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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs126
1 files changed, 33 insertions, 93 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index bdd80c6..d7113bf 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -128,8 +128,6 @@ namespace OpenSim.Region.Framework.Scenes
128 128
129 private bool m_setAlwaysRun; 129 private bool m_setAlwaysRun;
130 130
131 private bool m_updatesAllowed = true;
132 private List<AgentUpdateArgs> m_agentUpdates = new List<AgentUpdateArgs>();
133 private string m_movementAnimation = "DEFAULT"; 131 private string m_movementAnimation = "DEFAULT";
134 private long m_animPersistUntil = 0; 132 private long m_animPersistUntil = 0;
135 private bool m_allowFalling = false; 133 private bool m_allowFalling = false;
@@ -1090,34 +1088,6 @@ namespace OpenSim.Region.Framework.Scenes
1090 1088
1091 } 1089 }
1092 1090
1093 // These methods allow to queue up agent updates (like key presses)
1094 // until all attachment scripts are running and the animations from
1095 // AgentDataUpdate have been started. It is essential for combat
1096 // devices, weapons and AOs that keypresses are not processed
1097 // until scripts that are potentially interested in them are
1098 // up and running and that animations a script knows to be running
1099 // from before a crossing are running again
1100 //
1101 public void LockAgentUpdates()
1102 {
1103 m_updatesAllowed = false;
1104 }
1105
1106 public void UnlockAgentUpdates()
1107 {
1108 lock (m_agentUpdates)
1109 {
1110 if (m_updatesAllowed == false)
1111 {
1112 foreach (AgentUpdateArgs a in m_agentUpdates)
1113 RealHandleAgentUpdate(ControllingClient, a);
1114 m_agentUpdates.Clear();
1115 m_updatesAllowed = true;
1116 }
1117 }
1118 }
1119
1120
1121 /// <summary> 1091 /// <summary>
1122 /// Callback for the Camera view block check. Gets called with the results of the camera view block test 1092 /// Callback for the Camera view block check. Gets called with the results of the camera view block test
1123 /// hitYN is true when there's something in the way. 1093 /// hitYN is true when there's something in the way.
@@ -1155,49 +1125,30 @@ namespace OpenSim.Region.Framework.Scenes
1155 } 1125 }
1156 } 1126 }
1157 1127
1128 Array m_dirControlFlags = Enum.GetValues(typeof(Dir_ControlFlags));
1129
1158 /// <summary> 1130 /// <summary>
1159 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1131 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1160 /// </summary> 1132 /// </summary>
1161 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1133 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1162 { 1134 {
1163 const int AGENT_UPDATE_TIMEOUT_MS = 1000 * 3;
1164
1165 if (System.Threading.Monitor.TryEnter(m_agentUpdates, AGENT_UPDATE_TIMEOUT_MS))
1166 {
1167 try
1168 {
1169 if (m_updatesAllowed)
1170 {
1171 RealHandleAgentUpdate(remoteClient, agentData);
1172 return;
1173 }
1174
1175 m_agentUpdates.Add(agentData);
1176 }
1177 finally { System.Threading.Monitor.Exit(m_agentUpdates); }
1178 }
1179 }
1180
1181 private void RealHandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1182 {
1183 //if (m_isChildAgent) 1135 //if (m_isChildAgent)
1184 //{ 1136 //{
1185 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1137 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1186 // return; 1138 // return;
1187 //} 1139 //}
1188 1140
1189 1141 m_perfMonMS = Environment.TickCount;
1190 m_movementUpdateCount++;
1191 if (m_movementUpdateCount >= int.MaxValue)
1192 m_movementUpdateCount = 1;
1193 1142
1143 ++m_movementUpdateCount;
1144 if (m_movementUpdateCount < 1)
1145 m_movementUpdateCount = 1;
1194 1146
1195 // Must check for standing up even when PhysicsActor is null, 1147 // Must check for standing up even when PhysicsActor is null,
1196 // since sitting currently removes avatar from physical scene 1148 // since sitting currently removes avatar from physical scene
1197 //m_log.Debug("agentPos:" + AbsolutePosition.ToString()); 1149 //m_log.Debug("agentPos:" + AbsolutePosition.ToString());
1198 1150
1199 // This is irritating. Really. 1151 // This is irritating. Really.
1200
1201 if (!AbsolutePosition.IsFinite()) 1152 if (!AbsolutePosition.IsFinite())
1202 { 1153 {
1203 RemoveFromPhysicalScene(); 1154 RemoveFromPhysicalScene();
@@ -1218,19 +1169,17 @@ namespace OpenSim.Region.Framework.Scenes
1218 { 1169 {
1219 m_LastFinitePos = m_pos; 1170 m_LastFinitePos = m_pos;
1220 } 1171 }
1221 //m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true);
1222 1172
1173 //m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true);
1223 1174
1224 //ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 1175 //ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
1225 //if (land != null) 1176 //if (land != null)
1226 //{ 1177 //{
1227 //if (land.landData.landingType == (byte)1 && land.landData.userLocation != Vector3.Zero) 1178 //if (land.landData.landingType == (byte)1 && land.landData.userLocation != Vector3.Zero)
1228 //{ 1179 //{
1229 // agent.startpos = land.landData.userLocation; 1180 // agent.startpos = land.landData.userLocation;
1230 //} 1181 //}
1231 //} 1182 //}
1232
1233 m_perfMonMS = Environment.TickCount;
1234 1183
1235 uint flags = agentData.ControlFlags; 1184 uint flags = agentData.ControlFlags;
1236 Quaternion bodyRotation = agentData.BodyRotation; 1185 Quaternion bodyRotation = agentData.BodyRotation;
@@ -1253,7 +1202,7 @@ namespace OpenSim.Region.Framework.Scenes
1253 // The Agent's Draw distance setting 1202 // The Agent's Draw distance setting
1254 m_DrawDistance = agentData.Far; 1203 m_DrawDistance = agentData.Far;
1255 1204
1256 if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1205 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1257 { 1206 {
1258 StandUp(); 1207 StandUp();
1259 } 1208 }
@@ -1261,14 +1210,13 @@ namespace OpenSim.Region.Framework.Scenes
1261 // Check if Client has camera in 'follow cam' or 'build' mode. 1210 // Check if Client has camera in 'follow cam' or 'build' mode.
1262 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1211 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
1263 1212
1264 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) 1213 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
1265 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 1214 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1266 1215
1267 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); 1216 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1268 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1217 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1269 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1218 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1270 { 1219 {
1271
1272 if (m_followCamAuto) 1220 if (m_followCamAuto)
1273 { 1221 {
1274 Vector3 headadjustment = new Vector3(0, 0, 0.3f); 1222 Vector3 headadjustment = new Vector3(0, 0, 0.3f);
@@ -1276,24 +1224,18 @@ namespace OpenSim.Region.Framework.Scenes
1276 } 1224 }
1277 } 1225 }
1278 1226
1279 m_mouseLook = (flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1227 m_mouseLook = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1280
1281
1282
1283 m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1228 m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1284 1229
1285
1286
1287 lock (scriptedcontrols) 1230 lock (scriptedcontrols)
1288 { 1231 {
1289 if (scriptedcontrols.Count > 0) 1232 if (scriptedcontrols.Count > 0)
1290 { 1233 {
1291 SendControlToScripts(flags); 1234 SendControlToScripts(flags);
1292 flags = RemoveIgnoredControls(flags, IgnoredControls); 1235 flags = RemoveIgnoredControls(flags, IgnoredControls);
1293
1294 } 1236 }
1295 } 1237 }
1296 1238
1297 if (PhysicsActor == null) 1239 if (PhysicsActor == null)
1298 { 1240 {
1299 return; 1241 return;
@@ -1302,7 +1244,7 @@ namespace OpenSim.Region.Framework.Scenes
1302 if (m_autopilotMoving) 1244 if (m_autopilotMoving)
1303 CheckAtSitTarget(); 1245 CheckAtSitTarget();
1304 1246
1305 if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1247 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1306 { 1248 {
1307 // TODO: This doesn't prevent the user from walking yet. 1249 // TODO: This doesn't prevent the user from walking yet.
1308 // Setting parent ID would fix this, if we knew what value 1250 // Setting parent ID would fix this, if we knew what value
@@ -1335,13 +1277,13 @@ namespace OpenSim.Region.Framework.Scenes
1335 PhysicsActor.Flying = false; 1277 PhysicsActor.Flying = false;
1336 else 1278 else
1337 PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1279 PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1338 1280
1339 if (PhysicsActor.Flying != oldflying) 1281 if (PhysicsActor.Flying != oldflying)
1340 { 1282 {
1341 update_movementflag = true; 1283 update_movementflag = true;
1342 } 1284 }
1343 } 1285 }
1344 1286
1345 if (q != m_bodyRot) 1287 if (q != m_bodyRot)
1346 { 1288 {
1347 m_bodyRot = q; 1289 m_bodyRot = q;
@@ -1357,15 +1299,15 @@ namespace OpenSim.Region.Framework.Scenes
1357 1299
1358 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying 1300 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
1359 // this prevents 'jumping' in inappropriate situations. 1301 // this prevents 'jumping' in inappropriate situations.
1360 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying)) 1302 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying))
1361 dirVectors = GetWalkDirectionVectors(); 1303 dirVectors = GetWalkDirectionVectors();
1362 else 1304 else
1363 dirVectors = Dir_Vectors; 1305 dirVectors = Dir_Vectors;
1364 1306
1365 1307
1366 foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags))) 1308 foreach (Dir_ControlFlags DCF in m_dirControlFlags)
1367 { 1309 {
1368 if ((flags & (uint) DCF) != 0) 1310 if ((flags & (uint)DCF) != 0)
1369 { 1311 {
1370 bResetMoveToPosition = true; 1312 bResetMoveToPosition = true;
1371 DCFlagKeyPressed = true; 1313 DCFlagKeyPressed = true;
@@ -1377,18 +1319,18 @@ namespace OpenSim.Region.Framework.Scenes
1377 { 1319 {
1378 // Why did I get this? 1320 // Why did I get this?
1379 } 1321 }
1380 1322
1381 if ((m_movementflag & (uint) DCF) == 0) 1323 if ((m_movementflag & (uint)DCF) == 0)
1382 { 1324 {
1383 m_movementflag += (byte) (uint) DCF; 1325 m_movementflag += (byte)(uint)DCF;
1384 update_movementflag = true; 1326 update_movementflag = true;
1385 } 1327 }
1386 } 1328 }
1387 else 1329 else
1388 { 1330 {
1389 if ((m_movementflag & (uint) DCF) != 0) 1331 if ((m_movementflag & (uint)DCF) != 0)
1390 { 1332 {
1391 m_movementflag -= (byte) (uint) DCF; 1333 m_movementflag -= (byte)(uint)DCF;
1392 update_movementflag = true; 1334 update_movementflag = true;
1393 } 1335 }
1394 else 1336 else
@@ -1479,14 +1421,12 @@ namespace OpenSim.Region.Framework.Scenes
1479 } 1421 }
1480 catch (Exception) 1422 catch (Exception)
1481 { 1423 {
1482
1483 //Avoid system crash, can be slower but... 1424 //Avoid system crash, can be slower but...
1484 } 1425 }
1485
1486 } 1426 }
1487 } 1427 }
1488 } 1428 }
1489 1429
1490 // Cause the avatar to stop flying if it's colliding 1430 // Cause the avatar to stop flying if it's colliding
1491 // with something with the down arrow pressed. 1431 // with something with the down arrow pressed.
1492 1432
@@ -1494,8 +1434,8 @@ namespace OpenSim.Region.Framework.Scenes
1494 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) 1434 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
1495 { 1435 {
1496 // Are the landing controls requirements filled? 1436 // Are the landing controls requirements filled?
1497 bool controlland = (((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1437 bool controlland = (((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1498 ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1438 ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1499 1439
1500 // Are the collision requirements fulfilled? 1440 // Are the collision requirements fulfilled?
1501 bool colliding = (m_physicsActor.IsColliding == true); 1441 bool colliding = (m_physicsActor.IsColliding == true);
@@ -1508,10 +1448,10 @@ namespace OpenSim.Region.Framework.Scenes
1508 1448
1509 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1449 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1510 { 1450 {
1511// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); 1451 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
1512// m_log.DebugFormat( 1452 // m_log.DebugFormat(
1513// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1453 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1514 1454
1515 AddNewMovement(agent_control_v3, q); 1455 AddNewMovement(agent_control_v3, q);
1516 1456
1517 if (update_movementflag) 1457 if (update_movementflag)