mirror of
https://github.com/opensim/opensim.git
synced 2026-08-07 01:35:46 +08:00
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Conflicts: OpenSim/Framework/Util.cs
This commit is contained in:
@@ -761,7 +761,7 @@ namespace OpenSim.Region.ClientStack.Linden
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SceneObjectPart part = m_Scene.GetSceneObjectPart(objectID);
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if (part != null)
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{
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TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(notecardID);
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// TaskInventoryItem taskItem = part.Inventory.GetInventoryItem(notecardID);
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if (!m_Scene.Permissions.CanCopyObjectInventory(notecardID, objectID, m_HostCapsObj.AgentID))
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{
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return LLSDHelpers.SerialiseLLSDReply(response);
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@@ -50,7 +50,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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m_regStatus = RegionStatus.Up;
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}
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public override void Update() {}
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public override void Update(int frames) {}
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public override void LoadWorldMap() {}
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public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
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@@ -93,8 +93,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authorization
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scene.RegisterModuleInterface<IAuthorizationService>(this);
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m_Scene = scene;
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scene.EventManager.OnLoginsEnabled += new EventManager.LoginsEnabled(OnLoginsEnabled);
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}
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public void RemoveRegion(Scene scene)
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@@ -106,16 +104,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Authorization
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if (!m_Enabled)
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return;
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m_AuthorizationService = new AuthorizationService(m_AuthorizationConfig, m_Scene);
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m_log.InfoFormat(
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"[AUTHORIZATION CONNECTOR]: Enabled local authorization for region {0}",
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scene.RegionInfo.RegionName);
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}
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private void OnLoginsEnabled(string regionName)
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{
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m_AuthorizationService = new AuthorizationService(m_AuthorizationConfig, m_Scene);
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}
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public bool IsAuthorizedForRegion(
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string userID, string firstName, string lastName, string regionID, out string message)
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{
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@@ -604,7 +604,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
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public void handleOnEstateManageTelehub (IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
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{
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uint ObjectLocalID;
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SceneObjectPart part;
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switch (cmd)
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@@ -877,7 +876,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
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return;
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Dictionary<uint, float> sceneData = null;
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List<UUID> uuidNameLookupList = new List<UUID>();
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if (reportType == 1)
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{
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@@ -481,6 +481,13 @@ namespace OpenSim.Region.Framework.Scenes
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public event RegionHeartbeatEnd OnRegionHeartbeatEnd;
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public delegate void LoginsEnabled(string regionName);
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/// <summary>
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/// This should only fire in all circumstances if the RegionReady module is active.
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/// </summary>
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/// <remarks>
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/// TODO: Fire this even when the RegionReady module is not active.
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/// </remarks>
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public event LoginsEnabled OnLoginsEnabled;
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public delegate void PrimsLoaded(Scene s);
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@@ -190,7 +190,11 @@ namespace OpenSim.Region.Framework.Scenes
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private int backupMS;
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private int terrainMS;
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private int landMS;
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private int lastCompletedFrame;
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/// <summary>
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/// Tick at which the last frame was processed.
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/// </summary>
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private int m_lastFrameTick;
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/// <summary>
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/// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
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@@ -464,7 +468,7 @@ namespace OpenSim.Region.Framework.Scenes
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public int MonitorBackupTime { get { return backupMS; } }
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public int MonitorTerrainTime { get { return terrainMS; } }
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public int MonitorLandTime { get { return landMS; } }
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public int MonitorLastFrameTick { get { return lastCompletedFrame; } }
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public int MonitorLastFrameTick { get { return m_lastFrameTick; } }
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public UpdatePrioritizationSchemes UpdatePrioritizationScheme { get { return m_priorityScheme; } }
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public bool IsReprioritizationEnabled { get { return m_reprioritizationEnabled; } }
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@@ -1175,18 +1179,15 @@ namespace OpenSim.Region.Framework.Scenes
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// The first frame can take a very long time due to physics actors being added on startup. Therefore,
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// don't turn on the watchdog alarm for this thread until the second frame, in order to prevent false
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// alarms for scenes with many objects.
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Update();
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Update(1);
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Watchdog.GetCurrentThreadInfo().AlarmIfTimeout = true;
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while (!shuttingdown)
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Update();
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Update(-1);
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m_lastUpdate = Util.EnvironmentTickCount();
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m_firstHeartbeat = false;
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}
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catch (ThreadAbortException)
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{
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}
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finally
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{
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Monitor.Pulse(m_heartbeatLock);
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@@ -1196,188 +1197,207 @@ namespace OpenSim.Region.Framework.Scenes
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Watchdog.RemoveThread();
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}
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public override void Update()
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public override void Update(int frames)
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{
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long? endFrame = null;
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if (frames >= 0)
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endFrame = Frame + frames;
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float physicsFPS = 0f;
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int tmpPhysicsMS, tmpPhysicsMS2, tmpAgentMS, tmpTempOnRezMS, evMS, backMS, terMS;
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int previousFrameTick;
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int maintc;
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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int maintc = Util.EnvironmentTickCount();
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int tmpFrameMS = maintc;
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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++Frame;
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while (!shuttingdown && (endFrame == null || Frame < endFrame))
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{
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maintc = Util.EnvironmentTickCount();
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++Frame;
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// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
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try
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{
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int tmpPhysicsMS2 = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
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// Apply any pending avatar force input to the avatar's velocity
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int tmpAgentMS = Util.EnvironmentTickCount();
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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int tmpPhysicsMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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try
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{
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if (m_physics_enabled)
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physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
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if (SynchronizeScene != null)
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SynchronizeScene(this);
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}
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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tmpAgentMS = Util.EnvironmentTickCount();
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// Check if any objects have reached their targets
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CheckAtTargets();
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// Update SceneObjectGroups that have scheduled themselves for updates
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// Objects queue their updates onto all scene presences
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if (Frame % m_update_objects == 0)
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m_sceneGraph.UpdateObjectGroups();
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// Run through all ScenePresences looking for updates
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// Presence updates and queued object updates for each presence are sent to clients
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if (Frame % m_update_presences == 0)
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m_sceneGraph.UpdatePresences();
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// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
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if (Frame % m_update_coarse_locations == 0)
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{
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List<Vector3> coarseLocations;
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List<UUID> avatarUUIDs;
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SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
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// Send coarse locations to clients
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ForEachScenePresence(delegate(ScenePresence presence)
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tmpPhysicsMS2 = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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// Apply any pending avatar force input to the avatar's velocity
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tmpAgentMS = Util.EnvironmentTickCount();
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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tmpPhysicsMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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{
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presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
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});
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}
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agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
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// Delete temp-on-rez stuff
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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{
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int tmpTempOnRezMS = Util.EnvironmentTickCount();
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m_cleaningTemps = true;
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Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
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tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
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}
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if (Frame % m_update_events == 0)
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{
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int evMS = Util.EnvironmentTickCount();
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UpdateEvents();
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eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
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}
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if (Frame % m_update_backup == 0)
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{
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int backMS = Util.EnvironmentTickCount();
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UpdateStorageBackup();
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backupMS = Util.EnvironmentTickCountSubtract(backMS);
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}
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if (Frame % m_update_terrain == 0)
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{
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int terMS = Util.EnvironmentTickCount();
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UpdateTerrain();
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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}
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//if (Frame % m_update_land == 0)
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//{
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// int ldMS = Util.EnvironmentTickCount();
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// UpdateLand();
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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//}
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frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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lastCompletedFrame = Util.EnvironmentTickCount();
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// if (Frame%m_update_avatars == 0)
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// UpdateInWorldTime();
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StatsReporter.AddPhysicsFPS(physicsFPS);
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StatsReporter.AddTimeDilation(TimeDilation);
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StatsReporter.AddFPS(1);
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StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
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StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
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StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
|
||||
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
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StatsReporter.addFrameMS(frameMS);
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StatsReporter.addAgentMS(agentMS);
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StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
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StatsReporter.addOtherMS(otherMS);
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StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
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StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
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|
||||
if (LoginsDisabled && Frame == 20)
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{
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||||
// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
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||||
|
||||
// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
|
||||
// this is a rare case where we know we have just went through a long cycle of heap
|
||||
// allocations, and there is no more work to be done until someone logs in
|
||||
GC.Collect();
|
||||
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
|
||||
{
|
||||
// This handles a case of a region having no scripts for the RegionReady module
|
||||
if (m_sceneGraph.GetActiveScriptsCount() == 0)
|
||||
{
|
||||
// need to be able to tell these have changed in RegionReady
|
||||
LoginLock = false;
|
||||
EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
|
||||
}
|
||||
m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
|
||||
|
||||
// For RegionReady lockouts
|
||||
if(LoginLock == false)
|
||||
{
|
||||
LoginsDisabled = false;
|
||||
}
|
||||
|
||||
m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
|
||||
if (m_physics_enabled)
|
||||
physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
|
||||
|
||||
if (SynchronizeScene != null)
|
||||
SynchronizeScene(this);
|
||||
}
|
||||
else
|
||||
physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
|
||||
|
||||
tmpAgentMS = Util.EnvironmentTickCount();
|
||||
|
||||
// Check if any objects have reached their targets
|
||||
CheckAtTargets();
|
||||
|
||||
// Update SceneObjectGroups that have scheduled themselves for updates
|
||||
// Objects queue their updates onto all scene presences
|
||||
if (Frame % m_update_objects == 0)
|
||||
m_sceneGraph.UpdateObjectGroups();
|
||||
|
||||
// Run through all ScenePresences looking for updates
|
||||
// Presence updates and queued object updates for each presence are sent to clients
|
||||
if (Frame % m_update_presences == 0)
|
||||
m_sceneGraph.UpdatePresences();
|
||||
|
||||
// Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
|
||||
if (Frame % m_update_coarse_locations == 0)
|
||||
{
|
||||
StartDisabled = true;
|
||||
LoginsDisabled = true;
|
||||
SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
|
||||
// Send coarse locations to clients
|
||||
ForEachScenePresence(delegate(ScenePresence presence)
|
||||
{
|
||||
presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
|
||||
});
|
||||
}
|
||||
|
||||
agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
|
||||
|
||||
// Delete temp-on-rez stuff
|
||||
if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
|
||||
{
|
||||
tmpTempOnRezMS = Util.EnvironmentTickCount();
|
||||
m_cleaningTemps = true;
|
||||
Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
|
||||
tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
|
||||
}
|
||||
|
||||
if (Frame % m_update_events == 0)
|
||||
{
|
||||
evMS = Util.EnvironmentTickCount();
|
||||
UpdateEvents();
|
||||
eventMS = Util.EnvironmentTickCountSubtract(evMS);
|
||||
}
|
||||
|
||||
if (Frame % m_update_backup == 0)
|
||||
{
|
||||
backMS = Util.EnvironmentTickCount();
|
||||
UpdateStorageBackup();
|
||||
backupMS = Util.EnvironmentTickCountSubtract(backMS);
|
||||
}
|
||||
|
||||
if (Frame % m_update_terrain == 0)
|
||||
{
|
||||
terMS = Util.EnvironmentTickCount();
|
||||
UpdateTerrain();
|
||||
terrainMS = Util.EnvironmentTickCountSubtract(terMS);
|
||||
}
|
||||
|
||||
//if (Frame % m_update_land == 0)
|
||||
//{
|
||||
// int ldMS = Util.EnvironmentTickCount();
|
||||
// UpdateLand();
|
||||
// landMS = Util.EnvironmentTickCountSubtract(ldMS);
|
||||
//}
|
||||
|
||||
frameMS = Util.EnvironmentTickCountSubtract(maintc);
|
||||
otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
|
||||
|
||||
// if (Frame%m_update_avatars == 0)
|
||||
// UpdateInWorldTime();
|
||||
StatsReporter.AddPhysicsFPS(physicsFPS);
|
||||
StatsReporter.AddTimeDilation(TimeDilation);
|
||||
StatsReporter.AddFPS(1);
|
||||
StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
|
||||
StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
|
||||
StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
|
||||
StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
|
||||
|
||||
// frameMS currently records work frame times, not total frame times (work + any required sleep to
|
||||
// reach min frame time.
|
||||
StatsReporter.addFrameMS(frameMS);
|
||||
|
||||
StatsReporter.addAgentMS(agentMS);
|
||||
StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
|
||||
StatsReporter.addOtherMS(otherMS);
|
||||
StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
|
||||
StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
|
||||
|
||||
if (LoginsDisabled && Frame == 20)
|
||||
{
|
||||
// m_log.DebugFormat("{0} {1} {2}", LoginsDisabled, m_sceneGraph.GetActiveScriptsCount(), LoginLock);
|
||||
|
||||
// In 99.9% of cases it is a bad idea to manually force garbage collection. However,
|
||||
// this is a rare case where we know we have just went through a long cycle of heap
|
||||
// allocations, and there is no more work to be done until someone logs in
|
||||
GC.Collect();
|
||||
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
|
||||
{
|
||||
// This handles a case of a region having no scripts for the RegionReady module
|
||||
if (m_sceneGraph.GetActiveScriptsCount() == 0)
|
||||
{
|
||||
// need to be able to tell these have changed in RegionReady
|
||||
LoginLock = false;
|
||||
EventManager.TriggerLoginsEnabled(RegionInfo.RegionName);
|
||||
}
|
||||
m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
|
||||
|
||||
// For RegionReady lockouts
|
||||
if(LoginLock == false)
|
||||
{
|
||||
LoginsDisabled = false;
|
||||
}
|
||||
|
||||
m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
StartDisabled = true;
|
||||
LoginsDisabled = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[SCENE]: Failed on region {0} with exception {1}{2}",
|
||||
RegionInfo.RegionName, e.Message, e.StackTrace);
|
||||
}
|
||||
|
||||
EventManager.TriggerRegionHeartbeatEnd(this);
|
||||
|
||||
// Tell the watchdog that this thread is still alive
|
||||
Watchdog.UpdateThread();
|
||||
|
||||
// previousFrameTick = m_lastFrameTick;
|
||||
m_lastFrameTick = Util.EnvironmentTickCount();
|
||||
maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
|
||||
maintc = (int)(MinFrameTime * 1000) - maintc;
|
||||
|
||||
if (maintc > 0)
|
||||
Thread.Sleep(maintc);
|
||||
|
||||
// Optionally warn if a frame takes double the amount of time that it should.
|
||||
// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
|
||||
// m_log.WarnFormat(
|
||||
// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
|
||||
// Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
|
||||
// MinFrameTime * 1000,
|
||||
// RegionInfo.RegionName);
|
||||
}
|
||||
catch (NotImplementedException)
|
||||
{
|
||||
throw;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[SCENE]: Failed on region {0} with exception {1}{2}",
|
||||
RegionInfo.RegionName, e.Message, e.StackTrace);
|
||||
}
|
||||
|
||||
EventManager.TriggerRegionHeartbeatEnd(this);
|
||||
|
||||
maintc = Util.EnvironmentTickCountSubtract(maintc);
|
||||
maintc = (int)(MinFrameTime * 1000) - maintc;
|
||||
|
||||
if (maintc > 0)
|
||||
Thread.Sleep(maintc);
|
||||
|
||||
// Tell the watchdog that this thread is still alive
|
||||
Watchdog.UpdateThread();
|
||||
}
|
||||
|
||||
public void AddGroupTarget(SceneObjectGroup grp)
|
||||
|
||||
@@ -149,9 +149,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
#region Update Methods
|
||||
|
||||
/// <summary>
|
||||
/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
|
||||
/// Called to update the scene loop by a number of frames and until shutdown.
|
||||
/// </summary>
|
||||
public abstract void Update();
|
||||
/// <param name="frames">
|
||||
/// Number of frames to update. Exits on shutdown even if there are frames remaining.
|
||||
/// If -1 then updates until shutdown.
|
||||
/// </param>
|
||||
public abstract void Update(int frames);
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
@@ -2293,7 +2293,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
if (direc.Z > 2.0f)
|
||||
{
|
||||
direc.Z *= 3.0f;
|
||||
direc.Z *= 2.6f;
|
||||
|
||||
// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
|
||||
Animator.TrySetMovementAnimation("PREJUMP");
|
||||
|
||||
@@ -81,7 +81,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
|
||||
sp.Flying = true;
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
|
||||
|
||||
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
|
||||
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
Assert.That(
|
||||
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
|
||||
// We should really check the exact figure.
|
||||
Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
|
||||
@@ -99,8 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
|
||||
@@ -116,7 +115,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
Assert.That(
|
||||
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
|
||||
// We should really check the exact figure.
|
||||
Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
|
||||
@@ -124,8 +123,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
|
||||
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
|
||||
|
||||
@@ -63,17 +63,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
|
||||
Thread testThread = new Thread(testClass.run);
|
||||
|
||||
try
|
||||
{
|
||||
// Seems kind of redundant to start a thread and then join it, however.. We need to protect against
|
||||
// A thread abort exception in the simulator code.
|
||||
testThread.Start();
|
||||
testThread.Join();
|
||||
}
|
||||
catch (ThreadAbortException)
|
||||
{
|
||||
|
||||
}
|
||||
// Seems kind of redundant to start a thread and then join it, however.. We need to protect against
|
||||
// A thread abort exception in the simulator code.
|
||||
testThread.Start();
|
||||
testThread.Join();
|
||||
|
||||
Assert.That(testClass.results.Result, Is.EqualTo(true), testClass.results.Message);
|
||||
// Console.WriteLine("Beginning test {0}", MethodBase.GetCurrentMethod());
|
||||
}
|
||||
|
||||
@@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
TestHelpers.InMethod();
|
||||
|
||||
Scene scene = SceneHelpers.SetupScene();
|
||||
scene.Update();
|
||||
scene.Update(1);
|
||||
|
||||
Assert.That(scene.Frame, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
@@ -238,7 +238,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
||||
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
|
||||
npc.Flying = true;
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
|
||||
|
||||
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
|
||||
@@ -249,7 +249,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
||||
Assert.That(
|
||||
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
|
||||
// We should really check the exact figure.
|
||||
Assert.That(npc.AbsolutePosition.X, Is.EqualTo(startPos.X));
|
||||
@@ -257,8 +257,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
||||
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
Assert.That(npc.AbsolutePosition.Z, Is.LessThan(targetPos.X));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
double distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on first move");
|
||||
@@ -275,7 +274,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
||||
Assert.That(
|
||||
npc.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
|
||||
// We should really check the exact figure.
|
||||
Assert.That(npc.AbsolutePosition.X, Is.GreaterThan(startPos.X));
|
||||
@@ -283,8 +282,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
||||
Assert.That(npc.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
|
||||
Assert.That(npc.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
distanceToTarget = Util.GetDistanceTo(npc.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "NPC not within 1 unit of target position on second move");
|
||||
|
||||
@@ -358,7 +358,7 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
|
||||
if (physicsParms == null)
|
||||
{
|
||||
m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset");
|
||||
m_log.WarnFormat("[MESH]: No recognized physics mesh found in mesh asset for {0}", primName);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -114,6 +114,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
|
||||
|
||||
/// <summary>
|
||||
/// Base movement for calculating tilt.
|
||||
/// </summary>
|
||||
private float m_tiltBaseMovement = (float)Math.Sqrt(2);
|
||||
|
||||
/// <summary>
|
||||
/// Used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
|
||||
/// </summary>
|
||||
@@ -524,14 +529,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
if (movementVector.Y > 0)
|
||||
{
|
||||
// northeast
|
||||
movementVector.X = (float)Math.Sqrt(2.0);
|
||||
movementVector.Y = (float)Math.Sqrt(2.0);
|
||||
movementVector.X = m_tiltBaseMovement;
|
||||
movementVector.Y = m_tiltBaseMovement;
|
||||
}
|
||||
else
|
||||
{
|
||||
// southeast
|
||||
movementVector.X = (float)Math.Sqrt(2.0);
|
||||
movementVector.Y = -(float)Math.Sqrt(2.0);
|
||||
movementVector.X = m_tiltBaseMovement;
|
||||
movementVector.Y = -m_tiltBaseMovement;
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -540,14 +545,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
if (movementVector.Y > 0)
|
||||
{
|
||||
// northwest
|
||||
movementVector.X = -(float)Math.Sqrt(2.0);
|
||||
movementVector.Y = (float)Math.Sqrt(2.0);
|
||||
movementVector.X = -m_tiltBaseMovement;
|
||||
movementVector.Y = m_tiltBaseMovement;
|
||||
}
|
||||
else
|
||||
{
|
||||
// southwest
|
||||
movementVector.X = -(float)Math.Sqrt(2.0);
|
||||
movementVector.Y = -(float)Math.Sqrt(2.0);
|
||||
movementVector.X = -m_tiltBaseMovement;
|
||||
movementVector.Y = -m_tiltBaseMovement;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -842,17 +842,23 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
|
||||
|
||||
mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
|
||||
if (m_MeshToTriMeshMap.ContainsKey(mesh))
|
||||
{
|
||||
_triMeshData = m_MeshToTriMeshMap[mesh];
|
||||
}
|
||||
else
|
||||
{
|
||||
_triMeshData = d.GeomTriMeshDataCreate();
|
||||
|
||||
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
|
||||
d.GeomTriMeshDataPreprocess(_triMeshData);
|
||||
m_MeshToTriMeshMap[mesh] = _triMeshData;
|
||||
// We must lock here since m_MeshToTriMeshMap is static and multiple scene threads may call this method at
|
||||
// the same time.
|
||||
lock (m_MeshToTriMeshMap)
|
||||
{
|
||||
if (m_MeshToTriMeshMap.ContainsKey(mesh))
|
||||
{
|
||||
_triMeshData = m_MeshToTriMeshMap[mesh];
|
||||
}
|
||||
else
|
||||
{
|
||||
_triMeshData = d.GeomTriMeshDataCreate();
|
||||
|
||||
d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
|
||||
d.GeomTriMeshDataPreprocess(_triMeshData);
|
||||
m_MeshToTriMeshMap[mesh] = _triMeshData;
|
||||
}
|
||||
}
|
||||
|
||||
// _parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||
|
||||
@@ -181,8 +181,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
private float avPIDP = 1400f;
|
||||
private float avCapRadius = 0.37f;
|
||||
private float avStandupTensor = 2000000f;
|
||||
private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
|
||||
public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// true = old compatibility mode with leaning capsule; false = new corrected mode
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Even when set to false, the capsule still tilts but this is done in a different way.
|
||||
/// </remarks>
|
||||
public bool IsAvCapsuleTilted { get; private set; }
|
||||
|
||||
private float avDensity = 80f;
|
||||
// private float avHeightFudgeFactor = 0.52f;
|
||||
private float avMovementDivisorWalk = 1.3f;
|
||||
@@ -501,7 +508,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
|
||||
avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
|
||||
avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
|
||||
avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
|
||||
IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
|
||||
|
||||
contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
|
||||
|
||||
|
||||
@@ -401,16 +401,16 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||
// sb.AppendFormat("Assemblies loaded : {0}\n", m_Assemblies.Count);
|
||||
|
||||
SensorRepeat sr = AsyncCommandManager.GetSensorRepeatPlugin(this);
|
||||
sb.AppendFormat("Sensors : {0}\n", sr.SensorsCount);
|
||||
sb.AppendFormat("Sensors : {0}\n", sr != null ? sr.SensorsCount : 0);
|
||||
|
||||
Dataserver ds = AsyncCommandManager.GetDataserverPlugin(this);
|
||||
sb.AppendFormat("Dataserver requests : {0}\n", ds.DataserverRequestsCount);
|
||||
sb.AppendFormat("Dataserver requests : {0}\n", ds != null ? ds.DataserverRequestsCount : 0);
|
||||
|
||||
Timer t = AsyncCommandManager.GetTimerPlugin(this);
|
||||
sb.AppendFormat("Timers : {0}\n", t.TimersCount);
|
||||
sb.AppendFormat("Timers : {0}\n", t != null ? t.TimersCount : 0);
|
||||
|
||||
Listener l = AsyncCommandManager.GetListenerPlugin(this);
|
||||
sb.AppendFormat("Listeners : {0}\n", l.ListenerCount);
|
||||
sb.AppendFormat("Listeners : {0}\n", l != null ? l.ListenerCount : 0);
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user