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24 Commits

Author SHA1 Message Date
Melanie
e321306517 Prevent object loss and positioning outside the region with failed object sim
crossings
2012-02-14 00:02:53 +01:00
Melanie
acfe7e555e Merge branch 'master' into careminster 2012-02-10 23:59:10 +00:00
Melanie
5023cc86f0 Change parser to leave embedded quotes alone if the pattern is recognized
as an OptionSet long option
2012-02-10 23:58:39 +00:00
Melanie
4455140f30 Change parser to leave embedded quotes alone if the pattern is recognized
as an OptionSet long option
2012-02-10 23:52:06 +00:00
Justin Clark-Casey (justincc)
71e484516a minor: Remove warning from RegionInfo due to repeated config.GetString() call where the first was unused. 2012-02-10 23:41:14 +00:00
Justin Clark-Casey (justincc)
38f878952c Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-02-10 23:39:59 +00:00
Justin Clark-Casey (justincc)
d80422eba7 Add line numbers to Util.PrintCallStack() 2012-02-10 23:39:32 +00:00
BlueWall
ee078f717a Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-02-10 16:28:11 -05:00
BlueWall
73f34de1f9 Merge branch 'master' of /home/opensim/var/repo/opensim 2012-02-10 16:27:14 -05:00
Justin Clark-Casey (justincc)
b3d152f3ba Fix an npc delete race condition with LSL sensors where an initial presence check could succeed but then the npc removed before the subequent npc check.
The resulting null would cause an exception.  We now check for null before looking at SenseAsAgent.
Hopefully fixes http://opensimulator.org/mantis/view.php?id=5872
2012-02-10 21:26:05 +00:00
PixelTomsen
a7dc7e636e Fix: Covenant view fails after updates or cache-clean see mantis http://opensimulator.org/mantis/view.php?id=2879
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2012-02-10 15:45:03 -05:00
Justin Clark-Casey (justincc)
44d84bc277 Fix bug where somebody taking a copy of an object they didn't own that was rezzed before the region was restarted would wrongly place the copy in the object owner's inventory.
Addresses http://opensimulator.org/mantis/view.php?id=5825
2012-02-10 19:58:34 +00:00
Melanie
215acbcc96 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
	OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
2012-02-10 10:20:51 +00:00
PixelTomsen
7273e05995 Fix: Unable to remove AV from friend list (sqldb-bug) http://opensimulator.org/mantis/view.php?id=3731 2012-02-10 02:30:55 +00:00
Justin Clark-Casey (justincc)
ddca5347c3 When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh.  Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
2012-02-10 02:13:15 +00:00
Justin Clark-Casey (justincc)
e8cc1bd329 Fix another Torture test build break on Windows. 2012-02-09 20:12:29 +00:00
Justin Clark-Casey (justincc)
9c84a8162f If NPCModule.CreateNPC() fails to create the required ScenePresence (which should in theory never happen), don't add the NPC to the npc list but return UUID.Zero instead. 2012-02-09 01:17:59 +00:00
Justin Clark-Casey (justincc)
16c4636048 Add NPC torture tests for 100, 1000 and 2000 create and delete NPC calls. 2012-02-09 00:38:09 +00:00
Melanie
7c888f6af1 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneGraph.cs
2012-02-09 00:19:37 +00:00
Justin Clark-Casey (justincc)
dbe32a1f6d minor: put in commented out logging statements for future reuse 2012-02-09 00:10:45 +00:00
Justin Clark-Casey (justincc)
3fa61c4a39 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-02-08 22:21:15 +00:00
Justin Clark-Casey (justincc)
dfa19e23f0 Stop a scene object from attempting to link with itself (which results in an exception and constant complaints in v3 viewers).
Aims to address http://opensimulator.org/mantis/view.php?id=5878
2012-02-08 22:19:34 +00:00
Robert Adams
d5c08c44bf Add missing reference to prebuild.xml for torture tests 2012-02-07 16:40:09 -08:00
Justin Clark-Casey (justincc)
bef2a368f4 Make WebStats logging report consistently as WEB STATS MODULE instead of VC, VS and WEBSTATS 2012-02-07 23:38:53 +00:00
46 changed files with 434 additions and 11747 deletions

View File

@@ -75,7 +75,7 @@ namespace OpenSim.Data.SQLite
cmd.Parameters.AddWithValue(":PrincipalID", principalID.ToString());
cmd.Parameters.AddWithValue(":Friend", friend);
ExecuteNonQuery(cmd, cmd.Connection);
ExecuteNonQuery(cmd, m_Connection);
return true;
}

View File

@@ -31,6 +31,7 @@ using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
using log4net;
using OpenSim.Framework;
@@ -531,6 +532,11 @@ namespace OpenSim.Framework.Console
public class Parser
{
// If an unquoted portion ends with an element matching this regex
// and the next element contains a space, then we have stripped
// embedded quotes that should not have been stripped
private static Regex optionRegex = new Regex("^--[a-zA-Z0-9-]+=$");
public static string[] Parse(string text)
{
List<string> result = new List<string>();
@@ -544,10 +550,38 @@ namespace OpenSim.Framework.Console
if (index % 2 == 0)
{
string[] words = unquoted[index].Split(new char[] {' '});
bool option = false;
foreach (string w in words)
{
if (w != String.Empty)
{
if (optionRegex.Match(w) == Match.Empty)
option = false;
else
option = true;
result.Add(w);
}
}
// The last item matched the regex, put the quotes back
if (option)
{
// If the line ended with it, don't do anything
if (index < (unquoted.Length - 1))
{
// Get and remove the option name
string optionText = result[result.Count - 1];
result.RemoveAt(result.Count - 1);
// Add the quoted value back
optionText += "\"" + unquoted[index + 1] + "\"";
// Push the result into our return array
result.Add(optionText);
// Skip the already used value
index++;
}
}
}
else

View File

@@ -627,7 +627,6 @@ namespace OpenSim.Framework
foreach (String s in allKeys)
{
string val = config.GetString(s);
SetOtherSetting(s, config.GetString(s));
}
}

View File

@@ -1676,13 +1676,14 @@ namespace OpenSim.Framework
/// </summary>
public static void PrintCallStack()
{
StackTrace stackTrace = new StackTrace(); // get call stack
StackTrace stackTrace = new StackTrace(true); // get call stack
StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
// write call stack method names
foreach (StackFrame stackFrame in stackFrames)
{
m_log.Debug(stackFrame.GetMethod().DeclaringType + "." + stackFrame.GetMethod().Name); // write method name
MethodBase mb = stackFrame.GetMethod();
m_log.DebugFormat("{0}.{1}:{2}", mb.DeclaringType, mb.Name, stackFrame.GetFileLineNumber()); // write method name
}
}

View File

@@ -422,7 +422,7 @@ namespace OpenSim.Region.ClientStack.Linden
string assetType)
{
m_log.DebugFormat(
"Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}",
"[BUNCH OF CAPS]: Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}",
assetID, inventoryItem, inventoryType, assetType);
sbyte assType = 0;
@@ -625,7 +625,12 @@ namespace OpenSim.Region.ClientStack.Linden
item.AssetType = assType;
item.InvType = inType;
item.Folder = parentFolder;
item.CurrentPermissions = (uint)PermissionMask.All;
// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
// (owner) permissions. This becomes a problem if next permissions are changed.
item.CurrentPermissions
= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
item.BasePermissions = (uint)PermissionMask.All;
item.EveryOnePermissions = 0;
item.NextPermissions = (uint)PermissionMask.All;

View File

@@ -50,8 +50,7 @@ namespace OpenSim.Region.ClientStack.Linden
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
public class NewFileAgentInventoryVariablePriceModule : INonSharedRegionModule
{
// private static readonly ILog m_log =
// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
// private IAssetService m_assetService;
@@ -210,6 +209,9 @@ namespace OpenSim.Region.ClientStack.Linden
UUID inventoryItem, UUID parentFolder, byte[] data, string inventoryType,
string assetType,UUID AgentID)
{
// m_log.DebugFormat(
// "[NEW FILE AGENT INVENTORY VARIABLE PRICE MODULE]: Upload complete for {0}", inventoryItem);
sbyte assType = 0;
sbyte inType = 0;
@@ -259,13 +261,13 @@ namespace OpenSim.Region.ClientStack.Linden
item.AssetType = assType;
item.InvType = inType;
item.Folder = parentFolder;
item.CurrentPermissions = (uint)PermissionMask.All;
item.CurrentPermissions
= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
item.BasePermissions = (uint)PermissionMask.All;
item.EveryOnePermissions = 0;
item.NextPermissions = (uint)PermissionMask.All;
item.CreationDate = Util.UnixTimeSinceEpoch();
m_scene.AddInventoryItem(item);
}
}
}

View File

@@ -339,7 +339,7 @@ namespace OpenSim.Region.ClientStack.Linden
m_scene.AddSceneObject(grp);
grp.AbsolutePosition = obj.Position;
}
allparts[i] = grp;
}

View File

@@ -5168,7 +5168,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
AddLocalPacketHandler(PacketType.ImprovedInstantMessage, HandlerImprovedInstantMessage, false);
AddLocalPacketHandler(PacketType.AcceptFriendship, HandlerAcceptFriendship);
AddLocalPacketHandler(PacketType.DeclineFriendship, HandlerDeclineFriendship);
AddLocalPacketHandler(PacketType.TerminateFriendship, HandlerTerminateFrendship);
AddLocalPacketHandler(PacketType.TerminateFriendship, HandlerTerminateFriendship);
AddLocalPacketHandler(PacketType.RezObject, HandlerRezObject);
AddLocalPacketHandler(PacketType.DeRezObject, HandlerDeRezObject);
AddLocalPacketHandler(PacketType.ModifyLand, HandlerModifyLand);
@@ -5891,7 +5891,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return true;
}
private bool HandlerTerminateFrendship(IClientAPI sender, Packet Pack)
private bool HandlerTerminateFriendship(IClientAPI sender, Packet Pack)
{
TerminateFriendshipPacket tfriendpack = (TerminateFriendshipPacket)Pack;
@@ -5906,13 +5906,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
UUID listOwnerAgentID = tfriendpack.AgentData.AgentID;
UUID exFriendID = tfriendpack.ExBlock.OtherID;
FriendshipTermination handlerTerminateFriendship = OnTerminateFriendship;
if (handlerTerminateFriendship != null)
FriendshipTermination TerminateFriendshipHandler = OnTerminateFriendship;
if (TerminateFriendshipHandler != null)
{
handlerTerminateFriendship(this, listOwnerAgentID, exFriendID);
TerminateFriendshipHandler(this, listOwnerAgentID, exFriendID);
return true;
}
return true;
return false;
}
private bool HandleFindAgent(IClientAPI client, Packet Packet)
@@ -7689,6 +7689,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
}
else
if (transfer.TransferInfo.SourceType == (int)SourceType.SimEstate)
{
//TransferRequestPacket does not include covenant uuid?
//get scene covenant uuid
taskID = m_scene.RegionInfo.RegionSettings.Covenant;
}
MakeAssetRequest(transfer, taskID);
@@ -12113,6 +12120,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
requestID = new UUID(transferRequest.TransferInfo.Params, 80);
}
else if (transferRequest.TransferInfo.SourceType == (int)SourceType.SimEstate)
{
requestID = taskID;
}
// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);

View File

@@ -417,7 +417,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.AttachedAvatar = UUID.Zero;
rootPart.SetParentLocalId(0);
so.ClearPartAttachmentData();
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive);
so.HasGroupChanged = true;
rootPart.Rezzed = DateTime.Now;
rootPart.RemFlag(PrimFlags.TemporaryOnRez);

View File

@@ -1731,17 +1731,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
// Need to turn off the physics flags, otherwise the object will continue to attempt to
// move out of the region creating an infinite loop of failed attempts to cross
grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
// We are going to move the object back to the old position so long as the old position
// is in the region
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
grp.RootPart.GroupPosition = oldGroupPosition;
// Need to turn off the physics flags, otherwise the object will continue to attempt to
// move out of the region creating an infinite loop of failed attempts to cross
grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
grp.AbsolutePosition = oldGroupPosition;
grp.ScheduleGroupForFullUpdate();
}

View File

@@ -560,12 +560,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return null;
userID = remoteClient.AgentId;
// m_log.DebugFormat(
// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is {1} {2}",
// action, remoteClient.Name, userID);
}
else
{
// All returns / deletes go to the object owner
//
userID = so.RootPart.OwnerID;
// m_log.DebugFormat(
// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is object owner {1}",
// action, userID);
}
if (userID == UUID.Zero) // Can't proceed
@@ -651,11 +659,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
// Override and put into where it came from, if it came
// from anywhere in inventory
// from anywhere in inventory and the owner is taking it back.
//
if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
{
if (so.RootPart.FromFolderID != UUID.Zero)
if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
{
InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
if (f != null)
@@ -830,6 +838,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
group = objlist[i];
SceneObjectPart rootPart = group.RootPart;
// m_log.DebugFormat(
// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// group.Name, group.LocalId, group.UUID,
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
// remoteClient.Name);
// Vector3 storedPosition = group.AbsolutePosition;
if (group.UUID == UUID.Zero)
{
@@ -892,6 +906,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
rootPart.ScheduleFullUpdate();
}
// m_log.DebugFormat(
// "[InventoryAccessModule]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// group.Name, group.LocalId, group.UUID,
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
// remoteClient.Name);
}
group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
@@ -958,7 +978,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
rootPart.FromFolderID = item.Folder;
// Console.WriteLine("rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
if ((rootPart.OwnerID != item.Owner) ||
(item.CurrentPermissions & 16) != 0 ||
(item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)

View File

@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// </param>
/// <param name="scene"></param>
/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
/// <returns>The UUID of the ScenePresence created.</returns>
/// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns>
UUID CreateNPC(
string firstname,
string lastname,

View File

@@ -148,7 +148,8 @@ namespace OpenSim.Region.Framework.Scenes
x = m_inventoryDeletes.Dequeue();
m_log.DebugFormat(
"[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
"[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.",
left, x.action, x.objectGroups.Count);
try
{

View File

@@ -330,6 +330,12 @@ namespace OpenSim.Region.Framework.Scenes
item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
item.Name = itemUpd.Name;
item.Description = itemUpd.Description;
// m_log.DebugFormat(
// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
@@ -338,6 +344,9 @@ namespace OpenSim.Region.Framework.Scenes
item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
// m_log.DebugFormat("[USER INVENTORY]: item.Flags {0}", item.Flags);
item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
item.GroupID = itemUpd.GroupID;
item.GroupOwned = itemUpd.GroupOwned;
@@ -2310,7 +2319,24 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneGraph.DelinkObjects(parts);
}
/// <summary>
/// Link the scene objects containing the indicated parts to a root object.
/// </summary>
/// <param name="client"></param>
/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
public void LinkObjects(IClientAPI client, uint parentPrimId, List<uint> childPrimIds)
{
LinkObjects(client.AgentId, parentPrimId, childPrimIds);
}
/// <summary>
/// Link the scene objects containing the indicated parts to a root object.
/// </summary>
/// <param name="agentId">The ID of the user linking.</param>
/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
public void LinkObjects(UUID agentId, uint parentPrimId, List<uint> childPrimIds)
{
List<UUID> owners = new List<UUID>();
@@ -2323,7 +2349,7 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
if (!Permissions.CanLinkObject(client.AgentId, root.ParentGroup.RootPart.UUID))
if (!Permissions.CanLinkObject(agentId, root.ParentGroup.RootPart.UUID))
{
m_log.DebugFormat("[LINK]: Refusing link. No permissions on root prim");
return;
@@ -2339,7 +2365,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!owners.Contains(part.OwnerID))
owners.Add(part.OwnerID);
if (Permissions.CanLinkObject(client.AgentId, part.ParentGroup.RootPart.UUID))
if (Permissions.CanLinkObject(agentId, part.ParentGroup.RootPart.UUID))
children.Add(part);
}

View File

@@ -4766,7 +4766,7 @@ Environment.Exit(1);
bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
if (wasUsingPhysics)
{
jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
}
}

View File

@@ -1751,6 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectGroup child = children[i].ParentGroup;
// Don't try and add a group to itself - this will only cause severe problems later on.
if (child == parentGroup)
continue;
// Make sure no child prim is set for sale
// So that, on delink, no prims are unwittingly
// left for sale and sold off
@@ -1777,8 +1781,13 @@ namespace OpenSim.Region.Framework.Scenes
// We need to explicitly resend the newly link prim's object properties since no other actions
// occur on link to invoke this elsewhere (such as object selection)
parentGroup.RootPart.CreateSelected = true;
parentGroup.TriggerScriptChangedEvent(Changed.LINK);
if (childGroups.Count > 0)
{
parentGroup.RootPart.CreateSelected = true;
parentGroup.TriggerScriptChangedEvent(Changed.LINK);
parentGroup.HasGroupChanged = true;
parentGroup.ScheduleGroupForFullUpdate();
}
}
finally
{

View File

@@ -269,6 +269,8 @@ namespace OpenSim.Region.Framework.Scenes
public void ApplyNextOwnerPermissions()
{
// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].ApplyNextOwnerPermissions();

View File

@@ -466,6 +466,10 @@ namespace OpenSim.Region.Framework.Scenes
&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
{
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
if (IsDeleted)
return;
val = AbsolutePosition;
}
}
@@ -1281,8 +1285,7 @@ namespace OpenSim.Region.Framework.Scenes
m_rootPart.SetParentLocalId(0);
AttachmentPoint = (byte)0;
// must check if buildind should be true or false here
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
HasGroupChanged = true;
RootPart.Rezzed = DateTime.Now;
RootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -1582,33 +1585,21 @@ namespace OpenSim.Region.Framework.Scenes
public void ApplyPhysics()
{
// Apply physics to the root prim
// m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
// Apply physics to child prims
SceneObjectPart[] parts = m_parts.GetArray();
if (parts.Length > 1)
{
ResetChildPrimPhysicsPositions();
// Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LocalId != m_rootPart.LocalId)
// part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
}
// Hack to get the physics scene geometries in the right spot
// ResetChildPrimPhysicsPositions();
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
}
else
{
// Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
ResetChildPrimPhysicsPositions();
}
}
@@ -1842,16 +1833,13 @@ namespace OpenSim.Region.Framework.Scenes
pbs,
newPart.AbsolutePosition,
newPart.Scale,
//newPart.RotationOffset,
newPart.GetWorldRotation(),
newPart.RotationOffset,
part.PhysActor.IsPhysical,
newPart.LocalId);
newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
}
}
if (dupe.m_rootPart.PhysActor != null && userExposed)
dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
if (userExposed)
{
@@ -2377,6 +2365,10 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
// Linking to ourselves is not a valid operation.
if (objectGroup == this)
return;
SceneObjectPart linkPart = objectGroup.m_rootPart;
Vector3 oldGroupPosition = linkPart.GroupPosition;
@@ -2865,31 +2857,12 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/*
RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
for (int i = 0; i < parts.Length; i++)
{
if (parts[i] != RootPart)
parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
}
*/
if (parts.Length > 1)
{
m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
for (int i = 0; i < parts.Length; i++)
{
if (parts[i].UUID != m_rootPart.UUID)
parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
}
if (m_rootPart.PhysActor != null)
m_rootPart.PhysActor.Building = false;
}
else
m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
}
}

View File

@@ -1503,8 +1503,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="rootObjectFlags"></param>
/// <param name="VolumeDetectActive"></param>
// public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
{
if (!ParentGroup.Scene.CollidablePrims)
return;
@@ -1540,8 +1539,7 @@ namespace OpenSim.Region.Framework.Scenes
Shape,
AbsolutePosition,
Scale,
// RotationOffset,
GetWorldRotation(), // physics wants world rotation
RotationOffset,
RigidBody,
m_localId);
}
@@ -1558,8 +1556,6 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.SetMaterial(Material);
DoPhysicsPropertyUpdate(RigidBody, true);
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
if (!building)
PhysActor.Building = false;
}
}
}
@@ -1795,10 +1791,6 @@ namespace OpenSim.Region.Framework.Scenes
if (!isNew)
ParentGroup.Scene.RemovePhysicalPrim(1);
Velocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
AngularVelocity = new Vector3(0, 0, 0);
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
PhysActor.delink();
@@ -4275,8 +4267,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="SetTemporary"></param>
/// <param name="SetPhantom"></param>
/// <param name="SetVD"></param>
// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
{
bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4294,9 +4285,6 @@ namespace OpenSim.Region.Framework.Scenes
// that...
// ... if VD is changed, all others are not.
// ... if one of the others is changed, VD is not.
// do this first
if (building && PhysActor != null && PhysActor.Building != building)
PhysActor.Building = building;
if (SetVD) // VD is active, special logic applies
{
// State machine logic for VolumeDetect
@@ -4378,8 +4366,7 @@ namespace OpenSim.Region.Framework.Scenes
Shape,
AbsolutePosition,
Scale,
// RotationOffset,
GetWorldRotation(), //physics wants world rotation like all other functions send
RotationOffset,
UsePhysics,
m_localId);
@@ -4459,9 +4446,6 @@ namespace OpenSim.Region.Framework.Scenes
}
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
// and last in case we have a new actor and not building
if (PhysActor != null && PhysActor.Building != building)
PhysActor.Building = building;
if (ParentGroup != null)
{
ParentGroup.HasGroupChanged = true;

View File

@@ -39,14 +39,31 @@ using log4net;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Linking tests
/// </summary>
[TestFixture]
public class SceneObjectLinkingTests
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Links to self should be ignored.
/// </summary>
[Test]
public void TestLinkToSelf()
{
TestHelpers.InMethod();
UUID ownerId = TestHelpers.ParseTail(0x1);
int nParts = 3;
TestScene scene = SceneHelpers.SetupScene();
SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10);
scene.AddSceneObject(sog1);
scene.LinkObjects(ownerId, sog1.LocalId, new List<uint>() { sog1.Parts[1].LocalId });
// sog1.LinkToGroup(sog1);
Assert.That(sog1.Parts.Length, Is.EqualTo(nParts));
}
[Test]
public void TestLinkDelink2SceneObjects()
{

View File

@@ -44,7 +44,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
private readonly string m_firstname;
private readonly string m_lastname;
private readonly Vector3 m_startPos;
private readonly UUID m_uuid = UUID.Random();
private UUID m_uuid = UUID.Random();
private readonly Scene m_scene;
private readonly UUID m_ownerID;
@@ -444,6 +444,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public virtual UUID AgentId
{
get { return m_uuid; }
set { m_uuid = value; }
}
public UUID SessionId

View File

@@ -155,20 +155,21 @@ namespace OpenSim.Region.OptionalModules.World.NPC
"[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
sp.CompleteMovement(npcAvatar, false);
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
}
else
{
m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
npcAvatar.AgentId = UUID.Zero;
}
m_avatars.Add(npcAvatar.AgentId, npcAvatar);
}
ev.Set();
});
ev.WaitOne();
m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
return npcAvatar.AgentId;
}
@@ -299,13 +300,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC
NPCAvatar av;
if (m_avatars.TryGetValue(agentID, out av))
{
// m_log.DebugFormat("[NPC MODULE]: Found {0} {1} to remove", agentID, av.Name);
scene.RemoveClient(agentID, false);
m_avatars.Remove(agentID);
// m_log.DebugFormat("[NPC MODULE]: Removed {0} {1}", agentID, av.Name);
return true;
}
}
// m_log.DebugFormat("[NPC MODULE]: Could not find {0} to remove", agentID);
return false;
}

View File

@@ -68,17 +68,6 @@ namespace OpenSim.Region.Physics.Manager
}
}
public struct ContactData
{
public float mu;
public float bounce;
public ContactData(float _mu, float _bounce)
{
mu = _mu;
bounce = _bounce;
}
}
/// <summary>
/// Used to pass collision information to OnCollisionUpdate listeners.
/// </summary>
@@ -154,14 +143,6 @@ namespace OpenSim.Region.Physics.Manager
get { return new NullPhysicsActor(); }
}
public virtual bool Building { get; set; }
public virtual ContactData ContactData
{
get { return new ContactData(0, 0); }
}
public abstract bool Stopped { get; }
public abstract Vector3 Size { get; set; }

View File

@@ -225,7 +225,7 @@ namespace OpenSim.Region.Physics.Manager
}
public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
public virtual void UnCombine(PhysicsScene pScene) {}
/// <summary>
@@ -263,13 +263,5 @@ namespace OpenSim.Region.Physics.Manager
{
return new List<ContactResult>();
}
public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
{
return new List<ContactResult>();
}
}
}

View File

@@ -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("OdePlugin")]
[assembly : AssemblyDescription("Ubit Variation")]
[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("0.6.5.*")]

File diff suppressed because it is too large Load Diff

View File

@@ -1,630 +0,0 @@
/*
* Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
* ODEPrim.cs contains methods dealing with Prim editing, Prim
* characteristics and Kinetic motion.
* ODEDynamics.cs contains methods dealing with Prim Physical motion
* (dynamics) and the associated settings. Old Linear and angular
* motors for dynamic motion have been replace with MoveLinear()
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
* switch between 'VEHICLE' parameter use and general dynamics
* settings use.
*
* 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 log4net;
using OpenMetaverse;
using Ode.NET;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.OdePlugin
{
public class ODEDynamics
{
public Vehicle Type
{
get { return m_type; }
}
public IntPtr Body
{
get { return m_body; }
}
private int frcount = 0; // Used to limit dynamics debug output to
// every 100th frame
// private OdeScene m_parentScene = null;
private IntPtr m_body = IntPtr.Zero;
private IntPtr m_jointGroup = IntPtr.Zero;
private IntPtr m_aMotor = IntPtr.Zero;
// Vehicle properties
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
// private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
// HOVER_TERRAIN_ONLY
// HOVER_GLOBAL_HEIGHT
// NO_DEFLECTION_UP
// HOVER_WATER_ONLY
// HOVER_UP_ONLY
// LIMIT_MOTOR_UP
// LIMIT_ROLL_ONLY
// Linear properties
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
private Vector3 m_dir = Vector3.Zero; // velocity applied to body
private Vector3 m_linearFrictionTimescale = Vector3.Zero;
private float m_linearMotorDecayTimescale = 0;
private float m_linearMotorTimescale = 0;
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
// private bool m_LinearMotorSetLastFrame = false;
// private Vector3 m_linearMotorOffset = Vector3.Zero;
//Angular properties
private Vector3 m_angularMotorDirection = Vector3.Zero;
private Vector3 m_angularMotorDirectionLASTSET = Vector3.Zero;
private Vector3 m_angularFrictionTimescale = Vector3.Zero;
private float m_angularMotorDecayTimescale = 0;
private float m_angularMotorTimescale = 0;
private Vector3 m_lastAngularVelocityVector = Vector3.Zero;
//Deflection properties
// private float m_angularDeflectionEfficiency = 0;
// private float m_angularDeflectionTimescale = 0;
// private float m_linearDeflectionEfficiency = 0;
// private float m_linearDeflectionTimescale = 0;
//Banking properties
// private float m_bankingEfficiency = 0;
// private float m_bankingMix = 0;
// private float m_bankingTimescale = 0;
//Hover and Buoyancy properties
private float m_VhoverHeight = 0f;
private float m_VhoverEfficiency = 0f;
private float m_VhoverTimescale = 0f;
private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
// Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
// KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
//Attractor properties
private float m_verticalAttractionEfficiency = 0;
private float m_verticalAttractionTimescale = 0;
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{
switch (pParam)
{
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
if (pValue < 0.01f) pValue = 0.01f;
// m_angularDeflectionEfficiency = pValue;
break;
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
if (pValue < 0.01f) pValue = 0.01f;
// m_angularDeflectionTimescale = pValue;
break;
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
if (pValue < 0.01f) pValue = 0.01f;
m_angularMotorDecayTimescale = pValue;
break;
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
if (pValue < 0.01f) pValue = 0.01f;
m_angularMotorTimescale = pValue;
break;
case Vehicle.BANKING_EFFICIENCY:
if (pValue < 0.01f) pValue = 0.01f;
// m_bankingEfficiency = pValue;
break;
case Vehicle.BANKING_MIX:
if (pValue < 0.01f) pValue = 0.01f;
// m_bankingMix = pValue;
break;
case Vehicle.BANKING_TIMESCALE:
if (pValue < 0.01f) pValue = 0.01f;
// m_bankingTimescale = pValue;
break;
case Vehicle.BUOYANCY:
if (pValue < -1f) pValue = -1f;
if (pValue > 1f) pValue = 1f;
m_VehicleBuoyancy = pValue;
break;
case Vehicle.HOVER_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_VhoverEfficiency = pValue;
break;
case Vehicle.HOVER_HEIGHT:
m_VhoverHeight = pValue;
break;
case Vehicle.HOVER_TIMESCALE:
if (pValue < 0.01f) pValue = 0.01f;
m_VhoverTimescale = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
if (pValue < 0.01f) pValue = 0.01f;
// m_linearDeflectionEfficiency = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
if (pValue < 0.01f) pValue = 0.01f;
// m_linearDeflectionTimescale = pValue;
break;
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
if (pValue < 0.01f) pValue = 0.01f;
m_linearMotorDecayTimescale = pValue;
break;
case Vehicle.LINEAR_MOTOR_TIMESCALE:
if (pValue < 0.01f) pValue = 0.01f;
m_linearMotorTimescale = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
if (pValue < 0.0f) pValue = 0.0f;
if (pValue > 1.0f) pValue = 1.0f;
m_verticalAttractionEfficiency = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
if (pValue < 0.01f) pValue = 0.01f;
m_verticalAttractionTimescale = pValue;
break;
// These are vector properties but the engine lets you use a single float value to
// set all of the components to the same value
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
m_angularMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.LINEAR_MOTOR_DIRECTION:
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.LINEAR_MOTOR_OFFSET:
// m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
break;
}
}//end ProcessFloatVehicleParam
internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue)
{
switch (pParam)
{
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
m_angularMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
case Vehicle.LINEAR_MOTOR_DIRECTION:
m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
case Vehicle.LINEAR_MOTOR_OFFSET:
// m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
}
}//end ProcessVectorVehicleParam
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
{
switch (pParam)
{
case Vehicle.REFERENCE_FRAME:
// m_referenceFrame = pValue;
break;
}
}//end ProcessRotationVehicleParam
internal void ProcessTypeChange(Vehicle pType)
{
Console.WriteLine("ProcessTypeChange to " + pType);
// Set Defaults For Type
m_type = pType;
switch (pType)
{
case Vehicle.TYPE_SLED:
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 1000;
m_linearMotorDecayTimescale = 120;
m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 1000;
m_angularMotorDecayTimescale = 120;
m_VhoverHeight = 0;
m_VhoverEfficiency = 1;
m_VhoverTimescale = 10;
m_VehicleBuoyancy = 0;
// m_linearDeflectionEfficiency = 1;
// m_linearDeflectionTimescale = 1;
// m_angularDeflectionEfficiency = 1;
// m_angularDeflectionTimescale = 1000;
// m_bankingEfficiency = 0;
// m_bankingMix = 1;
// m_bankingTimescale = 10;
// m_referenceFrame = Quaternion.Identity;
m_flags &=
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
break;
case Vehicle.TYPE_CAR:
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 1;
m_linearMotorDecayTimescale = 60;
m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 1;
m_angularMotorDecayTimescale = 0.8f;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
// // m_linearDeflectionEfficiency = 1;
// // m_linearDeflectionTimescale = 2;
// // m_angularDeflectionEfficiency = 0;
// m_angularDeflectionTimescale = 10;
m_verticalAttractionEfficiency = 1;
m_verticalAttractionTimescale = 10;
// m_bankingEfficiency = -0.2f;
// m_bankingMix = 1;
// m_bankingTimescale = 1;
// m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.LIMIT_MOTOR_UP);
break;
case Vehicle.TYPE_BOAT:
m_linearFrictionTimescale = new Vector3(10, 3, 2);
m_angularFrictionTimescale = new Vector3(10,10,10);
m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 5;
m_linearMotorDecayTimescale = 60;
m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 4;
m_angularMotorDecayTimescale = 4;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0.5f;
m_VhoverTimescale = 2;
m_VehicleBuoyancy = 1;
// m_linearDeflectionEfficiency = 0.5f;
// m_linearDeflectionTimescale = 3;
// m_angularDeflectionEfficiency = 0.5f;
// m_angularDeflectionTimescale = 5;
m_verticalAttractionEfficiency = 0.5f;
m_verticalAttractionTimescale = 5;
// m_bankingEfficiency = -0.3f;
// m_bankingMix = 0.8f;
// m_bankingTimescale = 1;
// m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
VehicleFlag.LIMIT_MOTOR_UP);
break;
case Vehicle.TYPE_AIRPLANE:
m_linearFrictionTimescale = new Vector3(200, 10, 5);
m_angularFrictionTimescale = new Vector3(20, 20, 20);
m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 2;
m_linearMotorDecayTimescale = 60;
m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 4;
m_angularMotorDecayTimescale = 4;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0.5f;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
// m_linearDeflectionEfficiency = 0.5f;
// m_linearDeflectionTimescale = 3;
// m_angularDeflectionEfficiency = 1;
// m_angularDeflectionTimescale = 2;
m_verticalAttractionEfficiency = 0.9f;
m_verticalAttractionTimescale = 2;
// m_bankingEfficiency = 1;
// m_bankingMix = 0.7f;
// m_bankingTimescale = 2;
// m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
break;
case Vehicle.TYPE_BALLOON:
m_linearFrictionTimescale = new Vector3(5, 5, 5);
m_angularFrictionTimescale = new Vector3(10, 10, 10);
m_linearMotorDirection = Vector3.Zero;
m_linearMotorTimescale = 5;
m_linearMotorDecayTimescale = 60;
m_angularMotorDirection = Vector3.Zero;
m_angularMotorTimescale = 6;
m_angularMotorDecayTimescale = 10;
m_VhoverHeight = 5;
m_VhoverEfficiency = 0.8f;
m_VhoverTimescale = 10;
m_VehicleBuoyancy = 1;
// m_linearDeflectionEfficiency = 0;
// m_linearDeflectionTimescale = 5;
// m_angularDeflectionEfficiency = 0;
// m_angularDeflectionTimescale = 5;
m_verticalAttractionEfficiency = 1;
m_verticalAttractionTimescale = 1000;
// m_bankingEfficiency = 0;
// m_bankingMix = 0.7f;
// m_bankingTimescale = 5;
// m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
break;
}
}//end SetDefaultsForType
internal void Enable(IntPtr pBody, OdeScene pParentScene)
{
//Console.WriteLine("Enable m_type=" + m_type + " m_VehicleBuoyancy=" + m_VehicleBuoyancy);
if (m_type == Vehicle.TYPE_NONE)
return;
m_body = pBody;
//KF: This used to set up the linear and angular joints
}
internal void Step(float pTimestep, OdeScene pParentScene)
{
if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
return;
frcount++; // used to limit debug comment output
if (frcount > 100)
frcount = 0;
MoveLinear(pTimestep, pParentScene);
MoveAngular(pTimestep);
}// end Step
private void MoveLinear(float pTimestep, OdeScene _pParentScene)
{
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
{
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
// add drive to body
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
// This will work temporarily, but we really need to compare speed on an axis
// KF: Limit body velocity to applied velocity?
if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
// decay applied velocity
Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
//Console.WriteLine("decay: " + decayfraction);
m_linearMotorDirection -= m_linearMotorDirection * decayfraction;
//Console.WriteLine("actual: " + m_linearMotorDirection);
}
else
{ // requested is not significant
// if what remains of applied is small, zero it.
if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
m_lastLinearVelocityVector = Vector3.Zero;
}
// convert requested object velocity to world-referenced vector
m_dir = m_lastLinearVelocityVector;
d.Quaternion rot = d.BodyGetQuaternion(Body);
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
m_dir *= rotq; // apply obj rotation to velocity vector
// add Gravity andBuoyancy
// KF: So far I have found no good method to combine a script-requested
// .Z velocity and gravity. Therefore only 0g will used script-requested
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
Vector3 grav = Vector3.Zero;
if(m_VehicleBuoyancy < 1.0f)
{
// There is some gravity, make a gravity force vector
// that is applied after object velocity.
d.Mass objMass;
d.BodyGetMass(Body, out objMass);
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
// Preserve the current Z velocity
d.Vector3 vel_now = d.BodyGetLinearVel(Body);
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
} // else its 1.0, no gravity.
// Check if hovering
if( (m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
{
// We should hover, get the target height
d.Vector3 pos = d.BodyGetPosition(Body);
if((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
{
m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
}
else if((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
{
m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
}
else if((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
{
m_VhoverTargetHeight = m_VhoverHeight;
}
if((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
{
// If body is aready heigher, use its height as target height
if(pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
}
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
// m_VhoverTimescale = 0f; // time to acheive height
// pTimestep is time since last frame,in secs
float herr0 = pos.Z - m_VhoverTargetHeight;
//if(frcount == 0) Console.WriteLine("herr0=" + herr0);
// Replace Vertical speed with correction figure if significant
if(Math.Abs(herr0) > 0.01f )
{
d.Mass objMass;
d.BodyGetMass(Body, out objMass);
m_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
// m_VhoverEfficiency is not yet implemented
}
else
{
m_dir.Z = 0f;
}
}
// Apply velocity
d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
//if(frcount == 0) Console.WriteLine("Move " + Body + ":"+ m_dir.X + " " + m_dir.Y + " " + m_dir.Z);
// apply gravity force
d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
//if(frcount == 0) Console.WriteLine("Force " + Body + ":" + grav.X + " " + grav.Y + " " + grav.Z);
// apply friction
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
} // end MoveLinear()
private void MoveAngular(float pTimestep)
{
// m_angularMotorDirection is the latest value from the script, and is decayed here
// m_angularMotorDirectionLASTSET is the latest value from the script
// m_lastAngularVelocityVector is what is being applied to the Body, varied up and down here
if (!m_angularMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))
{
if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body);
// ramp up to new value
Vector3 addAmount = m_angularMotorDirection / (m_angularMotorTimescale / pTimestep);
m_lastAngularVelocityVector += (addAmount * 10f);
//if(frcount == 0) Console.WriteLine("add: " + addAmount);
// limit applied value to what was set by script
// This will work temporarily, but we really need to compare speed on an axis
if (Math.Abs(m_lastAngularVelocityVector.X) > Math.Abs(m_angularMotorDirectionLASTSET.X))
m_lastAngularVelocityVector.X = m_angularMotorDirectionLASTSET.X;
if (Math.Abs(m_lastAngularVelocityVector.Y) > Math.Abs(m_angularMotorDirectionLASTSET.Y))
m_lastAngularVelocityVector.Y = m_angularMotorDirectionLASTSET.Y;
if (Math.Abs(m_lastAngularVelocityVector.Z) > Math.Abs(m_angularMotorDirectionLASTSET.Z))
m_lastAngularVelocityVector.Z = m_angularMotorDirectionLASTSET.Z;
// decay the requested value
Vector3 decayfraction = ((Vector3.One / (m_angularMotorDecayTimescale / pTimestep)));
//Console.WriteLine("decay: " + decayfraction);
m_angularMotorDirection -= m_angularMotorDirection * decayfraction;
//Console.WriteLine("actual: " + m_linearMotorDirection);
}
// KF: m_lastAngularVelocityVector is rotational speed in rad/sec ?
// Vertical attractor section
// d.Mass objMass;
// d.BodyGetMass(Body, out objMass);
// float servo = 100f * objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
float servo = 0.1f * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep);
// get present body rotation
d.Quaternion rot = d.BodyGetQuaternion(Body);
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
// make a vector pointing up
Vector3 verterr = Vector3.Zero;
verterr.Z = 1.0f;
// rotate it to Body Angle
verterr = verterr * rotq;
// verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
// As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
// negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
if (verterr.Z < 0.0f)
{
verterr.X = 2.0f - verterr.X;
verterr.Y = 2.0f - verterr.Y;
}
// Error is 0 (no error) to +/- 2 (max error)
// scale it by servo
verterr = verterr * servo;
// rotate to object frame
// verterr = verterr * rotq;
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
m_lastAngularVelocityVector.X += verterr.Y;
m_lastAngularVelocityVector.Y -= verterr.X;
/*
if(frcount == 0)
{
// Console.WriteLine("AngleMotor " + m_lastAngularVelocityVector);
Console.WriteLine(String.Format("VA Body:{0} servo:{1} err:<{2},{3},{4}> VAE:{5}",
Body, servo, verterr.X, verterr.Y, verterr.Z, m_verticalAttractionEfficiency));
}
*/
d.BodySetAngularVel (Body, m_lastAngularVelocityVector.X, m_lastAngularVelocityVector.Y, m_lastAngularVelocityVector.Z);
// apply friction
Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep);
m_lastAngularVelocityVector -= m_lastAngularVelocityVector * decayamount;
} //end MoveAngular
}
}

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@@ -1,443 +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.Text;
using OpenMetaverse;
using OpenSim.Region.Physics.Manager;
using OdeAPI;
using log4net;
namespace OpenSim.Region.Physics.OdePlugin
{
/// <summary>
/// Processes raycast requests as ODE is in a state to be able to do them.
/// This ensures that it's thread safe and there will be no conflicts.
/// Requests get returned by a different thread then they were requested by.
/// </summary>
public class ODERayCastRequestManager
{
/// <summary>
/// Pending ray requests
/// </summary>
protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
/// <summary>
/// Scene that created this object.
/// </summary>
private OdeScene m_scene;
IntPtr ray;
private const int ColisionContactGeomsPerTest = 5;
/// <summary>
/// ODE near callback delegate
/// </summary>
private d.NearCallback nearCallback;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private List<ContactResult> m_contactResults = new List<ContactResult>();
public ODERayCastRequestManager(OdeScene pScene)
{
m_scene = pScene;
nearCallback = near;
ray = d.CreateRay(IntPtr.Zero, 1.0f);
}
/// <summary>
/// Queues a raycast
/// </summary>
/// <param name="position">Origin of Ray</param>
/// <param name="direction">Ray normal</param>
/// <param name="length">Ray length</param>
/// <param name="retMethod">Return method to send the results</param>
public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = IntPtr.Zero;
req.callbackMethod = retMethod;
req.Count = 0;
req.length = length;
req.Normal = direction;
req.Origin = position;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = geom;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = 0;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = IntPtr.Zero;
req.callbackMethod = retMethod;
req.Count = 0;
req.length = length;
req.Normal = direction;
req.Origin = position;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = geom;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = 0;
m_PendingRequests.Enqueue(req);
}
/// <summary>
/// Queues a raycast
/// </summary>
/// <param name="position">Origin of Ray</param>
/// <param name="direction">Ray normal</param>
/// <param name="length">Ray length</param>
/// <param name="count"></param>
/// <param name="retMethod">Return method to send the results</param>
public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = IntPtr.Zero;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = count;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = geom;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = count;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = IntPtr.Zero;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = count;
m_PendingRequests.Enqueue(req);
}
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
{
ODERayRequest req = new ODERayRequest();
req.geom = geom;
req.callbackMethod = retMethod;
req.length = length;
req.Normal = direction;
req.Origin = position;
req.Count = count;
m_PendingRequests.Enqueue(req);
}
/// <summary>
/// Process all queued raycast requests
/// </summary>
/// <returns>Time in MS the raycasts took to process.</returns>
public int ProcessQueuedRequests()
{
int time = System.Environment.TickCount;
if (m_PendingRequests.Count <= 0)
return 0;
if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still
{
m_PendingRequests.Clear();
return 0;
}
ODERayRequest req;
int i = 50; // arbitary limit of processed tests per frame
while(m_PendingRequests.Dequeue(out req))
{
if (req.geom == IntPtr.Zero)
doSpaceRay(req);
else
doGeomRay(req);
if(--i < 0)
break;
}
lock (m_contactResults)
m_contactResults.Clear();
return System.Environment.TickCount - time;
}
/// <summary>
/// Method that actually initiates the raycast with full top space
/// </summary>
/// <param name="req"></param>
private void doSpaceRay(ODERayRequest req)
{
// Create the ray
// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
d.GeomRaySetLength(ray, req.length);
d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
// Collide test
d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback);
// Remove Ray
// d.GeomDestroy(ray);
if (req.callbackMethod == null)
return;
if (req.callbackMethod is RaycastCallback)
{
// Define default results
bool hitYN = false;
uint hitConsumerID = 0;
float distance = 999999999999f;
Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
Vector3 snormal = Vector3.Zero;
// Find closest contact and object.
lock (m_contactResults)
{
foreach (ContactResult cResult in m_contactResults)
{
if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
{
closestcontact = cResult.Pos;
hitConsumerID = cResult.ConsumerID;
distance = cResult.Depth;
hitYN = true;
snormal = cResult.Normal;
}
}
m_contactResults.Clear();
}
((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
}
else
{
((RayCallback)req.callbackMethod)(m_contactResults);
lock (m_PendingRequests)
m_contactResults.Clear();
}
}
/// <summary>
/// Method that actually initiates the raycast with a geom
/// </summary>
/// <param name="req"></param>
private void doGeomRay(ODERayRequest req)
{
// Create the ray
// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
d.GeomRaySetLength(ray, req.length);
d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
// Collide test
d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
// Remove Ray
// d.GeomDestroy(ray);
if (req.callbackMethod == null)
return;
if (req.callbackMethod is RaycastCallback)
{
// Define default results
bool hitYN = false;
uint hitConsumerID = 0;
float distance = 999999999999f;
Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
Vector3 snormal = Vector3.Zero;
// Find closest contact and object.
lock (m_contactResults)
{
foreach (ContactResult cResult in m_contactResults)
{
if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
{
closestcontact = cResult.Pos;
hitConsumerID = cResult.ConsumerID;
distance = cResult.Depth;
hitYN = true;
snormal = cResult.Normal;
}
}
m_contactResults.Clear();
}
((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
}
else
{
((RayCallback)req.callbackMethod)(m_contactResults);
lock (m_PendingRequests)
m_contactResults.Clear();
}
}
private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
{
IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
return false;
IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
return true;
}
// This is the standard Near. g2 is the ray
private void near(IntPtr space, IntPtr g1, IntPtr g2)
{
//Don't test against heightfield Geom, or you'll be sorry!
// Exclude heightfield geom
if (g1 == IntPtr.Zero || g1 == g2)
return;
if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
return;
// Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
if (d.GeomIsSpace(g1))
{
try
{
d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
}
catch (Exception e)
{
m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
}
return;
}
int count = 0;
try
{
count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
}
catch (SEHException)
{
m_log.Error("[PHYSICS Ray]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
}
catch (Exception e)
{
m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
return;
}
if (count == 0)
return;
PhysicsActor p1 = null;
if (g1 != IntPtr.Zero)
m_scene.actor_name_map.TryGetValue(g1, out p1);
d.ContactGeom curcontact = new d.ContactGeom();
// Loop over contacts, build results.
for (int i = 0; i < count; i++)
{
if (!GetCurContactGeom(i, ref curcontact))
break;
if (p1 != null) {
if (p1 is OdePrim)
{
ContactResult collisionresult = new ContactResult();
collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
collisionresult.Depth = curcontact.depth;
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
curcontact.normal.Z);
lock (m_contactResults)
m_contactResults.Add(collisionresult);
}
}
}
}
/// <summary>
/// Dereference the creator scene so that it can be garbage collected if needed.
/// </summary>
internal void Dispose()
{
m_scene = null;
}
}
public struct ODERayRequest
{
public IntPtr geom;
public Vector3 Origin;
public Vector3 Normal;
public int Count;
public float length;
public object callbackMethod;
}
}

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@@ -1,86 +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 System.IO;
using System.Diagnostics;
using log4net;
using Nini.Config;
using OdeAPI;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse;
namespace OpenSim.Region.Physics.OdePlugin
{
/// <summary>
/// ODE plugin
/// </summary>
public class OdePlugin : IPhysicsPlugin
{
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private OdeScene m_scene;
public bool Init()
{
if (d.InitODE2(0) != 0)
{
if (d.AllocateODEDataForThread(~0U) == 0)
{
d.CloseODE();
return false;
}
return true;
}
return false;
}
public PhysicsScene GetScene(String sceneIdentifier)
{
if (m_scene == null)
{
m_scene = new OdeScene(sceneIdentifier);
}
return (m_scene);
}
public string GetName()
{
return ("UbitODE");
}
public void Dispose()
{
d.CloseODE();
}
}
}

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@@ -1,99 +0,0 @@
/*
* Copyright ODE
* Ode.NET - .NET bindings for ODE
* Jason Perkins (starkos@industriousone.com)
* Licensed under the New BSD
* Part of the OpenDynamicsEngine
Open Dynamics Engine
Copyright (c) 2001-2007, Russell L. Smith.
All rights reserved.
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 names of ODE's copyright owner 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 COPYRIGHT HOLDERS AND CONTRIBUTORS
"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 COPYRIGHT
OWNER OR 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.Runtime.InteropServices;
using OdeAPI;
namespace ODEDrawstuff
{
/*#if dDOUBLE
using dReal = System.Double;
#else
*/
using dReal = System.Single;
//#endif
public static class ds
{
public const int VERSION = 2;
public enum Texture
{
None,
Wood
}
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void CallbackFunction(int arg);
[StructLayout(LayoutKind.Sequential)]
public struct Functions
{
public int version;
public CallbackFunction start;
public CallbackFunction step;
public CallbackFunction command;
public CallbackFunction stop;
public string path_to_textures;
}
[DllImport("drawstuff", EntryPoint = "dsDrawBox")]
public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
[DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
[DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
[DllImport("drawstuff", EntryPoint = "dsSetColor")]
public static extern void SetColor(float red, float green, float blue);
[DllImport("drawstuff", EntryPoint = "dsSetTexture")]
public static extern void SetTexture(Texture texture);
[DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
[DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
}
}

View File

@@ -2188,7 +2188,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (part.ParentGroup.RootPart == part)
{
SceneObjectGroup parent = part.ParentGroup;
parent.UpdateGroupPosition(new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z));
Util.FireAndForget(delegate(object x) {
parent.UpdateGroupPosition(new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z));
});
}
else
{
@@ -7973,7 +7975,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (part.ParentGroup.RootPart == part)
{
SceneObjectGroup parent = part.ParentGroup;
parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
Util.FireAndForget(delegate(object x) {
parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
});
}
else
{
@@ -7990,7 +7994,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (part.ParentGroup.RootPart == part)
{
SceneObjectGroup parent = part.ParentGroup;
parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
Util.FireAndForget(delegate(object x) {
parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
});
}
else
{

View File

@@ -450,17 +450,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
Vector3 toRegionPos;
double dis;
Action<ScenePresence> senseEntity = new Action<ScenePresence>(delegate(ScenePresence presence)
Action<ScenePresence> senseEntity = new Action<ScenePresence>(presence =>
{
if ((ts.type & NPC) == 0
&& presence.PresenceType == PresenceType.Npc
&& !npcModule.GetNPC(presence.UUID, presence.Scene).SenseAsAgent)
return;
if ((ts.type & NPC) == 0 && presence.PresenceType == PresenceType.Npc)
{
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
if (npcData == null || !npcData.SenseAsAgent)
return;
}
if ((ts.type & AGENT) == 0
&& (presence.PresenceType == PresenceType.User
|| npcModule.GetNPC(presence.UUID, presence.Scene).SenseAsAgent))
return;
if ((ts.type & AGENT) == 0)
{
if (presence.PresenceType == PresenceType.User)
{
return;
}
else
{
INPC npcData = npcModule.GetNPC(presence.UUID, presence.Scene);
if (npcData != null && npcData.SenseAsAgent)
return;
}
}
if (presence.IsDeleted || presence.IsChildAgent || presence.GodLevel > 0.0)
return;

View File

@@ -538,6 +538,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public bool Stop(int timeout)
{
// m_log.DebugFormat(
// "[SCRIPT INSTANCE]: Stopping script {0} {1} with timeout {2}", ScriptName, ItemID, timeout);
IScriptWorkItem result;
lock (m_EventQueue)
@@ -772,7 +775,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
}
catch (Exception e)
{
// m_log.DebugFormat("[SCRIPT] Exception: {0}", e.Message);
// m_log.DebugFormat(
// "[SCRIPT] Exception in script {0} {1}: {2}{3}",
// ScriptName, ItemID, e.Message, e.StackTrace);
m_InEvent = false;
m_CurrentEvent = String.Empty;

View File

@@ -301,7 +301,7 @@ namespace OpenSim.Region.UserStatistics
public void OnRegisterCaps(UUID agentID, Caps caps)
{
m_log.DebugFormat("[VC]: OnRegisterCaps: agentID {0} caps {1}", agentID, caps);
m_log.DebugFormat("[WEB STATS MODULE]: OnRegisterCaps: agentID {0} caps {1}", agentID, caps);
string capsPath = "/CAPS/VS/" + UUID.Random();
caps.RegisterHandler("ViewerStats",
new RestStreamHandler("POST", capsPath,
@@ -462,7 +462,7 @@ namespace OpenSim.Region.UserStatistics
if (!m_sessions.ContainsKey(agentID))
{
m_log.Warn("[VS]: no session for stat disclosure");
m_log.Warn("[WEB STATS MODULE]: no session for stat disclosure");
return new UserSessionID();
}
uid = m_sessions[agentID];
@@ -667,14 +667,13 @@ namespace OpenSim.Region.UserStatistics
{
updatecmd.ExecuteNonQuery();
}
catch
(SqliteExecutionException)
catch (SqliteExecutionException)
{
m_log.Warn("[WEBSTATS]: failed to write stats to storage Execution Exception");
m_log.Warn("[WEB STATS MODULE]: failed to write stats to storage Execution Exception");
}
catch (SqliteSyntaxException)
{
m_log.Warn("[WEBSTATS]: failed to write stats to storage SQL Syntax Exception");
m_log.Warn("[WEB STATS MODULE]: failed to write stats to storage SQL Syntax Exception");
}
}

View File

@@ -433,11 +433,14 @@ namespace OpenSim.Services.Connectors.Simulation
args["destination_name"] = OSD.FromString(destination.RegionName);
args["destination_uuid"] = OSD.FromString(destination.RegionID.ToString());
WebUtil.PostToService(uri, args, 40000);
OSDMap response = WebUtil.PostToService(uri, args, 40000);
if (response["Success"] == "False")
return false;
}
catch (Exception e)
{
m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CreateObject failed with exception; {0}",e.ToString());
return false;
}
return true;

View File

@@ -0,0 +1,185 @@
/*
* 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.Diagnostics;
using System.Reflection;
using log4net;
using Nini.Config;
using NUnit.Framework;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Region.CoreModules.Avatar.Attachments;
using OpenSim.Region.CoreModules.Avatar.AvatarFactory;
using OpenSim.Region.CoreModules.Framework.InventoryAccess;
using OpenSim.Region.CoreModules.Framework.UserManagement;
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Avatar;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.OptionalModules.World.NPC;
using OpenSim.Services.AvatarService;
using OpenSim.Tests.Common;
using OpenSim.Tests.Common.Mock;
namespace OpenSim.Tests.Torture
{
/// <summary>
/// NPC torture tests
/// </summary>
/// <remarks>
/// Don't rely on the numbers given by these tests - they will vary a lot depending on what is already cached,
/// how much memory is free, etc. In some cases, later larger tests will apparently take less time than smaller
/// earlier tests.
/// </remarks>
[TestFixture]
public class NPCTortureTests
{
private TestScene scene;
private AvatarFactoryModule afm;
private UserManagementModule umm;
private AttachmentsModule am;
[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()
{
IConfigSource config = new IniConfigSource();
config.AddConfig("NPC");
config.Configs["NPC"].Set("Enabled", "true");
config.AddConfig("Modules");
config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule");
afm = new AvatarFactoryModule();
umm = new UserManagementModule();
am = new AttachmentsModule();
scene = SceneHelpers.SetupScene();
SceneHelpers.SetupSceneModules(scene, config, afm, umm, am, new BasicInventoryAccessModule(), new NPCModule());
}
[Test]
public void TestAddRemove100NPCs()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
TestAddRemoveNPCs(100);
}
[Test]
public void TestAddRemove1000NPCs()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
TestAddRemoveNPCs(1000);
}
[Test]
public void TestAddRemove2000NPCs()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
TestAddRemoveNPCs(2000);
}
private void TestAddRemoveNPCs(int numberOfNpcs)
{
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
// ScenePresence originalAvatar = scene.GetScenePresence(originalClient.AgentId);
// 8 is the index of the first baked texture in AvatarAppearance
UUID originalFace8TextureId = TestHelpers.ParseTail(0x10);
Primitive.TextureEntry originalTe = new Primitive.TextureEntry(UUID.Zero);
Primitive.TextureEntryFace originalTef = originalTe.CreateFace(8);
originalTef.TextureID = originalFace8TextureId;
// We also need to add the texture to the asset service, otherwise the AvatarFactoryModule will tell
// ScenePresence.SendInitialData() to reset our entire appearance.
scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
afm.SetAppearance(sp, originalTe, null);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
List<UUID> npcs = new List<UUID>();
long startGcMemory = GC.GetTotalMemory(true);
Stopwatch sw = new Stopwatch();
sw.Start();
for (int i = 0; i < numberOfNpcs; i++)
{
npcs.Add(
npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance));
}
for (int i = 0; i < numberOfNpcs; i++)
{
Assert.That(npcs[i], Is.Not.Null);
ScenePresence npc = scene.GetScenePresence(npcs[i]);
Assert.That(npc, Is.Not.Null);
}
for (int i = 0; i < numberOfNpcs; i++)
{
Assert.That(npcModule.DeleteNPC(npcs[i], scene), Is.True);
ScenePresence npc = scene.GetScenePresence(npcs[i]);
Assert.That(npc, Is.Null);
}
sw.Stop();
long endGcMemory = GC.GetTotalMemory(true);
Console.WriteLine("Took {0} ms", sw.ElapsedMilliseconds);
Console.WriteLine(
"End {0} MB, Start {1} MB, Diff {2} MB",
endGcMemory / 1024 / 1024,
startGcMemory / 1024 / 1024,
(endGcMemory - startGcMemory) / 1024 / 1024);
}
}
}

View File

@@ -1,7 +0,0 @@
<configuration>
<dllmap os="osx" dll="ode" target="libode.dylib" />
<dllmap os="!windows,osx" cpu="x86-64,ia64" dll="ode" target="libode-x86_64" />
<dllmap os="!windows,osx" cpu="x86" dll="ode" target="libode" />
<dllmap os="!windows,osx" cpu="ppc64" dll="ode" target="libode-ppc64" />
<dllmap os="!windows,osx" cpu="s390x" dll="ode" target="libode-s390x" />
</configuration>

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View File

@@ -1,12 +1,12 @@
<?xml version="1.0" ?>
<Prebuild version="1.7" xmlns="http://dnpb.sourceforge.net/schemas/prebuild-1.7.xsd">
<Solution activeConfig="Debug" name="Careminster" path="./" version="0.5.0-$Rev$">
<Solution activeConfig="Debug" name="OpenSim" path="./" version="0.5.0-$Rev$">
<Configuration name="Debug">
<Options>
<CompilerDefines>TRACE;DEBUG</CompilerDefines>
<OptimizeCode>false</OptimizeCode>
<CheckUnderflowOverflow>false</CheckUnderflowOverflow>
<AllowUnsafe>true</AllowUnsafe>
<AllowUnsafe>false</AllowUnsafe>
<WarningLevel>4</WarningLevel>
<WarningsAsErrors>false</WarningsAsErrors>
<SuppressWarnings/>
@@ -606,36 +606,6 @@
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.UbitOdePlugin" path="OpenSim/Region/Physics/UbitOdePlugin" type="Library">
<Configuration name="Debug">
<Options>
<OutputPath>../../../../bin/Physics/</OutputPath>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../../../bin/Physics/</OutputPath>
</Options>
</Configuration>
<ReferencePath>../../../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Core"/>
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
<Reference name="Nini" path="../../../../bin/"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Region.Physics.Manager"/>
<Reference name="log4net" path="../../../../bin/"/>
<Files>
<Match pattern="*.cs" recurse="true">
<Exclude name="Tests" pattern="Tests"/>
</Match>
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.ConvexDecompositionDotNet" path="OpenSim/Region/Physics/ConvexDecompositionDotNet" type="Library">
<Configuration name="Debug">
<Options>
@@ -3346,12 +3316,16 @@
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
<Reference name="XMLRPC" path="../../../bin/"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Communications"/>
<Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
<Reference name="OpenSim.Region.CoreModules"/>
<Reference name="OpenSim.Region.Framework"/>
<Reference name="OpenSim.Region.ScriptEngine.XEngine"/>
<Reference name="OpenSim.Region.OptionalModules"/>
<Reference name="OpenSim.Region.ScriptEngine.Shared"/>
<Reference name="OpenSim.Region.ScriptEngine.XEngine"/>
<Reference name="OpenSim.Services.Interfaces"/>
<Reference name="OpenSim.Services.AvatarService"/>
<Reference name="OpenSim.Tests.Common"/>
<Files>
<Match pattern="*.cs" recurse="false"/>

View File

@@ -1,4 +1,4 @@
bin\Prebuild.exe /target nant
bin\Prebuild.exe /target vs2008
echo C:\WINDOWS\Microsoft.NET\Framework\v3.5\msbuild Careminster.sln > compile.bat
echo C:\WINDOWS\Microsoft.NET\Framework\v3.5\msbuild opensim.sln > compile.bat

View File

@@ -1,2 +1,2 @@
bin\Prebuild.exe /target vs2010
echo C:\WINDOWS\Microsoft.NET\Framework\v3.5\msbuild Careminster.sln > compile.bat
echo C:\WINDOWS\Microsoft.NET\Framework\v3.5\msbuild OpenSim.sln > compile.bat