mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 02:05:34 +08:00
Merge branch 'master' into newmultiattach
Conflicts: OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
This commit is contained in:
@@ -129,6 +129,27 @@ namespace OpenSim.Region.Framework.Scenes
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/// Dynamic attributes can be created and deleted as required.
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/// </summary>
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public DAMap DynAttrs { get; set; }
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private DOMap m_dynObjs;
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/// <summary>
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/// Dynamic objects that can be created and deleted as required.
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/// </summary>
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public DOMap DynObjs
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{
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get
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{
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if (m_dynObjs == null)
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m_dynObjs = new DOMap();
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return m_dynObjs;
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}
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set
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{
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m_dynObjs = value;
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}
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}
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/// <value>
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/// Is this a root part?
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@@ -4503,8 +4524,25 @@ namespace OpenSim.Region.Framework.Scenes
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Changed changeFlags = 0;
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Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture;
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Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture;
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// On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all
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// other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point.
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if (fallbackNewFace == null)
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{
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fallbackNewFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
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newTex.DefaultTexture = fallbackNewFace;
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}
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if (fallbackOldFace == null)
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{
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fallbackOldFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
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oldTex.DefaultTexture = fallbackOldFace;
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}
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for (int i = 0 ; i < GetNumberOfSides(); i++)
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{
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Primitive.TextureEntryFace newFace = newTex.DefaultTexture;
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Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture;
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@@ -559,16 +559,28 @@ namespace OpenSim.Region.Framework.Scenes
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private Quaternion m_bodyRot = Quaternion.Identity;
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/// <summary>
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/// The rotation of the avatar.
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/// </summary>
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/// <remarks>
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/// If the avatar is not sitting, this is with respect to the world
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/// If the avatar is sitting, this is a with respect to the part that it's sitting upon (a local rotation).
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/// If you always want the world rotation, use GetWorldRotation()
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/// </remarks>
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public Quaternion Rotation
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{
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get { return m_bodyRot; }
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get
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{
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return m_bodyRot;
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}
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set
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{
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m_bodyRot = value;
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if (PhysicsActor != null)
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{
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PhysicsActor.Orientation = m_bodyRot;
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}
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// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
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}
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}
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@@ -608,6 +620,26 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_health = value; }
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}
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/// <summary>
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/// Gets the world rotation of this presence.
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/// </summary>
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/// <remarks>
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/// Unlike Rotation, this returns the world rotation no matter whether the avatar is sitting on a prim or not.
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/// </remarks>
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/// <returns></returns>
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public Quaternion GetWorldRotation()
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{
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if (IsSatOnObject)
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{
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SceneObjectPart sitPart = ParentPart;
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if (sitPart != null)
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return sitPart.GetWorldRotation() * Rotation;
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}
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return Rotation;
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}
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public void AdjustKnownSeeds()
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{
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Dictionary<ulong, string> seeds;
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@@ -709,8 +741,6 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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#region Constructor(s)
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public ScenePresence(
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@@ -1613,32 +1643,28 @@ namespace OpenSim.Region.Framework.Scenes
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bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
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((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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//m_log.Debug("[CONTROL]: " +flags);
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// Applies a satisfying roll effect to the avatar when flying.
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if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0))
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if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
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{
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ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
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ApplyFlyingRoll(
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FLY_ROLL_RADIANS_PER_UPDATE,
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
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}
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else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) &&
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((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0))
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else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 &&
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
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{
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ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
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ApplyFlyingRoll(
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-FLY_ROLL_RADIANS_PER_UPDATE,
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
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}
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else
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{
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if (m_AngularVelocity.Z != 0)
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m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
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}
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m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
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}
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if (Flying && IsColliding && controlland)
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{
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@@ -2400,7 +2426,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
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public void AddNewMovement(Vector3 vec)
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name);
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Vector3 direc = vec * Rotation;
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direc.Normalize();
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@@ -2420,6 +2447,8 @@ namespace OpenSim.Region.Framework.Scenes
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direc *= 0.03f * 128f * SpeedModifier;
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// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
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if (PhysicsActor != null)
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{
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if (Flying)
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@@ -2453,6 +2482,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
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// TODO: Add the force instead of only setting it to support multiple forces per frame?
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m_forceToApply = direc;
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}
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@@ -110,8 +110,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Vector3 firstSize = new Vector3(2, 3, 4);
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Vector3 secondSize = new Vector3(5, 6, 7);
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Vector3 thirdSize = new Vector3(8, 9, 10);
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Vector3 fourthSize = new Vector3(11, 12, 13);
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// Vector3 thirdSize = new Vector3(8, 9, 10);
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// Vector3 fourthSize = new Vector3(11, 12, 13);
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Scene scene = new SceneHelpers().SetupScene();
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scene.MaxUndoCount = 20;
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@@ -288,109 +288,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// ScenePresence presence = scene.GetScenePresence(agent1);
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//
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// Assert.That(presence, Is.Null, "presence is not null");
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// }
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// I'm commenting this test because it does not represent
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// crossings. The Thread.Sleep's in here are not meaningful mocks,
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// and they sometimes fail in panda.
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// We need to talk in order to develop a test
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// that really tests region crossings. There are 3 async components,
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// but things are synchronous among them. So there should be
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// 3 threads in here.
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//[Test]
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// public void T021_TestCrossToNewRegion()
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// {
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// TestHelpers.InMethod();
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//
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// scene.RegisterRegionWithGrid();
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// scene2.RegisterRegionWithGrid();
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//
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// // Adding child agent to region 1001
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// string reason;
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// scene2.NewUserConnection(acd1,0, out reason);
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// scene2.AddNewClient(testclient, PresenceType.User);
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//
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// ScenePresence presence = scene.GetScenePresence(agent1);
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// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
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//
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// ScenePresence presence2 = scene2.GetScenePresence(agent1);
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//
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// // Adding neighbour region caps info to presence2
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//
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// string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
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// presence2.AddNeighbourRegion(region1, cap);
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//
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// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
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// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
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//
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// // Cross to x+1
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// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
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// presence.Update();
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//
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// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
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//
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// // Mimicking communication between client and server, by waiting OK from client
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// // sent by TestClient.CrossRegion call. Originally, this is network comm.
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// if (!wh.WaitOne(5000,false))
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// {
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// presence.Update();
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// if (!wh.WaitOne(8000,false))
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// throw new ArgumentException("1 - Timeout waiting for signal/variable.");
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// }
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//
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// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
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// // would normally be fired after receiving the reply packet from comm. done on the last line.
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// testclient.CompleteMovement();
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//
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// // Crossings are asynchronous
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// int timer = 10;
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//
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// // Make sure cross hasn't already finished
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// if (!presence.IsInTransit && !presence.IsChildAgent)
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// {
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// // If not and not in transit yet, give it some more time
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// Thread.Sleep(5000);
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// }
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//
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// // Enough time, should at least be in transit by now.
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// while (presence.IsInTransit && timer > 0)
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// {
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// Thread.Sleep(1000);
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// timer-=1;
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// }
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//
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// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
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// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
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// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
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//
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// // Cross Back
|
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// presence2.AbsolutePosition = new Vector3(-10, 3, 100);
|
||||
// presence2.Update();
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//
|
||||
// if (!wh.WaitOne(5000,false))
|
||||
// {
|
||||
// presence2.Update();
|
||||
// if (!wh.WaitOne(8000,false))
|
||||
// throw new ArgumentException("2 - Timeout waiting for signal/variable.");
|
||||
// }
|
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// testclient.CompleteMovement();
|
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//
|
||||
// if (!presence2.IsInTransit && !presence2.IsChildAgent)
|
||||
// {
|
||||
// // If not and not in transit yet, give it some more time
|
||||
// Thread.Sleep(5000);
|
||||
// }
|
||||
//
|
||||
// // Enough time, should at least be in transit by now.
|
||||
// while (presence2.IsInTransit && timer > 0)
|
||||
// {
|
||||
// Thread.Sleep(1000);
|
||||
// timer-=1;
|
||||
// }
|
||||
//
|
||||
// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
|
||||
// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
|
||||
// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
|
||||
// }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,157 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.CoreModules.Framework;
|
||||
using OpenSim.Region.CoreModules.Framework.EntityTransfer;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class ScenePresenceCrossingTests : OpenSimTestCase
|
||||
{
|
||||
[TestFixtureSetUp]
|
||||
public void FixtureInit()
|
||||
{
|
||||
// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
|
||||
Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
|
||||
}
|
||||
|
||||
[TestFixtureTearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
|
||||
// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
|
||||
// tests really shouldn't).
|
||||
Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCrossOnSameSimulator()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
UUID userId = TestHelpers.ParseTail(0x1);
|
||||
|
||||
// TestEventQueueGetModule eqmA = new TestEventQueueGetModule();
|
||||
EntityTransferModule etmA = new EntityTransferModule();
|
||||
EntityTransferModule etmB = new EntityTransferModule();
|
||||
LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
|
||||
|
||||
IConfigSource config = new IniConfigSource();
|
||||
IConfig modulesConfig = config.AddConfig("Modules");
|
||||
modulesConfig.Set("EntityTransferModule", etmA.Name);
|
||||
modulesConfig.Set("SimulationServices", lscm.Name);
|
||||
// IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
|
||||
|
||||
// In order to run a single threaded regression test we do not want the entity transfer module waiting
|
||||
// for a callback from the destination scene before removing its avatar data.
|
||||
// entityTransferConfig.Set("wait_for_callback", false);
|
||||
|
||||
SceneHelpers sh = new SceneHelpers();
|
||||
TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
|
||||
TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
|
||||
|
||||
SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
|
||||
SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
|
||||
// SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA, eqmA);
|
||||
SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
|
||||
|
||||
ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
|
||||
originalSp.AbsolutePosition = new Vector3(128, 32, 10);
|
||||
|
||||
// originalSp.Flying = true;
|
||||
|
||||
// Console.WriteLine("First pos {0}", originalSp.AbsolutePosition);
|
||||
|
||||
// eqmA.ClearEvents();
|
||||
|
||||
AgentUpdateArgs moveArgs = new AgentUpdateArgs();
|
||||
//moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
|
||||
moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
|
||||
moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
|
||||
|
||||
originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
|
||||
|
||||
sceneA.Update(1);
|
||||
|
||||
// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
|
||||
|
||||
// FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
|
||||
// But really we want to do this in a more robust way.
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
sceneA.Update(1);
|
||||
// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
|
||||
}
|
||||
|
||||
// Need to sort processing of EnableSimulator message on adding scene presences before we can test eqm
|
||||
// messages
|
||||
// Dictionary<UUID, List<TestEventQueueGetModule.Event>> eqmEvents = eqmA.Events;
|
||||
//
|
||||
// Assert.That(eqmEvents.Count, Is.EqualTo(1));
|
||||
// Assert.That(eqmEvents.ContainsKey(originalSp.UUID), Is.True);
|
||||
//
|
||||
// List<TestEventQueueGetModule.Event> spEqmEvents = eqmEvents[originalSp.UUID];
|
||||
//
|
||||
// Assert.That(spEqmEvents.Count, Is.EqualTo(1));
|
||||
// Assert.That(spEqmEvents[0].Name, Is.EqualTo("CrossRegion"));
|
||||
|
||||
// sceneA should now only have a child agent
|
||||
ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
|
||||
Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True);
|
||||
|
||||
ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
|
||||
|
||||
// Agent remains a child until the client triggers complete movement
|
||||
Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
|
||||
|
||||
TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
|
||||
|
||||
int agentMovementCompleteReceived = 0;
|
||||
sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => agentMovementCompleteReceived++;
|
||||
|
||||
sceneBTc.CompleteMovement();
|
||||
|
||||
Assert.That(agentMovementCompleteReceived, Is.EqualTo(1));
|
||||
Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user