hashtable pModelResult)
64 {
65 string fileName = (string)pModelResult["js"];
66 using (StreamReader fs = new StreamReader(new FileStream(Util.dataDir() + "/data/" + fileName, FileMode.Open)))
49 { 67 {
50 StreamReader fs = new StreamReader(new FileStream(Util.dataDir() + "/data/prototype.js", FileMode.Open));
51 prototypejs = fs.ReadToEnd(); 68 prototypejs = fs.ReadToEnd();
52 fs.Close(); 69 fs.Close();
53 fs.Dispose();
54 } 70 }
55 pResult["js"] = prototypejs; 71 return prototypejs;
56 return pResult;
57 } 72 }
58 73
59 public string RenderView(Hashtable pModelResult) 74 public string RenderJson(Hashtable pModelResult)
60 { 75 {
61 return pModelResult["js"].ToString(); 76 return "{}";
62 } 77 }
63 78
64 } 79 }
diff --git a/OpenSim/Region/UserStatistics/Sessions_Report.cs b/OpenSim/Region/UserStatistics/Sessions_Report.cs
index 1a2d460..0e94912 100644
--- a/OpenSim/Region/UserStatistics/Sessions_Report.cs
+++ b/OpenSim/Region/UserStatistics/Sessions_Report.cs
@@ -278,6 +278,11 @@ TD.align_top { vertical-align: top; }
278 public DateTime start_time; 278 public DateTime start_time;
279 } 279 }
280 280
281 public string RenderJson(Hashtable pModelResult)
282 {
283 return "{}";
284 }
281 #endregion 285 #endregion
282 } 286 }
287
283} 288}
diff --git a/OpenSim/Region/UserStatistics/SimStatsAJAX.cs b/OpenSim/Region/UserStatistics/SimStatsAJAX.cs
index 28051fb..ad848a1 100644
--- a/OpenSim/Region/UserStatistics/SimStatsAJAX.cs
+++ b/OpenSim/Region/UserStatistics/SimStatsAJAX.cs
@@ -32,6 +32,7 @@ using System.Reflection;
32using System.Text; 32using System.Text;
33using Mono.Data.SqliteClient; 33using Mono.Data.SqliteClient;
34using OpenMetaverse; 34using OpenMetaverse;
35using OpenMetaverse.StructuredData;
35using OpenSim.Region.Framework.Scenes; 36using OpenSim.Region.Framework.Scenes;
36using OpenSim.Framework.Monitoring; 37using OpenSim.Framework.Monitoring;
37 38
@@ -218,6 +219,64 @@ namespace OpenSim.Region.UserStatistics
218 return output.ToString(); 219 return output.ToString();
219 } 220 }
220 221
222 /// <summary>
223 /// Return stat information for all regions in the sim. Returns data of the form:
224 /// <pre>
225 /// {"REGIONNAME": {
226 /// "region": "REGIONNAME",
227 /// "timeDilation": "101",
228 /// ... // the rest of the stat info
229 /// },
230 /// ... // entries for each region
231 /// }
232 /// </pre>
233 /// </summary>
234 /// <param name="pModelResult"></param>
235 /// <returns></returns>
236 public string RenderJson(Hashtable pModelResult)
237 {
238 List<Scene> all_scenes = (List<Scene>) pModelResult["hdata"];
239 Dictionary<UUID, USimStatsData> sdatadic = (Dictionary<UUID,USimStatsData>)pModelResult["simstats"];
240
241 OSDMap allStatsInfo = new OpenMetaverse.StructuredData.OSDMap();
242 foreach (USimStatsData sdata in sdatadic.Values)
243 {
244 OSDMap statsInfo = new OpenMetaverse.StructuredData.OSDMap();
245 string regionName = "unknown";
246 foreach (Scene sn in all_scenes)
247 {
248 if (sn.RegionInfo.RegionID == sdata.RegionId)
249 {
250 regionName = sn.RegionInfo.RegionName;
251 break;
252 }
253 }
254 statsInfo.Add("region", new OSDString(regionName));
255 statsInfo.Add("timeDilation", new OSDString(sdata.TimeDilation.ToString()));
256 statsInfo.Add("simFPS", new OSDString(sdata.SimFps.ToString()));
257 statsInfo.Add("physicsFPS", new OSDString(sdata.PhysicsFps.ToString()));
258 statsInfo.Add("agentUpdates", new OSDString(sdata.AgentUpdates.ToString()));
259 statsInfo.Add("rootAgents", new OSDString(sdata.RootAgents.ToString()));
260 statsInfo.Add("childAgents", new OSDString(sdata.ChildAgents.ToString()));
261 statsInfo.Add("totalPrims", new OSDString(sdata.TotalPrims.ToString()));
262 statsInfo.Add("activePrims", new OSDString(sdata.ActivePrims.ToString()));
263 statsInfo.Add("activeScripts", new OSDString(sdata.ActiveScripts.ToString()));
264 statsInfo.Add("scriptLinesPerSec", new OSDString(sdata.ScriptLinesPerSecond.ToString()));
265 statsInfo.Add("totalFrameTime", new OSDString(sdata.TotalFrameTime.ToString()));
266 statsInfo.Add("agentFrameTime", new OSDString(sdata.AgentFrameTime.ToString()));
267 statsInfo.Add("physicsFrameTime", new OSDString(sdata.PhysicsFrameTime.ToString()));
268 statsInfo.Add("otherFrameTime", new OSDString(sdata.OtherFrameTime.ToString()));
269 statsInfo.Add("outPacketsPerSec", new OSDString(sdata.OutPacketsPerSecond.ToString()));
270 statsInfo.Add("inPacketsPerSec", new OSDString(sdata.InPacketsPerSecond.ToString()));
271 statsInfo.Add("unackedByptes", new OSDString(sdata.UnackedBytes.ToString()));
272 statsInfo.Add("pendingDownloads", new OSDString(sdata.PendingDownloads.ToString()));
273 statsInfo.Add("pendingUploads", new OSDString(sdata.PendingUploads.ToString()));
274
275 allStatsInfo.Add(regionName, statsInfo);
276 }
277 return allStatsInfo.ToString();
278 }
279
221 #endregion 280 #endregion
222 } 281 }
223} 282}
diff --git a/OpenSim/Region/UserStatistics/Updater_distributor.cs b/OpenSim/Region/UserStatistics/Updater_distributor.cs
index 9593cc9..601e06b 100644
--- a/OpenSim/Region/UserStatistics/Updater_distributor.cs
+++ b/OpenSim/Region/UserStatistics/Updater_distributor.cs
@@ -62,5 +62,9 @@ namespace OpenSim.Region.UserStatistics
62 return pModelResult["js"].ToString(); 62 return pModelResult["js"].ToString();
63 } 63 }
64 64
65 public string RenderJson(Hashtable pModelResult) {
66 return "{}";
67 }
68
65 } 69 }
66} \ No newline at end of file 70} \ No newline at end of file
diff --git a/OpenSim/Region/UserStatistics/WebStatsModule.cs b/OpenSim/Region/UserStatistics/WebStatsModule.cs
index b08233c..b98b762 100644
--- a/OpenSim/Region/UserStatistics/WebStatsModule.cs
+++ b/OpenSim/Region/UserStatistics/WebStatsModule.cs
@@ -94,8 +94,6 @@ namespace OpenSim.Region.UserStatistics
94 if (!enabled) 94 if (!enabled)
95 return; 95 return;
96 96
97 AddEventHandlers();
98
99 if (Util.IsWindows()) 97 if (Util.IsWindows())
100 Util.LoadArchSpecificWindowsDll("sqlite3.dll"); 98 Util.LoadArchSpecificWindowsDll("sqlite3.dll");
101 99
@@ -123,6 +121,10 @@ namespace OpenSim.Region.UserStatistics
123 reports.Add("clients.report", clientReport); 121 reports.Add("clients.report", clientReport);
124 reports.Add("sessions.report", sessionsReport); 122 reports.Add("sessions.report", sessionsReport);
125 123
124 reports.Add("sim.css", new Prototype_distributor("sim.css"));
125 reports.Add("sim.html", new Prototype_distributor("sim.html"));
126 reports.Add("jquery.js", new Prototype_distributor("jquery.js"));
127
126 //// 128 ////
127 // Add Your own Reports here (Do Not Modify Lines here Devs!) 129 // Add Your own Reports here (Do Not Modify Lines here Devs!)
128 //// 130 ////
@@ -143,10 +145,14 @@ namespace OpenSim.Region.UserStatistics
143 lock (m_scenes) 145 lock (m_scenes)
144 { 146 {
145 m_scenes.Add(scene); 147 m_scenes.Add(scene);
146 if (m_simstatsCounters.ContainsKey(scene.RegionInfo.RegionID)) 148 updateLogMod = m_scenes.Count * 2;
147 m_simstatsCounters.Remove(scene.RegionInfo.RegionID);
148 149
149 m_simstatsCounters.Add(scene.RegionInfo.RegionID, new USimStatsData(scene.RegionInfo.RegionID)); 150 m_simstatsCounters.Add(scene.RegionInfo.RegionID, new USimStatsData(scene.RegionInfo.RegionID));
151
152 scene.EventManager.OnRegisterCaps += OnRegisterCaps;
153 scene.EventManager.OnDeregisterCaps += OnDeRegisterCaps;
154 scene.EventManager.OnClientClosed += OnClientClosed;
155 scene.EventManager.OnMakeRootAgent += OnMakeRootAgent;
150 scene.StatsReporter.OnSendStatsResult += ReceiveClassicSimStatsPacket; 156 scene.StatsReporter.OnSendStatsResult += ReceiveClassicSimStatsPacket;
151 } 157 }
152 } 158 }
@@ -157,6 +163,15 @@ namespace OpenSim.Region.UserStatistics
157 163
158 public void RemoveRegion(Scene scene) 164 public void RemoveRegion(Scene scene)
159 { 165 {
166 if (!enabled)
167 return;
168
169 lock (m_scenes)
170 {
171 m_scenes.Remove(scene);
172 updateLogMod = m_scenes.Count * 2;
173 m_simstatsCounters.Remove(scene.RegionInfo.RegionID);
174 }
160 } 175 }
161 176
162 public virtual void Close() 177 public virtual void Close()
@@ -187,9 +202,7 @@ namespace OpenSim.Region.UserStatistics
187 private void ReceiveClassicSimStatsPacket(SimStats stats) 202 private void ReceiveClassicSimStatsPacket(SimStats stats)
188 { 203 {
189 if (!enabled) 204 if (!enabled)
190 {
191 return; 205 return;
192 }
193 206
194 try 207 try
195 { 208 {
@@ -198,17 +211,25 @@ namespace OpenSim.Region.UserStatistics
198 if (concurrencyCounter > 0 || System.Environment.TickCount - lastHit > 30000) 211 if (concurrencyCounter > 0 || System.Environment.TickCount - lastHit > 30000)
199 return; 212 return;
200 213
201 if ((updateLogCounter++ % updateLogMod) == 0) 214 // We will conduct this under lock so that fields such as updateLogCounter do not potentially get
215 // confused if a scene is removed.
216 // XXX: Possibly the scope of this lock could be reduced though it's not critical.
217 lock (m_scenes)
202 { 218 {
203 m_loglines = readLogLines(10); 219 if (updateLogMod != 0 && updateLogCounter++ % updateLogMod == 0)
204 if (updateLogCounter > 10000) updateLogCounter = 1; 220 {
205 } 221 m_loglines = readLogLines(10);
222
223 if (updateLogCounter > 10000)
224 updateLogCounter = 1;
225 }
206 226
207 USimStatsData ss = m_simstatsCounters[stats.RegionUUID]; 227 USimStatsData ss = m_simstatsCounters[stats.RegionUUID];
208 228
209 if ((++ss.StatsCounter % updateStatsMod) == 0) 229 if ((++ss.StatsCounter % updateStatsMod) == 0)
210 { 230 {
211 ss.ConsumeSimStats(stats); 231 ss.ConsumeSimStats(stats);
232 }
212 } 233 }
213 } 234 }
214 catch (KeyNotFoundException) 235 catch (KeyNotFoundException)
@@ -238,9 +259,12 @@ namespace OpenSim.Region.UserStatistics
238 string regpath = request["uri"].ToString(); 259 string regpath = request["uri"].ToString();
239 int response_code = 404; 260 int response_code = 404;
240 string contenttype = "text/html"; 261 string contenttype = "text/html";
262 bool jsonFormatOutput = false;
241 263
242 string strOut = string.Empty; 264 string strOut = string.Empty;
243 265
266 // The request patch should be "/SStats/reportName" where 'reportName'
267 // is one of the names added to the 'reports' hashmap.
244 regpath = regpath.Remove(0, 8); 268 regpath = regpath.Remove(0, 8);
245 if (regpath.Length == 0) regpath = "default.report"; 269 if (regpath.Length == 0) regpath = "default.report";
246 if (reports.ContainsKey(regpath)) 270 if (reports.ContainsKey(regpath))
@@ -248,6 +272,9 @@ namespace OpenSim.Region.UserStatistics
248 IStatsController rep = reports[regpath]; 272 IStatsController rep = reports[regpath];
249 Hashtable repParams = new Hashtable(); 273 Hashtable repParams = new Hashtable();
250 274
275 if (request.ContainsKey("json"))
276 jsonFormatOutput = true;
277
251 if (request.ContainsKey("requestvars")) 278 if (request.ContainsKey("requestvars"))
252 repParams["RequestVars"] = request["requestvars"]; 279 repParams["RequestVars"] = request["requestvars"];
253 else 280 else
@@ -267,13 +294,26 @@ namespace OpenSim.Region.UserStatistics
267 294
268 concurrencyCounter++; 295 concurrencyCounter++;
269 296
270 strOut = rep.RenderView(rep.ProcessModel(repParams)); 297 if (jsonFormatOutput)
298 {
299 strOut = rep.RenderJson(rep.ProcessModel(repParams));
300 contenttype = "text/json";
301 }
302 else
303 {
304 strOut = rep.RenderView(rep.ProcessModel(repParams));
305 }
271 306
272 if (regpath.EndsWith("js")) 307 if (regpath.EndsWith("js"))
273 { 308 {
274 contenttype = "text/javascript"; 309 contenttype = "text/javascript";
275 } 310 }
276 311
312 if (regpath.EndsWith("css"))
313 {
314 contenttype = "text/css";
315 }
316
277 concurrencyCounter--; 317 concurrencyCounter--;
278 318
279 response_code = 200; 319 response_code = 200;
@@ -380,7 +420,7 @@ namespace OpenSim.Region.UserStatistics
380 Encoding encoding = Encoding.ASCII; 420 Encoding encoding = Encoding.ASCII;
381 int sizeOfChar = encoding.GetByteCount("\n"); 421 int sizeOfChar = encoding.GetByteCount("\n");
382 byte[] buffer = encoding.GetBytes("\n"); 422 byte[] buffer = encoding.GetBytes("\n");
383 string logfile = Util.logDir() + "/" + "OpenSim.log"; 423 string logfile = Util.logFile();
384 FileStream fs = new FileStream(logfile, FileMode.Open, FileAccess.Read, FileShare.ReadWrite); 424 FileStream fs = new FileStream(logfile, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
385 Int64 tokenCount = 0; 425 Int64 tokenCount = 0;
386 Int64 endPosition = fs.Length / sizeOfChar; 426 Int64 endPosition = fs.Length / sizeOfChar;