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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs110
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs1
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs1
4 files changed, 180 insertions, 146 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 66a8ea7..6c58aac 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -96,6 +96,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
96 public event Action<IClientAPI, bool> OnCompleteMovementToRegion; 96 public event Action<IClientAPI, bool> OnCompleteMovementToRegion;
97 public event UpdateAgent OnPreAgentUpdate; 97 public event UpdateAgent OnPreAgentUpdate;
98 public event UpdateAgent OnAgentUpdate; 98 public event UpdateAgent OnAgentUpdate;
99 public event UpdateAgent OnAgentCameraUpdate;
99 public event AgentRequestSit OnAgentRequestSit; 100 public event AgentRequestSit OnAgentRequestSit;
100 public event AgentSit OnAgentSit; 101 public event AgentSit OnAgentSit;
101 public event AvatarPickerRequest OnAvatarPickerRequest; 102 public event AvatarPickerRequest OnAvatarPickerRequest;
@@ -357,9 +358,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
357 /// This does mean that agent updates must be processed synchronously, at least for each client, and called methods 358 /// This does mean that agent updates must be processed synchronously, at least for each client, and called methods
358 /// cannot retain a reference to it outside of that method. 359 /// cannot retain a reference to it outside of that method.
359 /// </remarks> 360 /// </remarks>
360 private AgentUpdateArgs m_lastAgentUpdateArgs = new AgentUpdateArgs();
361
362 private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs(); 361 private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs();
362 private float qdelta1;
363 private float qdelta2;
364 private float vdelta1;
365 private float vdelta2;
366 private float vdelta3;
367 private float vdelta4;
363 368
364 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>(); 369 protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
365 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers 370 protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -5571,57 +5576,75 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5571 5576
5572 #region Scene/Avatar 5577 #region Scene/Avatar
5573 5578
5579 private const float QDELTA = 0.01f;
5580 private const float VDELTA = 0.01f;
5581
5574 /// <summary> 5582 /// <summary>
5575 /// This checks the update significance against the last update made. 5583 /// This checks the update significance against the last update made.
5576 /// </summary> 5584 /// </summary>
5577 /// <remarks>Can only be called by one thread at a time</remarks> 5585 /// <remarks>Can only be called by one thread at a time</remarks>
5578 /// <returns>/returns> 5586 /// <returns></returns>
5579 /// <param name='x'></param> 5587 /// <param name='x'></param>
5580 public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) 5588 public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
5581 { 5589 {
5582 // These should be ordered from most-likely to 5590 return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x);
5583 // least likely to change. I've made an initial 5591 }
5584 // guess at that. 5592
5593 /// <summary>
5594 /// This checks the movement/state update significance against the last update made.
5595 /// </summary>
5596 /// <remarks>Can only be called by one thread at a time</remarks>
5597 /// <returns></returns>
5598 /// <param name='x'></param>
5599 public bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
5600 {
5601 qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2);
5602 qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
5603 if (
5604 (qdelta1 > QDELTA) ||
5605 // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
5606 //(qdelta2 > QDELTA * 10) ||
5607 (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) ||
5608 (x.Far != m_thisAgentUpdateArgs.Far) ||
5609 (x.Flags != m_thisAgentUpdateArgs.Flags) ||
5610 (x.State != m_thisAgentUpdateArgs.State)
5611 )
5612 {
5613 //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}",
5614 // qdelta1, qdelta2);
5615 //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3} (Thread {4})",
5616 // x.ControlFlags, x.Flags, x.Far, x.State, Thread.CurrentThread.Name);
5617 return true;
5618 }
5619
5620 return false;
5621 }
5622
5623 /// <summary>
5624 /// This checks the camera update significance against the last update made.
5625 /// </summary>
5626 /// <remarks>Can only be called by one thread at a time</remarks>
5627 /// <returns></returns>
5628 /// <param name='x'></param>
5629 public bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x)
5630 {
5631 vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis);
5632 vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter);
5633 vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis);
5634 vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis);
5585 if ( 5635 if (
5586 /* These 4 are the worst offenders! We should consider ignoring most of them. 5636 /* These 4 are the worst offenders!
5587 * With Singularity, there is a bug where sometimes the spam on these doesn't stop */ 5637 * With Singularity, there is a bug where sometimes the spam on these doesn't stop */
5588 (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || 5638 (vdelta1 > VDELTA) ||
5589 (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || 5639 (vdelta2 > VDELTA) ||
5590 (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || 5640 (vdelta3 > VDELTA) ||
5591 (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || 5641 (vdelta4 > VDELTA)
5592 /* */
5593 (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
5594 (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
5595 (x.Far != m_lastAgentUpdateArgs.Far) ||
5596 (x.Flags != m_lastAgentUpdateArgs.Flags) ||
5597 (x.State != m_lastAgentUpdateArgs.State) ||
5598 (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
5599 (x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
5600 (x.AgentID != m_lastAgentUpdateArgs.AgentID)
5601 ) 5642 )
5602 { 5643 {
5603 //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", 5644 //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}",
5604 // x.CameraAtAxis, x.CameraCenter); 5645 // x.CameraAtAxis, x.CameraCenter);
5605 //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", 5646 //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}",
5606 // x.CameraLeftAxis, x.CameraUpAxis); 5647 // x.CameraLeftAxis, x.CameraUpAxis);
5607 //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}",
5608 // x.BodyRotation, x.HeadRotation);
5609 //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}",
5610 // x.ControlFlags, x.Flags, x.Far, x.State);
5611
5612 m_lastAgentUpdateArgs.AgentID = x.AgentID;
5613 m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation;
5614 m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
5615 m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter;
5616 m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
5617 m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
5618 m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags;
5619 m_lastAgentUpdateArgs.Far = x.Far;
5620 m_lastAgentUpdateArgs.Flags = x.Flags;
5621 m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation;
5622 m_lastAgentUpdateArgs.SessionID = x.SessionID;
5623 m_lastAgentUpdateArgs.State = x.State;
5624
5625 return true; 5648 return true;
5626 } 5649 }
5627 5650
@@ -5629,75 +5652,54 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5629 } 5652 }
5630 5653
5631 private bool HandleAgentUpdate(IClientAPI sener, Packet packet) 5654 private bool HandleAgentUpdate(IClientAPI sener, Packet packet)
5632 { 5655 {
5633 if (OnAgentUpdate != null) 5656 // We got here, which means that something in agent update was significant
5634 {
5635 AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
5636 5657
5637 // Now done earlier 5658 AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
5638// #region Packet Session and User Check 5659 AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
5639// if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId) 5660
5640// { 5661 if (x.AgentID != AgentId || x.SessionID != SessionId)
5641// PacketPool.Instance.ReturnPacket(packet); 5662 return false;
5642// return false; 5663
5643// } 5664 // Before we update the current m_thisAgentUpdateArgs, let's check this again
5644// #endregion 5665 // to see what exactly changed
5645// 5666 bool movement = CheckAgentMovementUpdateSignificance(x);
5646// bool update = false; 5667 bool camera = CheckAgentCameraUpdateSignificance(x);
5647 AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; 5668
5648// 5669 m_thisAgentUpdateArgs.AgentID = x.AgentID;
5649// if (m_lastAgentUpdateArgs != null) 5670 m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation;
5650// { 5671 m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
5651// // These should be ordered from most-likely to 5672 m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter;
5652// // least likely to change. I've made an initial 5673 m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
5653// // guess at that. 5674 m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
5654// update = 5675 m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags;
5655// ( 5676 m_thisAgentUpdateArgs.Far = x.Far;
5656// (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || 5677 m_thisAgentUpdateArgs.Flags = x.Flags;
5657// (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || 5678 m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
5658// (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || 5679 m_thisAgentUpdateArgs.SessionID = x.SessionID;
5659// (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || 5680 m_thisAgentUpdateArgs.State = x.State;
5660// (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || 5681
5661// (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || 5682 UpdateAgent handlerAgentUpdate = OnAgentUpdate;
5662// (x.Far != m_lastAgentUpdateArgs.Far) || 5683 UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
5663// (x.Flags != m_lastAgentUpdateArgs.Flags) || 5684 UpdateAgent handlerAgentCameraUpdate = OnAgentCameraUpdate;
5664// (x.State != m_lastAgentUpdateArgs.State) || 5685
5665// (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || 5686 // Was there a significant movement/state change?
5666// (x.SessionID != m_lastAgentUpdateArgs.SessionID) || 5687 if (movement)
5667// (x.AgentID != m_lastAgentUpdateArgs.AgentID) 5688 {
5668// ); 5689 if (handlerPreAgentUpdate != null)
5669// } 5690 OnPreAgentUpdate(this, m_thisAgentUpdateArgs);
5670// 5691
5671// if (update) 5692 if (handlerAgentUpdate != null)
5672// { 5693 OnAgentUpdate(this, m_thisAgentUpdateArgs);
5673//// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); 5694 }
5674 5695 // Was there a significant camera(s) change?
5675 m_thisAgentUpdateArgs.AgentID = x.AgentID; 5696 if (camera)
5676 m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation; 5697 if (handlerAgentCameraUpdate != null)
5677 m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; 5698 handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs);
5678 m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter; 5699
5679 m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; 5700 handlerAgentUpdate = null;
5680 m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; 5701 handlerPreAgentUpdate = null;
5681 m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags; 5702 handlerAgentCameraUpdate = null;
5682 m_thisAgentUpdateArgs.Far = x.Far;
5683 m_thisAgentUpdateArgs.Flags = x.Flags;
5684 m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation;
5685 m_thisAgentUpdateArgs.SessionID = x.SessionID;
5686 m_thisAgentUpdateArgs.State = x.State;
5687
5688 UpdateAgent handlerAgentUpdate = OnAgentUpdate;
5689 UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
5690
5691 if (handlerPreAgentUpdate != null)
5692 OnPreAgentUpdate(this, m_thisAgentUpdateArgs);
5693
5694 if (handlerAgentUpdate != null)
5695 OnAgentUpdate(this, m_thisAgentUpdateArgs);
5696
5697 handlerAgentUpdate = null;
5698 handlerPreAgentUpdate = null;
5699// }
5700 }
5701 5703
5702 PacketPool.Instance.ReturnPacket(packet); 5704 PacketPool.Instance.ReturnPacket(packet);
5703 5705
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 990ef6e..5543964 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -801,6 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
801 { 801 {
802 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 802 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
803 ControllingClient.OnAgentUpdate += HandleAgentUpdate; 803 ControllingClient.OnAgentUpdate += HandleAgentUpdate;
804 ControllingClient.OnAgentCameraUpdate += HandleAgentCamerasUpdate;
804 ControllingClient.OnAgentRequestSit += HandleAgentRequestSit; 805 ControllingClient.OnAgentRequestSit += HandleAgentRequestSit;
805 ControllingClient.OnAgentSit += HandleAgentSit; 806 ControllingClient.OnAgentSit += HandleAgentSit;
806 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 807 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
@@ -1438,9 +1439,9 @@ namespace OpenSim.Region.Framework.Scenes
1438 /// </summary> 1439 /// </summary>
1439 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1440 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1440 { 1441 {
1441// m_log.DebugFormat( 1442 //m_log.DebugFormat(
1442// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}", 1443 // "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}",
1443// Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); 1444 // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
1444 1445
1445 if (IsChildAgent) 1446 if (IsChildAgent)
1446 { 1447 {
@@ -1448,10 +1449,6 @@ namespace OpenSim.Region.Framework.Scenes
1448 return; 1449 return;
1449 } 1450 }
1450 1451
1451 ++m_movementUpdateCount;
1452 if (m_movementUpdateCount < 1)
1453 m_movementUpdateCount = 1;
1454
1455 #region Sanity Checking 1452 #region Sanity Checking
1456 1453
1457 // This is irritating. Really. 1454 // This is irritating. Really.
@@ -1482,21 +1479,6 @@ namespace OpenSim.Region.Framework.Scenes
1482 1479
1483 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; 1480 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1484 1481
1485 // Camera location in world. We'll need to raytrace
1486 // from this location from time to time.
1487 CameraPosition = agentData.CameraCenter;
1488 if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
1489 {
1490 ReprioritizeUpdates();
1491 m_lastCameraPosition = CameraPosition;
1492 }
1493
1494 // Use these three vectors to figure out what the agent is looking at
1495 // Convert it to a Matrix and/or Quaternion
1496 CameraAtAxis = agentData.CameraAtAxis;
1497 CameraLeftAxis = agentData.CameraLeftAxis;
1498 CameraUpAxis = agentData.CameraUpAxis;
1499
1500 // The Agent's Draw distance setting 1482 // The Agent's Draw distance setting
1501 // When we get to the point of re-computing neighbors everytime this 1483 // When we get to the point of re-computing neighbors everytime this
1502 // changes, then start using the agent's drawdistance rather than the 1484 // changes, then start using the agent's drawdistance rather than the
@@ -1504,12 +1486,6 @@ namespace OpenSim.Region.Framework.Scenes
1504 // DrawDistance = agentData.Far; 1486 // DrawDistance = agentData.Far;
1505 DrawDistance = Scene.DefaultDrawDistance; 1487 DrawDistance = Scene.DefaultDrawDistance;
1506 1488
1507 // Check if Client has camera in 'follow cam' or 'build' mode.
1508 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1509
1510 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1511 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1512
1513 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1489 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1514 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1490 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1515 1491
@@ -1529,17 +1505,6 @@ namespace OpenSim.Region.Framework.Scenes
1529 StandUp(); 1505 StandUp();
1530 } 1506 }
1531 1507
1532 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1533 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1534 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1535 {
1536 if (m_followCamAuto)
1537 {
1538 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1539 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1540 }
1541 }
1542
1543 uint flagsForScripts = (uint)flags; 1508 uint flagsForScripts = (uint)flags;
1544 flags = RemoveIgnoredControls(flags, IgnoredControls); 1509 flags = RemoveIgnoredControls(flags, IgnoredControls);
1545 1510
@@ -1764,9 +1729,74 @@ namespace OpenSim.Region.Framework.Scenes
1764 } 1729 }
1765 1730
1766 m_scene.EventManager.TriggerOnClientMovement(this); 1731 m_scene.EventManager.TriggerOnClientMovement(this);
1767 TriggerScenePresenceUpdated();
1768 } 1732 }
1769 1733
1734
1735 /// <summary>
1736 /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering.
1737 /// </summary>
1738 public void HandleAgentCamerasUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1739 {
1740 //m_log.DebugFormat(
1741 // "[SCENE PRESENCE]: In {0} received agent camera update from {1}, flags {2}",
1742 // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags);
1743
1744 if (IsChildAgent)
1745 {
1746 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1747 return;
1748 }
1749
1750 ++m_movementUpdateCount;
1751 if (m_movementUpdateCount < 1)
1752 m_movementUpdateCount = 1;
1753
1754
1755 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1756
1757 // Camera location in world. We'll need to raytrace
1758 // from this location from time to time.
1759 CameraPosition = agentData.CameraCenter;
1760 if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance)
1761 {
1762 ReprioritizeUpdates();
1763 m_lastCameraPosition = CameraPosition;
1764 }
1765
1766 // Use these three vectors to figure out what the agent is looking at
1767 // Convert it to a Matrix and/or Quaternion
1768 CameraAtAxis = agentData.CameraAtAxis;
1769 CameraLeftAxis = agentData.CameraLeftAxis;
1770 CameraUpAxis = agentData.CameraUpAxis;
1771
1772 // The Agent's Draw distance setting
1773 // When we get to the point of re-computing neighbors everytime this
1774 // changes, then start using the agent's drawdistance rather than the
1775 // region's draw distance.
1776 // DrawDistance = agentData.Far;
1777 DrawDistance = Scene.DefaultDrawDistance;
1778
1779 // Check if Client has camera in 'follow cam' or 'build' mode.
1780 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1781
1782 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1783 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1784
1785
1786 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1787 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1788 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1789 {
1790 if (m_followCamAuto)
1791 {
1792 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1793 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1794 }
1795 }
1796
1797 TriggerScenePresenceUpdated();
1798 }
1799
1770 /// <summary> 1800 /// <summary>
1771 /// Calculate an update to move the presence to the set target. 1801 /// Calculate an update to move the presence to the set target.
1772 /// </summary> 1802 /// </summary>
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 3726191..9b69da3 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -687,6 +687,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
687 public event Action<IClientAPI, bool> OnCompleteMovementToRegion; 687 public event Action<IClientAPI, bool> OnCompleteMovementToRegion;
688 public event UpdateAgent OnPreAgentUpdate; 688 public event UpdateAgent OnPreAgentUpdate;
689 public event UpdateAgent OnAgentUpdate; 689 public event UpdateAgent OnAgentUpdate;
690 public event UpdateAgent OnAgentCameraUpdate;
690 public event AgentRequestSit OnAgentRequestSit; 691 public event AgentRequestSit OnAgentRequestSit;
691 public event AgentSit OnAgentSit; 692 public event AgentSit OnAgentSit;
692 public event AvatarPickerRequest OnAvatarPickerRequest; 693 public event AvatarPickerRequest OnAvatarPickerRequest;
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 592e4e1..6c38b65 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -258,6 +258,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
258 public event Action<IClientAPI, bool> OnCompleteMovementToRegion; 258 public event Action<IClientAPI, bool> OnCompleteMovementToRegion;
259 public event UpdateAgent OnPreAgentUpdate; 259 public event UpdateAgent OnPreAgentUpdate;
260 public event UpdateAgent OnAgentUpdate; 260 public event UpdateAgent OnAgentUpdate;
261 public event UpdateAgent OnAgentCameraUpdate;
261 public event AgentRequestSit OnAgentRequestSit; 262 public event AgentRequestSit OnAgentRequestSit;
262 public event AgentSit OnAgentSit; 263 public event AgentSit OnAgentSit;
263 public event AvatarPickerRequest OnAvatarPickerRequest; 264 public event AvatarPickerRequest OnAvatarPickerRequest;