diff options
Very Preliminary local teleporting added (currently only can teleport within the current region).
Now need to add teleporting between regions and use of the dynamic texture for the terrain.
Diffstat (limited to 'OpenSim/OpenSim.Region/Scenes/Avatar.Update.cs')
-rw-r--r-- | OpenSim/OpenSim.Region/Scenes/Avatar.Update.cs | 71 |
1 files changed, 42 insertions, 29 deletions
diff --git a/OpenSim/OpenSim.Region/Scenes/Avatar.Update.cs b/OpenSim/OpenSim.Region/Scenes/Avatar.Update.cs index d46bf0f..5d70bc1 100644 --- a/OpenSim/OpenSim.Region/Scenes/Avatar.Update.cs +++ b/OpenSim/OpenSim.Region/Scenes/Avatar.Update.cs | |||
@@ -43,36 +43,24 @@ namespace OpenSim.Region.Scenes | |||
43 | /// </summary> | 43 | /// </summary> |
44 | public override void update() | 44 | public override void update() |
45 | { | 45 | { |
46 | if (this.newForce) | 46 | if (this.childAvatar == false) |
47 | { | 47 | { |
48 | this.SendTerseUpdateToALLClients(); | 48 | if (this.newForce) |
49 | _updateCount = 0; | ||
50 | } | ||
51 | else if (movementflag != 0) | ||
52 | { | ||
53 | _updateCount++; | ||
54 | if (_updateCount > 3) | ||
55 | { | 49 | { |
56 | this.SendTerseUpdateToALLClients(); | 50 | this.SendTerseUpdateToALLClients(); |
57 | _updateCount = 0; | 51 | _updateCount = 0; |
58 | } | 52 | } |
59 | } | 53 | else if (movementflag != 0) |
60 | 54 | { | |
61 | LLVector3 pos2 = this.Pos; | 55 | _updateCount++; |
62 | LLVector3 vel = this.Velocity; | 56 | if (_updateCount > 3) |
63 | 57 | { | |
64 | float timeStep = 0.3f; | 58 | this.SendTerseUpdateToALLClients(); |
65 | pos2.X = pos2.X + (vel.X * timeStep); | 59 | _updateCount = 0; |
66 | pos2.Y = pos2.Y + (vel.Y * timeStep); | 60 | } |
67 | pos2.Z = pos2.Z + (vel.Z * timeStep); | 61 | } |
68 | if ((pos2.X < 0) || (pos2.X > 256)) | ||
69 | { | ||
70 | this.CrossToNewRegion(); | ||
71 | } | ||
72 | 62 | ||
73 | if ((pos2.Y < 0) || (pos2.Y > 256)) | 63 | this.CheckBorderCrossing(); |
74 | { | ||
75 | this.CrossToNewRegion(); | ||
76 | } | 64 | } |
77 | } | 65 | } |
78 | 66 | ||
@@ -165,10 +153,35 @@ namespace OpenSim.Region.Scenes | |||
165 | 153 | ||
166 | } | 154 | } |
167 | 155 | ||
168 | private void CrossToNewRegion() | 156 | /// <summary> |
157 | /// | ||
158 | /// </summary> | ||
159 | protected void CheckBorderCrossing() | ||
160 | { | ||
161 | LLVector3 pos2 = this.Pos; | ||
162 | LLVector3 vel = this.Velocity; | ||
163 | |||
164 | float timeStep = 0.3f; | ||
165 | pos2.X = pos2.X + (vel.X * timeStep); | ||
166 | pos2.Y = pos2.Y + (vel.Y * timeStep); | ||
167 | pos2.Z = pos2.Z + (vel.Z * timeStep); | ||
168 | |||
169 | if ((pos2.X < 0) || (pos2.X > 256)) | ||
170 | { | ||
171 | this.CrossToNewRegion(); | ||
172 | } | ||
173 | |||
174 | if ((pos2.Y < 0) || (pos2.Y > 256)) | ||
175 | { | ||
176 | this.CrossToNewRegion(); | ||
177 | } | ||
178 | } | ||
179 | |||
180 | /// <summary> | ||
181 | /// | ||
182 | /// </summary> | ||
183 | protected void CrossToNewRegion() | ||
169 | { | 184 | { |
170 | |||
171 | // Console.WriteLine("crossing to new region from region " + this.m_regionInfo.RegionLocX + " , "+ this.m_regionInfo.RegionLocY); | ||
172 | LLVector3 pos = this.Pos; | 185 | LLVector3 pos = this.Pos; |
173 | LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z); | 186 | LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z); |
174 | uint neighbourx = this.m_regionInfo.RegionLocX; | 187 | uint neighbourx = this.m_regionInfo.RegionLocX; |
@@ -196,14 +209,14 @@ namespace OpenSim.Region.Scenes | |||
196 | } | 209 | } |
197 | 210 | ||
198 | LLVector3 vel = this.velocity; | 211 | LLVector3 vel = this.velocity; |
199 | // Console.WriteLine("new region should be " + neighbourx + " , " + neighboury); | ||
200 | ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * 256), (uint)(neighboury* 256)); | 212 | ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * 256), (uint)(neighboury* 256)); |
201 | RegionInfo neighbourRegion = this.m_world.RequestNeighbouringRegionInfo(neighbourHandle); | 213 | RegionInfo neighbourRegion = this.m_world.RequestNeighbouringRegionInfo(neighbourHandle); |
202 | if (neighbourRegion != null) | 214 | if (neighbourRegion != null) |
203 | { | 215 | { |
204 | // Console.WriteLine("current region port is "+ this.m_regionInfo.IPListenPort + " now crossing to new region with port " + neighbourRegion.IPListenPort); | ||
205 | this.m_world.InformNeighbourOfCrossing(neighbourHandle, this.ControllingClient.AgentId, newpos); | 216 | this.m_world.InformNeighbourOfCrossing(neighbourHandle, this.ControllingClient.AgentId, newpos); |
217 | this.DownGradeAvatar(); | ||
206 | this.ControllingClient.CrossRegion(neighbourHandle, newpos, vel, System.Net.IPAddress.Parse(neighbourRegion.IPListenAddr), (ushort)neighbourRegion.IPListenPort); | 218 | this.ControllingClient.CrossRegion(neighbourHandle, newpos, vel, System.Net.IPAddress.Parse(neighbourRegion.IPListenAddr), (ushort)neighbourRegion.IPListenPort); |
219 | |||
207 | } | 220 | } |
208 | } | 221 | } |
209 | 222 | ||