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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs431
1 files changed, 356 insertions, 75 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6b38027..e0d5055 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
93 /// issue #1716 93 /// issue #1716
94 /// </summary> 94 /// </summary>
95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
96 96
97 /// <summary> 97 /// <summary>
98 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -169,6 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169// private int m_lastColCount = -1; //KF: Look for Collision chnages 169// private int m_lastColCount = -1; //KF: Look for Collision chnages
170// private int m_updateCount = 0; //KF: Update Anims for a while 170// private int m_updateCount = 0; //KF: Update Anims for a while
171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
172 private List<uint> m_lastColliders = new List<uint>();
172 173
173 private TeleportFlags m_teleportFlags; 174 private TeleportFlags m_teleportFlags;
174 public TeleportFlags TeleportFlags 175 public TeleportFlags TeleportFlags
@@ -230,6 +231,13 @@ namespace OpenSim.Region.Framework.Scenes
230 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
231 //***************************************************** 232 //*****************************************************
232 233
234 private bool m_collisionEventFlag = false;
235 private object m_collisionEventLock = new Object();
236
237 private int m_movementAnimationUpdateCounter = 0;
238
239 private Vector3 m_prevSitOffset;
240
233 protected AvatarAppearance m_appearance; 241 protected AvatarAppearance m_appearance;
234 242
235 public AvatarAppearance Appearance 243 public AvatarAppearance Appearance
@@ -569,6 +577,13 @@ namespace OpenSim.Region.Framework.Scenes
569 /// </summary> 577 /// </summary>
570 public uint ParentID { get; set; } 578 public uint ParentID { get; set; }
571 579
580 public UUID ParentUUID
581 {
582 get { return m_parentUUID; }
583 set { m_parentUUID = value; }
584 }
585 private UUID m_parentUUID = UUID.Zero;
586
572 /// <summary> 587 /// <summary>
573 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 588 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
574 /// </summary> 589 /// </summary>
@@ -729,6 +744,27 @@ namespace OpenSim.Region.Framework.Scenes
729 Appearance = appearance; 744 Appearance = appearance;
730 } 745 }
731 746
747 private void RegionHeartbeatEnd(Scene scene)
748 {
749 if (IsChildAgent)
750 return;
751
752 m_movementAnimationUpdateCounter ++;
753 if (m_movementAnimationUpdateCounter >= 2)
754 {
755 m_movementAnimationUpdateCounter = 0;
756 if (Animator != null)
757 {
758 if(ParentID == 0 && !SitGround) // skip it if sitting
759 Animator.UpdateMovementAnimations();
760 }
761 else
762 {
763 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
764 }
765 }
766 }
767
732 public void RegisterToEvents() 768 public void RegisterToEvents()
733 { 769 {
734 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 770 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -798,10 +834,38 @@ namespace OpenSim.Region.Framework.Scenes
798 "[SCENE]: Upgrading child to root agent for {0} in {1}", 834 "[SCENE]: Upgrading child to root agent for {0} in {1}",
799 Name, m_scene.RegionInfo.RegionName); 835 Name, m_scene.RegionInfo.RegionName);
800 836
801 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
802
803 bool wasChild = IsChildAgent; 837 bool wasChild = IsChildAgent;
804 IsChildAgent = false; 838
839 if (ParentUUID != UUID.Zero)
840 {
841 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
842 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
843 if (part == null)
844 {
845 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
846 }
847 else
848 {
849 part.ParentGroup.AddAvatar(UUID);
850 if (part.SitTargetPosition != Vector3.Zero)
851 part.SitTargetAvatar = UUID;
852 ParentPosition = part.GetWorldPosition();
853 ParentID = part.LocalId;
854 ParentPart = part;
855 m_pos = m_prevSitOffset;
856 pos = ParentPosition;
857 }
858 ParentUUID = UUID.Zero;
859
860 IsChildAgent = false;
861
862 Animator.TrySetMovementAnimation("SIT");
863 }
864 else
865 {
866 IsChildAgent = false;
867 }
868
805 869
806 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 870 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
807 if (gm != null) 871 if (gm != null)
@@ -811,62 +875,64 @@ namespace OpenSim.Region.Framework.Scenes
811 875
812 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 876 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
813 877
814 // Moved this from SendInitialData to ensure that Appearance is initialized 878 if (ParentID == 0)
815 // before the inventory is processed in MakeRootAgent. This fixes a race condition
816 // related to the handling of attachments
817 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
818 if (m_scene.TestBorderCross(pos, Cardinals.E))
819 { 879 {
820 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 880 // Moved this from SendInitialData to ensure that Appearance is initialized
821 pos.X = crossedBorder.BorderLine.Z - 1; 881 // before the inventory is processed in MakeRootAgent. This fixes a race condition
822 } 882 // related to the handling of attachments
883 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
884 if (m_scene.TestBorderCross(pos, Cardinals.E))
885 {
886 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
887 pos.X = crossedBorder.BorderLine.Z - 1;
888 }
823 889
824 if (m_scene.TestBorderCross(pos, Cardinals.N)) 890 if (m_scene.TestBorderCross(pos, Cardinals.N))
825 { 891 {
826 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 892 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
827 pos.Y = crossedBorder.BorderLine.Z - 1; 893 pos.Y = crossedBorder.BorderLine.Z - 1;
828 } 894 }
829 895
830 CheckAndAdjustLandingPoint(ref pos); 896 CheckAndAdjustLandingPoint(ref pos);
831 897
832 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 898 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
833 { 899 {
834 m_log.WarnFormat( 900 m_log.WarnFormat(
835 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 901 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
836 pos, Name, UUID); 902 pos, Name, UUID);
837 903
838 if (pos.X < 0f) pos.X = 0f; 904 if (pos.X < 0f) pos.X = 0f;
839 if (pos.Y < 0f) pos.Y = 0f; 905 if (pos.Y < 0f) pos.Y = 0f;
840 if (pos.Z < 0f) pos.Z = 0f; 906 if (pos.Z < 0f) pos.Z = 0f;
841 } 907 }
842 908
843 float localAVHeight = 1.56f; 909 float localAVHeight = 1.56f;
844 if (Appearance.AvatarHeight > 0) 910 if (Appearance.AvatarHeight > 0)
845 localAVHeight = Appearance.AvatarHeight; 911 localAVHeight = Appearance.AvatarHeight;
846 912
847 float posZLimit = 0; 913 float posZLimit = 0;
848 914
849 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 915 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
850 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 916 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
851 917
852 float newPosZ = posZLimit + localAVHeight / 2; 918 float newPosZ = posZLimit + localAVHeight / 2;
853 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 919 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
854 { 920 {
855 pos.Z = newPosZ; 921 pos.Z = newPosZ;
856 } 922 }
857 AbsolutePosition = pos; 923 AbsolutePosition = pos;
858 924
859 AddToPhysicalScene(isFlying); 925 AddToPhysicalScene(isFlying);
860 926
861 if (ForceFly) 927 if (ForceFly)
862 { 928 {
863 Flying = true; 929 Flying = true;
864 } 930 }
865 else if (FlyDisabled) 931 else if (FlyDisabled)
866 { 932 {
867 Flying = false; 933 Flying = false;
934 }
868 } 935 }
869
870 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 936 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
871 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 937 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
872 // elsewhere anyway 938 // elsewhere anyway
@@ -884,14 +950,19 @@ namespace OpenSim.Region.Framework.Scenes
884 { 950 {
885 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 951 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
886 // Resume scripts 952 // Resume scripts
887 foreach (SceneObjectGroup sog in m_attachments) 953 Util.FireAndForget(delegate(object x) {
888 { 954 foreach (SceneObjectGroup sog in m_attachments)
889 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 955 {
890 sog.ResumeScripts(); 956 sog.ScheduleGroupForFullUpdate();
891 } 957 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
958 sog.ResumeScripts();
959 }
960 });
892 } 961 }
893 } 962 }
894 963
964 SendAvatarDataToAllAgents();
965
895 // send the animations of the other presences to me 966 // send the animations of the other presences to me
896 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 967 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
897 { 968 {
@@ -905,6 +976,8 @@ namespace OpenSim.Region.Framework.Scenes
905 MovementFlag = 0; 976 MovementFlag = 0;
906 977
907 m_scene.EventManager.TriggerOnMakeRootAgent(this); 978 m_scene.EventManager.TriggerOnMakeRootAgent(this);
979
980 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
908 } 981 }
909 982
910 public int GetStateSource() 983 public int GetStateSource()
@@ -932,6 +1005,8 @@ namespace OpenSim.Region.Framework.Scenes
932 /// </remarks> 1005 /// </remarks>
933 public void MakeChildAgent() 1006 public void MakeChildAgent()
934 { 1007 {
1008 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1009
935 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1010 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
936 1011
937 // Reset these so that teleporting in and walking out isn't seen 1012 // Reset these so that teleporting in and walking out isn't seen
@@ -990,7 +1065,7 @@ namespace OpenSim.Region.Framework.Scenes
990 /// <param name="pos"></param> 1065 /// <param name="pos"></param>
991 public void Teleport(Vector3 pos) 1066 public void Teleport(Vector3 pos)
992 { 1067 {
993 TeleportWithMomentum(pos, null); 1068 TeleportWithMomentum(pos, Vector3.Zero);
994 } 1069 }
995 1070
996 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1071 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1315,8 +1390,18 @@ namespace OpenSim.Region.Framework.Scenes
1315 { 1390 {
1316 if (m_followCamAuto) 1391 if (m_followCamAuto)
1317 { 1392 {
1318 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1393 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1319 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1394 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1395
1396 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1397 Vector3 distTocam = CameraPosition - posAdjusted;
1398 float distTocamlen = distTocam.Length();
1399 if (distTocamlen > 0)
1400 {
1401 distTocam *= 1.0f / distTocamlen;
1402 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1403 }
1404
1320 } 1405 }
1321 } 1406 }
1322 1407
@@ -1752,8 +1837,11 @@ namespace OpenSim.Region.Framework.Scenes
1752// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1837// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1753 1838
1754 SitGround = false; 1839 SitGround = false;
1840
1841/* move this down so avatar gets physical in the new position and not where it is siting
1755 if (PhysicsActor == null) 1842 if (PhysicsActor == null)
1756 AddToPhysicalScene(false); 1843 AddToPhysicalScene(false);
1844 */
1757 1845
1758 if (ParentID != 0) 1846 if (ParentID != 0)
1759 { 1847 {
@@ -1777,6 +1865,7 @@ namespace OpenSim.Region.Framework.Scenes
1777 if (part.SitTargetAvatar == UUID) 1865 if (part.SitTargetAvatar == UUID)
1778 part.SitTargetAvatar = UUID.Zero; 1866 part.SitTargetAvatar = UUID.Zero;
1779 1867
1868 part.ParentGroup.DeleteAvatar(UUID);
1780 ParentPosition = part.GetWorldPosition(); 1869 ParentPosition = part.GetWorldPosition();
1781 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1870 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1782 1871
@@ -1785,6 +1874,10 @@ namespace OpenSim.Region.Framework.Scenes
1785 1874
1786 ParentID = 0; 1875 ParentID = 0;
1787 ParentPart = null; 1876 ParentPart = null;
1877
1878 if (PhysicsActor == null)
1879 AddToPhysicalScene(false);
1880
1788 SendAvatarDataToAllAgents(); 1881 SendAvatarDataToAllAgents();
1789 m_requestedSitTargetID = 0; 1882 m_requestedSitTargetID = 0;
1790 1883
@@ -1792,6 +1885,9 @@ namespace OpenSim.Region.Framework.Scenes
1792 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1885 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1793 } 1886 }
1794 1887
1888 else if (PhysicsActor == null)
1889 AddToPhysicalScene(false);
1890
1795 Animator.TrySetMovementAnimation("STAND"); 1891 Animator.TrySetMovementAnimation("STAND");
1796 } 1892 }
1797 1893
@@ -1915,7 +2011,7 @@ namespace OpenSim.Region.Framework.Scenes
1915 forceMouselook = part.GetForceMouselook(); 2011 forceMouselook = part.GetForceMouselook();
1916 2012
1917 ControllingClient.SendSitResponse( 2013 ControllingClient.SendSitResponse(
1918 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2014 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1919 2015
1920 m_requestedSitTargetUUID = targetID; 2016 m_requestedSitTargetUUID = targetID;
1921 2017
@@ -2197,14 +2293,36 @@ namespace OpenSim.Region.Framework.Scenes
2197 2293
2198 //Quaternion result = (sitTargetOrient * vq) * nq; 2294 //Quaternion result = (sitTargetOrient * vq) * nq;
2199 2295
2200 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2296 double x, y, z, m;
2297
2298 Quaternion r = sitTargetOrient;
2299 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2300
2301 if (Math.Abs(1.0 - m) > 0.000001)
2302 {
2303 m = 1.0 / Math.Sqrt(m);
2304 r.X *= (float)m;
2305 r.Y *= (float)m;
2306 r.Z *= (float)m;
2307 r.W *= (float)m;
2308 }
2309
2310 x = 2 * (r.X * r.Z + r.Y * r.W);
2311 y = 2 * (-r.X * r.W + r.Y * r.Z);
2312 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2313
2314 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2315 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2316 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2201 Rotation = sitTargetOrient; 2317 Rotation = sitTargetOrient;
2202 ParentPosition = part.AbsolutePosition; 2318 ParentPosition = part.AbsolutePosition;
2319 part.ParentGroup.AddAvatar(UUID);
2203 } 2320 }
2204 else 2321 else
2205 { 2322 {
2206 m_pos -= part.AbsolutePosition; 2323 m_pos -= part.AbsolutePosition;
2207 ParentPosition = part.AbsolutePosition; 2324 ParentPosition = part.AbsolutePosition;
2325 part.ParentGroup.AddAvatar(UUID);
2208 2326
2209// m_log.DebugFormat( 2327// m_log.DebugFormat(
2210// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2328// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2302,14 +2420,15 @@ namespace OpenSim.Region.Framework.Scenes
2302 direc.Z *= 2.6f; 2420 direc.Z *= 2.6f;
2303 2421
2304 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2422 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2305 Animator.TrySetMovementAnimation("PREJUMP"); 2423// Animator.TrySetMovementAnimation("PREJUMP");
2306 Animator.TrySetMovementAnimation("JUMP"); 2424// Animator.TrySetMovementAnimation("JUMP");
2307 } 2425 }
2308 } 2426 }
2309 } 2427 }
2310 2428
2311 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2429 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2312 m_forceToApply = direc; 2430 m_forceToApply = direc;
2431 Animator.UpdateMovementAnimations();
2313 } 2432 }
2314 2433
2315 #endregion 2434 #endregion
@@ -3043,6 +3162,9 @@ namespace OpenSim.Region.Framework.Scenes
3043 cAgent.AlwaysRun = SetAlwaysRun; 3162 cAgent.AlwaysRun = SetAlwaysRun;
3044 3163
3045 cAgent.Appearance = new AvatarAppearance(Appearance); 3164 cAgent.Appearance = new AvatarAppearance(Appearance);
3165
3166 cAgent.ParentPart = ParentUUID;
3167 cAgent.SitOffset = m_pos;
3046 3168
3047 lock (scriptedcontrols) 3169 lock (scriptedcontrols)
3048 { 3170 {
@@ -3102,6 +3224,8 @@ namespace OpenSim.Region.Framework.Scenes
3102 CameraAtAxis = cAgent.AtAxis; 3224 CameraAtAxis = cAgent.AtAxis;
3103 CameraLeftAxis = cAgent.LeftAxis; 3225 CameraLeftAxis = cAgent.LeftAxis;
3104 CameraUpAxis = cAgent.UpAxis; 3226 CameraUpAxis = cAgent.UpAxis;
3227 ParentUUID = cAgent.ParentPart;
3228 m_prevSitOffset = cAgent.SitOffset;
3105 3229
3106 // When we get to the point of re-computing neighbors everytime this 3230 // When we get to the point of re-computing neighbors everytime this
3107 // changes, then start using the agent's drawdistance rather than the 3231 // changes, then start using the agent's drawdistance rather than the
@@ -3254,18 +3378,6 @@ namespace OpenSim.Region.Framework.Scenes
3254 if (IsChildAgent) 3378 if (IsChildAgent)
3255 return; 3379 return;
3256 3380
3257 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3258 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3259 // as of this comment the interval is set in AddToPhysicalScene
3260 if (Animator != null)
3261 {
3262// if (m_updateCount > 0)
3263// {
3264 Animator.UpdateMovementAnimations();
3265// m_updateCount--;
3266// }
3267 }
3268
3269 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3381 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3270 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3382 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3271 3383
@@ -3308,6 +3420,8 @@ namespace OpenSim.Region.Framework.Scenes
3308 } 3420 }
3309 } 3421 }
3310 3422
3423 RaiseCollisionScriptEvents(coldata);
3424
3311 if (Invulnerable) 3425 if (Invulnerable)
3312 return; 3426 return;
3313 3427
@@ -3892,6 +4006,12 @@ namespace OpenSim.Region.Framework.Scenes
3892 4006
3893 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4007 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3894 { 4008 {
4009 string reason;
4010
4011 // Honor bans
4012 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4013 return;
4014
3895 SceneObjectGroup telehub = null; 4015 SceneObjectGroup telehub = null;
3896 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4016 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3897 { 4017 {
@@ -3931,11 +4051,173 @@ namespace OpenSim.Region.Framework.Scenes
3931 pos = land.LandData.UserLocation; 4051 pos = land.LandData.UserLocation;
3932 } 4052 }
3933 } 4053 }
3934 4054
3935 land.SendLandUpdateToClient(ControllingClient); 4055 land.SendLandUpdateToClient(ControllingClient);
3936 } 4056 }
3937 } 4057 }
3938 4058
4059 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4060 {
4061 lock(m_collisionEventLock)
4062 {
4063 if (m_collisionEventFlag)
4064 return;
4065 m_collisionEventFlag = true;
4066 }
4067
4068 Util.FireAndForget(delegate(object x)
4069 {
4070 try
4071 {
4072 List<uint> thisHitColliders = new List<uint>();
4073 List<uint> endedColliders = new List<uint>();
4074 List<uint> startedColliders = new List<uint>();
4075
4076 foreach (uint localid in coldata.Keys)
4077 {
4078 thisHitColliders.Add(localid);
4079 if (!m_lastColliders.Contains(localid))
4080 {
4081 startedColliders.Add(localid);
4082 }
4083 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4084 }
4085
4086 // calculate things that ended colliding
4087 foreach (uint localID in m_lastColliders)
4088 {
4089 if (!thisHitColliders.Contains(localID))
4090 {
4091 endedColliders.Add(localID);
4092 }
4093 }
4094 //add the items that started colliding this time to the last colliders list.
4095 foreach (uint localID in startedColliders)
4096 {
4097 m_lastColliders.Add(localID);
4098 }
4099 // remove things that ended colliding from the last colliders list
4100 foreach (uint localID in endedColliders)
4101 {
4102 m_lastColliders.Remove(localID);
4103 }
4104
4105 // do event notification
4106 if (startedColliders.Count > 0)
4107 {
4108 ColliderArgs StartCollidingMessage = new ColliderArgs();
4109 List<DetectedObject> colliding = new List<DetectedObject>();
4110 foreach (uint localId in startedColliders)
4111 {
4112 if (localId == 0)
4113 continue;
4114
4115 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4116 string data = "";
4117 if (obj != null)
4118 {
4119 DetectedObject detobj = new DetectedObject();
4120 detobj.keyUUID = obj.UUID;
4121 detobj.nameStr = obj.Name;
4122 detobj.ownerUUID = obj.OwnerID;
4123 detobj.posVector = obj.AbsolutePosition;
4124 detobj.rotQuat = obj.GetWorldRotation();
4125 detobj.velVector = obj.Velocity;
4126 detobj.colliderType = 0;
4127 detobj.groupUUID = obj.GroupID;
4128 colliding.Add(detobj);
4129 }
4130 }
4131
4132 if (colliding.Count > 0)
4133 {
4134 StartCollidingMessage.Colliders = colliding;
4135
4136 foreach (SceneObjectGroup att in GetAttachments())
4137 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4138 }
4139 }
4140
4141 if (endedColliders.Count > 0)
4142 {
4143 ColliderArgs EndCollidingMessage = new ColliderArgs();
4144 List<DetectedObject> colliding = new List<DetectedObject>();
4145 foreach (uint localId in endedColliders)
4146 {
4147 if (localId == 0)
4148 continue;
4149
4150 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4151 string data = "";
4152 if (obj != null)
4153 {
4154 DetectedObject detobj = new DetectedObject();
4155 detobj.keyUUID = obj.UUID;
4156 detobj.nameStr = obj.Name;
4157 detobj.ownerUUID = obj.OwnerID;
4158 detobj.posVector = obj.AbsolutePosition;
4159 detobj.rotQuat = obj.GetWorldRotation();
4160 detobj.velVector = obj.Velocity;
4161 detobj.colliderType = 0;
4162 detobj.groupUUID = obj.GroupID;
4163 colliding.Add(detobj);
4164 }
4165 }
4166
4167 if (colliding.Count > 0)
4168 {
4169 EndCollidingMessage.Colliders = colliding;
4170
4171 foreach (SceneObjectGroup att in GetAttachments())
4172 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4173 }
4174 }
4175
4176 if (thisHitColliders.Count > 0)
4177 {
4178 ColliderArgs CollidingMessage = new ColliderArgs();
4179 List<DetectedObject> colliding = new List<DetectedObject>();
4180 foreach (uint localId in thisHitColliders)
4181 {
4182 if (localId == 0)
4183 continue;
4184
4185 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4186 string data = "";
4187 if (obj != null)
4188 {
4189 DetectedObject detobj = new DetectedObject();
4190 detobj.keyUUID = obj.UUID;
4191 detobj.nameStr = obj.Name;
4192 detobj.ownerUUID = obj.OwnerID;
4193 detobj.posVector = obj.AbsolutePosition;
4194 detobj.rotQuat = obj.GetWorldRotation();
4195 detobj.velVector = obj.Velocity;
4196 detobj.colliderType = 0;
4197 detobj.groupUUID = obj.GroupID;
4198 colliding.Add(detobj);
4199 }
4200 }
4201
4202 if (colliding.Count > 0)
4203 {
4204 CollidingMessage.Colliders = colliding;
4205
4206 lock (m_attachments)
4207 {
4208 foreach (SceneObjectGroup att in m_attachments)
4209 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4210 }
4211 }
4212 }
4213 }
4214 finally
4215 {
4216 m_collisionEventFlag = false;
4217 }
4218 });
4219 }
4220
3939 private void TeleportFlagsDebug() { 4221 private void TeleportFlagsDebug() {
3940 4222
3941 // Some temporary debugging help to show all the TeleportFlags we have... 4223 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3960,6 +4242,5 @@ namespace OpenSim.Region.Framework.Scenes
3960 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4242 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3961 4243
3962 } 4244 }
3963
3964 } 4245 }
3965} 4246}