diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 68 |
1 files changed, 67 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 7897564..fc89b2a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -896,6 +896,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
896 | 896 | ||
897 | if (dm != null) | 897 | if (dm != null) |
898 | m_eventManager.OnPermissionError += dm.SendAlertToUser; | 898 | m_eventManager.OnPermissionError += dm.SendAlertToUser; |
899 | |||
900 | m_eventManager.OnSignificantClientMovement += HandleOnSignificantClientMovement; | ||
899 | } | 901 | } |
900 | 902 | ||
901 | public override string GetSimulatorVersion() | 903 | public override string GetSimulatorVersion() |
@@ -5396,7 +5398,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
5396 | return true; | 5398 | return true; |
5397 | } | 5399 | } |
5398 | 5400 | ||
5399 | public void StartTimerWatchdog() | 5401 | public void StartTimerWatchdog() |
5400 | { | 5402 | { |
5401 | m_timerWatchdog.Interval = 1000; | 5403 | m_timerWatchdog.Interval = 1000; |
5402 | m_timerWatchdog.Elapsed += TimerWatchdog; | 5404 | m_timerWatchdog.Elapsed += TimerWatchdog; |
@@ -5407,6 +5409,70 @@ namespace OpenSim.Region.Framework.Scenes | |||
5407 | public void TimerWatchdog(object sender, ElapsedEventArgs e) | 5409 | public void TimerWatchdog(object sender, ElapsedEventArgs e) |
5408 | { | 5410 | { |
5409 | CheckHeartbeat(); | 5411 | CheckHeartbeat(); |
5412 | } | ||
5413 | |||
5414 | /// This method deals with movement when an avatar is automatically moving (but this is distinct from the | ||
5415 | /// autopilot that moves an avatar to a sit target!. | ||
5416 | /// </summary> | ||
5417 | /// <remarks> | ||
5418 | /// This is not intended as a permament location for this method. | ||
5419 | /// </remarks> | ||
5420 | /// <param name="presence"></param> | ||
5421 | private void HandleOnSignificantClientMovement(ScenePresence presence) | ||
5422 | { | ||
5423 | if (presence.MovingToTarget) | ||
5424 | { | ||
5425 | double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); | ||
5426 | // m_log.DebugFormat( | ||
5427 | // "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}", | ||
5428 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); | ||
5429 | |||
5430 | // Check the error term of the current position in relation to the target position | ||
5431 | if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) | ||
5432 | { | ||
5433 | // We are close enough to the target | ||
5434 | // m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name); | ||
5435 | |||
5436 | presence.Velocity = Vector3.Zero; | ||
5437 | presence.AbsolutePosition = presence.MoveToPositionTarget; | ||
5438 | presence.ResetMoveToTarget(); | ||
5439 | |||
5440 | if (presence.PhysicsActor.Flying) | ||
5441 | { | ||
5442 | // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot | ||
5443 | // the target if flying. | ||
5444 | // We really need to be more subtle (slow the avatar as it approaches the target) or at | ||
5445 | // least be able to set collision status once, rather than 5 times to give it enough | ||
5446 | // weighting so that that PhysicsActor thinks it really is colliding. | ||
5447 | for (int i = 0; i < 5; i++) | ||
5448 | presence.PhysicsActor.IsColliding = true; | ||
5449 | |||
5450 | // Vector3 targetPos = presence.MoveToPositionTarget; | ||
5451 | // if (m_avatars[presence.UUID].LandAtTarget) | ||
5452 | // presence.PhysicsActor.Flying = false; | ||
5453 | |||
5454 | // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; | ||
5455 | // if (targetPos.Z - terrainHeight < 0.2) | ||
5456 | // { | ||
5457 | // presence.PhysicsActor.Flying = false; | ||
5458 | // } | ||
5459 | } | ||
5460 | |||
5461 | // m_log.DebugFormat( | ||
5462 | // "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}", | ||
5463 | // presence.AgentControlFlags, presence.MovementFlag, presence.Name); | ||
5464 | } | ||
5465 | else | ||
5466 | { | ||
5467 | // m_log.DebugFormat( | ||
5468 | // "[SCENE]: Updating npc {0} at {1} for next movement to {2}", | ||
5469 | // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); | ||
5470 | |||
5471 | Vector3 agent_control_v3 = new Vector3(); | ||
5472 | presence.HandleMoveToTargetUpdate(ref agent_control_v3); | ||
5473 | presence.AddNewMovement(agent_control_v3); | ||
5474 | } | ||
5475 | } | ||
5410 | } | 5476 | } |
5411 | } | 5477 | } |
5412 | } | 5478 | } |