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authorJustin Clark-Casey (justincc)2014-11-29 00:12:11 +0000
committerJustin Clark-Casey (justincc)2014-11-29 00:12:11 +0000
commit265fe349e00b3ece59ec02e56f83bb7623e9d962 (patch)
tree42afe816271f54a017fe5f731d905e923ef5d67b /OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
parentAvoid repeated lag-generating continuous attempts to retrieve HG service Urls... (diff)
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Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular * Full avatar updates contained no velocity information, which does appear to have some effect in testing. * BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this. This patch applies to both Bullet and ODE.
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs9
1 files changed, 5 insertions, 4 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 85f9d68..5da0ca1 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -5195,8 +5195,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5195 { 5195 {
5196 ScenePresence presence = (ScenePresence)entity; 5196 ScenePresence presence = (ScenePresence)entity;
5197 5197
5198// m_log.DebugFormat( 5198// m_log.DebugFormat(
5199// "[LLCLIENTVIEW]: Sending terse update to {0} with position {1} in {2}", Name, presence.OffsetPosition, m_scene.Name); 5199// "[LLCLIENTVIEW]: Sending terse update to {0} with pos {1}, vel {2} in {3}",
5200// Name, presence.OffsetPosition, presence.Velocity, m_scene.Name);
5200 5201
5201 attachPoint = presence.State; 5202 attachPoint = presence.State;
5202 collisionPlane = presence.CollisionPlane; 5203 collisionPlane = presence.CollisionPlane;
@@ -5333,13 +5334,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5333 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 5334 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
5334 { 5335 {
5335// m_log.DebugFormat( 5336// m_log.DebugFormat(
5336// "[LLCLIENTVIEW]: Sending full update to {0} with position {1} in {2}", Name, data.OffsetPosition, m_scene.Name); 5337// "[LLCLIENTVIEW]: Sending full update to {0} with pos {1}, vel {2} in {3}", Name, data.OffsetPosition, data.Velocity, m_scene.Name);
5337 5338
5338 byte[] objectData = new byte[76]; 5339 byte[] objectData = new byte[76];
5339 5340
5340 data.CollisionPlane.ToBytes(objectData, 0); 5341 data.CollisionPlane.ToBytes(objectData, 0);
5341 data.OffsetPosition.ToBytes(objectData, 16); 5342 data.OffsetPosition.ToBytes(objectData, 16);
5342// data.Velocity.ToBytes(objectData, 28); 5343 data.Velocity.ToBytes(objectData, 28);
5343// data.Acceleration.ToBytes(objectData, 40); 5344// data.Acceleration.ToBytes(objectData, 40);
5344 5345
5345 // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis 5346 // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis