From e2b9a5d7aa08c9f99a77d9bbf05a08566fd9cd21 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sun, 17 Jun 2012 08:54:39 +0100 Subject: [PATCH 01/12] Don't let scripts rotate root part of physical linksets like SL, Update client rotation of avatars 'linked' to child parts. (put back some 'cosmetics' from previus commit). Still let lsl api use physics engine ideia of part Physical state on this where it should be SOP ideia, so is that is clear that sync with engine is SOP responsability. --- .../Shared/Api/Implementation/LSL_Api.cs | 97 ++++++++++++------- 1 file changed, 64 insertions(+), 33 deletions(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index fe8511843d..389a82b742 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -660,18 +660,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_host.AddScriptLPS(1); double x,y,z,s; + v.x *= 0.5; + v.y *= 0.5; + v.z *= 0.5; + double c1 = Math.Cos(v.x); + double c2 = Math.Cos(v.y); + double c1c2 = c1 * c2; + double s1 = Math.Sin(v.x); + double s2 = Math.Sin(v.y); + double s1s2 = s1 * s2; + double c1s2 = c1 * s2; + double s1c2 = s1 * c2; + double c3 = Math.Cos(v.z); + double s3 = Math.Sin(v.z); - double c1 = Math.Cos(v.x * 0.5); - double c2 = Math.Cos(v.y * 0.5); - double c3 = Math.Cos(v.z * 0.5); - double s1 = Math.Sin(v.x * 0.5); - double s2 = Math.Sin(v.y * 0.5); - double s3 = Math.Sin(v.z * 0.5); - - x = s1 * c2 * c3 + c1 * s2 * s3; - y = c1 * s2 * c3 - s1 * c2 * s3; - z = s1 * s2 * c3 + c1 * c2 * s3; - s = c1 * c2 * c3 - s1 * s2 * s3; + x = s1c2 * c3 + c1s2 * s3; + y = c1s2 * c3 - s1c2 * s3; + z = s1s2 * c3 + c1c2 * s3; + s = c1c2 * c3 - s1s2 * s3; return new LSL_Rotation(x, y, z, s); } @@ -1911,11 +1917,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api Primitive.TextureEntry tex = part.Shape.Textures; Color4 texcolor; LSL_Vector rgb = new LSL_Vector(); + int nsides = GetNumberOfSides(part); + if (face == ScriptBaseClass.ALL_SIDES) { int i; - - for (i = 0 ; i < GetNumberOfSides(part); i++) + for (i = 0; i < nsides; i++) { texcolor = tex.GetFace((uint)i).RGBA; rgb.x += texcolor.R; @@ -1923,13 +1930,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api rgb.z += texcolor.B; } - rgb.x /= (float)GetNumberOfSides(part); - rgb.y /= (float)GetNumberOfSides(part); - rgb.z /= (float)GetNumberOfSides(part); + float invnsides = 1.0f / (float)nsides; + + rgb.x *= invnsides; + rgb.y *= invnsides; + rgb.z *= invnsides; return rgb; } - if (face >= 0 && face < GetNumberOfSides(part)) + if (face >= 0 && face < nsides) { texcolor = tex.GetFace((uint)face).RGBA; rgb.x = texcolor.R; @@ -2328,13 +2337,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // (root prim). ParentID may be nonzero in attachments and // using it would cause attachments and HUDs to rotate // to the wrong positions. + SetRot(m_host, Rot2Quaternion(rot)); } else { // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. - SceneObjectPart rootPart = m_host.ParentGroup.RootPart; - if (rootPart != null) // better safe than sorry + SceneObjectPart rootPart;// = m_host.ParentGroup.RootPart; + if (m_host.ParentGroup != null && ((rootPart = m_host.ParentGroup.RootPart) != null)) // better safe than sorry { SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); } @@ -2346,6 +2356,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llSetLocalRot(LSL_Rotation rot) { m_host.AddScriptLPS(1); + SetRot(m_host, Rot2Quaternion(rot)); ScriptSleep(200); } @@ -2355,25 +2366,43 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted) return; - part.UpdateRotation(rot); - // Update rotation does not move the object in the physics scene if it's a linkset. + bool isroot = (part == part.ParentGroup.RootPart); + bool isphys; -//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type -// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; - - // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line - // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt - // It's perfectly okay when the object is not an active physical body though. - // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against - // but only if the object is not physial and active. This is important for rotating doors. - // without the absoluteposition = absoluteposition happening, the doors do not move in the physics - // scene PhysicsActor pa = part.PhysActor; - if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart) + // keep using physactor ideia of isphysical + // it should be SOP ideia of that + // not much of a issue with ubitODE + if (pa != null && pa.IsPhysical) + isphys = true; + else + isphys = false; + + // SL doesn't let scripts rotate root of physical linksets + if (isroot && isphys) + return; + + part.UpdateRotation(rot); + + // Update rotation does not move the object in the physics engine if it's a non physical linkset + // so do a nasty update of parts positions if is a root part rotation + if (isroot && pa != null) // with if above implies non physical root part { part.ParentGroup.ResetChildPrimPhysicsPositions(); } + else // fix sitting avatars. This is only needed bc of how we link avas to child parts, not root part + { + List sittingavas = part.ParentGroup.GetLinkedAvatars(); + if (sittingavas.Count > 0) + { + foreach (ScenePresence av in sittingavas) + { + if (isroot || part.LocalId == av.ParentID) + av.SendTerseUpdateToAllClients(); + } + } + } } /// @@ -2422,7 +2451,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Rotation llGetLocalRot() { m_host.AddScriptLPS(1); - return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); + Quaternion rot = m_host.RotationOffset; + return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W); } public void llSetForce(LSL_Vector force, int local) @@ -8534,6 +8564,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api case (int)ScriptBaseClass.PRIM_ROT_LOCAL: if (remain < 1) return; + LSL_Rotation lr = rules.GetQuaternionItem(idx++); SetRot(part, Rot2Quaternion(lr)); break; From e7aceae3e0e21b9f739dbcaac055c18991887e50 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sun, 17 Jun 2012 09:06:25 +0100 Subject: [PATCH 02/12] split ugly expression in a if making it simpler to read --- .../ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 389a82b742..d9867a8ff0 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2343,10 +2343,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api else { // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. - SceneObjectPart rootPart;// = m_host.ParentGroup.RootPart; - if (m_host.ParentGroup != null && ((rootPart = m_host.ParentGroup.RootPart) != null)) // better safe than sorry + SceneObjectPart rootPart; + if (m_host.ParentGroup != null) // better safe than sorry { - SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); + rootPart = m_host.ParentGroup.RootPart; + if (rootPart != null) + SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); } } From 8cf414ba32ba995562e574cd2a58ce7ee204a562 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sun, 17 Jun 2012 11:38:40 +0100 Subject: [PATCH 03/12] *CHECK/REVIEW* comented out not used sp.ParentPosition. Comented out SOG.AbsolutePosition changing 'linked' avatars positions ( reason in code coment ) --- .../Framework/Scenes/SceneObjectGroup.cs | 18 ++++++++++++----- .../Region/Framework/Scenes/ScenePresence.cs | 20 ++++++++++--------- 2 files changed, 24 insertions(+), 14 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index aab6a49d1b..96eeec442d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -631,6 +631,14 @@ namespace OpenSim.Region.Framework.Scenes if (triggerScriptEvent) part.TriggerScriptChangedEvent(Changed.POSITION); } + +/* + This seems not needed and should not be needed: + sp absolute position depends on sit part absolute position fixed above. + sp ParentPosition is not used anywhere. + Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it + Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature. + if (!m_dupeInProgress) { foreach (ScenePresence av in m_linkedAvatars) @@ -640,12 +648,12 @@ namespace OpenSim.Region.Framework.Scenes { Vector3 offset = p.GetWorldPosition() - av.ParentPosition; av.AbsolutePosition += offset; - av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition +// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition av.SendAvatarDataToAllAgents(); } } } - +*/ //if (m_rootPart.PhysActor != null) //{ //m_rootPart.PhysActor.Position = @@ -676,8 +684,8 @@ namespace OpenSim.Region.Framework.Scenes if (agent.ParentUUID != UUID.Zero) { agent.ParentPart = null; - agent.ParentPosition = Vector3.Zero; - // agent.ParentUUID = UUID.Zero; +// agent.ParentPosition = Vector3.Zero; +// agent.ParentUUID = UUID.Zero; } } @@ -3752,7 +3760,7 @@ namespace OpenSim.Region.Framework.Scenes else // ugly rotation update of all parts { - group.AbsolutePosition = AbsolutePosition; + group.ResetChildPrimPhysicsPositions(); } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 87b4d9fdfd..a068aab52e 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -433,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes get { return (IClientCore)ControllingClient; } } - public Vector3 ParentPosition { get; set; } +// public Vector3 ParentPosition { get; set; } /// /// Position of this avatar relative to the region the avatar is in @@ -491,7 +491,7 @@ namespace OpenSim.Region.Framework.Scenes if (ParentID == 0) { m_pos = value; - ParentPosition = Vector3.Zero; +// ParentPosition = Vector3.Zero; } //m_log.DebugFormat( @@ -857,11 +857,12 @@ namespace OpenSim.Region.Framework.Scenes part.ParentGroup.AddAvatar(UUID); if (part.SitTargetPosition != Vector3.Zero) part.SitTargetAvatar = UUID; - ParentPosition = part.GetWorldPosition(); +// ParentPosition = part.GetWorldPosition(); ParentID = part.LocalId; ParentPart = part; m_pos = m_prevSitOffset; - pos = ParentPosition; +// pos = ParentPosition; + pos = part.GetWorldPosition(); } ParentUUID = UUID.Zero; @@ -1933,11 +1934,12 @@ namespace OpenSim.Region.Framework.Scenes part.SitTargetAvatar = UUID.Zero; part.ParentGroup.DeleteAvatar(UUID); - ParentPosition = part.GetWorldPosition(); +// ParentPosition = part.GetWorldPosition(); ControllingClient.SendClearFollowCamProperties(part.ParentUUID); - m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); - ParentPosition = Vector3.Zero; +// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); +// ParentPosition = Vector3.Zero; + m_pos += part.GetWorldPosition() + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); ParentID = 0; ParentPart = null; @@ -2388,13 +2390,13 @@ namespace OpenSim.Region.Framework.Scenes // m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset; Rotation = sitTargetOrient; - ParentPosition = part.AbsolutePosition; +// ParentPosition = part.AbsolutePosition; part.ParentGroup.AddAvatar(UUID); } else { m_pos -= part.AbsolutePosition; - ParentPosition = part.AbsolutePosition; +// ParentPosition = part.AbsolutePosition; part.ParentGroup.AddAvatar(UUID); // m_log.DebugFormat( From ca22feb09ab4f3ea172f3e81b140c00ba7ab8e9c Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sun, 17 Jun 2012 13:28:33 +0100 Subject: [PATCH 04/12] don't send a lot of avatar data when we are just changing position or rotation ( SendTerseUpdateToAllClients() in place of SendAvatarDataToAllAgents() ) --- .../Shared/Api/Implementation/LSL_Api.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index d9867a8ff0..05adf8eb4c 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -8026,7 +8026,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api Quaternion srot = sitpart.RotationOffset; rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation av.Rotation = rot; - av.SendAvatarDataToAllAgents(); +// av.SendAvatarDataToAllAgents(); + av.SendTerseUpdateToAllClients(); } break; @@ -8046,7 +8047,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation } av.Rotation = rot; - av.SendAvatarDataToAllAgents(); +// av.SendAvatarDataToAllAgents(); + av.SendTerseUpdateToAllClients(); } break; @@ -8141,7 +8143,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { positionChanged = false; av.OffsetPosition = finalPos; - av.SendAvatarDataToAllAgents(); +// av.SendAvatarDataToAllAgents(); + av.SendTerseUpdateToAllClients(); } LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); @@ -8157,7 +8160,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (positionChanged) { av.OffsetPosition = finalPos; - av.SendAvatarDataToAllAgents(); +// av.SendAvatarDataToAllAgents(); + av.SendTerseUpdateToAllClients(); positionChanged = false; } } From 909572ed8618f15c7603cbb8a91563d55dc42061 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Thu, 21 Jun 2012 09:40:51 +0100 Subject: [PATCH 05/12] fix SceneGraph Add/Remove PhysicalPrim counters --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index b7466bea14..a600b86cde 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -585,12 +585,12 @@ namespace OpenSim.Region.Framework.Scenes protected internal void AddPhysicalPrim(int number) { - m_physicalPrim++; + m_physicalPrim += number; } protected internal void RemovePhysicalPrim(int number) { - m_physicalPrim--; + m_physicalPrim -= number; } protected internal void AddToScriptLPS(int number) From c8f7cd60cd5e16b6917c0b67358bee4eb04716d1 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Thu, 21 Jun 2012 19:05:36 +0100 Subject: [PATCH 06/12] fix turning off phanton always decreasing number of physical parts --- .../Framework/Scenes/SceneObjectPart.cs | 56 +++++++++---------- 1 file changed, 28 insertions(+), 28 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 8e74dc8f4b..a48605d3d8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4496,7 +4496,8 @@ namespace OpenSim.Region.Framework.Scenes { if (pa != null) { - ParentGroup.Scene.RemovePhysicalPrim(1); + if(wasUsingPhysics) + ParentGroup.Scene.RemovePhysicalPrim(1); RemoveFromPhysics(); } @@ -4513,38 +4514,37 @@ namespace OpenSim.Region.Framework.Scenes { AddToPhysics(UsePhysics, SetPhantom, building, false); pa = PhysActor; - /* - if (pa != null) - { - if ( - // ((AggregateScriptEvents & scriptEvents.collision) != 0) || - // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || - // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || - // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || - // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || - // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || - ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || - ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || - (CollisionSound != UUID.Zero) - ) - { - pa.OnCollisionUpdate += PhysicsCollision; - pa.SubscribeEvents(1000); - } - } - */ +/* + if (pa != null) + { + if ( +// ((AggregateScriptEvents & scriptEvents.collision) != 0) || +// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) || +// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) || +// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) || +// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) || +// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) || + ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || + ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || + (CollisionSound != UUID.Zero) + ) + { + pa.OnCollisionUpdate += PhysicsCollision; + pa.SubscribeEvents(1000); + } + } +*/ } else // it already has a physical representation { DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. - /* moved into DoPhysicsPropertyUpdate - if(VolumeDetectActive) - pa.SetVolumeDetect(1); - else - pa.SetVolumeDetect(0); - */ - +/* moved into DoPhysicsPropertyUpdate + if(VolumeDetectActive) + pa.SetVolumeDetect(1); + else + pa.SetVolumeDetect(0); +*/ if (pa.Building != building) pa.Building = building; From ba58d7a9b2dc1233e46006a20b8924788cbb53db Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 22 Jun 2012 18:04:12 +0100 Subject: [PATCH 07/12] add a temp debug message --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 75f783b016..3d3fb8e05c 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -717,7 +717,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP udpClient = ((LLClientView)client).UDPClient; if (!udpClient.IsConnected) + { + m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName); return; + } #endregion Packet to Client Mapping From 646b7fb8f2e285945b70a657674e5c3dac84b931 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 22 Jun 2012 18:10:53 +0100 Subject: [PATCH 08/12] i more debug --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 3d3fb8e05c..c64b5f2dcb 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -710,7 +710,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP IClientAPI client; if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView)) { - //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); + m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); return; } From 0de3ad530713324d23ac513e7a317a2acd539a22 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 22 Jun 2012 18:18:12 +0100 Subject: [PATCH 09/12] more debug --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 5a87958af6..80b6f64938 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -6402,6 +6402,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP { handlerCompleteMovementToRegion(sender, true); } + else + m_log.Debug("HandleCompleteAgentMovement NULL handler"); + handlerCompleteMovementToRegion = null; return true; From 1468b01afc9defab4cde690293bd368cb73cd437 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 22 Jun 2012 18:29:46 +0100 Subject: [PATCH 10/12] coment out some of previus debug messaged before forgetting about them... --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index c64b5f2dcb..bd8273dbdf 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -710,7 +710,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP IClientAPI client; if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView)) { - m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); +// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); return; } @@ -718,7 +718,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!udpClient.IsConnected) { - m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName); +// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName); return; } From 9ca9770cf69bb148c9509c9dbe2f6c981aec36a5 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Mon, 25 Jun 2012 00:44:09 +0100 Subject: [PATCH 11/12] fix a seg fault in sp.cs --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a068aab52e..4940063ead 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3570,7 +3570,8 @@ namespace OpenSim.Region.Framework.Scenes // m_reprioritizationTimer.Dispose(); RemoveFromPhysicalScene(); - Animator.Close(); + if(Animator != null) + Animator.Close(); Animator = null; } From 29abb7d62af2d45598b077fc9abb3ed11149f414 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Thu, 28 Jun 2012 12:20:55 +0100 Subject: [PATCH 12/12] reactivate physics raycasts on llCastRay() until it's clear what is its problem if any... --- .../Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 75add29ed2..f475b997c2 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -12614,7 +12614,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); - if (false)// World.SuportsRayCastFiltered()) + if (World.SuportsRayCastFiltered()) { if (dist == 0) return list;