Merge branch 'master' into httptests

This commit is contained in:
UbitUmarov
2018-01-05 22:37:42 +00:00
46 changed files with 936 additions and 178 deletions

View File

@@ -58,7 +58,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
using (XmlTextReader reader = new XmlTextReader(path))
{
reader.DtdProcessing = DtdProcessing.Prohibit;
reader.XmlResolver = null;
XmlDocument doc = new XmlDocument();
doc.XmlResolver = null;
doc.Load(reader);
// if (doc.DocumentElement != null)
// {

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@@ -593,6 +593,8 @@ namespace OpenSim.Region.Framework.Scenes
UTF8Encoding enc = new UTF8Encoding();
MemoryStream ms = new MemoryStream(enc.GetBytes(text));
XmlTextReader xreader = new XmlTextReader(ms);
xreader.DtdProcessing = DtdProcessing.Prohibit;
xreader.XmlResolver = null;
SOPVehicle v = new SOPVehicle();
bool error;

View File

@@ -2389,7 +2389,7 @@ namespace OpenSim.Region.Framework.Scenes
{
using (XmlTextReader wrappedReader = new XmlTextReader(xmlData, XmlNodeType.Element, null))
{
using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment }))
using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment, DtdProcessing = DtdProcessing.Prohibit, XmlResolver = null }))
{
reader.Read();
bool isSingleObject = reader.Name != "CoalescedObject";
@@ -2420,6 +2420,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
XmlDocument doc = new XmlDocument();
doc.XmlResolver=null;
doc.LoadXml(xmlData);
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
XmlElement coll = (XmlElement)e;

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@@ -505,6 +505,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (KeyValuePair<UUID, string> state in states)
{
XmlDocument sdoc = new XmlDocument();
sdoc.XmlResolver=null;
sdoc.LoadXml(state.Value);
XmlNodeList rootL = sdoc.GetElementsByTagName("State");
XmlNode rootNode = rootL[0];
@@ -540,6 +541,7 @@ namespace OpenSim.Region.Framework.Scenes
return;
XmlDocument doc = new XmlDocument();
doc.XmlResolver=null;
try
{
doc.LoadXml(objXMLData);

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@@ -1994,6 +1994,7 @@ namespace OpenSim.Region.Framework.Scenes
public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
{
XmlDocument doc = new XmlDocument();
doc.XmlResolver=null;
Dictionary<UUID,string> states = new Dictionary<UUID,string>();
SceneObjectPart[] parts = m_parts.GetArray();
@@ -2782,7 +2783,7 @@ namespace OpenSim.Region.Framework.Scenes
return RootPart.Torque;
}
// This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
// This is used by llMoveToTarget() in an attached object
public void MoveToTarget(Vector3 target, float tau)
{
if (IsAttachment)
@@ -2790,7 +2791,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
if (avatar != null)
avatar.MoveToTarget(target, false, false);
avatar.MoveToTarget(target, false, false, tau);
}
else
{

View File

@@ -455,7 +455,7 @@ namespace OpenSim.Region.Framework.Scenes
if (m_part.ParentGroup.m_savedScriptState.ContainsKey(stateID))
{
XmlDocument doc = new XmlDocument();
doc.XmlResolver=null;
doc.LoadXml(m_part.ParentGroup.m_savedScriptState[stateID]);
////////// CRUFT WARNING ///////////////////////////////////

View File

@@ -101,7 +101,8 @@ namespace OpenSim.Region.Framework.Scenes
public bool IsGod { get; set; }
private PresenceType m_presenceType;
public PresenceType PresenceType {
public PresenceType PresenceType
{
get {return m_presenceType;}
private set
{
@@ -368,8 +369,28 @@ namespace OpenSim.Region.Framework.Scenes
private Quaternion m_headrotation = Quaternion.Identity;
//PauPaw:Proper PID Controler for autopilot************
public bool MovingToTarget { get; private set; }
public Vector3 MoveToPositionTarget { get; private set; }
private bool m_movingToTarget;
public bool MovingToTarget
{
get {return m_movingToTarget;}
private set {m_movingToTarget = value; }
}
private Vector3 m_moveToPositionTarget;
public Vector3 MoveToPositionTarget
{
get {return m_moveToPositionTarget;}
private set {m_moveToPositionTarget = value; }
}
private float m_moveToSpeed;
public float MoveToSpeed
{
get {return m_moveToSpeed;}
private set {m_moveToSpeed = value; }
}
private double m_delayedStop = -1.0;
/// <summary>
@@ -1160,7 +1181,7 @@ namespace OpenSim.Region.Framework.Scenes
ControllingClient.OnStopAnim += HandleStopAnim;
ControllingClient.OnChangeAnim += avnHandleChangeAnim;
ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
ControllingClient.OnAutoPilotGo += MoveToTarget;
ControllingClient.OnAutoPilotGo += MoveToTargetHandle;
ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
// ControllingClient.OnAgentFOV += HandleAgentFOV;
@@ -1180,7 +1201,7 @@ namespace OpenSim.Region.Framework.Scenes
ControllingClient.OnStopAnim -= HandleStopAnim;
ControllingClient.OnChangeAnim -= avnHandleChangeAnim;
ControllingClient.OnForceReleaseControls -= HandleForceReleaseControls;
ControllingClient.OnAutoPilotGo -= MoveToTarget;
ControllingClient.OnAutoPilotGo -= MoveToTargetHandle;
ControllingClient.OnUpdateThrottles -= RaiseUpdateThrottles;
// ControllingClient.OnAgentFOV += HandleAgentFOV;
}
@@ -2587,11 +2608,12 @@ namespace OpenSim.Region.Framework.Scenes
}
bool update_movementflag = false;
bool mvToTarget = MovingToTarget;
bool mvToTarget = m_movingToTarget;
if (agentData.UseClientAgentPosition)
{
MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).LengthSquared() > 0.04f;
MoveToPositionTarget = agentData.ClientAgentPosition;
m_movingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).LengthSquared() > 0.04f;
m_moveToPositionTarget = agentData.ClientAgentPosition;
m_moveToSpeed = -1f;
}
int i = 0;
@@ -2686,7 +2708,7 @@ namespace OpenSim.Region.Framework.Scenes
update_movementflag = true;
}
if (MovingToTarget)
if (m_movingToTarget)
{
// If the user has pressed a key then we want to cancel any move to target.
if (DCFlagKeyPressed)
@@ -2787,7 +2809,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
if(MovingToTarget ||
if(m_movingToTarget ||
(Animator.currentControlState != ScenePresenceAnimator.motionControlStates.flying &&
Animator.currentControlState != ScenePresenceAnimator.motionControlStates.onsurface)
)
@@ -2878,7 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
bool updated = false;
Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition;
Vector3 LocalVectorToTarget3D = m_moveToPositionTarget - AbsolutePosition;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}",
@@ -2891,9 +2913,8 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
Vector3 hdist = LocalVectorToTarget3D;
hdist.Z = 0;
distanceToTarget = hdist.Length();
distanceToTarget = (float)Math.Sqrt(LocalVectorToTarget3D.X * LocalVectorToTarget3D.X +
LocalVectorToTarget3D.Y * LocalVectorToTarget3D.Y);
}
// m_log.DebugFormat(
@@ -2905,128 +2926,126 @@ namespace OpenSim.Region.Framework.Scenes
{
// We are close enough to the target
Velocity = Vector3.Zero;
AbsolutePosition = MoveToPositionTarget;
AbsolutePosition = m_moveToPositionTarget;
if (Flying)
{
if (LandAtTarget)
Flying = false;
if (LandAtTarget)
Flying = false;
// A horrible hack to stop the avatar dead in its tracks rather than having them overshoot
// the target if flying.
// We really need to be more subtle (slow the avatar as it approaches the target) or at
// least be able to set collision status once, rather than 5 times to give it enough
// weighting so that that PhysicsActor thinks it really is colliding.
for (int i = 0; i < 5; i++)
IsColliding = true;
for (int i = 0; i < 5; i++)
IsColliding = true;
}
ResetMoveToTarget();
return false;
}
else
if(m_moveToSpeed > 0 && distanceToTarget <= m_moveToSpeed * Scene.FrameTime)
m_moveToSpeed = distanceToTarget / Scene.FrameTime;
try
{
try
// move avatar in 3D towards target, in avatar coordinate frame.
// This movement vector gets added to the velocity through AddNewMovement().
// Theoretically we might need a more complex PID approach here if other
// unknown forces are acting on the avatar and we need to adaptively respond
// to such forces, but the following simple approach seems to works fine.
float angle = 0.5f * (float)Math.Atan2(LocalVectorToTarget3D.Y, LocalVectorToTarget3D.X);
Quaternion rot = new Quaternion(0,0, (float)Math.Sin(angle),(float)Math.Cos(angle));
Rotation = rot;
LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(rot); // change to avatar coords
LocalVectorToTarget3D.Normalize();
// update avatar movement flags. the avatar coordinate system is as follows:
//
// +X (forward)
//
// ^
// |
// |
// |
// |
// (left) +Y <--------o--------> -Y
// avatar
// |
// |
// |
// |
// v
// -X
//
// based on the above avatar coordinate system, classify the movement into
// one of left/right/back/forward.
const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK |
Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT |
Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP |
Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN));
MovementFlag &= noMovFlagsMask;
uint tmpAgentControlFlags = (uint)m_AgentControlFlags;
tmpAgentControlFlags &= noMovFlagsMask;
if (LocalVectorToTarget3D.X < 0) //MoveBack
{
// move avatar in 3D at one meter/second towards target, in avatar coordinate frame.
// This movement vector gets added to the velocity through AddNewMovement().
// Theoretically we might need a more complex PID approach here if other
// unknown forces are acting on the avatar and we need to adaptively respond
// to such forces, but the following simple approach seems to works fine.
LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(Rotation); // change to avatar coords
LocalVectorToTarget3D.Normalize();
// update avatar movement flags. the avatar coordinate system is as follows:
//
// +X (forward)
//
// ^
// |
// |
// |
// |
// (left) +Y <--------o--------> -Y
// avatar
// |
// |
// |
// |
// v
// -X
//
// based on the above avatar coordinate system, classify the movement into
// one of left/right/back/forward.
const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK |
Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT |
Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP |
Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN));
MovementFlag &= noMovFlagsMask;
uint tmpAgentControlFlags = (uint)m_AgentControlFlags;
tmpAgentControlFlags &= noMovFlagsMask;
if (LocalVectorToTarget3D.X < 0) //MoveBack
{
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
updated = true;
}
else if (LocalVectorToTarget3D.X > 0) //Move Forward
{
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
updated = true;
}
if (LocalVectorToTarget3D.Y > 0) //MoveLeft
{
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
updated = true;
}
else if (LocalVectorToTarget3D.Y < 0) //MoveRight
{
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
updated = true;
}
if (LocalVectorToTarget3D.Z > 0) //Up
{
// Don't set these flags for up or down - doing so will make the avatar crouch or
// keep trying to jump even if walking along level ground
//MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
//AgentControlFlags
//AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
updated = true;
}
else if (LocalVectorToTarget3D.Z < 0) //Down
{
//MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
//AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
updated = true;
}
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
updated = true;
}
else if (LocalVectorToTarget3D.X > 0) //Move Forward
{
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
updated = true;
}
if (LocalVectorToTarget3D.Y > 0) //MoveLeft
{
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
updated = true;
}
else if (LocalVectorToTarget3D.Y < 0) //MoveRight
{
MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
updated = true;
}
if (LocalVectorToTarget3D.Z > 0) //Up
updated = true;
else if (LocalVectorToTarget3D.Z < 0) //Down
updated = true;
// m_log.DebugFormat(
// "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}",
// LocalVectorToTarget3D, agent_control_v3, Name);
m_AgentControlFlags = (AgentManager.ControlFlags) tmpAgentControlFlags;
m_AgentControlFlags = (AgentManager.ControlFlags) tmpAgentControlFlags;
if(updated)
agent_control_v3 += LocalVectorToTarget3D;
}
catch (Exception e)
{
//Avoid system crash, can be slower but...
m_log.DebugFormat("Crash! {0}", e.ToString());
}
}
catch (Exception e)
{
//Avoid system crash, can be slower but...
m_log.DebugFormat("Crash! {0}", e.ToString());
}
return updated;
// AddNewMovement(agent_control_v3);
}
public void MoveToTargetHandle(Vector3 pos, bool noFly, bool landAtTarget)
{
MoveToTarget(pos, noFly, landAtTarget);
}
/// <summary>
/// Move to the given target over time.
/// </summary>
@@ -3039,8 +3058,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="landAtTarget">
/// If true and the avatar starts flying during the move then land at the target.
/// </param>
public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
{
public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget, float tau = -1f)
{
m_delayedStop = -1;
if (SitGround)
@@ -3073,30 +3092,36 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
terrainHeight += Appearance.AvatarHeight; // so 1.5 * AvatarHeight above ground at target
bool shouldfly = Flying;
if (noFly)
shouldfly = false;
else if (pos.Z > terrainHeight || Flying)
shouldfly = true;
LandAtTarget = landAtTarget;
MovingToTarget = true;
MoveToPositionTarget = pos;
Flying = shouldfly;
// Rotate presence around the z-axis to point in same direction as movement.
// Ignore z component of vector
Vector3 localVectorToTarget3D = pos - AbsolutePosition;
// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0},[1}", localVectorToTarget3D.X,localVectorToTarget3D.Y);
m_movingToTarget = true;
LandAtTarget = landAtTarget;
m_moveToPositionTarget = pos;
if(tau > 0)
{
if(tau < Scene.FrameTime)
tau = Scene.FrameTime;
m_moveToSpeed = localVectorToTarget3D.Length() / tau;
if(m_moveToSpeed < 0.5f) //to tune
m_moveToSpeed = 0.5f;
else if(m_moveToSpeed > 50f)
m_moveToSpeed = 50f;
// Calculate the yaw.
Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget3D.Y, localVectorToTarget3D.X)));
SetAlwaysRun = false;
}
else
m_moveToSpeed = 4.096f * m_speedModifier;
// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle);
Rotation = Quaternion.CreateFromEulers(angle);
// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
Flying = shouldfly;
Vector3 control = Vector3.Zero;
if(HandleMoveToTargetUpdate(1f, ref control))
@@ -3110,7 +3135,8 @@ namespace OpenSim.Region.Framework.Scenes
{
// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
MovingToTarget = false;
m_movingToTarget = false;
m_moveToSpeed = -1f;
// MoveToPositionTarget = Vector3.Zero;
// lock(m_forceToApplyLock)
// m_forceToApplyValid = false; // cancel possible last action
@@ -3294,7 +3320,7 @@ namespace OpenSim.Region.Framework.Scenes
RemoveFromPhysicalScene();
}
if (MovingToTarget)
if (m_movingToTarget)
ResetMoveToTarget();
Velocity = Vector3.Zero;
@@ -3436,7 +3462,7 @@ namespace OpenSim.Region.Framework.Scenes
RemoveFromPhysicalScene();
if (MovingToTarget)
if (m_movingToTarget)
ResetMoveToTarget();
Velocity = Vector3.Zero;
@@ -3716,8 +3742,12 @@ namespace OpenSim.Region.Framework.Scenes
if ((vec.Z == 0f) && !Flying)
direc.Z = 0f; // Prevent camera WASD up.
bool notmvtrgt = !m_movingToTarget || m_moveToSpeed <= 0;
// odd rescalings
direc *= 0.032f * 128f * SpeedModifier * thisAddSpeedModifier;
if(notmvtrgt)
direc *= 4.096f * SpeedModifier * thisAddSpeedModifier;
else
direc *= m_moveToSpeed;
// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
@@ -3735,12 +3765,12 @@ namespace OpenSim.Region.Framework.Scenes
// landing situation, prevent avatar moving or it may fail to land
// animator will handle this condition and do the land
direc = Vector3.Zero;
else
else if(notmvtrgt)
direc *= 4.0f;
}
else if (IsColliding)
{
if (direc.Z > 2.0f) // reinforce jumps
if (direc.Z > 2.0f && notmvtrgt) // reinforce jumps
{
direc.Z *= 2.6f;
}
@@ -3780,7 +3810,7 @@ namespace OpenSim.Region.Framework.Scenes
if (IsInTransit || IsLoggingIn)
return;
if(MovingToTarget)
if(m_movingToTarget)
{
m_delayedStop = -1;
Vector3 control = Vector3.Zero;

View File

@@ -133,6 +133,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
{
using (XmlTextReader reader = new XmlTextReader(sr))
{
reader.DtdProcessing = DtdProcessing.Prohibit;
reader.XmlResolver = null;
reader.MoveToContent(); // skip possible xml declaration
if (reader.Name != "CoalescedObject")
@@ -147,6 +150,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
}
XmlDocument doc = new XmlDocument();
doc.XmlResolver=null;
doc.LoadXml(xml);
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
if (e == null)

View File

@@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
String fixedData = ExternalRepresentationUtils.SanitizeXml(xmlData);
using (XmlTextReader wrappedReader = new XmlTextReader(fixedData, XmlNodeType.Element, null))
{
using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment }))
using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment, DtdProcessing = DtdProcessing.Prohibit, XmlResolver = null }))
{
try
{
@@ -255,6 +255,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
try
{
XmlDocument doc = new XmlDocument();
doc.XmlResolver=null;
doc.LoadXml(xmlData);
XmlNodeList parts = doc.GetElementsByTagName("SceneObjectPart");
@@ -266,18 +267,29 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
return null;
}
StringReader sr = new StringReader(parts[0].OuterXml);
XmlTextReader reader = new XmlTextReader(sr);
SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader));
reader.Close();
sr.Close();
SceneObjectGroup sceneObject;
using(StringReader sr = new StringReader(parts[0].OuterXml))
{
using(XmlTextReader reader = new XmlTextReader(sr))
{
reader.DtdProcessing = DtdProcessing.Prohibit;
reader.XmlResolver = null;
sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader));
}
}
// Then deal with the rest
SceneObjectPart part;
for (int i = 1; i < parts.Count; i++)
{
sr = new StringReader(parts[i].OuterXml);
reader = new XmlTextReader(sr);
SceneObjectPart part = SceneObjectPart.FromXml(reader);
using(StringReader sr = new StringReader(parts[i].OuterXml))
{
using(XmlTextReader reader = new XmlTextReader(sr))
{
part = SceneObjectPart.FromXml(reader);
}
}
int originalLinkNum = part.LinkNum;
@@ -288,8 +300,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
if (originalLinkNum != 0)
part.LinkNum = originalLinkNum;
reader.Close();
sr.Close();
}
XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");

View File

@@ -49,14 +49,19 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
public static void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset)
{
XmlDocument doc = new XmlDocument();
doc.XmlResolver=null;
XmlNode rootNode;
if (fileName.StartsWith("http:") || File.Exists(fileName))
{
XmlTextReader reader = new XmlTextReader(fileName);
reader.WhitespaceHandling = WhitespaceHandling.None;
doc.Load(reader);
reader.Close();
using(XmlTextReader reader = new XmlTextReader(fileName))
{
reader.WhitespaceHandling = WhitespaceHandling.None;
reader.DtdProcessing = DtdProcessing.Prohibit;
reader.XmlResolver = null;
doc.Load(reader);
}
rootNode = doc.FirstChild;
foreach (XmlNode aPrimNode in rootNode.ChildNodes)
{

View File

@@ -196,13 +196,15 @@ namespace OpenSim.Region.Framework.Scenes
// ITerrainChannel.LoadFromXmlString()
public void LoadFromXmlString(string data)
{
StringReader sr = new StringReader(data);
XmlTextReader reader = new XmlTextReader(sr);
reader.Read();
ReadXml(reader);
reader.Close();
sr.Close();
using(StringReader sr = new StringReader(data))
{
using(XmlTextReader reader = new XmlTextReader(sr))
{
reader.DtdProcessing = DtdProcessing.Prohibit;
reader.XmlResolver = null;
ReadXml(reader);
}
}
}
// ITerrainChannel.Merge

View File

@@ -97,7 +97,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
m_scene.Update(10);
m_scene.Update(50);
double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
@@ -121,7 +121,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
m_scene.Update(10);
m_scene.Update(50);
distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");