From 62a2d7836fb36f66a0e42b20f4596e517eb52354 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 3 Dec 2013 02:27:40 +0000 Subject: [PATCH 1/7] Ignore X and Y body rotations when sent by mouse look. Fixes http://opensimulator.org/mantis/view.php?id=3274 When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate). However, in mouselook it also sends X and Y information. But sending X and Y in terse updates causes issues with wrong camera movement in mouselook. So strip out X and Y components for now. If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work. Thanks to mirceakitsune for suggesting an initial fix --- .../Region/Framework/Scenes/ScenePresence.cs | 18 +++++++++++++++--- 1 file changed, 15 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1dc7e20a15..dae20a5ed7 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1648,12 +1648,24 @@ namespace OpenSim.Region.Framework.Scenes if (AllowMovement && !SitGround) { - Quaternion bodyRotation = agentData.BodyRotation; +// m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name); + bool update_rotation = false; - if (bodyRotation != Rotation) + // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis + // it rotates around. + // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted + // excessive up and down movements of the camera when looking up and down. + // See http://opensimulator.org/mantis/view.php?id=3274 + // This does not affect head movement, since this is controlled entirely by camera movement rather than + // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes + // effect, not the avatar rotation. + // However, if we do need to store X and Y rotations in the future, another solution needs to be found + // for the mouselook bug. Possibly, one could strip out X and Y rotations before sending the avatar + // update messages. + if (agentData.BodyRotation.Z != Rotation.Z || agentData.BodyRotation.W != Rotation.W) { - Rotation = bodyRotation; + Rotation = new Quaternion(0, 0, agentData.BodyRotation.Z, agentData.BodyRotation.W); update_rotation = true; } From 17b32b764acd815400d9eb903aaec6dcebd60ac7 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Thu, 5 Dec 2013 02:10:46 +0000 Subject: [PATCH 2/7] Fix regression where mouse look flight direction no longer worked by zeroing x/y rot before sending agent updates, instead of before any agent update processing It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation information --- .../ClientStack/Linden/UDP/LLClientView.cs | 25 ++++++++++++++++++- .../Region/Framework/Scenes/ScenePresence.cs | 15 ++--------- 2 files changed, 26 insertions(+), 14 deletions(-) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index c1aae3f4db..a04ded5b9a 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5091,7 +5091,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP // acceleration = new Vector3(1, 0, 0); angularVelocity = presence.AngularVelocity; + + // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis + // it rotates around. + // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted + // excessive up and down movements of the camera when looking up and down. + // See http://opensimulator.org/mantis/view.php?id=3274 + // This does not affect head movement, since this is controlled entirely by camera movement rather than + // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes + // effect, not the avatar rotation. rotation = presence.Rotation; + rotation.X = 0; + rotation.Y = 0; if (sendTexture) textureEntry = presence.Appearance.Texture.GetBytes(); @@ -5207,7 +5218,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP data.OffsetPosition.ToBytes(objectData, 16); // data.Velocity.ToBytes(objectData, 28); // data.Acceleration.ToBytes(objectData, 40); - data.Rotation.ToBytes(objectData, 52); + + // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis + // it rotates around. + // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted + // excessive up and down movements of the camera when looking up and down. + // See http://opensimulator.org/mantis/view.php?id=3274 + // This does not affect head movement, since this is controlled entirely by camera movement rather than + // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes + // effect, not the avatar rotation. + Quaternion rot = data.Rotation; + rot.X = 0; + rot.Y = 0; + rot.ToBytes(objectData, 52); //data.AngularVelocity.ToBytes(objectData, 64); ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index dae20a5ed7..7ed3a4b113 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1652,20 +1652,9 @@ namespace OpenSim.Region.Framework.Scenes bool update_rotation = false; - // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis - // it rotates around. - // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted - // excessive up and down movements of the camera when looking up and down. - // See http://opensimulator.org/mantis/view.php?id=3274 - // This does not affect head movement, since this is controlled entirely by camera movement rather than - // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes - // effect, not the avatar rotation. - // However, if we do need to store X and Y rotations in the future, another solution needs to be found - // for the mouselook bug. Possibly, one could strip out X and Y rotations before sending the avatar - // update messages. - if (agentData.BodyRotation.Z != Rotation.Z || agentData.BodyRotation.W != Rotation.W) + if (agentData.BodyRotation != Rotation) { - Rotation = new Quaternion(0, 0, agentData.BodyRotation.Z, agentData.BodyRotation.W); + Rotation = agentData.BodyRotation; update_rotation = true; } From 16aaba77d49baad0dc581ffbf69d71181b9be70f Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Fri, 6 Dec 2013 00:30:44 +0000 Subject: [PATCH 3/7] Properly set InventoryType.Snapshot when a snapshot is uploaded Resolves http://opensimulator.org/mantis/view.php?id=6857 This prevents the inventory service complaining later about an attempt to change an invariant --- .../Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index 1d4c7f0897..66d21389a2 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -501,6 +501,10 @@ namespace OpenSim.Region.ClientStack.Linden inType = 1; assType = 1; } + else if (inventoryType == "snapshot") + { + inType = (sbyte)InventoryType.Snapshot; + } else if (inventoryType == "animation") { inType = 19; From bb4f4d9480df4c17ea31288c069993305c7e1582 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Fri, 6 Dec 2013 00:38:18 +0000 Subject: [PATCH 4/7] minor: Use enums for setting inv/asset types on data upload rather than magic numbers --- .../Linden/Caps/BunchOfCaps/BunchOfCaps.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index 66d21389a2..a4fe81caae 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -498,8 +498,8 @@ namespace OpenSim.Region.ClientStack.Linden if (inventoryType == "sound") { - inType = 1; - assType = 1; + inType = (sbyte)InventoryType.Sound; + assType = (sbyte)AssetType.Sound; } else if (inventoryType == "snapshot") { @@ -507,19 +507,19 @@ namespace OpenSim.Region.ClientStack.Linden } else if (inventoryType == "animation") { - inType = 19; - assType = 20; + inType = (sbyte)InventoryType.Animation; + assType = (sbyte)AssetType.Animation; } else if (inventoryType == "wearable") { - inType = 18; + inType = (sbyte)InventoryType.Wearable; switch (assetType) { case "bodypart": - assType = 13; + assType = (sbyte)AssetType.Bodypart; break; case "clothing": - assType = 5; + assType = (sbyte)AssetType.Clothing; break; } } From 9b76a46df0b93e57a1bcb2cfa28248998b8ed841 Mon Sep 17 00:00:00 2001 From: Fernando Oliveira Date: Thu, 28 Nov 2013 00:10:36 -0200 Subject: [PATCH 5/7] Reversing back to the row["ColumnName"] case field name. http://opensimulator.org/mantis/view.php?id=6868 --- OpenSim/Data/PGSQL/PGSQLRegionData.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Data/PGSQL/PGSQLRegionData.cs b/OpenSim/Data/PGSQL/PGSQLRegionData.cs index f3e40646c7..b3076f0756 100644 --- a/OpenSim/Data/PGSQL/PGSQLRegionData.cs +++ b/OpenSim/Data/PGSQL/PGSQLRegionData.cs @@ -206,7 +206,7 @@ namespace OpenSim.Data.PGSQL DataTable schemaTable = result.GetSchemaTable(); foreach (DataRow row in schemaTable.Rows) - m_ColumnNames.Add(row["column_name"].ToString()); + m_ColumnNames.Add(row["ColumnName"].ToString()); } foreach (string s in m_ColumnNames) From 823a175f07297e7a8a973ddf0223e60d3ea7c933 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Thu, 5 Dec 2013 20:06:04 -0500 Subject: [PATCH 6/7] Stop writing partner id to record when updating profile data. This should be changed only by admin in backend. --- OpenSim/Data/MySQL/MySQLUserProfilesData.cs | 2 -- 1 file changed, 2 deletions(-) diff --git a/OpenSim/Data/MySQL/MySQLUserProfilesData.cs b/OpenSim/Data/MySQL/MySQLUserProfilesData.cs index 4c6c8e3aa2..dc88f9460a 100644 --- a/OpenSim/Data/MySQL/MySQLUserProfilesData.cs +++ b/OpenSim/Data/MySQL/MySQLUserProfilesData.cs @@ -736,7 +736,6 @@ namespace OpenSim.Data.MySQL string query = string.Empty; query += "UPDATE userprofile SET "; - query += "profilePartner=?profilePartner, "; query += "profileURL=?profileURL, "; query += "profileImage=?image, "; query += "profileAboutText=?abouttext,"; @@ -752,7 +751,6 @@ namespace OpenSim.Data.MySQL using (MySqlCommand cmd = new MySqlCommand(query, dbcon)) { cmd.Parameters.AddWithValue("?profileURL", props.WebUrl); - cmd.Parameters.AddWithValue("?profilePartner", props.PartnerId.ToString()); cmd.Parameters.AddWithValue("?image", props.ImageId.ToString()); cmd.Parameters.AddWithValue("?abouttext", props.AboutText); cmd.Parameters.AddWithValue("?firstlifeimage", props.FirstLifeImageId.ToString()); From 04f8fc1ce91e1cda9294d2737ef10ab3fce06982 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Thu, 5 Dec 2013 20:25:28 -0500 Subject: [PATCH 7/7] Adding profile partners fix to SQLite and PgSQL drivers --- OpenSim/Data/PGSQL/PGSQLUserProfilesData.cs | 2 -- OpenSim/Data/SQLite/SQLiteUserProfilesData.cs | 2 -- 2 files changed, 4 deletions(-) diff --git a/OpenSim/Data/PGSQL/PGSQLUserProfilesData.cs b/OpenSim/Data/PGSQL/PGSQLUserProfilesData.cs index e3cbf7f513..f4e41b47dd 100644 --- a/OpenSim/Data/PGSQL/PGSQLUserProfilesData.cs +++ b/OpenSim/Data/PGSQL/PGSQLUserProfilesData.cs @@ -715,7 +715,6 @@ namespace OpenSim.Data.PGSQL string query = string.Empty; query += "UPDATE userprofile SET "; - query += "profilePartner=:profilePartner, "; query += "profileURL=:profileURL, "; query += "profileImage=:image, "; query += "profileAboutText=:abouttext,"; @@ -731,7 +730,6 @@ namespace OpenSim.Data.PGSQL using (NpgsqlCommand cmd = new NpgsqlCommand(query, dbcon)) { cmd.Parameters.AddWithValue("profileURL", props.WebUrl); - cmd.Parameters.AddWithValue("profilePartner", props.PartnerId.ToString()); cmd.Parameters.AddWithValue("image", props.ImageId.ToString()); cmd.Parameters.AddWithValue("abouttext", props.AboutText); cmd.Parameters.AddWithValue("firstlifeimage", props.FirstLifeImageId.ToString()); diff --git a/OpenSim/Data/SQLite/SQLiteUserProfilesData.cs b/OpenSim/Data/SQLite/SQLiteUserProfilesData.cs index cc1dac1c92..8c1bcd48d1 100644 --- a/OpenSim/Data/SQLite/SQLiteUserProfilesData.cs +++ b/OpenSim/Data/SQLite/SQLiteUserProfilesData.cs @@ -679,7 +679,6 @@ namespace OpenSim.Data.SQLite string query = string.Empty; query += "UPDATE userprofile SET "; - query += "profilePartner=:profilePartner, "; query += "profileURL=:profileURL, "; query += "profileImage=:image, "; query += "profileAboutText=:abouttext,"; @@ -693,7 +692,6 @@ namespace OpenSim.Data.SQLite { cmd.CommandText = query; cmd.Parameters.AddWithValue(":profileURL", props.WebUrl); - cmd.Parameters.AddWithValue(":profilePartner", props.PartnerId.ToString()); cmd.Parameters.AddWithValue(":image", props.ImageId.ToString()); cmd.Parameters.AddWithValue(":abouttext", props.AboutText); cmd.Parameters.AddWithValue(":firstlifeimage", props.FirstLifeImageId.ToString());