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authorJohn Hurliman2009-10-29 15:24:31 -0700
committerJohn Hurliman2009-10-29 15:24:31 -0700
commit2913c24c8a5a4a50e9267aa125abcc7956a388d1 (patch)
treef1556d66cea9f8198a317960de93798ab6718a69 /OpenSim/Region/Framework/Scenes
parentMore performance improvements to XEngine script loading (diff)
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* Commented out two noisy debug lines in the LLUDP server
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs263
2 files changed, 142 insertions, 157 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index d01cef7..d1d6b6a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -35,7 +35,7 @@ using OpenSim.Region.Framework.Interfaces;
35namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
36{ 36{
37 #region Delegates 37 #region Delegates
38 public delegate uint GenerateClientFlagsHandler(UUID userID, UUID objectIDID); 38 public delegate uint GenerateClientFlagsHandler(UUID userID, UUID objectID);
39 public delegate void SetBypassPermissionsHandler(bool value); 39 public delegate void SetBypassPermissionsHandler(bool value);
40 public delegate bool BypassPermissionsHandler(); 40 public delegate bool BypassPermissionsHandler();
41 public delegate bool PropagatePermissionsHandler(); 41 public delegate bool PropagatePermissionsHandler();
@@ -147,28 +147,28 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 public uint GenerateClientFlags(UUID userID, UUID objectID) 148 public uint GenerateClientFlags(UUID userID, UUID objectID)
149 { 149 {
150 SceneObjectPart part=m_scene.GetSceneObjectPart(objectID); 150 // libomv will moan about PrimFlags.ObjectYouOfficer being
151 // obsolete...
152#pragma warning disable 0612
153 const PrimFlags DEFAULT_FLAGS =
154 PrimFlags.ObjectModify |
155 PrimFlags.ObjectCopy |
156 PrimFlags.ObjectMove |
157 PrimFlags.ObjectTransfer |
158 PrimFlags.ObjectYouOwner |
159 PrimFlags.ObjectAnyOwner |
160 PrimFlags.ObjectOwnerModify |
161 PrimFlags.ObjectYouOfficer;
162#pragma warning restore 0612
163
164 SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
151 165
152 if (part == null) 166 if (part == null)
153 return 0; 167 return 0;
154 168
155 // libomv will moan about PrimFlags.ObjectYouOfficer being 169 uint perms = part.GetEffectiveObjectFlags() | (uint)DEFAULT_FLAGS;
156 // obsolete...
157 #pragma warning disable 0612
158 uint perms=part.GetEffectiveObjectFlags() |
159 (uint)PrimFlags.ObjectModify |
160 (uint)PrimFlags.ObjectCopy |
161 (uint)PrimFlags.ObjectMove |
162 (uint)PrimFlags.ObjectTransfer |
163 (uint)PrimFlags.ObjectYouOwner |
164 (uint)PrimFlags.ObjectAnyOwner |
165 (uint)PrimFlags.ObjectOwnerModify |
166 (uint)PrimFlags.ObjectYouOfficer;
167 #pragma warning restore 0612
168
169 GenerateClientFlagsHandler handlerGenerateClientFlags =
170 OnGenerateClientFlags;
171 170
171 GenerateClientFlagsHandler handlerGenerateClientFlags = OnGenerateClientFlags;
172 if (handlerGenerateClientFlags != null) 172 if (handlerGenerateClientFlags != null)
173 { 173 {
174 Delegate[] list = handlerGenerateClientFlags.GetInvocationList(); 174 Delegate[] list = handlerGenerateClientFlags.GetInvocationList();
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e510f75..04c22d0 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -76,7 +76,9 @@ namespace OpenSim.Region.Framework.Scenes
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 77
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
79 public static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 79 private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
80 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
81 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
80 82
81 public UUID currentParcelUUID = UUID.Zero; 83 public UUID currentParcelUUID = UUID.Zero;
82 84
@@ -171,7 +173,7 @@ namespace OpenSim.Region.Framework.Scenes
171 protected Vector3 m_CameraAtAxis; 173 protected Vector3 m_CameraAtAxis;
172 protected Vector3 m_CameraLeftAxis; 174 protected Vector3 m_CameraLeftAxis;
173 protected Vector3 m_CameraUpAxis; 175 protected Vector3 m_CameraUpAxis;
174 private uint m_AgentControlFlags; 176 private AgentManager.ControlFlags m_AgentControlFlags;
175 private Quaternion m_headrotation = Quaternion.Identity; 177 private Quaternion m_headrotation = Quaternion.Identity;
176 private byte m_state; 178 private byte m_state;
177 179
@@ -380,8 +382,8 @@ namespace OpenSim.Region.Framework.Scenes
380 382
381 public uint AgentControlFlags 383 public uint AgentControlFlags
382 { 384 {
383 get { return m_AgentControlFlags; } 385 get { return (uint)m_AgentControlFlags; }
384 set { m_AgentControlFlags = value; } 386 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
385 } 387 }
386 388
387 /// <summary> 389 /// <summary>
@@ -707,25 +709,25 @@ namespace OpenSim.Region.Framework.Scenes
707 709
708 private void SetDirectionVectors() 710 private void SetDirectionVectors()
709 { 711 {
710 Dir_Vectors[0] = new Vector3(1, 0, 0); //FORWARD 712 Dir_Vectors[0] = Vector3.UnitX; //FORWARD
711 Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK 713 Dir_Vectors[1] = -Vector3.UnitX; //BACK
712 Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT 714 Dir_Vectors[2] = Vector3.UnitY; //LEFT
713 Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT 715 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
714 Dir_Vectors[4] = new Vector3(0, 0, 1); //UP 716 Dir_Vectors[4] = Vector3.UnitZ; //UP
715 Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN 717 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
716 Dir_Vectors[5] = new Vector3(0, 0, -0.5f); //DOWN_Nudge 718 Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
717 } 719 }
718 720
719 private Vector3[] GetWalkDirectionVectors() 721 private Vector3[] GetWalkDirectionVectors()
720 { 722 {
721 Vector3[] vector = new Vector3[6]; 723 Vector3[] vector = new Vector3[6];
722 vector[0] = new Vector3(m_CameraUpAxis.Z, 0, -m_CameraAtAxis.Z); //FORWARD 724 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
723 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0, m_CameraAtAxis.Z); //BACK 725 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
724 vector[2] = new Vector3(0, 1, 0); //LEFT 726 vector[2] = Vector3.UnitY; //LEFT
725 vector[3] = new Vector3(0, -1, 0); //RIGHT 727 vector[3] = -Vector3.UnitY; //RIGHT
726 vector[4] = new Vector3(m_CameraAtAxis.Z, 0, m_CameraUpAxis.Z); //UP 728 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
727 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0, -m_CameraUpAxis.Z); //DOWN 729 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
728 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0, -m_CameraUpAxis.Z); //DOWN_Nudge 730 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
729 return vector; 731 return vector;
730 } 732 }
731 733
@@ -1074,7 +1076,7 @@ namespace OpenSim.Region.Framework.Scenes
1074 } 1076 }
1075 1077
1076 m_isChildAgent = false; 1078 m_isChildAgent = false;
1077 bool m_flying = ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1079 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1078 MakeRootAgent(AbsolutePosition, m_flying); 1080 MakeRootAgent(AbsolutePosition, m_flying);
1079 1081
1080 if ((m_callbackURI != null) && !m_callbackURI.Equals("")) 1082 if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
@@ -1101,9 +1103,12 @@ namespace OpenSim.Region.Framework.Scenes
1101 /// <param name="distance"></param> 1103 /// <param name="distance"></param>
1102 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance) 1104 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance)
1103 { 1105 {
1106 const float POSITION_TOLERANCE = 0.02f;
1107 const float VELOCITY_TOLERANCE = 0.02f;
1108 const float ROTATION_TOLERANCE = 0.02f;
1109
1104 if (m_followCamAuto) 1110 if (m_followCamAuto)
1105 { 1111 {
1106
1107 if (hitYN) 1112 if (hitYN)
1108 { 1113 {
1109 CameraConstraintActive = true; 1114 CameraConstraintActive = true;
@@ -1112,11 +1117,11 @@ namespace OpenSim.Region.Framework.Scenes
1112 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1117 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint);
1113 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1118 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint)));
1114 } 1119 }
1115 else 1120 else
1116 { 1121 {
1117 if ((m_pos - m_lastPosition).Length() > 0.02f || 1122 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1118 (m_velocity - m_lastVelocity).Length() > 0.02f || 1123 !m_velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
1119 m_bodyRot != m_lastRotation) 1124 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1120 { 1125 {
1121 if (CameraConstraintActive) 1126 if (CameraConstraintActive)
1122 { 1127 {
@@ -1125,13 +1130,11 @@ namespace OpenSim.Region.Framework.Scenes
1125 } 1130 }
1126 } 1131 }
1127 } 1132 }
1128 } 1133 }
1129 } 1134 }
1130 1135
1131 Array m_dirControlFlags = Enum.GetValues(typeof(Dir_ControlFlags));
1132
1133 /// <summary> 1136 /// <summary>
1134 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1137 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1135 /// </summary> 1138 /// </summary>
1136 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1139 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1137 { 1140 {
@@ -1147,15 +1150,13 @@ namespace OpenSim.Region.Framework.Scenes
1147 if (m_movementUpdateCount < 1) 1150 if (m_movementUpdateCount < 1)
1148 m_movementUpdateCount = 1; 1151 m_movementUpdateCount = 1;
1149 1152
1150 // Must check for standing up even when PhysicsActor is null, 1153 #region Sanity Checking
1151 // since sitting currently removes avatar from physical scene
1152 //m_log.Debug("agentPos:" + AbsolutePosition.ToString());
1153 1154
1154 // This is irritating. Really. 1155 // This is irritating. Really.
1155 if (!AbsolutePosition.IsFinite()) 1156 if (!AbsolutePosition.IsFinite())
1156 { 1157 {
1157 RemoveFromPhysicalScene(); 1158 RemoveFromPhysicalScene();
1158 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999902"); 1159 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1159 1160
1160 m_pos = m_LastFinitePos; 1161 m_pos = m_LastFinitePos;
1161 if (!m_pos.IsFinite()) 1162 if (!m_pos.IsFinite())
@@ -1163,7 +1164,7 @@ namespace OpenSim.Region.Framework.Scenes
1163 m_pos.X = 127f; 1164 m_pos.X = 127f;
1164 m_pos.Y = 127f; 1165 m_pos.Y = 127f;
1165 m_pos.Z = 127f; 1166 m_pos.Z = 127f;
1166 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999903"); 1167 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903");
1167 } 1168 }
1168 1169
1169 AddToPhysicalScene(false); 1170 AddToPhysicalScene(false);
@@ -1173,18 +1174,11 @@ namespace OpenSim.Region.Framework.Scenes
1173 m_LastFinitePos = m_pos; 1174 m_LastFinitePos = m_pos;
1174 } 1175 }
1175 1176
1176 //m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true); 1177 #endregion Sanity Checking
1177 1178
1178 //ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 1179 #region Inputs
1179 //if (land != null)
1180 //{
1181 //if (land.landData.landingType == (byte)1 && land.landData.userLocation != Vector3.Zero)
1182 //{
1183 // agent.startpos = land.landData.userLocation;
1184 //}
1185 //}
1186 1180
1187 uint flags = agentData.ControlFlags; 1181 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1188 Quaternion bodyRotation = agentData.BodyRotation; 1182 Quaternion bodyRotation = agentData.BodyRotation;
1189 1183
1190 // Camera location in world. We'll need to raytrace 1184 // Camera location in world. We'll need to raytrace
@@ -1205,87 +1199,85 @@ namespace OpenSim.Region.Framework.Scenes
1205 // The Agent's Draw distance setting 1199 // The Agent's Draw distance setting
1206 m_DrawDistance = agentData.Far; 1200 m_DrawDistance = agentData.Far;
1207 1201
1208 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1209 {
1210 StandUp();
1211 }
1212
1213 // Check if Client has camera in 'follow cam' or 'build' mode. 1202 // Check if Client has camera in 'follow cam' or 'build' mode.
1214 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1203 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
1215 1204
1216 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) 1205 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
1217 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 1206 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1218 1207
1208 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1209 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1210
1211 #endregion Inputs
1212
1213 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1214 {
1215 StandUp();
1216 }
1217
1219 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); 1218 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1220 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1219 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1221 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1220 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1222 { 1221 {
1223 if (m_followCamAuto) 1222 if (m_followCamAuto)
1224 { 1223 {
1225 Vector3 headadjustment = new Vector3(0, 0, 0.3f); 1224 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1226 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - (m_pos + headadjustment)), Vector3.Distance(m_CameraCenter, (m_pos + headadjustment)) + 0.3f, RayCastCameraCallback); 1225 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1227 } 1226 }
1228 } 1227 }
1229 1228
1230 m_mouseLook = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1231 m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1232
1233 lock (scriptedcontrols) 1229 lock (scriptedcontrols)
1234 { 1230 {
1235 if (scriptedcontrols.Count > 0) 1231 if (scriptedcontrols.Count > 0)
1236 { 1232 {
1237 SendControlToScripts(flags); 1233 SendControlToScripts((uint)flags);
1238 flags = RemoveIgnoredControls(flags, IgnoredControls); 1234 flags = RemoveIgnoredControls(flags, IgnoredControls);
1239 } 1235 }
1240 } 1236 }
1241 1237
1242 if (PhysicsActor == null)
1243 {
1244 return;
1245 }
1246
1247 if (m_autopilotMoving) 1238 if (m_autopilotMoving)
1248 CheckAtSitTarget(); 1239 CheckAtSitTarget();
1249 1240
1250 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1241 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1251 { 1242 {
1252 // TODO: This doesn't prevent the user from walking yet. 1243 // TODO: This doesn't prevent the user from walking yet.
1253 // Setting parent ID would fix this, if we knew what value 1244 // Setting parent ID would fix this, if we knew what value
1254 // to use. Or we could add a m_isSitting variable. 1245 // to use. Or we could add a m_isSitting variable.
1255
1256 TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1246 TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1257 } 1247 }
1248
1258 // In the future, these values might need to go global. 1249 // In the future, these values might need to go global.
1259 // Here's where you get them. 1250 // Here's where you get them.
1260
1261 m_AgentControlFlags = flags; 1251 m_AgentControlFlags = flags;
1262 m_headrotation = agentData.HeadRotation; 1252 m_headrotation = agentData.HeadRotation;
1263 m_state = agentData.State; 1253 m_state = agentData.State;
1264 1254
1255 PhysicsActor actor = PhysicsActor;
1256 if (actor == null)
1257 {
1258 return;
1259 }
1260
1265 if (m_allowMovement) 1261 if (m_allowMovement)
1266 { 1262 {
1267 int i = 0; 1263 int i = 0;
1268 bool update_movementflag = false; 1264 bool update_movementflag = false;
1269 bool update_rotation = false; 1265 bool update_rotation = false;
1270 bool DCFlagKeyPressed = false; 1266 bool DCFlagKeyPressed = false;
1271 Vector3 agent_control_v3 = new Vector3(0, 0, 0); 1267 Vector3 agent_control_v3 = Vector3.Zero;
1272 Quaternion q = bodyRotation; 1268 Quaternion q = bodyRotation;
1273 if (PhysicsActor != null)
1274 {
1275 bool oldflying = PhysicsActor.Flying;
1276 1269
1277 if (m_forceFly) 1270 bool oldflying = PhysicsActor.Flying;
1278 PhysicsActor.Flying = true;
1279 else if (m_flyDisabled)
1280 PhysicsActor.Flying = false;
1281 else
1282 PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1283 1271
1284 if (PhysicsActor.Flying != oldflying) 1272 if (m_forceFly)
1285 { 1273 actor.Flying = true;
1286 update_movementflag = true; 1274 else if (m_flyDisabled)
1287 } 1275 actor.Flying = false;
1288 } 1276 else
1277 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1278
1279 if (actor.Flying != oldflying)
1280 update_movementflag = true;
1289 1281
1290 if (q != m_bodyRot) 1282 if (q != m_bodyRot)
1291 { 1283 {
@@ -1307,10 +1299,9 @@ namespace OpenSim.Region.Framework.Scenes
1307 else 1299 else
1308 dirVectors = Dir_Vectors; 1300 dirVectors = Dir_Vectors;
1309 1301
1310 1302 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1311 foreach (Dir_ControlFlags DCF in m_dirControlFlags)
1312 { 1303 {
1313 if ((flags & (uint)DCF) != 0) 1304 if (((uint)flags & (uint)DCF) != 0)
1314 { 1305 {
1315 bResetMoveToPosition = true; 1306 bResetMoveToPosition = true;
1316 DCFlagKeyPressed = true; 1307 DCFlagKeyPressed = true;
@@ -1356,7 +1347,7 @@ namespace OpenSim.Region.Framework.Scenes
1356 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) 1347 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
1357 { 1348 {
1358 //Check the error term of the current position in relation to the target position 1349 //Check the error term of the current position in relation to the target position
1359 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 1.5) 1350 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 1.5f)
1360 { 1351 {
1361 // we are close enough to the target 1352 // we are close enough to the target
1362 m_moveToPositionTarget = Vector3.Zero; 1353 m_moveToPositionTarget = Vector3.Zero;
@@ -1437,8 +1428,8 @@ namespace OpenSim.Region.Framework.Scenes
1437 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) 1428 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
1438 { 1429 {
1439 // Are the landing controls requirements filled? 1430 // Are the landing controls requirements filled?
1440 bool controlland = (((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1431 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1441 ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1432 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1442 1433
1443 // Are the collision requirements fulfilled? 1434 // Are the collision requirements fulfilled?
1444 bool colliding = (m_physicsActor.IsColliding == true); 1435 bool colliding = (m_physicsActor.IsColliding == true);
@@ -1605,7 +1596,7 @@ namespace OpenSim.Region.Framework.Scenes
1605 } 1596 }
1606 1597
1607 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1598 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
1608 m_parentPosition = new Vector3(); 1599 m_parentPosition = Vector3.Zero;
1609 1600
1610 m_parentID = 0; 1601 m_parentID = 0;
1611 SendFullUpdateToAllClients(); 1602 SendFullUpdateToAllClients();
@@ -2776,11 +2767,8 @@ namespace OpenSim.Region.Framework.Scenes
2776 agentpos.CopyFrom(cadu); 2767 agentpos.CopyFrom(cadu);
2777 2768
2778 m_scene.SendOutChildAgentUpdates(agentpos, this); 2769 m_scene.SendOutChildAgentUpdates(agentpos, this);
2779
2780 m_LastChildAgentUpdatePosition.X = AbsolutePosition.X;
2781 m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y;
2782 m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z;
2783 2770
2771 m_LastChildAgentUpdatePosition = AbsolutePosition;
2784 } 2772 }
2785 } 2773 }
2786 2774
@@ -2905,9 +2893,9 @@ namespace OpenSim.Region.Framework.Scenes
2905 m_inTransit = true; 2893 m_inTransit = true;
2906 2894
2907 if ((m_physicsActor != null) && m_physicsActor.Flying) 2895 if ((m_physicsActor != null) && m_physicsActor.Flying)
2908 m_AgentControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; 2896 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
2909 else if ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) 2897 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
2910 m_AgentControlFlags &= ~(uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; 2898 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
2911 } 2899 }
2912 2900
2913 public void NotInTransit() 2901 public void NotInTransit()
@@ -2923,7 +2911,7 @@ namespace OpenSim.Region.Framework.Scenes
2923 public void Reset() 2911 public void Reset()
2924 { 2912 {
2925 // Put the child agent back at the center 2913 // Put the child agent back at the center
2926 AbsolutePosition = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 70); 2914 AbsolutePosition = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
2927 ResetAnimations(); 2915 ResetAnimations();
2928 } 2916 }
2929 2917
@@ -3093,7 +3081,7 @@ namespace OpenSim.Region.Framework.Scenes
3093 3081
3094 cAgent.HeadRotation = m_headrotation; 3082 cAgent.HeadRotation = m_headrotation;
3095 cAgent.BodyRotation = m_bodyRot; 3083 cAgent.BodyRotation = m_bodyRot;
3096 cAgent.ControlFlags = m_AgentControlFlags; 3084 cAgent.ControlFlags = (uint)m_AgentControlFlags;
3097 3085
3098 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3086 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3099 cAgent.GodLevel = (byte)m_godlevel; 3087 cAgent.GodLevel = (byte)m_godlevel;
@@ -3181,7 +3169,7 @@ namespace OpenSim.Region.Framework.Scenes
3181 3169
3182 m_headrotation = cAgent.HeadRotation; 3170 m_headrotation = cAgent.HeadRotation;
3183 m_bodyRot = cAgent.BodyRotation; 3171 m_bodyRot = cAgent.BodyRotation;
3184 m_AgentControlFlags = cAgent.ControlFlags; 3172 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
3185 3173
3186 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3174 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3187 m_godlevel = cAgent.GodLevel; 3175 m_godlevel = cAgent.GodLevel;
@@ -3594,19 +3582,10 @@ namespace OpenSim.Region.Framework.Scenes
3594 IgnoredControls &= ~(ScriptControlled)controls; 3582 IgnoredControls &= ~(ScriptControlled)controls;
3595 if (scriptedcontrols.ContainsKey(Script_item_UUID)) 3583 if (scriptedcontrols.ContainsKey(Script_item_UUID))
3596 scriptedcontrols.Remove(Script_item_UUID); 3584 scriptedcontrols.Remove(Script_item_UUID);
3597
3598 } 3585 }
3599 else 3586 else
3600 { 3587 {
3601 3588 scriptedcontrols[Script_item_UUID] = obj;
3602 if (scriptedcontrols.ContainsKey(Script_item_UUID))
3603 {
3604 scriptedcontrols[Script_item_UUID] = obj;
3605 }
3606 else
3607 {
3608 scriptedcontrols.Add(Script_item_UUID, obj);
3609 }
3610 } 3589 }
3611 } 3590 }
3612 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); 3591 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true);
@@ -3624,12 +3603,14 @@ namespace OpenSim.Region.Framework.Scenes
3624 3603
3625 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3604 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3626 { 3605 {
3606 ScriptControllers takecontrols;
3607
3627 lock (scriptedcontrols) 3608 lock (scriptedcontrols)
3628 { 3609 {
3629 if (scriptedcontrols.ContainsKey(Script_item_UUID)) 3610 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols))
3630 { 3611 {
3631 ScriptControllers takecontrolls = scriptedcontrols[Script_item_UUID]; 3612 ScriptControlled sctc = takecontrols.eventControls;
3632 ScriptControlled sctc = takecontrolls.eventControls; 3613
3633 ControllingClient.SendTakeControls((int)sctc, false, false); 3614 ControllingClient.SendTakeControls((int)sctc, false, false);
3634 ControllingClient.SendTakeControls((int)sctc, true, false); 3615 ControllingClient.SendTakeControls((int)sctc, true, false);
3635 3616
@@ -3640,7 +3621,6 @@ namespace OpenSim.Region.Framework.Scenes
3640 IgnoredControls |= scData.ignoreControls; 3621 IgnoredControls |= scData.ignoreControls;
3641 } 3622 }
3642 } 3623 }
3643
3644 } 3624 }
3645 } 3625 }
3646 3626
@@ -3707,9 +3687,11 @@ namespace OpenSim.Region.Framework.Scenes
3707 { 3687 {
3708 lock (scriptedcontrols) 3688 lock (scriptedcontrols)
3709 { 3689 {
3710 foreach (UUID scriptUUID in scriptedcontrols.Keys) 3690 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols)
3711 { 3691 {
3712 ScriptControllers scriptControlData = scriptedcontrols[scriptUUID]; 3692 UUID scriptUUID = kvp.Key;
3693 ScriptControllers scriptControlData = kvp.Value;
3694
3713 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 3695 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
3714 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 3696 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
3715 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 3697 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
@@ -3725,37 +3707,40 @@ namespace OpenSim.Region.Framework.Scenes
3725 LastCommands = allflags; 3707 LastCommands = allflags;
3726 } 3708 }
3727 3709
3728 internal static uint RemoveIgnoredControls(uint flags, ScriptControlled Ignored) 3710 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored)
3729 { 3711 {
3730 if (Ignored == ScriptControlled.CONTROL_ZERO) 3712 if (ignored == ScriptControlled.CONTROL_ZERO)
3731 return flags; 3713 return flags;
3732 if ((Ignored & ScriptControlled.CONTROL_BACK) != 0) 3714
3733 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); 3715 if ((ignored & ScriptControlled.CONTROL_BACK) != 0)
3734 if ((Ignored & ScriptControlled.CONTROL_FWD) != 0) 3716 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
3735 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); 3717 if ((ignored & ScriptControlled.CONTROL_FWD) != 0)
3736 if ((Ignored & ScriptControlled.CONTROL_DOWN) != 0) 3718 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS);
3737 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); 3719 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0)
3738 if ((Ignored & ScriptControlled.CONTROL_UP) != 0) 3720 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG);
3739 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); 3721 if ((ignored & ScriptControlled.CONTROL_UP) != 0)
3740 if ((Ignored & ScriptControlled.CONTROL_LEFT) != 0) 3722 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS);
3741 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); 3723 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0)
3742 if ((Ignored & ScriptControlled.CONTROL_RIGHT) != 0) 3724 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
3743 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); 3725 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0)
3744 if ((Ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) 3726 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG);
3745 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); 3727 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0)
3746 if ((Ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) 3728 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG);
3747 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); 3729 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0)
3748 if ((Ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) 3730 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS);
3749 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); 3731 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
3750 if ((Ignored & ScriptControlled.CONTROL_LBUTTON) != 0) 3732 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN);
3751 flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); 3733 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0)
3752 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 3734 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN);
3753 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 3735
3754 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 3736 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
3755 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 3737 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
3756 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 3738 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
3757 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 3739 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
3758 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 3740 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
3741 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
3742 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
3743
3759 return flags; 3744 return flags;
3760 } 3745 }
3761 3746