diff options
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 521 |
1 files changed, 266 insertions, 255 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 35f5566..882f4d4 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -103,16 +103,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
103 | 103 | ||
104 | public UUID currentParcelUUID = UUID.Zero; | 104 | public UUID currentParcelUUID = UUID.Zero; |
105 | 105 | ||
106 | private ISceneViewer m_sceneViewer; | 106 | protected ScenePresenceAnimator m_animator; |
107 | |||
108 | /// <value> | 107 | /// <value> |
109 | /// The animator for this avatar | 108 | /// The animator for this avatar |
110 | /// </value> | 109 | /// </value> |
111 | public ScenePresenceAnimator Animator | 110 | public ScenePresenceAnimator Animator |
112 | { | 111 | { |
113 | get { return m_animator; } | 112 | get { return m_animator; } |
113 | private set { m_animator = value; } | ||
114 | } | 114 | } |
115 | protected ScenePresenceAnimator m_animator; | ||
116 | 115 | ||
117 | /// <summary> | 116 | /// <summary> |
118 | /// Attachments recorded on this avatar. | 117 | /// Attachments recorded on this avatar. |
@@ -144,8 +143,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
144 | private Vector3 m_lastVelocity; | 143 | private Vector3 m_lastVelocity; |
145 | //private int m_lastTerseSent; | 144 | //private int m_lastTerseSent; |
146 | 145 | ||
147 | private bool m_updateflag; | ||
148 | private byte m_movementflag; | ||
149 | private Vector3? m_forceToApply; | 146 | private Vector3? m_forceToApply; |
150 | private int m_userFlags; | 147 | private int m_userFlags; |
151 | public int UserFlags | 148 | public int UserFlags |
@@ -171,26 +168,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
171 | 168 | ||
172 | private float m_sitAvatarHeight = 2.0f; | 169 | private float m_sitAvatarHeight = 2.0f; |
173 | 170 | ||
174 | private int m_godLevel; | ||
175 | private int m_userLevel; | ||
176 | |||
177 | private bool m_invulnerable = true; | ||
178 | |||
179 | private Vector3 m_lastChildAgentUpdatePosition; | 171 | private Vector3 m_lastChildAgentUpdatePosition; |
180 | private Vector3 m_lastChildAgentUpdateCamPosition; | 172 | private Vector3 m_lastChildAgentUpdateCamPosition; |
181 | 173 | ||
182 | private int m_perfMonMS; | 174 | private int m_perfMonMS; |
183 | 175 | ||
184 | private bool m_setAlwaysRun; | ||
185 | private bool m_forceFly; | ||
186 | private bool m_flyDisabled; | ||
187 | private bool m_flyingOld; // add for fly velocity control | 176 | private bool m_flyingOld; // add for fly velocity control |
188 | public bool m_wasFlying; // add for fly velocity control | 177 | public bool m_wasFlying; // add for fly velocity control |
189 | 178 | ||
190 | private float m_speedModifier = 1.0f; | ||
191 | |||
192 | private Quaternion m_bodyRot = Quaternion.Identity; | ||
193 | |||
194 | private const int LAND_VELOCITYMAG_MAX = 12; | 179 | private const int LAND_VELOCITYMAG_MAX = 12; |
195 | 180 | ||
196 | public bool IsRestrictedToRegion; | 181 | public bool IsRestrictedToRegion; |
@@ -204,22 +189,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
204 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; | 189 | private readonly Vector3[] Dir_Vectors = new Vector3[11]; |
205 | private bool m_isNudging = false; | 190 | private bool m_isNudging = false; |
206 | 191 | ||
207 | // Position of agent's camera in world (region cordinates) | ||
208 | protected Vector3 m_CameraCenter; | ||
209 | protected Vector3 m_lastCameraCenter; | ||
210 | 192 | ||
211 | protected Timer m_reprioritization_timer; | 193 | protected Timer m_reprioritization_timer; |
212 | protected bool m_reprioritizing; | 194 | protected bool m_reprioritizing; |
213 | protected bool m_reprioritization_called; | 195 | protected bool m_reprioritization_called; |
214 | 196 | ||
215 | // Use these three vectors to figure out what the agent is looking at | ||
216 | // Convert it to a Matrix and/or Quaternion | ||
217 | protected Vector3 m_CameraAtAxis; | ||
218 | protected Vector3 m_CameraLeftAxis; | ||
219 | protected Vector3 m_CameraUpAxis; | ||
220 | private AgentManager.ControlFlags m_AgentControlFlags; | ||
221 | private Quaternion m_headrotation = Quaternion.Identity; | 197 | private Quaternion m_headrotation = Quaternion.Identity; |
222 | private byte m_state; | ||
223 | 198 | ||
224 | //Reuse the Vector3 instead of creating a new one on the UpdateMovement method | 199 | //Reuse the Vector3 instead of creating a new one on the UpdateMovement method |
225 | // private Vector3 movementvector; | 200 | // private Vector3 movementvector; |
@@ -256,11 +231,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
256 | //private int m_moveToPositionStateStatus; | 231 | //private int m_moveToPositionStateStatus; |
257 | //***************************************************** | 232 | //***************************************************** |
258 | 233 | ||
259 | // Agent's Draw distance. | ||
260 | protected float m_DrawDistance; | ||
261 | |||
262 | protected AvatarAppearance m_appearance; | 234 | protected AvatarAppearance m_appearance; |
263 | 235 | ||
236 | public AvatarAppearance Appearance | ||
237 | { | ||
238 | get { return m_appearance; } | ||
239 | set | ||
240 | { | ||
241 | m_appearance = value; | ||
242 | // m_log.DebugFormat("[SCENE PRESENCE]: Set appearance for {0} to {1}", Name, value); | ||
243 | } | ||
244 | } | ||
245 | |||
246 | |||
264 | // neighbouring regions we have enabled a child agent in | 247 | // neighbouring regions we have enabled a child agent in |
265 | // holds the seed cap for the child agent in that region | 248 | // holds the seed cap for the child agent in that region |
266 | private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); | 249 | private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); |
@@ -272,6 +255,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
272 | public List<string> InTransitScriptStates | 255 | public List<string> InTransitScriptStates |
273 | { | 256 | { |
274 | get { return m_InTransitScriptStates; } | 257 | get { return m_InTransitScriptStates; } |
258 | private set { m_InTransitScriptStates = value; } | ||
275 | } | 259 | } |
276 | private List<string> m_InTransitScriptStates = new List<string>(); | 260 | private List<string> m_InTransitScriptStates = new List<string>(); |
277 | 261 | ||
@@ -302,8 +286,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
302 | string m_callbackURI; | 286 | string m_callbackURI; |
303 | UUID m_originRegionID; | 287 | UUID m_originRegionID; |
304 | 288 | ||
305 | ulong m_rootRegionHandle; | ||
306 | |||
307 | /// <value> | 289 | /// <value> |
308 | /// Script engines present in the scene | 290 | /// Script engines present in the scene |
309 | /// </value> | 291 | /// </value> |
@@ -311,6 +293,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
311 | 293 | ||
312 | #region Properties | 294 | #region Properties |
313 | 295 | ||
296 | protected PhysicsActor m_physicsActor; | ||
297 | |||
314 | /// <summary> | 298 | /// <summary> |
315 | /// Physical scene representation of this Avatar. | 299 | /// Physical scene representation of this Avatar. |
316 | /// </summary> | 300 | /// </summary> |
@@ -320,69 +304,102 @@ namespace OpenSim.Region.Framework.Scenes | |||
320 | get { return m_physicsActor; } | 304 | get { return m_physicsActor; } |
321 | } | 305 | } |
322 | 306 | ||
307 | private byte m_movementflag; | ||
308 | |||
323 | public byte MovementFlag | 309 | public byte MovementFlag |
324 | { | 310 | { |
325 | set { m_movementflag = value; } | 311 | set { m_movementflag = value; } |
326 | get { return m_movementflag; } | 312 | get { return m_movementflag; } |
327 | } | 313 | } |
328 | 314 | ||
315 | private bool m_updateflag; | ||
316 | |||
329 | public bool Updated | 317 | public bool Updated |
330 | { | 318 | { |
331 | set { m_updateflag = value; } | 319 | set { m_updateflag = value; } |
332 | get { return m_updateflag; } | 320 | get { return m_updateflag; } |
333 | } | 321 | } |
334 | 322 | ||
323 | private bool m_invulnerable = true; | ||
324 | |||
335 | public bool Invulnerable | 325 | public bool Invulnerable |
336 | { | 326 | { |
337 | set { m_invulnerable = value; } | 327 | set { m_invulnerable = value; } |
338 | get { return m_invulnerable; } | 328 | get { return m_invulnerable; } |
339 | } | 329 | } |
340 | 330 | ||
331 | private int m_userLevel; | ||
332 | |||
341 | public int UserLevel | 333 | public int UserLevel |
342 | { | 334 | { |
343 | get { return m_userLevel; } | 335 | get { return m_userLevel; } |
336 | private set { m_userLevel = value; } | ||
344 | } | 337 | } |
345 | 338 | ||
339 | private int m_godLevel; | ||
340 | |||
346 | public int GodLevel | 341 | public int GodLevel |
347 | { | 342 | { |
348 | get { return m_godLevel; } | 343 | get { return m_godLevel; } |
344 | private set { m_godLevel = value; } | ||
349 | } | 345 | } |
350 | 346 | ||
347 | private ulong m_rootRegionHandle; | ||
348 | |||
351 | public ulong RegionHandle | 349 | public ulong RegionHandle |
352 | { | 350 | { |
353 | get { return m_rootRegionHandle; } | 351 | get { return m_rootRegionHandle; } |
352 | private set { m_rootRegionHandle = value; } | ||
354 | } | 353 | } |
355 | 354 | ||
355 | #region Client Camera | ||
356 | // Position of agent's camera in world (region cordinates) | ||
357 | protected Vector3 m_lastCameraPosition; | ||
358 | |||
359 | protected Vector3 m_CameraPosition; | ||
360 | |||
356 | public Vector3 CameraPosition | 361 | public Vector3 CameraPosition |
357 | { | 362 | { |
358 | get { return m_CameraCenter; } | 363 | get { return m_CameraPosition; } |
364 | private set { m_CameraPosition = value; } | ||
359 | } | 365 | } |
360 | 366 | ||
361 | public Quaternion CameraRotation | 367 | public Quaternion CameraRotation |
362 | { | 368 | { |
363 | get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); } | 369 | get { return Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); } |
364 | } | 370 | } |
365 | 371 | ||
372 | // Use these three vectors to figure out what the agent is looking at | ||
373 | // Convert it to a Matrix and/or Quaternion | ||
374 | // | ||
375 | protected Vector3 m_CameraAtAxis; | ||
376 | protected Vector3 m_CameraLeftAxis; | ||
377 | protected Vector3 m_CameraUpAxis; | ||
378 | |||
366 | public Vector3 CameraAtAxis | 379 | public Vector3 CameraAtAxis |
367 | { | 380 | { |
368 | get { return m_CameraAtAxis; } | 381 | get { return m_CameraAtAxis; } |
382 | private set { m_CameraAtAxis = value; } | ||
369 | } | 383 | } |
370 | 384 | ||
385 | |||
371 | public Vector3 CameraLeftAxis | 386 | public Vector3 CameraLeftAxis |
372 | { | 387 | { |
373 | get { return m_CameraLeftAxis; } | 388 | get { return m_CameraLeftAxis; } |
389 | private set { m_CameraLeftAxis = value; } | ||
374 | } | 390 | } |
375 | 391 | ||
376 | public Vector3 CameraUpAxis | 392 | public Vector3 CameraUpAxis |
377 | { | 393 | { |
378 | get { return m_CameraUpAxis; } | 394 | get { return m_CameraUpAxis; } |
395 | private set { m_CameraUpAxis = value; } | ||
379 | } | 396 | } |
380 | 397 | ||
381 | public Vector3 Lookat | 398 | public Vector3 Lookat |
382 | { | 399 | { |
383 | get | 400 | get |
384 | { | 401 | { |
385 | Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0); | 402 | Vector3 a = new Vector3(CameraAtAxis.X, CameraAtAxis.Y, 0); |
386 | 403 | ||
387 | if (a == Vector3.Zero) | 404 | if (a == Vector3.Zero) |
388 | return a; | 405 | return a; |
@@ -390,20 +407,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
390 | return Util.GetNormalizedVector(a); | 407 | return Util.GetNormalizedVector(a); |
391 | } | 408 | } |
392 | } | 409 | } |
410 | #endregion | ||
393 | 411 | ||
394 | private readonly string m_firstname; | 412 | public readonly string Firstname; |
395 | 413 | public readonly string Lastname; | |
396 | public string Firstname | ||
397 | { | ||
398 | get { return m_firstname; } | ||
399 | } | ||
400 | |||
401 | private readonly string m_lastname; | ||
402 | |||
403 | public string Lastname | ||
404 | { | ||
405 | get { return m_lastname; } | ||
406 | } | ||
407 | 414 | ||
408 | private string m_grouptitle; | 415 | private string m_grouptitle; |
409 | 416 | ||
@@ -413,9 +420,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
413 | set { m_grouptitle = value; } | 420 | set { m_grouptitle = value; } |
414 | } | 421 | } |
415 | 422 | ||
423 | // Agent's Draw distance. | ||
424 | protected float m_DrawDistance; | ||
425 | |||
416 | public float DrawDistance | 426 | public float DrawDistance |
417 | { | 427 | { |
418 | get { return m_DrawDistance; } | 428 | get { return m_DrawDistance; } |
429 | private set { m_DrawDistance = value; } | ||
419 | } | 430 | } |
420 | 431 | ||
421 | protected bool m_allowMovement = true; | 432 | protected bool m_allowMovement = true; |
@@ -426,6 +437,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
426 | set { m_allowMovement = value; } | 437 | set { m_allowMovement = value; } |
427 | } | 438 | } |
428 | 439 | ||
440 | private bool m_setAlwaysRun; | ||
441 | |||
429 | public bool SetAlwaysRun | 442 | public bool SetAlwaysRun |
430 | { | 443 | { |
431 | get | 444 | get |
@@ -449,12 +462,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
449 | } | 462 | } |
450 | } | 463 | } |
451 | 464 | ||
465 | private byte m_state; | ||
466 | |||
452 | public byte State | 467 | public byte State |
453 | { | 468 | { |
454 | get { return m_state; } | 469 | get { return m_state; } |
455 | set { m_state = value; } | 470 | set { m_state = value; } |
456 | } | 471 | } |
457 | 472 | ||
473 | private AgentManager.ControlFlags m_AgentControlFlags; | ||
474 | |||
458 | public uint AgentControlFlags | 475 | public uint AgentControlFlags |
459 | { | 476 | { |
460 | get { return (uint)m_AgentControlFlags; } | 477 | get { return (uint)m_AgentControlFlags; } |
@@ -466,11 +483,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
466 | /// </summary> | 483 | /// </summary> |
467 | private IClientAPI m_controllingClient; | 484 | private IClientAPI m_controllingClient; |
468 | 485 | ||
469 | protected PhysicsActor m_physicsActor; | ||
470 | |||
471 | public IClientAPI ControllingClient | 486 | public IClientAPI ControllingClient |
472 | { | 487 | { |
473 | get { return m_controllingClient; } | 488 | get { return m_controllingClient; } |
489 | private set { m_controllingClient = value; } | ||
474 | } | 490 | } |
475 | 491 | ||
476 | public IClientCore ClientView | 492 | public IClientCore ClientView |
@@ -479,6 +495,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
479 | } | 495 | } |
480 | 496 | ||
481 | protected Vector3 m_parentPosition; | 497 | protected Vector3 m_parentPosition; |
498 | |||
482 | public Vector3 ParentPosition | 499 | public Vector3 ParentPosition |
483 | { | 500 | { |
484 | get { return m_parentPosition; } | 501 | get { return m_parentPosition; } |
@@ -509,7 +526,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
509 | // the avatar is seated, this value will also | 526 | // the avatar is seated, this value will also |
510 | // be used as the location to unsit to. | 527 | // be used as the location to unsit to. |
511 | // | 528 | // |
512 | // If m_parentID is not 0, assume we are a seated avatar | 529 | // If ParentID is not 0, assume we are a seated avatar |
513 | // and we should return the position based on the sittarget | 530 | // and we should return the position based on the sittarget |
514 | // offset and rotation of the prim we are seated on. | 531 | // offset and rotation of the prim we are seated on. |
515 | // | 532 | // |
@@ -517,16 +534,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
517 | // in the sim unless the avatar is on a sit target. While | 534 | // in the sim unless the avatar is on a sit target. While |
518 | // on a sit target, m_pos will contain the desired offset | 535 | // on a sit target, m_pos will contain the desired offset |
519 | // without the parent rotation applied. | 536 | // without the parent rotation applied. |
520 | if (m_parentID != 0) | 537 | if (ParentID != 0) |
521 | { | 538 | { |
522 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); | 539 | SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID); |
523 | if (part != null) | 540 | if (part != null) |
524 | { | 541 | { |
525 | return part.AbsolutePosition + (m_pos * part.GetWorldRotation()); | 542 | return part.AbsolutePosition + (m_pos * part.GetWorldRotation()); |
526 | } | 543 | } |
527 | else | 544 | else |
528 | { | 545 | { |
529 | return m_parentPosition + m_pos; | 546 | return ParentPosition + m_pos; |
530 | } | 547 | } |
531 | } | 548 | } |
532 | } | 549 | } |
@@ -535,13 +552,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
535 | } | 552 | } |
536 | set | 553 | set |
537 | { | 554 | { |
538 | PhysicsActor actor = m_physicsActor; | 555 | if (PhysicsActor != null) |
539 | if (actor != null) | ||
540 | { | 556 | { |
541 | try | 557 | try |
542 | { | 558 | { |
543 | lock (m_scene.SyncRoot) | 559 | lock (m_scene.SyncRoot) |
544 | m_physicsActor.Position = value; | 560 | PhysicsActor.Position = value; |
545 | } | 561 | } |
546 | catch (Exception e) | 562 | catch (Exception e) |
547 | { | 563 | { |
@@ -576,10 +592,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
576 | { | 592 | { |
577 | get | 593 | get |
578 | { | 594 | { |
579 | PhysicsActor actor = m_physicsActor; | 595 | if (PhysicsActor != null) |
580 | if (actor != null) | ||
581 | { | 596 | { |
582 | m_velocity = actor.Velocity; | 597 | m_velocity = PhysicsActor.Velocity; |
583 | 598 | ||
584 | // m_log.DebugFormat( | 599 | // m_log.DebugFormat( |
585 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", | 600 | // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", |
@@ -590,13 +605,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
590 | } | 605 | } |
591 | set | 606 | set |
592 | { | 607 | { |
593 | PhysicsActor actor = m_physicsActor; | 608 | if (PhysicsActor != null) |
594 | if (actor != null) | ||
595 | { | 609 | { |
596 | try | 610 | try |
597 | { | 611 | { |
598 | lock (m_scene.SyncRoot) | 612 | lock (m_scene.SyncRoot) |
599 | actor.Velocity = value; | 613 | PhysicsActor.Velocity = value; |
600 | } | 614 | } |
601 | catch (Exception e) | 615 | catch (Exception e) |
602 | { | 616 | { |
@@ -617,6 +631,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
617 | get { return m_offsetRotation; } | 631 | get { return m_offsetRotation; } |
618 | set { m_offsetRotation = value; } | 632 | set { m_offsetRotation = value; } |
619 | } | 633 | } |
634 | private Quaternion m_bodyRot = Quaternion.Identity; | ||
620 | 635 | ||
621 | public Quaternion Rotation | 636 | public Quaternion Rotation |
622 | { | 637 | { |
@@ -707,9 +722,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
707 | } | 722 | } |
708 | } | 723 | } |
709 | 724 | ||
725 | private ISceneViewer m_sceneViewer; | ||
726 | |||
710 | public ISceneViewer SceneViewer | 727 | public ISceneViewer SceneViewer |
711 | { | 728 | { |
712 | get { return m_sceneViewer; } | 729 | get { return m_sceneViewer; } |
730 | private set { m_sceneViewer = value; } | ||
713 | } | 731 | } |
714 | 732 | ||
715 | public void AdjustKnownSeeds() | 733 | public void AdjustKnownSeeds() |
@@ -756,28 +774,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
756 | } | 774 | } |
757 | } | 775 | } |
758 | 776 | ||
759 | private bool m_inTransit; | ||
760 | private bool m_mouseLook; | 777 | private bool m_mouseLook; |
761 | private bool m_leftButtonDown; | 778 | private bool m_leftButtonDown; |
762 | 779 | ||
780 | private bool m_inTransit; | ||
781 | |||
763 | public bool IsInTransit | 782 | public bool IsInTransit |
764 | { | 783 | { |
765 | get { return m_inTransit; } | 784 | get { return m_inTransit; } |
766 | set { m_inTransit = value; } | 785 | private set { m_inTransit = value; } |
767 | } | 786 | } |
768 | 787 | ||
788 | private float m_speedModifier = 1.0f; | ||
789 | |||
769 | public float SpeedModifier | 790 | public float SpeedModifier |
770 | { | 791 | { |
771 | get { return m_speedModifier; } | 792 | get { return m_speedModifier; } |
772 | set { m_speedModifier = value; } | 793 | set { m_speedModifier = value; } |
773 | } | 794 | } |
774 | 795 | ||
796 | private bool m_forceFly; | ||
797 | |||
775 | public bool ForceFly | 798 | public bool ForceFly |
776 | { | 799 | { |
777 | get { return m_forceFly; } | 800 | get { return m_forceFly; } |
778 | set { m_forceFly = value; } | 801 | set { m_forceFly = value; } |
779 | } | 802 | } |
780 | 803 | ||
804 | private bool m_flyDisabled; | ||
805 | |||
781 | public bool FlyDisabled | 806 | public bool FlyDisabled |
782 | { | 807 | { |
783 | get { return m_flyDisabled; } | 808 | get { return m_flyDisabled; } |
@@ -799,15 +824,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
799 | AttachmentsSyncLock = new Object(); | 824 | AttachmentsSyncLock = new Object(); |
800 | 825 | ||
801 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; | 826 | m_sendCourseLocationsMethod = SendCoarseLocationsDefault; |
802 | m_sceneViewer = new SceneViewer(this); | 827 | SceneViewer = new SceneViewer(this); |
803 | m_animator = new ScenePresenceAnimator(this); | 828 | Animator = new ScenePresenceAnimator(this); |
804 | PresenceType = type; | 829 | PresenceType = type; |
805 | m_DrawDistance = world.DefaultDrawDistance; | 830 | DrawDistance = world.DefaultDrawDistance; |
806 | m_rootRegionHandle = world.RegionInfo.RegionHandle; | 831 | RegionHandle = world.RegionInfo.RegionHandle; |
807 | m_controllingClient = client; | 832 | ControllingClient = client; |
808 | m_firstname = m_controllingClient.FirstName; | 833 | Firstname = ControllingClient.FirstName; |
809 | m_lastname = m_controllingClient.LastName; | 834 | Lastname = ControllingClient.LastName; |
810 | m_name = String.Format("{0} {1}", m_firstname, m_lastname); | 835 | m_name = String.Format("{0} {1}", Firstname, Lastname); |
811 | m_scene = world; | 836 | m_scene = world; |
812 | m_uuid = client.AgentId; | 837 | m_uuid = client.AgentId; |
813 | m_localId = m_scene.AllocateLocalId(); | 838 | m_localId = m_scene.AllocateLocalId(); |
@@ -816,16 +841,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
816 | m_userFlags = account.UserFlags; | 841 | m_userFlags = account.UserFlags; |
817 | 842 | ||
818 | if (account != null) | 843 | if (account != null) |
819 | m_userLevel = account.UserLevel; | 844 | UserLevel = account.UserLevel; |
820 | 845 | ||
821 | IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); | 846 | IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); |
822 | if (gm != null) | 847 | if (gm != null) |
823 | m_grouptitle = gm.GetGroupTitle(m_uuid); | 848 | Grouptitle = gm.GetGroupTitle(m_uuid); |
824 | 849 | ||
825 | m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); | 850 | m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); |
826 | 851 | ||
827 | AbsolutePosition = posLastSignificantMove = m_CameraCenter = | 852 | AbsolutePosition = posLastSignificantMove = CameraPosition = |
828 | m_lastCameraCenter = m_controllingClient.StartPos; | 853 | m_lastCameraPosition = ControllingClient.StartPos; |
829 | 854 | ||
830 | m_reprioritization_timer = new Timer(world.ReprioritizationInterval); | 855 | m_reprioritization_timer = new Timer(world.ReprioritizationInterval); |
831 | m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); | 856 | m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); |
@@ -845,21 +870,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
845 | RegisterToEvents(); | 870 | RegisterToEvents(); |
846 | SetDirectionVectors(); | 871 | SetDirectionVectors(); |
847 | 872 | ||
848 | m_appearance = appearance; | 873 | Appearance = appearance; |
849 | } | 874 | } |
850 | 875 | ||
851 | public void RegisterToEvents() | 876 | public void RegisterToEvents() |
852 | { | 877 | { |
853 | m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; | 878 | ControllingClient.OnCompleteMovementToRegion += CompleteMovement; |
854 | //m_controllingClient.OnCompleteMovementToRegion += SendInitialData; | 879 | //ControllingClient.OnCompleteMovementToRegion += SendInitialData; |
855 | m_controllingClient.OnAgentUpdate += HandleAgentUpdate; | 880 | ControllingClient.OnAgentUpdate += HandleAgentUpdate; |
856 | m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit; | 881 | ControllingClient.OnAgentRequestSit += HandleAgentRequestSit; |
857 | m_controllingClient.OnAgentSit += HandleAgentSit; | 882 | ControllingClient.OnAgentSit += HandleAgentSit; |
858 | m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; | 883 | ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; |
859 | m_controllingClient.OnStartAnim += HandleStartAnim; | 884 | ControllingClient.OnStartAnim += HandleStartAnim; |
860 | m_controllingClient.OnStopAnim += HandleStopAnim; | 885 | ControllingClient.OnStopAnim += HandleStopAnim; |
861 | m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; | 886 | ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; |
862 | m_controllingClient.OnAutoPilotGo += MoveToTarget; | 887 | ControllingClient.OnAutoPilotGo += MoveToTarget; |
863 | 888 | ||
864 | // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); | 889 | // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); |
865 | // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); | 890 | // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); |
@@ -930,6 +955,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
930 | public void SendPrimUpdates() | 955 | public void SendPrimUpdates() |
931 | { | 956 | { |
932 | m_sceneViewer.SendPrimUpdates(); | 957 | m_sceneViewer.SendPrimUpdates(); |
958 | m_perfMonMS = Util.EnvironmentTickCount(); | ||
959 | |||
960 | SceneViewer.SendPrimUpdates(); | ||
961 | |||
933 | } | 962 | } |
934 | 963 | ||
935 | #region Status Methods | 964 | #region Status Methods |
@@ -947,21 +976,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
947 | 976 | ||
948 | //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); | 977 | //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); |
949 | 978 | ||
950 | bool wasChild = m_isChildAgent; | 979 | bool wasChild = IsChildAgent; |
951 | m_isChildAgent = false; | 980 | IsChildAgent = false; |
952 | 981 | ||
953 | IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); | 982 | IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); |
954 | if (gm != null) | 983 | if (gm != null) |
955 | m_grouptitle = gm.GetGroupTitle(m_uuid); | 984 | Grouptitle = gm.GetGroupTitle(m_uuid); |
956 | 985 | ||
957 | m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; | 986 | RegionHandle = m_scene.RegionInfo.RegionHandle; |
958 | 987 | ||
959 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); | 988 | m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); |
960 | 989 | ||
961 | // Moved this from SendInitialData to ensure that m_appearance is initialized | 990 | // Moved this from SendInitialData to ensure that Appearance is initialized |
962 | // before the inventory is processed in MakeRootAgent. This fixes a race condition | 991 | // before the inventory is processed in MakeRootAgent. This fixes a race condition |
963 | // related to the handling of attachments | 992 | // related to the handling of attachments |
964 | //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); | 993 | //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); |
965 | if (m_scene.TestBorderCross(pos, Cardinals.E)) | 994 | if (m_scene.TestBorderCross(pos, Cardinals.E)) |
966 | { | 995 | { |
967 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); | 996 | Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); |
@@ -1042,8 +1071,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1042 | } | 1071 | } |
1043 | 1072 | ||
1044 | float localAVHeight = 1.56f; | 1073 | float localAVHeight = 1.56f; |
1045 | if (m_appearance.AvatarHeight > 0) | 1074 | if (Appearance.AvatarHeight > 0) |
1046 | localAVHeight = m_appearance.AvatarHeight; | 1075 | localAVHeight = Appearance.AvatarHeight; |
1047 | 1076 | ||
1048 | float posZLimit = 0; | 1077 | float posZLimit = 0; |
1049 | 1078 | ||
@@ -1059,13 +1088,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1059 | 1088 | ||
1060 | AddToPhysicalScene(isFlying); | 1089 | AddToPhysicalScene(isFlying); |
1061 | 1090 | ||
1062 | if (m_forceFly) | 1091 | if (ForceFly) |
1063 | { | 1092 | { |
1064 | m_physicsActor.Flying = true; | 1093 | PhysicsActor.Flying = true; |
1065 | } | 1094 | } |
1066 | else if (m_flyDisabled) | 1095 | else if (FlyDisabled) |
1067 | { | 1096 | { |
1068 | m_physicsActor.Flying = false; | 1097 | PhysicsActor.Flying = false; |
1069 | } | 1098 | } |
1070 | 1099 | ||
1071 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying | 1100 | // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying |
@@ -1103,7 +1132,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1103 | // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will | 1132 | // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will |
1104 | // stall on the border crossing since the existing child agent will still have the last movement | 1133 | // stall on the border crossing since the existing child agent will still have the last movement |
1105 | // recorded, which stops the input from being processed. | 1134 | // recorded, which stops the input from being processed. |
1106 | m_movementflag = 0; | 1135 | MovementFlag = 0; |
1107 | 1136 | ||
1108 | m_scene.EventManager.TriggerOnMakeRootAgent(this); | 1137 | m_scene.EventManager.TriggerOnMakeRootAgent(this); |
1109 | } | 1138 | } |
@@ -1133,12 +1162,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1133 | { | 1162 | { |
1134 | // Reset these so that teleporting in and walking out isn't seen | 1163 | // Reset these so that teleporting in and walking out isn't seen |
1135 | // as teleporting back | 1164 | // as teleporting back |
1136 | m_teleportFlags = TeleportFlags.Default; | 1165 | TeleportFlags = TeleportFlags.Default; |
1137 | 1166 | ||
1138 | // It looks like m_animator is set to null somewhere, and MakeChild | 1167 | // It looks like Animator is set to null somewhere, and MakeChild |
1139 | // is called after that. Probably in aborted teleports. | 1168 | // is called after that. Probably in aborted teleports. |
1140 | if (m_animator == null) | 1169 | if (Animator == null) |
1141 | m_animator = new ScenePresenceAnimator(this); | 1170 | Animator = new ScenePresenceAnimator(this); |
1142 | else | 1171 | else |
1143 | Animator.ResetAnimations(); | 1172 | Animator.ResetAnimations(); |
1144 | 1173 | ||
@@ -1150,11 +1179,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1150 | // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. | 1179 | // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. |
1151 | //Velocity = new Vector3(0, 0, 0); | 1180 | //Velocity = new Vector3(0, 0, 0); |
1152 | 1181 | ||
1153 | m_isChildAgent = true; | 1182 | IsChildAgent = true; |
1154 | m_scene.SwapRootAgentCount(true); | 1183 | m_scene.SwapRootAgentCount(true); |
1155 | RemoveFromPhysicalScene(); | 1184 | RemoveFromPhysicalScene(); |
1156 | 1185 | ||
1157 | // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into | 1186 | // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into |
1158 | 1187 | ||
1159 | m_scene.EventManager.TriggerOnMakeChildAgent(this); | 1188 | m_scene.EventManager.TriggerOnMakeChildAgent(this); |
1160 | } | 1189 | } |
@@ -1187,10 +1216,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1187 | public void Teleport(Vector3 pos) | 1216 | public void Teleport(Vector3 pos) |
1188 | { | 1217 | { |
1189 | bool isFlying = false; | 1218 | bool isFlying = false; |
1219 | if (PhysicsActor != null) | ||
1220 | isFlying = PhysicsActor.Flying; | ||
1190 | 1221 | ||
1191 | if (m_physicsActor != null) | ||
1192 | isFlying = m_physicsActor.Flying; | ||
1193 | |||
1194 | RemoveFromPhysicalScene(); | 1222 | RemoveFromPhysicalScene(); |
1195 | Velocity = Vector3.Zero; | 1223 | Velocity = Vector3.Zero; |
1196 | CheckLandingPoint(ref pos); | 1224 | CheckLandingPoint(ref pos); |
@@ -1204,8 +1232,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1204 | public void TeleportWithMomentum(Vector3 pos) | 1232 | public void TeleportWithMomentum(Vector3 pos) |
1205 | { | 1233 | { |
1206 | bool isFlying = false; | 1234 | bool isFlying = false; |
1207 | if (m_physicsActor != null) | 1235 | if (PhysicsActor != null) |
1208 | isFlying = m_physicsActor.Flying; | 1236 | isFlying = PhysicsActor.Flying; |
1209 | 1237 | ||
1210 | RemoveFromPhysicalScene(); | 1238 | RemoveFromPhysicalScene(); |
1211 | CheckLandingPoint(ref pos); | 1239 | CheckLandingPoint(ref pos); |
@@ -1321,11 +1349,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1321 | 1349 | ||
1322 | //m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); | 1350 | //m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); |
1323 | 1351 | ||
1324 | m_controllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); | 1352 | ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); |
1325 | SendInitialData(); | 1353 | SendInitialData(); |
1326 | 1354 | ||
1327 | // Create child agents in neighbouring regions | 1355 | // Create child agents in neighbouring regions |
1328 | if (openChildAgents && !m_isChildAgent) | 1356 | if (openChildAgents && !IsChildAgent) |
1329 | { | 1357 | { |
1330 | IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); | 1358 | IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); |
1331 | if (m_agentTransfer != null) | 1359 | if (m_agentTransfer != null) |
@@ -1369,7 +1397,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1369 | { | 1397 | { |
1370 | if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || | 1398 | if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || |
1371 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || | 1399 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || |
1372 | !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) | 1400 | !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) |
1373 | { | 1401 | { |
1374 | if (CameraConstraintActive) | 1402 | if (CameraConstraintActive) |
1375 | { | 1403 | { |
@@ -1391,7 +1419,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1391 | { | 1419 | { |
1392 | // m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name); | 1420 | // m_log.DebugFormat("[SCENE PRESENCE]: Received agent update from {0}", remoteClient.Name); |
1393 | 1421 | ||
1394 | //if (m_isChildAgent) | 1422 | //if (IsChildAgent) |
1395 | //{ | 1423 | //{ |
1396 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); | 1424 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); |
1397 | // return; | 1425 | // return; |
@@ -1435,28 +1463,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
1435 | 1463 | ||
1436 | // Camera location in world. We'll need to raytrace | 1464 | // Camera location in world. We'll need to raytrace |
1437 | // from this location from time to time. | 1465 | // from this location from time to time. |
1438 | m_CameraCenter = agentData.CameraCenter; | 1466 | CameraPosition = agentData.CameraCenter; |
1439 | if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance) | 1467 | if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance) |
1440 | { | 1468 | { |
1441 | ReprioritizeUpdates(); | 1469 | ReprioritizeUpdates(); |
1442 | m_lastCameraCenter = m_CameraCenter; | 1470 | m_lastCameraPosition = CameraPosition; |
1443 | } | 1471 | } |
1444 | 1472 | ||
1445 | // Use these three vectors to figure out what the agent is looking at | 1473 | // Use these three vectors to figure out what the agent is looking at |
1446 | // Convert it to a Matrix and/or Quaternion | 1474 | // Convert it to a Matrix and/or Quaternion |
1447 | m_CameraAtAxis = agentData.CameraAtAxis; | 1475 | CameraAtAxis = agentData.CameraAtAxis; |
1448 | m_CameraLeftAxis = agentData.CameraLeftAxis; | 1476 | CameraLeftAxis = agentData.CameraLeftAxis; |
1449 | m_CameraUpAxis = agentData.CameraUpAxis; | 1477 | m_CameraUpAxis = agentData.CameraUpAxis; |
1450 | 1478 | ||
1451 | // The Agent's Draw distance setting | 1479 | // The Agent's Draw distance setting |
1452 | // When we get to the point of re-computing neighbors everytime this | 1480 | // When we get to the point of re-computing neighbors everytime this |
1453 | // changes, then start using the agent's drawdistance rather than the | 1481 | // changes, then start using the agent's drawdistance rather than the |
1454 | // region's draw distance. | 1482 | // region's draw distance. |
1455 | // m_DrawDistance = agentData.Far; | 1483 | // DrawDistance = agentData.Far; |
1456 | m_DrawDistance = Scene.DefaultDrawDistance; | 1484 | DrawDistance = Scene.DefaultDrawDistance; |
1457 | 1485 | ||
1458 | // Check if Client has camera in 'follow cam' or 'build' mode. | 1486 | // Check if Client has camera in 'follow cam' or 'build' mode. |
1459 | Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); | 1487 | Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); |
1460 | 1488 | ||
1461 | m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) | 1489 | m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) |
1462 | && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; | 1490 | && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; |
@@ -1478,7 +1506,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1478 | if (m_followCamAuto) | 1506 | if (m_followCamAuto) |
1479 | { | 1507 | { |
1480 | Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; | 1508 | Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; |
1481 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); | 1509 | m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); |
1482 | } | 1510 | } |
1483 | } | 1511 | } |
1484 | 1512 | ||
@@ -1507,7 +1535,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1507 | // Here's where you get them. | 1535 | // Here's where you get them. |
1508 | m_AgentControlFlags = flags; | 1536 | m_AgentControlFlags = flags; |
1509 | m_headrotation = agentData.HeadRotation; | 1537 | m_headrotation = agentData.HeadRotation; |
1510 | m_state = agentData.State; | 1538 | State = agentData.State; |
1511 | 1539 | ||
1512 | PhysicsActor actor = PhysicsActor; | 1540 | PhysicsActor actor = PhysicsActor; |
1513 | if (actor == null) | 1541 | if (actor == null) |
@@ -1515,12 +1543,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1515 | return; | 1543 | return; |
1516 | } | 1544 | } |
1517 | 1545 | ||
1518 | if (m_allowMovement && !SitGround) | 1546 | if (AllowMovement && !SitGround) |
1519 | { | 1547 | { |
1520 | Quaternion bodyRotation = agentData.BodyRotation; | 1548 | Quaternion bodyRotation = agentData.BodyRotation; |
1521 | bool update_rotation = false; | 1549 | bool update_rotation = false; |
1522 | 1550 | ||
1523 | if (bodyRotation != m_bodyRot) | 1551 | if (bodyRotation != Rotation) |
1524 | { | 1552 | { |
1525 | Rotation = bodyRotation; | 1553 | Rotation = bodyRotation; |
1526 | update_rotation = true; | 1554 | update_rotation = true; |
@@ -1540,9 +1568,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1540 | 1568 | ||
1541 | bool oldflying = PhysicsActor.Flying; | 1569 | bool oldflying = PhysicsActor.Flying; |
1542 | 1570 | ||
1543 | if (m_forceFly) | 1571 | if (ForceFly) |
1544 | actor.Flying = true; | 1572 | actor.Flying = true; |
1545 | else if (m_flyDisabled) | 1573 | else if (FlyDisabled) |
1546 | actor.Flying = false; | 1574 | actor.Flying = false; |
1547 | else | 1575 | else |
1548 | actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1576 | actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
@@ -1550,7 +1578,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1550 | if (actor.Flying != oldflying) | 1578 | if (actor.Flying != oldflying) |
1551 | update_movementflag = true; | 1579 | update_movementflag = true; |
1552 | 1580 | ||
1553 | if (m_parentID == 0) | 1581 | if (ParentID == 0) |
1554 | { | 1582 | { |
1555 | bool bAllowUpdateMoveToPosition = false; | 1583 | bool bAllowUpdateMoveToPosition = false; |
1556 | 1584 | ||
@@ -1558,12 +1586,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1558 | 1586 | ||
1559 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying | 1587 | // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying |
1560 | // this prevents 'jumping' in inappropriate situations. | 1588 | // this prevents 'jumping' in inappropriate situations. |
1561 | if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying)) | 1589 | if ((m_mouseLook && !PhysicsActor.Flying) || (m_leftButtonDown && !PhysicsActor.Flying)) |
1562 | dirVectors = GetWalkDirectionVectors(); | 1590 | dirVectors = GetWalkDirectionVectors(); |
1563 | else | 1591 | else |
1564 | dirVectors = Dir_Vectors; | 1592 | dirVectors = Dir_Vectors; |
1565 | 1593 | ||
1566 | // The fact that m_movementflag is a byte needs to be fixed | 1594 | // The fact that MovementFlag is a byte needs to be fixed |
1567 | // it really should be a uint | 1595 | // it really should be a uint |
1568 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. | 1596 | // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. |
1569 | uint nudgehack = 250; | 1597 | uint nudgehack = 250; |
@@ -1583,15 +1611,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1583 | // Why did I get this? | 1611 | // Why did I get this? |
1584 | } | 1612 | } |
1585 | 1613 | ||
1586 | if ((m_movementflag & (byte)(uint)DCF) == 0) | 1614 | if ((MovementFlag & (byte)(uint)DCF) == 0) |
1587 | { | 1615 | { |
1588 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) | 1616 | if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACK_NUDGE) |
1589 | { | 1617 | { |
1590 | m_movementflag |= (byte)nudgehack; | 1618 | MovementFlag |= (byte)nudgehack; |
1591 | } | 1619 | } |
1592 | 1620 | ||
1593 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating m_movementflag for {0} with {1}", Name, DCF); | 1621 | // m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); |
1594 | m_movementflag += (byte)(uint)DCF; | 1622 | MovementFlag += (byte)(uint)DCF; |
1595 | update_movementflag = true; | 1623 | update_movementflag = true; |
1596 | } | 1624 | } |
1597 | } | 1625 | } |
@@ -1608,7 +1636,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1608 | 1636 | ||
1609 | /* | 1637 | /* |
1610 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) | 1638 | if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) |
1611 | && ((m_movementflag & (byte)nudgehack) == nudgehack)) | 1639 | && ((MovementFlag & (byte)nudgehack) == nudgehack)) |
1612 | { | 1640 | { |
1613 | m_log.Debug("Removed Hack flag"); | 1641 | m_log.Debug("Removed Hack flag"); |
1614 | } | 1642 | } |
@@ -1643,7 +1671,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1643 | // with something with the down arrow pressed. | 1671 | // with something with the down arrow pressed. |
1644 | 1672 | ||
1645 | // Only do this if we're flying | 1673 | // Only do this if we're flying |
1646 | if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) | 1674 | if (PhysicsActor != null && PhysicsActor.Flying && !ForceFly) |
1647 | { | 1675 | { |
1648 | // Landing detection code | 1676 | // Landing detection code |
1649 | 1677 | ||
@@ -1651,10 +1679,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1651 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || | 1679 | bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || |
1652 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 1680 | ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
1653 | 1681 | ||
1654 | // Are the collision requirements fulfilled? | 1682 | if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland) |
1655 | bool colliding = (m_physicsActor.IsColliding == true); | ||
1656 | |||
1657 | if (m_physicsActor.Flying && colliding && controlland) | ||
1658 | { | 1683 | { |
1659 | // nesting this check because LengthSquared() is expensive and we don't | 1684 | // nesting this check because LengthSquared() is expensive and we don't |
1660 | // want to do it every step when flying. | 1685 | // want to do it every step when flying. |
@@ -1683,7 +1708,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1683 | // } | 1708 | // } |
1684 | // } | 1709 | // } |
1685 | 1710 | ||
1686 | if (update_movementflag && m_parentID == 0) | 1711 | if (update_movementflag && ParentID == 0) |
1687 | Animator.UpdateMovementAnimations(); | 1712 | Animator.UpdateMovementAnimations(); |
1688 | } | 1713 | } |
1689 | 1714 | ||
@@ -1765,26 +1790,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
1765 | // one of left/right/back/forward. | 1790 | // one of left/right/back/forward. |
1766 | if (LocalVectorToTarget3D.X < 0) //MoveBack | 1791 | if (LocalVectorToTarget3D.X < 0) //MoveBack |
1767 | { | 1792 | { |
1768 | m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; | 1793 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; |
1769 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; | 1794 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; |
1770 | updated = true; | 1795 | updated = true; |
1771 | } | 1796 | } |
1772 | else if (LocalVectorToTarget3D.X > 0) //Move Forward | 1797 | else if (LocalVectorToTarget3D.X > 0) //Move Forward |
1773 | { | 1798 | { |
1774 | m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; | 1799 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; |
1775 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; | 1800 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; |
1776 | updated = true; | 1801 | updated = true; |
1777 | } | 1802 | } |
1778 | 1803 | ||
1779 | if (LocalVectorToTarget3D.Y > 0) //MoveLeft | 1804 | if (LocalVectorToTarget3D.Y > 0) //MoveLeft |
1780 | { | 1805 | { |
1781 | m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; | 1806 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; |
1782 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; | 1807 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; |
1783 | updated = true; | 1808 | updated = true; |
1784 | } | 1809 | } |
1785 | else if (LocalVectorToTarget3D.Y < 0) //MoveRight | 1810 | else if (LocalVectorToTarget3D.Y < 0) //MoveRight |
1786 | { | 1811 | { |
1787 | m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; | 1812 | MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; |
1788 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; | 1813 | AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; |
1789 | updated = true; | 1814 | updated = true; |
1790 | } | 1815 | } |
@@ -1793,14 +1818,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1793 | { | 1818 | { |
1794 | // Don't set these flags for up or down - doing so will make the avatar crouch or | 1819 | // Don't set these flags for up or down - doing so will make the avatar crouch or |
1795 | // keep trying to jump even if walking along level ground | 1820 | // keep trying to jump even if walking along level ground |
1796 | //m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; | 1821 | //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; |
1797 | //AgentControlFlags | 1822 | //AgentControlFlags |
1798 | //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; | 1823 | //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; |
1799 | updated = true; | 1824 | updated = true; |
1800 | } | 1825 | } |
1801 | else if (LocalVectorToTarget3D.Z < 0) //Down | 1826 | else if (LocalVectorToTarget3D.Z < 0) //Down |
1802 | { | 1827 | { |
1803 | //m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; | 1828 | //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; |
1804 | //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; | 1829 | //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; |
1805 | updated = true; | 1830 | updated = true; |
1806 | } | 1831 | } |
@@ -1963,7 +1988,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1963 | { | 1988 | { |
1964 | SitGround = false; | 1989 | SitGround = false; |
1965 | 1990 | ||
1966 | if (m_parentID != 0) | 1991 | if (ParentID != 0) |
1967 | { | 1992 | { |
1968 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); | 1993 | SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
1969 | if (part != null) | 1994 | if (part != null) |
@@ -1986,7 +2011,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1986 | part.SitTargetAvatar = UUID.Zero; | 2011 | part.SitTargetAvatar = UUID.Zero; |
1987 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); | 2012 | part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); |
1988 | 2013 | ||
1989 | m_parentPosition = part.GetWorldPosition(); | 2014 | ParentPosition = part.GetWorldPosition(); |
1990 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); | 2015 | ControllingClient.SendClearFollowCamProperties(part.ParentUUID); |
1991 | } | 2016 | } |
1992 | // part.GetWorldRotation() is the rotation of the object being sat on | 2017 | // part.GetWorldRotation() is the rotation of the object being sat on |
@@ -2256,7 +2281,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2256 | // public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation) | 2281 | // public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation) |
2257 | public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) | 2282 | public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) |
2258 | { | 2283 | { |
2259 | if (m_parentID != 0) | 2284 | if (ParentID != 0) |
2260 | { | 2285 | { |
2261 | StandUp(); | 2286 | StandUp(); |
2262 | } | 2287 | } |
@@ -2582,6 +2607,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2582 | return; | 2607 | return; |
2583 | } | 2608 | } |
2584 | } | 2609 | } |
2610 | ParentID = m_requestedSitTargetID; | ||
2585 | 2611 | ||
2586 | //We want our offsets to reference the root prim, not the child we may have sat on | 2612 | //We want our offsets to reference the root prim, not the child we may have sat on |
2587 | if (!part.IsRoot) | 2613 | if (!part.IsRoot) |
@@ -2644,11 +2670,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2644 | /// </summary> | 2670 | /// </summary> |
2645 | public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) | 2671 | public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) |
2646 | { | 2672 | { |
2647 | m_setAlwaysRun = pSetAlwaysRun; | 2673 | SetAlwaysRun = pSetAlwaysRun; |
2648 | if (PhysicsActor != null) | ||
2649 | { | ||
2650 | PhysicsActor.SetAlwaysRun = pSetAlwaysRun; | ||
2651 | } | ||
2652 | } | 2674 | } |
2653 | 2675 | ||
2654 | public void HandleStartAnim(IClientAPI remoteClient, UUID animID) | 2676 | public void HandleStartAnim(IClientAPI remoteClient, UUID animID) |
@@ -2670,27 +2692,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
2670 | Vector3 direc = vec * Rotation; | 2692 | Vector3 direc = vec * Rotation; |
2671 | direc.Normalize(); | 2693 | direc.Normalize(); |
2672 | 2694 | ||
2673 | direc *= 0.03f * 128f * m_speedModifier; | 2695 | direc *= 0.03f * 128f * SpeedModifier; |
2674 | 2696 | ||
2675 | PhysicsActor actor = m_physicsActor; | 2697 | if (PhysicsActor != null) |
2676 | if (actor != null) | ||
2677 | { | 2698 | { |
2678 | if (actor.Flying) | 2699 | if (PhysicsActor.Flying) |
2679 | { | 2700 | { |
2680 | direc *= 4.0f; | 2701 | direc *= 4.0f; |
2681 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); | 2702 | //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); |
2682 | //bool colliding = (m_physicsActor.IsColliding==true); | ||
2683 | //if (controlland) | 2703 | //if (controlland) |
2684 | // m_log.Info("[AGENT]: landCommand"); | 2704 | // m_log.Info("[AGENT]: landCommand"); |
2685 | //if (colliding) | 2705 | //if (PhysicsActor.IsColliding) |
2686 | // m_log.Info("[AGENT]: colliding"); | 2706 | // m_log.Info("[AGENT]: colliding"); |
2687 | //if (m_physicsActor.Flying && colliding && controlland) | 2707 | //if (PhysicsActor.Flying && PhysicsActor.IsColliding && controlland) |
2688 | //{ | 2708 | //{ |
2689 | // StopFlying(); | 2709 | // StopFlying(); |
2690 | // m_log.Info("[AGENT]: Stop FLying"); | 2710 | // m_log.Info("[AGENT]: Stop Flying"); |
2691 | //} | 2711 | //} |
2692 | } | 2712 | } |
2693 | else if (!actor.Flying && actor.IsColliding) | 2713 | else if (!PhysicsActor.Flying && PhysicsActor.IsColliding) |
2694 | { | 2714 | { |
2695 | if (direc.Z > 2.0f) | 2715 | if (direc.Z > 2.0f) |
2696 | { | 2716 | { |
@@ -2723,16 +2743,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2723 | if (!sendingPrims) | 2743 | if (!sendingPrims) |
2724 | Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; }); | 2744 | Util.FireAndForget(delegate { sendingPrims = true; SendPrimUpdates(); sendingPrims = false; }); |
2725 | 2745 | ||
2726 | if (m_isChildAgent == false) | 2746 | if (IsChildAgent == false) |
2727 | { | 2747 | { |
2728 | // PhysicsActor actor = m_physicsActor; | ||
2729 | |||
2730 | // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to | 2748 | // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to |
2731 | // grab the latest PhysicsActor velocity, whereas m_velocity is often | 2749 | // grab the latest PhysicsActor velocity, whereas m_velocity is often |
2732 | // storing a requested force instead of an actual traveling velocity | 2750 | // storing a requested force instead of an actual traveling velocity |
2733 | 2751 | ||
2734 | // Throw away duplicate or insignificant updates | 2752 | // Throw away duplicate or insignificant updates |
2735 | if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || | 2753 | if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || |
2736 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || | 2754 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || |
2737 | !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) | 2755 | !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) |
2738 | //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 2756 | //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
@@ -2741,13 +2759,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
2741 | 2759 | ||
2742 | // Update the "last" values | 2760 | // Update the "last" values |
2743 | m_lastPosition = m_pos; | 2761 | m_lastPosition = m_pos; |
2744 | m_lastRotation = m_bodyRot; | 2762 | m_lastRotation = Rotation; |
2745 | m_lastVelocity = Velocity; | 2763 | m_lastVelocity = Velocity; |
2746 | //m_lastTerseSent = Environment.TickCount; | 2764 | //m_lastTerseSent = Environment.TickCount; |
2747 | } | 2765 | } |
2748 | 2766 | ||
2749 | // followed suggestion from mic bowman. reversed the two lines below. | 2767 | // followed suggestion from mic bowman. reversed the two lines below. |
2750 | if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something | 2768 | if (ParentID == 0 && PhysicsActor != null || ParentID != 0) // Check that we have a physics actor or we're sitting on something |
2751 | CheckForBorderCrossing(); | 2769 | CheckForBorderCrossing(); |
2752 | 2770 | ||
2753 | CheckForSignificantMovement(); // sends update to the modules. | 2771 | CheckForSignificantMovement(); // sends update to the modules. |
@@ -2773,9 +2791,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2773 | if (remoteClient.IsActive) | 2791 | if (remoteClient.IsActive) |
2774 | { | 2792 | { |
2775 | Vector3 pos = m_pos; | 2793 | Vector3 pos = m_pos; |
2776 | pos.Z += m_appearance.HipOffset; | 2794 | pos.Z += Appearance.HipOffset; |
2777 | 2795 | ||
2778 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); | 2796 | //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); |
2779 | 2797 | ||
2780 | remoteClient.SendPrimUpdate( | 2798 | remoteClient.SendPrimUpdate( |
2781 | this, | 2799 | this, |
@@ -2847,7 +2865,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2847 | 2865 | ||
2848 | public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) | 2866 | public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) |
2849 | { | 2867 | { |
2850 | m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); | 2868 | m_perfMonMS = Util.EnvironmentTickCount(); |
2869 | ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); | ||
2851 | } | 2870 | } |
2852 | 2871 | ||
2853 | /// <summary> | 2872 | /// <summary> |
@@ -2857,21 +2876,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
2857 | private void SendInitialData() | 2876 | private void SendInitialData() |
2858 | { | 2877 | { |
2859 | //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); | 2878 | //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); |
2860 | // Moved this into CompleteMovement to ensure that m_appearance is initialized before | 2879 | // Moved this into CompleteMovement to ensure that Appearance is initialized before |
2861 | // the inventory arrives | 2880 | // the inventory arrives |
2862 | // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); | 2881 | // m_scene.GetAvatarAppearance(ControllingClient, out Appearance); |
2863 | 2882 | ||
2864 | bool cachedappearance = false; | 2883 | bool cachedappearance = false; |
2865 | 2884 | ||
2866 | // We have an appearance but we may not have the baked textures. Check the asset cache | 2885 | // We have an appearance but we may not have the baked textures. Check the asset cache |
2867 | // to see if all the baked textures are already here. | 2886 | // to see if all the baked textures are already here. |
2868 | if (m_scene.AvatarFactory != null) | 2887 | if (m_scene.AvatarFactory != null) |
2869 | cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); | 2888 | cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(ControllingClient); |
2870 | 2889 | ||
2871 | // If we aren't using a cached appearance, then clear out the baked textures | 2890 | // If we aren't using a cached appearance, then clear out the baked textures |
2872 | if (!cachedappearance) | 2891 | if (!cachedappearance) |
2873 | { | 2892 | { |
2874 | m_appearance.ResetAppearance(); | 2893 | Appearance.ResetAppearance(); |
2875 | if (m_scene.AvatarFactory != null) | 2894 | if (m_scene.AvatarFactory != null) |
2876 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); | 2895 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); |
2877 | } | 2896 | } |
@@ -3019,17 +3038,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3019 | // "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); | 3038 | // "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); |
3020 | 3039 | ||
3021 | avatar.ControllingClient.SendAppearance( | 3040 | avatar.ControllingClient.SendAppearance( |
3022 | UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); | 3041 | UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); |
3023 | } | ||
3024 | |||
3025 | public AvatarAppearance Appearance | ||
3026 | { | ||
3027 | get { return m_appearance; } | ||
3028 | set | ||
3029 | { | ||
3030 | m_appearance = value; | ||
3031 | // m_log.DebugFormat("[SCENE PRESENCE]: Set appearance for {0} to {1}", Name, value); | ||
3032 | } | ||
3033 | } | 3042 | } |
3034 | 3043 | ||
3035 | #endregion | 3044 | #endregion |
@@ -3057,14 +3066,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
3057 | ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); | 3066 | ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); |
3058 | cadu.ActiveGroupID = UUID.Zero.Guid; | 3067 | cadu.ActiveGroupID = UUID.Zero.Guid; |
3059 | cadu.AgentID = UUID.Guid; | 3068 | cadu.AgentID = UUID.Guid; |
3060 | cadu.alwaysrun = m_setAlwaysRun; | 3069 | cadu.alwaysrun = SetAlwaysRun; |
3061 | cadu.AVHeight = m_appearance.AvatarHeight; | 3070 | cadu.AVHeight = Appearance.AvatarHeight; |
3062 | Vector3 tempCameraCenter = m_CameraCenter; | 3071 | cadu.cameraPosition = CameraPosition; |
3063 | cadu.cameraPosition = tempCameraCenter; | 3072 | cadu.drawdistance = DrawDistance; |
3064 | cadu.drawdistance = m_DrawDistance; | ||
3065 | cadu.GroupAccess = 0; | 3073 | cadu.GroupAccess = 0; |
3066 | cadu.Position = AbsolutePosition; | 3074 | cadu.Position = AbsolutePosition; |
3067 | cadu.regionHandle = m_rootRegionHandle; | 3075 | cadu.regionHandle = RegionHandle; |
3068 | 3076 | ||
3069 | // Throttles | 3077 | // Throttles |
3070 | float multiplier = 1; | 3078 | float multiplier = 1; |
@@ -3170,7 +3178,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3170 | { | 3178 | { |
3171 | if (m_requestedSitTargetUUID == UUID.Zero) | 3179 | if (m_requestedSitTargetUUID == UUID.Zero) |
3172 | { | 3180 | { |
3173 | bool isFlying = m_physicsActor.Flying; | 3181 | bool isFlying = PhysicsActor.Flying; |
3174 | RemoveFromPhysicalScene(); | 3182 | RemoveFromPhysicalScene(); |
3175 | 3183 | ||
3176 | Vector3 pos = AbsolutePosition; | 3184 | Vector3 pos = AbsolutePosition; |
@@ -3195,7 +3203,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3195 | { | 3203 | { |
3196 | if (m_requestedSitTargetUUID == UUID.Zero) | 3204 | if (m_requestedSitTargetUUID == UUID.Zero) |
3197 | { | 3205 | { |
3198 | bool isFlying = m_physicsActor.Flying; | 3206 | bool isFlying = PhysicsActor.Flying; |
3199 | RemoveFromPhysicalScene(); | 3207 | RemoveFromPhysicalScene(); |
3200 | 3208 | ||
3201 | Vector3 pos = AbsolutePosition; | 3209 | Vector3 pos = AbsolutePosition; |
@@ -3285,7 +3293,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3285 | { | 3293 | { |
3286 | try | 3294 | try |
3287 | { | 3295 | { |
3288 | return m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying); | 3296 | return m_scene.CrossAgentToNewRegion(this, PhysicsActor.Flying); |
3289 | } | 3297 | } |
3290 | catch | 3298 | catch |
3291 | { | 3299 | { |
@@ -3295,9 +3303,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3295 | 3303 | ||
3296 | public void InTransit() | 3304 | public void InTransit() |
3297 | { | 3305 | { |
3298 | m_inTransit = true; | 3306 | IsInTransit = true; |
3299 | 3307 | ||
3300 | if ((m_physicsActor != null) && m_physicsActor.Flying) | 3308 | if ((PhysicsActor != null) && PhysicsActor.Flying) |
3301 | m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 3309 | m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
3302 | else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) | 3310 | else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) |
3303 | m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; | 3311 | m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; |
@@ -3305,7 +3313,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3305 | 3313 | ||
3306 | public void NotInTransit() | 3314 | public void NotInTransit() |
3307 | { | 3315 | { |
3308 | m_inTransit = false; | 3316 | IsInTransit = false; |
3309 | } | 3317 | } |
3310 | 3318 | ||
3311 | public void RestoreInCurrentScene() | 3319 | public void RestoreInCurrentScene() |
@@ -3361,7 +3369,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3361 | if (byebyeRegions.Count > 0) | 3369 | if (byebyeRegions.Count > 0) |
3362 | { | 3370 | { |
3363 | m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); | 3371 | m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); |
3364 | m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions); | 3372 | m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, byebyeRegions); |
3365 | } | 3373 | } |
3366 | 3374 | ||
3367 | foreach (ulong handle in byebyeRegions) | 3375 | foreach (ulong handle in byebyeRegions) |
@@ -3387,17 +3395,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
3387 | if (account != null) | 3395 | if (account != null) |
3388 | { | 3396 | { |
3389 | if (account.UserLevel > 0) | 3397 | if (account.UserLevel > 0) |
3390 | m_godLevel = account.UserLevel; | 3398 | GodLevel = account.UserLevel; |
3391 | else | 3399 | else |
3392 | m_godLevel = 200; | 3400 | GodLevel = 200; |
3393 | } | 3401 | } |
3394 | } | 3402 | } |
3395 | else | 3403 | else |
3396 | { | 3404 | { |
3397 | m_godLevel = 0; | 3405 | GodLevel = 0; |
3398 | } | 3406 | } |
3399 | 3407 | ||
3400 | ControllingClient.SendAdminResponse(token, (uint)m_godLevel); | 3408 | ControllingClient.SendAdminResponse(token, (uint)GodLevel); |
3401 | } | 3409 | } |
3402 | 3410 | ||
3403 | #region Child Agent Updates | 3411 | #region Child Agent Updates |
@@ -3429,8 +3437,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3429 | // When we get to the point of re-computing neighbors everytime this | 3437 | // When we get to the point of re-computing neighbors everytime this |
3430 | // changes, then start using the agent's drawdistance rather than the | 3438 | // changes, then start using the agent's drawdistance rather than the |
3431 | // region's draw distance. | 3439 | // region's draw distance. |
3432 | // m_DrawDistance = cAgentData.Far; | 3440 | // DrawDistance = cAgentData.Far; |
3433 | m_DrawDistance = Scene.DefaultDrawDistance; | 3441 | DrawDistance = Scene.DefaultDrawDistance; |
3434 | 3442 | ||
3435 | if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! | 3443 | if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! |
3436 | m_pos = cAgentData.Position + offset; | 3444 | m_pos = cAgentData.Position + offset; |
@@ -3441,7 +3449,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3441 | ReprioritizeUpdates(); | 3449 | ReprioritizeUpdates(); |
3442 | } | 3450 | } |
3443 | 3451 | ||
3444 | m_CameraCenter = cAgentData.Center + offset; | 3452 | CameraPosition = cAgentData.Center + offset; |
3445 | 3453 | ||
3446 | //SetHeight(cAgentData.AVHeight); | 3454 | //SetHeight(cAgentData.AVHeight); |
3447 | 3455 | ||
@@ -3449,7 +3457,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3449 | ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); | 3457 | ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); |
3450 | 3458 | ||
3451 | //cAgentData.AVHeight; | 3459 | //cAgentData.AVHeight; |
3452 | m_rootRegionHandle = cAgentData.RegionHandle; | 3460 | RegionHandle = cAgentData.RegionHandle; |
3453 | //m_velocity = cAgentData.Velocity; | 3461 | //m_velocity = cAgentData.Velocity; |
3454 | } | 3462 | } |
3455 | 3463 | ||
@@ -3462,12 +3470,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
3462 | 3470 | ||
3463 | cAgent.Position = AbsolutePosition; | 3471 | cAgent.Position = AbsolutePosition; |
3464 | cAgent.Velocity = m_velocity; | 3472 | cAgent.Velocity = m_velocity; |
3465 | cAgent.Center = m_CameraCenter; | 3473 | cAgent.Center = CameraPosition; |
3466 | cAgent.AtAxis = m_CameraAtAxis; | 3474 | cAgent.AtAxis = CameraAtAxis; |
3467 | cAgent.LeftAxis = m_CameraLeftAxis; | 3475 | cAgent.LeftAxis = CameraLeftAxis; |
3468 | cAgent.UpAxis = m_CameraUpAxis; | 3476 | cAgent.UpAxis = m_CameraUpAxis; |
3469 | 3477 | ||
3470 | cAgent.Far = m_DrawDistance; | 3478 | cAgent.Far = DrawDistance; |
3471 | 3479 | ||
3472 | // Throttles | 3480 | // Throttles |
3473 | float multiplier = 1; | 3481 | float multiplier = 1; |
@@ -3482,17 +3490,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
3482 | cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); | 3490 | cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); |
3483 | 3491 | ||
3484 | cAgent.HeadRotation = m_headrotation; | 3492 | cAgent.HeadRotation = m_headrotation; |
3485 | cAgent.BodyRotation = m_bodyRot; | 3493 | cAgent.BodyRotation = Rotation; |
3486 | cAgent.ControlFlags = (uint)m_AgentControlFlags; | 3494 | cAgent.ControlFlags = (uint)m_AgentControlFlags; |
3487 | 3495 | ||
3488 | if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) | 3496 | if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) |
3489 | cAgent.GodLevel = (byte)m_godLevel; | 3497 | cAgent.GodLevel = (byte)GodLevel; |
3490 | else | 3498 | else |
3491 | cAgent.GodLevel = (byte) 0; | 3499 | cAgent.GodLevel = (byte) 0; |
3492 | 3500 | ||
3493 | cAgent.AlwaysRun = m_setAlwaysRun; | 3501 | cAgent.AlwaysRun = SetAlwaysRun; |
3494 | 3502 | ||
3495 | cAgent.Appearance = new AvatarAppearance(m_appearance); | 3503 | cAgent.Appearance = new AvatarAppearance(Appearance); |
3496 | 3504 | ||
3497 | lock (scriptedcontrols) | 3505 | lock (scriptedcontrols) |
3498 | { | 3506 | { |
@@ -3521,7 +3529,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3521 | cAgent.AttachmentObjects = new List<ISceneObject>(); | 3529 | cAgent.AttachmentObjects = new List<ISceneObject>(); |
3522 | cAgent.AttachmentObjectStates = new List<string>(); | 3530 | cAgent.AttachmentObjectStates = new List<string>(); |
3523 | // IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>(); | 3531 | // IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>(); |
3524 | m_InTransitScriptStates.Clear(); | 3532 | InTransitScriptStates.Clear(); |
3525 | 3533 | ||
3526 | foreach (SceneObjectGroup sog in m_attachments) | 3534 | foreach (SceneObjectGroup sog in m_attachments) |
3527 | { | 3535 | { |
@@ -3534,7 +3542,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3534 | cAgent.AttachmentObjects.Add(clone); | 3542 | cAgent.AttachmentObjects.Add(clone); |
3535 | string state = sog.GetStateSnapshot(); | 3543 | string state = sog.GetStateSnapshot(); |
3536 | cAgent.AttachmentObjectStates.Add(state); | 3544 | cAgent.AttachmentObjectStates.Add(state); |
3537 | m_InTransitScriptStates.Add(state); | 3545 | InTransitScriptStates.Add(state); |
3538 | // Let's remove the scripts of the original object here | 3546 | // Let's remove the scripts of the original object here |
3539 | sog.RemoveScriptInstances(true); | 3547 | sog.RemoveScriptInstances(true); |
3540 | } | 3548 | } |
@@ -3551,32 +3559,32 @@ namespace OpenSim.Region.Framework.Scenes | |||
3551 | m_pos = cAgent.Position; | 3559 | m_pos = cAgent.Position; |
3552 | 3560 | ||
3553 | m_velocity = cAgent.Velocity; | 3561 | m_velocity = cAgent.Velocity; |
3554 | m_CameraCenter = cAgent.Center; | 3562 | CameraPosition = cAgent.Center; |
3555 | m_CameraAtAxis = cAgent.AtAxis; | 3563 | CameraAtAxis = cAgent.AtAxis; |
3556 | m_CameraLeftAxis = cAgent.LeftAxis; | 3564 | CameraLeftAxis = cAgent.LeftAxis; |
3557 | m_CameraUpAxis = cAgent.UpAxis; | 3565 | m_CameraUpAxis = cAgent.UpAxis; |
3558 | 3566 | ||
3559 | // When we get to the point of re-computing neighbors everytime this | 3567 | // When we get to the point of re-computing neighbors everytime this |
3560 | // changes, then start using the agent's drawdistance rather than the | 3568 | // changes, then start using the agent's drawdistance rather than the |
3561 | // region's draw distance. | 3569 | // region's draw distance. |
3562 | // m_DrawDistance = cAgent.Far; | 3570 | // DrawDistance = cAgent.Far; |
3563 | m_DrawDistance = Scene.DefaultDrawDistance; | 3571 | DrawDistance = Scene.DefaultDrawDistance; |
3564 | 3572 | ||
3565 | if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) | 3573 | if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) |
3566 | ControllingClient.SetChildAgentThrottle(cAgent.Throttles); | 3574 | ControllingClient.SetChildAgentThrottle(cAgent.Throttles); |
3567 | 3575 | ||
3568 | m_headrotation = cAgent.HeadRotation; | 3576 | m_headrotation = cAgent.HeadRotation; |
3569 | m_bodyRot = cAgent.BodyRotation; | 3577 | Rotation = cAgent.BodyRotation; |
3570 | m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; | 3578 | m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; |
3571 | 3579 | ||
3572 | if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) | 3580 | if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) |
3573 | m_godLevel = cAgent.GodLevel; | 3581 | GodLevel = cAgent.GodLevel; |
3574 | m_setAlwaysRun = cAgent.AlwaysRun; | 3582 | SetAlwaysRun = cAgent.AlwaysRun; |
3575 | 3583 | ||
3576 | m_appearance = new AvatarAppearance(cAgent.Appearance); | 3584 | Appearance = new AvatarAppearance(cAgent.Appearance); |
3577 | if (m_physicsActor != null) | 3585 | if (PhysicsActor != null) |
3578 | { | 3586 | { |
3579 | bool isFlying = m_physicsActor.Flying; | 3587 | bool isFlying = PhysicsActor.Flying; |
3580 | RemoveFromPhysicalScene(); | 3588 | RemoveFromPhysicalScene(); |
3581 | AddToPhysicalScene(isFlying); | 3589 | AddToPhysicalScene(isFlying); |
3582 | } | 3590 | } |
@@ -3642,7 +3650,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3642 | { | 3650 | { |
3643 | Vector3 force = m_forceToApply.Value; | 3651 | Vector3 force = m_forceToApply.Value; |
3644 | 3652 | ||
3645 | m_updateflag = true; | 3653 | Updated = true; |
3646 | 3654 | ||
3647 | Velocity = force; | 3655 | Velocity = force; |
3648 | 3656 | ||
@@ -3659,28 +3667,30 @@ namespace OpenSim.Region.Framework.Scenes | |||
3659 | // "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}", | 3667 | // "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}", |
3660 | // Name, isFlying, Scene.RegionInfo.RegionName); | 3668 | // Name, isFlying, Scene.RegionInfo.RegionName); |
3661 | 3669 | ||
3662 | if (m_appearance.AvatarHeight == 0) | 3670 | if (Appearance.AvatarHeight == 0) |
3663 | m_appearance.SetHeight(); | 3671 | Appearance.SetHeight(); |
3664 | 3672 | ||
3665 | PhysicsScene scene = m_scene.PhysicsScene; | 3673 | PhysicsScene scene = m_scene.PhysicsScene; |
3666 | 3674 | ||
3667 | Vector3 pVec = AbsolutePosition; | 3675 | Vector3 pVec = AbsolutePosition; |
3668 | 3676 | ||
3669 | m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, | 3677 | // Old bug where the height was in centimeters instead of meters |
3670 | new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); | 3678 | PhysicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec, |
3671 | scene.AddPhysicsActorTaint(m_physicsActor); | 3679 | new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); |
3672 | //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; | 3680 | |
3673 | m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; | 3681 | scene.AddPhysicsActorTaint(PhysicsActor); |
3674 | m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong | 3682 | //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; |
3675 | m_physicsActor.SubscribeEvents(500); | 3683 | PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; |
3676 | m_physicsActor.LocalID = LocalId; | 3684 | PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong |
3685 | PhysicsActor.SubscribeEvents(500); | ||
3686 | PhysicsActor.LocalID = LocalId; | ||
3677 | 3687 | ||
3678 | SetHeight(m_appearance.AvatarHeight); | 3688 | SetHeight(Appearance.AvatarHeight); |
3679 | } | 3689 | } |
3680 | 3690 | ||
3681 | private void OutOfBoundsCall(Vector3 pos) | 3691 | private void OutOfBoundsCall(Vector3 pos) |
3682 | { | 3692 | { |
3683 | //bool flying = m_physicsActor.Flying; | 3693 | //bool flying = PhysicsActor.Flying; |
3684 | //RemoveFromPhysicalScene(); | 3694 | //RemoveFromPhysicalScene(); |
3685 | 3695 | ||
3686 | //AddToPhysicalScene(flying); | 3696 | //AddToPhysicalScene(flying); |
@@ -3693,8 +3703,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3693 | { | 3703 | { |
3694 | if (e == null) | 3704 | if (e == null) |
3695 | return; | 3705 | return; |
3696 | 3706 | ||
3697 | // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( | 3707 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) |
3708 | // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( | ||
3698 | // as of this comment the interval is set in AddToPhysicalScene | 3709 | // as of this comment the interval is set in AddToPhysicalScene |
3699 | if (Animator!=null) | 3710 | if (Animator!=null) |
3700 | { | 3711 | { |
@@ -3887,7 +3898,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3887 | } | 3898 | } |
3888 | } | 3899 | } |
3889 | 3900 | ||
3890 | if (m_invulnerable) | 3901 | if (Invulnerable) |
3891 | return; | 3902 | return; |
3892 | 3903 | ||
3893 | float starthealth = Health; | 3904 | float starthealth = Health; |
@@ -3912,13 +3923,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
3912 | //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); | 3923 | //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); |
3913 | } | 3924 | } |
3914 | //Health = 100; | 3925 | //Health = 100; |
3915 | if (!m_invulnerable) | 3926 | if (!Invulnerable) |
3916 | { | 3927 | { |
3917 | if (starthealth != Health) | 3928 | if (starthealth != Health) |
3918 | { | 3929 | { |
3919 | ControllingClient.SendHealth(Health); | 3930 | ControllingClient.SendHealth(Health); |
3920 | } | 3931 | } |
3921 | if (m_health <= 0) | 3932 | if (Health <= 0) |
3922 | m_scene.EventManager.TriggerAvatarKill(killerObj, this); | 3933 | m_scene.EventManager.TriggerAvatarKill(killerObj, this); |
3923 | } | 3934 | } |
3924 | } | 3935 | } |
@@ -3949,11 +3960,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3949 | // unsetting the elapsed callback should be enough to allow for cleanup however. | 3960 | // unsetting the elapsed callback should be enough to allow for cleanup however. |
3950 | // m_reprioritizationTimer.Dispose(); | 3961 | // m_reprioritizationTimer.Dispose(); |
3951 | 3962 | ||
3952 | m_sceneViewer.Close(); | 3963 | SceneViewer.Close(); |
3953 | 3964 | ||
3954 | RemoveFromPhysicalScene(); | 3965 | RemoveFromPhysicalScene(); |
3955 | m_animator.Close(); | 3966 | Animator.Close(); |
3956 | m_animator = null; | 3967 | Animator = null; |
3957 | } | 3968 | } |
3958 | 3969 | ||
3959 | public void AddAttachment(SceneObjectGroup gobj) | 3970 | public void AddAttachment(SceneObjectGroup gobj) |
@@ -4319,7 +4330,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4319 | 4330 | ||
4320 | private void Reprioritize(object sender, ElapsedEventArgs e) | 4331 | private void Reprioritize(object sender, ElapsedEventArgs e) |
4321 | { | 4332 | { |
4322 | m_controllingClient.ReprioritizeUpdates(); | 4333 | ControllingClient.ReprioritizeUpdates(); |
4323 | 4334 | ||
4324 | lock (m_reprioritization_timer) | 4335 | lock (m_reprioritization_timer) |
4325 | { | 4336 | { |