A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts (often known as prims), one of which is considered the root part.
Inheritance: EntityBase, ISceneObject
示例#1
1
        public void Init()
        {
            TestHelper.InMethod();
            
            scene = SceneSetupHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
            scene2 = SceneSetupHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
            scene3 = SceneSetupHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);

            ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
            interregionComms.Initialise(new IniConfigSource());
            interregionComms.PostInitialise();
            SceneSetupHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
            SceneSetupHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
            SceneSetupHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);

            agent1 = UUID.Random();
            agent2 = UUID.Random();
            agent3 = UUID.Random();
            random = new Random();
            sog1 = NewSOG(UUID.Random(), scene, agent1);
            sog2 = NewSOG(UUID.Random(), scene, agent1);
            sog3 = NewSOG(UUID.Random(), scene, agent1);

            //ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
            region1 = scene.RegionInfo.RegionHandle;
            region2 = scene2.RegionInfo.RegionHandle;
            region3 = scene3.RegionInfo.RegionHandle;
        }
示例#2
1
        public void TestPartSerialzationDeserialization()
        {
            SceneObjectPart rootPart = new SceneObjectPart(UUID.Zero, new OpenSim.Framework.PrimitiveBaseShape(), new Vector3(1, 2, 3), Quaternion.Identity, Vector3.Zero, false);
            rootPart.Name = "RootPart";
            SceneObjectPart part = Util.RandomSOP("ChildPart", 2);

            var pgrp1 = new SceneObjectGroup(rootPart);
            pgrp1.AddPart(part);

            part.InventorySerial = 1;
            part.Rezzed = DateTime.Now;
            part.TextColor = System.Drawing.Color.FromArgb(1,2,3,4);
            
            byte[] bytes = serEngine.SceneObjectSerializer.SerializePartToBytes(part, OpenSim.Region.Framework.Scenes.Serialization.SerializationFlags.None);

            SceneObjectPart rootPart2 = new SceneObjectPart(UUID.Zero, new OpenSim.Framework.PrimitiveBaseShape(), new Vector3(1, 2, 3), Quaternion.Identity, Vector3.Zero, false);
            rootPart2.Name = "RootPart2";
            SceneObjectPart deserPart = serEngine.SceneObjectSerializer.DeserializePartFromBytes(bytes);
            var pgrp2 = new SceneObjectGroup(rootPart2);
            pgrp2.AddPart(deserPart);
            deserPart.Rezzed = part.Rezzed;

            CompareObjects comp = new CompareObjects();
            comp.CompareStaticFields = false;
            comp.CompareStaticProperties = false;
            comp.ElementsToIgnore = PrimCompareIgnoreList;

            Assert.IsTrue(comp.Compare(part, deserPart), comp.DifferencesString);
        }
示例#3
0
 public void AddObject(SceneObjectGroup obj)
 {
     if (m_childNodes == null)
     {
         if (!m_objects.Contains(obj))
         {
             m_objects.Add(obj);
         }
     }
     else
     {
         if (obj.AbsolutePosition.X < (m_leftX + (m_width/2)))
         {
             if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
             {
                 m_childNodes[0].AddObject(obj);
             }
             else
             {
                 m_childNodes[2].AddObject(obj);
             }
         }
         else
         {
             if (obj.AbsolutePosition.Y < (m_leftY + (m_height/2)))
             {
                 m_childNodes[1].AddObject(obj);
             }
             else
             {
                 m_childNodes[3].AddObject(obj);
             }
         }
     }
 }
        public void Init()
        {
            TestHelpers.InMethod();
            
            scene = SceneHelpers.SetupScene("Neighbour x", UUID.Random(), 1000, 1000);
            scene2 = SceneHelpers.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000);
            scene3 = SceneHelpers.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000);

            ISharedRegionModule interregionComms = new LocalSimulationConnectorModule();
            interregionComms.Initialise(new IniConfigSource());
            interregionComms.PostInitialise();
            SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms);
            SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms);
            SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms);

            agent1 = UUID.Random();
            agent2 = UUID.Random();
            agent3 = UUID.Random();
            random = new Random();
            sog1 = SceneHelpers.CreateSceneObject(1, agent1);
            scene.AddSceneObject(sog1);
            sog2 = SceneHelpers.CreateSceneObject(1, agent1);
            scene.AddSceneObject(sog2);
            sog3 = SceneHelpers.CreateSceneObject(1, agent1);
            scene.AddSceneObject(sog3);

            region1 = scene.RegionInfo.RegionHandle;
            region2 = scene2.RegionInfo.RegionHandle;
            region3 = scene3.RegionInfo.RegionHandle;
        }
示例#5
0
        public void T010_AddObjects()
        {
            TestHelpers.InMethod();
            
            random = new Random();
            SceneObjectGroup found;
            EntityManager entman = new EntityManager();
            SceneObjectGroup sog = NewSOG();
            UUID obj1 = sog.UUID;
            uint li1 = sog.LocalId;
            entman.Add(sog);
            sog = NewSOG();
            UUID obj2 = sog.UUID;
            uint li2 = sog.LocalId;
            entman.Add(sog);
            
            found = (SceneObjectGroup)entman[obj1];
            Assert.That(found.UUID ,Is.EqualTo(obj1));
            found = (SceneObjectGroup)entman[li1];
            Assert.That(found.UUID ,Is.EqualTo(obj1));
            found = (SceneObjectGroup)entman[obj2];
            Assert.That(found.UUID ,Is.EqualTo(obj2));
            found = (SceneObjectGroup)entman[li2];
            Assert.That(found.UUID ,Is.EqualTo(obj2));

            entman.Remove(obj1);
            entman.Remove(li2);

            Assert.That(entman.ContainsKey(obj1), Is.False);
            Assert.That(entman.ContainsKey(li1), Is.False);
            Assert.That(entman.ContainsKey(obj2), Is.False);
            Assert.That(entman.ContainsKey(li2), Is.False);
        }
示例#6
0
        public void TestGroupSerializationDeserialization()
        {
            var sop1 = SceneUtil.RandomSOP("Root", 1);
            var sop2 = SceneUtil.RandomSOP("Child1", 2);
            var sop3 = SceneUtil.RandomSOP("Child2", 3);

            SceneObjectGroup group = new SceneObjectGroup(sop1);
            group.AddPart(sop2);
            group.AddPart(sop3);

            SceneObjectGroup deserGroup = null;
            string grpBytes = null;

            Assert.DoesNotThrow(() =>
            {
                grpBytes = SceneObjectSerializer.ToXml2Format(group, true);
            });

            Assert.NotNull(grpBytes);

            Assert.DoesNotThrow(() =>
            {
                deserGroup = SceneObjectSerializer.FromXml2Format(grpBytes);
            });

            CompareObjects comp = new CompareObjects();
            comp.CompareStaticFields = false;
            comp.CompareStaticProperties = false;
            comp.ElementsToIgnore = PrimCompareIgnoreList;

            Assert.IsTrue(comp.Compare(group, deserGroup), comp.DifferencesString);
        }
示例#7
0
        // Connect the Telehub
        public void Connect(SceneObjectGroup grp)
        {
            m_Scene.RegionInfo.RegionSettings.ClearSpawnPoints();

            m_Scene.RegionInfo.RegionSettings.TelehubObject = grp.UUID;
            m_Scene.RegionInfo.RegionSettings.Save();
        }
        /// <summary>
        /// Delete the given object from the scene
        /// </summary>
        public void DeleteToInventory(DeRezAction action, UUID folderID,
                SceneObjectGroup objectGroup, IClientAPI remoteClient, 
                bool permissionToDelete)
        {
            if (Enabled)
                lock (m_inventoryTicker)
                    m_inventoryTicker.Stop();

            lock (m_inventoryDeletes)
            {
                DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
                dtis.action = action;
                dtis.folderID = folderID;
                dtis.objectGroup = objectGroup;
                dtis.remoteClient = remoteClient;
                dtis.permissionToDelete = permissionToDelete;

                m_inventoryDeletes.Enqueue(dtis);
            }

            if (Enabled)
                lock (m_inventoryTicker)
                    m_inventoryTicker.Start();
        
            // Visually remove it, even if it isnt really gone yet.  This means that if we crash before the object
            // has gone to inventory, it will reappear in the region again on restart instead of being lost.
            // This is not ideal since the object will still be available for manipulation when it should be, but it's
            // better than losing the object for now.
            if (permissionToDelete)
                objectGroup.DeleteGroup(false);
        }
 /// <summary>
 /// Create an asset from the given scene object.
 /// </summary>
 /// <param name="assetUuid"></param>
 /// <param name="sog"></param>
 /// <returns></returns>
 public static AssetBase CreateAsset(UUID assetUuid, SceneObjectGroup sog)
 {
     return CreateAsset(
         assetUuid, 
         AssetType.Object, 
         Encoding.ASCII.GetBytes(SceneObjectSerializer.ToOriginalXmlFormat(sog)), 
         sog.OwnerID);
 }
示例#10
0
 /// <summary>
 /// Add an existing scene object as an item in the user's inventory.
 /// </summary>
 /// <remarks>
 /// Will be added to the system Objects folder.
 /// </remarks>
 /// <param name='scene'></param>
 /// <param name='so'></param>
 /// <param name='inventoryIdTail'></param>
 /// <param name='assetIdTail'></param>
 /// <returns>The inventory item created.</returns>
 public static InventoryItemBase AddInventoryItem(
     Scene scene, SceneObjectGroup so, int inventoryIdTail, int assetIdTail)
 {
     return AddInventoryItem(
         scene,
         so.Name,
         TestHelpers.ParseTail(inventoryIdTail),
         InventoryType.Object,
         AssetHelpers.CreateAsset(TestHelpers.ParseTail(assetIdTail), so),
         so.OwnerID);
 }
示例#11
0
        /// <summary>
        /// Deserialize a scene object from the original xml format
        /// </summary>
        /// <param name="xmlData"></param>
        /// <returns>The scene object deserialized.  Null on failure.</returns>
        public static SceneObjectGroup FromOriginalXmlFormat(string xmlData)
        {
            //m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
            //int time = System.Environment.TickCount;

            try
            {
                StringReader  sr;
                XmlTextReader reader;
                XmlNodeList   parts;
                XmlDocument   doc;
                int           linkNum;

                doc = new XmlDocument();
                doc.LoadXml(xmlData);
                parts = doc.GetElementsByTagName("RootPart");

                if (parts.Count == 0)
                    throw new Exception("Invalid Xml format - no root part");

                sr = new StringReader(parts[0].InnerXml);
                reader = new XmlTextReader(sr);
                SceneObjectGroup sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader));
                reader.Close();
                sr.Close();

                parts = doc.GetElementsByTagName("Part");

                for (int i = 0; i < parts.Count; i++)
                {
                    sr = new StringReader(parts[i].InnerXml);
                    reader = new XmlTextReader(sr);
                    SceneObjectPart part = SceneObjectPart.FromXml(reader);
                    linkNum = part.LinkNum;
                    sceneObject.AddPart(part);
                    part.LinkNum = linkNum;
                    part.TrimPermissions();
                    reader.Close();
                    sr.Close();
                }

                // Script state may, or may not, exist. Not having any, is NOT
                // ever a problem.
                sceneObject.LoadScriptState(doc);

                return sceneObject;
            }
            catch (Exception e)
            {
                m_log.ErrorFormat(
                    "[SERIALIZER]: Deserialization of xml failed with {0}.  xml was {1}", e, xmlData);
                return null;
            }
        }
示例#12
0
        /// <summary>
        /// Creates a new snapshot from the given group
        /// </summary>
        /// <param name="sog"></param>
        /// <returns></returns>
        public static SceneObjectGroupSnapshot FromSceneObjectGroup(SceneObjectGroup sog, SerializationFlags flags)
        {
            SceneObjectGroupSnapshot snapshot = new SceneObjectGroupSnapshot
            {
                RootPart = SceneObjectPartSnapshot.FromSceneObjectPart(sog.RootPart, flags)
            };

            var parts = sog.GetParts();
            SceneObjectPartSnapshot[] partsSnap;

            //do we have more than just the root?
            if (parts.Count > 1)
            {
                List<SceneObjectPartSnapshot> partsCollect = new List<SceneObjectPartSnapshot>();

                foreach (SceneObjectPart part in parts)
                {
                    if (!part.IsRootPart())
                    {
                        partsCollect.Add(SceneObjectPartSnapshot.FromSceneObjectPart(part, flags));
                    }
                }

                partsSnap = partsCollect.ToArray();
            }
            else
            {
                //nope, just the root
                partsSnap = new SceneObjectPartSnapshot[0];
            }

            snapshot.ChildParts = partsSnap;

            if (sog.IsAttachment && sog.HasGroupChanged)
            {
                snapshot.TaintedAttachment = true;
            }
            else
            {
                snapshot.TaintedAttachment = false;
            }

            if (sog.IsAttachment && sog.IsTempAttachment)
            {
                snapshot.TempAttachment = true;
            }
            else
            {
                snapshot.TempAttachment = false;
            }


            return snapshot;
        }
示例#13
0
        public void TestDuplicateObject()
        {
            TestHelpers.InMethod();
//            TestHelpers.EnableLogging();

            Scene scene = new SceneHelpers().SetupScene();

            UUID ownerId = new UUID("00000000-0000-0000-0000-000000000010");
            string part1Name = "part1";
            UUID part1Id = new UUID("00000000-0000-0000-0000-000000000001");
            string part2Name = "part2";
            UUID part2Id = new UUID("00000000-0000-0000-0000-000000000002");

            SceneObjectPart part1
                = new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 
                    { Name = part1Name, UUID = part1Id };
            SceneObjectGroup so = new SceneObjectGroup(part1);
            SceneObjectPart part2 
                = new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 
                    { Name = part2Name, UUID = part2Id }; 
            so.AddPart(part2);

            scene.AddNewSceneObject(so, false);
            
            SceneObjectGroup dupeSo 
                = scene.SceneGraph.DuplicateObject(
                    part1.LocalId, new Vector3(10, 0, 0), 0, ownerId, UUID.Zero, Quaternion.Identity);
            Assert.That(dupeSo.Parts.Length, Is.EqualTo(2));
            
            SceneObjectPart dupePart1 = dupeSo.GetLinkNumPart(1);
            SceneObjectPart dupePart2 = dupeSo.GetLinkNumPart(2);
            Assert.That(dupePart1.LocalId, Is.Not.EqualTo(part1.LocalId));
            Assert.That(dupePart2.LocalId, Is.Not.EqualTo(part2.LocalId));
            
            Assert.That(dupePart1.Flags, Is.EqualTo(part1.Flags));
            Assert.That(dupePart2.Flags, Is.EqualTo(part2.Flags));
            
            /*
            Assert.That(part1.PhysActor, Is.Not.Null);
            Assert.That(part2.PhysActor, Is.Not.Null);
            Assert.That(dupePart1.PhysActor, Is.Not.Null);
            Assert.That(dupePart2.PhysActor, Is.Not.Null);
            */

//            TestHelpers.DisableLogging();
        }
示例#14
0
        public override void SetUp()
        {
            base.SetUp();

            m_engine = new MockScriptEngine();

            m_scene = new SceneHelpers().SetupScene();
            SceneHelpers.SetupSceneModules(m_scene, new IniConfigSource(), m_engine);

            m_so = SceneHelpers.AddSceneObject(m_scene);
            m_scriptItem = TaskInventoryHelpers.AddScript(m_scene.AssetService, m_so.RootPart);

            // This is disconnected from the actual script - the mock engine does not set up any LSL_Api atm.
            // Possibly this could be done and we could obtain it directly from the MockScriptEngine.
            m_lslApi = new LSL_Api();
            m_lslApi.Initialize(m_engine, m_so.RootPart, m_scriptItem);
        }
        public void TestDelinkPersistence()
        {
            TestHelpers.InMethod();
            //log4net.Config.XmlConfigurator.Configure();

            TestScene scene = new SceneHelpers().SetupScene();

            string rootPartName = "rootpart";
            UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
            string linkPartName = "linkpart";
            UUID linkPartUuid = new UUID("00000000-0000-0000-0001-000000000000");

            SceneObjectPart rootPart
                = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
                    { Name = rootPartName, UUID = rootPartUuid };

            SceneObjectPart linkPart
                = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
                    { Name = linkPartName, UUID = linkPartUuid };
            SceneObjectGroup linkGroup = new SceneObjectGroup(linkPart);
            scene.AddNewSceneObject(linkGroup, true);

            SceneObjectGroup sog = new SceneObjectGroup(rootPart);
            scene.AddNewSceneObject(sog, true);

            Assert.IsFalse(sog.GroupContainsForeignPrims);
            sog.LinkToGroup(linkGroup);
            Assert.IsTrue(sog.GroupContainsForeignPrims);

            scene.Backup(true);
            Assert.AreEqual(1, scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID).Count);

            // These changes should occur immediately without waiting for a backup pass
            SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
            Assert.IsFalse(groupToDelete.GroupContainsForeignPrims);

            scene.DeleteSceneObject(groupToDelete, false);

            List<SceneObjectGroup> storedObjects = scene.SimulationDataService.LoadObjects(scene.RegionInfo.RegionID);

            Assert.AreEqual(1, storedObjects.Count);
            Assert.AreEqual(1, storedObjects[0].Parts.Length);
            Assert.IsTrue(storedObjects[0].ContainsPart(rootPartUuid));
        }
示例#16
0
        /// <summary>
        /// Deserialize a scene object from the original xml format
        /// </summary>
        /// <param name="xmlData"></param>
        /// <returns>The scene object deserialized.  Null on failure.</returns>
        public static SceneObjectGroup FromOriginalXmlFormat(XmlReader reader)
        {
            //m_log.DebugFormat("[SOG]: Starting deserialization of SOG");
            //int time = System.Environment.TickCount;

            SceneObjectGroup sceneObject = null;

            try
            {
                int           linkNum;

                reader.ReadToFollowing("RootPart");
                reader.ReadToFollowing("SceneObjectPart");
                sceneObject = new SceneObjectGroup(SceneObjectPart.FromXml(reader));
                reader.ReadToFollowing("OtherParts");

                if (reader.ReadToDescendant("Part"))
                {
                    do
                    {
                        if (reader.ReadToDescendant("SceneObjectPart"))
                        {
                            SceneObjectPart part = SceneObjectPart.FromXml(reader);
                            linkNum = part.LinkNum;
                            sceneObject.AddPart(part);
                            part.LinkNum = linkNum;
                            part.TrimPermissions();
                        }
                    }                    
                    while (reader.ReadToNextSibling("Part"));
                }

                // Script state may, or may not, exist. Not having any, is NOT
                // ever a problem.
                sceneObject.LoadScriptState(reader);
            }
            catch (Exception e)
            {
                m_log.ErrorFormat("[SERIALIZER]: Deserialization of xml failed.  Exception {0}", e);
                return null;
            }

            return sceneObject;
        }
示例#17
0
        public void TestGroupInventorySerializationDeserialization()
        {
            var sop1 = Util.RandomSOP("Root", 1);
            var sop2 = Util.RandomSOP("Child1", 2);
            var sop3 = Util.RandomSOP("Child2", 3);

            SceneObjectGroup group = new SceneObjectGroup(sop1);
            group.AddPart(sop2);
            group.AddPart(sop3);

            var grpBytes = serEngine.InventoryObjectSerializer.SerializeGroupToInventoryBytes(group, SerializationFlags.None);

            SceneObjectGroup deserGroup = serEngine.InventoryObjectSerializer.DeserializeGroupFromInventoryBytes(grpBytes);

            CompareObjects comp = new CompareObjects();
            comp.CompareStaticFields = false;
            comp.CompareStaticProperties = false;
            comp.ElementsToIgnore = PrimCompareIgnoreList;

            Assert.IsTrue(comp.Compare(group, deserGroup), comp.DifferencesString);
        }
示例#18
0
 public SceneObjectGroup CreateEntity(
     UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
 {
     if (Array.IndexOf(creationCapabilities, (PCode)shape.PCode) < 0)
     {
         m_log.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
         return null;
     }
     
     SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
     SceneObjectPart rootPart = sceneObject.GetChildPart(sceneObject.UUID);
     
     // if grass or tree, make phantom
     //rootPart.TrimPermissions();
     rootPart.AddFlag(PrimFlags.Phantom);
     if (rootPart.Shape.PCode != (byte)PCode.Grass)
         AdaptTree(ref shape);
     
     m_scene.AddNewSceneObject(sceneObject, true);
     sceneObject.SetGroup(groupID, null);
     
     return sceneObject;
 }
示例#19
0
        private void CreatePointEntity(Scene scene, UUID uuid, Vector3 groupPos)
        {
            SceneObjectGroup x = new SceneObjectGroup();
            SceneObjectPart y = new SceneObjectPart();

            //Initialize part
            y.Name = "Very Small Point";
            y.RegionHandle = scene.RegionInfo.RegionHandle;
            y.CreationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
            y.OwnerID = UUID.Zero;
            y.CreatorID = UUID.Zero;
            y.LastOwnerID = UUID.Zero;
            y.UUID = uuid;

            y.Shape = PrimitiveBaseShape.CreateBox();
            y.Scale = new Vector3(0.01f,0.01f,0.01f);
            y.LastOwnerID = UUID.Zero;
            y.GroupPosition = groupPos;
            y.OffsetPosition = new Vector3(0, 0, 0);
            y.RotationOffset = new Quaternion(0,0,0,0);
            y.Velocity = new Vector3(0, 0, 0);
            y.RotationalVelocity = new Vector3(0, 0, 0);
            y.AngularVelocity = new Vector3(0, 0, 0);
            y.Acceleration = new Vector3(0, 0, 0);

            y.Flags = 0;
            y.TrimPermissions();

            //Initialize group and add part as root part
            x.SetScene(scene);
            x.SetRootPart(y);
            x.RegionHandle = scene.RegionInfo.RegionHandle;
            x.SetScene(scene);

            m_Entity = x;
        }
        /// <summary>
        /// Move the given scene object into a new region depending on which region its absolute position has moved
        /// into.
        ///
        /// This method locates the new region handle and offsets the prim position for the new region
        /// </summary>
        /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
        /// <param name="grp">the scene object that we're crossing</param>
        public void Cross(SceneObjectGroup grp, Vector3 attemptedPosition, bool silent)
        {
            if (grp == null)
                return;
            if (grp.IsDeleted)
                return;

            Scene scene = grp.Scene;
            if (scene == null)
                return;

            if (grp.RootPart.DIE_AT_EDGE)
            {
                // We remove the object here
                try
                {
                    scene.DeleteSceneObject(grp, false);
                }
                catch (Exception)
                {
                    m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
                }
                return;
            }

            int thisx = (int)scene.RegionInfo.RegionLocX;
            int thisy = (int)scene.RegionInfo.RegionLocY;


/*
            Vector3 EastCross = new Vector3(0.1f, 0, 0);
            Vector3 WestCross = new Vector3(-0.1f, 0, 0);
            Vector3 NorthCross = new Vector3(0, 0.1f, 0);
            Vector3 SouthCross = new Vector3(0, -0.1f, 0);


            // use this if no borders were crossed!
            ulong newRegionHandle
                        = Util.UIntsToLong((uint)((thisx) * Constants.RegionSize),
                                           (uint)((thisy) * Constants.RegionSize));

            Vector3 pos = attemptedPosition;

            int changeX = 1;
            int changeY = 1;

            if (scene.TestBorderCross(attemptedPosition + WestCross, Cardinals.W))
            {
                if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
                {

                    Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);

                    if (crossedBorderx.BorderLine.Z > 0)
                    {
                        pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
                        changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.X = ((pos.X + Constants.RegionSize));

                    Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                    //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                    if (crossedBordery.BorderLine.Z > 0)
                    {
                        pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                        changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.Y = ((pos.Y + Constants.RegionSize));



                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
                                           (uint)((thisy - changeY) * Constants.RegionSize));
                    // x - 1
                    // y - 1
                }
                else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
                {
                    Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);

                    if (crossedBorderx.BorderLine.Z > 0)
                    {
                        pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
                        changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.X = ((pos.X + Constants.RegionSize));


                    Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                    //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                    if (crossedBordery.BorderLine.Z > 0)
                    {
                        pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                        changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.Y = ((pos.Y + Constants.RegionSize));

                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
                                           (uint)((thisy + changeY) * Constants.RegionSize));
                    // x - 1
                    // y + 1
                }
                else
                {
                    Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);

                    if (crossedBorderx.BorderLine.Z > 0)
                    {
                        pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
                        changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.X = ((pos.X + Constants.RegionSize));

                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
                                           (uint)(thisy * Constants.RegionSize));
                    // x - 1
                }
            }
            else if (scene.TestBorderCross(attemptedPosition + EastCross, Cardinals.E))
            {
                if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
                {

                    pos.X = ((pos.X - Constants.RegionSize));
                    Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                    //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                    if (crossedBordery.BorderLine.Z > 0)
                    {
                        pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                        changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.Y = ((pos.Y + Constants.RegionSize));


                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
                                           (uint)((thisy - changeY) * Constants.RegionSize));
                    // x + 1
                    // y - 1
                }
                else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
                {
                    pos.X = ((pos.X - Constants.RegionSize));
                    pos.Y = ((pos.Y - Constants.RegionSize));
                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
                                           (uint)((thisy + changeY) * Constants.RegionSize));
                    // x + 1
                    // y + 1
                }
                else
                {
                    pos.X = ((pos.X - Constants.RegionSize));
                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
                                           (uint)(thisy * Constants.RegionSize));
                    // x + 1
                }
            }
            else if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
            {
                Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                if (crossedBordery.BorderLine.Z > 0)
                {
                    pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                    changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                }
                else
                    pos.Y = ((pos.Y + Constants.RegionSize));

                newRegionHandle
                    = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize));
                // y - 1
            }
            else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
            {

                pos.Y = ((pos.Y - Constants.RegionSize));
                newRegionHandle
                    = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + changeY) * Constants.RegionSize));
                // y + 1
            }

 */
            // If we fail to cross the border, then reset the position of the scene object on that border.
//            Utils.LongToUInts(newRegionHandle, out x, out y);

            int x, y;
            Vector3 pos = attemptedPosition;
            Vector3 newpos = pos;
            float boundaryDistance = 1.0f;

            if (scene.RegionInfo.CombinedRegionHandle != 0) // we are a slave region send to main region
            {
                uint tmp1;
                uint tmp2;

                Utils.LongToUInts(scene.RegionInfo.CombinedRegionHandle, out tmp1, out tmp2);
                x = (int)tmp1;
                y = (int)tmp2;

                newpos.X += ((int)scene.RegionInfo.RegionLocX * Constants.RegionSize - x);
                newpos.Y += ((int)scene.RegionInfo.RegionLocY * Constants.RegionSize - y);
            }
            else
            {
                if (pos.X - boundaryDistance < 0) // going W
                {
                    x = -1;
                    newpos.X = Constants.RegionSize + pos.X - boundaryDistance;
                }
                else // assume we are going E
                {
                    x = ((int)(pos.X + boundaryDistance) / (int)Constants.RegionSize);
                    newpos.X = pos.X - x * (int)Constants.RegionSize;
                }

                x += (int)scene.RegionInfo.RegionLocX;
                x *= (int)Constants.RegionSize;

                if (pos.Y - boundaryDistance < 0) // going S  SW or SE
                {
                    y = -1;
                    newpos.Y = Constants.RegionSize + pos.Y - boundaryDistance;
                }
                else // assume we are going N NW or NE
                {
                    y = ((int)(pos.Y + boundaryDistance) / (int)Constants.RegionSize);
                    newpos.Y = pos.Y - y * (int)Constants.RegionSize;
                }

                y += (int)scene.RegionInfo.RegionLocY;
                y *= (int)Constants.RegionSize;
            }

            //            int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);

            ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);

            GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);

            if (destination == null)
            {
                // let physics know (for now ode needs this)
                if (!grp.IsDeleted)
                {
                    if (grp.RootPart.PhysActor != null)
                    {
                        grp.RootPart.PhysActor.CrossingFailure();
                    }
                }
            }

            else
            {
                // Offset the positions for the new region across the border
                Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
                grp.RootPart.GroupPosition = newpos;
                if (!CrossPrimGroupIntoNewRegion(destination, grp, silent))
                {
                    if (!grp.IsDeleted)
                    {
                        grp.RootPart.GroupPosition = oldGroupPosition;
                        if (grp.RootPart.PhysActor != null)
                        {
                            grp.RootPart.PhysActor.CrossingFailure();
                        }
                        grp.ScheduleGroupForFullUpdate();
                    }
                }
            }
        }
示例#21
0
        /// <summary>
        /// Append a scene object report to an input StringBuilder
        /// </summary>
        /// <returns></returns>
        /// <param name='sb'></param>
        /// <param name='so'</param>
        /// <param name='showFull'>
        /// If true then information on all parts of an object is appended.
        /// If false then only summary information about an object is appended.
        /// </param>
        private StringBuilder AddSceneObjectReport(StringBuilder sb, SceneObjectGroup so, bool showFull)
        {
            if (showFull)
            {
                foreach (SceneObjectPart sop in so.Parts)
                {
                    AddScenePartReport(sb, sop, false);
                    sb.Append("\n");
                }
            }
            else
            {
                AddSummarySceneObjectReport(sb, so);
            }

            return sb;
        }
示例#22
0
        private StringBuilder AddSummarySceneObjectReport(StringBuilder sb, SceneObjectGroup so)
        {
            ConsoleDisplayList cdl = new ConsoleDisplayList();
            cdl.AddRow("Name", so.Name);
            cdl.AddRow("Descrition", so.Description);
            cdl.AddRow("Local ID", so.LocalId);
            cdl.AddRow("UUID", so.UUID);
            cdl.AddRow("Location", string.Format("{0} @ {1}", so.AbsolutePosition, so.Scene.Name));
            cdl.AddRow("Parts", so.PrimCount);
            cdl.AddRow("Flags", so.RootPart.Flags);

            return sb.Append(cdl.ToString());
        }
示例#23
0
        // This builds a minimalistic Prim, 1 SOG with 1 root SOP.  A
        // common failure case is people adding new fields that aren't
        // initialized, but have non-null db constraints.  We should
        // honestly be passing more and more null things in here.
        // 
        // Please note that in Sqlite.BuildPrim there is a commented out inline version 
        // of this so you can debug and step through the build process and check the fields
        // 
        // Real World Value: Tests for situation where extending a SceneObjectGroup/SceneObjectPart
        //                   causes the application to crash at the database layer because of null values 
        //                   in NOT NULL fields
        //
        private SceneObjectGroup NewSOG(string name, UUID uuid, UUID regionId)
        {
            RegionInfo regionInfo = new RegionInfo();
            regionInfo.RegionID = regionId;
            regionInfo.RegionLocX = 0;
            regionInfo.RegionLocY = 0;

            Scene scene = new Scene(regionInfo);

            SceneObjectPart sop = new SceneObjectPart();
            sop.Name = name;
            sop.Description = name;
            sop.Text = RandomName();
            sop.SitName = RandomName();
            sop.TouchName = RandomName();
            sop.UUID = uuid;
            sop.Shape = PrimitiveBaseShape.Default;

            SceneObjectGroup sog = new SceneObjectGroup(sop);
            sog.SetScene(scene);

            return sog;
        }
        void OnIncomingSceneObject(SceneObjectGroup so)
        {
            if (!so.IsAttachment)
                return;

            if (so.AttachedAvatar == UUID.Zero || Scene.UserManagementModule.IsLocalGridUser(so.AttachedAvatar))
                return;

            // foreign user
            AgentCircuitData aCircuit = Scene.AuthenticateHandler.GetAgentCircuitData(so.AttachedAvatar);
            if (aCircuit != null && (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0)
            {
                if (aCircuit.ServiceURLs != null && aCircuit.ServiceURLs.ContainsKey("AssetServerURI"))
                {
                    string url = aCircuit.ServiceURLs["AssetServerURI"].ToString();
                    m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
                    Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
                    HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url);
                    uuidGatherer.GatherAssetUuids(so, ids);

                    foreach (KeyValuePair<UUID, sbyte> kvp in ids)
                        uuidGatherer.FetchAsset(kvp.Key);
                }
            }
        }
示例#25
0
        public void T013_DatabasePersistency()
        {
            // Sets all ScenePart parameters, stores and retrieves them, then check for consistency with initial data
            // The commented Asserts are the ones that are unchangeable (when storing on the database, their "Set" values are ignored
            // The ObjectFlags is an exception, if it is entered incorrectly, the object IS REJECTED on the database silently.
            UUID creator,uuid = new UUID();
            creator = UUID.Random();
            uint iserial = (uint)random.Next();
            TaskInventoryDictionary dic = new TaskInventoryDictionary();
            uint objf = (uint) random.Next();
            uuid = prim4;
            uint localid = localID+1;
            localID = localID + 1;
            string name = "Adam  West";
            byte material = (byte) random.Next(127);
            ulong regionh = (ulong)random.NextDouble() * (ulong)random.Next();
            int pin = random.Next();
            Byte[] partsys = new byte[8];
            Byte[] textani = new byte[8];
            random.NextBytes(textani);
            random.NextBytes(partsys);
            DateTime expires = new DateTime(2008, 12, 20);
            DateTime rezzed = new DateTime(2009, 07, 15);
            Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());
            Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
            Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
            Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
            Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
            Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
            string description = name;
            Color color = Color.FromArgb(255, 165, 50, 100);
            string text = "All Your Base Are Belong to Us";
            string sitname = "SitName";
            string touchname = "TouchName";
            int linknum = random.Next();
            byte clickaction = (byte) random.Next(127);
            PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
            pbshap = PrimitiveBaseShape.Default;
            pbshap.PathBegin = ushort.MaxValue;
            pbshap.PathEnd = ushort.MaxValue;
            pbshap.ProfileBegin = ushort.MaxValue;
            pbshap.ProfileEnd = ushort.MaxValue;
            pbshap.ProfileHollow = ushort.MaxValue;
            Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
            byte updatef = (byte) random.Next(127);

            RegionInfo regionInfo = new RegionInfo();
            regionInfo.RegionID = region3;
            regionInfo.RegionLocX = 0;
            regionInfo.RegionLocY = 0;

            Scene scene = new Scene(regionInfo);

            SceneObjectPart sop = new SceneObjectPart();
            sop.RegionHandle = regionh;
            sop.UUID = uuid;
            sop.LocalId = localid;
            sop.Shape = pbshap;
            sop.GroupPosition = groupos;
            sop.RotationOffset = rotoff;
            sop.CreatorID = creator;
            sop.InventorySerial = iserial;
            sop.TaskInventory = dic;
            sop.ObjectFlags = objf;
            sop.Name = name;
            sop.Material = material;
            sop.ScriptAccessPin = pin;
            sop.TextureAnimation = textani;
            sop.ParticleSystem = partsys;
            sop.Expires = expires;
            sop.Rezzed = rezzed;
            sop.OffsetPosition = offset;
            sop.Velocity = velocity;
            sop.AngularVelocity = angvelo;
            sop.Acceleration = accel;
            sop.Description = description;
            sop.Color = color;
            sop.Text = text;
            sop.SitName = sitname;
            sop.TouchName = touchname;
            sop.LinkNum = linknum;
            sop.ClickAction = clickaction;
            sop.Scale = scale;
            sop.UpdateFlag = updatef;

            //Tests if local part accepted the parameters:
            Assert.That(regionh,Is.EqualTo(sop.RegionHandle), "Assert.That(regionh,Is.EqualTo(sop.RegionHandle))");
            Assert.That(localid,Is.EqualTo(sop.LocalId), "Assert.That(localid,Is.EqualTo(sop.LocalId))");
            Assert.That(groupos,Is.EqualTo(sop.GroupPosition), "Assert.That(groupos,Is.EqualTo(sop.GroupPosition))");
            Assert.That(name,Is.EqualTo(sop.Name), "Assert.That(name,Is.EqualTo(sop.Name))");
            Assert.That(rotoff,Is.EqualTo(sop.RotationOffset), "Assert.That(rotoff,Is.EqualTo(sop.RotationOffset))");
            Assert.That(uuid,Is.EqualTo(sop.UUID), "Assert.That(uuid,Is.EqualTo(sop.UUID))");
            Assert.That(creator,Is.EqualTo(sop.CreatorID), "Assert.That(creator,Is.EqualTo(sop.CreatorID))");
            // Modified in-class
            // Assert.That(iserial,Is.EqualTo(sop.InventorySerial), "Assert.That(iserial,Is.EqualTo(sop.InventorySerial))");
            Assert.That(dic,Is.EqualTo(sop.TaskInventory), "Assert.That(dic,Is.EqualTo(sop.TaskInventory))");
            Assert.That(objf,Is.EqualTo(sop.ObjectFlags), "Assert.That(objf,Is.EqualTo(sop.ObjectFlags))");
            Assert.That(name,Is.EqualTo(sop.Name), "Assert.That(name,Is.EqualTo(sop.Name))");
            Assert.That(material,Is.EqualTo(sop.Material), "Assert.That(material,Is.EqualTo(sop.Material))");
            Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin), "Assert.That(pin,Is.EqualTo(sop.ScriptAccessPin))");
            Assert.That(textani,Is.EqualTo(sop.TextureAnimation), "Assert.That(textani,Is.EqualTo(sop.TextureAnimation))");
            Assert.That(partsys,Is.EqualTo(sop.ParticleSystem), "Assert.That(partsys,Is.EqualTo(sop.ParticleSystem))");
            Assert.That(expires,Is.EqualTo(sop.Expires), "Assert.That(expires,Is.EqualTo(sop.Expires))");
            Assert.That(rezzed,Is.EqualTo(sop.Rezzed), "Assert.That(rezzed,Is.EqualTo(sop.Rezzed))");
            Assert.That(offset,Is.EqualTo(sop.OffsetPosition), "Assert.That(offset,Is.EqualTo(sop.OffsetPosition))");
            Assert.That(velocity,Is.EqualTo(sop.Velocity), "Assert.That(velocity,Is.EqualTo(sop.Velocity))");
            Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity), "Assert.That(angvelo,Is.EqualTo(sop.AngularVelocity))");
            Assert.That(accel,Is.EqualTo(sop.Acceleration), "Assert.That(accel,Is.EqualTo(sop.Acceleration))");
            Assert.That(description,Is.EqualTo(sop.Description), "Assert.That(description,Is.EqualTo(sop.Description))");
            Assert.That(color,Is.EqualTo(sop.Color), "Assert.That(color,Is.EqualTo(sop.Color))");
            Assert.That(text,Is.EqualTo(sop.Text), "Assert.That(text,Is.EqualTo(sop.Text))");
            Assert.That(sitname,Is.EqualTo(sop.SitName), "Assert.That(sitname,Is.EqualTo(sop.SitName))");
            Assert.That(touchname,Is.EqualTo(sop.TouchName), "Assert.That(touchname,Is.EqualTo(sop.TouchName))");
            Assert.That(linknum,Is.EqualTo(sop.LinkNum), "Assert.That(linknum,Is.EqualTo(sop.LinkNum))");
            Assert.That(clickaction,Is.EqualTo(sop.ClickAction), "Assert.That(clickaction,Is.EqualTo(sop.ClickAction))");
            Assert.That(scale,Is.EqualTo(sop.Scale), "Assert.That(scale,Is.EqualTo(sop.Scale))");
            Assert.That(updatef,Is.EqualTo(sop.UpdateFlag), "Assert.That(updatef,Is.EqualTo(sop.UpdateFlag))");
            
            // This is necessary or object will not be inserted in DB
            sop.ObjectFlags = 0;

            SceneObjectGroup sog = new SceneObjectGroup(sop);
            
            // Inserts group in DB
            db.StoreObject(sog,region3);
            List<SceneObjectGroup> sogs = db.LoadObjects(region3);
            Assert.That(sogs.Count, Is.EqualTo(1), "Assert.That(sogs.Count, Is.EqualTo(1))");
            // Makes sure there are no double insertions:
            db.StoreObject(sog,region3);
            sogs = db.LoadObjects(region3);
            Assert.That(sogs.Count, Is.EqualTo(1), "Assert.That(sogs.Count, Is.EqualTo(1))");
                

            // Tests if the parameters were inserted correctly
            SceneObjectPart p = sogs[0].RootPart;
            Assert.That(regionh,Is.EqualTo(p.RegionHandle), "Assert.That(regionh,Is.EqualTo(p.RegionHandle))");
            //Assert.That(localid,Is.EqualTo(p.LocalId), "Assert.That(localid,Is.EqualTo(p.LocalId))");
            Assert.That(groupos,Is.EqualTo(p.GroupPosition), "Assert.That(groupos,Is.EqualTo(p.GroupPosition))");
            Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))");
            Assert.That(rotoff,Is.EqualTo(p.RotationOffset), "Assert.That(rotoff,Is.EqualTo(p.RotationOffset))");
            Assert.That(uuid,Is.EqualTo(p.UUID), "Assert.That(uuid,Is.EqualTo(p.UUID))");
            Assert.That(creator,Is.EqualTo(p.CreatorID), "Assert.That(creator,Is.EqualTo(p.CreatorID))");
            //Assert.That(iserial,Is.EqualTo(p.InventorySerial), "Assert.That(iserial,Is.EqualTo(p.InventorySerial))");
            Assert.That(dic,Is.EqualTo(p.TaskInventory), "Assert.That(dic,Is.EqualTo(p.TaskInventory))");
            //Assert.That(objf,Is.EqualTo(p.ObjectFlags), "Assert.That(objf,Is.EqualTo(p.ObjectFlags))");
            Assert.That(name,Is.EqualTo(p.Name), "Assert.That(name,Is.EqualTo(p.Name))");
            Assert.That(material,Is.EqualTo(p.Material), "Assert.That(material,Is.EqualTo(p.Material))");
            Assert.That(pin,Is.EqualTo(p.ScriptAccessPin), "Assert.That(pin,Is.EqualTo(p.ScriptAccessPin))");
            Assert.That(textani,Is.EqualTo(p.TextureAnimation), "Assert.That(textani,Is.EqualTo(p.TextureAnimation))");
            Assert.That(partsys,Is.EqualTo(p.ParticleSystem), "Assert.That(partsys,Is.EqualTo(p.ParticleSystem))");
            //Assert.That(expires,Is.EqualTo(p.Expires), "Assert.That(expires,Is.EqualTo(p.Expires))");
            //Assert.That(rezzed,Is.EqualTo(p.Rezzed), "Assert.That(rezzed,Is.EqualTo(p.Rezzed))");
            Assert.That(offset,Is.EqualTo(p.OffsetPosition), "Assert.That(offset,Is.EqualTo(p.OffsetPosition))");
            Assert.That(velocity,Is.EqualTo(p.Velocity), "Assert.That(velocity,Is.EqualTo(p.Velocity))");
            Assert.That(angvelo,Is.EqualTo(p.AngularVelocity), "Assert.That(angvelo,Is.EqualTo(p.AngularVelocity))");
            Assert.That(accel,Is.EqualTo(p.Acceleration), "Assert.That(accel,Is.EqualTo(p.Acceleration))");
            Assert.That(description,Is.EqualTo(p.Description), "Assert.That(description,Is.EqualTo(p.Description))");
            Assert.That(color,Is.EqualTo(p.Color), "Assert.That(color,Is.EqualTo(p.Color))");
            Assert.That(text,Is.EqualTo(p.Text), "Assert.That(text,Is.EqualTo(p.Text))");
            Assert.That(sitname,Is.EqualTo(p.SitName), "Assert.That(sitname,Is.EqualTo(p.SitName))");
            Assert.That(touchname,Is.EqualTo(p.TouchName), "Assert.That(touchname,Is.EqualTo(p.TouchName))");
            //Assert.That(linknum,Is.EqualTo(p.LinkNum), "Assert.That(linknum,Is.EqualTo(p.LinkNum))");
            Assert.That(clickaction,Is.EqualTo(p.ClickAction), "Assert.That(clickaction,Is.EqualTo(p.ClickAction))");
            Assert.That(scale,Is.EqualTo(p.Scale), "Assert.That(scale,Is.EqualTo(p.Scale))");

            //Assert.That(updatef,Is.EqualTo(p.UpdateFlag), "Assert.That(updatef,Is.EqualTo(p.UpdateFlag))");

            Assert.That(pbshap.PathBegin, Is.EqualTo(p.Shape.PathBegin), "Assert.That(pbshap.PathBegin, Is.EqualTo(p.Shape.PathBegin))");
            Assert.That(pbshap.PathEnd, Is.EqualTo(p.Shape.PathEnd), "Assert.That(pbshap.PathEnd, Is.EqualTo(p.Shape.PathEnd))");
            Assert.That(pbshap.ProfileBegin, Is.EqualTo(p.Shape.ProfileBegin), "Assert.That(pbshap.ProfileBegin, Is.EqualTo(p.Shape.ProfileBegin))");
            Assert.That(pbshap.ProfileEnd, Is.EqualTo(p.Shape.ProfileEnd), "Assert.That(pbshap.ProfileEnd, Is.EqualTo(p.Shape.ProfileEnd))");
            Assert.That(pbshap.ProfileHollow, Is.EqualTo(p.Shape.ProfileHollow), "Assert.That(pbshap.ProfileHollow, Is.EqualTo(p.Shape.ProfileHollow))");
        }
示例#26
0
 public void RemoveGroupTarget(SceneObjectGroup grp)
 {
     m_scene.EventManager.OnFrame -= checkAtTargets;
 }
示例#27
0
 public void AddGroupTarget(SceneObjectGroup grp)
 {
     m_scene.EventManager.OnFrame += checkAtTargets;
 }
示例#28
0
        /// <summary>
        /// Delink the given prim from this group.  The delinked prim is established as
        /// an independent SceneObjectGroup.
        /// </summary>
        /// <param name="partID"></param>
        /// <param name="sendEvents"></param>
        /// <returns>The object group of the newly delinked prim.</returns>
        public SceneObjectGroup DelinkFromGroup(SceneObjectPart linkPart, bool sendEvents)
        {
//                m_log.DebugFormat(
//                    "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
//                    linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);

            Quaternion worldRot = linkPart.GetWorldRotation();

            // Remove the part from this object
            m_scene.SceneGraph.DeLinkPartFromEntity(this, linkPart);

            /* this is already done in DeLinkPartFromEntity
                        if (m_partsList.Count == 1 && RootPart != null) //Single prim is left
                            RootPart.LinkNum = 0;
                        else
                        {
                            lock (m_partsLock)
                            {
                                foreach (SceneObjectPart p in m_partsList)
                                {
                                    if (p.LinkNum > linkPart.LinkNum)
                                        p.LinkNum--;
                                }
                            }
                        }
            */
            linkPart.SetParentLocalId(0);
            linkPart.LinkNum = 0;

            if (linkPart.PhysActor != null)
            {
                m_scene.SceneGraph.PhysicsScene.RemovePrim(linkPart.PhysActor);
//            linkPart.PhysActor.delink();
            }

            // We need to reset the child part's position
            // ready for life as a separate object after being a part of another object
            Quaternion parentRot = m_rootPart.RotationOffset;

            Vector3 axPos = linkPart.OffsetPosition;

            axPos *= parentRot;
            linkPart.SetOffsetPosition(axPos);
            linkPart.FixGroupPosition(AbsolutePosition + linkPart.OffsetPosition,false);
            linkPart.FixOffsetPosition(Vector3.Zero, false);

            linkPart.RotationOffset = worldRot;

            SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart, Scene);
            m_scene.SceneGraph.DelinkPartToScene(objectGroup);

            if (sendEvents)
                linkPart.TriggerScriptChangedEvent(Changed.LINK);

            linkPart.Rezzed = RootPart.Rezzed;

 

            //This is already set multiple places, no need to do it again
            //HasGroupChanged = true;
            //We need to send this so that we don't have issues with the client not realizing that the prims were unlinked
            ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);

            return objectGroup;
        }
        /// <summary>
        /// Move the given scene object into a new region
        /// </summary>
        /// <param name="newRegionHandle"></param>
        /// <param name="grp">Scene Object Group that we're crossing</param>
        /// <returns>
        /// true if the crossing itself was successful, false on failure
        /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
        /// </returns>
        protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, SceneObjectGroup grp, bool silent)
        {
            //m_log.Debug("  >>> CrossPrimGroupIntoNewRegion <<<");

            bool successYN = false;
            grp.RootPart.ClearUpdateSchedule();
            //int primcrossingXMLmethod = 0;

            if (destination != null)
            {
                //string objectState = grp.GetStateSnapshot();

                //successYN
                //    = m_sceneGridService.PrimCrossToNeighboringRegion(
                //        newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
                //if (successYN && (objectState != "") && m_allowScriptCrossings)
                //{
                //    successYN = m_sceneGridService.PrimCrossToNeighboringRegion(
                //            newRegionHandle, grp.UUID, objectState, 100);
                //}

                //// And the new channel...
                //if (m_interregionCommsOut != null)
                //    successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true);
                if (m_aScene.SimulationService != null)
                    try
                    {
                        successYN = m_aScene.SimulationService.CreateObject(destination, grp, true);
                    }
                    catch
                    {
                        successYN = false;
                    }

                if (successYN)
                {
                    // We remove the object here
                    try
                    {
                        grp.Scene.DeleteSceneObject(grp, silent);
                    }
                    catch (Exception e)
                    {
                        m_log.ErrorFormat(
                            "[ENTITY TRANSFER MODULE]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
                            grp, e);
                    }
                }

                else
                {

                    if (!grp.IsDeleted)
                    {
                        if (grp.RootPart.PhysActor != null)
                        {
                            grp.RootPart.PhysActor.CrossingFailure();
                        }
                    }


                    m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
                }
            }
            else
            {
                m_log.Error("[ENTITY TRANSFER MODULE]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()");
            }

            return successYN;
        }
        public bool SendCreateObject(ulong regionHandle, SceneObjectGroup sog, List<UUID> avatars, bool isLocalCall, Vector3 posInOtherRegion,
            bool isAttachment)
        {
            int createObjectStart = Environment.TickCount;

            try
            {
                // Try local first
                if (m_localBackend.SendCreateObject(regionHandle, sog, avatars, true, posInOtherRegion, isAttachment))
                {
                    //m_log.Debug("[REST COMMS]: LocalBackEnd SendCreateObject succeeded");
                    return true;
                }

                // else do the remote thing
                if (!m_localBackend.IsLocalRegion(regionHandle))
                {
                    RegionInfo regInfo = m_commsManager.GridService.RequestNeighbourInfo(regionHandle);
                    if (regInfo != null)
                    {
                        var engine = ProviderRegistry.Instance.Get<ISerializationEngine>();
                        byte[] sogBytes = engine.SceneObjectSerializer.SerializeGroupToBytes(sog, SerializationFlags.SerializePhysicsShapes | SerializationFlags.SerializeScriptBytecode);

                        long nonceID = NextNonceID();

                        RegionClient.CreateObject2Ret ret = m_regionClient.DoCreateObject2Call(regInfo, sog.UUID, sogBytes, true, posInOtherRegion, isAttachment, nonceID, avatars);

                        if (ret == RegionClient.CreateObject2Ret.Ok)
                            return true;

                        // create failed, make sure the other side didn't get it late and create one
                        // we could check for a soecific range of "ret" here, representing the timeout
                        if (ret != RegionClient.CreateObject2Ret.AccessDenied)
                            m_regionClient.DoDeleteObject2Call(regInfo, sog.UUID, nonceID);
                    }
                }
                return false;
            }
            finally
            {
                m_log.DebugFormat("[REST COMM] SendCreateObject: {0} ms", Environment.TickCount - createObjectStart);
            }
        }
        public ISceneEntity GetRezReadySceneObject(TaskInventoryItem item)
        {
            AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());

            if (null == rezAsset)
            {
                MainConsole.Instance.WarnFormat(
                    "[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
                    item.AssetID, item.Name, m_part.Name);
                return(null);
            }

            string           xmlData = Utils.BytesToString(rezAsset.Data);
            SceneObjectGroup group   = SceneObjectSerializer.FromOriginalXmlFormat(xmlData, m_part.ParentGroup.Scene);

            if (group == null)
            {
                return(null);
            }

            group.IsDeleted  = false;
            group.m_isLoaded = true;
            foreach (SceneObjectPart part in group.ChildrenList)
            {
                part.IsLoading = false;
            }
            //Reset IDs, etc
            m_part.ParentGroup.Scene.SceneGraph.PrepPrimForAdditionToScene(group);

            SceneObjectPart rootPart = (SceneObjectPart)group.GetChildPart(group.UUID);

            // Since renaming the item in the inventory does not affect the name stored
            // in the serialization, transfer the correct name from the inventory to the
            // object itself before we rez.
            rootPart.Name        = item.Name;
            rootPart.Description = item.Description;

            SceneObjectPart[] partList = group.Parts;

            group.SetGroup(m_part.GroupID, group.OwnerID, false);

            if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
            {
                if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
                {
                    foreach (SceneObjectPart part in partList)
                    {
                        part.EveryoneMask  = item.EveryonePermissions;
                        part.NextOwnerMask = item.NextPermissions;
                    }

                    group.ApplyNextOwnerPermissions();
                }
            }

            foreach (SceneObjectPart part in partList)
            {
                if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
                {
                    part.LastOwnerID = part.OwnerID;
                    part.OwnerID     = item.OwnerID;
                    part.Inventory.ChangeInventoryOwner(item.OwnerID);
                }

                part.EveryoneMask  = item.EveryonePermissions;
                part.NextOwnerMask = item.NextPermissions;
            }

            rootPart.TrimPermissions();

            return(group);
        }