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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs43
1 files changed, 43 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 72c6630..f01a1cd 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -116,6 +116,8 @@ namespace OpenSim.Region.Framework.Scenes
116 116
117 private bool m_setAlwaysRun; 117 private bool m_setAlwaysRun;
118 118
119 private bool m_updatesAllowed = true;
120 private List<AgentUpdateArgs> m_agentUpdates = new List<AgentUpdateArgs>();
119 private string m_movementAnimation = "DEFAULT"; 121 private string m_movementAnimation = "DEFAULT";
120 private long m_animPersistUntil = 0; 122 private long m_animPersistUntil = 0;
121 private bool m_allowFalling = false; 123 private bool m_allowFalling = false;
@@ -1127,11 +1129,52 @@ namespace OpenSim.Region.Framework.Scenes
1127 1129
1128 } 1130 }
1129 1131
1132 // These methods allow to queue up agent updates (like key presses)
1133 // until all attachment scripts are running and the animations from
1134 // AgentDataUpdate have been started. It is essential for combat
1135 // devices, weapons and AOs that keypresses are not processed
1136 // until scripts that are potentially interested in them are
1137 // up and running and that animations a script knows to be running
1138 // from before a crossing are running again
1139 //
1140 public void LockAgentUpdates()
1141 {
1142 m_updatesAllowed = false;
1143 }
1144
1145 public void UnlockAgentUpdates()
1146 {
1147 lock (m_agentUpdates)
1148 {
1149 if (m_updatesAllowed == false)
1150 {
1151 foreach (AgentUpdateArgs a in m_agentUpdates)
1152 RealHandleAgentUpdate(ControllingClient, a);
1153 m_agentUpdates.Clear();
1154 m_updatesAllowed = true;
1155 }
1156 }
1157 }
1158
1130 /// <summary> 1159 /// <summary>
1131 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1160 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1132 /// </summary> 1161 /// </summary>
1133 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1162 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1134 { 1163 {
1164 lock (m_agentUpdates)
1165 {
1166 if (m_updatesAllowed)
1167 {
1168 RealHandleAgentUpdate(remoteClient, agentData);
1169 return;
1170 }
1171
1172 m_agentUpdates.Add(agentData);
1173 }
1174 }
1175
1176 private void RealHandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1177 {
1135 //if (m_isChildAgent) 1178 //if (m_isChildAgent)
1136 //{ 1179 //{
1137 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1180 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");