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-rw-r--r--OpenSim/Framework/ISceneAgent.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs49
3 files changed, 79 insertions, 60 deletions
diff --git a/OpenSim/Framework/ISceneAgent.cs b/OpenSim/Framework/ISceneAgent.cs
index 1848b17..c8424e3 100644
--- a/OpenSim/Framework/ISceneAgent.cs
+++ b/OpenSim/Framework/ISceneAgent.cs
@@ -55,6 +55,9 @@ namespace OpenSim.Framework
55 /// </summary> 55 /// </summary>
56 bool IsChildAgent { get; } 56 bool IsChildAgent { get; }
57 57
58 bool IsInTransit { get; }
59 bool isNPC { get;}
60
58 bool Invulnerable { get; set; } 61 bool Invulnerable { get; set; }
59 /// <summary> 62 /// <summary>
60 /// Avatar appearance data. 63 /// Avatar appearance data.
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 8194260..2650be4 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -909,7 +909,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
909 public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look) 909 public void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
910 { 910 {
911 m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue; 911 m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue;
912 m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue; 912// m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
913 m_thisAgentUpdateArgs.ControlFlags = 0;
913 914
914 AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete); 915 AgentMovementCompletePacket mov = (AgentMovementCompletePacket)PacketPool.Instance.GetPacket(PacketType.AgentMovementComplete);
915 mov.SimData.ChannelVersion = m_channelVersion; 916 mov.SimData.ChannelVersion = m_channelVersion;
@@ -6196,27 +6197,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6196 /// <param name='x'></param> 6197 /// <param name='x'></param>
6197 private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) 6198 private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
6198 { 6199 {
6199 float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation)); 6200 if(
6200 //qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
6201
6202 bool movementSignificant =
6203 (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed 6201 (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
6204 || (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands 6202 || ((x.ControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0 &&
6203 (x.ControlFlags & 0x3f8dfff) != 0) // we need to rotate the av on fly
6205 || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed 6204 || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
6206 || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed 6205 || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
6207 || (qdelta1 < QDELTABody) // significant if body rotation above(below cos) threshold
6208 // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
6209 // || (qdelta2 < QDELTAHead) // significant if head rotation above(below cos) threshold
6210 || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed 6206 || (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed
6211 ; 6207 )
6212 //if (movementSignificant) 6208 return true;
6213 //{ 6209
6214 //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", 6210 float qdelta1 = Math.Abs(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation));
6215 // qdelta1, qdelta2); 6211 //qdelta2 = Math.Abs(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation));
6216 //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", 6212
6217 // x.ControlFlags, x.Flags, x.Far, x.State); 6213 if(
6218 //} 6214 qdelta1 < QDELTABody // significant if body rotation above(below cos) threshold
6219 return movementSignificant; 6215 // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
6216 // || qdelta2 < QDELTAHead // significant if head rotation above(below cos) threshold
6217 )
6218 return true;
6219
6220 return false;
6220 } 6221 }
6221 6222
6222 /// <summary> 6223 /// <summary>
@@ -6227,33 +6228,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6227 /// <param name='x'></param> 6228 /// <param name='x'></param>
6228 private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) 6229 private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
6229 { 6230 {
6230 float vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); 6231 float vdelta = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
6231 float vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); 6232 if((vdelta > VDELTA))
6232 float vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); 6233 return true;
6233 float vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); 6234
6235 vdelta = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
6236 if((vdelta > VDELTA))
6237 return true;
6234 6238
6235 bool cameraSignificant = 6239 vdelta = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
6236 (vdelta1 > VDELTA) || 6240 if((vdelta > VDELTA))
6237 (vdelta2 > VDELTA) || 6241 return true;
6238 (vdelta3 > VDELTA) ||
6239 (vdelta4 > VDELTA)
6240 ;
6241 6242
6242 //if (cameraSignificant) 6243 vdelta = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
6243 //{ 6244 if((vdelta > VDELTA))
6244 //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", 6245 return true;
6245 // x.CameraAtAxis, x.CameraCenter);
6246 //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}",
6247 // x.CameraLeftAxis, x.CameraUpAxis);
6248 //}
6249 6246
6250 return cameraSignificant; 6247 return false;
6251 } 6248 }
6252 6249
6253 private bool HandleAgentUpdate(IClientAPI sender, Packet packet) 6250 private bool HandleAgentUpdate(IClientAPI sender, Packet packet)
6254 { 6251 {
6255 // We got here, which means that something in agent update was significant
6256
6257 AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; 6252 AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
6258 AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; 6253 AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
6259 6254
@@ -6264,10 +6259,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6264 } 6259 }
6265 6260
6266 TotalAgentUpdates++; 6261 TotalAgentUpdates++;
6262 // dont let ignored updates pollute this throttles
6263 if(SceneAgent == null || SceneAgent.IsChildAgent || SceneAgent.IsInTransit)
6264 {
6265 // throttle reset is done at MoveAgentIntoRegion()
6266 // called by scenepresence on completemovement
6267 PacketPool.Instance.ReturnPacket(packet);
6268 return true;
6269 }
6267 6270
6268 bool movement = CheckAgentMovementUpdateSignificance(x); 6271 bool movement = CheckAgentMovementUpdateSignificance(x);
6269 bool camera = CheckAgentCameraUpdateSignificance(x); 6272 bool camera = CheckAgentCameraUpdateSignificance(x);
6270 6273
6271 // Was there a significant movement/state change? 6274 // Was there a significant movement/state change?
6272 if (movement) 6275 if (movement)
6273 { 6276 {
@@ -6276,7 +6279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6276 m_thisAgentUpdateArgs.Far = x.Far; 6279 m_thisAgentUpdateArgs.Far = x.Far;
6277 m_thisAgentUpdateArgs.Flags = x.Flags; 6280 m_thisAgentUpdateArgs.Flags = x.Flags;
6278 m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; 6281 m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
6279// m_thisAgentUpdateArgs.SessionID = x.SessionID;
6280 m_thisAgentUpdateArgs.State = x.State; 6282 m_thisAgentUpdateArgs.State = x.State;
6281 6283
6282 UpdateAgent handlerAgentUpdate = OnAgentUpdate; 6284 UpdateAgent handlerAgentUpdate = OnAgentUpdate;
@@ -6287,9 +6289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6287 6289
6288 if (handlerAgentUpdate != null) 6290 if (handlerAgentUpdate != null)
6289 OnAgentUpdate(this, m_thisAgentUpdateArgs); 6291 OnAgentUpdate(this, m_thisAgentUpdateArgs);
6290 6292
6291 handlerAgentUpdate = null;
6292 handlerPreAgentUpdate = null;
6293 } 6293 }
6294 6294
6295 // Was there a significant camera(s) change? 6295 // Was there a significant camera(s) change?
@@ -6305,7 +6305,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6305 if (handlerAgentCameraUpdate != null) 6305 if (handlerAgentCameraUpdate != null)
6306 handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs); 6306 handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs);
6307 6307
6308 handlerAgentCameraUpdate = null;
6309 } 6308 }
6310 6309
6311 PacketPool.Instance.ReturnPacket(packet); 6310 PacketPool.Instance.ReturnPacket(packet);
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index bb6e89b..6f4d6c3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -281,7 +281,9 @@ namespace OpenSim.Region.Framework.Scenes
281 281
282 private bool m_followCamAuto = false; 282 private bool m_followCamAuto = false;
283 283
284 private Vector3? m_forceToApply; 284// private object m_forceToApplyLock = new object();
285// private bool m_forceToApplyValid;
286// private Vector3 m_forceToApply;
285 private int m_userFlags; 287 private int m_userFlags;
286 public int UserFlags 288 public int UserFlags
287 { 289 {
@@ -582,11 +584,11 @@ namespace OpenSim.Region.Framework.Scenes
582 { 584 {
583 get 585 get
584 { 586 {
585 return m_drawDistance; 587 return m_drawDistance;
586 } 588 }
587 set 589 set
588 { 590 {
589 m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance); 591 m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
590 } 592 }
591 } 593 }
592 594
@@ -594,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes
594 { 596 {
595 get 597 get
596 { 598 {
597 return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance); 599 return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
598 } 600 }
599 } 601 }
600 602
@@ -2120,6 +2122,7 @@ namespace OpenSim.Region.Framework.Scenes
2120 if (haveAnims) 2122 if (haveAnims)
2121 SendAnimPackToAgent(this, animIDs, animseqs, animsobjs); 2123 SendAnimPackToAgent(this, animIDs, animseqs, animsobjs);
2122 2124
2125
2123 // we should be able to receive updates, etc 2126 // we should be able to receive updates, etc
2124 // so release them 2127 // so release them
2125 m_inTransit = false; 2128 m_inTransit = false;
@@ -2238,6 +2241,9 @@ namespace OpenSim.Region.Framework.Scenes
2238 } 2241 }
2239 finally 2242 finally
2240 { 2243 {
2244 haveGroupInformation = false;
2245 gotCrossUpdate = false;
2246 crossingFlags = 0;
2241 m_inTransit = false; 2247 m_inTransit = false;
2242 } 2248 }
2243 // if hide force a check 2249 // if hide force a check
@@ -2247,9 +2253,6 @@ namespace OpenSim.Region.Framework.Scenes
2247 // m_currentParcelHide = newhide; 2253 // m_currentParcelHide = newhide;
2248 // } 2254 // }
2249 2255
2250 haveGroupInformation = false;
2251 gotCrossUpdate = false;
2252 crossingFlags = 0;
2253 2256
2254 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; 2257 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
2255 2258
@@ -3006,7 +3009,8 @@ namespace OpenSim.Region.Framework.Scenes
3006 3009
3007 MovingToTarget = false; 3010 MovingToTarget = false;
3008// MoveToPositionTarget = Vector3.Zero; 3011// MoveToPositionTarget = Vector3.Zero;
3009 m_forceToApply = null; // cancel possible last action 3012// lock(m_forceToApplyLock)
3013// m_forceToApplyValid = false; // cancel possible last action
3010 3014
3011 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 3015 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
3012 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 3016 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -3638,8 +3642,14 @@ namespace OpenSim.Region.Framework.Scenes
3638 } 3642 }
3639 3643
3640 // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); 3644 // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
3641 3645/*
3642 m_forceToApply = direc; 3646 lock(m_forceToApplyLock)
3647 {
3648 m_forceToApply = direc;
3649 m_forceToApplyValid = true;
3650 }
3651*/
3652 Velocity = direc;
3643 Animator.UpdateMovementAnimations(); 3653 Animator.UpdateMovementAnimations();
3644 } 3654 }
3645 3655
@@ -4734,17 +4744,21 @@ namespace OpenSim.Region.Framework.Scenes
4734 /// </summary> 4744 /// </summary>
4735 public void UpdateMovement() 4745 public void UpdateMovement()
4736 { 4746 {
4747/*
4737 if (IsInTransit) 4748 if (IsInTransit)
4738 return; 4749 return;
4739 if (m_forceToApply.HasValue)
4740 {
4741 Vector3 force = m_forceToApply.Value;
4742 4750
4743 Velocity = force; 4751 lock(m_forceToApplyLock)
4752 {
4753 if (m_forceToApplyValid)
4754 {
4755 Velocity = m_forceToApply;
4744 4756
4745 m_forceToApply = null; 4757 m_forceToApplyValid = false;
4746 TriggerScenePresenceUpdated(); 4758 TriggerScenePresenceUpdated();
4759 }
4747 } 4760 }
4761*/
4748 } 4762 }
4749 4763
4750 /// <summary> 4764 /// <summary>
@@ -4767,6 +4781,9 @@ namespace OpenSim.Region.Framework.Scenes
4767// Appearance.SetHeight(); 4781// Appearance.SetHeight();
4768 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); 4782 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
4769 4783
4784// lock(m_forceToApplyLock)
4785// m_forceToApplyValid = false;
4786
4770 PhysicsScene scene = m_scene.PhysicsScene; 4787 PhysicsScene scene = m_scene.PhysicsScene;
4771 Vector3 pVec = AbsolutePosition; 4788 Vector3 pVec = AbsolutePosition;
4772 4789