From 17b32b764acd815400d9eb903aaec6dcebd60ac7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 5 Dec 2013 02:10:46 +0000 Subject: Fix regression where mouse look flight direction no longer worked by zeroing x/y rot before sending agent updates, instead of before any agent update processing It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation information --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 25 +++++++++++++++++++++- 1 file changed, 24 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/ClientStack/Linden') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index c1aae3f..a04ded5 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5091,7 +5091,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP // acceleration = new Vector3(1, 0, 0); angularVelocity = presence.AngularVelocity; + + // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis + // it rotates around. + // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted + // excessive up and down movements of the camera when looking up and down. + // See http://opensimulator.org/mantis/view.php?id=3274 + // This does not affect head movement, since this is controlled entirely by camera movement rather than + // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes + // effect, not the avatar rotation. rotation = presence.Rotation; + rotation.X = 0; + rotation.Y = 0; if (sendTexture) textureEntry = presence.Appearance.Texture.GetBytes(); @@ -5207,7 +5218,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP data.OffsetPosition.ToBytes(objectData, 16); // data.Velocity.ToBytes(objectData, 28); // data.Acceleration.ToBytes(objectData, 40); - data.Rotation.ToBytes(objectData, 52); + + // Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis + // it rotates around. + // In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted + // excessive up and down movements of the camera when looking up and down. + // See http://opensimulator.org/mantis/view.php?id=3274 + // This does not affect head movement, since this is controlled entirely by camera movement rather than + // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes + // effect, not the avatar rotation. + Quaternion rot = data.Rotation; + rot.X = 0; + rot.Y = 0; + rot.ToBytes(objectData, 52); //data.AngularVelocity.ToBytes(objectData, 64); ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); -- cgit v1.1 From 16aaba77d49baad0dc581ffbf69d71181b9be70f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 6 Dec 2013 00:30:44 +0000 Subject: Properly set InventoryType.Snapshot when a snapshot is uploaded Resolves http://opensimulator.org/mantis/view.php?id=6857 This prevents the inventory service complaining later about an attempt to change an invariant --- OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'OpenSim/Region/ClientStack/Linden') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index 1d4c7f0..66d2138 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -501,6 +501,10 @@ namespace OpenSim.Region.ClientStack.Linden inType = 1; assType = 1; } + else if (inventoryType == "snapshot") + { + inType = (sbyte)InventoryType.Snapshot; + } else if (inventoryType == "animation") { inType = 19; -- cgit v1.1 From bb4f4d9480df4c17ea31288c069993305c7e1582 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 6 Dec 2013 00:38:18 +0000 Subject: minor: Use enums for setting inv/asset types on data upload rather than magic numbers --- .../ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden') diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index 66d2138..a4fe81c 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -498,8 +498,8 @@ namespace OpenSim.Region.ClientStack.Linden if (inventoryType == "sound") { - inType = 1; - assType = 1; + inType = (sbyte)InventoryType.Sound; + assType = (sbyte)AssetType.Sound; } else if (inventoryType == "snapshot") { @@ -507,19 +507,19 @@ namespace OpenSim.Region.ClientStack.Linden } else if (inventoryType == "animation") { - inType = 19; - assType = 20; + inType = (sbyte)InventoryType.Animation; + assType = (sbyte)AssetType.Animation; } else if (inventoryType == "wearable") { - inType = 18; + inType = (sbyte)InventoryType.Wearable; switch (assetType) { case "bodypart": - assType = 13; + assType = (sbyte)AssetType.Bodypart; break; case "clothing": - assType = 5; + assType = (sbyte)AssetType.Clothing; break; } } -- cgit v1.1