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author | Melanie | 2013-08-14 21:25:22 +0100 |
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committer | Melanie | 2013-08-14 21:25:22 +0100 |
commit | df7a1e68f6b3f8d136c7f8fe2c973e1fa5b6701b (patch) | |
tree | d6e2983a501d41c2793fe30b7a87beb717d298f7 /OpenSim/Region | |
parent | Merge branch 'master' into careminster (diff) | |
parent | If pCampbot has been asked to shutdown, don't carry on logging in queued bots (diff) | |
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Merge branch 'master' into careminster
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneBase.cs | 13 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 14 |
3 files changed, 32 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 6323a88..4fa4a7c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -3540,6 +3540,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3540 | } | 3540 | } |
3541 | } | 3541 | } |
3542 | 3542 | ||
3543 | /// <summary> | ||
3544 | /// Remove the given client from the scene. | ||
3545 | /// </summary> | ||
3546 | /// <remarks> | ||
3547 | /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead | ||
3548 | /// to properly operate the state machine and avoid race conditions with other close requests (such as directly | ||
3549 | /// from viewers). | ||
3550 | /// </remarks> | ||
3551 | /// <param name='agentID'>ID of agent to close</param> | ||
3552 | /// <param name='closeChildAgents'> | ||
3553 | /// Close the neighbour child agents associated with this client. | ||
3554 | /// </param> | ||
3543 | public override void RemoveClient(UUID agentID, bool closeChildAgents) | 3555 | public override void RemoveClient(UUID agentID, bool closeChildAgents) |
3544 | { | 3556 | { |
3545 | AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); | 3557 | AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); |
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index 4eef162..1dac676 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs | |||
@@ -218,6 +218,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
218 | #region Add/Remove Agent/Avatar | 218 | #region Add/Remove Agent/Avatar |
219 | 219 | ||
220 | public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type); | 220 | public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type); |
221 | |||
222 | /// <summary> | ||
223 | /// Remove the given client from the scene. | ||
224 | /// </summary> | ||
225 | /// <remarks> | ||
226 | /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead | ||
227 | /// to properly operate the state machine and avoid race conditions with other close requests (such as directly | ||
228 | /// from viewers). | ||
229 | /// </remarks> | ||
230 | /// <param name='agentID'>ID of agent to close</param> | ||
231 | /// <param name='closeChildAgents'> | ||
232 | /// Close the neighbour child agents associated with this client. | ||
233 | /// </param> | ||
221 | public abstract void RemoveClient(UUID agentID, bool closeChildAgents); | 234 | public abstract void RemoveClient(UUID agentID, bool closeChildAgents); |
222 | 235 | ||
223 | public bool TryGetScenePresence(UUID agentID, out object scenePresence) | 236 | public bool TryGetScenePresence(UUID agentID, out object scenePresence) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index d584782..502f85f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -89,13 +89,6 @@ public sealed class BSCharacter : BSPhysObject | |||
89 | // set _avatarVolume and _mass based on capsule size, _density and Scale | 89 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
90 | ComputeAvatarVolumeAndMass(); | 90 | ComputeAvatarVolumeAndMass(); |
91 | 91 | ||
92 | // The avatar's movement is controlled by this motor that speeds up and slows down | ||
93 | // the avatar seeking to reach the motor's target speed. | ||
94 | // This motor runs as a prestep action for the avatar so it will keep the avatar | ||
95 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. | ||
96 | m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); | ||
97 | PhysicalActors.Add(AvatarMoveActorName, m_moveActor); | ||
98 | |||
99 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6}", | 92 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6}", |
100 | LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); | 93 | LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); |
101 | 94 | ||
@@ -106,6 +99,13 @@ public sealed class BSCharacter : BSPhysObject | |||
106 | // New body and shape into PhysBody and PhysShape | 99 | // New body and shape into PhysBody and PhysShape |
107 | PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); | 100 | PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); |
108 | 101 | ||
102 | // The avatar's movement is controlled by this motor that speeds up and slows down | ||
103 | // the avatar seeking to reach the motor's target speed. | ||
104 | // This motor runs as a prestep action for the avatar so it will keep the avatar | ||
105 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. | ||
106 | m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); | ||
107 | PhysicalActors.Add(AvatarMoveActorName, m_moveActor); | ||
108 | |||
109 | SetPhysicalProperties(); | 109 | SetPhysicalProperties(); |
110 | }); | 110 | }); |
111 | return; | 111 | return; |