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author | Justin Clark-Casey (justincc) | 2013-03-06 21:37:53 +0000 |
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committer | Justin Clark-Casey (justincc) | 2013-03-06 21:37:53 +0000 |
commit | 8960418e7d51a0f861e7b4cb800f007d76862c9c (patch) | |
tree | b0dba5bc7b0dd8a2a0e662fd0ee5690c30e07054 /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | Fix bug in osGetPrimitiveParams() so that it works for prims with the same ow... (diff) | |
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Add regression test for presence crossing between regions on the same simulator.
Unlike a much earlier commented out version of this test, this is done in synchronous mode.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 37 |
1 files changed, 19 insertions, 18 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 39a885c..a7c7539 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1613,32 +1613,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1613 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 1613 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1614 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 1614 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
1615 | 1615 | ||
1616 | |||
1617 | //m_log.Debug("[CONTROL]: " +flags); | 1616 | //m_log.Debug("[CONTROL]: " +flags); |
1618 | // Applies a satisfying roll effect to the avatar when flying. | 1617 | // Applies a satisfying roll effect to the avatar when flying. |
1619 | if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)) | 1618 | if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) |
1620 | { | 1619 | { |
1621 | 1620 | ApplyFlyingRoll( | |
1622 | ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); | 1621 | FLY_ROLL_RADIANS_PER_UPDATE, |
1623 | 1622 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | |
1624 | 1623 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | |
1625 | } | 1624 | } |
1626 | else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) && | 1625 | else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && |
1627 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)) | 1626 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) |
1628 | { | 1627 | { |
1629 | ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0)); | 1628 | ApplyFlyingRoll( |
1630 | 1629 | -FLY_ROLL_RADIANS_PER_UPDATE, | |
1631 | 1630 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, | |
1631 | (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); | ||
1632 | } | 1632 | } |
1633 | else | 1633 | else |
1634 | { | 1634 | { |
1635 | if (m_AngularVelocity.Z != 0) | 1635 | if (m_AngularVelocity.Z != 0) |
1636 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); | 1636 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); |
1637 | 1637 | } | |
1638 | } | ||
1639 | |||
1640 | |||
1641 | |||
1642 | 1638 | ||
1643 | if (Flying && IsColliding && controlland) | 1639 | if (Flying && IsColliding && controlland) |
1644 | { | 1640 | { |
@@ -2400,7 +2396,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2400 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> | 2396 | /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> |
2401 | public void AddNewMovement(Vector3 vec) | 2397 | public void AddNewMovement(Vector3 vec) |
2402 | { | 2398 | { |
2403 | // m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name); | 2399 | // m_log.DebugFormat( |
2400 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name); | ||
2404 | 2401 | ||
2405 | Vector3 direc = vec * Rotation; | 2402 | Vector3 direc = vec * Rotation; |
2406 | direc.Normalize(); | 2403 | direc.Normalize(); |
@@ -2420,6 +2417,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2420 | 2417 | ||
2421 | direc *= 0.03f * 128f * SpeedModifier; | 2418 | direc *= 0.03f * 128f * SpeedModifier; |
2422 | 2419 | ||
2420 | // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); | ||
2421 | |||
2423 | if (PhysicsActor != null) | 2422 | if (PhysicsActor != null) |
2424 | { | 2423 | { |
2425 | if (Flying) | 2424 | if (Flying) |
@@ -2453,6 +2452,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2453 | } | 2452 | } |
2454 | } | 2453 | } |
2455 | 2454 | ||
2455 | // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); | ||
2456 | |||
2456 | // TODO: Add the force instead of only setting it to support multiple forces per frame? | 2457 | // TODO: Add the force instead of only setting it to support multiple forces per frame? |
2457 | m_forceToApply = direc; | 2458 | m_forceToApply = direc; |
2458 | } | 2459 | } |