From 5fa4b8b1445829af66a63869672b76624d51a525 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 9 Jan 2013 00:01:48 +0000 Subject: minor: Allow "script *" console commands to take multiple script item ids --- OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 62 +++++++++++++------------- 1 file changed, 32 insertions(+), 30 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 79cec04..ba63bb6 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -324,40 +324,40 @@ namespace OpenSim.Region.ScriptEngine.XEngine HandleShowStatus); MainConsole.Instance.Commands.AddCommand( - "Scripts", false, "scripts show", "scripts show []", "Show script information", + "Scripts", false, "scripts show", "scripts show [+]", "Show script information", "Show information on all scripts known to the script engine.\n" - + "If a is given then only information on that script will be shown.", + + "If one or more s are given then only information on that script will be shown.", HandleShowScripts); MainConsole.Instance.Commands.AddCommand( - "Scripts", false, "show scripts", "show scripts []", "Show script information", + "Scripts", false, "show scripts", "show scripts [+]", "Show script information", "Synonym for scripts show command", HandleShowScripts); MainConsole.Instance.Commands.AddCommand( - "Scripts", false, "scripts suspend", "scripts suspend []", "Suspends all running scripts", + "Scripts", false, "scripts suspend", "scripts suspend [+]", "Suspends all running scripts", "Suspends all currently running scripts. This only suspends event delivery, it will not suspend a" + " script that is currently processing an event.\n" + "Suspended scripts will continue to accumulate events but won't process them.\n" - + "If a is given then only that script will be suspended. Otherwise, all suitable scripts are suspended.", + + "If one or more s are given then only that script will be suspended. Otherwise, all suitable scripts are suspended.", (module, cmdparams) => HandleScriptsAction(cmdparams, HandleSuspendScript)); MainConsole.Instance.Commands.AddCommand( - "Scripts", false, "scripts resume", "scripts resume []", "Resumes all suspended scripts", + "Scripts", false, "scripts resume", "scripts resume [+]", "Resumes all suspended scripts", "Resumes all currently suspended scripts.\n" + "Resumed scripts will process all events accumulated whilst suspended.\n" - + "If a is given then only that script will be resumed. Otherwise, all suitable scripts are resumed.", + + "If one or more s are given then only that script will be resumed. Otherwise, all suitable scripts are resumed.", (module, cmdparams) => HandleScriptsAction(cmdparams, HandleResumeScript)); MainConsole.Instance.Commands.AddCommand( - "Scripts", false, "scripts stop", "scripts stop []", "Stops all running scripts", + "Scripts", false, "scripts stop", "scripts stop [+]", "Stops all running scripts", "Stops all running scripts.\n" - + "If a is given then only that script will be stopped. Otherwise, all suitable scripts are stopped.", + + "If one or more s are given then only that script will be stopped. Otherwise, all suitable scripts are stopped.", (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStopScript)); MainConsole.Instance.Commands.AddCommand( - "Scripts", false, "scripts start", "scripts start []", "Starts all stopped scripts", + "Scripts", false, "scripts start", "scripts start [+]", "Starts all stopped scripts", "Starts all stopped scripts.\n" - + "If a is given then only that script will be started. Otherwise, all suitable scripts are started.", + + "If one or more s are given then only that script will be started. Otherwise, all suitable scripts are started.", (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStartScript)); MainConsole.Instance.Commands.AddCommand( @@ -478,29 +478,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine return; } - rawItemId = cmdparams[2]; - - if (!UUID.TryParse(rawItemId, out itemId)) + for (int i = 2; i < cmdparams.Length; i++) { - MainConsole.Instance.OutputFormat("ERROR: {0} is not a valid UUID", rawItemId); - return; - } - - if (itemId != UUID.Zero) - { - IScriptInstance instance = GetInstance(itemId); - if (instance == null) + rawItemId = cmdparams[i]; + + if (!UUID.TryParse(rawItemId, out itemId)) { - // Commented out for now since this will cause false reports on simulators with more than - // one scene where the current command line set region is 'root' (which causes commands to - // go to both regions... (sigh) -// MainConsole.Instance.OutputFormat("Error - No item found with id {0}", itemId); - return; + MainConsole.Instance.OutputFormat("ERROR: {0} is not a valid UUID", rawItemId); + continue; } - else + + if (itemId != UUID.Zero) { - action(instance); - return; + IScriptInstance instance = GetInstance(itemId); + if (instance == null) + { + // Commented out for now since this will cause false reports on simulators with more than + // one scene where the current command line set region is 'root' (which causes commands to + // go to both regions... (sigh) + // MainConsole.Instance.OutputFormat("Error - No item found with id {0}", itemId); + continue; + } + else + { + action(instance); + } } } } -- cgit v1.1 From 3d5e3e35b799fe777066ac0cb27cf1bd3e104651 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 9 Jan 2013 00:08:08 +0000 Subject: minor: Fix command match of "debug script" command to "debug scripts" to match other scripts commands (and it's own short help text) --- OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index ba63bb6..4bbcb7c 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -361,7 +361,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine (module, cmdparams) => HandleScriptsAction(cmdparams, HandleStartScript)); MainConsole.Instance.Commands.AddCommand( - "Scripts", false, "debug script log", "debug scripts log ", "Extra debug logging for a script", + "Scripts", false, "debug scripts log", "debug scripts log ", "Extra debug logging for a script", "Activates or deactivates extra debug logging for the given script.\n" + "Level == 0, deactivate extra debug logging.\n" + "Level >= 1, log state changes.\n" -- cgit v1.1 From df1d7414adbf329e139201cdb7578c7b64bb50c8 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 8 Jan 2013 16:09:15 -0800 Subject: BulletSim: Fix hover height (boats float at the correct level). Fix problem of vehicles going crazy when backing up. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 16 ++++++++++------ OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 4 ++-- 2 files changed, 12 insertions(+), 8 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index eb695d9..c34c05a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -856,6 +856,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // The movement computed in the linear motor is relative to the vehicle // coordinates. Rotate the movement to world coordinates. linearMotorContribution *= VehicleOrientation; + // All the contributions after this are world relative (mostly Z modifications) // ================================================================== // Buoyancy: force to overcome gravity. @@ -982,14 +983,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; // TODO: implement m_VhoverEfficiency correctly - if (Math.Abs(verticalError) > m_VhoverEfficiency) - { - ret = new Vector3(0f, 0f, verticalCorrectionVelocity); - } + ret = new Vector3(0f, 0f, verticalCorrectionVelocity); } - VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", - Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); + VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},ret={6}", + Prim.LocalID, VehiclePosition, m_VhoverEfficiency, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, ret); } return ret; @@ -1238,6 +1236,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 movingDirection = VehicleVelocity; movingDirection.Normalize(); + // If the vehicle is going backward, it is still pointing forward + movingDirection *= Math.Sign(VehicleForwardSpeed); + // The direction the vehicle is pointing Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; pointingDirection.Normalize(); @@ -1246,6 +1247,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 deflectionError = movingDirection - pointingDirection; // Don't try to correct very large errors (not our job) + // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X); + // if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = PIOverTwo * Math.Sign(deflectionError.Y); + // if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = PIOverTwo * Math.Sign(deflectionError.Z); if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f; if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f; if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 794a6af..29bd4e4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -1,9 +1,9 @@ CURRENT PRIORITIES ================================================= -Avatars walking up stairs +Avatars walking up stairs (HALF DONE) Vehicle movement on terrain smoothness limitMotorUp calibration (more down?) -Preferred orientatino angular correction fix +Preferred orientation angular correction fix Surfboard go wonky when turning Angular motor direction is global coordinates rather than local coordinates? Boats float low in the water -- cgit v1.1