From b899d64dc16a24ca8c221c4883f0cdb0f1a5ab26 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 30 Jul 2012 23:14:20 +0100 Subject: If we're fetching active gestures via the XInventoryServiceConnector, then properly look at the ITEMS dictionary already returned rather than the level above this. --- OpenSim/Services/Connectors/Inventory/XInventoryServicesConnector.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Services/Connectors/Inventory/XInventoryServicesConnector.cs b/OpenSim/Services/Connectors/Inventory/XInventoryServicesConnector.cs index 9d96703..fe7a799 100644 --- a/OpenSim/Services/Connectors/Inventory/XInventoryServicesConnector.cs +++ b/OpenSim/Services/Connectors/Inventory/XInventoryServicesConnector.cs @@ -474,7 +474,7 @@ namespace OpenSim.Services.Connectors List items = new List(); - foreach (Object o in ret.Values) // getting the values directly, we don't care about the keys item_i + foreach (Object o in ((Dictionary)ret["ITEMS"]).Values) items.Add(BuildItem((Dictionary)o)); return items; -- cgit v1.1 From 50dbb9ffe480b08f13f7bebb8259193dc00f88dd Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 31 Jul 2012 09:23:05 -0700 Subject: BulletSim: add parameters and API calls for setting ERP and CFM. Set ERP and CFM in linkset constraints. Reorder rebuilding of object bodies so they are not rebuilt everytime something is linked and unlinked. --- .../Region/Physics/BulletSPlugin/BSConstraint.cs | 12 ++++- .../BulletSPlugin/BSConstraintCollection.cs | 8 +++- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 56 +++++++++++++++++++--- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 38 ++++++++++----- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 34 ++++++++++++- .../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 45 +++++++++++++---- 6 files changed, 164 insertions(+), 29 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index fbb9e21..07f5a21 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs @@ -50,7 +50,8 @@ public class BSConstraint : IDisposable m_body2 = obj2; m_constraint = new BulletConstraint(BulletSimAPI.CreateConstraint2(m_world.Ptr, m_body1.Ptr, m_body2.Ptr, frame1, frame1rot, - frame2, frame2rot)); + frame2, frame2rot, + true /*useLinearReferenceFrameA*/, true /*disableCollisionsBetweenLinkedBodies*/)); m_enabled = true; } @@ -83,6 +84,15 @@ public class BSConstraint : IDisposable return ret; } + public bool SetCFMAndERP(float cfm, float erp) + { + bool ret = false; + BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); + BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); + BulletSimAPI.SetConstraintParam2(m_constraint.Ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); + return ret; + } + public bool UseFrameOffset(bool useOffset) { bool ret = false; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs index a2650fb..c88e645 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs @@ -83,7 +83,8 @@ public class BSConstraintCollection : IDisposable return true; } - // Get the constraint between two bodies. There can be only one the way we're using them. + // Get the constraint between two bodies. There can be only one. + // Return 'true' if a constraint was found. public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint) { bool found = false; @@ -105,6 +106,9 @@ public class BSConstraintCollection : IDisposable return found; } + // Remove any constraint between the passed bodies. + // Presumed there is only one such constraint possible. + // Return 'true' if a constraint was found and destroyed. public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) { // return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID); @@ -125,6 +129,8 @@ public class BSConstraintCollection : IDisposable return ret; } + // Remove all constraints that reference the passed body. + // Return 'true' if any constraints were destroyed. public bool RemoveAndDestroyConstraint(BulletBody body1) { // return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 3bc2100..6f8430c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -117,10 +117,50 @@ public class BSLinkset } // An existing linkset had one of its members rebuilt or something. - // Undo all the physical linking and rebuild the physical linkset. - public bool RefreshLinkset(BSPrim requestor) + // Go through the linkset and rebuild the pointers to the bodies of the linkset members. + public BSLinkset RefreshLinkset(BSPrim requestor) { - return true; + BSLinkset ret = requestor.Linkset; + + lock (m_linksetActivityLock) + { + System.IntPtr aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, m_linksetRoot.LocalID); + if (aPtr == System.IntPtr.Zero) + { + // That's odd. We can't find the root of the linkset. + // The linkset is somehow dead. The requestor is now a member of a linkset of one. + DetailLog("{0},RefreshLinkset.RemoveRoot,child={1}", m_linksetRoot.LocalID, m_linksetRoot.LocalID); + ret = RemoveMeFromLinkset(m_linksetRoot); + } + else + { + // Reconstruct the pointer to the body of the linkset root. + DetailLog("{0},RefreshLinkset.RebuildRoot,rootID={1},ptr={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, aPtr); + m_linksetRoot.Body = new BulletBody(m_linksetRoot.LocalID, aPtr); + + List toRemove = new List(); + foreach (BSPrim bsp in m_children) + { + aPtr = BulletSimAPI.GetBodyHandle2(m_scene.World.Ptr, bsp.LocalID); + if (aPtr == System.IntPtr.Zero) + { + toRemove.Add(bsp); + } + else + { + // Reconstruct the pointer to the body of the linkset root. + DetailLog("{0},RefreshLinkset.RebuildChild,rootID={1},ptr={2}", bsp.LocalID, m_linksetRoot.LocalID, aPtr); + bsp.Body = new BulletBody(bsp.LocalID, aPtr); + } + } + foreach (BSPrim bsp in toRemove) + { + RemoveChildFromLinkset(bsp); + } + } + } + + return ret; } @@ -256,10 +296,13 @@ public class BSLinkset DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID); BSConstraint constrain = m_scene.Constraints.CreateConstraint( m_scene.World, m_linksetRoot.Body, childPrim.Body, - childRelativePosition, - childRelativeRotation, + // childRelativePosition, + // childRelativeRotation, + OMV.Vector3.Zero, + OMV.Quaternion.Identity, OMV.Vector3.Zero, - OMV.Quaternion.Identity); + OMV.Quaternion.Identity + ); constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); @@ -268,6 +311,7 @@ public class BSLinkset constrain.TranslationalLimitMotor(m_scene.BoolNumeric(m_scene.Params.linkConstraintEnableTransMotor), m_scene.Params.linkConstraintTransMotorMaxVel, m_scene.Params.linkConstraintTransMotorMaxForce); + constrain.SetCFMAndERP(m_scene.Params.linkConstraintCFM, m_scene.Params.linkConstraintERP); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 7590d93..50d11e6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -103,7 +103,10 @@ public sealed class BSPrim : PhysicsActor long _collidingGroundStep; private BulletBody m_body; - public BulletBody Body { get { return m_body; } } + public BulletBody Body { + get { return m_body; } + set { m_body = value; } + } private BSDynamics _vehicle; @@ -477,9 +480,11 @@ public sealed class BSPrim : PhysicsActor // Only called at taint time so it is save to call into Bullet. private void SetObjectDynamic() { - // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid); - - RecreateGeomAndObject(); + // RA: remove this for the moment. + // The problem is that dynamic objects are hulls so if we are becoming physical + // the shape has to be checked and possibly built. + // Maybe a VerifyCorrectPhysicalShape() routine? + // RecreateGeomAndObject(); float mass = _mass; // Bullet wants static objects have a mass of zero @@ -971,21 +976,23 @@ public sealed class BSPrim : PhysicsActor { DetailLog("{0},CreateGeom,sphere", LocalID); _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; - ret = true; // Bullet native objects are scaled by the Bullet engine so pass the size in _scale = _size; + // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? + ret = true; } } } else { - // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size); + // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX) { DetailLog("{0},CreateGeom,box", LocalID); _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; - ret = true; _scale = _size; + // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? + ret = true; } } } @@ -1203,11 +1210,9 @@ public sealed class BSPrim : PhysicsActor FillShapeInfo(out shape); // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); BulletSimAPI.CreateObject(_scene.WorldID, shape); + // the CreateObject() may have recreated the rigid body. Make sure we have the latest. m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); - - // The root object could have been recreated. Make sure everything linksety is up to date. - _linkset.RefreshLinkset(this); } // Copy prim's info into the BulletSim shape description structure @@ -1236,8 +1241,8 @@ public sealed class BSPrim : PhysicsActor private void RecreateGeomAndObject() { // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); - CreateGeom(true); - CreateObject(); + if (CreateGeom(true)) + CreateObject(); return; } @@ -1322,6 +1327,15 @@ public sealed class BSPrim : PhysicsActor base.RequestPhysicsterseUpdate(); } + /* + else + { + // For debugging, we can also report the movement of children + DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", + LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, + entprop.Acceleration, entprop.RotationalVelocity); + } + */ } // I've collided with something diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index c6d622b..28d5cb5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -315,6 +315,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) { // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); + + if (!m_initialized) return null; + BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); lock (m_avatars) m_avatars.Add(localID, actor); return actor; @@ -323,6 +326,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters public override void RemoveAvatar(PhysicsActor actor) { // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); + + if (!m_initialized) return; + BSCharacter bsactor = actor as BSCharacter; if (bsactor != null) { @@ -341,6 +347,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters public override void RemovePrim(PhysicsActor prim) { + if (!m_initialized) return; + BSPrim bsprim = prim as BSPrim; if (bsprim != null) { @@ -366,6 +374,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters Vector3 size, Quaternion rotation, bool isPhysical, uint localID) { // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); + + if (!m_initialized) return null; + BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); lock (m_prims) m_prims.Add(localID, prim); return prim; @@ -807,6 +818,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters // List of all of the externally visible parameters. // For each parameter, this table maps a text name to getter and setters. + // To add a new externally referencable/settable parameter, add the paramter storage + // location somewhere in the program and make an entry in this table with the + // getters and setters. + // To add a new variable, it is easiest to find an existing definition and copy it. + // Parameter values are floats. Booleans are converted to a floating value. + // // A ParameterDefn() takes the following parameters: // -- the text name of the parameter. This is used for console input and ini file. // -- a short text description of the parameter. This shows up in the console listing. @@ -815,7 +832,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters // -- a delegate for getting the value as a float // -- a delegate for setting the value from a float // - // To add a new variable, it is best to find an existing definition and copy it. + // The single letter parameters for the delegates are: + // s = BSScene + // p = string parameter name + // l = localID of referenced object + // v = float value + // cf = parameter configuration class (for fetching values from ini file) private ParameterDefn[] ParameterDefinitions = { new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", @@ -1048,6 +1070,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), + new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", + 0.0f, + (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, + (s) => { return s.m_params[0].linkConstraintCFM; }, + (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), + new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", + 0.2f, + (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, + (s) => { return s.m_params[0].linkConstraintERP; }, + (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", 0f, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 65e3145..fe705cc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -66,13 +66,14 @@ public struct ShapeData { public enum PhysicsShapeType { - SHAPE_AVATAR = 0, - SHAPE_BOX = 1, - SHAPE_CONE = 2, - SHAPE_CYLINDER = 3, - SHAPE_SPHERE = 4, - SHAPE_MESH = 5, - SHAPE_HULL = 6 + SHAPE_UNKNOWN = 0, + SHAPE_AVATAR = 1, + SHAPE_BOX = 2, + SHAPE_CONE = 3, + SHAPE_CYLINDER = 4, + SHAPE_SPHERE = 5, + SHAPE_MESH = 6, + SHAPE_HULL = 7 }; public uint ID; public PhysicsShapeType Type; @@ -168,6 +169,8 @@ public struct ConfigurationParameters public float linkConstraintEnableTransMotor; public float linkConstraintTransMotorMaxVel; public float linkConstraintTransMotorMaxForce; + public float linkConstraintERP; + public float linkConstraintCFM; public const float numericTrue = 1f; public const float numericFalse = 0f; @@ -189,6 +192,28 @@ public enum CollisionFlags : uint PHYSICAL_OBJECT = 1 << 12, }; +// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 +// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. +public enum ConstraintParams : int +{ + BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730 + BT_CONSTRAINT_STOP_ERP, + BT_CONSTRAINT_CFM, + BT_CONSTRAINT_STOP_CFM, +}; +public enum ConstraintParamAxis : int +{ + AXIS_LINEAR_X = 0, + AXIS_LINEAR_Y, + AXIS_LINEAR_Z, + AXIS_ANGULAR_X, + AXIS_ANGULAR_Y, + AXIS_ANGULAR_Z, + AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls + AXIS_ANGULAR_ALL, + AXIS_ALL +}; + // =============================================================================== static class BulletSimAPI { @@ -380,7 +405,8 @@ public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2, Vector3 frame1loc, Quaternion frame1rot, - Vector3 frame2loc, Quaternion frame2rot); + Vector3 frame2loc, Quaternion frame2rot, + bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi); @@ -398,6 +424,9 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl public static extern bool CalculateTransforms2(IntPtr constrain); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -- cgit v1.1 From f9a8915cca710419847a8e0ea9c75f9a6a70daa6 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 31 Jul 2012 09:44:32 -0700 Subject: BulletSim: update the DLLs and SOs. This fixes the exception on shutdown --- bin/lib32/BulletSim.dll | Bin 541184 -> 541696 bytes bin/lib32/libBulletSim.so | Bin 2469030 -> 2469830 bytes bin/lib64/BulletSim.dll | Bin 695296 -> 696832 bytes bin/lib64/libBulletSim.so | Bin 2677809 -> 2678661 bytes 4 files changed, 0 insertions(+), 0 deletions(-) diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index c6bb76a..06a3cf1 100755 Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so index 6ca98cc..ce187b0 100755 Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll index 0924dd0..f51c978 100755 Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so index 70bcdb7..2476865 100755 Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ -- cgit v1.1 From a76a289d11086dd99d345390e58a43b66b053470 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Tue, 31 Jul 2012 10:45:37 -0700 Subject: Adds support to ScriptModuleComms for region modules to export constants to the script engine. --- .../Framework/Interfaces/IScriptModuleComms.cs | 4 +++ .../ScriptModuleComms/ScriptModuleCommsModule.cs | 33 ++++++++++++++++++ .../Shared/CodeTools/CSCodeGenerator.cs | 39 ++++++++++++++++++++-- 3 files changed, 74 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs b/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs index bfe1e8d..ed71a95 100644 --- a/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs +++ b/OpenSim/Region/Framework/Interfaces/IScriptModuleComms.cs @@ -67,6 +67,10 @@ namespace OpenSim.Region.Framework.Interfaces /// void DispatchReply(UUID scriptId, int code, string text, string key); + /// For constants + void RegisterConstant(string cname, object value); + object LookupModConstant(string cname); + // For use ONLY by the script API void RaiseEvent(UUID script, string id, string module, string command, string key); } diff --git a/OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs b/OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs index 74a85e2..705a847 100644 --- a/OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs @@ -46,6 +46,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private Dictionary m_constants = new Dictionary(); + #region ScriptInvocation protected class ScriptInvocationData { @@ -269,6 +271,37 @@ namespace OpenSim.Region.OptionalModules.Scripting.ScriptModuleComms Delegate fn = LookupScriptInvocation(fname); return fn.DynamicInvoke(olist.ToArray()); } + + /// + /// Operation to for a region module to register a constant to be used + /// by the script engine + /// + public void RegisterConstant(string cname, object value) + { + m_log.DebugFormat("[MODULE COMMANDS] register constant <{0}> with value {1}",cname,value.ToString()); + lock (m_constants) + { + m_constants.Add(cname,value); + } + } + + /// + /// Operation to check for a registered constant + /// + public object LookupModConstant(string cname) + { + // m_log.DebugFormat("[MODULE COMMANDS] lookup constant <{0}>",cname); + + lock (m_constants) + { + object value = null; + if (m_constants.TryGetValue(cname,out value)) + return value; + } + + return null; + } + #endregion } diff --git a/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs b/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs index b24f016..97dd0f6 100644 --- a/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs +++ b/OpenSim/Region/ScriptEngine/Shared/CodeTools/CSCodeGenerator.cs @@ -38,7 +38,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools { public class CSCodeGenerator : ICodeConverter { -// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private SYMBOL m_astRoot = null; private Dictionary, KeyValuePair> m_positionMap; @@ -255,7 +255,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools else if (s is IdentDotExpression) retstr += Generate(CheckName(((IdentDotExpression) s).Name) + "." + ((IdentDotExpression) s).Member, s); else if (s is IdentExpression) - retstr += Generate(CheckName(((IdentExpression) s).Name), s); + retstr += GenerateIdentifier(((IdentExpression) s).Name, s); else if (s is IDENT) retstr += Generate(CheckName(((TOKEN) s).yytext), s); else @@ -868,6 +868,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools } /// + /// Generates the code for an identifier + /// + /// The symbol name + /// The Symbol node. + /// String containing C# code for identifier reference. + private string GenerateIdentifier(string id, SYMBOL s) + { + if (m_comms != null) + { + object value = m_comms.LookupModConstant(id); + if (value != null) + { + string retval = null; + if (value is int) + retval = ((int)value).ToString(); + else if (value is float) + retval = String.Format("new LSL_Types.LSLFloat({0})",((float)value).ToString()); + else if (value is string) + retval = String.Format("new LSL_Types.LSLString(\"{0}\")",((string)value)); + else if (value is OpenMetaverse.UUID) + retval = String.Format("new LSL_Types.key(\"{0}\")",((OpenMetaverse.UUID)value).ToString()); + else if (value is OpenMetaverse.Vector3) + retval = String.Format("new LSL_Types.Vector3(\"{0}\")",((OpenMetaverse.Vector3)value).ToString()); + else if (value is OpenMetaverse.Quaternion) + retval = String.Format("new LSL_Types.Quaternion(\"{0}\")",((OpenMetaverse.Quaternion)value).ToString()); + else retval = id; + + return Generate(retval, s); + } + } + + return Generate(CheckName(id), s); + } + + /// /// Generates the code for a FunctionCall node. /// /// The FunctionCall node. -- cgit v1.1 From d89faa3c16833a78bb6af3defa5c7bf272b55e1c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 31 Jul 2012 22:52:17 +0100 Subject: Fix bug in SoundModule.TriggerSound() where every sound update to an avatar would base its gain calculation on the previous avatar's gain, instead of the original input gain. This was making sound attenuate oddly when there were NPCs in the region, though it could also happen with ordinary avatars. --- OpenSim/Region/CoreModules/World/Sound/SoundModule.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs index d768a1a..14c1a39 100644 --- a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs +++ b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs @@ -119,17 +119,20 @@ namespace OpenSim.Region.CoreModules.World.Sound m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) { double dis = Util.GetDistanceTo(sp.AbsolutePosition, position); + if (dis > 100.0) // Max audio distance return; + float thisSpGain; + // Scale by distance if (radius == 0) - gain = (float)((double)gain * ((100.0 - dis) / 100.0)); + thisSpGain = (float)((double)gain * ((100.0 - dis) / 100.0)); else - gain = (float)((double)gain * ((radius - dis) / radius)); + thisSpGain = (float)((double)gain * ((radius - dis) / radius)); sp.ControllingClient.SendTriggeredSound( - soundId, ownerID, objectID, parentID, handle, position, (float)gain); + soundId, ownerID, objectID, parentID, handle, position, thisSpGain); }); } } -- cgit v1.1 From 7609daca388d1acbe8da7eaf407c0b3f4da1fd80 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 31 Jul 2012 23:57:57 +0100 Subject: Resolve a deadlock between INPCModule and SensorRepeat by replacing the SensorRepeat list with a new list on add/removes rather than locking it for the duration of the sensor sweep. A deadlock was observed today where NPC removal on a script thread would lock the NPC list and then try to lock the sensor list via scripted attachment removal. Concurrently, the sensor sweep thread would lock the sensor list and then try to lock the NPC list to check NPC status. This commit resolves the deadlock by replacing the sensor list on update rather than locking it for the duration of the sweep. --- .../Api/Implementation/Plugins/SensorRepeat.cs | 78 ++++++++++++---------- 1 file changed, 43 insertions(+), 35 deletions(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs index f2c8b60..06495bb 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs @@ -51,8 +51,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins { get { - lock (SenseRepeatListLock) - return SenseRepeaters.Count; + return SenseRepeaters.Count; } } @@ -116,6 +115,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins public double distance; } + /// + /// Sensors to process. + /// + /// + /// Do not add or remove sensors from this list directly. Instead, copy the list and substitute the updated + /// copy. This is to avoid locking the list for the duration of the sensor sweep, which increases the danger + /// of deadlocks with future code updates. + /// + /// Always lock SenseRepeatListLock when updating this list. + /// private List SenseRepeaters = new List(); private object SenseRepeatListLock = new object(); @@ -125,6 +134,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins { // Always remove first, in case this is a re-set UnSetSenseRepeaterEvents(m_localID, m_itemID); + if (sec == 0) // Disabling timer return; @@ -144,9 +154,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins ts.host = host; ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); + + AddSenseRepeater(ts); + } + + private void AddSenseRepeater(SenseRepeatClass senseRepeater) + { lock (SenseRepeatListLock) { - SenseRepeaters.Add(ts); + List newSenseRepeaters = new List(SenseRepeaters); + newSenseRepeaters.Add(senseRepeater); + SenseRepeaters = newSenseRepeaters; } } @@ -155,39 +173,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins // Remove from timer lock (SenseRepeatListLock) { - List NewSensors = new List(); + List newSenseRepeaters = new List(); foreach (SenseRepeatClass ts in SenseRepeaters) { if (ts.localID != m_localID || ts.itemID != m_itemID) { - NewSensors.Add(ts); + newSenseRepeaters.Add(ts); } } - SenseRepeaters.Clear(); - SenseRepeaters = NewSensors; + + SenseRepeaters = newSenseRepeaters; } } public void CheckSenseRepeaterEvents() { - lock (SenseRepeatListLock) + // Go through all timers + foreach (SenseRepeatClass ts in SenseRepeaters) { - // Nothing to do here? - if (SenseRepeaters.Count == 0) - return; - - // Go through all timers - foreach (SenseRepeatClass ts in SenseRepeaters) + // Time has passed? + if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime()) { - // Time has passed? - if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime()) - { - SensorSweep(ts); - // set next interval - ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); - } + SensorSweep(ts); + // set next interval + ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); } - } // lock + } } public void SenseOnce(uint m_localID, UUID m_itemID, @@ -615,21 +626,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins { List data = new List(); - lock (SenseRepeatListLock) + foreach (SenseRepeatClass ts in SenseRepeaters) { - foreach (SenseRepeatClass ts in SenseRepeaters) + if (ts.itemID == itemID) { - if (ts.itemID == itemID) - { - data.Add(ts.interval); - data.Add(ts.name); - data.Add(ts.keyID); - data.Add(ts.type); - data.Add(ts.range); - data.Add(ts.arc); - } + data.Add(ts.interval); + data.Add(ts.name); + data.Add(ts.keyID); + data.Add(ts.type); + data.Add(ts.range); + data.Add(ts.arc); } } + return data.ToArray(); } @@ -663,8 +672,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); - lock (SenseRepeatListLock) - SenseRepeaters.Add(ts); + AddSenseRepeater(ts); idx += 6; } -- cgit v1.1