From cbe0841bc96d9ec834b06a0a012a50323698f719 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Wed, 30 Dec 2009 20:13:18 +0000
Subject: Revert "Merge branch 'master' into careminster"

This reverts commit 596af3f600462fb1e467714e5b898c10aa3d838b.
---
 .../Scenes/Animation/ScenePresenceAnimator.cs      |  8 ---
 OpenSim/Region/Framework/Scenes/ScenePresence.cs   | 57 ++-------------
 .../RegionCombinerModule/RegionCombinerModule.cs   | 82 ----------------------
 3 files changed, 4 insertions(+), 143 deletions(-)

diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 8f62855..e98f0e7 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -161,18 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
             Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
 
             // Check control flags
-<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
             bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
             bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
             bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
             bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
-=======
-            bool heldForward = 
-                (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS));
-            bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
-            bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
-            bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
->>>>>>> master:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
             //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
             //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
             bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f05fe59..c3bc96a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -173,12 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
         protected RegionInfo m_regionInfo;
         protected ulong crossingFromRegion;
 
-<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
         private readonly Vector3[] Dir_Vectors = new Vector3[11];
         private bool m_isNudging = false;
-=======
-        private readonly Vector3[] Dir_Vectors = new Vector3[9];
->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
 
         // Position of agent's camera in world (region cordinates)
         protected Vector3 m_CameraCenter;
@@ -247,13 +243,9 @@ namespace OpenSim.Region.Framework.Scenes
             DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
             DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
             DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
-<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
             DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
             DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
             DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
-=======
-            DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
             DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
         }
         
@@ -735,43 +727,27 @@ namespace OpenSim.Region.Framework.Scenes
             Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
             Dir_Vectors[4] = Vector3.UnitZ; //UP
             Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
-<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
             Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
             Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f);  //BACK_NUDGE
             Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f);  //LEFT_NUDGE
             Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f);  //RIGHT_NUDGE
             Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
-=======
-            Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
-            Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD
-            Dir_Vectors[7] = -Vector3.UnitX; //BACK
->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
         }
 
         private Vector3[] GetWalkDirectionVectors()
         {
-<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
             Vector3[] vector = new Vector3[11];
-=======
-            Vector3[] vector = new Vector3[9];
->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
             vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
             vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
             vector[2] = Vector3.UnitY; //LEFT
             vector[3] = -Vector3.UnitY; //RIGHT
             vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
             vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
-<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
             vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
             vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
             vector[8] = Vector3.UnitY; //LEFT_NUDGE
             vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
             vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
-=======
-            vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
-            vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge
-            vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge
->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
             return vector;
         }
         
@@ -1387,18 +1363,12 @@ namespace OpenSim.Region.Framework.Scenes
                     else
                         dirVectors = Dir_Vectors;
 
-<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
                     bool[] isNudge = GetDirectionIsNudge();
 
                     
                     
                     
 
-=======
-                    // The fact that m_movementflag is a byte needs to be fixed
-                    // it really should be a uint
-                    uint nudgehack = 250;
->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
                     foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
                     {
                         if (((uint)flags & (uint)DCF) != 0)
@@ -1408,47 +1378,28 @@ namespace OpenSim.Region.Framework.Scenes
                             try
                             {
                                 agent_control_v3 += dirVectors[i];
-<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs
                                 if (isNudge[i] == false)
                                 {
                                     Nudging = false;
                                 }
-=======
-                                //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]);
->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs
                             }
                             catch (IndexOutOfRangeException)
                             {
                                 // Why did I get this?
                             }
 
-                            if ((m_movementflag & (byte)(uint)DCF) == 0)
+                            if ((m_movementflag & (uint)DCF) == 0)
                             {
-                                if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
-                                {
-                                    m_movementflag |= (byte)nudgehack;
-                                }
                                 m_movementflag += (byte)(uint)DCF;
                                 update_movementflag = true;
                             }
                         }
                         else
                         {
-                            if ((m_movementflag & (byte)(uint)DCF) != 0 ||
-                                ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
-                                && ((m_movementflag & (byte)nudgehack) == nudgehack))
-                                ) // This or is for Nudge forward
+                            if ((m_movementflag & (uint)DCF) != 0)
                             {
-                                m_movementflag -= ((byte)(uint)DCF);
-
+                                m_movementflag -= (byte)(uint)DCF;
                                 update_movementflag = true;
-                                /*
-                                    if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
-                                    && ((m_movementflag & (byte)nudgehack) == nudgehack))
-                                    {
-                                        m_log.Debug("Removed Hack flag");
-                                    }
-                                */
                             }
                             else
                             {
@@ -1589,7 +1540,7 @@ namespace OpenSim.Region.Framework.Scenes
                 }
             }
 
-            if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0))
+            if (update_movementflag)
                 Animator.UpdateMovementAnimations();
 
             m_scene.EventManager.TriggerOnClientMovement(this);
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 1a99c83..92f060b 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -88,89 +88,7 @@ namespace OpenSim.Region.RegionCombinerModule
         public void RegionLoaded(Scene scene)
         {
             if (enabledYN)
-            {
                 RegionLoadedDoWork(scene);
-
-                scene.EventManager.OnNewPresence += NewPresence;
-            }
-        }
-
-        private void NewPresence(ScenePresence presence)
-        {
-            if (presence.IsChildAgent)
-            {
-                byte[] throttleData;
-
-                try
-                {
-                    throttleData = presence.ControllingClient.GetThrottlesPacked(1);
-                } 
-                catch (NotImplementedException)
-                {
-                    return;
-                }
-
-                if (throttleData == null)
-                    return;
-
-                if (throttleData.Length == 0)
-                    return;
-
-                if (throttleData.Length != 28)
-                    return;
-
-                byte[] adjData;
-                int pos = 0;
-
-                if (!BitConverter.IsLittleEndian)
-                {
-                    byte[] newData = new byte[7 * 4];
-                    Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
-
-                    for (int i = 0; i < 7; i++)
-                        Array.Reverse(newData, i * 4, 4);
-
-                    adjData = newData;
-                }
-                else
-                {
-                    adjData = throttleData;
-                }
-
-                // 0.125f converts from bits to bytes
-                int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
-                int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
-                int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
-                int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
-                int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
-                int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
-                int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
-                // State is a subcategory of task that we allocate a percentage to
-
-
-                //int total = resend + land + wind + cloud + task + texture + asset;
-
-                byte[] data = new byte[7 * 4];
-                int ii = 0;
-
-                Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
-                Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
-                Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
-                Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
-                Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
-                Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
-                Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
-
-                try
-                {
-                    presence.ControllingClient.SetChildAgentThrottle(data);
-                }
-                catch (NotImplementedException)
-                {
-                    return;
-                }
-
-            }
         }
 
         private void RegionLoadedDoWork(Scene scene)
-- 
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