Merge branch 'master' into varregion

Add new region crossing code to varregion

Conflicts:
	OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
This commit is contained in:
Robert Adams
2013-12-17 06:18:13 -08:00
51 changed files with 2775 additions and 1280 deletions

View File

@@ -35,8 +35,8 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IAvatarFactoryModule
{
void SetAppearance(IScenePresence sp, AvatarAppearance appearance);
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems);
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems);
/// <summary>
/// Send the appearance of an avatar to others in the scene.
@@ -52,6 +52,8 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
WearableCacheItem[] GetCachedItems(UUID agentId);
/// <summary>
/// Save the baked textures for the given agent permanently in the asset database.
/// </summary>

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@@ -0,0 +1,40 @@
/*
* 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 Nini.Config;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Services.Interfaces
{
public interface IBakedTextureModule
{
WearableCacheItem[] Get(UUID id);
void Store(UUID id, WearableCacheItem[] data);
}
}

View File

@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.Framework.Interfaces
{
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
public interface IEntityTransferModule
{
/// <summary>
@@ -50,30 +52,11 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name='teleportFlags'></param>
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleport an agent directly to a given region without checking whether the region should be subsituted.
/// </summary>
/// <remarks>
/// Please use Teleport() instead unless you know exactly what you're doing.
/// Do not use for same region teleports.
/// </remarks>
/// <param name='sp'></param>
/// <param name='reg'></param>
/// <param name='finalDestination'>/param>
/// <param name='position'></param>
/// <param name='lookAt'></param>
/// <param name='teleportFlags'></param>
void DoTeleport(
ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Teleports the agent for the given client to their home destination.
/// </summary>
/// <param name='id'></param>
/// <param name='client'></param>
bool TeleportHome(UUID id, IClientAPI client);
void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags);
/// <summary>
/// Show whether the given agent is being teleported.
/// </summary>
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
void EnableChildAgent(ScenePresence agent, GridRegion region);
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos);
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
}
public interface IUserAgentVerificationModule

View File

@@ -118,6 +118,7 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_hasGroupChanged = false;
private long timeFirstChanged;
private long timeLastChanged;
private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
/// <summary>
/// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -428,6 +429,12 @@ namespace OpenSim.Region.Framework.Scenes
return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
}
private struct avtocrossInfo
{
public ScenePresence av;
public uint ParentID;
}
/// <summary>
/// The absolute position of this scene object in the scene
/// </summary>
@@ -455,13 +462,122 @@ namespace OpenSim.Region.Framework.Scenes
|| Scene.TestBorderCross(val, Cardinals.S))
&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
{
IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
string version = String.Empty;
Vector3 newpos = Vector3.Zero;
OpenSim.Services.Interfaces.GridRegion destination = null;
if (m_rootPart.KeyframeMotion != null)
m_rootPart.KeyframeMotion.StartCrossingCheck();
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
bool canCross = true;
foreach (ScenePresence av in m_linkedAvatars)
{
// We need to cross these agents. First, let's find
// out if any of them can't cross for some reason.
// We have to deny the crossing entirely if any
// of them are banned. Alternatively, we could
// unsit banned agents....
// We set the avatar position as being the object
// position to get the region to send to
if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos)) == null)
{
canCross = false;
break;
}
m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
}
if (canCross)
{
// We unparent the SP quietly so that it won't
// be made to stand up
List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
foreach (ScenePresence av in m_linkedAvatars)
{
avtocrossInfo avinfo = new avtocrossInfo();
SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
if (parentPart != null)
av.ParentUUID = parentPart.UUID;
avinfo.av = av;
avinfo.ParentID = av.ParentID;
avsToCross.Add(avinfo);
av.PrevSitOffset = av.OffsetPosition;
av.ParentID = 0;
}
// m_linkedAvatars.Clear();
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
// Normalize
if (val.X >= Constants.RegionSize)
val.X -= Constants.RegionSize;
if (val.Y >= Constants.RegionSize)
val.Y -= Constants.RegionSize;
if (val.X < 0)
val.X += Constants.RegionSize;
if (val.Y < 0)
val.Y += Constants.RegionSize;
// If it's deleted, crossing was successful
if (IsDeleted)
{
// foreach (ScenePresence av in m_linkedAvatars)
foreach (avtocrossInfo avinfo in avsToCross)
{
ScenePresence av = avinfo.av;
if (!av.IsInTransit) // just in case...
{
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
av.IsInTransit = true;
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
}
else
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
}
avsToCross.Clear();
return;
}
else // cross failed, put avas back ??
{
foreach (avtocrossInfo avinfo in avsToCross)
{
ScenePresence av = avinfo.av;
av.ParentUUID = UUID.Zero;
av.ParentID = avinfo.ParentID;
// m_linkedAvatars.Add(av);
}
}
avsToCross.Clear();
}
else
{
if (m_rootPart.KeyframeMotion != null)
m_rootPart.KeyframeMotion.CrossingFailure();
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.CrossingFailure();
}
}
Vector3 oldp = AbsolutePosition;
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
}
}
if (RootPart.GetStatusSandbox())
{
if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -495,6 +611,39 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public override Vector3 Velocity
{
get { return RootPart.Velocity; }
set { RootPart.Velocity = value; }
}
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
{
CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
ScenePresence agent = icon.EndInvoke(iar);
//// If the cross was successful, this agent is a child agent
if (agent.IsChildAgent)
{
if (agent.ParentUUID != UUID.Zero)
{
agent.ParentPart = null;
// agent.ParentPosition = Vector3.Zero;
// agent.ParentUUID = UUID.Zero;
}
}
agent.ParentUUID = UUID.Zero;
// agent.Reset();
// else // Not successful
// agent.RestoreInCurrentScene();
// In any case
agent.IsInTransit = false;
m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
}
public override uint LocalId
{
get { return m_rootPart.LocalId; }
@@ -1096,6 +1245,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
///
/// </summary>
@@ -1105,6 +1255,46 @@ namespace OpenSim.Region.Framework.Scenes
part.ParentID = m_rootPart.LocalId;
part.ClearUndoState();
}
/// <summary>
/// Add the avatar to this linkset (avatar is sat).
/// </summary>
/// <param name="agentID"></param>
public void AddAvatar(UUID agentID)
{
ScenePresence presence;
if (m_scene.TryGetScenePresence(agentID, out presence))
{
if (!m_linkedAvatars.Contains(presence))
{
m_linkedAvatars.Add(presence);
}
}
}
/// <summary>
/// Delete the avatar from this linkset (avatar is unsat).
/// </summary>
/// <param name="agentID"></param>
public void DeleteAvatar(UUID agentID)
{
ScenePresence presence;
if (m_scene.TryGetScenePresence(agentID, out presence))
{
if (m_linkedAvatars.Contains(presence))
{
m_linkedAvatars.Remove(presence);
}
}
}
/// <summary>
/// Returns the list of linked presences (avatars sat on this group)
/// </summary>
/// <param name="agentID"></param>
public List<ScenePresence> GetLinkedAvatars()
{
return m_linkedAvatars;
}
public ushort GetTimeDilation()
{

File diff suppressed because it is too large Load Diff

View File

@@ -111,15 +111,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
SceneObjectPart part = SceneHelpers.AddSceneObject(m_scene).RootPart;
// We need to preserve this here because phys actor is removed by the sit.
Vector3 spPhysActorSize = m_sp.PhysicsActor.Size;
m_sp.HandleAgentRequestSit(m_sp.ControllingClient, m_sp.UUID, part.UUID, Vector3.Zero);
// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
// default avatar.
// Curiously, Vector3.ToString() will not display the last two places of the float. For example,
// printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
Assert.That(
m_sp.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, spPhysActorSize.Z / 2)));
m_sp.StandUp();
@@ -147,9 +145,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(part.SitTargetAvatar, Is.EqualTo(m_sp.UUID));
Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
Assert.That(
m_sp.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
// Assert.That(
// m_sp.AbsolutePosition,
// Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
Assert.That(m_sp.PhysicsActor, Is.Null);
Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));

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@@ -181,9 +181,18 @@ namespace OpenSim.Region.Framework.Scenes
if (part.ParticleSystem.Length > 0)
{
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
if (ps.Texture != UUID.Zero)
assetUuids[ps.Texture] = AssetType.Texture;
try
{
Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0);
if (ps.Texture != UUID.Zero)
assetUuids[ps.Texture] = AssetType.Texture;
}
catch (Exception e)
{
m_log.WarnFormat(
"[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.",
part.Name, part.UUID, sceneObject.Name, sceneObject.UUID);
}
}
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();