aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs
diff options
context:
space:
mode:
authorDan Lake2011-10-06 12:19:31 -0700
committerDan Lake2011-10-06 12:19:31 -0700
commitbd9ba904c3e4d9c2c626a7749f19f124b4ddcf15 (patch)
tree3c844104ae8b8e61684cae11e4675bf5b43c4a8a /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentRemoved redundant scene presence lookups in HGMessageTransferModule (diff)
downloadopensim-SC-bd9ba904c3e4d9c2c626a7749f19f124b4ddcf15.zip
opensim-SC-bd9ba904c3e4d9c2c626a7749f19f124b4ddcf15.tar.gz
opensim-SC-bd9ba904c3e4d9c2c626a7749f19f124b4ddcf15.tar.bz2
opensim-SC-bd9ba904c3e4d9c2c626a7749f19f124b4ddcf15.tar.xz
Refactor ScenePresence so gets and sets are through properties. Added private sets when needed. Removed redundant code when methods replicated what the set already does
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs575
1 files changed, 288 insertions, 287 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b3e04be..0290576 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -100,16 +100,15 @@ namespace OpenSim.Region.Framework.Scenes
100 100
101 public UUID currentParcelUUID = UUID.Zero; 101 public UUID currentParcelUUID = UUID.Zero;
102 102
103 private ISceneViewer m_sceneViewer; 103 protected ScenePresenceAnimator m_animator;
104
105 /// <value> 104 /// <value>
106 /// The animator for this avatar 105 /// The animator for this avatar
107 /// </value> 106 /// </value>
108 public ScenePresenceAnimator Animator 107 public ScenePresenceAnimator Animator
109 { 108 {
110 get { return m_animator; } 109 get { return m_animator; }
110 private set { m_animator = value; }
111 } 111 }
112 protected ScenePresenceAnimator m_animator;
113 112
114 /// <summary> 113 /// <summary>
115 /// Attachments recorded on this avatar. 114 /// Attachments recorded on this avatar.
@@ -137,8 +136,6 @@ namespace OpenSim.Region.Framework.Scenes
137 private Vector3 m_lastVelocity; 136 private Vector3 m_lastVelocity;
138 //private int m_lastTerseSent; 137 //private int m_lastTerseSent;
139 138
140 private bool m_updateflag;
141 private byte m_movementflag;
142 private Vector3? m_forceToApply; 139 private Vector3? m_forceToApply;
143 private TeleportFlags m_teleportFlags; 140 private TeleportFlags m_teleportFlags;
144 public TeleportFlags TeleportFlags 141 public TeleportFlags TeleportFlags
@@ -159,25 +156,11 @@ namespace OpenSim.Region.Framework.Scenes
159 156
160 private float m_sitAvatarHeight = 2.0f; 157 private float m_sitAvatarHeight = 2.0f;
161 158
162 private int m_godLevel;
163 private int m_userLevel;
164
165 private bool m_invulnerable = true;
166
167 private Vector3 m_lastChildAgentUpdatePosition; 159 private Vector3 m_lastChildAgentUpdatePosition;
168 private Vector3 m_lastChildAgentUpdateCamPosition; 160 private Vector3 m_lastChildAgentUpdateCamPosition;
169 161
170 private int m_perfMonMS; 162 private int m_perfMonMS;
171 163
172 private bool m_setAlwaysRun;
173
174 private bool m_forceFly;
175 private bool m_flyDisabled;
176
177 private float m_speedModifier = 1.0f;
178
179 private Quaternion m_bodyRot = Quaternion.Identity;
180
181 private const int LAND_VELOCITYMAG_MAX = 12; 164 private const int LAND_VELOCITYMAG_MAX = 12;
182 165
183 public bool IsRestrictedToRegion; 166 public bool IsRestrictedToRegion;
@@ -190,22 +173,12 @@ namespace OpenSim.Region.Framework.Scenes
190 173
191 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 174 private readonly Vector3[] Dir_Vectors = new Vector3[9];
192 175
193 // Position of agent's camera in world (region cordinates)
194 protected Vector3 m_CameraCenter;
195 protected Vector3 m_lastCameraCenter;
196 176
197 protected Timer m_reprioritization_timer; 177 protected Timer m_reprioritization_timer;
198 protected bool m_reprioritizing; 178 protected bool m_reprioritizing;
199 protected bool m_reprioritization_called; 179 protected bool m_reprioritization_called;
200 180
201 // Use these three vectors to figure out what the agent is looking at
202 // Convert it to a Matrix and/or Quaternion
203 protected Vector3 m_CameraAtAxis;
204 protected Vector3 m_CameraLeftAxis;
205 protected Vector3 m_CameraUpAxis;
206 private AgentManager.ControlFlags m_AgentControlFlags;
207 private Quaternion m_headrotation = Quaternion.Identity; 181 private Quaternion m_headrotation = Quaternion.Identity;
208 private byte m_state;
209 182
210 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method 183 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method
211// private Vector3 movementvector; 184// private Vector3 movementvector;
@@ -234,11 +207,19 @@ namespace OpenSim.Region.Framework.Scenes
234 //private int m_moveToPositionStateStatus; 207 //private int m_moveToPositionStateStatus;
235 //***************************************************** 208 //*****************************************************
236 209
237 // Agent's Draw distance.
238 protected float m_DrawDistance;
239
240 protected AvatarAppearance m_appearance; 210 protected AvatarAppearance m_appearance;
241 211
212 public AvatarAppearance Appearance
213 {
214 get { return m_appearance; }
215 set
216 {
217 m_appearance = value;
218// m_log.DebugFormat("[SCENE PRESENCE]: Set appearance for {0} to {1}", Name, value);
219 }
220 }
221
222
242 // neighbouring regions we have enabled a child agent in 223 // neighbouring regions we have enabled a child agent in
243 // holds the seed cap for the child agent in that region 224 // holds the seed cap for the child agent in that region
244 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); 225 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
@@ -250,6 +231,7 @@ namespace OpenSim.Region.Framework.Scenes
250 public List<string> InTransitScriptStates 231 public List<string> InTransitScriptStates
251 { 232 {
252 get { return m_InTransitScriptStates; } 233 get { return m_InTransitScriptStates; }
234 private set { m_InTransitScriptStates = value; }
253 } 235 }
254 private List<string> m_InTransitScriptStates = new List<string>(); 236 private List<string> m_InTransitScriptStates = new List<string>();
255 237
@@ -278,8 +260,6 @@ namespace OpenSim.Region.Framework.Scenes
278 string m_callbackURI; 260 string m_callbackURI;
279 UUID m_originRegionID; 261 UUID m_originRegionID;
280 262
281 ulong m_rootRegionHandle;
282
283 /// <value> 263 /// <value>
284 /// Script engines present in the scene 264 /// Script engines present in the scene
285 /// </value> 265 /// </value>
@@ -287,6 +267,8 @@ namespace OpenSim.Region.Framework.Scenes
287 267
288 #region Properties 268 #region Properties
289 269
270 protected PhysicsActor m_physicsActor;
271
290 /// <summary> 272 /// <summary>
291 /// Physical scene representation of this Avatar. 273 /// Physical scene representation of this Avatar.
292 /// </summary> 274 /// </summary>
@@ -296,69 +278,102 @@ namespace OpenSim.Region.Framework.Scenes
296 get { return m_physicsActor; } 278 get { return m_physicsActor; }
297 } 279 }
298 280
281 private byte m_movementflag;
282
299 public byte MovementFlag 283 public byte MovementFlag
300 { 284 {
301 set { m_movementflag = value; } 285 set { m_movementflag = value; }
302 get { return m_movementflag; } 286 get { return m_movementflag; }
303 } 287 }
304 288
289 private bool m_updateflag;
290
305 public bool Updated 291 public bool Updated
306 { 292 {
307 set { m_updateflag = value; } 293 set { m_updateflag = value; }
308 get { return m_updateflag; } 294 get { return m_updateflag; }
309 } 295 }
310 296
297 private bool m_invulnerable = true;
298
311 public bool Invulnerable 299 public bool Invulnerable
312 { 300 {
313 set { m_invulnerable = value; } 301 set { m_invulnerable = value; }
314 get { return m_invulnerable; } 302 get { return m_invulnerable; }
315 } 303 }
316 304
305 private int m_userLevel;
306
317 public int UserLevel 307 public int UserLevel
318 { 308 {
319 get { return m_userLevel; } 309 get { return m_userLevel; }
310 private set { m_userLevel = value; }
320 } 311 }
321 312
313 private int m_godLevel;
314
322 public int GodLevel 315 public int GodLevel
323 { 316 {
324 get { return m_godLevel; } 317 get { return m_godLevel; }
318 private set { m_godLevel = value; }
325 } 319 }
326 320
321 private ulong m_rootRegionHandle;
322
327 public ulong RegionHandle 323 public ulong RegionHandle
328 { 324 {
329 get { return m_rootRegionHandle; } 325 get { return m_rootRegionHandle; }
326 private set { m_rootRegionHandle = value; }
330 } 327 }
331 328
329 #region Client Camera
330 // Position of agent's camera in world (region cordinates)
331 protected Vector3 m_lastCameraPosition;
332
333 protected Vector3 m_CameraPosition;
334
332 public Vector3 CameraPosition 335 public Vector3 CameraPosition
333 { 336 {
334 get { return m_CameraCenter; } 337 get { return m_CameraPosition; }
338 private set { m_CameraPosition = value; }
335 } 339 }
336 340
337 public Quaternion CameraRotation 341 public Quaternion CameraRotation
338 { 342 {
339 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); } 343 get { return Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); }
340 } 344 }
341 345
346 // Use these three vectors to figure out what the agent is looking at
347 // Convert it to a Matrix and/or Quaternion
348 //
349 protected Vector3 m_CameraAtAxis;
350 protected Vector3 m_CameraLeftAxis;
351 protected Vector3 m_CameraUpAxis;
352
342 public Vector3 CameraAtAxis 353 public Vector3 CameraAtAxis
343 { 354 {
344 get { return m_CameraAtAxis; } 355 get { return m_CameraAtAxis; }
356 private set { m_CameraAtAxis = value; }
345 } 357 }
346 358
359
347 public Vector3 CameraLeftAxis 360 public Vector3 CameraLeftAxis
348 { 361 {
349 get { return m_CameraLeftAxis; } 362 get { return m_CameraLeftAxis; }
363 private set { m_CameraLeftAxis = value; }
350 } 364 }
351 365
352 public Vector3 CameraUpAxis 366 public Vector3 CameraUpAxis
353 { 367 {
354 get { return m_CameraUpAxis; } 368 get { return m_CameraUpAxis; }
369 private set { m_CameraUpAxis = value; }
355 } 370 }
356 371
357 public Vector3 Lookat 372 public Vector3 Lookat
358 { 373 {
359 get 374 get
360 { 375 {
361 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0); 376 Vector3 a = new Vector3(CameraAtAxis.X, CameraAtAxis.Y, 0);
362 377
363 if (a == Vector3.Zero) 378 if (a == Vector3.Zero)
364 return a; 379 return a;
@@ -366,20 +381,10 @@ namespace OpenSim.Region.Framework.Scenes
366 return Util.GetNormalizedVector(a); 381 return Util.GetNormalizedVector(a);
367 } 382 }
368 } 383 }
384 #endregion
369 385
370 private readonly string m_firstname; 386 public readonly string Firstname;
371 387 public readonly string Lastname;
372 public string Firstname
373 {
374 get { return m_firstname; }
375 }
376
377 private readonly string m_lastname;
378
379 public string Lastname
380 {
381 get { return m_lastname; }
382 }
383 388
384 private string m_grouptitle; 389 private string m_grouptitle;
385 390
@@ -389,9 +394,13 @@ namespace OpenSim.Region.Framework.Scenes
389 set { m_grouptitle = value; } 394 set { m_grouptitle = value; }
390 } 395 }
391 396
397 // Agent's Draw distance.
398 protected float m_DrawDistance;
399
392 public float DrawDistance 400 public float DrawDistance
393 { 401 {
394 get { return m_DrawDistance; } 402 get { return m_DrawDistance; }
403 private set { m_DrawDistance = value; }
395 } 404 }
396 405
397 protected bool m_allowMovement = true; 406 protected bool m_allowMovement = true;
@@ -402,6 +411,8 @@ namespace OpenSim.Region.Framework.Scenes
402 set { m_allowMovement = value; } 411 set { m_allowMovement = value; }
403 } 412 }
404 413
414 private bool m_setAlwaysRun;
415
405 public bool SetAlwaysRun 416 public bool SetAlwaysRun
406 { 417 {
407 get 418 get
@@ -425,12 +436,16 @@ namespace OpenSim.Region.Framework.Scenes
425 } 436 }
426 } 437 }
427 438
439 private byte m_state;
440
428 public byte State 441 public byte State
429 { 442 {
430 get { return m_state; } 443 get { return m_state; }
431 set { m_state = value; } 444 set { m_state = value; }
432 } 445 }
433 446
447 private AgentManager.ControlFlags m_AgentControlFlags;
448
434 public uint AgentControlFlags 449 public uint AgentControlFlags
435 { 450 {
436 get { return (uint)m_AgentControlFlags; } 451 get { return (uint)m_AgentControlFlags; }
@@ -442,11 +457,10 @@ namespace OpenSim.Region.Framework.Scenes
442 /// </summary> 457 /// </summary>
443 private IClientAPI m_controllingClient; 458 private IClientAPI m_controllingClient;
444 459
445 protected PhysicsActor m_physicsActor;
446
447 public IClientAPI ControllingClient 460 public IClientAPI ControllingClient
448 { 461 {
449 get { return m_controllingClient; } 462 get { return m_controllingClient; }
463 private set { m_controllingClient = value; }
450 } 464 }
451 465
452 public IClientCore ClientView 466 public IClientCore ClientView
@@ -455,6 +469,7 @@ namespace OpenSim.Region.Framework.Scenes
455 } 469 }
456 470
457 protected Vector3 m_parentPosition; 471 protected Vector3 m_parentPosition;
472
458 public Vector3 ParentPosition 473 public Vector3 ParentPosition
459 { 474 {
460 get { return m_parentPosition; } 475 get { return m_parentPosition; }
@@ -468,10 +483,9 @@ namespace OpenSim.Region.Framework.Scenes
468 { 483 {
469 get 484 get
470 { 485 {
471 PhysicsActor actor = m_physicsActor; 486 if (PhysicsActor != null)
472 if (actor != null)
473 { 487 {
474 m_pos = actor.Position; 488 m_pos = PhysicsActor.Position;
475 489
476// m_log.DebugFormat( 490// m_log.DebugFormat(
477// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", 491// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
@@ -484,7 +498,7 @@ namespace OpenSim.Region.Framework.Scenes
484 // the avatar is seated, this value will also 498 // the avatar is seated, this value will also
485 // be used as the location to unsit to. 499 // be used as the location to unsit to.
486 // 500 //
487 // If m_parentID is not 0, assume we are a seated avatar 501 // If ParentID is not 0, assume we are a seated avatar
488 // and we should return the position based on the sittarget 502 // and we should return the position based on the sittarget
489 // offset and rotation of the prim we are seated on. 503 // offset and rotation of the prim we are seated on.
490 // 504 //
@@ -492,16 +506,16 @@ namespace OpenSim.Region.Framework.Scenes
492 // in the sim unless the avatar is on a sit target. While 506 // in the sim unless the avatar is on a sit target. While
493 // on a sit target, m_pos will contain the desired offset 507 // on a sit target, m_pos will contain the desired offset
494 // without the parent rotation applied. 508 // without the parent rotation applied.
495 if (m_parentID != 0) 509 if (ParentID != 0)
496 { 510 {
497 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 511 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
498 if (part != null) 512 if (part != null)
499 { 513 {
500 return m_parentPosition + (m_pos * part.GetWorldRotation()); 514 return ParentPosition + (m_pos * part.GetWorldRotation());
501 } 515 }
502 else 516 else
503 { 517 {
504 return m_parentPosition + m_pos; 518 return ParentPosition + m_pos;
505 } 519 }
506 } 520 }
507 } 521 }
@@ -510,13 +524,12 @@ namespace OpenSim.Region.Framework.Scenes
510 } 524 }
511 set 525 set
512 { 526 {
513 PhysicsActor actor = m_physicsActor; 527 if (PhysicsActor != null)
514 if (actor != null)
515 { 528 {
516 try 529 try
517 { 530 {
518 lock (m_scene.SyncRoot) 531 lock (m_scene.SyncRoot)
519 m_physicsActor.Position = value; 532 PhysicsActor.Position = value;
520 } 533 }
521 catch (Exception e) 534 catch (Exception e)
522 { 535 {
@@ -525,7 +538,7 @@ namespace OpenSim.Region.Framework.Scenes
525 } 538 }
526 539
527 m_pos = value; 540 m_pos = value;
528 m_parentPosition = Vector3.Zero; 541 ParentPosition = Vector3.Zero;
529 542
530// m_log.DebugFormat( 543// m_log.DebugFormat(
531// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 544// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
@@ -549,10 +562,9 @@ namespace OpenSim.Region.Framework.Scenes
549 { 562 {
550 get 563 get
551 { 564 {
552 PhysicsActor actor = m_physicsActor; 565 if (PhysicsActor != null)
553 if (actor != null)
554 { 566 {
555 m_velocity = actor.Velocity; 567 m_velocity = PhysicsActor.Velocity;
556 568
557// m_log.DebugFormat( 569// m_log.DebugFormat(
558// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", 570// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
@@ -563,13 +575,12 @@ namespace OpenSim.Region.Framework.Scenes
563 } 575 }
564 set 576 set
565 { 577 {
566 PhysicsActor actor = m_physicsActor; 578 if (PhysicsActor != null)
567 if (actor != null)
568 { 579 {
569 try 580 try
570 { 581 {
571 lock (m_scene.SyncRoot) 582 lock (m_scene.SyncRoot)
572 actor.Velocity = value; 583 PhysicsActor.Velocity = value;
573 } 584 }
574 catch (Exception e) 585 catch (Exception e)
575 { 586 {
@@ -585,6 +596,8 @@ namespace OpenSim.Region.Framework.Scenes
585 } 596 }
586 } 597 }
587 598
599 private Quaternion m_bodyRot = Quaternion.Identity;
600
588 public Quaternion Rotation 601 public Quaternion Rotation
589 { 602 {
590 get { return m_bodyRot; } 603 get { return m_bodyRot; }
@@ -645,9 +658,12 @@ namespace OpenSim.Region.Framework.Scenes
645 } 658 }
646 } 659 }
647 660
661 private ISceneViewer m_sceneViewer;
662
648 public ISceneViewer SceneViewer 663 public ISceneViewer SceneViewer
649 { 664 {
650 get { return m_sceneViewer; } 665 get { return m_sceneViewer; }
666 private set { m_sceneViewer = value; }
651 } 667 }
652 668
653 public void AdjustKnownSeeds() 669 public void AdjustKnownSeeds()
@@ -694,28 +710,35 @@ namespace OpenSim.Region.Framework.Scenes
694 } 710 }
695 } 711 }
696 712
697 private bool m_inTransit;
698 private bool m_mouseLook; 713 private bool m_mouseLook;
699 private bool m_leftButtonDown; 714 private bool m_leftButtonDown;
700 715
716 private bool m_inTransit;
717
701 public bool IsInTransit 718 public bool IsInTransit
702 { 719 {
703 get { return m_inTransit; } 720 get { return m_inTransit; }
704 set { m_inTransit = value; } 721 private set { m_inTransit = value; }
705 } 722 }
706 723
724 private float m_speedModifier = 1.0f;
725
707 public float SpeedModifier 726 public float SpeedModifier
708 { 727 {
709 get { return m_speedModifier; } 728 get { return m_speedModifier; }
710 set { m_speedModifier = value; } 729 set { m_speedModifier = value; }
711 } 730 }
712 731
732 private bool m_forceFly;
733
713 public bool ForceFly 734 public bool ForceFly
714 { 735 {
715 get { return m_forceFly; } 736 get { return m_forceFly; }
716 set { m_forceFly = value; } 737 set { m_forceFly = value; }
717 } 738 }
718 739
740 private bool m_flyDisabled;
741
719 public bool FlyDisabled 742 public bool FlyDisabled
720 { 743 {
721 get { return m_flyDisabled; } 744 get { return m_flyDisabled; }
@@ -737,15 +760,15 @@ namespace OpenSim.Region.Framework.Scenes
737 AttachmentsSyncLock = new Object(); 760 AttachmentsSyncLock = new Object();
738 761
739 m_sendCourseLocationsMethod = SendCoarseLocationsDefault; 762 m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
740 m_sceneViewer = new SceneViewer(this); 763 SceneViewer = new SceneViewer(this);
741 m_animator = new ScenePresenceAnimator(this); 764 Animator = new ScenePresenceAnimator(this);
742 PresenceType = type; 765 PresenceType = type;
743 m_DrawDistance = world.DefaultDrawDistance; 766 DrawDistance = world.DefaultDrawDistance;
744 m_rootRegionHandle = world.RegionInfo.RegionHandle; 767 RegionHandle = world.RegionInfo.RegionHandle;
745 m_controllingClient = client; 768 ControllingClient = client;
746 m_firstname = m_controllingClient.FirstName; 769 Firstname = ControllingClient.FirstName;
747 m_lastname = m_controllingClient.LastName; 770 Lastname = ControllingClient.LastName;
748 m_name = String.Format("{0} {1}", m_firstname, m_lastname); 771 m_name = String.Format("{0} {1}", Firstname, Lastname);
749 m_scene = world; 772 m_scene = world;
750 m_uuid = client.AgentId; 773 m_uuid = client.AgentId;
751 m_localId = m_scene.AllocateLocalId(); 774 m_localId = m_scene.AllocateLocalId();
@@ -753,16 +776,16 @@ namespace OpenSim.Region.Framework.Scenes
753 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 776 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
754 777
755 if (account != null) 778 if (account != null)
756 m_userLevel = account.UserLevel; 779 UserLevel = account.UserLevel;
757 780
758 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 781 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
759 if (gm != null) 782 if (gm != null)
760 m_grouptitle = gm.GetGroupTitle(m_uuid); 783 Grouptitle = gm.GetGroupTitle(m_uuid);
761 784
762 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); 785 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
763 786
764 AbsolutePosition = posLastSignificantMove = m_CameraCenter = 787 AbsolutePosition = posLastSignificantMove = CameraPosition =
765 m_lastCameraCenter = m_controllingClient.StartPos; 788 m_lastCameraPosition = ControllingClient.StartPos;
766 789
767 m_reprioritization_timer = new Timer(world.ReprioritizationInterval); 790 m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
768 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); 791 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
@@ -785,21 +808,21 @@ namespace OpenSim.Region.Framework.Scenes
785 RegisterToEvents(); 808 RegisterToEvents();
786 SetDirectionVectors(); 809 SetDirectionVectors();
787 810
788 m_appearance = appearance; 811 Appearance = appearance;
789 } 812 }
790 813
791 public void RegisterToEvents() 814 public void RegisterToEvents()
792 { 815 {
793 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; 816 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
794 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData; 817 //ControllingClient.OnCompleteMovementToRegion += SendInitialData;
795 m_controllingClient.OnAgentUpdate += HandleAgentUpdate; 818 ControllingClient.OnAgentUpdate += HandleAgentUpdate;
796 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit; 819 ControllingClient.OnAgentRequestSit += HandleAgentRequestSit;
797 m_controllingClient.OnAgentSit += HandleAgentSit; 820 ControllingClient.OnAgentSit += HandleAgentSit;
798 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 821 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
799 m_controllingClient.OnStartAnim += HandleStartAnim; 822 ControllingClient.OnStartAnim += HandleStartAnim;
800 m_controllingClient.OnStopAnim += HandleStopAnim; 823 ControllingClient.OnStopAnim += HandleStopAnim;
801 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; 824 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
802 m_controllingClient.OnAutoPilotGo += MoveToTarget; 825 ControllingClient.OnAutoPilotGo += MoveToTarget;
803 826
804 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 827 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
805 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 828 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -821,15 +844,15 @@ namespace OpenSim.Region.Framework.Scenes
821 private Vector3[] GetWalkDirectionVectors() 844 private Vector3[] GetWalkDirectionVectors()
822 { 845 {
823 Vector3[] vector = new Vector3[9]; 846 Vector3[] vector = new Vector3[9];
824 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 847 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
825 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 848 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
826 vector[2] = Vector3.UnitY; //LEFT 849 vector[2] = Vector3.UnitY; //LEFT
827 vector[3] = -Vector3.UnitY; //RIGHT 850 vector[3] = -Vector3.UnitY; //RIGHT
828 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 851 vector[4] = new Vector3(CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
829 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 852 vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
830 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 853 vector[8] = new Vector3(-CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
831 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 854 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -CameraAtAxis.Z) * 2); //FORWARD Nudge
832 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 855 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK Nudge
833 return vector; 856 return vector;
834 } 857 }
835 858
@@ -849,7 +872,7 @@ namespace OpenSim.Region.Framework.Scenes
849 { 872 {
850 m_perfMonMS = Util.EnvironmentTickCount(); 873 m_perfMonMS = Util.EnvironmentTickCount();
851 874
852 m_sceneViewer.SendPrimUpdates(); 875 SceneViewer.SendPrimUpdates();
853 876
854 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 877 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
855 } 878 }
@@ -869,21 +892,21 @@ namespace OpenSim.Region.Framework.Scenes
869 892
870 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 893 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
871 894
872 bool wasChild = m_isChildAgent; 895 bool wasChild = IsChildAgent;
873 m_isChildAgent = false; 896 IsChildAgent = false;
874 897
875 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 898 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
876 if (gm != null) 899 if (gm != null)
877 m_grouptitle = gm.GetGroupTitle(m_uuid); 900 Grouptitle = gm.GetGroupTitle(m_uuid);
878 901
879 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 902 RegionHandle = m_scene.RegionInfo.RegionHandle;
880 903
881 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 904 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
882 905
883 // Moved this from SendInitialData to ensure that m_appearance is initialized 906 // Moved this from SendInitialData to ensure that Appearance is initialized
884 // before the inventory is processed in MakeRootAgent. This fixes a race condition 907 // before the inventory is processed in MakeRootAgent. This fixes a race condition
885 // related to the handling of attachments 908 // related to the handling of attachments
886 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 909 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
887 if (m_scene.TestBorderCross(pos, Cardinals.E)) 910 if (m_scene.TestBorderCross(pos, Cardinals.E))
888 { 911 {
889 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 912 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
@@ -908,8 +931,8 @@ namespace OpenSim.Region.Framework.Scenes
908 } 931 }
909 932
910 float localAVHeight = 1.56f; 933 float localAVHeight = 1.56f;
911 if (m_appearance.AvatarHeight > 0) 934 if (Appearance.AvatarHeight > 0)
912 localAVHeight = m_appearance.AvatarHeight; 935 localAVHeight = Appearance.AvatarHeight;
913 936
914 float posZLimit = 0; 937 float posZLimit = 0;
915 938
@@ -925,13 +948,13 @@ namespace OpenSim.Region.Framework.Scenes
925 948
926 AddToPhysicalScene(isFlying); 949 AddToPhysicalScene(isFlying);
927 950
928 if (m_forceFly) 951 if (ForceFly)
929 { 952 {
930 m_physicsActor.Flying = true; 953 PhysicsActor.Flying = true;
931 } 954 }
932 else if (m_flyDisabled) 955 else if (FlyDisabled)
933 { 956 {
934 m_physicsActor.Flying = false; 957 PhysicsActor.Flying = false;
935 } 958 }
936 959
937 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 960 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
@@ -969,7 +992,7 @@ namespace OpenSim.Region.Framework.Scenes
969 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 992 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
970 // stall on the border crossing since the existing child agent will still have the last movement 993 // stall on the border crossing since the existing child agent will still have the last movement
971 // recorded, which stops the input from being processed. 994 // recorded, which stops the input from being processed.
972 m_movementflag = 0; 995 MovementFlag = 0;
973 996
974 m_scene.EventManager.TriggerOnMakeRootAgent(this); 997 m_scene.EventManager.TriggerOnMakeRootAgent(this);
975 } 998 }
@@ -999,12 +1022,12 @@ namespace OpenSim.Region.Framework.Scenes
999 { 1022 {
1000 // Reset these so that teleporting in and walking out isn't seen 1023 // Reset these so that teleporting in and walking out isn't seen
1001 // as teleporting back 1024 // as teleporting back
1002 m_teleportFlags = TeleportFlags.Default; 1025 TeleportFlags = TeleportFlags.Default;
1003 1026
1004 // It looks like m_animator is set to null somewhere, and MakeChild 1027 // It looks like Animator is set to null somewhere, and MakeChild
1005 // is called after that. Probably in aborted teleports. 1028 // is called after that. Probably in aborted teleports.
1006 if (m_animator == null) 1029 if (Animator == null)
1007 m_animator = new ScenePresenceAnimator(this); 1030 Animator = new ScenePresenceAnimator(this);
1008 else 1031 else
1009 Animator.ResetAnimations(); 1032 Animator.ResetAnimations();
1010 1033
@@ -1016,11 +1039,11 @@ namespace OpenSim.Region.Framework.Scenes
1016 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. 1039 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
1017 //Velocity = new Vector3(0, 0, 0); 1040 //Velocity = new Vector3(0, 0, 0);
1018 1041
1019 m_isChildAgent = true; 1042 IsChildAgent = true;
1020 m_scene.SwapRootAgentCount(true); 1043 m_scene.SwapRootAgentCount(true);
1021 RemoveFromPhysicalScene(); 1044 RemoveFromPhysicalScene();
1022 1045
1023 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into 1046 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1024 1047
1025 m_scene.EventManager.TriggerOnMakeChildAgent(this); 1048 m_scene.EventManager.TriggerOnMakeChildAgent(this);
1026 } 1049 }
@@ -1032,11 +1055,11 @@ namespace OpenSim.Region.Framework.Scenes
1032 { 1055 {
1033 if (PhysicsActor != null) 1056 if (PhysicsActor != null)
1034 { 1057 {
1035 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1058 PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1036 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1059 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1037 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1060 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1038 m_physicsActor.UnSubscribeEvents(); 1061 PhysicsActor.UnSubscribeEvents();
1039 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1062 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1040 PhysicsActor = null; 1063 PhysicsActor = null;
1041 } 1064 }
1042 } 1065 }
@@ -1048,8 +1071,8 @@ namespace OpenSim.Region.Framework.Scenes
1048 public void Teleport(Vector3 pos) 1071 public void Teleport(Vector3 pos)
1049 { 1072 {
1050 bool isFlying = false; 1073 bool isFlying = false;
1051 if (m_physicsActor != null) 1074 if (PhysicsActor != null)
1052 isFlying = m_physicsActor.Flying; 1075 isFlying = PhysicsActor.Flying;
1053 1076
1054 RemoveFromPhysicalScene(); 1077 RemoveFromPhysicalScene();
1055 Velocity = Vector3.Zero; 1078 Velocity = Vector3.Zero;
@@ -1062,8 +1085,8 @@ namespace OpenSim.Region.Framework.Scenes
1062 public void TeleportWithMomentum(Vector3 pos) 1085 public void TeleportWithMomentum(Vector3 pos)
1063 { 1086 {
1064 bool isFlying = false; 1087 bool isFlying = false;
1065 if (m_physicsActor != null) 1088 if (PhysicsActor != null)
1066 isFlying = m_physicsActor.Flying; 1089 isFlying = PhysicsActor.Flying;
1067 1090
1068 RemoveFromPhysicalScene(); 1091 RemoveFromPhysicalScene();
1069 AbsolutePosition = pos; 1092 AbsolutePosition = pos;
@@ -1178,11 +1201,11 @@ namespace OpenSim.Region.Framework.Scenes
1178 1201
1179 //m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); 1202 //m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
1180 1203
1181 m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); 1204 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
1182 SendInitialData(); 1205 SendInitialData();
1183 1206
1184 // Create child agents in neighbouring regions 1207 // Create child agents in neighbouring regions
1185 if (openChildAgents && !m_isChildAgent) 1208 if (openChildAgents && !IsChildAgent)
1186 { 1209 {
1187 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1210 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1188 if (m_agentTransfer != null) 1211 if (m_agentTransfer != null)
@@ -1226,7 +1249,7 @@ namespace OpenSim.Region.Framework.Scenes
1226 { 1249 {
1227 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1250 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1228 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1251 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
1229 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1252 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1230 { 1253 {
1231 if (CameraConstraintActive) 1254 if (CameraConstraintActive)
1232 { 1255 {
@@ -1247,7 +1270,7 @@ namespace OpenSim.Region.Framework.Scenes
1247// "[SCENE PRESENCE]: In {0} received agent update from {1}", 1270// "[SCENE PRESENCE]: In {0} received agent update from {1}",
1248// Scene.RegionInfo.RegionName, remoteClient.Name); 1271// Scene.RegionInfo.RegionName, remoteClient.Name);
1249 1272
1250 //if (m_isChildAgent) 1273 //if (IsChildAgent)
1251 //{ 1274 //{
1252 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1275 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1253 // return; 1276 // return;
@@ -1291,28 +1314,28 @@ namespace OpenSim.Region.Framework.Scenes
1291 1314
1292 // Camera location in world. We'll need to raytrace 1315 // Camera location in world. We'll need to raytrace
1293 // from this location from time to time. 1316 // from this location from time to time.
1294 m_CameraCenter = agentData.CameraCenter; 1317 CameraPosition = agentData.CameraCenter;
1295 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance) 1318 if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
1296 { 1319 {
1297 ReprioritizeUpdates(); 1320 ReprioritizeUpdates();
1298 m_lastCameraCenter = m_CameraCenter; 1321 m_lastCameraPosition = CameraPosition;
1299 } 1322 }
1300 1323
1301 // Use these three vectors to figure out what the agent is looking at 1324 // Use these three vectors to figure out what the agent is looking at
1302 // Convert it to a Matrix and/or Quaternion 1325 // Convert it to a Matrix and/or Quaternion
1303 m_CameraAtAxis = agentData.CameraAtAxis; 1326 CameraAtAxis = agentData.CameraAtAxis;
1304 m_CameraLeftAxis = agentData.CameraLeftAxis; 1327 CameraLeftAxis = agentData.CameraLeftAxis;
1305 m_CameraUpAxis = agentData.CameraUpAxis; 1328 m_CameraUpAxis = agentData.CameraUpAxis;
1306 1329
1307 // The Agent's Draw distance setting 1330 // The Agent's Draw distance setting
1308 // When we get to the point of re-computing neighbors everytime this 1331 // When we get to the point of re-computing neighbors everytime this
1309 // changes, then start using the agent's drawdistance rather than the 1332 // changes, then start using the agent's drawdistance rather than the
1310 // region's draw distance. 1333 // region's draw distance.
1311 // m_DrawDistance = agentData.Far; 1334 // DrawDistance = agentData.Far;
1312 m_DrawDistance = Scene.DefaultDrawDistance; 1335 DrawDistance = Scene.DefaultDrawDistance;
1313 1336
1314 // Check if Client has camera in 'follow cam' or 'build' mode. 1337 // Check if Client has camera in 'follow cam' or 'build' mode.
1315 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1338 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1316 1339
1317 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) 1340 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
1318 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 1341 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
@@ -1334,7 +1357,7 @@ namespace OpenSim.Region.Framework.Scenes
1334 if (m_followCamAuto) 1357 if (m_followCamAuto)
1335 { 1358 {
1336 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1359 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1337 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1360 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1338 } 1361 }
1339 } 1362 }
1340 1363
@@ -1363,7 +1386,7 @@ namespace OpenSim.Region.Framework.Scenes
1363 // Here's where you get them. 1386 // Here's where you get them.
1364 m_AgentControlFlags = flags; 1387 m_AgentControlFlags = flags;
1365 m_headrotation = agentData.HeadRotation; 1388 m_headrotation = agentData.HeadRotation;
1366 m_state = agentData.State; 1389 State = agentData.State;
1367 1390
1368 PhysicsActor actor = PhysicsActor; 1391 PhysicsActor actor = PhysicsActor;
1369 if (actor == null) 1392 if (actor == null)
@@ -1371,12 +1394,12 @@ namespace OpenSim.Region.Framework.Scenes
1371 return; 1394 return;
1372 } 1395 }
1373 1396
1374 if (m_allowMovement && !SitGround) 1397 if (AllowMovement && !SitGround)
1375 { 1398 {
1376 Quaternion bodyRotation = agentData.BodyRotation; 1399 Quaternion bodyRotation = agentData.BodyRotation;
1377 bool update_rotation = false; 1400 bool update_rotation = false;
1378 1401
1379 if (bodyRotation != m_bodyRot) 1402 if (bodyRotation != Rotation)
1380 { 1403 {
1381 Rotation = bodyRotation; 1404 Rotation = bodyRotation;
1382 update_rotation = true; 1405 update_rotation = true;
@@ -1396,9 +1419,9 @@ namespace OpenSim.Region.Framework.Scenes
1396 1419
1397 bool oldflying = PhysicsActor.Flying; 1420 bool oldflying = PhysicsActor.Flying;
1398 1421
1399 if (m_forceFly) 1422 if (ForceFly)
1400 actor.Flying = true; 1423 actor.Flying = true;
1401 else if (m_flyDisabled) 1424 else if (FlyDisabled)
1402 actor.Flying = false; 1425 actor.Flying = false;
1403 else 1426 else
1404 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1427 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
@@ -1406,7 +1429,7 @@ namespace OpenSim.Region.Framework.Scenes
1406 if (actor.Flying != oldflying) 1429 if (actor.Flying != oldflying)
1407 update_movementflag = true; 1430 update_movementflag = true;
1408 1431
1409 if (m_parentID == 0) 1432 if (ParentID == 0)
1410 { 1433 {
1411 bool bAllowUpdateMoveToPosition = false; 1434 bool bAllowUpdateMoveToPosition = false;
1412 1435
@@ -1414,12 +1437,12 @@ namespace OpenSim.Region.Framework.Scenes
1414 1437
1415 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying 1438 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
1416 // this prevents 'jumping' in inappropriate situations. 1439 // this prevents 'jumping' in inappropriate situations.
1417 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying)) 1440 if ((m_mouseLook && !PhysicsActor.Flying) || (m_leftButtonDown && !PhysicsActor.Flying))
1418 dirVectors = GetWalkDirectionVectors(); 1441 dirVectors = GetWalkDirectionVectors();
1419 else 1442 else
1420 dirVectors = Dir_Vectors; 1443 dirVectors = Dir_Vectors;
1421 1444
1422 // The fact that m_movementflag is a byte needs to be fixed 1445 // The fact that MovementFlag is a byte needs to be fixed
1423 // it really should be a uint 1446 // it really should be a uint
1424 // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. 1447 // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction.
1425 uint nudgehack = 250; 1448 uint nudgehack = 250;
@@ -1439,32 +1462,32 @@ namespace OpenSim.Region.Framework.Scenes
1439 // Why did I get this? 1462 // Why did I get this?
1440 } 1463 }
1441 1464
1442 if ((m_movementflag & (byte)(uint)DCF) == 0) 1465 if ((MovementFlag & (byte)(uint)DCF) == 0)
1443 { 1466 {
1444 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1467 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1445 { 1468 {
1446 m_movementflag |= (byte)nudgehack; 1469 MovementFlag |= (byte)nudgehack;
1447 } 1470 }
1448 1471
1449// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF); 1472// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
1450 m_movementflag += (byte)(uint)DCF; 1473 MovementFlag += (byte)(uint)DCF;
1451 update_movementflag = true; 1474 update_movementflag = true;
1452 } 1475 }
1453 } 1476 }
1454 else 1477 else
1455 { 1478 {
1456 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1479 if ((MovementFlag & (byte)(uint)DCF) != 0 ||
1457 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1480 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1458 && ((m_movementflag & (byte)nudgehack) == nudgehack)) 1481 && ((MovementFlag & (byte)nudgehack) == nudgehack))
1459 ) // This or is for Nudge forward 1482 ) // This or is for Nudge forward
1460 { 1483 {
1461// m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with lack of {1}", Name, DCF); 1484// m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
1462 m_movementflag -= ((byte)(uint)DCF); 1485 MovementFlag -= ((byte)(uint)DCF);
1463 update_movementflag = true; 1486 update_movementflag = true;
1464 1487
1465 /* 1488 /*
1466 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1489 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1467 && ((m_movementflag & (byte)nudgehack) == nudgehack)) 1490 && ((MovementFlag & (byte)nudgehack) == nudgehack))
1468 { 1491 {
1469 m_log.Debug("Removed Hack flag"); 1492 m_log.Debug("Removed Hack flag");
1470 } 1493 }
@@ -1499,7 +1522,7 @@ namespace OpenSim.Region.Framework.Scenes
1499 // with something with the down arrow pressed. 1522 // with something with the down arrow pressed.
1500 1523
1501 // Only do this if we're flying 1524 // Only do this if we're flying
1502 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) 1525 if (PhysicsActor != null && PhysicsActor.Flying && !ForceFly)
1503 { 1526 {
1504 // Landing detection code 1527 // Landing detection code
1505 1528
@@ -1507,10 +1530,7 @@ namespace OpenSim.Region.Framework.Scenes
1507 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1530 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1508 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1531 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1509 1532
1510 // Are the collision requirements fulfilled? 1533 if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland)
1511 bool colliding = (m_physicsActor.IsColliding == true);
1512
1513 if (m_physicsActor.Flying && colliding && controlland)
1514 { 1534 {
1515 // nesting this check because LengthSquared() is expensive and we don't 1535 // nesting this check because LengthSquared() is expensive and we don't
1516 // want to do it every step when flying. 1536 // want to do it every step when flying.
@@ -1539,7 +1559,7 @@ namespace OpenSim.Region.Framework.Scenes
1539// } 1559// }
1540// } 1560// }
1541 1561
1542 if (update_movementflag && m_parentID == 0) 1562 if (update_movementflag && ParentID == 0)
1543 Animator.UpdateMovementAnimations(); 1563 Animator.UpdateMovementAnimations();
1544 } 1564 }
1545 1565
@@ -1620,26 +1640,26 @@ namespace OpenSim.Region.Framework.Scenes
1620 // one of left/right/back/forward. 1640 // one of left/right/back/forward.
1621 if (LocalVectorToTarget3D.X < 0) //MoveBack 1641 if (LocalVectorToTarget3D.X < 0) //MoveBack
1622 { 1642 {
1623 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1643 MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1624 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1644 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1625 updated = true; 1645 updated = true;
1626 } 1646 }
1627 else if (LocalVectorToTarget3D.X > 0) //Move Forward 1647 else if (LocalVectorToTarget3D.X > 0) //Move Forward
1628 { 1648 {
1629 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1649 MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1630 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1650 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1631 updated = true; 1651 updated = true;
1632 } 1652 }
1633 1653
1634 if (LocalVectorToTarget3D.Y > 0) //MoveLeft 1654 if (LocalVectorToTarget3D.Y > 0) //MoveLeft
1635 { 1655 {
1636 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1656 MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1637 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1657 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1638 updated = true; 1658 updated = true;
1639 } 1659 }
1640 else if (LocalVectorToTarget3D.Y < 0) //MoveRight 1660 else if (LocalVectorToTarget3D.Y < 0) //MoveRight
1641 { 1661 {
1642 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1662 MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1643 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1663 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1644 updated = true; 1664 updated = true;
1645 } 1665 }
@@ -1648,14 +1668,14 @@ namespace OpenSim.Region.Framework.Scenes
1648 { 1668 {
1649 // Don't set these flags for up or down - doing so will make the avatar crouch or 1669 // Don't set these flags for up or down - doing so will make the avatar crouch or
1650 // keep trying to jump even if walking along level ground 1670 // keep trying to jump even if walking along level ground
1651 //m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; 1671 //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
1652 //AgentControlFlags 1672 //AgentControlFlags
1653 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; 1673 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP;
1654 updated = true; 1674 updated = true;
1655 } 1675 }
1656 else if (LocalVectorToTarget3D.Z < 0) //Down 1676 else if (LocalVectorToTarget3D.Z < 0) //Down
1657 { 1677 {
1658 //m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; 1678 //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
1659 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; 1679 //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN;
1660 updated = true; 1680 updated = true;
1661 } 1681 }
@@ -1818,10 +1838,10 @@ namespace OpenSim.Region.Framework.Scenes
1818 { 1838 {
1819 SitGround = false; 1839 SitGround = false;
1820 1840
1821 if (m_parentID != 0) 1841 if (ParentID != 0)
1822 { 1842 {
1823 m_log.Debug("StandupCode Executed"); 1843 m_log.Debug("StandupCode Executed");
1824 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1844 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
1825 if (part != null) 1845 if (part != null)
1826 { 1846 {
1827 TaskInventoryDictionary taskIDict = part.TaskInventory; 1847 TaskInventoryDictionary taskIDict = part.TaskInventory;
@@ -1844,19 +1864,19 @@ namespace OpenSim.Region.Framework.Scenes
1844 part.SitTargetAvatar = UUID.Zero; 1864 part.SitTargetAvatar = UUID.Zero;
1845 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1865 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1846 1866
1847 m_parentPosition = part.GetWorldPosition(); 1867 ParentPosition = part.GetWorldPosition();
1848 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1868 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1849 } 1869 }
1850 1870
1851 if (m_physicsActor == null) 1871 if (PhysicsActor == null)
1852 { 1872 {
1853 AddToPhysicalScene(false); 1873 AddToPhysicalScene(false);
1854 } 1874 }
1855 1875
1856 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1876 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
1857 m_parentPosition = Vector3.Zero; 1877 ParentPosition = Vector3.Zero;
1858 1878
1859 m_parentID = 0; 1879 ParentID = 0;
1860 SendAvatarDataToAllAgents(); 1880 SendAvatarDataToAllAgents();
1861 m_requestedSitTargetID = 0; 1881 m_requestedSitTargetID = 0;
1862 } 1882 }
@@ -1954,11 +1974,11 @@ namespace OpenSim.Region.Framework.Scenes
1954 // offset = pos; 1974 // offset = pos;
1955 //autopilot = false; 1975 //autopilot = false;
1956 //} 1976 //}
1957 if (m_physicsActor != null) 1977 if (PhysicsActor != null)
1958 { 1978 {
1959 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1979 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1960 // We can remove the physicsActor until they stand up. 1980 // We can remove the physicsActor until they stand up.
1961 m_sitAvatarHeight = m_physicsActor.Size.Z; 1981 m_sitAvatarHeight = PhysicsActor.Size.Z;
1962 1982
1963 if (autopilot) 1983 if (autopilot)
1964 { 1984 {
@@ -1997,7 +2017,7 @@ namespace OpenSim.Region.Framework.Scenes
1997 // public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation) 2017 // public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
1998 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2018 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1999 { 2019 {
2000 if (m_parentID != 0) 2020 if (ParentID != 0)
2001 { 2021 {
2002 StandUp(); 2022 StandUp();
2003 } 2023 }
@@ -2266,16 +2286,16 @@ namespace OpenSim.Region.Framework.Scenes
2266 2286
2267 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2287 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2268 m_pos += SIT_TARGET_ADJUSTMENT; 2288 m_pos += SIT_TARGET_ADJUSTMENT;
2269 m_bodyRot = sitTargetOrient; 2289 Rotation = sitTargetOrient;
2270 //Rotation = sitTargetOrient; 2290 //Rotation = sitTargetOrient;
2271 m_parentPosition = part.AbsolutePosition; 2291 ParentPosition = part.AbsolutePosition;
2272 2292
2273 //SendTerseUpdateToAllClients(); 2293 //SendTerseUpdateToAllClients();
2274 } 2294 }
2275 else 2295 else
2276 { 2296 {
2277 m_pos -= part.AbsolutePosition; 2297 m_pos -= part.AbsolutePosition;
2278 m_parentPosition = part.AbsolutePosition; 2298 ParentPosition = part.AbsolutePosition;
2279 } 2299 }
2280 } 2300 }
2281 else 2301 else
@@ -2283,7 +2303,7 @@ namespace OpenSim.Region.Framework.Scenes
2283 return; 2303 return;
2284 } 2304 }
2285 } 2305 }
2286 m_parentID = m_requestedSitTargetID; 2306 ParentID = m_requestedSitTargetID;
2287 2307
2288 Velocity = Vector3.Zero; 2308 Velocity = Vector3.Zero;
2289 RemoveFromPhysicalScene(); 2309 RemoveFromPhysicalScene();
@@ -2302,11 +2322,7 @@ namespace OpenSim.Region.Framework.Scenes
2302 /// </summary> 2322 /// </summary>
2303 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) 2323 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun)
2304 { 2324 {
2305 m_setAlwaysRun = pSetAlwaysRun; 2325 SetAlwaysRun = pSetAlwaysRun;
2306 if (PhysicsActor != null)
2307 {
2308 PhysicsActor.SetAlwaysRun = pSetAlwaysRun;
2309 }
2310 } 2326 }
2311 2327
2312 public void HandleStartAnim(IClientAPI remoteClient, UUID animID) 2328 public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
@@ -2330,27 +2346,25 @@ namespace OpenSim.Region.Framework.Scenes
2330 Vector3 direc = vec * Rotation; 2346 Vector3 direc = vec * Rotation;
2331 direc.Normalize(); 2347 direc.Normalize();
2332 2348
2333 direc *= 0.03f * 128f * m_speedModifier; 2349 direc *= 0.03f * 128f * SpeedModifier;
2334 2350
2335 PhysicsActor actor = m_physicsActor; 2351 if (PhysicsActor != null)
2336 if (actor != null)
2337 { 2352 {
2338 if (actor.Flying) 2353 if (PhysicsActor.Flying)
2339 { 2354 {
2340 direc *= 4.0f; 2355 direc *= 4.0f;
2341 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2356 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2342 //bool colliding = (m_physicsActor.IsColliding==true);
2343 //if (controlland) 2357 //if (controlland)
2344 // m_log.Info("[AGENT]: landCommand"); 2358 // m_log.Info("[AGENT]: landCommand");
2345 //if (colliding) 2359 //if (PhysicsActor.IsColliding)
2346 // m_log.Info("[AGENT]: colliding"); 2360 // m_log.Info("[AGENT]: colliding");
2347 //if (m_physicsActor.Flying && colliding && controlland) 2361 //if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland)
2348 //{ 2362 //{
2349 // StopFlying(); 2363 // StopFlying();
2350 // m_log.Info("[AGENT]: Stop FLying"); 2364 // m_log.Info("[AGENT]: Stop Flying");
2351 //} 2365 //}
2352 } 2366 }
2353 else if (!actor.Flying && actor.IsColliding) 2367 else if (!PhysicsActor.Flying && PhysicsActor.IsColliding)
2354 { 2368 {
2355 if (direc.Z > 2.0f) 2369 if (direc.Z > 2.0f)
2356 { 2370 {
@@ -2385,16 +2399,14 @@ namespace OpenSim.Region.Framework.Scenes
2385 if (!sendingPrims) 2399 if (!sendingPrims)
2386 Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; }); 2400 Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; });
2387 2401
2388 if (m_isChildAgent == false) 2402 if (IsChildAgent == false)
2389 { 2403 {
2390// PhysicsActor actor = m_physicsActor;
2391
2392 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2404 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2393 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2405 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2394 // storing a requested force instead of an actual traveling velocity 2406 // storing a requested force instead of an actual traveling velocity
2395 2407
2396 // Throw away duplicate or insignificant updates 2408 // Throw away duplicate or insignificant updates
2397 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || 2409 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2398 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 2410 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2399 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) 2411 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2400 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2412 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
@@ -2403,13 +2415,13 @@ namespace OpenSim.Region.Framework.Scenes
2403 2415
2404 // Update the "last" values 2416 // Update the "last" values
2405 m_lastPosition = m_pos; 2417 m_lastPosition = m_pos;
2406 m_lastRotation = m_bodyRot; 2418 m_lastRotation = Rotation;
2407 m_lastVelocity = Velocity; 2419 m_lastVelocity = Velocity;
2408 //m_lastTerseSent = Environment.TickCount; 2420 //m_lastTerseSent = Environment.TickCount;
2409 } 2421 }
2410 2422
2411 // followed suggestion from mic bowman. reversed the two lines below. 2423 // followed suggestion from mic bowman. reversed the two lines below.
2412 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something 2424 if (ParentID == 0 && PhysicsActor != null || ParentID != 0) // Check that we have a physics actor or we're sitting on something
2413 CheckForBorderCrossing(); 2425 CheckForBorderCrossing();
2414 2426
2415 CheckForSignificantMovement(); // sends update to the modules. 2427 CheckForSignificantMovement(); // sends update to the modules.
@@ -2434,9 +2446,9 @@ namespace OpenSim.Region.Framework.Scenes
2434 m_perfMonMS = Util.EnvironmentTickCount(); 2446 m_perfMonMS = Util.EnvironmentTickCount();
2435 2447
2436 Vector3 pos = m_pos; 2448 Vector3 pos = m_pos;
2437 pos.Z += m_appearance.HipOffset; 2449 pos.Z += Appearance.HipOffset;
2438 2450
2439 //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); 2451 //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
2440 2452
2441 remoteClient.SendPrimUpdate( 2453 remoteClient.SendPrimUpdate(
2442 this, 2454 this,
@@ -2513,7 +2525,7 @@ namespace OpenSim.Region.Framework.Scenes
2513 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2525 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2514 { 2526 {
2515 m_perfMonMS = Util.EnvironmentTickCount(); 2527 m_perfMonMS = Util.EnvironmentTickCount();
2516 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); 2528 ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
2517 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2529 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2518 } 2530 }
2519 2531
@@ -2524,21 +2536,21 @@ namespace OpenSim.Region.Framework.Scenes
2524 private void SendInitialData() 2536 private void SendInitialData()
2525 { 2537 {
2526 //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); 2538 //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID);
2527 // Moved this into CompleteMovement to ensure that m_appearance is initialized before 2539 // Moved this into CompleteMovement to ensure that Appearance is initialized before
2528 // the inventory arrives 2540 // the inventory arrives
2529 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 2541 // m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
2530 2542
2531 bool cachedappearance = false; 2543 bool cachedappearance = false;
2532 2544
2533 // We have an appearance but we may not have the baked textures. Check the asset cache 2545 // We have an appearance but we may not have the baked textures. Check the asset cache
2534 // to see if all the baked textures are already here. 2546 // to see if all the baked textures are already here.
2535 if (m_scene.AvatarFactory != null) 2547 if (m_scene.AvatarFactory != null)
2536 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); 2548 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(ControllingClient);
2537 2549
2538 // If we aren't using a cached appearance, then clear out the baked textures 2550 // If we aren't using a cached appearance, then clear out the baked textures
2539 if (!cachedappearance) 2551 if (!cachedappearance)
2540 { 2552 {
2541 m_appearance.ResetAppearance(); 2553 Appearance.ResetAppearance();
2542 if (m_scene.AvatarFactory != null) 2554 if (m_scene.AvatarFactory != null)
2543 m_scene.AvatarFactory.QueueAppearanceSave(UUID); 2555 m_scene.AvatarFactory.QueueAppearanceSave(UUID);
2544 } 2556 }
@@ -2697,17 +2709,7 @@ namespace OpenSim.Region.Framework.Scenes
2697// "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); 2709// "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID);
2698 2710
2699 avatar.ControllingClient.SendAppearance( 2711 avatar.ControllingClient.SendAppearance(
2700 UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); 2712 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
2701 }
2702
2703 public AvatarAppearance Appearance
2704 {
2705 get { return m_appearance; }
2706 set
2707 {
2708 m_appearance = value;
2709// m_log.DebugFormat("[SCENE PRESENCE]: Set appearance for {0} to {1}", Name, value);
2710 }
2711 } 2713 }
2712 2714
2713 #endregion 2715 #endregion
@@ -2735,14 +2737,13 @@ namespace OpenSim.Region.Framework.Scenes
2735 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); 2737 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
2736 cadu.ActiveGroupID = UUID.Zero.Guid; 2738 cadu.ActiveGroupID = UUID.Zero.Guid;
2737 cadu.AgentID = UUID.Guid; 2739 cadu.AgentID = UUID.Guid;
2738 cadu.alwaysrun = m_setAlwaysRun; 2740 cadu.alwaysrun = SetAlwaysRun;
2739 cadu.AVHeight = m_appearance.AvatarHeight; 2741 cadu.AVHeight = Appearance.AvatarHeight;
2740 Vector3 tempCameraCenter = m_CameraCenter; 2742 cadu.cameraPosition = CameraPosition;
2741 cadu.cameraPosition = tempCameraCenter; 2743 cadu.drawdistance = DrawDistance;
2742 cadu.drawdistance = m_DrawDistance;
2743 cadu.GroupAccess = 0; 2744 cadu.GroupAccess = 0;
2744 cadu.Position = AbsolutePosition; 2745 cadu.Position = AbsolutePosition;
2745 cadu.regionHandle = m_rootRegionHandle; 2746 cadu.regionHandle = RegionHandle;
2746 2747
2747 // Throttles 2748 // Throttles
2748 float multiplier = 1; 2749 float multiplier = 1;
@@ -2848,7 +2849,7 @@ namespace OpenSim.Region.Framework.Scenes
2848 { 2849 {
2849 if (m_requestedSitTargetUUID == UUID.Zero) 2850 if (m_requestedSitTargetUUID == UUID.Zero)
2850 { 2851 {
2851 bool isFlying = m_physicsActor.Flying; 2852 bool isFlying = PhysicsActor.Flying;
2852 RemoveFromPhysicalScene(); 2853 RemoveFromPhysicalScene();
2853 2854
2854 Vector3 pos = AbsolutePosition; 2855 Vector3 pos = AbsolutePosition;
@@ -2873,7 +2874,7 @@ namespace OpenSim.Region.Framework.Scenes
2873 { 2874 {
2874 if (m_requestedSitTargetUUID == UUID.Zero) 2875 if (m_requestedSitTargetUUID == UUID.Zero)
2875 { 2876 {
2876 bool isFlying = m_physicsActor.Flying; 2877 bool isFlying = PhysicsActor.Flying;
2877 RemoveFromPhysicalScene(); 2878 RemoveFromPhysicalScene();
2878 2879
2879 Vector3 pos = AbsolutePosition; 2880 Vector3 pos = AbsolutePosition;
@@ -2963,7 +2964,7 @@ namespace OpenSim.Region.Framework.Scenes
2963 { 2964 {
2964 try 2965 try
2965 { 2966 {
2966 return m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying); 2967 return m_scene.CrossAgentToNewRegion(this, PhysicsActor.Flying);
2967 } 2968 }
2968 catch 2969 catch
2969 { 2970 {
@@ -2973,9 +2974,9 @@ namespace OpenSim.Region.Framework.Scenes
2973 2974
2974 public void InTransit() 2975 public void InTransit()
2975 { 2976 {
2976 m_inTransit = true; 2977 IsInTransit = true;
2977 2978
2978 if ((m_physicsActor != null) && m_physicsActor.Flying) 2979 if ((PhysicsActor != null) && PhysicsActor.Flying)
2979 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; 2980 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
2980 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) 2981 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
2981 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; 2982 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
@@ -2983,7 +2984,7 @@ namespace OpenSim.Region.Framework.Scenes
2983 2984
2984 public void NotInTransit() 2985 public void NotInTransit()
2985 { 2986 {
2986 m_inTransit = false; 2987 IsInTransit = false;
2987 } 2988 }
2988 2989
2989 public void RestoreInCurrentScene() 2990 public void RestoreInCurrentScene()
@@ -3039,7 +3040,7 @@ namespace OpenSim.Region.Framework.Scenes
3039 if (byebyeRegions.Count > 0) 3040 if (byebyeRegions.Count > 0)
3040 { 3041 {
3041 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); 3042 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
3042 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions); 3043 m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, byebyeRegions);
3043 } 3044 }
3044 3045
3045 foreach (ulong handle in byebyeRegions) 3046 foreach (ulong handle in byebyeRegions)
@@ -3065,17 +3066,17 @@ namespace OpenSim.Region.Framework.Scenes
3065 if (account != null) 3066 if (account != null)
3066 { 3067 {
3067 if (account.UserLevel > 0) 3068 if (account.UserLevel > 0)
3068 m_godLevel = account.UserLevel; 3069 GodLevel = account.UserLevel;
3069 else 3070 else
3070 m_godLevel = 200; 3071 GodLevel = 200;
3071 } 3072 }
3072 } 3073 }
3073 else 3074 else
3074 { 3075 {
3075 m_godLevel = 0; 3076 GodLevel = 0;
3076 } 3077 }
3077 3078
3078 ControllingClient.SendAdminResponse(token, (uint)m_godLevel); 3079 ControllingClient.SendAdminResponse(token, (uint)GodLevel);
3079 } 3080 }
3080 3081
3081 #region Child Agent Updates 3082 #region Child Agent Updates
@@ -3107,8 +3108,8 @@ namespace OpenSim.Region.Framework.Scenes
3107 // When we get to the point of re-computing neighbors everytime this 3108 // When we get to the point of re-computing neighbors everytime this
3108 // changes, then start using the agent's drawdistance rather than the 3109 // changes, then start using the agent's drawdistance rather than the
3109 // region's draw distance. 3110 // region's draw distance.
3110 // m_DrawDistance = cAgentData.Far; 3111 // DrawDistance = cAgentData.Far;
3111 m_DrawDistance = Scene.DefaultDrawDistance; 3112 DrawDistance = Scene.DefaultDrawDistance;
3112 3113
3113 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! 3114 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
3114 m_pos = cAgentData.Position + offset; 3115 m_pos = cAgentData.Position + offset;
@@ -3119,7 +3120,7 @@ namespace OpenSim.Region.Framework.Scenes
3119 ReprioritizeUpdates(); 3120 ReprioritizeUpdates();
3120 } 3121 }
3121 3122
3122 m_CameraCenter = cAgentData.Center + offset; 3123 CameraPosition = cAgentData.Center + offset;
3123 3124
3124 //SetHeight(cAgentData.AVHeight); 3125 //SetHeight(cAgentData.AVHeight);
3125 3126
@@ -3127,7 +3128,7 @@ namespace OpenSim.Region.Framework.Scenes
3127 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); 3128 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
3128 3129
3129 //cAgentData.AVHeight; 3130 //cAgentData.AVHeight;
3130 m_rootRegionHandle = cAgentData.RegionHandle; 3131 RegionHandle = cAgentData.RegionHandle;
3131 //m_velocity = cAgentData.Velocity; 3132 //m_velocity = cAgentData.Velocity;
3132 } 3133 }
3133 3134
@@ -3140,12 +3141,12 @@ namespace OpenSim.Region.Framework.Scenes
3140 3141
3141 cAgent.Position = AbsolutePosition; 3142 cAgent.Position = AbsolutePosition;
3142 cAgent.Velocity = m_velocity; 3143 cAgent.Velocity = m_velocity;
3143 cAgent.Center = m_CameraCenter; 3144 cAgent.Center = CameraPosition;
3144 cAgent.AtAxis = m_CameraAtAxis; 3145 cAgent.AtAxis = CameraAtAxis;
3145 cAgent.LeftAxis = m_CameraLeftAxis; 3146 cAgent.LeftAxis = CameraLeftAxis;
3146 cAgent.UpAxis = m_CameraUpAxis; 3147 cAgent.UpAxis = m_CameraUpAxis;
3147 3148
3148 cAgent.Far = m_DrawDistance; 3149 cAgent.Far = DrawDistance;
3149 3150
3150 // Throttles 3151 // Throttles
3151 float multiplier = 1; 3152 float multiplier = 1;
@@ -3160,17 +3161,17 @@ namespace OpenSim.Region.Framework.Scenes
3160 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); 3161 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
3161 3162
3162 cAgent.HeadRotation = m_headrotation; 3163 cAgent.HeadRotation = m_headrotation;
3163 cAgent.BodyRotation = m_bodyRot; 3164 cAgent.BodyRotation = Rotation;
3164 cAgent.ControlFlags = (uint)m_AgentControlFlags; 3165 cAgent.ControlFlags = (uint)m_AgentControlFlags;
3165 3166
3166 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3167 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3167 cAgent.GodLevel = (byte)m_godLevel; 3168 cAgent.GodLevel = (byte)GodLevel;
3168 else 3169 else
3169 cAgent.GodLevel = (byte) 0; 3170 cAgent.GodLevel = (byte) 0;
3170 3171
3171 cAgent.AlwaysRun = m_setAlwaysRun; 3172 cAgent.AlwaysRun = SetAlwaysRun;
3172 3173
3173 cAgent.Appearance = new AvatarAppearance(m_appearance); 3174 cAgent.Appearance = new AvatarAppearance(Appearance);
3174 3175
3175 lock (scriptedcontrols) 3176 lock (scriptedcontrols)
3176 { 3177 {
@@ -3199,7 +3200,7 @@ namespace OpenSim.Region.Framework.Scenes
3199 cAgent.AttachmentObjects = new List<ISceneObject>(); 3200 cAgent.AttachmentObjects = new List<ISceneObject>();
3200 cAgent.AttachmentObjectStates = new List<string>(); 3201 cAgent.AttachmentObjectStates = new List<string>();
3201 // IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>(); 3202 // IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>();
3202 m_InTransitScriptStates.Clear(); 3203 InTransitScriptStates.Clear();
3203 3204
3204 foreach (SceneObjectGroup sog in m_attachments) 3205 foreach (SceneObjectGroup sog in m_attachments)
3205 { 3206 {
@@ -3212,7 +3213,7 @@ namespace OpenSim.Region.Framework.Scenes
3212 cAgent.AttachmentObjects.Add(clone); 3213 cAgent.AttachmentObjects.Add(clone);
3213 string state = sog.GetStateSnapshot(); 3214 string state = sog.GetStateSnapshot();
3214 cAgent.AttachmentObjectStates.Add(state); 3215 cAgent.AttachmentObjectStates.Add(state);
3215 m_InTransitScriptStates.Add(state); 3216 InTransitScriptStates.Add(state);
3216 // Let's remove the scripts of the original object here 3217 // Let's remove the scripts of the original object here
3217 sog.RemoveScriptInstances(true); 3218 sog.RemoveScriptInstances(true);
3218 } 3219 }
@@ -3228,32 +3229,32 @@ namespace OpenSim.Region.Framework.Scenes
3228 3229
3229 m_pos = cAgent.Position; 3230 m_pos = cAgent.Position;
3230 m_velocity = cAgent.Velocity; 3231 m_velocity = cAgent.Velocity;
3231 m_CameraCenter = cAgent.Center; 3232 CameraPosition = cAgent.Center;
3232 m_CameraAtAxis = cAgent.AtAxis; 3233 CameraAtAxis = cAgent.AtAxis;
3233 m_CameraLeftAxis = cAgent.LeftAxis; 3234 CameraLeftAxis = cAgent.LeftAxis;
3234 m_CameraUpAxis = cAgent.UpAxis; 3235 m_CameraUpAxis = cAgent.UpAxis;
3235 3236
3236 // When we get to the point of re-computing neighbors everytime this 3237 // When we get to the point of re-computing neighbors everytime this
3237 // changes, then start using the agent's drawdistance rather than the 3238 // changes, then start using the agent's drawdistance rather than the
3238 // region's draw distance. 3239 // region's draw distance.
3239 // m_DrawDistance = cAgent.Far; 3240 // DrawDistance = cAgent.Far;
3240 m_DrawDistance = Scene.DefaultDrawDistance; 3241 DrawDistance = Scene.DefaultDrawDistance;
3241 3242
3242 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) 3243 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
3243 ControllingClient.SetChildAgentThrottle(cAgent.Throttles); 3244 ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
3244 3245
3245 m_headrotation = cAgent.HeadRotation; 3246 m_headrotation = cAgent.HeadRotation;
3246 m_bodyRot = cAgent.BodyRotation; 3247 Rotation = cAgent.BodyRotation;
3247 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; 3248 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
3248 3249
3249 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3250 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3250 m_godLevel = cAgent.GodLevel; 3251 GodLevel = cAgent.GodLevel;
3251 m_setAlwaysRun = cAgent.AlwaysRun; 3252 SetAlwaysRun = cAgent.AlwaysRun;
3252 3253
3253 m_appearance = new AvatarAppearance(cAgent.Appearance); 3254 Appearance = new AvatarAppearance(cAgent.Appearance);
3254 if (m_physicsActor != null) 3255 if (PhysicsActor != null)
3255 { 3256 {
3256 bool isFlying = m_physicsActor.Flying; 3257 bool isFlying = PhysicsActor.Flying;
3257 RemoveFromPhysicalScene(); 3258 RemoveFromPhysicalScene();
3258 AddToPhysicalScene(isFlying); 3259 AddToPhysicalScene(isFlying);
3259 } 3260 }
@@ -3319,7 +3320,7 @@ namespace OpenSim.Region.Framework.Scenes
3319 { 3320 {
3320 Vector3 force = m_forceToApply.Value; 3321 Vector3 force = m_forceToApply.Value;
3321 3322
3322 m_updateflag = true; 3323 Updated = true;
3323 3324
3324 Velocity = force; 3325 Velocity = force;
3325 3326
@@ -3336,30 +3337,30 @@ namespace OpenSim.Region.Framework.Scenes
3336// "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}", 3337// "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}",
3337// Name, isFlying, Scene.RegionInfo.RegionName); 3338// Name, isFlying, Scene.RegionInfo.RegionName);
3338 3339
3339 if (m_appearance.AvatarHeight == 0) 3340 if (Appearance.AvatarHeight == 0)
3340 m_appearance.SetHeight(); 3341 Appearance.SetHeight();
3341 3342
3342 PhysicsScene scene = m_scene.PhysicsScene; 3343 PhysicsScene scene = m_scene.PhysicsScene;
3343 3344
3344 Vector3 pVec = AbsolutePosition; 3345 Vector3 pVec = AbsolutePosition;
3345 3346
3346 // Old bug where the height was in centimeters instead of meters 3347 // Old bug where the height was in centimeters instead of meters
3347 m_physicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec, 3348 PhysicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec,
3348 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3349 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying);
3349 3350
3350 scene.AddPhysicsActorTaint(m_physicsActor); 3351 scene.AddPhysicsActorTaint(PhysicsActor);
3351 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3352 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3352 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3353 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3353 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3354 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3354 m_physicsActor.SubscribeEvents(500); 3355 PhysicsActor.SubscribeEvents(500);
3355 m_physicsActor.LocalID = LocalId; 3356 PhysicsActor.LocalID = LocalId;
3356 3357
3357 SetHeight(m_appearance.AvatarHeight); 3358 SetHeight(Appearance.AvatarHeight);
3358 } 3359 }
3359 3360
3360 private void OutOfBoundsCall(Vector3 pos) 3361 private void OutOfBoundsCall(Vector3 pos)
3361 { 3362 {
3362 //bool flying = m_physicsActor.Flying; 3363 //bool flying = PhysicsActor.Flying;
3363 //RemoveFromPhysicalScene(); 3364 //RemoveFromPhysicalScene();
3364 3365
3365 //AddToPhysicalScene(flying); 3366 //AddToPhysicalScene(flying);
@@ -3374,7 +3375,7 @@ namespace OpenSim.Region.Framework.Scenes
3374 return; 3375 return;
3375 3376
3376 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3377 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3377 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( 3378 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3378 // as of this comment the interval is set in AddToPhysicalScene 3379 // as of this comment the interval is set in AddToPhysicalScene
3379 if (Animator != null) 3380 if (Animator != null)
3380 Animator.UpdateMovementAnimations(); 3381 Animator.UpdateMovementAnimations();
@@ -3413,7 +3414,7 @@ namespace OpenSim.Region.Framework.Scenes
3413 } 3414 }
3414 } 3415 }
3415 3416
3416 if (m_invulnerable) 3417 if (Invulnerable)
3417 return; 3418 return;
3418 3419
3419 float starthealth = Health; 3420 float starthealth = Health;
@@ -3438,13 +3439,13 @@ namespace OpenSim.Region.Framework.Scenes
3438 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); 3439 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString());
3439 } 3440 }
3440 //Health = 100; 3441 //Health = 100;
3441 if (!m_invulnerable) 3442 if (!Invulnerable)
3442 { 3443 {
3443 if (starthealth != Health) 3444 if (starthealth != Health)
3444 { 3445 {
3445 ControllingClient.SendHealth(Health); 3446 ControllingClient.SendHealth(Health);
3446 } 3447 }
3447 if (m_health <= 0) 3448 if (Health <= 0)
3448 m_scene.EventManager.TriggerAvatarKill(killerObj, this); 3449 m_scene.EventManager.TriggerAvatarKill(killerObj, this);
3449 } 3450 }
3450 } 3451 }
@@ -3475,11 +3476,11 @@ namespace OpenSim.Region.Framework.Scenes
3475 // unsetting the elapsed callback should be enough to allow for cleanup however. 3476 // unsetting the elapsed callback should be enough to allow for cleanup however.
3476 // m_reprioritizationTimer.Dispose(); 3477 // m_reprioritizationTimer.Dispose();
3477 3478
3478 m_sceneViewer.Close(); 3479 SceneViewer.Close();
3479 3480
3480 RemoveFromPhysicalScene(); 3481 RemoveFromPhysicalScene();
3481 m_animator.Close(); 3482 Animator.Close();
3482 m_animator = null; 3483 Animator = null;
3483 } 3484 }
3484 3485
3485 public void AddAttachment(SceneObjectGroup gobj) 3486 public void AddAttachment(SceneObjectGroup gobj)
@@ -3841,7 +3842,7 @@ namespace OpenSim.Region.Framework.Scenes
3841 3842
3842 private void Reprioritize(object sender, ElapsedEventArgs e) 3843 private void Reprioritize(object sender, ElapsedEventArgs e)
3843 { 3844 {
3844 m_controllingClient.ReprioritizeUpdates(); 3845 ControllingClient.ReprioritizeUpdates();
3845 3846
3846 lock (m_reprioritization_timer) 3847 lock (m_reprioritization_timer)
3847 { 3848 {