mirror of
https://github.com/opensim/opensim.git
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Merge branch 'master' into presence-refactor
This commit is contained in:
@@ -1,226 +0,0 @@
|
||||
/*
|
||||
* 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.Reflection;
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||||
//using log4net;
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||||
|
||||
namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
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||||
{
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/*
|
||||
public class AgentAssetTransactionsManager
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||||
{
|
||||
//private static readonly ILog m_log
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// = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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||||
|
||||
/// <summary>
|
||||
/// Each agent has its own singleton collection of transactions
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/// </summary>
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private Dictionary<UUID, AgentAssetTransactions> AgentTransactions =
|
||||
new Dictionary<UUID, AgentAssetTransactions>();
|
||||
|
||||
/// <summary>
|
||||
/// Should we dump uploaded assets to the filesystem?
|
||||
/// </summary>
|
||||
private bool m_dumpAssetsToFile;
|
||||
|
||||
public Scene MyScene;
|
||||
|
||||
public AgentAssetTransactionsManager(Scene scene, bool dumpAssetsToFile)
|
||||
{
|
||||
MyScene = scene;
|
||||
m_dumpAssetsToFile = dumpAssetsToFile;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the collection of asset transactions for the given user. If one does not already exist, it
|
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/// is created.
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/// </summary>
|
||||
/// <param name="userID"></param>
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||||
/// <returns></returns>
|
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private AgentAssetTransactions GetUserTransactions(UUID userID)
|
||||
{
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lock (AgentTransactions)
|
||||
{
|
||||
if (!AgentTransactions.ContainsKey(userID))
|
||||
{
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AgentAssetTransactions transactions = null;
|
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//= new AgentAssetTransactions(userID, this, m_dumpAssetsToFile);
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||||
AgentTransactions.Add(userID, transactions);
|
||||
}
|
||||
|
||||
return AgentTransactions[userID];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove the given agent asset transactions. This should be called when a client is departing
|
||||
/// from a scene (and hence won't be making any more transactions here).
|
||||
/// </summary>
|
||||
/// <param name="userID"></param>
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||||
public void RemoveAgentAssetTransactions(UUID userID)
|
||||
{
|
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// m_log.DebugFormat("Removing agent asset transactions structure for agent {0}", userID);
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||||
|
||||
lock (AgentTransactions)
|
||||
{
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AgentTransactions.Remove(userID);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create an inventory item from data that has been received through a transaction.
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||||
///
|
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/// This is called when new clothing or body parts are created. It may also be called in other
|
||||
/// situations.
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||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
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||||
/// <param name="transactionID"></param>
|
||||
/// <param name="folderID"></param>
|
||||
/// <param name="callbackID"></param>
|
||||
/// <param name="description"></param>
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||||
/// <param name="name"></param>
|
||||
/// <param name="invType"></param>
|
||||
/// <param name="type"></param>
|
||||
/// <param name="wearableType"></param>
|
||||
/// <param name="nextOwnerMask"></param>
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||||
public void HandleItemCreationFromTransaction(IClientAPI remoteClient, UUID transactionID, UUID folderID,
|
||||
uint callbackID, string description, string name, sbyte invType,
|
||||
sbyte type, byte wearableType, uint nextOwnerMask)
|
||||
{
|
||||
// m_log.DebugFormat(
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||||
// "[TRANSACTIONS MANAGER] Called HandleItemCreationFromTransaction with item {0}", name);
|
||||
|
||||
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
|
||||
|
||||
transactions.RequestCreateInventoryItem(
|
||||
remoteClient, transactionID, folderID, callbackID, description,
|
||||
name, invType, type, wearableType, nextOwnerMask);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update an inventory item with data that has been received through a transaction.
|
||||
///
|
||||
/// This is called when clothing or body parts are updated (for instance, with new textures or
|
||||
/// colours). It may also be called in other situations.
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="transactionID"></param>
|
||||
/// <param name="item"></param>
|
||||
public void HandleItemUpdateFromTransaction(IClientAPI remoteClient, UUID transactionID,
|
||||
InventoryItemBase item)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[TRANSACTIONS MANAGER] Called HandleItemUpdateFromTransaction with item {0}",
|
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// item.Name);
|
||||
|
||||
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
|
||||
|
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transactions.RequestUpdateInventoryItem(remoteClient, transactionID, item);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update a task inventory item with data that has been received through a transaction.
|
||||
///
|
||||
/// This is currently called when, for instance, a notecard in a prim is saved. The data is sent
|
||||
/// up through a single AssetUploadRequest. A subsequent UpdateTaskInventory then references the transaction
|
||||
/// and comes through this method.
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
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/// <param name="transactionID"></param>
|
||||
/// <param name="item"></param>
|
||||
public void HandleTaskItemUpdateFromTransaction(
|
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IClientAPI remoteClient, SceneObjectPart part, UUID transactionID, TaskInventoryItem item)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[TRANSACTIONS MANAGER] Called HandleTaskItemUpdateFromTransaction with item {0}",
|
||||
// item.Name);
|
||||
|
||||
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
|
||||
|
||||
transactions.RequestUpdateTaskInventoryItem(remoteClient, part, transactionID, item);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Request that a client (agent) begin an asset transfer.
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="assetID"></param>
|
||||
/// <param name="transaction"></param>
|
||||
/// <param name="type"></param>
|
||||
/// <param name="data"></param></param>
|
||||
/// <param name="tempFile"></param>
|
||||
public void HandleUDPUploadRequest(IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type,
|
||||
byte[] data, bool storeLocal, bool tempFile)
|
||||
{
|
||||
//m_log.Debug("HandleUDPUploadRequest - assetID: " + assetID.ToString() + " transaction: " + transaction.ToString() + " type: " + type.ToString() + " storelocal: " + storeLocal + " tempFile: " + tempFile);
|
||||
if (((AssetType)type == AssetType.Texture ||
|
||||
(AssetType)type == AssetType.Sound ||
|
||||
(AssetType)type == AssetType.TextureTGA ||
|
||||
(AssetType)type == AssetType.Animation) &&
|
||||
tempFile == false)
|
||||
{
|
||||
Scene scene = (Scene)remoteClient.Scene;
|
||||
IMoneyModule mm = scene.RequestModuleInterface<IMoneyModule>();
|
||||
|
||||
if (mm != null)
|
||||
{
|
||||
if (!mm.UploadCovered(remoteClient))
|
||||
{
|
||||
remoteClient.SendAgentAlertMessage("Unable to upload asset. Insufficient funds.", false);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//m_log.Debug("asset upload of " + assetID);
|
||||
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
|
||||
|
||||
AssetXferUploader uploader = transactions.RequestXferUploader(transaction);
|
||||
if (uploader != null)
|
||||
{
|
||||
uploader.Initialise(remoteClient, assetID, transaction, type, data, storeLocal, tempFile);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle asset transfer data packets received in response to the asset upload request in
|
||||
/// HandleUDPUploadRequest()
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="xferID"></param>
|
||||
/// <param name="packetID"></param>
|
||||
/// <param name="data"></param>
|
||||
public void HandleXfer(IClientAPI remoteClient, ulong xferID, uint packetID, byte[] data)
|
||||
{
|
||||
//m_log.Debug("xferID: " + xferID + " packetID: " + packetID + " data!");
|
||||
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
|
||||
|
||||
transactions.HandleXfer(xferID, packetID, data);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
@@ -27,6 +27,8 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
@@ -37,6 +39,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
||||
{
|
||||
public class AssetTransactionModule : IRegionModule, IAgentAssetTransactions
|
||||
{
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private readonly Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>();
|
||||
private bool m_dumpAssetsToFile = false;
|
||||
private Scene m_scene = null;
|
||||
@@ -226,7 +230,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
||||
public void HandleUDPUploadRequest(IClientAPI remoteClient, UUID assetID, UUID transaction, sbyte type,
|
||||
byte[] data, bool storeLocal, bool tempFile)
|
||||
{
|
||||
//m_log.Debug("HandleUDPUploadRequest - assetID: " + assetID.ToString() + " transaction: " + transaction.ToString() + " type: " + type.ToString() + " storelocal: " + storeLocal + " tempFile: " + tempFile);
|
||||
// m_log.Debug("HandleUDPUploadRequest - assetID: " + assetID.ToString() + " transaction: " + transaction.ToString() + " type: " + type.ToString() + " storelocal: " + storeLocal + " tempFile: " + tempFile);
|
||||
|
||||
if (((AssetType)type == AssetType.Texture ||
|
||||
(AssetType)type == AssetType.Sound ||
|
||||
(AssetType)type == AssetType.TextureTGA ||
|
||||
@@ -246,7 +251,6 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
||||
}
|
||||
}
|
||||
|
||||
//m_log.Debug("asset upload of " + assetID);
|
||||
AgentAssetTransactions transactions = GetUserTransactions(remoteClient.AgentId);
|
||||
|
||||
AssetXferUploader uploader = transactions.RequestXferUploader(transaction);
|
||||
|
||||
@@ -154,7 +154,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
||||
m_userTransactions.Manager.MyScene.AssetService.Store(m_asset);
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[ASSET TRANSACTIONS]: Uploaded asset data for transaction {0}", TransactionID);
|
||||
m_log.DebugFormat(
|
||||
"[ASSET TRANSACTIONS]: Uploaded asset {0} for transaction {1}", m_asset.FullID, TransactionID);
|
||||
|
||||
if (m_dumpAssetToFile)
|
||||
{
|
||||
|
||||
@@ -91,6 +91,8 @@ namespace OpenSim.Region.CoreModules.Asset
|
||||
/// </example>
|
||||
public class CenomeMemoryAssetCache : IImprovedAssetCache, ISharedRegionModule
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// Cache's default maximal asset count.
|
||||
/// </summary>
|
||||
@@ -115,12 +117,7 @@ namespace OpenSim.Region.CoreModules.Asset
|
||||
/// Asset's default expiration time in the cache.
|
||||
/// </summary>
|
||||
public static readonly TimeSpan DefaultExpirationTime = TimeSpan.FromMinutes(30.0);
|
||||
|
||||
/// <summary>
|
||||
/// Log manager instance.
|
||||
/// </summary>
|
||||
private static readonly ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Cache object.
|
||||
/// </summary>
|
||||
@@ -170,7 +167,7 @@ namespace OpenSim.Region.CoreModules.Asset
|
||||
{
|
||||
if (maximalSize <= 0 || maximalCount <= 0)
|
||||
{
|
||||
//Log.Debug("[ASSET CACHE]: Cenome asset cache is not enabled.");
|
||||
//m_log.Debug("[ASSET CACHE]: Cenome asset cache is not enabled.");
|
||||
m_enabled = false;
|
||||
return;
|
||||
}
|
||||
@@ -186,7 +183,7 @@ namespace OpenSim.Region.CoreModules.Asset
|
||||
CnmSynchronizedCache<string, AssetBase>.Synchronized(new CnmMemoryCache<string, AssetBase>(
|
||||
maximalSize, maximalCount, expirationTime));
|
||||
m_enabled = true;
|
||||
Log.DebugFormat(
|
||||
m_log.DebugFormat(
|
||||
"[ASSET CACHE]: Cenome asset cache enabled (MaxSize = {0} bytes, MaxCount = {1}, ExpirationTime = {2})",
|
||||
maximalSize,
|
||||
maximalCount,
|
||||
@@ -205,6 +202,8 @@ namespace OpenSim.Region.CoreModules.Asset
|
||||
{
|
||||
if (asset != null)
|
||||
{
|
||||
// m_log.DebugFormat("[CENOME ASSET CACHE]: Caching asset {0}", asset.ID);
|
||||
|
||||
long size = asset.Data != null ? asset.Data.Length : 1;
|
||||
m_cache.Set(asset.ID, asset, size);
|
||||
m_cachedCount++;
|
||||
@@ -255,7 +254,7 @@ namespace OpenSim.Region.CoreModules.Asset
|
||||
|
||||
if (m_getCount == m_debugEpoch)
|
||||
{
|
||||
Log.DebugFormat(
|
||||
m_log.DebugFormat(
|
||||
"[ASSET CACHE]: Cached = {0}, Get = {1}, Hits = {2}%, Size = {3} bytes, Avg. A. Size = {4} bytes",
|
||||
m_cachedCount,
|
||||
m_getCount,
|
||||
@@ -267,6 +266,9 @@ namespace OpenSim.Region.CoreModules.Asset
|
||||
m_cachedCount = 0;
|
||||
}
|
||||
|
||||
// if (null == assetBase)
|
||||
// m_log.DebugFormat("[CENOME ASSET CACHE]: Asset {0} not in cache", id);
|
||||
|
||||
return assetBase;
|
||||
}
|
||||
|
||||
@@ -325,12 +327,11 @@ namespace OpenSim.Region.CoreModules.Asset
|
||||
return;
|
||||
|
||||
string name = moduleConfig.GetString("AssetCaching");
|
||||
//Log.DebugFormat("[XXX] name = {0} (this module's name: {1}", name, Name);
|
||||
//m_log.DebugFormat("[XXX] name = {0} (this module's name: {1}", name, Name);
|
||||
|
||||
if (name != Name)
|
||||
return;
|
||||
|
||||
// This module is used
|
||||
return;
|
||||
|
||||
long maxSize = DefaultMaxSize;
|
||||
int maxCount = DefaultMaxCount;
|
||||
TimeSpan expirationTime = DefaultExpirationTime;
|
||||
|
||||
@@ -148,13 +148,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Combat.CombatModule
|
||||
private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID)
|
||||
{
|
||||
ILandObject obj = avatar.Scene.LandChannel.GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
|
||||
if ((obj.LandData.Flags & (uint)ParcelFlags.AllowDamage) != 0)
|
||||
try
|
||||
{
|
||||
avatar.Invulnerable = false;
|
||||
if ((obj.LandData.Flags & (uint)ParcelFlags.AllowDamage) != 0)
|
||||
{
|
||||
avatar.Invulnerable = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
avatar.Invulnerable = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
catch (Exception ex)
|
||||
{
|
||||
avatar.Invulnerable = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -147,7 +147,7 @@ namespace OpenSim.Region.CoreModules.Framework.InterfaceCommander
|
||||
m_args[i].ArgumentValue = Int32.Parse(arg.ToString());
|
||||
break;
|
||||
case "Double":
|
||||
m_args[i].ArgumentValue = Double.Parse(arg.ToString());
|
||||
m_args[i].ArgumentValue = Double.Parse(arg.ToString(), OpenSim.Framework.Culture.NumberFormatInfo);
|
||||
break;
|
||||
case "Boolean":
|
||||
m_args[i].ArgumentValue = Boolean.Parse(arg.ToString());
|
||||
|
||||
@@ -38,12 +38,9 @@ using OpenSim.Services.Interfaces;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
||||
{
|
||||
public class LocalAssetServicesConnector :
|
||||
ISharedRegionModule, IAssetService
|
||||
public class LocalAssetServicesConnector : ISharedRegionModule, IAssetService
|
||||
{
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(
|
||||
MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private IImprovedAssetCache m_Cache = null;
|
||||
|
||||
@@ -72,7 +69,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
||||
IConfig assetConfig = source.Configs["AssetService"];
|
||||
if (assetConfig == null)
|
||||
{
|
||||
m_log.Error("[ASSET CONNECTOR]: AssetService missing from OpenSim.ini");
|
||||
m_log.Error("[LOCAL ASSET SERVICES CONNECTOR]: AssetService missing from OpenSim.ini");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -81,22 +78,20 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
||||
|
||||
if (serviceDll == String.Empty)
|
||||
{
|
||||
m_log.Error("[ASSET CONNECTOR]: No LocalServiceModule named in section AssetService");
|
||||
m_log.Error("[LOCAL ASSET SERVICES CONNECTOR]: No LocalServiceModule named in section AssetService");
|
||||
return;
|
||||
}
|
||||
|
||||
Object[] args = new Object[] { source };
|
||||
m_AssetService =
|
||||
ServerUtils.LoadPlugin<IAssetService>(serviceDll,
|
||||
args);
|
||||
m_AssetService = ServerUtils.LoadPlugin<IAssetService>(serviceDll, args);
|
||||
|
||||
if (m_AssetService == null)
|
||||
{
|
||||
m_log.Error("[ASSET CONNECTOR]: Can't load asset service");
|
||||
m_log.Error("[LOCAL ASSET SERVICES CONNECTOR]: Can't load asset service");
|
||||
return;
|
||||
}
|
||||
m_Enabled = true;
|
||||
m_log.Info("[ASSET CONNECTOR]: Local asset connector enabled");
|
||||
m_log.Info("[LOCAL ASSET SERVICES CONNECTOR]: Local asset connector enabled");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -134,11 +129,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
||||
m_Cache = null;
|
||||
}
|
||||
|
||||
m_log.InfoFormat("[ASSET CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName);
|
||||
m_log.InfoFormat("[LOCAL ASSET SERVICES CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName);
|
||||
|
||||
if (m_Cache != null)
|
||||
{
|
||||
m_log.InfoFormat("[ASSET CONNECTOR]: Enabled asset caching for region {0}", scene.RegionInfo.RegionName);
|
||||
m_log.InfoFormat("[LOCAL ASSET SERVICES CONNECTOR]: Enabled asset caching for region {0}", scene.RegionInfo.RegionName);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -151,6 +146,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
||||
|
||||
public AssetBase Get(string id)
|
||||
{
|
||||
// m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Synchronously requesting asset {0}", id);
|
||||
|
||||
AssetBase asset = null;
|
||||
if (m_Cache != null)
|
||||
asset = m_Cache.Get(id);
|
||||
@@ -160,7 +157,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
||||
asset = m_AssetService.Get(id);
|
||||
if ((m_Cache != null) && (asset != null))
|
||||
m_Cache.Cache(asset);
|
||||
|
||||
// if (null == asset)
|
||||
// m_log.WarnFormat("[LOCAL ASSET SERVICES CONNECTOR]: Could not synchronously find asset with id {0}", id);
|
||||
}
|
||||
|
||||
return asset;
|
||||
}
|
||||
|
||||
@@ -204,15 +205,17 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
||||
|
||||
public bool Get(string id, Object sender, AssetRetrieved handler)
|
||||
{
|
||||
AssetBase asset = null;
|
||||
|
||||
// m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Asynchronously requesting asset {0}", id);
|
||||
|
||||
if (m_Cache != null)
|
||||
m_Cache.Get(id);
|
||||
|
||||
if (asset != null)
|
||||
{
|
||||
Util.FireAndForget(delegate { handler(id, sender, asset); });
|
||||
return true;
|
||||
AssetBase asset = m_Cache.Get(id);
|
||||
|
||||
if (asset != null)
|
||||
{
|
||||
Util.FireAndForget(delegate { handler(id, sender, asset); });
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return m_AssetService.Get(id, sender, delegate (string assetID, Object s, AssetBase a)
|
||||
@@ -220,6 +223,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
||||
if ((a != null) && (m_Cache != null))
|
||||
m_Cache.Cache(a);
|
||||
|
||||
// if (null == a)
|
||||
// m_log.WarnFormat("[LOCAL ASSET SERVICES CONNECTOR]: Could not asynchronously find asset with id {0}", id);
|
||||
|
||||
Util.FireAndForget(delegate { handler(assetID, s, a); });
|
||||
});
|
||||
}
|
||||
|
||||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
|
||||
IConfig inventoryConfig = source.Configs["InventoryService"];
|
||||
if (inventoryConfig == null)
|
||||
{
|
||||
m_log.Error("[INVENTORY CONNECTOR]: InventoryService missing from OpenSim.ini");
|
||||
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: InventoryService missing from OpenSim.ini");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -81,18 +81,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
|
||||
|
||||
if (serviceDll == String.Empty)
|
||||
{
|
||||
m_log.Error("[INVENTORY CONNECTOR]: No LocalServiceModule named in section InventoryService");
|
||||
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: No LocalServiceModule named in section InventoryService");
|
||||
return;
|
||||
}
|
||||
|
||||
Object[] args = new Object[] { source };
|
||||
m_log.DebugFormat("[INVENTORY CONNECTOR]: Service dll = {0}", serviceDll);
|
||||
m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Service dll = {0}", serviceDll);
|
||||
|
||||
m_InventoryService = ServerUtils.LoadPlugin<IInventoryService>(serviceDll, args);
|
||||
|
||||
if (m_InventoryService == null)
|
||||
{
|
||||
m_log.Error("[INVENTORY CONNECTOR]: Can't load inventory service");
|
||||
m_log.Error("[LOCAL INVENTORY SERVICES CONNECTOR]: Can't load inventory service");
|
||||
//return;
|
||||
throw new Exception("Unable to proceed. Please make sure your ini files in config-include are updated according to .example's");
|
||||
}
|
||||
@@ -111,7 +111,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
|
||||
Init(source);
|
||||
|
||||
m_Enabled = true;
|
||||
m_log.Info("[INVENTORY CONNECTOR]: Local inventory connector enabled");
|
||||
m_log.Info("[LOCAL INVENTORY SERVICES CONNECTOR]: Local inventory connector enabled");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -135,7 +135,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[INVENTORY CONNECTOR]: Registering IInventoryService to scene {0}", scene.RegionInfo.RegionName);
|
||||
// "[LOCAL INVENTORY SERVICES CONNECTOR]: Registering IInventoryService to scene {0}", scene.RegionInfo.RegionName);
|
||||
|
||||
scene.RegisterModuleInterface<IInventoryService>(this);
|
||||
m_cache.AddRegion(scene);
|
||||
@@ -155,7 +155,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
|
||||
return;
|
||||
|
||||
m_log.InfoFormat(
|
||||
"[INVENTORY CONNECTOR]: Enabled local invnetory for region {0}", scene.RegionInfo.RegionName);
|
||||
"[LOCAL INVENTORY SERVICES CONNECTOR]: Enabled local inventory for region {0}", scene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
#region IInventoryService
|
||||
@@ -210,7 +210,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
|
||||
return folders;
|
||||
}
|
||||
}
|
||||
m_log.WarnFormat("[INVENTORY CONNECTOR]: System folders for {0} not found", userID);
|
||||
m_log.WarnFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: System folders for {0} not found", userID);
|
||||
return new Dictionary<AssetType, InventoryFolderBase>();
|
||||
}
|
||||
|
||||
@@ -309,7 +309,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
|
||||
|
||||
public override InventoryItemBase GetItem(InventoryItemBase item)
|
||||
{
|
||||
return m_InventoryService.GetItem(item);
|
||||
// m_log.DebugFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Requesting inventory item {0}", item.ID);
|
||||
|
||||
item = m_InventoryService.GetItem(item);
|
||||
|
||||
if (null == item)
|
||||
m_log.ErrorFormat("[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find item with id {0}");
|
||||
|
||||
return item;
|
||||
}
|
||||
|
||||
public override InventoryFolderBase GetFolder(InventoryFolderBase folder)
|
||||
|
||||
@@ -955,8 +955,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
||||
if (y == -1 || m_scene.RegionInfo.RegionLocY == y)
|
||||
{
|
||||
int corner = int.Parse(num);
|
||||
float lowValue = float.Parse(min);
|
||||
float highValue = float.Parse(max);
|
||||
float lowValue = float.Parse(min, Culture.NumberFormatInfo);
|
||||
float highValue = float.Parse(max, Culture.NumberFormatInfo);
|
||||
|
||||
m_log.Debug("[ESTATEMODULE] Setting terrain heights " + m_scene.RegionInfo.RegionName +
|
||||
string.Format(" (C{0}, {1}-{2}", corner, lowValue, highValue));
|
||||
|
||||
@@ -60,7 +60,7 @@ namespace OpenSim.Region.CoreModules.World.Sound
|
||||
}
|
||||
|
||||
public virtual void PlayAttachedSound(
|
||||
UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags)
|
||||
UUID soundID, UUID ownerID, UUID objectID, double gain, Vector3 position, byte flags, float radius)
|
||||
{
|
||||
foreach (ScenePresence p in m_scene.GetAvatars())
|
||||
{
|
||||
@@ -69,14 +69,17 @@ namespace OpenSim.Region.CoreModules.World.Sound
|
||||
continue;
|
||||
|
||||
// Scale by distance
|
||||
gain = (float)((double)gain*((100.0 - dis) / 100.0));
|
||||
if (radius == 0)
|
||||
gain = (float)((double)gain * ((100.0 - dis) / 100.0));
|
||||
else
|
||||
gain = (float)((double)gain * ((radius - dis) / radius));
|
||||
|
||||
p.ControllingClient.SendPlayAttachedSound(soundID, objectID, ownerID, (float)gain, flags);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void TriggerSound(
|
||||
UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle)
|
||||
UUID soundId, UUID ownerID, UUID objectID, UUID parentID, double gain, Vector3 position, UInt64 handle, float radius)
|
||||
{
|
||||
foreach (ScenePresence p in m_scene.GetAvatars())
|
||||
{
|
||||
@@ -85,7 +88,10 @@ namespace OpenSim.Region.CoreModules.World.Sound
|
||||
continue;
|
||||
|
||||
// Scale by distance
|
||||
gain = (float)((double)gain*((100.0 - dis) / 100.0));
|
||||
if (radius == 0)
|
||||
gain = (float)((double)gain * ((100.0 - dis) / 100.0));
|
||||
else
|
||||
gain = (float)((double)gain * ((radius - dis) / radius));
|
||||
|
||||
p.ControllingClient.SendTriggeredSound(
|
||||
soundId, ownerID, objectID, parentID, handle, position, (float)gain);
|
||||
|
||||
@@ -84,6 +84,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
|
||||
private ITerrainChannel m_revert;
|
||||
private Scene m_scene;
|
||||
private volatile bool m_tainted;
|
||||
private readonly UndoStack<LandUndoState> m_undo = new UndoStack<LandUndoState>(5);
|
||||
|
||||
#region ICommandableModule Members
|
||||
|
||||
@@ -174,6 +175,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain
|
||||
|
||||
#region ITerrainModule Members
|
||||
|
||||
public void UndoTerrain(ITerrainChannel channel)
|
||||
{
|
||||
m_channel = channel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads a terrain file from disk and installs it in the scene.
|
||||
/// </summary>
|
||||
@@ -574,6 +580,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
|
||||
{
|
||||
client.OnModifyTerrain += client_OnModifyTerrain;
|
||||
client.OnBakeTerrain += client_OnBakeTerrain;
|
||||
client.OnLandUndo += client_OnLandUndo;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -664,6 +671,19 @@ namespace OpenSim.Region.CoreModules.World.Terrain
|
||||
return changesLimited;
|
||||
}
|
||||
|
||||
private void client_OnLandUndo(IClientAPI client)
|
||||
{
|
||||
lock (m_undo)
|
||||
{
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
LandUndoState goback = m_undo.Pop();
|
||||
if (goback != null)
|
||||
goback.PlaybackState();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends a copy of the current terrain to the scenes clients
|
||||
/// </summary>
|
||||
@@ -718,6 +738,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
|
||||
}
|
||||
if (allowed)
|
||||
{
|
||||
StoreUndoState();
|
||||
m_painteffects[(StandardTerrainEffects) action].PaintEffect(
|
||||
m_channel, allowMask, west, south, height, size, seconds);
|
||||
|
||||
@@ -758,6 +779,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
|
||||
|
||||
if (allowed)
|
||||
{
|
||||
StoreUndoState();
|
||||
m_floodeffects[(StandardTerrainEffects) action].FloodEffect(
|
||||
m_channel, fillArea, size);
|
||||
|
||||
@@ -782,6 +804,25 @@ namespace OpenSim.Region.CoreModules.World.Terrain
|
||||
}
|
||||
}
|
||||
|
||||
private void StoreUndoState()
|
||||
{
|
||||
lock (m_undo)
|
||||
{
|
||||
if (m_undo.Count > 0)
|
||||
{
|
||||
LandUndoState last = m_undo.Peek();
|
||||
if (last != null)
|
||||
{
|
||||
if (last.Compare(m_channel))
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
LandUndoState nUndo = new LandUndoState(this, m_channel);
|
||||
m_undo.Push(nUndo);
|
||||
}
|
||||
}
|
||||
|
||||
#region Console Commands
|
||||
|
||||
private void InterfaceLoadFile(Object[] args)
|
||||
|
||||
Reference in New Issue
Block a user