diff options
author | Teravus Ovares (Dan Olivares) | 2009-11-22 19:26:00 -0500 |
---|---|---|
committer | Teravus Ovares (Dan Olivares) | 2009-11-22 19:26:00 -0500 |
commit | c155099faf9db4a8dd438be2ddd8a2272b85477a (patch) | |
tree | 283cc83f04aed73202972b1c5904c1a52839d64b /OpenSim/Region | |
parent | * Switched over 15 more packet types from the 5000 line switch to the Packet ... (diff) | |
download | opensim-SC-c155099faf9db4a8dd438be2ddd8a2272b85477a.zip opensim-SC-c155099faf9db4a8dd438be2ddd8a2272b85477a.tar.gz opensim-SC-c155099faf9db4a8dd438be2ddd8a2272b85477a.tar.bz2 opensim-SC-c155099faf9db4a8dd438be2ddd8a2272b85477a.tar.xz |
* The client prevents the avatar from landing if the avatar is going above an unknown certain speed, so, add a speed check on the server.
* This addresses the 'hump the prim' animation playing while you're moving forward full speed and pressing page down over a prim to land.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 0d1133f..d23d303 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -152,6 +152,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
152 | 152 | ||
153 | private Quaternion m_bodyRot= Quaternion.Identity; | 153 | private Quaternion m_bodyRot= Quaternion.Identity; |
154 | 154 | ||
155 | private const int LAND_VELOCITYMAG_MAX = 12; | ||
156 | |||
155 | public bool IsRestrictedToRegion; | 157 | public bool IsRestrictedToRegion; |
156 | 158 | ||
157 | public string JID = String.Empty; | 159 | public string JID = String.Empty; |
@@ -978,8 +980,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
978 | public void StopFlying() | 980 | public void StopFlying() |
979 | { | 981 | { |
980 | // It turns out to get the agent to stop flying, you have to feed it stop flying velocities | 982 | // It turns out to get the agent to stop flying, you have to feed it stop flying velocities |
981 | // and send a full object update. | 983 | // There's no explicit message to send the client to tell it to stop flying.. it relies on the |
982 | // There's no message to send the client to tell it to stop flying | 984 | // velocity, collision plane and avatar height |
983 | 985 | ||
984 | // Add 1/6 the avatar's height to it's position so it doesn't shoot into the air | 986 | // Add 1/6 the avatar's height to it's position so it doesn't shoot into the air |
985 | // when the avatar stands up | 987 | // when the avatar stands up |
@@ -993,8 +995,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
993 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); | 995 | AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); |
994 | } | 996 | } |
995 | 997 | ||
996 | Animator.TrySetMovementAnimation("LAND"); | ||
997 | //SendFullUpdateToAllClients(); | ||
998 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, | 998 | ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, |
999 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); | 999 | AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); |
1000 | } | 1000 | } |
@@ -1431,6 +1431,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1431 | // Only do this if we're flying | 1431 | // Only do this if we're flying |
1432 | if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) | 1432 | if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) |
1433 | { | 1433 | { |
1434 | // Landing detection code | ||
1435 | |||
1434 | // Are the landing controls requirements filled? | 1436 | // Are the landing controls requirements filled? |
1435 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 1437 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1436 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 1438 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
@@ -1440,7 +1442,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1440 | 1442 | ||
1441 | if (m_physicsActor.Flying && colliding && controlland) | 1443 | if (m_physicsActor.Flying && colliding && controlland) |
1442 | { | 1444 | { |
1443 | StopFlying(); | 1445 | // nesting this check because LengthSquared() is expensive and we don't |
1446 | // want to do it every step when flying. | ||
1447 | if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) | ||
1448 | StopFlying(); | ||
1444 | } | 1449 | } |
1445 | } | 1450 | } |
1446 | 1451 | ||