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authorJustin Clark-Casey (justincc)2011-08-27 01:28:33 +0100
committerJustin Clark-Casey (justincc)2011-08-27 01:28:33 +0100
commitd4d894c20f3a44783172f8e52385d871b03e1aef (patch)
tree15b1584ae784d3eaf98602eb2ed2f2f159705806 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentEliminate duplicate AttachmentPoint properties by always using the one stored... (diff)
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Stop avatars returning from neighbouring regions from stalling on the border crossing.
On making a root agent, we need to reset the ScenePresence.m_movement_flag so that it doesn't remember the movement registered to the client when it exited the initial region. If this is remember, then the client avatar movement isn't updated and it appears to stall in mid-air, though this is resolved with a prod/release of any other direction key. This bug was probably introduced a few weeks ago. Surprised that nobody brought it up.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs25
1 files changed, 22 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 93782ce..4148d4b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -965,6 +965,11 @@ namespace OpenSim.Region.Framework.Scenes
965 presence.Animator.SendAnimPackToClient(ControllingClient); 965 presence.Animator.SendAnimPackToClient(ControllingClient);
966 }); 966 });
967 967
968 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
969 // stall on the border crossing since the existing child agent will still have the last movement
970 // recorded, which stops the input from being processed.
971 m_movementflag = 0;
972
968 m_scene.EventManager.TriggerOnMakeRootAgent(this); 973 m_scene.EventManager.TriggerOnMakeRootAgent(this);
969 } 974 }
970 975
@@ -1247,6 +1252,8 @@ namespace OpenSim.Region.Framework.Scenes
1247 /// </summary> 1252 /// </summary>
1248 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1253 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1249 { 1254 {
1255// m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name);
1256
1250 //if (m_isChildAgent) 1257 //if (m_isChildAgent)
1251 //{ 1258 //{
1252 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1259 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
@@ -1445,6 +1452,8 @@ namespace OpenSim.Region.Framework.Scenes
1445 { 1452 {
1446 m_movementflag |= (byte)nudgehack; 1453 m_movementflag |= (byte)nudgehack;
1447 } 1454 }
1455
1456// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF);
1448 m_movementflag += (byte)(uint)DCF; 1457 m_movementflag += (byte)(uint)DCF;
1449 update_movementflag = true; 1458 update_movementflag = true;
1450 } 1459 }
@@ -1456,6 +1465,7 @@ namespace OpenSim.Region.Framework.Scenes
1456 && ((m_movementflag & (byte)nudgehack) == nudgehack)) 1465 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1457 ) // This or is for Nudge forward 1466 ) // This or is for Nudge forward
1458 { 1467 {
1468// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF);
1459 m_movementflag -= ((byte)(uint)DCF); 1469 m_movementflag -= ((byte)(uint)DCF);
1460 update_movementflag = true; 1470 update_movementflag = true;
1461 1471
@@ -1520,12 +1530,21 @@ namespace OpenSim.Region.Framework.Scenes
1520 // which occurs later in the main scene loop 1530 // which occurs later in the main scene loop
1521 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1531 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1522 { 1532 {
1523 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); 1533// m_log.DebugFormat(
1524 // m_log.DebugFormat( 1534// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
1525 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1535// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
1526 1536
1527 AddNewMovement(agent_control_v3); 1537 AddNewMovement(agent_control_v3);
1528 } 1538 }
1539// else
1540// {
1541// if (!update_movementflag)
1542// {
1543// m_log.DebugFormat(
1544// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false",
1545// m_scene.RegionInfo.RegionName, agent_control_v3, Name);
1546// }
1547// }
1529 1548
1530 if (update_movementflag && m_parentID == 0) 1549 if (update_movementflag && m_parentID == 0)
1531 Animator.UpdateMovementAnimations(); 1550 Animator.UpdateMovementAnimations();