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...

23 Commits

Author SHA1 Message Date
UbitUmarov
819fcdaee1 Now if chode prim.cs detects out of bounds it requests a update and blocks movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it. 2012-02-15 22:04:26 +01:00
UbitUmarov
3bffdddc9d don't freeze with a sitted avatar in a border without other sim. Still messy :( 2012-02-15 22:04:17 +01:00
UbitUmarov
f6f0d884bd try to make crossings work better. chode no longer prevents crossings i hope 2012-02-15 16:44:15 +01:00
Melanie
7be9ba5564 Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster 2012-02-15 01:11:35 +00:00
Melanie
272ba5a741 Merge branch 'master' into careminster 2012-02-15 01:11:17 +00:00
Dan Lake
2ebb421331 Refactor appearance saving for NPC to use AvatarFactoryModule interface. 2012-02-14 17:20:34 -08:00
Melanie
2d3381b795 Implement region crossing of sitting avatars. Edit mode and llSetPos work
but unscripted default sit anim is lost. Still some Gfx glitching. Physical
crossing doesn't work yet.
2012-02-14 23:16:20 +01:00
Mic Bowman
a9e8bd59a3 Fix a race condition in the simian groups connector. When requests were
too slow they would circumvent the cache (piling up on the network service
and making the problem even worse). This condition happens frequently
during permission checks.
2012-02-13 19:38:22 -08:00
PixelTomsen
4589ce61bc Fix: get embedded objects from Notecard fails with activated FreeSwitchVoiceModul
http://opensimulator.org/mantis/view.php?id=2607
2012-02-14 02:12:12 +00:00
PixelTomsen
33e66107be Fix: Lightshare Module(Windlight)-Region settings are not applicable for database sqlite mantis: http://opensimulator.org/mantis/view.php?id=5888 2012-02-14 02:06:42 +00:00
PixelTomsen
db90dea9bd Fix: MSSQLDB Grid - unable to register region http://opensimulator.org/mantis/view.php?id=5886 2012-02-14 02:04:02 +00:00
Justin Clark-Casey (justincc)
04544b4510 Revert "Add GridStore migration for MSSQL."
This reverts commit 0b17a66e68.
2012-02-14 02:03:23 +00:00
Justin Clark-Casey (justincc)
0b17a66e68 Add GridStore migration for MSSQL.
This is done blind since I don't use MSSQL.  If this doesn't work, then one will have to wait for it to be updated for the 0.7.3 opensim release.
2012-02-14 02:02:11 +00:00
Justin Clark-Casey (justincc)
04986bbb15 Add some more data to the new user connection logging for debug purposes. 2012-02-14 01:50:51 +00:00
Justin Clark-Casey (justincc)
b0d02adeee Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-02-14 00:01:24 +00:00
Justin Clark-Casey (justincc)
48b962c401 Update [XEngine] AppDomainLoading advice in OpenSim.ini.example 2012-02-14 00:00:49 +00:00
Mic Bowman
04a195266b short circuit the expensive parts of the permission checking code
if the current user is the owner of an object. none of the later
checks can reverse the outcome.
2012-02-13 13:21:42 -08:00
Justin Clark-Casey (justincc)
21393af631 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-02-13 20:48:50 +00:00
Justin Clark-Casey (justincc)
189c67db95 On object deserialization, go back to logging errors at DEBUG level rather than ERROR. Restore extra log message if shape processing fails.
Logging level was DEBUG before 312e145 (Fri Feb 3 2012).
312e145 also accidentally removed the 'general error' log message if any shape deserialization failed.
This commit restores it, though this has no functional impact.
2012-02-13 20:43:26 +00:00
Justin Clark-Casey (justincc)
b92b9228ef correct the default avatar_terminal_velocity value that I accidentally left in whilst testing 2012-02-11 02:29:07 +00:00
Justin Clark-Casey (justincc)
f49897a419 Clamp ODE character velocity. Make ODE falling character 54m/s by default.
If velocity reaches 256 in any vector then bad things happen with ODE, so we now clamp this value.
In addition, a falling avatar is clamped by default at 54 m/s, which is the same as a falling skydiver.
This also appears to be the value used on the linden lab grid.
This should resolve http://opensimulator.org/mantis/view.php?id=5882
2012-02-11 02:28:40 +00:00
Justin Clark-Casey (justincc)
aab30f5e67 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-02-11 00:11:28 +00:00
Justin Clark-Casey (justincc)
e7fd732209 Make ScenePresence.MovementFlag a private only settable value to reduce complexity of code analysis 2012-02-11 00:10:59 +00:00
25 changed files with 1271 additions and 569 deletions

View File

@@ -235,4 +235,11 @@ CREATE NONCLUSTERED INDEX IX_regions_name ON dbo.regions
regionName
) WITH( STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]
COMMIT
COMMIT
:VERSION 9
BEGIN TRANSACTION
ALTER TABLE regions ADD parcelMapTexture uniqueidentifier NULL;
COMMIT

View File

@@ -472,3 +472,73 @@ COMMIT;
BEGIN;
ALTER TABLE regionsettings ADD COLUMN covenant_datetime INTEGER NOT NULL default 0;
COMMIT;
:VERSION 23
BEGIN;
CREATE TABLE regionwindlight (
region_id VARCHAR(36) NOT NULL DEFAULT '000000-0000-0000-0000-000000000000' PRIMARY KEY,
water_color_r FLOAT NOT NULL DEFAULT '4.000000',
water_color_g FLOAT NOT NULL DEFAULT '38.000000',
water_color_b FLOAT NOT NULL DEFAULT '64.000000',
water_color_i FLOAT NOT NULL DEFAULT '1.000000',
water_fog_density_exponent FLOAT NOT NULL DEFAULT '4.0',
underwater_fog_modifier FLOAT NOT NULL DEFAULT '0.25',
reflection_wavelet_scale_1 FLOAT NOT NULL DEFAULT '2.0',
reflection_wavelet_scale_2 FLOAT NOT NULL DEFAULT '2.0',
reflection_wavelet_scale_3 FLOAT NOT NULL DEFAULT '2.0',
fresnel_scale FLOAT NOT NULL DEFAULT '0.40',
fresnel_offset FLOAT NOT NULL DEFAULT '0.50',
refract_scale_above FLOAT NOT NULL DEFAULT '0.03',
refract_scale_below FLOAT NOT NULL DEFAULT '0.20',
blur_multiplier FLOAT NOT NULL DEFAULT '0.040',
big_wave_direction_x FLOAT NOT NULL DEFAULT '1.05',
big_wave_direction_y FLOAT NOT NULL DEFAULT '-0.42',
little_wave_direction_x FLOAT NOT NULL DEFAULT '1.11',
little_wave_direction_y FLOAT NOT NULL DEFAULT '-1.16',
normal_map_texture VARCHAR(36) NOT NULL DEFAULT '822ded49-9a6c-f61c-cb89-6df54f42cdf4',
horizon_r FLOAT NOT NULL DEFAULT '0.25',
horizon_g FLOAT NOT NULL DEFAULT '0.25',
horizon_b FLOAT NOT NULL DEFAULT '0.32',
horizon_i FLOAT NOT NULL DEFAULT '0.32',
haze_horizon FLOAT NOT NULL DEFAULT '0.19',
blue_density_r FLOAT NOT NULL DEFAULT '0.12',
blue_density_g FLOAT NOT NULL DEFAULT '0.22',
blue_density_b FLOAT NOT NULL DEFAULT '0.38',
blue_density_i FLOAT NOT NULL DEFAULT '0.38',
haze_density FLOAT NOT NULL DEFAULT '0.70',
density_multiplier FLOAT NOT NULL DEFAULT '0.18',
distance_multiplier FLOAT NOT NULL DEFAULT '0.8',
max_altitude INTEGER NOT NULL DEFAULT '1605',
sun_moon_color_r FLOAT NOT NULL DEFAULT '0.24',
sun_moon_color_g FLOAT NOT NULL DEFAULT '0.26',
sun_moon_color_b FLOAT NOT NULL DEFAULT '0.30',
sun_moon_color_i FLOAT NOT NULL DEFAULT '0.30',
sun_moon_position FLOAT NOT NULL DEFAULT '0.317',
ambient_r FLOAT NOT NULL DEFAULT '0.35',
ambient_g FLOAT NOT NULL DEFAULT '0.35',
ambient_b FLOAT NOT NULL DEFAULT '0.35',
ambient_i FLOAT NOT NULL DEFAULT '0.35',
east_angle FLOAT NOT NULL DEFAULT '0.00',
sun_glow_focus FLOAT NOT NULL DEFAULT '0.10',
sun_glow_size FLOAT NOT NULL DEFAULT '1.75',
scene_gamma FLOAT NOT NULL DEFAULT '1.00',
star_brightness FLOAT NOT NULL DEFAULT '0.00',
cloud_color_r FLOAT NOT NULL DEFAULT '0.41',
cloud_color_g FLOAT NOT NULL DEFAULT '0.41',
cloud_color_b FLOAT NOT NULL DEFAULT '0.41',
cloud_color_i FLOAT NOT NULL DEFAULT '0.41',
cloud_x FLOAT NOT NULL DEFAULT '1.00',
cloud_y FLOAT NOT NULL DEFAULT '0.53',
cloud_density FLOAT NOT NULL DEFAULT '1.00',
cloud_coverage FLOAT NOT NULL DEFAULT '0.27',
cloud_scale FLOAT NOT NULL DEFAULT '0.42',
cloud_detail_x FLOAT NOT NULL DEFAULT '1.00',
cloud_detail_y FLOAT NOT NULL DEFAULT '0.53',
cloud_detail_density FLOAT NOT NULL DEFAULT '0.12',
cloud_scroll_x FLOAT NOT NULL DEFAULT '0.20',
cloud_scroll_x_lock INTEGER NOT NULL DEFAULT '0',
cloud_scroll_y FLOAT NOT NULL DEFAULT '0.01',
cloud_scroll_y_lock INTEGER NOT NULL DEFAULT '0',
draw_classic_clouds INTEGER NOT NULL DEFAULT '1');
COMMIT;

File diff suppressed because it is too large Load Diff

View File

@@ -308,6 +308,8 @@ namespace OpenSim.Framework
public Animation[] Anims;
public UUID GranterID;
public UUID ParentPart;
public Vector3 SitOffset;
// Appearance
public AvatarAppearance Appearance;
@@ -468,6 +470,10 @@ namespace OpenSim.Framework
}
args["attach_objects"] = attObjs;
}
args["parent_part"] = OSD.FromUUID(ParentPart);
args["sit_offset"] = OSD.FromString(SitOffset.ToString());
return args;
}
@@ -675,6 +681,11 @@ namespace OpenSim.Framework
}
}
}
if (args["parent_part"] != null)
ParentPart = args["parent_part"].AsUUID();
if (args["sit_offset"] != null)
Vector3.TryParse(args["sit_offset"].AsString(), out SitOffset);
}
public AgentData()

View File

@@ -49,15 +49,16 @@ namespace OpenSim.Framework.Serialization.External
/// <param name="nodeToFill"></param>
/// <param name="processors">/param>
/// <param name="xtr"></param>
public static void ExecuteReadProcessors<NodeType>(
/// <returns>true on successful, false if there were any processing failures</returns>
public static bool ExecuteReadProcessors<NodeType>(
NodeType nodeToFill, Dictionary<string, Action<NodeType, XmlTextReader>> processors, XmlTextReader xtr)
{
ExecuteReadProcessors(
return ExecuteReadProcessors(
nodeToFill,
processors,
xtr,
(o, name, e)
=> m_log.ErrorFormat(
=> m_log.DebugFormat(
"[ExternalRepresentationUtils]: Exception while parsing element {0}, continuing. Exception {1}{2}",
name, e.Message, e.StackTrace));
}
@@ -71,12 +72,15 @@ namespace OpenSim.Framework.Serialization.External
/// <param name="parseExceptionAction">
/// Action to take if there is a parsing problem. This will usually just be to log the exception
/// </param>
public static void ExecuteReadProcessors<NodeType>(
/// <returns>true on successful, false if there were any processing failures</returns>
public static bool ExecuteReadProcessors<NodeType>(
NodeType nodeToFill,
Dictionary<string, Action<NodeType, XmlTextReader>> processors,
XmlTextReader xtr,
Action<NodeType, string, Exception> parseExceptionAction)
{
bool errors = false;
string nodeName = string.Empty;
while (xtr.NodeType != XmlNodeType.EndElement)
{
@@ -95,6 +99,7 @@ namespace OpenSim.Framework.Serialization.External
}
catch (Exception e)
{
errors = true;
parseExceptionAction(nodeToFill, nodeName, e);
if (xtr.NodeType == XmlNodeType.EndElement)
@@ -107,6 +112,8 @@ namespace OpenSim.Framework.Serialization.External
xtr.ReadOuterXml(); // ignore
}
}
return errors;
}
/// <summary>
@@ -140,6 +147,7 @@ namespace OpenSim.Framework.Serialization.External
UUID.TryParse(node.InnerText, out uuid);
creator = userService.GetUserAccount(scopeID, uuid);
}
if (node.Name == "CreatorData" && node.InnerText != null && node.InnerText != string.Empty)
hasCreatorData = true;
@@ -163,7 +171,6 @@ namespace OpenSim.Framework.Serialization.External
doc.Save(wr);
return wr.ToString();
}
}
}
}
}

View File

@@ -1549,7 +1549,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendKillObject(ulong regionHandle, List<uint> localIDs)
{
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
// foreach (uint id in localIDs)
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
// TODO: don't create new blocks if recycling an old packet

View File

@@ -111,6 +111,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
#region IAvatarFactoryModule
/// </summary>
/// <param name="sp"></param>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(IScenePresence sp, AvatarAppearance appearance)
{
SetAppearance(sp, appearance.Texture, appearance.VisualParams);
}
/// <summary>
/// Set appearance data (texture asset IDs and slider settings)
/// </summary>
@@ -156,14 +165,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
if (!ValidateBakedTextureCache(sp))
// If bake textures are missing and this is not an NPC, request a rebake from client
if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
RequestRebake(sp, true);
// This appears to be set only in the final stage of the appearance
// update transaction. In theory, we should be able to do an immediate
// appearance send and save here.
}
// NPC should send to clients immediately and skip saving appearance
if (((ScenePresence)sp).PresenceType == PresenceType.Npc)
{
SendAppearance((ScenePresence)sp);
return;
}
// save only if there were changes, send no matter what (doesn't hurt to send twice)
if (changed)
QueueAppearanceSave(sp.ControllingClient.AgentId);
@@ -174,6 +192,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
}
private void SendAppearance(ScenePresence sp)
{
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
// Send animations back to the avatar as well
sp.Animator.SendAnimPack();
}
public bool SendAppearance(UUID agentId)
{
// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
@@ -185,12 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
return false;
}
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
// Send animations back to the avatar as well
sp.Animator.SendAnimPack();
SendAppearance(sp);
return true;
}
@@ -626,4 +648,4 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
}
}
}
}

View File

@@ -681,11 +681,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#region Agent Crossings
public bool Cross(ScenePresence agent, bool isFlying)
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
{
Scene scene = agent.Scene;
Vector3 pos = agent.AbsolutePosition;
Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
version = String.Empty;
newpos = new Vector3(pos.X, pos.Y, pos.Z);
uint neighbourx = scene.RegionInfo.RegionLocX;
uint neighboury = scene.RegionInfo.RegionLocY;
const float boundaryDistance = 1.7f;
@@ -706,53 +705,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
{
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else
{
agent.IsInTransit = true;
neighboury = b.TriggerRegionY;
neighbourx = b.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return true;
}
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
{
neighbourx--;
newpos.X = Constants.RegionSize - enterDistance;
}
else
{
agent.IsInTransit = true;
neighboury = ba.TriggerRegionY;
neighbourx = ba.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return true;
}
neighbourx--;
newpos.X = Constants.RegionSize - enterDistance;
}
else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
@@ -763,26 +721,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (scene.TestBorderCross(pos + southCross, Cardinals.S))
{
Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else
{
agent.IsInTransit = true;
neighboury = ba.TriggerRegionY;
neighbourx = ba.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return true;
}
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
{
@@ -790,35 +730,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
newpos.Y = enterDistance;
}
}
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
{
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
{
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else
{
agent.IsInTransit = true;
neighboury = b.TriggerRegionY;
neighbourx = b.TriggerRegionX;
Vector3 newposition = pos;
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
agent.ControllingClient.SendAgentAlertMessage(
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
return true;
}
neighboury--;
newpos.Y = Constants.RegionSize - enterDistance;
}
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
{
Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
newpos.Y = enterDistance;
@@ -849,19 +769,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
*/
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
xDest = neighbourx;
yDest = neighboury;
int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
ExpiringCache<ulong, DateTime> r;
DateTime banUntil;
if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r))
if (m_bannedRegions.TryGetValue(agentID, out r))
{
if (r.TryGetValue(neighbourHandle, out banUntil))
{
if (DateTime.Now < banUntil)
return false;
return null;
r.Remove(neighbourHandle);
}
}
@@ -873,28 +796,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
string reason;
string version;
if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
{
agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
if (r == null)
{
r = new ExpiringCache<ulong, DateTime>();
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45));
m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
}
else
{
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
}
return null;
}
return neighbourRegion;
}
public bool Cross(ScenePresence agent, bool isFlying)
{
uint x;
uint y;
Vector3 newpos;
string version;
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
if (neighbourRegion == null)
{
agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
return false;
}
agent.IsInTransit = true;
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
return true;
}
@@ -951,13 +889,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
icon.EndInvoke(iar);
}
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
/// <summary>
/// This Closes child agents on neighbouring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
protected ScenePresence CrossAgentToNewRegionAsync(
public ScenePresence CrossAgentToNewRegionAsync(
ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
bool isFlying, string version)
{
@@ -1719,35 +1655,38 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
// Offset the positions for the new region across the border
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
grp.RootPart.GroupPosition = pos;
// NOT here
// If we fail to cross the border, then reset the position of the scene object on that border.
uint x = 0, y = 0;
Utils.LongToUInts(newRegionHandle, out x, out y);
GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent))
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
if (destination != null)
{
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.AbsolutePosition = oldGroupPosition;
grp.ScheduleGroupForFullUpdate();
grp.RootPart.GroupPosition = pos; // only change this if we think there is anywhere to go
if (CrossPrimGroupIntoNewRegion(destination, grp, silent))
return; // we did it
}
// no one or failed lets go back and tell physics to go on
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
grp.AbsolutePosition = oldGroupPosition;
grp.Velocity = Vector3.Zero;
if (grp.RootPart.PhysActor != null)
grp.RootPart.PhysActor.CrossingFailure();
grp.ScheduleGroupForFullUpdate();
}
/// <summary>
/// Move the given scene object into a new region
/// </summary>

View File

@@ -707,7 +707,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions
// Object owners should be able to edit their own content
if (currentUser == objectOwner)
{
permission = true;
// there is no way that later code can change this back to false
// so just return true immediately and short circuit the more
// expensive group checks
return true;
//permission = true;
}
else if (group.IsAttachment)
{

View File

@@ -35,6 +35,7 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IAvatarFactoryModule
{
void SetAppearance(IScenePresence sp, AvatarAppearance appearance);
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
/// <summary>

View File

@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
public interface IEntityTransferModule
{
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
@@ -53,7 +55,12 @@ namespace OpenSim.Region.Framework.Interfaces
void EnableChildAgent(ScenePresence agent, GridRegion region);
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
}
public interface IUserAgentVerificationModule

View File

@@ -3408,9 +3408,9 @@ namespace OpenSim.Region.Framework.Scenes
// Don't disable this log message - it's too helpful
m_log.DebugFormat(
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6}, position {7})",
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode, teleportFlags, agent.startpos);
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags {8}, position {9})",
RegionInfo.RegionName, (agent.child ? "child" : "root"),agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, teleportFlags, agent.startpos);
if (LoginsDisabled)
{

View File

@@ -461,15 +461,91 @@ namespace OpenSim.Region.Framework.Scenes
if (Scene != null)
{
if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
|| Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
// if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
// && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
|| Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
{
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
uint x = 0;
uint y = 0;
string version = String.Empty;
Vector3 newpos = Vector3.Zero;
OpenSim.Services.Interfaces.GridRegion destination = null;
if (IsDeleted)
return;
val = AbsolutePosition;
bool canCross = true;
foreach (ScenePresence av in m_linkedAvatars)
{
// We need to cross these agents. First, let's find
// out if any of them can't cross for some reason.
// We have to deny the crossing entirely if any
// of them are banned. Alternatively, we could
// unsit banned agents....
// We set the avatar position as being the object
// position to get the region to send to
if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
{
canCross = false;
break;
}
m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
}
if (canCross)
{
// We unparent the SP quietly so that it won't
// be made to stand up
foreach (ScenePresence av in m_linkedAvatars)
{
SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
if (parentPart != null)
av.ParentUUID = parentPart.UUID;
av.ParentID = 0;
}
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
// Normalize
if (val.X >= Constants.RegionSize)
val.X -= Constants.RegionSize;
if (val.Y >= Constants.RegionSize)
val.Y -= Constants.RegionSize;
if (val.X < 0)
val.X += Constants.RegionSize;
if (val.Y < 0)
val.Y += Constants.RegionSize;
// If it's deleted, crossing was successful
if (IsDeleted)
{
foreach (ScenePresence av in m_linkedAvatars)
{
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
av.IsInTransit = true;
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
}
return;
}
}
else if (RootPart.PhysActor != null)
{
RootPart.PhysActor.CrossingFailure();
}
Vector3 oldp = AbsolutePosition;
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
}
}
@@ -528,6 +604,23 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
{
CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
ScenePresence agent = icon.EndInvoke(iar);
//// If the cross was successful, this agent is a child agent
//if (agent.IsChildAgent)
// agent.Reset();
//else // Not successful
// agent.RestoreInCurrentScene();
// In any case
agent.IsInTransit = false;
m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
}
public override uint LocalId
{
get { return m_rootPart.LocalId; }

View File

@@ -2612,9 +2612,9 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
{
ParentGroup.AbsolutePosition = newpos;
return;

View File

@@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_collisionEventFlag = false;
private object m_collisionEventLock = new Object();
private Vector3 m_prevSitOffset;
protected AvatarAppearance m_appearance;
public AvatarAppearance Appearance
@@ -295,13 +297,10 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public PhysicsActor PhysicsActor { get; private set; }
private byte m_movementflag;
public byte MovementFlag
{
set { m_movementflag = value; }
get { return m_movementflag; }
}
/// <summary>
/// Record user movement inputs.
/// </summary>
public byte MovementFlag { get; private set; }
private bool m_updateflag;
@@ -647,6 +646,13 @@ namespace OpenSim.Region.Framework.Scenes
}
private uint m_parentID;
public UUID ParentUUID
{
get { return m_parentUUID; }
set { m_parentUUID = value; }
}
private UUID m_parentUUID = UUID.Zero;
public float Health
{
get { return m_health; }
@@ -868,7 +874,26 @@ namespace OpenSim.Region.Framework.Scenes
"[SCENE]: Upgrading child to root agent for {0} in {1}",
Name, m_scene.RegionInfo.RegionName);
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
if (ParentUUID != UUID.Zero)
{
m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
if (part == null)
{
m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
}
else
{
part.ParentGroup.AddAvatar(UUID);
if (part.SitTargetPosition != Vector3.Zero)
part.SitTargetAvatar = UUID;
ParentPosition = part.GetWorldPosition();
ParentID = part.LocalId;
m_pos = m_prevSitOffset;
pos = ParentPosition;
}
ParentUUID = UUID.Zero;
}
bool wasChild = IsChildAgent;
IsChildAgent = false;
@@ -881,62 +906,64 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
// Moved this from SendInitialData to ensure that Appearance is initialized
// before the inventory is processed in MakeRootAgent. This fixes a race condition
// related to the handling of attachments
//m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
if (m_scene.TestBorderCross(pos, Cardinals.E))
if (ParentID == 0)
{
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
pos.X = crossedBorder.BorderLine.Z - 1;
// Moved this from SendInitialData to ensure that Appearance is initialized
// before the inventory is processed in MakeRootAgent. This fixes a race condition
// related to the handling of attachments
//m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
if (m_scene.TestBorderCross(pos, Cardinals.E))
{
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
pos.X = crossedBorder.BorderLine.Z - 1;
}
if (m_scene.TestBorderCross(pos, Cardinals.N))
{
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
pos.Y = crossedBorder.BorderLine.Z - 1;
}
CheckAndAdjustLandingPoint(ref pos);
if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
{
m_log.WarnFormat(
"[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
pos, Name, UUID);
if (pos.X < 0f) pos.X = 0f;
if (pos.Y < 0f) pos.Y = 0f;
if (pos.Z < 0f) pos.Z = 0f;
}
float localAVHeight = 1.56f;
if (Appearance.AvatarHeight > 0)
localAVHeight = Appearance.AvatarHeight;
float posZLimit = 0;
if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
float newPosZ = posZLimit + localAVHeight / 2;
if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
{
pos.Z = newPosZ;
}
AbsolutePosition = pos;
AddToPhysicalScene(isFlying);
if (ForceFly)
{
Flying = true;
}
else if (FlyDisabled)
{
Flying = false;
}
}
if (m_scene.TestBorderCross(pos, Cardinals.N))
{
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
pos.Y = crossedBorder.BorderLine.Z - 1;
}
CheckAndAdjustLandingPoint(ref pos);
if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
{
m_log.WarnFormat(
"[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
pos, Name, UUID);
if (pos.X < 0f) pos.X = 0f;
if (pos.Y < 0f) pos.Y = 0f;
if (pos.Z < 0f) pos.Z = 0f;
}
float localAVHeight = 1.56f;
if (Appearance.AvatarHeight > 0)
localAVHeight = Appearance.AvatarHeight;
float posZLimit = 0;
if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
float newPosZ = posZLimit + localAVHeight / 2;
if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
{
pos.Z = newPosZ;
}
AbsolutePosition = pos;
AddToPhysicalScene(isFlying);
if (ForceFly)
{
Flying = true;
}
else if (FlyDisabled)
{
Flying = false;
}
// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
// avatar to return to the standing position in mid-air. On login it looks like this is being sent
// elsewhere anyway
@@ -954,11 +981,13 @@ namespace OpenSim.Region.Framework.Scenes
{
m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
// Resume scripts
foreach (SceneObjectGroup sog in m_attachments)
{
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
sog.ResumeScripts();
}
Util.FireAndForget(delegate(object x) {
foreach (SceneObjectGroup sog in m_attachments)
{
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
sog.ResumeScripts();
}
});
}
}
@@ -3112,6 +3141,9 @@ namespace OpenSim.Region.Framework.Scenes
cAgent.AlwaysRun = SetAlwaysRun;
cAgent.Appearance = new AvatarAppearance(Appearance);
cAgent.ParentPart = ParentUUID;
cAgent.SitOffset = m_pos;
lock (scriptedcontrols)
{
@@ -3171,6 +3203,8 @@ namespace OpenSim.Region.Framework.Scenes
CameraAtAxis = cAgent.AtAxis;
CameraLeftAxis = cAgent.LeftAxis;
m_CameraUpAxis = cAgent.UpAxis;
ParentUUID = cAgent.ParentPart;
m_prevSitOffset = cAgent.SitOffset;
// When we get to the point of re-computing neighbors everytime this
// changes, then start using the agent's drawdistance rather than the

View File

@@ -1486,7 +1486,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
m_SOPXmlProcessors,
reader,
(o, nodeName, e)
=> m_log.ErrorFormat(
=> m_log.DebugFormat(
"[SceneObjectSerializer]: Exception while parsing {0} in object {1} {2}: {3}{4}",
((SceneObjectPart)o).Name, ((SceneObjectPart)o).UUID, nodeName, e.Message, e.StackTrace));
@@ -1539,14 +1539,18 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
reader.ReadStartElement(name, String.Empty); // Shape
ExternalRepresentationUtils.ExecuteReadProcessors(
errors = ExternalRepresentationUtils.ExecuteReadProcessors(
shape,
m_ShapeXmlProcessors,
reader,
(o, nodeName, e)
=> m_log.ErrorFormat(
"[SceneObjectSerializer]: Exception while parsing Shape property {0}: {1}{2}",
nodeName, e.Message, e.StackTrace));
=>
{
m_log.DebugFormat(
"[SceneObjectSerializer]: Exception while parsing Shape property {0}: {1}{2}",
nodeName, e.Message, e.StackTrace);
}
);
reader.ReadEndElement(); // Shape

View File

@@ -63,9 +63,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// Capability string prefixes
private static readonly string m_parcelVoiceInfoRequestPath = "0007/";
private static readonly string m_provisionVoiceAccountRequestPath = "0008/";
private static readonly string m_chatSessionRequestPath = "0009/";
private static readonly string m_parcelVoiceInfoRequestPath = "0207/";
private static readonly string m_provisionVoiceAccountRequestPath = "0208/";
private static readonly string m_chatSessionRequestPath = "0209/";
// Control info
private static bool m_Enabled = false;

View File

@@ -30,6 +30,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Reflection;
using System.Threading;
using Nwc.XmlRpc;
@@ -167,6 +168,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
private bool m_debugEnabled = false;
private Dictionary<string, bool> m_pendingRequests = new Dictionary<string,bool>();
private ExpiringCache<string, OSDMap> m_memoryCache;
private int m_cacheTimeout = 30;
@@ -1348,6 +1351,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
// Immediately forward the request if the cache is disabled.
if (m_cacheTimeout == 0)
{
m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: cache is disabled");
return WebUtil.PostToService(m_groupsServerURI, requestArgs);
}
@@ -1355,6 +1359,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
if (requestArgs["RequestMethod"] == "RemoveGeneric"
|| requestArgs["RequestMethod"] == "AddGeneric")
{
m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: clearing generics cache");
// Any and all updates cause the cache to clear
m_memoryCache.Clear();
@@ -1366,18 +1372,67 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
// Create the cache key for the request and see if we have it cached
string CacheKey = WebUtil.BuildQueryString(requestArgs);
OSDMap response = null;
if (!m_memoryCache.TryGetValue(CacheKey, out response))
{
// if it wasn't in the cache, pass the request to the Simian Grid Services
response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
// and cache the response
m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
// This code uses a leader/follower pattern. On a cache miss, the request is added
// to a queue; the first thread to add it to the queue completes the request while
// follow on threads busy wait for the results, this situation seems to happen
// often when checking permissions
while (true)
{
OSDMap response = null;
bool firstRequest = false;
lock (m_memoryCache)
{
if (m_memoryCache.TryGetValue(CacheKey, out response))
return response;
if (! m_pendingRequests.ContainsKey(CacheKey))
{
m_pendingRequests.Add(CacheKey,true);
firstRequest = true;
}
}
if (firstRequest)
{
// if it wasn't in the cache, pass the request to the Simian Grid Services
try
{
response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
}
catch (Exception e)
{
m_log.InfoFormat("[SIMIAN GROUPS CONNECTOR] request failed {0}",CacheKey);
}
// and cache the response
lock (m_memoryCache)
{
m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
m_pendingRequests.Remove(CacheKey);
}
return response;
}
Thread.Sleep(50); // waiting for a web request to complete, 50msecs is reasonable
}
// return cached response
return response;
// if (!m_memoryCache.TryGetValue(CacheKey, out response))
// {
// m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: query not in the cache");
// Util.PrintCallStack();
// // if it wasn't in the cache, pass the request to the Simian Grid Services
// response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
// // and cache the response
// m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
// }
// // return cached response
// return response;
}
#endregion

View File

@@ -96,15 +96,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
if (!m_avatars.ContainsKey(agentId))
return false;
// Delete existing sp attachments
scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false);
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
sp.Appearance = npcAppearance;
// Set new sp appearance. Also sends to clients.
scene.RequestModuleInterface<IAvatarFactoryModule>().SetAppearance(sp, new AvatarAppearance(appearance, true));
// Rez needed sp attachments
scene.AttachmentsModule.RezAttachments(sp);
IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
module.SendAppearance(sp.UUID);
return true;
}

View File

@@ -166,7 +166,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public int m_roundsUnderMotionThreshold;
private int m_crossingfailures;
public bool outofBounds;
public bool m_outofBounds;
private float m_density = 10.000006836f; // Aluminum g/cm3;
public bool _zeroFlag; // if body has been stopped
@@ -732,16 +732,38 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void CrossingFailure()
{
m_crossingfailures++;
if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
if (m_outofBounds)
{
_position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
_position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
_position.Z = Util.Clip(_position.Z, -100f, 50000f);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
m_lastposition = _position;
_velocity = Vector3.Zero;
m_lastVelocity = _velocity;
if (m_type != Vehicle.TYPE_NONE)
Halt();
d.BodySetLinearVel(Body, 0, 0, 0);
base.RequestPhysicsterseUpdate();
m_outofBounds = false;
}
/*
int tmp = Interlocked.Increment(ref m_crossingfailures);
if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
{
base.RaiseOutOfBounds(_position);
return;
}
else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
{
m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
}
*/
}
public override float Buoyancy
@@ -3011,7 +3033,7 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
if(revcount > 0) revcount--;
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // Only move root prims.
if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
{
// Old public void UpdatePositionAndVelocity(), more accuratley calculated here
bool lastZeroFlag = _zeroFlag; // was it stopped
@@ -3042,10 +3064,9 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
d.Vector3 torque = d.BodyGetTorque(Body);
_torque = new Vector3(torque.X, torque.Y, torque.Z);
base.RequestPhysicsterseUpdate();
//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
/*
// Check if outside region
// In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
@@ -3112,7 +3133,55 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
return; // Dont process any other motion?
} // end various methods
} // end outside region horizontally
*/
if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
|| _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
)
{
// we are outside current region
// clip position to a stop just outside region and stop it only internally
// do it only once using m_crossingfailures as control
_position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
_position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
_position.Z = Util.Clip(l_position.Z, -100f, 50000f);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
d.BodySetLinearVel(Body, 0, 0, 0);
/*
if (Interlocked.Exchange(ref m_crossingfailures, m_crossingfailures) == 0)
{ // tell base code only once
Interlocked.Increment(ref m_crossingfailures);
base.RequestPhysicsterseUpdate();
}
*/
m_outofBounds = true;
base.RequestPhysicsterseUpdate();
return;
}
/*
if (Interlocked.Exchange(ref m_crossingfailures, 0) != 0)
{
// main simulator had a crossing failure
// park it inside region
_position.X = Util.Clip(l_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
_position.Y = Util.Clip(l_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
_position.Z = Util.Clip(l_position.Z, -100f, 50000f);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
m_lastposition = _position;
_velocity = Vector3.Zero;
m_lastVelocity = _velocity;
if (m_type != Vehicle.TYPE_NONE)
Halt();
d.BodySetLinearVel(Body, 0, 0, 0);
base.RequestPhysicsterseUpdate();
return;
}
*/
base.RequestPhysicsterseUpdate();
if (l_position.Z < 0)
{

View File

@@ -1536,7 +1536,7 @@ namespace OpenSim.Region.Physics.OdePlugin
List<OdePrim> removeprims = null;
foreach (OdePrim chr in _activeprims)
{
if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
{
try
{
@@ -3410,13 +3410,13 @@ namespace OpenSim.Region.Physics.OdePlugin
public void SetTerrain(float[] heightMap, Vector3 pOffset)
{
uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
uint heightmapHeight = regionsize + 1;
int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
int heightmapHeight = regionsize + 2;
uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
uint heightmapHeightSamples = (uint)regionsize + 2;
int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
int heightmapHeightSamples = (int)regionsize + 2;
// Array of height samples for ODE
float[] _heightmap;
@@ -3432,10 +3432,10 @@ namespace OpenSim.Region.Physics.OdePlugin
float hfmax = -2000f;
float minele = 0.0f; // Dont allow -ve heights
uint x = 0;
uint y = 0;
uint xx = 0;
uint yy = 0;
int x = 0;
int y = 0;
int xx = 0;
int yy = 0;
// load the height samples array from the heightMap
for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257

View File

@@ -156,6 +156,22 @@ namespace OpenSim.Region.Physics.OdePlugin
internal UUID m_uuid { get; private set; }
internal bool bad = false;
/// <summary>
/// ODE Avatar.
/// </summary>
/// <param name="avName"></param>
/// <param name="parent_scene"></param>
/// <param name="pos"></param>
/// <param name="size"></param>
/// <param name="pid_d"></param>
/// <param name="pid_p"></param>
/// <param name="capsule_radius"></param>
/// <param name="tensor"></param>
/// <param name="density">
/// Only used right now to return information to LSL. Not actually used to set mass in ODE!
/// </param>
/// <param name="walk_divisor"></param>
/// <param name="rundivisor"></param>
public OdeCharacter(
String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p,
float capsule_radius, float tensor, float density,
@@ -786,6 +802,10 @@ namespace OpenSim.Region.Physics.OdePlugin
Vector3 vec = Vector3.Zero;
d.Vector3 vel = d.BodyGetLinearVel(Body);
// m_log.DebugFormat(
// "[ODE CHARACTER]: Current velocity in Move() is <{0},{1},{2}>, target {3} for {4}",
// vel.X, vel.Y, vel.Z, _target_velocity, Name);
float movementdivisor = 1f;
if (!m_alwaysRun)
@@ -884,18 +904,20 @@ namespace OpenSim.Region.Physics.OdePlugin
if (flying)
{
// This also acts as anti-gravity so that we hover when flying rather than fall.
vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
}
}
if (flying)
{
// Anti-gravity so that we hover when flying rather than fall.
vec.Z += ((-1 * _parent_scene.gravityz) * m_mass);
//Added for auto fly height. Kitto Flora
//d.Vector3 pos = d.BodyGetPosition(Body);
float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
if (_position.Z < target_altitude)
{
vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
@@ -921,6 +943,25 @@ namespace OpenSim.Region.Physics.OdePlugin
return;
}
d.Vector3 newVel = d.BodyGetLinearVel(Body);
if (newVel.X >= 256 || newVel.X <= 256 || newVel.Y >= 256 || newVel.Y <= 256 || newVel.Z >= 256 || newVel.Z <= 256)
{
// m_log.DebugFormat(
// "[ODE CHARACTER]: Limiting falling velocity from {0} to {1} for {2}", newVel.Z, -9.8, Name);
newVel.X = Util.Clamp<float>(newVel.X, -255f, 255f);
newVel.Y = Util.Clamp<float>(newVel.Y, -255f, 255f);
if (!flying)
newVel.Z
= Util.Clamp<float>(
newVel.Z, -_parent_scene.AvatarTerminalVelocity, _parent_scene.AvatarTerminalVelocity);
else
newVel.Z = Util.Clamp<float>(newVel.Z, -255f, 255f);
d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
}
}
/// <summary>

View File

@@ -144,6 +144,8 @@ namespace OpenSim.Region.Physics.OdePlugin
public float gravityy = 0f;
public float gravityz = -9.8f;
public float AvatarTerminalVelocity { get; set; }
private float contactsurfacelayer = 0.001f;
private int worldHashspaceLow = -4;
@@ -459,6 +461,15 @@ namespace OpenSim.Region.Physics.OdePlugin
gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
float avatarTerminalVelocity = physicsconfig.GetFloat("avatar_terminal_velocity", 54f);
AvatarTerminalVelocity = Util.Clamp<float>(avatarTerminalVelocity, 0, 255f);
if (AvatarTerminalVelocity != avatarTerminalVelocity)
{
m_log.WarnFormat(
"[ODE SCENE]: avatar_terminal_velocity of {0} is invalid. Clamping to {1}",
avatarTerminalVelocity, AvatarTerminalVelocity);
}
worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);

View File

@@ -484,7 +484,6 @@
;; such as the Meta7 viewer.
;; It has no ill effect on viewers which do not support server-side
;; windlight settings.
;; Currently we only have support for MySQL databases.
; enable_windlight = false
@@ -573,10 +572,15 @@
; DeleteScriptsOnStartup = true
;; Set this to true (the default) to load each script into a separate
;; AppDomain. Setting this to false will load all script assemblies into the
;; current AppDomain, which will reduce the per-script overhead at the
;; expense of reduced security and the inability to garbage collect the
;; script assemblies
;; AppDomain.
;;
;; Setting this to false will load all script assemblies into the
;; current AppDomain, which will significantly improve script loading times.
;; It will also reduce initial per-script memory overhead.
;;
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
;; Some Windows users have also reported script loading problems when AppDomainLoading = false
; AppDomainLoading = true
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl

View File

@@ -655,6 +655,11 @@
world_gravityy = 0
world_gravityz = -9.8
; Terminal velocity of a falling avatar
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
; Max value is 255, min value is 0
avatar_terminal_velocity = 54
; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
world_stepsize = 0.0178
@@ -1065,7 +1070,6 @@
[LightShare]
; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
; It has no ill effect on viewers which do not support server-side windlight settings.
; Currently we only have support for MySQL databases.
enable_windlight = false