Merge branch 'master' into careminster-presence-refactor

This commit is contained in:
Melanie
2010-03-18 20:09:04 +00:00
46 changed files with 3429 additions and 3243 deletions

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@@ -642,7 +642,7 @@ namespace Flotsam.RegionModules.AssetCache
{
UuidGatherer gatherer = new UuidGatherer(m_AssetService);
Dictionary<UUID, int> assets = new Dictionary<UUID, int>();
Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
foreach (Scene s in m_Scenes)
{
StampRegionStatusFile(s.RegionInfo.RegionID);

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@@ -89,60 +89,57 @@ namespace OpenSim.Region.CoreModules.Avatar.Combat.CombatModule
get { return true; }
}
private void KillAvatar(uint killerObjectLocalID, ScenePresence DeadAvatar)
private void KillAvatar(uint killerObjectLocalID, ScenePresence deadAvatar)
{
string deadAvatarMessage;
ScenePresence killingAvatar = null;
string killingAvatarMessage;
if (killerObjectLocalID == 0)
DeadAvatar.ControllingClient.SendAgentAlertMessage("You committed suicide!", true);
deadAvatarMessage = "You committed suicide!";
else
{
bool foundResult = false;
string resultstring = String.Empty;
ScenePresence[] allav = DeadAvatar.Scene.GetScenePresences();
try
// Try to get the avatar responsible for the killing
killingAvatar = deadAvatar.Scene.GetScenePresence(killerObjectLocalID);
if (killingAvatar == null)
{
for (int i = 0; i < allav.Length; i++)
// Try to get the object which was responsible for the killing
SceneObjectPart part = deadAvatar.Scene.GetSceneObjectPart(killerObjectLocalID);
if (part == null)
{
ScenePresence av = allav[i];
if (av.LocalId == killerObjectLocalID)
{
av.ControllingClient.SendAlertMessage("You fragged " + DeadAvatar.Firstname + " " + DeadAvatar.Lastname);
resultstring = av.Firstname + " " + av.Lastname;
foundResult = true;
}
}
} catch (InvalidOperationException)
{
}
if (!foundResult)
{
SceneObjectPart part = DeadAvatar.Scene.GetSceneObjectPart(killerObjectLocalID);
if (part != null)
{
ScenePresence av = DeadAvatar.Scene.GetScenePresence(part.OwnerID);
if (av != null)
{
av.ControllingClient.SendAlertMessage("You fragged " + DeadAvatar.Firstname + " " + DeadAvatar.Lastname);
resultstring = av.Firstname + " " + av.Lastname;
DeadAvatar.ControllingClient.SendAgentAlertMessage("You got killed by " + resultstring + "!", true);
}
else
{
string killer = DeadAvatar.Scene.GetUserName(part.OwnerID);
DeadAvatar.ControllingClient.SendAgentAlertMessage("You impaled yourself on " + part.Name + " owned by " + killer +"!", true);
}
//DeadAvatar.Scene. part.ObjectOwner
// Cause of death: Unknown
deadAvatarMessage = "You died!";
}
else
{
DeadAvatar.ControllingClient.SendAgentAlertMessage("You died!", true);
// Try to find the avatar wielding the killing object
killingAvatar = deadAvatar.Scene.GetScenePresence(part.OwnerID);
if (killingAvatar == null)
deadAvatarMessage = String.Format("You impaled yourself on {0} owned by {1}!", part.Name, deadAvatar.Scene.GetUserName(part.OwnerID));
else
{
killingAvatarMessage = String.Format("You fragged {0}!", deadAvatar.Name);
deadAvatarMessage = String.Format("You got killed by {0}!", killingAvatar.Name);
}
}
}
else
{
killingAvatarMessage = String.Format("You fragged {0}!", deadAvatar.Name);
deadAvatarMessage = String.Format("You got killed by {0}!", killingAvatar.Name);
}
}
DeadAvatar.Health = 100;
DeadAvatar.Scene.TeleportClientHome(DeadAvatar.UUID, DeadAvatar.ControllingClient);
try
{
deadAvatar.ControllingClient.SendAgentAlertMessage(deadAvatarMessage, true);
if(killingAvatar != null)
killingAvatar.ControllingClient.SendAlertMessage("You fragged " + deadAvatar.Firstname + " " + deadAvatar.Lastname);
}
catch (InvalidOperationException)
{ }
deadAvatar.Health = 100;
deadAvatar.Scene.TeleportClientHome(deadAvatar.UUID, deadAvatar.ControllingClient);
}
private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)

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@@ -87,31 +87,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
{
ScenePresence[] presenceList = m_scene.GetScenePresences();
for (int i = 0; i < presenceList.Length; i++)
{
ScenePresence presence = presenceList[i];
if (presence.Firstname == firstName && presence.Lastname == lastName)
{
presence.ControllingClient.SendAgentAlertMessage(message, modal);
break;
}
}
ScenePresence presence = m_scene.GetScenePresence(firstName, lastName);
if(presence != null)
presence.ControllingClient.SendAgentAlertMessage(message, modal);
}
public void SendGeneralAlert(string message)
{
ScenePresence[] presenceList = m_scene.GetScenePresences();
for (int i = 0; i < presenceList.Length; i++)
m_scene.ForEachScenePresence(delegate(ScenePresence presence)
{
ScenePresence presence = presenceList[i];
if (!presence.IsChildAgent)
presence.ControllingClient.SendAlertMessage(message);
}
});
}
public void SendDialogToUser(
@@ -179,14 +166,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
public void SendNotificationToUsersInRegion(
UUID fromAvatarID, string fromAvatarName, string message)
{
ScenePresence[] presences = m_scene.GetScenePresences();
for (int i = 0; i < presences.Length; i++)
m_scene.ForEachScenePresence(delegate(ScenePresence presence)
{
ScenePresence presence = presences[i];
if (!presence.IsChildAgent)
presence.ControllingClient.SendBlueBoxMessage(fromAvatarID, fromAvatarName, message);
}
});
}
/// <summary>

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@@ -73,7 +73,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// <value>
/// Used to collect the uuids of the assets that we need to save into the archive
/// </value>
protected Dictionary<UUID, int> m_assetUuids = new Dictionary<UUID, int>();
protected Dictionary<UUID, AssetType> m_assetUuids = new Dictionary<UUID, AssetType>();
/// <value>
/// Used to collect the uuids of the users that we need to save into the archive
@@ -305,7 +305,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
}
new AssetsRequest(
new AssetsArchiver(m_archiveWriter), m_assetUuids.Keys,
new AssetsArchiver(m_archiveWriter), m_assetUuids,
m_scene.AssetService, ReceivedAllAssets).Execute();
}

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@@ -150,7 +150,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (asset != null)
{
// OK, now fetch the inside.
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, userAssetURL);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)
@@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
if (asset != null)
{
Dictionary<UUID, int> ids = new Dictionary<UUID, int>();
Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
HGUuidGatherer uuidGatherer = new HGUuidGatherer(this, m_scene.AssetService, string.Empty);
uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
foreach (UUID uuid in ids.Keys)

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@@ -285,24 +285,22 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
return;
}
byte[] assetData;
byte[] assetData = null;
AssetBase oldAsset = null;
if (BlendWithOldTexture)
{
UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID;
oldAsset = scene.AssetService.Get(lastTextureID.ToString());
if (oldAsset != null)
Primitive.TextureEntryFace defaultFace = part.Shape.Textures.DefaultTexture;
if (defaultFace != null)
{
assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
}
else
{
assetData = new byte[data.Length];
Array.Copy(data, assetData, data.Length);
oldAsset = scene.AssetService.Get(defaultFace.TextureID.ToString());
if (oldAsset != null)
assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
}
}
else
if (assetData == null)
{
assetData = new byte[data.Length];
Array.Copy(data, assetData, data.Length);

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@@ -166,6 +166,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
return m_sceneList[0];
}
public ISimulationService GetInnerService()
{
return this;
}
/**
* Agent-related communications
*/

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@@ -156,6 +156,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
return m_localBackend.GetScene(handle);
}
public ISimulationService GetInnerService()
{
return m_localBackend;
}
/**
* Agent-related communications
*/

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@@ -100,7 +100,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <exception cref="System.IO.IOException">if there was an io problem with creating the file</exception>
public void ArchiveRegion()
{
Dictionary<UUID, int> assetUuids = new Dictionary<UUID, int>();
Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
List<EntityBase> entities = m_scene.GetEntities();
List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
@@ -142,18 +142,18 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Make sure that we also request terrain texture assets
RegionSettings regionSettings = m_scene.RegionInfo.RegionSettings;
if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
assetUuids[regionSettings.TerrainTexture1] = 1;
assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
assetUuids[regionSettings.TerrainTexture2] = 1;
assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
assetUuids[regionSettings.TerrainTexture3] = 1;
assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
assetUuids[regionSettings.TerrainTexture4] = 1;
assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
TarArchiveWriter archiveWriter = new TarArchiveWriter(m_saveStream);
@@ -168,7 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_requestId);
new AssetsRequest(
new AssetsArchiver(archiveWriter), assetUuids.Keys,
new AssetsArchiver(archiveWriter), assetUuids,
m_scene.AssetService, awre.ReceivedAllAssets).Execute();
}
}

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@@ -74,7 +74,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <value>
/// uuids to request
/// </value>
protected ICollection<UUID> m_uuids;
protected IDictionary<UUID, AssetType> m_uuids;
/// <value>
/// Callback used when all the assets requested have been received.
@@ -104,7 +104,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
protected AssetsArchiver m_assetsArchiver;
protected internal AssetsRequest(
AssetsArchiver assetsArchiver, ICollection<UUID> uuids,
AssetsArchiver assetsArchiver, IDictionary<UUID, AssetType> uuids,
IAssetService assetService, AssetsRequestCallback assetsRequestCallback)
{
m_assetsArchiver = assetsArchiver;
@@ -132,9 +132,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver
return;
}
foreach (UUID uuid in m_uuids)
foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
{
m_assetService.Get(uuid.ToString(), this, AssetRequestCallback);
m_assetService.Get(kvp.Key.ToString(), kvp.Value, PreAssetRequestCallback);
}
m_requestCallbackTimer.Enabled = true;
@@ -157,7 +157,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
// Calculate which uuids were not found. This is an expensive way of doing it, but this is a failure
// case anyway.
List<UUID> uuids = new List<UUID>();
foreach (UUID uuid in m_uuids)
foreach (UUID uuid in m_uuids.Keys)
{
uuids.Add(uuid);
}
@@ -200,6 +200,19 @@ namespace OpenSim.Region.CoreModules.World.Archiver
}
}
protected void PreAssetRequestCallback(string fetchedAssetID, object assetType, AssetBase fetchedAsset)
{
// Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer
if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown)
{
AssetType type = (AssetType)assetType;
m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, type);
fetchedAsset.Type = (sbyte)type;
}
AssetRequestCallback(fetchedAssetID, this, fetchedAsset);
}
/// <summary>
/// Called back by the asset cache when it has the asset
/// </summary>

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@@ -469,12 +469,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
private void handleEstateTeleportAllUsersHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID)
{
// Get a fresh list that will not change as people get teleported away
ScenePresence[] presences = m_scene.GetScenePresences();
List<ScenePresence> presences = m_scene.GetScenePresences();
for (int i = 0; i < presences.Length; i++)
foreach(ScenePresence p in presences)
{
ScenePresence p = presences[i];
if (p.UUID != senderID)
{
// make sure they are still there, we could be working down a long list

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@@ -1276,13 +1276,104 @@ namespace OpenSim.Region.CoreModules.World.Permissions
private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
{
if (objects.Count == 0)
return false;
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(user, objects[0].UUID, false);
GroupPowers powers;
ILandObject l;
ScenePresence sp = scene.GetScenePresence(user);
if (sp == null)
return false;
IClientAPI client = sp.ControllingClient;
foreach (SceneObjectGroup g in new List<SceneObjectGroup>(objects))
{
// Any user can return their own objects at any time
//
if (GenericObjectPermission(user, g.UUID, false))
continue;
// This is a short cut for efficiency. If land is non-null,
// then all objects are on that parcel and we can save
// ourselves the checking for each prim. Much faster.
//
if (land != null)
{
l = land;
}
else
{
Vector3 pos = g.AbsolutePosition;
l = scene.LandChannel.GetLandObject(pos.X, pos.Y);
}
// If it's not over any land, then we can't do a thing
if (l == null)
{
objects.Remove(g);
continue;
}
// If we own the land outright, then allow
//
if (l.LandData.OwnerID == user)
continue;
// Group voodoo
//
if (land.LandData.IsGroupOwned)
{
powers = (GroupPowers)client.GetGroupPowers(land.LandData.GroupID);
// Not a group member, or no rights at all
//
if (powers == (GroupPowers)0)
{
objects.Remove(g);
continue;
}
// Group deeded object?
//
if (g.OwnerID == l.LandData.GroupID &&
(powers & GroupPowers.ReturnGroupOwned) == (GroupPowers)0)
{
objects.Remove(g);
continue;
}
// Group set object?
//
if (g.GroupID == l.LandData.GroupID &&
(powers & GroupPowers.ReturnGroupSet) == (GroupPowers)0)
{
objects.Remove(g);
continue;
}
if ((powers & GroupPowers.ReturnNonGroup) == (GroupPowers)0)
{
objects.Remove(g);
continue;
}
// So we can remove all objects from this group land.
// Fine.
//
continue;
}
// By default, we can't remove
//
objects.Remove(g);
}
if (objects.Count == 0)
return false;
return true;
}
private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)

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@@ -251,13 +251,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
// if you want tree blocks on the map comment the above line and uncomment the below line
//mapdotspot = Color.PaleGreen;
if (part.Shape.Textures == null)
Primitive.TextureEntry textureEntry = part.Shape.Textures;
if (textureEntry == null || textureEntry.DefaultTexture == null)
continue;
if (part.Shape.Textures.DefaultTexture == null)
continue;
Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA;
Color4 texcolor = textureEntry.DefaultTexture.RGBA;
// Not sure why some of these are null, oh well.