mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 02:05:34 +08:00
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
This commit is contained in:
@@ -27,8 +27,10 @@
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using System;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using System.Reflection;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using Animation = OpenSim.Framework.Animation;
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@@ -37,7 +39,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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[Serializable]
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public class AnimationSet
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{
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public static AvatarAnimations Animations = new AvatarAnimations();
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private OpenSim.Framework.Animation m_defaultAnimation = new OpenSim.Framework.Animation();
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private List<OpenSim.Framework.Animation> m_animations = new List<OpenSim.Framework.Animation>();
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@@ -132,9 +134,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// </summary>
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public bool TrySetDefaultAnimation(string anim, int sequenceNum, UUID objectID)
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{
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if (Animations.AnimsUUID.ContainsKey(anim))
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// m_log.DebugFormat(
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// "[ANIMATION SET]: Setting default animation {0}, sequence number {1}, object id {2}",
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// anim, sequenceNum, objectID);
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if (DefaultAvatarAnimations.AnimsUUID.ContainsKey(anim))
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{
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return SetDefaultAnimation(Animations.AnimsUUID[anim], sequenceNum, objectID);
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return SetDefaultAnimation(DefaultAvatarAnimations.AnimsUUID[anim], sequenceNum, objectID);
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}
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return false;
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}
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@@ -1,63 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
|
||||
* 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.
|
||||
*/
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||||
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using System.Collections.Generic;
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using System.Xml;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes.Animation
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{
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public class AvatarAnimations
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{
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public Dictionary<string, UUID> AnimsUUID = new Dictionary<string, UUID>();
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public Dictionary<UUID, string> AnimsNames = new Dictionary<UUID, string>();
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public Dictionary<UUID, string> AnimStateNames = new Dictionary<UUID, string>();
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public AvatarAnimations()
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{
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using (XmlTextReader reader = new XmlTextReader("data/avataranimations.xml"))
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{
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XmlDocument doc = new XmlDocument();
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doc.Load(reader);
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foreach (XmlNode nod in doc.DocumentElement.ChildNodes)
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{
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if (nod.Attributes["name"] != null)
|
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{
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string name = (string)nod.Attributes["name"].Value;
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UUID id = (UUID)nod.InnerText;
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string animState = (string)nod.Attributes["state"].Value;
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AnimsUUID.Add(name, id);
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AnimsNames.Add(id, name);
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if (animState != "")
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AnimStateNames.Add(id, animState);
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,108 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
|
||||
* 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.
|
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*/
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using System.Collections.Generic;
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using System.Reflection;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes.Animation
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{
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public class DefaultAvatarAnimations
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public static readonly string DefaultAnimationsPath = "data/avataranimations.xml";
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public static Dictionary<string, UUID> AnimsUUID = new Dictionary<string, UUID>();
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public static Dictionary<UUID, string> AnimsNames = new Dictionary<UUID, string>();
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public static Dictionary<UUID, string> AnimStateNames = new Dictionary<UUID, string>();
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static DefaultAvatarAnimations()
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{
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LoadAnimations(DefaultAnimationsPath);
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}
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/// <summary>
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/// Load the default SL avatar animations.
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/// </summary>
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||||
/// <returns></returns>
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private static void LoadAnimations(string path)
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{
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// Dictionary<string, UUID> animations = new Dictionary<string, UUID>();
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||||
using (XmlTextReader reader = new XmlTextReader(path))
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||||
{
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XmlDocument doc = new XmlDocument();
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||||
doc.Load(reader);
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// if (doc.DocumentElement != null)
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||||
// {
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foreach (XmlNode nod in doc.DocumentElement.ChildNodes)
|
||||
{
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||||
if (nod.Attributes["name"] != null)
|
||||
{
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||||
string name = nod.Attributes["name"].Value;
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UUID id = (UUID)nod.InnerText;
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string animState = (string)nod.Attributes["state"].Value;
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AnimsUUID.Add(name, id);
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AnimsNames.Add(id, name);
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if (animState != "")
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AnimStateNames.Add(id, animState);
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// m_log.DebugFormat("[AVATAR ANIMATIONS]: Loaded {0} {1} {2}", id, name, animState);
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}
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}
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// }
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}
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// return animations;
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}
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/// <summary>
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/// Get the default avatar animation with the given name.
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public static UUID GetDefaultAnimation(string name)
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{
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// m_log.DebugFormat(
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// "[AVATAR ANIMATIONS]: Looking for default avatar animation with name {0}", name);
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if (AnimsUUID.ContainsKey(name))
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{
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// m_log.DebugFormat(
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// "[AVATAR ANIMATIONS]: Found {0} {1} in GetDefaultAvatarAnimation()", AnimsUUID[name], name);
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return AnimsUUID[name];
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}
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return UUID.Zero;
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}
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}
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}
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@@ -97,7 +97,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (m_scenePresence.IsChildAgent)
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return;
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UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name);
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// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
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// are referenced with lower case names!
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UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
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if (animID == UUID.Zero)
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return;
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@@ -121,7 +123,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (m_scenePresence.IsChildAgent)
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return;
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UUID animID = m_scenePresence.ControllingClient.GetDefaultAnimation(name);
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// XXX: For some reason, we store all animations and use them with upper case names, but in LSL animations
|
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// are referenced with lower case names!
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UUID animID = DefaultAvatarAnimations.GetDefaultAnimation(name.ToUpper());
|
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if (animID == UUID.Zero)
|
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return;
|
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|
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|
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@@ -138,8 +138,11 @@ namespace OpenSim.Region.Framework.Scenes
|
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public event OnPermissionErrorDelegate OnPermissionError;
|
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|
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/// <summary>
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/// Fired when a new script is created.
|
||||
/// Fired when a script is run.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Occurs after OnNewScript.
|
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/// </remarks>
|
||||
public event NewRezScript OnRezScript;
|
||||
public delegate void NewRezScript(uint localID, UUID itemID, string script, int startParam, bool postOnRez, string engine, int stateSource);
|
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|
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@@ -187,10 +190,16 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
public event ClientClosed OnClientClosed;
|
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|
||||
// Fired when a script is created
|
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// The indication that a new script exists in this region.
|
||||
public delegate void NewScript(UUID clientID, SceneObjectPart part, UUID itemID);
|
||||
|
||||
/// <summary>
|
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/// Fired when a script is created.
|
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/// </summary>
|
||||
/// <remarks>
|
||||
/// Occurs before OnRezScript
|
||||
/// </remarks>
|
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public event NewScript OnNewScript;
|
||||
|
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public virtual void TriggerNewScript(UUID clientID, SceneObjectPart part, UUID itemID)
|
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{
|
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NewScript handlerNewScript = OnNewScript;
|
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@@ -212,10 +221,16 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
}
|
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|
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//TriggerUpdateScript: triggered after Scene receives client's upload of updated script and stores it as asset
|
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// An indication that the script has changed.
|
||||
public delegate void UpdateScript(UUID clientID, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID);
|
||||
|
||||
/// <summary>
|
||||
/// An indication that the script has changed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Triggered after the scene receives a client's upload of an updated script and has stored it in an asset.
|
||||
/// </remarks>
|
||||
public event UpdateScript OnUpdateScript;
|
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|
||||
public virtual void TriggerUpdateScript(UUID clientId, UUID itemId, UUID primId, bool isScriptRunning, UUID newAssetID)
|
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{
|
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UpdateScript handlerUpdateScript = OnUpdateScript;
|
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@@ -466,6 +481,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
public event RegionHeartbeatEnd OnRegionHeartbeatEnd;
|
||||
|
||||
public delegate void LoginsEnabled(string regionName);
|
||||
|
||||
/// <summary>
|
||||
/// This should only fire in all circumstances if the RegionReady module is active.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// TODO: Fire this even when the RegionReady module is not active.
|
||||
/// </remarks>
|
||||
public event LoginsEnabled OnLoginsEnabled;
|
||||
|
||||
public delegate void PrimsLoaded(Scene s);
|
||||
|
||||
@@ -633,7 +633,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
|
||||
if (invAccess != null)
|
||||
invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
|
||||
Util.FireAndForget(delegate { invAccess.TransferInventoryAssets(itemCopy, senderId, recipient); });
|
||||
}
|
||||
|
||||
if (!Permissions.BypassPermissions())
|
||||
@@ -1210,9 +1210,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// <summary>
|
||||
/// Copy a task (prim) inventory item to another task (prim)
|
||||
/// </summary>
|
||||
/// <param name="destId"></param>
|
||||
/// <param name="part"></param>
|
||||
/// <param name="itemId"></param>
|
||||
/// <param name="destId">ID of destination part</param>
|
||||
/// <param name="part">Source part</param>
|
||||
/// <param name="itemId">Source item id to transfer</param>
|
||||
public void MoveTaskInventoryItem(UUID destId, SceneObjectPart part, UUID itemId)
|
||||
{
|
||||
TaskInventoryItem srcTaskItem = part.Inventory.GetInventoryItem(itemId);
|
||||
@@ -1238,24 +1238,21 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
return;
|
||||
}
|
||||
|
||||
// Can't transfer this
|
||||
//
|
||||
if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
|
||||
return;
|
||||
|
||||
if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
|
||||
if (part.OwnerID != destPart.OwnerID)
|
||||
{
|
||||
// object cannot copy items to an object owned by a different owner
|
||||
// unless llAllowInventoryDrop has been called
|
||||
// Source must have transfer permissions
|
||||
if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
|
||||
return;
|
||||
|
||||
return;
|
||||
// Object cannot copy items to an object owned by a different owner
|
||||
// unless llAllowInventoryDrop has been called on the destination
|
||||
if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// must have both move and modify permission to put an item in an object
|
||||
if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
TaskInventoryItem destTaskItem = new TaskInventoryItem();
|
||||
|
||||
|
||||
@@ -339,59 +339,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
EventManager.TriggerObjectDeGrab(obj.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg);
|
||||
}
|
||||
|
||||
public void ProcessAvatarPickerRequest(IClientAPI client, UUID avatarID, UUID RequestID, string query)
|
||||
{
|
||||
//EventManager.TriggerAvatarPickerRequest();
|
||||
|
||||
List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
|
||||
|
||||
if (accounts == null)
|
||||
return;
|
||||
|
||||
AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
|
||||
// TODO: don't create new blocks if recycling an old packet
|
||||
|
||||
AvatarPickerReplyPacket.DataBlock[] searchData =
|
||||
new AvatarPickerReplyPacket.DataBlock[accounts.Count];
|
||||
AvatarPickerReplyPacket.AgentDataBlock agentData = new AvatarPickerReplyPacket.AgentDataBlock();
|
||||
|
||||
agentData.AgentID = avatarID;
|
||||
agentData.QueryID = RequestID;
|
||||
replyPacket.AgentData = agentData;
|
||||
//byte[] bytes = new byte[AvatarResponses.Count*32];
|
||||
|
||||
int i = 0;
|
||||
foreach (UserAccount item in accounts)
|
||||
{
|
||||
UUID translatedIDtem = item.PrincipalID;
|
||||
searchData[i] = new AvatarPickerReplyPacket.DataBlock();
|
||||
searchData[i].AvatarID = translatedIDtem;
|
||||
searchData[i].FirstName = Utils.StringToBytes((string) item.FirstName);
|
||||
searchData[i].LastName = Utils.StringToBytes((string) item.LastName);
|
||||
i++;
|
||||
}
|
||||
if (accounts.Count == 0)
|
||||
{
|
||||
searchData = new AvatarPickerReplyPacket.DataBlock[0];
|
||||
}
|
||||
replyPacket.Data = searchData;
|
||||
|
||||
AvatarPickerReplyAgentDataArgs agent_data = new AvatarPickerReplyAgentDataArgs();
|
||||
agent_data.AgentID = replyPacket.AgentData.AgentID;
|
||||
agent_data.QueryID = replyPacket.AgentData.QueryID;
|
||||
|
||||
List<AvatarPickerReplyDataArgs> data_args = new List<AvatarPickerReplyDataArgs>();
|
||||
for (i = 0; i < replyPacket.Data.Length; i++)
|
||||
{
|
||||
AvatarPickerReplyDataArgs data_arg = new AvatarPickerReplyDataArgs();
|
||||
data_arg.AvatarID = replyPacket.Data[i].AvatarID;
|
||||
data_arg.FirstName = replyPacket.Data[i].FirstName;
|
||||
data_arg.LastName = replyPacket.Data[i].LastName;
|
||||
data_args.Add(data_arg);
|
||||
}
|
||||
client.SendAvatarPickerReply(agent_data, data_args);
|
||||
}
|
||||
|
||||
public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID,
|
||||
UUID itemID)
|
||||
{
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -149,9 +149,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
#region Update Methods
|
||||
|
||||
/// <summary>
|
||||
/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
|
||||
/// Called to update the scene loop by a number of frames and until shutdown.
|
||||
/// </summary>
|
||||
public abstract void Update();
|
||||
/// <param name="frames">
|
||||
/// Number of frames to update. Exits on shutdown even if there are frames remaining.
|
||||
/// If -1 then updates until shutdown.
|
||||
/// </param>
|
||||
public abstract void Update(int frames);
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -472,6 +476,63 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// <summary>
|
||||
/// Call this from a region module to add a command to the OpenSim console.
|
||||
/// </summary>
|
||||
/// <param name="mod">
|
||||
/// The use of IRegionModuleBase is a cheap trick to get a different method signature,
|
||||
/// though all new modules should be using interfaces descended from IRegionModuleBase anyway.
|
||||
/// </param>
|
||||
/// <param name="category">
|
||||
/// Category of the command. This is the section under which it will appear when the user asks for help
|
||||
/// </param>
|
||||
/// <param name="command"></param>
|
||||
/// <param name="shorthelp"></param>
|
||||
/// <param name="longhelp"></param>
|
||||
/// <param name="callback"></param>
|
||||
public void AddCommand(
|
||||
string category, object mod, string command, string shorthelp, string longhelp, CommandDelegate callback)
|
||||
{
|
||||
AddCommand(category, mod, command, shorthelp, longhelp, string.Empty, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Call this from a region module to add a command to the OpenSim console.
|
||||
/// </summary>
|
||||
/// <param name="mod"></param>
|
||||
/// <param name="command"></param>
|
||||
/// <param name="shorthelp"></param>
|
||||
/// <param name="longhelp"></param>
|
||||
/// <param name="descriptivehelp"></param>
|
||||
/// <param name="callback"></param>
|
||||
public void AddCommand(object mod, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
|
||||
{
|
||||
string moduleName = "";
|
||||
|
||||
if (mod != null)
|
||||
{
|
||||
if (mod is IRegionModule)
|
||||
{
|
||||
IRegionModule module = (IRegionModule)mod;
|
||||
moduleName = module.Name;
|
||||
}
|
||||
else if (mod is IRegionModuleBase)
|
||||
{
|
||||
IRegionModuleBase module = (IRegionModuleBase)mod;
|
||||
moduleName = module.Name;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception("AddCommand module parameter must be IRegionModule or IRegionModuleBase");
|
||||
}
|
||||
}
|
||||
|
||||
AddCommand(moduleName, mod, command, shorthelp, longhelp, descriptivehelp, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Call this from a region module to add a command to the OpenSim console.
|
||||
/// </summary>
|
||||
/// <param name="category">
|
||||
/// Category of the command. This is the section under which it will appear when the user asks for help
|
||||
/// </param>
|
||||
/// <param name="mod"></param>
|
||||
/// <param name="command"></param>
|
||||
/// <param name="shorthelp"></param>
|
||||
@@ -479,12 +540,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// <param name="descriptivehelp"></param>
|
||||
/// <param name="callback"></param>
|
||||
public void AddCommand(
|
||||
object mod, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
|
||||
string category, object mod, string command,
|
||||
string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
|
||||
{
|
||||
if (MainConsole.Instance == null)
|
||||
return;
|
||||
|
||||
string modulename = String.Empty;
|
||||
bool shared = false;
|
||||
|
||||
if (mod != null)
|
||||
@@ -492,20 +553,20 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if (mod is IRegionModule)
|
||||
{
|
||||
IRegionModule module = (IRegionModule)mod;
|
||||
modulename = module.Name;
|
||||
shared = module.IsSharedModule;
|
||||
}
|
||||
else if (mod is IRegionModuleBase)
|
||||
{
|
||||
IRegionModuleBase module = (IRegionModuleBase)mod;
|
||||
modulename = module.Name;
|
||||
shared = mod is ISharedRegionModule;
|
||||
}
|
||||
else throw new Exception("AddCommand module parameter must be IRegionModule or IRegionModuleBase");
|
||||
else
|
||||
{
|
||||
throw new Exception("AddCommand module parameter must be IRegionModule or IRegionModuleBase");
|
||||
}
|
||||
}
|
||||
|
||||
MainConsole.Instance.Commands.AddCommand(
|
||||
modulename, shared, command, shorthelp, longhelp, descriptivehelp, callback);
|
||||
category, shared, command, shorthelp, longhelp, descriptivehelp, callback);
|
||||
}
|
||||
|
||||
public virtual ISceneObject DeserializeObject(string representation)
|
||||
|
||||
@@ -215,27 +215,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if (sp.IsChildAgent)
|
||||
continue;
|
||||
|
||||
if (sp.ParentID != 0)
|
||||
{
|
||||
// sitting avatar
|
||||
SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
|
||||
if (sop != null)
|
||||
{
|
||||
coarseLocations.Add(sop.AbsolutePosition + sp.OffsetPosition);
|
||||
avatarUUIDs.Add(sp.UUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
// we can't find the parent.. ! arg!
|
||||
coarseLocations.Add(sp.AbsolutePosition);
|
||||
avatarUUIDs.Add(sp.UUID);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
coarseLocations.Add(sp.AbsolutePosition);
|
||||
avatarUUIDs.Add(sp.UUID);
|
||||
}
|
||||
coarseLocations.Add(sp.AbsolutePosition);
|
||||
|
||||
avatarUUIDs.Add(sp.UUID);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -751,6 +733,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
#endregion
|
||||
|
||||
#region Get Methods
|
||||
|
||||
/// <summary>
|
||||
/// Get the controlling client for the given avatar, if there is one.
|
||||
///
|
||||
@@ -1092,36 +1075,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
return Entities.GetEntities();
|
||||
}
|
||||
|
||||
public Dictionary<uint, float> GetTopScripts()
|
||||
{
|
||||
Dictionary<uint, float> topScripts = new Dictionary<uint, float>();
|
||||
|
||||
EntityBase[] EntityList = GetEntities();
|
||||
int limit = 0;
|
||||
foreach (EntityBase ent in EntityList)
|
||||
{
|
||||
if (ent is SceneObjectGroup)
|
||||
{
|
||||
SceneObjectGroup grp = (SceneObjectGroup)ent;
|
||||
if ((grp.RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
|
||||
{
|
||||
if (grp.scriptScore >= 0.01)
|
||||
{
|
||||
topScripts.Add(grp.LocalId, grp.scriptScore);
|
||||
limit++;
|
||||
if (limit >= 100)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
grp.scriptScore = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return topScripts;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Other Methods
|
||||
|
||||
@@ -229,8 +229,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
get { return RootPart.VolumeDetectActive; }
|
||||
}
|
||||
|
||||
public float scriptScore;
|
||||
|
||||
private Vector3 lastPhysGroupPos;
|
||||
private Quaternion lastPhysGroupRot;
|
||||
|
||||
@@ -1184,12 +1182,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
public void AddScriptLPS(int count)
|
||||
{
|
||||
if (scriptScore + count >= float.MaxValue - count)
|
||||
scriptScore = 0;
|
||||
|
||||
scriptScore += (float)count;
|
||||
SceneGraph d = m_scene.SceneGraph;
|
||||
d.AddToScriptLPS(count);
|
||||
m_scene.SceneGraph.AddToScriptLPS(count);
|
||||
}
|
||||
|
||||
public void AddActiveScriptCount(int count)
|
||||
|
||||
@@ -1546,10 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if (userExposed)
|
||||
dupe.UUID = UUID.Random();
|
||||
|
||||
//memberwiseclone means it also clones the physics actor reference
|
||||
// This will make physical prim 'bounce' if not set to null.
|
||||
if (!userExposed)
|
||||
dupe.PhysActor = null;
|
||||
dupe.PhysActor = null;
|
||||
|
||||
dupe.OwnerID = AgentID;
|
||||
dupe.GroupID = GroupID;
|
||||
|
||||
@@ -590,9 +590,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// A list of inventory items with that name.
|
||||
/// If no inventory item has that name then an empty list is returned.
|
||||
/// </returns>
|
||||
public IList<TaskInventoryItem> GetInventoryItems(string name)
|
||||
public List<TaskInventoryItem> GetInventoryItems(string name)
|
||||
{
|
||||
IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
|
||||
List<TaskInventoryItem> items = new List<TaskInventoryItem>();
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
@@ -1100,7 +1100,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
public List<TaskInventoryItem> GetInventoryItems()
|
||||
{
|
||||
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
|
||||
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
|
||||
|
||||
lock (m_items)
|
||||
ret = new List<TaskInventoryItem>(m_items.Values);
|
||||
|
||||
@@ -432,7 +432,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
get
|
||||
{
|
||||
if (PhysicsActor != null && m_parentID == 0)
|
||||
if (PhysicsActor != null)
|
||||
{
|
||||
m_pos = PhysicsActor.Position;
|
||||
|
||||
@@ -455,19 +455,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// in the sim unless the avatar is on a sit target. While
|
||||
// on a sit target, m_pos will contain the desired offset
|
||||
// without the parent rotation applied.
|
||||
if (ParentID != 0)
|
||||
{
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
|
||||
if (part != null)
|
||||
{
|
||||
return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
|
||||
}
|
||||
else
|
||||
{
|
||||
return ParentPosition + m_pos;
|
||||
}
|
||||
}
|
||||
SceneObjectPart sitPart = ParentPart;
|
||||
|
||||
if (sitPart != null)
|
||||
return sitPart.AbsolutePosition + (m_pos * sitPart.GetWorldRotation());
|
||||
}
|
||||
|
||||
return m_pos;
|
||||
}
|
||||
set
|
||||
@@ -484,7 +477,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
}
|
||||
|
||||
// Don't update while sitting
|
||||
// Don't update while sitting. The PhysicsActor above is null whilst sitting.
|
||||
if (ParentID == 0)
|
||||
{
|
||||
m_pos = value;
|
||||
@@ -511,6 +504,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// There is no offset position when not seated
|
||||
if (ParentID == 0)
|
||||
return;
|
||||
|
||||
m_pos = value;
|
||||
}
|
||||
}
|
||||
@@ -569,12 +563,18 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
public bool IsChildAgent { get; set; }
|
||||
|
||||
public uint ParentID
|
||||
{
|
||||
get { return m_parentID; }
|
||||
set { m_parentID = value; }
|
||||
}
|
||||
private uint m_parentID;
|
||||
/// <summary>
|
||||
/// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
|
||||
/// </summary>
|
||||
public uint ParentID { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If you use this property then you must take a reference since another thread could set it to null.
|
||||
/// </remarks>
|
||||
public SceneObjectPart ParentPart { get; set; }
|
||||
|
||||
public float Health
|
||||
{
|
||||
@@ -1751,36 +1751,34 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
if (ParentID != 0)
|
||||
{
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
|
||||
if (part != null)
|
||||
SceneObjectPart part = ParentPart;
|
||||
TaskInventoryDictionary taskIDict = part.TaskInventory;
|
||||
if (taskIDict != null)
|
||||
{
|
||||
TaskInventoryDictionary taskIDict = part.TaskInventory;
|
||||
if (taskIDict != null)
|
||||
lock (taskIDict)
|
||||
{
|
||||
lock (taskIDict)
|
||||
foreach (UUID taskID in taskIDict.Keys)
|
||||
{
|
||||
foreach (UUID taskID in taskIDict.Keys)
|
||||
{
|
||||
UnRegisterControlEventsToScript(LocalId, taskID);
|
||||
taskIDict[taskID].PermsMask &= ~(
|
||||
2048 | //PERMISSION_CONTROL_CAMERA
|
||||
4); // PERMISSION_TAKE_CONTROLS
|
||||
}
|
||||
UnRegisterControlEventsToScript(LocalId, taskID);
|
||||
taskIDict[taskID].PermsMask &= ~(
|
||||
2048 | //PERMISSION_CONTROL_CAMERA
|
||||
4); // PERMISSION_TAKE_CONTROLS
|
||||
}
|
||||
}
|
||||
|
||||
// Reset sit target.
|
||||
if (part.SitTargetAvatar == UUID)
|
||||
part.SitTargetAvatar = UUID.Zero;
|
||||
|
||||
ParentPosition = part.GetWorldPosition();
|
||||
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
|
||||
}
|
||||
|
||||
// Reset sit target.
|
||||
if (part.SitTargetAvatar == UUID)
|
||||
part.SitTargetAvatar = UUID.Zero;
|
||||
|
||||
ParentPosition = part.GetWorldPosition();
|
||||
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
|
||||
|
||||
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
||||
ParentPosition = Vector3.Zero;
|
||||
|
||||
ParentID = 0;
|
||||
ParentPart = null;
|
||||
SendAvatarDataToAllAgents();
|
||||
m_requestedSitTargetID = 0;
|
||||
|
||||
@@ -2206,19 +2204,16 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
|
||||
// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
|
||||
}
|
||||
|
||||
ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
|
||||
ParentID = m_requestedSitTargetID;
|
||||
|
||||
Velocity = Vector3.Zero;
|
||||
RemoveFromPhysicalScene();
|
||||
|
||||
Animator.TrySetMovementAnimation(sitAnimation);
|
||||
SendAvatarDataToAllAgents();
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ParentID = m_requestedSitTargetID;
|
||||
|
||||
Velocity = Vector3.Zero;
|
||||
RemoveFromPhysicalScene();
|
||||
|
||||
Animator.TrySetMovementAnimation(sitAnimation);
|
||||
SendAvatarDataToAllAgents();
|
||||
}
|
||||
|
||||
public void HandleAgentSitOnGround()
|
||||
@@ -2298,7 +2293,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
if (direc.Z > 2.0f)
|
||||
{
|
||||
direc.Z *= 3.0f;
|
||||
direc.Z *= 2.6f;
|
||||
|
||||
// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
|
||||
Animator.TrySetMovementAnimation("PREJUMP");
|
||||
@@ -3831,7 +3826,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
|
||||
if (land != null)
|
||||
{
|
||||
if (Scene.DEBUG)
|
||||
if (Scene.DebugTeleporting)
|
||||
TeleportFlagsDebug();
|
||||
|
||||
// If we come in via login, landmark or map, we want to
|
||||
|
||||
@@ -178,13 +178,19 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
m_objectCapacity = scene.RegionInfo.ObjectCapacity;
|
||||
m_report.AutoReset = true;
|
||||
m_report.Interval = statsUpdatesEveryMS;
|
||||
m_report.Elapsed += new ElapsedEventHandler(statsHeartBeat);
|
||||
m_report.Elapsed += statsHeartBeat;
|
||||
m_report.Enabled = true;
|
||||
|
||||
if (StatsManager.SimExtraStats != null)
|
||||
OnSendStatsResult += StatsManager.SimExtraStats.ReceiveClassicSimStatsPacket;
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
m_report.Elapsed -= statsHeartBeat;
|
||||
m_report.Close();
|
||||
}
|
||||
|
||||
public void SetUpdateMS(int ms)
|
||||
{
|
||||
statsUpdatesEveryMS = ms;
|
||||
|
||||
@@ -46,23 +46,20 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
public TerrainChannel()
|
||||
{
|
||||
map = new double[Constants.RegionSize, Constants.RegionSize];
|
||||
taint = new bool[Constants.RegionSize / 16,Constants.RegionSize / 16];
|
||||
taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
|
||||
|
||||
int x;
|
||||
for (x = 0; x < Constants.RegionSize; x++)
|
||||
{
|
||||
int y;
|
||||
for (y = 0; y < Constants.RegionSize; y++)
|
||||
{
|
||||
map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
|
||||
double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01;
|
||||
double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001;
|
||||
if (map[x, y] < spherFacA)
|
||||
map[x, y] = spherFacA;
|
||||
if (map[x, y] < spherFacB)
|
||||
map[x, y] = spherFacB;
|
||||
}
|
||||
}
|
||||
PinHeadIsland();
|
||||
}
|
||||
|
||||
public TerrainChannel(String type)
|
||||
{
|
||||
map = new double[Constants.RegionSize, Constants.RegionSize];
|
||||
taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
|
||||
|
||||
if (type.Equals("flat"))
|
||||
FlatLand();
|
||||
else
|
||||
PinHeadIsland();
|
||||
}
|
||||
|
||||
public TerrainChannel(double[,] import)
|
||||
@@ -238,5 +235,36 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PinHeadIsland()
|
||||
{
|
||||
int x;
|
||||
for (x = 0; x < Constants.RegionSize; x++)
|
||||
{
|
||||
int y;
|
||||
for (y = 0; y < Constants.RegionSize; y++)
|
||||
{
|
||||
map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
|
||||
double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01;
|
||||
double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001;
|
||||
if (map[x, y] < spherFacA)
|
||||
map[x, y] = spherFacA;
|
||||
if (map[x, y] < spherFacB)
|
||||
map[x, y] = spherFacB;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FlatLand()
|
||||
{
|
||||
int x;
|
||||
for (x = 0; x < Constants.RegionSize; x++)
|
||||
{
|
||||
int y;
|
||||
for (y = 0; y < Constants.RegionSize; y++)
|
||||
map[x, y] = 21;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -81,7 +81,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
// For now, we'll make the scene presence fly to simplify this test, but this needs to change.
|
||||
sp.Flying = true;
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
Assert.That(sp.AbsolutePosition, Is.EqualTo(startPos));
|
||||
|
||||
Vector3 targetPos = startPos + new Vector3(0, 10, 0);
|
||||
@@ -91,7 +91,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
Assert.That(
|
||||
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0.7071068f, 0.7071068f), 0.000001));
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
|
||||
// We should really check the exact figure.
|
||||
Assert.That(sp.AbsolutePosition.X, Is.EqualTo(startPos.X));
|
||||
@@ -99,8 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
Assert.That(sp.AbsolutePosition.Z, Is.LessThan(targetPos.X));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
double distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on first move");
|
||||
@@ -116,7 +115,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
Assert.That(
|
||||
sp.Rotation, new QuaternionToleranceConstraint(new Quaternion(0, 0, 0, 1), 0.000001));
|
||||
|
||||
m_scene.Update();
|
||||
m_scene.Update(1);
|
||||
|
||||
// We should really check the exact figure.
|
||||
Assert.That(sp.AbsolutePosition.X, Is.GreaterThan(startPos.X));
|
||||
@@ -124,8 +123,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
Assert.That(sp.AbsolutePosition.Y, Is.EqualTo(startPos.Y));
|
||||
Assert.That(sp.AbsolutePosition.Z, Is.EqualTo(startPos.Z));
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
m_scene.Update();
|
||||
m_scene.Update(10);
|
||||
|
||||
distanceToTarget = Util.GetDistanceTo(sp.AbsolutePosition, targetPos);
|
||||
Assert.That(distanceToTarget, Is.LessThan(1), "Avatar not within 1 unit of target position on second move");
|
||||
|
||||
@@ -63,17 +63,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
|
||||
Thread testThread = new Thread(testClass.run);
|
||||
|
||||
try
|
||||
{
|
||||
// Seems kind of redundant to start a thread and then join it, however.. We need to protect against
|
||||
// A thread abort exception in the simulator code.
|
||||
testThread.Start();
|
||||
testThread.Join();
|
||||
}
|
||||
catch (ThreadAbortException)
|
||||
{
|
||||
|
||||
}
|
||||
// Seems kind of redundant to start a thread and then join it, however.. We need to protect against
|
||||
// A thread abort exception in the simulator code.
|
||||
testThread.Start();
|
||||
testThread.Join();
|
||||
|
||||
Assert.That(testClass.results.Result, Is.EqualTo(true), testClass.results.Message);
|
||||
// Console.WriteLine("Beginning test {0}", MethodBase.GetCurrentMethod());
|
||||
}
|
||||
|
||||
@@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
||||
TestHelpers.InMethod();
|
||||
|
||||
Scene scene = SceneHelpers.SetupScene();
|
||||
scene.Update();
|
||||
scene.Update(1);
|
||||
|
||||
Assert.That(scene.Frame, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
@@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Tests
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test MoveTaskInventoryItem where the item has no parent folder assigned.
|
||||
/// Test MoveTaskInventoryItem from a part inventory to a user inventory where the item has no parent folder assigned.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This should place it in the most suitable user folder.
|
||||
@@ -142,9 +142,11 @@ namespace OpenSim.Region.Framework.Tests
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test MoveTaskInventoryItem where the item has no parent folder assigned.
|
||||
/// Test MoveTaskInventoryItem from a part inventory to a user inventory where the item has no parent folder assigned.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This should place it in the most suitable user folder.
|
||||
/// </remarks>
|
||||
[Test]
|
||||
public void TestMoveTaskInventoryItemNoParent()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user