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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs49
1 files changed, 33 insertions, 16 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index bb6e89b..6f4d6c3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -281,7 +281,9 @@ namespace OpenSim.Region.Framework.Scenes
281 281
282 private bool m_followCamAuto = false; 282 private bool m_followCamAuto = false;
283 283
284 private Vector3? m_forceToApply; 284// private object m_forceToApplyLock = new object();
285// private bool m_forceToApplyValid;
286// private Vector3 m_forceToApply;
285 private int m_userFlags; 287 private int m_userFlags;
286 public int UserFlags 288 public int UserFlags
287 { 289 {
@@ -582,11 +584,11 @@ namespace OpenSim.Region.Framework.Scenes
582 { 584 {
583 get 585 get
584 { 586 {
585 return m_drawDistance; 587 return m_drawDistance;
586 } 588 }
587 set 589 set
588 { 590 {
589 m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance); 591 m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance);
590 } 592 }
591 } 593 }
592 594
@@ -594,7 +596,7 @@ namespace OpenSim.Region.Framework.Scenes
594 { 596 {
595 get 597 get
596 { 598 {
597 return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance); 599 return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance);
598 } 600 }
599 } 601 }
600 602
@@ -2120,6 +2122,7 @@ namespace OpenSim.Region.Framework.Scenes
2120 if (haveAnims) 2122 if (haveAnims)
2121 SendAnimPackToAgent(this, animIDs, animseqs, animsobjs); 2123 SendAnimPackToAgent(this, animIDs, animseqs, animsobjs);
2122 2124
2125
2123 // we should be able to receive updates, etc 2126 // we should be able to receive updates, etc
2124 // so release them 2127 // so release them
2125 m_inTransit = false; 2128 m_inTransit = false;
@@ -2238,6 +2241,9 @@ namespace OpenSim.Region.Framework.Scenes
2238 } 2241 }
2239 finally 2242 finally
2240 { 2243 {
2244 haveGroupInformation = false;
2245 gotCrossUpdate = false;
2246 crossingFlags = 0;
2241 m_inTransit = false; 2247 m_inTransit = false;
2242 } 2248 }
2243 // if hide force a check 2249 // if hide force a check
@@ -2247,9 +2253,6 @@ namespace OpenSim.Region.Framework.Scenes
2247 // m_currentParcelHide = newhide; 2253 // m_currentParcelHide = newhide;
2248 // } 2254 // }
2249 2255
2250 haveGroupInformation = false;
2251 gotCrossUpdate = false;
2252 crossingFlags = 0;
2253 2256
2254 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; 2257 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
2255 2258
@@ -3006,7 +3009,8 @@ namespace OpenSim.Region.Framework.Scenes
3006 3009
3007 MovingToTarget = false; 3010 MovingToTarget = false;
3008// MoveToPositionTarget = Vector3.Zero; 3011// MoveToPositionTarget = Vector3.Zero;
3009 m_forceToApply = null; // cancel possible last action 3012// lock(m_forceToApplyLock)
3013// m_forceToApplyValid = false; // cancel possible last action
3010 3014
3011 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 3015 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
3012 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 3016 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -3638,8 +3642,14 @@ namespace OpenSim.Region.Framework.Scenes
3638 } 3642 }
3639 3643
3640 // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); 3644 // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
3641 3645/*
3642 m_forceToApply = direc; 3646 lock(m_forceToApplyLock)
3647 {
3648 m_forceToApply = direc;
3649 m_forceToApplyValid = true;
3650 }
3651*/
3652 Velocity = direc;
3643 Animator.UpdateMovementAnimations(); 3653 Animator.UpdateMovementAnimations();
3644 } 3654 }
3645 3655
@@ -4734,17 +4744,21 @@ namespace OpenSim.Region.Framework.Scenes
4734 /// </summary> 4744 /// </summary>
4735 public void UpdateMovement() 4745 public void UpdateMovement()
4736 { 4746 {
4747/*
4737 if (IsInTransit) 4748 if (IsInTransit)
4738 return; 4749 return;
4739 if (m_forceToApply.HasValue)
4740 {
4741 Vector3 force = m_forceToApply.Value;
4742 4750
4743 Velocity = force; 4751 lock(m_forceToApplyLock)
4752 {
4753 if (m_forceToApplyValid)
4754 {
4755 Velocity = m_forceToApply;
4744 4756
4745 m_forceToApply = null; 4757 m_forceToApplyValid = false;
4746 TriggerScenePresenceUpdated(); 4758 TriggerScenePresenceUpdated();
4759 }
4747 } 4760 }
4761*/
4748 } 4762 }
4749 4763
4750 /// <summary> 4764 /// <summary>
@@ -4767,6 +4781,9 @@ namespace OpenSim.Region.Framework.Scenes
4767// Appearance.SetHeight(); 4781// Appearance.SetHeight();
4768 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); 4782 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
4769 4783
4784// lock(m_forceToApplyLock)
4785// m_forceToApplyValid = false;
4786
4770 PhysicsScene scene = m_scene.PhysicsScene; 4787 PhysicsScene scene = m_scene.PhysicsScene;
4771 Vector3 pVec = AbsolutePosition; 4788 Vector3 pVec = AbsolutePosition;
4772 4789