From 2349dc2e27becef11ca1eda2602a99f1a583e6f7 Mon Sep 17 00:00:00 2001
From: Teravus Ovares
Date: Mon, 10 Dec 2007 21:12:38 +0000
Subject: * Added comments to many methods in the listed files.
---
OpenSim/Framework/SerializableRegionInfo.cs | 3 +
OpenSim/Region/Environment/Scenes/Scene.cs | 79 ++++++++---
.../Scenes/SceneCommunicationService.cs | 23 +++-
OpenSim/Region/Environment/Scenes/ScenePresence.cs | 146 +++++++++++++++------
4 files changed, 187 insertions(+), 64 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Framework/SerializableRegionInfo.cs b/OpenSim/Framework/SerializableRegionInfo.cs
index 4f20940..5df22cd 100644
--- a/OpenSim/Framework/SerializableRegionInfo.cs
+++ b/OpenSim/Framework/SerializableRegionInfo.cs
@@ -40,6 +40,9 @@ namespace OpenSim.Framework
[Serializable]
public class SearializableRegionInfo
{
+ ///
+ /// This is a serializable version of RegionInfo
+ ///
public SearializableRegionInfo()
{
}
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 587d940..d808a88 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -130,20 +130,20 @@ namespace OpenSim.Region.Environment.Scenes
}
protected readonly LandManager m_LandManager;
-
+ // LandManager object instance that manages land related things. Parcel, primcounts etc..
public LandManager LandManager
{
get { return m_LandManager; }
}
protected readonly EstateManager m_estateManager;
-
+ // an instance to the physics plugin's Scene object.
public PhysicsScene PhysicsScene
{
set { m_innerScene.PhysicsScene = value; }
get { return (m_innerScene.PhysicsScene); }
}
-
+ // This gets locked so things stay thread safe.
public object SyncRoot
{
get { return m_innerScene.m_syncRoot; }
@@ -160,6 +160,8 @@ namespace OpenSim.Region.Environment.Scenes
}
protected readonly PermissionManager m_permissionManager;
+ // This is the instance to the permissions manager.
+ // This manages permissions to clients on in world objects
public PermissionManager PermissionsMngr
{
@@ -171,11 +173,13 @@ namespace OpenSim.Region.Environment.Scenes
get { return m_timePhase; }
}
+ // Local reference to the objects in the scene (which are held in innerScene)
public Dictionary Objects
{
get { return m_innerScene.SceneObjects; }
}
+ // Reference to all of the agents in the scene (root and child)
protected Dictionary m_scenePresences
{
get { return m_innerScene.ScenePresences; }
@@ -267,9 +271,10 @@ namespace OpenSim.Region.Environment.Scenes
public override bool OtherRegionUp(RegionInfo otherRegion)
{
- // Another region is up.
- // We have to tell all our ScenePresences about it..
- // and add it to the neighbor list.
+ // Another region is up.
+ // Gets called from Grid Comms (SceneCommunicationService<---RegionListener<----LocalBackEnd<----OGS1)
+ // We have to tell all our ScenePresences about it..
+ // and add it to the neighbor list.
// We only add it to the neighbor list if it's within 1 region from here.
// Agents may have draw distance values that cross two regions though, so
@@ -324,8 +329,15 @@ namespace OpenSim.Region.Environment.Scenes
return true;
}
+ // Given float seconds, this will restart the region.
+
public virtual void Restart(float seconds)
{
+ // notifications are done in 15 second increments
+ // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
+ // It's a 'Cancel restart' request.
+
+ // RestartNow() does immediate restarting.
if (seconds < 15)
{
m_restartTimer.Stop();
@@ -333,6 +345,7 @@ namespace OpenSim.Region.Environment.Scenes
}
else
{
+ // Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
m_restartTimer.Interval = 15000;
m_incrementsof15seconds = (int) seconds/15;
m_RestartTimerCounter = 0;
@@ -344,6 +357,10 @@ namespace OpenSim.Region.Environment.Scenes
}
}
+ // The Restart timer has occured.
+ // We have to figure out if this is a notification or if the number of seconds specified in Restart
+ // have elapsed.
+ // If they have elapsed, call RestartNow()
public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e)
{
m_RestartTimerCounter++;
@@ -360,6 +377,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
+ // This causes the region to restart immediatley.
public void RestartNow()
{
MainLog.Instance.Error("REGION", "Closing");
@@ -368,6 +386,11 @@ namespace OpenSim.Region.Environment.Scenes
base.Restart(0);
}
+ // This is a helper function that notifies root agents in this region that a new sim near them has come up
+ // This is in the form of a timer because when an instance of OpenSim.exe is started,
+ // Even though the sims initialize, they don't listen until 'all of the sims are initialized'
+ // If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it.
+ // subsequently the agent will never see the region come back online.
public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
{
m_restartWaitTimer.Stop();
@@ -378,6 +401,7 @@ namespace OpenSim.Region.Environment.Scenes
ForEachScenePresence(delegate(ScenePresence agent)
{
+ // If agent is a root agent.
if (!agent.IsChildAgent)
{
//agent.ControllingClient.new
@@ -391,14 +415,18 @@ namespace OpenSim.Region.Environment.Scenes
catch (System.NullReferenceException)
{
// This means that we're not booted up completely yet.
+ // This shouldn't happen too often anymore.
}
}
+
// Reset list to nothing.
m_regionRestartNotifyList.Clear();
}
+ // This is the method that shuts down the scene.
public override void Close()
{
+ // Kick all ROOT agents with the message, 'The simulator is going down'
ForEachScenePresence(delegate(ScenePresence avatar)
{
if (avatar.KnownChildRegions.Contains(RegionInfo.RegionHandle))
@@ -409,18 +437,23 @@ namespace OpenSim.Region.Environment.Scenes
avatar.ControllingClient.OutPacket(new libsecondlife.Packets.DisableSimulatorPacket(), ThrottleOutPacketType.Task);
});
-
+
+ // Wait here, or the kick messages won't actually get to the agents before the scene terminates.
Thread.Sleep(500);
+ // Stop all client threads.
ForEachScenePresence(delegate(ScenePresence avatar)
{
avatar.ControllingClient.Stop();
});
-
+ // Stop updating the scene objects and agents.
m_heartbeatTimer.Close();
+ // close the inner scene
m_innerScene.Close();
+ // De-register with region communications (events cleanup)
UnRegisterReginWithComms();
+ // Shut down all non shared modules.
foreach (IRegionModule module in Modules.Values)
{
if (!module.IsSharedModule)
@@ -430,6 +463,7 @@ namespace OpenSim.Region.Environment.Scenes
}
Modules.Clear();
+ // call the base class Close method.
base.Close();
}
@@ -530,7 +564,7 @@ namespace OpenSim.Region.Environment.Scenes
m_lastupdate = DateTime.Now;
}
}
-
+ //Updates the time in the viewer.
private void UpdateInWorldTime()
{
m_timeUpdateCount++;
@@ -1234,7 +1268,7 @@ namespace OpenSim.Region.Environment.Scenes
return true;
}
///
- ///
+ /// Tell a single agent to disconnect from the region.
///
///
///
@@ -1245,6 +1279,7 @@ namespace OpenSim.Region.Environment.Scenes
ScenePresence presence = m_innerScene.GetScenePresence(agentID);
if (presence != null)
{
+ // Tell a single agent to disconnect from the region.
libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket();
presence.ControllingClient.OutPacket(disable, ThrottleOutPacketType.Task);
}
@@ -1252,6 +1287,11 @@ namespace OpenSim.Region.Environment.Scenes
}
///
+ /// Tell neighboring regions about this agent
+ /// When the regions respond with a true value,
+ /// tell the agents about the region.
+ ///
+ /// We have to tell the regions about the agents first otherwise it'll deny them access
///
///
///
@@ -1261,7 +1301,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Tell a neighboring region about this agent
///
///
///
@@ -1271,7 +1311,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Requests information about this region from gridcomms
///
///
///
@@ -1281,7 +1321,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Requests textures for map from minimum region to maximum region in world cordinates
///
///
///
@@ -1294,7 +1334,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Tries to teleport agent to other region.
///
///
///
@@ -1311,7 +1351,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Agent is crossing the border into a neighbouring region. Tell the neighbour about it!
///
///
///
@@ -1641,7 +1681,7 @@ namespace OpenSim.Region.Environment.Scenes
#endregion
///
- ///
+ /// Causes all clients to get a full object update on all of the objects in the scene.
///
public void ForceClientUpdate()
{
@@ -1655,7 +1695,8 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// This is currently only used for scale (to scale to MegaPrim size)
+ /// There is a console command that calls this in OpenSimMain
///
///
public void HandleEditCommand(string[] cmdparams)
@@ -1682,7 +1723,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Shows various details about the sim based on the parameters supplied by the console command in openSimMain.
///
///
public void Show(string showWhat)
@@ -1726,7 +1767,7 @@ namespace OpenSim.Region.Environment.Scenes
#region Script Handling Methods
///
- ///
+ /// Console command handler to send script command to script engine.
///
///
public void SendCommandToPlugins(string[] args)
diff --git a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
index 68bb3b5..ba9bf7b 100644
--- a/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneCommunicationService.cs
@@ -189,7 +189,8 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// This informs all neighboring regions about agent "avatar".
+ /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
///
public void EnableNeighbourChildAgents(ScenePresence avatar, List lstneighbours)
{
@@ -222,6 +223,10 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
+ ///
+ /// This informs a single neighboring region about agent "avatar".
+ /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
+ ///
public void InformNeighborChildAgent(ScenePresence avatar, RegionInfo region, List neighbours)
{
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
@@ -260,7 +265,10 @@ namespace OpenSim.Region.Environment.Scenes
MainLog.Instance.Notice("INTERGRID", "Failed to inform neighbors that I'm here");
}
}
-
+ ///
+ /// Called by scene when region is initialized (not always when it's listening for agents)
+ /// This is an inter-region message that informs the surrounding neighbors that the sim is up.
+ ///
public void InformNeighborsThatRegionisUp(RegionInfo region)
{
//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
@@ -286,6 +294,13 @@ namespace OpenSim.Region.Environment.Scenes
}
public delegate void SendChildAgentDataUpdateDelegate(ulong regionHandle, ChildAgentDataUpdate cAgentData);
+ ///
+ /// This informs all neighboring regions about the settings of it's child agent.
+ /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
+ ///
+ /// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
+ ///
+ ///
private void SendChildAgentDataUpdateAsync(ulong regionHandle, ChildAgentDataUpdate cAgentData)
{
MainLog.Instance.Notice("INTERGRID", "Informing a neighbor about my agent.");
@@ -317,7 +332,7 @@ namespace OpenSim.Region.Environment.Scenes
///
- ///
+ /// Helper function to request neighbors from grid-comms
///
///
///
@@ -328,7 +343,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Requests map blocks in area of minX, maxX, minY, MaxY in world cordinates
///
///
///
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index c277011..201a547 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -61,10 +61,13 @@ namespace OpenSim.Region.Environment.Scenes
public bool IsRestrictedToRegion = false;
+ // Agent moves with a PID controller causing a force to be exerted.
private bool m_newForce = false;
private bool m_newAvatar = false;
private bool m_newCoarseLocations = true;
private bool m_gotAllObjectsInScene = false;
+
+ // Default AV Height
private float m_avHeight = 127.0f;
protected RegionInfo m_regionInfo;
@@ -73,7 +76,7 @@ namespace OpenSim.Region.Environment.Scenes
private readonly Vector3[] Dir_Vectors = new Vector3[6];
private LLVector3 lastPhysPos = new LLVector3();
- // Position of agent's camera in world
+ // Position of agent's camera in world (region cordinates)
protected Vector3 m_CameraCenter = new Vector3(0, 0, 0);
// Use these three vectors to figure out what the agent is looking at
@@ -88,7 +91,11 @@ namespace OpenSim.Region.Environment.Scenes
protected AvatarAppearance m_appearance;
private readonly List m_knownChildRegions = new List(); //neighbouring regions we have enabled a child agent in
+
+ ///
+ /// Implemented Control Flags
+ ///
private enum Dir_ControlFlags
{
DIR_CONTROL_FLAG_FOWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
@@ -114,7 +121,7 @@ namespace OpenSim.Region.Environment.Scenes
#region Properties
///
- ///
+ /// Physical scene representation of this Avatar.
///
public PhysicsActor PhysicsActor
{
@@ -166,6 +173,10 @@ namespace OpenSim.Region.Environment.Scenes
set { m_allowMovement = value; }
}
+ ///
+ /// This works out to be the ClientView object associated with this avatar, or it's UDP connection manager
+ ///
+
private readonly IClientAPI m_controllingClient;
protected PhysicsActor m_physicsActor;
@@ -176,6 +187,9 @@ namespace OpenSim.Region.Environment.Scenes
protected LLVector3 m_parentPosition = new LLVector3();
+ ///
+ /// Absolute position of this avatar in 'region cordinates'
+ ///
public override LLVector3 AbsolutePosition
{
get
@@ -209,7 +223,9 @@ namespace OpenSim.Region.Environment.Scenes
m_pos = value;
}
}
-
+ ///
+ /// Current Velocity of the avatar.
+ ///
public override LLVector3 Velocity
{
get
@@ -244,6 +260,12 @@ namespace OpenSim.Region.Environment.Scenes
}
}
+ ///
+ /// If this is true, agent doesn't have a representation in this scene.
+ /// this is an agent 'looking into' this scene from a nearby scene(region)
+ ///
+ /// if False, this agent has a representation in this scene
+ ///
private bool m_isChildAgent = true;
public bool IsChildAgent
@@ -260,6 +282,9 @@ namespace OpenSim.Region.Environment.Scenes
set { m_parentID = value; }
}
+ ///
+ /// These are the region handles known by the avatar.
+ ///
public List KnownChildRegions
{
get { return m_knownChildRegions; }
@@ -461,7 +486,11 @@ namespace OpenSim.Region.Environment.Scenes
}
#region Status Methods
-
+ ///
+ /// This turns a child agent, into a root agent
+ /// This is called when an agent teleports into a region, or if an
+ /// agent crosses into this region from a neighbor over the border
+ ///
public void MakeRootAgent(LLVector3 pos, bool isFlying)
{
@@ -481,7 +510,13 @@ namespace OpenSim.Region.Environment.Scenes
//}
}
-
+ ///
+ /// This turns a root agent into a child agent
+ /// when an agent departs this region for a neighbor, this gets called.
+ ///
+ /// It doesn't get called for a teleport. Reason being, an agent that
+ /// teleports out may not be anywhere near this region
+ ///
public void MakeChildAgent()
{
Velocity = new LLVector3(0, 0, 0);
@@ -492,6 +527,9 @@ namespace OpenSim.Region.Environment.Scenes
//this.Pos = new LLVector3(128, 128, 70);
}
+ ///
+ /// Removes physics plugin scene representation of this agent if it exists.
+ ///
private void RemoveFromPhysicalScene()
{
if (PhysicsActor != null)
@@ -538,7 +576,9 @@ namespace OpenSim.Region.Environment.Scenes
#endregion
#region Event Handlers
-
+ ///
+ /// Sets avatar height in the phyiscs plugin
+ ///
internal void SetHeight(float height)
{
m_avHeight = height;
@@ -570,7 +610,9 @@ namespace OpenSim.Region.Environment.Scenes
MakeRootAgent(AbsolutePosition, false);
}
}
-
+ ///
+ /// This is the event handler for client movement. If a client is moving, this event is triggering.
+ ///
public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdatePacket agentData)
{
//if (m_isChildAgent)
@@ -608,26 +650,6 @@ namespace OpenSim.Region.Environment.Scenes
// The Agent's Draw distance setting
m_DrawDistance = agentData.AgentData.Far;
- // We don't know the agent's draw distance until the first agentUpdate packet
- //if (m_DrawDistance > 0)
- //{
- //if (!m_gotAllObjectsInScene && m_DrawDistance > 0)
- //{
- // This will need to end up being a space based invalidator
- // where we send object updates on spaces in 3d space (possibily a cube)
- // that the avatar hasn't been surrounding it's draw distance.
- // It would be better if the distance increased incrementally
- // until there was no space to update because either the avatar's draw
- // distance is smaller then the space they've been or the avatar has explored
- // all the space in the sim.
-
- //m_scene.SendAllSceneObjectsToClient(this);
- //m_gotAllObjectsInScene = true;
- //}
- //}
- //MainLog.Instance.Verbose("CAMERA", "AtAxis:" + m_CameraAtAxis.ToString() + " Center:" + m_CameraCenter.ToString() + " LeftAxis:" + m_CameraLeftAxis.ToString() + " UpAxis:" + m_CameraUpAxis.ToString() + " Far:" + m_CameraFar);
-
-
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
{
StandUp();
@@ -793,7 +815,10 @@ namespace OpenSim.Region.Environment.Scenes
SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1);
SendFullUpdateToAllClients();
}
-
+ ///
+ /// Event handler for the 'Always run' setting on the client
+ /// Tells the physics plugin to increase speed of movement.
+ ///
public void HandleSetAlwaysRun(IClientAPI remoteClient, bool SetAlwaysRun)
{
m_setAlwaysRun = SetAlwaysRun;
@@ -853,13 +878,18 @@ namespace OpenSim.Region.Environment.Scenes
SendAnimPack();
}
}
-
+ ///
+ /// This method handles agent movement related animations
+ ///
protected void UpdateMovementAnimations(bool update_movementflag)
{
if (update_movementflag)
{
+ // Are we moving?
if (m_movementflag != 0)
{
+ // We are moving
+ // Are we flying
if (m_physicsActor.Flying)
{
SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
@@ -867,18 +897,22 @@ namespace OpenSim.Region.Environment.Scenes
else if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
PhysicsActor.IsColliding)
{
+ // Client is pressing the page down button and moving and is colliding with something
SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"], 1);
}
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
{
+ // Client is moving and falling at a velocity greater then 6 meters per unit
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
+ // client is moving, and colliding and pressing the page up button but isn't flying
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
}
else if (m_setAlwaysRun)
{
+ // We are running
SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1);
}
else
@@ -886,29 +920,39 @@ namespace OpenSim.Region.Environment.Scenes
}
else
{
+ // Not moving
+
if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
PhysicsActor.IsColliding)
{
+ // Client pressing the page down button
SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"], 1);
}
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
{
+ // Not colliding, and we're not flying and we're falling at a speed of 6m per unit
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
+ // This is the standing jump
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
}
else if (m_physicsActor.Flying)
{
+ // This should probably be HOVER and not Fly
+ // We're not moving and flying
SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
}
else
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
+ // We're not moving.. and we're not doing anything.. so play the stand animation
}
}
}
-
+ ///
+ /// Adds a new movement
+ ///
protected void AddNewMovement(Vector3 vec, Quaternion rotation)
{
if (m_isChildAgent)
@@ -935,6 +979,7 @@ namespace OpenSim.Region.Environment.Scenes
{
direc.z *= 3;
//System.Console.WriteLine("Jump");
+ // PreJump and jump happen too quickly. Many times prejump gets ignored.
SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"], 1);
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
}
@@ -946,7 +991,9 @@ namespace OpenSim.Region.Environment.Scenes
newVelocity.Z = direc.z;
m_forcesList.Add(newVelocity);
}
-
+ ///
+ /// Sets whether or not the agent is typing.
+ ///
public void setTyping(bool typing)
{
if (m_isChildAgent)
@@ -1010,7 +1057,7 @@ namespace OpenSim.Region.Environment.Scenes
#region Update Client(s)
///
- ///
+ /// Sends a location update to the client connected to this scenePresence
///
///
public void SendTerseUpdateToClient(IClientAPI RemoteClient)
@@ -1027,7 +1074,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Send a location/velocity/accelleration update to all agents in scene
///
public void SendTerseUpdateToAllClients()
{
@@ -1055,7 +1102,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
///
///
public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
@@ -1063,7 +1110,9 @@ namespace OpenSim.Region.Environment.Scenes
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
LocalId, m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
}
-
+ ///
+ /// Tell *ALL* agents about this agent
+ ///
public void SendFullUpdateToAllClients()
{
List avatars = m_scene.GetScenePresences();
@@ -1167,7 +1216,9 @@ namespace OpenSim.Region.Environment.Scenes
#endregion
#region Significant Movement Method
-
+ ///
+ /// This checks for a significant movement and sends a courselocationchange update
+ ///
protected void CheckForSignificantMovement()
{
if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > 0.02)
@@ -1186,7 +1237,7 @@ namespace OpenSim.Region.Environment.Scenes
#region Border Crossing Methods
///
- ///
+ /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
///
protected void CheckForBorderCrossing()
{
@@ -1210,7 +1261,10 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// Moves the agent outside the region bounds
+ /// Tells neighbor region that we're crossing to it
+ /// If the neighbor accepts, remove the agent's viewable avatar from this scene
+ /// set them to a child agent.
///
protected void CrossToNewRegion()
{
@@ -1262,7 +1316,10 @@ namespace OpenSim.Region.Environment.Scenes
}
#endregion
-
+ ///
+ /// This allows the Sim owner the abiility to kick users from their sim currently.
+ /// It tells the client that the agent has permission to do so.
+ ///
public void GrantGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token)
{
GrantGodlikePowersPacket respondPacket = new GrantGodlikePowersPacket();
@@ -1279,6 +1336,10 @@ namespace OpenSim.Region.Environment.Scenes
respondPacket.AgentData = adb;
ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task);
}
+ ///
+ /// This updates important decision making data about a child agent
+ /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
+ ///
public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData)
{
//
@@ -1301,7 +1362,7 @@ namespace OpenSim.Region.Environment.Scenes
}
///
- ///
+ /// handles part of the PID controller function for moving an avatar.
///
public override void UpdateMovement()
{
@@ -1363,6 +1424,9 @@ namespace OpenSim.Region.Environment.Scenes
throw new Exception("Can't set Text on avatar.");
}
+ ///
+ /// Adds a physical representation of the avatar to the Physics plugin
+ ///
public void AddToPhysicalScene()
{
PhysicsScene scene = m_scene.PhysicsScene;
@@ -1375,7 +1439,7 @@ namespace OpenSim.Region.Environment.Scenes
m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
}
-
+ // Event called by the physics plugin to tell the avatar about a collision.
private void PhysicsCollisionUpdate(EventArgs e)
{
bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0;
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