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authorMelanie Thielker2009-05-01 17:10:42 +0000
committerMelanie Thielker2009-05-01 17:10:42 +0000
commit8020af61845eaf408d9db0ee5d3958b60809d67b (patch)
tree900f2bcc630619a9ce4e67d6aa1fe0f1bcd8d413 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentSend the animations of all already present avatar to an avatar entering a sim (diff)
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Add methods to block and queue agent updates during region crossing and TP
This is to ensure integrity of animations and script states with regard to controls pressed or released. No user functionality yet.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs43
1 files changed, 43 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 72c6630..f01a1cd 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -116,6 +116,8 @@ namespace OpenSim.Region.Framework.Scenes
116 116
117 private bool m_setAlwaysRun; 117 private bool m_setAlwaysRun;
118 118
119 private bool m_updatesAllowed = true;
120 private List<AgentUpdateArgs> m_agentUpdates = new List<AgentUpdateArgs>();
119 private string m_movementAnimation = "DEFAULT"; 121 private string m_movementAnimation = "DEFAULT";
120 private long m_animPersistUntil = 0; 122 private long m_animPersistUntil = 0;
121 private bool m_allowFalling = false; 123 private bool m_allowFalling = false;
@@ -1127,11 +1129,52 @@ namespace OpenSim.Region.Framework.Scenes
1127 1129
1128 } 1130 }
1129 1131
1132 // These methods allow to queue up agent updates (like key presses)
1133 // until all attachment scripts are running and the animations from
1134 // AgentDataUpdate have been started. It is essential for combat
1135 // devices, weapons and AOs that keypresses are not processed
1136 // until scripts that are potentially interested in them are
1137 // up and running and that animations a script knows to be running
1138 // from before a crossing are running again
1139 //
1140 public void LockAgentUpdates()
1141 {
1142 m_updatesAllowed = false;
1143 }
1144
1145 public void UnlockAgentUpdates()
1146 {
1147 lock (m_agentUpdates)
1148 {
1149 if (m_updatesAllowed == false)
1150 {
1151 foreach (AgentUpdateArgs a in m_agentUpdates)
1152 RealHandleAgentUpdate(ControllingClient, a);
1153 m_agentUpdates.Clear();
1154 m_updatesAllowed = true;
1155 }
1156 }
1157 }
1158
1130 /// <summary> 1159 /// <summary>
1131 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1160 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1132 /// </summary> 1161 /// </summary>
1133 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1162 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1134 { 1163 {
1164 lock (m_agentUpdates)
1165 {
1166 if (m_updatesAllowed)
1167 {
1168 RealHandleAgentUpdate(remoteClient, agentData);
1169 return;
1170 }
1171
1172 m_agentUpdates.Add(agentData);
1173 }
1174 }
1175
1176 private void RealHandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1177 {
1135 //if (m_isChildAgent) 1178 //if (m_isChildAgent)
1136 //{ 1179 //{
1137 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1180 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");