From 5b73b9c4a85335ba837280688b903fef44be8f35 Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 11 Dec 2013 01:39:56 +0000 Subject: Committing the Avination Scene Presence and related texture code - Parts of region crossing code - New bakes handling code - Bakes now sent from sim to sim without central storage - Appearance handling changes - Some changes to sitting - A number of unrelated fixes and improvements --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 17 +- .../Region/CoreModules/Asset/CenomeAssetCache.cs | 6 + OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs | 4 + .../Region/CoreModules/Asset/FlotsamAssetCache.cs | 169 +++- .../CoreModules/Asset/GlynnTuckerAssetCache.cs | 5 + .../Avatar/AvatarFactory/AvatarFactoryModule.cs | 556 +++++++++-- .../Tests/AvatarFactoryModuleTests.cs | 8 +- .../Region/CoreModules/World/Land/LandObject.cs | 13 + .../Framework/Interfaces/IAvatarFactoryModule.cs | 6 +- .../Region/Framework/Scenes/SceneObjectGroup.cs | 42 + OpenSim/Region/Framework/Scenes/ScenePresence.cs | 1019 +++++++++++++------- .../Server/IRCClientView.cs | 2 +- .../World/NPC/Tests/NPCModuleTests.cs | 2 + 13 files changed, 1355 insertions(+), 494 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index a04ded5..6cb7332 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -6437,26 +6437,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Temporarily protect ourselves from the mantis #951 failure. // However, we could do this for several other handlers where a failure isn't terminal // for the client session anyway, in order to protect ourselves against bad code in plugins + Vector3 avSize = appear.AgentData.Size; try { byte[] visualparams = new byte[appear.VisualParam.Length]; for (int i = 0; i < appear.VisualParam.Length; i++) visualparams[i] = appear.VisualParam[i].ParamValue; + //var b = appear.WearableData[0]; Primitive.TextureEntry te = null; if (appear.ObjectData.TextureEntry.Length > 1) te = new Primitive.TextureEntry(appear.ObjectData.TextureEntry, 0, appear.ObjectData.TextureEntry.Length); - List hashes = new List(); - for (int i = 0; i < appear.WearableData.Length; i++) - { - CachedTextureRequestArg arg = new CachedTextureRequestArg(); - arg.BakedTextureIndex = appear.WearableData[i].TextureIndex; - arg.WearableHashID = appear.WearableData[i].CacheID; - hashes.Add(arg); - } + WearableCacheItem[] cacheitems = new WearableCacheItem[appear.WearableData.Length]; + for (int i=0; i /// Cache asset. /// diff --git a/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs b/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs index 9742a5c..58ce61a 100644 --- a/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/CoreAssetCache.cs @@ -112,6 +112,10 @@ namespace OpenSim.Region.CoreModules.Asset //////////////////////////////////////////////////////////// // IImprovedAssetCache // + public bool Check(string id) + { + return false; + } public void Cache(AssetBase asset) { diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs index 08d4fc0..f1fee63 100644 --- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs @@ -248,57 +248,70 @@ namespace OpenSim.Region.CoreModules.Asset private void UpdateFileCache(string key, AssetBase asset) { - string filename = GetFileName(asset.ID); - - try + // TODO: Spawn this off to some seperate thread to do the actual writing + if (asset != null) { - // If the file is already cached just update access time. - if (File.Exists(filename)) - { - lock (m_CurrentlyWriting) - { - if (!m_CurrentlyWriting.Contains(filename)) - File.SetLastAccessTime(filename, DateTime.Now); - } - } - else + string filename = GetFileName(key); + + try { - // Once we start writing, make sure we flag that we're writing - // that object to the cache so that we don't try to write the - // same file multiple times. - lock (m_CurrentlyWriting) + // If the file is already cached, don't cache it, just touch it so access time is updated + if (File.Exists(filename)) { -#if WAIT_ON_INPROGRESS_REQUESTS - if (m_CurrentlyWriting.ContainsKey(filename)) + // We don't really want to know about sharing + // violations here. If the file is locked, then + // the other thread has updated the time for us. + try { - return; + lock (m_CurrentlyWriting) + { + if (!m_CurrentlyWriting.Contains(filename)) + File.SetLastAccessTime(filename, DateTime.Now); + } } - else - { - m_CurrentlyWriting.Add(filename, new ManualResetEvent(false)); - } - -#else - if (m_CurrentlyWriting.Contains(filename)) + catch { - return; } - else + } else { + + // Once we start writing, make sure we flag that we're writing + // that object to the cache so that we don't try to write the + // same file multiple times. + lock (m_CurrentlyWriting) { - m_CurrentlyWriting.Add(filename); - } +#if WAIT_ON_INPROGRESS_REQUESTS + if (m_CurrentlyWriting.ContainsKey(filename)) + { + return; + } + else + { + m_CurrentlyWriting.Add(filename, new ManualResetEvent(false)); + } + +#else + if (m_CurrentlyWriting.Contains(filename)) + { + return; + } + else + { + m_CurrentlyWriting.Add(filename); + } #endif - } - Util.FireAndForget( - delegate { WriteFileCache(filename, asset); }); + } + + Util.FireAndForget( + delegate { WriteFileCache(filename, asset); }); + } + } + catch (Exception e) + { + m_log.ErrorFormat( + "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}", + asset.ID, e.Message, e.StackTrace); } - } - catch (Exception e) - { - m_log.WarnFormat( - "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}", - asset.ID, e.Message, e.StackTrace); } } @@ -332,6 +345,17 @@ namespace OpenSim.Region.CoreModules.Asset return asset; } + private bool CheckFromMemoryCache(string id) + { + AssetBase asset = null; + + if (m_MemoryCache.TryGetValue(id, out asset)) + return true; + + return false; + } + + /// /// Try to get an asset from the file cache. /// @@ -396,6 +420,7 @@ namespace OpenSim.Region.CoreModules.Asset m_log.WarnFormat( "[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}", filename, id, e.Message, e.StackTrace); + } finally { @@ -407,6 +432,50 @@ namespace OpenSim.Region.CoreModules.Asset return asset; } + private bool CheckFromFileCache(string id) + { + bool found = false; + + string filename = GetFileName(id); + if (File.Exists(filename)) + { + // actually check if we can open it, and so update expire + FileStream stream = null; + try + { + stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read); + if (stream != null) + { + found = true; + stream.Close(); + } + + } + catch (System.Runtime.Serialization.SerializationException e) + { + found = false; + m_log.ErrorFormat( + "[FLOTSAM ASSET CACHE]: Failed to check file {0} for asset {1}. Exception {2} {3}", + filename, id, e.Message, e.StackTrace); + + // If there was a problem deserializing the asset, the asset may + // either be corrupted OR was serialized under an old format + // {different version of AssetBase} -- we should attempt to + // delete it and re-cache + File.Delete(filename); + } + catch (Exception e) + { + found = false; + m_log.ErrorFormat( + "[FLOTSAM ASSET CACHE]: Failed to check file {0} for asset {1}. Exception {2} {3}", + filename, id, e.Message, e.StackTrace); + } + } + + return found; + } + public AssetBase Get(string id) { m_Requests++; @@ -434,11 +503,26 @@ namespace OpenSim.Region.CoreModules.Asset return asset; } + public bool Check(string id) + { + if (m_MemoryCacheEnabled && CheckFromMemoryCache(id)) + return true; + + if (m_FileCacheEnabled && CheckFromFileCache(id)) + return true; + return false; + } + public AssetBase GetCached(string id) { return Get(id); } + public AssetBase CheckCached(string id) + { + return Get(id); + } + public void Expire(string id) { if (m_LogLevel >= 2) @@ -983,6 +1067,11 @@ namespace OpenSim.Region.CoreModules.Asset return asset.Data; } + public bool CheckData(string id) + { + return Check(id); ; + } + public bool Get(string id, object sender, AssetRetrieved handler) { AssetBase asset = Get(id); diff --git a/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs b/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs index 9592ca0..ce9b546 100644 --- a/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs +++ b/OpenSim/Region/CoreModules/Asset/GlynnTuckerAssetCache.cs @@ -115,6 +115,11 @@ namespace OpenSim.Region.CoreModules.Asset // IImprovedAssetCache // + public bool Check(string id) + { + return false; + } + public void Cache(AssetBase asset) { if (asset != null) diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index aea768e..09cc998 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -145,33 +145,37 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// /// /// - public void SetAppearance(IScenePresence sp, AvatarAppearance appearance) + public void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems) { - DoSetAppearance(sp, appearance.Texture, appearance.VisualParams, new List()); + SetAppearance(sp, appearance.Texture, appearance.VisualParams, cacheItems); } - /// - /// Set appearance data (texture asset IDs and slider settings) - /// - /// - /// - /// - public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) + + public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems) { - DoSetAppearance(sp, textureEntry, visualParams, new List()); + float oldoff = sp.Appearance.AvatarFeetOffset; + Vector3 oldbox = sp.Appearance.AvatarBoxSize; + + SetAppearance(sp, textureEntry, visualParams, cacheItems); + sp.Appearance.SetSize(avSize); + + float off = sp.Appearance.AvatarFeetOffset; + Vector3 box = sp.Appearance.AvatarBoxSize; + if (oldoff != off || oldbox != box) + ((ScenePresence)sp).SetSize(box, off); } - + /// /// Set appearance data (texture asset IDs and slider settings) /// /// /// /// - protected void DoSetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, List hashes) + public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems) { - // m_log.DebugFormat( - // "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", - // sp.Name, textureEntry, visualParams); +// m_log.DebugFormat( +// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", +// sp.Name, textureEntry, visualParams); // TODO: This is probably not necessary any longer, just assume the // textureEntry set implies that the appearance transaction is complete @@ -190,36 +194,38 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // m_log.DebugFormat( // "[AVFACTORY]: Setting visual params for {0} to {1}", // client.Name, string.Join(", ", visualParamsStrings)); - +/* float oldHeight = sp.Appearance.AvatarHeight; changed = sp.Appearance.SetVisualParams(visualParams); if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight); - } + */ +// float oldoff = sp.Appearance.AvatarFeetOffset; +// Vector3 oldbox = sp.Appearance.AvatarBoxSize; + changed = sp.Appearance.SetVisualParams(visualParams); +// float off = sp.Appearance.AvatarFeetOffset; +// Vector3 box = sp.Appearance.AvatarBoxSize; +// if(oldoff != off || oldbox != box) +// ((ScenePresence)sp).SetSize(box,off); + } + // Process the baked texture array if (textureEntry != null) { - // m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); - // WriteBakedTexturesReport(sp, m_log.DebugFormat); + m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); + +// WriteBakedTexturesReport(sp, m_log.DebugFormat); changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; - // WriteBakedTexturesReport(sp, m_log.DebugFormat); +// WriteBakedTexturesReport(sp, m_log.DebugFormat); // If bake textures are missing and this is not an NPC, request a rebake from client if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc)) RequestRebake(sp, true); - // Save the wearble hashes in the appearance - sp.Appearance.ResetTextureHashes(); - if (m_reusetextures) - { - foreach (CachedTextureRequestArg arg in hashes) - sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID); - } - // This appears to be set only in the final stage of the appearance // update transaction. In theory, we should be able to do an immediate // appearance send and save here. @@ -253,13 +259,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public bool SendAppearance(UUID agentId) { - // m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); +// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); ScenePresence sp = m_scene.GetScenePresence(agentId); if (sp == null) { // This is expected if the user has gone away. - // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); +// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); return false; } @@ -277,6 +283,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return GetBakedTextureFaces(sp); } + public WearableCacheItem[] GetCachedItems(UUID agentId) + { + ScenePresence sp = m_scene.GetScenePresence(agentId); + WearableCacheItem[] items = sp.Appearance.WearableCacheItems; + //foreach (WearableCacheItem item in items) + //{ + + //} + return items; + } + public bool SaveBakedTextures(UUID agentId) { ScenePresence sp = m_scene.GetScenePresence(agentId); @@ -336,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// public void QueueAppearanceSend(UUID agentid) { - // m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); +// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); // 10000 ticks per millisecond, 1000 milliseconds per second long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); @@ -349,7 +366,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public void QueueAppearanceSave(UUID agentid) { - // m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid); +// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid); // 10000 ticks per millisecond, 1000 milliseconds per second long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); @@ -363,6 +380,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public bool ValidateBakedTextureCache(IScenePresence sp) { bool defonly = true; // are we only using default textures + IImprovedAssetCache cache = m_scene.RequestModuleInterface(); + IBakedTextureModule bakedModule = m_scene.RequestModuleInterface(); + WearableCacheItem[] wearableCache = null; + + // Cache wearable data for teleport. + // Only makes sense if there's a bake module and a cache module + if (bakedModule != null && cache != null) + { + try + { + wearableCache = bakedModule.Get(sp.UUID); + } + catch (Exception) + { + + } + if (wearableCache != null) + { + for (int i = 0; i < wearableCache.Length; i++) + { + cache.Cache(wearableCache[i].TextureAsset); + } + } + } + /* + IBakedTextureModule bakedModule = m_scene.RequestModuleInterface(); + if (invService.GetRootFolder(userID) != null) + { + WearableCacheItem[] wearableCache = null; + if (bakedModule != null) + { + try + { + wearableCache = bakedModule.Get(userID); + appearance.WearableCacheItems = wearableCache; + appearance.WearableCacheItemsDirty = false; + foreach (WearableCacheItem item in wearableCache) + { + appearance.Texture.FaceTextures[item.TextureIndex].TextureID = item.TextureID; + } + } + catch (Exception) + { + + } + } + */ // Process the texture entry for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) @@ -370,13 +434,36 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory int idx = AvatarAppearance.BAKE_INDICES[i]; Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; - // if there is no texture entry, skip it + // No face, so lets check our baked service cache, teleport or login. if (face == null) - continue; + { + if (wearableCache != null) + { + // If we find the an appearance item, set it as the textureentry and the face + WearableCacheItem searchitem = WearableCacheItem.SearchTextureIndex((uint) idx, wearableCache); + if (searchitem != null) + { + sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint) idx); + sp.Appearance.Texture.FaceTextures[idx].TextureID = searchitem.TextureID; + face = sp.Appearance.Texture.FaceTextures[idx]; + } + else + { + // if there is no texture entry and no baked cache, skip it + continue; + } + } + else + { + //No texture entry face and no cache. Skip this face. + continue; + } + } + - // m_log.DebugFormat( - // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", - // face.TextureID, idx, client.Name, client.AgentId); +// m_log.DebugFormat( +// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", +// face.TextureID, idx, client.Name, client.AgentId); // if the texture is one of the "defaults" then skip it // this should probably be more intelligent (skirt texture doesnt matter @@ -387,11 +474,19 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory defonly = false; // found a non-default texture reference - if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) - return false; + if (cache != null) + { + if (!cache.Check(face.TextureID.ToString())) + return false; + } + else + { + if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) + return false; + } } - // m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); +// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); // If we only found default textures, then the appearance is not cached return (defonly ? false : true); @@ -400,6 +495,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public int RequestRebake(IScenePresence sp, bool missingTexturesOnly) { int texturesRebaked = 0; + IImprovedAssetCache cache = m_scene.RequestModuleInterface(); for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) { @@ -410,9 +506,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (face == null) continue; - // m_log.DebugFormat( - // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", - // face.TextureID, idx, client.Name, client.AgentId); +// m_log.DebugFormat( +// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", +// face.TextureID, idx, client.Name, client.AgentId); // if the texture is one of the "defaults" then skip it // this should probably be more intelligent (skirt texture doesnt matter @@ -423,21 +519,36 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (missingTexturesOnly) { - if (m_scene.AssetService.Get(face.TextureID.ToString()) != null) + if (cache != null) { - continue; + if (cache.Check(face.TextureID.ToString())) + continue; + else + { + m_log.DebugFormat( + "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.", + face.TextureID, idx, sp.Name); + } } else { - // On inter-simulator teleports, this occurs if baked textures are not being stored by the - // grid asset service (which means that they are not available to the new region and so have - // to be re-requested from the client). - // - // The only available core OpenSimulator behaviour right now - // is not to store these textures, temporarily or otherwise. - m_log.DebugFormat( - "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.", - face.TextureID, idx, sp.Name); + if (m_scene.AssetService.Get(face.TextureID.ToString()) != null) + { + continue; + } + + else + { + // On inter-simulator teleports, this occurs if baked textures are not being stored by the + // grid asset service (which means that they are not available to the new region and so have + // to be re-requested from the client). + // + // The only available core OpenSimulator behaviour right now + // is not to store these textures, temporarily or otherwise. + m_log.DebugFormat( + "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.", + face.TextureID, idx, sp.Name); + } } } else @@ -476,9 +587,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (bakeType == BakeType.Unknown) continue; - // m_log.DebugFormat( - // "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}", - // acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); +// m_log.DebugFormat( +// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}", +// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType); Primitive.TextureEntryFace texture = faceTextures[ftIndex]; // this will be null if there's no such baked texture @@ -502,7 +613,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory UUID avatarID = kvp.Key; long sendTime = kvp.Value; - // m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now); +// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now); if (sendTime < now) { @@ -548,11 +659,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (sp == null) { // This is expected if the user has gone away. - // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); +// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); return; } - // m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid); +// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid); // This could take awhile since it needs to pull inventory // 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 @@ -579,26 +690,70 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) { IInventoryService invService = m_scene.InventoryService; - + bool resetwearable = false; if (invService.GetRootFolder(userID) != null) { for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) { for (int j = 0; j < appearance.Wearables[i].Count; j++) { + // Check if the default wearables are not set if (appearance.Wearables[i][j].ItemID == UUID.Zero) + { + switch ((WearableType) i) + { + case WearableType.Eyes: + case WearableType.Hair: + case WearableType.Shape: + case WearableType.Skin: + //case WearableType.Underpants: + TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance); + resetwearable = true; + m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values."); + resetwearable = true; + break; + + } continue; + } - // Ignore ruth's assets + // Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) + { + switch ((WearableType)i) + { + case WearableType.Eyes: + case WearableType.Hair: + case WearableType.Shape: + case WearableType.Skin: + //case WearableType.Underpants: + TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance); + + m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i); + resetwearable = true; + break; + + } continue; - + } + InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID); baseItem = invService.GetItem(baseItem); if (baseItem != null) { appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID); + int unmodifiedWearableIndexForClosure = i; + m_scene.AssetService.Get(baseItem.AssetID.ToString(), this, + delegate(string x, object y, AssetBase z) + { + if (z == null) + { + TryAndRepairBrokenWearable( + (WearableType)unmodifiedWearableIndexForClosure, invService, + userID, appearance); + } + }); } else { @@ -606,17 +761,236 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", appearance.Wearables[i][j].ItemID, (WearableType)i); - appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); + TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance); + resetwearable = true; + } } } + + // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason.... + if (appearance.Wearables[(int) WearableType.Eyes] == null) + { + m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes)); + + TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance); + resetwearable = true; + } + else + { + if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero) + { + m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}", + appearance.Wearables[(int) WearableType.Eyes][0].ItemID, + appearance.Wearables[(int) WearableType.Eyes][0].AssetID); + TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance); + resetwearable = true; + + } + + } + // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason.... + if (appearance.Wearables[(int)WearableType.Shape] == null) + { + m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape)); + + TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance); + resetwearable = true; + } + else + { + if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero) + { + m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}", + appearance.Wearables[(int)WearableType.Shape][0].ItemID, + appearance.Wearables[(int)WearableType.Shape][0].AssetID); + TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance); + resetwearable = true; + + } + + } + // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason.... + if (appearance.Wearables[(int)WearableType.Hair] == null) + { + m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair)); + + TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance); + resetwearable = true; + } + else + { + if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero) + { + m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}", + appearance.Wearables[(int)WearableType.Hair][0].ItemID, + appearance.Wearables[(int)WearableType.Hair][0].AssetID); + TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance); + resetwearable = true; + + } + + } + // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason.... + if (appearance.Wearables[(int)WearableType.Skin] == null) + { + m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin)); + + TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance); + resetwearable = true; + } + else + { + if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero) + { + m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}", + appearance.Wearables[(int)WearableType.Skin][0].ItemID, + appearance.Wearables[(int)WearableType.Skin][0].AssetID); + TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance); + resetwearable = true; + + } + + } + if (resetwearable) + { + ScenePresence presence = null; + if (m_scene.TryGetScenePresence(userID, out presence)) + { + presence.ControllingClient.SendWearables(presence.Appearance.Wearables, + presence.Appearance.Serial++); + } + } + } else { m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); } } + private void TryAndRepairBrokenWearable(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance) + { + UUID defaultwearable = GetDefaultItem(type); + if (defaultwearable != UUID.Zero) + { + UUID newInvItem = UUID.Random(); + InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID) + { + AssetID = + defaultwearable, + AssetType + = + (int) + AssetType + .Bodypart, + CreatorId + = + userID + .ToString + (), + //InvType = (int)InventoryType.Wearable, + + Description + = + "Failed Wearable Replacement", + Folder = + invService + .GetFolderForType + (userID, + AssetType + .Bodypart) + .ID, + Flags = (uint) type, + Name = Enum.GetName(typeof (WearableType), type), + BasePermissions = (uint) PermissionMask.Copy, + CurrentPermissions = (uint) PermissionMask.Copy, + EveryOnePermissions = (uint) PermissionMask.Copy, + GroupPermissions = (uint) PermissionMask.Copy, + NextPermissions = (uint) PermissionMask.Copy + }; + invService.AddItem(itembase); + UUID LinkInvItem = UUID.Random(); + itembase = new InventoryItemBase(LinkInvItem, userID) + { + AssetID = + newInvItem, + AssetType + = + (int) + AssetType + .Link, + CreatorId + = + userID + .ToString + (), + InvType = (int) InventoryType.Wearable, + + Description + = + "Failed Wearable Replacement", + Folder = + invService + .GetFolderForType + (userID, + AssetType + .CurrentOutfitFolder) + .ID, + Flags = (uint) type, + Name = Enum.GetName(typeof (WearableType), type), + BasePermissions = (uint) PermissionMask.Copy, + CurrentPermissions = (uint) PermissionMask.Copy, + EveryOnePermissions = (uint) PermissionMask.Copy, + GroupPermissions = (uint) PermissionMask.Copy, + NextPermissions = (uint) PermissionMask.Copy + }; + invService.AddItem(itembase); + appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type)); + ScenePresence presence = null; + if (m_scene.TryGetScenePresence(userID, out presence)) + { + m_scene.SendInventoryUpdate(presence.ControllingClient, + invService.GetFolderForType(userID, + AssetType + .CurrentOutfitFolder), + false, true); + } + } + } + private UUID GetDefaultItem(WearableType wearable) + { + // These are ruth + UUID ret = UUID.Zero; + switch (wearable) + { + case WearableType.Eyes: + ret = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7"); + break; + case WearableType.Hair: + ret = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66"); + break; + case WearableType.Pants: + ret = new UUID("00000000-38f9-1111-024e-222222111120"); + break; + case WearableType.Shape: + ret = new UUID("66c41e39-38f9-f75a-024e-585989bfab73"); + break; + case WearableType.Shirt: + ret = new UUID("00000000-38f9-1111-024e-222222111110"); + break; + case WearableType.Skin: + ret = new UUID("77c41e39-38f9-f75a-024e-585989bbabbb"); + break; + case WearableType.Undershirt: + ret = new UUID("16499ebb-3208-ec27-2def-481881728f47"); + break; + case WearableType.Underpants: + ret = new UUID("4ac2e9c7-3671-d229-316a-67717730841d"); + break; + } + return ret; + } #endregion #region Client Event Handlers @@ -626,12 +1000,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// private void Client_OnRequestWearables(IClientAPI client) { - // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); - ScenePresence sp = m_scene.GetScenePresence(client.AgentId); - if (sp != null) - client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); - else - m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); + Util.FireAndForget(delegate(object x) + { + Thread.Sleep(4000); + + // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); + ScenePresence sp = m_scene.GetScenePresence(client.AgentId); + if (sp != null) + client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); + else + m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); + }); } /// @@ -640,12 +1019,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// /// /// - private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, List hashes) + private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems) { // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp != null) - DoSetAppearance(sp, textureEntry, visualParams, hashes); + SetAppearance(sp, textureEntry, visualParams,avSize, cacheItems); else m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); } @@ -702,7 +1081,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List cachedTextureRequest) { - // m_log.DebugFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId); + // m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId); List cachedTextureResponse = new List(); @@ -713,20 +1092,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (m_reusetextures) { - if (sp.Appearance.GetTextureHash(index) == request.WearableHashID) - { - Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index]; - if (face != null) - texture = face.TextureID; - } - else - { - // We know that that hash is wrong, null it out - // and wait for the setappearance call - sp.Appearance.SetTextureHash(index,UUID.Zero); - } - - // m_log.WarnFormat("[AVFACTORY]: use texture {0} for index {1}; hash={2}",texture,index,request.WearableHashID); + // this is the most insanely dumb way to do this... however it seems to + // actually work. if the appearance has been reset because wearables have + // changed then the texture entries are zero'd out until the bakes are + // uploaded. on login, if the textures exist in the cache (eg if you logged + // into the simulator recently, then the appearance will pull those and send + // them back in the packet and you won't have to rebake. if the textures aren't + // in the cache then the intial makeroot() call in scenepresence will zero + // them out. + // + // a better solution (though how much better is an open question) is to + // store the hashes in the appearance and compare them. Thats's coming. + + Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index]; + if (face != null) + texture = face.TextureID; + + // m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index); } CachedTextureResponseArg response = new CachedTextureResponseArg(); diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs index 1830d41..ff4c6c9 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs @@ -61,10 +61,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory for (byte i = 0; i < visualParams.Length; i++) visualParams[i] = i; - afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams); +// afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams); // TODO: Check baked texture - Assert.AreEqual(visualParams, sp.Appearance.VisualParams); +// Assert.AreEqual(visualParams, sp.Appearance.VisualParams); } [Test] @@ -102,6 +102,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex); eyesFace.TextureID = eyesTextureId; +/* afm.SetAppearance(sp, bakedTextureEntry, visualParams); afm.SaveBakedTextures(userId); // Dictionary bakedTextures = afm.GetBakedTextureFaces(userId); @@ -113,6 +114,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory Assert.That(eyesBake, Is.Not.Null); Assert.That(eyesBake.Temporary, Is.False); Assert.That(eyesBake.Local, Is.False); +*/ } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs index e55c9ed..e54c849 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs @@ -414,6 +414,19 @@ namespace OpenSim.Region.CoreModules.World.Land return false; } + public bool CanBeOnThisLand(UUID avatar, float posHeight) + { + if (posHeight < LandChannel.BAN_LINE_SAFETY_HIEGHT && IsBannedFromLand(avatar)) + { + return false; + } + else if (IsRestrictedFromLand(avatar)) + { + return false; + } + return true; + } + public bool HasGroupAccess(UUID avatar) { if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup) diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs index 34aca33..d25c930 100644 --- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs @@ -35,8 +35,8 @@ namespace OpenSim.Region.Framework.Interfaces public interface IAvatarFactoryModule { - void SetAppearance(IScenePresence sp, AvatarAppearance appearance); - void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); + void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems); + void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems); /// /// Send the appearance of an avatar to others in the scene. @@ -52,6 +52,8 @@ namespace OpenSim.Region.Framework.Interfaces /// An empty list if this agent has no baked textures (e.g. because it's a child agent) Dictionary GetBakedTextureFaces(UUID agentId); + + WearableCacheItem[] GetCachedItems(UUID agentId); /// /// Save the baked textures for the given agent permanently in the asset database. /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 4b4e4ba..f16a8e6 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -118,6 +118,7 @@ namespace OpenSim.Region.Framework.Scenes private bool m_hasGroupChanged = false; private long timeFirstChanged; private long timeLastChanged; + private List m_linkedAvatars = new List(); /// /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage @@ -1096,6 +1097,7 @@ namespace OpenSim.Region.Framework.Scenes } } + /// /// /// @@ -1105,6 +1107,46 @@ namespace OpenSim.Region.Framework.Scenes part.ParentID = m_rootPart.LocalId; part.ClearUndoState(); } + /// + /// Add the avatar to this linkset (avatar is sat). + /// + /// + public void AddAvatar(UUID agentID) + { + ScenePresence presence; + if (m_scene.TryGetScenePresence(agentID, out presence)) + { + if (!m_linkedAvatars.Contains(presence)) + { + m_linkedAvatars.Add(presence); + } + } + } + + /// + /// Delete the avatar from this linkset (avatar is unsat). + /// + /// + public void DeleteAvatar(UUID agentID) + { + ScenePresence presence; + if (m_scene.TryGetScenePresence(agentID, out presence)) + { + if (m_linkedAvatars.Contains(presence)) + { + m_linkedAvatars.Remove(presence); + } + } + } + + /// + /// Returns the list of linked presences (avatars sat on this group) + /// + /// + public List GetLinkedAvatars() + { + return m_linkedAvatars; + } public ushort GetTimeDilation() { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7ed3a4b..edb8ca8 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -65,6 +65,7 @@ namespace OpenSim.Region.Framework.Scenes struct ScriptControllers { + public UUID objectID; public UUID itemID; public ScriptControlled ignoreControls; public ScriptControlled eventControls; @@ -120,7 +121,7 @@ namespace OpenSim.Region.Framework.Scenes /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis /// issue #1716 /// - public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); + public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f); /// /// Movement updates for agents in neighboring regions are sent directly to clients. @@ -142,8 +143,6 @@ namespace OpenSim.Region.Framework.Scenes /// /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is /// necessary. - /// NOTE: To avoid deadlocks, do not lock m_attachments and then perform other tasks under that lock. Take a copy - /// of the list and act on that instead. /// private List m_attachments = new List(); @@ -162,6 +161,10 @@ namespace OpenSim.Region.Framework.Scenes private Vector3 m_lastPosition; private Quaternion m_lastRotation; private Vector3 m_lastVelocity; + private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f); + + private bool m_followCamAuto = false; + private Vector3? m_forceToApply; private int m_userFlags; @@ -194,6 +197,7 @@ namespace OpenSim.Region.Framework.Scenes // private int m_lastColCount = -1; //KF: Look for Collision chnages // private int m_updateCount = 0; //KF: Update Anims for a while // private static readonly int UPDATE_COUNT = 10; // how many frames to update for + private List m_lastColliders = new List(); private TeleportFlags m_teleportFlags; public TeleportFlags TeleportFlags @@ -249,8 +253,6 @@ namespace OpenSim.Region.Framework.Scenes /// public bool LandAtTarget { get; private set; } - private bool m_followCamAuto; - private int m_movementUpdateCount; private const int NumMovementsBetweenRayCast = 5; @@ -258,6 +260,13 @@ namespace OpenSim.Region.Framework.Scenes //private int m_moveToPositionStateStatus; //***************************************************** + private bool m_collisionEventFlag = false; + private object m_collisionEventLock = new Object(); + + private int m_movementAnimationUpdateCounter = 0; + + public Vector3 PrevSitOffset { get; set; } + protected AvatarAppearance m_appearance; public AvatarAppearance Appearance @@ -397,6 +406,9 @@ namespace OpenSim.Region.Framework.Scenes /// protected Vector3 m_lastCameraPosition; + private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1); + private bool m_doingCamRayCast = false; + public Vector3 CameraPosition { get; set; } public Quaternion CameraRotation @@ -477,6 +489,10 @@ namespace OpenSim.Region.Framework.Scenes get { return (IClientCore)ControllingClient; } } + public UUID COF { get; set; } + +// public Vector3 ParentPosition { get; set; } + /// /// Position of this avatar relative to the region the avatar is in /// @@ -603,7 +619,24 @@ namespace OpenSim.Region.Framework.Scenes // Scene.RegionInfo.RegionName, Name, m_velocity); } } +/* + public override Vector3 AngularVelocity + { + get + { + if (PhysicsActor != null) + { + m_rotationalvelocity = PhysicsActor.RotationalVelocity; + + // m_log.DebugFormat( + // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", + // m_velocity, Name, Scene.RegionInfo.RegionName); + } + return m_rotationalvelocity; + } + } +*/ private Quaternion m_bodyRot = Quaternion.Identity; /// @@ -626,8 +659,16 @@ namespace OpenSim.Region.Framework.Scenes m_bodyRot = value; if (PhysicsActor != null) - PhysicsActor.Orientation = m_bodyRot; - + { + try + { + PhysicsActor.Orientation = m_bodyRot; + } + catch (Exception e) + { + m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message); + } + } // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); } } @@ -641,12 +682,20 @@ namespace OpenSim.Region.Framework.Scenes } public bool IsChildAgent { get; set; } + public bool IsLoggingIn { get; set; } /// /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. /// public uint ParentID { get; set; } + public UUID ParentUUID + { + get { return m_parentUUID; } + set { m_parentUUID = value; } + } + private UUID m_parentUUID = UUID.Zero; + /// /// Are we sitting on an object? /// @@ -804,6 +853,7 @@ namespace OpenSim.Region.Framework.Scenes AttachmentsSyncLock = new Object(); AllowMovement = true; IsChildAgent = true; + IsLoggingIn = false; m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; Animator = new ScenePresenceAnimator(this); PresenceType = type; @@ -849,6 +899,33 @@ namespace OpenSim.Region.Framework.Scenes m_stateMachine = new ScenePresenceStateMachine(this); } + private void RegionHeartbeatEnd(Scene scene) + { + if (IsChildAgent) + return; + + m_movementAnimationUpdateCounter ++; + if (m_movementAnimationUpdateCounter >= 2) + { + m_movementAnimationUpdateCounter = 0; + if (Animator != null) + { + // If the parentID == 0 we are not sitting + // if !SitGournd then we are not sitting on the ground + // Fairly straightforward, now here comes the twist + // if ParentUUID is NOT UUID.Zero, we are looking to + // be sat on an object that isn't there yet. Should + // be treated as if sat. + if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting + Animator.UpdateMovementAnimations(); + } + else + { + m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; + } + } + } + public void RegisterToEvents() { ControllingClient.OnCompleteMovementToRegion += CompleteMovement; @@ -919,6 +996,38 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE]: Upgrading child to root agent for {0} in {1}", // Name, m_scene.RegionInfo.RegionName); + if (ParentUUID != UUID.Zero) + { + m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID); + SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID); + if (part == null) + { + m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID); + } + else + { + part.ParentGroup.AddAvatar(UUID); + if (part.SitTargetPosition != Vector3.Zero) + part.SitTargetAvatar = UUID; +// ParentPosition = part.GetWorldPosition(); + ParentID = part.LocalId; + ParentPart = part; + m_pos = PrevSitOffset; +// pos = ParentPosition; + pos = part.GetWorldPosition(); + } + ParentUUID = UUID.Zero; + + IsChildAgent = false; + +// Animator.TrySetMovementAnimation("SIT"); + } + else + { + IsChildAgent = false; + IsLoggingIn = false; + } + //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); IsChildAgent = false; @@ -936,70 +1045,106 @@ namespace OpenSim.Region.Framework.Scenes m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); - // Moved this from SendInitialData to ensure that Appearance is initialized - // before the inventory is processed in MakeRootAgent. This fixes a race condition - // related to the handling of attachments - //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); + UUID groupUUID = UUID.Zero; + string GroupName = string.Empty; + ulong groupPowers = 0; - if (m_scene.TestBorderCross(pos, Cardinals.E)) + // ---------------------------------- + // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status + try { - Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); - pos.X = crossedBorder.BorderLine.Z - 1; + if (gm != null) + { + groupUUID = ControllingClient.ActiveGroupId; + GroupRecord record = gm.GetGroupRecord(groupUUID); + if (record != null) + GroupName = record.GroupName; + GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid); + if (groupMembershipData != null) + groupPowers = groupMembershipData.GroupPowers; + } + ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName, + Grouptitle); } - - if (m_scene.TestBorderCross(pos, Cardinals.N)) + catch (Exception e) { - Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); - pos.Y = crossedBorder.BorderLine.Z - 1; + m_log.Debug("[AGENTUPDATE]: " + e.ToString()); } + // ------------------------------------ - CheckAndAdjustLandingPoint(ref pos); - - if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) + if (ParentID == 0) { - m_log.WarnFormat( - "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", - pos, Name, UUID); + // Moved this from SendInitialData to ensure that Appearance is initialized + // before the inventory is processed in MakeRootAgent. This fixes a race condition + // related to the handling of attachments + //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); + if (m_scene.TestBorderCross(pos, Cardinals.E)) + { + Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); + pos.X = crossedBorder.BorderLine.Z - 1; + } - if (pos.X < 0f) pos.X = 0f; - if (pos.Y < 0f) pos.Y = 0f; - if (pos.Z < 0f) pos.Z = 0f; - } + if (m_scene.TestBorderCross(pos, Cardinals.N)) + { + Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); + pos.Y = crossedBorder.BorderLine.Z - 1; + } - float localAVHeight = 1.56f; - if (Appearance.AvatarHeight > 0) - localAVHeight = Appearance.AvatarHeight; + CheckAndAdjustLandingPoint(ref pos); - float posZLimit = 0; + if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) + { + m_log.WarnFormat( + "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", + pos, Name, UUID); - if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) - posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; - - float newPosZ = posZLimit + localAVHeight / 2; - if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) - { - pos.Z = newPosZ; - } - AbsolutePosition = pos; + if (pos.X < 0f) pos.X = 0f; + if (pos.Y < 0f) pos.Y = 0f; + if (pos.Z < 0f) pos.Z = 0f; + } - AddToPhysicalScene(isFlying); + float localAVHeight = 1.56f; + if (Appearance.AvatarHeight > 0) + localAVHeight = Appearance.AvatarHeight; - // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a - // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it - // since it requires a physics actor to be present. If it is left any later, then physics appears to reset - // the value to a negative position which does not trigger the border cross. - // This may not be the best location for this. - CheckForBorderCrossing(); + float posZLimit = 0; - if (ForceFly) - { - Flying = true; - } - else if (FlyDisabled) - { - Flying = false; - } + if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) + posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; + + float newPosZ = posZLimit + localAVHeight / 2; + if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) + { + pos.Z = newPosZ; + } + AbsolutePosition = pos; + + if (m_teleportFlags == TeleportFlags.Default) + { + Vector3 vel = Velocity; + AddToPhysicalScene(isFlying); + if (PhysicsActor != null) + PhysicsActor.SetMomentum(vel); + } + else + AddToPhysicalScene(isFlying); + + // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a + // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it + // since it requires a physics actor to be present. If it is left any later, then physics appears to reset + // the value to a negative position which does not trigger the border cross. + // This may not be the best location for this. + CheckForBorderCrossing(); + if (ForceFly) + { + Flying = true; + } + else if (FlyDisabled) + { + Flying = false; + } + } // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying // avatar to return to the standing position in mid-air. On login it looks like this is being sent // elsewhere anyway @@ -1031,31 +1176,28 @@ namespace OpenSim.Region.Framework.Scenes // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are // not transporting the required data. - // - // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of - // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here - // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. - // - // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts(). - // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing - // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the - // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. - List attachments = GetAttachments(); - - if (attachments.Count > 0) + lock (m_attachments) { - m_log.DebugFormat( - "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); - - // Resume scripts - foreach (SceneObjectGroup sog in attachments) + if (HasAttachments()) { - sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); - sog.ResumeScripts(); + m_log.DebugFormat( + "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); + + // Resume scripts + Util.FireAndForget(delegate(object x) { + foreach (SceneObjectGroup sog in m_attachments) + { + sog.ScheduleGroupForFullUpdate(); + sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); + sog.ResumeScripts(); + } + }); } } } + SendAvatarDataToAllAgents(); + // send the animations of the other presences to me m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) { @@ -1066,6 +1208,7 @@ namespace OpenSim.Region.Framework.Scenes // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will // stall on the border crossing since the existing child agent will still have the last movement // recorded, which stops the input from being processed. + MovementFlag = 0; m_scene.EventManager.TriggerOnMakeRootAgent(this); @@ -1097,12 +1240,16 @@ namespace OpenSim.Region.Framework.Scenes /// public void MakeChildAgent() { + m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; + m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); // Reset these so that teleporting in and walking out isn't seen // as teleporting back TeleportFlags = TeleportFlags.Default; + MovementFlag = 0; + // It looks like Animator is set to null somewhere, and MakeChild // is called after that. Probably in aborted teleports. if (Animator == null) @@ -1110,6 +1257,7 @@ namespace OpenSim.Region.Framework.Scenes else Animator.ResetAnimations(); + // m_log.DebugFormat( // "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); @@ -1121,6 +1269,7 @@ namespace OpenSim.Region.Framework.Scenes IsChildAgent = true; m_scene.SwapRootAgentCount(true); RemoveFromPhysicalScene(); + ParentID = 0; // Child agents can't be sitting // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into @@ -1136,9 +1285,9 @@ namespace OpenSim.Region.Framework.Scenes { // PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; - m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); - PhysicsActor.UnSubscribeEvents(); PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; + PhysicsActor.UnSubscribeEvents(); + m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); PhysicsActor = null; } // else @@ -1155,7 +1304,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void Teleport(Vector3 pos) { - TeleportWithMomentum(pos, null); + TeleportWithMomentum(pos, Vector3.Zero); } public void TeleportWithMomentum(Vector3 pos, Vector3? v) @@ -1179,6 +1328,41 @@ namespace OpenSim.Region.Framework.Scenes SendTerseUpdateToAllClients(); } + public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY) + { + CheckLandingPoint(ref newpos); + AbsolutePosition = newpos; + + if (newvel.HasValue) + { + if ((Vector3)newvel == Vector3.Zero) + { + if (PhysicsActor != null) + PhysicsActor.SetMomentum(Vector3.Zero); + m_velocity = Vector3.Zero; + } + else + { + if (PhysicsActor != null) + PhysicsActor.SetMomentum((Vector3)newvel); + m_velocity = (Vector3)newvel; + + if (rotateToVelXY) + { + Vector3 lookAt = (Vector3)newvel; + lookAt.Z = 0; + lookAt.Normalize(); + ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation); + return; + } + } + } + + SendTerseUpdateToAllClients(); + } + + + public void StopFlying() { Vector3 pos = AbsolutePosition; @@ -1367,6 +1551,14 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); } + public void SetSize(Vector3 size, float feetoffset) + { +// TODO: Merge the physics bits +// if (PhysicsActor != null && !IsChildAgent) +// PhysicsActor.setAvatarSize(size, feetoffset); + + } + private bool WaitForUpdateAgent(IClientAPI client) { // Before the source region executes UpdateAgent @@ -1426,7 +1618,8 @@ namespace OpenSim.Region.Framework.Scenes Vector3 look = Velocity; - if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) + // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) + if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1)) { look = new Vector3(0.99f, 0.042f, 0); } @@ -1489,11 +1682,12 @@ namespace OpenSim.Region.Framework.Scenes { IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); if (m_agentTransfer != null) - Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); + m_agentTransfer.EnableChildAgents(this); IFriendsModule friendsModule = m_scene.RequestModuleInterface(); if (friendsModule != null) friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); + } // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region @@ -1519,36 +1713,69 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// + /// + + private void UpdateCameraCollisionPlane(Vector4 plane) + { + if (m_lastCameraCollisionPlane != plane) + { + m_lastCameraCollisionPlane = plane; + ControllingClient.SendCameraConstraint(plane); + } + } + public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) { const float POSITION_TOLERANCE = 0.02f; - const float VELOCITY_TOLERANCE = 0.02f; const float ROTATION_TOLERANCE = 0.02f; - if (m_followCamAuto) + m_doingCamRayCast = false; + if (hitYN && localid != LocalId) { - if (hitYN) + SceneObjectGroup group = m_scene.GetGroupByPrim(localid); + bool IsPrim = group != null; + if (IsPrim) { - CameraConstraintActive = true; - //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); - - Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); - ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); + SceneObjectPart part = group.GetPart(localid); + if (part != null && !part.VolumeDetectActive) + { + CameraConstraintActive = true; + pNormal.X = (float) Math.Round(pNormal.X, 2); + pNormal.Y = (float) Math.Round(pNormal.Y, 2); + pNormal.Z = (float) Math.Round(pNormal.Z, 2); + pNormal.Normalize(); + collisionPoint.X = (float) Math.Round(collisionPoint.X, 1); + collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1); + collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1); + + Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, + Vector3.Dot(collisionPoint, pNormal)); + UpdateCameraCollisionPlane(plane); + } } else { - if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || - !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || - !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) - { - if (CameraConstraintActive) - { - ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); - CameraConstraintActive = false; - } - } + CameraConstraintActive = true; + pNormal.X = (float) Math.Round(pNormal.X, 2); + pNormal.Y = (float) Math.Round(pNormal.Y, 2); + pNormal.Z = (float) Math.Round(pNormal.Z, 2); + pNormal.Normalize(); + collisionPoint.X = (float) Math.Round(collisionPoint.X, 1); + collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1); + collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1); + + Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, + Vector3.Dot(collisionPoint, pNormal)); + UpdateCameraCollisionPlane(plane); } } + else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || + !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) + { + Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right... + UpdateCameraCollisionPlane(plane); + CameraConstraintActive = false; + } } /// @@ -1622,6 +1849,41 @@ namespace OpenSim.Region.Framework.Scenes StandUp(); } + // Raycast from the avatar's head to the camera to see if there's anything blocking the view + // this exclude checks may not be complete + + if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast()) + { + if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0) + { + Vector3 posAdjusted = AbsolutePosition; +// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f; + posAdjusted.Z += 1.0f; // viewer current camera focus point + Vector3 tocam = CameraPosition - posAdjusted; + tocam.X = (float)Math.Round(tocam.X, 1); + tocam.Y = (float)Math.Round(tocam.Y, 1); + tocam.Z = (float)Math.Round(tocam.Z, 1); + + float distTocamlen = tocam.Length(); + if (distTocamlen > 0.3f) + { + tocam *= (1.0f / distTocamlen); + posAdjusted.X = (float)Math.Round(posAdjusted.X, 1); + posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1); + posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1); + + m_doingCamRayCast = true; + m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback); + } + } + else if (CameraConstraintActive && (m_mouseLook || ParentID != 0)) + { + Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right... + UpdateCameraCollisionPlane(plane); + CameraConstraintActive = false; + } + } + uint flagsForScripts = (uint)flags; flags = RemoveIgnoredControls(flags, IgnoredControls); @@ -2180,7 +2442,8 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); MovingToTarget = false; - MoveToPositionTarget = Vector3.Zero; +// MoveToPositionTarget = Vector3.Zero; + m_forceToApply = null; // cancel possible last action // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. @@ -2203,6 +2466,9 @@ namespace OpenSim.Region.Framework.Scenes if (satOnObject) { + PrevSitOffset = m_pos; // Save sit offset + UnRegisterSeatControls(part.ParentGroup.UUID); + TaskInventoryDictionary taskIDict = part.TaskInventory; if (taskIDict != null) { @@ -2218,6 +2484,7 @@ namespace OpenSim.Region.Framework.Scenes } } + part.ParentGroup.DeleteAvatar(UUID); Vector3 sitPartWorldPosition = part.GetWorldPosition(); ControllingClient.SendClearFollowCamProperties(part.ParentUUID); @@ -2278,6 +2545,9 @@ namespace OpenSim.Region.Framework.Scenes part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); } + else if (PhysicsActor == null) + AddToPhysicalScene(false); + Animator.TrySetMovementAnimation("STAND"); TriggerScenePresenceUpdated(); } @@ -2326,11 +2596,8 @@ namespace OpenSim.Region.Framework.Scenes if (part == null) return; - // TODO: determine position to sit at based on scene geometry; don't trust offset from client - // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it - if (PhysicsActor != null) - m_sitAvatarHeight = PhysicsActor.Size.Z; + m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f; bool canSit = false; @@ -2357,33 +2624,32 @@ namespace OpenSim.Region.Framework.Scenes } else { + if (PhysicsSit(part,offset)) // physics engine + return; + Vector3 pos = part.AbsolutePosition + offset; if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m", -// Name, part.Name, part.LocalId); - AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); canSit = true; } -// else -// { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m", -// Name, part.Name, part.LocalId); -// } } if (canSit) { + if (PhysicsActor != null) { // We can remove the physicsActor until they stand up. RemoveFromPhysicalScene(); } + if (MovingToTarget) + ResetMoveToTarget(); + + Velocity = Vector3.Zero; + part.AddSittingAvatar(UUID); cameraAtOffset = part.GetCameraAtOffset(); @@ -2427,14 +2693,6 @@ namespace OpenSim.Region.Framework.Scenes m_requestedSitTargetID = part.LocalId; m_requestedSitTargetUUID = part.UUID; -// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); - - if (m_scene.PhysicsScene.SupportsRayCast()) - { - //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback()); - //SitRayCastAvatarPosition(part); - //return; - } } else { @@ -2444,197 +2702,115 @@ namespace OpenSim.Region.Framework.Scenes SendSitResponse(targetID, offset, Quaternion.Identity); } - /* - public void SitRayCastAvatarPosition(SceneObjectPart part) + // returns false if does not suport so older sit can be tried + public bool PhysicsSit(SceneObjectPart part, Vector3 offset) { - Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; - Vector3 StartRayCastPosition = AbsolutePosition; - Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); - float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); - m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse); - } - - public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) - { - SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); - if (part != null) - { - if (hitYN) - { - if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) - { - SitRaycastFindEdge(collisionPoint, normal); - m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); - } - else - { - SitRayCastAvatarPositionCameraZ(part); - } - } - else - { - SitRayCastAvatarPositionCameraZ(part); - } - } - else +// TODO: Pull in these bits + return false; +/* + if (part == null || part.ParentGroup.IsAttachment) { - ControllingClient.SendAlertMessage("Sit position no longer exists"); - m_requestedSitTargetUUID = UUID.Zero; - m_requestedSitTargetID = 0; - m_requestedSitOffset = Vector3.Zero; + return true; } - } - - public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) - { - // Next, try to raycast from the camera Z position - Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; - Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z; - Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); - float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); - m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse); - } + if ( m_scene.PhysicsScene == null) + return false; - public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) - { - SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); - if (part != null) + if (part.PhysActor == null) { - if (hitYN) - { - if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) - { - SitRaycastFindEdge(collisionPoint, normal); - m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal); - } - else - { - SitRayCastCameraPosition(part); - } - } + // none physcis shape + if (part.PhysicsShapeType == (byte)PhysicsShapeType.None) + ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot."); else - { - SitRayCastCameraPosition(part); + { // non physical phantom TODO + ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot."); + return false; } - } - else - { - ControllingClient.SendAlertMessage("Sit position no longer exists"); - m_requestedSitTargetUUID = UUID.Zero; - m_requestedSitTargetID = 0; - m_requestedSitOffset = Vector3.Zero; + return true; } - } - public void SitRayCastCameraPosition(SceneObjectPart part) - { - // Next, try to raycast from the camera position - Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; - Vector3 StartRayCastPosition = CameraPosition; - Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); - float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); - m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse); - } + // not doing autopilot + m_requestedSitTargetID = 0; - public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) - { - SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); - if (part != null) - { - if (hitYN) - { - if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) - { - SitRaycastFindEdge(collisionPoint, normal); - m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); - } - else - { - SitRayHorizontal(part); - } - } - else - { - SitRayHorizontal(part); - } - } - else - { - ControllingClient.SendAlertMessage("Sit position no longer exists"); - m_requestedSitTargetUUID = UUID.Zero; - m_requestedSitTargetID = 0; - m_requestedSitOffset = Vector3.Zero; - } + if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0) + return true; + return false; +*/ } - public void SitRayHorizontal(SceneObjectPart part) + + private bool CanEnterLandPosition(Vector3 testPos) { - // Next, try to raycast from the avatar position to fwd - Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; - Vector3 StartRayCastPosition = CameraPosition; - Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); - float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); - m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); + ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y); + + if (land == null || land.LandData.Name == "NO_LAND") + return true; + + return land.CanBeOnThisLand(UUID,testPos.Z); } - public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) + // status + // < 0 ignore + // 0 bad sit spot + public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation) { - SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); - if (part != null) + if (status < 0) + return; + + if (status == 0) { - if (hitYN) - { - if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) - { - SitRaycastFindEdge(collisionPoint, normal); - m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); - // Next, try to raycast from the camera position - Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; - Vector3 StartRayCastPosition = CameraPosition; - Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); - float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); - //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition); - } - else - { - ControllingClient.SendAlertMessage("Sit position not accessable."); - m_requestedSitTargetUUID = UUID.Zero; - m_requestedSitTargetID = 0; - m_requestedSitOffset = Vector3.Zero; - } - } - else - { - ControllingClient.SendAlertMessage("Sit position not accessable."); - m_requestedSitTargetUUID = UUID.Zero; - m_requestedSitTargetID = 0; - m_requestedSitOffset = Vector3.Zero; - } + ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot."); + return; } - else + + SceneObjectPart part = m_scene.GetSceneObjectPart(partID); + if (part == null) + return; + + Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation(); + if(!CanEnterLandPosition(targetPos)) { - ControllingClient.SendAlertMessage("Sit position no longer exists"); - m_requestedSitTargetUUID = UUID.Zero; - m_requestedSitTargetID = 0; - m_requestedSitOffset = Vector3.Zero; + ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot"); + return; } - } + RemoveFromPhysicalScene(); - private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) - { - int i = 0; - //throw new NotImplementedException(); - //m_requestedSitTargetUUID = UUID.Zero; - //m_requestedSitTargetID = 0; - //m_requestedSitOffset = Vector3.Zero; + if (MovingToTarget) + ResetMoveToTarget(); + + Velocity = Vector3.Zero; + + part.AddSittingAvatar(UUID); + + Vector3 cameraAtOffset = part.GetCameraAtOffset(); + Vector3 cameraEyeOffset = part.GetCameraEyeOffset(); + bool forceMouselook = part.GetForceMouselook(); + + ControllingClient.SendSitResponse( + part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); + + // not using autopilot + + Rotation = Orientation; + m_pos = offset; + + m_requestedSitTargetID = 0; + part.ParentGroup.AddAvatar(UUID); + + ParentPart = part; + ParentID = part.LocalId; + if(status == 3) + Animator.TrySetMovementAnimation("SIT_GROUND"); + else + Animator.TrySetMovementAnimation("SIT"); + SendAvatarDataToAllAgents(); - SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); + part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); } - */ + public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) { @@ -2654,6 +2830,7 @@ namespace OpenSim.Region.Framework.Scenes return; } + if (part.SitTargetAvatar == UUID) { Vector3 sitTargetPos = part.SitTargetPosition; @@ -2668,29 +2845,39 @@ namespace OpenSim.Region.Framework.Scenes //Quaternion result = (sitTargetOrient * vq) * nq; - Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT; - Quaternion newRot; + double x, y, z, m; - if (part.IsRoot) - { - newRot = sitTargetOrient; - } - else + Quaternion r = sitTargetOrient; + m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; + + if (Math.Abs(1.0 - m) > 0.000001) { - newPos = newPos * part.RotationOffset; - newRot = part.RotationOffset * sitTargetOrient; + m = 1.0 / Math.Sqrt(m); + r.X *= (float)m; + r.Y *= (float)m; + r.Z *= (float)m; + r.W *= (float)m; } - newPos += part.OffsetPosition; + x = 2 * (r.X * r.Z + r.Y * r.W); + y = 2 * (-r.X * r.W + r.Y * r.Z); + z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; + + Vector3 up = new Vector3((float)x, (float)y, (float)z); + Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f; - m_pos = newPos; - Rotation = newRot; + m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; + +// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset; + Rotation = sitTargetOrient; +// ParentPosition = part.AbsolutePosition; + part.ParentGroup.AddAvatar(UUID); } else { - // An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is - // being sat upon. - m_pos -= part.GroupPosition; + m_pos -= part.AbsolutePosition; +// ParentPosition = part.AbsolutePosition; + part.ParentGroup.AddAvatar(UUID); // m_log.DebugFormat( // "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", @@ -2807,8 +2994,8 @@ namespace OpenSim.Region.Framework.Scenes direc.Z *= 2.6f; // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. - Animator.TrySetMovementAnimation("PREJUMP"); - Animator.TrySetMovementAnimation("JUMP"); +// Animator.TrySetMovementAnimation("PREJUMP"); +// Animator.TrySetMovementAnimation("JUMP"); } } } @@ -2817,6 +3004,7 @@ namespace OpenSim.Region.Framework.Scenes // TODO: Add the force instead of only setting it to support multiple forces per frame? m_forceToApply = direc; + Animator.UpdateMovementAnimations(); } #endregion @@ -2834,16 +3022,12 @@ namespace OpenSim.Region.Framework.Scenes // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to // grab the latest PhysicsActor velocity, whereas m_velocity is often // storing a requested force instead of an actual traveling velocity + if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn) + SendAvatarDataToAllAgents(); - // Throw away duplicate or insignificant updates - if ( - // If the velocity has become zero, send it no matter what. - (Velocity != m_lastVelocity && Velocity == Vector3.Zero) - // otherwise, if things have changed reasonably, send the update - || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) - || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) - || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))) - + if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || + !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || + !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) { SendTerseUpdateToAllClients(); @@ -3003,9 +3187,7 @@ namespace OpenSim.Region.Framework.Scenes // again here... this comes after the cached appearance check because the avatars // appearance goes into the avatar update packet SendAvatarDataToAllAgents(); - - // This invocation always shows up in the viewer logs as an error. - // SendAppearanceToAgent(this); + SendAppearanceToAgent(this); // If we are using the the cached appearance then send it out to everyone if (cachedappearance) @@ -3036,6 +3218,8 @@ namespace OpenSim.Region.Framework.Scenes return; } + m_lastSize = Appearance.AvatarSize; + int count = 0; m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) { @@ -3143,6 +3327,8 @@ namespace OpenSim.Region.Framework.Scenes avatar.ControllingClient.SendAppearance( UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); + + } #endregion @@ -3216,8 +3402,9 @@ namespace OpenSim.Region.Framework.Scenes // If we don't have a PhysActor, we can't cross anyway // Also don't do this while sat, sitting avatars cross with the - // object they sit on. - if (ParentID != 0 || PhysicsActor == null) + // object they sit on. ParentUUID denoted a pending sit, don't + // interfere with it. + if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero) return; if (!IsInTransit) @@ -3561,6 +3748,9 @@ namespace OpenSim.Region.Framework.Scenes cAgent.AlwaysRun = SetAlwaysRun; cAgent.Appearance = new AvatarAppearance(Appearance); + + cAgent.ParentPart = ParentUUID; + cAgent.SitOffset = PrevSitOffset; lock (scriptedcontrols) { @@ -3569,7 +3759,7 @@ namespace OpenSim.Region.Framework.Scenes foreach (ScriptControllers c in scriptedcontrols.Values) { - controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); + controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); } cAgent.Controllers = controls; } @@ -3603,6 +3793,8 @@ namespace OpenSim.Region.Framework.Scenes CameraAtAxis = cAgent.AtAxis; CameraLeftAxis = cAgent.LeftAxis; CameraUpAxis = cAgent.UpAxis; + ParentUUID = cAgent.ParentPart; + PrevSitOffset = cAgent.SitOffset; // When we get to the point of re-computing neighbors everytime this // changes, then start using the agent's drawdistance rather than the @@ -3640,6 +3832,7 @@ namespace OpenSim.Region.Framework.Scenes foreach (ControllerData c in cAgent.Controllers) { ScriptControllers sc = new ScriptControllers(); + sc.objectID = c.ObjectID; sc.itemID = c.ItemID; sc.ignoreControls = (ScriptControlled)c.IgnoreControls; sc.eventControls = (ScriptControlled)c.EventControls; @@ -3705,20 +3898,27 @@ namespace OpenSim.Region.Framework.Scenes } if (Appearance.AvatarHeight == 0) - Appearance.SetHeight(); +// Appearance.SetHeight(); + Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); PhysicsScene scene = m_scene.PhysicsScene; Vector3 pVec = AbsolutePosition; +/* + PhysicsActor = scene.AddAvatar( + LocalId, Firstname + "." + Lastname, pVec, + new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying); +*/ + PhysicsActor = scene.AddAvatar( LocalId, Firstname + "." + Lastname, pVec, - new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); + Appearance.AvatarBoxSize, isFlying); //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong - PhysicsActor.SubscribeEvents(500); + PhysicsActor.SubscribeEvents(100); PhysicsActor.LocalID = LocalId; } @@ -3732,6 +3932,7 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); } + /// /// Event called by the physics plugin to tell the avatar about a collision. /// @@ -3745,7 +3946,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void PhysicsCollisionUpdate(EventArgs e) { - if (IsChildAgent) + if (IsChildAgent || Animator == null) return; //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) @@ -3762,7 +3963,6 @@ namespace OpenSim.Region.Framework.Scenes CollisionEventUpdate collisionData = (CollisionEventUpdate)e; Dictionary coldata = collisionData.m_objCollisionList; - CollisionPlane = Vector4.UnitW; // // No collisions at all means we may be flying. Update always // // to make falling work @@ -3772,34 +3972,7 @@ namespace OpenSim.Region.Framework.Scenes // m_lastColCount = coldata.Count; // } - if (coldata.Count != 0) - { - switch (Animator.CurrentMovementAnimation) - { - case "STAND": - case "WALK": - case "RUN": - case "CROUCH": - case "CROUCHWALK": - { - ContactPoint lowest; - lowest.SurfaceNormal = Vector3.Zero; - lowest.Position = Vector3.Zero; - lowest.Position.Z = Single.NaN; - - foreach (ContactPoint contact in coldata.Values) - { - if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) - { - lowest = contact; - } - } - - CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); - } - break; - } - } + CollisionPlane = Vector4.UnitW; // Gods do not take damage and Invulnerable is set depending on parcel/region flags if (Invulnerable || GodLevel > 0) @@ -3898,6 +4071,12 @@ namespace OpenSim.Region.Framework.Scenes // m_reprioritizationTimer.Dispose(); RemoveFromPhysicalScene(); + + m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; + +// if (Animator != null) +// Animator.Close(); + Animator = null; LifecycleState = ScenePresenceState.Removed; } @@ -4133,10 +4312,18 @@ namespace OpenSim.Region.Framework.Scenes public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) { + SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID); + if (p == null) + return; + + ControllingClient.SendTakeControls(controls, false, false); + ControllingClient.SendTakeControls(controls, true, false); + ScriptControllers obj = new ScriptControllers(); obj.ignoreControls = ScriptControlled.CONTROL_ZERO; obj.eventControls = ScriptControlled.CONTROL_ZERO; + obj.objectID = p.ParentGroup.UUID; obj.itemID = Script_item_UUID; if (pass_on == 0 && accept == 0) { @@ -4185,6 +4372,21 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendTakeControls(int.MaxValue, false, false); } + private void UnRegisterSeatControls(UUID obj) + { + List takers = new List(); + + foreach (ScriptControllers c in scriptedcontrols.Values) + { + if (c.objectID == obj) + takers.Add(c.itemID); + } + foreach (UUID t in takers) + { + UnRegisterControlEventsToScript(0, t); + } + } + public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) { ScriptControllers takecontrols; @@ -4514,6 +4716,12 @@ namespace OpenSim.Region.Framework.Scenes private void CheckAndAdjustLandingPoint(ref Vector3 pos) { + string reason; + + // Honor bans + if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y)) + return; + SceneObjectGroup telehub = null; if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) { @@ -4553,11 +4761,119 @@ namespace OpenSim.Region.Framework.Scenes pos = land.LandData.UserLocation; } } - + land.SendLandUpdateToClient(ControllingClient); } } + private DetectedObject CreateDetObject(SceneObjectPart obj) + { + DetectedObject detobj = new DetectedObject(); + detobj.keyUUID = obj.UUID; + detobj.nameStr = obj.Name; + detobj.ownerUUID = obj.OwnerID; + detobj.posVector = obj.AbsolutePosition; + detobj.rotQuat = obj.GetWorldRotation(); + detobj.velVector = obj.Velocity; + detobj.colliderType = 0; + detobj.groupUUID = obj.GroupID; + + return detobj; + } + + private DetectedObject CreateDetObject(ScenePresence av) + { + DetectedObject detobj = new DetectedObject(); + detobj.keyUUID = av.UUID; + detobj.nameStr = av.ControllingClient.Name; + detobj.ownerUUID = av.UUID; + detobj.posVector = av.AbsolutePosition; + detobj.rotQuat = av.Rotation; + detobj.velVector = av.Velocity; + detobj.colliderType = 0; + detobj.groupUUID = av.ControllingClient.ActiveGroupId; + + return detobj; + } + + private DetectedObject CreateDetObjectForGround() + { + DetectedObject detobj = new DetectedObject(); + detobj.keyUUID = UUID.Zero; + detobj.nameStr = ""; + detobj.ownerUUID = UUID.Zero; + detobj.posVector = AbsolutePosition; + detobj.rotQuat = Quaternion.Identity; + detobj.velVector = Vector3.Zero; + detobj.colliderType = 0; + detobj.groupUUID = UUID.Zero; + + return detobj; + } + + private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List colliders) + { + ColliderArgs colliderArgs = new ColliderArgs(); + List colliding = new List(); + foreach (uint localId in colliders) + { + if (localId == 0) + continue; + + SceneObjectPart obj = m_scene.GetSceneObjectPart(localId); + if (obj != null) + { + if (!dest.CollisionFilteredOut(obj.UUID, obj.Name)) + colliding.Add(CreateDetObject(obj)); + } + else + { + ScenePresence av = m_scene.GetScenePresence(localId); + if (av != null && (!av.IsChildAgent)) + { + if (!dest.CollisionFilteredOut(av.UUID, av.Name)) + colliding.Add(CreateDetObject(av)); + } + } + } + + colliderArgs.Colliders = colliding; + + return colliderArgs; + } + + private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message); + + private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List colliders, ScriptCollidingNotification notify) + { + ColliderArgs CollidingMessage; + + if (colliders.Count > 0) + { + if ((dest.RootPart.ScriptEvents & ev) != 0) + { + CollidingMessage = CreateColliderArgs(dest.RootPart, colliders); + + if (CollidingMessage.Colliders.Count > 0) + notify(dest.RootPart.LocalId, CollidingMessage); + } + } + } + + private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify) + { + if ((dest.RootPart.ScriptEvents & ev) != 0) + { + ColliderArgs LandCollidingMessage = new ColliderArgs(); + List colliding = new List(); + + colliding.Add(CreateDetObjectForGround()); + LandCollidingMessage.Colliders = colliding; + + notify(dest.RootPart.LocalId, LandCollidingMessage); + } + } + private void TeleportFlagsDebug() { // Some temporary debugging help to show all the TeleportFlags we have... @@ -4582,6 +4898,5 @@ namespace OpenSim.Region.Framework.Scenes m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); } - } } diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index a4fc4ae..b3fdd22 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -908,7 +908,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server // Mimicking LLClientView which gets always set appearance from client. AvatarAppearance appearance; m_scene.GetAvatarAppearance(this, out appearance); - OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone(), new List()); + OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone(),appearance.AvatarSize, new WearableCacheItem[0]); } public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args) diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs index f841d5c..e1ef4d0 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs @@ -110,6 +110,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests // ScenePresence.SendInitialData() to reset our entire appearance. m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId)); +/* m_afMod.SetAppearance(sp, originalTe, null); UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance); @@ -125,6 +126,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests // Have to account for both SP and NPC. Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(2)); +*/ } [Test] -- cgit v1.1