From fa9f4ef1baca14ed4ee20712219932f1e6e09990 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 4 Mar 2013 23:20:00 +0000 Subject: Fix issue in the mesh upload flag module where the ID of the last agent to request the capability was always used instead of the original requesting agent for each cap. Should address http://opensimulator.org/mantis/view.php?id=6556 --- .../Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs index 33b1f77..45d33cd 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs @@ -57,7 +57,6 @@ namespace OpenSim.Region.ClientStack.Linden public bool Enabled { get; private set; } private Scene m_scene; - private UUID m_agentID; #region ISharedRegionModule Members @@ -118,25 +117,26 @@ namespace OpenSim.Region.ClientStack.Linden public void RegisterCaps(UUID agentID, Caps caps) { IRequestHandler reqHandler - = new RestHTTPHandler("GET", "/CAPS/" + UUID.Random(), MeshUploadFlag, "MeshUploadFlag", agentID.ToString()); + = new RestHTTPHandler( + "GET", "/CAPS/" + UUID.Random(), ht => MeshUploadFlag(ht, agentID), "MeshUploadFlag", agentID.ToString()); caps.RegisterHandler("MeshUploadFlag", reqHandler); - m_agentID = agentID; + } - private Hashtable MeshUploadFlag(Hashtable mDhttpMethod) + private Hashtable MeshUploadFlag(Hashtable mDhttpMethod, UUID agentID) { // m_log.DebugFormat("[MESH UPLOAD FLAG MODULE]: MeshUploadFlag request"); OSDMap data = new OSDMap(); - ScenePresence sp = m_scene.GetScenePresence(m_agentID); + ScenePresence sp = m_scene.GetScenePresence(agentID); data["username"] = sp.Firstname + "." + sp.Lastname; data["display_name_next_update"] = new OSDDate(DateTime.Now); data["legacy_first_name"] = sp.Firstname; data["mesh_upload_status"] = "valid"; data["display_name"] = sp.Firstname + " " + sp.Lastname; data["legacy_last_name"] = sp.Lastname; - data["id"] = m_agentID; + data["id"] = agentID; data["is_display_name_default"] = true; //Send back data -- cgit v1.1 From 7556b42d7a208e3e7dfc23550293bad243533328 Mon Sep 17 00:00:00 2001 From: teravus Date: Mon, 4 Mar 2013 21:26:26 -0500 Subject: * Update LibOMV to f8f8e616b37a7ea22b7922b2331999bc06725bf9 * Add zero length blocks to the new packet blocks to remain compatible with older viewers and avoid a NullRef when _packets_.cs calls the Length parameter.. which adds up the Length property all of the blocks. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 5675870..6742d99 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -790,7 +790,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP handshake.RegionInfo3.ColoName = Utils.EmptyBytes; handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType); handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes; - + handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[0]; + OutPacket(handshake, ThrottleOutPacketType.Task); } @@ -3571,6 +3572,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP avp.Sender.IsTrial = false; avp.Sender.ID = agentID; + avp.AppearanceData = new AvatarAppearancePacket.AppearanceDataBlock[0]; //m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString()); OutPacket(avp, ThrottleOutPacketType.Task); } @@ -4192,7 +4194,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP pack.Stat = stats.StatsBlock; pack.Header.Reliable = false; - + pack.RegionInfo = new SimStatsPacket.RegionInfoBlock[0]; OutPacket(pack, ThrottleOutPacketType.Task); } -- cgit v1.1 From ccd6f443e1092cb410f565e921f7cf4dd8cd2dac Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 5 Mar 2013 23:47:36 +0000 Subject: Get attachment script state before taking sp.AttachmentsSyncLock() to avoid race conditions between closing agents and scripts that may be doing attachment manipulation. This is in an effort to resolve http://opensimulator.org/mantis/view.php?id=6557 --- .../Avatar/Attachments/AttachmentsModule.cs | 301 +++++++++++---------- 1 file changed, 161 insertions(+), 140 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 8a3eeaa..3ccf9f4 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -241,12 +241,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); + List attachments = sp.GetAttachments(); + + if (attachments.Count <= 0) + return; + + Dictionary scriptStates = new Dictionary(); + + foreach (SceneObjectGroup so in attachments) + { + // Scripts MUST be snapshotted before the object is + // removed from the scene because doing otherwise will + // clobber the run flag + // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from + // scripts performing attachment operations at the same time. Getting object states stops the scripts. + scriptStates[so] = PrepareScriptInstanceForSave(so, false); + } + lock (sp.AttachmentsSyncLock) { - foreach (SceneObjectGroup so in sp.GetAttachments()) - { - UpdateDetachedObject(sp, so); - } + foreach (SceneObjectGroup so in attachments) + UpdateDetachedObject(sp, so, scriptStates[so]); sp.ClearAttachments(); } @@ -285,32 +300,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp) { - 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); - if (group.GetSittingAvatarsCount() != 0) - { + if (group.GetSittingAvatarsCount() != 0) + { // m_log.WarnFormat( // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", // group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount()); - - return false; - } - - 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; - } - + + return false; + } + + 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; + } + + // Remove any previous attachments + List existingAttachments = sp.GetAttachments(attachmentPt); + string existingAttachmentScriptState = null; + + // At the moment we can only deal with a single attachment + if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero) + DetachSingleAttachmentToInv(sp, group); + + lock (sp.AttachmentsSyncLock) + { 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; @@ -322,14 +345,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { 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) { @@ -337,13 +360,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments attachmentPt = (uint)AttachmentPoint.LeftHand; attachPos = Vector3.Zero; } - + group.AttachmentPoint = attachmentPt; group.AbsolutePosition = attachPos; if (sp.PresenceType != PresenceType.Npc) UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp); - + AttachToAgent(sp, group, attachmentPt, attachPos, silent); } @@ -352,21 +375,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp) { - // Remove any previous attachments - List attachments = sp.GetAttachments(attachmentPt); - - // At the moment we can only deal with a single attachment - if (attachments.Count != 0) - { - if (attachments[0].FromItemID != UUID.Zero) - DetachSingleAttachmentToInvInternal(sp, attachments[0]); - // Error logging commented because UUID.Zero now means temp attachment -// 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. if (!temp) { @@ -426,12 +434,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return; // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); - lock (sp.AttachmentsSyncLock) + + foreach (KeyValuePair rez in rezlist) { - foreach (KeyValuePair rez in rezlist) - { - RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); - } + RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); } } @@ -511,25 +517,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so) { + if (so.AttachedAvatar != sp.UUID) + { + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}", + so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName); + + return; + } + + // Scripts MUST be snapshotted before the object is + // removed from the scene because doing otherwise will + // clobber the run flag + // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from + // scripts performing attachment operations at the same time. Getting object states stops the scripts. + string scriptedState = PrepareScriptInstanceForSave(so, true); + lock (sp.AttachmentsSyncLock) { // Save avatar attachment information // m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); - if (so.AttachedAvatar != sp.UUID) - { - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}", - so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName); - - return; - } - bool changed = sp.Appearance.DetachAttachment(so.FromItemID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); - DetachSingleAttachmentToInvInternal(sp, so); + sp.RemoveAttachment(so); + UpdateDetachedObject(sp, so, scriptedState); } } @@ -739,8 +753,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return newItem; } - private string GetObjectScriptStates(SceneObjectGroup grp) + /// + /// Prepares the script instance for save. + /// + /// + /// This involves triggering the detach event and getting the script state (which also stops the script) + /// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a + /// running script is performing attachment operations. + /// + /// + /// The script state ready for persistence. + /// + /// + /// + /// + /// If true, then fire the script event before we save its state. + /// + private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent) { + if (fireDetachEvent) + m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero); + using (StringWriter sw = new StringWriter()) { using (XmlTextWriter writer = new XmlTextWriter(sw)) @@ -752,7 +785,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } } - private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so) + private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState) { // Don't save attachments for HG visitors, it // messes up their inventory. When a HG visitor logs @@ -765,11 +798,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments && (m_scene.UserManagementModule == null || m_scene.UserManagementModule.IsLocalGridUser(sp.UUID)); - // Scripts MUST be snapshotted before the object is - // removed from the scene because doing otherwise will - // clobber the run flag - string scriptedState = GetObjectScriptStates(so); - // Remove the object from the scene so no more updates // are sent. Doing this before the below changes will ensure // updates can't cause "HUD artefacts" @@ -793,91 +821,87 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments so.RemoveScriptInstances(true); } - private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so) - { - // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); - - m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero); - sp.RemoveAttachment(so); - - UpdateDetachedObject(sp, so); - } - private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) { if (m_invAccessModule == null) return null; - lock (sp.AttachmentsSyncLock) + SceneObjectGroup objatt; + + if (itemID != UUID.Zero) + objatt = m_invAccessModule.RezObject(sp.ControllingClient, + itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + else + objatt = m_invAccessModule.RezObject(sp.ControllingClient, + null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + + if (objatt == null) { - SceneObjectGroup objatt; + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", + itemID, sp.Name, attachmentPt); - if (itemID != UUID.Zero) - objatt = m_invAccessModule.RezObject(sp.ControllingClient, - itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - else - objatt = m_invAccessModule.RezObject(sp.ControllingClient, - null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); + return null; + } - if (objatt != null) - { + // Remove any previous attachments + List attachments = sp.GetAttachments(attachmentPt); + string previousAttachmentScriptedState = null; + + // At the moment we can only deal with a single attachment + if (attachments.Count != 0) + DetachSingleAttachmentToInv(sp, attachments[0]); + + lock (sp.AttachmentsSyncLock) + { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", // objatt.Name, sp.Name, attachmentPt, m_scene.Name); - // 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; - - // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal - // course of events. If not, then it's probably not worth trying to recover the situation - // since this is more likely to trigger further exceptions and confuse later debugging. If - // exceptions can be thrown in expected error conditions (not NREs) then make this consistent - // since other normal error conditions will simply return false instead. - // This will throw if the attachment fails - try - { - AttachObjectInternal(sp, objatt, attachmentPt, false, 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; - } + // 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; + + // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal + // course of events. If not, then it's probably not worth trying to recover the situation + // since this is more likely to trigger further exceptions and confuse later debugging. If + // exceptions can be thrown in expected error conditions (not NREs) then make this consistent + // since other normal error conditions will simply return false instead. + // This will throw if the attachment fails + try + { + AttachObjectInternal(sp, objatt, attachmentPt, false, 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); - if (tainted) - objatt.HasGroupChanged = true; + // Make sure the object doesn't stick around and bail + sp.RemoveAttachment(objatt); + m_scene.DeleteSceneObject(objatt, false); + return null; + } - // Fire after attach, so we don't get messy perms dialogs - // 4 == AttachedRez - objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); - objatt.ResumeScripts(); + if (tainted) + objatt.HasGroupChanged = true; - // 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); + // Fire after attach, so we don't get messy perms dialogs + // 4 == AttachedRez + objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); + objatt.ResumeScripts(); - return objatt; - } - else - { - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", - itemID, sp.Name, attachmentPt); - } - } + // 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 null; + return objatt; + } } /// @@ -1027,17 +1051,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); if (sp != null) { - lock (sp.AttachmentsSyncLock) + List attachments = sp.GetAttachments(); + + foreach (SceneObjectGroup group in attachments) { - List attachments = sp.GetAttachments(); - - foreach (SceneObjectGroup group in attachments) + if (group.FromItemID == itemID && group.FromItemID != UUID.Zero) { - if (group.FromItemID == itemID && group.FromItemID != UUID.Zero) - { - DetachSingleAttachmentToInv(sp, group); - return; - } + DetachSingleAttachmentToInv(sp, group); + return; } } } @@ -1055,4 +1076,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments #endregion } -} +} \ No newline at end of file -- cgit v1.1 From b272b91317b1fd6c01aee57a0086a26dc233b03e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 5 Mar 2013 23:59:39 +0000 Subject: minor: Fix mono compiler warning in MonitorModule --- OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs b/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs index 4c9ee06..64feec1 100644 --- a/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Monitoring/MonitorModule.cs @@ -414,8 +414,6 @@ namespace OpenSim.Region.CoreModules.Framework.Monitoring } private void RegisterStatsManagerRegionStatistics() { - string regionName = m_scene.RegionInfo.RegionName; - MakeStat("RootAgents", "avatars", (s) => { s.Value = m_scene.SceneGraph.GetRootAgentCount(); }); MakeStat("ChildAgents", "avatars", (s) => { s.Value = m_scene.SceneGraph.GetChildAgentCount(); }); MakeStat("TotalPrims", "objects", (s) => { s.Value = m_scene.SceneGraph.GetTotalObjectsCount(); }); -- cgit v1.1 From a9f380d1241b765d5bf278b5dcf6ab91f0015e85 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Mar 2013 00:22:58 +0000 Subject: Fix bug in osGetPrimitiveParams() so that it works for prims with the same owner as the script and not ones with different owners. Addresses http://opensimulator.org/mantis/view.php?id=6560 --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (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 ab087af..dd7ee24 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -10920,7 +10920,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api LSL_List result = new LSL_List(); - if (obj != null && obj.OwnerID != m_host.OwnerID) + if (obj != null && obj.OwnerID == m_host.OwnerID) { LSL_List remaining = GetPrimParams(obj, rules, ref result); -- cgit v1.1 From 30e06b0742512caf08d1ab67505f9ab381dae9f5 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Tue, 5 Mar 2013 20:32:06 -0800 Subject: Convert doubles passed back through the MOD interface into LSL_Floats --- OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs index d0922aa..21bae27 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/MOD_Api.cs @@ -266,6 +266,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { llist[i] = new LSL_Float((float)result[i]); } + else if (result[i] is double) + { + llist[i] = new LSL_Float((double)result[i]); + } else if (result[i] is UUID) { llist[i] = new LSL_Key(result[i].ToString()); -- cgit v1.1 From 9875e840f7e71f0b253c0b2aa90d47edc9c77b64 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Tue, 5 Mar 2013 20:33:17 -0800 Subject: Per discussions with justincc... split the JsonStore type functions into one for node type and one for value type. Define and export constants for both nodes and values. --- .../Framework/Interfaces/IJsonStoreModule.cs | 14 +++++- .../Scripting/JsonStore/JsonStore.cs | 39 ++++++++++++++++- .../Scripting/JsonStore/JsonStoreModule.cs | 36 +++++++++++++++- .../Scripting/JsonStore/JsonStoreScriptModule.cs | 39 ++++++++++++++--- .../JsonStore/Tests/JsonStoreScriptModuleTests.cs | 50 +++++++++++----------- 5 files changed, 143 insertions(+), 35 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs index 345f01b..b67312e 100644 --- a/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IJsonStoreModule.cs @@ -41,6 +41,16 @@ namespace OpenSim.Region.Framework.Interfaces Value = 3 } + public enum JsonStoreValueType + { + Undefined = 0, + Boolean = 1, + Integer = 2, + Float = 3, + String = 4, + UUID = 5 + } + public delegate void TakeValueCallback(string s); public interface IJsonStoreModule @@ -49,7 +59,9 @@ namespace OpenSim.Region.Framework.Interfaces bool CreateStore(string value, ref UUID result); bool DestroyStore(UUID storeID); - JsonStoreNodeType GetPathType(UUID storeID, string path); + JsonStoreNodeType GetNodeType(UUID storeID, string path); + JsonStoreValueType GetValueType(UUID storeID, string path); + bool TestStore(UUID storeID); bool SetValue(UUID storeID, string path, string value, bool useJson); diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs index 40adba1..e498c6a 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs @@ -145,7 +145,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// /// // ----------------------------------------------------------------- - public JsonStoreNodeType PathType(string expr) + public JsonStoreNodeType GetNodeType(string expr) { Stack path; if (! ParsePathExpression(expr,out path)) @@ -173,6 +173,43 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// /// // ----------------------------------------------------------------- + public JsonStoreValueType GetValueType(string expr) + { + Stack path; + if (! ParsePathExpression(expr,out path)) + return JsonStoreValueType.Undefined; + + OSD result = ProcessPathExpression(ValueStore,path); + + if (result == null) + return JsonStoreValueType.Undefined; + + if (result is OSDMap) + return JsonStoreValueType.Undefined; + + if (result is OSDArray) + return JsonStoreValueType.Undefined; + + if (result is OSDBoolean) + return JsonStoreValueType.Boolean; + + if (result is OSDInteger) + return JsonStoreValueType.Integer; + + if (result is OSDReal) + return JsonStoreValueType.Float; + + if (result is OSDString) + return JsonStoreValueType.String; + + return JsonStoreValueType.Undefined; + } + + // ----------------------------------------------------------------- + /// + /// + /// + // ----------------------------------------------------------------- public int ArrayLength(string expr) { Stack path; diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs index e78a2f4..5fbfcc5 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreModule.cs @@ -270,7 +270,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// /// // ----------------------------------------------------------------- - public JsonStoreNodeType GetPathType(UUID storeID, string path) + public JsonStoreNodeType GetNodeType(UUID storeID, string path) { if (! m_enabled) return JsonStoreNodeType.Undefined; @@ -287,7 +287,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore try { lock (map) - return map.PathType(path); + return map.GetNodeType(path); } catch (Exception e) { @@ -302,6 +302,38 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// /// // ----------------------------------------------------------------- + public JsonStoreValueType GetValueType(UUID storeID, string path) + { + if (! m_enabled) return JsonStoreValueType.Undefined; + + JsonStore map = null; + lock (m_JsonValueStore) + { + if (! m_JsonValueStore.TryGetValue(storeID,out map)) + { + m_log.InfoFormat("[JsonStore] Missing store {0}",storeID); + return JsonStoreValueType.Undefined; + } + } + + try + { + lock (map) + return map.GetValueType(path); + } + catch (Exception e) + { + m_log.Error(string.Format("[JsonStore]: Path test failed for {0} in {1}", path, storeID), e); + } + + return JsonStoreValueType.Undefined; + } + + // ----------------------------------------------------------------- + /// + /// + /// + // ----------------------------------------------------------------- public bool SetValue(UUID storeID, string path, string value, bool useJson) { if (! m_enabled) return false; diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs index e13eb56..4a754a9 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs @@ -192,16 +192,32 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore #region ScriptConstantsInterface [ScriptConstant] - public static readonly int JSON_TYPE_UNDEF = (int)JsonStoreNodeType.Undefined; + public static readonly int JSON_NODETYPE_UNDEF = (int)JsonStoreNodeType.Undefined; [ScriptConstant] - public static readonly int JSON_TYPE_OBJECT = (int)JsonStoreNodeType.Object; + public static readonly int JSON_NODETYPE_OBJECT = (int)JsonStoreNodeType.Object; [ScriptConstant] - public static readonly int JSON_TYPE_ARRAY = (int)JsonStoreNodeType.Array; + public static readonly int JSON_NODETYPE_ARRAY = (int)JsonStoreNodeType.Array; [ScriptConstant] - public static readonly int JSON_TYPE_VALUE = (int)JsonStoreNodeType.Value; + public static readonly int JSON_NODETYPE_VALUE = (int)JsonStoreNodeType.Value; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_UNDEF = (int)JsonStoreValueType.Undefined; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_BOOLEAN = (int)JsonStoreValueType.Boolean; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_INTEGER = (int)JsonStoreValueType.Integer; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_FLOAT = (int)JsonStoreValueType.Float; + + [ScriptConstant] + public static readonly int JSON_VALUETYPE_STRING = (int)JsonStoreValueType.String; + #endregion @@ -310,9 +326,20 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore /// // ----------------------------------------------------------------- [ScriptInvocation] - public int JsonGetPathType(UUID hostID, UUID scriptID, UUID storeID, string path) + public int JsonGetNodeType(UUID hostID, UUID scriptID, UUID storeID, string path) + { + return (int)m_store.GetNodeType(storeID,path); + } + + // ----------------------------------------------------------------- + /// + /// + /// + // ----------------------------------------------------------------- + [ScriptInvocation] + public int JsonGetValueType(UUID hostID, UUID scriptID, UUID storeID, string path) { - return (int)m_store.GetPathType(storeID,path); + return (int)m_store.GetValueType(storeID,path); } // ----------------------------------------------------------------- diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs index b64dbd4..bfa9937 100644 --- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs +++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs @@ -158,8 +158,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests Assert.That(dsrv, Is.EqualTo(1)); - int tprv = (int)InvokeOp("JsonGetPathType", storeId, "Hello"); - Assert.That(tprv, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int tprv = (int)InvokeOp("JsonGetNodeType", storeId, "Hello"); + Assert.That(tprv, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); } [Test] @@ -277,8 +277,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello"); Assert.That(returnValue, Is.EqualTo(1)); - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); string returnValue2 = (string)InvokeOp("JsonGetValue", storeId, "Hello"); Assert.That(returnValue2, Is.EqualTo("")); @@ -291,8 +291,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello"); Assert.That(returnValue, Is.EqualTo(1)); - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); string returnValue2 = (string)InvokeOp("JsonGetJson", storeId, "Hello"); Assert.That(returnValue2, Is.EqualTo("")); @@ -306,11 +306,11 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests int returnValue = (int)InvokeOp( "JsonRemoveValue", storeId, "Hello[0]"); Assert.That(returnValue, Is.EqualTo(1)); - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello[0]"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_VALUE)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello[0]"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_VALUE)); - result = (int)InvokeOp("JsonGetPathType", storeId, "Hello[1]"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello[1]"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); string stringReturnValue = (string)InvokeOp("JsonGetValue", storeId, "Hello[0]"); Assert.That(stringReturnValue, Is.EqualTo("value2")); @@ -433,7 +433,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests } [Test] - public void TestJsonGetPathType() + public void TestJsonGetNodeType() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); @@ -441,41 +441,41 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests UUID storeId = (UUID)InvokeOp("JsonCreateStore", "{ 'Hello' : { 'World' : [ 'one', 2 ] } }"); { - int result = (int)InvokeOp("JsonGetPathType", storeId, "."); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_OBJECT)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "."); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_OBJECT)); } { - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_OBJECT)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_OBJECT)); } { - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello.World"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_ARRAY)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello.World"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_ARRAY)); } { - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello.World[0]"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_VALUE)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello.World[0]"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_VALUE)); } { - int result = (int)InvokeOp("JsonGetPathType", storeId, "Hello.World[1]"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_VALUE)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "Hello.World[1]"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_VALUE)); } // Test for non-existant path { - int result = (int)InvokeOp("JsonGetPathType", storeId, "foo"); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int result = (int)InvokeOp("JsonGetNodeType", storeId, "foo"); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); } // Test for non-existant store { UUID fakeStoreId = TestHelpers.ParseTail(0x500); - int result = (int)InvokeOp("JsonGetPathType", fakeStoreId, "."); - Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_TYPE_UNDEF)); + int result = (int)InvokeOp("JsonGetNodeType", fakeStoreId, "."); + Assert.That(result, Is.EqualTo(JsonStoreScriptModule.JSON_NODETYPE_UNDEF)); } } -- cgit v1.1 From 8960418e7d51a0f861e7b4cb800f007d76862c9c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Mar 2013 21:37:53 +0000 Subject: Add regression test for presence crossing between regions on the same simulator. Unlike a much earlier commented out version of this test, this is done in synchronous mode. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 37 +++--- .../Scenes/Tests/ScenePresenceAgentTests.cs | 103 --------------- .../Scenes/Tests/ScenePresenceCrossingTests.cs | 140 +++++++++++++++++++++ .../BasicPhysicsPlugin/BasicPhysicsScene.cs | 9 +- 4 files changed, 166 insertions(+), 123 deletions(-) create mode 100644 OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 39a885c..a7c7539 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1613,32 +1613,28 @@ namespace OpenSim.Region.Framework.Scenes bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); - //m_log.Debug("[CONTROL]: " +flags); // Applies a satisfying roll effect to the avatar when flying. - if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) + if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) { - - ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); - - + ApplyFlyingRoll( + FLY_ROLL_RADIANS_PER_UPDATE, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); } - else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && - ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) + else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && + (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) { - ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); - - + ApplyFlyingRoll( + -FLY_ROLL_RADIANS_PER_UPDATE, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); } else { if (m_AngularVelocity.Z != 0) - m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); - - } - - - + m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); + } if (Flying && IsColliding && controlland) { @@ -2400,7 +2396,8 @@ namespace OpenSim.Region.Framework.Scenes /// The vector in which to move. This is relative to the rotation argument public void AddNewMovement(Vector3 vec) { -// m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name); Vector3 direc = vec * Rotation; direc.Normalize(); @@ -2420,6 +2417,8 @@ namespace OpenSim.Region.Framework.Scenes direc *= 0.03f * 128f * SpeedModifier; +// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); + if (PhysicsActor != null) { if (Flying) @@ -2453,6 +2452,8 @@ namespace OpenSim.Region.Framework.Scenes } } +// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); + // TODO: Add the force instead of only setting it to support multiple forces per frame? m_forceToApply = direc; } diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs index 5faf131..bbfbbfc 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs @@ -289,108 +289,5 @@ namespace OpenSim.Region.Framework.Scenes.Tests // // Assert.That(presence, Is.Null, "presence is not null"); // } - - // I'm commenting this test because it does not represent - // crossings. The Thread.Sleep's in here are not meaningful mocks, - // and they sometimes fail in panda. - // We need to talk in order to develop a test - // that really tests region crossings. There are 3 async components, - // but things are synchronous among them. So there should be - // 3 threads in here. - //[Test] -// public void T021_TestCrossToNewRegion() -// { -// TestHelpers.InMethod(); -// -// scene.RegisterRegionWithGrid(); -// scene2.RegisterRegionWithGrid(); -// -// // Adding child agent to region 1001 -// string reason; -// scene2.NewUserConnection(acd1,0, out reason); -// scene2.AddNewClient(testclient, PresenceType.User); -// -// ScenePresence presence = scene.GetScenePresence(agent1); -// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true); -// -// ScenePresence presence2 = scene2.GetScenePresence(agent1); -// -// // Adding neighbour region caps info to presence2 -// -// string cap = presence.ControllingClient.RequestClientInfo().CapsPath; -// presence2.AddNeighbourRegion(region1, cap); -// -// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region."); -// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region."); -// -// // Cross to x+1 -// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100); -// presence.Update(); -// -// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing"); -// -// // Mimicking communication between client and server, by waiting OK from client -// // sent by TestClient.CrossRegion call. Originally, this is network comm. -// if (!wh.WaitOne(5000,false)) -// { -// presence.Update(); -// if (!wh.WaitOne(8000,false)) -// throw new ArgumentException("1 - Timeout waiting for signal/variable."); -// } -// -// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which -// // would normally be fired after receiving the reply packet from comm. done on the last line. -// testclient.CompleteMovement(); -// -// // Crossings are asynchronous -// int timer = 10; -// -// // Make sure cross hasn't already finished -// if (!presence.IsInTransit && !presence.IsChildAgent) -// { -// // If not and not in transit yet, give it some more time -// Thread.Sleep(5000); -// } -// -// // Enough time, should at least be in transit by now. -// while (presence.IsInTransit && timer > 0) -// { -// Thread.Sleep(1000); -// timer-=1; -// } -// -// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1."); -// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected."); -// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent."); -// -// // Cross Back -// presence2.AbsolutePosition = new Vector3(-10, 3, 100); -// presence2.Update(); -// -// if (!wh.WaitOne(5000,false)) -// { -// presence2.Update(); -// if (!wh.WaitOne(8000,false)) -// throw new ArgumentException("2 - Timeout waiting for signal/variable."); -// } -// testclient.CompleteMovement(); -// -// if (!presence2.IsInTransit && !presence2.IsChildAgent) -// { -// // If not and not in transit yet, give it some more time -// Thread.Sleep(5000); -// } -// -// // Enough time, should at least be in transit by now. -// while (presence2.IsInTransit && timer > 0) -// { -// Thread.Sleep(1000); -// timer-=1; -// } -// -// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2."); -// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected."); -// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again."); -// } } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs new file mode 100644 index 0000000..ef9fff5 --- /dev/null +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs @@ -0,0 +1,140 @@ +/* + * 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 Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Framework.Communications; +using OpenSim.Framework.Servers; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.CoreModules.Framework; +using OpenSim.Region.CoreModules.Framework.EntityTransfer; +using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Region.Framework.Scenes.Tests +{ + [TestFixture] + public class ScenePresenceCrossingTests : OpenSimTestCase + { + [TestFixtureSetUp] + public void FixtureInit() + { + // Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread. + Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest; + } + + [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 so none of them require async stuff (which regression + // tests really shouldn't). + Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod; + } + + [Test] + public void TestCrossOnSameSimulator() + { + TestHelpers.InMethod(); + TestHelpers.EnableLogging(); + + UUID userId = TestHelpers.ParseTail(0x1); + + EntityTransferModule etmA = new EntityTransferModule(); + EntityTransferModule etmB = new EntityTransferModule(); + LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); + + IConfigSource config = new IniConfigSource(); + IConfig modulesConfig = config.AddConfig("Modules"); + modulesConfig.Set("EntityTransferModule", etmA.Name); + modulesConfig.Set("SimulationServices", lscm.Name); + IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); + + // In order to run a single threaded regression test we do not want the entity transfer module waiting + // for a callback from the destination scene before removing its avatar data. +// entityTransferConfig.Set("wait_for_callback", false); + + SceneHelpers sh = new SceneHelpers(); + TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); + TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999); + + SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); + SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); + SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); + + ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); + originalSp.AbsolutePosition = new Vector3(128, 32, 10); + +// originalSp.Flying = true; + +// Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); + + AgentUpdateArgs moveArgs = new AgentUpdateArgs(); + //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); + moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); + moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; + + originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); + + sceneA.Update(1); + +// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition); + + // FIXME: This is a sufficient number of updates to for the presence to reach the northern border. + // But really we want to do this in a more robust way. + for (int i = 0; i < 100; i++) + { + sceneA.Update(1); +// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); + } + + // sceneA should now only have a child agent + ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); + Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); + + ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID); + + // Agent remains a child until the client triggers complete movement + Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); + + TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); + + bool receivedCompleteMovement = false; + sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => receivedCompleteMovement = true; + + sceneBTc.CompleteMovement(); + + Assert.That(receivedCompleteMovement, Is.True); + Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); + } + } +} \ No newline at end of file diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index c4b9117..0816b7b 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs @@ -102,6 +102,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin public override float Simulate(float timeStep) { +// Console.WriteLine("Simulating"); + float fps = 0; for (int i = 0; i < _actors.Count; ++i) { @@ -109,8 +111,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin Vector3 actorPosition = actor.Position; Vector3 actorVelocity = actor.Velocity; - actorPosition.X += actor.Velocity.X*timeStep; - actorPosition.Y += actor.Velocity.Y*timeStep; +// Console.WriteLine( +// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); + + actorPosition.X += actor.Velocity.X * timeStep; + actorPosition.Y += actor.Velocity.Y * timeStep; if (actor.Position.Y < 0) { -- cgit v1.1 From 5751ecde5250484fe8e4b79ef38bfbf441e3dead Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Mar 2013 23:06:00 +0000 Subject: Add code for testing event queue messages recevied on region cross. This is currently disabled pending an improvement in the test code to properly add avatars when an event queue module is present. --- .../EntityTransfer/EntityTransferModule.cs | 5 ++++ .../Simulation/LocalSimulationConnector.cs | 9 +++++--- .../Scenes/Tests/ScenePresenceCrossingTests.cs | 27 ++++++++++++++++++---- 3 files changed, 33 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 07c3666..01b1668 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1206,6 +1206,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // region doesn't take it m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); + m_log.WarnFormat( + "[ENTITY TRANSFER MODULE]: Region {0} would not accept update for agent {1} on cross attempt. Returning to original region.", + neighbourRegion.RegionName, agent.Name); + ReInstantiateScripts(agent); agent.AddToPhysicalScene(isFlying); @@ -1225,6 +1229,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer neighbourRegion.RegionHandle); return agent; } + // No turning back agent.IsChildAgent = true; diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs index 3c18074..a413546 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs @@ -219,12 +219,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation { // m_log.DebugFormat( // "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate", -// s.RegionInfo.RegionName, destination.RegionHandle); +// destination.RegionName, destination.RegionID); return m_scenes[destination.RegionID].IncomingChildAgentDataUpdate(cAgentData); } -// m_log.DebugFormat("[LOCAL COMMS]: Did not find region {0} for ChildAgentUpdate", regionHandle); +// m_log.DebugFormat( +// "[LOCAL COMMS]: Did not find region {0} {1} for ChildAgentUpdate", +// destination.RegionName, destination.RegionID); + return false; } @@ -239,7 +242,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation // note that we really don't need the GridRegion for this call foreach (Scene s in m_scenes.Values) { - //m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); +// m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate"); s.IncomingChildAgentDataUpdate(cAgentData); } diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs index ef9fff5..81a2fcc 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs @@ -26,6 +26,7 @@ */ using System; +using System.Collections.Generic; using System.Reflection; using Nini.Config; using NUnit.Framework; @@ -65,10 +66,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests public void TestCrossOnSameSimulator() { TestHelpers.InMethod(); - TestHelpers.EnableLogging(); +// TestHelpers.EnableLogging(); UUID userId = TestHelpers.ParseTail(0x1); +// TestEventQueueGetModule eqmA = new TestEventQueueGetModule(); EntityTransferModule etmA = new EntityTransferModule(); EntityTransferModule etmB = new EntityTransferModule(); LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); @@ -77,7 +79,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests IConfig modulesConfig = config.AddConfig("Modules"); modulesConfig.Set("EntityTransferModule", etmA.Name); modulesConfig.Set("SimulationServices", lscm.Name); - IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); +// IConfig entityTransferConfig = config.AddConfig("EntityTransfer"); // In order to run a single threaded regression test we do not want the entity transfer module waiting // for a callback from the destination scene before removing its avatar data. @@ -89,6 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA); +// SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA); SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB); ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); @@ -98,6 +101,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests // Console.WriteLine("First pos {0}", originalSp.AbsolutePosition); +// eqmA.ClearEvents(); + AgentUpdateArgs moveArgs = new AgentUpdateArgs(); //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); @@ -117,6 +122,18 @@ namespace OpenSim.Region.Framework.Scenes.Tests // Console.WriteLine("Pos {0}", originalSp.AbsolutePosition); } + // Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm + // messages +// Dictionary> eqmEvents = eqmA.Events; +// +// Assert.That(eqmEvents.Count, Is.EqualTo(1)); +// Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True); +// +// List spEqmEvents = eqmEvents[originalSp.UUID]; +// +// Assert.That(spEqmEvents.Count, Is.EqualTo(1)); +// Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion")); + // sceneA should now only have a child agent ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID); Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True); @@ -128,12 +145,12 @@ namespace OpenSim.Region.Framework.Scenes.Tests TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient); - bool receivedCompleteMovement = false; - sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => receivedCompleteMovement = true; + int agentMovementCompleteReceived = 0; + sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++; sceneBTc.CompleteMovement(); - Assert.That(receivedCompleteMovement, Is.True); + Assert.That(agentMovementCompleteReceived, Is.EqualTo(1)); Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False); } } -- cgit v1.1 From 6706e189d5b1c04e4931c96b1a9c233f3606b71a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Mar 2013 23:11:32 +0000 Subject: minor: remove some completely unused string local vars added recently in commit 984faf2 --- OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 3ccf9f4..b6a7481 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -324,7 +324,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // Remove any previous attachments List existingAttachments = sp.GetAttachments(attachmentPt); - string existingAttachmentScriptState = null; // At the moment we can only deal with a single attachment if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero) @@ -849,7 +848,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // Remove any previous attachments List attachments = sp.GetAttachments(attachmentPt); - string previousAttachmentScriptedState = null; // At the moment we can only deal with a single attachment if (attachments.Count != 0) -- cgit v1.1