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

@@ -908,7 +908,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
// Mimicking LLClientView which gets always set appearance from client.
AvatarAppearance appearance;
m_scene.GetAvatarAppearance(this, out appearance);
OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone(), new List<CachedTextureRequestArg>());
OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone(),appearance.AvatarSize, new WearableCacheItem[0]);
}
public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args)

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@@ -219,9 +219,11 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
// m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
// m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
// Warn level because the region cannot be used while logins are disabled
m_log.WarnFormat(
"[RegionReady]: INITIALIZATION COMPLETE FOR {0} - LOGINS ENABLED", m_scene.Name);
// Putting this out to console to make it eye-catching for people who are running OpenSimulator
// without info log messages enabled. Making this a warning is arguably misleading since it isn't a
// warning, and monitor scripts looking for warn/error/fatal messages will received false positives.
// Arguably, log4net needs a status log level (like Apache).
MainConsole.Instance.OutputFormat("INITIALIZATION COMPLETE FOR {0} - LOGINS ENABLED", m_scene.Name);
}
m_scene.SceneGridService.InformNeighborsThatRegionisUp(

View File

@@ -110,6 +110,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
// ScenePresence.SendInitialData() to reset our entire appearance.
m_scene.AssetService.Store(AssetHelpers.CreateNotecardAsset(originalFace8TextureId));
/*
m_afMod.SetAppearance(sp, originalTe, null);
UUID npcId = m_npcMod.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, m_scene, sp.Appearance);
@@ -125,6 +126,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
// Have to account for both SP and NPC.
Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(2));
*/
}
[Test]
@@ -321,9 +323,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
// Assert.That(
// npc.AbsolutePosition,
// Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
m_npcMod.Stand(npc.UUID, m_scene);
@@ -335,7 +337,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
public void TestSitAndStandWithNoSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// TestHelpers.EnableLogging();
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
@@ -353,13 +355,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
// 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>
// We should really be using the NPC size but this would mean preserving the physics actor since it is
// removed on sit.
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, sp.PhysicsActor.Size.Z / 2)));
m_npcMod.Stand(npc.UUID, m_scene);