diff options
author | Melanie Thielker | 2017-01-05 19:07:37 +0000 |
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committer | Melanie Thielker | 2017-01-05 19:07:37 +0000 |
commit | b16abc8166c29585cb76cc55c3bdd76e5833cb4f (patch) | |
tree | 6a34f465a74b7a3a6dc00a3d7aa8dcc25ac3e3a5 /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | Make it possible to disable the bakes module in the way it is described in co... (diff) | |
download | opensim-SC-b16abc8166c29585cb76cc55c3bdd76e5833cb4f.zip opensim-SC-b16abc8166c29585cb76cc55c3bdd76e5833cb4f.tar.gz opensim-SC-b16abc8166c29585cb76cc55c3bdd76e5833cb4f.tar.bz2 opensim-SC-b16abc8166c29585cb76cc55c3bdd76e5833cb4f.tar.xz |
Massive tab and trailing space cleanup
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 278 |
1 files changed, 139 insertions, 139 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index c1b1a63..29e139b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -108,8 +108,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
108 | /// The current state of this presence. Governs only the existence lifecycle. See ScenePresenceStateMachine | 108 | /// The current state of this presence. Governs only the existence lifecycle. See ScenePresenceStateMachine |
109 | /// for more details. | 109 | /// for more details. |
110 | /// </summary> | 110 | /// </summary> |
111 | public ScenePresenceState LifecycleState | 111 | public ScenePresenceState LifecycleState |
112 | { | 112 | { |
113 | get | 113 | get |
114 | { | 114 | { |
115 | return m_stateMachine.GetState(); | 115 | return m_stateMachine.GetState(); |
@@ -126,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
126 | /// the viewer fires these in quick succession. | 126 | /// the viewer fires these in quick succession. |
127 | /// </summary> | 127 | /// </summary> |
128 | /// <remarks> | 128 | /// <remarks> |
129 | /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement | 129 | /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement |
130 | /// regulation done there. | 130 | /// regulation done there. |
131 | /// </remarks> | 131 | /// </remarks> |
132 | private object m_completeMovementLock = new object(); | 132 | private object m_completeMovementLock = new object(); |
@@ -134,7 +134,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
134 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); | 134 | // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); |
135 | private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); | 135 | private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); |
136 | private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); | 136 | private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); |
137 | 137 | ||
138 | /// <summary> | 138 | /// <summary> |
139 | /// Experimentally determined "fudge factor" to make sit-target positions | 139 | /// Experimentally determined "fudge factor" to make sit-target positions |
140 | /// the same as in SecondLife. Fudge factor was tested for 36 different | 140 | /// the same as in SecondLife. Fudge factor was tested for 36 different |
@@ -241,7 +241,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
241 | return m_currentParcelHide; | 241 | return m_currentParcelHide; |
242 | } | 242 | } |
243 | } | 243 | } |
244 | 244 | ||
245 | /// <value> | 245 | /// <value> |
246 | /// The animator for this avatar | 246 | /// The animator for this avatar |
247 | /// </value> | 247 | /// </value> |
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
356 | protected bool m_reprioritizationBusy; | 356 | protected bool m_reprioritizationBusy; |
357 | protected Vector3 m_reprioritizationLastPosition; | 357 | protected Vector3 m_reprioritizationLastPosition; |
358 | protected float m_reprioritizationLastDrawDistance; | 358 | protected float m_reprioritizationLastDrawDistance; |
359 | 359 | ||
360 | private Quaternion m_headrotation = Quaternion.Identity; | 360 | private Quaternion m_headrotation = Quaternion.Identity; |
361 | 361 | ||
362 | //PauPaw:Proper PID Controler for autopilot************ | 362 | //PauPaw:Proper PID Controler for autopilot************ |
@@ -377,7 +377,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
377 | 377 | ||
378 | //private bool m_collisionEventFlag = false; | 378 | //private bool m_collisionEventFlag = false; |
379 | private object m_collisionEventLock = new Object(); | 379 | private object m_collisionEventLock = new Object(); |
380 | 380 | ||
381 | private int m_movementAnimationUpdateCounter = 0; | 381 | private int m_movementAnimationUpdateCounter = 0; |
382 | 382 | ||
383 | public Vector3 PrevSitOffset { get; set; } | 383 | public Vector3 PrevSitOffset { get; set; } |
@@ -424,7 +424,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
424 | DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, | 424 | DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, |
425 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG | 425 | DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG |
426 | } | 426 | } |
427 | 427 | ||
428 | /// <summary> | 428 | /// <summary> |
429 | /// Position at which a significant movement was made | 429 | /// Position at which a significant movement was made |
430 | /// </summary> | 430 | /// </summary> |
@@ -528,7 +528,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
528 | m_rootRegionHandle = value; | 528 | m_rootRegionHandle = value; |
529 | // position rounded to lower multiple of 256m | 529 | // position rounded to lower multiple of 256m |
530 | m_rootRegionPosition.X = (float)((m_rootRegionHandle >> 32) & 0xffffff00); | 530 | m_rootRegionPosition.X = (float)((m_rootRegionHandle >> 32) & 0xffffff00); |
531 | m_rootRegionPosition.Y = (float)(m_rootRegionHandle & 0xffffff00); | 531 | m_rootRegionPosition.Y = (float)(m_rootRegionHandle & 0xffffff00); |
532 | } | 532 | } |
533 | } | 533 | } |
534 | 534 | ||
@@ -562,7 +562,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
562 | return a; | 562 | return a; |
563 | } | 563 | } |
564 | } | 564 | } |
565 | #endregion | 565 | #endregion |
566 | 566 | ||
567 | public string Firstname { get; private set; } | 567 | public string Firstname { get; private set; } |
568 | public string Lastname { get; private set; } | 568 | public string Lastname { get; private set; } |
@@ -603,7 +603,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
603 | public bool AllowMovement { get; set; } | 603 | public bool AllowMovement { get; set; } |
604 | 604 | ||
605 | private bool m_setAlwaysRun; | 605 | private bool m_setAlwaysRun; |
606 | 606 | ||
607 | public bool SetAlwaysRun | 607 | public bool SetAlwaysRun |
608 | { | 608 | { |
609 | get | 609 | get |
@@ -689,7 +689,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
689 | return rootPart.AbsolutePosition + (m_pos * rootPart.GetWorldRotation()); | 689 | return rootPart.AbsolutePosition + (m_pos * rootPart.GetWorldRotation()); |
690 | } | 690 | } |
691 | } | 691 | } |
692 | 692 | ||
693 | return m_pos; | 693 | return m_pos; |
694 | } | 694 | } |
695 | set | 695 | set |
@@ -777,7 +777,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
777 | 777 | ||
778 | // m_log.DebugFormat( | 778 | // m_log.DebugFormat( |
779 | // "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", | 779 | // "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", |
780 | // Scene.RegionInfo.RegionName, Name, m_velocity); | 780 | // Scene.RegionInfo.RegionName, Name, m_velocity); |
781 | } | 781 | } |
782 | } | 782 | } |
783 | 783 | ||
@@ -821,9 +821,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
821 | /// </remarks> | 821 | /// </remarks> |
822 | public Quaternion Rotation | 822 | public Quaternion Rotation |
823 | { | 823 | { |
824 | get | 824 | get |
825 | { | 825 | { |
826 | return m_bodyRot; | 826 | return m_bodyRot; |
827 | } | 827 | } |
828 | 828 | ||
829 | set | 829 | set |
@@ -963,10 +963,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
963 | } | 963 | } |
964 | 964 | ||
965 | DropOldNeighbours(old); | 965 | DropOldNeighbours(old); |
966 | 966 | ||
967 | if (Scene.CapsModule != null) | 967 | if (Scene.CapsModule != null) |
968 | Scene.CapsModule.SetChildrenSeed(UUID, seeds); | 968 | Scene.CapsModule.SetChildrenSeed(UUID, seeds); |
969 | */ | 969 | */ |
970 | KnownRegions = seeds; | 970 | KnownRegions = seeds; |
971 | //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); | 971 | //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); |
972 | //DumpKnownRegions(); | 972 | //DumpKnownRegions(); |
@@ -991,13 +991,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
991 | /// <summary> | 991 | /// <summary> |
992 | /// This signals whether the presence is in transit between neighbouring regions. | 992 | /// This signals whether the presence is in transit between neighbouring regions. |
993 | /// </summary> | 993 | /// </summary> |
994 | /// <remarks> | 994 | /// <remarks> |
995 | /// It is not set when the presence is teleporting or logging in/out directly to a region. | 995 | /// It is not set when the presence is teleporting or logging in/out directly to a region. |
996 | /// </remarks> | 996 | /// </remarks> |
997 | public bool IsInTransit | 997 | public bool IsInTransit |
998 | { | 998 | { |
999 | get { return m_inTransit; } | 999 | get { return m_inTransit; } |
1000 | set { | 1000 | set { |
1001 | if(value) | 1001 | if(value) |
1002 | { | 1002 | { |
1003 | if (Flying) | 1003 | if (Flying) |
@@ -1051,14 +1051,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1051 | { | 1051 | { |
1052 | get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); } | 1052 | get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); } |
1053 | } | 1053 | } |
1054 | 1054 | ||
1055 | #endregion | 1055 | #endregion |
1056 | 1056 | ||
1057 | #region Constructor(s) | 1057 | #region Constructor(s) |
1058 | 1058 | ||
1059 | public ScenePresence( | 1059 | public ScenePresence( |
1060 | IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) | 1060 | IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) |
1061 | { | 1061 | { |
1062 | m_scene = world; | 1062 | m_scene = world; |
1063 | AttachmentsSyncLock = new Object(); | 1063 | AttachmentsSyncLock = new Object(); |
1064 | AllowMovement = true; | 1064 | AllowMovement = true; |
@@ -1092,16 +1092,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1092 | // Grouptitle = gm.GetGroupTitle(m_uuid); | 1092 | // Grouptitle = gm.GetGroupTitle(m_uuid); |
1093 | 1093 | ||
1094 | m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); | 1094 | m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); |
1095 | 1095 | ||
1096 | AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition = | 1096 | AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition = |
1097 | m_reprioritizationLastPosition = ControllingClient.StartPos; | 1097 | m_reprioritizationLastPosition = ControllingClient.StartPos; |
1098 | 1098 | ||
1099 | m_reprioritizationLastDrawDistance = DrawDistance; | 1099 | m_reprioritizationLastDrawDistance = DrawDistance; |
1100 | 1100 | ||
1101 | // disable updates workjobs for now | 1101 | // disable updates workjobs for now |
1102 | childUpdatesBusy = true; | 1102 | childUpdatesBusy = true; |
1103 | m_reprioritizationBusy = true; | 1103 | m_reprioritizationBusy = true; |
1104 | 1104 | ||
1105 | AdjustKnownSeeds(); | 1105 | AdjustKnownSeeds(); |
1106 | 1106 | ||
1107 | RegisterToClientEvents(); | 1107 | RegisterToClientEvents(); |
@@ -1189,7 +1189,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1189 | // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); | 1189 | // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); |
1190 | // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); | 1190 | // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); |
1191 | } | 1191 | } |
1192 | 1192 | ||
1193 | public void RemoveClientEvents() | 1193 | public void RemoveClientEvents() |
1194 | { | 1194 | { |
1195 | ControllingClient.OnCompleteMovementToRegion -= CompleteMovement; | 1195 | ControllingClient.OnCompleteMovementToRegion -= CompleteMovement; |
@@ -1237,7 +1237,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1237 | /// This method is on the critical path for transferring an avatar from one region to another. Delay here | 1237 | /// This method is on the critical path for transferring an avatar from one region to another. Delay here |
1238 | /// delays that crossing. | 1238 | /// delays that crossing. |
1239 | /// </remarks> | 1239 | /// </remarks> |
1240 | 1240 | ||
1241 | // constants for physics position search | 1241 | // constants for physics position search |
1242 | const float PhysSearchHeight = 600f; | 1242 | const float PhysSearchHeight = 600f; |
1243 | const float PhysMinSkipGap = 50f; | 1243 | const float PhysMinSkipGap = 50f; |
@@ -1280,7 +1280,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1280 | // if not actually on the target invalidate it | 1280 | // if not actually on the target invalidate it |
1281 | if(gotCrossUpdate && (crossingFlags & 0x04) == 0) | 1281 | if(gotCrossUpdate && (crossingFlags & 0x04) == 0) |
1282 | part.SitTargetAvatar = UUID.Zero; | 1282 | part.SitTargetAvatar = UUID.Zero; |
1283 | 1283 | ||
1284 | ParentID = part.LocalId; | 1284 | ParentID = part.LocalId; |
1285 | ParentPart = part; | 1285 | ParentPart = part; |
1286 | m_pos = PrevSitOffset; | 1286 | m_pos = PrevSitOffset; |
@@ -1380,7 +1380,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1380 | int physcount = PhysNumberCollisions; | 1380 | int physcount = PhysNumberCollisions; |
1381 | 1381 | ||
1382 | float dist = physTestHeight - groundHeight + localAVHalfHeight; | 1382 | float dist = physTestHeight - groundHeight + localAVHalfHeight; |
1383 | 1383 | ||
1384 | Vector3 direction = new Vector3(0f, 0f, -1f); | 1384 | Vector3 direction = new Vector3(0f, 0f, -1f); |
1385 | Vector3 RayStart = pos; | 1385 | Vector3 RayStart = pos; |
1386 | RayStart.Z = physTestHeight; | 1386 | RayStart.Z = physTestHeight; |
@@ -1426,7 +1426,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1426 | AbsolutePosition = pos; | 1426 | AbsolutePosition = pos; |
1427 | 1427 | ||
1428 | // m_log.DebugFormat( | 1428 | // m_log.DebugFormat( |
1429 | // "Set pos {0}, vel {1} in {1} to {2} from input position of {3} on MakeRootAgent", | 1429 | // "Set pos {0}, vel {1} in {1} to {2} from input position of {3} on MakeRootAgent", |
1430 | // Name, Scene.Name, AbsolutePosition, pos); | 1430 | // Name, Scene.Name, AbsolutePosition, pos); |
1431 | // | 1431 | // |
1432 | if (m_teleportFlags == TeleportFlags.Default) | 1432 | if (m_teleportFlags == TeleportFlags.Default) |
@@ -1453,8 +1453,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1453 | Flying = false; | 1453 | Flying = false; |
1454 | } | 1454 | } |
1455 | } | 1455 | } |
1456 | 1456 | ||
1457 | 1457 | ||
1458 | m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | 1458 | m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
1459 | m_scene.SwapRootAgentCount(false); | 1459 | m_scene.SwapRootAgentCount(false); |
1460 | 1460 | ||
@@ -1519,7 +1519,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1519 | m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name); | 1519 | m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name); |
1520 | 1520 | ||
1521 | UseFakeGroupTitle = true; | 1521 | UseFakeGroupTitle = true; |
1522 | 1522 | ||
1523 | 1523 | ||
1524 | Util.FireAndForget(o => | 1524 | Util.FireAndForget(o => |
1525 | { | 1525 | { |
@@ -1587,7 +1587,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1587 | else | 1587 | else |
1588 | Animator.ResetAnimations(); | 1588 | Animator.ResetAnimations(); |
1589 | 1589 | ||
1590 | 1590 | ||
1591 | // m_log.DebugFormat( | 1591 | // m_log.DebugFormat( |
1592 | // "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", | 1592 | // "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", |
1593 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1593 | // Name, UUID, m_scene.RegionInfo.RegionName); |
@@ -1595,7 +1595,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1595 | // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, | 1595 | // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, |
1596 | // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. | 1596 | // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. |
1597 | //Velocity = new Vector3(0, 0, 0); | 1597 | //Velocity = new Vector3(0, 0, 0); |
1598 | 1598 | ||
1599 | IsChildAgent = true; | 1599 | IsChildAgent = true; |
1600 | m_scene.SwapRootAgentCount(true); | 1600 | m_scene.SwapRootAgentCount(true); |
1601 | RemoveFromPhysicalScene(); | 1601 | RemoveFromPhysicalScene(); |
@@ -1656,7 +1656,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1656 | bool isFlying = Flying; | 1656 | bool isFlying = Flying; |
1657 | Vector3 vel = Velocity; | 1657 | Vector3 vel = Velocity; |
1658 | RemoveFromPhysicalScene(); | 1658 | RemoveFromPhysicalScene(); |
1659 | 1659 | ||
1660 | AbsolutePosition = pos; | 1660 | AbsolutePosition = pos; |
1661 | AddToPhysicalScene(isFlying); | 1661 | AddToPhysicalScene(isFlying); |
1662 | if (PhysicsActor != null) | 1662 | if (PhysicsActor != null) |
@@ -1709,7 +1709,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1709 | if (IsInTransit) | 1709 | if (IsInTransit) |
1710 | return; | 1710 | return; |
1711 | 1711 | ||
1712 | Vector3 pos = AbsolutePosition; | 1712 | Vector3 pos = AbsolutePosition; |
1713 | if (Appearance.AvatarHeight != 127.0f) | 1713 | if (Appearance.AvatarHeight != 127.0f) |
1714 | pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f)); | 1714 | pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f)); |
1715 | else | 1715 | else |
@@ -1737,7 +1737,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1737 | /// <param name="amount">Postive or negative roll amount in radians</param> | 1737 | /// <param name="amount">Postive or negative roll amount in radians</param> |
1738 | private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown) | 1738 | private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown) |
1739 | { | 1739 | { |
1740 | 1740 | ||
1741 | float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS); | 1741 | float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS); |
1742 | m_AngularVelocity.Z = rollAmount; | 1742 | m_AngularVelocity.Z = rollAmount; |
1743 | 1743 | ||
@@ -1789,7 +1789,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1789 | 1789 | ||
1790 | if (m_AngularVelocity.Z > 0) | 1790 | if (m_AngularVelocity.Z > 0) |
1791 | { | 1791 | { |
1792 | 1792 | ||
1793 | float leftOverToMin = m_AngularVelocity.Z - rollMinRadians; | 1793 | float leftOverToMin = m_AngularVelocity.Z - rollMinRadians; |
1794 | if (amount > leftOverToMin) | 1794 | if (amount > leftOverToMin) |
1795 | return -leftOverToMin; | 1795 | return -leftOverToMin; |
@@ -1799,7 +1799,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1799 | } | 1799 | } |
1800 | else | 1800 | else |
1801 | { | 1801 | { |
1802 | 1802 | ||
1803 | float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians; | 1803 | float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians; |
1804 | if (amount > leftOverToMin) | 1804 | if (amount > leftOverToMin) |
1805 | return leftOverToMin; | 1805 | return leftOverToMin; |
@@ -1807,7 +1807,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1807 | return amount; | 1807 | return amount; |
1808 | } | 1808 | } |
1809 | } | 1809 | } |
1810 | 1810 | ||
1811 | 1811 | ||
1812 | 1812 | ||
1813 | // neighbouring regions we have enabled a child agent in | 1813 | // neighbouring regions we have enabled a child agent in |
@@ -1943,15 +1943,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1943 | private bool WaitForUpdateAgent(IClientAPI client) | 1943 | private bool WaitForUpdateAgent(IClientAPI client) |
1944 | { | 1944 | { |
1945 | // Before the source region executes UpdateAgent | 1945 | // Before the source region executes UpdateAgent |
1946 | // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, | 1946 | // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, |
1947 | // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the | 1947 | // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the |
1948 | // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero | 1948 | // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero |
1949 | // m_updateAgentReceivedAfterTransferEvent.WaitOne(10000); | 1949 | // m_updateAgentReceivedAfterTransferEvent.WaitOne(10000); |
1950 | int count = 50; | 1950 | int count = 50; |
1951 | UUID originID = UUID.Zero; | 1951 | UUID originID = UUID.Zero; |
1952 | 1952 | ||
1953 | lock (m_originRegionIDAccessLock) | 1953 | lock (m_originRegionIDAccessLock) |
1954 | originID = m_originRegionID; | 1954 | originID = m_originRegionID; |
1955 | 1955 | ||
1956 | 1956 | ||
1957 | while (originID.Equals(UUID.Zero) && count-- > 0) | 1957 | while (originID.Equals(UUID.Zero) && count-- > 0) |
@@ -2014,7 +2014,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2014 | m_log.InfoFormat( | 2014 | m_log.InfoFormat( |
2015 | "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", | 2015 | "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", |
2016 | client.Name, Scene.Name, AbsolutePosition); | 2016 | client.Name, Scene.Name, AbsolutePosition); |
2017 | 2017 | ||
2018 | m_inTransit = true; | 2018 | m_inTransit = true; |
2019 | 2019 | ||
2020 | try | 2020 | try |
@@ -2110,7 +2110,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2110 | // client.Name, client.AgentId, m_scene.RegionInfo.RegionName); | 2110 | // client.Name, client.AgentId, m_scene.RegionInfo.RegionName); |
2111 | // } | 2111 | // } |
2112 | 2112 | ||
2113 | 2113 | ||
2114 | m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | 2114 | m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); |
2115 | 2115 | ||
2116 | 2116 | ||
@@ -2138,7 +2138,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2138 | m_currentParcelHide = false; | 2138 | m_currentParcelHide = false; |
2139 | m_currentParcelUUID = UUID.Zero; | 2139 | m_currentParcelUUID = UUID.Zero; |
2140 | 2140 | ||
2141 | // send initial land overlay and parcel | 2141 | // send initial land overlay and parcel |
2142 | ILandChannel landch = m_scene.LandChannel; | 2142 | ILandChannel landch = m_scene.LandChannel; |
2143 | if (landch != null) | 2143 | if (landch != null) |
2144 | landch.sendClientInitialLandInfo(client); | 2144 | landch.sendClientInitialLandInfo(client); |
@@ -2193,7 +2193,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2193 | 2193 | ||
2194 | // send look and animations to others | 2194 | // send look and animations to others |
2195 | // if not cached we send greys | 2195 | // if not cached we send greys |
2196 | // uncomented if will wait till avatar does baking | 2196 | // uncomented if will wait till avatar does baking |
2197 | //if (cachedbaked) | 2197 | //if (cachedbaked) |
2198 | { | 2198 | { |
2199 | foreach (ScenePresence p in allpresences) | 2199 | foreach (ScenePresence p in allpresences) |
@@ -2292,7 +2292,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2292 | { | 2292 | { |
2293 | IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); | 2293 | IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); |
2294 | if (friendsModule != null) | 2294 | if (friendsModule != null) |
2295 | { | 2295 | { |
2296 | if(gotCrossUpdate) | 2296 | if(gotCrossUpdate) |
2297 | friendsModule.IsNowRoot(this); | 2297 | friendsModule.IsNowRoot(this); |
2298 | else | 2298 | else |
@@ -2331,7 +2331,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2331 | /// <param name="collisionPoint"></param> | 2331 | /// <param name="collisionPoint"></param> |
2332 | /// <param name="localid"></param> | 2332 | /// <param name="localid"></param> |
2333 | /// <param name="distance"></param> | 2333 | /// <param name="distance"></param> |
2334 | /// | 2334 | /// |
2335 | 2335 | ||
2336 | private void checkCameraCollision() | 2336 | private void checkCameraCollision() |
2337 | { | 2337 | { |
@@ -2486,7 +2486,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2486 | 2486 | ||
2487 | // The Agent's Draw distance setting | 2487 | // The Agent's Draw distance setting |
2488 | // When we get to the point of re-computing neighbors everytime this | 2488 | // When we get to the point of re-computing neighbors everytime this |
2489 | // changes, then start using the agent's drawdistance rather than the | 2489 | // changes, then start using the agent's drawdistance rather than the |
2490 | // region's draw distance. | 2490 | // region's draw distance. |
2491 | 2491 | ||
2492 | DrawDistance = agentData.Far; | 2492 | DrawDistance = agentData.Far; |
@@ -2495,7 +2495,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2495 | 2495 | ||
2496 | // FIXME: This does not work as intended because the viewer only sends the lbutton down when the button | 2496 | // FIXME: This does not work as intended because the viewer only sends the lbutton down when the button |
2497 | // is first pressed, not whilst it is held down. If this is required in the future then need to look | 2497 | // is first pressed, not whilst it is held down. If this is required in the future then need to look |
2498 | // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not | 2498 | // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not |
2499 | // received (e.g. on holding LMB down on the avatar in a viewer). | 2499 | // received (e.g. on holding LMB down on the avatar in a viewer). |
2500 | m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; | 2500 | m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; |
2501 | 2501 | ||
@@ -2549,7 +2549,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2549 | 2549 | ||
2550 | if (AllowMovement && !SitGround) | 2550 | if (AllowMovement && !SitGround) |
2551 | { | 2551 | { |
2552 | // m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name); | 2552 | // m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name); |
2553 | bool update_rotation = false; | 2553 | bool update_rotation = false; |
2554 | if (agentData.BodyRotation != Rotation) | 2554 | if (agentData.BodyRotation != Rotation) |
2555 | { | 2555 | { |
@@ -2617,7 +2617,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2617 | } | 2617 | } |
2618 | 2618 | ||
2619 | if (((MovementFlag & (uint)DCF) == 0)) | 2619 | if (((MovementFlag & (uint)DCF) == 0)) |
2620 | { | 2620 | { |
2621 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); | 2621 | //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); |
2622 | MovementFlag |= (uint)DCF; | 2622 | MovementFlag |= (uint)DCF; |
2623 | update_movementflag = true; | 2623 | update_movementflag = true; |
@@ -2715,11 +2715,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
2715 | if (m_AngularVelocity.Z != 0) | 2715 | if (m_AngularVelocity.Z != 0) |
2716 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); | 2716 | m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); |
2717 | } | 2717 | } |
2718 | 2718 | ||
2719 | /* | 2719 | /* |
2720 | if (Flying && IsColliding && controlland) | 2720 | if (Flying && IsColliding && controlland) |
2721 | { | 2721 | { |
2722 | // nesting this check because LengthSquared() is expensive and we don't | 2722 | // nesting this check because LengthSquared() is expensive and we don't |
2723 | // want to do it every step when flying. | 2723 | // want to do it every step when flying. |
2724 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | 2724 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) |
2725 | StopFlying(); | 2725 | StopFlying(); |
@@ -2730,7 +2730,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2730 | else if (IsColliding && agent_control_v3.Z < 0f) | 2730 | else if (IsColliding && agent_control_v3.Z < 0f) |
2731 | agent_control_v3.Z = 0; | 2731 | agent_control_v3.Z = 0; |
2732 | // else if(AgentControlStopActive %% Velocity.Z <0.01f) | 2732 | // else if(AgentControlStopActive %% Velocity.Z <0.01f) |
2733 | 2733 | ||
2734 | 2734 | ||
2735 | // m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); | 2735 | // m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); |
2736 | 2736 | ||
@@ -2738,9 +2738,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2738 | // which occurs later in the main scene loop | 2738 | // which occurs later in the main scene loop |
2739 | // We also need to update if the user rotates their avatar whilst it is slow walking/running (if they | 2739 | // We also need to update if the user rotates their avatar whilst it is slow walking/running (if they |
2740 | // held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update | 2740 | // held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update |
2741 | // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the | 2741 | // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the |
2742 | // avatar location in place). | 2742 | // avatar location in place). |
2743 | if (update_movementflag | 2743 | if (update_movementflag |
2744 | || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) | 2744 | || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) |
2745 | { | 2745 | { |
2746 | 2746 | ||
@@ -2810,9 +2810,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2810 | 2810 | ||
2811 | // The Agent's Draw distance setting | 2811 | // The Agent's Draw distance setting |
2812 | // When we get to the point of re-computing neighbors everytime this | 2812 | // When we get to the point of re-computing neighbors everytime this |
2813 | // changes, then start using the agent's drawdistance rather than the | 2813 | // changes, then start using the agent's drawdistance rather than the |
2814 | // region's draw distance. | 2814 | // region's draw distance. |
2815 | 2815 | ||
2816 | DrawDistance = agentData.Far; | 2816 | DrawDistance = agentData.Far; |
2817 | 2817 | ||
2818 | 2818 | ||
@@ -2839,7 +2839,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2839 | 2839 | ||
2840 | TriggerScenePresenceUpdated(); | 2840 | TriggerScenePresenceUpdated(); |
2841 | } | 2841 | } |
2842 | 2842 | ||
2843 | /// <summary> | 2843 | /// <summary> |
2844 | /// Calculate an update to move the presence to the set target. | 2844 | /// Calculate an update to move the presence to the set target. |
2845 | /// </summary> | 2845 | /// </summary> |
@@ -2853,7 +2853,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2853 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); | 2853 | // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); |
2854 | 2854 | ||
2855 | bool updated = false; | 2855 | bool updated = false; |
2856 | 2856 | ||
2857 | Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition; | 2857 | Vector3 LocalVectorToTarget3D = MoveToPositionTarget - AbsolutePosition; |
2858 | 2858 | ||
2859 | // m_log.DebugFormat( | 2859 | // m_log.DebugFormat( |
@@ -3030,11 +3030,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3030 | || pos.Y < 0 || pos.Y >= regionSize.Y | 3030 | || pos.Y < 0 || pos.Y >= regionSize.Y |
3031 | || pos.Z < 0) | 3031 | || pos.Z < 0) |
3032 | return; | 3032 | return; |
3033 | 3033 | ||
3034 | float terrainHeight; | 3034 | float terrainHeight; |
3035 | Scene targetScene = m_scene; | 3035 | Scene targetScene = m_scene; |
3036 | terrainHeight = m_scene.GetGroundHeight(pos.X, pos.Y); | 3036 | terrainHeight = m_scene.GetGroundHeight(pos.X, pos.Y); |
3037 | 3037 | ||
3038 | // dont try to land underground | 3038 | // dont try to land underground |
3039 | terrainHeight += Appearance.AvatarHeight * 0.5f + 0.2f; | 3039 | terrainHeight += Appearance.AvatarHeight * 0.5f + 0.2f; |
3040 | 3040 | ||
@@ -3044,7 +3044,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3044 | // m_log.DebugFormat( | 3044 | // m_log.DebugFormat( |
3045 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", | 3045 | // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", |
3046 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); | 3046 | // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); |
3047 | 3047 | ||
3048 | if (noFly) | 3048 | if (noFly) |
3049 | Flying = false; | 3049 | Flying = false; |
3050 | else if (pos.Z > terrainHeight || Flying) | 3050 | else if (pos.Z > terrainHeight || Flying) |
@@ -3068,7 +3068,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3068 | 3068 | ||
3069 | Rotation = Quaternion.CreateFromEulers(angle); | 3069 | Rotation = Quaternion.CreateFromEulers(angle); |
3070 | // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation); | 3070 | // m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation); |
3071 | 3071 | ||
3072 | Vector3 control = Vector3.Zero; | 3072 | Vector3 control = Vector3.Zero; |
3073 | if(HandleMoveToTargetUpdate(1f, ref control)) | 3073 | if(HandleMoveToTargetUpdate(1f, ref control)) |
3074 | AddNewMovement(control); | 3074 | AddNewMovement(control); |
@@ -3162,7 +3162,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3162 | m_pos = standPos; | 3162 | m_pos = standPos; |
3163 | } | 3163 | } |
3164 | 3164 | ||
3165 | // We need to wait until we have calculated proper stand positions before sitting up the physical | 3165 | // We need to wait until we have calculated proper stand positions before sitting up the physical |
3166 | // avatar to avoid race conditions. | 3166 | // avatar to avoid race conditions. |
3167 | if (PhysicsActor == null) | 3167 | if (PhysicsActor == null) |
3168 | AddToPhysicalScene(false); | 3168 | AddToPhysicalScene(false); |
@@ -3178,7 +3178,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3178 | 3178 | ||
3179 | // reset to default sitAnimation | 3179 | // reset to default sitAnimation |
3180 | sitAnimation = "SIT"; | 3180 | sitAnimation = "SIT"; |
3181 | 3181 | ||
3182 | // Animator.TrySetMovementAnimation("STAND"); | 3182 | // Animator.TrySetMovementAnimation("STAND"); |
3183 | Animator.SetMovementAnimations("STAND"); | 3183 | Animator.SetMovementAnimations("STAND"); |
3184 | 3184 | ||
@@ -3244,7 +3244,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3244 | } | 3244 | } |
3245 | else | 3245 | else |
3246 | { | 3246 | { |
3247 | if (PhysicsSit(part,offset)) // physics engine | 3247 | if (PhysicsSit(part,offset)) // physics engine |
3248 | return; | 3248 | return; |
3249 | 3249 | ||
3250 | Vector3 pos = part.AbsolutePosition + offset; | 3250 | Vector3 pos = part.AbsolutePosition + offset; |
@@ -3275,7 +3275,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3275 | 3275 | ||
3276 | cameraAtOffset = part.GetCameraAtOffset(); | 3276 | cameraAtOffset = part.GetCameraAtOffset(); |
3277 | cameraEyeOffset = part.GetCameraEyeOffset(); | 3277 | cameraEyeOffset = part.GetCameraEyeOffset(); |
3278 | 3278 | ||
3279 | forceMouselook = part.GetForceMouselook(); | 3279 | forceMouselook = part.GetForceMouselook(); |
3280 | 3280 | ||
3281 | if (!part.IsRoot) | 3281 | if (!part.IsRoot) |
@@ -3398,7 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3398 | if (part == null) | 3398 | if (part == null) |
3399 | return; | 3399 | return; |
3400 | 3400 | ||
3401 | Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation(); | 3401 | Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation(); |
3402 | if(!CanEnterLandPosition(targetPos)) | 3402 | if(!CanEnterLandPosition(targetPos)) |
3403 | { | 3403 | { |
3404 | ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot"); | 3404 | ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot"); |
@@ -3530,7 +3530,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3530 | else | 3530 | else |
3531 | { | 3531 | { |
3532 | m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; | 3532 | m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; |
3533 | 3533 | ||
3534 | if (Math.Abs(1.0 - m) > 0.000001) | 3534 | if (Math.Abs(1.0 - m) > 0.000001) |
3535 | { | 3535 | { |
3536 | if(m != 0) | 3536 | if(m != 0) |
@@ -3554,7 +3554,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3554 | x = 2 * (r.X * r.Z + r.Y * r.W); | 3554 | x = 2 * (r.X * r.Z + r.Y * r.W); |
3555 | y = 2 * (-r.X * r.W + r.Y * r.Z); | 3555 | y = 2 * (-r.X * r.W + r.Y * r.Z); |
3556 | z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; | 3556 | z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; |
3557 | Vector3 up = new Vector3((float)x, (float)y, (float)z); | 3557 | Vector3 up = new Vector3((float)x, (float)y, (float)z); |
3558 | sitOffset = up * Appearance.AvatarHeight * 0.02638f; | 3558 | sitOffset = up * Appearance.AvatarHeight * 0.02638f; |
3559 | newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; | 3559 | newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; |
3560 | } | 3560 | } |
@@ -3670,7 +3670,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3670 | public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1, bool breaking = false) | 3670 | public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1, bool breaking = false) |
3671 | { | 3671 | { |
3672 | // m_log.DebugFormat( | 3672 | // m_log.DebugFormat( |
3673 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", | 3673 | // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", |
3674 | // vec, Rotation, thisAddSpeedModifier, Name); | 3674 | // vec, Rotation, thisAddSpeedModifier, Name); |
3675 | 3675 | ||
3676 | // rotate from avatar coord space to world | 3676 | // rotate from avatar coord space to world |
@@ -3792,11 +3792,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3792 | Math.Abs(dpos.X) > POSITION_LARGETOLERANCE || | 3792 | Math.Abs(dpos.X) > POSITION_LARGETOLERANCE || |
3793 | Math.Abs(dpos.Y) > POSITION_LARGETOLERANCE || | 3793 | Math.Abs(dpos.Y) > POSITION_LARGETOLERANCE || |
3794 | Math.Abs(dpos.Z) > POSITION_LARGETOLERANCE || | 3794 | Math.Abs(dpos.Z) > POSITION_LARGETOLERANCE || |
3795 | 3795 | ||
3796 | ( (Math.Abs(dpos.X) > POSITION_SMALLTOLERANCE || | 3796 | ( (Math.Abs(dpos.X) > POSITION_SMALLTOLERANCE || |
3797 | Math.Abs(dpos.Y) > POSITION_SMALLTOLERANCE || | 3797 | Math.Abs(dpos.Y) > POSITION_SMALLTOLERANCE || |
3798 | Math.Abs(dpos.Z) > POSITION_SMALLTOLERANCE) | 3798 | Math.Abs(dpos.Z) > POSITION_SMALLTOLERANCE) |
3799 | && vel.LengthSquared() < LOWVELOCITYSQ | 3799 | && vel.LengthSquared() < LOWVELOCITYSQ |
3800 | )) | 3800 | )) |
3801 | { | 3801 | { |
3802 | */ | 3802 | */ |
@@ -3833,7 +3833,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3833 | } | 3833 | } |
3834 | 3834 | ||
3835 | // this is diferente from SendTerseUpdateToClient | 3835 | // this is diferente from SendTerseUpdateToClient |
3836 | // this sends bypassing entities updates | 3836 | // this sends bypassing entities updates |
3837 | public void SendAgentTerseUpdate(ISceneEntity p) | 3837 | public void SendAgentTerseUpdate(ISceneEntity p) |
3838 | { | 3838 | { |
3839 | ControllingClient.SendAgentTerseUpdate(p); | 3839 | ControllingClient.SendAgentTerseUpdate(p); |
@@ -3982,7 +3982,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3982 | 3982 | ||
3983 | p.SendAppearanceToAgentNF(this); | 3983 | p.SendAppearanceToAgentNF(this); |
3984 | p.SendAnimPackToAgentNF(this); | 3984 | p.SendAnimPackToAgentNF(this); |
3985 | p.SendAttachmentsToAgentNF(this); | 3985 | p.SendAttachmentsToAgentNF(this); |
3986 | count++; | 3986 | count++; |
3987 | }); | 3987 | }); |
3988 | 3988 | ||
@@ -3991,7 +3991,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3991 | 3991 | ||
3992 | /// <summary> | 3992 | /// <summary> |
3993 | /// Send this agent's avatar data to all other root and child agents in the scene | 3993 | /// Send this agent's avatar data to all other root and child agents in the scene |
3994 | /// This agent must be root. This avatar will receive its own update. | 3994 | /// This agent must be root. This avatar will receive its own update. |
3995 | /// </summary> | 3995 | /// </summary> |
3996 | public void SendAvatarDataToAllAgents() | 3996 | public void SendAvatarDataToAllAgents() |
3997 | { | 3997 | { |
@@ -4222,7 +4222,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4222 | posLastMove = pos; | 4222 | posLastMove = pos; |
4223 | m_scene.EventManager.TriggerOnClientMovement(this); | 4223 | m_scene.EventManager.TriggerOnClientMovement(this); |
4224 | } | 4224 | } |
4225 | 4225 | ||
4226 | diff = pos - posLastSignificantMove; | 4226 | diff = pos - posLastSignificantMove; |
4227 | if (diff.LengthSquared() > SIGNIFICANT_MOVEMENT) | 4227 | if (diff.LengthSquared() > SIGNIFICANT_MOVEMENT) |
4228 | { | 4228 | { |
@@ -4235,18 +4235,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
4235 | 4235 | ||
4236 | if(childUpdatesBusy) | 4236 | if(childUpdatesBusy) |
4237 | return; | 4237 | return; |
4238 | 4238 | ||
4239 | //possible KnownRegionHandles always contains current region and this check is not needed | 4239 | //possible KnownRegionHandles always contains current region and this check is not needed |
4240 | int minhandles = 0; | 4240 | int minhandles = 0; |
4241 | if(KnownRegionHandles.Contains(RegionHandle)) | 4241 | if(KnownRegionHandles.Contains(RegionHandle)) |
4242 | minhandles++; | 4242 | minhandles++; |
4243 | 4243 | ||
4244 | if(KnownRegionHandles.Count > minhandles) | 4244 | if(KnownRegionHandles.Count > minhandles) |
4245 | { | 4245 | { |
4246 | int tdiff = Util.EnvironmentTickCountSubtract(lastChildUpdatesTime); | 4246 | int tdiff = Util.EnvironmentTickCountSubtract(lastChildUpdatesTime); |
4247 | if(tdiff > CHILDUPDATES_TIME) | 4247 | if(tdiff > CHILDUPDATES_TIME) |
4248 | { | 4248 | { |
4249 | diff = pos - m_lastChildAgentUpdatePosition; | 4249 | diff = pos - m_lastChildAgentUpdatePosition; |
4250 | if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT) | 4250 | if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT) |
4251 | { | 4251 | { |
4252 | childUpdatesBusy = true; | 4252 | childUpdatesBusy = true; |
@@ -4268,7 +4268,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4268 | Util.FireAndForget( | 4268 | Util.FireAndForget( |
4269 | o => | 4269 | o => |
4270 | { | 4270 | { |
4271 | m_scene.SendOutChildAgentUpdates(agentpos, this); | 4271 | m_scene.SendOutChildAgentUpdates(agentpos, this); |
4272 | lastChildUpdatesTime = Util.EnvironmentTickCount(); | 4272 | lastChildUpdatesTime = Util.EnvironmentTickCount(); |
4273 | childUpdatesBusy = false; | 4273 | childUpdatesBusy = false; |
4274 | }, null, "ScenePresence.SendOutChildAgentUpdates"); | 4274 | }, null, "ScenePresence.SendOutChildAgentUpdates"); |
@@ -4309,7 +4309,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4309 | pos2.Z += vel.Z * timeStep; | 4309 | pos2.Z += vel.Z * timeStep; |
4310 | 4310 | ||
4311 | // m_log.DebugFormat( | 4311 | // m_log.DebugFormat( |
4312 | // "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", | 4312 | // "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", |
4313 | // pos2, Name, Scene.Name); | 4313 | // pos2, Name, Scene.Name); |
4314 | 4314 | ||
4315 | if (Scene.PositionIsInCurrentRegion(pos2)) | 4315 | if (Scene.PositionIsInCurrentRegion(pos2)) |
@@ -4399,7 +4399,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4399 | // m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); | 4399 | // m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); |
4400 | 4400 | ||
4401 | // Put the child agent back at the center | 4401 | // Put the child agent back at the center |
4402 | AbsolutePosition | 4402 | AbsolutePosition |
4403 | = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70); | 4403 | = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70); |
4404 | 4404 | ||
4405 | Animator.ResetAnimations(); | 4405 | Animator.ResetAnimations(); |
@@ -4511,7 +4511,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4511 | public void GrantGodlikePowers(UUID token, bool godStatus) | 4511 | public void GrantGodlikePowers(UUID token, bool godStatus) |
4512 | { | 4512 | { |
4513 | int oldgodlevel = GodLevel; | 4513 | int oldgodlevel = GodLevel; |
4514 | 4514 | ||
4515 | if (godStatus && !isNPC && m_scene.Permissions.IsGod(UUID)) | 4515 | if (godStatus && !isNPC && m_scene.Permissions.IsGod(UUID)) |
4516 | { | 4516 | { |
4517 | GodLevel = 200; | 4517 | GodLevel = 200; |
@@ -4519,7 +4519,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4519 | GodLevel = UserLevel; | 4519 | GodLevel = UserLevel; |
4520 | } | 4520 | } |
4521 | else | 4521 | else |
4522 | GodLevel = 0; | 4522 | GodLevel = 0; |
4523 | 4523 | ||
4524 | ControllingClient.SendAdminResponse(token, (uint)GodLevel); | 4524 | ControllingClient.SendAdminResponse(token, (uint)GodLevel); |
4525 | if(oldgodlevel != GodLevel) | 4525 | if(oldgodlevel != GodLevel) |
@@ -4535,7 +4535,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4535 | return; | 4535 | return; |
4536 | 4536 | ||
4537 | CopyFrom(cAgentData); | 4537 | CopyFrom(cAgentData); |
4538 | 4538 | ||
4539 | } | 4539 | } |
4540 | 4540 | ||
4541 | private static Vector3 marker = new Vector3(-1f, -1f, -1f); | 4541 | private static Vector3 marker = new Vector3(-1f, -1f, -1f); |
@@ -4621,7 +4621,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4621 | 4621 | ||
4622 | cAgent.Far = DrawDistance; | 4622 | cAgent.Far = DrawDistance; |
4623 | 4623 | ||
4624 | // Throttles | 4624 | // Throttles |
4625 | cAgent.Throttles = ControllingClient.GetThrottlesPacked(1); | 4625 | cAgent.Throttles = ControllingClient.GetThrottlesPacked(1); |
4626 | 4626 | ||
4627 | cAgent.HeadRotation = m_headrotation; | 4627 | cAgent.HeadRotation = m_headrotation; |
@@ -4630,7 +4630,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4630 | 4630 | ||
4631 | if (GodLevel > 200 && m_scene.Permissions.IsGod(cAgent.AgentID)) | 4631 | if (GodLevel > 200 && m_scene.Permissions.IsGod(cAgent.AgentID)) |
4632 | cAgent.GodLevel = (byte)GodLevel; | 4632 | cAgent.GodLevel = (byte)GodLevel; |
4633 | else | 4633 | else |
4634 | cAgent.GodLevel = (byte) 0; | 4634 | cAgent.GodLevel = (byte) 0; |
4635 | 4635 | ||
4636 | cAgent.AlwaysRun = SetAlwaysRun; | 4636 | cAgent.AlwaysRun = SetAlwaysRun; |
@@ -4640,7 +4640,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4640 | 4640 | ||
4641 | cAgent.ParentPart = ParentUUID; | 4641 | cAgent.ParentPart = ParentUUID; |
4642 | cAgent.SitOffset = PrevSitOffset; | 4642 | cAgent.SitOffset = PrevSitOffset; |
4643 | 4643 | ||
4644 | lock (scriptedcontrols) | 4644 | lock (scriptedcontrols) |
4645 | { | 4645 | { |
4646 | ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; | 4646 | ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; |
@@ -4675,7 +4675,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4675 | cAgent.CrossingFlags |= 1; | 4675 | cAgent.CrossingFlags |= 1; |
4676 | } | 4676 | } |
4677 | else | 4677 | else |
4678 | cAgent.CrossingFlags = 0; | 4678 | cAgent.CrossingFlags = 0; |
4679 | 4679 | ||
4680 | if(isCrossUpdate) | 4680 | if(isCrossUpdate) |
4681 | { | 4681 | { |
@@ -4708,7 +4708,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4708 | PrevSitOffset = cAgent.SitOffset; | 4708 | PrevSitOffset = cAgent.SitOffset; |
4709 | 4709 | ||
4710 | // When we get to the point of re-computing neighbors everytime this | 4710 | // When we get to the point of re-computing neighbors everytime this |
4711 | // changes, then start using the agent's drawdistance rather than the | 4711 | // changes, then start using the agent's drawdistance rather than the |
4712 | // region's draw distance. | 4712 | // region's draw distance. |
4713 | DrawDistance = cAgent.Far; | 4713 | DrawDistance = cAgent.Far; |
4714 | //DrawDistance = Scene.DefaultDrawDistance; | 4714 | //DrawDistance = Scene.DefaultDrawDistance; |
@@ -4727,7 +4727,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4727 | 4727 | ||
4728 | m_headrotation = cAgent.HeadRotation; | 4728 | m_headrotation = cAgent.HeadRotation; |
4729 | Rotation = cAgent.BodyRotation; | 4729 | Rotation = cAgent.BodyRotation; |
4730 | m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; | 4730 | m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; |
4731 | 4731 | ||
4732 | if (cAgent.GodLevel >200 && m_scene.Permissions.IsGod(cAgent.AgentID)) | 4732 | if (cAgent.GodLevel >200 && m_scene.Permissions.IsGod(cAgent.AgentID)) |
4733 | GodLevel = cAgent.GodLevel; | 4733 | GodLevel = cAgent.GodLevel; |
@@ -4738,14 +4738,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
4738 | 4738 | ||
4739 | Appearance = new AvatarAppearance(cAgent.Appearance); | 4739 | Appearance = new AvatarAppearance(cAgent.Appearance); |
4740 | /* | 4740 | /* |
4741 | bool isFlying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 4741 | bool isFlying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
4742 | 4742 | ||
4743 | if (PhysicsActor != null) | 4743 | if (PhysicsActor != null) |
4744 | { | 4744 | { |
4745 | RemoveFromPhysicalScene(); | 4745 | RemoveFromPhysicalScene(); |
4746 | AddToPhysicalScene(isFlying); | 4746 | AddToPhysicalScene(isFlying); |
4747 | } | 4747 | } |
4748 | */ | 4748 | */ |
4749 | try | 4749 | try |
4750 | { | 4750 | { |
4751 | lock (scriptedcontrols) | 4751 | lock (scriptedcontrols) |
@@ -4800,7 +4800,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4800 | ControllingClient.ActiveGroupId = cAgent.ActiveGroupID; | 4800 | ControllingClient.ActiveGroupId = cAgent.ActiveGroupID; |
4801 | ControllingClient.ActiveGroupName = cAgent.ActiveGroupName; | 4801 | ControllingClient.ActiveGroupName = cAgent.ActiveGroupName; |
4802 | Grouptitle = cAgent.ActiveGroupTitle; | 4802 | Grouptitle = cAgent.ActiveGroupTitle; |
4803 | ControllingClient.ActiveGroupPowers = | 4803 | ControllingClient.ActiveGroupPowers = |
4804 | ControllingClient.GetGroupPowers(cAgent.ActiveGroupID); | 4804 | ControllingClient.GetGroupPowers(cAgent.ActiveGroupID); |
4805 | } | 4805 | } |
4806 | else | 4806 | else |
@@ -4871,7 +4871,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4871 | // m_forceToApplyValid = false; | 4871 | // m_forceToApplyValid = false; |
4872 | 4872 | ||
4873 | PhysicsScene scene = m_scene.PhysicsScene; | 4873 | PhysicsScene scene = m_scene.PhysicsScene; |
4874 | Vector3 pVec = AbsolutePosition; | 4874 | Vector3 pVec = AbsolutePosition; |
4875 | 4875 | ||
4876 | PhysicsActor = scene.AddAvatar( | 4876 | PhysicsActor = scene.AddAvatar( |
4877 | LocalId, Firstname + "." + Lastname, pVec, | 4877 | LocalId, Firstname + "." + Lastname, pVec, |
@@ -5007,7 +5007,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5007 | } | 5007 | } |
5008 | else | 5008 | else |
5009 | { | 5009 | { |
5010 | 5010 | ||
5011 | } | 5011 | } |
5012 | } | 5012 | } |
5013 | 5013 | ||
@@ -5040,13 +5040,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
5040 | { | 5040 | { |
5041 | // Clear known regions | 5041 | // Clear known regions |
5042 | KnownRegions = new Dictionary<ulong, string>(); | 5042 | KnownRegions = new Dictionary<ulong, string>(); |
5043 | 5043 | ||
5044 | // I don't get it but mono crashes when you try to dispose of this timer, | 5044 | // I don't get it but mono crashes when you try to dispose of this timer, |
5045 | // unsetting the elapsed callback should be enough to allow for cleanup however. | 5045 | // unsetting the elapsed callback should be enough to allow for cleanup however. |
5046 | // m_reprioritizationTimer.Dispose(); | 5046 | // m_reprioritizationTimer.Dispose(); |
5047 | 5047 | ||
5048 | RemoveFromPhysicalScene(); | 5048 | RemoveFromPhysicalScene(); |
5049 | 5049 | ||
5050 | m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; | 5050 | m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; |
5051 | RemoveClientEvents(); | 5051 | RemoveClientEvents(); |
5052 | 5052 | ||
@@ -5106,7 +5106,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5106 | } | 5106 | } |
5107 | } | 5107 | } |
5108 | } | 5108 | } |
5109 | 5109 | ||
5110 | return attachments; | 5110 | return attachments; |
5111 | } | 5111 | } |
5112 | 5112 | ||
@@ -5269,7 +5269,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5269 | foreach (SceneObjectGroup sog in m_attachments) | 5269 | foreach (SceneObjectGroup sog in m_attachments) |
5270 | { | 5270 | { |
5271 | SendAttachmentFullUpdateToAgentNF(sog, p); | 5271 | SendAttachmentFullUpdateToAgentNF(sog, p); |
5272 | } | 5272 | } |
5273 | } | 5273 | } |
5274 | } | 5274 | } |
5275 | 5275 | ||
@@ -5689,14 +5689,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
5689 | return; | 5689 | return; |
5690 | if(objectID == m_scene.RegionInfo.RegionID) // for all objects | 5690 | if(objectID == m_scene.RegionInfo.RegionID) // for all objects |
5691 | { | 5691 | { |
5692 | 5692 | ||
5693 | } | 5693 | } |
5694 | else | 5694 | else |
5695 | { | 5695 | { |
5696 | SceneObjectPart part = m_scene.GetSceneObjectPart(objectID); | 5696 | SceneObjectPart part = m_scene.GetSceneObjectPart(objectID); |
5697 | if(part != null) | 5697 | if(part != null) |
5698 | { | 5698 | { |
5699 | 5699 | ||
5700 | } | 5700 | } |
5701 | } | 5701 | } |
5702 | } | 5702 | } |
@@ -5759,7 +5759,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5759 | return; | 5759 | return; |
5760 | 5760 | ||
5761 | ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; | 5761 | ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; |
5762 | 5762 | ||
5763 | if (MouseDown) | 5763 | if (MouseDown) |
5764 | { | 5764 | { |
5765 | allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); | 5765 | allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); |
@@ -5769,35 +5769,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
5769 | MouseDown = true; | 5769 | MouseDown = true; |
5770 | } | 5770 | } |
5771 | } | 5771 | } |
5772 | 5772 | ||
5773 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) | 5773 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) |
5774 | { | 5774 | { |
5775 | allflags |= ScriptControlled.CONTROL_ML_LBUTTON; | 5775 | allflags |= ScriptControlled.CONTROL_ML_LBUTTON; |
5776 | MouseDown = true; | 5776 | MouseDown = true; |
5777 | } | 5777 | } |
5778 | 5778 | ||
5779 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) | 5779 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) |
5780 | { | 5780 | { |
5781 | allflags |= ScriptControlled.CONTROL_LBUTTON; | 5781 | allflags |= ScriptControlled.CONTROL_LBUTTON; |
5782 | MouseDown = true; | 5782 | MouseDown = true; |
5783 | } | 5783 | } |
5784 | 5784 | ||
5785 | // find all activated controls, whether the scripts are interested in them or not | 5785 | // find all activated controls, whether the scripts are interested in them or not |
5786 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) | 5786 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) |
5787 | { | 5787 | { |
5788 | allflags |= ScriptControlled.CONTROL_FWD; | 5788 | allflags |= ScriptControlled.CONTROL_FWD; |
5789 | } | 5789 | } |
5790 | 5790 | ||
5791 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) | 5791 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) |
5792 | { | 5792 | { |
5793 | allflags |= ScriptControlled.CONTROL_BACK; | 5793 | allflags |= ScriptControlled.CONTROL_BACK; |
5794 | } | 5794 | } |
5795 | 5795 | ||
5796 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) | 5796 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) |
5797 | { | 5797 | { |
5798 | allflags |= ScriptControlled.CONTROL_UP; | 5798 | allflags |= ScriptControlled.CONTROL_UP; |
5799 | } | 5799 | } |
5800 | 5800 | ||
5801 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) | 5801 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) |
5802 | { | 5802 | { |
5803 | allflags |= ScriptControlled.CONTROL_DOWN; | 5803 | allflags |= ScriptControlled.CONTROL_DOWN; |
@@ -5807,17 +5807,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
5807 | { | 5807 | { |
5808 | allflags |= ScriptControlled.CONTROL_LEFT; | 5808 | allflags |= ScriptControlled.CONTROL_LEFT; |
5809 | } | 5809 | } |
5810 | 5810 | ||
5811 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) | 5811 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) |
5812 | { | 5812 | { |
5813 | allflags |= ScriptControlled.CONTROL_RIGHT; | 5813 | allflags |= ScriptControlled.CONTROL_RIGHT; |
5814 | } | 5814 | } |
5815 | 5815 | ||
5816 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) | 5816 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) |
5817 | { | 5817 | { |
5818 | allflags |= ScriptControlled.CONTROL_ROT_RIGHT; | 5818 | allflags |= ScriptControlled.CONTROL_ROT_RIGHT; |
5819 | } | 5819 | } |
5820 | 5820 | ||
5821 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) | 5821 | if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) |
5822 | { | 5822 | { |
5823 | allflags |= ScriptControlled.CONTROL_ROT_LEFT; | 5823 | allflags |= ScriptControlled.CONTROL_ROT_LEFT; |
@@ -5830,7 +5830,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5830 | { | 5830 | { |
5831 | UUID scriptUUID = kvp.Key; | 5831 | UUID scriptUUID = kvp.Key; |
5832 | ScriptControllers scriptControlData = kvp.Value; | 5832 | ScriptControllers scriptControlData = kvp.Value; |
5833 | 5833 | ||
5834 | ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us | 5834 | ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us |
5835 | ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle | 5835 | ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle |
5836 | ScriptControlled localChange = localHeld ^ localLast; // the changed bits | 5836 | ScriptControlled localChange = localHeld ^ localLast; // the changed bits |
@@ -5842,7 +5842,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5842 | } | 5842 | } |
5843 | } | 5843 | } |
5844 | } | 5844 | } |
5845 | 5845 | ||
5846 | LastCommands = allflags; | 5846 | LastCommands = allflags; |
5847 | } | 5847 | } |
5848 | } | 5848 | } |
@@ -5885,7 +5885,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5885 | } | 5885 | } |
5886 | 5886 | ||
5887 | // returns true it local teleport allowed and sets the destiny position into pos | 5887 | // returns true it local teleport allowed and sets the destiny position into pos |
5888 | 5888 | ||
5889 | private bool CheckLocalTPLandingPoint(ref Vector3 pos) | 5889 | private bool CheckLocalTPLandingPoint(ref Vector3 pos) |
5890 | { | 5890 | { |
5891 | // Never constrain lures | 5891 | // Never constrain lures |
@@ -5930,7 +5930,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5930 | spawnPos = spawnPoints[0].GetLocation(hubPos, hubRot); | 5930 | spawnPos = spawnPoints[0].GetLocation(hubPos, hubRot); |
5931 | spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos); | 5931 | spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos); |
5932 | 5932 | ||
5933 | float testDistSQ; | 5933 | float testDistSQ; |
5934 | Vector3 testSpawnPos; | 5934 | Vector3 testSpawnPos; |
5935 | for(int i = 1; i< spawnPoints.Length; i++) | 5935 | for(int i = 1; i< spawnPoints.Length; i++) |
5936 | { | 5936 | { |
@@ -5960,7 +5960,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5960 | 5960 | ||
5961 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | 5961 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); |
5962 | 5962 | ||
5963 | if (land.LandData.LandingType != (byte)LandingType.LandingPoint | 5963 | if (land.LandData.LandingType != (byte)LandingType.LandingPoint |
5964 | || land.LandData.OwnerID == m_uuid) | 5964 | || land.LandData.OwnerID == m_uuid) |
5965 | return true; | 5965 | return true; |
5966 | 5966 | ||
@@ -5978,7 +5978,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5978 | return true; | 5978 | return true; |
5979 | } | 5979 | } |
5980 | 5980 | ||
5981 | const TeleportFlags TeleHubTPFlags = TeleportFlags.ViaLogin | 5981 | const TeleportFlags TeleHubTPFlags = TeleportFlags.ViaLogin |
5982 | | TeleportFlags.ViaHGLogin | TeleportFlags.ViaLocation; | 5982 | | TeleportFlags.ViaHGLogin | TeleportFlags.ViaLocation; |
5983 | 5983 | ||
5984 | private bool CheckAndAdjustTelehub(SceneObjectGroup telehub, ref Vector3 pos, ref bool positionChanged) | 5984 | private bool CheckAndAdjustTelehub(SceneObjectGroup telehub, ref Vector3 pos, ref bool positionChanged) |
@@ -6011,7 +6011,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
6011 | bool selected = false; | 6011 | bool selected = false; |
6012 | bool validhub = false; | 6012 | bool validhub = false; |
6013 | Vector3 spawnPosition; | 6013 | Vector3 spawnPosition; |
6014 | 6014 | ||
6015 | Quaternion teleHubRotation = telehub.GroupRotation; | 6015 | Quaternion teleHubRotation = telehub.GroupRotation; |
6016 | 6016 | ||
6017 | switch(m_scene.SpawnPointRouting) | 6017 | switch(m_scene.SpawnPointRouting) |
@@ -6033,14 +6033,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
6033 | 6033 | ||
6034 | if(tries <= 0) | 6034 | if(tries <= 0) |
6035 | goto case "sequence"; | 6035 | goto case "sequence"; |
6036 | 6036 | ||
6037 | pos = spawnPosition; | 6037 | pos = spawnPosition; |
6038 | return true; | 6038 | return true; |
6039 | 6039 | ||
6040 | case "sequence": | 6040 | case "sequence": |
6041 | tries = spawnPoints.Length; | 6041 | tries = spawnPoints.Length; |
6042 | selected = false; | 6042 | selected = false; |
6043 | validhub = false; | 6043 | validhub = false; |
6044 | do | 6044 | do |
6045 | { | 6045 | { |
6046 | index = m_scene.SpawnPoint(); | 6046 | index = m_scene.SpawnPoint(); |
@@ -6092,7 +6092,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
6092 | closest = i; | 6092 | closest = i; |
6093 | } | 6093 | } |
6094 | 6094 | ||
6095 | if(!validhub) | 6095 | if(!validhub) |
6096 | return false; | 6096 | return false; |
6097 | 6097 | ||
6098 | if(closest < 0) | 6098 | if(closest < 0) |
@@ -6437,28 +6437,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
6437 | } | 6437 | } |
6438 | 6438 | ||
6439 | private void TeleportFlagsDebug() { | 6439 | private void TeleportFlagsDebug() { |
6440 | 6440 | ||
6441 | // Some temporary debugging help to show all the TeleportFlags we have... | 6441 | // Some temporary debugging help to show all the TeleportFlags we have... |
6442 | bool HG = false; | 6442 | bool HG = false; |
6443 | if((m_teleportFlags & TeleportFlags.ViaHGLogin) == TeleportFlags.ViaHGLogin) | 6443 | if((m_teleportFlags & TeleportFlags.ViaHGLogin) == TeleportFlags.ViaHGLogin) |
6444 | HG = true; | 6444 | HG = true; |
6445 | 6445 | ||
6446 | m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); | 6446 | m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); |
6447 | 6447 | ||
6448 | uint i = 0u; | 6448 | uint i = 0u; |
6449 | for (int x = 0; x <= 30 ; x++, i = 1u << x) | 6449 | for (int x = 0; x <= 30 ; x++, i = 1u << x) |
6450 | { | 6450 | { |
6451 | i = 1u << x; | 6451 | i = 1u << x; |
6452 | 6452 | ||
6453 | if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i) | 6453 | if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i) |
6454 | if (HG == false) | 6454 | if (HG == false) |
6455 | m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString()); | 6455 | m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString()); |
6456 | else | 6456 | else |
6457 | m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString()); | 6457 | m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString()); |
6458 | } | 6458 | } |
6459 | 6459 | ||
6460 | m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); | 6460 | m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); |
6461 | 6461 | ||
6462 | } | 6462 | } |
6463 | 6463 | ||
6464 | private void parcelGodCheck(UUID currentParcelID, bool isGod) | 6464 | private void parcelGodCheck(UUID currentParcelID, bool isGod) |
@@ -6509,7 +6509,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
6509 | 6509 | ||
6510 | // those on not on parcel see me | 6510 | // those on not on parcel see me |
6511 | if (currentParcelID != p.currentParcelUUID) | 6511 | if (currentParcelID != p.currentParcelUUID) |
6512 | { | 6512 | { |
6513 | viewsToSendto.Add(p); // they see me | 6513 | viewsToSendto.Add(p); // they see me |
6514 | } | 6514 | } |
6515 | } | 6515 | } |
@@ -6584,7 +6584,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
6584 | } | 6584 | } |
6585 | } | 6585 | } |
6586 | allpresences.Clear(); | 6586 | allpresences.Clear(); |
6587 | } // now on a private parcel end | 6587 | } // now on a private parcel end |
6588 | 6588 | ||
6589 | else | 6589 | else |
6590 | { | 6590 | { |