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authorUbitUmarov2017-06-03 07:08:43 +0100
committerUbitUmarov2017-06-03 07:08:43 +0100
commit01bd578bb06643418a0586eb078a04d8e9e4a79d (patch)
tree5bf00ab4b131584daa0edec145dd23b67ee343ea /OpenSim/Region/Framework/Scenes
parentMerge branch 'master' into httptests (diff)
parentadd a delayed stop so fast tap on move keys does not stop the avatar in some ... (diff)
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Merge branch 'master' into httptests
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs71
2 files changed, 51 insertions, 22 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 439f79d..826cda1 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2120,7 +2120,6 @@ namespace OpenSim.Region.Framework.Scenes
2120 lock (m_returns) 2120 lock (m_returns)
2121 { 2121 {
2122 EventManager.TriggerOnBackup(SimulationDataService, forced); 2122 EventManager.TriggerOnBackup(SimulationDataService, forced);
2123 m_backingup = false;
2124 2123
2125 foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns) 2124 foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
2126 { 2125 {
@@ -2151,6 +2150,7 @@ namespace OpenSim.Region.Framework.Scenes
2151 tr.SendInstantMessage(msg, delegate(bool success) { }); 2150 tr.SendInstantMessage(msg, delegate(bool success) { });
2152 } 2151 }
2153 m_returns.Clear(); 2152 m_returns.Clear();
2153 m_backingup = false;
2154 } 2154 }
2155 } 2155 }
2156 2156
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f1e27a5..ed9cf53 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -364,6 +364,7 @@ namespace OpenSim.Region.Framework.Scenes
364 //PauPaw:Proper PID Controler for autopilot************ 364 //PauPaw:Proper PID Controler for autopilot************
365 public bool MovingToTarget { get; private set; } 365 public bool MovingToTarget { get; private set; }
366 public Vector3 MoveToPositionTarget { get; private set; } 366 public Vector3 MoveToPositionTarget { get; private set; }
367 private double m_delayedStop = -1.0;
367 368
368 /// <summary> 369 /// <summary>
369 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). 370 /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
@@ -2732,7 +2733,6 @@ namespace OpenSim.Region.Framework.Scenes
2732 agent_control_v3.Z = 0; 2733 agent_control_v3.Z = 0;
2733// else if(AgentControlStopActive %% Velocity.Z <0.01f) 2734// else if(AgentControlStopActive %% Velocity.Z <0.01f)
2734 2735
2735
2736// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); 2736// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name);
2737 2737
2738 // If the agent update does move the avatar, then calculate the force ready for the velocity update, 2738 // If the agent update does move the avatar, then calculate the force ready for the velocity update,
@@ -2741,6 +2741,7 @@ namespace OpenSim.Region.Framework.Scenes
2741 // held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update 2741 // held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update
2742 // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the 2742 // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the
2743 // avatar location in place). 2743 // avatar location in place).
2744
2744 if (update_movementflag 2745 if (update_movementflag
2745 || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) 2746 || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0)))
2746 { 2747 {
@@ -2757,12 +2758,22 @@ namespace OpenSim.Region.Framework.Scenes
2757 } 2758 }
2758 else 2759 else
2759 { 2760 {
2760 AddNewMovement(agent_control_v3); 2761 if(MovingToTarget ||
2762 (Animator.currentControlState != ScenePresenceAnimator.motionControlStates.flying &&
2763 Animator.currentControlState != ScenePresenceAnimator.motionControlStates.onsurface)
2764 )
2765 AddNewMovement(agent_control_v3);
2766 else
2767 {
2768 if (MovementFlag != 0)
2769 AddNewMovement(agent_control_v3);
2770 else
2771 m_delayedStop = Util.GetTimeStampMS() + 200.0;
2772 }
2761 } 2773 }
2762
2763 } 2774 }
2764 2775
2765 if (update_movementflag && ParentID == 0) 2776 if (update_movementflag && ParentID == 0 && m_delayedStop < 0)
2766 { 2777 {
2767// m_log.DebugFormat("[SCENE PRESENCE]: Updating movement animations for {0}", Name); 2778// m_log.DebugFormat("[SCENE PRESENCE]: Updating movement animations for {0}", Name);
2768 Animator.UpdateMovementAnimations(); 2779 Animator.UpdateMovementAnimations();
@@ -3016,6 +3027,8 @@ namespace OpenSim.Region.Framework.Scenes
3016 /// </param> 3027 /// </param>
3017 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) 3028 public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
3018 { 3029 {
3030 m_delayedStop = -1;
3031
3019 if (SitGround) 3032 if (SitGround)
3020 StandUp(); 3033 StandUp();
3021 3034
@@ -3671,7 +3684,7 @@ namespace OpenSim.Region.Framework.Scenes
3671 // m_log.DebugFormat( 3684 // m_log.DebugFormat(
3672 // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", 3685 // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
3673 // vec, Rotation, thisAddSpeedModifier, Name); 3686 // vec, Rotation, thisAddSpeedModifier, Name);
3674 3687 m_delayedStop = -1;
3675 // rotate from avatar coord space to world 3688 // rotate from avatar coord space to world
3676 Quaternion rot = Rotation; 3689 Quaternion rot = Rotation;
3677 if (!Flying && PresenceType != PresenceType.Npc) 3690 if (!Flying && PresenceType != PresenceType.Npc)
@@ -3689,7 +3702,7 @@ namespace OpenSim.Region.Framework.Scenes
3689 direc.Z = 0f; // Prevent camera WASD up. 3702 direc.Z = 0f; // Prevent camera WASD up.
3690 3703
3691 // odd rescalings 3704 // odd rescalings
3692 direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier; 3705 direc *= 0.032f * 128f * SpeedModifier * thisAddSpeedModifier;
3693 3706
3694 // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); 3707 // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
3695 3708
@@ -3754,10 +3767,19 @@ namespace OpenSim.Region.Framework.Scenes
3754 3767
3755 if(MovingToTarget) 3768 if(MovingToTarget)
3756 { 3769 {
3770 m_delayedStop = -1;
3757 Vector3 control = Vector3.Zero; 3771 Vector3 control = Vector3.Zero;
3758 if(HandleMoveToTargetUpdate(1f, ref control)) 3772 if(HandleMoveToTargetUpdate(1f, ref control))
3759 AddNewMovement(control); 3773 AddNewMovement(control);
3760 } 3774 }
3775 else if(m_delayedStop > 0)
3776 {
3777 if(IsSatOnObject)
3778 m_delayedStop = -1;
3779 else
3780 if(Util.GetTimeStampMS() > m_delayedStop)
3781 AddNewMovement(Vector3.Zero);
3782 }
3761 3783
3762 if (Appearance.AvatarSize != m_lastSize) 3784 if (Appearance.AvatarSize != m_lastSize)
3763 SendAvatarDataToAllAgents(); 3785 SendAvatarDataToAllAgents();
@@ -4668,6 +4690,11 @@ namespace OpenSim.Region.Framework.Scenes
4668 { 4690 {
4669 cAgent.CrossingFlags = crossingFlags; 4691 cAgent.CrossingFlags = crossingFlags;
4670 cAgent.CrossingFlags |= 1; 4692 cAgent.CrossingFlags |= 1;
4693 cAgent.CrossExtraFlags = 0;
4694 if((LastCommands & ScriptControlled.CONTROL_LBUTTON) != 0)
4695 cAgent.CrossExtraFlags |= 1;
4696 if((LastCommands & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
4697 cAgent.CrossExtraFlags |= 2;
4671 } 4698 }
4672 else 4699 else
4673 cAgent.CrossingFlags = 0; 4700 cAgent.CrossingFlags = 0;
@@ -4782,6 +4809,15 @@ namespace OpenSim.Region.Framework.Scenes
4782 4809
4783 crossingFlags = cAgent.CrossingFlags; 4810 crossingFlags = cAgent.CrossingFlags;
4784 gotCrossUpdate = (crossingFlags != 0); 4811 gotCrossUpdate = (crossingFlags != 0);
4812 if(gotCrossUpdate)
4813 {
4814 LastCommands &= ~(ScriptControlled.CONTROL_LBUTTON | ScriptControlled.CONTROL_ML_LBUTTON);
4815 if((cAgent.CrossExtraFlags & 1) != 0)
4816 LastCommands |= ScriptControlled.CONTROL_LBUTTON;
4817 if((cAgent.CrossExtraFlags & 2) != 0)
4818 LastCommands |= ScriptControlled.CONTROL_ML_LBUTTON;
4819 MouseDown = (cAgent.CrossExtraFlags & 3) != 0;
4820 }
4785 4821
4786 haveGroupInformation = false; 4822 haveGroupInformation = false;
4787 // using this as protocol detection don't want to mess with the numbers for now 4823 // using this as protocol detection don't want to mess with the numbers for now
@@ -5751,29 +5787,21 @@ namespace OpenSim.Region.Framework.Scenes
5751 if (scriptedcontrols.Count <= 0) 5787 if (scriptedcontrols.Count <= 0)
5752 return; 5788 return;
5753 5789
5754 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; 5790 ScriptControlled allflags;
5755 5791 // convert mouse from edge to level
5756 if (MouseDown) 5792 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 ||
5793 (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
5757 { 5794 {
5758 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); 5795 allflags = ScriptControlled.CONTROL_ZERO;
5759 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
5760 {
5761 allflags = ScriptControlled.CONTROL_ZERO;
5762 MouseDown = true;
5763 }
5764 } 5796 }
5797 else // recover last state of mouse
5798 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
5765 5799
5766 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) 5800 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
5767 {
5768 allflags |= ScriptControlled.CONTROL_ML_LBUTTON; 5801 allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
5769 MouseDown = true;
5770 }
5771 5802
5772 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) 5803 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
5773 {
5774 allflags |= ScriptControlled.CONTROL_LBUTTON; 5804 allflags |= ScriptControlled.CONTROL_LBUTTON;
5775 MouseDown = true;
5776 }
5777 5805
5778 // find all activated controls, whether the scripts are interested in them or not 5806 // find all activated controls, whether the scripts are interested in them or not
5779 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) 5807 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
@@ -5837,6 +5865,7 @@ namespace OpenSim.Region.Framework.Scenes
5837 } 5865 }
5838 5866
5839 LastCommands = allflags; 5867 LastCommands = allflags;
5868 MouseDown = (allflags & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON)) != 0;
5840 } 5869 }
5841 } 5870 }
5842 5871