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authordiva2008-12-31 00:18:24 +0000
committerdiva2008-12-31 00:18:24 +0000
commit5de40aaf46bc956fb6c25b36fb01b5a1cde2d30d (patch)
treebe412389f4a2ce944dfaabdabf4b79ba47b61c2d /OpenSim/Region/Environment/Scenes/ScenePresence.cs
parentRemoving unnecessary null checks on structs in AgentsData pack/unpack. (diff)
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Added a SendChildAgentDataUpdate call on Teleports, so that the agent at the destination will have all the necessary information.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs59
1 files changed, 55 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 41971fc..23dc9be 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -2571,6 +2571,7 @@ namespace OpenSim.Region.Environment.Scenes
2571 ControllingClient.SendAdminResponse(token, (uint)m_godlevel); 2571 ControllingClient.SendAdminResponse(token, (uint)m_godlevel);
2572 } 2572 }
2573 2573
2574 #region Child Agent Updates
2574 /// <summary> 2575 /// <summary>
2575 /// This updates important decision making data about a child agent 2576 /// This updates important decision making data about a child agent
2576 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 2577 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -2581,22 +2582,34 @@ namespace OpenSim.Region.Environment.Scenes
2581 if (!IsChildAgent) 2582 if (!IsChildAgent)
2582 return; 2583 return;
2583 2584
2585 //Console.WriteLine(" >>> ChildAgentDataUpdate <<<");
2584 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; 2586 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
2585 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; 2587 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
2586 2588
2587 m_DrawDistance = cAgentData.Far; 2589 m_DrawDistance = cAgentData.Far;
2588 m_pos = new Vector3(cAgentData.Position.X + shiftx, cAgentData.Position.Y + shifty, cAgentData.Position.Z); 2590 if (cAgentData.Position != new Vector3(-1, -1, -1)) // UGH!!
2591 m_pos = new Vector3(cAgentData.Position.X + shiftx, cAgentData.Position.Y + shifty, cAgentData.Position.Z);
2589 2592
2590 // It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region 2593 // It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region
2591 m_CameraCenter = cAgentData.Center; 2594 if (cAgentData.Center!= new Vector3(-1, -1, -1)) // UGH!
2595 m_CameraCenter = cAgentData.Center;
2592 // new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z); 2596 // new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z);
2593 2597
2594 2598
2595 m_godlevel = cAgentData.GodLevel; 2599 m_godlevel = cAgentData.GodLevel;
2596 m_avHeight = cAgentData.Size.Z; 2600 if (cAgentData.Center != new Vector3(-1, -1, -1))
2601 m_avHeight = cAgentData.Size.Z;
2597 //SetHeight(cAgentData.AVHeight); 2602 //SetHeight(cAgentData.AVHeight);
2598 2603
2599 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); 2604 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
2605 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
2606
2607 // ugh!!!
2608 m_AgentControlFlags = cAgentData.ControlFlags;
2609 if (m_physicsActor != null)
2610 {
2611 m_physicsActor.Flying = ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
2612 }
2600 2613
2601 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true. 2614 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
2602 if (m_scene.m_seeIntoRegionFromNeighbor) 2615 if (m_scene.m_seeIntoRegionFromNeighbor)
@@ -2607,6 +2620,44 @@ namespace OpenSim.Region.Environment.Scenes
2607 //m_velocity = cAgentData.Velocity; 2620 //m_velocity = cAgentData.Velocity;
2608 } 2621 }
2609 2622
2623 public void CopyTo(AgentData cAgent)
2624 {
2625 cAgent.AgentID = UUID;
2626 cAgent.RegionHandle = m_scene.RegionInfo.RegionHandle;
2627 cAgent.AlwaysRun = m_setAlwaysRun;
2628 cAgent.Size = new Vector3(0, 0, m_avHeight);
2629 cAgent.Center = m_CameraCenter;
2630 cAgent.Far = m_DrawDistance;
2631 cAgent.GodLevel = (byte)m_godlevel;
2632 cAgent.Position = AbsolutePosition;
2633 cAgent.Velocity = Velocity;
2634 // Throttles
2635 float multiplier = 1;
2636 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
2637 if (innacurateNeighbors != 0)
2638 {
2639 multiplier = 1f / (float)innacurateNeighbors;
2640 }
2641 if (multiplier <= 0f)
2642 {
2643 multiplier = 0.25f;
2644 }
2645 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
2646 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
2647
2648 if ((m_physicsActor != null) && (m_physicsActor.Flying))
2649 {
2650 m_AgentControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
2651 }
2652 cAgent.ControlFlags = m_AgentControlFlags;
2653
2654 // Groups???
2655 // Visual Params???
2656 // Animations???
2657 }
2658
2659 #endregion Child Agent Updates
2660
2610 /// <summary> 2661 /// <summary>
2611 /// Handles part of the PID controller function for moving an avatar. 2662 /// Handles part of the PID controller function for moving an avatar.
2612 /// </summary> 2663 /// </summary>