From 086bf9f15db05ca2be1cf0dda24f8ee7a368988d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 9 Sep 2011 00:29:59 +0100 Subject: Save the default terrain texture UUIDs for a new region instead of leaving them as UUID.Zero. Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white. On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero. This commit resolves the problem by saving the default texture UUIDs instead of Zero. However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed. This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones. However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs. --- .../World/Estate/EstateManagementModule.cs | 5 +++ OpenSim/Region/Framework/Scenes/Scene.cs | 37 +++++++++++++++++++++- 2 files changed, 41 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index d0605e3..94c1417 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs @@ -968,6 +968,11 @@ namespace OpenSim.Region.CoreModules.World.Estate args.terrainDetail2 = Scene.RegionInfo.RegionSettings.TerrainTexture3; args.terrainDetail3 = Scene.RegionInfo.RegionSettings.TerrainTexture4; + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName); + remoteClient.SendRegionHandshake(Scene.RegionInfo,args); } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d3de37d..f86b3b6 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -588,7 +588,42 @@ namespace OpenSim.Region.Framework.Scenes #region Region Settings // Load region settings - m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); + // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region. + // However, in this case, the default textures are not set in memory properly, so we need to do it here and + // resave. + // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new + // region is set up and avoid these gyrations. + RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID); + bool updatedTerrainTextures = false; + if (rs.TerrainTexture1 == UUID.Zero) + { + rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1; + updatedTerrainTextures = true; + } + + if (rs.TerrainTexture2 == UUID.Zero) + { + rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2; + updatedTerrainTextures = true; + } + + if (rs.TerrainTexture3 == UUID.Zero) + { + rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3; + updatedTerrainTextures = true; + } + + if (rs.TerrainTexture4 == UUID.Zero) + { + rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4; + updatedTerrainTextures = true; + } + + if (updatedTerrainTextures) + rs.Save(); + + m_regInfo.RegionSettings = rs; + if (estateDataService != null) m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); -- cgit v1.1 From 655935db49ad3a363426eef52f4aedba990cc9af Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 9 Sep 2011 01:00:41 +0100 Subject: Use a copy of the inventory items list to register users in the thread started by GetFolderContent(), to protect ourselves against callers modifying lists Hopefully this addresses http://opensimulator.org/mantis/view.php?id=5681 --- .../ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs | 5 ++++- .../Inventory/RemoteXInventoryServiceConnector.cs | 5 ++++- 2 files changed, 8 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs index d3ef08d..1c83f8e 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs @@ -188,8 +188,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory Util.FireAndForget(delegate { if (UserManager != null) - foreach (InventoryItemBase item in invCol.Items) + { + // Protect ourselves against the caller subsequently modifying the items list + foreach (InventoryItemBase item in new List(invCol.Items)) UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); + } }); return invCol; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs index eb90774..c9c716c 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs @@ -196,8 +196,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory Util.FireAndForget(delegate { if (UserManager != null) - foreach (InventoryItemBase item in invCol.Items) + { + // Protect ourselves against the caller subsequently modifying the items list + foreach (InventoryItemBase item in new List(invCol.Items)) UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); + } }); return invCol; -- cgit v1.1 From bea2e0f32bfd49d4ea92dd59c508327354f9c93f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 9 Sep 2011 22:50:54 +0100 Subject: Comment out the part of the load oar code that zeroes out prim sit target orientations and positions. The warning about these causing problems is very old and may no longer apply. Hopes to fix http://opensimulator.org/mantis/view.php?id=5680 --- OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs | 4 ++-- OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs | 6 ++++++ 2 files changed, 8 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 48130e7..587d260 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -284,8 +284,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner; // And zap any troublesome sit target information - part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); - part.SitTargetPosition = new Vector3(0, 0, 0); +// part.SitTargetOrientation = new Quaternion(0, 0, 0, 1); +// part.SitTargetPosition = new Vector3(0, 0, 0); // Fix ownership/creator of inventory items // Not doing so results in inventory items diff --git a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs index b185d9b..e798e5e 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/Tests/ArchiverTests.cs @@ -318,6 +318,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary())); SceneObjectPart part1 = CreateSceneObjectPart1(); + + part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f); + part1.SitTargetPosition = new Vector3(1, 2, 3); + SceneObjectGroup object1 = new SceneObjectGroup(part1); // Let's put some inventory items into our object @@ -390,6 +394,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests object1PartLoaded.RotationOffset, Is.EqualTo(part1.RotationOffset), "object1 rotation offset not equal"); Assert.That( object1PartLoaded.OffsetPosition, Is.EqualTo(part1.OffsetPosition), "object1 offset position not equal"); + Assert.That(object1PartLoaded.SitTargetOrientation, Is.EqualTo(part1.SitTargetOrientation)); + Assert.That(object1PartLoaded.SitTargetPosition, Is.EqualTo(part1.SitTargetPosition)); TaskInventoryItem loadedSoundItem = object1PartLoaded.Inventory.GetInventoryItems(soundItemName)[0]; Assert.That(loadedSoundItem, Is.Not.Null, "loaded sound item was null"); -- cgit v1.1 From 28961dd1cfc21a90510faa33af6d3c1c6f8bc0af Mon Sep 17 00:00:00 2001 From: Micheil Merlin Date: Sun, 4 Sep 2011 12:21:29 -0500 Subject: llSetPrimitiveParams Prim type params precision errors --- .../Shared/Api/Implementation/LSL_Api.cs | 76 ++++++++++++++++------ .../ScriptEngine/Shared/Tests/LSL_ApiTest.cs | 58 ++++++++++------- 2 files changed, 90 insertions(+), 44 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 88e884d..cf8517d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -6570,6 +6570,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) { + float tempFloat; // Use in float expressions below to avoid byte cast precision issues. ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && @@ -6651,8 +6652,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { twist.y = 1.0f; } - shapeBlock.PathTwistBegin = (sbyte)(100 * twist.x); - shapeBlock.PathTwist = (sbyte)(100 * twist.y); + // A fairly large precision error occurs for some calculations, + // if a float or double is directly cast to a byte or sbyte + // variable, in both .Net and Mono. In .Net, coding + // "(sbyte)(float)(some expression)" corrects the precision + // errors. But this does not work for Mono. This longer coding + // form of creating a tempoary float variable from the + // expression first, then casting that variable to a byte or + // sbyte, works for both .Net and Mono. These types of + // assignments occur in SetPrimtiveBlockShapeParams and + // SetPrimitiveShapeParams in support of llSetPrimitiveParams. + tempFloat = (float)(100.0d * twist.x); + shapeBlock.PathTwistBegin = (sbyte)tempFloat; + tempFloat = (float)(100.0d * twist.y); + shapeBlock.PathTwist = (sbyte)tempFloat; shapeBlock.ObjectLocalID = part.LocalId; @@ -6663,6 +6676,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Prim type box, cylinder and prism. protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector taper_b, LSL_Vector topshear, byte profileshape, byte pathcurve) { + float tempFloat; // Use in float expressions below to avoid byte cast precision issues. ObjectShapePacket.ObjectDataBlock shapeBlock; shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); @@ -6683,8 +6697,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { taper_b.y = 2f; } - shapeBlock.PathScaleX = (byte)(100 * (2.0 - taper_b.x)); - shapeBlock.PathScaleY = (byte)(100 * (2.0 - taper_b.y)); + tempFloat = (float)(100.0d * (2.0d - taper_b.x)); + shapeBlock.PathScaleX = (byte)tempFloat; + tempFloat = (float)(100.0d * (2.0d - taper_b.y)); + shapeBlock.PathScaleY = (byte)tempFloat; if (topshear.x < -0.5f) { topshear.x = -0.5f; @@ -6701,8 +6717,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { topshear.y = 0.5f; } - shapeBlock.PathShearX = (byte)(100 * topshear.x); - shapeBlock.PathShearY = (byte)(100 * topshear.y); + tempFloat = (float)(100.0d * topshear.x); + shapeBlock.PathShearX = (byte)tempFloat; + tempFloat = (float)(100.0d * topshear.y); + shapeBlock.PathShearY = (byte)tempFloat; part.Shape.SculptEntry = false; part.UpdateShape(shapeBlock); @@ -6752,6 +6770,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Prim type torus, tube and ring. protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector holesize, LSL_Vector topshear, LSL_Vector profilecut, LSL_Vector taper_a, float revolutions, float radiusoffset, float skew, byte profileshape, byte pathcurve) { + float tempFloat; // Use in float expressions below to avoid byte cast precision issues. ObjectShapePacket.ObjectDataBlock shapeBlock; shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); @@ -6776,8 +6795,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { holesize.y = 0.5f; } - shapeBlock.PathScaleX = (byte)(100 * (2 - holesize.x)); - shapeBlock.PathScaleY = (byte)(100 * (2 - holesize.y)); + tempFloat = (float)(100.0d * (2.0d - holesize.x)); + shapeBlock.PathScaleX = (byte)tempFloat; + tempFloat = (float)(100.0d * (2.0d - holesize.y)); + shapeBlock.PathScaleY = (byte)tempFloat; if (topshear.x < -0.5f) { topshear.x = -0.5f; @@ -6794,8 +6815,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { topshear.y = 0.5f; } - shapeBlock.PathShearX = (byte)(100 * topshear.x); - shapeBlock.PathShearY = (byte)(100 * topshear.y); + tempFloat = (float)(100.0d * topshear.x); + shapeBlock.PathShearX = (byte)tempFloat; + tempFloat = (float)(100.0d * topshear.y); + shapeBlock.PathShearY = (byte)tempFloat; if (profilecut.x < 0f) { profilecut.x = 0f; @@ -6839,8 +6862,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { taper_a.y = 1f; } - shapeBlock.PathTaperX = (sbyte)(100 * taper_a.x); - shapeBlock.PathTaperY = (sbyte)(100 * taper_a.y); + tempFloat = (float)(100.0d * taper_a.x); + shapeBlock.PathTaperX = (sbyte)tempFloat; + tempFloat = (float)(100.0d * taper_a.y); + shapeBlock.PathTaperY = (sbyte)tempFloat; if (revolutions < 1f) { revolutions = 1f; @@ -6849,7 +6874,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { revolutions = 4f; } - shapeBlock.PathRevolutions = (byte)(66.666667 * (revolutions - 1.0)); + tempFloat = 66.66667f * (revolutions - 1.0f); + shapeBlock.PathRevolutions = (byte)tempFloat; // limits on radiusoffset depend on revolutions and hole size (how?) seems like the maximum range is 0 to 1 if (radiusoffset < 0f) { @@ -6859,7 +6885,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { radiusoffset = 1f; } - shapeBlock.PathRadiusOffset = (sbyte)(100 * radiusoffset); + tempFloat = 100.0f * radiusoffset; + shapeBlock.PathRadiusOffset = (sbyte)tempFloat; if (skew < -0.95f) { skew = -0.95f; @@ -6868,7 +6895,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { skew = 0.95f; } - shapeBlock.PathSkew = (sbyte)(100 * skew); + tempFloat = 100.0f * skew; + shapeBlock.PathSkew = (sbyte)tempFloat; part.Shape.SculptEntry = false; part.UpdateShape(shapeBlock); @@ -7681,10 +7709,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api res.Add(new LSL_Vector(Shape.PathTaperX / 100.0, Shape.PathTaperY / 100.0, 0)); // float revolutions - res.Add(new LSL_Float((Shape.PathRevolutions * 0.015) + 1.0)); // Slightly inaccurate, because an unsigned - // byte is being used to represent the entire - // range of floating-point values from 1.0 - // through 4.0 (which is how SL does it). + res.Add(new LSL_Float(Math.Round(Shape.PathRevolutions * 0.015d, 2, MidpointRounding.AwayFromZero)) + 1.0d); + // Slightly inaccurate, because an unsigned byte is being used to represent + // the entire range of floating-point values from 1.0 through 4.0 (which is how + // SL does it). + // + // Using these formulas to store and retrieve PathRevolutions, it is not + // possible to use all values between 1.00 and 4.00. For instance, you can't + // represent 1.10. You can represent 1.09 and 1.11, but not 1.10. So, if you + // use llSetPrimitiveParams to set revolutions to 1.10 and then retreive them + // with llGetPrimitiveParams, you'll retrieve 1.09. You can also see a similar + // behavior in the viewer as you cannot set 1.10. The viewer jumps to 1.11. + // In SL, llSetPrimitveParams and llGetPrimitiveParams can set and get a value + // such as 1.10. So, SL must store and retreive the actual user input rather + // than only storing the encoded value. // float radiusoffset res.Add(new LSL_Float(Shape.PathRadiusOffset / 100.0)); diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs index 8cd1e84..0cbad41 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs @@ -49,7 +49,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests private const double ANGLE_ACCURACY_IN_RADIANS = 1E-6; private const double VECTOR_COMPONENT_ACCURACY = 0.0000005d; - private const double FLOAT_ACCURACY = 0.00005d; + private const float FLOAT_ACCURACY = 0.00005f; private LSL_Api m_lslApi; [SetUp] @@ -194,10 +194,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_SPHERE, // Prim type ScriptBaseClass.PRIM_HOLE_DEFAULT, // Prim hole type new LSL_Types.Vector3(0.0d, 0.075d, 0.0d), // Prim cut - 0.80d, // Prim hollow + 0.80f, // Prim hollow new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist new LSL_Types.Vector3(0.32d, 0.76d, 0.0d), // Prim dimple - 0.80d); // Prim hollow check + 0.80f); // Prim hollow check // Test a prism. CheckllSetPrimitiveParams( @@ -206,11 +206,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type ScriptBaseClass.PRIM_HOLE_CIRCLE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.90d, // Prim hollow + 0.90f, // Prim hollow new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.90d); // Prim hollow check + 0.90f); // Prim hollow check // Test a box. CheckllSetPrimitiveParams( @@ -219,11 +219,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_BOX, // Prim type ScriptBaseClass.PRIM_HOLE_TRIANGLE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.95d, // Prim hollow + 0.95f, // Prim hollow new LSL_Types.Vector3(1.0d, 0.0d, 0.0d), // Prim twist new LSL_Types.Vector3(1.0d, 1.0d, 0.0d), // Prim taper new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.95d); // Prim hollow check + 0.95f); // Prim hollow check // Test a tube. CheckllSetPrimitiveParams( @@ -232,16 +232,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_TUBE, // Prim type ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.00d, // Prim hollow + 0.00f, // Prim hollow new LSL_Types.Vector3(1.0d, -1.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(1.0d, 0.5d, 0.0d), // Prim hole size - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear + new LSL_Types.Vector3(1.0d, 0.05d, 0.0d), // Prim hole size + // Expression for y selected to test precision problems during byte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(0.0d, 0.35d + 0.1d, 0.0d), // Prim shear new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim profile cut - new LSL_Types.Vector3(-1.0d, 1.0d, 0.0d), // Prim taper - 1.0d, // Prim revolutions - 1.0d, // Prim radius - 0.0d, // Prim skew - 0.00d); // Prim hollow check + // Expression for y selected to test precision problems during sbyte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(-1.0d, 0.70d + 0.1d + 0.1d, 0.0d), // Prim taper + 1.11f, // Prim revolutions + 0.88f, // Prim radius + 0.95f, // Prim skew + 0.00f); // Prim hollow check // Test a prism. CheckllSetPrimitiveParams( @@ -250,11 +254,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests ScriptBaseClass.PRIM_TYPE_PRISM, // Prim type ScriptBaseClass.PRIM_HOLE_SQUARE, // Prim hole type new LSL_Types.Vector3(0.0d, 1.0d, 0.0d), // Prim cut - 0.95d, // Prim hollow - new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim twist - new LSL_Types.Vector3(2.0d, 1.0d, 0.0d), // Prim taper + 0.95f, // Prim hollow + // Expression for x selected to test precision problems during sbyte + // cast in SetPrimitiveShapeBlockParams. + new LSL_Types.Vector3(0.7d + 0.2d, 0.0d, 0.0d), // Prim twist + // Expression for y selected to test precision problems during sbyte + // cast in SetPrimitiveShapeParams. + new LSL_Types.Vector3(2.0d, (1.3d + 0.1d), 0.0d), // Prim taper new LSL_Types.Vector3(0.0d, 0.0d, 0.0d), // Prim shear - 0.70d); // Prim hollow check + 0.70f); // Prim hollow check // Test a sculpted prim. CheckllSetPrimitiveParams( @@ -268,8 +276,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests // Set prim params for a box, cylinder or prism and check results. public void CheckllSetPrimitiveParams(string primTest, LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear, - double primHollowCheck) + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primTaper, LSL_Types.Vector3 primShear, + float primHollowCheck) { // Set the prim params. m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, @@ -297,7 +305,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests // Set prim params for a sphere and check results. public void CheckllSetPrimitiveParams(string primTest, LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, double primHollowCheck) + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primDimple, float primHollowCheck) { // Set the prim params. m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, @@ -324,9 +332,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests // Set prim params for a torus, tube or ring and check results. public void CheckllSetPrimitiveParams(string primTest, LSL_Types.Vector3 primSize, int primType, int primHoleType, LSL_Types.Vector3 primCut, - double primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize, + float primHollow, LSL_Types.Vector3 primTwist, LSL_Types.Vector3 primHoleSize, LSL_Types.Vector3 primShear, LSL_Types.Vector3 primProfCut, LSL_Types.Vector3 primTaper, - double primRev, double primRadius, double primSkew, double primHollowCheck) + float primRev, float primRadius, float primSkew, float primHollowCheck) { // Set the prim params. m_lslApi.llSetPrimitiveParams(new LSL_Types.list(ScriptBaseClass.PRIM_SIZE, primSize, @@ -353,7 +361,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests CheckllSetPrimitiveParamsVector(primProfCut, m_lslApi.llList2Vector(primParams, 8), primTest + " prim profile cut"); CheckllSetPrimitiveParamsVector(primTaper, m_lslApi.llList2Vector(primParams, 9), primTest + " prim taper"); Assert.AreEqual(primRev, m_lslApi.llList2Float(primParams, 10), FLOAT_ACCURACY, - "TestllSetPrimitiveParams " + primTest + " prim revolution fail"); + "TestllSetPrimitiveParams " + primTest + " prim revolutions fail"); Assert.AreEqual(primRadius, m_lslApi.llList2Float(primParams, 11), FLOAT_ACCURACY, "TestllSetPrimitiveParams " + primTest + " prim radius fail"); Assert.AreEqual(primSkew, m_lslApi.llList2Float(primParams, 12), FLOAT_ACCURACY, -- cgit v1.1 From 1dd904b78e723af8cb4340415a8f41dcd1054541 Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Mon, 5 Sep 2011 12:45:02 +0300 Subject: Delay loading scripts until the scene has finished loading --- OpenSim/Region/Application/OpenSimBase.cs | 2 ++ .../Region/Framework/Interfaces/IScriptModule.cs | 5 +++++ OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 24 ++++++++++++++++++++-- OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 3 +++ 4 files changed, 32 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 00b080c..92e8ed1 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -411,6 +411,8 @@ namespace OpenSim scene.StartTimer(); + scene.StartScripts(); + return clientServer; } diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs index d9752e6..b27b7da 100644 --- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs @@ -52,5 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces ArrayList GetScriptErrors(UUID itemID); void SaveAllState(); + + /// + /// Starts the processing threads. + /// + void StartProcessing(); } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 4700c3b..9dcd10a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -57,11 +57,11 @@ namespace OpenSim.Region.Framework.Scenes protected AsyncInventorySender m_asyncInventorySender; /// - /// Start all the scripts in the scene which should be started. + /// Creates all the scripts in the scene which should be started. /// public void CreateScriptInstances() { - m_log.Info("[PRIM INVENTORY]: Starting scripts in scene"); + m_log.Info("[PRIM INVENTORY]: Creating scripts in scene"); EntityBase[] entities = Entities.GetEntities(); foreach (EntityBase group in entities) @@ -74,6 +74,26 @@ namespace OpenSim.Region.Framework.Scenes } } + /// + /// Lets the script engines start processing scripts. + /// + public void StartScripts() + { + m_log.Info("[PRIM INVENTORY]: Starting scripts in scene"); + + IScriptModule[] engines = RequestModuleInterfaces(); + if (engines != null) + { + foreach (IScriptModule engine in engines) + { + if (engine != null) + { + engine.StartProcessing(); + } + } + } + } + public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) { IMoneyModule money = RequestModuleInterface(); diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index c443669..55f373e 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -339,7 +339,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine m_ThreadPool.QueueWorkItem(new WorkItemCallback(this.DoBackup), new Object[] { m_SaveTime }); } + } + public void StartProcessing() + { m_ThreadPool.Start(); } -- cgit v1.1 From de28c9cd24372203c7375ea8e60bc4a2f295e8c0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 10 Sep 2011 00:23:52 +0100 Subject: Stop the UserManagementModule logging every user it adds for now --- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index f7003db..bef0d69 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -363,9 +363,9 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement lock (m_UserCache) m_UserCache[user.Id] = user; - m_log.DebugFormat( - "[USER MANAGEMENT MODULE]: Added user {0} {1} {2} {3}", - user.Id, user.FirstName, user.LastName, user.HomeURL); +// m_log.DebugFormat( +// "[USER MANAGEMENT MODULE]: Added user {0} {1} {2} {3}", +// user.Id, user.FirstName, user.LastName, user.HomeURL); } //public void AddUser(UUID uuid, string userData) -- cgit v1.1 From 7531851bec552c07e997a4c8a934a23ddd3c7342 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 10 Sep 2011 00:45:50 +0100 Subject: reinstate the validation logging on teleport. A 'fail' of validation still doesn't prevent the actual teleport. --- .../Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index ac13d5e..a4ef2b6 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -329,6 +329,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (sp.ParentID != (uint)0) sp.StandUp(); + sp.ValidateAttachments(); + // if (!sp.ValidateAttachments()) // { // sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state"); -- cgit v1.1 From 9c32b131fd0b156ada1c7e2d2107d6e1061da5e0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 10 Sep 2011 00:57:52 +0100 Subject: Add extra log information when attachments fail validation --- .../Framework/EntityTransfer/EntityTransferModule.cs | 16 +++++++++++----- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 10 +++++++++- 2 files changed, 20 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index a4ef2b6..8924c0a 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -59,7 +59,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer get { return m_MaxTransferDistance; } set { m_MaxTransferDistance = value; } } - protected bool m_Enabled = false; protected Scene m_aScene; @@ -68,7 +67,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer private ExpiringCache> m_bannedRegions = new ExpiringCache>(); - #region ISharedRegionModule public Type ReplaceableInterface @@ -329,7 +327,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (sp.ParentID != (uint)0) sp.StandUp(); - sp.ValidateAttachments(); + if (!sp.ValidateAttachments()) + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.", + sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName); // if (!sp.ValidateAttachments()) // { @@ -941,7 +942,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer /// This Closes child agents on neighbouring regions /// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// - protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version) + protected ScenePresence CrossAgentToNewRegionAsync( + ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, + bool isFlying, string version) { ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); @@ -951,7 +954,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (neighbourRegion != null) { - agent.ValidateAttachments(); + if (!agent.ValidateAttachments()) + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.", + agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName); pos = pos + (agent.Velocity); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index f231a39..18ad715 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3501,8 +3501,10 @@ namespace OpenSim.Region.Framework.Scenes /// /// This is currently just being done for information. /// - public void ValidateAttachments() + public bool ValidateAttachments() { + bool validated = true; + lock (m_attachments) { // Validate @@ -3512,15 +3514,21 @@ namespace OpenSim.Region.Framework.Scenes { m_log.WarnFormat( "[SCENE PRESENCE]: Failed to validate an attachment for {0} since it was null. Continuing", Name); + + validated = false; } else if (gobj.IsDeleted) { m_log.WarnFormat( "[SCENE PRESENCE]: Failed to validate attachment {0} {1} for {2} since it had been deleted. Continuing", gobj.Name, gobj.UUID, Name); + + validated = false; } } } + + return validated; } /// -- cgit v1.1 From 728fd0b1b8e1c80f6961ec06efb34727645fdc3e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 10 Sep 2011 01:09:17 +0100 Subject: lock attachments when enumerating through them in ScenePresence.CopyTo(). May have some effect on http://opensimulator.org/mantis/view.php?id=5644 --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 44 +++++++++++++----------- 1 file changed, 24 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 18ad715..d65d78d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3141,26 +3141,30 @@ namespace OpenSim.Region.Framework.Scenes catch { } // Attachment objects - if (m_attachments != null && m_attachments.Count > 0) - { - cAgent.AttachmentObjects = new List(); - cAgent.AttachmentObjectStates = new List(); -// IScriptModule se = m_scene.RequestModuleInterface(); - m_InTransitScriptStates.Clear(); - foreach (SceneObjectGroup sog in m_attachments) - { - // We need to make a copy and pass that copy - // because of transfers withn the same sim - ISceneObject clone = sog.CloneForNewScene(); - // Attachment module assumes that GroupPosition holds the offsets...! - ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; - ((SceneObjectGroup)clone).IsAttachment = false; - cAgent.AttachmentObjects.Add(clone); - string state = sog.GetStateSnapshot(); - cAgent.AttachmentObjectStates.Add(state); - m_InTransitScriptStates.Add(state); - // Let's remove the scripts of the original object here - sog.RemoveScriptInstances(true); + lock (m_attachments) + { + if (m_attachments.Count > 0) + { + cAgent.AttachmentObjects = new List(); + cAgent.AttachmentObjectStates = new List(); + // IScriptModule se = m_scene.RequestModuleInterface(); + m_InTransitScriptStates.Clear(); + + foreach (SceneObjectGroup sog in m_attachments) + { + // We need to make a copy and pass that copy + // because of transfers withn the same sim + ISceneObject clone = sog.CloneForNewScene(); + // Attachment module assumes that GroupPosition holds the offsets...! + ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; + ((SceneObjectGroup)clone).IsAttachment = false; + cAgent.AttachmentObjects.Add(clone); + string state = sog.GetStateSnapshot(); + cAgent.AttachmentObjectStates.Add(state); + m_InTransitScriptStates.Add(state); + // Let's remove the scripts of the original object here + sog.RemoveScriptInstances(true); + } } } } -- cgit v1.1 From 517932722bd73de85366b4752ce0fa65776672d3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Sep 2011 20:06:09 +0100 Subject: minor: put tags around some method doc --- OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 77b1535..3acdaf8 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -43,11 +43,12 @@ namespace OpenSim.Region.Framework.Scenes /// /// Gather uuids for a given entity. /// - /// + /// /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be /// retrieved to work out which assets it references). + /// public class UuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -76,11 +77,11 @@ namespace OpenSim.Region.Framework.Scenes /// /// Gather all the asset uuids associated with the asset referenced by a given uuid /// - /// + /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). - /// + /// /// The uuid of the asset for which to gather referenced assets /// The type of the asset for the uuid given /// The assets gathered @@ -123,11 +124,11 @@ namespace OpenSim.Region.Framework.Scenes /// /// Gather all the asset uuids associated with a given object. /// - /// + /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). - /// + /// /// The scene object for which to gather assets /// The assets gathered public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids) -- cgit v1.1 From 7f318277f141a73207ec64f8521ba410a5743215 Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Sun, 11 Sep 2011 20:52:35 +0300 Subject: When creating an OAR, optionally exclude objects according to their permissions --- OpenSim/Region/Application/OpenSim.cs | 10 +- .../Archiver/ArchiveWriteRequestPreparation.cs | 106 ++++++++++++++++++++- .../CoreModules/World/Archiver/ArchiverModule.cs | 1 + .../World/Permissions/PermissionsModule.cs | 89 ++++++++++------- .../Framework/Interfaces/IPermissionsModule.cs | 54 +++++++++++ 5 files changed, 216 insertions(+), 44 deletions(-) create mode 100644 OpenSim/Region/Framework/Interfaces/IPermissionsModule.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index fe1525b..e5b9dcb 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -269,13 +269,15 @@ namespace OpenSim m_console.Commands.AddCommand("region", false, "save oar", //"save oar [-v|--version=] [-p|--profile=] []", - "save oar [-p|--profile=] [--noassets] []", + "save oar [-p|--profile=] [--noassets] [--perm=] []", "Save a region's data to an OAR archive.", // "-v|--version= generates scene objects as per older versions of the serialization (e.g. -v=0)" + Environment.NewLine "-p|--profile= adds the url of the profile service to the saved user information." + Environment.NewLine - + " The OAR path must be a filesystem path." - + " If this is not given then the oar is saved to region.oar in the current directory." + Environment.NewLine - + "--noassets stops assets being saved to the OAR.", + + "--noassets stops assets being saved to the OAR." + Environment.NewLine + + "--perm stops objects with insufficient permissions from being saved to the OAR." + Environment.NewLine + + " can contain one or more of these characters: \"C\" = Copy, \"T\" = Transfer" + Environment.NewLine + + "The OAR path must be a filesystem path." + + " If this is not given then the oar is saved to region.oar in the current directory.", SaveOar); m_console.Commands.AddCommand("region", false, "edit scale", diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs index 10a83ee..b895afe 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestPreparation.cs @@ -127,6 +127,12 @@ namespace OpenSim.Region.CoreModules.World.Archiver EntityBase[] entities = m_scene.GetEntities(); List sceneObjects = new List(); + + string checkPermissions = null; + int numObjectsSkippedPermissions = 0; + Object temp; + if (options.TryGetValue("checkPermissions", out temp)) + checkPermissions = (string)temp; // Filter entities so that we only have scene objects. // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods @@ -136,9 +142,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver if (entity is SceneObjectGroup) { SceneObjectGroup sceneObject = (SceneObjectGroup)entity; - + if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) - sceneObjects.Add((SceneObjectGroup)entity); + { + if (!CanUserArchiveObject(m_scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, checkPermissions)) + { + // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. + ++numObjectsSkippedPermissions; + } + else + { + sceneObjects.Add(sceneObject); + } + } } } @@ -159,7 +175,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver { m_log.DebugFormat("[ARCHIVER]: Not saving assets since --noassets was specified"); } - + + if (numObjectsSkippedPermissions > 0) + { + m_log.DebugFormat( + "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", + numObjectsSkippedPermissions); + } + // Make sure that we also request terrain texture assets RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings; @@ -211,6 +234,83 @@ namespace OpenSim.Region.CoreModules.World.Archiver } /// + /// Checks whether the user has permission to export an object group to an OAR. + /// + /// The user + /// The object group + /// Which permissions to check: "C" = Copy, "T" = Transfer + /// Whether the user is allowed to export the object to an OAR + private bool CanUserArchiveObject(UUID user, SceneObjectGroup objGroup, string checkPermissions) + { + if (checkPermissions == null) + return true; + + IPermissionsModule module = m_scene.RequestModuleInterface(); + if (module == null) + return true; // this shouldn't happen + + // Check whether the user is permitted to export all of the parts in the SOG. If any + // part can't be exported then the entire SOG can't be exported. + + bool permitted = true; + //int primNumber = 1; + + foreach (SceneObjectPart obj in objGroup.Parts) + { + uint perm; + PermissionClass permissionClass = module.GetPermissionClass(user, obj); + switch (permissionClass) + { + case PermissionClass.Owner: + perm = obj.BaseMask; + break; + case PermissionClass.Group: + perm = obj.GroupMask | obj.EveryoneMask; + break; + case PermissionClass.Everyone: + default: + perm = obj.EveryoneMask; + break; + } + + bool canCopy = (perm & (uint)PermissionMask.Copy) != 0; + bool canTransfer = (perm & (uint)PermissionMask.Transfer) != 0; + + // Special case: if Everyone can copy the object then this implies it can also be + // Transferred. + // However, if the user is the Owner then we don't check EveryoneMask, because it seems that the mask + // always (incorrectly) includes the Copy bit set in this case. But that's a mistake: the viewer + // does NOT show that the object has Everyone-Copy permissions, and doesn't allow it to be copied. + if (permissionClass != PermissionClass.Owner) + { + canTransfer |= (obj.EveryoneMask & (uint)PermissionMask.Copy) != 0; + } + + + bool partPermitted = true; + if (checkPermissions.Contains("C") && !canCopy) + partPermitted = false; + if (checkPermissions.Contains("T") && !canTransfer) + partPermitted = false; + + //string name = (objGroup.PrimCount == 1) ? objGroup.Name : string.Format("{0} ({1}/{2})", obj.Name, primNumber, objGroup.PrimCount); + //m_log.DebugFormat("[ARCHIVER]: Object permissions: {0}: Base={1:X4}, Owner={2:X4}, Everyone={3:X4}, permissionClass={4}, checkPermissions={5}, canCopy={6}, canTransfer={7}, permitted={8}", + // name, obj.BaseMask, obj.OwnerMask, obj.EveryoneMask, + // permissionClass, checkPermissions, canCopy, canTransfer, permitted); + + if (!partPermitted) + { + permitted = false; + break; + } + + //++primNumber; + } + + return permitted; + } + + /// /// Create the control file for the most up to date archive /// /// diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs index 08eb80c..f44a3ba 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs @@ -128,6 +128,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver // ops.Add("v|version=", delegate(string v) { options["version"] = v; }); ops.Add("p|profile=", delegate(string v) { options["profile"] = v; }); ops.Add("noassets", delegate(string v) { options["noassets"] = v != null; }); + ops.Add("perm=", delegate(string v) { options["checkPermissions"] = v; }); List mainParams = ops.Parse(cmdparams); diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index b9bd9a4..3b661ed 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs @@ -39,7 +39,7 @@ using OpenSim.Services.Interfaces; namespace OpenSim.Region.CoreModules.World.Permissions { - public class PermissionsModule : IRegionModule + public class PermissionsModule : IRegionModule, IPermissionsModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -150,6 +150,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions else m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks"); + scene.RegisterModuleInterface(this); + //Register functions with Scene External Checks! m_scene.Permissions.OnBypassPermissions += BypassPermissions; m_scene.Permissions.OnSetBypassPermissions += SetBypassPermissions; @@ -574,46 +576,18 @@ namespace OpenSim.Region.CoreModules.World.Permissions if (objectOwner != UUID.Zero) objectEveryoneMask |= (uint)PrimFlags.ObjectAnyOwner; - if (m_bypassPermissions) - return objectOwnerMask; - - // Object owners should be able to edit their own content - if (user == objectOwner) - return objectOwnerMask; - - if (IsFriendWithPerms(user, objectOwner)) - { - return objectOwnerMask; - } - // Estate users should be able to edit anything in the sim if RegionOwnerIsGod is set - if (m_RegionOwnerIsGod && IsEstateManager(user) && !IsAdministrator(objectOwner)) - { - return objectOwnerMask; - } - - // Admin should be able to edit anything in the sim (including admin objects) - if (IsAdministrator(user)) - { - return objectOwnerMask; - } + PermissionClass permissionClass = GetPermissionClass(user, task); - // Users should be able to edit what is over their land. - Vector3 taskPos = task.AbsolutePosition; - ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y); - if (parcel != null && parcel.LandData.OwnerID == user && m_ParcelOwnerIsGod) + switch (permissionClass) { - // Admin objects should not be editable by the above - if (!IsAdministrator(objectOwner)) - { + case PermissionClass.Owner: return objectOwnerMask; - } + case PermissionClass.Group: + return objectGroupMask | objectEveryoneMask; + case PermissionClass.Everyone: + default: + return objectEveryoneMask; } - - // Group permissions - if ((task.GroupID != UUID.Zero) && IsGroupMember(task.GroupID, user, 0)) - return objectGroupMask | objectEveryoneMask; - - return objectEveryoneMask; } private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask) @@ -644,6 +618,47 @@ namespace OpenSim.Region.CoreModules.World.Permissions return objectFlagsMask; } + public PermissionClass GetPermissionClass(UUID user, SceneObjectPart obj) + { + if (obj == null) + return PermissionClass.Everyone; + + if (m_bypassPermissions) + return PermissionClass.Owner; + + // Object owners should be able to edit their own content + UUID objectOwner = obj.OwnerID; + if (user == objectOwner) + return PermissionClass.Owner; + + if (IsFriendWithPerms(user, objectOwner)) + return PermissionClass.Owner; + + // Estate users should be able to edit anything in the sim if RegionOwnerIsGod is set + if (m_RegionOwnerIsGod && IsEstateManager(user) && !IsAdministrator(objectOwner)) + return PermissionClass.Owner; + + // Admin should be able to edit anything in the sim (including admin objects) + if (IsAdministrator(user)) + return PermissionClass.Owner; + + // Users should be able to edit what is over their land. + Vector3 taskPos = obj.AbsolutePosition; + ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y); + if (parcel != null && parcel.LandData.OwnerID == user && m_ParcelOwnerIsGod) + { + // Admin objects should not be editable by the above + if (!IsAdministrator(objectOwner)) + return PermissionClass.Owner; + } + + // Group permissions + if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0)) + return PermissionClass.Group; + + return PermissionClass.Everyone; + } + /// /// General permissions checks for any operation involving an object. These supplement more specific checks /// implemented by callers. diff --git a/OpenSim/Region/Framework/Interfaces/IPermissionsModule.cs b/OpenSim/Region/Framework/Interfaces/IPermissionsModule.cs new file mode 100644 index 0000000..1ed978b --- /dev/null +++ b/OpenSim/Region/Framework/Interfaces/IPermissionsModule.cs @@ -0,0 +1,54 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using OpenMetaverse; +using OpenSim.Region.Framework.Scenes; + +namespace OpenSim.Region.Framework.Interfaces +{ + /// + /// Which set of permissions a user has. + /// + public enum PermissionClass + { + Owner, + Group, + Everyone + }; + + public interface IPermissionsModule + { + + /// + /// Returns the type of permissions that the user has over an object. + /// + /// The user + /// The object + /// The type of permissions the user has over the object + PermissionClass GetPermissionClass(UUID user, SceneObjectPart obj); + } +} -- cgit v1.1 From ea0f78c97152d3aa54822487e5343ca2db0b47b9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Sep 2011 21:57:22 +0100 Subject: Start locking entire add/remove operations on an IScenePresence.AttachmentsSyncLock object Attach and detach packets are processed asynchronously when received from a viewer. Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads. Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections. Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on. --- .../Avatar/Attachments/AttachmentsModule.cs | 382 +++++++++++---------- .../Framework/Interfaces/IAttachmentsModule.cs | 9 + .../Region/Framework/Interfaces/IScenePresence.cs | 8 + OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 + 4 files changed, 228 insertions(+), 175 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 996e2ab..2fa233b 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -240,80 +240,83 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", -// group.Name, group.LocalId, sp.Name, attachmentPt, silent); - - if (sp.GetAttachments(attachmentPt).Contains(group)) - { -// m_log.WarnFormat( -// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", -// group.Name, group.LocalId, sp.Name, AttachmentPt); - - return false; - } - - Vector3 attachPos = group.AbsolutePosition; - - // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should - // be removed when that functionality is implemented in opensim - attachmentPt &= 0x7f; - - // If the attachment point isn't the same as the one previously used - // set it's offset position = 0 so that it appears on the attachment point - // and not in a weird location somewhere unknown. - if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) - { - attachPos = Vector3.Zero; - } - - // AttachmentPt 0 means the client chose to 'wear' the attachment. - if (attachmentPt == 0) - { - // Check object for stored attachment point - attachmentPt = group.AttachmentPoint; - } - - // if we still didn't find a suitable attachment point....... - if (attachmentPt == 0) + lock (sp.AttachmentsSyncLock) { - // Stick it on left hand with Zero Offset from the attachment point. - attachmentPt = (uint)AttachmentPoint.LeftHand; - attachPos = Vector3.Zero; - } - - group.AttachmentPoint = attachmentPt; - group.AbsolutePosition = attachPos; - - // We also don't want to do any of the inventory operations for an NPC. - if (sp.PresenceType != PresenceType.Npc) - { - // Remove any previous attachments - List attachments = sp.GetAttachments(attachmentPt); - - // At the moment we can only deal with a single attachment - if (attachments.Count != 0) + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", + // group.Name, group.LocalId, sp.Name, attachmentPt, silent); + + if (sp.GetAttachments(attachmentPt).Contains(group)) { - UUID oldAttachmentItemID = attachments[0].GetFromItemID(); + // m_log.WarnFormat( + // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", + // group.Name, group.LocalId, sp.Name, AttachmentPt); - if (oldAttachmentItemID != UUID.Zero) - DetachSingleAttachmentToInv(oldAttachmentItemID, sp); - else - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!", - attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name); + return false; } - - // Add the new attachment to inventory if we don't already have it. - UUID newAttachmentItemID = group.GetFromItemID(); - if (newAttachmentItemID == UUID.Zero) - newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID; - ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); + Vector3 attachPos = group.AbsolutePosition; + + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should + // be removed when that functionality is implemented in opensim + attachmentPt &= 0x7f; + + // If the attachment point isn't the same as the one previously used + // set it's offset position = 0 so that it appears on the attachment point + // and not in a weird location somewhere unknown. + if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) + { + attachPos = Vector3.Zero; + } + + // AttachmentPt 0 means the client chose to 'wear' the attachment. + if (attachmentPt == 0) + { + // Check object for stored attachment point + attachmentPt = group.AttachmentPoint; + } + + // if we still didn't find a suitable attachment point....... + if (attachmentPt == 0) + { + // Stick it on left hand with Zero Offset from the attachment point. + attachmentPt = (uint)AttachmentPoint.LeftHand; + attachPos = Vector3.Zero; + } + + group.AttachmentPoint = attachmentPt; + group.AbsolutePosition = attachPos; + + // We also don't want to do any of the inventory operations for an NPC. + if (sp.PresenceType != PresenceType.Npc) + { + // Remove any previous attachments + List attachments = sp.GetAttachments(attachmentPt); + + // At the moment we can only deal with a single attachment + if (attachments.Count != 0) + { + UUID oldAttachmentItemID = attachments[0].GetFromItemID(); + + if (oldAttachmentItemID != UUID.Zero) + DetachSingleAttachmentToInv(oldAttachmentItemID, sp); + else + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!", + attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name); + } + + // Add the new attachment to inventory if we don't already have it. + UUID newAttachmentItemID = group.GetFromItemID(); + if (newAttachmentItemID == UUID.Zero) + newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID; + + ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); + } + + AttachToAgent(sp, group, attachmentPt, attachPos, silent); } - AttachToAgent(sp, group, attachmentPt, attachPos, silent); - return true; } @@ -322,14 +325,26 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header, RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects) { - foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects) + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + + if (sp == null) { - RezSingleAttachmentFromInventory(remoteClient, obj.ItemID, obj.AttachmentPt); + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()", + remoteClient.Name, remoteClient.AgentId); + return; + } + + lock (sp.AttachmentsSyncLock) + { + foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects) + { + RezSingleAttachmentFromInventory(sp, obj.ItemID, obj.AttachmentPt); + } } } - public ISceneEntity RezSingleAttachmentFromInventory( - IClientAPI remoteClient, UUID itemID, uint AttachmentPt) + public ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", @@ -344,7 +359,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments remoteClient.Name, remoteClient.AgentId); return null; } - + + return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt); + } + + public ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt) + { // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; @@ -363,65 +383,68 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); if (invAccess != null) { - SceneObjectGroup objatt; - - if (itemID != UUID.Zero) - objatt = invAccess.RezObject(sp.ControllingClient, - itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - else - objatt = invAccess.RezObject(sp.ControllingClient, - null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", -// objatt.Name, remoteClient.Name, AttachmentPt); - - if (objatt != null) + lock (sp.AttachmentsSyncLock) { - // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. - objatt.HasGroupChanged = false; - bool tainted = false; - if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) - tainted = true; - - // This will throw if the attachment fails - try + SceneObjectGroup objatt; + + if (itemID != UUID.Zero) + objatt = invAccess.RezObject(sp.ControllingClient, + itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + else + objatt = invAccess.RezObject(sp.ControllingClient, + null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", + // objatt.Name, remoteClient.Name, AttachmentPt); + + if (objatt != null) { - AttachObject(sp, objatt, attachmentPt, false); + // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. + objatt.HasGroupChanged = false; + bool tainted = false; + if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) + tainted = true; + + // This will throw if the attachment fails + try + { + AttachObject(sp, objatt, attachmentPt, false); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", + objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); + + // Make sure the object doesn't stick around and bail + sp.RemoveAttachment(objatt); + m_scene.DeleteSceneObject(objatt, false); + return null; + } + + if (tainted) + objatt.HasGroupChanged = true; + + // Fire after attach, so we don't get messy perms dialogs + // 4 == AttachedRez + objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); + objatt.ResumeScripts(); + + // Do this last so that event listeners have access to all the effects of the attachment + m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); + + return objatt; } - catch (Exception e) + else { - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", - objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); - - // Make sure the object doesn't stick around and bail - sp.RemoveAttachment(objatt); - m_scene.DeleteSceneObject(objatt, false); - return null; + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", + itemID, sp.Name, attachmentPt); } - - if (tainted) - objatt.HasGroupChanged = true; - - // Fire after attach, so we don't get messy perms dialogs - // 4 == AttachedRez - objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); - objatt.ResumeScripts(); - - // Do this last so that event listeners have access to all the effects of the attachment - m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); } - else - { - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", - itemID, sp.Name, attachmentPt); - } - - return objatt; } return null; @@ -474,14 +497,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { - // Save avatar attachment information - m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); - - bool changed = presence.Appearance.DetachAttachment(itemID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); + lock (presence.AttachmentsSyncLock) + { + // Save avatar attachment information + m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); - DetachSingleAttachmentToInv(itemID, presence); + bool changed = presence.Appearance.DetachAttachment(itemID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); + + DetachSingleAttachmentToInv(itemID, presence); + } } } @@ -508,24 +534,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { - if (!m_scene.Permissions.CanRezObject( - so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) - return; + lock (presence.AttachmentsSyncLock) + { + if (!m_scene.Permissions.CanRezObject( + so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) + return; - bool changed = presence.Appearance.DetachAttachment(inventoryID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); + bool changed = presence.Appearance.DetachAttachment(inventoryID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); - presence.RemoveAttachment(so); - DetachSceneObjectToGround(so, presence); + presence.RemoveAttachment(so); + DetachSceneObjectToGround(so, presence); - List uuids = new List(); - uuids.Add(inventoryID); - m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids); - remoteClient.SendRemoveInventoryItem(inventoryID); - } + List uuids = new List(); + uuids.Add(inventoryID); + m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids); + remoteClient.SendRemoveInventoryItem(inventoryID); + } - m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); + m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); + } } /// @@ -567,37 +596,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments EntityBase[] detachEntities = m_scene.GetEntities(); SceneObjectGroup group; - foreach (EntityBase entity in detachEntities) + lock (sp.AttachmentsSyncLock) { - if (entity is SceneObjectGroup) + foreach (EntityBase entity in detachEntities) { - group = (SceneObjectGroup)entity; - if (group.GetFromItemID() == itemID) + if (entity is SceneObjectGroup) { - m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); - sp.RemoveAttachment(group); - - // Prepare sog for storage - group.AttachedAvatar = UUID.Zero; - - group.ForEachPart( - delegate(SceneObjectPart part) - { - // If there are any scripts, - // then always trigger a new object and state persistence in UpdateKnownItem() - if (part.Inventory.ContainsScripts()) - group.HasGroupChanged = true; - } - ); - - group.RootPart.SetParentLocalId(0); - group.IsAttachment = false; - group.AbsolutePosition = group.RootPart.AttachedPos; - - UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID); - m_scene.DeleteSceneObject(group, false); - - return; + group = (SceneObjectGroup)entity; + if (group.GetFromItemID() == itemID) + { + m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); + sp.RemoveAttachment(group); + + // Prepare sog for storage + group.AttachedAvatar = UUID.Zero; + + group.ForEachPart( + delegate(SceneObjectPart part) + { + // If there are any scripts, + // then always trigger a new object and state persistence in UpdateKnownItem() + if (part.Inventory.ContainsScripts()) + group.HasGroupChanged = true; + } + ); + + group.RootPart.SetParentLocalId(0); + group.IsAttachment = false; + group.AbsolutePosition = group.RootPart.AttachedPos; + + UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID); + m_scene.DeleteSceneObject(group, false); + + return; + } } } } @@ -829,4 +861,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return item; } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index 73d15a5..e6ac6b5 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -88,6 +88,15 @@ namespace OpenSim.Region.Framework.Interfaces ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt); /// + /// Rez an attachment from user inventory and change inventory status to match. + /// + /// + /// + /// + /// The scene object that was attached. Null if the scene object could not be found + ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt); + + /// /// Rez multiple attachments from a user's inventory /// /// diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs index 8913133..95688ab 100644 --- a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs +++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs @@ -61,6 +61,14 @@ namespace OpenSim.Region.Framework.Interfaces AvatarAppearance Appearance { get; set; } /// + /// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments. + /// + /// + /// All add and remove attachment operations must synchronize on this for the lifetime of their operations. + /// + Object AttachmentsSyncLock { get; } + + /// /// The scene objects attached to this avatar. /// /// diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d65d78d..86e1e11 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -120,6 +120,8 @@ namespace OpenSim.Region.Framework.Scenes /// protected List m_attachments = new List(); + public Object AttachmentsSyncLock { get; private set; } + private Dictionary scriptedcontrols = new Dictionary(); private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; @@ -709,6 +711,8 @@ namespace OpenSim.Region.Framework.Scenes public ScenePresence( IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance, PresenceType type) { + AttachmentsSyncLock = new Object(); + m_sendCourseLocationsMethod = SendCoarseLocationsDefault; m_sceneViewer = new SceneViewer(this); m_animator = new ScenePresenceAnimator(this); -- cgit v1.1 From 294120c9d36f5c6452d5b839ef2543ed4be7af95 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Sep 2011 22:26:04 +0100 Subject: comment out some recent terrain texture logging --- OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs | 8 ++++---- OpenSim/Region/Framework/Interfaces/IScenePresence.cs | 2 +- 2 files changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index 94c1417..c199a77 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs @@ -968,10 +968,10 @@ namespace OpenSim.Region.CoreModules.World.Estate args.terrainDetail2 = Scene.RegionInfo.RegionSettings.TerrainTexture3; args.terrainDetail3 = Scene.RegionInfo.RegionSettings.TerrainTexture4; - m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName); - m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName); - m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName); - m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName); +// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName); +// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName); +// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName); +// m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName); remoteClient.SendRegionHandshake(Scene.RegionInfo,args); } diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs index 95688ab..ff39283 100644 --- a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs +++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs @@ -67,7 +67,7 @@ namespace OpenSim.Region.Framework.Interfaces /// All add and remove attachment operations must synchronize on this for the lifetime of their operations. /// Object AttachmentsSyncLock { get; } - + /// /// The scene objects attached to this avatar. /// -- cgit v1.1 From 00f8946bd420a796128e58f025f7f380887306ab Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Sep 2011 22:44:14 +0100 Subject: minor: if the script engine fails to find a prim for a script, also print out that prim's local id in the error message. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 4 ++++ OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 2 +- 2 files changed, 5 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 6f963ac..89e6ddb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -418,6 +418,10 @@ namespace OpenSim.Region.Framework.Scenes lock (SceneObjectGroupsByLocalPartID) { +// m_log.DebugFormat( +// "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}", +// sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName); + SceneObjectGroupsByLocalPartID[sceneObject.LocalId] = sceneObject; foreach (SceneObjectPart part in children) SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject; diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 55f373e..156fd57 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -594,7 +594,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); if (part == null) { - m_log.Error("[Script] SceneObjectPart unavailable. Script NOT started."); + m_log.ErrorFormat("[Script]: SceneObjectPart with localID {0} unavailable. Script NOT started.", localID); m_ScriptErrorMessage += "SceneObjectPart unavailable. Script NOT started.\n"; m_ScriptFailCount++; return false; -- cgit v1.1 From 56cd7d96851203efa3e84b4c8be70177e2d2d453 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Sep 2011 22:51:56 +0100 Subject: stop the redundant passing in of RegionInfo to SceneGraph, since the Scene is always passed in at the same time. --- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 7 ++----- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 8 ++++---- 3 files changed, 7 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f86b3b6..e0bc891 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -656,7 +656,7 @@ namespace OpenSim.Region.Framework.Scenes EventManager.OnLandObjectRemoved += new EventManager.LandObjectRemoved(simDataService.RemoveLandObject); - m_sceneGraph = new SceneGraph(this, m_regInfo); + m_sceneGraph = new SceneGraph(this); // If the scene graph has an Unrecoverable error, restart this sim. // Currently the only thing that causes it to happen is two kinds of specific diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 89e6ddb..40dc2f8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -74,7 +74,6 @@ namespace OpenSim.Region.Framework.Scenes protected internal EntityManager Entities = new EntityManager(); - protected RegionInfo m_regInfo; protected Scene m_parentScene; protected Dictionary m_updateList = new Dictionary(); protected int m_numRootAgents = 0; @@ -108,10 +107,9 @@ namespace OpenSim.Region.Framework.Scenes #endregion - protected internal SceneGraph(Scene parent, RegionInfo regInfo) + protected internal SceneGraph(Scene parent) { m_parentScene = parent; - m_regInfo = regInfo; } public PhysicsScene PhysicsScene @@ -122,7 +120,6 @@ namespace OpenSim.Region.Framework.Scenes // If we're not doing the initial set // Then we've got to remove the previous // event handler - if (_PhyScene != null) _PhyScene.OnPhysicsCrash -= physicsBasedCrash; @@ -593,7 +590,7 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence newAvatar = null; // ScenePresence always defaults to child agent - newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance, type); + newAvatar = new ScenePresence(client, m_parentScene, appearance, type); AddScenePresence(newAvatar); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 86e1e11..9b8afe3 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -707,9 +707,9 @@ namespace OpenSim.Region.Framework.Scenes #endregion #region Constructor(s) - + public ScenePresence( - IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance, PresenceType type) + IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) { AttachmentsSyncLock = new Object(); @@ -718,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes m_animator = new ScenePresenceAnimator(this); PresenceType = type; m_DrawDistance = world.DefaultDrawDistance; - m_rootRegionHandle = reginfo.RegionHandle; + m_rootRegionHandle = world.RegionInfo.RegionHandle; m_controllingClient = client; m_firstname = m_controllingClient.FirstName; m_lastname = m_controllingClient.LastName; m_name = String.Format("{0} {1}", m_firstname, m_lastname); m_scene = world; m_uuid = client.AgentId; - m_regionInfo = reginfo; + m_regionInfo = world.RegionInfo; m_localId = m_scene.AllocateLocalId(); UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); -- cgit v1.1 From 62b24505295a49b3b3ba61a1a840d0fa5825340f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Sep 2011 22:54:54 +0100 Subject: remove the unused SP.initializeScenePresence() --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 25 ++---------------------- 1 file changed, 2 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9b8afe3..1050507 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3568,29 +3568,6 @@ namespace OpenSim.Region.Framework.Scenes } } - - public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene) - { - m_controllingClient = client; - m_regionInfo = region; - m_scene = scene; - - RegisterToEvents(); - - /* - AbsolutePosition = client.StartPos; - - Animations = new AvatarAnimations(); - Animations.LoadAnims(); - - m_animations = new List(); - m_animations.Add(Animations.AnimsUUID["STAND"]); - m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); - - SetDirectionVectors(); - */ - } - internal void PushForce(Vector3 impulse) { if (PhysicsActor != null) @@ -3618,6 +3595,7 @@ namespace OpenSim.Region.Framework.Scenes obj.ignoreControls = (ScriptControlled)controls; obj.eventControls = (ScriptControlled)controls; } + if (pass_on == 1 && accept == 1) { IgnoredControls = ScriptControlled.CONTROL_ZERO; @@ -3638,6 +3616,7 @@ namespace OpenSim.Region.Framework.Scenes scriptedcontrols[Script_item_UUID] = obj; } } + ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); } -- cgit v1.1 From dea0935361d536da7fada83069e06a7c476b5351 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Sep 2011 23:00:15 +0100 Subject: eliminate redundant SP.m_regionInfo since it always has the scene. We were already referencing through the scene in some places. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1050507..879352d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -188,7 +188,6 @@ namespace OpenSim.Region.Framework.Scenes private float m_health = 100f; - protected RegionInfo m_regionInfo; protected ulong crossingFromRegion; private readonly Vector3[] Dir_Vectors = new Vector3[9]; @@ -725,7 +724,6 @@ namespace OpenSim.Region.Framework.Scenes m_name = String.Format("{0} {1}", m_firstname, m_lastname); m_scene = world; m_uuid = client.AgentId; - m_regionInfo = world.RegionInfo; m_localId = m_scene.AllocateLocalId(); UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); @@ -1156,7 +1154,7 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("Completed movement"); - m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look); + m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); SendInitialData(); // Create child agents in neighbouring regions @@ -2877,8 +2875,8 @@ namespace OpenSim.Region.Framework.Scenes /// protected int HaveNeighbor(Cardinals car, ref int[] fix) { - uint neighbourx = m_regionInfo.RegionLocX; - uint neighboury = m_regionInfo.RegionLocY; + uint neighbourx = m_scene.RegionInfo.RegionLocX; + uint neighboury = m_scene.RegionInfo.RegionLocY; int dir = (int)car; @@ -2898,8 +2896,8 @@ namespace OpenSim.Region.Framework.Scenes if (neighbourRegion == null) { - fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx); - fix[1] = (int)(m_regionInfo.RegionLocY - neighboury); + fix[0] = (int)(m_scene.RegionInfo.RegionLocX - neighbourx); + fix[1] = (int)(m_scene.RegionInfo.RegionLocY - neighboury); return dir * (-1); } else @@ -3616,7 +3614,7 @@ namespace OpenSim.Region.Framework.Scenes scriptedcontrols[Script_item_UUID] = obj; } } - + ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); } -- cgit v1.1 From 306af9934aac2aaf7fe9baa156b3cc57ff3f3f56 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 17:13:42 +0100 Subject: In an object return message, send a null-terminated empty string in binary bucket to prevent a viewer 3 crash. This is the message sent to the client when the object is returned. We were sending byte[0] in the binary bucket. This didn't kill viewer 1 but did terminate viewer 3 (don't know about viewer 2). So sending "\0" instead. This is to address http://opensimulator.org/mantis/view.php?id=5683 --- OpenSim/Region/Framework/Scenes/Scene.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index e0bc891..a0a2624 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1579,7 +1579,9 @@ namespace OpenSim.Region.Framework.Scenes msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; msg.Position = Vector3.Zero; msg.RegionID = RegionInfo.RegionID.Guid; - msg.binaryBucket = new byte[0]; + + // We must fill in a null-terminated 'empty' string here since bytes[0] will crash viewer 3. + msg.binaryBucket = Util.StringToBytes256("\0"); if (ret.Value.count > 1) msg.message = string.Format("Your {0} objects were returned from {1} in region {2} due to {3}", ret.Value.count, ret.Value.location.ToString(), RegionInfo.RegionName, ret.Value.reason); else -- cgit v1.1 From 88bd71b9786f5af9ce185fa1c885622f41712371 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 17:40:39 +0100 Subject: improve TestAddSceneObject() to test a multi-part object rather than a single-part --- .../Scenes/Tests/SceneObjectBasicTests.cs | 25 ++++++++++++---------- 1 file changed, 14 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 1ea2329..8f2e21f 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs @@ -52,22 +52,25 @@ namespace OpenSim.Region.Framework.Scenes.Tests TestHelpers.InMethod(); Scene scene = SceneHelpers.SetupScene(); + int partsToTestCount = 3; - string objName = "obj1"; - UUID objUuid = new UUID("00000000-0000-0000-0000-000000000001"); - - SceneObjectPart part - = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) - { Name = objName, UUID = objUuid }; + SceneObjectGroup so + = SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10); + SceneObjectPart[] parts = so.Parts; - Assert.That(scene.AddNewSceneObject(new SceneObjectGroup(part), false), Is.True); - - SceneObjectPart retrievedPart = scene.GetSceneObjectPart(objUuid); + Assert.That(scene.AddNewSceneObject(so, false), Is.True); + SceneObjectGroup retrievedSo = scene.GetSceneObjectGroup(so.UUID); + SceneObjectPart[] retrievedParts = retrievedSo.Parts; //m_log.Debug("retrievedPart : {0}", retrievedPart); // If the parts have the same UUID then we will consider them as one and the same - Assert.That(retrievedPart.Name, Is.EqualTo(objName)); - Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid)); + Assert.That(retrievedSo.PrimCount, Is.EqualTo(partsToTestCount)); + + for (int i = 0; i < partsToTestCount; i++) + { + Assert.That(retrievedParts[i].Name, Is.EqualTo(parts[i].Name)); + Assert.That(retrievedParts[i].UUID, Is.EqualTo(parts[i].UUID)); + } } [Test] -- cgit v1.1 From c14f0a22d44c582fb277ba34dec7cee629ba7f4a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 17:52:10 +0100 Subject: Add new TestGetSceneObjectByPartLocalId() for retrieving a scene object via the local id of one of its parts --- .../Scenes/Tests/SceneObjectBasicTests.cs | 27 ++++++++++++++++++++++ 1 file changed, 27 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 8f2e21f..281b85c 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs @@ -106,6 +106,33 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(retrievedPart.Name, Is.EqualTo(obj1Name)); Assert.That(retrievedPart.UUID, Is.EqualTo(objUuid)); } + + /// + /// Test retrieving a scene object via the local id of one of its parts. + /// + [Test] + public void TestGetSceneObjectByPartLocalId() + { + TestHelpers.InMethod(); + + Scene scene = SceneHelpers.SetupScene(); + int partsToTestCount = 3; + + SceneObjectGroup so + = SceneHelpers.CreateSceneObject(partsToTestCount, TestHelpers.ParseTail(0x1), "obj1", 0x10); + SceneObjectPart[] parts = so.Parts; + + scene.AddNewSceneObject(so, false); + + // Test getting via the root part's local id + Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Not.Null); + + // Test getting via a non root part's local id + Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Not.Null); + + // Test that we don't get back an object for a local id that doesn't exist + Assert.That(scene.GetGroupByPrim(999), Is.Null); + } /// /// Test deleting an object from a scene. -- cgit v1.1 From 07ba28f1dece06309cfbf7f487b7a779e49033bb Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 17:56:02 +0100 Subject: In SG.AddSceneObject(), stop unnecessarily adding the root part to object indexes sepearately from the other parts. The SOG.Parts property contains the root part as well as the non-root parts --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 40dc2f8..4d7bc0c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -369,12 +369,12 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}", // sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName); - SceneObjectPart[] children = sceneObject.Parts; + SceneObjectPart[] parts = sceneObject.Parts; // Clamp child prim sizes and add child prims to the m_numPrim count if (m_parentScene.m_clampPrimSize) { - foreach (SceneObjectPart part in children) + foreach (SceneObjectPart part in parts) { Vector3 scale = part.Shape.Scale; @@ -388,7 +388,7 @@ namespace OpenSim.Region.Framework.Scenes part.Shape.Scale = scale; } } - m_numPrim += children.Length; + m_numPrim += parts.Length; sceneObject.AttachToScene(m_parentScene); @@ -408,8 +408,7 @@ namespace OpenSim.Region.Framework.Scenes lock (SceneObjectGroupsByFullPartID) { - SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject; - foreach (SceneObjectPart part in children) + foreach (SceneObjectPart part in parts) SceneObjectGroupsByFullPartID[part.UUID] = sceneObject; } @@ -419,8 +418,7 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}", // sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName); - SceneObjectGroupsByLocalPartID[sceneObject.LocalId] = sceneObject; - foreach (SceneObjectPart part in children) + foreach (SceneObjectPart part in parts) SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject; } -- cgit v1.1 From f09a90d8a7cf1e4b32845c3ffddbf1ca780e664c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 18:08:05 +0100 Subject: extend TestGetSceneObjectByPartLocalId() to test state after scene object deletion --- OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 281b85c..9586877 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs @@ -132,6 +132,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests // Test that we don't get back an object for a local id that doesn't exist Assert.That(scene.GetGroupByPrim(999), Is.Null); + + // Now delete the scene object and check again + scene.DeleteSceneObject(so, false); + + Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Null); + Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Null); } /// -- cgit v1.1 From df73833a2c79a1a60536e386b5884581d9f2f4b3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 18:11:13 +0100 Subject: stop the duplicate remove of the root part ids from the full part and local part indexes in SG.DeleteSceneObject() this is unnecessary because the parts array iterated through contains the root part as well as the non-root parts --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 -- OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs | 2 +- 2 files changed, 1 insertion(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 4d7bc0c..46c22ca 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -459,7 +459,6 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart[] parts = grp.Parts; for (int i = 0; i < parts.Length; i++) SceneObjectGroupsByFullPartID.Remove(parts[i].UUID); - SceneObjectGroupsByFullPartID.Remove(grp.RootPart.UUID); } lock (SceneObjectGroupsByLocalPartID) @@ -467,7 +466,6 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart[] parts = grp.Parts; for (int i = 0; i < parts.Length; i++) SceneObjectGroupsByLocalPartID.Remove(parts[i].LocalId); - SceneObjectGroupsByLocalPartID.Remove(grp.RootPart.LocalId); } return Entities.Remove(uuid); diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs index 9586877..80f198d 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectBasicTests.cs @@ -135,7 +135,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests // Now delete the scene object and check again scene.DeleteSceneObject(so, false); - + Assert.That(scene.GetGroupByPrim(so.LocalId), Is.Null); Assert.That(scene.GetGroupByPrim(parts[partsToTestCount - 1].LocalId), Is.Null); } -- cgit v1.1 From 618277e797c7d501f98e884e50abd313498cf00b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 20:25:32 +0100 Subject: Comment out attachments code in Scene.IncomingCreateObject(UUID userID, UUID itemID) for now As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway. Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene. Being commented to simplify analysis of attachments issues. Can be uncommented when in use. Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found. --- .../Avatar/Attachments/AttachmentsModule.cs | 17 ++++++++++++--- OpenSim/Region/Framework/Scenes/Scene.cs | 18 +++++++++------- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 25 ++++++++++++++++++++-- 3 files changed, 47 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 2fa233b..c817559 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -143,6 +143,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public void SaveChangedAttachments(IScenePresence sp) { +// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); + foreach (SceneObjectGroup grp in sp.GetAttachments()) { if (grp.HasGroupChanged) // Resizer scripts? @@ -242,9 +244,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { lock (sp.AttachmentsSyncLock) { - // m_log.DebugFormat( - // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", - // group.Name, group.LocalId, sp.Name, attachmentPt, silent); +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", +// group.Name, group.LocalId, sp.Name, attachmentPt, silent); if (sp.GetAttachments(attachmentPt).Contains(group)) { @@ -365,6 +367,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt) { +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}", +// (AttachmentPoint)AttachmentPt, itemID, sp.Name); + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; @@ -485,6 +491,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public void DetachObject(uint objectLocalID, IClientAPI remoteClient) { +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: DetachObject() for object {0} on {1}", objectLocalID, remoteClient.Name); + SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); if (group != null) { @@ -588,6 +597,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? private void DetachSingleAttachmentToInv(UUID itemID, IScenePresence sp) { +// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); + if (itemID == UUID.Zero) // If this happened, someone made a mistake.... return; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index a0a2624..c5c9260 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2461,14 +2461,16 @@ namespace OpenSim.Region.Framework.Scenes /// False public virtual bool IncomingCreateObject(UUID userID, UUID itemID) { - //m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID); - - ScenePresence sp = GetScenePresence(userID); - if (sp != null && AttachmentsModule != null) - { - uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID); - AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt); - } + m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID); + + // Commented out since this is as yet unused and is arguably not the appropriate place to do this, as + // attachments are being rezzed elsewhere in AddNewClient() +// ScenePresence sp = GetScenePresence(userID); +// if (sp != null && AttachmentsModule != null) +// { +// uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID); +// AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt); +// } return false; } diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 46c22ca..f03cf7b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -431,6 +431,10 @@ namespace OpenSim.Region.Framework.Scenes /// true if the object was deleted, false if there was no object to delete public bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked) { +// m_log.DebugFormat( +// "[SCENE GRAPH]: Deleting scene object with uuid {0}, resultOfObjectLinked = {1}", +// uuid, resultOfObjectLinked); + EntityBase entity; if (!Entities.TryGetValue(uuid, out entity) || (!(entity is SceneObjectGroup))) return false; @@ -878,7 +882,8 @@ namespace OpenSim.Region.Framework.Scenes if (Entities.TryGetValue(localID, out entity)) return entity as SceneObjectGroup; - //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID); +// m_log.DebugFormat("[SCENE GRAPH]: Entered GetGroupByPrim with localID {0}", localID); + SceneObjectGroup sog; lock (SceneObjectGroupsByLocalPartID) SceneObjectGroupsByLocalPartID.TryGetValue(localID, out sog); @@ -886,8 +891,24 @@ namespace OpenSim.Region.Framework.Scenes if (sog != null) { if (sog.HasChildPrim(localID)) + { +// m_log.DebugFormat( +// "[SCENE GRAPH]: Found scene object {0} {1} {2} containing part with local id {3} in {4}. Returning.", +// sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName); + return sog; - SceneObjectGroupsByLocalPartID.Remove(localID); + } + else + { + lock (SceneObjectGroupsByLocalPartID) + { + m_log.WarnFormat( + "[SCENE GRAPH]: Found scene object {0} {1} {2} via SceneObjectGroupsByLocalPartID index but it doesn't contain part with local id {3}. Removing from entry from index in {4}.", + sog.Name, sog.UUID, sog.LocalId, localID, m_parentScene.RegionInfo.RegionName); + + SceneObjectGroupsByLocalPartID.Remove(localID); + } + } } EntityBase[] entityList = GetEntities(); -- cgit v1.1 From 8880aea728af2ccb95ea2400c7d180aa4dc98112 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 22:13:58 +0100 Subject: Stop attempts to rewear already worn items from removing and reattaching. Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process. This change ignores those attempts. This stops script failures during login, as the rewearing was racing with the script startup code. It might also help with attachments being abnormally put into deleted state. Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644 --- .../Avatar/Attachments/AttachmentsModule.cs | 119 +++++++++++++-------- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 4 +- .../Framework/Scenes/SceneObjectGroup.Inventory.cs | 13 +++ .../Framework/Scenes/SceneObjectPartInventory.cs | 5 + 4 files changed, 97 insertions(+), 44 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index c817559..1e9a001 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -147,18 +147,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments foreach (SceneObjectGroup grp in sp.GetAttachments()) { - if (grp.HasGroupChanged) // Resizer scripts? - { +// if (grp.HasGroupChanged) // Resizer scripts? +// { grp.IsAttachment = false; grp.AbsolutePosition = grp.RootPart.AttachedPos; UpdateKnownItem(sp.ControllingClient, grp, grp.GetFromItemID(), grp.OwnerID); grp.IsAttachment = true; - } +// } } } public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent) { +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}", +// m_scene.RegionInfo.RegionName, sp.Name, silent); + foreach (SceneObjectGroup sop in sp.GetAttachments()) { sop.Scene.DeleteSceneObject(sop, silent); @@ -214,7 +218,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId); // Save avatar attachment information - m_log.Info( + m_log.Debug( "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId + ", AttachmentPoint: " + AttachmentPt); @@ -339,6 +343,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments lock (sp.AttachmentsSyncLock) { +// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); + foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects) { RezSingleAttachmentFromInventory(sp, obj.ItemID, obj.AttachmentPt); @@ -349,7 +355,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { // m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", +// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", // (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); @@ -375,6 +381,32 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // be removed when that functionality is implemented in opensim AttachmentPt &= 0x7f; + // Viewer 2/3 sometimes asks to re-wear items that are already worn (and show up in it's inventory as such). + // This often happens during login - not sure the exact reason. + // For now, we will ignore the request. Unfortunately, this means that we need to dig through all the + // ScenePresence attachments. We can't use the data in AvatarAppearance because that's present at login + // before anything has actually been attached. + bool alreadyOn = false; + List existingAttachments = sp.GetAttachments(); + foreach (SceneObjectGroup so in existingAttachments) + { + if (so.GetFromItemID() == itemID) + { + alreadyOn = true; + break; + } + } + +// if (sp.Appearance.GetAttachmentForItem(itemID) != null) + if (alreadyOn) + { +// m_log.WarnFormat( +// "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn", +// sp.Name, itemID, AttachmentPt); + + return null; + } + SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); if (att == null) @@ -467,8 +499,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att) { // m_log.DebugFormat( -// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", -// att.Name, remoteClient.Name, AttachmentPt, itemID); +// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", +// att.Name, sp.Name, AttachmentPt, itemID); if (UUID.Zero == itemID) { @@ -524,7 +556,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}", -// remoteClient.Name, sceneObjectID); +// remoteClient.Name, soLocalId); SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId); @@ -677,45 +709,45 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { if (grp != null) { - if (!grp.HasGroupChanged) + if (grp.HasGroupChanged || grp.ContainsScripts()) { m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", + "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.AttachmentPoint); - return; - } + string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); - m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", - grp.UUID, grp.AttachmentPoint); + InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); + item = m_scene.InventoryService.GetItem(item); - string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); - - InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); - item = m_scene.InventoryService.GetItem(item); - - if (item != null) + if (item != null) + { + AssetBase asset = m_scene.CreateAsset( + grp.GetPartName(grp.LocalId), + grp.GetPartDescription(grp.LocalId), + (sbyte)AssetType.Object, + Utils.StringToBytes(sceneObjectXml), + remoteClient.AgentId); + m_scene.AssetService.Store(asset); + + item.AssetID = asset.FullID; + item.Description = asset.Description; + item.Name = asset.Name; + item.AssetType = asset.Type; + item.InvType = (int)InventoryType.Object; + + m_scene.InventoryService.UpdateItem(item); + + // this gets called when the agent logs off! + if (remoteClient != null) + remoteClient.SendInventoryItemCreateUpdate(item, 0); + } + } + else { - AssetBase asset = m_scene.CreateAsset( - grp.GetPartName(grp.LocalId), - grp.GetPartDescription(grp.LocalId), - (sbyte)AssetType.Object, - Utils.StringToBytes(sceneObjectXml), - remoteClient.AgentId); - m_scene.AssetService.Store(asset); - - item.AssetID = asset.FullID; - item.Description = asset.Description; - item.Name = asset.Name; - item.AssetType = asset.Type; - item.InvType = (int)InventoryType.Object; - - m_scene.InventoryService.UpdateItem(item); - - // this gets called when the agent logs off! - if (remoteClient != null) - remoteClient.SendInventoryItemCreateUpdate(item, 0); + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", + grp.UUID, grp.AttachmentPoint); } } } @@ -735,7 +767,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private void AttachToAgent( IScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) { -// m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", // so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); so.DetachFromBackup(); @@ -788,7 +821,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// The user inventory item created that holds the attachment. private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IClientAPI remoteClient, SceneObjectGroup grp) { -// m_log.DebugFormat("[SCENE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2} {3} {4}", grp.Name, grp.LocalId, remoteClient.Name, remoteClient.AgentId, AgentId); +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", +// grp.Name, grp.LocalId, remoteClient.Name); Vector3 inventoryStoredPosition = new Vector3 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index f03cf7b..36c5c52 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -652,7 +652,7 @@ namespace OpenSim.Region.Framework.Scenes if (!Entities.Remove(agentID)) { m_log.WarnFormat( - "[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", + "[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID); } @@ -675,7 +675,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - m_log.WarnFormat("[SCENEGRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); + m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); } } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index 4bca3d0..905ecc9 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs @@ -389,5 +389,18 @@ namespace OpenSim.Region.Framework.Scenes for (int i = 0; i < parts.Length; i++) parts[i].Inventory.ResumeScripts(); } + + /// + /// Returns true if any part in the scene object contains scripts, false otherwise. + /// + /// + public bool ContainsScripts() + { + foreach (SceneObjectPart part in Parts) + if (part.Inventory.ContainsScripts()) + return true; + + return false; + } } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index e40e57d..57adda7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -1035,10 +1035,15 @@ namespace OpenSim.Region.Framework.Scenes item.BasePermissions = perms; } } + m_inventorySerial++; HasInventoryChanged = true; } + /// + /// Returns true if this part inventory contains any scripts. False otherwise. + /// + /// public bool ContainsScripts() { lock (m_items) -- cgit v1.1 From 62b3e74bc5c3f08f33e15b30d04a799db4228c06 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 22:24:33 +0100 Subject: minor: remove redundant grp != null check from AM.UpdateKnownItem() --- .../Avatar/Attachments/AttachmentsModule.cs | 69 +++++++++++----------- 1 file changed, 33 insertions(+), 36 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 1e9a001..ae19224 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -707,49 +707,46 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// public void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID) { - if (grp != null) + if (grp.HasGroupChanged || grp.ContainsScripts()) { - if (grp.HasGroupChanged || grp.ContainsScripts()) - { - m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", - grp.UUID, grp.AttachmentPoint); + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", + grp.UUID, grp.AttachmentPoint); - string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); + string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); - InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); - item = m_scene.InventoryService.GetItem(item); + InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); + item = m_scene.InventoryService.GetItem(item); - if (item != null) - { - AssetBase asset = m_scene.CreateAsset( - grp.GetPartName(grp.LocalId), - grp.GetPartDescription(grp.LocalId), - (sbyte)AssetType.Object, - Utils.StringToBytes(sceneObjectXml), - remoteClient.AgentId); - m_scene.AssetService.Store(asset); - - item.AssetID = asset.FullID; - item.Description = asset.Description; - item.Name = asset.Name; - item.AssetType = asset.Type; - item.InvType = (int)InventoryType.Object; - - m_scene.InventoryService.UpdateItem(item); - - // this gets called when the agent logs off! - if (remoteClient != null) - remoteClient.SendInventoryItemCreateUpdate(item, 0); - } - } - else + if (item != null) { - m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", - grp.UUID, grp.AttachmentPoint); + AssetBase asset = m_scene.CreateAsset( + grp.GetPartName(grp.LocalId), + grp.GetPartDescription(grp.LocalId), + (sbyte)AssetType.Object, + Utils.StringToBytes(sceneObjectXml), + remoteClient.AgentId); + m_scene.AssetService.Store(asset); + + item.AssetID = asset.FullID; + item.Description = asset.Description; + item.Name = asset.Name; + item.AssetType = asset.Type; + item.InvType = (int)InventoryType.Object; + + m_scene.InventoryService.UpdateItem(item); + + // this gets called when the agent logs off! + if (remoteClient != null) + remoteClient.SendInventoryItemCreateUpdate(item, 0); } } + else + { + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", + grp.UUID, grp.AttachmentPoint); + } } /// -- cgit v1.1 From 2d62484f11710cbeb066ab6bf02f78ad379ecca3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 22:27:33 +0100 Subject: Remove UpdateKnownItem() from IAttachmentsModule. It's not appropriate for code outside the attachments module to call this. --- .../Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 2 +- OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs | 9 --------- 2 files changed, 1 insertion(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index ae19224..03837b5 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -705,7 +705,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// /// - public void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID) + private void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID) { if (grp.HasGroupChanged || grp.ContainsScripts()) { diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index e6ac6b5..5ffbec8 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -138,14 +138,5 @@ namespace OpenSim.Region.Framework.Interfaces /// /// void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos); - - /// - /// Update the user inventory with a changed attachment - /// - /// - /// - /// - /// - void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID); } } -- cgit v1.1 From 61affee814b6c2a09cb33b1823f009d386f54818 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 22:33:15 +0100 Subject: remove redunant itemID and agentID arguments from UpdateKnownItem(). itemID is always taken taken from the group's stored item id, and agentID is never used. --- .../Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 03837b5..b9cd880 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -151,7 +151,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // { grp.IsAttachment = false; grp.AbsolutePosition = grp.RootPart.AttachedPos; - UpdateKnownItem(sp.ControllingClient, grp, grp.GetFromItemID(), grp.OwnerID); + UpdateKnownItem(sp.ControllingClient, grp); grp.IsAttachment = true; // } } @@ -668,7 +668,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments group.IsAttachment = false; group.AbsolutePosition = group.RootPart.AttachedPos; - UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID); + UpdateKnownItem(sp.ControllingClient, group); m_scene.DeleteSceneObject(group, false); return; @@ -703,9 +703,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// /// - /// - /// - private void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID) + private void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp) { if (grp.HasGroupChanged || grp.ContainsScripts()) { @@ -715,7 +713,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); - InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); + InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), remoteClient.AgentId); item = m_scene.InventoryService.GetItem(item); if (item != null) -- cgit v1.1 From 1084d8f6a2bcf63c594e1a8bd180c42f51b05e2f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 22:39:06 +0100 Subject: Remove code from DetachSingleAttachmentToInv() that sets group changed on all parts, now that we're performing this check in UpdateKnownItem() for other purposes --- .../CoreModules/Avatar/Attachments/AttachmentsModule.cs | 11 ----------- 1 file changed, 11 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index b9cd880..b965d75 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -653,17 +653,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // Prepare sog for storage group.AttachedAvatar = UUID.Zero; - - group.ForEachPart( - delegate(SceneObjectPart part) - { - // If there are any scripts, - // then always trigger a new object and state persistence in UpdateKnownItem() - if (part.Inventory.ContainsScripts()) - group.HasGroupChanged = true; - } - ); - group.RootPart.SetParentLocalId(0); group.IsAttachment = false; group.AbsolutePosition = group.RootPart.AttachedPos; -- cgit v1.1 From bd991fc95f8ec648f7dbb0086ae716e4204d1687 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 13 Sep 2011 22:54:50 +0100 Subject: Don't try and delete attachments for child agent close --- .../Attachments/Tests/AttachmentsModuleTests.cs | 32 ++++++++++++++++++++++ OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 +- 2 files changed, 34 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 35183b3..ff3358f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -220,6 +220,38 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests Assert.That(m_presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo(0)); } + /// + /// Test that attachments don't hang about in the scene when the agent is closed + /// + [Test] + public void TestRemoveAttachmentsOnAvatarExit() + { + TestHelpers.InMethod(); +// log4net.Config.XmlConfigurator.Configure(); + + UUID userId = TestHelpers.ParseTail(0x1); + UUID attItemId = TestHelpers.ParseTail(0x2); + UUID attAssetId = TestHelpers.ParseTail(0x3); + string attName = "att"; + + UserAccountHelpers.CreateUserWithInventory(scene, userId); + InventoryItemBase attItem + = UserInventoryHelpers.CreateInventoryItem( + scene, attName, attItemId, attAssetId, userId, InventoryType.Object); + + AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); + acd.Appearance = new AvatarAppearance(); + acd.Appearance.SetAttachment((int)AttachmentPoint.Chest, attItem.ID, attItem.AssetID); + ScenePresence presence = SceneHelpers.AddScenePresence(scene, acd); + + SceneObjectGroup rezzedAtt = presence.GetAttachments()[0]; + + scene.IncomingCloseAgent(presence.UUID); + + // Check that we can't retrieve this attachment from the scene. + Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null); + } + [Test] public void TestRezAttachmentsOnAvatarEntrance() { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 879352d..a8eff70 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3404,7 +3404,8 @@ namespace OpenSim.Region.Framework.Scenes public void Close() { - m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false); + if (!IsChildAgent) + m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false); lock (m_knownChildRegions) { -- cgit v1.1 From 42f1b88eb2492f8d218526c1b30ac027a65d67f3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 15 Sep 2011 18:13:36 +0100 Subject: If a prim inventory becomes empty through deletion, send an empty xfer file name rather than one that references a metadata file containing only the folder object. If we do this, then viewer 3 crashes when we try and rez a script directly in an attachment's prim inventory. Sending an empty file name was already being done if the prim's inventory had never been touched. Now we always do that if there are no items in that inventory. Hopefully addresses the remaining point in http://opensimulator.org/mantis/view.php?id=5644 --- .../Framework/Scenes/SceneObjectPartInventory.cs | 63 +++++++++++++++------- 1 file changed, 43 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 57adda7..59ac30d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -784,6 +784,10 @@ namespace OpenSim.Region.Framework.Scenes private bool CreateInventoryFile() { +// m_log.DebugFormat( +// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", +// m_part.Name, m_part.UUID, m_part.LocalId, m_inventorySerial); + if (m_inventoryFileName == String.Empty || m_inventoryFileNameSerial < m_inventorySerial) { @@ -797,6 +801,10 @@ namespace OpenSim.Region.Framework.Scenes { foreach (TaskInventoryItem item in m_items.Values) { +// m_log.DebugFormat( +// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", +// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId); + UUID ownerID = item.OwnerID; uint everyoneMask = 0; uint baseMask = item.BasePermissions; @@ -856,28 +864,43 @@ namespace OpenSim.Region.Framework.Scenes /// public void RequestInventoryFile(IClientAPI client, IXfer xferManager) { - CreateInventoryFile(); - - if (m_inventorySerial == 0) // No inventory + lock (m_items) { - client.SendTaskInventory(m_part.UUID, 0, new byte[0]); - return; - } - - // In principle, we should only do the rest if the inventory changed; - // by sending m_inventorySerial to the client, it ought to know - // that nothing changed and that it doesn't need to request the file. - // Unfortunately, it doesn't look like the client optimizes this; - // the client seems to always come back and request the Xfer, - // no matter what value m_inventorySerial has. + CreateInventoryFile(); - if (m_inventoryFileData.Length > 2) - // Add the file for Xfer - xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); - - // Tell the client we're ready to Xfer the file - client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, - Util.StringToBytes256(m_inventoryFileName)); + // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing + // a new script if any previous deletion has left the prim inventory empty. + if (m_items.Count == 0) // No inventory + { +// m_log.DebugFormat( +// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items", +// m_part.Name, m_part.LocalId, m_part.UUID, client.Name); + + client.SendTaskInventory(m_part.UUID, 0, new byte[0]); + return; + } + + // In principle, we should only do the rest if the inventory changed; + // by sending m_inventorySerial to the client, it ought to know + // that nothing changed and that it doesn't need to request the file. + // Unfortunately, it doesn't look like the client optimizes this; + // the client seems to always come back and request the Xfer, + // no matter what value m_inventorySerial has. + // FIXME: Could probably be > 0 here rather than > 2 + if (m_inventoryFileData.Length > 2) + { + // Add the file for Xfer + // m_log.DebugFormat( + // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", + // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); + + xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); + } + + // Tell the client we're ready to Xfer the file + client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, + Util.StringToBytes256(m_inventoryFileName)); + } } /// -- cgit v1.1 From 8fb3e71b14e28bf8a4ddb72e3d1b529128f090ce Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 15 Sep 2011 18:36:22 +0100 Subject: Shuffle order of code in invnetory connector GetFolderContent() calls to avoid a possible race condition --- .../Inventory/LocalInventoryServiceConnector.cs | 15 +++++++++------ .../Inventory/RemoteXInventoryServiceConnector.cs | 15 +++++++++------ .../Region/Framework/Scenes/SceneObjectPartInventory.cs | 2 +- 3 files changed, 19 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs index 1c83f8e..097ff1a 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/LocalInventoryServiceConnector.cs @@ -185,15 +185,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory public InventoryCollection GetFolderContent(UUID userID, UUID folderID) { InventoryCollection invCol = m_InventoryService.GetFolderContent(userID, folderID); - Util.FireAndForget(delegate + + if (UserManager != null) { - if (UserManager != null) + // Protect ourselves against the caller subsequently modifying the items list + List items = new List(invCol.Items); + + Util.FireAndForget(delegate { - // Protect ourselves against the caller subsequently modifying the items list - foreach (InventoryItemBase item in new List(invCol.Items)) + foreach (InventoryItemBase item in items) UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); - } - }); + }); + } return invCol; } diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs index c9c716c..73ab4e3 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs @@ -193,15 +193,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory public InventoryCollection GetFolderContent(UUID userID, UUID folderID) { InventoryCollection invCol = m_RemoteConnector.GetFolderContent(userID, folderID); - Util.FireAndForget(delegate + + if (UserManager != null) { - if (UserManager != null) + // Protect ourselves against the caller subsequently modifying the items list + List items = new List(invCol.Items); + + Util.FireAndForget(delegate { - // Protect ourselves against the caller subsequently modifying the items list - foreach (InventoryItemBase item in new List(invCol.Items)) + foreach (InventoryItemBase item in items) UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); - } - }); + }); + } return invCol; } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 59ac30d..6085f1e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -875,7 +875,7 @@ namespace OpenSim.Region.Framework.Scenes // m_log.DebugFormat( // "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items", // m_part.Name, m_part.LocalId, m_part.UUID, client.Name); - + client.SendTaskInventory(m_part.UUID, 0, new byte[0]); return; } -- cgit v1.1 From a4cc5f628f053ad1f9f849addf79551cd58e9337 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 15 Sep 2011 18:42:10 +0100 Subject: Only bother to create an inventory xfer file if there are any items in a prim inventory --- OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 6085f1e..d63b411 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -866,8 +866,6 @@ namespace OpenSim.Region.Framework.Scenes { lock (m_items) { - CreateInventoryFile(); - // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing // a new script if any previous deletion has left the prim inventory empty. if (m_items.Count == 0) // No inventory @@ -879,6 +877,8 @@ namespace OpenSim.Region.Framework.Scenes client.SendTaskInventory(m_part.UUID, 0, new byte[0]); return; } + + CreateInventoryFile(); // In principle, we should only do the rest if the inventory changed; // by sending m_inventorySerial to the client, it ought to know -- cgit v1.1 From de19dc3024e5359f594d0a32c593d905163c24ea Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 15 Sep 2011 18:58:58 +0100 Subject: refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to reflect what it actually does This also makes it consistent with some other methods that send data to the client. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 4 +-- .../World/Objects/BuySell/BuySellModule.cs | 4 +-- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 18 ++++++------ .../Framework/Scenes/Scene.PacketHandlers.cs | 4 +-- .../Region/Framework/Scenes/SceneObjectGroup.cs | 20 ++++++-------- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 32 ++++++++++++---------- .../Framework/Scenes/SceneObjectPartInventory.cs | 2 +- .../Shared/Api/Implementation/LSL_Api.cs | 2 +- 8 files changed, 43 insertions(+), 43 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index e9ee7be..b5c6742 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -4119,8 +4119,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP while (updatesThisCall < m_maxUpdates) { lock (m_entityProps.SyncRoot) - if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue)) - break; + if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue)) + break; ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate; if (update.SendFamilyProps) diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs index 8b78701..1e4f0a4 100644 --- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs @@ -101,7 +101,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell part.ParentGroup.HasGroupChanged = true; - part.GetProperties(client); + part.SendPropertiesToClient(client); } public bool BuyObject(IClientAPI remoteClient, UUID categoryID, uint localID, byte saleType, int salePrice) @@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell part.SalePrice = 10; group.HasGroupChanged = true; - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); part.TriggerScriptChangedEvent(Changed.OWNER); group.ResumeScripts(); part.ScheduleFullUpdate(); diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 9dcd10a..f9dba2d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -274,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes if (group.UpdateInventoryItem(item)) remoteClient.SendAgentAlertMessage("Script saved", false); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); // Trigger rerunning of script (use TriggerRezScript event, see RezScript) ArrayList errors = new ArrayList(); @@ -999,7 +999,7 @@ namespace OpenSim.Region.Framework.Scenes } group.RemoveInventoryItem(localID, itemID); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); } private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) @@ -1272,7 +1272,7 @@ namespace OpenSim.Region.Framework.Scenes if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar)) { - destPart.GetProperties(avatar.ControllingClient); + destPart.SendPropertiesToClient(avatar.ControllingClient); } } @@ -1427,7 +1427,7 @@ namespace OpenSim.Region.Framework.Scenes m_log.InfoFormat( "[PRIM INVENTORY]: Update with item {0} requested of prim {1} for {2}", item.Name, primLocalID, remoteClient.Name); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); if (!Permissions.BypassPermissions()) { if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) @@ -1522,7 +1522,7 @@ namespace OpenSim.Region.Framework.Scenes if (part.Inventory.UpdateInventoryItem(itemInfo)) { - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); } } } @@ -1574,7 +1574,7 @@ namespace OpenSim.Region.Framework.Scenes // m_log.InfoFormat("[PRIMINVENTORY]: " + // "Rezzed script {0} into prim local ID {1} for user {2}", // item.inventoryName, localID, remoteClient.Name); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); part.ParentGroup.ResumeScripts(); } else @@ -1632,7 +1632,7 @@ namespace OpenSim.Region.Framework.Scenes taskItem.AssetID = asset.FullID; part.Inventory.AddInventoryItem(taskItem, false); - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0); part.ParentGroup.ResumeScripts(); @@ -1746,7 +1746,7 @@ namespace OpenSim.Region.Framework.Scenes if (TryGetScenePresence(srcTaskItem.OwnerID, out avatar)) { - destPart.GetProperties(avatar.ControllingClient); + destPart.SendPropertiesToClient(avatar.ControllingClient); } } @@ -2084,7 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart part = GetSceneObjectPart(localID); if (part == null) continue; - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 29d01d6..270e582 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs @@ -144,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes { if (((SceneObjectGroup) ent).LocalId == primLocalID) { - ((SceneObjectGroup) ent).GetProperties(remoteClient); + ((SceneObjectGroup) ent).SendPropertiesToClient(remoteClient); ((SceneObjectGroup) ent).IsSelected = true; // A prim is only tainted if it's allowed to be edited by the person clicking it. if (Permissions.CanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId) @@ -167,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes { if (part.LocalId == primLocalID) { - part.GetProperties(remoteClient); + part.SendPropertiesToClient(remoteClient); foundPrim = true; break; } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 2819545..e7f2491 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1728,8 +1728,6 @@ namespace OpenSim.Region.Framework.Scenes #endregion - #region Scheduling - public override void Update() { // Check that the group was not deleted before the scheduled update @@ -1880,7 +1878,14 @@ namespace OpenSim.Region.Framework.Scenes parts[i].SendTerseUpdateToAllClients(); } - #endregion + /// + /// Send metadata about the root prim (name, description, sale price, etc.) to a client. + /// + /// + public void SendPropertiesToClient(IClientAPI client) + { + m_rootPart.SendPropertiesToClient(client); + } #region SceneGroupPart Methods @@ -2370,15 +2375,6 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Return metadata about a prim (name, description, sale price, etc.) - /// - /// - public void GetProperties(IClientAPI client) - { - m_rootPart.GetProperties(client); - } - - /// /// Set the name of a prim /// /// diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 04fef83..7203663 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1305,8 +1305,6 @@ namespace OpenSim.Region.Framework.Scenes #endregion Public Properties with only Get - #region Private Methods - private uint ApplyMask(uint val, bool set, uint mask) { if (set) @@ -1327,14 +1325,27 @@ namespace OpenSim.Region.Framework.Scenes m_updateFlag = 0; } - private void SendObjectPropertiesToClient(UUID AgentID) + /// + /// Send this part's properties (name, description, inventory serial, base mask, etc.) to a client + /// + /// + public void SendPropertiesToClient(IClientAPI client) + { + client.SendObjectPropertiesReply(this); + } + + /// + /// For the scene object group to which this part belongs, send that scene object's root part properties to a client. + /// + /// + private void SendRootPartPropertiesToClient(UUID AgentID) { m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) { // Ugly reference :( if (avatar.UUID == AgentID) { - m_parentGroup.GetProperties(avatar.ControllingClient); + m_parentGroup.SendPropertiesToClient(avatar.ControllingClient); } }); } @@ -1363,8 +1374,6 @@ namespace OpenSim.Region.Framework.Scenes // } // } - #endregion Private Methods - #region Public Methods public void ResetExpire() @@ -2030,11 +2039,6 @@ namespace OpenSim.Region.Framework.Scenes return Vector3.Zero; } - public void GetProperties(IClientAPI client) - { - client.SendObjectPropertiesReply(this); - } - /// /// Method for a prim to get it's world position from the group. /// @@ -3453,7 +3457,7 @@ namespace OpenSim.Region.Framework.Scenes { _groupID = groupID; if (client != null) - GetProperties(client); + SendPropertiesToClient(client); m_updateFlag = 2; } @@ -4273,10 +4277,10 @@ namespace OpenSim.Region.Framework.Scenes break; } - SendFullUpdateToAllClients(); - SendObjectPropertiesToClient(AgentID); + SendFullUpdateToAllClients(); + SendRootPartPropertiesToClient(AgentID); } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index d63b411..9446741 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -878,7 +878,7 @@ namespace OpenSim.Region.Framework.Scenes return; } - CreateInventoryFile(); + CreateInventoryFile(); // In principle, we should only do the rest if the inventory changed; // by sending m_inventorySerial to the client, it ought to know diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index cf8517d..070cdc0 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -3591,7 +3591,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api parentPrim.ScheduleGroupForFullUpdate(); if (client != null) - parentPrim.GetProperties(client); + parentPrim.SendPropertiesToClient(client); ScriptSleep(1000); } -- cgit v1.1 From c4efb97d49dec736151dfa3fa102efe6a5f6fbab Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 15 Sep 2011 22:59:29 +0100 Subject: Write code to create minimum necessary body parts/clothing and avatar entries to make a newly created user appear as a non-cloud on viewer 2 Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries. Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim. Default is currently off. My intention is to switch it on for standalone shortly. This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities. Need to fix creation of suitable entries for users created as estate owners on standalone. Avatars still appear with spooky empty eyes, need to see if we can address this. This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used. --- OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index b6a1564..c5a1828 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -467,7 +467,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return; } - // m_log.WarnFormat("[AVFACTORY]: Received request for wearables of {0}", client.AgentId); +// m_log.DebugFormat("[AVFACTORY]: Received request for wearables of {0}", client.Name); client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index c5c9260..f394a95 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1237,6 +1237,7 @@ namespace OpenSim.Region.Framework.Scenes first, last); + m_log.InfoFormat("[USER ACCOUNT SERVICE]: Account {0} {1} created successfully", first, last); m_regInfo.EstateSettings.EstateOwner = account.PrincipalID; -- cgit v1.1 From 522d6261f11ffaf8320c3f0775beb5d0608ce226 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Sep 2011 00:12:12 +0100 Subject: Correctly create a freshly created estate owner's default items and avatar entries on standalone if applicable. --- OpenSim/Region/Application/OpenSimBase.cs | 50 +++++++++++++ .../LocalUserAccountServiceConnector.cs | 26 ++++--- OpenSim/Region/Framework/Scenes/Scene.cs | 82 ---------------------- 3 files changed, 65 insertions(+), 93 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 92e8ed1..3060169 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -41,11 +41,14 @@ using OpenSim.Framework.Servers; using OpenSim.Framework.Servers.HttpServer; using OpenSim.Framework.Statistics; using OpenSim.Region.ClientStack; +using OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; using OpenSim.Server.Base; +using OpenSim.Services.Interfaces; +using OpenSim.Services.UserAccountService; namespace OpenSim { @@ -362,6 +365,53 @@ namespace OpenSim scene.SetModuleInterfaces(); + // FIXME: Put me into a separate method! + while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) + { + MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName); + List excluded = new List(new char[1]{' '}); + string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded); + string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded); + + UserAccount account = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, first, last); + + if (account == null) + { + m_log.DebugFormat("A {0}", scene.UserAccountService.GetType()); + +// if (scene.UserAccountService is LocalUserAccountServicesConnector) +// { +// IUserAccountService innerUas +// = ((LocalUserAccountServicesConnector)scene.UserAccountService).UserAccountService; +// +// m_log.DebugFormat("B {0}", innerUas.GetType()); +// +// if (innerUas is UserAccountService) +// { + + if (scene.UserAccountService is UserAccountService) + { + string password = MainConsole.Instance.PasswdPrompt("Password"); + string email = MainConsole.Instance.CmdPrompt("Email", ""); + + // TODO: Where do we put m_regInfo.ScopeID? + account = ((UserAccountService)scene.UserAccountService).CreateUser(first, last, password, email); + } +// } + } + + if (account == null) + { + m_log.ErrorFormat( + "[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first."); + } + else + { + regionInfo.EstateSettings.EstateOwner = account.PrincipalID; + regionInfo.EstateSettings.Save(); + } + } + // Prims have to be loaded after module configuration since some modules may be invoked during the load scene.LoadPrimsFromStorage(regionInfo.originRegionID); diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs index 30ebb21..546fe88 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs @@ -45,7 +45,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts LogManager.GetLogger( MethodBase.GetCurrentMethod().DeclaringType); - private IUserAccountService m_UserService; + /// + /// This is not on the IUserAccountService. It's only being used so that standalone scenes can punch through + /// to a local UserAccountService when setting up an estate manager. + /// + public IUserAccountService UserAccountService { get; private set; } + private UserAccountCache m_Cache; private bool m_Enabled = false; @@ -86,9 +91,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts } Object[] args = new Object[] { source }; - m_UserService = ServerUtils.LoadPlugin(serviceDll, args); + UserAccountService = ServerUtils.LoadPlugin(serviceDll, args); - if (m_UserService == null) + if (UserAccountService == null) { m_log.ErrorFormat( "[LOCAL USER ACCOUNT SERVICE CONNECTOR]: Cannot load user account service specified as {0}", serviceDll); @@ -119,7 +124,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts if (!m_Enabled) return; - scene.RegisterModuleInterface(m_UserService); + scene.RegisterModuleInterface(UserAccountService); } public void RemoveRegion(Scene scene) @@ -147,7 +152,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts if (inCache) return account; - account = m_UserService.GetUserAccount(scopeID, userID); + account = UserAccountService.GetUserAccount(scopeID, userID); m_Cache.Cache(userID, account); return account; @@ -160,7 +165,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts if (inCache) return account; - account = m_UserService.GetUserAccount(scopeID, firstName, lastName); + account = UserAccountService.GetUserAccount(scopeID, firstName, lastName); if (account != null) m_Cache.Cache(account.PrincipalID, account); @@ -169,22 +174,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts public UserAccount GetUserAccount(UUID scopeID, string Email) { - return m_UserService.GetUserAccount(scopeID, Email); + return UserAccountService.GetUserAccount(scopeID, Email); } public List GetUserAccounts(UUID scopeID, string query) { - return m_UserService.GetUserAccounts(scopeID, query); + return UserAccountService.GetUserAccounts(scopeID, query); } // Update all updatable fields // public bool StoreUserAccount(UserAccount data) { - return m_UserService.StoreUserAccount(data); + return UserAccountService.StoreUserAccount(data); } #endregion - } -} +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f394a95..976e001 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1170,88 +1170,6 @@ namespace OpenSim.Region.Framework.Scenes m_dialogModule = RequestModuleInterface(); m_capsModule = RequestModuleInterface(); m_teleportModule = RequestModuleInterface(); - - // Shoving this in here for now, because we have the needed - // interfaces at this point - // - // TODO: Find a better place for this - // - while (m_regInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) - { - MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", m_regInfo.EstateSettings.EstateName); - List excluded = new List(new char[1]{' '}); - string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded); - string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded); - - UserAccount account = UserAccountService.GetUserAccount(m_regInfo.ScopeID, first, last); - - if (account == null) - { - // Create a new account - account = new UserAccount(m_regInfo.ScopeID, first, last, String.Empty); - if (account.ServiceURLs == null || (account.ServiceURLs != null && account.ServiceURLs.Count == 0)) - { - account.ServiceURLs = new Dictionary(); - account.ServiceURLs["HomeURI"] = string.Empty; - account.ServiceURLs["GatekeeperURI"] = string.Empty; - account.ServiceURLs["InventoryServerURI"] = string.Empty; - account.ServiceURLs["AssetServerURI"] = string.Empty; - } - - if (UserAccountService.StoreUserAccount(account)) - { - string password = MainConsole.Instance.PasswdPrompt("Password"); - string email = MainConsole.Instance.CmdPrompt("Email", ""); - - account.Email = email; - UserAccountService.StoreUserAccount(account); - - bool success = false; - success = AuthenticationService.SetPassword(account.PrincipalID, password); - if (!success) - m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to set password for account {0} {1}.", - first, last); - - GridRegion home = null; - if (GridService != null) - { - List defaultRegions = GridService.GetDefaultRegions(UUID.Zero); - if (defaultRegions != null && defaultRegions.Count >= 1) - home = defaultRegions[0]; - - if (GridUserService != null && home != null) - GridUserService.SetHome(account.PrincipalID.ToString(), home.RegionID, new Vector3(128, 128, 0), new Vector3(0, 1, 0)); - else - m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to set home for account {0} {1}.", - first, last); - - } - else - m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to retrieve home region for account {0} {1}.", - first, last); - - if (InventoryService != null) - success = InventoryService.CreateUserInventory(account.PrincipalID); - if (!success) - m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to create inventory for account {0} {1}.", - first, last); - - - - m_log.InfoFormat("[USER ACCOUNT SERVICE]: Account {0} {1} created successfully", first, last); - - m_regInfo.EstateSettings.EstateOwner = account.PrincipalID; - m_regInfo.EstateSettings.Save(); - } - else - m_log.ErrorFormat("[SCENE]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first."); - } - else - { - m_regInfo.EstateSettings.EstateOwner = account.PrincipalID; - m_regInfo.EstateSettings.Save(); - } - } } #endregion -- cgit v1.1 From 4ae4b14b5da9b828bbb7c4e5b05693ad8528556a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Sep 2011 00:24:23 +0100 Subject: refactor: move estate owner setup code into separate method --- OpenSim/Region/Application/OpenSimBase.cs | 95 ++++++++++++---------- .../LocalUserAccountServiceConnector.cs | 2 + 2 files changed, 52 insertions(+), 45 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 3060169..8662ea8 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -365,52 +365,8 @@ namespace OpenSim scene.SetModuleInterfaces(); - // FIXME: Put me into a separate method! while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) - { - MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName); - List excluded = new List(new char[1]{' '}); - string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded); - string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded); - - UserAccount account = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, first, last); - - if (account == null) - { - m_log.DebugFormat("A {0}", scene.UserAccountService.GetType()); - -// if (scene.UserAccountService is LocalUserAccountServicesConnector) -// { -// IUserAccountService innerUas -// = ((LocalUserAccountServicesConnector)scene.UserAccountService).UserAccountService; -// -// m_log.DebugFormat("B {0}", innerUas.GetType()); -// -// if (innerUas is UserAccountService) -// { - - if (scene.UserAccountService is UserAccountService) - { - string password = MainConsole.Instance.PasswdPrompt("Password"); - string email = MainConsole.Instance.CmdPrompt("Email", ""); - - // TODO: Where do we put m_regInfo.ScopeID? - account = ((UserAccountService)scene.UserAccountService).CreateUser(first, last, password, email); - } -// } - } - - if (account == null) - { - m_log.ErrorFormat( - "[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first."); - } - else - { - regionInfo.EstateSettings.EstateOwner = account.PrincipalID; - regionInfo.EstateSettings.Save(); - } - } + SetUpEstateOwner(scene); // Prims have to be loaded after module configuration since some modules may be invoked during the load scene.LoadPrimsFromStorage(regionInfo.originRegionID); @@ -466,6 +422,55 @@ namespace OpenSim return clientServer; } + private void SetUpEstateOwner(Scene scene) + { + RegionInfo regionInfo = scene.RegionInfo; + + MainConsole.Instance.OutputFormat("Estate {0} has no owner set.", regionInfo.EstateSettings.EstateName); + List excluded = new List(new char[1]{' '}); + string first = MainConsole.Instance.CmdPrompt("Estate owner first name", "Test", excluded); + string last = MainConsole.Instance.CmdPrompt("Estate owner last name", "User", excluded); + + UserAccount account = scene.UserAccountService.GetUserAccount(regionInfo.ScopeID, first, last); + + if (account == null) + { + + // XXX: The LocalUserAccountServicesConnector is currently registering its inner service rather than + // itself! +// if (scene.UserAccountService is LocalUserAccountServicesConnector) +// { +// IUserAccountService innerUas +// = ((LocalUserAccountServicesConnector)scene.UserAccountService).UserAccountService; +// +// m_log.DebugFormat("B {0}", innerUas.GetType()); +// +// if (innerUas is UserAccountService) +// { + + if (scene.UserAccountService is UserAccountService) + { + string password = MainConsole.Instance.PasswdPrompt("Password"); + string email = MainConsole.Instance.CmdPrompt("Email", ""); + + // TODO: Where do we put m_regInfo.ScopeID? + account = ((UserAccountService)scene.UserAccountService).CreateUser(first, last, password, email); + } +// } + } + + if (account == null) + { + m_log.ErrorFormat( + "[OPENSIM]: Unable to store account. If this simulator is connected to a grid, you must create the estate owner account first."); + } + else + { + regionInfo.EstateSettings.EstateOwner = account.PrincipalID; + regionInfo.EstateSettings.Save(); + } + } + private void ShutdownRegion(Scene scene) { m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs index 546fe88..0a0ce3c 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs @@ -124,6 +124,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts if (!m_Enabled) return; + // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner + // user account service?! scene.RegisterModuleInterface(UserAccountService); } -- cgit v1.1 From 90466515839eb34d7fd9984c92f1970ab5d6f3ad Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Sep 2011 00:36:43 +0100 Subject: Pass any region scope through to the CreateUser() method --- OpenSim/Region/Application/OpenSimBase.cs | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 8662ea8..54caac4 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -422,6 +422,14 @@ namespace OpenSim return clientServer; } + /// + /// Try to set up the estate owner for the given scene. + /// + /// + /// The involves asking the user for information about the user on the console. If the user does not already + /// exist then it is created. + /// + /// private void SetUpEstateOwner(Scene scene) { RegionInfo regionInfo = scene.RegionInfo; @@ -453,8 +461,9 @@ namespace OpenSim string password = MainConsole.Instance.PasswdPrompt("Password"); string email = MainConsole.Instance.CmdPrompt("Email", ""); - // TODO: Where do we put m_regInfo.ScopeID? - account = ((UserAccountService)scene.UserAccountService).CreateUser(first, last, password, email); + account + = ((UserAccountService)scene.UserAccountService).CreateUser( + regionInfo.ScopeID, first, last, password, email); } // } } -- cgit v1.1 From 1458fab82c4dab9901d81419e6b515f47ea7320f Mon Sep 17 00:00:00 2001 From: Kevin Houlihan Date: Mon, 12 Sep 2011 23:08:16 +0100 Subject: Reattaching a region was failing if the estate name had not changed (issue 5035). Using the RemoteAdmin API to close then recreate a region would fail if the estate name had not changed. If the estate name /was/ changed then the existing estate would be renamed rather than a new one being created. The problem really arose from a lack of distinction in the data storage layer between creating new estates and loading existing ones. --- OpenSim/Region/Framework/Interfaces/IEstateDataService.cs | 10 +++++++++- OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs | 8 ++++++++ 2 files changed, 17 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Interfaces/IEstateDataService.cs b/OpenSim/Region/Framework/Interfaces/IEstateDataService.cs index 7066cf2..35cc220 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateDataService.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateDataService.cs @@ -1,4 +1,4 @@ -/* +/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * @@ -48,6 +48,14 @@ namespace OpenSim.Region.Framework.Interfaces /// /// EstateSettings LoadEstateSettings(int estateID); + + /// + /// Create a new estate. + /// + /// + /// A + /// + EstateSettings CreateNewEstate(); /// /// Load/Get all estate settings. diff --git a/OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs b/OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs index d790a30..8febb13 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs @@ -55,6 +55,14 @@ namespace OpenSim.Region.Framework.Interfaces EstateSettings LoadEstateSettings(int estateID); /// + /// Create a new estate. + /// + /// + /// A + /// + EstateSettings CreateNewEstate(); + + /// /// Load/Get all estate settings. /// /// An empty list if no estates were found. -- cgit v1.1 From a00327d0e5f512ccf56e18082c7e7c7366517379 Mon Sep 17 00:00:00 2001 From: justincc Date: Fri, 16 Sep 2011 19:54:23 +0100 Subject: Fix build errors on Windows by adding missing OpenSim.Services.Base reference --- OpenSim/Region/Application/OpenSimBase.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index 54caac4..866ba9a 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -46,7 +46,8 @@ using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Physics.Manager; -using OpenSim.Server.Base; +using OpenSim.Server.Base; +using OpenSim.Services.Base; using OpenSim.Services.Interfaces; using OpenSim.Services.UserAccountService; -- cgit v1.1 From b2356340d22578143af2daab979ea4633faa93dc Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Sep 2011 22:51:36 +0100 Subject: Remove setter from SP.OffsetPosition, since all sets should flow through SP.AbsolutePosition OffsetPosition is also misnamed - it returns the absolute position and never contains an offset. --- OpenSim/Region/Framework/Scenes/EntityBase.cs | 11 +++++++++-- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 17 ++++++++++++++--- 2 files changed, 23 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/EntityBase.cs b/OpenSim/Region/Framework/Scenes/EntityBase.cs index 213431a..320b904 100644 --- a/OpenSim/Region/Framework/Scenes/EntityBase.cs +++ b/OpenSim/Region/Framework/Scenes/EntityBase.cs @@ -26,8 +26,10 @@ */ using System; +using System.Reflection; using System.Runtime.Serialization; using System.Security.Permissions; +using log4net; using OpenSim.Framework; using OpenMetaverse; @@ -35,6 +37,8 @@ namespace OpenSim.Region.Framework.Scenes { public abstract class EntityBase : ISceneEntity { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// /// The scene to which this entity belongs /// @@ -71,12 +75,15 @@ namespace OpenSim.Region.Framework.Scenes protected Vector3 m_pos; /// - /// + /// Absolute position of this entity in a scene. /// public virtual Vector3 AbsolutePosition { get { return m_pos; } - set { m_pos = value; } + set + { + m_pos = value; + } } protected Vector3 m_velocity; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a8eff70..2b7966b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -467,7 +467,9 @@ namespace OpenSim.Region.Framework.Scenes { PhysicsActor actor = m_physicsActor; if (actor != null) + { m_pos = actor.Position; + } else { // Obtain the correct position of a seated avatar. @@ -517,13 +519,16 @@ namespace OpenSim.Region.Framework.Scenes m_pos = value; m_parentPosition = Vector3.Zero; + +// m_log.DebugFormat( +// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", +// Scene.RegionInfo.RegionName, Name, m_pos); } } public Vector3 OffsetPosition { get { return m_pos; } - set { m_pos = value; } } /// @@ -556,6 +561,10 @@ namespace OpenSim.Region.Framework.Scenes } m_velocity = value; + +// m_log.DebugFormat( +// "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", +// Scene.RegionInfo.RegionName, Name, m_velocity); } } @@ -1219,7 +1228,9 @@ namespace OpenSim.Region.Framework.Scenes /// public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) { -// m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: In {0} received agent update from {1}", +// Scene.RegionInfo.RegionName, remoteClient.Name); //if (m_isChildAgent) //{ @@ -3323,7 +3334,7 @@ namespace OpenSim.Region.Framework.Scenes //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( // as of this comment the interval is set in AddToPhysicalScene - if (Animator!=null) + if (Animator != null) Animator.UpdateMovementAnimations(); CollisionEventUpdate collisionData = (CollisionEventUpdate)e; -- cgit v1.1 From adfe713b4340771eee15371dd1216527b5662545 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Sep 2011 22:55:24 +0100 Subject: minor: I was wrong about OffsetPosition - sometimes it genuinely does return offset position! Add method doc to explain this. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 2b7966b..81475b8 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -526,6 +526,10 @@ namespace OpenSim.Region.Framework.Scenes } } + /// + /// If sitting, returns the offset position from the prim the avatar is sitting on. + /// Otherwise, returns absolute position in the scene. + /// public Vector3 OffsetPosition { get { return m_pos; } -- cgit v1.1 From 6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Sep 2011 23:57:16 +0100 Subject: Stop the avatar stalling on its first boarder cross when using the ODE plugin When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 10 ++++++++++ OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 19 +++++++++++++------ 2 files changed, 23 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 81475b8..0fc85b9 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -469,6 +469,10 @@ namespace OpenSim.Region.Framework.Scenes if (actor != null) { m_pos = actor.Position; + +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", +// m_pos, Name, Scene.RegionInfo.RegionName); } else { @@ -544,8 +548,14 @@ namespace OpenSim.Region.Framework.Scenes { PhysicsActor actor = m_physicsActor; if (actor != null) + { m_velocity = actor.Velocity; +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", +// m_velocity, Name, Scene.RegionInfo.RegionName); + } + return m_velocity; } set diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 0a0d13f..4cc8c59 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -464,10 +464,12 @@ namespace OpenSim.Region.Physics.OdePlugin m_pidControllerActive = true; Vector3 SetSize = value; - m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f; - //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); + m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; +// m_log.Info("[SIZE]: " + CAPSULE_LENGTH); - Velocity = Vector3.Zero; + // If we reset velocity here, then an avatar stalls when it crosses a border for the first time + // (as the height of the new root agent is set). +// Velocity = Vector3.Zero; _parent_scene.AddPhysicsActorTaint(this); } @@ -785,6 +787,8 @@ namespace OpenSim.Region.Physics.OdePlugin { m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); } + +// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", _target_velocity); } } @@ -1325,7 +1329,8 @@ namespace OpenSim.Region.Physics.OdePlugin { if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) { - +// m_log.DebugFormat("[PHYSICS]: Changing capsule size"); + m_pidControllerActive = true; // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() d.JointDestroy(Amotor); @@ -1336,7 +1341,10 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomDestroy(Shell); AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); - Velocity = Vector3.Zero; + + // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't + // appear to stall initial region crossings when done here. Being done for consistency. +// Velocity = Vector3.Zero; _parent_scene.geom_name_map[Shell] = m_name; _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; @@ -1361,7 +1369,6 @@ namespace OpenSim.Region.Physics.OdePlugin _position.Z = m_taintPosition.Z; } } - } internal void AddCollisionFrameTime(int p) -- cgit v1.1 From 385c4a210deb63c25f082ab8a3f0c63c7bff8fb5 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 17 Sep 2011 00:26:53 +0100 Subject: On setting a new avatar appearance, if height hasn't changed then don't set that same height in ScenePresence. This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself --- .../Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | 4 +++- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 ++++ 2 files changed, 7 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index c5a1828..bb63bcd 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -211,8 +211,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // Process the visual params, this may change height as well if (visualParams != null) { + float oldHeight = sp.Appearance.AvatarHeight; changed = sp.Appearance.SetVisualParams(visualParams); - if (sp.Appearance.AvatarHeight > 0) + + if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) sp.SetHeight(sp.Appearance.AvatarHeight); } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 0fc85b9..9358a4a 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3308,6 +3308,10 @@ namespace OpenSim.Region.Framework.Scenes /// public void AddToPhysicalScene(bool isFlying) { +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}", +// Name, isFlying, Scene.RegionInfo.RegionName); + if (m_appearance.AvatarHeight == 0) m_appearance.SetHeight(); -- cgit v1.1 From f95033812402aaf31a9f2f66c946165d2d79669f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 17 Sep 2011 01:09:25 +0100 Subject: Remove old bullet DotNET and X libraries in preparation for BulletS These weren't working properly anyway. You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well. --- .../Physics/BulletDotNETPlugin/AssemblyInfo.cs | 58 - .../BulletDotNETPlugin/BulletDotNETCharacter.cs | 1191 --------- .../BulletDotNETPlugin/BulletDotNETPlugin.cs | 65 - .../BulletDotNETPluginStructs.cs | 60 - .../Physics/BulletDotNETPlugin/BulletDotNETPrim.cs | 2767 -------------------- .../BulletDotNETPlugin/BulletDotNETScene.cs | 776 ------ .../Region/Physics/BulletXPlugin/AssemblyInfo.cs | 58 - .../Region/Physics/BulletXPlugin/BulletXPlugin.cs | 1855 ------------- .../BulletXPlugin/TriangleIndexVertexArray.cs | 197 -- 9 files changed, 7027 deletions(-) delete mode 100644 OpenSim/Region/Physics/BulletDotNETPlugin/AssemblyInfo.cs delete mode 100644 OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs delete mode 100644 OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPlugin.cs delete mode 100644 OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPluginStructs.cs delete mode 100644 OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs delete mode 100644 OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs delete mode 100644 OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs delete mode 100644 OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs delete mode 100644 OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/AssemblyInfo.cs deleted file mode 100644 index 2830325..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/AssemblyInfo.cs +++ /dev/null @@ -1,58 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System.Reflection; -using System.Runtime.InteropServices; - -// Information about this assembly is defined by the following -// attributes. -// -// change them to the information which is associated with the assembly -// you compile. - -[assembly : AssemblyTitle("BulletDotNETPlugin")] -[assembly : AssemblyDescription("")] -[assembly : AssemblyConfiguration("")] -[assembly : AssemblyCompany("http://opensimulator.org")] -[assembly : AssemblyProduct("OdePlugin")] -[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")] -[assembly : AssemblyTrademark("")] -[assembly : AssemblyCulture("")] - -// This sets the default COM visibility of types in the assembly to invisible. -// If you need to expose a type to COM, use [ComVisible(true)] on that type. - -[assembly : ComVisible(false)] - -// The assembly version has following format : -// -// Major.Minor.Build.Revision -// -// You can specify all values by your own or you can build default build and revision -// numbers with the '*' character (the default): - -[assembly : AssemblyVersion("0.6.3.*")] diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs deleted file mode 100644 index ac4e2b9..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs +++ /dev/null @@ -1,1191 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using System.Reflection; -using BulletDotNET; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; -using log4net; - -namespace OpenSim.Region.Physics.BulletDotNETPlugin -{ - public class BulletDotNETCharacter : PhysicsActor - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - public btRigidBody Body; - public btCollisionShape Shell; - public btVector3 tempVector1; - public btVector3 tempVector2; - public btVector3 tempVector3; - public btVector3 tempVector4; - - public btVector3 tempVector5RayCast; - public btVector3 tempVector6RayCast; - public btVector3 tempVector7RayCast; - - public btQuaternion tempQuat1; - public btTransform tempTrans1; - - public ClosestNotMeRayResultCallback ClosestCastResult; - private btTransform m_bodyTransform; - private btVector3 m_bodyPosition; - private btVector3 m_CapsuleOrientationAxis; - private btQuaternion m_bodyOrientation; - private btDefaultMotionState m_bodyMotionState; - private btGeneric6DofConstraint m_aMotor; - // private Vector3 m_movementComparision; - private Vector3 m_position; - private Vector3 m_zeroPosition; - private bool m_zeroFlag = false; - private bool m_lastUpdateSent = false; - private Vector3 m_velocity; - private Vector3 m_target_velocity; - private Vector3 m_acceleration; - private Vector3 m_rotationalVelocity; - private bool m_pidControllerActive = true; - public float PID_D = 80.0f; - public float PID_P = 90.0f; - public float CAPSULE_RADIUS = 0.37f; - public float CAPSULE_LENGTH = 2.140599f; - public float heightFudgeFactor = 0.52f; - public float walkDivisor = 1.3f; - public float runDivisor = 0.8f; - private float m_mass = 80f; - public float m_density = 60f; - private bool m_flying = false; - private bool m_iscolliding = false; - private bool m_iscollidingGround = false; - private bool m_wascolliding = false; - private bool m_wascollidingGround = false; - private bool m_iscollidingObj = false; - private bool m_alwaysRun = false; - private bool m_hackSentFall = false; - private bool m_hackSentFly = false; - public uint m_localID = 0; - public bool m_returnCollisions = false; - // taints and their non-tainted counterparts - public bool m_isPhysical = false; // the current physical status - public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) - private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. - private bool m_taintRemove = false; - // private bool m_taintedPosition = false; - // private Vector3 m_taintedPosition_value; - private Vector3 m_taintedForce; - - private float m_buoyancy = 0f; - - // private CollisionLocker ode; - - // private string m_name = String.Empty; - - private bool[] m_colliderarr = new bool[11]; - private bool[] m_colliderGroundarr = new bool[11]; - - private BulletDotNETScene m_parent_scene; - - public int m_eventsubscription = 0; - private CollisionEventUpdate CollisionEventsThisFrame = null; - private int m_requestedUpdateFrequency = 0; - - public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) - { - m_position = pos; - m_zeroPosition = pos; - m_parent_scene = parent_scene; - PID_D = pid_d; - PID_P = pid_p; - CAPSULE_RADIUS = capsule_radius; - m_density = density; - heightFudgeFactor = height_fudge_factor; - walkDivisor = walk_divisor; - runDivisor = rundivisor; - - for (int i = 0; i < 11; i++) - { - m_colliderarr[i] = false; - } - for (int i = 0; i < 11; i++) - { - m_colliderGroundarr[i] = false; - } - CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; - m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH; - m_isPhysical = false; // current status: no ODE information exists - m_tainted_isPhysical = true; // new tainted status: need to create ODE information - - m_parent_scene.AddPhysicsActorTaint(this); - - // m_name = avName; - tempVector1 = new btVector3(0, 0, 0); - tempVector2 = new btVector3(0, 0, 0); - tempVector3 = new btVector3(0, 0, 0); - tempVector4 = new btVector3(0, 0, 0); - - tempVector5RayCast = new btVector3(0, 0, 0); - tempVector6RayCast = new btVector3(0, 0, 0); - tempVector7RayCast = new btVector3(0, 0, 0); - - tempQuat1 = new btQuaternion(0, 0, 0, 1); - tempTrans1 = new btTransform(tempQuat1, tempVector1); - // m_movementComparision = new PhysicsVector(0, 0, 0); - m_CapsuleOrientationAxis = new btVector3(1, 0, 1); - } - - /// - /// This creates the Avatar's physical Surrogate at the position supplied - /// - /// - /// - /// - - // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access - // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only - // place that is safe to call this routine AvatarGeomAndBodyCreation. - private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) - { - - if (CAPSULE_LENGTH <= 0) - { - m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); - CAPSULE_LENGTH = 0.01f; - - } - - if (CAPSULE_RADIUS <= 0) - { - m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); - CAPSULE_RADIUS = 0.01f; - - } - - Shell = new btCapsuleShape(CAPSULE_RADIUS, CAPSULE_LENGTH); - - if (m_bodyPosition == null) - m_bodyPosition = new btVector3(npositionX, npositionY, npositionZ); - - m_bodyPosition.setValue(npositionX, npositionY, npositionZ); - - if (m_bodyOrientation == null) - m_bodyOrientation = new btQuaternion(m_CapsuleOrientationAxis, (Utils.DEG_TO_RAD * 90)); - - if (m_bodyTransform == null) - m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); - else - { - m_bodyTransform.Dispose(); - m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); - } - - if (m_bodyMotionState == null) - m_bodyMotionState = new btDefaultMotionState(m_bodyTransform); - else - m_bodyMotionState.setWorldTransform(m_bodyTransform); - - m_mass = Mass; - - Body = new btRigidBody(m_mass, m_bodyMotionState, Shell); - // this is used for self identification. User localID instead of body handle - Body.setUserPointer(new IntPtr((int)m_localID)); - - if (ClosestCastResult != null) - ClosestCastResult.Dispose(); - ClosestCastResult = new ClosestNotMeRayResultCallback(Body); - - m_parent_scene.AddRigidBody(Body); - Body.setActivationState(4); - if (m_aMotor != null) - { - if (m_aMotor.Handle != IntPtr.Zero) - { - m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); - m_aMotor.Dispose(); - } - m_aMotor = null; - } - - m_aMotor = new btGeneric6DofConstraint(Body, m_parent_scene.TerrainBody, - m_parent_scene.TransZero, - m_parent_scene.TransZero, false); - m_aMotor.setAngularLowerLimit(m_parent_scene.VectorZero); - m_aMotor.setAngularUpperLimit(m_parent_scene.VectorZero); - - - } - public void Remove() - { - m_taintRemove = true; - } - public override bool Stopped - { - get { return m_zeroFlag; } - } - - public override Vector3 Size - { - get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } - set - { - m_pidControllerActive = true; - - Vector3 SetSize = value; - m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; - //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); - - Velocity = Vector3.Zero; - - m_parent_scene.AddPhysicsActorTaint(this); - } - } - - /// - /// turn the PID controller on or off. - /// The PID Controller will turn on all by itself in many situations - /// - /// - public void SetPidStatus(bool status) - { - m_pidControllerActive = status; - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override uint LocalID - { - set { m_localID = value; } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set { return; } - } - - - public override void CrossingFailure() - { - - } - - public override void link(PhysicsActor obj) - { - - } - - public override void delink() - { - - } - - public override void LockAngularMotion(Vector3 axis) - { - - } - - public override Vector3 Position - { - get { return m_position; } - set - { - // m_taintedPosition_value = value; - m_position = value; - // m_taintedPosition = true; - } - } - - public override float Mass - { - get - { - float AVvolume = (float)(Math.PI * Math.Pow(CAPSULE_RADIUS, 2) * CAPSULE_LENGTH); - return m_density * AVvolume; - } - } - - public override Vector3 Force - { - get { return m_target_velocity; } - set { return; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - - } - - public override void VehicleVectorParam(int param, Vector3 value) - { - - } - - public override void VehicleRotationParam(int param, Quaternion rotation) - { - - } - - public override void VehicleFlags(int param, bool remove) - { - - } - - public override void SetVolumeDetect(int param) - { - - } - - public override Vector3 GeometricCenter - { - get { return Vector3.Zero; } - } - - public override Vector3 CenterOfMass - { - get { return Vector3.Zero; } - } - - public override Vector3 Velocity - { - get - { - if (m_zeroFlag) - return Vector3.Zero; - m_lastUpdateSent = false; - return m_velocity; - } - set - { - m_pidControllerActive = true; - m_target_velocity = value; - } - } - - public override Vector3 Torque - { - get { return Vector3.Zero; } - set { return; } - } - - public override float CollisionScore - { - get { return 0f; } - set { } - } - - public override Vector3 Acceleration - { - get { return m_acceleration; } - } - - public override Quaternion Orientation - { - get { return Quaternion.Identity; } - set - { - - } - } - - public override int PhysicsActorType - { - get { return (int)ActorTypes.Agent; } - set { return; } - } - - public override bool IsPhysical - { - get { return false; } - set { return; } - } - - public override bool Flying - { - get { return m_flying; } - set { m_flying = value; } - } - - public override bool SetAlwaysRun - { - get { return m_alwaysRun; } - set { m_alwaysRun = value; } - } - - - public override bool ThrottleUpdates - { - get { return false; } - set { return; } - } - - /// - /// Returns if the avatar is colliding in general. - /// This includes the ground and objects and avatar. - /// - public override bool IsColliding - { - get { return m_iscolliding; } - set - { - int i; - int truecount = 0; - int falsecount = 0; - - if (m_colliderarr.Length >= 10) - { - for (i = 0; i < 10; i++) - { - m_colliderarr[i] = m_colliderarr[i + 1]; - } - } - m_colliderarr[10] = value; - - for (i = 0; i < 11; i++) - { - if (m_colliderarr[i]) - { - truecount++; - } - else - { - falsecount++; - } - } - - // Equal truecounts and false counts means we're colliding with something. - m_log.DebugFormat("[PHYSICS]: TrueCount:{0}, FalseCount:{1}",truecount,falsecount); - if (falsecount > 1.2 * truecount) - { - m_iscolliding = false; - } - else - { - m_iscolliding = true; - } - if (m_wascolliding != m_iscolliding) - { - //base.SendCollisionUpdate(new CollisionEventUpdate()); - } - m_wascolliding = m_iscolliding; - } - } - - /// - /// Returns if an avatar is colliding with the ground - /// - public override bool CollidingGround - { - get { return m_iscollidingGround; } - set - { - // Collisions against the ground are not really reliable - // So, to get a consistant value we have to average the current result over time - // Currently we use 1 second = 10 calls to this. - int i; - int truecount = 0; - int falsecount = 0; - - if (m_colliderGroundarr.Length >= 10) - { - for (i = 0; i < 10; i++) - { - m_colliderGroundarr[i] = m_colliderGroundarr[i + 1]; - } - } - m_colliderGroundarr[10] = value; - - for (i = 0; i < 11; i++) - { - if (m_colliderGroundarr[i]) - { - truecount++; - } - else - { - falsecount++; - } - } - - // Equal truecounts and false counts means we're colliding with something. - - if (falsecount > 1.2 * truecount) - { - m_iscollidingGround = false; - } - else - { - m_iscollidingGround = true; - } - if (m_wascollidingGround != m_iscollidingGround) - { - //base.SendCollisionUpdate(new CollisionEventUpdate()); - } - m_wascollidingGround = m_iscollidingGround; - } - } - - /// - /// Returns if the avatar is colliding with an object - /// - public override bool CollidingObj - { - get { return m_iscollidingObj; } - set - { - m_iscollidingObj = value; - if (value) - m_pidControllerActive = false; - else - m_pidControllerActive = true; - } - } - - - public override bool FloatOnWater - { - set { return; } - } - - public override Vector3 RotationalVelocity - { - get { return m_rotationalVelocity; } - set { m_rotationalVelocity = value; } - } - - public override bool Kinematic - { - get { return false; } - set { } - } - - public override float Buoyancy - { - get { return m_buoyancy; } - set { m_buoyancy = value; } - } - - public override Vector3 PIDTarget { set { return; } } - public override bool PIDActive { set { return; } } - public override float PIDTau { set { return; } } - - public override bool PIDHoverActive - { - set { return; } - } - - public override float PIDHoverHeight - { - set { return; } - } - - public override PIDHoverType PIDHoverType - { - set { return; } - } - - public override float PIDHoverTau - { - set { return; } - } - - - public override Quaternion APIDTarget - { - set { return; } - } - - public override bool APIDActive - { - set { return; } - } - - public override float APIDStrength - { - set { return; } - } - - public override float APIDDamping - { - set { return; } - } - - /// - /// Adds the force supplied to the Target Velocity - /// The PID controller takes this target velocity and tries to make it a reality - /// - /// - /// Is this a push by a script? - public override void AddForce(Vector3 force, bool pushforce) - { - if (pushforce) - { - m_pidControllerActive = false; - force *= 100f; - doForce(force, false); - //System.Console.WriteLine("Push!"); - //_target_velocity.X += force.X; - // _target_velocity.Y += force.Y; - //_target_velocity.Z += force.Z; - } - else - { - m_pidControllerActive = true; - m_target_velocity.X += force.X; - m_target_velocity.Y += force.Y; - m_target_velocity.Z += force.Z; - } - //m_lastUpdateSent = false; - } - - public void doForce(Vector3 force, bool now) - { - - tempVector3.setValue(force.X, force.Y, force.Z); - if (now) - { - Body.applyCentralForce(tempVector3); - } - else - { - m_taintedForce += force; - m_parent_scene.AddPhysicsActorTaint(this); - } - } - - public void doImpulse(Vector3 force, bool now) - { - - tempVector3.setValue(force.X, force.Y, force.Z); - if (now) - { - Body.applyCentralImpulse(tempVector3); - } - else - { - m_taintedForce += force; - m_parent_scene.AddPhysicsActorTaint(this); - } - } - - public override void AddAngularForce(Vector3 force, bool pushforce) - { - - } - - public override void SetMomentum(Vector3 momentum) - { - - } - - public override void SubscribeEvents(int ms) - { - m_eventsubscription = ms; - m_requestedUpdateFrequency = ms; - m_parent_scene.addCollisionEventReporting(this); - } - - public override void UnSubscribeEvents() - { - m_parent_scene.remCollisionEventReporting(this); - m_eventsubscription = 0; - m_requestedUpdateFrequency = 0; - } - - public override bool SubscribedEvents() - { - if (m_eventsubscription > 0) - return true; - return false; - } - - public void AddCollision(uint collideWith, ContactPoint contact) - { - if (CollisionEventsThisFrame == null) - { - CollisionEventsThisFrame = new CollisionEventUpdate(); - } - CollisionEventsThisFrame.addCollider(collideWith, contact); - } - - public void SendCollisions() - { - if (m_eventsubscription >= m_requestedUpdateFrequency) - { - if (CollisionEventsThisFrame != null) - { - base.SendCollisionUpdate(CollisionEventsThisFrame); - } - CollisionEventsThisFrame = new CollisionEventUpdate(); - m_eventsubscription = 0; - } - return; - } - - internal void Dispose() - { - if (Body.isInWorld()) - m_parent_scene.removeFromWorld(Body); - - if (m_aMotor.Handle != IntPtr.Zero) - m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); - - m_aMotor.Dispose(); m_aMotor = null; - ClosestCastResult.Dispose(); ClosestCastResult = null; - Body.Dispose(); Body = null; - Shell.Dispose(); Shell = null; - tempQuat1.Dispose(); - tempTrans1.Dispose(); - tempVector1.Dispose(); - tempVector2.Dispose(); - tempVector3.Dispose(); - tempVector4.Dispose(); - tempVector5RayCast.Dispose(); - tempVector6RayCast.Dispose(); - - } - - public void ProcessTaints(float timestep) - { - - if (m_tainted_isPhysical != m_isPhysical) - { - if (m_tainted_isPhysical) - { - // Create avatar capsule and related ODE data - if (!(Shell == null && Body == null)) - { - m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - " - + (Shell != null ? "Shell " : "") - + (Body != null ? "Body " : "")); - } - AvatarGeomAndBodyCreation(m_position.X, m_position.Y, m_position.Z); - - - } - else - { - // destroy avatar capsule and related ODE data - - Dispose(); - tempVector1 = new btVector3(0, 0, 0); - tempVector2 = new btVector3(0, 0, 0); - tempVector3 = new btVector3(0, 0, 0); - tempVector4 = new btVector3(0, 0, 0); - - tempVector5RayCast = new btVector3(0, 0, 0); - tempVector6RayCast = new btVector3(0, 0, 0); - tempVector7RayCast = new btVector3(0, 0, 0); - - tempQuat1 = new btQuaternion(0, 0, 0, 1); - tempTrans1 = new btTransform(tempQuat1, tempVector1); - // m_movementComparision = new PhysicsVector(0, 0, 0); - m_CapsuleOrientationAxis = new btVector3(1, 0, 1); - } - - m_isPhysical = m_tainted_isPhysical; - } - - if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH) - { - if (Body != null) - { - - m_pidControllerActive = true; - // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() - //d.JointDestroy(Amotor); - float prevCapsule = CAPSULE_LENGTH; - CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH; - //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); - Dispose(); - - tempVector1 = new btVector3(0, 0, 0); - tempVector2 = new btVector3(0, 0, 0); - tempVector3 = new btVector3(0, 0, 0); - tempVector4 = new btVector3(0, 0, 0); - - tempVector5RayCast = new btVector3(0, 0, 0); - tempVector6RayCast = new btVector3(0, 0, 0); - tempVector7RayCast = new btVector3(0, 0, 0); - - tempQuat1 = new btQuaternion(0, 0, 0, 1); - tempTrans1 = new btTransform(tempQuat1, tempVector1); - // m_movementComparision = new PhysicsVector(0, 0, 0); - m_CapsuleOrientationAxis = new btVector3(1, 0, 1); - - AvatarGeomAndBodyCreation(m_position.X, m_position.Y, - m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); - Velocity = Vector3.Zero; - - } - else - { - m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - " - + (Shell == null ? "Shell " : "") - + (Body == null ? "Body " : "")); - } - } - if (m_taintRemove) - { - Dispose(); - } - } - - /// - /// Called from Simulate - /// This is the avatar's movement control + PID Controller - /// - /// - public void Move(float timeStep) - { - // no lock; for now it's only called from within Simulate() - - // If the PID Controller isn't active then we set our force - // calculating base velocity to the current position - if (Body == null) - return; - tempTrans1.Dispose(); - tempTrans1 = Body.getInterpolationWorldTransform(); - tempVector1.Dispose(); - tempVector1 = tempTrans1.getOrigin(); - tempVector2.Dispose(); - tempVector2 = Body.getInterpolationLinearVelocity(); - - if (m_pidControllerActive == false) - { - m_zeroPosition.X = tempVector1.getX(); - m_zeroPosition.Y = tempVector1.getY(); - m_zeroPosition.Z = tempVector1.getZ(); - } - //PidStatus = true; - - Vector3 vec = Vector3.Zero; - - Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); - - float movementdivisor = 1f; - - if (!m_alwaysRun) - { - movementdivisor = walkDivisor; - } - else - { - movementdivisor = runDivisor; - } - - // if velocity is zero, use position control; otherwise, velocity control - if (m_target_velocity.X == 0.0f && m_target_velocity.Y == 0.0f && m_target_velocity.Z == 0.0f && m_iscolliding) - { - // keep track of where we stopped. No more slippin' & slidin' - if (!m_zeroFlag) - { - m_zeroFlag = true; - m_zeroPosition.X = tempVector1.getX(); - m_zeroPosition.Y = tempVector1.getY(); - m_zeroPosition.Z = tempVector1.getZ(); - } - if (m_pidControllerActive) - { - // We only want to deactivate the PID Controller if we think we want to have our surrogate - // react to the physics scene by moving it's position. - // Avatar to Avatar collisions - // Prim to avatar collisions - - Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); - vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2); - vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2); - if (m_flying) - { - vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D) + (m_zeroPosition.Z - pos.Z) * PID_P; - } - } - //PidStatus = true; - } - else - { - m_pidControllerActive = true; - m_zeroFlag = false; - if (m_iscolliding && !m_flying) - { - // We're standing on something - vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D); - vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D); - } - else if (m_iscolliding && m_flying) - { - // We're flying and colliding with something - vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 16); - vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 16); - } - else if (!m_iscolliding && m_flying) - { - // we're in mid air suspended - vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6); - vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6); - - // We don't want linear velocity to cause our avatar to bounce, so we check target Z and actual velocity X, Y - // rebound preventing - if (m_target_velocity.Z < 0.025f && m_velocity.X < 0.25f && m_velocity.Y < 0.25f) - m_zeroFlag = true; - } - - if (m_iscolliding && !m_flying && m_target_velocity.Z > 0.0f) - { - // We're colliding with something and we're not flying but we're moving - // This means we're walking or running. - Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); - vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P; - if (m_target_velocity.X > 0) - { - vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D; - } - if (m_target_velocity.Y > 0) - { - vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D; - } - } - else if (!m_iscolliding && !m_flying) - { - // we're not colliding and we're not flying so that means we're falling! - // m_iscolliding includes collisions with the ground. - - // d.Vector3 pos = d.BodyGetPosition(Body); - if (m_target_velocity.X > 0) - { - vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D; - } - if (m_target_velocity.Y > 0) - { - vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D; - } - } - - - if (m_flying) - { - vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D); - } - } - if (m_flying) - { - // Slight PID correction - vec.Z += (((-1 * m_parent_scene.gravityz) * m_mass) * 0.06f); - - - //auto fly height. Kitto Flora - //d.Vector3 pos = d.BodyGetPosition(Body); - float target_altitude = m_parent_scene.GetTerrainHeightAtXY(m_position.X, m_position.Y) + 5.0f; - - if (m_position.Z < target_altitude) - { - vec.Z += (target_altitude - m_position.Z) * PID_P * 5.0f; - } - - } - if (Body != null && (((m_target_velocity.X > 0.2f || m_target_velocity.X < -0.2f) || (m_target_velocity.Y > 0.2f || m_target_velocity.Y < -0.2f)))) - { - Body.setFriction(0.001f); - //m_log.DebugFormat("[PHYSICS]: Avatar force applied: {0}, Target:{1}", vec.ToString(), m_target_velocity.ToString()); - } - - if (Body != null) - { - int activationstate = Body.getActivationState(); - if (activationstate == 0) - { - Body.forceActivationState(1); - } - - - } - doImpulse(vec, true); - } - - /// - /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. - /// - public void UpdatePositionAndVelocity() - { - if (Body == null) - return; - //int val = Environment.TickCount; - CheckIfStandingOnObject(); - //m_log.DebugFormat("time:{0}", Environment.TickCount - val); - - //IsColliding = Body.checkCollideWith(m_parent_scene.TerrainBody); - - tempTrans1.Dispose(); - tempTrans1 = Body.getInterpolationWorldTransform(); - tempVector1.Dispose(); - tempVector1 = tempTrans1.getOrigin(); - tempVector2.Dispose(); - tempVector2 = Body.getInterpolationLinearVelocity(); - - // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! - Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); - - // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) - if (vec.X < -10.0f) vec.X = 0.0f; - if (vec.Y < -10.0f) vec.Y = 0.0f; - if (vec.X > (int)Constants.RegionSize + 10.2f) vec.X = (int)Constants.RegionSize + 10.2f; - if (vec.Y > (int)Constants.RegionSize + 10.2f) vec.Y = (int)Constants.RegionSize + 10.2f; - - m_position.X = vec.X; - m_position.Y = vec.Y; - m_position.Z = vec.Z; - - // Did we move last? = zeroflag - // This helps keep us from sliding all over - - if (m_zeroFlag) - { - m_velocity.X = 0.0f; - m_velocity.Y = 0.0f; - m_velocity.Z = 0.0f; - - // Did we send out the 'stopped' message? - if (!m_lastUpdateSent) - { - m_lastUpdateSent = true; - //base.RequestPhysicsterseUpdate(); - - } - } - else - { - m_lastUpdateSent = false; - vec = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); - m_velocity.X = (vec.X); - m_velocity.Y = (vec.Y); - - m_velocity.Z = (vec.Z); - //m_log.Debug(m_target_velocity); - if (m_velocity.Z < -6 && !m_hackSentFall) - { - m_hackSentFall = true; - m_pidControllerActive = false; - } - else if (m_flying && !m_hackSentFly) - { - //m_hackSentFly = true; - //base.SendCollisionUpdate(new CollisionEventUpdate()); - } - else - { - m_hackSentFly = false; - m_hackSentFall = false; - } - } - if (Body != null) - { - if (Body.getFriction() < 0.9f) - Body.setFriction(0.9f); - } - //if (Body != null) - // Body.clearForces(); - } - - public void CheckIfStandingOnObject() - { - - float capsuleHalfHeight = ((CAPSULE_LENGTH + 2*CAPSULE_RADIUS)*0.5f); - - tempVector5RayCast.setValue(m_position.X, m_position.Y, m_position.Z); - tempVector6RayCast.setValue(m_position.X, m_position.Y, m_position.Z - 1 * capsuleHalfHeight * 1.1f); - - - ClosestCastResult.Dispose(); - ClosestCastResult = new ClosestNotMeRayResultCallback(Body); - - try - { - m_parent_scene.getBulletWorld().rayTest(tempVector5RayCast, tempVector6RayCast, ClosestCastResult); - } - catch (AccessViolationException) - { - m_log.Debug("BAD!"); - } - if (ClosestCastResult.hasHit()) - { - - if (tempVector7RayCast != null) - tempVector7RayCast.Dispose(); - - //tempVector7RayCast = ClosestCastResult.getHitPointWorld(); - - /*if (tempVector7RayCast == null) // null == no result also - { - CollidingObj = false; - IsColliding = false; - CollidingGround = false; - - return; - } - float zVal = tempVector7RayCast.getZ(); - if (zVal != 0) - m_log.Debug("[PHYSICS]: HAAAA"); - if (zVal < m_position.Z && zVal > ((CAPSULE_LENGTH + 2 * CAPSULE_RADIUS) *0.5f)) - { - CollidingObj = true; - IsColliding = true; - } - else - { - CollidingObj = false; - IsColliding = false; - CollidingGround = false; - }*/ - - //height+2*radius = capsule full length - //CollidingObj = true; - //IsColliding = true; - m_iscolliding = true; - } - else - { - //CollidingObj = false; - //IsColliding = false; - //CollidingGround = false; - m_iscolliding = false; - } - } - } - -} diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPlugin.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPlugin.cs deleted file mode 100644 index cf75c48..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPlugin.cs +++ /dev/null @@ -1,65 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using OpenSim.Region.Physics.Manager; - -namespace OpenSim.Region.Physics.BulletDotNETPlugin -{ - public class BulletDotNetPlugin : IPhysicsPlugin - { - private BulletDotNETScene m_scene; - private const string m_pluginName = "BulletDotNETPlugin"; - - #region IPhysicsPlugin Members - - public bool Init() - { - return true; - } - - public PhysicsScene GetScene(string sceneIdentifier) - { - if (m_scene == null) - { - m_scene = new BulletDotNETScene(sceneIdentifier); - } - return m_scene; - } - - public string GetName() - { - return m_pluginName; - } - - public void Dispose() - { - - } - - #endregion - } -} \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPluginStructs.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPluginStructs.cs deleted file mode 100644 index 578c22a..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPluginStructs.cs +++ /dev/null @@ -1,60 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; - -public enum StatusIndicators : int -{ - Generic = 0, - Start = 1, - End = 2 -} - -public struct sCollisionData -{ - public uint ColliderLocalId; - public uint CollidedWithLocalId; - public int NumberOfCollisions; - public int CollisionType; - public int StatusIndicator; - public int lastframe; -} - -[Flags] -public enum CollisionCategories : int -{ - Disabled = 0, - Geom = 0x00000001, - Body = 0x00000002, - Space = 0x00000004, - Character = 0x00000008, - Land = 0x00000010, - Water = 0x00000020, - Wind = 0x00000040, - Sensor = 0x00000080, - Selected = 0x00000100 -} \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs deleted file mode 100644 index dc3229a..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs +++ /dev/null @@ -1,2767 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using System.Collections.Generic; -using System.Reflection; -using System.Runtime.InteropServices; -using System.Threading; -using log4net; -using OpenMetaverse; -using BulletDotNET; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; - - -namespace OpenSim.Region.Physics.BulletDotNETPlugin -{ - public class BulletDotNETPrim : PhysicsActor - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - private Vector3 _position; - private Vector3 m_zeroPosition; - private Vector3 _velocity; - private Vector3 _torque; - private Vector3 m_lastVelocity; - private Vector3 m_lastposition; - private Quaternion m_lastorientation = Quaternion.Identity; - private Vector3 m_rotationalVelocity; - private Vector3 _size; - private Vector3 _acceleration; - // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f); - private Quaternion _orientation; - private Vector3 m_taintposition; - private Vector3 m_taintsize; - private Vector3 m_taintVelocity; - private Vector3 m_taintTorque; - private Quaternion m_taintrot; - private Vector3 m_angularlock = Vector3.One; - private Vector3 m_taintAngularLock = Vector3.One; - // private btGeneric6DofConstraint Amotor; - - private Vector3 m_PIDTarget; - private float m_PIDTau; - private float m_PIDHoverHeight; - private float m_PIDHoverTau; - private bool m_useHoverPID; - private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; - private float m_targetHoverHeight; - private float m_groundHeight; - private float m_waterHeight; - private float PID_D = 35f; - private float PID_G = 25f; - // private float m_tensor = 5f; - // private int body_autodisable_frames = 20; - private IMesh primMesh; - - private bool m_usePID; - - private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom - | CollisionCategories.Space - | CollisionCategories.Body - | CollisionCategories.Character - ); - - private bool m_taintshape; - private bool m_taintPhysics; - // private bool m_collidesLand = true; - private bool m_collidesWater; - public bool m_returnCollisions; - - // Default we're a Geometry - // private CollisionCategories m_collisionCategories = (CollisionCategories.Geom); - - // Default, Collide with Other Geometries, spaces and Bodies - // private CollisionCategories m_collisionFlags = m_default_collisionFlags; - - public bool m_taintremove; - public bool m_taintdisable; - public bool m_disabled; - public bool m_taintadd; - public bool m_taintselected; - public bool m_taintCollidesWater; - - public uint m_localID; - - //public GCHandle gc; - // private CollisionLocker ode; - - private bool m_taintforce; - private bool m_taintaddangularforce; - private Vector3 m_force; - private List m_forcelist = new List(); - private List m_angularforcelist = new List(); - - private IMesh _mesh; - private PrimitiveBaseShape _pbs; - private BulletDotNETScene _parent_scene; - public btCollisionShape prim_geom; - public IntPtr _triMeshData; - - private PhysicsActor _parent; - private PhysicsActor m_taintparent; - - private List childrenPrim = new List(); - - private bool iscolliding; - private bool m_isphysical; - private bool m_isSelected; - - internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively - - private bool m_throttleUpdates; - // private int throttleCounter; - public int m_interpenetrationcount; - public float m_collisionscore; - public int m_roundsUnderMotionThreshold; - private int m_crossingfailures; - - public float m_buoyancy; - - public bool outofBounds; - private float m_density = 10.000006836f; // Aluminum g/cm3; - - public bool _zeroFlag; - private bool m_lastUpdateSent; - - - private String m_primName; - private Vector3 _target_velocity; - - public int m_eventsubscription; - private int m_requestedUpdateFrequency = 0; - private CollisionEventUpdate CollisionEventsThisFrame = null; - - public volatile bool childPrim; - - private btVector3 tempPosition1; - private btVector3 tempPosition2; - private btVector3 tempPosition3; - private btVector3 tempSize1; - private btVector3 tempSize2; - private btVector3 tempLinearVelocity1; - private btVector3 tempLinearVelocity2; - private btVector3 tempAngularVelocity1; - private btVector3 tempAngularVelocity2; - private btVector3 tempInertia1; - private btVector3 tempInertia2; - private btVector3 tempAddForce; - private btQuaternion tempOrientation1; - private btQuaternion tempOrientation2; - private btMotionState tempMotionState1; - private btMotionState tempMotionState2; - private btMotionState tempMotionState3; - private btTransform tempTransform1; - private btTransform tempTransform2; - private btTransform tempTransform3; - private btTransform tempTransform4; - private btTriangleIndexVertexArray btshapeArray; - private btVector3 AxisLockAngleHigh; - private btVector3 AxisLockLinearLow; - private btVector3 AxisLockLinearHigh; - private bool forceenable = false; - - private btGeneric6DofConstraint m_aMotor; - - public btRigidBody Body; - - public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, - Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) - { - tempPosition1 = new btVector3(0, 0, 0); - tempPosition2 = new btVector3(0, 0, 0); - tempPosition3 = new btVector3(0, 0, 0); - tempSize1 = new btVector3(0, 0, 0); - tempSize2 = new btVector3(0, 0, 0); - tempLinearVelocity1 = new btVector3(0, 0, 0); - tempLinearVelocity2 = new btVector3(0, 0, 0); - tempAngularVelocity1 = new btVector3(0, 0, 0); - tempAngularVelocity2 = new btVector3(0, 0, 0); - tempInertia1 = new btVector3(0, 0, 0); - tempInertia2 = new btVector3(0, 0, 0); - tempOrientation1 = new btQuaternion(0, 0, 0, 1); - tempOrientation2 = new btQuaternion(0, 0, 0, 1); - _parent_scene = parent_scene; - tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); - tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; - tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; - tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; - - tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); - tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); - tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); - - - AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); - int regionsize = (int)Constants.RegionSize; - - if (regionsize == 256) - regionsize = 512; - - AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); - - _target_velocity = Vector3.Zero; - _velocity = Vector3.Zero; - _position = pos; - m_taintposition = pos; - PID_D = parent_scene.bodyPIDD; - PID_G = parent_scene.bodyPIDG; - m_density = parent_scene.geomDefaultDensity; - // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; - // body_autodisable_frames = parent_scene.bodyFramesAutoDisable; - - prim_geom = null; - Body = null; - - if (size.X <= 0) size.X = 0.01f; - if (size.Y <= 0) size.Y = 0.01f; - if (size.Z <= 0) size.Z = 0.01f; - - _size = size; - m_taintsize = _size; - _acceleration = Vector3.Zero; - m_rotationalVelocity = Vector3.Zero; - _orientation = rotation; - m_taintrot = _orientation; - _mesh = mesh; - _pbs = pbs; - - _parent_scene = parent_scene; - - if (pos.Z < 0) - m_isphysical = false; - else - { - m_isphysical = pisPhysical; - // If we're physical, we need to be in the master space for now. - // linksets *should* be in a space together.. but are not currently - } - m_primName = primName; - m_taintadd = true; - _parent_scene.AddPhysicsActorTaint(this); - - } - - #region PhysicsActor overrides - - public override bool Stopped - { - get { return _zeroFlag; } - } - - public override Vector3 Size - { - get { return _size; } - set { _size = value; } - } - - public override PrimitiveBaseShape Shape - { - set - { - _pbs = value; - m_taintshape = true; - } - } - - public override uint LocalID - { - set - { - //m_log.Info("[PHYSICS]: Setting TrackerID: " + value); - m_localID = value; - } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set - { - // This only makes the object not collidable if the object - // is physical or the object is modified somehow *IN THE FUTURE* - // without this, if an avatar selects prim, they can walk right - // through it while it's selected - m_collisionscore = 0; - if ((m_isphysical && !_zeroFlag) || !value) - { - m_taintselected = value; - _parent_scene.AddPhysicsActorTaint(this); - } - else - { - m_taintselected = value; - m_isSelected = value; - } - } - } - - public override void CrossingFailure() - { - m_crossingfailures++; - if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) - { - base.RaiseOutOfBounds(_position); - return; - } - else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) - { - m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); - } - } - public override void link(PhysicsActor obj) - { - m_taintparent = obj; - } - - public override void delink() - { - m_taintparent = null; - } - - public override void LockAngularMotion(Vector3 axis) - { - m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z); - m_taintAngularLock = axis; - } - - public override Vector3 Position - { - get { return _position; } - - set - { - _position = value; - //m_log.Info("[PHYSICS]: " + _position.ToString()); - } - } - - public override float Mass - { - get { return CalculateMass(); } - } - - public override Vector3 Force - { - //get { return Vector3.Zero; } - get { return m_force; } - set { m_force = value; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - //TODO: - } - - public override void VehicleVectorParam(int param, Vector3 value) - { - //TODO: - } - - public override void VehicleRotationParam(int param, Quaternion rotation) - { - //TODO: - } - - public override void VehicleFlags(int param, bool remove) - { - - } - - public override void SetVolumeDetect(int param) - { - //TODO: GhostObject - m_isVolumeDetect = (param != 0); - - } - - public override Vector3 GeometricCenter - { - get { return Vector3.Zero; } - } - - public override Vector3 CenterOfMass - { - get { return Vector3.Zero; } - } - - public override Vector3 Velocity - { - get - { - // Averate previous velocity with the new one so - // client object interpolation works a 'little' better - Vector3 returnVelocity; - returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; - returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; - returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; - return returnVelocity; - } - set - { - _velocity = value; - - m_taintVelocity = value; - _parent_scene.AddPhysicsActorTaint(this); - } - } - - public override Vector3 Torque - { - get - { - if (!m_isphysical || Body.Handle == IntPtr.Zero) - return Vector3.Zero; - - return _torque; - } - - set - { - m_taintTorque = value; - _parent_scene.AddPhysicsActorTaint(this); - } - } - - public override float CollisionScore - { - get { return m_collisionscore; } - set { m_collisionscore = value; } - } - - public override Vector3 Acceleration - { - get { return _acceleration; } - } - - public override Quaternion Orientation - { - get { return _orientation; } - set { _orientation = value; } - } - - public override int PhysicsActorType - { - get { return (int)ActorTypes.Prim; } - set { return; } - } - - public override bool IsPhysical - { - get { return m_isphysical; } - set { m_isphysical = value; } - } - - public override bool Flying - { - // no flying prims for you - get { return false; } - set { } - } - - public override bool SetAlwaysRun - { - get { return false; } - set { return; } - } - - public override bool ThrottleUpdates - { - get { return m_throttleUpdates; } - set { m_throttleUpdates = value; } - } - - public override bool IsColliding - { - get { return iscolliding; } - set { iscolliding = value; } - } - - public override bool CollidingGround - { - get { return false; } - set { return; } - } - - public override bool CollidingObj - { - get { return false; } - set { return; } - } - - public override bool FloatOnWater - { - set - { - m_taintCollidesWater = value; - _parent_scene.AddPhysicsActorTaint(this); - } - } - - public override Vector3 RotationalVelocity - { - get - { - Vector3 pv = Vector3.Zero; - if (_zeroFlag) - return pv; - m_lastUpdateSent = false; - - if (m_rotationalVelocity.ApproxEquals(pv, 0.2f)) - return pv; - - return m_rotationalVelocity; - } - set { m_rotationalVelocity = value; } - } - - public override bool Kinematic - { - get { return false; } - set { } - } - - public override float Buoyancy - { - get { return m_buoyancy; } - set { m_buoyancy = value; } - } - - public override Vector3 PIDTarget { set { m_PIDTarget = value; ; } } - public override bool PIDActive { set { m_usePID = value; } } - public override float PIDTau { set { m_PIDTau = value; } } - - public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } - public override bool PIDHoverActive { set { m_useHoverPID = value; } } - public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } - public override float PIDHoverTau { set { m_PIDHoverTau = value; } } - - public override Quaternion APIDTarget { set { return; } } - public override bool APIDActive { set { return; } } - public override float APIDStrength { set { return; } } - public override float APIDDamping { set { return; } } - - public override void AddForce(Vector3 force, bool pushforce) - { - m_forcelist.Add(force); - m_taintforce = true; - //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); - } - - public override void AddAngularForce(Vector3 force, bool pushforce) - { - m_angularforcelist.Add(force); - m_taintaddangularforce = true; - } - - public override void SetMomentum(Vector3 momentum) - { - } - - public override void SubscribeEvents(int ms) - { - m_eventsubscription = ms; - m_requestedUpdateFrequency = ms; - _parent_scene.addCollisionEventReporting(this); - } - - public override void UnSubscribeEvents() - { - _parent_scene.remCollisionEventReporting(this); - m_eventsubscription = 0; - m_requestedUpdateFrequency = 0; - } - - public override bool SubscribedEvents() - { - return (m_eventsubscription > 0); - } - - #endregion - - public void AddCollision(uint collideWith, ContactPoint contact) - { - if (CollisionEventsThisFrame == null) - { - CollisionEventsThisFrame = new CollisionEventUpdate(); - } - CollisionEventsThisFrame.addCollider(collideWith, contact); - } - - public void SendCollisions() - { - if (m_eventsubscription >= m_requestedUpdateFrequency) - { - if (CollisionEventsThisFrame != null) - { - base.SendCollisionUpdate(CollisionEventsThisFrame); - } - CollisionEventsThisFrame = null; - // m_eventsubscription = 0; - } - return; - } - - internal void Dispose() - { - //TODO: - DisableAxisMotor(); - DisposeOfBody(); - SetCollisionShape(null); - - if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) - { - tempMotionState3.Dispose(); - tempMotionState3 = null; - } - - if (tempMotionState2 != null && tempMotionState2.Handle != IntPtr.Zero) - { - tempMotionState2.Dispose(); - tempMotionState2 = null; - } - - if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) - { - tempMotionState1.Dispose(); - tempMotionState1 = null; - } - - if (tempTransform4 != null && tempTransform4.Handle != IntPtr.Zero) - { - tempTransform4.Dispose(); - tempTransform4 = null; - } - - if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) - { - tempTransform3.Dispose(); - tempTransform3 = null; - } - - if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) - { - tempTransform2.Dispose(); - tempTransform2 = null; - } - - if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) - { - tempTransform1.Dispose(); - tempTransform1 = null; - } - - if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) - { - tempOrientation2.Dispose(); - tempOrientation2 = null; - } - - if (tempOrientation1 != null && tempOrientation1.Handle != IntPtr.Zero) - { - tempOrientation1.Dispose(); - tempOrientation1 = null; - } - - if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) - { - tempInertia1.Dispose(); - tempInertia1 = null; - } - - if (tempInertia2 != null && tempInertia2.Handle != IntPtr.Zero) - { - tempInertia2.Dispose(); - tempInertia1 = null; - } - - - if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) - { - tempAngularVelocity2.Dispose(); - tempAngularVelocity2 = null; - } - - if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) - { - tempAngularVelocity1.Dispose(); - tempAngularVelocity1 = null; - } - - if (tempLinearVelocity2 != null && tempLinearVelocity2.Handle != IntPtr.Zero) - { - tempLinearVelocity2.Dispose(); - tempLinearVelocity2 = null; - } - - if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) - { - tempLinearVelocity1.Dispose(); - tempLinearVelocity1 = null; - } - - if (tempSize2 != null && tempSize2.Handle != IntPtr.Zero) - { - tempSize2.Dispose(); - tempSize2 = null; - } - - if (tempSize1 != null && tempSize1.Handle != IntPtr.Zero) - { - tempSize1.Dispose(); - tempSize1 = null; - } - - if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) - { - tempPosition3.Dispose(); - tempPosition3 = null; - } - - if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) - { - tempPosition2.Dispose(); - tempPosition2 = null; - } - - if (tempPosition1 != null && tempPosition1.Handle != IntPtr.Zero) - { - tempPosition1.Dispose(); - tempPosition1 = null; - } - if (AxisLockLinearLow != null && AxisLockLinearLow.Handle != IntPtr.Zero) - { - AxisLockLinearLow.Dispose(); - AxisLockLinearLow = null; - } - if (AxisLockLinearHigh != null && AxisLockLinearHigh.Handle != IntPtr.Zero) - { - AxisLockLinearHigh.Dispose(); - AxisLockLinearHigh = null; - } - - } - - - - public void ProcessTaints(float timestep) - { - if (m_taintadd) - { - // m_log.Debug("[PHYSICS]: TaintAdd"); - changeadd(timestep); - } - - if (prim_geom == null) - { - CreateGeom(IntPtr.Zero, primMesh); - - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - // m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); - } - - if (prim_geom.Handle == IntPtr.Zero) - { - CreateGeom(IntPtr.Zero, primMesh); - - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - // m_log.Debug("[PHYSICS]: GEOM_DOESNT_EXSIT"); - - } - - if (!_position.ApproxEquals(m_taintposition, 0f)) - { - // m_log.Debug("[PHYSICS]: TaintMove"); - changemove(timestep); - } - if (m_taintrot != _orientation) - { - // m_log.Debug("[PHYSICS]: TaintRotate"); - rotate(timestep); - } // - - if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) - { - // m_log.Debug("[PHYSICS]: TaintPhysics"); - changePhysicsStatus(timestep); - } - // - - if (!_size.ApproxEquals(m_taintsize, 0f)) - { - // m_log.Debug("[PHYSICS]: TaintSize"); - changesize(timestep); - } - - // - - if (m_taintshape) - { - // m_log.Debug("[PHYSICS]: TaintShape"); - changeshape(timestep); - } // - - if (m_taintforce) - { - // m_log.Debug("[PHYSICS]: TaintForce"); - changeAddForce(timestep); - } - if (m_taintaddangularforce) - { - // m_log.Debug("[PHYSICS]: TaintAngularForce"); - changeAddAngularForce(timestep); - } - if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) - { - // m_log.Debug("[PHYSICS]: TaintTorque"); - changeSetTorque(timestep); - } - if (m_taintdisable) - { - // m_log.Debug("[PHYSICS]: TaintDisable"); - changedisable(timestep); - } - if (m_taintselected != m_isSelected) - { - // m_log.Debug("[PHYSICS]: TaintSelected"); - changeSelectedStatus(timestep); - } - if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) - { - // m_log.Debug("[PHYSICS]: TaintVelocity"); - changevelocity(timestep); - } - if (m_taintparent != _parent) - { - // m_log.Debug("[PHYSICS]: TaintLink"); - changelink(timestep); - } - if (m_taintCollidesWater != m_collidesWater) - { - changefloatonwater(timestep); - } - if (!m_angularlock.ApproxEquals(m_taintAngularLock, 0)) - { - // m_log.Debug("[PHYSICS]: TaintAngularLock"); - changeAngularLock(timestep); - } - if (m_taintremove) - { - DisposeOfBody(); - Dispose(); - } - - } - - #region Physics Scene Change Action routines - - private void changeadd(float timestep) - { - //SetCollisionShape(null); - // Construction of new prim - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - if (_parent_scene.needsMeshing(_pbs)) - { - // Don't need to re-enable body.. it's done in SetMesh - float meshlod = _parent_scene.meshSculptLOD; - - if (IsPhysical) - meshlod = _parent_scene.MeshSculptphysicalLOD; - - IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); - // createmesh returns null when it doesn't mesh. - CreateGeom(IntPtr.Zero, mesh); - } - else - { - _mesh = null; - CreateGeom(IntPtr.Zero, null); - } - - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - //changeSelectedStatus(timestep); - m_taintadd = false; - - } - - private void changemove(float timestep) - { - - // m_log.Debug("[PHYSICS]: _________ChangeMove"); - if (!m_isphysical) - { - tempTransform2 = Body.getWorldTransform(); - btQuaternion quat = tempTransform2.getRotation(); - tempPosition2.setValue(_position.X, _position.Y, _position.Z); - tempTransform2.Dispose(); - tempTransform2 = new btTransform(quat, tempPosition2); - Body.setWorldTransform(tempTransform2); - - changeSelectedStatus(timestep); - - resetCollisionAccounting(); - } - else - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - /* - if (_parent_scene.needsMeshing(_pbs)) - { - // Don't need to re-enable body.. it's done in SetMesh - float meshlod = _parent_scene.meshSculptLOD; - - if (IsPhysical) - meshlod = _parent_scene.MeshSculptphysicalLOD; - - IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); - // createmesh returns null when it doesn't mesh. - CreateGeom(IntPtr.Zero, mesh); - } - else - { - _mesh = null; - CreateGeom(IntPtr.Zero, null); - } - SetCollisionShape(prim_geom); - */ - if (m_isphysical) - SetBody(Mass); - else - SetBody(0); - changeSelectedStatus(timestep); - - resetCollisionAccounting(); - } - m_taintposition = _position; - } - - private void rotate(float timestep) - { - // m_log.Debug("[PHYSICS]: _________ChangeRotate"); - tempTransform2 = Body.getWorldTransform(); - tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); - tempTransform2.setRotation(tempOrientation2); - Body.setWorldTransform(tempTransform2); - - resetCollisionAccounting(); - m_taintrot = _orientation; - } - - private void changePhysicsStatus(float timestep) - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - // m_log.Debug("[PHYSICS]: _________ChangePhysics"); - - ProcessGeomCreation(); - - if (m_isphysical) - SetBody(Mass); - else - SetBody(0); - changeSelectedStatus(timestep); - - resetCollisionAccounting(); - m_taintPhysics = m_isphysical; - } - - - - internal void ProcessGeomCreation() - { - if (_parent_scene.needsMeshing(_pbs)) - { - ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); - // createmesh returns null when it doesn't mesh. - CreateGeom(IntPtr.Zero, _mesh); - } - else - { - _mesh = null; - CreateGeom(IntPtr.Zero, null); - } - SetCollisionShape(prim_geom); - } - - internal bool NeedsMeshing() - { - return _parent_scene.needsMeshing(_pbs); - } - - internal void ProcessGeomCreationAsTriMesh(Vector3 positionOffset, Quaternion orientation) - { - // Don't need to re-enable body.. it's done in SetMesh - float meshlod = _parent_scene.meshSculptLOD; - - if (IsPhysical) - meshlod = _parent_scene.MeshSculptphysicalLOD; - - IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); - if (!positionOffset.ApproxEquals(Vector3.Zero, 0.001f) || orientation != Quaternion.Identity) - { - - float[] xyz = new float[3]; - xyz[0] = positionOffset.X; - xyz[1] = positionOffset.Y; - xyz[2] = positionOffset.Z; - - Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); - - float[,] matrix = new float[3, 3]; - - matrix[0, 0] = m4.M11; - matrix[0, 1] = m4.M12; - matrix[0, 2] = m4.M13; - matrix[1, 0] = m4.M21; - matrix[1, 1] = m4.M22; - matrix[1, 2] = m4.M23; - matrix[2, 0] = m4.M31; - matrix[2, 1] = m4.M32; - matrix[2, 2] = m4.M33; - - - mesh.TransformLinear(matrix, xyz); - - - - } - - _mesh = mesh; - } - - private void changesize(float timestep) - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - - // m_log.Debug("[PHYSICS]: _________ChangeSize"); - SetCollisionShape(null); - // Construction of new prim - ProcessGeomCreation(); - - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - - m_taintsize = _size; - - } - - private void changeshape(float timestep) - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - // Cleanup of old prim geometry and Bodies - if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) - { - if (childPrim) - { - if (_parent != null) - { - BulletDotNETPrim parent = (BulletDotNETPrim)_parent; - parent.ChildDelink(this); - } - } - else - { - //disableBody(); - } - } - try - { - //SetCollisionShape(null); - } - catch (System.AccessViolationException) - { - //prim_geom = IntPtr.Zero; - m_log.Error("[PHYSICS]: PrimGeom dead"); - } - - // we don't need to do space calculation because the client sends a position update also. - if (_size.X <= 0) _size.X = 0.01f; - if (_size.Y <= 0) _size.Y = 0.01f; - if (_size.Z <= 0) _size.Z = 0.01f; - // Construction of new prim - - ProcessGeomCreation(); - - tempPosition1.setValue(_position.X, _position.Y, _position.Z); - if (tempOrientation1.Handle != IntPtr.Zero) - tempOrientation1.Dispose(); - tempOrientation1 = new btQuaternion(_orientation.X, Orientation.Y, _orientation.Z, _orientation.W); - if (tempTransform1 != null && tempTransform1.Handle != IntPtr.Zero) - tempTransform1.Dispose(); - tempTransform1 = new btTransform(tempOrientation1, tempPosition1); - - - - - //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); - if (IsPhysical) - { - SetBody(Mass); - // Re creates body on size. - // EnableBody also does setMass() - - } - else - { - SetBody(0); - } - - changeSelectedStatus(timestep); - if (childPrim) - { - if (_parent is BulletDotNETPrim) - { - BulletDotNETPrim parent = (BulletDotNETPrim)_parent; - parent.ChildSetGeom(this); - } - } - resetCollisionAccounting(); - - m_taintshape = false; - } - - private void resetCollisionAccounting() - { - m_collisionscore = 0; - } - - private void ChildSetGeom(BulletDotNETPrim bulletDotNETPrim) - { - // TODO: throw new NotImplementedException(); - } - - private void changeAddForce(float timestep) - { - if (!m_isSelected) - { - lock (m_forcelist) - { - //m_log.Info("[PHYSICS]: dequeing forcelist"); - if (IsPhysical) - { - Vector3 iforce = Vector3.Zero; - for (int i = 0; i < m_forcelist.Count; i++) - { - iforce = iforce + m_forcelist[i]; - } - - if (Body != null && Body.Handle != IntPtr.Zero) - { - if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) - tempAddForce.Dispose(); - enableBodySoft(); - tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); - Body.applyCentralImpulse(tempAddForce); - } - } - m_forcelist.Clear(); - } - - m_collisionscore = 0; - m_interpenetrationcount = 0; - } - - m_taintforce = false; - - } - - private void changeAddAngularForce(float timestep) - { - if (!m_isSelected) - { - lock (m_angularforcelist) - { - //m_log.Info("[PHYSICS]: dequeing forcelist"); - if (IsPhysical) - { - Vector3 iforce = Vector3.Zero; - for (int i = 0; i < m_angularforcelist.Count; i++) - { - iforce = iforce + m_angularforcelist[i]; - } - - if (Body != null && Body.Handle != IntPtr.Zero) - { - if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) - tempAddForce.Dispose(); - enableBodySoft(); - tempAddForce = new btVector3(iforce.X, iforce.Y, iforce.Z); - Body.applyTorqueImpulse(tempAddForce); - } - - } - m_angularforcelist.Clear(); - } - - m_collisionscore = 0; - m_interpenetrationcount = 0; - } - - m_taintaddangularforce = false; - } - - private void changeSetTorque(float timestep) - { - if (!m_isSelected) - { - if (IsPhysical) - { - if (Body != null && Body.Handle != IntPtr.Zero) - { - tempAngularVelocity2.setValue(m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z); - Body.applyTorque(tempAngularVelocity2); - } - } - } - m_taintTorque = Vector3.Zero; - } - - private void changedisable(float timestep) - { - // TODO: throw new NotImplementedException(); - } - - private void changeSelectedStatus(float timestep) - { - // TODO: throw new NotImplementedException(); - if (m_taintselected) - { - // Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); - disableBodySoft(); - - } - else - { - // Body.setCollisionFlags(0 | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); - enableBodySoft(); - } - m_isSelected = m_taintselected; - - } - - private void changevelocity(float timestep) - { - if (!m_isSelected) - { - if (IsPhysical) - { - if (Body != null && Body.Handle != IntPtr.Zero) - { - tempLinearVelocity2.setValue(m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); - Body.setLinearVelocity(tempLinearVelocity2); - } - } - - //resetCollisionAccounting(); - } - m_taintVelocity = Vector3.Zero; - } - - private void changelink(float timestep) - { - if (IsPhysical) - { - // Construction of new prim - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - //Body.Dispose(); - } - //Body = null; - // TODO: dispose parts that make up body - } - - if (_parent == null && m_taintparent != null) - { - - if (m_taintparent is BulletDotNETPrim) - { - BulletDotNETPrim obj = (BulletDotNETPrim)m_taintparent; - obj.ParentPrim(this); - childPrim = true; - - } - } - else if (_parent != null && m_taintparent == null) - { - if (_parent is BulletDotNETPrim) - { - BulletDotNETPrim obj = (BulletDotNETPrim)_parent; - obj.ChildDelink(obj); - - childPrim = false; - } - } - - if (m_taintparent != null) - { - Vector3 taintparentPosition = m_taintparent.Position; - taintparentPosition.Z = m_taintparent.Position.Z + 0.02f; - m_taintparent.Position = taintparentPosition; - _parent_scene.AddPhysicsActorTaint(m_taintparent); - } - } - _parent = m_taintparent; - - m_taintPhysics = m_isphysical; - - } - - private void changefloatonwater(float timestep) - { - // TODO: throw new NotImplementedException(); - } - - private void changeAngularLock(float timestep) - { - if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) - { - if (_parent == null) - { - if (!m_taintAngularLock.ApproxEquals(Vector3.One, 0f)) - { - //d.BodySetFiniteRotationMode(Body, 0); - //d.BodySetFiniteRotationAxis(Body,m_taintAngularLock.X,m_taintAngularLock.Y,m_taintAngularLock.Z); - EnableAxisMotor(m_taintAngularLock); - } - else - { - DisableAxisMotor(); - } - } - - } - m_angularlock = m_taintAngularLock; - - } - #endregion - - - - - internal void Move(float timestep) - { - //TODO: - float fx = 0; - float fy = 0; - float fz = 0; - - if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero && !m_isSelected) - { - float m_mass = CalculateMass(); - - fz = 0f; - //m_log.Info(m_collisionFlags.ToString()); - - if (m_buoyancy != 0) - { - if (m_buoyancy > 0) - { - fz = (((-1 * _parent_scene.gravityz) * m_buoyancy) * m_mass) * 0.035f; - - //d.Vector3 l_velocity = d.BodyGetLinearVel(Body); - //m_log.Info("Using Buoyancy: " + buoyancy + " G: " + (_parent_scene.gravityz * m_buoyancy) + "mass:" + m_mass + " Pos: " + Position.ToString()); - } - else - { - fz = (-1 * (((-1 * _parent_scene.gravityz) * (-1 * m_buoyancy)) * m_mass) * 0.035f); - } - } - - if (m_usePID) - { - PID_D = 61f; - PID_G = 65f; - //if (!d.BodyIsEnabled(Body)) - //d.BodySetForce(Body, 0f, 0f, 0f); - // If we're using the PID controller, then we have no gravity - fz = ((-1 * _parent_scene.gravityz) * m_mass) * 1.025f; - - // no lock; for now it's only called from within Simulate() - - // If the PID Controller isn't active then we set our force - // calculating base velocity to the current position - - if ((m_PIDTau < 1) && (m_PIDTau != 0)) - { - //PID_G = PID_G / m_PIDTau; - m_PIDTau = 1; - } - - if ((PID_G - m_PIDTau) <= 0) - { - PID_G = m_PIDTau + 1; - } - - // TODO: NEED btVector3 for Linear Velocity - // NEED btVector3 for Position - - Vector3 pos = _position; //TODO: Insert values gotten from bullet - Vector3 vel = _velocity; - - _target_velocity = - new Vector3( - (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), - (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), - (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) - ); - - if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) - { - - /* TODO: Do Bullet equiv - * - d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); - d.BodySetLinearVel(Body, 0, 0, 0); - d.BodyAddForce(Body, 0, 0, fz); - return; - */ - } - else - { - _zeroFlag = false; - - fx = ((_target_velocity.X) - vel.X) * (PID_D); - fy = ((_target_velocity.Y) - vel.Y) * (PID_D); - fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); - - } - - } - - if (m_useHoverPID && !m_usePID) - { - // If we're using the PID controller, then we have no gravity - fz = (-1 * _parent_scene.gravityz) * m_mass; - - // no lock; for now it's only called from within Simulate() - - // If the PID Controller isn't active then we set our force - // calculating base velocity to the current position - - if ((m_PIDTau < 1)) - { - PID_G = PID_G / m_PIDTau; - } - - if ((PID_G - m_PIDTau) <= 0) - { - PID_G = m_PIDTau + 1; - } - Vector3 pos = Vector3.Zero; //TODO: Insert values gotten from bullet - Vector3 vel = Vector3.Zero; - - // determine what our target height really is based on HoverType - switch (m_PIDHoverType) - { - case PIDHoverType.Absolute: - m_targetHoverHeight = m_PIDHoverHeight; - break; - case PIDHoverType.Ground: - m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); - m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; - break; - case PIDHoverType.GroundAndWater: - m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); - m_waterHeight = _parent_scene.GetWaterLevel(); - if (m_groundHeight > m_waterHeight) - { - m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; - } - else - { - m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; - } - break; - case PIDHoverType.Water: - m_waterHeight = _parent_scene.GetWaterLevel(); - m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; - break; - } - - - _target_velocity = - new Vector3(0.0f, 0.0f, - (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep) - ); - - // if velocity is zero, use position control; otherwise, velocity control - - if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) - { - - /* TODO: Do Bullet Equiv - d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); - d.BodySetLinearVel(Body, vel.X, vel.Y, 0); - d.BodyAddForce(Body, 0, 0, fz); - */ - if (Body != null && Body.Handle != IntPtr.Zero) - { - Body.setLinearVelocity(_parent_scene.VectorZero); - Body.clearForces(); - } - return; - } - else - { - _zeroFlag = false; - - // We're flying and colliding with something - fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); - } - } - - fx *= m_mass; - fy *= m_mass; - //fz *= m_mass; - - fx += m_force.X; - fy += m_force.Y; - fz += m_force.Z; - - //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); - if (fx != 0 || fy != 0 || fz != 0) - { - /* - * TODO: Do Bullet Equiv - if (!d.BodyIsEnabled(Body)) - { - d.BodySetLinearVel(Body, 0f, 0f, 0f); - d.BodySetForce(Body, 0, 0, 0); - enableBodySoft(); - } - */ - if (!Body.isActive()) - { - Body.clearForces(); - enableBodySoft(); - } - // 35x10 = 350n times the mass per second applied maximum. - - float nmax = 35f * m_mass; - float nmin = -35f * m_mass; - - - if (fx > nmax) - fx = nmax; - if (fx < nmin) - fx = nmin; - if (fy > nmax) - fy = nmax; - if (fy < nmin) - fy = nmin; - - // TODO: Do Bullet Equiv - // d.BodyAddForce(Body, fx, fy, fz); - if (Body != null && Body.Handle != IntPtr.Zero) - { - Body.activate(true); - if (tempAddForce != null && tempAddForce.Handle != IntPtr.Zero) - tempAddForce.Dispose(); - - tempAddForce = new btVector3(fx * 0.01f, fy * 0.01f, fz * 0.01f); - Body.applyCentralImpulse(tempAddForce); - } - } - else - { - // if no forces on the prim, make sure everything is zero - Body.clearForces(); - enableBodySoft(); - } - } - else - { - if (m_zeroPosition == null) - m_zeroPosition = Vector3.Zero; - m_zeroPosition = _position; - return; - } - } - - - - - #region Mass Calculation - - private float CalculateMass() - { - float volume = 0; - - // No material is passed to the physics engines yet.. soo.. - // we're using the m_density constant in the class definition - - float returnMass = 0; - - switch (_pbs.ProfileShape) - { - case ProfileShape.Square: - // Profile Volume - - volume = _size.X * _size.Y * _size.Z; - - // If the user has 'hollowed out' - // ProfileHollow is one of those 0 to 50000 values :P - // we like percentages better.. so turning into a percentage - - if (((float)_pbs.ProfileHollow / 50000f) > 0.0) - { - float hollowAmount = (float)_pbs.ProfileHollow / 50000f; - - // calculate the hollow volume by it's shape compared to the prim shape - float hollowVolume = 0; - switch (_pbs.HollowShape) - { - case HollowShape.Square: - case HollowShape.Same: - // Cube Hollow volume calculation - float hollowsizex = _size.X * hollowAmount; - float hollowsizey = _size.Y * hollowAmount; - float hollowsizez = _size.Z * hollowAmount; - hollowVolume = hollowsizex * hollowsizey * hollowsizez; - break; - - case HollowShape.Circle: - // Hollow shape is a perfect cyllinder in respect to the cube's scale - // Cyllinder hollow volume calculation - float hRadius = _size.X / 2; - float hLength = _size.Z; - - // pi * r2 * h - hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); - break; - - case HollowShape.Triangle: - // Equilateral Triangular Prism volume hollow calculation - // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y - - float aLength = _size.Y; - // 1/2 abh - hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); - break; - - default: - hollowVolume = 0; - break; - } - volume = volume - hollowVolume; - } - - break; - case ProfileShape.Circle: - if (_pbs.PathCurve == (byte)Extrusion.Straight) - { - // Cylinder - float volume1 = (float)(Math.PI * Math.Pow(_size.X / 2, 2) * _size.Z); - float volume2 = (float)(Math.PI * Math.Pow(_size.Y / 2, 2) * _size.Z); - - // Approximating the cylinder's irregularity. - if (volume1 > volume2) - { - volume = (float)volume1 - (volume1 - volume2); - } - else if (volume2 > volume1) - { - volume = (float)volume2 - (volume2 - volume1); - } - else - { - // Regular cylinder - volume = volume1; - } - } - else - { - // We don't know what the shape is yet, so use default - volume = _size.X * _size.Y * _size.Z; - } - // If the user has 'hollowed out' - // ProfileHollow is one of those 0 to 50000 values :P - // we like percentages better.. so turning into a percentage - - if (((float)_pbs.ProfileHollow / 50000f) > 0.0) - { - float hollowAmount = (float)_pbs.ProfileHollow / 50000f; - - // calculate the hollow volume by it's shape compared to the prim shape - float hollowVolume = 0; - switch (_pbs.HollowShape) - { - case HollowShape.Same: - case HollowShape.Circle: - // Hollow shape is a perfect cyllinder in respect to the cube's scale - // Cyllinder hollow volume calculation - float hRadius = _size.X / 2; - float hLength = _size.Z; - - // pi * r2 * h - hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount); - break; - - case HollowShape.Square: - // Cube Hollow volume calculation - float hollowsizex = _size.X * hollowAmount; - float hollowsizey = _size.Y * hollowAmount; - float hollowsizez = _size.Z * hollowAmount; - hollowVolume = hollowsizex * hollowsizey * hollowsizez; - break; - - case HollowShape.Triangle: - // Equilateral Triangular Prism volume hollow calculation - // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y - - float aLength = _size.Y; - // 1/2 abh - hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); - break; - - default: - hollowVolume = 0; - break; - } - volume = volume - hollowVolume; - } - break; - - case ProfileShape.HalfCircle: - if (_pbs.PathCurve == (byte)Extrusion.Curve1) - { - if (_size.X == _size.Y && _size.Z == _size.X) - { - // regular sphere - // v = 4/3 * pi * r^3 - float sradius3 = (float)Math.Pow((_size.X / 2), 3); - volume = (float)((4 / 3f) * Math.PI * sradius3); - } - else - { - // we treat this as a box currently - volume = _size.X * _size.Y * _size.Z; - } - } - else - { - // We don't know what the shape is yet, so use default - volume = _size.X * _size.Y * _size.Z; - } - break; - - case ProfileShape.EquilateralTriangle: - /* - v = (abs((xB*yA-xA*yB)+(xC*yB-xB*yC)+(xA*yC-xC*yA))/2) * h - - // seed mesh - Vertex MM = new Vertex(-0.25f, -0.45f, 0.0f); - Vertex PM = new Vertex(+0.5f, 0f, 0.0f); - Vertex PP = new Vertex(-0.25f, +0.45f, 0.0f); - */ - float xA = -0.25f * _size.X; - float yA = -0.45f * _size.Y; - - float xB = 0.5f * _size.X; - float yB = 0; - - float xC = -0.25f * _size.X; - float yC = 0.45f * _size.Y; - - volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * _size.Z); - - // If the user has 'hollowed out' - // ProfileHollow is one of those 0 to 50000 values :P - // we like percentages better.. so turning into a percentage - float fhollowFactor = ((float)_pbs.ProfileHollow / 1.9f); - if (((float)fhollowFactor / 50000f) > 0.0) - { - float hollowAmount = (float)fhollowFactor / 50000f; - - // calculate the hollow volume by it's shape compared to the prim shape - float hollowVolume = 0; - switch (_pbs.HollowShape) - { - case HollowShape.Same: - case HollowShape.Triangle: - // Equilateral Triangular Prism volume hollow calculation - // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y - - float aLength = _size.Y; - // 1/2 abh - hollowVolume = (float)((0.5 * aLength * _size.X * _size.Z) * hollowAmount); - break; - - case HollowShape.Square: - // Cube Hollow volume calculation - float hollowsizex = _size.X * hollowAmount; - float hollowsizey = _size.Y * hollowAmount; - float hollowsizez = _size.Z * hollowAmount; - hollowVolume = hollowsizex * hollowsizey * hollowsizez; - break; - - case HollowShape.Circle: - // Hollow shape is a perfect cyllinder in respect to the cube's scale - // Cyllinder hollow volume calculation - float hRadius = _size.X / 2; - float hLength = _size.Z; - - // pi * r2 * h - hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount); - break; - - default: - hollowVolume = 0; - break; - } - volume = volume - hollowVolume; - } - break; - - default: - // we don't have all of the volume formulas yet so - // use the common volume formula for all - volume = _size.X * _size.Y * _size.Z; - break; - } - - // Calculate Path cut effect on volume - // Not exact, in the triangle hollow example - // They should never be zero or less then zero.. - // we'll ignore it if it's less then zero - - // ProfileEnd and ProfileBegin are values - // from 0 to 50000 - - // Turning them back into percentages so that I can cut that percentage off the volume - - float PathCutEndAmount = _pbs.ProfileEnd; - float PathCutStartAmount = _pbs.ProfileBegin; - if (((PathCutStartAmount + PathCutEndAmount) / 50000f) > 0.0f) - { - float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount) / 50000f); - - // Check the return amount for sanity - if (pathCutAmount >= 0.99f) - pathCutAmount = 0.99f; - - volume = volume - (volume * pathCutAmount); - } - UInt16 taperX = _pbs.PathScaleX; - UInt16 taperY = _pbs.PathScaleY; - float taperFactorX = 0; - float taperFactorY = 0; - - // Mass = density * volume - if (taperX != 100) - { - if (taperX > 100) - { - taperFactorX = 1.0f - ((float)taperX / 200); - //m_log.Warn("taperTopFactorX: " + extr.taperTopFactorX.ToString()); - } - else - { - taperFactorX = 1.0f - ((100 - (float)taperX) / 100); - //m_log.Warn("taperBotFactorX: " + extr.taperBotFactorX.ToString()); - } - volume = (float)volume * ((taperFactorX / 3f) + 0.001f); - } - - if (taperY != 100) - { - if (taperY > 100) - { - taperFactorY = 1.0f - ((float)taperY / 200); - //m_log.Warn("taperTopFactorY: " + extr.taperTopFactorY.ToString()); - } - else - { - taperFactorY = 1.0f - ((100 - (float)taperY) / 100); - //m_log.Warn("taperBotFactorY: " + extr.taperBotFactorY.ToString()); - } - volume = (float)volume * ((taperFactorY / 3f) + 0.001f); - } - returnMass = m_density * volume; - if (returnMass <= 0) returnMass = 0.0001f;//ckrinke: Mass must be greater then zero. - - - - // Recursively calculate mass - bool HasChildPrim = false; - lock (childrenPrim) - { - if (childrenPrim.Count > 0) - { - HasChildPrim = true; - } - - } - if (HasChildPrim) - { - BulletDotNETPrim[] childPrimArr = new BulletDotNETPrim[0]; - - lock (childrenPrim) - childPrimArr = childrenPrim.ToArray(); - - for (int i = 0; i < childPrimArr.Length; i++) - { - if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove) - returnMass += childPrimArr[i].CalculateMass(); - // failsafe, this shouldn't happen but with OpenSim, you never know :) - if (i > 256) - break; - } - } - - - - - - return returnMass; - } - - #endregion - - - public void CreateGeom(IntPtr m_targetSpace, IMesh p_mesh) - { - // m_log.Debug("[PHYSICS]: _________CreateGeom"); - if (p_mesh != null) - { - //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); - _mesh = p_mesh; - setMesh(_parent_scene, _mesh); - - } - else - { - if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) - { - if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) - { - if (((_size.X / 2f) > 0f)) - { - //SetGeom to a Regular Sphere - if (tempSize1 == null) - tempSize1 = new btVector3(0, 0, 0); - tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); - SetCollisionShape(new btSphereShape(_size.X * 0.5f)); - } - else - { - // uses halfextents - if (tempSize1 == null) - tempSize1 = new btVector3(0, 0, 0); - tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); - SetCollisionShape(new btBoxShape(tempSize1)); - } - } - else - { - // uses halfextents - if (tempSize1 == null) - tempSize1 = new btVector3(0, 0, 0); - tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); - SetCollisionShape(new btBoxShape(tempSize1)); - } - - } - else - { - if (tempSize1 == null) - tempSize1 = new btVector3(0, 0, 0); - // uses halfextents - tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f); - SetCollisionShape(new btBoxShape(tempSize1)); - } - } - } - - private void setMesh(BulletDotNETScene _parent_scene, IMesh mesh) - { - // TODO: Set Collision Body Mesh - // This sleeper is there to moderate how long it takes between - // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object - // m_log.Debug("_________SetMesh"); - Thread.Sleep(10); - - //Kill Body so that mesh can re-make the geom - if (IsPhysical && Body != null && Body.Handle != IntPtr.Zero) - { - if (childPrim) - { - if (_parent != null) - { - BulletDotNETPrim parent = (BulletDotNETPrim)_parent; - parent.ChildDelink(this); - } - } - else - { - //disableBody(); - } - } - - //IMesh oldMesh = primMesh; - - //primMesh = mesh; - - //float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory - //int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage - ////Array.Reverse(indexList); - //primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory - - IMesh oldMesh = primMesh; - - primMesh = mesh; - - float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory - int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage - //Array.Reverse(indexList); - mesh.releaseSourceMeshData(); // free up the original mesh data to save memory - - - int VertexCount = vertexList.GetLength(0) / 3; - int IndexCount = indexList.GetLength(0); - - if (btshapeArray != null && btshapeArray.Handle != IntPtr.Zero) - btshapeArray.Dispose(); - //Array.Reverse(indexList); - btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), - VertexCount, vertexList, 3 * sizeof(float)); - SetCollisionShape(new btGImpactMeshShape(btshapeArray)); - //((btGImpactMeshShape) prim_geom).updateBound(); - ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); - ((btGImpactMeshShape)prim_geom).updateBound(); - _parent_scene.SetUsingGImpact(); - //if (oldMesh != null) - //{ - // oldMesh.releasePinned(); - // oldMesh = null; - //} - - } - - private void SetCollisionShape(btCollisionShape shape) - { - /* - if (shape == null) - m_log.Debug("[PHYSICS]:SetShape!Null"); - else - m_log.Debug("[PHYSICS]:SetShape!"); - - if (Body != null) - { - DisposeOfBody(); - } - - if (prim_geom != null) - { - prim_geom.Dispose(); - prim_geom = null; - } - */ - prim_geom = shape; - - //Body.set - } - - public void SetBody(float mass) - { - - if (!IsPhysical || childrenPrim.Count == 0) - { - if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) - tempMotionState1.Dispose(); - if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) - tempTransform2.Dispose(); - if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) - tempOrientation2.Dispose(); - - if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) - tempPosition2.Dispose(); - - tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); - tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); - tempTransform2 = new btTransform(tempOrientation2, tempPosition2); - tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); - if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) - tempInertia1.Dispose(); - tempInertia1 = new btVector3(0, 0, 0); - - - prim_geom.calculateLocalInertia(mass, tempInertia1); - - if (mass != 0) - _parent_scene.addActivePrim(this); - else - _parent_scene.remActivePrim(this); - - // Body = new btRigidBody(mass, tempMotionState1, prim_geom); - //else - // Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); - if (Body == null) - { - Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); - // add localID so we can later map bullet object back to OpenSim object - Body.setUserPointer(new IntPtr((int)m_localID)); - } - - - if (prim_geom is btGImpactMeshShape) - { - ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); - ((btGImpactMeshShape)prim_geom).updateBound(); - } - //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); - //Body.setUserPointer((IntPtr) (int)m_localID); - _parent_scene.AddPrimToScene(this); - } - else - { - // bool hasTrimesh = false; - lock (childrenPrim) - { - foreach (BulletDotNETPrim chld in childrenPrim) - { - if (chld == null) - continue; - - // if (chld.NeedsMeshing()) - // hasTrimesh = true; - } - } - - //if (hasTrimesh) - //{ - ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); - // createmesh returns null when it doesn't mesh. - - /* - if (_mesh is Mesh) - { - } - else - { - m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); - return; - } - */ - - - - foreach (BulletDotNETPrim chld in childrenPrim) - { - if (chld == null) - continue; - Vector3 offset = chld.Position - Position; - Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); - pos *= Quaternion.Inverse(Orientation); - //pos *= Orientation; - offset = pos; - chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); - - _mesh.Append(chld._mesh); - - - } - setMesh(_parent_scene, _mesh); - - //} - - if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) - tempMotionState1.Dispose(); - if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) - tempTransform2.Dispose(); - if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) - tempOrientation2.Dispose(); - - if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) - tempPosition2.Dispose(); - - tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); - tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); - tempTransform2 = new btTransform(tempOrientation2, tempPosition2); - tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); - if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) - tempInertia1.Dispose(); - tempInertia1 = new btVector3(0, 0, 0); - - - prim_geom.calculateLocalInertia(mass, tempInertia1); - - if (mass != 0) - _parent_scene.addActivePrim(this); - else - _parent_scene.remActivePrim(this); - - // Body = new btRigidBody(mass, tempMotionState1, prim_geom); - //else - // Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); - if (Body == null) - { - Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); - // each body has the localID stored into it so we can identify collision objects - Body.setUserPointer(new IntPtr((int)m_localID)); - } - - if (prim_geom is btGImpactMeshShape) - { - ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); - ((btGImpactMeshShape)prim_geom).updateBound(); - } - _parent_scene.AddPrimToScene(this); - - } - - if (IsPhysical) - changeAngularLock(0); - } - - private void DisposeOfBody() - { - if (Body != null) - { - if (Body.Handle != IntPtr.Zero) - { - DisableAxisMotor(); - _parent_scene.removeFromWorld(this, Body); - Body.Dispose(); - } - Body = null; - // TODO: dispose parts that make up body - } - } - - private void ChildDelink(BulletDotNETPrim pPrim) - { - // Okay, we have a delinked child.. need to rebuild the body. - lock (childrenPrim) - { - foreach (BulletDotNETPrim prm in childrenPrim) - { - prm.childPrim = true; - prm.disableBody(); - - } - } - disableBody(); - - lock (childrenPrim) - { - childrenPrim.Remove(pPrim); - } - - - - - if (Body != null && Body.Handle != IntPtr.Zero) - { - _parent_scene.remActivePrim(this); - } - - - - lock (childrenPrim) - { - foreach (BulletDotNETPrim prm in childrenPrim) - { - ParentPrim(prm); - } - } - - } - - internal void ParentPrim(BulletDotNETPrim prm) - { - if (prm == null) - return; - - - - lock (childrenPrim) - { - if (!childrenPrim.Contains(prm)) - { - childrenPrim.Add(prm); - } - } - - - } - - public void disableBody() - { - //this kills the body so things like 'mesh' can re-create it. - /* - lock (this) - { - if (!childPrim) - { - if (Body != null && Body.Handle != IntPtr.Zero) - { - _parent_scene.remActivePrim(this); - - m_collisionCategories &= ~CollisionCategories.Body; - m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); - - if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) - { - // TODO: Set Category bits and Flags - } - - // TODO: destroy body - DisposeOfBody(); - - lock (childrenPrim) - { - if (childrenPrim.Count > 0) - { - foreach (BulletDotNETPrim prm in childrenPrim) - { - _parent_scene.remActivePrim(prm); - prm.DisposeOfBody(); - prm.SetCollisionShape(null); - } - } - - } - - DisposeOfBody(); - } - } - else - { - _parent_scene.remActivePrim(this); - m_collisionCategories &= ~CollisionCategories.Body; - m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); - - if (prim_geom != null && prim_geom.Handle != IntPtr.Zero) - { - // TODO: Set Category bits and Flags - } - - DisposeOfBody(); - } - - } - */ - DisableAxisMotor(); - m_disabled = true; - m_collisionscore = 0; - } - - public void disableBodySoft() - { - m_disabled = true; - - if (m_isphysical && Body.Handle != IntPtr.Zero) - { - Body.clearForces(); - Body.forceActivationState(0); - - } - - } - - public void enableBodySoft() - { - if (!childPrim) - { - if (m_isphysical && Body.Handle != IntPtr.Zero) - { - Body.clearForces(); - Body.forceActivationState(4); - forceenable = true; - - } - m_disabled = false; - } - } - - public void enableBody() - { - if (!childPrim) - { - //SetCollisionShape(prim_geom); - if (IsPhysical) - SetBody(Mass); - else - SetBody(0); - - // TODO: Set Collision Category Bits and Flags - // TODO: Set Auto Disable data - - m_interpenetrationcount = 0; - m_collisionscore = 0; - m_disabled = false; - // The body doesn't already have a finite rotation mode set here - if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) - { - // TODO: Create Angular Motor on Axis Lock! - } - _parent_scene.addActivePrim(this); - } - } - - public void UpdatePositionAndVelocity() - { - if (!m_isSelected) - { - if (_parent == null) - { - Vector3 pv = Vector3.Zero; - bool lastZeroFlag = _zeroFlag; - if (tempPosition3 != null && tempPosition3.Handle != IntPtr.Zero) - tempPosition3.Dispose(); - if (tempTransform3 != null && tempTransform3.Handle != IntPtr.Zero) - tempTransform3.Dispose(); - - if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) - tempOrientation2.Dispose(); - - if (tempAngularVelocity1 != null && tempAngularVelocity1.Handle != IntPtr.Zero) - tempAngularVelocity1.Dispose(); - - if (tempLinearVelocity1 != null && tempLinearVelocity1.Handle != IntPtr.Zero) - tempLinearVelocity1.Dispose(); - - - - tempTransform3 = Body.getInterpolationWorldTransform(); - tempPosition3 = tempTransform3.getOrigin(); // vec - tempOrientation2 = tempTransform3.getRotation(); // ori - tempAngularVelocity1 = Body.getInterpolationAngularVelocity(); //rotvel - tempLinearVelocity1 = Body.getInterpolationLinearVelocity(); // vel - - _torque = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getX(), - tempAngularVelocity1.getZ()); - Vector3 l_position = Vector3.Zero; - Quaternion l_orientation = Quaternion.Identity; - m_lastposition = _position; - m_lastorientation = _orientation; - - l_position.X = tempPosition3.getX(); - l_position.Y = tempPosition3.getY(); - l_position.Z = tempPosition3.getZ(); - l_orientation.X = tempOrientation2.getX(); - l_orientation.Y = tempOrientation2.getY(); - l_orientation.Z = tempOrientation2.getZ(); - l_orientation.W = tempOrientation2.getW(); - - if (l_position.X > ((int)Constants.RegionSize - 0.05f) || l_position.X < 0f || l_position.Y > ((int)Constants.RegionSize - 0.05f) || l_position.Y < 0f) - { - //base.RaiseOutOfBounds(l_position); - - if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds) - { - _position = l_position; - //_parent_scene.remActivePrim(this); - if (_parent == null) - base.RequestPhysicsterseUpdate(); - return; - } - else - { - if (_parent == null) - base.RaiseOutOfBounds(l_position); - return; - } - } - - if (l_position.Z < -200000f) - { - // This is so prim that get lost underground don't fall forever and suck up - // - // Sim resources and memory. - // Disables the prim's movement physics.... - // It's a hack and will generate a console message if it fails. - - //IsPhysical = false; - //if (_parent == null) - //base.RaiseOutOfBounds(_position); - - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; - - _velocity.X = 0; - _velocity.Y = 0; - _velocity.Z = 0; - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; - - if (_parent == null) - base.RequestPhysicsterseUpdate(); - - m_throttleUpdates = false; - // throttleCounter = 0; - _zeroFlag = true; - //outofBounds = true; - } - - if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) - && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) - && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) - && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)) < 0.01)) - { - _zeroFlag = true; - m_throttleUpdates = false; - } - else - { - //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString()); - _zeroFlag = false; - } - - if (_zeroFlag) - { - _velocity.X = 0.0f; - _velocity.Y = 0.0f; - _velocity.Z = 0.0f; - - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; - - //_orientation.w = 0f; - //_orientation.X = 0f; - //_orientation.Y = 0f; - //_orientation.Z = 0f; - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; - if (!m_lastUpdateSent) - { - m_throttleUpdates = false; - // throttleCounter = 0; - m_rotationalVelocity = pv; - - if (_parent == null) - base.RequestPhysicsterseUpdate(); - - m_lastUpdateSent = true; - } - } - else - { - if (lastZeroFlag != _zeroFlag) - { - if (_parent == null) - base.RequestPhysicsterseUpdate(); - } - - m_lastVelocity = _velocity; - - _position = l_position; - - _velocity.X = tempLinearVelocity1.getX(); - _velocity.Y = tempLinearVelocity1.getY(); - _velocity.Z = tempLinearVelocity1.getZ(); - - _acceleration = ((_velocity - m_lastVelocity) / 0.1f); - _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, - _velocity.Y - m_lastVelocity.Y / 0.1f, - _velocity.Z - m_lastVelocity.Z / 0.1f); - //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); - - if (_velocity.ApproxEquals(pv, 0.5f)) - { - m_rotationalVelocity = pv; - } - else - { - m_rotationalVelocity = new Vector3(tempAngularVelocity1.getX(), tempAngularVelocity1.getY(), tempAngularVelocity1.getZ()); - } - - //m_log.Debug("ODE: " + m_rotationalVelocity.ToString()); - - _orientation.X = l_orientation.X; - _orientation.Y = l_orientation.Y; - _orientation.Z = l_orientation.Z; - _orientation.W = l_orientation.W; - m_lastUpdateSent = false; - - //if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) - //{ - if (_parent == null) - base.RequestPhysicsterseUpdate(); - // } - // else - // { - // throttleCounter++; - //} - - } - m_lastposition = l_position; - if (forceenable) - { - Body.forceActivationState(1); - forceenable = false; - } - } - else - { - // Not a body.. so Make sure the client isn't interpolating - _velocity.X = 0; - _velocity.Y = 0; - _velocity.Z = 0; - - _acceleration.X = 0; - _acceleration.Y = 0; - _acceleration.Z = 0; - - m_rotationalVelocity.X = 0; - m_rotationalVelocity.Y = 0; - m_rotationalVelocity.Z = 0; - _zeroFlag = true; - } - } - } - - - internal void setPrimForRemoval() - { - m_taintremove = true; - } - - internal void EnableAxisMotor(Vector3 axislock) - { - if (m_aMotor != null) - DisableAxisMotor(); - - if (Body == null) - return; - - if (Body.Handle == IntPtr.Zero) - return; - - if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero) - AxisLockAngleHigh.Dispose(); - - - - m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero, - _parent_scene.TransZero, false); - - float endNoLock = (360 * Utils.DEG_TO_RAD); - AxisLockAngleHigh = new btVector3((axislock.X == 0) ? 0 : endNoLock, (axislock.Y == 0) ? 0 : endNoLock, (axislock.Z == 0) ? 0 : endNoLock); - - m_aMotor.setAngularLowerLimit(_parent_scene.VectorZero); - m_aMotor.setAngularUpperLimit(AxisLockAngleHigh); - m_aMotor.setLinearLowerLimit(AxisLockLinearLow); - m_aMotor.setLinearUpperLimit(AxisLockLinearHigh); - _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor); - //m_aMotor. - - - } - internal void DisableAxisMotor() - { - if (m_aMotor != null && m_aMotor.Handle != IntPtr.Zero) - { - _parent_scene.getBulletWorld().removeConstraint(m_aMotor); - m_aMotor.Dispose(); - m_aMotor = null; - } - } - - } -} - diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs deleted file mode 100644 index 0d1bd82..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs +++ /dev/null @@ -1,776 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System; -using System.Collections.Generic; -using System.Reflection; -using System.IO; -using System.Diagnostics; -using System.Threading; -using log4net; -using Nini.Config; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; -using OpenMetaverse; -using BulletDotNET; - -namespace OpenSim.Region.Physics.BulletDotNETPlugin -{ - public class BulletDotNETScene : PhysicsScene - { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - - // private string m_sceneIdentifier = string.Empty; - - private List m_characters = new List(); - private Dictionary m_charactersLocalID = new Dictionary(); - private List m_prims = new List(); - private Dictionary m_primsLocalID = new Dictionary(); - private List m_activePrims = new List(); - private List m_taintedActors = new List(); - private btDiscreteDynamicsWorld m_world; - private btAxisSweep3 m_broadphase; - private btCollisionConfiguration m_collisionConfiguration; - private btConstraintSolver m_solver; - private btCollisionDispatcher m_dispatcher; - private btHeightfieldTerrainShape m_terrainShape; - public btRigidBody TerrainBody; - private btVector3 m_terrainPosition; - private btVector3 m_gravity; - public btMotionState m_terrainMotionState; - public btTransform m_terrainTransform; - public btVector3 VectorZero; - public btQuaternion QuatIdentity; - public btTransform TransZero; - - public float geomDefaultDensity = 10.000006836f; - - private float avPIDD = 65f; - private float avPIDP = 21f; - private float avCapRadius = 0.37f; - private float avStandupTensor = 2000000f; - private float avDensity = 80f; - private float avHeightFudgeFactor = 0.52f; - private float avMovementDivisorWalk = 1.8f; - private float avMovementDivisorRun = 0.8f; - - // private float minimumGroundFlightOffset = 3f; - - public bool meshSculptedPrim = true; - - public float meshSculptLOD = 32; - public float MeshSculptphysicalLOD = 16; - - public float bodyPIDD = 35f; - public float bodyPIDG = 25; - internal int geomCrossingFailuresBeforeOutofbounds = 4; - - public float bodyMotorJointMaxforceTensor = 2; - - public int bodyFramesAutoDisable = 20; - - public float WorldTimeStep = 10f/60f; - public const float WorldTimeComp = 1/60f; - public float gravityz = -9.8f; - - private float[] _origheightmap; // Used for Fly height. Kitto Flora - private bool usingGImpactAlgorithm = false; - - // private IConfigSource m_config; - private readonly btVector3 worldAabbMin = new btVector3(-10f, -10f, 0); - private readonly btVector3 worldAabbMax = new btVector3((int)Constants.RegionSize + 10f, (int)Constants.RegionSize + 10f, 9000); - - public IMesher mesher; - private ContactAddedCallbackHandler m_CollisionInterface; - - public BulletDotNETScene(string sceneIdentifier) - { - // m_sceneIdentifier = sceneIdentifier; - VectorZero = new btVector3(0, 0, 0); - QuatIdentity = new btQuaternion(0, 0, 0, 1); - TransZero = new btTransform(QuatIdentity, VectorZero); - m_gravity = new btVector3(0, 0, gravityz); - _origheightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize]; - - } - - public override void Initialise(IMesher meshmerizer, IConfigSource config) - { - mesher = meshmerizer; - // m_config = config; - /* - if (Environment.OSVersion.Platform == PlatformID.Unix) - { - m_log.Fatal("[BulletDotNET]: This configuration is not supported on *nix currently"); - Thread.Sleep(5000); - Environment.Exit(0); - } - */ - m_broadphase = new btAxisSweep3(worldAabbMin, worldAabbMax, 16000); - m_collisionConfiguration = new btDefaultCollisionConfiguration(); - m_solver = new btSequentialImpulseConstraintSolver(); - m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration); - m_world = new btDiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, m_collisionConfiguration); - m_world.setGravity(m_gravity); - EnableCollisionInterface(); - - - } - - public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) - { - BulletDotNETCharacter chr = new BulletDotNETCharacter(avName, this, position, size, avPIDD, avPIDP, - avCapRadius, avStandupTensor, avDensity, - avHeightFudgeFactor, avMovementDivisorWalk, - avMovementDivisorRun); - try - { - m_characters.Add(chr); - m_charactersLocalID.Add(chr.m_localID, chr); - } - catch - { - // noop if it's already there - m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate avatar localID"); - } - AddPhysicsActorTaint(chr); - return chr; - } - - public override void RemoveAvatar(PhysicsActor actor) - { - BulletDotNETCharacter chr = (BulletDotNETCharacter) actor; - - m_charactersLocalID.Remove(chr.m_localID); - m_characters.Remove(chr); - m_world.removeRigidBody(chr.Body); - m_world.removeCollisionObject(chr.Body); - - chr.Remove(); - AddPhysicsActorTaint(chr); - //chr = null; - } - - public override void RemovePrim(PhysicsActor prim) - { - if (prim is BulletDotNETPrim) - { - - BulletDotNETPrim p = (BulletDotNETPrim)prim; - - p.setPrimForRemoval(); - AddPhysicsActorTaint(prim); - //RemovePrimThreadLocked(p); - - } - } - - private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, - IMesh mesh, PrimitiveBaseShape pbs, bool isphysical) - { - Vector3 pos = position; - //pos.X = position.X; - //pos.Y = position.Y; - //pos.Z = position.Z; - Vector3 siz = Vector3.Zero; - siz.X = size.X; - siz.Y = size.Y; - siz.Z = size.Z; - Quaternion rot = rotation; - - BulletDotNETPrim newPrim; - - newPrim = new BulletDotNETPrim(name, this, pos, siz, rot, mesh, pbs, isphysical); - - //lock (m_prims) - // m_prims.Add(newPrim); - - - return newPrim; - } - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid) - { - PhysicsActor result; - IMesh mesh = null; - - //switch (pbs.ProfileShape) - //{ - // case ProfileShape.Square: - // //support simple box & hollow box now; later, more shapes - // if (needsMeshing(pbs)) - // { - // mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); - // } - - // break; - //} - - if (needsMeshing(pbs)) - mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); - - result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); - - return result; - } - - public override void AddPhysicsActorTaint(PhysicsActor prim) - { - lock (m_taintedActors) - { - if (!m_taintedActors.Contains(prim)) - { - m_taintedActors.Add(prim); - } - } - } - internal void SetUsingGImpact() - { - if (!usingGImpactAlgorithm) - btGImpactCollisionAlgorithm.registerAlgorithm(m_dispatcher); - usingGImpactAlgorithm = true; - } - - public override float Simulate(float timeStep) - { - - lock (m_taintedActors) - { - foreach (PhysicsActor act in m_taintedActors) - { - if (act is BulletDotNETCharacter) - ((BulletDotNETCharacter) act).ProcessTaints(timeStep); - if (act is BulletDotNETPrim) - ((BulletDotNETPrim)act).ProcessTaints(timeStep); - } - m_taintedActors.Clear(); - } - - lock (m_characters) - { - foreach (BulletDotNETCharacter chr in m_characters) - { - chr.Move(timeStep); - } - } - - lock (m_prims) - { - foreach (BulletDotNETPrim prim in m_prims) - { - if (prim != null) - prim.Move(timeStep); - } - } - float steps = m_world.stepSimulation(timeStep, 10, WorldTimeComp); - - foreach (BulletDotNETCharacter chr in m_characters) - { - chr.UpdatePositionAndVelocity(); - } - - foreach (BulletDotNETPrim prm in m_activePrims) - { - /* - if (prm != null) - if (prm.Body != null) - */ - prm.UpdatePositionAndVelocity(); - } - if (m_CollisionInterface != null) - { - List primsWithCollisions = new List(); - List charactersWithCollisions = new List(); - - // get the collisions that happened this tick - List collisions = m_CollisionInterface.GetContactList(); - // passed back the localID of the prim so we can associate the prim - foreach (BulletDotNET.ContactAddedCallbackHandler.ContactInfo ci in collisions) - { - // ContactPoint = { contactPoint, contactNormal, penetrationDepth } - ContactPoint contact = new ContactPoint(new Vector3(ci.pX, ci.pY, ci.pZ), - new Vector3(ci.nX, ci.nY, ci.nZ), ci.depth); - - ProcessContact(ci.contact, ci.contactWith, contact, ref primsWithCollisions, ref charactersWithCollisions); - ProcessContact(ci.contactWith, ci.contact, contact, ref primsWithCollisions, ref charactersWithCollisions); - - } - m_CollisionInterface.Clear(); - // for those prims and characters that had collisions cause collision events - foreach (BulletDotNETPrim bdnp in primsWithCollisions) - { - bdnp.SendCollisions(); - } - foreach (BulletDotNETCharacter bdnc in charactersWithCollisions) - { - bdnc.SendCollisions(); - } - } - return steps; - } - - private void ProcessContact(uint cont, uint contWith, ContactPoint contact, - ref List primsWithCollisions, - ref List charactersWithCollisions) - { - BulletDotNETPrim bdnp; - // collisions with a normal prim? - if (m_primsLocalID.TryGetValue(cont, out bdnp)) - { - // Added collision event to the prim. This creates a pile of events - // that will be sent to any subscribed listeners. - bdnp.AddCollision(contWith, contact); - if (!primsWithCollisions.Contains(bdnp)) - { - primsWithCollisions.Add(bdnp); - } - } - else - { - BulletDotNETCharacter bdnc; - // if not a prim, maybe it's one of the characters - if (m_charactersLocalID.TryGetValue(cont, out bdnc)) - { - bdnc.AddCollision(contWith, contact); - if (!charactersWithCollisions.Contains(bdnc)) - { - charactersWithCollisions.Add(bdnc); - } - } - } - } - - public override void GetResults() - { - - } - - public override void SetTerrain(float[] heightMap) - { - if (m_terrainShape != null) - DeleteTerrain(); - - float hfmax = -9000; - float hfmin = 90000; - - for (int i = 0; i hfmax) ? heightMap[i] : hfmax; - } - // store this for later reference. - // Note, we're storing it after we check it for anomolies above - _origheightmap = heightMap; - - hfmin = 0; - hfmax = 256; - - m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap, - 1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z, - (int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false); - float AabbCenterX = Constants.RegionSize/2f; - float AabbCenterY = Constants.RegionSize/2f; - - float AabbCenterZ = 0; - float temphfmin, temphfmax; - - temphfmin = hfmin; - temphfmax = hfmax; - - if (temphfmin < 0) - { - temphfmax = 0 - temphfmin; - temphfmin = 0 - temphfmin; - } - else if (temphfmin > 0) - { - temphfmax = temphfmax + (0 - temphfmin); - //temphfmin = temphfmin + (0 - temphfmin); - } - AabbCenterZ = temphfmax/2f; - - if (m_terrainPosition == null) - { - m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); - } - else - { - try - { - m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ); - } - catch (ObjectDisposedException) - { - m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); - } - } - if (m_terrainMotionState != null) - { - m_terrainMotionState.Dispose(); - m_terrainMotionState = null; - } - m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition); - m_terrainMotionState = new btDefaultMotionState(m_terrainTransform); - TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape); - TerrainBody.setUserPointer((IntPtr)0); - m_world.addRigidBody(TerrainBody); - - - } - - public override void SetWaterLevel(float baseheight) - { - - } - - public override void DeleteTerrain() - { - if (TerrainBody != null) - { - m_world.removeRigidBody(TerrainBody); - } - - if (m_terrainShape != null) - { - m_terrainShape.Dispose(); - m_terrainShape = null; - } - - if (m_terrainMotionState != null) - { - m_terrainMotionState.Dispose(); - m_terrainMotionState = null; - } - - if (m_terrainTransform != null) - { - m_terrainTransform.Dispose(); - m_terrainTransform = null; - } - - if (m_terrainPosition != null) - { - m_terrainPosition.Dispose(); - m_terrainPosition = null; - } - } - - public override void Dispose() - { - disposeAllBodies(); - m_world.Dispose(); - m_broadphase.Dispose(); - ((btDefaultCollisionConfiguration) m_collisionConfiguration).Dispose(); - ((btSequentialImpulseConstraintSolver) m_solver).Dispose(); - worldAabbMax.Dispose(); - worldAabbMin.Dispose(); - VectorZero.Dispose(); - QuatIdentity.Dispose(); - m_gravity.Dispose(); - VectorZero = null; - QuatIdentity = null; - } - - public override Dictionary GetTopColliders() - { - return new Dictionary(); - } - - public btDiscreteDynamicsWorld getBulletWorld() - { - return m_world; - } - - private void disposeAllBodies() - { - lock (m_prims) - { - m_primsLocalID.Clear(); - foreach (BulletDotNETPrim prim in m_prims) - { - if (prim.Body != null) - m_world.removeRigidBody(prim.Body); - - prim.Dispose(); - } - m_prims.Clear(); - - foreach (BulletDotNETCharacter chr in m_characters) - { - if (chr.Body != null) - m_world.removeRigidBody(chr.Body); - chr.Dispose(); - } - m_characters.Clear(); - } - } - - public override bool IsThreaded - { - get { return false; } - } - - internal void addCollisionEventReporting(PhysicsActor bulletDotNETCharacter) - { - //TODO: FIXME: - } - - internal void remCollisionEventReporting(PhysicsActor bulletDotNETCharacter) - { - //TODO: FIXME: - } - - internal void AddRigidBody(btRigidBody Body) - { - m_world.addRigidBody(Body); - } - [Obsolete("bad!")] - internal void removeFromWorld(btRigidBody body) - { - - m_world.removeRigidBody(body); - } - - internal void removeFromWorld(BulletDotNETPrim prm ,btRigidBody body) - { - lock (m_prims) - { - if (m_prims.Contains(prm)) - { - m_world.removeRigidBody(body); - } - remActivePrim(prm); - m_primsLocalID.Remove(prm.m_localID); - m_prims.Remove(prm); - } - - } - - internal float GetWaterLevel() - { - throw new NotImplementedException(); - } - - // Recovered for use by fly height. Kitto Flora - public float GetTerrainHeightAtXY(float x, float y) - { - // Teravus: Kitto, this code causes recurring errors that stall physics permenantly unless - // the values are checked, so checking below. - // Is there any reason that we don't do this in ScenePresence? - // The only physics engine that benefits from it in the physics plugin is this one - - if (x > (int)Constants.RegionSize || y > (int)Constants.RegionSize || - x < 0.001f || y < 0.001f) - return 0; - - return _origheightmap[(int)y * Constants.RegionSize + (int)x]; - } - // End recovered. Kitto Flora - - /// - /// Routine to figure out if we need to mesh this prim with our mesher - /// - /// - /// - public bool needsMeshing(PrimitiveBaseShape pbs) - { - // most of this is redundant now as the mesher will return null if it cant mesh a prim - // but we still need to check for sculptie meshing being enabled so this is the most - // convenient place to do it for now... - - // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f) - // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString()); - int iPropertiesNotSupportedDefault = 0; - - if (pbs.SculptEntry && !meshSculptedPrim) - { -#if SPAM - m_log.Warn("NonMesh"); -#endif - return false; - } - - // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim - if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) - || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 - && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) - { - - if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 - && pbs.ProfileHollow == 0 - && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 - && pbs.PathBegin == 0 && pbs.PathEnd == 0 - && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 - && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 - && pbs.PathShearX == 0 && pbs.PathShearY == 0) - { -#if SPAM - m_log.Warn("NonMesh"); -#endif - return false; - } - } - - if (pbs.ProfileHollow != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) - iPropertiesNotSupportedDefault++; - - if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) - iPropertiesNotSupportedDefault++; - - if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) - iPropertiesNotSupportedDefault++; - - if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) - iPropertiesNotSupportedDefault++; - - // test for torus - if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) - { - if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) - { - if (pbs.PathCurve == (byte)Extrusion.Straight) - { - iPropertiesNotSupportedDefault++; - } - - // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits - else if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) - { - if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) - { - iPropertiesNotSupportedDefault++; - } - } - else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) - { - if (pbs.PathCurve == (byte)Extrusion.Straight) - { - iPropertiesNotSupportedDefault++; - } - else if (pbs.PathCurve == (byte)Extrusion.Curve1) - { - iPropertiesNotSupportedDefault++; - } - } - - - if (iPropertiesNotSupportedDefault == 0) - { -#if SPAM - m_log.Warn("NonMesh"); -#endif - return false; - } -#if SPAM - m_log.Debug("Mesh"); -#endif - return true; - } - - internal void addActivePrim(BulletDotNETPrim pPrim) - { - lock (m_activePrims) - { - if (!m_activePrims.Contains(pPrim)) - { - m_activePrims.Add(pPrim); - } - } - } - - public void remActivePrim(BulletDotNETPrim pDeactivatePrim) - { - lock (m_activePrims) - { - m_activePrims.Remove(pDeactivatePrim); - } - } - - internal void AddPrimToScene(BulletDotNETPrim pPrim) - { - lock (m_prims) - { - if (!m_prims.Contains(pPrim)) - { - try - { - m_prims.Add(pPrim); - m_primsLocalID.Add(pPrim.m_localID, pPrim); - } - catch - { - // noop if it's already there - m_log.Debug("[PHYSICS] BulletDotNet: adding duplicate prim localID"); - } - m_world.addRigidBody(pPrim.Body); - // m_log.Debug("[PHYSICS] added prim to scene"); - } - } - } - internal void EnableCollisionInterface() - { - if (m_CollisionInterface == null) - { - m_CollisionInterface = new ContactAddedCallbackHandler(m_world); - // m_world.SetCollisionAddedCallback(m_CollisionInterface); - } - } - - - - } -} diff --git a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs deleted file mode 100644 index 6383f26..0000000 --- a/OpenSim/Region/Physics/BulletXPlugin/AssemblyInfo.cs +++ /dev/null @@ -1,58 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -using System.Reflection; -using System.Runtime.InteropServices; - -// Information about this assembly is defined by the following -// attributes. -// -// change them to the information which is associated with the assembly -// you compile. - -[assembly : AssemblyTitle("BulletXPlugin")] -[assembly : AssemblyDescription("")] -[assembly : AssemblyConfiguration("")] -[assembly : AssemblyCompany("http://opensimulator.org")] -[assembly : AssemblyProduct("BulletXPlugin")] -[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")] -[assembly : AssemblyTrademark("")] -[assembly : AssemblyCulture("")] - -// This sets the default COM visibility of types in the assembly to invisible. -// If you need to expose a type to COM, use [ComVisible(true)] on that type. - -[assembly : ComVisible(false)] - -// The assembly version has following format : -// -// Major.Minor.Build.Revision -// -// You can specify all values by your own or you can build default build and revision -// numbers with the '*' character (the default): - -[assembly : AssemblyVersion("0.6.5.*")] diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs deleted file mode 100644 index df62dbc..0000000 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ /dev/null @@ -1,1855 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ - -#region References - -using System; -using System.Collections.Generic; -using OpenMetaverse; -using MonoXnaCompactMaths; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; -using XnaDevRu.BulletX; -using XnaDevRu.BulletX.Dynamics; -using Nini.Config; -using Vector3 = MonoXnaCompactMaths.Vector3; -using Quaternion = MonoXnaCompactMaths.Quaternion; - -#endregion - -namespace OpenSim.Region.Physics.BulletXPlugin -{ - /// - /// BulletXConversions are called now BulletXMaths - /// This Class converts objects and types for BulletX and give some operations - /// - public class BulletXMaths - { - //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); - - //Vector3 - public static Vector3 PhysicsVectorToXnaVector3(OpenMetaverse.Vector3 physicsVector) - { - return new Vector3(physicsVector.X, physicsVector.Y, physicsVector.Z); - } - - public static OpenMetaverse.Vector3 XnaVector3ToPhysicsVector(Vector3 xnaVector3) - { - return new OpenMetaverse.Vector3(xnaVector3.X, xnaVector3.Y, xnaVector3.Z); - } - - //Quaternion - public static Quaternion QuaternionToXnaQuaternion(OpenMetaverse.Quaternion quaternion) - { - return new Quaternion(quaternion.X, quaternion.Y, quaternion.Z, quaternion.W); - } - - public static OpenMetaverse.Quaternion XnaQuaternionToQuaternion(Quaternion xnaQuaternion) - { - return new OpenMetaverse.Quaternion(xnaQuaternion.W, xnaQuaternion.X, xnaQuaternion.Y, xnaQuaternion.Z); - } - - //Next methods are extracted from XnaDevRu.BulletX(See 3rd party license): - //- SetRotation (class MatrixOperations) - //- GetRotation (class MatrixOperations) - //- GetElement (class MathHelper) - //- SetElement (class MathHelper) - internal static void SetRotation(ref Matrix m, Quaternion q) - { - float d = q.LengthSquared(); - float s = 2f/d; - float xs = q.X*s, ys = q.Y*s, zs = q.Z*s; - float wx = q.W*xs, wy = q.W*ys, wz = q.W*zs; - float xx = q.X*xs, xy = q.X*ys, xz = q.X*zs; - float yy = q.Y*ys, yz = q.Y*zs, zz = q.Z*zs; - m = new Matrix(1 - (yy + zz), xy - wz, xz + wy, 0, - xy + wz, 1 - (xx + zz), yz - wx, 0, - xz - wy, yz + wx, 1 - (xx + yy), 0, - m.M41, m.M42, m.M43, 1); - } - - internal static Quaternion GetRotation(Matrix m) - { - Quaternion q; - - float trace = m.M11 + m.M22 + m.M33; - - if (trace > 0) - { - float s = (float) Math.Sqrt(trace + 1); - q.W = s*0.5f; - s = 0.5f/s; - - q.X = (m.M32 - m.M23)*s; - q.Y = (m.M13 - m.M31)*s; - q.Z = (m.M21 - m.M12)*s; - } - else - { - q.X = q.Y = q.Z = q.W = 0f; - - int i = m.M11 < m.M22 - ? - (m.M22 < m.M33 ? 2 : 1) - : - (m.M11 < m.M33 ? 2 : 0); - int j = (i + 1)%3; - int k = (i + 2)%3; - - float s = (float) Math.Sqrt(GetElement(m, i, i) - GetElement(m, j, j) - GetElement(m, k, k) + 1); - SetElement(ref q, i, s*0.5f); - s = 0.5f/s; - - q.W = (GetElement(m, k, j) - GetElement(m, j, k))*s; - SetElement(ref q, j, (GetElement(m, j, i) + GetElement(m, i, j))*s); - SetElement(ref q, k, (GetElement(m, k, i) + GetElement(m, i, k))*s); - } - - return q; - } - - internal static float SetElement(ref Quaternion q, int index, float value) - { - switch (index) - { - case 0: - q.X = value; - break; - case 1: - q.Y = value; - break; - case 2: - q.Z = value; - break; - case 3: - q.W = value; - break; - } - - return 0; - } - - internal static float GetElement(Matrix mat, int row, int col) - { - switch (row) - { - case 0: - switch (col) - { - case 0: - return mat.M11; - case 1: - return mat.M12; - case 2: - return mat.M13; - } - break; - case 1: - switch (col) - { - case 0: - return mat.M21; - case 1: - return mat.M22; - case 2: - return mat.M23; - } - break; - case 2: - switch (col) - { - case 0: - return mat.M31; - case 1: - return mat.M32; - case 2: - return mat.M33; - } - break; - } - - return 0; - } - } - - /// - /// PhysicsPlugin Class for BulletX - /// - public class BulletXPlugin : IPhysicsPlugin - { - private BulletXScene _mScene; - - public BulletXPlugin() - { - } - - public bool Init() - { - return true; - } - - public PhysicsScene GetScene(string sceneIdentifier) - { - if (_mScene == null) - { - _mScene = new BulletXScene(sceneIdentifier); - } - return (_mScene); - } - - public string GetName() - { - return ("modified_BulletX"); //Changed!! "BulletXEngine" To "modified_BulletX" - } - - public void Dispose() - { - } - } - - - // Class to detect and debug collisions - // Mainly used for debugging purposes - internal class CollisionDispatcherLocal : CollisionDispatcher - { - private BulletXScene relatedScene; - - public CollisionDispatcherLocal(BulletXScene s) - : base() - { - relatedScene = s; - } - - public override bool NeedsCollision(CollisionObject bodyA, CollisionObject bodyB) - { - RigidBody rb; - BulletXCharacter bxcA = null; - BulletXPrim bxpA = null; - Type t = bodyA.GetType(); - if (t == typeof (RigidBody)) - { - rb = (RigidBody) bodyA; - relatedScene._characters.TryGetValue(rb, out bxcA); - relatedScene._prims.TryGetValue(rb, out bxpA); - } -// String nameA; -// if (bxcA != null) -// nameA = bxcA._name; -// else if (bxpA != null) -// nameA = bxpA._name; -// else -// nameA = "null"; - - - - BulletXCharacter bxcB = null; - BulletXPrim bxpB = null; - t = bodyB.GetType(); - if (t == typeof (RigidBody)) - { - rb = (RigidBody) bodyB; - relatedScene._characters.TryGetValue(rb, out bxcB); - relatedScene._prims.TryGetValue(rb, out bxpB); - } - -// String nameB; -// if (bxcB != null) -// nameB = bxcB._name; -// else if (bxpB != null) -// nameB = bxpB._name; -// else - // nameB = "null"; - bool needsCollision;// = base.NeedsCollision(bodyA, bodyB); - int c1 = 3; - int c2 = 3; - - //////////////////////////////////////////////////////// - //BulletX Mesh Collisions - //added by Jed zhu - //data: May 07,2005 - //////////////////////////////////////////////////////// - #region BulletXMeshCollisions Fields - - - if (bxcA != null && bxpB != null) - c1 = Collision(bxcA, bxpB); - if (bxpA != null && bxcB != null) - c2 = Collision(bxcB, bxpA); - if (c1 < 2) - needsCollision = (c1 > 0) ? true : false; - else if (c2 < 2) - needsCollision = (c2 > 0) ? true : false; - else - needsCollision = base.NeedsCollision(bodyA, bodyB); - - - #endregion - - - //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB, - //needsCollision); - - - return needsCollision; - } - //added by jed zhu - //calculas the collision between the Prim and Actor - // - private int Collision(BulletXCharacter actorA, BulletXPrim primB) - { - int[] indexBase; - Vector3[] vertexBase; - Vector3 vNormal; - // Vector3 vP1; - // Vector3 vP2; - // Vector3 vP3; - IMesh mesh = primB.GetMesh(); - - float fdistance; - if (primB == null) - return 3; - if (mesh == null) - return 2; - if (actorA == null) - return 3; - - int iVertexCount = mesh.getVertexList().Count; - int iIndexCount = mesh.getIndexListAsInt().Length; - if (iVertexCount == 0) - return 3; - if (iIndexCount == 0) - return 3; - lock (BulletXScene.BulletXLock) - { - indexBase = mesh.getIndexListAsInt(); - vertexBase = new Vector3[iVertexCount]; - - for (int i = 0; i < iVertexCount; i++) - { - OpenMetaverse.Vector3 v = mesh.getVertexList()[i]; - if (v != null) // Note, null has special meaning. See meshing code for details - vertexBase[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); - else - vertexBase[i] = Vector3.Zero; - } - - for (int ix = 0; ix < iIndexCount; ix += 3) - { - int ia = indexBase[ix + 0]; - int ib = indexBase[ix + 1]; - int ic = indexBase[ix + 2]; - // - Vector3 v1 = vertexBase[ib] - vertexBase[ia]; - Vector3 v2 = vertexBase[ic] - vertexBase[ia]; - - Vector3.Cross(ref v1, ref v2, out vNormal); - Vector3.Normalize(ref vNormal, out vNormal); - - fdistance = Vector3.Dot(vNormal, vertexBase[ia]) + 0.50f; - if (preCheckCollision(actorA, vNormal, fdistance) == 1) - { - if (CheckCollision(actorA, ia, ib, ic, vNormal, vertexBase) == 1) - { - //PhysicsVector v = actorA.Position; - //Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); - //Vector3 vp = vNormal * (fdistance - Vector3.Dot(vNormal, v3) + 0.2f); - //actorA.Position += BulletXMaths.XnaVector3ToPhysicsVector(vp); - return 1; - } - } - } - } - - - return 0; - } - //added by jed zhu - //return value 1: need second check - //return value 0: no need check - - private int preCheckCollision(BulletXActor actA, Vector3 vNormal, float fDist) - { - float fstartSide; - OpenMetaverse.Vector3 v = actA.Position; - Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); - - fstartSide = Vector3.Dot(vNormal, v3) - fDist; - if (fstartSide > 0) return 0; - else return 1; - } - //added by jed zhu - private int CheckCollision(BulletXActor actA, int ia, int ib, int ic, Vector3 vNormal, Vector3[] vertBase) - { - Vector3 perPlaneNormal; - float fPerPlaneDist; - OpenMetaverse.Vector3 v = actA.Position; - Vector3 v3 = BulletXMaths.PhysicsVectorToXnaVector3(v); - //check AB - Vector3 v1; - v1 = vertBase[ib] - vertBase[ia]; - Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal); - Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal); - - if (Vector3.Dot((vertBase[ic] - vertBase[ia]), perPlaneNormal) < 0) - perPlaneNormal = -perPlaneNormal; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ia]) - 0.50f; - - - - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0) - return 0; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ic]) + 0.50f; - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0) - return 0; - - //check BC - - v1 = vertBase[ic] - vertBase[ib]; - Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal); - Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal); - - if (Vector3.Dot((vertBase[ia] - vertBase[ib]), perPlaneNormal) < 0) - perPlaneNormal = -perPlaneNormal; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ib]) - 0.50f; - - - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0) - return 0; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ia]) + 0.50f; - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0) - return 0; - //check CA - v1 = vertBase[ia] - vertBase[ic]; - Vector3.Cross(ref vNormal, ref v1, out perPlaneNormal); - Vector3.Normalize(ref perPlaneNormal, out perPlaneNormal); - - if (Vector3.Dot((vertBase[ib] - vertBase[ic]), perPlaneNormal) < 0) - perPlaneNormal = -perPlaneNormal; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ic]) - 0.50f; - - - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) < 0) - return 0; - fPerPlaneDist = Vector3.Dot(perPlaneNormal, vertBase[ib]) + 0.50f; - if ((Vector3.Dot(perPlaneNormal, v3) - fPerPlaneDist) > 0) - return 0; - - return 1; - - } - } - - /// - /// PhysicsScene Class for BulletX - /// - public class BulletXScene : PhysicsScene - { - #region BulletXScene Fields - - public DiscreteDynamicsWorld ddWorld; - private CollisionDispatcher cDispatcher; - private OverlappingPairCache opCache; - private SequentialImpulseConstraintSolver sicSolver; - public static Object BulletXLock = new Object(); - - private const int minXY = 0; - private const int minZ = 0; - private const int maxXY = (int)Constants.RegionSize; - private const int maxZ = 4096; - private const int maxHandles = 32766; //Why? I don't know - private const float gravity = 9.8f; - private const float heightLevel0 = 77.0f; - private const float heightLevel1 = 200.0f; - private const float lowGravityFactor = 0.2f; - //OpenSim calls Simulate 10 times per seconds. So FPS = "Simulate Calls" * simulationSubSteps = 100 FPS - private const int simulationSubSteps = 10; - //private float[] _heightmap; - private BulletXPlanet _simFlatPlanet; - internal Dictionary _characters = new Dictionary(); - internal Dictionary _prims = new Dictionary(); - - public IMesher mesher; - // private IConfigSource m_config; - - // protected internal String identifier; - - public BulletXScene(String sceneIdentifier) - { - //identifier = sceneIdentifier; - cDispatcher = new CollisionDispatcherLocal(this); - Vector3 worldMinDim = new Vector3((float)minXY, (float)minXY, (float)minZ); - Vector3 worldMaxDim = new Vector3((float)maxXY, (float)maxXY, (float)maxZ); - opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles); - sicSolver = new SequentialImpulseConstraintSolver(); - - lock (BulletXLock) - { - ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); - ddWorld.Gravity = new Vector3(0, 0, -gravity); - } - //this._heightmap = new float[65536]; - } - - public static float Gravity - { - get { return gravity; } - } - - public static float HeightLevel0 - { - get { return heightLevel0; } - } - - public static float HeightLevel1 - { - get { return heightLevel1; } - } - - public static float LowGravityFactor - { - get { return lowGravityFactor; } - } - - public static int MaxXY - { - get { return maxXY; } - } - - public static int MaxZ - { - get { return maxZ; } - } - - private List _forgottenRigidBodies = new List(); - internal string is_ex_message = "Can't remove rigidBody!: "; - - #endregion - - public BulletXScene() - { - cDispatcher = new CollisionDispatcherLocal(this); - Vector3 worldMinDim = new Vector3((float) minXY, (float) minXY, (float) minZ); - Vector3 worldMaxDim = new Vector3((float) maxXY, (float) maxXY, (float) maxZ); - opCache = new AxisSweep3(worldMinDim, worldMaxDim, maxHandles); - sicSolver = new SequentialImpulseConstraintSolver(); - - lock (BulletXLock) - { - ddWorld = new DiscreteDynamicsWorld(cDispatcher, opCache, sicSolver); - ddWorld.Gravity = new Vector3(0, 0, -gravity); - } - //this._heightmap = new float[65536]; - } - - public override void Initialise(IMesher meshmerizer, IConfigSource config) - { - mesher = meshmerizer; - // m_config = config; - } - - public override void Dispose() - { - - } - - public override Dictionary GetTopColliders() - { - Dictionary returncolliders = new Dictionary(); - return returncolliders; - } - - public override void SetWaterLevel(float baseheight) - { - - } - - public override PhysicsActor AddAvatar(string avName, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, bool isFlying) - { - OpenMetaverse.Vector3 pos = OpenMetaverse.Vector3.Zero; - pos.X = position.X; - pos.Y = position.Y; - pos.Z = position.Z + 20; - BulletXCharacter newAv = null; - lock (BulletXLock) - { - newAv = new BulletXCharacter(avName, this, pos); - _characters.Add(newAv.RigidBody, newAv); - } - newAv.Flying = isFlying; - return newAv; - } - - public override void RemoveAvatar(PhysicsActor actor) - { - if (actor is BulletXCharacter) - { - lock (BulletXLock) - { - try - { - ddWorld.RemoveRigidBody(((BulletXCharacter) actor).RigidBody); - } - catch (Exception ex) - { - BulletXMessage(is_ex_message + ex.Message, true); - ((BulletXCharacter) actor).RigidBody.ActivationState = ActivationState.DisableSimulation; - AddForgottenRigidBody(((BulletXCharacter) actor).RigidBody); - } - _characters.Remove(((BulletXCharacter) actor).RigidBody); - } - GC.Collect(); - } - } - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, OpenMetaverse.Vector3 position, - OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, bool isPhysical, uint localid) - { - PhysicsActor result; - - switch (pbs.ProfileShape) - { - case ProfileShape.Square: - /// support simple box & hollow box now; later, more shapes - if (pbs.ProfileHollow == 0) - { - result = AddPrim(primName, position, size, rotation, null, null, isPhysical); - } - else - { - IMesh mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); - result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); - } - break; - - default: - result = AddPrim(primName, position, size, rotation, null, null, isPhysical); - break; - } - - return result; - } - - public PhysicsActor AddPrim(String name, OpenMetaverse.Vector3 position, OpenMetaverse.Vector3 size, OpenMetaverse.Quaternion rotation, - IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) - { - BulletXPrim newPrim = null; - lock (BulletXLock) - { - newPrim = new BulletXPrim(name, this, position, size, rotation, mesh, pbs, isPhysical); - _prims.Add(newPrim.RigidBody, newPrim); - } - return newPrim; - } - - public override void RemovePrim(PhysicsActor prim) - { - if (prim is BulletXPrim) - { - lock (BulletXLock) - { - try - { - ddWorld.RemoveRigidBody(((BulletXPrim) prim).RigidBody); - } - catch (Exception ex) - { - BulletXMessage(is_ex_message + ex.Message, true); - ((BulletXPrim) prim).RigidBody.ActivationState = ActivationState.DisableSimulation; - AddForgottenRigidBody(((BulletXPrim) prim).RigidBody); - } - _prims.Remove(((BulletXPrim) prim).RigidBody); - } - GC.Collect(); - } - } - - public override void AddPhysicsActorTaint(PhysicsActor prim) - { - } - - public override float Simulate(float timeStep) - { - float fps = 0; - lock (BulletXLock) - { - //Try to remove garbage - RemoveForgottenRigidBodies(); - //End of remove - MoveAPrimitives(timeStep); - - - fps = (timeStep*simulationSubSteps); - - ddWorld.StepSimulation(timeStep, simulationSubSteps, timeStep); - //Extra Heightmap Validation: BulletX's HeightFieldTerrain somestimes doesn't work so fine. - ValidateHeightForAll(); - //End heightmap validation. - UpdateKineticsForAll(); - } - return fps; - } - - private void MoveAPrimitives(float timeStep) - { - foreach (BulletXCharacter actor in _characters.Values) - { - actor.Move(timeStep); - } - } - - private void ValidateHeightForAll() - { - float _height; - foreach (BulletXCharacter actor in _characters.Values) - { - //_height = HeightValue(actor.RigidBodyPosition); - _height = _simFlatPlanet.HeightValue(actor.RigidBodyPosition); - actor.ValidateHeight(_height); - //if (_simFlatPlanet.heightIsNotValid(actor.RigidBodyPosition, out _height)) actor.ValidateHeight(_height); - } - foreach (BulletXPrim prim in _prims.Values) - { - //_height = HeightValue(prim.RigidBodyPosition); - _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); - prim.ValidateHeight(_height); - //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); - } - //foreach (BulletXCharacter actor in _characters) - //{ - // actor.ValidateHeight(0); - //} - //foreach (BulletXPrim prim in _prims) - //{ - // prim.ValidateHeight(0); - //} - } - - private void UpdateKineticsForAll() - { - //UpdatePosition > UpdateKinetics. - //Not only position will be updated, also velocity cause acceleration. - foreach (BulletXCharacter actor in _characters.Values) - { - actor.UpdateKinetics(); - } - foreach (BulletXPrim prim in _prims.Values) - { - prim.UpdateKinetics(); - } - //if (this._simFlatPlanet!=null) this._simFlatPlanet.Restore(); - } - - public override void GetResults() - { - } - - public override bool IsThreaded - { - get - { - return (false); // for now we won't be multithreaded - } - } - - public override void SetTerrain(float[] heightMap) - { - ////As the same as ODE, heightmap (x,y) must be swapped for BulletX - //for (int i = 0; i < 65536; i++) - //{ - // // this._heightmap[i] = (double)heightMap[i]; - // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) - // int x = i & 0xff; - // int y = i >> 8; - // this._heightmap[i] = heightMap[x * 256 + y]; - //} - - //float[] swappedHeightMap = new float[65536]; - ////As the same as ODE, heightmap (x,y) must be swapped for BulletX - //for (int i = 0; i < 65536; i++) - //{ - // // this._heightmap[i] = (double)heightMap[i]; - // // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) - // int x = i & 0xff; - // int y = i >> 8; - // swappedHeightMap[i] = heightMap[x * 256 + y]; - //} - DeleteTerrain(); - //There is a BulletXLock inside the constructor of BulletXPlanet - //this._simFlatPlanet = new BulletXPlanet(this, swappedHeightMap); - _simFlatPlanet = new BulletXPlanet(this, heightMap); - //this._heightmap = heightMap; - } - - public override void DeleteTerrain() - { - if (_simFlatPlanet != null) - { - lock (BulletXLock) - { - try - { - ddWorld.RemoveRigidBody(_simFlatPlanet.RigidBody); - } - catch (Exception ex) - { - BulletXMessage(is_ex_message + ex.Message, true); - _simFlatPlanet.RigidBody.ActivationState = ActivationState.DisableSimulation; - AddForgottenRigidBody(_simFlatPlanet.RigidBody); - } - } - _simFlatPlanet = null; - GC.Collect(); - BulletXMessage("Terrain erased!", false); - } - - - - //this._heightmap = null; - } - - - - internal void AddForgottenRigidBody(RigidBody forgottenRigidBody) - { - _forgottenRigidBodies.Add(forgottenRigidBody); - } - - private void RemoveForgottenRigidBodies() - { - RigidBody forgottenRigidBody; - int nRigidBodies = _forgottenRigidBodies.Count; - for (int i = nRigidBodies - 1; i >= 0; i--) - { - forgottenRigidBody = _forgottenRigidBodies[i]; - try - { - ddWorld.RemoveRigidBody(forgottenRigidBody); - _forgottenRigidBodies.Remove(forgottenRigidBody); - BulletXMessage("Forgotten Rigid Body Removed", false); - } - catch (Exception ex) - { - BulletXMessage("Can't remove forgottenRigidBody!: " + ex.Message, false); - } - } - GC.Collect(); - } - - internal static void BulletXMessage(string message, bool isWarning) - { - PhysicsPluginManager.PhysicsPluginMessage("[Modified BulletX]:\t" + message, isWarning); - } - - //temp - //private float HeightValue(MonoXnaCompactMaths.Vector3 position) - //{ - // int li_x, li_y; - // float height; - // li_x = (int)Math.Round(position.X); if (li_x < 0) li_x = 0; - // li_y = (int)Math.Round(position.Y); if (li_y < 0) li_y = 0; - - // height = this._heightmap[li_y * 256 + li_x]; - // if (height < 0) height = 0; - // else if (height > maxZ) height = maxZ; - - // return height; - //} - } - - /// - /// Generic Physics Actor for BulletX inherit from PhysicActor - /// - public class BulletXActor : PhysicsActor - { - protected bool flying = false; - protected bool _physical = false; - protected OpenMetaverse.Vector3 _position; - protected OpenMetaverse.Vector3 _velocity; - protected OpenMetaverse.Vector3 _size; - protected OpenMetaverse.Vector3 _acceleration; - protected OpenMetaverse.Quaternion _orientation; - protected OpenMetaverse.Vector3 m_rotationalVelocity; - protected RigidBody rigidBody; - protected int m_PhysicsActorType; - private Boolean iscolliding = false; - internal string _name; - - public BulletXActor(String name) - { - _name = name; - } - - public override bool Stopped - { - get { return false; } - } - - public override OpenMetaverse.Vector3 Position - { - get { return _position; } - set - { - lock (BulletXScene.BulletXLock) - { - _position = value; - Translate(); - } - } - } - - public override OpenMetaverse.Vector3 RotationalVelocity - { - get { return m_rotationalVelocity; } - set { m_rotationalVelocity = value; } - } - - public override OpenMetaverse.Vector3 Velocity - { - get { return _velocity; } - set - { - lock (BulletXScene.BulletXLock) - { - //Static objects don' have linear velocity - if (_physical) - { - _velocity = value; - Speed(); - } - else - { - _velocity = OpenMetaverse.Vector3.Zero; - } - } - } - } - public override float CollisionScore - { - get { return 0f; } - set { } - } - public override OpenMetaverse.Vector3 Size - { - get { return _size; } - set - { - lock (BulletXScene.BulletXLock) - { - _size = value; - } - } - } - - public override OpenMetaverse.Vector3 Force - { - get { return OpenMetaverse.Vector3.Zero; } - set { return; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - - } - - public override void VehicleVectorParam(int param, OpenMetaverse.Vector3 value) - { - - } - - public override void VehicleRotationParam(int param, OpenMetaverse.Quaternion rotation) - { - - } - - public override void VehicleFlags(int param, bool remove) - { - - } - - public override void SetVolumeDetect(int param) - { - - } - - public override OpenMetaverse.Vector3 CenterOfMass - { - get { return OpenMetaverse.Vector3.Zero; } - } - - public override OpenMetaverse.Vector3 GeometricCenter - { - get { return OpenMetaverse.Vector3.Zero; } - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override bool SetAlwaysRun - { - get { return false; } - set { return; } - } - - public override OpenMetaverse.Vector3 Acceleration - { - get { return _acceleration; } - } - - public override OpenMetaverse.Quaternion Orientation - { - get { return _orientation; } - set - { - lock (BulletXScene.BulletXLock) - { - _orientation = value; - ReOrient(); - } - } - } - public override void link(PhysicsActor obj) - { - - } - - public override void delink() - { - - } - - public override void LockAngularMotion(OpenMetaverse.Vector3 axis) - { - - } - - public override float Mass - { - get { return ActorMass; } - } - - public virtual float ActorMass - { - get { return 0; } - } - - public override int PhysicsActorType - { - get { return (int) m_PhysicsActorType; } - set { m_PhysicsActorType = value; } - } - - public RigidBody RigidBody - { - get { return rigidBody; } - } - - public Vector3 RigidBodyPosition - { - get { return rigidBody.CenterOfMassPosition; } - } - - public override bool IsPhysical - { - get { return _physical; } - set { _physical = value; } - } - - public override bool Flying - { - get { return flying; } - set { flying = value; } - } - - public override bool ThrottleUpdates - { - get { return false; } - set { return; } - } - - public override bool IsColliding - { - get { return iscolliding; } - set { iscolliding = value; } - } - - public override bool CollidingGround - { - get { return false; } - set { return; } - } - - public override bool CollidingObj - { - get { return false; } - set { return; } - } - - public override uint LocalID - { - set { return; } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set { return; } - } - - public override float Buoyancy - { - get { return 0f; } - set { return; } - } - - public override bool FloatOnWater - { - set { return; } - } - - public virtual void SetAcceleration(OpenMetaverse.Vector3 accel) - { - lock (BulletXScene.BulletXLock) - { - _acceleration = accel; - } - } - - public override bool Kinematic - { - get { return false; } - set { } - } - - public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) - { - } - public override OpenMetaverse.Vector3 Torque - { - get { return OpenMetaverse.Vector3.Zero; } - set { return; } - } - public override void AddAngularForce(OpenMetaverse.Vector3 force, bool pushforce) - { - } - - public override void SetMomentum(OpenMetaverse.Vector3 momentum) - { - } - - internal virtual void ValidateHeight(float heighmapPositionValue) - { - } - - internal virtual void UpdateKinetics() - { - } - - #region Methods for updating values of RigidBody - - protected internal void Translate() - { - Translate(_position); - } - - protected internal void Translate(OpenMetaverse.Vector3 _newPos) - { - Vector3 _translation; - _translation = BulletXMaths.PhysicsVectorToXnaVector3(_newPos) - rigidBody.CenterOfMassPosition; - rigidBody.Translate(_translation); - } - - protected internal void Speed() - { - Speed(_velocity); - } - - protected internal void Speed(OpenMetaverse.Vector3 _newSpeed) - { - Vector3 _speed; - _speed = BulletXMaths.PhysicsVectorToXnaVector3(_newSpeed); - rigidBody.LinearVelocity = _speed; - } - - protected internal void ReOrient() - { - ReOrient(_orientation); - } - - protected internal void ReOrient(OpenMetaverse.Quaternion _newOrient) - { - Quaternion _newOrientation; - _newOrientation = BulletXMaths.QuaternionToXnaQuaternion(_newOrient); - Matrix _comTransform = rigidBody.CenterOfMassTransform; - BulletXMaths.SetRotation(ref _comTransform, _newOrientation); - rigidBody.CenterOfMassTransform = _comTransform; - } - - protected internal void ReSize() - { - ReSize(_size); - } - - protected internal virtual void ReSize(OpenMetaverse.Vector3 _newSize) - { - } - - public virtual void ScheduleTerseUpdate() - { - base.RequestPhysicsterseUpdate(); - } - - #endregion - - public override void CrossingFailure() - { - - } - public override OpenMetaverse.Vector3 PIDTarget { set { return; } } - public override bool PIDActive { set { return; } } - public override float PIDTau { set { return; } } - - public override float PIDHoverHeight { set { return; } } - public override bool PIDHoverActive { set { return; } } - public override PIDHoverType PIDHoverType { set { return; } } - public override float PIDHoverTau { set { return; } } - - public override OpenMetaverse.Quaternion APIDTarget - { - set { return; } - } - - public override bool APIDActive - { - set { return; } - } - - public override float APIDStrength - { - set { return; } - } - - public override float APIDDamping - { - set { return; } - } - - - public override void SubscribeEvents(int ms) - { - - } - public override void UnSubscribeEvents() - { - - } - public override bool SubscribedEvents() - { - return false; - } - } - - /// - /// PhysicsActor Character Class for BulletX - /// - public class BulletXCharacter : BulletXActor - { - public BulletXCharacter(BulletXScene parent_scene, OpenMetaverse.Vector3 pos) - : this(String.Empty, parent_scene, pos) - { - } - - public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos) - : this(avName, parent_scene, pos, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, OpenMetaverse.Vector3.Zero, - OpenMetaverse.Quaternion.Identity) - { - } - - public BulletXCharacter(String avName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity, - OpenMetaverse.Vector3 size, OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion orientation) - : base(avName) - { - //This fields will be removed. They're temporal - float _sizeX = 0.5f; - float _sizeY = 0.5f; - float _sizeZ = 1.6f; - //. - _position = pos; - _velocity = velocity; - _size = size; - //--- - _size.X = _sizeX; - _size.Y = _sizeY; - _size.Z = _sizeZ; - //. - _acceleration = acceleration; - _orientation = orientation; - _physical = true; - - float _mass = 50.0f; //This depends of avatar's dimensions - //For RigidBody Constructor. The next values might change - float _linearDamping = 0.0f; - float _angularDamping = 0.0f; - float _friction = 0.5f; - float _restitution = 0.0f; - Matrix _startTransform = Matrix.Identity; - Matrix _centerOfMassOffset = Matrix.Identity; - lock (BulletXScene.BulletXLock) - { - _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos); - //CollisionShape _collisionShape = new BoxShape(new MonoXnaCompactMaths.Vector3(1.0f, 1.0f, 1.60f)); - //For now, like ODE, collisionShape = sphere of radious = 1.0 - CollisionShape _collisionShape = new SphereShape(1.0f); - DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); - Vector3 _localInertia = new Vector3(); - _collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 - rigidBody = - new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, - _friction, _restitution); - //rigidBody.ActivationState = ActivationState.DisableDeactivation; - //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition - Vector3 _vDebugTranslation; - _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; - rigidBody.Translate(_vDebugTranslation); - parent_scene.ddWorld.AddRigidBody(rigidBody); - } - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Agent; } - set { return; } - } - - public override OpenMetaverse.Vector3 Position - { - get { return base.Position; } - set { base.Position = value; } - } - - public override OpenMetaverse.Vector3 Velocity - { - get { return base.Velocity; } - set { base.Velocity = value; } - } - - public override OpenMetaverse.Vector3 Size - { - get { return base.Size; } - set { base.Size = value; } - } - - public override OpenMetaverse.Vector3 Acceleration - { - get { return base.Acceleration; } - } - - public override OpenMetaverse.Quaternion Orientation - { - get { return base.Orientation; } - set { base.Orientation = value; } - } - - public override bool Flying - { - get { return base.Flying; } - set { base.Flying = value; } - } - - public override bool IsColliding - { - get { return base.IsColliding; } - set { base.IsColliding = value; } - } - - public override bool Kinematic - { - get { return base.Kinematic; } - set { base.Kinematic = value; } - } - - public override void SetAcceleration(OpenMetaverse.Vector3 accel) - { - base.SetAcceleration(accel); - } - - public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) - { - base.AddForce(force, pushforce); - } - - public override void SetMomentum(OpenMetaverse.Vector3 momentum) - { - base.SetMomentum(momentum); - } - - internal void Move(float timeStep) - { - Vector3 vec = new Vector3(); - //At this point it's supossed that: - //_velocity == rigidBody.LinearVelocity - vec.X = _velocity.X; - vec.Y = _velocity.Y; - vec.Z = _velocity.Z; - if ((vec.X != 0.0f) || (vec.Y != 0.0f) || (vec.Z != 0.0f)) rigidBody.Activate(); - if (flying) - { - //Antigravity with movement - if (_position.Z <= BulletXScene.HeightLevel0) - { - vec.Z += BulletXScene.Gravity*timeStep; - } - //Lowgravity with movement - else if ((_position.Z > BulletXScene.HeightLevel0) - && (_position.Z <= BulletXScene.HeightLevel1)) - { - vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor); - } - //Lowgravity with... - else if (_position.Z > BulletXScene.HeightLevel1) - { - if (vec.Z > 0) //no movement - vec.Z = BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor); - else - vec.Z += BulletXScene.Gravity*timeStep*(1.0f - BulletXScene.LowGravityFactor); - } - } - rigidBody.LinearVelocity = vec; - } - - //This validation is very basic - internal override void ValidateHeight(float heighmapPositionValue) - { - if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f) - { - Matrix m = rigidBody.WorldTransform; - Vector3 v3 = m.Translation; - v3.Z = heighmapPositionValue + _size.Z/2.0f; - m.Translation = v3; - rigidBody.WorldTransform = m; - //When an Avie touch the ground it's vertical velocity it's reduced to ZERO - Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); - } - } - - internal override void UpdateKinetics() - { - _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); - _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); - //Orientation it seems that it will be the default. - ReOrient(); - } - } - - /// - /// PhysicsActor Prim Class for BulletX - /// - public class BulletXPrim : BulletXActor - { - //Density it will depends of material. - //For now all prims have the same density, all prims are made of water. Be water my friend! :D - private const float _density = 1000.0f; - private BulletXScene _parent_scene; - private OpenMetaverse.Vector3 m_prev_position; - private bool m_lastUpdateSent = false; - //added by jed zhu - private IMesh _mesh; - public IMesh GetMesh() { return _mesh; } - - - - public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 size, - OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) - : this( - primName, parent_scene, pos, OpenMetaverse.Vector3.Zero, size, OpenMetaverse.Vector3.Zero, rotation, mesh, pbs, - isPhysical) - { - } - - public BulletXPrim(String primName, BulletXScene parent_scene, OpenMetaverse.Vector3 pos, OpenMetaverse.Vector3 velocity, - OpenMetaverse.Vector3 size, - OpenMetaverse.Vector3 acceleration, OpenMetaverse.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, - bool isPhysical) - : base(primName) - { - if ((size.X == 0) || (size.Y == 0) || (size.Z == 0)) - throw new Exception("Size 0"); - if (OpenMetaverse.Quaternion.Normalize(rotation).Length() == 0f) - rotation = OpenMetaverse.Quaternion.Identity; - - _position = pos; - _physical = isPhysical; - _velocity = _physical ? velocity : OpenMetaverse.Vector3.Zero; - _size = size; - _acceleration = acceleration; - _orientation = rotation; - - _parent_scene = parent_scene; - - CreateRigidBody(parent_scene, mesh, pos, size); - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Prim; } - set { return; } - } - - public override OpenMetaverse.Vector3 Position - { - get { return base.Position; } - set { base.Position = value; } - } - - public override OpenMetaverse.Vector3 Velocity - { - get { return base.Velocity; } - set { base.Velocity = value; } - } - - public override OpenMetaverse.Vector3 Size - { - get { return _size; } - set - { - lock (BulletXScene.BulletXLock) - { - _size = value; - ReSize(); - } - } - } - - public override OpenMetaverse.Vector3 Acceleration - { - get { return base.Acceleration; } - } - - public override OpenMetaverse.Quaternion Orientation - { - get { return base.Orientation; } - set { base.Orientation = value; } - } - - public override float ActorMass - { - get - { - //For now all prims are boxes - return (_physical ? 1 : 0)*_density*_size.X*_size.Y*_size.Z; - } - } - - public override bool IsPhysical - { - get { return base.IsPhysical; } - set - { - base.IsPhysical = value; - if (value) - { - //--- - PhysicsPluginManager.PhysicsPluginMessage("Physical - Recreate", true); - //--- - ReCreateRigidBody(_size); - } - else - { - //--- - PhysicsPluginManager.PhysicsPluginMessage("Physical - SetMassProps", true); - //--- - rigidBody.SetMassProps(Mass, new Vector3()); - } - } - } - - public override bool Flying - { - get { return base.Flying; } - set { base.Flying = value; } - } - - public override bool IsColliding - { - get { return base.IsColliding; } - set { base.IsColliding = value; } - } - - public override bool Kinematic - { - get { return base.Kinematic; } - set { base.Kinematic = value; } - } - - public override void SetAcceleration(OpenMetaverse.Vector3 accel) - { - lock (BulletXScene.BulletXLock) - { - _acceleration = accel; - } - } - - public override void AddForce(OpenMetaverse.Vector3 force, bool pushforce) - { - base.AddForce(force,pushforce); - } - - public override void SetMomentum(OpenMetaverse.Vector3 momentum) - { - base.SetMomentum(momentum); - } - - internal override void ValidateHeight(float heighmapPositionValue) - { - if (rigidBody.CenterOfMassPosition.Z < heighmapPositionValue + _size.Z/2.0f) - { - Matrix m = rigidBody.WorldTransform; - Vector3 v3 = m.Translation; - v3.Z = heighmapPositionValue + _size.Z/2.0f; - m.Translation = v3; - rigidBody.WorldTransform = m; - //When a Prim touch the ground it's vertical velocity it's reduced to ZERO - //Static objects don't have linear velocity - if (_physical) - Speed(new OpenMetaverse.Vector3(rigidBody.LinearVelocity.X, rigidBody.LinearVelocity.Y, 0.0f)); - } - } - - internal override void UpdateKinetics() - { - if (_physical) //Updates properties. Prim updates its properties physically - { - _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); - - _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); - _orientation = BulletXMaths.XnaQuaternionToQuaternion(rigidBody.Orientation); - - if ((Math.Abs(m_prev_position.X - _position.X) < 0.03) - && (Math.Abs(m_prev_position.Y - _position.Y) < 0.03) - && (Math.Abs(m_prev_position.Z - _position.Z) < 0.03)) - { - if (!m_lastUpdateSent) - { - _velocity = OpenMetaverse.Vector3.Zero; - base.ScheduleTerseUpdate(); - m_lastUpdateSent = true; - } - } - else - { - m_lastUpdateSent = false; - base.ScheduleTerseUpdate(); - } - m_prev_position = _position; - } - else //Doesn't updates properties. That's a cancel - { - Translate(); - //Speed(); //<- Static objects don't have linear velocity - ReOrient(); - } - } - - #region Methods for updating values of RigidBody - - protected internal void CreateRigidBody(BulletXScene parent_scene, IMesh mesh, OpenMetaverse.Vector3 pos, - OpenMetaverse.Vector3 size) - { - //For RigidBody Constructor. The next values might change - float _linearDamping = 0.0f; - float _angularDamping = 0.0f; - float _friction = 1.0f; - float _restitution = 0.0f; - Matrix _startTransform = Matrix.Identity; - Matrix _centerOfMassOffset = Matrix.Identity; - //added by jed zhu - _mesh = mesh; - - lock (BulletXScene.BulletXLock) - { - _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(pos); - //For now all prims are boxes - CollisionShape _collisionShape; - if (mesh == null) - { - _collisionShape = new BoxShape(BulletXMaths.PhysicsVectorToXnaVector3(size)/2.0f); - } - else - { - int iVertexCount = mesh.getVertexList().Count; - int[] indices = mesh.getIndexListAsInt(); - Vector3[] v3Vertices = new Vector3[iVertexCount]; - for (int i = 0; i < iVertexCount; i++) - { - OpenMetaverse.Vector3 v = mesh.getVertexList()[i]; - if (v != null) // Note, null has special meaning. See meshing code for details - v3Vertices[i] = BulletXMaths.PhysicsVectorToXnaVector3(v); - else - v3Vertices[i] = Vector3.Zero; - } - TriangleIndexVertexArray triMesh = new TriangleIndexVertexArray(indices, v3Vertices); - - _collisionShape = new TriangleMeshShape(triMesh); - } - DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); - Vector3 _localInertia = new Vector3(); - if (_physical) _collisionShape.CalculateLocalInertia(Mass, out _localInertia); //Always when mass > 0 - rigidBody = - new RigidBody(Mass, _motionState, _collisionShape, _localInertia, _linearDamping, _angularDamping, - _friction, _restitution); - //rigidBody.ActivationState = ActivationState.DisableDeactivation; - //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition - Vector3 _vDebugTranslation; - _vDebugTranslation = _startTransform.Translation - rigidBody.CenterOfMassPosition; - rigidBody.Translate(_vDebugTranslation); - //--- - parent_scene.ddWorld.AddRigidBody(rigidBody); - } - } - - protected internal void ReCreateRigidBody(OpenMetaverse.Vector3 size) - { - //There is a bug when trying to remove a rigidBody that is colliding with something.. - try - { - _parent_scene.ddWorld.RemoveRigidBody(rigidBody); - } - catch (Exception ex) - { - BulletXScene.BulletXMessage(_parent_scene.is_ex_message + ex.Message, true); - rigidBody.ActivationState = ActivationState.DisableSimulation; - _parent_scene.AddForgottenRigidBody(rigidBody); - } - CreateRigidBody(_parent_scene, null, _position, size); - // Note, null for the meshing definitely is wrong. It's here for the moment to apease the compiler - if (_physical) Speed(); //Static objects don't have linear velocity - ReOrient(); - GC.Collect(); - } - - protected internal override void ReSize(OpenMetaverse.Vector3 _newSize) - { - //I wonder to know how to resize with a simple instruction in BulletX. It seems that for now there isn't - //so i have to do it manually. That's recreating rigidbody - ReCreateRigidBody(_newSize); - } - - #endregion - } - - /// - /// This Class manage a HeighField as a RigidBody. This is for to be added in the BulletXScene - /// - internal class BulletXPlanet - { - private OpenMetaverse.Vector3 _staticPosition; -// private Vector3 _staticVelocity; -// private OpenMetaverse.Quaternion _staticOrientation; - private float _mass; - // private BulletXScene _parentscene; - internal float[] _heightField; - private RigidBody _flatPlanet; - - internal RigidBody RigidBody - { - get { return _flatPlanet; } - } - - internal BulletXPlanet(BulletXScene parent_scene, float[] heightField) - { - _staticPosition = new OpenMetaverse.Vector3(BulletXScene.MaxXY / 2, BulletXScene.MaxXY / 2, 0); -// _staticVelocity = new PhysicsVector(); -// _staticOrientation = OpenMetaverse.Quaternion.Identity; - _mass = 0; //No active - // _parentscene = parent_scene; - _heightField = heightField; - - float _linearDamping = 0.0f; - float _angularDamping = 0.0f; - float _friction = 0.5f; - float _restitution = 0.0f; - Matrix _startTransform = Matrix.Identity; - Matrix _centerOfMassOffset = Matrix.Identity; - - lock (BulletXScene.BulletXLock) - { - try - { - _startTransform.Translation = BulletXMaths.PhysicsVectorToXnaVector3(_staticPosition); - CollisionShape _collisionShape = - new HeightfieldTerrainShape(BulletXScene.MaxXY, BulletXScene.MaxXY, _heightField, - (float) BulletXScene.MaxZ, 2, true, false); - DefaultMotionState _motionState = new DefaultMotionState(_startTransform, _centerOfMassOffset); - Vector3 _localInertia = new Vector3(); - //_collisionShape.CalculateLocalInertia(_mass, out _localInertia); //Always when mass > 0 - _flatPlanet = - new RigidBody(_mass, _motionState, _collisionShape, _localInertia, _linearDamping, - _angularDamping, _friction, _restitution); - //It's seems that there are a bug with rigidBody constructor and its CenterOfMassPosition - Vector3 _vDebugTranslation; - _vDebugTranslation = _startTransform.Translation - _flatPlanet.CenterOfMassPosition; - _flatPlanet.Translate(_vDebugTranslation); - parent_scene.ddWorld.AddRigidBody(_flatPlanet); - } - catch (Exception ex) - { - BulletXScene.BulletXMessage(ex.Message, true); - } - } - BulletXScene.BulletXMessage("BulletXPlanet created.", false); - } - - internal float HeightValue(Vector3 position) - { - int li_x, li_y; - float height; - li_x = (int) Math.Round(position.X); - if (li_x < 0) li_x = 0; - if (li_x >= BulletXScene.MaxXY) li_x = BulletXScene.MaxXY - 1; - li_y = (int) Math.Round(position.Y); - if (li_y < 0) li_y = 0; - if (li_y >= BulletXScene.MaxXY) li_y = BulletXScene.MaxXY - 1; - - height = ((HeightfieldTerrainShape) _flatPlanet.CollisionShape).getHeightFieldValue(li_x, li_y); - if (height < 0) height = 0; - else if (height > BulletXScene.MaxZ) height = BulletXScene.MaxZ; - - return height; - } - } -} diff --git a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs deleted file mode 100644 index 637cf6e..0000000 --- a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs +++ /dev/null @@ -1,197 +0,0 @@ -/* - Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru - Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -/* - This file contains a class TriangleIndexVertexArray. I tried using the class with the same name - from the BulletX implementation and found it unusable for the purpose of using triangle meshes - within BulletX as the implementation was painfully incomplete. - The attempt to derive from the original class failed as viable members were hidden. - Fiddling around with BulletX itself was not my intention. - So I copied the class to the BulletX-plugin and modified it. - If you want to fiddle around with it it's up to you to move all this to BulletX. - If someone someday implements the missing functionality in BulletX, feel free to remove this class. - It's just an ugly hack. -*/ - -using System; -using System.Collections.Generic; -using MonoXnaCompactMaths; -using XnaDevRu.BulletX; - -namespace OpenSim.Region.Physics.BulletXPlugin -{ - /// - /// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements - /// instead of the number of indices, we pass the number of triangles - /// - public struct IndexedMesh - { - private int _numTriangles; - private int[] _triangleIndexBase; - private int _triangleIndexStride; - private int _numVertices; - private Vector3[] _vertexBase; - private int _vertexStride; - - public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, - Vector3[] vertexBase, int vertexStride) - { - _numTriangles = numTriangleIndices; - _triangleIndexBase = triangleIndexBase; - _triangleIndexStride = triangleIndexStride; - _vertexBase = vertexBase; - _numVertices = numVertices; - _vertexStride = vertexStride; - } - - public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase) - { - _numTriangles = triangleIndexBase.Length; - _triangleIndexBase = triangleIndexBase; - _triangleIndexStride = 32; - _vertexBase = vertexBase; - _numVertices = vertexBase.Length; - _vertexStride = 24; - } - - public int TriangleCount - { - get { return _numTriangles; } - set { _numTriangles = value; } - } - - public int[] TriangleIndexBase - { - get { return _triangleIndexBase; } - set { _triangleIndexBase = value; } - } - - public int TriangleIndexStride - { - get { return _triangleIndexStride; } - set { _triangleIndexStride = value; } - } - - public int VertexCount - { - get { return _numVertices; } - set { _numVertices = value; } - } - - public Vector3[] VertexBase - { - get { return _vertexBase; } - set { _vertexBase = value; } - } - - public int VertexStride - { - get { return _vertexStride; } - set { _vertexStride = value; } - } - } - - /// - /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays. - /// Additional meshes can be added using addIndexedMesh - /// - public class TriangleIndexVertexArray : StridingMeshInterface - { - private List _indexedMeshes = new List(); - - public TriangleIndexVertexArray() - { - } - - public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, - int numVertices, Vector3[] vertexBase, int vertexStride) - { - IndexedMesh mesh = new IndexedMesh(); - mesh.TriangleCount = numTriangleIndices; - mesh.TriangleIndexBase = triangleIndexBase; - mesh.TriangleIndexStride = triangleIndexStride; - mesh.VertexBase = vertexBase; - mesh.VertexCount = numVertices; - mesh.VertexStride = vertexStride; - - AddIndexedMesh(mesh); - } - - public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase) - : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) - { - } - - public void AddIndexedMesh(IndexedMesh indexedMesh) - { - _indexedMeshes.Add(indexedMesh); - } - - public override void GetLockedVertexIndexBase(out List verts, out List indicies, out int numfaces, - int subpart) - { - throw new Exception("The method or operation is not implemented."); - } - - public override void GetLockedReadOnlyVertexIndexBase(out List verts, out List indicies, - out int numfaces, int subpart) - { - IndexedMesh m = _indexedMeshes[0]; - Vector3[] vertexBase = m.VertexBase; - verts = new List(); - foreach (Vector3 v in vertexBase) - { - verts.Add(v); - } - int[] indexBase = m.TriangleIndexBase; - indicies = new List(); - foreach (int i in indexBase) - { - indicies.Add(i); - } - numfaces = vertexBase.GetLength(0); - } - - public override void UnLockVertexBase(int subpart) - { - throw new Exception("The method or operation is not implemented."); - } - - public override void UnLockReadOnlyVertexBase(int subpart) - { - } - - public override int SubPartsCount() - { - return _indexedMeshes.Count; - } - - public override void PreallocateVertices(int numverts) - { - throw new Exception("The method or operation is not implemented."); - } - - public override void PreallocateIndices(int numindices) - { - throw new Exception("The method or operation is not implemented."); - } - } -} -- cgit v1.1 From 1e798136c3458b8255fcb6341713bf9dbb689f4b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 17 Sep 2011 01:33:55 +0100 Subject: adjust some whitespace to trigger another build, to check the last failure was just a glitch --- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 924d7c2..ac92b8b 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -1526,6 +1526,7 @@ Console.WriteLine("changeadd 1"); { if (Body == IntPtr.Zero) enableBody(); + //Prim auto disable after 20 frames, //if you move it, re-enable the prim manually. if (_parent != null) @@ -1536,6 +1537,7 @@ Console.WriteLine("changeadd 1"); m_linkJoint = IntPtr.Zero; } } + if (Body != IntPtr.Zero) { d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); @@ -1599,7 +1601,6 @@ Console.WriteLine(" JointCreateFixed"); float fy = 0; float fz = 0; - if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. { if (m_vehicle.Type != Vehicle.TYPE_NONE) @@ -1818,7 +1819,6 @@ Console.WriteLine(" JointCreateFixed"); // 35x10 = 350n times the mass per second applied maximum. float nmax = 35f * m_mass; float nmin = -35f * m_mass; - if (fx > nmax) fx = nmax; -- cgit v1.1 From fa9291512aabbe72cb6b1b0b7a9af79d9b05d253 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Tue, 20 Sep 2011 14:07:10 -0700 Subject: Make debug statements in ScenePresence consistent and add a few more --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 24 ++++++++++++++---------- 1 file changed, 14 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9358a4a..b1094cc 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes { // ~ScenePresence() // { -// m_log.Debug("[ScenePresence] Destructor called"); +// m_log.Debug("[SCENE PRESENCE] Destructor called"); // } private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -517,7 +517,7 @@ namespace OpenSim.Region.Framework.Scenes } catch (Exception e) { - m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message); + m_log.Error("[SCENE PRESENCE]: ABSOLUTE POSITION " + e.Message); } } @@ -570,7 +570,7 @@ namespace OpenSim.Region.Framework.Scenes } catch (Exception e) { - m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message); + m_log.Error("[SCENE PRESENCE]: VELOCITY " + e.Message); } } @@ -1008,7 +1008,7 @@ namespace OpenSim.Region.Framework.Scenes Animator.ResetAnimations(); // m_log.DebugFormat( -// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", +// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, @@ -1175,7 +1175,7 @@ namespace OpenSim.Region.Framework.Scenes m_callbackURI = null; } - //m_log.DebugFormat("Completed movement"); + m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); SendInitialData(); @@ -2416,7 +2416,7 @@ namespace OpenSim.Region.Framework.Scenes Vector3 pos = m_pos; pos.Z += m_appearance.HipOffset; - //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); + //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); remoteClient.SendPrimUpdate( this, @@ -2503,6 +2503,7 @@ namespace OpenSim.Region.Framework.Scenes /// private void SendInitialData() { + m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); // Moved this into CompleteMovement to ensure that m_appearance is initialized before // the inventory arrives // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); @@ -2547,10 +2548,11 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendAvatarDataToAllAgents() { + m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); // only send update from root agents to other clients; children are only "listening posts" if (IsChildAgent) { - m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent"); + m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent"); return; } @@ -2600,7 +2602,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendAvatarDataToAgent(ScenePresence avatar) { -// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); + m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); avatar.ControllingClient.SendAvatarDataImmediate(this); if (Animator != null) @@ -2613,10 +2615,11 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendAppearanceToAllOtherAgents() { + m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} ({1})", Name, UUID); // only send update from root agents to other clients; children are only "listening posts" if (IsChildAgent) { - m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent"); + m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent"); return; } @@ -2642,6 +2645,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendOtherAgentsAppearanceToMe() { + m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID); m_perfMonMS = Util.EnvironmentTickCount(); int count = 0; @@ -3826,4 +3830,4 @@ namespace OpenSim.Region.Framework.Scenes } } } -} \ No newline at end of file +} -- cgit v1.1 From 8159fd7110459246ff61a41800899f5d854eceee Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 21 Sep 2011 19:28:41 +0100 Subject: When calling osNpcMoveTo(), rotate the avatar in the direction of travel. This stops the npc walking backwards if the target is directly behind. This means that the npc no longer returns to its original rotation once movement has finished. If you want this behaviour, please store and reset the original rotation after movement. This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678 --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 23 ++++++++++++++++++++-- .../World/NPC/Tests/NPCModuleTests.cs | 16 +++++++++++---- 2 files changed, 33 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9358a4a..cd3cb60 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -585,7 +585,11 @@ namespace OpenSim.Region.Framework.Scenes public Quaternion Rotation { get { return m_bodyRot; } - set { m_bodyRot = value; } + set + { + m_bodyRot = value; + m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); + } } public Quaternion PreviousRotation @@ -1711,7 +1715,7 @@ namespace OpenSim.Region.Framework.Scenes // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is // always slightly higher than the actual terrain height. - // FIXME: This constrains NOC movements as well, so should be somewhere else. + // FIXME: This constrains NPC movements as well, so should be somewhere else. if (pos.Z - terrainHeight < 0.2) pos.Z = terrainHeight; @@ -1727,6 +1731,21 @@ namespace OpenSim.Region.Framework.Scenes MovingToTarget = true; MoveToPositionTarget = pos; + // Rotate presence around the z-axis to point in same direction as movement. + // Ignore z component of vector + Vector3 localVectorToTarget3D = pos - AbsolutePosition; + Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f); + +// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D); + + // Calculate the yaw. + Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X))); + +// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle); + + Rotation = Quaternion.CreateFromEulers(angle); +// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation); + Vector3 agent_control_v3 = new Vector3(); HandleMoveToTargetUpdate(ref agent_control_v3); AddNewMovement(agent_control_v3); diff --git a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs index 246bc34..1a0d0c7 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs @@ -182,18 +182,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests scene.Update(); Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); - Vector3 targetPos = startPos + new Vector3(0, 0, 10); + Vector3 targetPos = startPos + new Vector3(0, 10, 0); npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); + //Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f))); + Assert.That( + npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); scene.Update(); // We should really check the exact figure. Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X)); - Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); - Assert.That(npc.AbsolutePosition.Z, Is.GreaterThan(startPos.Z)); - Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.Z)); + Assert.That(npc.AbsolutePosition.Y, Is.GreaterThan(startPos.Y)); + Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); + Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X)); for (int i = 0; i < 10; i++) scene.Update(); @@ -208,6 +211,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests targetPos = startPos + new Vector3(10, 0, 0); npcModule.MoveToTarget(npc.UUID, scene, targetPos, false, false); + Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos)); +// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1))); + Assert.That( + npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); + scene.Update(); // We should really check the exact figure. -- cgit v1.1 From 572b680cb01a856f860b1e3fb40a7153a36113f2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 21 Sep 2011 20:15:06 +0100 Subject: get rid of an incredibly noisy logging message from the last commit --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5a3e587..affb844 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -588,7 +588,7 @@ namespace OpenSim.Region.Framework.Scenes set { m_bodyRot = value; - m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); +// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); } } -- cgit v1.1 From f9438e7147bbb347a45b14126fa7181307f8ef43 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 21 Sep 2011 22:01:57 +0100 Subject: Remove unused and never set SP.PreviousRotation --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 8 -------- 1 file changed, 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index affb844..82d9abf 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -178,8 +178,6 @@ namespace OpenSim.Region.Framework.Scenes private Quaternion m_bodyRot = Quaternion.Identity; - private Quaternion m_bodyRotPrevious = Quaternion.Identity; - private const int LAND_VELOCITYMAG_MAX = 12; public bool IsRestrictedToRegion; @@ -592,12 +590,6 @@ namespace OpenSim.Region.Framework.Scenes } } - public Quaternion PreviousRotation - { - get { return m_bodyRotPrevious; } - set { m_bodyRotPrevious = value; } - } - /// /// If this is true, agent doesn't have a representation in this scene. /// this is an agent 'looking into' this scene from a nearby scene(region) -- cgit v1.1 From 241e07d006fad1b54e088d8a9ddede0b98a1e800 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 21 Sep 2011 23:56:11 +0100 Subject: Move code which handles NPC movement into Scene so that this can also be used by Autopilot coming from the client side. I thought that I had implemented this but must have accidentally removed it. Adds a regression test to detect if this happens again. Temporarily disables automatic landing of NPC at a target. Will be fixed presently. --- OpenSim/Region/Framework/Scenes/Scene.cs | 67 ++++++++++ .../Scenes/Tests/ScenePresenceAutopilotTests.cs | 135 +++++++++++++++++++++ .../Region/OptionalModules/World/NPC/NPCModule.cs | 2 +- 3 files changed, 203 insertions(+), 1 deletion(-) create mode 100644 OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 976e001..000a6ed 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -870,6 +870,8 @@ namespace OpenSim.Region.Framework.Scenes if (dm != null) m_eventManager.OnPermissionError += dm.SendAlertToUser; + + m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; } public override string GetSimulatorVersion() @@ -5138,5 +5140,70 @@ namespace OpenSim.Region.Framework.Scenes reason = String.Empty; return true; } + + /// + /// This method deals with movement when an avatar is automatically moving (but this is distinct from the + /// autopilot that moves an avatar to a sit target!. + /// + /// + /// This is not intended as a permament location for this method. + /// + /// + private void HandleOnSignificantClientMovement(ScenePresence presence) + { + if (presence.MovingToTarget) + { + double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); +// m_log.DebugFormat( +// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}", +// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); + + // Check the error term of the current position in relation to the target position + if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) + { + // We are close enough to the target +// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name); + + presence.Velocity = Vector3.Zero; + presence.AbsolutePosition = presence.MoveToPositionTarget; + presence.ResetMoveToTarget(); + + if (presence.PhysicsActor.Flying) + { + // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot + // the target if flying. + // We really need to be more subtle (slow the avatar as it approaches the target) or at + // least be able to set collision status once, rather than 5 times to give it enough + // weighting so that that PhysicsActor thinks it really is colliding. + for (int i = 0; i < 5; i++) + presence.PhysicsActor.IsColliding = true; + +// Vector3 targetPos = presence.MoveToPositionTarget; +// if (m_avatars[presence.UUID].LandAtTarget) +// presence.PhysicsActor.Flying = false; + +// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; +// if (targetPos.Z - terrainHeight < 0.2) +// { +// presence.PhysicsActor.Flying = false; +// } + } + +// m_log.DebugFormat( +// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}", +// presence.AgentControlFlags, presence.MovementFlag, presence.Name); + } + else + { +// m_log.DebugFormat( +// "[SCENE]: Updating npc {0} at {1} for next movement to {2}", +// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); + + Vector3 agent_control_v3 = new Vector3(); + presence.HandleMoveToTargetUpdate(ref agent_control_v3); + presence.AddNewMovement(agent_control_v3); + } + } + } } } diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs new file mode 100644 index 0000000..5a85d7f --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs @@ -0,0 +1,135 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Reflection; +using log4net; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Communications; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Region.Framework.Scenes.Tests +{ + [TestFixture] + public class ScenePresenceAutopilotTests + { + private TestScene m_scene; + + [TestFixtureSetUp] + public void FixtureInit() + { + // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. + Util.FireAndForgetMethod = FireAndForgetMethod.None; + } + + [TestFixtureTearDown] + public void TearDown() + { + // We must set this back afterwards, otherwise later tests will fail since they're expecting multiple + // threads. Possibly, later tests should be rewritten not to worry about such things. + Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; + } + + [SetUp] + public void Init() + { + m_scene = SceneHelpers.SetupScene(); + } + + [Test] + public void TestMove() + { + TestHelpers.InMethod(); +// log4net.Config.XmlConfigurator.Configure(); + + ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1)); + + Vector3 startPos = sp.AbsolutePosition; +// Vector3 startPos = new Vector3(128, 128, 30); + + // For now, we'll make the scene presence fly to simplify this test, but this needs to change. + sp.PhysicsActor.Flying = true; + + m_scene.Update(); + Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); + + Vector3 targetPos = startPos + new Vector3(0, 10, 0); + sp.MoveToTarget(targetPos, false); + + Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); + Assert.That( + sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001)); + + m_scene.Update(); + + // We should really check the exact figure. + Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X)); + Assert.That(sp.AbsolutePosition.Y, Is.GreaterThan(startPos.Y)); + Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); + Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X)); + + for (int i = 0; i < 10; i++) + m_scene.Update(); + + double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); + Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move"); + Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos)); + Assert.That(sp.AgentControlFlags, Is.EqualTo((uint)AgentManager.ControlFlags.NONE)); + + // Try a second movement + startPos = sp.AbsolutePosition; + targetPos = startPos + new Vector3(10, 0, 0); + sp.MoveToTarget(targetPos, false); + + Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); + Assert.That( + sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001)); + + m_scene.Update(); + + // We should really check the exact figure. + Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X)); + Assert.That(sp.AbsolutePosition.X, Is.LessThan(targetPos.X)); + Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y)); + Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z)); + + for (int i = 0; i < 10; i++) + m_scene.Update(); + + distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos); + Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move"); + Assert.That(sp.AbsolutePosition, Is.EqualTo(targetPos)); + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 2fdeeab..6282245 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -53,7 +53,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC if (config != null && config.GetBoolean("Enabled", false)) { scene.RegisterModuleInterface(this); - scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; +// scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; } } -- cgit v1.1 From d358125cac4e01194dae4b1f0bc9afc87e463f76 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 22 Sep 2011 00:16:05 +0100 Subject: Reinstate option to land an npc when it reaches a target. This is moved into ScenePresence for now as a general facility --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 6 +- .../Region/Examples/SimpleModule/MyNpcCharacter.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 6 +- .../Region/Framework/Scenes/SceneObjectGroup.cs | 2 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 11 +++- .../Scenes/Tests/ScenePresenceAutopilotTests.cs | 4 +- .../Server/IRCClientView.cs | 2 +- .../Region/OptionalModules/World/NPC/NPCAvatar.cs | 7 +-- .../Region/OptionalModules/World/NPC/NPCModule.cs | 72 +--------------------- 9 files changed, 25 insertions(+), 87 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index b5c6742..ce2ff86 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -231,7 +231,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; - public event Action OnAutoPilotGo; + public event Action OnAutoPilotGo; public event TerrainUnacked OnUnackedTerrain; public event ActivateGesture OnActivateGesture; public event DeactivateGesture OnDeactivateGesture; @@ -11640,9 +11640,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP locy = Convert.ToSingle(args[1]) - (float)regionY; locz = Convert.ToSingle(args[2]); - Action handlerAutoPilotGo = OnAutoPilotGo; + Action handlerAutoPilotGo = OnAutoPilotGo; if (handlerAutoPilotGo != null) - handlerAutoPilotGo(new Vector3(locx, locy, locz), false); + handlerAutoPilotGo(new Vector3(locx, locy, locz), false, false); } /// diff --git a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs index c87790f..b0266c5 100644 --- a/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs +++ b/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs @@ -222,7 +222,7 @@ namespace OpenSim.Region.Examples.SimpleModule public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; - public event Action OnAutoPilotGo; + public event Action OnAutoPilotGo; public event TerrainUnacked OnUnackedTerrain; diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 000a6ed..eadec09 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -5178,10 +5178,10 @@ namespace OpenSim.Region.Framework.Scenes for (int i = 0; i < 5; i++) presence.PhysicsActor.IsColliding = true; -// Vector3 targetPos = presence.MoveToPositionTarget; -// if (m_avatars[presence.UUID].LandAtTarget) -// presence.PhysicsActor.Flying = false; + if (presence.LandAtTarget) + presence.PhysicsActor.Flying = false; +// Vector3 targetPos = presence.MoveToPositionTarget; // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; // if (targetPos.Z - terrainHeight < 0.2) // { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index e7f2491..980b01f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1599,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); if (avatar != null) { - avatar.MoveToTarget(target, false); + avatar.MoveToTarget(target, false, false); } } else diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 82d9abf..a7b189b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -220,6 +220,11 @@ namespace OpenSim.Region.Framework.Scenes public bool MovingToTarget { get; private set; } public Vector3 MoveToPositionTarget { get; private set; } + /// + /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). + /// + public bool LandAtTarget { get; private set; } + private bool m_followCamAuto; private int m_movementUpdateCount; @@ -1681,7 +1686,10 @@ namespace OpenSim.Region.Framework.Scenes /// This is to allow movement to targets that are known to be on an elevated platform with a continuous path /// from start to finish. /// - public void MoveToTarget(Vector3 pos, bool noFly) + /// + /// If true and the avatar starts flying during the move then land at the target. + /// + public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) { m_log.DebugFormat( "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}", @@ -1720,6 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes else if (pos.Z > terrainHeight) PhysicsActor.Flying = true; + LandAtTarget = landAtTarget; MovingToTarget = true; MoveToPositionTarget = pos; diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs index 5a85d7f..64c36ff 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAutopilotTests.cs @@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); Vector3 targetPos = startPos + new Vector3(0, 10, 0); - sp.MoveToTarget(targetPos, false); + sp.MoveToTarget(targetPos, false, false); Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); Assert.That( @@ -110,7 +110,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests // Try a second movement startPos = sp.AbsolutePosition; targetPos = startPos + new Vector3(10, 0, 0); - sp.MoveToTarget(targetPos, false); + sp.MoveToTarget(targetPos, false, false); Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos)); Assert.That( diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index c413634..f6656c2 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -806,7 +806,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; - public event Action OnAutoPilotGo; + public event Action OnAutoPilotGo; public event TerrainUnacked OnUnackedTerrain; public event ActivateGesture OnActivateGesture; public event DeactivateGesture OnDeactivateGesture; diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 31e79fa..edb618e 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -37,11 +37,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC { public class NPCAvatar : IClientAPI { - /// - /// Signal whether the avatar should land when it reaches a move target - /// - public bool LandAtTarget { get; set; } - private readonly string m_firstname; private readonly string m_lastname; private readonly Vector3 m_startPos; @@ -333,7 +328,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC public event ScriptReset OnScriptReset; public event GetScriptRunning OnGetScriptRunning; public event SetScriptRunning OnSetScriptRunning; - public event Action OnAutoPilotGo; + public event Action OnAutoPilotGo; public event TerrainUnacked OnUnackedTerrain; diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 6282245..bcd9e94 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -53,78 +53,13 @@ namespace OpenSim.Region.OptionalModules.World.NPC if (config != null && config.GetBoolean("Enabled", false)) { scene.RegisterModuleInterface(this); -// scene.EventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; - } - } - - public void HandleOnSignificantClientMovement(ScenePresence presence) - { - lock (m_avatars) - { - if (m_avatars.ContainsKey(presence.UUID) && presence.MovingToTarget) - { - double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); -// m_log.DebugFormat( -// "[NPC MODULE]: Abs pos of {0} is {1}, target {2}, distance {3}", -// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); - - // Check the error term of the current position in relation to the target position - if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) - { - // We are close enough to the target - m_log.DebugFormat("[NPC MODULE]: Stopping movement of npc {0}", presence.Name); - - presence.Velocity = Vector3.Zero; - presence.AbsolutePosition = presence.MoveToPositionTarget; - presence.ResetMoveToTarget(); - - if (presence.PhysicsActor.Flying) - { - // A horrible hack to stop the NPC dead in its tracks rather than having them overshoot - // the target if flying. - // We really need to be more subtle (slow the avatar as it approaches the target) or at - // least be able to set collision status once, rather than 5 times to give it enough - // weighting so that that PhysicsActor thinks it really is colliding. - for (int i = 0; i < 5; i++) - presence.PhysicsActor.IsColliding = true; - -// Vector3 targetPos = presence.MoveToPositionTarget; - if (m_avatars[presence.UUID].LandAtTarget) - presence.PhysicsActor.Flying = false; - -// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; -// if (targetPos.Z - terrainHeight < 0.2) -// { -// presence.PhysicsActor.Flying = false; -// } - } - -// m_log.DebugFormat( -// "[NPC MODULE]: AgentControlFlags {0}, MovementFlag {1} for {2}", -// presence.AgentControlFlags, presence.MovementFlag, presence.Name); - } - else - { -// m_log.DebugFormat( -// "[NPC MODULE]: Updating npc {0} at {1} for next movement to {2}", -// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); - - Vector3 agent_control_v3 = new Vector3(); - presence.HandleMoveToTargetUpdate(ref agent_control_v3); - presence.AddNewMovement(agent_control_v3); - } -// -//// presence.DoMoveToPositionUpdate((0, presence.MoveToPositionTarget, null); - -// -// - - } } } public bool IsNPC(UUID agentId, Scene scene) { + // FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect + // that directly). ScenePresence sp = scene.GetScenePresence(agentId); if (sp == null || sp.IsChildAgent) return false; @@ -218,8 +153,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC "[NPC MODULE]: Moving {0} to {1} in {2}, noFly {3}, landAtTarget {4}", sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget); - m_avatars[agentID].LandAtTarget = landAtTarget; - sp.MoveToTarget(pos, noFly); + sp.MoveToTarget(pos, noFly, landAtTarget); return true; } -- cgit v1.1 From 2c0bb8118db0b91c14783c2e2a401725e88aa650 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Wed, 21 Sep 2011 16:24:19 -0700 Subject: Commented out new debug statements in ScenePresence --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 82d9abf..b1c2eea 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1171,7 +1171,7 @@ namespace OpenSim.Region.Framework.Scenes m_callbackURI = null; } - m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); + //m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); SendInitialData(); @@ -2514,7 +2514,7 @@ namespace OpenSim.Region.Framework.Scenes /// private void SendInitialData() { - m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); + //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); // Moved this into CompleteMovement to ensure that m_appearance is initialized before // the inventory arrives // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); @@ -2559,7 +2559,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendAvatarDataToAllAgents() { - m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); + //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); // only send update from root agents to other clients; children are only "listening posts" if (IsChildAgent) { @@ -2613,7 +2613,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendAvatarDataToAgent(ScenePresence avatar) { - m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); + //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); avatar.ControllingClient.SendAvatarDataImmediate(this); if (Animator != null) @@ -2656,7 +2656,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void SendOtherAgentsAppearanceToMe() { - m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID); + //m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID); m_perfMonMS = Util.EnvironmentTickCount(); int count = 0; -- cgit v1.1 From 3ccb58c05c0a11fb4cff0f3adf90ca29d67b0c8b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 22 Sep 2011 01:08:38 +0100 Subject: Fix failure to teleport when an agent is lured on the same sim (and probably in neighbouring sims) with HG lure active It turns out that the HG lure module was setting up a pending lure when it intercepted the instant message on its way out to the target avatar. However, an IM would only be sent if the user was remote, so it would not be set up for users on the same sim or in an immediate neighbour. We fix this by adding the pending lure when the message goes out and ignoring a duplicate pending lure add if it goes to out via IM. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5690 --- .../Avatar/InstantMessage/HGMessageTransferModule.cs | 11 ++++++----- OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs | 16 ++++++++++++---- 2 files changed, 18 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/HGMessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/HGMessageTransferModule.cs index 7753c25..d294692 100644 --- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/HGMessageTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/HGMessageTransferModule.cs @@ -24,6 +24,7 @@ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + using System; using System.Collections; using System.Collections.Generic; @@ -145,14 +146,14 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage scene.Entities[toAgentID] is ScenePresence) { // m_log.DebugFormat( -// "[INSTANT MESSAGE]: Looking for root agent {0} in {1}", +// "[HG INSTANT MESSAGE]: Looking for root agent {0} in {1}", // toAgentID.ToString(), scene.RegionInfo.RegionName); ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; if (!user.IsChildAgent) { // Local message -// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID); +// m_log.DebugFormat("[HG INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID); user.ControllingClient.SendInstantMessage(im); // Message sent @@ -166,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage foreach (Scene scene in m_Scenes) { // m_log.DebugFormat( -// "[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName); +// "[HG INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName); if (scene.Entities.ContainsKey(toAgentID) && scene.Entities[toAgentID] is ScenePresence) @@ -174,7 +175,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage // Local message ScenePresence user = (ScenePresence) scene.Entities[toAgentID]; -// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); +// m_log.DebugFormat("[HG INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID); user.ControllingClient.SendInstantMessage(im); // Message sent @@ -183,7 +184,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage } } -// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID); +// m_log.DebugFormat("[HG INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID); // Is the user a local user? UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, toAgentID); string url = string.Empty; diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs index d687e6a..bc5c1ff 100644 --- a/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Lure/HGLureModule.cs @@ -154,14 +154,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure if (im.dialog == (byte)InstantMessageDialog.RequestTeleport) { UUID sessionID = new UUID(im.imSessionID); - m_log.DebugFormat("[HG LURE MODULE]: RequestTeleport sessionID={0}, regionID={1}, message={2}", im.imSessionID, im.RegionID, im.message); - m_PendingLures.Add(sessionID, im, 7200); // 2 hours + + if (!m_PendingLures.Contains(sessionID)) + { + m_log.DebugFormat("[HG LURE MODULE]: RequestTeleport sessionID={0}, regionID={1}, message={2}", im.imSessionID, im.RegionID, im.message); + m_PendingLures.Add(sessionID, im, 7200); // 2 hours + } // Forward. We do this, because the IM module explicitly rejects // IMs of this type if (m_TransferModule != null) m_TransferModule.SendInstantMessage(im, delegate(bool success) { }); - } } @@ -177,12 +180,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure m_log.DebugFormat("[HG LURE MODULE]: TP invite with message {0}", message); + UUID sessionID = UUID.Random(); + GridInstantMessage m = new GridInstantMessage(scene, client.AgentId, client.FirstName+" "+client.LastName, targetid, (byte)InstantMessageDialog.RequestTeleport, false, - message, UUID.Random(), false, presence.AbsolutePosition, + message, sessionID, false, presence.AbsolutePosition, new Byte[0]); m.RegionID = client.Scene.RegionInfo.RegionID.Guid; + + m_log.DebugFormat("[HG LURE MODULE]: RequestTeleport sessionID={0}, regionID={1}, message={2}", m.imSessionID, m.RegionID, m.message); + m_PendingLures.Add(sessionID, m, 7200); // 2 hours if (m_TransferModule != null) { -- cgit v1.1 From c8304b7f84b1a8d9fb978cae510f684e36419deb Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Sep 2011 02:59:33 +0100 Subject: Fix avatar parameter updating for viewer 3 and maybe 2. When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it. Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated. However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded. This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place. A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one. This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made. --- .../AssetTransaction/AgentAssetsTransactions.cs | 168 +++++++++++++++------ .../AssetTransaction/AssetTransactionModule.cs | 25 ++- .../Agent/AssetTransaction/AssetXferUploader.cs | 127 +++++++++++++--- .../Avatar/AvatarFactory/AvatarFactoryModule.cs | 19 ++- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 7 +- 5 files changed, 258 insertions(+), 88 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs index 9d8082b..eed7cd5 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs @@ -41,14 +41,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction /// public class AgentAssetTransactions { -// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // Fields private bool m_dumpAssetsToFile; private Scene m_Scene; - public UUID UserID; - public Dictionary XferUploaders = - new Dictionary(); + private UUID UserID; + private Dictionary XferUploaders = new Dictionary(); // Methods public AgentAssetTransactions(UUID agentID, Scene scene, @@ -59,36 +58,94 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction m_dumpAssetsToFile = dumpAssetsToFile; } - public AssetXferUploader RequestXferUploader(UUID transactionID) + /// + /// Return a xfer uploader if one does not already exist. + /// + /// + /// + /// We must transfer the new asset ID into the uploader on creation, otherwise + /// we can see race conditions with other threads which can retrieve an item before it is updated with the new + /// asset id. + /// + /// + /// The xfer uploader requested. Null if one is already in existence. + /// FIXME: This is a bizarre thing to do, and is probably meant to signal an error condition if multiple + /// transfers are made. Needs to be corrected. + /// + public AssetXferUploader RequestXferUploader(UUID transactionID, UUID assetID) { - if (!XferUploaders.ContainsKey(transactionID)) + lock (XferUploaders) { - AssetXferUploader uploader = new AssetXferUploader(m_Scene, - m_dumpAssetsToFile); - - lock (XferUploaders) + if (!XferUploaders.ContainsKey(transactionID)) { + AssetXferUploader uploader = new AssetXferUploader(this, m_Scene, assetID, m_dumpAssetsToFile); + +// m_log.DebugFormat( +// "[AGENT ASSETS TRANSACTIONS]: Adding asset xfer uploader {0} since it didn't previously exist", transactionID); + XferUploaders.Add(transactionID, uploader); - } - return uploader; + return uploader; + } } + + m_log.WarnFormat("[AGENT ASSETS TRANSACTIONS]: Ignoring request for asset xfer uploader {0} since it already exists", transactionID); + return null; } public void HandleXfer(ulong xferID, uint packetID, byte[] data) { + AssetXferUploader foundUploader = null; + lock (XferUploaders) { foreach (AssetXferUploader uploader in XferUploaders.Values) { +// m_log.DebugFormat( +// "[AGENT ASSETS TRANSACTIONS]: In HandleXfer, inspect xfer upload with xfer id {0}", +// uploader.XferID); + if (uploader.XferID == xferID) { - uploader.HandleXferPacket(xferID, packetID, data); + foundUploader = uploader; break; } } } + + if (foundUploader != null) + { +// m_log.DebugFormat( +// "[AGENT ASSETS TRANSACTIONS]: Found xfer uploader for xfer id {0}, packet id {1}, data length {2}", +// xferID, packetID, data.Length); + + foundUploader.HandleXferPacket(xferID, packetID, data); + } + else + { + m_log.ErrorFormat( + "[AGENT ASSET TRANSACTIONS]: Could not find uploader for xfer id {0}, packet id {1}, data length {2}", + xferID, packetID, data.Length); + } + } + + public bool RemoveXferUploader(UUID transactionID) + { + lock (XferUploaders) + { + bool removed = XferUploaders.Remove(transactionID); + + if (!removed) + m_log.WarnFormat( + "[AGENT ASSET TRANSACTIONS]: Received request to remove xfer uploader with transaction ID {0} but none found", + transactionID); +// else +// m_log.DebugFormat( +// "[AGENT ASSET TRANSACTIONS]: Removed xfer uploader with transaction ID {0}", transactionID); + + return removed; + } } public void RequestCreateInventoryItem(IClientAPI remoteClient, @@ -96,16 +153,24 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction string description, string name, sbyte invType, sbyte type, byte wearableType, uint nextOwnerMask) { - if (XferUploaders.ContainsKey(transactionID)) + AssetXferUploader uploader = null; + + lock (XferUploaders) { - XferUploaders[transactionID].RequestCreateInventoryItem( - remoteClient, transactionID, folderID, - callbackID, description, name, invType, type, - wearableType, nextOwnerMask); + if (XferUploaders.ContainsKey(transactionID)) + uploader = XferUploaders[transactionID]; } - } - + if (uploader != null) + uploader.RequestCreateInventoryItem( + remoteClient, transactionID, folderID, + callbackID, description, name, invType, type, + wearableType, nextOwnerMask); + else + m_log.ErrorFormat( + "[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to create inventory item {1} from {2}", + transactionID, name, remoteClient.Name); + } /// /// Get an uploaded asset. If the data is successfully retrieved, @@ -113,19 +178,18 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction /// /// /// The asset if the upload has completed, null if it has not. - public AssetBase GetTransactionAsset(UUID transactionID) + private AssetBase GetTransactionAsset(UUID transactionID) { - if (XferUploaders.ContainsKey(transactionID)) + lock (XferUploaders) { - AssetXferUploader uploader = XferUploaders[transactionID]; - AssetBase asset = uploader.GetAssetData(); - - lock (XferUploaders) + if (XferUploaders.ContainsKey(transactionID)) { - XferUploaders.Remove(transactionID); - } + AssetXferUploader uploader = XferUploaders[transactionID]; + AssetBase asset = uploader.GetAssetData(); + RemoveXferUploader(transactionID); - return asset; + return asset; + } } return null; @@ -135,7 +199,15 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction SceneObjectPart part, UUID transactionID, TaskInventoryItem item) { - if (XferUploaders.ContainsKey(transactionID)) + AssetXferUploader uploader = null; + + lock (XferUploaders) + { + if (XferUploaders.ContainsKey(transactionID)) + uploader = XferUploaders[transactionID]; + } + + if (uploader != null) { AssetBase asset = GetTransactionAsset(transactionID); @@ -161,28 +233,34 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction m_Scene.AssetService.Store(asset); } } + else + { + m_log.ErrorFormat( + "[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update task inventory item {1} in {2}", + transactionID, item.Name, part.Name); + } } public void RequestUpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, InventoryItemBase item) { - if (XferUploaders.ContainsKey(transactionID)) - { - AssetBase asset = GetTransactionAsset(transactionID); + AssetXferUploader uploader = null; - if (asset != null) - { - asset.FullID = UUID.Random(); - asset.Name = item.Name; - asset.Description = item.Description; - asset.Type = (sbyte)item.AssetType; - item.AssetID = asset.FullID; - - m_Scene.AssetService.Store(asset); + lock (XferUploaders) + { + if (XferUploaders.ContainsKey(transactionID)) + uploader = XferUploaders[transactionID]; + } - IInventoryService invService = m_Scene.InventoryService; - invService.UpdateItem(item); - } + if (uploader != null) + { + uploader.RequestUpdateInventoryItem(remoteClient, transactionID, item); + } + else + { + m_log.ErrorFormat( + "[AGENT ASSET TRANSACTIONS]: Could not find uploader with transaction ID {0} when handling request to update inventory item {1} for {2}", + transactionID, item.Name, remoteClient.Name); } } } diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs index 82558de..a28d5d7 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetTransactionModule.cs @@ -172,11 +172,12 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction /// /// Update an inventory item with data that has been received through a /// transaction. - /// + /// + /// /// This is called when clothing or body parts are updated (for /// instance, with new textures or colours). It may also be called in /// other situations. - /// + /// /// /// /// @@ -184,14 +185,12 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction UUID transactionID, InventoryItemBase item) { // m_log.DebugFormat( -// "[TRANSACTIONS MANAGER] Called HandleItemUpdateFromTransaction with item {0}", +// "[ASSET TRANSACTION MODULE]: Called HandleItemUpdateFromTransaction with item {0}", // item.Name); - AgentAssetTransactions transactions = - GetUserTransactions(remoteClient.AgentId); + AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); - transactions.RequestUpdateInventoryItem(remoteClient, - transactionID, item); + transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item); } /// @@ -255,11 +254,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction } } - AgentAssetTransactions transactions = - GetUserTransactions(remoteClient.AgentId); - - AssetXferUploader uploader = - transactions.RequestXferUploader(transaction); + AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); + AssetXferUploader uploader = transactions.RequestXferUploader(transaction, assetID); if (uploader != null) { @@ -279,9 +275,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction public void HandleXfer(IClientAPI remoteClient, ulong xferID, uint packetID, byte[] data) { - //m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data!"); - AgentAssetTransactions transactions = - GetUserTransactions(remoteClient.AgentId); +// m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data length " + data.Length); + AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId); transactions.HandleXfer(xferID, packetID, data); } diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs index a7929ba..ec4dfd0 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs @@ -40,11 +40,21 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// + /// Reference to the object that holds this uploader. Used to remove ourselves from it's list if we + /// are performing a delayed update. + /// + AgentAssetTransactions m_transactions; + private AssetBase m_asset; private UUID InventFolder = UUID.Zero; private sbyte invType = 0; + private bool m_createItem = false; private uint m_createItemCallback = 0; + private bool m_updateItem = false; + private InventoryItemBase m_updateItemData; + private string m_description = String.Empty; private bool m_dumpAssetToFile; private bool m_finished = false; @@ -58,9 +68,11 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction public ulong XferID; private Scene m_Scene; - public AssetXferUploader(Scene scene, bool dumpAssetToFile) + public AssetXferUploader(AgentAssetTransactions transactions, Scene scene, UUID assetID, bool dumpAssetToFile) { + m_transactions = transactions; m_Scene = scene; + m_asset = new AssetBase() { FullID = assetID }; m_dumpAssetToFile = dumpAssetToFile; } @@ -73,6 +85,10 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction /// True if the transfer is complete, false otherwise or if the xferID was not valid public bool HandleXferPacket(ulong xferID, uint packetID, byte[] data) { +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Received packet {0} for xfer {1} (data length {2})", +// packetID, xferID, data.Length); + if (XferID == xferID) { if (m_asset.Data.Length > 1) @@ -107,16 +123,20 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction /// /// /// - /// True if the transfer is complete, false otherwise - public bool Initialise(IClientAPI remoteClient, UUID assetID, + public void Initialise(IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type, byte[] data, bool storeLocal, bool tempFile) { +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Initialised xfer from {0}, asset {1}, transaction {2}, type {3}, storeLocal {4}, tempFile {5}, already received data length {6}", +// remoteClient.Name, assetID, transaction, type, storeLocal, tempFile, data.Length); + ourClient = remoteClient; - m_asset = new AssetBase(assetID, "blank", type, - remoteClient.AgentId.ToString()); - m_asset.Data = data; + m_asset.Name = "blank"; m_asset.Description = "empty"; + m_asset.Type = type; + m_asset.CreatorID = remoteClient.AgentId.ToString(); + m_asset.Data = data; m_asset.Local = storeLocal; m_asset.Temporary = tempFile; @@ -126,21 +146,22 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction if (m_asset.Data.Length > 2) { SendCompleteMessage(); - return true; } else { RequestStartXfer(); } - - return false; } protected void RequestStartXfer() { XferID = Util.GetNextXferID(); - ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID, - 0, new byte[0]); + +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Requesting Xfer of asset {0}, type {1}, transfer id {2} from {3}", +// m_asset.FullID, m_asset.Type, XferID, ourClient.Name); + + ourClient.SendXferRequest(XferID, m_asset.Type, m_asset.FullID, 0, new byte[0]); } protected void SendCompleteMessage() @@ -148,18 +169,32 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction ourClient.SendAssetUploadCompleteMessage(m_asset.Type, true, m_asset.FullID); - m_finished = true; - if (m_createItem) - { - DoCreateItem(m_createItemCallback); - } - else if (m_storeLocal) + // We must lock in order to avoid a race with a separate thread dealing with an inventory item or create + // message from other client UDP. + lock (this) { - m_Scene.AssetService.Store(m_asset); + m_finished = true; + if (m_createItem) + { + DoCreateItem(m_createItemCallback); + } + else if (m_updateItem) + { + StoreAssetForItemUpdate(m_updateItemData); + + // Remove ourselves from the list of transactions if completion was delayed until the transaction + // was complete. + // TODO: Should probably do the same for create item. + m_transactions.RemoveXferUploader(TransactionID); + } + else if (m_storeLocal) + { + m_Scene.AssetService.Store(m_asset); + } } m_log.DebugFormat( - "[ASSET TRANSACTIONS]: Uploaded asset {0} for transaction {1}", + "[ASSET XFER UPLOADER]: Uploaded asset {0} for transaction {1}", m_asset.FullID, TransactionID); if (m_dumpAssetToFile) @@ -205,18 +240,66 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction m_asset.Description = description; m_asset.Type = type; + // We must lock to avoid a race with a separate thread uploading the asset. + lock (this) + { + if (m_finished) + { + DoCreateItem(callbackID); + } + else + { + m_createItem = true; //set flag so the inventory item is created when upload is complete + m_createItemCallback = callbackID; + } + } + } + } + + public void RequestUpdateInventoryItem(IClientAPI remoteClient, UUID transactionID, InventoryItemBase item) + { + // We must lock to avoid a race with a separate thread uploading the asset. + lock (this) + { + m_asset.Name = item.Name; + m_asset.Description = item.Description; + m_asset.Type = (sbyte)item.AssetType; + + // We must always store the item at this point even if the asset hasn't finished uploading, in order + // to avoid a race condition when the appearance module retrieves the item to set the asset id in + // the AvatarAppearance structure. + item.AssetID = m_asset.FullID; + m_Scene.InventoryService.UpdateItem(item); + if (m_finished) { - DoCreateItem(callbackID); + StoreAssetForItemUpdate(item); } else { - m_createItem = true; //set flag so the inventory item is created when upload is complete - m_createItemCallback = callbackID; +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Holding update inventory item request {0} for {1} pending completion of asset xfer for transaction {2}", +// item.Name, remoteClient.Name, transactionID); + + m_updateItem = true; + m_updateItemData = item; } } } + /// + /// Store the asset for the given item. + /// + /// + private void StoreAssetForItemUpdate(InventoryItemBase item) + { +// m_log.DebugFormat( +// "[ASSET XFER UPLOADER]: Storing asset {0} for earlier item update for {1} for {2}", +// m_asset.FullID, item.Name, ourClient.Name); + + m_Scene.AssetService.Store(m_asset); + } + private void DoCreateItem(uint callbackID) { m_Scene.AssetService.Store(m_asset); diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index bb63bcd..0cadd83 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -211,6 +211,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // Process the visual params, this may change height as well if (visualParams != null) { +// string[] visualParamsStrings = new string[visualParams.Length]; +// for (int i = 0; i < visualParams.Length; i++) +// visualParamsStrings[i] = visualParams[i].ToString(); +// 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); @@ -418,6 +425,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",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 + // assets and item asset id changes to complete. + // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids + // multiple save requests. + SetAppearanceAssets(sp.UUID, sp.Appearance); + m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); } @@ -504,9 +518,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory avatAppearance.GetAssetsFrom(sp.Appearance); - // This could take awhile since it needs to pull inventory - SetAppearanceAssets(sp.UUID, ref avatAppearance); - lock (m_setAppearanceLock) { // Update only those fields that we have changed. This is important because the viewer @@ -540,7 +551,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return true; } - private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance) + private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) { IInventoryService invService = m_scene.InventoryService; diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index f9dba2d..663aa22 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -334,6 +334,10 @@ namespace OpenSim.Region.Framework.Scenes public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID, UUID itemID, InventoryItemBase itemUpd) { +// m_log.DebugFormat( +// "[USER INVENTORY]: Updating asset for item {0} {1}, transaction ID {2} for {3}", +// itemID, itemUpd.Name, transactionID, remoteClient.Name); + // This one will let people set next perms on items in agent // inventory. Rut-Roh. Whatever. Make this secure. Yeah. // @@ -385,8 +389,7 @@ namespace OpenSim.Region.Framework.Scenes IAgentAssetTransactions agentTransactions = this.RequestModuleInterface(); if (agentTransactions != null) { - agentTransactions.HandleItemUpdateFromTransaction( - remoteClient, transactionID, item); + agentTransactions.HandleItemUpdateFromTransaction(remoteClient, transactionID, item); } } } -- cgit v1.1 From bec0cbe82b0de1b5fa8e214a0cc59d0db1f25959 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 23 Sep 2011 22:20:15 +0100 Subject: remove unused SOP.Create() method --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 14 -------------- 1 file changed, 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 7203663..632ac8f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1714,20 +1714,6 @@ namespace OpenSim.Region.Framework.Scenes Name, LocalId, id); } - public static SceneObjectPart Create() - { - SceneObjectPart part = new SceneObjectPart(); - part.UUID = UUID.Random(); - - PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); - part.Shape = shape; - - part.Name = "Primitive"; - part._ownerID = UUID.Random(); - - return part; - } - /// /// Do a physics property update for a NINJA joint. /// -- cgit v1.1