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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs437
1 files changed, 359 insertions, 78 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e8178ce..ebfc1bd 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
93 /// issue #1716 93 /// issue #1716
94 /// </summary> 94 /// </summary>
95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
96 96
97 /// <summary> 97 /// <summary>
98 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -169,6 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169// private int m_lastColCount = -1; //KF: Look for Collision chnages 169// private int m_lastColCount = -1; //KF: Look for Collision chnages
170// private int m_updateCount = 0; //KF: Update Anims for a while 170// private int m_updateCount = 0; //KF: Update Anims for a while
171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
172 private List<uint> m_lastColliders = new List<uint>();
172 173
173 private TeleportFlags m_teleportFlags; 174 private TeleportFlags m_teleportFlags;
174 public TeleportFlags TeleportFlags 175 public TeleportFlags TeleportFlags
@@ -230,6 +231,13 @@ namespace OpenSim.Region.Framework.Scenes
230 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
231 //***************************************************** 232 //*****************************************************
232 233
234 private bool m_collisionEventFlag = false;
235 private object m_collisionEventLock = new Object();
236
237 private int m_movementAnimationUpdateCounter = 0;
238
239 private Vector3 m_prevSitOffset;
240
233 protected AvatarAppearance m_appearance; 241 protected AvatarAppearance m_appearance;
234 242
235 public AvatarAppearance Appearance 243 public AvatarAppearance Appearance
@@ -569,6 +577,13 @@ namespace OpenSim.Region.Framework.Scenes
569 /// </summary> 577 /// </summary>
570 public uint ParentID { get; set; } 578 public uint ParentID { get; set; }
571 579
580 public UUID ParentUUID
581 {
582 get { return m_parentUUID; }
583 set { m_parentUUID = value; }
584 }
585 private UUID m_parentUUID = UUID.Zero;
586
572 /// <summary> 587 /// <summary>
573 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 588 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
574 /// </summary> 589 /// </summary>
@@ -729,6 +744,27 @@ namespace OpenSim.Region.Framework.Scenes
729 Appearance = appearance; 744 Appearance = appearance;
730 } 745 }
731 746
747 private void RegionHeartbeatEnd(Scene scene)
748 {
749 if (IsChildAgent)
750 return;
751
752 m_movementAnimationUpdateCounter ++;
753 if (m_movementAnimationUpdateCounter >= 2)
754 {
755 m_movementAnimationUpdateCounter = 0;
756 if (Animator != null)
757 {
758 if(ParentID == 0) // skip it if sitting
759 Animator.UpdateMovementAnimations();
760 }
761 else
762 {
763 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
764 }
765 }
766 }
767
732 public void RegisterToEvents() 768 public void RegisterToEvents()
733 { 769 {
734 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 770 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -798,10 +834,38 @@ namespace OpenSim.Region.Framework.Scenes
798 "[SCENE]: Upgrading child to root agent for {0} in {1}", 834 "[SCENE]: Upgrading child to root agent for {0} in {1}",
799 Name, m_scene.RegionInfo.RegionName); 835 Name, m_scene.RegionInfo.RegionName);
800 836
801 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
802
803 bool wasChild = IsChildAgent; 837 bool wasChild = IsChildAgent;
804 IsChildAgent = false; 838
839 if (ParentUUID != UUID.Zero)
840 {
841 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
842 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
843 if (part == null)
844 {
845 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
846 }
847 else
848 {
849 part.ParentGroup.AddAvatar(UUID);
850 if (part.SitTargetPosition != Vector3.Zero)
851 part.SitTargetAvatar = UUID;
852 ParentPosition = part.GetWorldPosition();
853 ParentID = part.LocalId;
854 ParentPart = part;
855 m_pos = m_prevSitOffset;
856 pos = ParentPosition;
857 }
858 ParentUUID = UUID.Zero;
859
860 IsChildAgent = false;
861
862 Animator.TrySetMovementAnimation("SIT");
863 }
864 else
865 {
866 IsChildAgent = false;
867 }
868
805 869
806 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 870 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
807 if (gm != null) 871 if (gm != null)
@@ -811,62 +875,64 @@ namespace OpenSim.Region.Framework.Scenes
811 875
812 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 876 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
813 877
814 // Moved this from SendInitialData to ensure that Appearance is initialized 878 if (ParentID == 0)
815 // before the inventory is processed in MakeRootAgent. This fixes a race condition
816 // related to the handling of attachments
817 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
818 if (m_scene.TestBorderCross(pos, Cardinals.E))
819 { 879 {
820 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 880 // Moved this from SendInitialData to ensure that Appearance is initialized
821 pos.X = crossedBorder.BorderLine.Z - 1; 881 // before the inventory is processed in MakeRootAgent. This fixes a race condition
822 } 882 // related to the handling of attachments
883 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
884 if (m_scene.TestBorderCross(pos, Cardinals.E))
885 {
886 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
887 pos.X = crossedBorder.BorderLine.Z - 1;
888 }
823 889
824 if (m_scene.TestBorderCross(pos, Cardinals.N)) 890 if (m_scene.TestBorderCross(pos, Cardinals.N))
825 { 891 {
826 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 892 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
827 pos.Y = crossedBorder.BorderLine.Z - 1; 893 pos.Y = crossedBorder.BorderLine.Z - 1;
828 } 894 }
829 895
830 CheckAndAdjustLandingPoint(ref pos); 896 CheckAndAdjustLandingPoint(ref pos);
831 897
832 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 898 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
833 { 899 {
834 m_log.WarnFormat( 900 m_log.WarnFormat(
835 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 901 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
836 pos, Name, UUID); 902 pos, Name, UUID);
837 903
838 if (pos.X < 0f) pos.X = 0f; 904 if (pos.X < 0f) pos.X = 0f;
839 if (pos.Y < 0f) pos.Y = 0f; 905 if (pos.Y < 0f) pos.Y = 0f;
840 if (pos.Z < 0f) pos.Z = 0f; 906 if (pos.Z < 0f) pos.Z = 0f;
841 } 907 }
842 908
843 float localAVHeight = 1.56f; 909 float localAVHeight = 1.56f;
844 if (Appearance.AvatarHeight > 0) 910 if (Appearance.AvatarHeight > 0)
845 localAVHeight = Appearance.AvatarHeight; 911 localAVHeight = Appearance.AvatarHeight;
846 912
847 float posZLimit = 0; 913 float posZLimit = 0;
848 914
849 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 915 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
850 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 916 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
851 917
852 float newPosZ = posZLimit + localAVHeight / 2; 918 float newPosZ = posZLimit + localAVHeight / 2;
853 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 919 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
854 { 920 {
855 pos.Z = newPosZ; 921 pos.Z = newPosZ;
856 } 922 }
857 AbsolutePosition = pos; 923 AbsolutePosition = pos;
858 924
859 AddToPhysicalScene(isFlying); 925 AddToPhysicalScene(isFlying);
860 926
861 if (ForceFly) 927 if (ForceFly)
862 { 928 {
863 Flying = true; 929 Flying = true;
864 } 930 }
865 else if (FlyDisabled) 931 else if (FlyDisabled)
866 { 932 {
867 Flying = false; 933 Flying = false;
934 }
868 } 935 }
869
870 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 936 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
871 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 937 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
872 // elsewhere anyway 938 // elsewhere anyway
@@ -884,14 +950,19 @@ namespace OpenSim.Region.Framework.Scenes
884 { 950 {
885 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 951 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
886 // Resume scripts 952 // Resume scripts
887 foreach (SceneObjectGroup sog in m_attachments) 953 Util.FireAndForget(delegate(object x) {
888 { 954 foreach (SceneObjectGroup sog in m_attachments)
889 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 955 {
890 sog.ResumeScripts(); 956 sog.ScheduleGroupForFullUpdate();
891 } 957 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
958 sog.ResumeScripts();
959 }
960 });
892 } 961 }
893 } 962 }
894 963
964 SendAvatarDataToAllAgents();
965
895 // send the animations of the other presences to me 966 // send the animations of the other presences to me
896 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 967 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
897 { 968 {
@@ -905,6 +976,8 @@ namespace OpenSim.Region.Framework.Scenes
905 MovementFlag = 0; 976 MovementFlag = 0;
906 977
907 m_scene.EventManager.TriggerOnMakeRootAgent(this); 978 m_scene.EventManager.TriggerOnMakeRootAgent(this);
979
980 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
908 } 981 }
909 982
910 public int GetStateSource() 983 public int GetStateSource()
@@ -932,6 +1005,8 @@ namespace OpenSim.Region.Framework.Scenes
932 /// </remarks> 1005 /// </remarks>
933 public void MakeChildAgent() 1006 public void MakeChildAgent()
934 { 1007 {
1008 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1009
935 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1010 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
936 1011
937 // Reset these so that teleporting in and walking out isn't seen 1012 // Reset these so that teleporting in and walking out isn't seen
@@ -990,7 +1065,7 @@ namespace OpenSim.Region.Framework.Scenes
990 /// <param name="pos"></param> 1065 /// <param name="pos"></param>
991 public void Teleport(Vector3 pos) 1066 public void Teleport(Vector3 pos)
992 { 1067 {
993 TeleportWithMomentum(pos, null); 1068 TeleportWithMomentum(pos, Vector3.Zero);
994 } 1069 }
995 1070
996 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1071 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1312,8 +1387,18 @@ namespace OpenSim.Region.Framework.Scenes
1312 { 1387 {
1313 if (m_followCamAuto) 1388 if (m_followCamAuto)
1314 { 1389 {
1315 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1390 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1316 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1391 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1392
1393 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1394 Vector3 distTocam = CameraPosition - posAdjusted;
1395 float distTocamlen = distTocam.Length();
1396 if (distTocamlen > 0)
1397 {
1398 distTocam *= 1.0f / distTocamlen;
1399 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1400 }
1401
1317 } 1402 }
1318 } 1403 }
1319 1404
@@ -1690,9 +1775,9 @@ namespace OpenSim.Region.Framework.Scenes
1690 if (pos.Z - terrainHeight < 0.2) 1775 if (pos.Z - terrainHeight < 0.2)
1691 pos.Z = terrainHeight; 1776 pos.Z = terrainHeight;
1692 1777
1693 m_log.DebugFormat( 1778// m_log.DebugFormat(
1694 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1779// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1695 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1780// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1696 1781
1697 if (noFly) 1782 if (noFly)
1698 Flying = false; 1783 Flying = false;
@@ -1749,8 +1834,11 @@ namespace OpenSim.Region.Framework.Scenes
1749// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1834// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1750 1835
1751 SitGround = false; 1836 SitGround = false;
1837
1838/* move this down so avatar gets physical in the new position and not where it is siting
1752 if (PhysicsActor == null) 1839 if (PhysicsActor == null)
1753 AddToPhysicalScene(false); 1840 AddToPhysicalScene(false);
1841 */
1754 1842
1755 if (ParentID != 0) 1843 if (ParentID != 0)
1756 { 1844 {
@@ -1774,6 +1862,7 @@ namespace OpenSim.Region.Framework.Scenes
1774 if (part.SitTargetAvatar == UUID) 1862 if (part.SitTargetAvatar == UUID)
1775 part.SitTargetAvatar = UUID.Zero; 1863 part.SitTargetAvatar = UUID.Zero;
1776 1864
1865 part.ParentGroup.DeleteAvatar(UUID);
1777 ParentPosition = part.GetWorldPosition(); 1866 ParentPosition = part.GetWorldPosition();
1778 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1867 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1779 1868
@@ -1782,6 +1871,10 @@ namespace OpenSim.Region.Framework.Scenes
1782 1871
1783 ParentID = 0; 1872 ParentID = 0;
1784 ParentPart = null; 1873 ParentPart = null;
1874
1875 if (PhysicsActor == null)
1876 AddToPhysicalScene(false);
1877
1785 SendAvatarDataToAllAgents(); 1878 SendAvatarDataToAllAgents();
1786 m_requestedSitTargetID = 0; 1879 m_requestedSitTargetID = 0;
1787 1880
@@ -1789,6 +1882,9 @@ namespace OpenSim.Region.Framework.Scenes
1789 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1882 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1790 } 1883 }
1791 1884
1885 else if (PhysicsActor == null)
1886 AddToPhysicalScene(false);
1887
1792 Animator.TrySetMovementAnimation("STAND"); 1888 Animator.TrySetMovementAnimation("STAND");
1793 } 1889 }
1794 1890
@@ -1912,7 +2008,7 @@ namespace OpenSim.Region.Framework.Scenes
1912 forceMouselook = part.GetForceMouselook(); 2008 forceMouselook = part.GetForceMouselook();
1913 2009
1914 ControllingClient.SendSitResponse( 2010 ControllingClient.SendSitResponse(
1915 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2011 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1916 2012
1917 m_requestedSitTargetUUID = targetID; 2013 m_requestedSitTargetUUID = targetID;
1918 2014
@@ -2194,14 +2290,36 @@ namespace OpenSim.Region.Framework.Scenes
2194 2290
2195 //Quaternion result = (sitTargetOrient * vq) * nq; 2291 //Quaternion result = (sitTargetOrient * vq) * nq;
2196 2292
2197 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2293 double x, y, z, m;
2294
2295 Quaternion r = sitTargetOrient;
2296 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2297
2298 if (Math.Abs(1.0 - m) > 0.000001)
2299 {
2300 m = 1.0 / Math.Sqrt(m);
2301 r.X *= (float)m;
2302 r.Y *= (float)m;
2303 r.Z *= (float)m;
2304 r.W *= (float)m;
2305 }
2306
2307 x = 2 * (r.X * r.Z + r.Y * r.W);
2308 y = 2 * (-r.X * r.W + r.Y * r.Z);
2309 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2310
2311 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2312 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2313 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2198 Rotation = sitTargetOrient; 2314 Rotation = sitTargetOrient;
2199 ParentPosition = part.AbsolutePosition; 2315 ParentPosition = part.AbsolutePosition;
2316 part.ParentGroup.AddAvatar(UUID);
2200 } 2317 }
2201 else 2318 else
2202 { 2319 {
2203 m_pos -= part.AbsolutePosition; 2320 m_pos -= part.AbsolutePosition;
2204 ParentPosition = part.AbsolutePosition; 2321 ParentPosition = part.AbsolutePosition;
2322 part.ParentGroup.AddAvatar(UUID);
2205 2323
2206// m_log.DebugFormat( 2324// m_log.DebugFormat(
2207// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2325// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2299,14 +2417,15 @@ namespace OpenSim.Region.Framework.Scenes
2299 direc.Z *= 2.6f; 2417 direc.Z *= 2.6f;
2300 2418
2301 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2419 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2302 Animator.TrySetMovementAnimation("PREJUMP"); 2420// Animator.TrySetMovementAnimation("PREJUMP");
2303 Animator.TrySetMovementAnimation("JUMP"); 2421// Animator.TrySetMovementAnimation("JUMP");
2304 } 2422 }
2305 } 2423 }
2306 } 2424 }
2307 2425
2308 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2426 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2309 m_forceToApply = direc; 2427 m_forceToApply = direc;
2428 Animator.UpdateMovementAnimations();
2310 } 2429 }
2311 2430
2312 #endregion 2431 #endregion
@@ -3040,6 +3159,9 @@ namespace OpenSim.Region.Framework.Scenes
3040 cAgent.AlwaysRun = SetAlwaysRun; 3159 cAgent.AlwaysRun = SetAlwaysRun;
3041 3160
3042 cAgent.Appearance = new AvatarAppearance(Appearance); 3161 cAgent.Appearance = new AvatarAppearance(Appearance);
3162
3163 cAgent.ParentPart = ParentUUID;
3164 cAgent.SitOffset = m_pos;
3043 3165
3044 lock (scriptedcontrols) 3166 lock (scriptedcontrols)
3045 { 3167 {
@@ -3099,6 +3221,8 @@ namespace OpenSim.Region.Framework.Scenes
3099 CameraAtAxis = cAgent.AtAxis; 3221 CameraAtAxis = cAgent.AtAxis;
3100 CameraLeftAxis = cAgent.LeftAxis; 3222 CameraLeftAxis = cAgent.LeftAxis;
3101 CameraUpAxis = cAgent.UpAxis; 3223 CameraUpAxis = cAgent.UpAxis;
3224 ParentUUID = cAgent.ParentPart;
3225 m_prevSitOffset = cAgent.SitOffset;
3102 3226
3103 // When we get to the point of re-computing neighbors everytime this 3227 // When we get to the point of re-computing neighbors everytime this
3104 // changes, then start using the agent's drawdistance rather than the 3228 // changes, then start using the agent's drawdistance rather than the
@@ -3251,18 +3375,6 @@ namespace OpenSim.Region.Framework.Scenes
3251 if (IsChildAgent) 3375 if (IsChildAgent)
3252 return; 3376 return;
3253 3377
3254 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3255 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3256 // as of this comment the interval is set in AddToPhysicalScene
3257 if (Animator != null)
3258 {
3259// if (m_updateCount > 0)
3260// {
3261 Animator.UpdateMovementAnimations();
3262// m_updateCount--;
3263// }
3264 }
3265
3266 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3378 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3267 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3379 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3268 3380
@@ -3305,6 +3417,8 @@ namespace OpenSim.Region.Framework.Scenes
3305 } 3417 }
3306 } 3418 }
3307 3419
3420 RaiseCollisionScriptEvents(coldata);
3421
3308 if (Invulnerable) 3422 if (Invulnerable)
3309 return; 3423 return;
3310 3424
@@ -3889,6 +4003,12 @@ namespace OpenSim.Region.Framework.Scenes
3889 4003
3890 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4004 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3891 { 4005 {
4006 string reason;
4007
4008 // Honor bans
4009 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4010 return;
4011
3892 SceneObjectGroup telehub = null; 4012 SceneObjectGroup telehub = null;
3893 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4013 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3894 { 4014 {
@@ -3928,11 +4048,173 @@ namespace OpenSim.Region.Framework.Scenes
3928 pos = land.LandData.UserLocation; 4048 pos = land.LandData.UserLocation;
3929 } 4049 }
3930 } 4050 }
3931 4051
3932 land.SendLandUpdateToClient(ControllingClient); 4052 land.SendLandUpdateToClient(ControllingClient);
3933 } 4053 }
3934 } 4054 }
3935 4055
4056 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4057 {
4058 lock(m_collisionEventLock)
4059 {
4060 if (m_collisionEventFlag)
4061 return;
4062 m_collisionEventFlag = true;
4063 }
4064
4065 Util.FireAndForget(delegate(object x)
4066 {
4067 try
4068 {
4069 List<uint> thisHitColliders = new List<uint>();
4070 List<uint> endedColliders = new List<uint>();
4071 List<uint> startedColliders = new List<uint>();
4072
4073 foreach (uint localid in coldata.Keys)
4074 {
4075 thisHitColliders.Add(localid);
4076 if (!m_lastColliders.Contains(localid))
4077 {
4078 startedColliders.Add(localid);
4079 }
4080 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4081 }
4082
4083 // calculate things that ended colliding
4084 foreach (uint localID in m_lastColliders)
4085 {
4086 if (!thisHitColliders.Contains(localID))
4087 {
4088 endedColliders.Add(localID);
4089 }
4090 }
4091 //add the items that started colliding this time to the last colliders list.
4092 foreach (uint localID in startedColliders)
4093 {
4094 m_lastColliders.Add(localID);
4095 }
4096 // remove things that ended colliding from the last colliders list
4097 foreach (uint localID in endedColliders)
4098 {
4099 m_lastColliders.Remove(localID);
4100 }
4101
4102 // do event notification
4103 if (startedColliders.Count > 0)
4104 {
4105 ColliderArgs StartCollidingMessage = new ColliderArgs();
4106 List<DetectedObject> colliding = new List<DetectedObject>();
4107 foreach (uint localId in startedColliders)
4108 {
4109 if (localId == 0)
4110 continue;
4111
4112 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4113 string data = "";
4114 if (obj != null)
4115 {
4116 DetectedObject detobj = new DetectedObject();
4117 detobj.keyUUID = obj.UUID;
4118 detobj.nameStr = obj.Name;
4119 detobj.ownerUUID = obj.OwnerID;
4120 detobj.posVector = obj.AbsolutePosition;
4121 detobj.rotQuat = obj.GetWorldRotation();
4122 detobj.velVector = obj.Velocity;
4123 detobj.colliderType = 0;
4124 detobj.groupUUID = obj.GroupID;
4125 colliding.Add(detobj);
4126 }
4127 }
4128
4129 if (colliding.Count > 0)
4130 {
4131 StartCollidingMessage.Colliders = colliding;
4132
4133 foreach (SceneObjectGroup att in GetAttachments())
4134 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4135 }
4136 }
4137
4138 if (endedColliders.Count > 0)
4139 {
4140 ColliderArgs EndCollidingMessage = new ColliderArgs();
4141 List<DetectedObject> colliding = new List<DetectedObject>();
4142 foreach (uint localId in endedColliders)
4143 {
4144 if (localId == 0)
4145 continue;
4146
4147 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4148 string data = "";
4149 if (obj != null)
4150 {
4151 DetectedObject detobj = new DetectedObject();
4152 detobj.keyUUID = obj.UUID;
4153 detobj.nameStr = obj.Name;
4154 detobj.ownerUUID = obj.OwnerID;
4155 detobj.posVector = obj.AbsolutePosition;
4156 detobj.rotQuat = obj.GetWorldRotation();
4157 detobj.velVector = obj.Velocity;
4158 detobj.colliderType = 0;
4159 detobj.groupUUID = obj.GroupID;
4160 colliding.Add(detobj);
4161 }
4162 }
4163
4164 if (colliding.Count > 0)
4165 {
4166 EndCollidingMessage.Colliders = colliding;
4167
4168 foreach (SceneObjectGroup att in GetAttachments())
4169 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4170 }
4171 }
4172
4173 if (thisHitColliders.Count > 0)
4174 {
4175 ColliderArgs CollidingMessage = new ColliderArgs();
4176 List<DetectedObject> colliding = new List<DetectedObject>();
4177 foreach (uint localId in thisHitColliders)
4178 {
4179 if (localId == 0)
4180 continue;
4181
4182 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4183 string data = "";
4184 if (obj != null)
4185 {
4186 DetectedObject detobj = new DetectedObject();
4187 detobj.keyUUID = obj.UUID;
4188 detobj.nameStr = obj.Name;
4189 detobj.ownerUUID = obj.OwnerID;
4190 detobj.posVector = obj.AbsolutePosition;
4191 detobj.rotQuat = obj.GetWorldRotation();
4192 detobj.velVector = obj.Velocity;
4193 detobj.colliderType = 0;
4194 detobj.groupUUID = obj.GroupID;
4195 colliding.Add(detobj);
4196 }
4197 }
4198
4199 if (colliding.Count > 0)
4200 {
4201 CollidingMessage.Colliders = colliding;
4202
4203 lock (m_attachments)
4204 {
4205 foreach (SceneObjectGroup att in m_attachments)
4206 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4207 }
4208 }
4209 }
4210 }
4211 finally
4212 {
4213 m_collisionEventFlag = false;
4214 }
4215 });
4216 }
4217
3936 private void TeleportFlagsDebug() { 4218 private void TeleportFlagsDebug() {
3937 4219
3938 // Some temporary debugging help to show all the TeleportFlags we have... 4220 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3957,6 +4239,5 @@ namespace OpenSim.Region.Framework.Scenes
3957 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4239 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3958 4240
3959 } 4241 }
3960
3961 } 4242 }
3962} 4243}