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authorlbsa712007-09-21 03:13:49 +0000
committerlbsa712007-09-21 03:13:49 +0000
commit409bcd999d19c52133f7099963febdf96d865467 (patch)
treea4853c05b6af3b17a2ee1392aca9e08ed38ac427 /OpenSim/Region/Environment/Scenes/ScenePresence.cs
parentphysics-related fixes; should stabilize border crossings (diff)
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* Continuing refactoring of presence
* Deleted stub ScenePresence.Body.cs * Added stub Region classes The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs116
1 files changed, 63 insertions, 53 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 1a38244..23e1035 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -35,6 +35,7 @@ using OpenSim.Framework.Interfaces;
35using OpenSim.Framework.Types; 35using OpenSim.Framework.Types;
36using OpenSim.Framework.Utilities; 36using OpenSim.Framework.Utilities;
37using OpenSim.Region.Physics.Manager; 37using OpenSim.Region.Physics.Manager;
38using OpenSim.Region.Environment.Regions;
38 39
39namespace OpenSim.Region.Environment.Scenes 40namespace OpenSim.Region.Environment.Scenes
40{ 41{
@@ -42,33 +43,34 @@ namespace OpenSim.Region.Environment.Scenes
42 { 43 {
43 public static AvatarAnimations Animations; 44 public static AvatarAnimations Animations;
44 public static byte[] DefaultTexture; 45 public static byte[] DefaultTexture;
45 public LLUUID current_anim; 46
46 public int anim_seq; 47 public LLUUID CurrentAnimation;
47 private bool updateflag = false; 48 public int AnimationSeq;
48 private byte movementflag = 0; 49
49 private List<NewForce> forcesList = new List<NewForce>(); 50 private bool m_updateflag = false;
50 private short _updateCount = 0; 51 private byte m_movementflag = 0;
52 private readonly List<NewForce> m_forcesList = new List<NewForce>();
53 private short m_updateCount = 0;
51 54
52 private Quaternion bodyRot; 55 private Quaternion bodyRot;
53 private byte[] visualParams; 56 private byte[] visualParams;
54 private AvatarWearable[] Wearables; 57 private AvatarWearable[] Wearables;
55 private LLObject.TextureEntry m_textureEntry; 58 private LLObject.TextureEntry m_textureEntry;
56 59
57 public bool childAgent = true;
58 public bool IsRestrictedToRegion = false; 60 public bool IsRestrictedToRegion = false;
59 61
60 private bool newForce = false; 62 private bool m_newForce = false;
61 private bool newAvatar = false; 63 private bool newAvatar = false;
62 private bool newCoarseLocations = true; 64 private bool newCoarseLocations = true;
63 65
64 protected RegionInfo m_regionInfo; 66 protected RegionInfo m_regionInfo;
65 protected ulong crossingFromRegion = 0; 67 protected ulong crossingFromRegion = 0;
66 68
67 private IScenePresenceBody m_body; 69 private readonly Vector3[] Dir_Vectors = new Vector3[6];
68
69 private Vector3[] Dir_Vectors = new Vector3[6];
70 private LLVector3 lastPhysPos = new LLVector3(); 70 private LLVector3 lastPhysPos = new LLVector3();
71 71
72 private RegionPresence m_regionPresence;
73
72 private enum Dir_ControlFlags 74 private enum Dir_ControlFlags
73 { 75 {
74 DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS, 76 DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS,
@@ -93,8 +95,8 @@ namespace OpenSim.Region.Environment.Scenes
93 // private Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>(); 95 // private Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>();
94 // private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>(); 96 // private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>();
95 97
96 private Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>(); 98 private readonly Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
97 private Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>(); 99 private readonly Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();
98 100
99 #region Properties 101 #region Properties
100 102
@@ -109,8 +111,8 @@ namespace OpenSim.Region.Environment.Scenes
109 111
110 public bool Updated 112 public bool Updated
111 { 113 {
112 set { updateflag = value; } 114 set { m_updateflag = value; }
113 get { return updateflag; } 115 get { return m_updateflag; }
114 } 116 }
115 117
116 private readonly ulong m_regionHandle; 118 private readonly ulong m_regionHandle;
@@ -134,7 +136,7 @@ namespace OpenSim.Region.Environment.Scenes
134 private readonly IClientAPI m_controllingClient; 136 private readonly IClientAPI m_controllingClient;
135 protected PhysicsActor m_physicsActor; 137 protected PhysicsActor m_physicsActor;
136 138
137 public IClientAPI _ControllingClient 139 public IClientAPI ControllingClient
138 { 140 {
139 get { return m_controllingClient; } 141 get { return m_controllingClient; }
140 } 142 }
@@ -207,6 +209,13 @@ namespace OpenSim.Region.Environment.Scenes
207 } 209 }
208 } 210 }
209 211
212 private bool m_isChildAgent = true;
213 public bool IsChildAgent
214 {
215 get { return m_isChildAgent; }
216 set { m_isChildAgent = value; }
217 }
218
210 #endregion 219 #endregion
211 220
212 #region Constructor(s) 221 #region Constructor(s)
@@ -220,6 +229,8 @@ namespace OpenSim.Region.Environment.Scenes
220 /// <param name="regionDat"></param> 229 /// <param name="regionDat"></param>
221 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) 230 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
222 { 231 {
232 m_regionPresence = new RegionPresence( client );
233
223 m_scene = world; 234 m_scene = world;
224 m_uuid = client.AgentId; 235 m_uuid = client.AgentId;
225 236
@@ -262,7 +273,6 @@ namespace OpenSim.Region.Environment.Scenes
262 m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length); 273 m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length);
263 274
264 //temporary until we move some code into the body classes 275 //temporary until we move some code into the body classes
265 m_body = new ChildAgent();
266 276
267 if (newAvatar) 277 if (newAvatar)
268 { 278 {
@@ -327,9 +337,9 @@ namespace OpenSim.Region.Environment.Scenes
327 /// <param name="status"></param> 337 /// <param name="status"></param>
328 public void ChildStatusChange(bool status) 338 public void ChildStatusChange(bool status)
329 { 339 {
330 childAgent = status; 340 m_isChildAgent = status;
331 341
332 if (childAgent == true) 342 if (m_isChildAgent == true)
333 { 343 {
334 Velocity = new LLVector3(0, 0, 0); 344 Velocity = new LLVector3(0, 0, 0);
335 AbsolutePosition = new LLVector3(128, 128, 70); 345 AbsolutePosition = new LLVector3(128, 128, 70);
@@ -339,7 +349,7 @@ namespace OpenSim.Region.Environment.Scenes
339 public void MakeAvatarPhysical(LLVector3 pos, bool isFlying) 349 public void MakeAvatarPhysical(LLVector3 pos, bool isFlying)
340 { 350 {
341 newAvatar = true; 351 newAvatar = true;
342 childAgent = false; 352 m_isChildAgent = false;
343 353
344 AbsolutePosition = pos; 354 AbsolutePosition = pos;
345 355
@@ -353,7 +363,7 @@ namespace OpenSim.Region.Environment.Scenes
353 protected void MakeChildAgent() 363 protected void MakeChildAgent()
354 { 364 {
355 Velocity = new LLVector3(0, 0, 0); 365 Velocity = new LLVector3(0, 0, 0);
356 childAgent = true; 366 m_isChildAgent = true;
357 367
358 RemoveFromPhysicalScene(); 368 RemoveFromPhysicalScene();
359 369
@@ -416,9 +426,9 @@ namespace OpenSim.Region.Environment.Scenes
416 look = new LLVector3(0.99f, 0.042f, 0); 426 look = new LLVector3(0.99f, 0.042f, 0);
417 } 427 }
418 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look); 428 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
419 if (childAgent) 429 if (m_isChildAgent)
420 { 430 {
421 childAgent = false; 431 m_isChildAgent = false;
422 432
423 //this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient); 433 //this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
424 } 434 }
@@ -430,7 +440,7 @@ namespace OpenSim.Region.Environment.Scenes
430 /// <param name="pack"></param> 440 /// <param name="pack"></param>
431 public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation) 441 public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
432 { 442 {
433 if (childAgent) 443 if (m_isChildAgent)
434 { 444 {
435 Console.WriteLine("DEBUG: HandleAgentUpdate: child agent"); 445 Console.WriteLine("DEBUG: HandleAgentUpdate: child agent");
436 return; 446 return;
@@ -463,17 +473,17 @@ namespace OpenSim.Region.Environment.Scenes
463 { 473 {
464 DCFlagKeyPressed = true; 474 DCFlagKeyPressed = true;
465 agent_control_v3 += Dir_Vectors[i]; 475 agent_control_v3 += Dir_Vectors[i];
466 if ((movementflag & (uint) DCF) == 0) 476 if ((m_movementflag & (uint) DCF) == 0)
467 { 477 {
468 movementflag += (byte) (uint) DCF; 478 m_movementflag += (byte) (uint) DCF;
469 update_movementflag = true; 479 update_movementflag = true;
470 } 480 }
471 } 481 }
472 else 482 else
473 { 483 {
474 if ((movementflag & (uint) DCF) != 0) 484 if ((m_movementflag & (uint) DCF) != 0)
475 { 485 {
476 movementflag -= (byte) (uint) DCF; 486 m_movementflag -= (byte) (uint) DCF;
477 update_movementflag = true; 487 update_movementflag = true;
478 } 488 }
479 } 489 }
@@ -490,7 +500,7 @@ namespace OpenSim.Region.Environment.Scenes
490 { 500 {
491 if (update_movementflag) 501 if (update_movementflag)
492 { 502 {
493 if (movementflag != 0) 503 if (m_movementflag != 0)
494 { 504 {
495 if (m_physicsActor.Flying) 505 if (m_physicsActor.Flying)
496 { 506 {
@@ -511,7 +521,7 @@ namespace OpenSim.Region.Environment.Scenes
511 521
512 protected void AddNewMovement(Vector3 vec, Quaternion rotation) 522 protected void AddNewMovement(Vector3 vec, Quaternion rotation)
513 { 523 {
514 if (childAgent) 524 if (m_isChildAgent)
515 { 525 {
516 Console.WriteLine("DEBUG: AddNewMovement: child agent"); 526 Console.WriteLine("DEBUG: AddNewMovement: child agent");
517 return; 527 return;
@@ -527,7 +537,7 @@ namespace OpenSim.Region.Environment.Scenes
527 newVelocity.X = direc.x; 537 newVelocity.X = direc.x;
528 newVelocity.Y = direc.y; 538 newVelocity.Y = direc.y;
529 newVelocity.Z = direc.z; 539 newVelocity.Z = direc.z;
530 forcesList.Add(newVelocity); 540 m_forcesList.Add(newVelocity);
531 } 541 }
532 542
533 #endregion 543 #endregion
@@ -554,23 +564,23 @@ namespace OpenSim.Region.Environment.Scenes
554 newCoarseLocations = false; 564 newCoarseLocations = false;
555 } 565 }
556 566
557 if (childAgent == false) 567 if (m_isChildAgent == false)
558 { 568 {
559 /// check for user movement 'forces' (ie commands to move) 569 /// check for user movement 'forces' (ie commands to move)
560 if (newForce) 570 if (m_newForce)
561 { 571 {
562 SendTerseUpdateToAllClients(); 572 SendTerseUpdateToAllClients();
563 _updateCount = 0; 573 m_updateCount = 0;
564 } 574 }
565 575
566 /// check for scripted movement (?) 576 /// check for scripted movement (?)
567 else if (movementflag != 0) 577 else if (m_movementflag != 0)
568 { 578 {
569 _updateCount++; 579 m_updateCount++;
570 if (_updateCount > 3) 580 if (m_updateCount > 3)
571 { 581 {
572 SendTerseUpdateToAllClients(); 582 SendTerseUpdateToAllClients();
573 _updateCount = 0; 583 m_updateCount = 0;
574 } 584 }
575 } 585 }
576 586
@@ -578,7 +588,7 @@ namespace OpenSim.Region.Environment.Scenes
578 else if (lastPhysPos.GetDistanceTo(AbsolutePosition) > 0.02) 588 else if (lastPhysPos.GetDistanceTo(AbsolutePosition) > 0.02)
579 { 589 {
580 SendTerseUpdateToAllClients(); 590 SendTerseUpdateToAllClients();
581 _updateCount = 0; 591 m_updateCount = 0;
582 lastPhysPos = AbsolutePosition; 592 lastPhysPos = AbsolutePosition;
583 } 593 }
584 CheckForSignificantMovement(); 594 CheckForSignificantMovement();
@@ -669,7 +679,7 @@ namespace OpenSim.Region.Environment.Scenes
669 SendFullUpdateToOtherClient(avatar); 679 SendFullUpdateToOtherClient(avatar);
670 if (avatar.LocalId != LocalId) 680 if (avatar.LocalId != LocalId)
671 { 681 {
672 if (!avatar.childAgent) 682 if (!avatar.m_isChildAgent)
673 { 683 {
674 avatar.SendFullUpdateToOtherClient(this); 684 avatar.SendFullUpdateToOtherClient(this);
675 avatar.SendAppearanceToOtherAgent(this); 685 avatar.SendAppearanceToOtherAgent(this);
@@ -685,7 +695,7 @@ namespace OpenSim.Region.Environment.Scenes
685 { 695 {
686 m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId, 696 m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
687 AbsolutePosition, m_textureEntry.ToBytes()); 697 AbsolutePosition, m_textureEntry.ToBytes());
688 if (!childAgent) 698 if (!m_isChildAgent)
689 { 699 {
690 m_scene.InformClientOfNeighbours(m_controllingClient); 700 m_scene.InformClientOfNeighbours(m_controllingClient);
691 newAvatar = false; 701 newAvatar = false;
@@ -748,8 +758,8 @@ namespace OpenSim.Region.Environment.Scenes
748 /// <param name="seq"></param> 758 /// <param name="seq"></param>
749 public void SendAnimPack(LLUUID animID, int seq) 759 public void SendAnimPack(LLUUID animID, int seq)
750 { 760 {
751 current_anim = animID; 761 CurrentAnimation = animID;
752 anim_seq = seq; 762 AnimationSeq = seq;
753 763
754 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 764 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
755 { 765 {
@@ -763,7 +773,7 @@ namespace OpenSim.Region.Environment.Scenes
763 /// </summary> 773 /// </summary>
764 public void SendAnimPack() 774 public void SendAnimPack()
765 { 775 {
766 SendAnimPack(current_anim, anim_seq); 776 SendAnimPack(CurrentAnimation, AnimationSeq);
767 } 777 }
768 778
769 #endregion 779 #endregion
@@ -878,22 +888,22 @@ namespace OpenSim.Region.Environment.Scenes
878 /// </summary> 888 /// </summary>
879 public override void UpdateMovement() 889 public override void UpdateMovement()
880 { 890 {
881 newForce = false; 891 m_newForce = false;
882 lock (forcesList) 892 lock (m_forcesList)
883 { 893 {
884 if (forcesList.Count > 0) 894 if (m_forcesList.Count > 0)
885 { 895 {
886 for (int i = 0; i < forcesList.Count; i++) 896 for (int i = 0; i < m_forcesList.Count; i++)
887 { 897 {
888 NewForce force = forcesList[i]; 898 NewForce force = m_forcesList[i];
889 899
890 updateflag = true; 900 m_updateflag = true;
891 Velocity = new LLVector3(force.X, force.Y, force.Z); 901 Velocity = new LLVector3(force.X, force.Y, force.Z);
892 newForce = true; 902 m_newForce = true;
893 } 903 }
894 for (int i = 0; i < forcesList.Count; i++) 904 for (int i = 0; i < m_forcesList.Count; i++)
895 { 905 {
896 forcesList.RemoveAt(0); 906 m_forcesList.RemoveAt(0);
897 } 907 }
898 } 908 }
899 } 909 }