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authorUbitUmarov2019-11-27 16:44:45 +0000
committerUbitUmarov2019-11-27 16:44:45 +0000
commit5c5e4bd8304dbb607a4008ec41ecacf716cfd0db (patch)
tree105c8b5292c17521803869bc94324ef626b780f8 /OpenSim/Region
parentand yes mono-addins .... (diff)
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a few changes on check targets for lsl
Diffstat (limited to 'OpenSim/Region')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs193
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs2
4 files changed, 111 insertions, 122 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a0a2882..0c5007a 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -410,7 +410,7 @@ namespace OpenSim.Region.Framework.Scenes
410 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 410 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
411 private volatile bool m_backingup; 411 private volatile bool m_backingup;
412 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 412 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
413 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>(); 413 private HashSet<UUID> m_groupsWithTargets = new HashSet<UUID>();
414 414
415 private string m_defaultScriptEngine; 415 private string m_defaultScriptEngine;
416 416
@@ -837,7 +837,8 @@ namespace OpenSim.Region.Framework.Scenes
837 837
838 Random random = new Random(); 838 Random random = new Random();
839 839
840 m_lastAllocatedLocalId = (uint)(random.NextDouble() * (double)(uint.MaxValue / 2)) + (uint)(uint.MaxValue / 4); 840 m_lastAllocatedLocalId = (int)(random.NextDouble() * (uint.MaxValue / 4));
841 m_lastAllocatedIntId = (int)(random.NextDouble() * (int.MaxValue / 4));
841 m_authenticateHandler = authen; 842 m_authenticateHandler = authen;
842 m_sceneGridService = new SceneCommunicationService(); 843 m_sceneGridService = new SceneCommunicationService();
843 m_SimulationDataService = simDataService; 844 m_SimulationDataService = simDataService;
@@ -1633,7 +1634,7 @@ namespace OpenSim.Region.Framework.Scenes
1633 1634
1634 // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1635 // m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1635 1636
1636 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f; 1637 otherMS = agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0f;
1637 1638
1638 try 1639 try
1639 { 1640 {
@@ -1713,6 +1714,10 @@ namespace OpenSim.Region.Framework.Scenes
1713 if (Frame % m_update_objects == 0) 1714 if (Frame % m_update_objects == 0)
1714 m_sceneGraph.UpdateObjectGroups(); 1715 m_sceneGraph.UpdateObjectGroups();
1715 1716
1717 tmpMS2 = Util.GetTimeStampMS();
1718 otherMS = (float)(tmpMS2 - tmpMS);
1719 tmpMS = tmpMS2;
1720
1716 // Run through all ScenePresences looking for updates 1721 // Run through all ScenePresences looking for updates
1717 // Presence updates and queued object updates for each presence are sent to clients 1722 // Presence updates and queued object updates for each presence are sent to clients
1718 if (Frame % m_update_presences == 0) 1723 if (Frame % m_update_presences == 0)
@@ -1828,7 +1833,7 @@ namespace OpenSim.Region.Framework.Scenes
1828 m_firstHeartbeat = false; 1833 m_firstHeartbeat = false;
1829 Watchdog.UpdateThread(); 1834 Watchdog.UpdateThread();
1830 1835
1831 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1836 otherMS += tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1832 1837
1833 tmpMS = Util.GetTimeStampMS(); 1838 tmpMS = Util.GetTimeStampMS();
1834 1839
@@ -1912,7 +1917,7 @@ namespace OpenSim.Region.Framework.Scenes
1912 public void AddGroupTarget(SceneObjectGroup grp) 1917 public void AddGroupTarget(SceneObjectGroup grp)
1913 { 1918 {
1914 lock (m_groupsWithTargets) 1919 lock (m_groupsWithTargets)
1915 m_groupsWithTargets[grp.UUID] = 0; 1920 m_groupsWithTargets.Add(grp.UUID);
1916 } 1921 }
1917 1922
1918 public void RemoveGroupTarget(SceneObjectGroup grp) 1923 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1928,13 +1933,14 @@ namespace OpenSim.Region.Framework.Scenes
1928 lock (m_groupsWithTargets) 1933 lock (m_groupsWithTargets)
1929 { 1934 {
1930 if (m_groupsWithTargets.Count != 0) 1935 if (m_groupsWithTargets.Count != 0)
1931 objs = new List<UUID>(m_groupsWithTargets.Keys); 1936 objs = new List<UUID>(m_groupsWithTargets);
1932 } 1937 }
1933 1938
1934 if (objs != null) 1939 if (objs != null)
1935 { 1940 {
1936 foreach (UUID entry in objs) 1941 for(int i = 0; i< objs.Count; ++i)
1937 { 1942 {
1943 UUID entry = objs[i];
1938 SceneObjectGroup grp = GetSceneObjectGroup(entry); 1944 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1939 if (grp == null) 1945 if (grp == null)
1940 m_groupsWithTargets.Remove(entry); 1946 m_groupsWithTargets.Remove(entry);
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index e3e54e2..a3c8112 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -105,9 +105,8 @@ namespace OpenSim.Region.Framework.Scenes
105 /// The last allocated local prim id. When a new local id is requested, the next number in the sequence is 105 /// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
106 /// dispensed. 106 /// dispensed.
107 /// </summary> 107 /// </summary>
108 protected uint m_lastAllocatedLocalId = 720000; 108 protected int m_lastAllocatedLocalId = 720000;
109 109 protected int m_lastAllocatedIntId = 7200;
110 private readonly Mutex _primAllocateMutex = new Mutex(false);
111 110
112 protected readonly ClientManager m_clientManager = new ClientManager(); 111 protected readonly ClientManager m_clientManager = new ClientManager();
113 112
@@ -299,15 +298,16 @@ namespace OpenSim.Region.Framework.Scenes
299 /// <returns>A brand new local ID</returns> 298 /// <returns>A brand new local ID</returns>
300 public uint AllocateLocalId() 299 public uint AllocateLocalId()
301 { 300 {
302 uint myID; 301 return (uint)Interlocked.Increment(ref m_lastAllocatedLocalId);
303 302 }
304 _primAllocateMutex.WaitOne();
305 myID = ++m_lastAllocatedLocalId;
306 _primAllocateMutex.ReleaseMutex();
307 303
308 return myID; 304 public int AllocateIntId()
305 {
306 return Interlocked.Increment(ref m_lastAllocatedLocalId);
309 } 307 }
310 308
309
310
311 #region Module Methods 311 #region Module Methods
312 312
313 /// <summary> 313 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 199aa92..ca37d08 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -87,14 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
87 { 87 {
88 public Vector3 targetPos; 88 public Vector3 targetPos;
89 public float tolerance; 89 public float tolerance;
90 public uint handle; 90 public int handle;
91 } 91 }
92 92
93 public struct scriptRotTarget 93 public struct scriptRotTarget
94 { 94 {
95 public Quaternion targetRot; 95 public Quaternion targetRot;
96 public float tolerance; 96 public float tolerance;
97 public uint handle; 97 public int handle;
98 } 98 }
99 99
100 public delegate void PrimCountTaintedDelegate(); 100 public delegate void PrimCountTaintedDelegate();
@@ -357,15 +357,15 @@ namespace OpenSim.Region.Framework.Scenes
357 protected SceneObjectPart m_rootPart; 357 protected SceneObjectPart m_rootPart;
358 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 358 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
359 359
360 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>(); 360 private SortedDictionary<int, scriptPosTarget> m_targets = new SortedDictionary<int, scriptPosTarget>();
361 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>(); 361 private SortedDictionary<int, scriptRotTarget> m_rotTargets = new SortedDictionary<int, scriptRotTarget>();
362 362
363 public SortedDictionary<uint, scriptPosTarget> AtTargets 363 public SortedDictionary<int, scriptPosTarget> AtTargets
364 { 364 {
365 get { return m_targets; } 365 get { return m_targets; }
366 } 366 }
367 367
368 public SortedDictionary<uint, scriptRotTarget> RotTargets 368 public SortedDictionary<int, scriptRotTarget> RotTargets
369 { 369 {
370 get { return m_rotTargets; } 370 get { return m_rotTargets; }
371 } 371 }
@@ -2906,7 +2906,6 @@ namespace OpenSim.Region.Framework.Scenes
2906 { 2906 {
2907 // if (IsAttachment) 2907 // if (IsAttachment)
2908 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2908 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2909 checkAtTargets();
2910 if (Scene.GetNumberOfClients() == 0) 2909 if (Scene.GetNumberOfClients() == 0)
2911 return; 2910 return;
2912 2911
@@ -2925,8 +2924,6 @@ namespace OpenSim.Region.Framework.Scenes
2925 { 2924 {
2926 // if (IsAttachment) 2925 // if (IsAttachment)
2927 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2926 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2928 checkAtTargets();
2929
2930 if (Scene.GetNumberOfClients() == 0) 2927 if (Scene.GetNumberOfClients() == 0)
2931 return; 2928 return;
2932 2929
@@ -4809,7 +4806,7 @@ namespace OpenSim.Region.Framework.Scenes
4809 scriptRotTarget waypoint = new scriptRotTarget(); 4806 scriptRotTarget waypoint = new scriptRotTarget();
4810 waypoint.targetRot = target; 4807 waypoint.targetRot = target;
4811 waypoint.tolerance = tolerance; 4808 waypoint.tolerance = tolerance;
4812 uint handle = m_scene.AllocateLocalId(); 4809 int handle = m_scene.AllocateIntId();
4813 waypoint.handle = handle; 4810 waypoint.handle = handle;
4814 lock (m_rotTargets) 4811 lock (m_rotTargets)
4815 { 4812 {
@@ -4818,14 +4815,14 @@ namespace OpenSim.Region.Framework.Scenes
4818 m_rotTargets.Add(handle, waypoint); 4815 m_rotTargets.Add(handle, waypoint);
4819 } 4816 }
4820 m_scene.AddGroupTarget(this); 4817 m_scene.AddGroupTarget(this);
4821 return (int)handle; 4818 return handle;
4822 } 4819 }
4823 4820
4824 public void unregisterRotTargetWaypoint(int handle) 4821 public void unregisterRotTargetWaypoint(int handle)
4825 { 4822 {
4826 lock (m_targets) 4823 lock (m_targets)
4827 { 4824 {
4828 m_rotTargets.Remove((uint)handle); 4825 m_rotTargets.Remove(handle);
4829 if (m_targets.Count == 0) 4826 if (m_targets.Count == 0)
4830 m_scene.RemoveGroupTarget(this); 4827 m_scene.RemoveGroupTarget(this);
4831 } 4828 }
@@ -4836,7 +4833,7 @@ namespace OpenSim.Region.Framework.Scenes
4836 scriptPosTarget waypoint = new scriptPosTarget(); 4833 scriptPosTarget waypoint = new scriptPosTarget();
4837 waypoint.targetPos = target; 4834 waypoint.targetPos = target;
4838 waypoint.tolerance = tolerance; 4835 waypoint.tolerance = tolerance;
4839 uint handle = m_scene.AllocateLocalId(); 4836 int handle = m_scene.AllocateIntId();
4840 waypoint.handle = handle; 4837 waypoint.handle = handle;
4841 lock (m_targets) 4838 lock (m_targets)
4842 { 4839 {
@@ -4852,7 +4849,7 @@ namespace OpenSim.Region.Framework.Scenes
4852 { 4849 {
4853 lock (m_targets) 4850 lock (m_targets)
4854 { 4851 {
4855 m_targets.Remove((uint)handle); 4852 m_targets.Remove(handle);
4856 if (m_targets.Count == 0) 4853 if (m_targets.Count == 0)
4857 m_scene.RemoveGroupTarget(this); 4854 m_scene.RemoveGroupTarget(this);
4858 } 4855 }
@@ -4860,141 +4857,127 @@ namespace OpenSim.Region.Framework.Scenes
4860 4857
4861 public void checkAtTargets() 4858 public void checkAtTargets()
4862 { 4859 {
4863 if (m_scriptListens_atTarget || m_scriptListens_notAtTarget) 4860 if (m_targets.Count > 0 && (m_scriptListens_atTarget || m_scriptListens_notAtTarget))
4864 { 4861 {
4865 if (m_targets.Count > 0) 4862 bool not_target = true;
4863
4864 List<scriptPosTarget> atTargets = new List<scriptPosTarget>(m_targets.Count);
4865 lock (m_targets)
4866 { 4866 {
4867 bool at_target = false; 4867 if (m_scriptListens_atTarget)
4868 //Vector3 targetPos;
4869 //uint targetHandle;
4870 Dictionary<uint, scriptPosTarget> atTargets = new Dictionary<uint, scriptPosTarget>();
4871 lock (m_targets)
4872 { 4868 {
4873 foreach (uint idx in m_targets.Keys) 4869 foreach (scriptPosTarget target in m_targets.Values)
4874 { 4870 {
4875 scriptPosTarget target = m_targets[idx];
4876 if (Vector3.DistanceSquared(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance * target.tolerance) 4871 if (Vector3.DistanceSquared(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance * target.tolerance)
4877 { 4872 {
4878 at_target = true; 4873 not_target = false;
4879 4874 atTargets.Add(target);
4880 // trigger at_target
4881 if (m_scriptListens_atTarget)
4882 {
4883 scriptPosTarget att = new scriptPosTarget();
4884 att.targetPos = target.targetPos;
4885 att.tolerance = target.tolerance;
4886 att.handle = target.handle;
4887 atTargets.Add(idx, att);
4888 }
4889 } 4875 }
4890 } 4876 }
4891 } 4877 }
4892 4878 else
4893 if (atTargets.Count > 0)
4894 { 4879 {
4895 SceneObjectPart[] parts = m_parts.GetArray(); 4880 foreach (scriptPosTarget target in m_targets.Values)
4896 uint[] localids = new uint[parts.Length];
4897 for (int i = 0; i < parts.Length; i++)
4898 localids[i] = parts[i].LocalId;
4899
4900 for (int ctr = 0; ctr < localids.Length; ctr++)
4901 { 4881 {
4902 foreach (uint target in atTargets.Keys) 4882 if (Vector3.DistanceSquared(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance * target.tolerance)
4903 { 4883 {
4904 scriptPosTarget att = atTargets[target]; 4884 not_target = false;
4905 m_scene.EventManager.TriggerAtTargetEvent( 4885 break;
4906 localids[ctr], att.handle, att.targetPos, m_rootPart.GroupPosition);
4907 } 4886 }
4908 } 4887 }
4909
4910 return;
4911 } 4888 }
4889 }
4912 4890
4913 if (m_scriptListens_notAtTarget && !at_target) 4891 if (atTargets.Count > 0)
4892 {
4893 SceneObjectPart[] parts = m_parts.GetArray();
4894 for (int ctr = 0; ctr < parts.Length; ++ctr)
4914 { 4895 {
4915 //trigger not_at_target 4896 uint pid = parts[ctr].LocalId;
4916 SceneObjectPart[] parts = m_parts.GetArray(); 4897 for(int target = 0; target < atTargets.Count; ++target)
4917 uint[] localids = new uint[parts.Length];
4918 for (int i = 0; i < parts.Length; i++)
4919 localids[i] = parts[i].LocalId;
4920
4921 for (int ctr = 0; ctr < localids.Length; ctr++)
4922 { 4898 {
4923 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 4899 scriptPosTarget att = atTargets[target];
4900 m_scene.EventManager.TriggerAtTargetEvent(
4901 pid, (uint)att.handle, att.targetPos, m_rootPart.GroupPosition);
4924 } 4902 }
4925 } 4903 }
4926 } 4904 }
4905
4906 if (not_target && m_scriptListens_notAtTarget)
4907 {
4908 //trigger not_at_target
4909 SceneObjectPart[] parts = m_parts.GetArray();
4910 for (int ctr = 0; ctr < parts.Length; ctr++)
4911 {
4912 m_scene.EventManager.TriggerNotAtTargetEvent(parts[ctr].LocalId);
4913 }
4914 }
4927 } 4915 }
4928 if (m_scriptListens_atRotTarget || m_scriptListens_notAtRotTarget) 4916
4917 if (m_rotTargets.Count > 0 && (m_scriptListens_atRotTarget || m_scriptListens_notAtRotTarget))
4929 { 4918 {
4930 if (m_rotTargets.Count > 0) 4919 bool not_Rottarget = true;
4920
4921 List<scriptRotTarget> atRotTargets = new List<scriptRotTarget>(m_rotTargets.Count);
4922 lock (m_rotTargets)
4931 { 4923 {
4932 bool at_Rottarget = false; 4924 if (m_scriptListens_atRotTarget)
4933 Dictionary<uint, scriptRotTarget> atRotTargets = new Dictionary<uint, scriptRotTarget>();
4934 lock (m_rotTargets)
4935 { 4925 {
4936 foreach (uint idx in m_rotTargets.Keys) 4926 foreach (scriptRotTarget target in m_rotTargets.Values)
4937 { 4927 {
4938 scriptRotTarget target = m_rotTargets[idx]; 4928 double angle = 2 * Math.Acos(Quaternion.Dot(target.targetRot, m_rootPart.RotationOffset));
4939 double angle 4929 if (angle < 0)
4940 = Math.Acos( 4930 angle = -angle;
4941 target.targetRot.X * m_rootPart.RotationOffset.X 4931 if (angle > Math.PI)
4942 + target.targetRot.Y * m_rootPart.RotationOffset.Y 4932 angle = (2 * Math.PI - angle);
4943 + target.targetRot.Z * m_rootPart.RotationOffset.Z
4944 + target.targetRot.W * m_rootPart.RotationOffset.W)
4945 * 2;
4946 if (angle < 0) angle = -angle;
4947 if (angle > Math.PI) angle = (Math.PI * 2 - angle);
4948 if (angle <= target.tolerance) 4933 if (angle <= target.tolerance)
4949 { 4934 {
4950 // trigger at_rot_target 4935 // trigger at_rot_target
4951 if (m_scriptListens_atRotTarget) 4936 not_Rottarget = false;
4952 { 4937 atRotTargets.Add(target);
4953 at_Rottarget = true;
4954 scriptRotTarget att = new scriptRotTarget();
4955 att.targetRot = target.targetRot;
4956 att.tolerance = target.tolerance;
4957 att.handle = target.handle;
4958 atRotTargets.Add(idx, att);
4959 }
4960 } 4938 }
4961 } 4939 }
4962 } 4940 }
4963 4941 else
4964 if (atRotTargets.Count > 0)
4965 { 4942 {
4966 SceneObjectPart[] parts = m_parts.GetArray(); 4943 foreach (scriptRotTarget target in m_rotTargets.Values)
4967 uint[] localids = new uint[parts.Length];
4968 for (int i = 0; i < parts.Length; i++)
4969 localids[i] = parts[i].LocalId;
4970
4971 for (int ctr = 0; ctr < localids.Length; ctr++)
4972 { 4944 {
4973 foreach (uint target in atRotTargets.Keys) 4945 double angle = 2 * Math.Acos(Quaternion.Dot(target.targetRot, m_rootPart.RotationOffset));
4946 if (angle < 0)
4947 angle = -angle;
4948 if (angle > Math.PI)
4949 angle = (2 * Math.PI - angle);
4950 if (angle <= target.tolerance)
4974 { 4951 {
4975 scriptRotTarget att = atRotTargets[target]; 4952 not_Rottarget = false;
4976 m_scene.EventManager.TriggerAtRotTargetEvent( 4953 break;
4977 localids[ctr], att.handle, att.targetRot, m_rootPart.RotationOffset);
4978 } 4954 }
4979 } 4955 }
4980
4981 return;
4982 } 4956 }
4957 }
4983 4958
4984 if (m_scriptListens_notAtRotTarget && !at_Rottarget) 4959 if (atRotTargets.Count > 0)
4960 {
4961 SceneObjectPart[] parts = m_parts.GetArray();
4962 for (int ctr = 0; ctr < parts.Length; ++ctr)
4985 { 4963 {
4986 //trigger not_at_target 4964 uint pid = parts[ctr].LocalId;
4987 SceneObjectPart[] parts = m_parts.GetArray(); 4965 for (int target = 0; target < atRotTargets.Count; ++target)
4988 uint[] localids = new uint[parts.Length];
4989 for (int i = 0; i < parts.Length; i++)
4990 localids[i] = parts[i].LocalId;
4991
4992 for (int ctr = 0; ctr < localids.Length; ctr++)
4993 { 4966 {
4994 m_scene.EventManager.TriggerNotAtRotTargetEvent(localids[ctr]); 4967 scriptRotTarget att = atRotTargets[target];
4968 m_scene.EventManager.TriggerAtRotTargetEvent(
4969 pid, (uint)att.handle, att.targetRot, m_rootPart.RotationOffset);
4995 } 4970 }
4996 } 4971 }
4997 } 4972 }
4973
4974 if (not_Rottarget && m_scriptListens_notAtRotTarget)
4975 {
4976 //trigger not_at_target
4977 SceneObjectPart[] parts = m_parts.GetArray();
4978 for (int ctr = 0; ctr < parts.Length; ++ctr)
4979 m_scene.EventManager.TriggerNotAtRotTargetEvent(parts[ctr].LocalId);
4980 }
4998 } 4981 }
4999 } 4982 }
5000 4983
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ec58b97..6cbdc43 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -3344,7 +3344,7 @@ namespace OpenSim.Region.Framework.Scenes
3344 private const float VELOCITY_TOLERANCE = 0.1f; 3344 private const float VELOCITY_TOLERANCE = 0.1f;
3345 private const float ANGVELOCITY_TOLERANCE = 0.005f; 3345 private const float ANGVELOCITY_TOLERANCE = 0.005f;
3346 private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary 3346 private const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3347 private const double TIME_MS_TOLERANCE = 200.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds. 3347 private const double TIME_MS_TOLERANCE = 250.0; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3348 3348
3349 private Vector3 ClampVectorForTerseUpdate(Vector3 v, float max) 3349 private Vector3 ClampVectorForTerseUpdate(Vector3 v, float max)
3350 { 3350 {