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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs27
3 files changed, 19 insertions, 47 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..b8cdfc4 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -316,16 +316,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 316 public void UpdateMovementAnimations()
317 { 317 {
318 m_movementAnimation = GetMovementAnimation(); 318 m_movementAnimation = GetMovementAnimation();
319 319 TrySetMovementAnimation(m_movementAnimation);
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 {
322 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP");
324 }
325 else
326 {
327 TrySetMovementAnimation(m_movementAnimation);
328 }
329 } 320 }
330 321
331 public UUID[] GetAnimationArray() 322 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 19f8180..f9599f5 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -218,20 +218,28 @@ namespace OpenSim.Region.Framework.Scenes
218 218
219 private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 219 private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
220 { 220 {
221 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 221 // If this is an update for our own avatar give it the highest priority
222 if (presence != null) 222 if (client.AgentId == entity.UUID)
223 { 223 return 0.0;
224 // If this is an update for our own avatar give it the highest priority 224 if (entity == null)
225 if (presence == entity) 225 return double.NaN;
226 return 0.0;
227 226
228 // Use group position for child prims 227 // Use group position for child prims
229 Vector3 entityPos = entity.AbsolutePosition; 228 Vector3 entityPos = entity.AbsolutePosition;
230 if (entity is SceneObjectPart) 229 if (entity is SceneObjectPart)
231 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 230 {
231 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup;
232 if (group != null)
233 entityPos = group.AbsolutePosition;
232 else 234 else
233 entityPos = entity.AbsolutePosition; 235 entityPos = entity.AbsolutePosition;
236 }
237 else
238 entityPos = entity.AbsolutePosition;
234 239
240 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
241 if (presence != null)
242 {
235 if (!presence.IsChildAgent) 243 if (!presence.IsChildAgent)
236 { 244 {
237 if (entity is ScenePresence) 245 if (entity is ScenePresence)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a1c80e5..f64d539 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2225,33 +2225,6 @@ namespace OpenSim.Region.Framework.Scenes
2225 { 2225 {
2226 // WHAT??? 2226 // WHAT???
2227 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2227 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!");
2228
2229 // we have to reset the user's child agent connections.
2230 // Likely, here they've lost the eventqueue for other regions so border
2231 // crossings will fail at this point unless we reset them.
2232
2233 List<ulong> regions = new List<ulong>(KnownChildRegionHandles);
2234 regions.Remove(m_scene.RegionInfo.RegionHandle);
2235
2236 MakeRootAgent(new Vector3(127f, 127f, 127f), true);
2237
2238 // Async command
2239 if (m_scene.SceneGridService != null)
2240 {
2241 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions);
2242
2243 // Give the above command some time to try and close the connections.
2244 // this is really an emergency.. so sleep, or we'll get all discombobulated.
2245 System.Threading.Thread.Sleep(500);
2246 }
2247
2248 if (m_scene.SceneGridService != null)
2249 {
2250 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
2251 if (m_agentTransfer != null)
2252 m_agentTransfer.EnableChildAgents(this);
2253 }
2254
2255 return; 2228 return;
2256 } 2229 }
2257 2230