From 5e4d6cab00cb29cd088ab7b62ab13aff103b64cb Mon Sep 17 00:00:00 2001 From: onefang Date: Sun, 19 May 2019 21:24:15 +1000 Subject: Dump OpenSim 0.9.0.1 into it's own branch. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 5029 +++++++++++++++------- 1 file changed, 3366 insertions(+), 1663 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1fddd91..74f765d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -90,7 +90,26 @@ namespace OpenSim.Region.Framework.Scenes m_scene.EventManager.TriggerScenePresenceUpdated(this); } - public PresenceType PresenceType { get; private set; } + public bool IsNPC { get; private set; } + + // simple yes or no isGOD from god level >= 200 + // should only be set by GodController + // we have two to suport legacy behaviour + // IsViewerUIGod was controlled by viewer in older versions + // IsGod may now be also controled by viewer acording to options + public bool IsViewerUIGod { get; set; } + public bool IsGod { get; set; } + + private PresenceType m_presenceType; + public PresenceType PresenceType + { + get {return m_presenceType;} + private set + { + m_presenceType = value; + IsNPC = (m_presenceType == PresenceType.Npc); + } + } private ScenePresenceStateMachine m_stateMachine; @@ -98,8 +117,8 @@ namespace OpenSim.Region.Framework.Scenes /// The current state of this presence. Governs only the existence lifecycle. See ScenePresenceStateMachine /// for more details. /// - public ScenePresenceState LifecycleState - { + public ScenePresenceState LifecycleState + { get { return m_stateMachine.GetState(); @@ -116,7 +135,7 @@ namespace OpenSim.Region.Framework.Scenes /// the viewer fires these in quick succession. /// /// - /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement + /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement /// regulation done there. /// private object m_completeMovementLock = new object(); @@ -124,7 +143,7 @@ namespace OpenSim.Region.Framework.Scenes // private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); - + /// /// Experimentally determined "fudge factor" to make sit-target positions /// the same as in SecondLife. Fudge factor was tested for 36 different @@ -134,21 +153,116 @@ namespace OpenSim.Region.Framework.Scenes /// issue #1716 /// public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f); + public bool LegacySitOffsets = true; /// /// Movement updates for agents in neighboring regions are sent directly to clients. /// This value only affects how often agent positions are sent to neighbor regions /// for things such as distance-based update prioritization + /// this are the square of real distances /// - public static readonly float SIGNIFICANT_MOVEMENT = 2.0f; + public static readonly float MOVEMENT = .25f; + public static readonly float SIGNIFICANT_MOVEMENT = 16.0f; + public static readonly float CHILDUPDATES_MOVEMENT = 100.0f; + public static readonly float CHILDUPDATES_TIME = 2000f; // min time between child updates (ms) + + private UUID m_previusParcelUUID = UUID.Zero; + private UUID m_currentParcelUUID = UUID.Zero; + private bool m_previusParcelHide = false; + private bool m_currentParcelHide = false; + private object parcelLock = new Object(); + public double ParcelDwellTickMS; + + public UUID currentParcelUUID + { + get { return m_currentParcelUUID; } + set + { + lock (parcelLock) + { + bool oldhide = m_currentParcelHide; + bool checksame = true; + if (value != m_currentParcelUUID) + { + ParcelDwellTickMS = Util.GetTimeStampMS(); + m_previusParcelHide = m_currentParcelHide; + m_previusParcelUUID = m_currentParcelUUID; + checksame = false; + } + m_currentParcelUUID = value; + m_currentParcelHide = false; + + ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); + if (land != null && !land.LandData.SeeAVs) + m_currentParcelHide = true; + + if (m_previusParcelUUID != UUID.Zero || checksame) + ParcelCrossCheck(m_currentParcelUUID, m_previusParcelUUID, m_currentParcelHide, m_previusParcelHide, oldhide,checksame); + } + } + } + + public void sitSOGmoved() + { +/* + if (IsDeleted || !IsSatOnObject) + //what me? nahh + return; + if (IsInTransit) + return; + + ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); + if (land == null) + return; //?? + UUID parcelID = land.LandData.GlobalID; + if (m_currentParcelUUID != parcelID) + currentParcelUUID = parcelID; +*/ + } + + public bool ParcelAllowThisAvatarSounds + { + get + { + try + { + lock (parcelLock) + { + ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y); + if (land == null) + return true; + if (land.LandData.AnyAVSounds) + return true; + if (!land.LandData.GroupAVSounds) + return false; + return ControllingClient.IsGroupMember(land.LandData.GroupID); + } + } + catch + { + return true; + } + } + } - public UUID currentParcelUUID = UUID.Zero; + public bool ParcelHideThisAvatar + { + get + { + return m_currentParcelHide; + } + } /// /// The animator for this avatar /// public ScenePresenceAnimator Animator { get; private set; } + /// + /// Server Side Animation Override + /// + public MovementAnimationOverrides Overrides { get; private set; } + public String sitAnimation = "SIT"; /// /// Attachments recorded on this avatar. /// @@ -164,21 +278,19 @@ namespace OpenSim.Region.Framework.Scenes private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; private bool MouseDown = false; -// private SceneObjectGroup proxyObjectGroup; - //private SceneObjectPart proxyObjectPart = null; public Vector3 lastKnownAllowedPosition; public bool sentMessageAboutRestrictedParcelFlyingDown; + public Vector4 CollisionPlane = Vector4.UnitW; + public Vector4 m_lastCollisionPlane = Vector4.UnitW; + private byte m_lastState; private Vector3 m_lastPosition; private Quaternion m_lastRotation; private Vector3 m_lastVelocity; private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f); + private bool SentInitialData = false; - private bool m_followCamAuto = false; - - - private Vector3? m_forceToApply; private int m_userFlags; public int UserFlags { @@ -192,23 +304,14 @@ namespace OpenSim.Region.Framework.Scenes set { PhysicsActor.Flying = value; } } - // add for fly velocity control - private bool FlyingOld {get; set;} - public bool WasFlying - { - get; private set; - } - - public bool IsColliding + public bool IsColliding { get { return PhysicsActor != null && PhysicsActor.IsColliding; } // We would expect setting IsColliding to be private but it's used by a hack in Scene set { PhysicsActor.IsColliding = value; } } -// private int m_lastColCount = -1; //KF: Look for Collision chnages -// private int m_updateCount = 0; //KF: Update Anims for a while -// private static readonly int UPDATE_COUNT = 10; // how many frames to update for + private List m_lastColliders = new List(); private TeleportFlags m_teleportFlags; public TeleportFlags TeleportFlags @@ -233,9 +336,18 @@ namespace OpenSim.Region.Framework.Scenes private float m_sitAvatarHeight = 2.0f; + private bool m_childUpdatesBusy = false; + private int m_lastChildUpdatesTime; + private int m_lastChildAgentUpdateGodLevel; + private float m_lastChildAgentUpdateDrawDistance; private Vector3 m_lastChildAgentUpdatePosition; // private Vector3 m_lastChildAgentUpdateCamPosition; + private Vector3 m_lastCameraRayCastCam; + private Vector3 m_lastCameraRayCastPos; + + private float m_FOV = 1.04f; + private const int LAND_VELOCITYMAG_MAX = 12; private const float FLY_ROLL_MAX_RADIANS = 1.1f; @@ -244,32 +356,51 @@ namespace OpenSim.Region.Framework.Scenes private const float FLY_ROLL_RESET_RADIANS_PER_UPDATE = 0.02f; private float m_health = 100f; + private float m_healRate = 1f; + private float m_healRatePerFrame = 0.05f; - protected ulong crossingFromRegion; - - private readonly Vector3[] Dir_Vectors = new Vector3[11]; + private readonly Vector3[] Dir_Vectors = new Vector3[12]; - protected Timer m_reprioritization_timer; - protected bool m_reprioritizing; - protected bool m_reprioritization_called; + protected int m_reprioritizationLastTime; + protected bool m_reprioritizationBusy; + protected Vector3 m_reprioritizationLastPosition; + protected float m_reprioritizationLastDrawDistance; private Quaternion m_headrotation = Quaternion.Identity; //PauPaw:Proper PID Controler for autopilot************ - public bool MovingToTarget { get; private set; } - public Vector3 MoveToPositionTarget { get; private set; } + + private bool m_movingToTarget; + public bool MovingToTarget + { + get {return m_movingToTarget;} + private set {m_movingToTarget = value; } + } + + private Vector3 m_moveToPositionTarget; + public Vector3 MoveToPositionTarget + { + get {return m_moveToPositionTarget;} + private set {m_moveToPositionTarget = value; } + } + + private float m_moveToSpeed; + public float MoveToSpeed + { + get {return m_moveToSpeed;} + private set {m_moveToSpeed = value; } + } + + private double m_delayedStop = -1.0; /// /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). /// public bool LandAtTarget { get; private set; } - private int m_movementUpdateCount; - private const int NumMovementsBetweenRayCast = 5; - private bool CameraConstraintActive; - //private int m_moveToPositionStateStatus; - //***************************************************** + + private object m_collisionEventLock = new Object(); private int m_movementAnimationUpdateCounter = 0; @@ -287,7 +418,6 @@ namespace OpenSim.Region.Framework.Scenes } } - public bool SentInitialDataToClient { get; private set; } /// /// Copy of the script states while the agent is in transit. This state may @@ -303,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Implemented Control Flags /// - private enum Dir_ControlFlags + private enum Dir_ControlFlags:uint { DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, @@ -315,13 +445,15 @@ namespace OpenSim.Region.Framework.Scenes DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, + DIR_CONTROL_FLAG_UP_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS, DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG } - + /// /// Position at which a significant movement was made /// private Vector3 posLastSignificantMove; + private Vector3 posLastMove; #region For teleports and crossings callbacks @@ -346,10 +478,7 @@ namespace OpenSim.Region.Framework.Scenes /// private object m_originRegionIDAccessLock = new object(); - /// - /// Triggered on entity transfer after to allow CompleteMovement() to proceed after we have received an - /// UpdateAgent from the originating region.ddkjjkj - /// + private AutoResetEvent m_updateAgentReceivedAfterTransferEvent = new AutoResetEvent(false); /// @@ -366,6 +495,14 @@ namespace OpenSim.Region.Framework.Scenes /// private IScriptModule[] m_scriptEngines; + private enum LandingPointBehavior + { + OS = 1, + SL = 2 + } + + private LandingPointBehavior m_LandingPointBehavior = LandingPointBehavior.OS; + #region Properties /// @@ -379,11 +516,6 @@ namespace OpenSim.Region.Framework.Scenes public uint MovementFlag { get; private set; } /// - /// Set this if we need to force a movement update on the next received AgentUpdate from the viewer. - /// - private const uint ForceUpdateMovementFlagValue = uint.MaxValue; - - /// /// Is the agent stop control flag currently active? /// public bool AgentControlStopActive { get; private set; } @@ -396,28 +528,21 @@ namespace OpenSim.Region.Framework.Scenes get { return m_invulnerable; } } - private int m_userLevel; - - public int UserLevel - { - get { return m_userLevel; } - private set { m_userLevel = value; } - } - - private int m_godLevel; - - public int GodLevel - { - get { return m_godLevel; } - private set { m_godLevel = value; } - } + public GodController GodController { get; private set; } private ulong m_rootRegionHandle; + private Vector3 m_rootRegionPosition = new Vector3(); public ulong RegionHandle { get { return m_rootRegionHandle; } - private set { m_rootRegionHandle = value; } + private set + { + m_rootRegionHandle = value; + // position rounded to lower multiple of 256m + m_rootRegionPosition.X = (float)((m_rootRegionHandle >> 32) & 0xffffff00); + m_rootRegionPosition.Y = (float)(m_rootRegionHandle & 0xffffff00); + } } #region Client Camera @@ -425,17 +550,13 @@ namespace OpenSim.Region.Framework.Scenes /// /// Position of agent's camera in world (region cordinates) /// - protected Vector3 m_lastCameraPosition; +// protected Vector3 m_lastCameraPosition; private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1); private bool m_doingCamRayCast = false; public Vector3 CameraPosition { get; set; } - - public Quaternion CameraRotation - { - get { return Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); } - } + public Quaternion CameraRotation { get; private set; } // Use these three vectors to figure out what the agent is looking at // Convert it to a Matrix and/or Quaternion @@ -449,39 +570,51 @@ namespace OpenSim.Region.Framework.Scenes get { Vector3 a = new Vector3(CameraAtAxis.X, CameraAtAxis.Y, 0); - - if (a == Vector3.Zero) - return a; - - return Util.GetNormalizedVector(a); + a.Normalize(); + return a; } } - #endregion + #endregion public string Firstname { get; private set; } public string Lastname { get; private set; } + public bool haveGroupInformation; + public bool gotCrossUpdate; + public byte crossingFlags; + public string Grouptitle { - get { return UseFakeGroupTitle ? "(Loading)" : m_groupTitle; } + get { return m_groupTitle; } set { m_groupTitle = value; } } private string m_groupTitle; - /// - /// When this is 'true', return a dummy group title instead of the real group title. This is - /// used as part of a hack to force viewers to update the displayed avatar name. - /// - public bool UseFakeGroupTitle { get; set; } - - // Agent's Draw distance. - public float DrawDistance { get; set; } + private float m_drawDistance = 255f; + public float DrawDistance + { + get + { + return m_drawDistance; + } + set + { + m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance); + } + } + + public float RegionViewDistance + { + get + { + return Util.Clamp(m_drawDistance, 32f, m_scene.MaxRegionViewDistance); + } + } public bool AllowMovement { get; set; } private bool m_setAlwaysRun; - public bool SetAlwaysRun { get @@ -557,12 +690,16 @@ namespace OpenSim.Region.Framework.Scenes // in the sim unless the avatar is on a sit target. While // on a sit target, m_pos will contain the desired offset // without the parent rotation applied. - SceneObjectPart sitPart = ParentPart; - - if (sitPart != null) - return sitPart.ParentGroup.AbsolutePosition + (m_pos * sitPart.GetWorldRotation()); + if (ParentPart != null) + { + SceneObjectPart rootPart = ParentPart.ParentGroup.RootPart; + // if (sitPart != null) + // return sitPart.AbsolutePosition + (m_pos * sitPart.GetWorldRotation()); + if (rootPart != null) + return rootPart.AbsolutePosition + (m_pos * rootPart.GetWorldRotation()); + } } - + return m_pos; } set @@ -614,11 +751,8 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Velocity of the avatar with respect to its local reference frame. + /// Current velocity of the avatar. /// - /// - /// So when sat on a vehicle this will be 0. To get velocity with respect to the world use GetWorldVelocity() - /// public override Vector3 Velocity { get @@ -631,21 +765,12 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", // m_velocity, Name, Scene.RegionInfo.RegionName); } -// else if (ParentPart != null) -// { -// return ParentPart.ParentGroup.Velocity; -// } return m_velocity; } set { -// Util.PrintCallStack(); -// m_log.DebugFormat( -// "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", -// Scene.RegionInfo.RegionName, Name, value); - if (PhysicsActor != null) { try @@ -658,27 +783,42 @@ namespace OpenSim.Region.Framework.Scenes } } - m_velocity = value; + m_velocity = value; + +// m_log.DebugFormat( +// "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}", +// Scene.RegionInfo.RegionName, Name, m_velocity); } } -/* - public override Vector3 AngularVelocity + + // requested Velocity for physics engines avatar motors + // only makes sense if there is a physical rep + public Vector3 TargetVelocity { get { if (PhysicsActor != null) - { - m_rotationalvelocity = PhysicsActor.RotationalVelocity; + return PhysicsActor.TargetVelocity; + else + return Vector3.Zero; + } - // m_log.DebugFormat( - // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", - // m_velocity, Name, Scene.RegionInfo.RegionName); + set + { + if (PhysicsActor != null) + { + try + { + PhysicsActor.TargetVelocity = value; + } + catch (Exception e) + { + m_log.Error("[SCENE PRESENCE]: TARGETVELOCITY " + e.Message); + } } - - return m_rotationalvelocity; } } -*/ + private Quaternion m_bodyRot = Quaternion.Identity; /// @@ -691,9 +831,9 @@ namespace OpenSim.Region.Framework.Scenes /// public Quaternion Rotation { - get - { - return m_bodyRot; + get + { + return m_bodyRot; } set @@ -758,16 +898,42 @@ namespace OpenSim.Region.Framework.Scenes set { m_health = value; } } + public float HealRate + { + get { return m_healRate; } + set + { + if(value > 100.0f) + m_healRate = 100.0f; + else if (value <= 0.0) + m_healRate = 0.0f; + else + m_healRate = value; + + if(Scene != null) + m_healRatePerFrame = m_healRate * Scene.FrameTime; + else + m_healRatePerFrame = 0.05f; + } + } + + /// - /// Get rotation relative to the world. + /// Gets the world rotation of this presence. /// + /// + /// Unlike Rotation, this returns the world rotation no matter whether the avatar is sitting on a prim or not. + /// /// public Quaternion GetWorldRotation() { - SceneObjectPart sitPart = ParentPart; + if (IsSatOnObject) + { + SceneObjectPart sitPart = ParentPart; - if (sitPart != null) - return sitPart.GetWorldRotation() * Rotation; + if (sitPart != null) + return sitPart.GetWorldRotation() * Rotation; + } return Rotation; } @@ -793,26 +959,7 @@ namespace OpenSim.Region.Framework.Scenes seeds = Scene.CapsModule.GetChildrenSeeds(UUID); else seeds = new Dictionary(); - - List old = new List(); - foreach (ulong handle in seeds.Keys) - { - uint x, y; - Util.RegionHandleToRegionLoc(handle, out x, out y); - - if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) - { - old.Add(handle); - } - } - DropOldNeighbours(old); - - if (Scene.CapsModule != null) - Scene.CapsModule.SetChildrenSeed(UUID, seeds); - KnownRegions = seeds; - //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); - //DumpKnownRegions(); } public void DumpKnownRegions() @@ -827,20 +974,20 @@ namespace OpenSim.Region.Framework.Scenes } private bool m_mouseLook; -// private bool m_leftButtonDown; + private bool m_leftButtonDown; private bool m_inTransit; /// /// This signals whether the presence is in transit between neighbouring regions. /// - /// + /// /// It is not set when the presence is teleporting or logging in/out directly to a region. /// public bool IsInTransit { get { return m_inTransit; } - set { + set { if(value) { if (Flying) @@ -851,14 +998,11 @@ namespace OpenSim.Region.Framework.Scenes m_inTransit = value; } } + // this is is only valid if IsInTransit is true + // only false on HG tps + // used work arounf viewers asking source region about destination user + public bool IsInLocalTransit {get; set; } - private float m_speedModifier = 1.0f; - - public float SpeedModifier - { - get { return m_speedModifier; } - set { m_speedModifier = value; } - } /// /// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running @@ -866,7 +1010,20 @@ namespace OpenSim.Region.Framework.Scenes /// /// AGENT_CONTRL_STOP comes about if user holds down space key on viewers. /// - private float AgentControlStopSlowWhilstMoving = 0.5f; + private const float AgentControlStopSlowVel = 0.2f; + // velocities + public const float AgentControlNudgeVel = 1.0f; // setting this diferent from normal as no effect currently + public const float AgentControlNormalVel = 1.0f; + + // old normal speed was tuned to match sl normal plus Fast modifiers + // so we need to rescale it + private float m_speedModifier = 1.0f; + + public float SpeedModifier + { + get { return m_speedModifier; } + set { m_speedModifier = value; } + } private bool m_forceFly; @@ -889,35 +1046,32 @@ namespace OpenSim.Region.Framework.Scenes get { return Util.GetViewerName(m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode)); } } - /// - /// Count of how many terse updates we have sent out. It doesn't matter if this overflows. - /// - private int m_terseUpdateCount; - #endregion #region Constructor(s) public ScenePresence( IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) - { + { + m_scene = world; AttachmentsSyncLock = new Object(); AllowMovement = true; IsChildAgent = true; IsLoggingIn = false; m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; Animator = new ScenePresenceAnimator(this); + Overrides = new MovementAnimationOverrides(); PresenceType = type; - // DrawDistance = world.DefaultDrawDistance; - DrawDistance = Constants.RegionSize; + DrawDistance = world.DefaultDrawDistance; RegionHandle = world.RegionInfo.RegionHandle; ControllingClient = client; Firstname = ControllingClient.FirstName; Lastname = ControllingClient.LastName; m_name = String.Format("{0} {1}", Firstname, Lastname); - m_scene = world; m_uuid = client.AgentId; LocalId = m_scene.AllocateLocalId(); + LegacySitOffsets = m_scene.LegacySitOffsets; + IsInLocalTransit = true; UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); if (account != null) @@ -925,32 +1079,52 @@ namespace OpenSim.Region.Framework.Scenes else m_userFlags = 0; + int userlevel = 0; if (account != null) - UserLevel = account.UserLevel; + userlevel = account.UserLevel; - IGroupsModule gm = m_scene.RequestModuleInterface(); - if (gm != null) - Grouptitle = gm.GetGroupTitle(m_uuid); + GodController = new GodController(world, this, userlevel); + + // IGroupsModule gm = m_scene.RequestModuleInterface(); + // if (gm != null) + // Grouptitle = gm.GetGroupTitle(m_uuid); m_scriptEngines = m_scene.RequestModuleInterfaces(); - - AbsolutePosition = posLastSignificantMove = CameraPosition = - m_lastCameraPosition = ControllingClient.StartPos; - m_reprioritization_timer = new Timer(world.ReprioritizationInterval); - m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); - m_reprioritization_timer.AutoReset = false; + AbsolutePosition = posLastMove = posLastSignificantMove = CameraPosition = + m_reprioritizationLastPosition = ControllingClient.StartPos; + + m_reprioritizationLastDrawDistance = DrawDistance; + + // disable updates workjobs for now + m_childUpdatesBusy = true; + m_reprioritizationBusy = true; AdjustKnownSeeds(); - RegisterToEvents(); + RegisterToClientEvents(); SetDirectionVectors(); Appearance = appearance; m_stateMachine = new ScenePresenceStateMachine(this); + + HealRate = 0.5f; + + IConfig sconfig = m_scene.Config.Configs["EntityTransfer"]; + if (sconfig != null) + { + string lpb = sconfig.GetString("LandingPointBehavior", "LandingPointBehavior_OS"); + if (lpb == "LandingPointBehavior_SL") + m_LandingPointBehavior = LandingPointBehavior.SL; + } + + ControllingClient.RefreshGroupMembership(); + } + private float lastHealthSent = 0; + private void RegionHeartbeatEnd(Scene scene) { if (IsChildAgent) @@ -973,12 +1147,29 @@ namespace OpenSim.Region.Framework.Scenes } else { - m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; +// m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; + } + } + + if(m_healRatePerFrame != 0f && Health != 100.0f) + { + float last = Health; + Health += m_healRatePerFrame; + if(Health > 100.0f) + { + Health = 100.0f; + lastHealthSent = Health; + ControllingClient.SendHealth(Health); + } + else if(Math.Abs(Health - lastHealthSent) > 1.0) + { + lastHealthSent = Health; + ControllingClient.SendHealth(Health); } } } - public void RegisterToEvents() + public void RegisterToClientEvents() { ControllingClient.OnCompleteMovementToRegion += CompleteMovement; ControllingClient.OnAgentUpdate += HandleAgentUpdate; @@ -988,28 +1179,48 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; ControllingClient.OnStartAnim += HandleStartAnim; ControllingClient.OnStopAnim += HandleStopAnim; + ControllingClient.OnChangeAnim += avnHandleChangeAnim; ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; - ControllingClient.OnAutoPilotGo += MoveToTarget; + ControllingClient.OnAutoPilotGo += MoveToTargetHandle; + ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles; +// ControllingClient.OnAgentFOV += HandleAgentFOV; // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); } - private void SetDirectionVectors() + public void RemoveClientEvents() { - Dir_Vectors[0] = Vector3.UnitX; //FORWARD - Dir_Vectors[1] = -Vector3.UnitX; //BACK - Dir_Vectors[2] = Vector3.UnitY; //LEFT - Dir_Vectors[3] = -Vector3.UnitY; //RIGHT - Dir_Vectors[4] = Vector3.UnitZ; //UP - Dir_Vectors[5] = -Vector3.UnitZ; //DOWN - Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE - Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE - Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE - Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE - Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge + ControllingClient.OnCompleteMovementToRegion -= CompleteMovement; + ControllingClient.OnAgentUpdate -= HandleAgentUpdate; + ControllingClient.OnAgentCameraUpdate -= HandleAgentCamerasUpdate; + ControllingClient.OnAgentRequestSit -= HandleAgentRequestSit; + ControllingClient.OnAgentSit -= HandleAgentSit; + ControllingClient.OnSetAlwaysRun -= HandleSetAlwaysRun; + ControllingClient.OnStartAnim -= HandleStartAnim; + ControllingClient.OnStopAnim -= HandleStopAnim; + ControllingClient.OnChangeAnim -= avnHandleChangeAnim; + ControllingClient.OnForceReleaseControls -= HandleForceReleaseControls; + ControllingClient.OnAutoPilotGo -= MoveToTargetHandle; + ControllingClient.OnUpdateThrottles -= RaiseUpdateThrottles; +// ControllingClient.OnAgentFOV += HandleAgentFOV; } + private void SetDirectionVectors() + { + Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD + Dir_Vectors[1] = new Vector3(-AgentControlNormalVel,0,0);; //BACK + Dir_Vectors[2] = new Vector3(0,AgentControlNormalVel,0); //LEFT + Dir_Vectors[3] = new Vector3(0,-AgentControlNormalVel,0); //RIGHT + Dir_Vectors[4] = new Vector3(0,0,AgentControlNormalVel); //UP + Dir_Vectors[5] = new Vector3(0,0,-AgentControlNormalVel); //DOWN + Dir_Vectors[6] = new Vector3(AgentControlNudgeVel, 0f, 0f); //FORWARD_NUDGE + Dir_Vectors[7] = new Vector3(-AgentControlNudgeVel, 0f, 0f); //BACK_NUDGE + Dir_Vectors[8] = new Vector3(0f, AgentControlNudgeVel, 0f); //LEFT_NUDGE + Dir_Vectors[9] = new Vector3(0f, -AgentControlNudgeVel, 0f); //RIGHT_NUDGE + Dir_Vectors[10] = new Vector3(0f, 0f, AgentControlNudgeVel); //UP_Nudge + Dir_Vectors[11] = new Vector3(0f, 0f, -AgentControlNudgeVel); //DOWN_Nudge + } #endregion #region Status Methods @@ -1026,18 +1237,29 @@ namespace OpenSim.Region.Framework.Scenes /// This method is on the critical path for transferring an avatar from one region to another. Delay here /// delays that crossing. /// - private bool MakeRootAgent(Vector3 pos, bool isFlying) + + // constants for physics position search + const float PhysSearchHeight = 600f; + const float PhysMinSkipGap = 50f; + const int PhysNumberCollisions = 30; + + // only in use as part of completemovement + // other uses need fix + private bool MakeRootAgent(Vector3 pos, bool isFlying, ref Vector3 lookat) { + //int ts = Util.EnvironmentTickCount(); + lock (m_completeMovementLock) { if (!IsChildAgent) return false; + //m_log.DebugFormat("[MakeRootAgent] enter lock: {0}ms", Util.EnvironmentTickCountSubtract(ts)); //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); - // m_log.InfoFormat( - // "[SCENE]: Upgrading child to root agent for {0} in {1}", - // Name, m_scene.RegionInfo.RegionName); + // m_log.InfoFormat( + // "[SCENE]: Upgrading child to root agent for {0} in {1}", + // Name, m_scene.RegionInfo.RegionName); if (ParentUUID != UUID.Zero) { @@ -1046,20 +1268,33 @@ namespace OpenSim.Region.Framework.Scenes if (part == null) { m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID); + ParentID = 0; + ParentPart = null; + PrevSitOffset = Vector3.Zero; + HandleForceReleaseControls(ControllingClient, UUID); // needs testing + IsLoggingIn = false; } else { part.AddSittingAvatar(this); - // ParentPosition = part.GetWorldPosition(); + // if not actually on the target invalidate it + if(gotCrossUpdate && (crossingFlags & 0x04) == 0) + part.SitTargetAvatar = UUID.Zero; + ParentID = part.LocalId; ParentPart = part; m_pos = PrevSitOffset; - // pos = ParentPosition; pos = part.GetWorldPosition(); + PhysicsActor partPhysActor = part.PhysActor; + if(partPhysActor != null) + { + partPhysActor.OnPhysicsRequestingCameraData -= + physActor_OnPhysicsRequestingCameraData; + partPhysActor.OnPhysicsRequestingCameraData += + physActor_OnPhysicsRequestingCameraData; + } } ParentUUID = UUID.Zero; - - // Animator.TrySetMovementAnimation("SIT"); } else { @@ -1069,135 +1304,144 @@ namespace OpenSim.Region.Framework.Scenes IsChildAgent = false; } + //m_log.DebugFormat("[MakeRootAgent] out lock: {0}ms", Util.EnvironmentTickCountSubtract(ts)); + // Must reset this here so that a teleport to a region next to an existing region does not keep the flag // set and prevent the close of the connection on a subsequent re-teleport. // Should not be needed if we are not trying to tell this region to close -// DoNotCloseAfterTeleport = false; - - IGroupsModule gm = m_scene.RequestModuleInterface(); - if (gm != null) - Grouptitle = gm.GetGroupTitle(m_uuid); - - AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode); - uint teleportFlags = (aCircuit == null) ? 0 : aCircuit.teleportFlags; - if ((teleportFlags & (uint)TeleportFlags.ViaHGLogin) != 0) - { - // The avatar is arriving from another grid. This means that we may have changed the - // avatar's name to or from the special Hypergrid format ("First.Last @grid.example.com"). - // Unfortunately, due to a viewer bug, viewers don't always show the new name. - // But we have a trick that can force them to update the name anyway. - ForceViewersUpdateName(); - } + // DoNotCloseAfterTeleport = false; RegionHandle = m_scene.RegionInfo.RegionHandle; m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); - - UUID groupUUID = ControllingClient.ActiveGroupId; - string groupName = string.Empty; - ulong groupPowers = 0; - - // ---------------------------------- - // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status - try - { - if (groupUUID != UUID.Zero && gm != null) - { - GroupRecord record = gm.GetGroupRecord(groupUUID); - if (record != null) - groupName = record.GroupName; - - GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid); - - if (groupMembershipData != null) - groupPowers = groupMembershipData.GroupPowers; - } - - ControllingClient.SendAgentDataUpdate( - m_uuid, groupUUID, Firstname, Lastname, groupPowers, groupName, Grouptitle); - } - catch (Exception e) - { - m_log.Error("[AGENTUPDATE]: Error ", e); - } - // ------------------------------------ + //m_log.DebugFormat("[MakeRootAgent] TriggerSetRootAgentScene: {0}ms", Util.EnvironmentTickCountSubtract(ts)); if (ParentID == 0) { - // Moved this from SendInitialData to ensure that Appearance is initialized - // before the inventory is processed in MakeRootAgent. This fixes a race condition - // related to the handling of attachments - //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); - - /* RA 20140111: Commented out these TestBorderCross's. - * Not sure why this code is here. It is not checking all the borders - * and 'in region' sanity checking is done in CheckAndAdjustLandingPoint and below. - if (m_scene.TestBorderCross(pos, Cardinals.E)) - { - Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); - pos.X = crossedBorder.BorderLine.Z - 1; - } - - if (m_scene.TestBorderCross(pos, Cardinals.N)) - { - Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); - pos.Y = crossedBorder.BorderLine.Z - 1; - } - */ + bool positionChanged = false; + bool success = true; + if (m_LandingPointBehavior == LandingPointBehavior.OS) + success = CheckAndAdjustLandingPoint_OS(ref pos, ref lookat, ref positionChanged); + else + success = CheckAndAdjustLandingPoint_SL(ref pos, ref lookat, ref positionChanged); - CheckAndAdjustLandingPoint(ref pos); + if (!success) + m_log.DebugFormat("[SCENE PRESENCE MakeRootAgent]: houston we have a problem.. {0} ({1} got banned)", Name, UUID); - if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) + if (pos.X < 0f || pos.Y < 0f + || pos.X >= m_scene.RegionInfo.RegionSizeX + || pos.Y >= m_scene.RegionInfo.RegionSizeY) { m_log.WarnFormat( "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", pos, Name, UUID); - if (pos.X < 0f) pos.X = 0f; - if (pos.Y < 0f) pos.Y = 0f; - if (pos.Z < 0f) pos.Z = 0f; + if (pos.X < 0f) + pos.X = 0.5f; + else if(pos.X >= m_scene.RegionInfo.RegionSizeX) + pos.X = m_scene.RegionInfo.RegionSizeX - 0.5f; + if (pos.Y < 0f) + pos.Y = 0.5f; + else if(pos.Y >= m_scene.RegionInfo.RegionSizeY) + pos.Y = m_scene.RegionInfo.RegionSizeY - 0.5f; } - float localAVHeight = 1.56f; - if (Appearance.AvatarHeight > 0) - localAVHeight = Appearance.AvatarHeight; + float groundHeight = m_scene.GetGroundHeight(pos.X, pos.Y) + .01f; + float physTestHeight; - float posZLimit = 0; + if(PhysSearchHeight < groundHeight + 100f) + physTestHeight = groundHeight + 100f; + else + physTestHeight = PhysSearchHeight; - if (pos.X < m_scene.RegionInfo.RegionSizeX && pos.Y < m_scene.RegionInfo.RegionSizeY) - posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; - - float newPosZ = posZLimit + localAVHeight / 2; - if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) + float localAVHalfHeight = 0.8f; + if (Appearance != null && Appearance.AvatarHeight > 0) + localAVHalfHeight = 0.5f * Appearance.AvatarHeight; + + groundHeight += localAVHalfHeight; + if (groundHeight > pos.Z) + pos.Z = groundHeight; + + bool checkPhysics = !positionChanged && + m_scene.SupportsRayCastFiltered() && + pos.Z < physTestHeight && + ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == + (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) + || (m_teleportFlags & TeleportFlags.ViaLocation) != 0 + || (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0); + + if(checkPhysics) { - pos.Z = newPosZ; + // land check was done above + RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull; + rayfilter |= RayFilterFlags.PrimsNonPhantomAgents; + + int physcount = PhysNumberCollisions; + + float dist = physTestHeight - groundHeight + localAVHalfHeight; + + Vector3 direction = new Vector3(0f, 0f, -1f); + Vector3 RayStart = pos; + RayStart.Z = physTestHeight; + + List physresults = + (List)m_scene.RayCastFiltered(RayStart, direction, dist, physcount, rayfilter); + if (physresults != null && physresults.Count > 0) + { + float dest = physresults[0].Pos.Z; + + if(physresults.Count > 1) + { + physresults.Sort(delegate(ContactResult a, ContactResult b) + { + return a.Depth.CompareTo(b.Depth); + }); + + int sel = 0; + int count = physresults.Count; + float curd = physresults[0].Depth; + float nextd = curd + PhysMinSkipGap; + float maxDepth = dist - pos.Z; + for(int i = 1; i < count; i++) + { + curd = physresults[i].Depth; + if(curd >= nextd) + { + sel = i; + if(curd >= maxDepth) + break; + } + nextd = curd + PhysMinSkipGap; + } + dest = physresults[sel].Pos.Z; + } + + dest += localAVHalfHeight; + if(dest > pos.Z) + pos.Z = dest; + } } + AbsolutePosition = pos; // m_log.DebugFormat( -// "Set pos {0}, vel {1} in {1} to {2} from input position of {3} on MakeRootAgent", +// "Set pos {0}, vel {1} in {1} to {2} from input position of {3} on MakeRootAgent", // Name, Scene.Name, AbsolutePosition, pos); // if (m_teleportFlags == TeleportFlags.Default) { + Vector3 vel = Velocity; AddToPhysicalScene(isFlying); -// -// Console.WriteLine( -// "Set velocity of {0} in {1} to {2} from input velocity of {3} on MakeRootAgent", -// Name, Scene.Name, PhysicsActor.Velocity, vel); -// } + if (PhysicsActor != null) + PhysicsActor.SetMomentum(vel); } else { AddToPhysicalScene(isFlying); - } - // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a - // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it - // since it requires a physics actor to be present. If it is left any later, then physics appears to reset - // the value to a negative position which does not trigger the border cross. - // This may not be the best location for this. - CheckForBorderCrossing(); + // reset camera to avatar pos + CameraPosition = pos; + } if (ForceFly) { @@ -1209,53 +1453,16 @@ namespace OpenSim.Region.Framework.Scenes } } - // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying - // avatar to return to the standing position in mid-air. On login it looks like this is being sent - // elsewhere anyway - // Animator.SendAnimPack(); - + //m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts)); m_scene.SwapRootAgentCount(false); - if (Scene.AttachmentsModule != null) - { - // The initial login scene presence is already root when it gets here - // and it has already rezzed the attachments and started their scripts. - // We do the following only for non-login agents, because their scripts - // haven't started yet. - if (PresenceType == PresenceType.Npc || IsRealLogin(m_teleportFlags)) - { - WorkManager.RunJob( - "RezAttachments", - o => Scene.AttachmentsModule.RezAttachments(this), - null, - string.Format("Rez attachments for {0} in {1}", Name, Scene.Name)); - } - else - { - WorkManager.RunJob( - "StartAttachmentScripts", - o => RestartAttachmentScripts(), - null, - string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name), - true); - } - } - - SendAvatarDataToAllClients(); - - // send the animations of the other presences to me - m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) - { - if (presence != this) - presence.Animator.SendAnimPackToClient(ControllingClient); - }); - // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will // stall on the border crossing since the existing child agent will still have the last movement // recorded, which stops the input from being processed. - MovementFlag = ForceUpdateMovementFlagValue; + MovementFlag = 0; m_scene.EventManager.TriggerOnMakeRootAgent(this); + //m_log.DebugFormat("[MakeRootAgent] TriggerOnMakeRootAgent and done: {0}ms", Util.EnvironmentTickCountSubtract(ts)); return true; } @@ -1304,12 +1511,13 @@ namespace OpenSim.Region.Framework.Scenes /// Group Title. So the following trick makes viewers update the avatar's name by briefly changing /// the group title (to "(Loading)"), and then restoring it. /// +/* public void ForceViewersUpdateName() { m_log.DebugFormat("[SCENE PRESENCE]: Forcing viewers to update the avatar name for " + Name); UseFakeGroupTitle = true; - SendAvatarDataToAllClients(false); + Util.FireAndForget(o => { @@ -1323,7 +1531,7 @@ namespace OpenSim.Region.Framework.Scenes SendAvatarDataToAllClients(false); }, null, "Scenepresence.ForceViewersUpdateName"); } - +*/ public int GetStateSource() { AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(UUID); @@ -1347,11 +1555,17 @@ namespace OpenSim.Region.Framework.Scenes /// It doesn't get called for a teleport. Reason being, an agent that /// teleports out may not end up anywhere near this region /// - public void MakeChildAgent() + public void MakeChildAgent(ulong newRegionHandle) { + haveGroupInformation = false; + gotCrossUpdate = false; + crossingFlags = 0; m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; - m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); + RegionHandle = newRegionHandle; + + m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1} from root region {2}", + Name, Scene.RegionInfo.RegionName, newRegionHandle); // Reset the m_originRegionID as it has dual use as a flag to signal that the UpdateAgent() call orignating // from the source simulator has completed on a V2 teleport. @@ -1371,7 +1585,7 @@ namespace OpenSim.Region.Framework.Scenes else Animator.ResetAnimations(); - + // m_log.DebugFormat( // "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", // Name, UUID, m_scene.RegionInfo.RegionName); @@ -1379,14 +1593,21 @@ namespace OpenSim.Region.Framework.Scenes // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. //Velocity = new Vector3(0, 0, 0); - + IsChildAgent = true; m_scene.SwapRootAgentCount(true); RemoveFromPhysicalScene(); ParentID = 0; // Child agents can't be sitting +// we dont have land information for child + m_previusParcelHide = false; + m_previusParcelUUID = UUID.Zero; + m_currentParcelHide = false; + m_currentParcelUUID = UUID.Zero; // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into - + + CollisionPlane = Vector4.UnitW; + m_scene.EventManager.TriggerOnMakeChildAgent(this); } @@ -1398,9 +1619,10 @@ namespace OpenSim.Region.Framework.Scenes if (PhysicsActor != null) { // PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; - PhysicsActor.UnSubscribeEvents(); + PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; + PhysicsActor.UnSubscribeEvents(); m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); PhysicsActor = null; } @@ -1423,12 +1645,16 @@ namespace OpenSim.Region.Framework.Scenes public void TeleportWithMomentum(Vector3 pos, Vector3? v) { + if(!CheckLocalTPLandingPoint(ref pos)) + return; + if (ParentID != (uint)0) StandUp(); + bool isFlying = Flying; Vector3 vel = Velocity; RemoveFromPhysicalScene(); - CheckLandingPoint(ref pos); + AbsolutePosition = pos; AddToPhysicalScene(isFlying); if (PhysicsActor != null) @@ -1438,11 +1664,29 @@ namespace OpenSim.Region.Framework.Scenes else PhysicsActor.SetMomentum(vel); } + + SendTerseUpdateToAllClients(); + } + + public void TeleportOnEject(Vector3 pos) + { + if (ParentID != (uint)0) + StandUp(); + + bool isFlying = Flying; + RemoveFromPhysicalScene(); + + AbsolutePosition = pos; + + AddToPhysicalScene(isFlying); + SendTerseUpdateToAllClients(); } public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY) { - CheckLandingPoint(ref newpos); + if(!CheckLocalTPLandingPoint(ref newpos)) + return; + AbsolutePosition = newpos; if (newvel.HasValue) @@ -1469,11 +1713,15 @@ namespace OpenSim.Region.Framework.Scenes } } } + SendTerseUpdateToAllClients(); } public void StopFlying() { - Vector3 pos = AbsolutePosition; + if (IsInTransit) + return; + + Vector3 pos = AbsolutePosition; if (Appearance.AvatarHeight != 127.0f) pos += new Vector3(0f, 0f, (Appearance.AvatarHeight / 6f)); else @@ -1492,7 +1740,7 @@ namespace OpenSim.Region.Framework.Scenes else CollisionPlane = new Vector4(0, 0, 0, pos.Z - (1.56f / 6f)); - ControllingClient.SendAgentTerseUpdate(this); + SendAgentTerseUpdate(this); } /// @@ -1501,7 +1749,7 @@ namespace OpenSim.Region.Framework.Scenes /// Postive or negative roll amount in radians private void ApplyFlyingRoll(float amount, bool PressingUp, bool PressingDown) { - + float rollAmount = Util.Clamp(m_AngularVelocity.Z + amount, -FLY_ROLL_MAX_RADIANS, FLY_ROLL_MAX_RADIANS); m_AngularVelocity.Z = rollAmount; @@ -1553,17 +1801,14 @@ namespace OpenSim.Region.Framework.Scenes if (m_AngularVelocity.Z > 0) { - float leftOverToMin = m_AngularVelocity.Z - rollMinRadians; if (amount > leftOverToMin) return -leftOverToMin; else return -amount; - } else { - float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians; if (amount > leftOverToMin) return leftOverToMin; @@ -1571,22 +1816,65 @@ namespace OpenSim.Region.Framework.Scenes return amount; } } - - // neighbouring regions we have enabled a child agent in // holds the seed cap for the child agent in that region private Dictionary m_knownChildRegions = new Dictionary(); - public void AddNeighbourRegion(ulong regionHandle, string cap) + struct spRegionSizeInfo + { + public int sizeX; + public int sizeY; + } + + private Dictionary m_knownChildRegionsSizeInfo = new Dictionary(); + + public void AddNeighbourRegion(GridRegion region, string capsPath) + { + lock (m_knownChildRegions) + { + ulong regionHandle = region.RegionHandle; + m_knownChildRegions.Add(regionHandle,capsPath); + + spRegionSizeInfo sizeInfo = new spRegionSizeInfo(); + sizeInfo.sizeX = region.RegionSizeX; + sizeInfo.sizeY = region.RegionSizeY; + m_knownChildRegionsSizeInfo[regionHandle] = sizeInfo; + } + } + + public void AddNeighbourRegionSizeInfo(GridRegion region) + { + lock (m_knownChildRegions) + { + spRegionSizeInfo sizeInfo = new spRegionSizeInfo(); + sizeInfo.sizeX = region.RegionSizeX; + sizeInfo.sizeY = region.RegionSizeY; + ulong regionHandle = region.RegionHandle; + + if (!m_knownChildRegionsSizeInfo.ContainsKey(regionHandle)) + { + m_knownChildRegionsSizeInfo.Add(regionHandle, sizeInfo); + + } + else + m_knownChildRegionsSizeInfo[regionHandle] = sizeInfo; + } + } + + public void SetNeighbourRegionSizeInfo(List regionsList) { lock (m_knownChildRegions) { - if (!m_knownChildRegions.ContainsKey(regionHandle)) + m_knownChildRegionsSizeInfo.Clear(); + + foreach (GridRegion region in regionsList) { - uint x, y; - Utils.LongToUInts(regionHandle, out x, out y); - m_knownChildRegions.Add(regionHandle, cap); + spRegionSizeInfo sizeInfo = new spRegionSizeInfo(); + sizeInfo.sizeX = region.RegionSizeX; + sizeInfo.sizeY = region.RegionSizeY; + ulong regionHandle = region.RegionHandle; + m_knownChildRegionsSizeInfo.Add(regionHandle, sizeInfo); } } } @@ -1600,9 +1888,16 @@ namespace OpenSim.Region.Framework.Scenes //if (m_knownChildRegions.ContainsKey(regionHandle)) // m_log.DebugFormat(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count); m_knownChildRegions.Remove(regionHandle); + m_knownChildRegionsSizeInfo.Remove(regionHandle); } } + public bool knowsNeighbourRegion(ulong regionHandle) + { + lock (m_knownChildRegions) + return m_knownChildRegions.ContainsKey(regionHandle); + } + public void DropOldNeighbours(List oldRegions) { foreach (ulong handle in oldRegions) @@ -1612,6 +1907,13 @@ namespace OpenSim.Region.Framework.Scenes } } + public void DropThisRootRegionFromNeighbours() + { + ulong handle = m_scene.RegionInfo.RegionHandle; + RemoveNeighbourRegion(handle); + Scene.CapsModule.DropChildSeed(UUID, handle); + } + public Dictionary KnownRegions { get @@ -1632,7 +1934,8 @@ namespace OpenSim.Region.Framework.Scenes { get { - return new List(KnownRegions.Keys); + lock (m_knownChildRegions) + return new List(m_knownChildRegions.Keys); } } @@ -1662,35 +1965,66 @@ namespace OpenSim.Region.Framework.Scenes public void SetSize(Vector3 size, float feetoffset) { if (PhysicsActor != null && !IsChildAgent) - { - // Eventually there will be a physics call that sets avatar size that includes offset info. - // For the moment, just set the size as passed. - PhysicsActor.Size = size; - // PhysicsActor.setAvatarSize(size, feetoffset); - } + PhysicsActor.setAvatarSize(size, feetoffset); } private bool WaitForUpdateAgent(IClientAPI client) { // Before the source region executes UpdateAgent - // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, + // (which triggers Scene.IncomingUpdateChildAgent(AgentData cAgentData) here in the destination, // m_originRegionID is UUID.Zero; after, it's non-Zero. The CompleteMovement sequence initiated from the // viewer (in turn triggered by the source region sending it a TeleportFinish event) waits until it's non-zero - m_updateAgentReceivedAfterTransferEvent.WaitOne(10000); - UUID originID = UUID.Zero; + try + { + if(m_updateAgentReceivedAfterTransferEvent.WaitOne(10000)) + { + UUID originID = UUID.Zero; - lock (m_originRegionIDAccessLock) - originID = m_originRegionID; + lock (m_originRegionIDAccessLock) + originID = m_originRegionID; + if (originID.Equals(UUID.Zero)) + { + // Movement into region will fail + m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} at {1} got invalid origin region id ", client.Name, Scene.Name); + return false; + } + return true; + } + else + { + m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} at {1} did not receive agent update ", client.Name, Scene.Name); + return false; + } + } + catch { } + + return false; + } - if (originID.Equals(UUID.Zero)) + public void RotateToLookAt(Vector3 lookAt) + { + if(ParentID == 0) { - // Movement into region will fail - m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived in {1}", client.Name, Scene.Name); - return false; + float n = lookAt.X * lookAt.X + lookAt.Y * lookAt.Y; + if(n < 0.0001f) + { + Rotation = Quaternion.Identity; + return; + } + n = lookAt.X/(float)Math.Sqrt(n); + float angle = (float)Math.Acos(n); + angle *= 0.5f; + float s = (float)Math.Sin(angle); + if(lookAt.Y < 0) + s = -s; + Rotation = new Quaternion( + 0f, + 0f, + s, + (float)Math.Cos(angle) + ); } - - return true; } /// @@ -1704,62 +2038,72 @@ namespace OpenSim.Region.Framework.Scenes /// public void CompleteMovement(IClientAPI client, bool openChildAgents) { -// DateTime startTime = DateTime.Now; + int ts = Util.EnvironmentTickCount(); m_log.InfoFormat( "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}", client.Name, Scene.Name, AbsolutePosition); - bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); // Get this ahead of time because IsInTransit modifies 'm_AgentControlFlags' + m_inTransit = true; - IsInTransit = true; try { // Make sure it's not a login agent. We don't want to wait for updates during login - if (!(PresenceType == PresenceType.Npc || IsRealLogin(m_teleportFlags))) + if (!IsNPC && !IsRealLogin(m_teleportFlags)) { + // Let's wait until UpdateAgent (called by departing region) is done if (!WaitForUpdateAgent(client)) // The sending region never sent the UpdateAgent data, we have to refuse return; } - Vector3 look = Velocity; + //m_log.DebugFormat("[CompleteMovement] WaitForUpdateAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); - // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) - if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1)) - { - look = new Vector3(0.99f, 0.042f, 0); - } + bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); - // Prevent teleporting to an underground location - // (may crash client otherwise) - // - Vector3 pos = AbsolutePosition; - float ground = m_scene.GetGroundHeight(pos.X, pos.Y); - if (pos.Z < ground + 1.5f) + Vector3 look = Lookat; + look.Z = 0f; + if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01)) { - pos.Z = ground + 1.5f; - AbsolutePosition = pos; + look = Velocity; + look.Normalize(); + if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01) ) + look = new Vector3(0.99f, 0.042f, 0); } - if (!MakeRootAgent(AbsolutePosition, flying)) + // Check Default Location (Also See EntityTransferModule.TeleportAgentWithinRegion) + if (AbsolutePosition.X == 128f && AbsolutePosition.Y == 128f && AbsolutePosition.Z == 22.5f) + AbsolutePosition = Scene.RegionInfo.DefaultLandingPoint; + + if (!MakeRootAgent(AbsolutePosition, flying, ref look)) { m_log.DebugFormat( - "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root", + "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root", Name, Scene.Name); return; } - // Tell the client that we're totally ready - ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); - // Child agents send initial data up in LLUDPServer.HandleUseCircuitCode() - if (!SentInitialDataToClient) - SendInitialDataToClient(); + //m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); + + if(!haveGroupInformation && !IsChildAgent && !IsNPC) + { + IGroupsModule gm = m_scene.RequestModuleInterface(); + if (gm != null) + Grouptitle = gm.GetGroupTitle(m_uuid); + + //m_log.DebugFormat("[CompleteMovement] Missing Grouptitle: {0}ms", Util.EnvironmentTickCountSubtract(ts)); + + InventoryFolderBase cof = m_scene.InventoryService.GetFolderForType(client.AgentId, (FolderType)46); + if (cof == null) + COF = UUID.Zero; + else + COF = cof.ID; - // m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); + m_log.DebugFormat("[CompleteMovement]: Missing COF for {0} is {1}", client.AgentId, COF); + } if (!string.IsNullOrEmpty(m_callbackURI)) { @@ -1768,69 +2112,260 @@ namespace OpenSim.Region.Framework.Scenes // here until we know for sure that the agent is active in this region. Sending AgentMovementComplete // is not enough for Imprudence clients - there appears to be a small delay (<200ms, <500ms) until they regard this // region as the current region, meaning that a close sent before then will fail the teleport. - // System.Threading.Thread.Sleep(2000); + // System.Threading.Thread.Sleep(2000); m_log.DebugFormat( "[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}", client.Name, client.AgentId, m_callbackURI); - Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); + UUID originID; + + lock (m_originRegionIDAccessLock) + originID = m_originRegionID; + + Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI); m_callbackURI = null; + //m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); } - // else - // { - // m_log.DebugFormat( - // "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}", - // client.Name, client.AgentId, m_scene.RegionInfo.RegionName); - // } +// else +// { +// m_log.DebugFormat( +// "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}", +// client.Name, client.AgentId, m_scene.RegionInfo.RegionName); +// } - ValidateAndSendAppearanceAndAgentData(); - // Create child agents in neighbouring regions - if (openChildAgents && !IsChildAgent) + // Tell the client that we're totally ready + ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); + //m_log.DebugFormat("[CompleteMovement] MoveAgentIntoRegion: {0}ms", Util.EnvironmentTickCountSubtract(ts)); + + bool isHGTP = (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0; + + int delayctnr = Util.EnvironmentTickCount(); + + if (!IsChildAgent) { - IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); - if (m_agentTransfer != null) + if( ParentPart != null && !IsNPC && (crossingFlags & 0x08) != 0) { - // Note: this call can take a while, because it notifies each of the simulator's neighbours. - // It's important that we don't allow the avatar to cross regions meanwhile, as that will - // cause serious errors. We've prevented that from happening by setting IsInTransit=true. - m_agentTransfer.EnableChildAgents(this); + +// SceneObjectPart root = ParentPart.ParentGroup.RootPart; +// if(root.LocalId != ParentPart.LocalId) +// ControllingClient.SendEntityTerseUpdateImmediate(root); +// ControllingClient.SendEntityTerseUpdateImmediate(ParentPart); + ParentPart.ParentGroup.SendFullUpdateToClient(ControllingClient); } - IFriendsModule friendsModule = m_scene.RequestModuleInterface(); - if (friendsModule != null) - friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); + // verify baked textures and cache + bool cachedbaked = false; + + if (IsNPC) + cachedbaked = true; + else + { + if (m_scene.AvatarFactory != null && !isHGTP) + cachedbaked = m_scene.AvatarFactory.ValidateBakedTextureCache(this); + + // not sure we need this + if (!cachedbaked) + { + if (m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(UUID); + } + } + //m_log.DebugFormat("[CompleteMovement] Baked check: {0}ms", Util.EnvironmentTickCountSubtract(ts)); + } + + if(m_teleportFlags > 0) + { + gotCrossUpdate = false; // sanity check + if(Util.EnvironmentTickCountSubtract(delayctnr)< 500) + Thread.Sleep(500); // let viewers catch us + } + + if(!gotCrossUpdate) + RotateToLookAt(look); + + // HG + if(isHGTP) + { +// ControllingClient.SendNameReply(m_uuid, Firstname, Lastname); + m_log.DebugFormat("[CompleteMovement] HG"); + } + + m_previusParcelHide = false; + m_previusParcelUUID = UUID.Zero; + m_currentParcelHide = false; + m_currentParcelUUID = UUID.Zero; + ParcelDwellTickMS = Util.GetTimeStampMS(); + + if(!IsNPC) + { + GodController.SyncViewerState(); + + // start sending terrain patchs + if (!gotCrossUpdate) + Scene.SendLayerData(ControllingClient); + } + // send initial land overlay and parcel + ILandChannel landch = m_scene.LandChannel; + if (landch != null) + landch.sendClientInitialLandInfo(client); + + if (!IsChildAgent) + { + List allpresences = m_scene.GetScenePresences(); + + // send avatar object to all presences including us, so they cross it into region + // then hide if necessary + + SendInitialAvatarDataToAllAgents(allpresences); + + // send this look + SendAppearanceToAgent(this); + + // send this animations + + UUID[] animIDs = null; + int[] animseqs = null; + UUID[] animsobjs = null; + + if (Animator != null) + Animator.GetArrays(out animIDs, out animseqs, out animsobjs); + + bool haveAnims = (animIDs != null && animseqs != null && animsobjs != null); + + if (haveAnims) + SendAnimPackToAgent(this, animIDs, animseqs, animsobjs); + + // we should be able to receive updates, etc + // so release them + m_inTransit = false; + + // send look and animations to others + // if not cached we send greys + // uncomented if will wait till avatar does baking + //if (cachedbaked) + { + foreach (ScenePresence p in allpresences) + { + if (p == this) + continue; + + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + continue; + + SendAppearanceToAgentNF(p); + if (haveAnims) + SendAnimPackToAgentNF(p, animIDs, animseqs, animsobjs); + } + } // greys if + + //m_log.DebugFormat("[CompleteMovement] ValidateAndSendAppearanceAndAgentData: {0}ms", Util.EnvironmentTickCountSubtract(ts)); + + // attachments + if (IsNPC || IsRealLogin(m_teleportFlags)) + { + if (Scene.AttachmentsModule != null) + // Util.FireAndForget( + // o => + // { + + if (!IsNPC) + Scene.AttachmentsModule.RezAttachments(this); + else + Util.FireAndForget(x => + { + Scene.AttachmentsModule.RezAttachments(this); + }); + + // }); + } + else + { + if (m_attachments.Count > 0) + { + m_log.DebugFormat( + "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); + + foreach (SceneObjectGroup sog in m_attachments) + { + sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); + sog.ResumeScripts(); + } + + foreach (ScenePresence p in allpresences) + { + if (p == this) + { + SendAttachmentsToAgentNF(this); + continue; + } + + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + continue; + + SendAttachmentsToAgentNF(p); + } + } + } + //m_log.DebugFormat("[CompleteMovement] attachments: {0}ms", Util.EnvironmentTickCountSubtract(ts)); + if (openChildAgents) + { + // Create child agents in neighbouring regions + IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); + if (m_agentTransfer != null) + { + m_agentTransfer.EnableChildAgents(this); + } + } + // let updates be sent, with some delay + m_lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000; + m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel; + m_lastChildAgentUpdateDrawDistance = DrawDistance; + m_lastChildAgentUpdatePosition = AbsolutePosition; + m_childUpdatesBusy = false; // allow them } - // XXX: If we force an update after activity has completed, then multiple attachments do appear correctly on a destination region - // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. - // This may be due to viewer code or it may be something we're not doing properly simulator side. - WorkManager.RunJob( - "ScheduleAttachmentsForFullUpdate", - o => ScheduleAttachmentsForFullUpdate(), - null, - string.Format("Schedule attachments for full update for {0} in {1}", Name, Scene.Name), - true); + //m_log.DebugFormat("[CompleteMovement] openChildAgents: {0}ms", Util.EnvironmentTickCountSubtract(ts)); + + // send the rest of the world + if (m_teleportFlags > 0 && !IsNPC || m_currentParcelHide) + SendInitialDataToMe(); + + // priority uses avatar position only +// m_reprioritizationLastPosition = AbsolutePosition; +// m_reprioritizationLastDrawDistance = DrawDistance; +// m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it +// m_reprioritizationBusy = false; + + //m_log.DebugFormat("[CompleteMovement] SendInitialDataToMe: {0}ms", Util.EnvironmentTickCountSubtract(ts)); + + if (!IsChildAgent && openChildAgents) + { + IFriendsModule friendsModule = m_scene.RequestModuleInterface(); + if (friendsModule != null) + { + if(gotCrossUpdate) + friendsModule.IsNowRoot(this); + else + friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); + } + //m_log.DebugFormat("[CompleteMovement] friendsModule: {0}ms", Util.EnvironmentTickCountSubtract(ts)); - // m_log.DebugFormat( - // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", - // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); + } } finally { - IsInTransit = false; + haveGroupInformation = false; + gotCrossUpdate = false; + crossingFlags = 0; + m_inTransit = false; } - } + + m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; - private void ScheduleAttachmentsForFullUpdate() - { - lock (m_attachments) - { - foreach (SceneObjectGroup sog in m_attachments) - sog.ScheduleGroupForFullUpdate(); - } + m_log.DebugFormat("[CompleteMovement] end: {0}ms", Util.EnvironmentTickCountSubtract(ts)); } /// @@ -1841,30 +2376,71 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// - /// + /// - private void UpdateCameraCollisionPlane(Vector4 plane) + private void checkCameraCollision() { - if (m_lastCameraCollisionPlane != plane) + if(m_doingCamRayCast || !m_scene.PhysicsScene.SupportsRayCast()) + return; + + if(m_mouseLook || ParentID != 0) { - m_lastCameraCollisionPlane = plane; - ControllingClient.SendCameraConstraint(plane); + if (CameraConstraintActive) + { + Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right... + UpdateCameraCollisionPlane(plane); + CameraConstraintActive = false; + } + return; } - } + + Vector3 posAdjusted = AbsolutePosition; + posAdjusted.Z += 1.0f; // viewer current camera focus point - public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) - { - const float POSITION_TOLERANCE = 0.02f; - const float ROTATION_TOLERANCE = 0.02f; + if(posAdjusted.ApproxEquals(m_lastCameraRayCastPos, 0.2f) && + CameraPosition.ApproxEquals(m_lastCameraRayCastCam, 0.2f)) + return; - m_doingCamRayCast = false; - if (hitYN && localid != LocalId) - { - SceneObjectGroup group = m_scene.GetGroupByPrim(localid); - bool IsPrim = group != null; - if (IsPrim) + m_lastCameraRayCastCam = CameraPosition; + m_lastCameraRayCastPos = posAdjusted; + + Vector3 tocam = CameraPosition - posAdjusted; + + float distTocamlen = tocam.LengthSquared(); + if (distTocamlen > 0.01f && distTocamlen < 400) + { + distTocamlen = (float)Math.Sqrt(distTocamlen); + tocam *= (1.0f / distTocamlen); + + m_doingCamRayCast = true; + m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback); + return; + } + + if (CameraConstraintActive) + { + Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right... + UpdateCameraCollisionPlane(plane); + CameraConstraintActive = false; + } + } + + private void UpdateCameraCollisionPlane(Vector4 plane) + { + if (m_lastCameraCollisionPlane != plane) + { + m_lastCameraCollisionPlane = plane; + ControllingClient.SendCameraConstraint(plane); + } + } + + public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) + { + if (hitYN && localid != LocalId) + { + if (localid != 0) { - SceneObjectPart part = group.GetPart(localid); + SceneObjectPart part = m_scene.GetSceneObjectPart(localid); if (part != null && !part.VolumeDetectActive) { CameraConstraintActive = true; @@ -1897,13 +2473,14 @@ namespace OpenSim.Region.Framework.Scenes UpdateCameraCollisionPlane(plane); } } - else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || - !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) + else if(CameraConstraintActive) { Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right... UpdateCameraCollisionPlane(plane); CameraConstraintActive = false; } + + m_doingCamRayCast = false; } /// @@ -1921,12 +2498,17 @@ namespace OpenSim.Region.Framework.Scenes return; } + if (IsInTransit) + return; + #region Sanity Checking // This is irritating. Really. if (!AbsolutePosition.IsFinite()) { - RemoveFromPhysicalScene(); + bool isphysical = PhysicsActor != null; + if(isphysical) + RemoveFromPhysicalScene(); m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); m_pos = m_LastFinitePos; @@ -1938,7 +2520,8 @@ namespace OpenSim.Region.Framework.Scenes m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903"); } - AddToPhysicalScene(false); + if(isphysical) + AddToPhysicalScene(false); } else { @@ -1953,18 +2536,18 @@ namespace OpenSim.Region.Framework.Scenes // The Agent's Draw distance setting // When we get to the point of re-computing neighbors everytime this - // changes, then start using the agent's drawdistance rather than the + // changes, then start using the agent's drawdistance rather than the // region's draw distance. + DrawDistance = agentData.Far; - // DrawDistance = Scene.DefaultDrawDistance; m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; // FIXME: This does not work as intended because the viewer only sends the lbutton down when the button // is first pressed, not whilst it is held down. If this is required in the future then need to look - // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not + // for an AGENT_CONTROL_LBUTTON_UP event and make sure to handle cases where an initial DOWN is not // received (e.g. on holding LMB down on the avatar in a viewer). -// m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; + m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; #endregion Inputs @@ -1977,6 +2560,7 @@ namespace OpenSim.Region.Framework.Scenes // (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) // m_updateCount = UPDATE_COUNT; + if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) { StandUp(); @@ -1984,38 +2568,8 @@ namespace OpenSim.Region.Framework.Scenes // Raycast from the avatar's head to the camera to see if there's anything blocking the view // this exclude checks may not be complete - - if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast()) - { - if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0) - { - Vector3 posAdjusted = AbsolutePosition; -// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f; - posAdjusted.Z += 1.0f; // viewer current camera focus point - Vector3 tocam = CameraPosition - posAdjusted; - tocam.X = (float)Math.Round(tocam.X, 1); - tocam.Y = (float)Math.Round(tocam.Y, 1); - tocam.Z = (float)Math.Round(tocam.Z, 1); - - float distTocamlen = tocam.Length(); - if (distTocamlen > 0.3f) - { - tocam *= (1.0f / distTocamlen); - posAdjusted.X = (float)Math.Round(posAdjusted.X, 1); - posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1); - posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1); - - m_doingCamRayCast = true; - m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback); - } - } - else if (CameraConstraintActive && (m_mouseLook || ParentID != 0)) - { - Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right... - UpdateCameraCollisionPlane(plane); - CameraConstraintActive = false; - } - } + if(agentData.NeedsCameraCollision) // condition parentID may be wrong + checkCameraCollision(); uint flagsForScripts = (uint)flags; flags = RemoveIgnoredControls(flags, IgnoredControls); @@ -2032,7 +2586,7 @@ namespace OpenSim.Region.Framework.Scenes // We need to send this back to the client in order to stop the edit beams if ((oldState & (uint)AgentState.Editing) != 0 && State == (uint)AgentState.None) - ControllingClient.SendAgentTerseUpdate(this); + SendAgentTerseUpdate(this); PhysicsActor actor = PhysicsActor; @@ -2046,9 +2600,7 @@ namespace OpenSim.Region.Framework.Scenes if (AllowMovement && !SitGround) { // m_log.DebugFormat("[SCENE PRESENCE]: Initial body rotation {0} for {1}", agentData.BodyRotation, Name); - bool update_rotation = false; - if (agentData.BodyRotation != Rotation) { Rotation = agentData.BodyRotation; @@ -2056,31 +2608,26 @@ namespace OpenSim.Region.Framework.Scenes } bool update_movementflag = false; - - // If we were just made root agent then we must perform movement updates for the first AgentUpdate that - // we get - if (MovementFlag == ForceUpdateMovementFlagValue) - { - MovementFlag = 0; - update_movementflag = true; - } - + bool mvToTarget = m_movingToTarget; if (agentData.UseClientAgentPosition) { - MovingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; - MoveToPositionTarget = agentData.ClientAgentPosition; + m_movingToTarget = (agentData.ClientAgentPosition - AbsolutePosition).LengthSquared() > 0.04f; + m_moveToPositionTarget = agentData.ClientAgentPosition; + m_moveToSpeed = -1f; } int i = 0; bool DCFlagKeyPressed = false; Vector3 agent_control_v3 = Vector3.Zero; - bool newFlying = actor.Flying; + bool newFlying = false; if (ForceFly) newFlying = true; else if (FlyDisabled) newFlying = false; + else if(mvToTarget) + newFlying = actor.Flying; else newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); @@ -2096,6 +2643,15 @@ namespace OpenSim.Region.Framework.Scenes { bool bAllowUpdateMoveToPosition = false; + Vector3[] dirVectors; + + // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying + // this prevents 'jumping' in inappropriate situations. +// if (!Flying && (m_mouseLook || m_leftButtonDown)) +// dirVectors = GetWalkDirectionVectors(); +// else + dirVectors = Dir_Vectors; + // A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction. foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) { @@ -2105,9 +2661,7 @@ namespace OpenSim.Region.Framework.Scenes try { - // Don't slide against ground when crouching if camera is panned around avatar - if (Flying || DCF != Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN) - agent_control_v3 += Dir_Vectors[i]; + agent_control_v3 += Dir_Vectors[i]; //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); } catch (IndexOutOfRangeException) @@ -2115,10 +2669,10 @@ namespace OpenSim.Region.Framework.Scenes // Why did I get this? } - if (((MovementFlag & (uint)DCF) == 0) & !AgentControlStopActive) - { + if (((MovementFlag & (uint)DCF) == 0)) + { //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF); - MovementFlag += (uint)DCF; + MovementFlag |= (uint)DCF; update_movementflag = true; } } @@ -2127,7 +2681,7 @@ namespace OpenSim.Region.Framework.Scenes if ((MovementFlag & (uint)DCF) != 0) { //m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF); - MovementFlag -= (uint)DCF; + MovementFlag &= (uint)~DCF; update_movementflag = true; /* @@ -2154,7 +2708,7 @@ namespace OpenSim.Region.Framework.Scenes update_movementflag = true; } - if (MovingToTarget) + if (m_movingToTarget) { // If the user has pressed a key then we want to cancel any move to target. if (DCFlagKeyPressed) @@ -2167,7 +2721,7 @@ namespace OpenSim.Region.Framework.Scenes // The UseClientAgentPosition is set if parcel ban is forcing the avatar to move to a // certain position. It's only check for tolerance on returning to that position is 0.2 // rather than 1, at which point it removes its force target. - if (HandleMoveToTargetUpdate(agentData.UseClientAgentPosition ? 0.2 : 1, ref agent_control_v3)) + if (HandleMoveToTargetUpdate(agentData.UseClientAgentPosition ? 0.2f : 1f, ref agent_control_v3)) update_movementflag = true; } } @@ -2180,11 +2734,11 @@ namespace OpenSim.Region.Framework.Scenes if (Flying && !ForceFly) { // Need to stop in mid air if user holds down AGENT_CONTROL_STOP - if (AgentControlStopActive) - { - agent_control_v3 = Vector3.Zero; - } - else + // if (AgentControlStopActive) + // { + // agent_control_v3 = Vector3.Zero; + // } + // else { // Landing detection code @@ -2192,38 +2746,43 @@ namespace OpenSim.Region.Framework.Scenes bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); - //m_log.Debug("[CONTROL]: " +flags); + //m_log.Debug("[CONTROL]: " +flags); // Applies a satisfying roll effect to the avatar when flying. if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) { ApplyFlyingRoll( - FLY_ROLL_RADIANS_PER_UPDATE, - (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, + FLY_ROLL_RADIANS_PER_UPDATE, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); - } + } else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) { ApplyFlyingRoll( - -FLY_ROLL_RADIANS_PER_UPDATE, - (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, - (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); + -FLY_ROLL_RADIANS_PER_UPDATE, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0, + (flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0); } else { if (m_AngularVelocity.Z != 0) - m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); - } - - if (Flying && IsColliding && controlland) - { - // nesting this check because LengthSquared() is expensive and we don't - // want to do it every step when flying. - if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) - StopFlying(); + m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE); } + + /* + if (Flying && IsColliding && controlland) + { + // nesting this check because LengthSquared() is expensive and we don't + // want to do it every step when flying. + if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) + StopFlying(); + } + */ } } + else if (IsColliding && agent_control_v3.Z < 0f) + agent_control_v3.Z = 0; +// else if(AgentControlStopActive %% Velocity.Z <0.01f) // m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); @@ -2231,54 +2790,60 @@ namespace OpenSim.Region.Framework.Scenes // which occurs later in the main scene loop // We also need to update if the user rotates their avatar whilst it is slow walking/running (if they // held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update - // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the + // if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the // avatar location in place). - if (update_movementflag + + if (update_movementflag || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) { -// if (update_movementflag || !AgentControlStopActive || MovementFlag != 0) -// { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, mf = {4}, ur = {5}", -// m_scene.RegionInfo.RegionName, agent_control_v3, Name, -// update_movementflag, MovementFlag, update_rotation); - float speedModifier; - - if (AgentControlStopActive) - speedModifier = AgentControlStopSlowWhilstMoving; + if (AgentControlStopActive) + { + // if (MovementFlag == 0 && Animator.Falling) + if (MovementFlag == 0 && Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling) + { + AddNewMovement(agent_control_v3, AgentControlStopSlowVel, true); + } else - speedModifier = 1; - - AddNewMovement(agent_control_v3, speedModifier); -// } + AddNewMovement(agent_control_v3, AgentControlStopSlowVel); + } + else + { + if(m_movingToTarget || + (Animator.currentControlState != ScenePresenceAnimator.motionControlStates.flying && + Animator.currentControlState != ScenePresenceAnimator.motionControlStates.onsurface) + ) + AddNewMovement(agent_control_v3); + else + { + if (MovementFlag != 0) + AddNewMovement(agent_control_v3); + else + m_delayedStop = Util.GetTimeStampMS() + 200.0; + } + } } -// else -// { -// if (!update_movementflag) -// { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: In {0} ignoring requested update of {1} for {2} as update_movementflag = false", -// m_scene.RegionInfo.RegionName, agent_control_v3, Name); -// } -// } - - if (update_movementflag && ParentID == 0) +/* + if (update_movementflag && ParentID == 0 && m_delayedStop < 0) { // m_log.DebugFormat("[SCENE PRESENCE]: Updating movement animations for {0}", Name); Animator.UpdateMovementAnimations(); } - +*/ SendControlsToScripts(flagsForScripts); } // We need to send this back to the client in order to see the edit beams if ((State & (uint)AgentState.Editing) != 0) - ControllingClient.SendAgentTerseUpdate(this); + SendAgentTerseUpdate(this); - m_scene.EventManager.TriggerOnClientMovement(this); +// m_scene.EventManager.TriggerOnClientMovement(this); } + private void HandleAgentFOV(IClientAPI remoteClient, float _fov) + { + m_FOV = _fov; + } /// /// This is the event handler for client cameras. If a client is moving, or moving the camera, this event is triggering. @@ -2290,60 +2855,37 @@ namespace OpenSim.Region.Framework.Scenes // Scene.RegionInfo.RegionName, remoteClient.Name, (AgentManager.ControlFlags)agentData.ControlFlags); if (IsChildAgent) - { - // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); return; - } - ++m_movementUpdateCount; - if (m_movementUpdateCount < 1) - m_movementUpdateCount = 1; + if(IsInTransit) + return; // AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; // Camera location in world. We'll need to raytrace // from this location from time to time. CameraPosition = agentData.CameraCenter; - if (Vector3.Distance(m_lastCameraPosition, CameraPosition) >= Scene.RootReprioritizationDistance) - { - ReprioritizeUpdates(); - m_lastCameraPosition = CameraPosition; - } - // Use these three vectors to figure out what the agent is looking at // Convert it to a Matrix and/or Quaternion + + // this may need lock CameraAtAxis = agentData.CameraAtAxis; CameraLeftAxis = agentData.CameraLeftAxis; CameraUpAxis = agentData.CameraUpAxis; - - // The Agent's Draw distance setting - // When we get to the point of re-computing neighbors everytime this - // changes, then start using the agent's drawdistance rather than the - // region's draw distance. DrawDistance = agentData.Far; - // DrawDistance = Scene.DefaultDrawDistance; - - // Check if Client has camera in 'follow cam' or 'build' mode. - Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); - - m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f) - && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; + CameraAtAxis.Normalize(); + CameraLeftAxis.Normalize(); + CameraUpAxis.Normalize(); + Quaternion camRot = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); + CameraRotation = camRot; - //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); - // Raycast from the avatar's head to the camera to see if there's anything blocking the view - if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) - { - if (m_followCamAuto) - { - Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; - m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); - } - } + if(agentData.NeedsCameraCollision) + checkCameraCollision(); TriggerScenePresenceUpdated(); } - + /// /// Calculate an update to move the presence to the set target. /// @@ -2352,125 +2894,158 @@ namespace OpenSim.Region.Framework.Scenes /// /// Cumulative agent movement that this method will update. /// True if movement has been updated in some way. False otherwise. - public bool HandleMoveToTargetUpdate(double tolerance, ref Vector3 agent_control_v3) + public bool HandleMoveToTargetUpdate(float tolerance, ref Vector3 agent_control_v3) { // m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name); bool updated = false; + Vector3 LocalVectorToTarget3D = m_moveToPositionTarget - AbsolutePosition; + // m_log.DebugFormat( // "[SCENE PRESENCE]: bAllowUpdateMoveToPosition {0}, m_moveToPositionInProgress {1}, m_autopilotMoving {2}", // allowUpdate, m_moveToPositionInProgress, m_autopilotMoving); - double distanceToTarget = Util.GetDistanceTo(AbsolutePosition, MoveToPositionTarget); + float distanceToTarget; + if(Flying && !LandAtTarget) + { + distanceToTarget = LocalVectorToTarget3D.Length(); + } + else + { + distanceToTarget = (float)Math.Sqrt(LocalVectorToTarget3D.X * LocalVectorToTarget3D.X + + LocalVectorToTarget3D.Y * LocalVectorToTarget3D.Y); + } -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", -// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); + // m_log.DebugFormat( + // "[SCENE PRESENCE]: Abs pos of {0} is {1}, target {2}, distance {3}", + // Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget); // Check the error term of the current position in relation to the target position if (distanceToTarget <= tolerance) { // We are close enough to the target - AbsolutePosition = MoveToPositionTarget; + Velocity = Vector3.Zero; + AbsolutePosition = m_moveToPositionTarget; + if (Flying) + { + if (LandAtTarget) + Flying = false; + + // A horrible hack to stop the avatar dead in its tracks rather than having them overshoot + // the target if flying. + // We really need to be more subtle (slow the avatar as it approaches the target) or at + // least be able to set collision status once, rather than 5 times to give it enough + // weighting so that that PhysicsActor thinks it really is colliding. + for (int i = 0; i < 5; i++) + IsColliding = true; + } ResetMoveToTarget(); - updated = true; + return false; } - else + + if(m_moveToSpeed > 0 && distanceToTarget <= m_moveToSpeed * Scene.FrameTime) + m_moveToSpeed = distanceToTarget / Scene.FrameTime; + + try { - try - { - // move avatar in 3D at one meter/second towards target, in avatar coordinate frame. - // This movement vector gets added to the velocity through AddNewMovement(). - // Theoretically we might need a more complex PID approach here if other - // unknown forces are acting on the avatar and we need to adaptively respond - // to such forces, but the following simple approach seems to works fine. - Vector3 LocalVectorToTarget3D = - (MoveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords - * Matrix4.CreateFromQuaternion(Quaternion.Inverse(Rotation)); // change to avatar coords - // Ignore z component of vector -// Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); - LocalVectorToTarget3D.Normalize(); - - // update avatar movement flags. the avatar coordinate system is as follows: - // - // +X (forward) - // - // ^ - // | - // | - // | - // | - // (left) +Y <--------o--------> -Y - // avatar - // | - // | - // | - // | - // v - // -X - // + // move avatar in 3D towards target, in avatar coordinate frame. + // This movement vector gets added to the velocity through AddNewMovement(). + // Theoretically we might need a more complex PID approach here if other + // unknown forces are acting on the avatar and we need to adaptively respond + // to such forces, but the following simple approach seems to works fine. - // based on the above avatar coordinate system, classify the movement into - // one of left/right/back/forward. - if (LocalVectorToTarget3D.X < 0) //MoveBack - { - MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; - AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; - updated = true; - } - else if (LocalVectorToTarget3D.X > 0) //Move Forward - { - MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; - AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; - updated = true; - } + float angle = 0.5f * (float)Math.Atan2(LocalVectorToTarget3D.Y, LocalVectorToTarget3D.X); + Quaternion rot = new Quaternion(0,0, (float)Math.Sin(angle),(float)Math.Cos(angle)); + Rotation = rot; + LocalVectorToTarget3D = LocalVectorToTarget3D * Quaternion.Inverse(rot); // change to avatar coords + LocalVectorToTarget3D.Normalize(); - if (LocalVectorToTarget3D.Y > 0) //MoveLeft - { - MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; - AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; - updated = true; - } - else if (LocalVectorToTarget3D.Y < 0) //MoveRight - { - MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; - AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; - updated = true; - } + // update avatar movement flags. the avatar coordinate system is as follows: + // + // +X (forward) + // + // ^ + // | + // | + // | + // | + // (left) +Y <--------o--------> -Y + // avatar + // | + // | + // | + // | + // v + // -X + // - if (LocalVectorToTarget3D.Z > 0) //Up - { - // Don't set these flags for up or down - doing so will make the avatar crouch or - // keep trying to jump even if walking along level ground - //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; - //AgentControlFlags - //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_UP; - updated = true; - } - else if (LocalVectorToTarget3D.Z < 0) //Down - { - //MovementFlag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; - //AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN; - updated = true; - } + // based on the above avatar coordinate system, classify the movement into + // one of left/right/back/forward. + + const uint noMovFlagsMask = (uint)(~(Dir_ControlFlags.DIR_CONTROL_FLAG_BACK | + Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD | Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT | + Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT | Dir_ControlFlags.DIR_CONTROL_FLAG_UP | + Dir_ControlFlags.DIR_CONTROL_FLAG_DOWN)); + + MovementFlag &= noMovFlagsMask; + uint tmpAgentControlFlags = (uint)m_AgentControlFlags; + tmpAgentControlFlags &= noMovFlagsMask; + if (LocalVectorToTarget3D.X < 0) //MoveBack + { + MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; + tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; + updated = true; + } + else if (LocalVectorToTarget3D.X > 0) //Move Forward + { + MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; + tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; + updated = true; + } + + if (LocalVectorToTarget3D.Y > 0) //MoveLeft + { + MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; + tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; + updated = true; + } + else if (LocalVectorToTarget3D.Y < 0) //MoveRight + { + MovementFlag |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; + tmpAgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; + updated = true; + } + + if (LocalVectorToTarget3D.Z > 0) //Up + updated = true; + + else if (LocalVectorToTarget3D.Z < 0) //Down + updated = true; + // m_log.DebugFormat( // "[SCENE PRESENCE]: HandleMoveToTargetUpdate adding {0} to move vector {1} for {2}", // LocalVectorToTarget3D, agent_control_v3, Name); + m_AgentControlFlags = (AgentManager.ControlFlags) tmpAgentControlFlags; + if(updated) agent_control_v3 += LocalVectorToTarget3D; - } - catch (Exception e) - { - //Avoid system crash, can be slower but... - m_log.DebugFormat("Crash! {0}", e.ToString()); - } + } + catch (Exception e) + { + //Avoid system crash, can be slower but... + m_log.DebugFormat("Crash! {0}", e.ToString()); } return updated; +// AddNewMovement(agent_control_v3); } + public void MoveToTargetHandle(Vector3 pos, bool noFly, bool landAtTarget) + { + MoveToTarget(pos, noFly, landAtTarget); + } /// /// Move to the given target over time. /// @@ -2483,8 +3058,10 @@ namespace OpenSim.Region.Framework.Scenes /// /// If true and the avatar starts flying during the move then land at the target. /// - public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) - { + public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget, float tau = -1f) + { + m_delayedStop = -1; + if (SitGround) StandUp(); @@ -2494,89 +3071,61 @@ namespace OpenSim.Region.Framework.Scenes // Allow move to another sub-region within a megaregion Vector2 regionSize; - IRegionCombinerModule regionCombinerModule = m_scene.RequestModuleInterface(); - if (regionCombinerModule != null) - regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); - else - regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY); + regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY); if (pos.X < 0 || pos.X >= regionSize.X || pos.Y < 0 || pos.Y >= regionSize.Y || pos.Z < 0) return; + float terrainHeight; Scene targetScene = m_scene; + terrainHeight = m_scene.GetGroundHeight(pos.X, pos.Y); -// Vector3 heightAdjust = new Vector3(0, 0, Appearance.AvatarHeight / 2); -// pos += heightAdjust; -// -// // Anti duck-walking measure -// if (Math.Abs(pos.Z - AbsolutePosition.Z) < 0.2f) -// { -//// m_log.DebugFormat("[SCENE PRESENCE]: Adjusting MoveToPosition from {0} to {1}", pos, AbsolutePosition); -// pos.Z = AbsolutePosition.Z; -// } - - // Get terrain height for sub-region in a megaregion if necessary - - //COMMENT: If its only nessesary in a megaregion, why do it on normal region's too? - - if (regionCombinerModule != null) - { - int x = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); - int y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); - GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); - - // If X and Y is NaN, target_region will be null - if (target_region == null) - return; - - SceneManager.Instance.TryGetScene(target_region.RegionID, out targetScene); - } - - float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; - pos.Z = Math.Max(terrainHeight, pos.Z); + // dont try to land underground + terrainHeight += Appearance.AvatarHeight * 0.5f + 0.2f; - // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is - // always slightly higher than the actual terrain height. - // FIXME: This constrains NPC movements as well, so should be somewhere else. - if (pos.Z - terrainHeight < 0.2) + if(terrainHeight > pos.Z) pos.Z = terrainHeight; - if (noFly) - Flying = false; - else if (pos.Z > terrainHeight) - Flying = true; - // m_log.DebugFormat( // "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", // Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); - if (noFly) - Flying = false; - - LandAtTarget = landAtTarget; - MovingToTarget = true; - MoveToPositionTarget = pos; + terrainHeight += Appearance.AvatarHeight; // so 1.5 * AvatarHeight above ground at target + bool shouldfly = Flying; + if (noFly) + shouldfly = false; + else if (pos.Z > terrainHeight || Flying) + shouldfly = true; - // Rotate presence around the z-axis to point in same direction as movement. - // Ignore z component of vector Vector3 localVectorToTarget3D = pos - AbsolutePosition; - Vector3 localVectorToTarget2D = new Vector3((float)(localVectorToTarget3D.X), (float)(localVectorToTarget3D.Y), 0f); -// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0}", localVectorToTarget2D); +// m_log.DebugFormat("[SCENE PRESENCE]: Local vector to target is {0},[1}", localVectorToTarget3D.X,localVectorToTarget3D.Y); + + m_movingToTarget = true; + LandAtTarget = landAtTarget; + m_moveToPositionTarget = pos; + if(tau > 0) + { + if(tau < Scene.FrameTime) + tau = Scene.FrameTime; + m_moveToSpeed = localVectorToTarget3D.Length() / tau; + if(m_moveToSpeed < 0.5f) //to tune + m_moveToSpeed = 0.5f; + else if(m_moveToSpeed > 50f) + m_moveToSpeed = 50f; - // Calculate the yaw. - Vector3 angle = new Vector3(0, 0, (float)(Math.Atan2(localVectorToTarget2D.Y, localVectorToTarget2D.X))); + SetAlwaysRun = false; + } + else + m_moveToSpeed = 4.096f * m_speedModifier; -// m_log.DebugFormat("[SCENE PRESENCE]: Angle is {0}", angle); + Flying = shouldfly; - Rotation = Quaternion.CreateFromEulers(angle); -// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation); - - Vector3 agent_control_v3 = new Vector3(); - HandleMoveToTargetUpdate(1, ref agent_control_v3); - AddNewMovement(agent_control_v3); + Vector3 control = Vector3.Zero; + if(HandleMoveToTargetUpdate(1f, ref control)) + AddNewMovement(control); } /// @@ -2586,9 +3135,11 @@ namespace OpenSim.Region.Framework.Scenes { // m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); - MovingToTarget = false; + m_movingToTarget = false; + m_moveToSpeed = -1f; // MoveToPositionTarget = Vector3.Zero; - m_forceToApply = null; // cancel possible last action +// lock(m_forceToApplyLock) +// m_forceToApplyValid = false; // cancel possible last action // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. @@ -2629,69 +3180,65 @@ namespace OpenSim.Region.Framework.Scenes } } +// part.ParentGroup.DeleteAvatar(UUID); + + Quaternion standRotation = part.ParentGroup.RootPart.RotationOffset; + Vector3 sitPartWorldPosition = part.ParentGroup.AbsolutePosition + m_pos * standRotation; ControllingClient.SendClearFollowCamProperties(part.ParentUUID); ParentID = 0; ParentPart = null; - Quaternion standRotation; - if (part.SitTargetAvatar == UUID) - { - standRotation = part.GetWorldRotation(); + standRotation = standRotation * part.SitTargetOrientation; + else + standRotation = standRotation * m_bodyRot; - if (!part.IsRoot) - standRotation = standRotation * part.SitTargetOrientation; -// standRotation = part.RotationOffset * part.SitTargetOrientation; -// else -// standRotation = part.SitTargetOrientation; + m_bodyRot = standRotation; + Quaternion standRotationZ = new Quaternion(0,0,standRotation.Z,standRotation.W); + + float t = standRotationZ.W * standRotationZ.W + standRotationZ.Z * standRotationZ.Z; + if (t > 0) + { + t = 1.0f / (float)Math.Sqrt(t); + standRotationZ.W *= t; + standRotationZ.Z *= t; } else { - standRotation = Rotation; + standRotationZ.W = 1.0f; + standRotationZ.Z = 0f; } - //Vector3 standPos = ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); - //Vector3 standPos = ParentPosition; - -// Vector3 standPositionAdjustment -// = part.SitTargetPosition + new Vector3(0.5f, 0f, m_sitAvatarHeight / 2f); - Vector3 adjustmentForSitPosition = OffsetPosition * part.ParentGroup.GroupRotation - SIT_TARGET_ADJUSTMENT * part.GetWorldRotation(); - - // XXX: This is based on the physics capsule sizes. Need to find a better way to read this rather than - // hardcoding here. - Vector3 adjustmentForSitPose = new Vector3(0.74f, 0f, 0f) * standRotation; + Vector3 adjustmentForSitPose = new Vector3(0.75f, 0, m_sitAvatarHeight + .3f) * standRotationZ; - Vector3 standPos = part.ParentGroup.AbsolutePosition + adjustmentForSitPosition + adjustmentForSitPose; + Vector3 standPos = sitPartWorldPosition + adjustmentForSitPose; + m_pos = standPos; -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Setting stand to pos {0}, (adjustmentForSitPosition {1}, adjustmentForSitPose {2}) rotation {3} for {4} in {5}", -// standPos, adjustmentForSitPosition, adjustmentForSitPose, standRotation, Name, Scene.Name); - - Rotation = standRotation; - AbsolutePosition = standPos; } - // We need to wait until we have calculated proper stand positions before sitting up the physical + // We need to wait until we have calculated proper stand positions before sitting up the physical // avatar to avoid race conditions. if (PhysicsActor == null) AddToPhysicalScene(false); if (satOnObject) { - SendAvatarDataToAllClients(); m_requestedSitTargetID = 0; - part.RemoveSittingAvatar(this); - part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); + + SendAvatarDataToAllAgents(); + m_scene.EventManager.TriggerParcelPrimCountTainted(); // update select/ sat on } - else if (PhysicsActor == null) - AddToPhysicalScene(false); + // reset to default sitAnimation + sitAnimation = "SIT"; + +// Animator.TrySetMovementAnimation("STAND"); + Animator.SetMovementAnimations("STAND"); - Animator.TrySetMovementAnimation("STAND"); TriggerScenePresenceUpdated(); } @@ -2746,28 +3293,14 @@ namespace OpenSim.Region.Framework.Scenes if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero) { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is set and unoccupied", -// Name, part.Name, part.LocalId); - offset = part.SitTargetPosition; sitOrientation = part.SitTargetOrientation; - if (!part.IsRoot) - { - // m_log.DebugFormat("Old sit orient {0}", sitOrientation); - sitOrientation = part.RotationOffset * sitOrientation; - // m_log.DebugFormat("New sit orient {0}", sitOrientation); -// m_log.DebugFormat("Old sit offset {0}", offset); - offset = offset * part.RotationOffset; -// m_log.DebugFormat("New sit offset {0}", offset); - } - canSit = true; } else { - if (PhysicsSit(part,offset)) // physics engine + if (PhysicsSit(part,offset)) // physics engine return; Vector3 pos = part.AbsolutePosition + offset; @@ -2781,55 +3314,45 @@ namespace OpenSim.Region.Framework.Scenes if (canSit) { - if (PhysicsActor != null) { // We can remove the physicsActor until they stand up. RemoveFromPhysicalScene(); } - if (MovingToTarget) + if (m_movingToTarget) ResetMoveToTarget(); Velocity = Vector3.Zero; + m_AngularVelocity = Vector3.Zero; part.AddSittingAvatar(this); cameraAtOffset = part.GetCameraAtOffset(); - - if (!part.IsRoot && cameraAtOffset == Vector3.Zero) - cameraAtOffset = part.ParentGroup.RootPart.GetCameraAtOffset(); - - bool cameraEyeOffsetFromRootForChild = false; cameraEyeOffset = part.GetCameraEyeOffset(); - if (!part.IsRoot && cameraEyeOffset == Vector3.Zero) - { - cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); - cameraEyeOffsetFromRootForChild = true; - } + forceMouselook = part.GetForceMouselook(); - if ((cameraEyeOffset != Vector3.Zero && !cameraEyeOffsetFromRootForChild) || cameraAtOffset != Vector3.Zero) + if (!part.IsRoot) { - if (!part.IsRoot) + sitOrientation = part.RotationOffset * sitOrientation; + offset = offset * part.RotationOffset; + offset += part.OffsetPosition; + + if (cameraAtOffset == Vector3.Zero && cameraEyeOffset == Vector3.Zero) { - cameraEyeOffset = cameraEyeOffset * part.RotationOffset; + cameraAtOffset = part.ParentGroup.RootPart.GetCameraAtOffset(); + cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); + } + else + { + cameraAtOffset = cameraAtOffset * part.RotationOffset; cameraAtOffset += part.OffsetPosition; + cameraEyeOffset = cameraEyeOffset * part.RotationOffset; + cameraEyeOffset += part.OffsetPosition; } - - cameraEyeOffset += part.OffsetPosition; } -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Using cameraAtOffset {0}, cameraEyeOffset {1} for sit on {2} by {3} in {4}", -// cameraAtOffset, cameraEyeOffset, part.Name, Name, Scene.Name); - - forceMouselook = part.GetForceMouselook(); - - // An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is - // being sat upon. - offset += part.OffsetPosition; - ControllingClient.SendSitResponse( part.ParentGroup.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); @@ -2840,6 +3363,7 @@ namespace OpenSim.Region.Framework.Scenes // Moved here to avoid a race with default sit anim // The script event needs to be raised after the default sit anim is set. part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); + m_scene.EventManager.TriggerParcelPrimCountTainted(); // update select/ sat on } } @@ -2862,7 +3386,6 @@ namespace OpenSim.Region.Framework.Scenes { m_requestedSitTargetID = part.LocalId; m_requestedSitTargetUUID = part.UUID; - } else { @@ -2875,13 +3398,8 @@ namespace OpenSim.Region.Framework.Scenes // returns false if does not suport so older sit can be tried public bool PhysicsSit(SceneObjectPart part, Vector3 offset) { -// TODO: Pull in these bits - return false; -/* if (part == null || part.ParentGroup.IsAttachment) - { return true; - } if ( m_scene.PhysicsScene == null) return false; @@ -2893,24 +3411,20 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot."); else { // non physical phantom TODO - ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot."); +// ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot."); return false; } return true; } - - // not doing autopilot - m_requestedSitTargetID = 0; - if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0) + { return true; + } return false; -*/ } - private bool CanEnterLandPosition(Vector3 testPos) { ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y); @@ -2939,7 +3453,7 @@ namespace OpenSim.Region.Framework.Scenes if (part == null) return; - Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation(); + Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation(); if(!CanEnterLandPosition(targetPos)) { ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot"); @@ -2948,36 +3462,58 @@ namespace OpenSim.Region.Framework.Scenes RemoveFromPhysicalScene(); - if (MovingToTarget) + if (m_movingToTarget) ResetMoveToTarget(); Velocity = Vector3.Zero; + m_AngularVelocity = Vector3.Zero; + m_requestedSitTargetID = 0; part.AddSittingAvatar(this); + ParentPart = part; + ParentID = part.LocalId; + Vector3 cameraAtOffset = part.GetCameraAtOffset(); Vector3 cameraEyeOffset = part.GetCameraEyeOffset(); bool forceMouselook = part.GetForceMouselook(); - ControllingClient.SendSitResponse( - part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); + if (!part.IsRoot) + { + Orientation = part.RotationOffset * Orientation; + offset = offset * part.RotationOffset; + offset += part.OffsetPosition; - // not using autopilot + if (cameraAtOffset == Vector3.Zero && cameraEyeOffset == Vector3.Zero) + { + cameraAtOffset = part.ParentGroup.RootPart.GetCameraAtOffset(); + cameraEyeOffset = part.ParentGroup.RootPart.GetCameraEyeOffset(); + } + else + { + cameraAtOffset = cameraAtOffset * part.RotationOffset; + cameraAtOffset += part.OffsetPosition; + cameraEyeOffset = cameraEyeOffset * part.RotationOffset; + cameraEyeOffset += part.OffsetPosition; + } + } - Rotation = Orientation; + m_bodyRot = Orientation; m_pos = offset; - m_requestedSitTargetID = 0; + ControllingClient.SendSitResponse( + part.ParentGroup.UUID, offset, Orientation, true, cameraAtOffset, cameraEyeOffset, forceMouselook); - ParentPart = part; - ParentID = part.LocalId; - if(status == 3) - Animator.TrySetMovementAnimation("SIT_GROUND"); + SendAvatarDataToAllAgents(); + + if (status == 3) + sitAnimation = "SIT_GROUND"; else - Animator.TrySetMovementAnimation("SIT"); - SendAvatarDataToAllClients(); + sitAnimation = "SIT"; + Animator.SetMovementAnimations("SIT"); part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); + m_scene.EventManager.TriggerParcelPrimCountTainted(); // update select/ sat on } public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) @@ -2985,7 +3521,7 @@ namespace OpenSim.Region.Framework.Scenes if (IsChildAgent) return; - SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); + SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); if (part != null) { @@ -3007,45 +3543,77 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE PRESENCE]: Sitting {0} at sit target {1}, {2} on {3} {4}", // Name, sitTargetPos, sitTargetOrient, part.Name, part.LocalId); - //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); - //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); - - //Quaternion result = (sitTargetOrient * vq) * nq; + double x, y, z, m; + Vector3 sitOffset; + Quaternion r = sitTargetOrient; - double x, y, z, m1, m2; + Vector3 newPos; - Quaternion r = sitTargetOrient; - m1 = r.X * r.X + r.Y * r.Y; - m2 = r.Z * r.Z + r.W * r.W; - - // Rotate the vector <0, 0, 1> - x = 2 * (r.X * r.Z + r.Y * r.W); - y = 2 * (-r.X * r.W + r.Y * r.Z); - z = m2 - m1; - - // Set m to be the square of the norm of r. - double m = m1 + m2; - - // This constant is emperically determined to be what is used in SL. - // See also http://opensimulator.org/mantis/view.php?id=7096 - double offset = 0.05; - - // Normally m will be ~ 1, but if someone passed a handcrafted quaternion - // to llSitTarget with values so small that squaring them is rounded off - // to zero, then m could be zero. The result of this floating point - // round off error (causing us to skip this impossible normalization) - // is only 5 cm. - if (m > 0.000001) + if (LegacySitOffsets) { - offset /= m; + double m1,m2; + + m1 = r.X * r.X + r.Y * r.Y; + m2 = r.Z * r.Z + r.W * r.W; + + // Rotate the vector <0, 0, 1> + x = 2 * (r.X * r.Z + r.Y * r.W); + y = 2 * (-r.X * r.W + r.Y * r.Z); + z = m2 - m1; + + // Set m to be the square of the norm of r. + m = m1 + m2; + + // This constant is emperically determined to be what is used in SL. + // See also http://opensimulator.org/mantis/view.php?id=7096 + double offset = 0.05; + + // Normally m will be ~ 1, but if someone passed a handcrafted quaternion + // to llSitTarget with values so small that squaring them is rounded off + // to zero, then m could be zero. The result of this floating point + // round off error (causing us to skip this impossible normalization) + // is only 5 cm. + if (m > 0.000001) + { + offset /= m; + } + + Vector3 up = new Vector3((float)x, (float)y, (float)z); + sitOffset = up * (float)offset; + newPos = sitTargetPos - sitOffset + SIT_TARGET_ADJUSTMENT; } + else + { + m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W; + + if (Math.Abs(1.0 - m) > 0.000001) + { + if(m != 0) + { + m = 1.0 / Math.Sqrt(m); + r.X *= (float)m; + r.Y *= (float)m; + r.Z *= (float)m; + r.W *= (float)m; + } + else + { + r.X = 0.0f; + r.Y = 0.0f; + r.Z = 0.0f; + r.W = 1.0f; + m = 1.0f; + } + } - Vector3 up = new Vector3((float)x, (float)y, (float)z); - Vector3 sitOffset = up * (float)offset; + x = 2 * (r.X * r.Z + r.Y * r.W); + y = 2 * (-r.X * r.W + r.Y * r.Z); + z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W; + Vector3 up = new Vector3((float)x, (float)y, (float)z); + sitOffset = up * Appearance.AvatarHeight * 0.02638f; + newPos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT; + } - // sitOffset is in Avatar Center coordinates: from origin to 'sitTargetPos + SIT_TARGET_ADJUSTMENT'. - // So, we need to _substract_ it to get to the origin of the Avatar Center. - Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset; Quaternion newRot; if (part.IsRoot) @@ -3078,19 +3646,25 @@ namespace OpenSim.Region.Framework.Scenes // Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId); } + part.AddSittingAvatar(this); ParentPart = part; ParentID = m_requestedSitTargetID; + + RemoveFromPhysicalScene(); m_AngularVelocity = Vector3.Zero; Velocity = Vector3.Zero; - RemoveFromPhysicalScene(); - String sitAnimation = "SIT"; + m_requestedSitTargetID = 0; + + SendAvatarDataToAllAgents(); + + sitAnimation = "SIT"; if (!String.IsNullOrEmpty(part.SitAnimation)) { sitAnimation = part.SitAnimation; } - Animator.TrySetMovementAnimation(sitAnimation); - SendAvatarDataToAllClients(); +// Animator.TrySetMovementAnimation(sitAnimation); + Animator.SetMovementAnimations("SIT"); TriggerScenePresenceUpdated(); } } @@ -3101,11 +3675,17 @@ namespace OpenSim.Region.Framework.Scenes return; // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.. - m_AngularVelocity = Vector3.Zero; - Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); - TriggerScenePresenceUpdated(); + sitAnimation = "SIT_GROUND_CONSTRAINED"; +// Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); +// TriggerScenePresenceUpdated(); SitGround = true; RemoveFromPhysicalScene(); + + m_AngularVelocity = Vector3.Zero; + Velocity = Vector3.Zero; + + Animator.SetMovementAnimations("SITGROUND"); + TriggerScenePresenceUpdated(); } /// @@ -3129,86 +3709,84 @@ namespace OpenSim.Region.Framework.Scenes TriggerScenePresenceUpdated(); } + public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack) + { + Animator.avnChangeAnim(animID, addRemove, sendPack); + } + /// /// Rotate the avatar to the given rotation and apply a movement in the given relative vector /// /// The vector in which to move. This is relative to the rotation argument /// /// Optional additional speed modifier for this particular add. Default is 1 - public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1) + public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1, bool breaking = false) { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", -// vec, Rotation, thisAddSpeedModifier, Name); - + // m_log.DebugFormat( + // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", + // vec, Rotation, thisAddSpeedModifier, Name); + m_delayedStop = -1; + // rotate from avatar coord space to world Quaternion rot = Rotation; if (!Flying && PresenceType != PresenceType.Npc) { - // The only situation in which we care about X and Y is avatar flying. The rest of the time - // these parameters are not relevant for determining avatar movement direction and cause issues such - // as wrong walk speed if the camera is rotated. + // force rotation to be around Z only, if not flying + // needed for mouselook rot.X = 0; rot.Y = 0; - rot.Normalize(); } Vector3 direc = vec * rot; direc.Normalize(); - if (Flying != FlyingOld) // add for fly velocity control - { - FlyingOld = Flying; // add for fly velocity control - if (!Flying) - WasFlying = true; // add for fly velocity control - } - - if (IsColliding) - WasFlying = false; // add for fly velocity control - if ((vec.Z == 0f) && !Flying) direc.Z = 0f; // Prevent camera WASD up. - direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier; + bool notmvtrgt = !m_movingToTarget || m_moveToSpeed <= 0; + // odd rescalings + if(notmvtrgt) + direc *= 4.096f * SpeedModifier * thisAddSpeedModifier; + else + direc *= m_moveToSpeed; -// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); + // m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name); - if (PhysicsActor != null) + if (Animator.currentControlState == ScenePresenceAnimator.motionControlStates.falling + && (PhysicsActor == null || !PhysicsActor.PIDHoverActive)) { - if (Flying) - { + if (breaking) + direc.Z = -9999f; //hack to tell physics to stop on Z + else + direc = Vector3.Zero; + } + else if (Flying) + { + if (IsColliding && direc.Z < 0) + // landing situation, prevent avatar moving or it may fail to land + // animator will handle this condition and do the land + direc = Vector3.Zero; + else if(notmvtrgt) direc *= 4.0f; - //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); - //if (controlland) - // m_log.Info("[AGENT]: landCommand"); - //if (IsColliding) - // m_log.Info("[AGENT]: colliding"); - //if (Flying && IsColliding && controlland) - //{ - // StopFlying(); - // m_log.Info("[AGENT]: Stop Flying"); - //} - } - if (Animator.Falling && WasFlying) // if falling from flying, disable motion add - { - direc *= 0.0f; - } - else if (!Flying && IsColliding) + } + else if (IsColliding) + { + if (direc.Z > 2.0f && notmvtrgt) // reinforce jumps { - if (direc.Z > 2.0f) - { - direc.Z *= 2.6f; - - // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. -// Animator.TrySetMovementAnimation("PREJUMP"); -// Animator.TrySetMovementAnimation("JUMP"); - } + direc.Z *= 2.6f; } + else if (direc.Z < 0) // on a surface moving down (pg down) only changes animation + direc.Z = 0; } -// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); - - // TODO: Add the force instead of only setting it to support multiple forces per frame? - m_forceToApply = direc; + // m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name); +/* + lock(m_forceToApplyLock) + { + m_forceToApply = direc; + m_forceToApplyValid = true; + } +*/ + TargetVelocity = direc; Animator.UpdateMovementAnimations(); } @@ -3216,51 +3794,116 @@ namespace OpenSim.Region.Framework.Scenes #region Overridden Methods + const float ROTATION_TOLERANCE = 0.01f; + const float VELOCITY_TOLERANCE = 0.1f; + const float LOWVELOCITYSQ = 0.1f; + const float POSITION_LARGETOLERANCE = 5f; + const float POSITION_SMALLTOLERANCE = 0.05f; + public override void Update() { - if (IsChildAgent == false) - { - // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to - // grab the latest PhysicsActor velocity, whereas m_velocity is often - // storing a requested force instead of an actual traveling velocity - if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn) - SendAvatarDataToAllClients(); + if(IsChildAgent || IsDeleted) + return; - // Allow any updates for sitting avatars to that llSetPrimitiveLinkParams() can work for very - // small increments (e.g. sit position adjusters). An alternative may be to eliminate the tolerance - // checks on all updates but the ramifications of this would need careful consideration. - bool updateClients - = IsSatOnObject && (Rotation != m_lastRotation || Velocity != m_lastVelocity || m_pos != m_lastPosition); - - if (!updateClients) - updateClients - = !Rotation.ApproxEquals(m_lastRotation, Scene.RootRotationUpdateTolerance) - || !Velocity.ApproxEquals(m_lastVelocity, Scene.RootVelocityUpdateTolerance) - || !m_pos.ApproxEquals(m_lastPosition, Scene.RootPositionUpdateTolerance); + CheckForBorderCrossing(); + + if (IsInTransit || IsLoggingIn) + return; - if (updateClients) + if(m_movingToTarget) + { + m_delayedStop = -1; + Vector3 control = Vector3.Zero; + if(HandleMoveToTargetUpdate(1f, ref control)) + AddNewMovement(control); + } + else if(m_delayedStop > 0) + { + if(IsSatOnObject) + m_delayedStop = -1; + else + if(Util.GetTimeStampMS() > m_delayedStop) + AddNewMovement(Vector3.Zero); + } + + if (Appearance.AvatarSize != m_lastSize) + SendAvatarDataToAllAgents(); + + // Send terse position update if not sitting and position, velocity, or rotation + // has changed significantly from last sent update + if (!IsSatOnObject) + { + // this does need to be more complex later + Vector3 vel = Velocity; + Vector3 dpos = m_pos - m_lastPosition; + if( State != m_lastState || + Math.Abs(vel.X - m_lastVelocity.X) > VELOCITY_TOLERANCE || + Math.Abs(vel.Y - m_lastVelocity.Y) > VELOCITY_TOLERANCE || + Math.Abs(vel.Z - m_lastVelocity.Z) > VELOCITY_TOLERANCE || + + Math.Abs(m_bodyRot.X - m_lastRotation.X) > ROTATION_TOLERANCE || + Math.Abs(m_bodyRot.Y - m_lastRotation.Y) > ROTATION_TOLERANCE || + Math.Abs(m_bodyRot.Z - m_lastRotation.Z) > ROTATION_TOLERANCE || + + (vel == Vector3.Zero && m_lastVelocity != Vector3.Zero) || + + Math.Abs(dpos.X) > POSITION_LARGETOLERANCE || + Math.Abs(dpos.Y) > POSITION_LARGETOLERANCE || + Math.Abs(dpos.Z) > POSITION_LARGETOLERANCE || + + ( (Math.Abs(dpos.X) > POSITION_SMALLTOLERANCE || + Math.Abs(dpos.Y) > POSITION_SMALLTOLERANCE || + Math.Abs(dpos.Z) > POSITION_SMALLTOLERANCE) + && vel.LengthSquared() < LOWVELOCITYSQ + ) || + + Math.Abs(CollisionPlane.X - m_lastCollisionPlane.X) > POSITION_SMALLTOLERANCE || + Math.Abs(CollisionPlane.Y - m_lastCollisionPlane.Y) > POSITION_SMALLTOLERANCE || + Math.Abs(CollisionPlane.W - m_lastCollisionPlane.W) > POSITION_SMALLTOLERANCE + ) { SendTerseUpdateToAllClients(); - - // Update the "last" values - m_lastPosition = m_pos; - m_lastRotation = Rotation; - m_lastVelocity = Velocity; } - - if (Scene.AllowAvatarCrossing) - CheckForBorderCrossing(); - - CheckForSignificantMovement(); // sends update to the modules. } + CheckForSignificantMovement(); } #endregion #region Update Client(s) + public void SendUpdateToAgent(ScenePresence p) + { + IClientAPI remoteClient = p.ControllingClient; + + if (remoteClient.IsActive) + { + //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); + remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate); + m_scene.StatsReporter.AddAgentUpdates(1); + } + } + + public void SendFullUpdateToClient(IClientAPI remoteClient) + { + if (remoteClient.IsActive) + { + //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); + remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate); + m_scene.StatsReporter.AddAgentUpdates(1); + } + } + + // this is diferente from SendTerseUpdateToClient + // this sends bypassing entities updates + public void SendAgentTerseUpdate(ISceneEntity p) + { + ControllingClient.SendAgentTerseUpdate(p); + } + /// /// Sends a location update to the client connected to this scenePresence + /// via entity updates /// /// public void SendTerseUpdateToClient(IClientAPI remoteClient) @@ -3269,31 +3912,7 @@ namespace OpenSim.Region.Framework.Scenes // server. if (remoteClient.IsActive) { - if (Scene.RootTerseUpdatePeriod > 1) - { -// Console.WriteLine( -// "{0} {1} {2} {3} {4} {5} for {6} to {7}", -// remoteClient.AgentId, UUID, remoteClient.SceneAgent.IsChildAgent, m_terseUpdateCount, Scene.RootTerseUpdatePeriod, Velocity.ApproxEquals(Vector3.Zero, 0.001f), Name, remoteClient.Name); - if (remoteClient.AgentId != UUID - && !remoteClient.SceneAgent.IsChildAgent - && m_terseUpdateCount % Scene.RootTerseUpdatePeriod != 0 - && !Velocity.ApproxEquals(Vector3.Zero, 0.001f)) - { -// m_log.DebugFormat("[SCENE PRESENCE]: Discarded update from {0} to {1}, args {2} {3} {4} {5} {6} {7}", -// Name, remoteClient.Name, remoteClient.AgentId, UUID, remoteClient.SceneAgent.IsChildAgent, m_terseUpdateCount, Scene.RootTerseUpdatePeriod, Velocity.ApproxEquals(Vector3.Zero, 0.001f)); - - return; - } - } - - if (Scene.ChildTerseUpdatePeriod > 1 - && remoteClient.SceneAgent.IsChildAgent - && m_terseUpdateCount % Scene.ChildTerseUpdatePeriod != 0 - && !Velocity.ApproxEquals(Vector3.Zero, 0.001f)) - return; - //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); - remoteClient.SendEntityUpdate( this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity @@ -3303,59 +3922,51 @@ namespace OpenSim.Region.Framework.Scenes } } - - // vars to support reduced update frequency when velocity is unchanged - private Vector3 lastVelocitySentToAllClients = Vector3.Zero; - private Vector3 lastPositionSentToAllClients = Vector3.Zero; - private int lastTerseUpdateToAllClientsTick = Util.EnvironmentTickCount(); - - /// - /// Send a location/velocity/accelleration update to all agents in scene - /// - public void SendTerseUpdateToAllClients() + public void SendTerseUpdateToAgent(ScenePresence p) { - int currentTick = Util.EnvironmentTickCount(); - - // Decrease update frequency when avatar is moving but velocity is - // not changing. - // If there is a mismatch between distance travelled and expected - // distance based on last velocity sent and velocity hasnt changed, - // then send a new terse update + IClientAPI remoteClient = p.ControllingClient; - float timeSinceLastUpdate = (currentTick - lastTerseUpdateToAllClientsTick) * 0.001f; - - Vector3 expectedPosition = lastPositionSentToAllClients + lastVelocitySentToAllClients * timeSinceLastUpdate; - - float distanceError = Vector3.Distance(OffsetPosition, expectedPosition); + if (!remoteClient.IsActive) + return; - float speed = Velocity.Length(); - float velocityDiff = Vector3.Distance(lastVelocitySentToAllClients, Velocity); + if (ParcelHideThisAvatar && p.currentParcelUUID != currentParcelUUID && !p.IsViewerUIGod) + return; -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Delta-v {0}, lastVelocity {1}, Velocity {2} for {3} in {4}", -// velocidyDiff, lastVelocitySentToAllClients, Velocity, Name, Scene.Name); + //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); + remoteClient.SendEntityUpdate( + this, + PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity + | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); - // assuming 5 ms. worst case precision for timer, use 2x that - // for distance error threshold - float distanceErrorThreshold = speed * 0.01f; + m_scene.StatsReporter.AddAgentUpdates(1); + } - if (speed < 0.01f // allow rotation updates if avatar position is unchanged - || Math.Abs(distanceError) > distanceErrorThreshold - || velocityDiff > 0.01f) // did velocity change from last update? + public void SendTerseUpdateToAgentNF(ScenePresence p) + { + IClientAPI remoteClient = p.ControllingClient; + if (remoteClient.IsActive) { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Update triggered with speed {0}, distanceError {1}, distanceThreshold {2}, delta-v {3} for {4} in {5}", -// speed, distanceError, distanceErrorThreshold, velocidyDiff, Name, Scene.Name); - - lastVelocitySentToAllClients = Velocity; - lastTerseUpdateToAllClientsTick = currentTick; - lastPositionSentToAllClients = OffsetPosition; + //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); + remoteClient.SendEntityUpdate(this, + PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity + | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); + m_scene.StatsReporter.AddAgentUpdates(1); + } + } - m_terseUpdateCount++; + /// + /// Send a location/velocity/accelleration update to all agents in scene + /// + public void SendTerseUpdateToAllClients() + { + m_lastState = State; + m_lastPosition = m_pos; + m_lastRotation = m_bodyRot; + m_lastVelocity = Velocity; + m_lastCollisionPlane = CollisionPlane; -// Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name); - m_scene.ForEachClient(SendTerseUpdateToClient); - } + m_scene.ForEachScenePresence(SendTerseUpdateToAgent); + // Update the "last" values TriggerScenePresenceUpdated(); } @@ -3379,89 +3990,75 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); } - public void SendInitialDataToClient() + public void SendInitialDataToMe() { - SentInitialDataToClient = true; - // Send all scene object to the new client - WorkManager.RunJob("SendInitialDataToClient", delegate + SentInitialData = true; + Util.FireAndForget(delegate { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}", -// IsChildAgent ? "child" : "root", Name, Scene.Name, m_teleportFlags); - // we created a new ScenePresence (a new child agent) in a fresh region. // Request info about all the (root) agents in this region // Note: This won't send data *to* other clients in that region (children don't send) - SendOtherAgentsAvatarDataToClient(); - SendOtherAgentsAppearanceToClient(); + if (m_teleportFlags <= 0) + { + Scene.SendLayerData(ControllingClient); + + ILandChannel landch = m_scene.LandChannel; + if (landch != null) + { + landch.sendClientInitialLandInfo(ControllingClient); + } + } + SendOtherAgentsAvatarFullToMe(); EntityBase[] entities = Scene.Entities.GetEntities(); foreach (EntityBase e in entities) { - if (e != null && e is SceneObjectGroup) + if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment) ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); } - }, null, string.Format("SendInitialDataToClient ({0} in {1})", Name, Scene.Name), false, true); + + m_reprioritizationLastPosition = AbsolutePosition; + m_reprioritizationLastDrawDistance = DrawDistance; + m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it + m_reprioritizationBusy = false; + + }); } /// - /// Do everything required once a client completes its movement into a region and becomes - /// a root agent. + /// Send avatar full data appearance and animations for all other root agents to this agent, this agent + /// can be either a child or root /// - private void ValidateAndSendAppearanceAndAgentData() + public void SendOtherAgentsAvatarFullToMe() { - //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID); - // Moved this into CompleteMovement to ensure that Appearance is initialized before - // the inventory arrives - // m_scene.GetAvatarAppearance(ControllingClient, out Appearance); - - bool cachedappearance = false; - - // We have an appearance but we may not have the baked textures. Check the asset cache - // to see if all the baked textures are already here. - if (m_scene.AvatarFactory != null) - cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(this); - - // If we aren't using a cached appearance, then clear out the baked textures - if (!cachedappearance) + int count = 0; + m_scene.ForEachRootScenePresence(delegate(ScenePresence p) { - Appearance.ResetAppearance(); - if (m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(UUID); - } - - // This agent just became root. We are going to tell everyone about it. The process of - // getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it - // again here... this comes after the cached appearance check because the avatars - // appearance goes into the avatar update packet - SendAvatarDataToAllClients(); + // only send information about other root agents + if (p.UUID == UUID) + return; - // This invocation always shows up in the viewer logs as an error. Is it needed? - SendAppearanceToClient(this); + // get the avatar, then a kill if can't see it + p.SendInitialAvatarDataToAgent(this); - // If we are using the the cached appearance then send it out to everyone - if (cachedappearance) - { - m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name); + if (p.ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !IsViewerUIGod) + return; - // If the avatars baked textures are all in the cache, then we have a - // complete appearance... send it out, if not, then we'll send it when - // the avatar finishes updating its appearance - SendAppearanceToAllOtherClients(); - } - } + p.SendAppearanceToAgentNF(this); + p.SendAnimPackToAgentNF(this); + p.SendAttachmentsToAgentNF(this); + count++; + }); - public void SendAvatarDataToAllClients() - { - SendAvatarDataToAllClients(true); + m_scene.StatsReporter.AddAgentUpdates(count); } /// /// Send this agent's avatar data to all other root and child agents in the scene - /// This agent must be root. This avatar will receive its own update. + /// This agent must be root. This avatar will receive its own update. /// - public void SendAvatarDataToAllClients(bool full) + public void SendAvatarDataToAllAgents() { //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID); // only send update from root agents to other clients; children are only "listening posts" @@ -3470,64 +4067,73 @@ namespace OpenSim.Region.Framework.Scenes m_log.WarnFormat( "[SCENE PRESENCE]: Attempt to send avatar data from a child agent for {0} in {1}", Name, Scene.RegionInfo.RegionName); - return; } m_lastSize = Appearance.AvatarSize; - int count = 0; + m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) { - if (full) - SendAvatarDataToClient(scenePresence); - else - scenePresence.ControllingClient.SendAvatarDataImmediate(this); + SendAvatarDataToAgent(scenePresence); count++; }); m_scene.StatsReporter.AddAgentUpdates(count); } - - /// - /// Send avatar data for all other root agents to this agent, this agent - /// can be either a child or root - /// - public void SendOtherAgentsAvatarDataToClient() + // sends avatar object to all clients so they cross it into region + // then sends kills to hide + public void SendInitialAvatarDataToAllAgents(List presences) { + m_lastSize = Appearance.AvatarSize; int count = 0; - m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence) - { - // only send information about other root agents - if (scenePresence.UUID == UUID) - return; - - scenePresence.SendAvatarDataToClient(this); - count++; - }); - + foreach (ScenePresence p in presences) + { + p.ControllingClient.SendEntityFullUpdateImmediate(this); + if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + // either just kill the object + // p.ControllingClient.SendKillObject(new List {LocalId}); + // or also attachments viewer may still know about + SendKillTo(p); + count++; + } m_scene.StatsReporter.AddAgentUpdates(count); } + public void SendInitialAvatarDataToAgent(ScenePresence p) + { + p.ControllingClient.SendEntityFullUpdateImmediate(this); + if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + // either just kill the object + // p.ControllingClient.SendKillObject(new List {LocalId}); + // or also attachments viewer may still know about + SendKillTo(p); + } + /// /// Send avatar data to an agent. /// /// - public void SendAvatarDataToClient(ScenePresence avatar) + public void SendAvatarDataToAgent(ScenePresence avatar) { - //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToClient from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); + //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); + if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && !avatar.IsViewerUIGod) + return; + avatar.ControllingClient.SendEntityFullUpdateImmediate(this); + } - avatar.ControllingClient.SendAvatarDataImmediate(this); - Animator.SendAnimPackToClient(avatar.ControllingClient); + public void SendAvatarDataToAgentNF(ScenePresence avatar) + { + avatar.ControllingClient.SendEntityFullUpdateImmediate(this); } /// /// Send this agent's appearance to all other root and child agents in the scene /// This agent must be root. /// - public void SendAppearanceToAllOtherClients() + public void SendAppearanceToAllOtherAgents() { -// m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherClients: {0} {1}", Name, UUID); + // m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} {1}", Name, UUID); // only send update from root agents to other clients; children are only "listening posts" if (IsChildAgent) @@ -3538,115 +4144,223 @@ namespace OpenSim.Region.Framework.Scenes return; } - + int count = 0; m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) - { - // only send information to other root agents - if (scenePresence.UUID == UUID) - return; - - SendAppearanceToClient(scenePresence); - count++; - }); + { + // only send information to other root agents + if (scenePresence.UUID == UUID) + return; + SendAppearanceToAgent(scenePresence); + count++; + }); m_scene.StatsReporter.AddAgentUpdates(count); } - /// - /// Send appearance from all other root agents to this agent. this agent - /// can be either root or child - /// - public void SendOtherAgentsAppearanceToClient() + public void SendAppearanceToAgent(ScenePresence avatar) { -// m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToClient {0} {1}", Name, UUID); - - int count = 0; - m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence) - { - // only send information about other root agents - if (scenePresence.UUID == UUID) - return; - - scenePresence.SendAppearanceToClient(this); - count++; - }); - - m_scene.StatsReporter.AddAgentUpdates(count); + // m_log.DebugFormat( + // "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); + if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && !avatar.IsViewerUIGod) + return; + SendAppearanceToAgentNF(avatar); } - /// - /// Send appearance data to an agent. - /// - /// - public void SendAppearanceToClient(ScenePresence avatar) + public void SendAppearanceToAgentNF(ScenePresence avatar) { -// m_log.DebugFormat( -// "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID); - avatar.ControllingClient.SendAppearance( UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); - - } - #endregion - - #region Significant Movement Method - - /// - /// This checks for a significant movement and sends a coarselocationchange update - /// - protected void CheckForSignificantMovement() + public void SendAnimPackToAgent(ScenePresence p) { - if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT) - { - posLastSignificantMove = AbsolutePosition; - m_scene.EventManager.TriggerSignificantClientMovement(this); - } - - // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m - if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance) - { - m_lastChildAgentUpdatePosition = AbsolutePosition; -// m_lastChildAgentUpdateCamPosition = CameraPosition; + if (IsChildAgent || Animator == null) + return; - ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); - cadu.ActiveGroupID = UUID.Zero.Guid; - cadu.AgentID = UUID.Guid; - cadu.alwaysrun = SetAlwaysRun; - cadu.AVHeight = Appearance.AvatarHeight; - cadu.cameraPosition = CameraPosition; - cadu.drawdistance = DrawDistance; - cadu.GroupAccess = 0; - cadu.Position = AbsolutePosition; - cadu.regionHandle = RegionHandle; + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + return; - // Throttles - float multiplier = 1; - int childRegions = KnownRegionCount; - if (childRegions != 0) - multiplier = 1f / childRegions; + Animator.SendAnimPackToClient(p.ControllingClient); + } - // Minimum throttle for a child region is 1/4 of the root region throttle - if (multiplier <= 0.25f) - multiplier = 0.25f; + public void SendAnimPackToAgent(ScenePresence p, UUID[] animations, int[] seqs, UUID[] objectIDs) + { + if (IsChildAgent) + return; - cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); - cadu.Velocity = Velocity; + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + return; - AgentPosition agentpos = new AgentPosition(); - agentpos.CopyFrom(cadu, ControllingClient.SessionId); + p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); + } - // Let's get this out of the update loop - Util.FireAndForget( - o => m_scene.SendOutChildAgentUpdates(agentpos, this), null, "ScenePresence.SendOutChildAgentUpdates"); - } + public void SendAnimPackToAgentNF(ScenePresence p) + { + if (IsChildAgent || Animator == null) + return; + Animator.SendAnimPackToClient(p.ControllingClient); } - #endregion + public void SendAnimPackToAgentNF(ScenePresence p, UUID[] animations, int[] seqs, UUID[] objectIDs) + { + p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); + } - #region Border Crossing Methods + public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs) + { + if (IsChildAgent) + return; + + m_scene.ForEachScenePresence(delegate(ScenePresence p) + { + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + return; + p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs); + }); + } + + #endregion + + #region Significant Movement Method + + private void checkRePrioritization() + { + if(IsDeleted || !ControllingClient.IsActive) + return; + + if(!SentInitialData) + { + SendInitialDataToMe(); + return; + } + + if(m_reprioritizationBusy) + return; + + float limit = Scene.ReprioritizationDistance; + bool byDrawdistance = Scene.ObjectsCullingByDistance; + if(byDrawdistance) + { + float minregionSize = (float)Scene.RegionInfo.RegionSizeX; + if(minregionSize > (float)Scene.RegionInfo.RegionSizeY) + minregionSize = (float)Scene.RegionInfo.RegionSizeY; + minregionSize *= 0.5f; + if(DrawDistance > minregionSize && m_reprioritizationLastDrawDistance > minregionSize) + byDrawdistance = false; + else + byDrawdistance = (Math.Abs(DrawDistance - m_reprioritizationLastDrawDistance) > 0.5f * limit); + } + + int tdiff = Util.EnvironmentTickCountSubtract(m_reprioritizationLastTime); + if(!byDrawdistance && tdiff < Scene.ReprioritizationInterval) + return; + // priority uses avatar position + Vector3 pos = AbsolutePosition; + Vector3 diff = pos - m_reprioritizationLastPosition; + limit *= limit; + if (!byDrawdistance && diff.LengthSquared() < limit) + return; + + m_reprioritizationBusy = true; + m_reprioritizationLastPosition = pos; + m_reprioritizationLastDrawDistance = DrawDistance; + + Util.FireAndForget( + o => + { + ControllingClient.ReprioritizeUpdates(); + m_reprioritizationLastTime = Util.EnvironmentTickCount(); + m_reprioritizationBusy = false; + }, null, "ScenePresence.Reprioritization"); + } + /// + /// This checks for a significant movement and sends a coarselocationchange update + /// + protected void CheckForSignificantMovement() + { + Vector3 pos = AbsolutePosition; + + Vector3 diff = pos - posLastMove; + if (diff.LengthSquared() > MOVEMENT) + { + posLastMove = pos; + m_scene.EventManager.TriggerOnClientMovement(this); + } + + diff = pos - posLastSignificantMove; + if (diff.LengthSquared() > SIGNIFICANT_MOVEMENT) + { + posLastSignificantMove = pos; + m_scene.EventManager.TriggerSignificantClientMovement(this); + } + + // updates priority recalc + checkRePrioritization(); + + if(m_childUpdatesBusy) + return; + + //possible KnownRegionHandles always contains current region and this check is not needed + int minhandles = 0; + if(KnownRegionHandles.Contains(RegionHandle)) + minhandles++; + + if(KnownRegionHandles.Count > minhandles) + { + int tdiff = Util.EnvironmentTickCountSubtract(m_lastChildUpdatesTime); + if(tdiff < CHILDUPDATES_TIME) + return; + + bool doUpdate = false; + if(m_lastChildAgentUpdateGodLevel != GodController.ViwerUIGodLevel) + doUpdate = true; + + if(!doUpdate && Math.Abs(DrawDistance - m_lastChildAgentUpdateDrawDistance) > 32.0f) + doUpdate = true; + + if(!doUpdate) + { + diff = pos - m_lastChildAgentUpdatePosition; + if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT) + doUpdate = true; + } + + if(doUpdate) + { + m_childUpdatesBusy = true; + m_lastChildAgentUpdatePosition = pos; + m_lastChildAgentUpdateGodLevel = GodController.ViwerUIGodLevel; + m_lastChildAgentUpdateDrawDistance = DrawDistance; +// m_lastChildAgentUpdateCamPosition = CameraPosition; + + AgentPosition agentpos = new AgentPosition(); + agentpos.AgentID = new UUID(UUID.Guid); + agentpos.SessionID = ControllingClient.SessionId; + agentpos.Size = Appearance.AvatarSize; + agentpos.Center = CameraPosition; + agentpos.Far = DrawDistance; + agentpos.Position = AbsolutePosition; + agentpos.Velocity = Velocity; + agentpos.RegionHandle = RegionHandle; + agentpos.GodData = GodController.State(); + agentpos.Throttles = ControllingClient.GetThrottlesPacked(1); + + // Let's get this out of the update loop + Util.FireAndForget( + o => + { + m_scene.SendOutChildAgentUpdates(agentpos, this); + m_lastChildUpdatesTime = Util.EnvironmentTickCount(); + m_childUpdatesBusy = false; + }, null, "ScenePresence.SendOutChildAgentUpdates"); + } + } + } + + #endregion + + #region Border Crossing Methods /// /// Starts the process of moving an avatar into another region if they are crossing the border. @@ -3657,7 +4371,7 @@ namespace OpenSim.Region.Framework.Scenes protected void CheckForBorderCrossing() { // Check that we we are not a child - if (IsChildAgent) + if (IsChildAgent || IsInTransit) return; // If we don't have a PhysActor, we can't cross anyway @@ -3667,79 +4381,71 @@ namespace OpenSim.Region.Framework.Scenes if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero) return; - if (IsInTransit) - return; - Vector3 pos2 = AbsolutePosition; - Vector3 origPosition = pos2; Vector3 vel = Velocity; - // Compute the future avatar position. - // If the avatar will be crossing, we force the crossing to happen now - // in the hope that this will make the avatar movement smoother when crossing. - pos2 += vel * 0.05f; - - if (m_scene.PositionIsInCurrentRegion(pos2)) - return; - - m_log.DebugFormat("{0} CheckForBorderCrossing: position outside region. {1} in {2} at pos {3}", - LogHeader, Name, Scene.Name, pos2); + float timeStep = 0.1f; + pos2.X += vel.X * timeStep; + pos2.Y += vel.Y * timeStep; + pos2.Z += vel.Z * timeStep; - // Disconnect from the current region - bool isFlying = Flying; - RemoveFromPhysicalScene(); +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", +// pos2, Name, Scene.Name); - // pos2 is the forcasted position so make that the 'current' position so the crossing - // code will move us into the newly addressed region. - m_pos = pos2; + if (Scene.PositionIsInCurrentRegion(pos2)) + return; - if (CrossToNewRegion()) - { - AddToPhysicalScene(isFlying); - } - else + if (!CrossToNewRegion() && m_requestedSitTargetUUID == UUID.Zero) { - // Tried to make crossing happen but it failed. - if (m_requestedSitTargetUUID == UUID.Zero) - { - m_log.DebugFormat("{0} CheckForBorderCrossing: Crossing failed. Restoring old position.", LogHeader); - - Velocity = Vector3.Zero; - AbsolutePosition = EnforceSanityOnPosition(origPosition); + // we don't have entity transfer module + Vector3 pos = AbsolutePosition; + vel = Velocity; + float px = pos.X; + if (px < 0) + pos.X += vel.X * 2; + else if (px > m_scene.RegionInfo.RegionSizeX) + pos.X -= vel.X * 2; + + float py = pos.Y; + if (py < 0) + pos.Y += vel.Y * 2; + else if (py > m_scene.RegionInfo.RegionSizeY) + pos.Y -= vel.Y * 2; - AddToPhysicalScene(isFlying); - } + Velocity = Vector3.Zero; + m_AngularVelocity = Vector3.Zero; + AbsolutePosition = pos; } } - // Given a position, make sure it is within the current region. - // If just outside some border, the returned position will be just inside the border on that side. - private Vector3 EnforceSanityOnPosition(Vector3 origPosition) + public void CrossToNewRegionFail() { - const float borderFudge = 0.1f; - Vector3 ret = origPosition; - - // Sanity checking on the position to make sure it is in the region we couldn't cross from - float extentX = (float)m_scene.RegionInfo.RegionSizeX; - float extentY = (float)m_scene.RegionInfo.RegionSizeY; - IRegionCombinerModule combiner = m_scene.RequestModuleInterface(); - if (combiner != null) + if (m_requestedSitTargetUUID == UUID.Zero) { - // If a mega-region, the size could be much bigger - Vector2 megaExtent = combiner.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); - extentX = megaExtent.X; - extentY = megaExtent.Y; - } - if (ret.X < 0) - ret.X = borderFudge; - else if (ret.X >= extentX) - ret.X = extentX - borderFudge; - if (ret.Y < 0) - ret.Y = borderFudge; - else if (ret.Y >= extentY) - ret.Y = extentY - borderFudge; + bool isFlying = Flying; + RemoveFromPhysicalScene(); + + Vector3 pos = AbsolutePosition; + Vector3 vel = Velocity; + float px = pos.X; + if (px < 0) + pos.X += vel.X * 2; + else if (px > m_scene.RegionInfo.RegionSizeX) + pos.X -= vel.X * 2; + + float py = pos.Y; + if (py < 0) + pos.Y += vel.Y * 2; + else if (py > m_scene.RegionInfo.RegionSizeY) + pos.Y -= vel.Y * 2; + + Velocity = Vector3.Zero; + m_AngularVelocity = Vector3.Zero; + AbsolutePosition = pos; - return ret; + AddToPhysicalScene(isFlying); + } } /// @@ -3750,62 +4456,93 @@ namespace OpenSim.Region.Framework.Scenes /// protected bool CrossToNewRegion() { + bool result = false; +// parcelRegionCross(false); try { - return m_scene.CrossAgentToNewRegion(this, Flying); + result = m_scene.CrossAgentToNewRegion(this, Flying); } catch { - return m_scene.CrossAgentToNewRegion(this, false); +// result = m_scene.CrossAgentToNewRegion(this, false); + return false; } - } - - public void Reset() - { -// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName); + // if(!result) + // parcelRegionCross(true); - // Put the child agent back at the center - AbsolutePosition - = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70); + return result; - Animator.ResetAnimations(); } /// /// Computes which child agents to close when the scene presence moves to another region. /// Removes those regions from m_knownRegions. /// - /// The new region's x on the map - /// The new region's y on the map + /// The new region's handle + /// The new region's size x + /// The new region's size y /// - public void CloseChildAgents(uint newRegionX, uint newRegionY) + public List GetChildAgentsToClose(ulong newRegionHandle, int newRegionSizeX, int newRegionSizeY) { + ulong curRegionHandle = m_scene.RegionInfo.RegionHandle; List byebyeRegions = new List(); + + if(newRegionHandle == curRegionHandle) //?? + return byebyeRegions; + + uint newRegionX, newRegionY; List knownRegions = KnownRegionHandles; m_log.DebugFormat( - "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}", + "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}", knownRegions.Count, Scene.RegionInfo.RegionName); - //DumpKnownRegions(); + + Util.RegionHandleToRegionLoc(newRegionHandle, out newRegionX, out newRegionY); + uint x, y; + spRegionSizeInfo regInfo; foreach (ulong handle in knownRegions) { - // Don't close the agent on this region yet - if (handle != Scene.RegionInfo.RegionHandle) + if(newRegionY == 0) // HG + byebyeRegions.Add(handle); + else if(handle == curRegionHandle) { - uint x, y; - Util.RegionHandleToRegionLoc(handle, out x, out y); - -// m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); -// m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); - float dist = (float)Math.Max(Scene.DefaultDrawDistance, - (float)Math.Max(Scene.RegionInfo.RegionSizeX, Scene.RegionInfo.RegionSizeY)); - if (Util.IsOutsideView(dist, x, newRegionX, y, newRegionY)) + RegionInfo curreg = m_scene.RegionInfo; + if (Util.IsOutsideView(255, curreg.RegionLocX, newRegionX, curreg.RegionLocY, newRegionY, + (int)curreg.RegionSizeX, (int)curreg.RegionSizeX, newRegionSizeX, newRegionSizeY)) { byebyeRegions.Add(handle); } } + else + { + Util.RegionHandleToRegionLoc(handle, out x, out y); + if (m_knownChildRegionsSizeInfo.TryGetValue(handle, out regInfo)) + { +// if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY, + // for now need to close all but first order bc RegionViewDistance it the target value not ours + if (Util.IsOutsideView(255, x, newRegionX, y, newRegionY, + regInfo.sizeX, regInfo.sizeY, newRegionSizeX, newRegionSizeY)) + { + byebyeRegions.Add(handle); + } + } + else + { +// if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY, + if (Util.IsOutsideView(255, x, newRegionX, y, newRegionY, + (int)Constants.RegionSize, (int)Constants.RegionSize, newRegionSizeX, newRegionSizeY)) + { + byebyeRegions.Add(handle); + } + } + } } - + return byebyeRegions; + } + + public void CloseChildAgents(List byebyeRegions) + { + byebyeRegions.Remove(Scene.RegionInfo.RegionHandle); if (byebyeRegions.Count > 0) { m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); @@ -3814,43 +4551,56 @@ namespace OpenSim.Region.Framework.Scenes string auth = string.Empty; if (acd != null) auth = acd.SessionID.ToString(); - m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, auth, byebyeRegions); + m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, auth, byebyeRegions); } - + foreach (ulong handle in byebyeRegions) { RemoveNeighbourRegion(handle); + Scene.CapsModule.DropChildSeed(UUID, handle); } } - #endregion - - /// - /// This allows the Sim owner the abiility to kick users from their sim currently. - /// It tells the client that the agent has permission to do so. - /// - public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus) + public void closeAllChildAgents() { - if (godStatus) + List byebyeRegions = new List(); + List knownRegions = KnownRegionHandles; + foreach (ulong handle in knownRegions) { - // For now, assign god level 200 to anyone - // who is granted god powers, but has no god level set. - // - UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID); - if (account != null) + if (handle != Scene.RegionInfo.RegionHandle) { - if (account.UserLevel > 0) - GodLevel = account.UserLevel; - else - GodLevel = 200; + byebyeRegions.Add(handle); + RemoveNeighbourRegion(handle); + Scene.CapsModule.DropChildSeed(UUID, handle); } } - else + + if (byebyeRegions.Count > 0) { - GodLevel = 0; + m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); + + AgentCircuitData acd = Scene.AuthenticateHandler.GetAgentCircuitData(UUID); + string auth = string.Empty; + if (acd != null) + auth = acd.SessionID.ToString(); + m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, auth, byebyeRegions); } + } + + #endregion + + /// + /// handle god level requests. + /// + public void GrantGodlikePowers(UUID token, bool godStatus) + { + if (IsNPC) + return; - ControllingClient.SendAdminResponse(token, (uint)GodLevel); + bool wasgod = IsViewerUIGod; + GodController.RequestGodMode(godStatus); + if (wasgod != IsViewerUIGod) + parcelGodCheck(m_currentParcelUUID); } #region Child Agent Updates @@ -3862,12 +4612,16 @@ namespace OpenSim.Region.Framework.Scenes return; CopyFrom(cAgentData); - m_updateAgentReceivedAfterTransferEvent.Set(); } private static Vector3 marker = new Vector3(-1f, -1f, -1f); + private void RaiseUpdateThrottles() + { + m_scene.EventManager.TriggerThrottleUpdate(this); + } + /// /// This updates important decision making data about a child agent /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region @@ -3877,44 +4631,59 @@ namespace OpenSim.Region.Framework.Scenes if (!IsChildAgent) return; -// m_log.DebugFormat( -// "[SCENE PRESENCE]: ChildAgentPositionUpdate for {0} in {1}, tRegion {2},{3}, rRegion {4},{5}, pos {6}", -// Name, Scene.Name, tRegionX, tRegionY, rRegionX, rRegionY, cAgentData.Position); + GodController.SetState(cAgentData.GodData); + + RegionHandle = cAgentData.RegionHandle; - // Find the distance (in meters) between the two regions - // XXX: We cannot use Util.RegionLocToHandle() here because a negative value will silently overflow the - // uint - int shiftx = (int)(((int)rRegionX - (int)tRegionX) * Constants.RegionSize); - int shifty = (int)(((int)rRegionY - (int)tRegionY) * Constants.RegionSize); + //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); + int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; + int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; Vector3 offset = new Vector3(shiftx, shifty, 0f); - // When we get to the point of re-computing neighbors everytime this - // changes, then start using the agent's drawdistance rather than the - // region's draw distance. DrawDistance = cAgentData.Far; - // DrawDistance = Scene.DefaultDrawDistance; if (cAgentData.Position != marker) // UGH!! m_pos = cAgentData.Position + offset; - if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance) + CameraPosition = cAgentData.Center + offset; + + if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) { - posLastSignificantMove = AbsolutePosition; - ReprioritizeUpdates(); + // some scaling factor + float x = m_pos.X; + if (x > m_scene.RegionInfo.RegionSizeX) + x -= m_scene.RegionInfo.RegionSizeX; + float y = m_pos.Y; + if (y > m_scene.RegionInfo.RegionSizeY) + y -= m_scene.RegionInfo.RegionSizeY; + + x = x * x + y * y; + + const float distScale = 0.4f / Constants.RegionSize / Constants.RegionSize; + float factor = 1.0f - distScale * x; + if (factor < 0.2f) + factor = 0.2f; + + ControllingClient.SetChildAgentThrottle(cAgentData.Throttles,factor); } - CameraPosition = cAgentData.Center + offset; + if(cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count >0) + { + if (Scene.CapsModule != null) + { + Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds); + } - if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) - ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); + KnownRegions = cAgentData.ChildrenCapSeeds; + } //cAgentData.AVHeight; - RegionHandle = cAgentData.RegionHandle; //m_velocity = cAgentData.Velocity; + checkRePrioritization(); } - public void CopyTo(AgentData cAgent) + public void CopyTo(AgentData cAgent, bool isCrossUpdate) { cAgent.CallbackURI = m_callbackURI; @@ -3930,35 +4699,23 @@ namespace OpenSim.Region.Framework.Scenes cAgent.UpAxis = CameraUpAxis; cAgent.Far = DrawDistance; + cAgent.GodData = GodController.State(); - // Throttles - float multiplier = 1; - int childRegions = KnownRegionCount; - if (childRegions != 0) - multiplier = 1f / childRegions; - - // Minimum throttle for a child region is 1/4 of the root region throttle - if (multiplier <= 0.25f) - multiplier = 0.25f; - - cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); + // Throttles + cAgent.Throttles = ControllingClient.GetThrottlesPacked(1); cAgent.HeadRotation = m_headrotation; cAgent.BodyRotation = Rotation; cAgent.ControlFlags = (uint)m_AgentControlFlags; - if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) - cAgent.GodLevel = (byte)GodLevel; - else - cAgent.GodLevel = (byte) 0; - cAgent.AlwaysRun = SetAlwaysRun; - cAgent.Appearance = new AvatarAppearance(Appearance); + // make clear we want the all thing + cAgent.Appearance = new AvatarAppearance(Appearance,true,true); cAgent.ParentPart = ParentUUID; cAgent.SitOffset = PrevSitOffset; - + lock (scriptedcontrols) { ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; @@ -3980,8 +4737,36 @@ namespace OpenSim.Region.Framework.Scenes cAgent.DefaultAnim = Animator.Animations.DefaultAnimation; cAgent.AnimState = Animator.Animations.ImplicitDefaultAnimation; + cAgent.MovementAnimationOverRides = Overrides.CloneAOPairs(); + + cAgent.MotionState = (byte)Animator.currentControlState; + if (Scene.AttachmentsModule != null) Scene.AttachmentsModule.CopyAttachments(this, cAgent); + + if(isCrossUpdate) + { + cAgent.CrossingFlags = crossingFlags; + cAgent.CrossingFlags |= 1; + cAgent.CrossExtraFlags = 0; + if((LastCommands & ScriptControlled.CONTROL_LBUTTON) != 0) + cAgent.CrossExtraFlags |= 1; + if((LastCommands & ScriptControlled.CONTROL_ML_LBUTTON) != 0) + cAgent.CrossExtraFlags |= 2; + } + else + cAgent.CrossingFlags = 0; + + if(isCrossUpdate) + { + cAgent.agentCOF = COF; + cAgent.ActiveGroupID = ControllingClient.ActiveGroupId; + cAgent.ActiveGroupName = ControllingClient.ActiveGroupName; + if(Grouptitle == null) + cAgent.ActiveGroupTitle = String.Empty; + else + cAgent.ActiveGroupTitle = Grouptitle; + } } private void CopyFrom(AgentData cAgent) @@ -3991,40 +4776,59 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()", // Name, m_scene.RegionInfo.RegionName, m_callbackURI); + GodController.SetState(cAgent.GodData); + m_pos = cAgent.Position; m_velocity = cAgent.Velocity; CameraPosition = cAgent.Center; CameraAtAxis = cAgent.AtAxis; CameraLeftAxis = cAgent.LeftAxis; CameraUpAxis = cAgent.UpAxis; + + Quaternion camRot = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis); + CameraRotation = camRot; + ParentUUID = cAgent.ParentPart; PrevSitOffset = cAgent.SitOffset; // When we get to the point of re-computing neighbors everytime this - // changes, then start using the agent's drawdistance rather than the + // changes, then start using the agent's drawdistance rather than the // region's draw distance. DrawDistance = cAgent.Far; - // DrawDistance = Scene.DefaultDrawDistance; + //DrawDistance = Scene.DefaultDrawDistance; + + if (cAgent.ChildrenCapSeeds != null && cAgent.ChildrenCapSeeds.Count > 0) + { + if (Scene.CapsModule != null) + { + Scene.CapsModule.SetChildrenSeed(UUID, cAgent.ChildrenCapSeeds); + } + KnownRegions = cAgent.ChildrenCapSeeds; + } if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) ControllingClient.SetChildAgentThrottle(cAgent.Throttles); m_headrotation = cAgent.HeadRotation; Rotation = cAgent.BodyRotation; - m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; + m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; - if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) - GodLevel = cAgent.GodLevel; SetAlwaysRun = cAgent.AlwaysRun; Appearance = new AvatarAppearance(cAgent.Appearance); +/* + bool isFlying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); + if (PhysicsActor != null) { - bool isFlying = Flying; RemoveFromPhysicalScene(); AddToPhysicalScene(isFlying); } - +*/ + + if (Scene.AttachmentsModule != null) + Scene.AttachmentsModule.CopyAttachments(cAgent, this); + try { lock (scriptedcontrols) @@ -4032,6 +4836,7 @@ namespace OpenSim.Region.Framework.Scenes if (cAgent.Controllers != null) { scriptedcontrols.Clear(); + IgnoredControls = ScriptControlled.CONTROL_ZERO; foreach (ControllerData c in cAgent.Controllers) { @@ -4042,40 +4847,63 @@ namespace OpenSim.Region.Framework.Scenes sc.eventControls = (ScriptControlled)c.EventControls; scriptedcontrols[sc.itemID] = sc; + IgnoredControls |= sc.ignoreControls; // this is not correct, aparently only last applied should count } } } } catch { } + Animator.ResetAnimations(); + + Overrides.CopyAOPairsFrom(cAgent.MovementAnimationOverRides); + // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? - if (cAgent.Anims != null) - Animator.Animations.FromArray(cAgent.Anims); if (cAgent.DefaultAnim != null) Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero); if (cAgent.AnimState != null) Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero); + if (cAgent.Anims != null) + Animator.Animations.FromArray(cAgent.Anims); + if (cAgent.MotionState != 0) + Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState; - if (Scene.AttachmentsModule != null) + + crossingFlags = cAgent.CrossingFlags; + gotCrossUpdate = (crossingFlags != 0); + if(gotCrossUpdate) { - // If the JobEngine is running we can schedule this job now and continue rather than waiting for all - // attachments to copy, which might take a long time in the Hypergrid case as the entire inventory - // graph is inspected for each attachments and assets possibly fetched. - // - // We don't need to worry about a race condition as the job to later start the scripts is also - // JobEngine scheduled and so will always occur after this task. - // XXX: This will not be true if JobEngine ever gets more than one thread. - WorkManager.RunJob( - "CopyAttachments", - o => Scene.AttachmentsModule.CopyAttachments(cAgent, this), - null, - string.Format("Copy attachments for {0} entering {1}", Name, Scene.Name), - true); - } - - // This must occur after attachments are copied or scheduled to be copied, as it releases the CompleteMovement() calling thread - // originating from the client completing a teleport. Otherwise, CompleteMovement() code to restart - // script attachments can outrace this thread. + LastCommands &= ~(ScriptControlled.CONTROL_LBUTTON | ScriptControlled.CONTROL_ML_LBUTTON); + if((cAgent.CrossExtraFlags & 1) != 0) + LastCommands |= ScriptControlled.CONTROL_LBUTTON; + if((cAgent.CrossExtraFlags & 2) != 0) + LastCommands |= ScriptControlled.CONTROL_ML_LBUTTON; + MouseDown = (cAgent.CrossExtraFlags & 3) != 0; + } + + haveGroupInformation = false; + // using this as protocol detection don't want to mess with the numbers for now + if(cAgent.ActiveGroupTitle != null) + { + haveGroupInformation = true; + COF = cAgent.agentCOF; + if(ControllingClient.IsGroupMember(cAgent.ActiveGroupID)) + { + ControllingClient.ActiveGroupId = cAgent.ActiveGroupID; + ControllingClient.ActiveGroupName = cAgent.ActiveGroupName; + Grouptitle = cAgent.ActiveGroupTitle; + ControllingClient.ActiveGroupPowers = + ControllingClient.GetGroupPowers(cAgent.ActiveGroupID); + } + else + { + // we got a unknown active group so get what groups thinks about us + IGroupsModule gm = m_scene.RequestModuleInterface(); + if (gm != null) + gm.SendAgentGroupDataUpdate(ControllingClient); + } + } + lock (m_originRegionIDAccessLock) m_originRegionID = cAgent.RegionID; } @@ -4083,7 +4911,7 @@ namespace OpenSim.Region.Framework.Scenes public bool CopyAgent(out IAgentData agent) { agent = new CompleteAgentData(); - CopyTo((AgentData)agent); + CopyTo((AgentData)agent, false); return true; } @@ -4094,15 +4922,21 @@ namespace OpenSim.Region.Framework.Scenes /// public void UpdateMovement() { - if (m_forceToApply.HasValue) - { - Vector3 force = m_forceToApply.Value; +/* + if (IsInTransit) + return; - Velocity = force; + lock(m_forceToApplyLock) + { + if (m_forceToApplyValid) + { + Velocity = m_forceToApply; - m_forceToApply = null; - TriggerScenePresenceUpdated(); + m_forceToApplyValid = false; + TriggerScenePresenceUpdated(); + } } +*/ } /// @@ -4124,22 +4958,23 @@ namespace OpenSim.Region.Framework.Scenes if (Appearance.AvatarHeight == 0) // Appearance.SetHeight(); Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f)); - -/* - PhysicsActor = scene.AddAvatar( - LocalId, Firstname + "." + Lastname, pVec, - new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying); -*/ - PhysicsActor = m_scene.PhysicsScene.AddAvatar( - LocalId, Firstname + "." + Lastname, AbsolutePosition, Velocity, - Appearance.AvatarBoxSize, isFlying); +// lock(m_forceToApplyLock) +// m_forceToApplyValid = false; + PhysicsScene scene = m_scene.PhysicsScene; + Vector3 pVec = AbsolutePosition; + + PhysicsActor = scene.AddAvatar( + LocalId, Firstname + "." + Lastname, pVec, + Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying); + PhysicsActor.Orientation = m_bodyRot; //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong PhysicsActor.SubscribeEvents(100); PhysicsActor.LocalID = LocalId; + PhysicsActor.SetAlwaysRun = m_setAlwaysRun; } private void OutOfBoundsCall(Vector3 pos) @@ -4152,7 +4987,6 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); } - /// /// Event called by the physics plugin to tell the avatar about a collision. /// @@ -4166,24 +5000,26 @@ namespace OpenSim.Region.Framework.Scenes /// public void PhysicsCollisionUpdate(EventArgs e) { - if (IsChildAgent || Animator == null) + if (IsChildAgent) + return; + + if(IsInTransit) return; - + //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( // as of this comment the interval is set in AddToPhysicalScene // if (m_updateCount > 0) // { - if (Animator.UpdateMovementAnimations()) - TriggerScenePresenceUpdated(); +// if (Animator != null && Animator.UpdateMovementAnimations()) +// TriggerScenePresenceUpdated(); // m_updateCount--; // } CollisionEventUpdate collisionData = (CollisionEventUpdate)e; Dictionary coldata = collisionData.m_objCollisionList; - // // No collisions at all means we may be flying. Update always // // to make falling work // if (m_lastColCount != coldata.Count || coldata.Count == 0) @@ -4192,81 +5028,98 @@ namespace OpenSim.Region.Framework.Scenes // m_lastColCount = coldata.Count; // } - CollisionPlane = Vector4.UnitW; + if (coldata.Count != 0) + { + ContactPoint lowest; + lowest.SurfaceNormal = Vector3.Zero; + lowest.Position = Vector3.Zero; + lowest.Position.Z = float.MaxValue; - // Gods do not take damage and Invulnerable is set depending on parcel/region flags - if (Invulnerable || GodLevel > 0) - return; + foreach (ContactPoint contact in coldata.Values) + { + if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z) + lowest = contact; + } - // The following may be better in the ICombatModule - // probably tweaking of the values for ground and normal prim collisions will be needed - float starthealth = Health; - uint killerObj = 0; - SceneObjectPart part = null; - foreach (uint localid in coldata.Keys) - { - if (localid == 0) + if (lowest.Position.Z != float.MaxValue) { - part = null; + lowest.SurfaceNormal = -lowest.SurfaceNormal; + CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); } else + CollisionPlane = Vector4.UnitW; + } + else + CollisionPlane = Vector4.UnitW; + + RaiseCollisionScriptEvents(coldata); + + // Gods do not take damage and Invulnerable is set depending on parcel/region flags + if (Invulnerable || IsViewerUIGod) + return; + + // The following may be better in the ICombatModule + // probably tweaking of the values for ground and normal prim collisions will be needed + float startHealth = Health; + if(coldata.Count > 0) + { + uint killerObj = 0; + SceneObjectPart part = null; + float rvel; // relative velocity, negative on approch + foreach (uint localid in coldata.Keys) { - part = Scene.GetSceneObjectPart(localid); - } - if (part != null) - { - // Ignore if it has been deleted or volume detect - if (!part.ParentGroup.IsDeleted && !part.ParentGroup.IsVolumeDetect) + if (localid == 0) { - if (part.ParentGroup.Damage > 0.0f) + // 0 is the ground + rvel = coldata[0].RelativeSpeed; + if(rvel < -5.0f) + Health -= 0.01f * rvel * rvel; + } + else + { + part = Scene.GetSceneObjectPart(localid); + + if(part != null && !part.ParentGroup.IsVolumeDetect) { - // Something with damage... - Health -= part.ParentGroup.Damage; - part.ParentGroup.Scene.DeleteSceneObject(part.ParentGroup, false); + if (part.ParentGroup.Damage > 0.0f) + { + // Something with damage... + Health -= part.ParentGroup.Damage; + part.ParentGroup.Scene.DeleteSceneObject(part.ParentGroup, false); + } + else + { + // An ordinary prim + rvel = coldata[localid].RelativeSpeed; + if(rvel < -5.0f) + { + Health -= 0.005f * rvel * rvel; + } + } } else { - // An ordinary prim - if (coldata[localid].PenetrationDepth >= 0.10f) - Health -= coldata[localid].PenetrationDepth * 5.0f; + } } - } - else - { - // 0 is the ground - // what about collisions with other avatars? - if (localid == 0 && coldata[localid].PenetrationDepth >= 0.10f) - Health -= coldata[localid].PenetrationDepth * 5.0f; - } - - if (Health <= 0.0f) - { - if (localid != 0) - killerObj = localid; - } - //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); - } - //Health = 100; - if (!Invulnerable) - { - if (starthealth != Health) - { - ControllingClient.SendHealth(Health); + if (Health <= 0.0f) + { + if (localid != 0) + killerObj = localid; + } } + if (Health <= 0) { - m_scene.EventManager.TriggerAvatarKill(killerObj, this); - } - if (starthealth == Health && Health < 100.0f) - { - Health += 0.03f; - if (Health > 100.0f) - Health = 100.0f; ControllingClient.SendHealth(Health); + m_scene.EventManager.TriggerAvatarKill(killerObj, this); + return; } } + + if(Math.Abs(Health - startHealth) > 1.0) + ControllingClient.SendHealth(Health); } public void setHealthWithUpdate(float health) @@ -4280,25 +5133,25 @@ namespace OpenSim.Region.Framework.Scenes // Clear known regions KnownRegions = new Dictionary(); - lock (m_reprioritization_timer) - { - m_reprioritization_timer.Enabled = false; - m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize); - } - // I don't get it but mono crashes when you try to dispose of this timer, // unsetting the elapsed callback should be enough to allow for cleanup however. - // m_reprioritizationTimer.Dispose(); + // m_reprioritizationTimer.Dispose(); RemoveFromPhysicalScene(); - + m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; + RemoveClientEvents(); // if (Animator != null) // Animator.Close(); Animator = null; + scriptedcontrols.Clear(); + ControllingClient = null; LifecycleState = ScenePresenceState.Removed; + IsDeleted = true; + m_updateAgentReceivedAfterTransferEvent.Dispose(); + m_updateAgentReceivedAfterTransferEvent = null; } public void AddAttachment(SceneObjectGroup gobj) @@ -4311,6 +5164,10 @@ namespace OpenSim.Region.Framework.Scenes m_attachments.Add(gobj); } + + IBakedTextureModule bakedModule = m_scene.RequestModuleInterface(); + if (bakedModule != null) + bakedModule.UpdateMeshAvatar(m_uuid); } /// @@ -4343,7 +5200,7 @@ namespace OpenSim.Region.Framework.Scenes } } } - + return attachments; } @@ -4474,6 +5331,287 @@ namespace OpenSim.Region.Framework.Scenes return validated; } + public void SendAttachmentsToAllAgents() + { + lock (m_attachments) + { + foreach (SceneObjectGroup sog in m_attachments) + { + m_scene.ForEachScenePresence(delegate(ScenePresence p) + { + if (p != this && sog.HasPrivateAttachmentPoint) + return; + + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + return; + + SendTerseUpdateToAgentNF(p); + SendAttachmentFullUpdateToAgentNF(sog, p); + }); + } + } + } + + // send attachments to a client without filters except for huds + // for now they are checked in several places down the line... + public void SendAttachmentsToAgentNF(ScenePresence p) + { + SendTerseUpdateToAgentNF(p); +// SendAvatarDataToAgentNF(this); + lock (m_attachments) + { + foreach (SceneObjectGroup sog in m_attachments) + { + SendAttachmentFullUpdateToAgentNF(sog, p); + } + } + } + + public void SendAttachmentFullUpdateToAgentNF(SceneObjectGroup sog, ScenePresence p) + { + if (p != this && sog.HasPrivateAttachmentPoint) + return; + + SceneObjectPart[] parts = sog.Parts; + SceneObjectPart rootpart = sog.RootPart; + + p.ControllingClient.SendEntityUpdate(rootpart, PrimUpdateFlags.FullUpdate); + + for (int i = 0; i < parts.Length; i++) + { + SceneObjectPart part = parts[i]; + if (part == rootpart) + continue; + p.ControllingClient.SendEntityUpdate(part, PrimUpdateFlags.FullUpdate); + } + } + + public void SendAttachmentScheduleUpdate(SceneObjectGroup sog) + { + if (IsChildAgent || IsInTransit) + return; + + SceneObjectPart[] origparts = sog.Parts; + SceneObjectPart[] parts = new SceneObjectPart[origparts.Length]; + PrimUpdateFlags[] flags = new PrimUpdateFlags[origparts.Length]; + + SceneObjectPart rootpart = sog.RootPart; + UpdateRequired rootreq = sog.RootPart.UpdateFlag; + + int j = 0; + bool allterse = true; + for (int i = 0; i < origparts.Length; i++) + { + if (origparts[i] != rootpart) + { + switch (origparts[i].UpdateFlag) + { + case UpdateRequired.NONE: + break; + + case UpdateRequired.TERSE: + flags[j] = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity + | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; + parts[j] = origparts[i]; + j++; + break; + + case UpdateRequired.FULL: + flags[j] = PrimUpdateFlags.FullUpdate; + allterse = false; + parts[j] = origparts[i]; + j++; + break; + } + } + origparts[i].UpdateFlag = 0; + } + + if (j == 0 && rootreq == UpdateRequired.NONE) + return; + + PrimUpdateFlags rootflag = PrimUpdateFlags.FullUpdate; + + if (rootreq != UpdateRequired.FULL && allterse) + { + rootflag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity + | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; + } + + int nparts = j; + + ControllingClient.SendEntityUpdate(rootpart, rootflag); + + for (int i = 0; i < nparts; i++) + { + ControllingClient.SendEntityUpdate(parts[i], flags[i]); + } + + if (sog.HasPrivateAttachmentPoint) + return; + + List allPresences = m_scene.GetScenePresences(); + foreach (ScenePresence p in allPresences) + { + if (p == this) + continue; + + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + continue; + + p.ControllingClient.SendEntityUpdate(rootpart, rootflag); + + for (int i = 0; i < nparts; i++) + { + p.ControllingClient.SendEntityUpdate(parts[i], flags[i]); + } + } + } + + public void SendAttachmentUpdate(SceneObjectGroup sog, UpdateRequired UpdateFlag) + { + if (IsChildAgent || IsInTransit) + return; + + PrimUpdateFlags flag; + switch (UpdateFlag) + { + case UpdateRequired.TERSE: + flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity + | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; + break; + + case UpdateRequired.FULL: + flag = PrimUpdateFlags.FullUpdate; + break; + + default: + return; + } + + SceneObjectPart[] parts = sog.Parts; + SceneObjectPart rootpart = sog.RootPart; + +// rootpart.UpdateFlag = 0; + + ControllingClient.SendEntityUpdate(rootpart, flag); + + for (int i = 0; i < parts.Length; i++) + { + SceneObjectPart part = parts[i]; + if (part == rootpart) + continue; + ControllingClient.SendEntityUpdate(part, flag); +// part.UpdateFlag = 0; + } + + if (sog.HasPrivateAttachmentPoint) + return; + + List allPresences = m_scene.GetScenePresences(); + foreach (ScenePresence p in allPresences) + { + if (p == this) + continue; + + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + continue; + + p.ControllingClient.SendEntityUpdate(rootpart, flag); + + for (int i = 0; i < parts.Length; i++) + { + SceneObjectPart part = parts[i]; + if (part == rootpart) + continue; + p.ControllingClient.SendEntityUpdate(part, flag); + } + } + } + + public void SendAttachmentScheduleUpdate(SceneObjectPart part) + { + if (IsChildAgent || IsInTransit) + return; + + + PrimUpdateFlags flag; + switch (part.UpdateFlag) + { + case UpdateRequired.TERSE: + flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity + | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; + break; + + case UpdateRequired.FULL: + flag = PrimUpdateFlags.FullUpdate; + break; + + default: + return; + } + + part.UpdateFlag = 0; + + ControllingClient.SendEntityUpdate(part, flag); + + if (part.ParentGroup.HasPrivateAttachmentPoint) + return; + + List allPresences = m_scene.GetScenePresences(); + foreach (ScenePresence p in allPresences) + { + if (p == this) + continue; + + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + continue; + + p.ControllingClient.SendEntityUpdate(part, flag); + } + } + + + public void SendAttachmentUpdate(SceneObjectPart part, UpdateRequired UpdateFlag) + { + if (IsChildAgent || IsInTransit) + return; + + PrimUpdateFlags flag; + switch (UpdateFlag) + { + case UpdateRequired.TERSE: + flag = PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity + | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity; + break; + + case UpdateRequired.FULL: + flag = PrimUpdateFlags.FullUpdate; + break; + + default: + return; + } + +// part.UpdateFlag = 0; + + ControllingClient.SendEntityUpdate(part, flag); + + if (part.ParentGroup.HasPrivateAttachmentPoint) + return; + + List allPresences = m_scene.GetScenePresences(); + foreach (ScenePresence p in allPresences) + { + if (p == this) + continue; + if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.IsViewerUIGod) + continue; + + p.ControllingClient.SendEntityUpdate(part, flag); + } + } + /// /// Send a script event to this scene presence's attachments /// @@ -4530,10 +5668,21 @@ namespace OpenSim.Region.Framework.Scenes } } + CameraData physActor_OnPhysicsRequestingCameraData() + { + return new CameraData + { + Valid = true, + MouseLook = this.m_mouseLook, + CameraRotation = this.CameraRotation, + CameraAtAxis = this.CameraAtAxis + }; + } + public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) { - SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID); - if (p == null) + SceneObjectPart part = m_scene.GetSceneObjectPart(Obj_localID); + if (part == null) return; ControllingClient.SendTakeControls(controls, false, false); @@ -4543,7 +5692,7 @@ namespace OpenSim.Region.Framework.Scenes obj.ignoreControls = ScriptControlled.CONTROL_ZERO; obj.eventControls = ScriptControlled.CONTROL_ZERO; - obj.objectID = p.ParentGroup.UUID; + obj.objectID = part.ParentGroup.UUID; obj.itemID = Script_item_UUID; if (pass_on == 0 && accept == 0) { @@ -4562,7 +5711,6 @@ namespace OpenSim.Region.Framework.Scenes { IgnoredControls = ScriptControlled.CONTROL_ZERO; obj.eventControls = (ScriptControlled)controls; - obj.ignoreControls = ScriptControlled.CONTROL_ZERO; } lock (scriptedcontrols) @@ -4571,19 +5719,52 @@ namespace OpenSim.Region.Framework.Scenes { IgnoredControls &= ~(ScriptControlled)controls; if (scriptedcontrols.ContainsKey(Script_item_UUID)) - scriptedcontrols.Remove(Script_item_UUID); + RemoveScriptFromControlNotifications(Script_item_UUID, part); } else { - scriptedcontrols[Script_item_UUID] = obj; + AddScriptToControlNotifications(Script_item_UUID, part, ref obj); } } ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); } + private void AddScriptToControlNotifications(OpenMetaverse.UUID Script_item_UUID, SceneObjectPart part, ref ScriptControllers obj) + { + scriptedcontrols[Script_item_UUID] = obj; + + PhysicsActor physActor = part.ParentGroup.RootPart.PhysActor; + if (physActor != null) + { + physActor.OnPhysicsRequestingCameraData -= physActor_OnPhysicsRequestingCameraData; + physActor.OnPhysicsRequestingCameraData += physActor_OnPhysicsRequestingCameraData; + } + } + + private void RemoveScriptFromControlNotifications(OpenMetaverse.UUID Script_item_UUID, SceneObjectPart part) + { + scriptedcontrols.Remove(Script_item_UUID); + + if (part != null) + { + PhysicsActor physActor = part.ParentGroup.RootPart.PhysActor; + if (physActor != null) + { + physActor.OnPhysicsRequestingCameraData -= physActor_OnPhysicsRequestingCameraData; + } + } + } + public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID) { + foreach (ScriptControllers c in scriptedcontrols.Values) + { + SceneObjectGroup sog = m_scene.GetSceneObjectGroup(c.objectID); + if(sog != null && !sog.IsDeleted && sog.RootPart.PhysActor != null) + sog.RootPart.PhysActor.OnPhysicsRequestingCameraData -= physActor_OnPhysicsRequestingCameraData; + } + IgnoredControls = ScriptControlled.CONTROL_ZERO; lock (scriptedcontrols) { @@ -4592,7 +5773,36 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendTakeControls(int.MaxValue, false, false); } - private void UnRegisterSeatControls(UUID obj) + public void HandleRevokePermissions(UUID objectID, uint permissions ) + { + + // still skeleton code + if((permissions & (16 | 0x8000 )) == 0) //PERMISSION_TRIGGER_ANIMATION | PERMISSION_OVERRIDE_ANIMATIONS + return; + if(objectID == m_scene.RegionInfo.RegionID) // for all objects + { + + } + else + { + SceneObjectPart part = m_scene.GetSceneObjectPart(objectID); + if(part != null) + { + + } + } + } + + public void ClearControls() + { + IgnoredControls = ScriptControlled.CONTROL_ZERO; + lock (scriptedcontrols) + { + scriptedcontrols.Clear(); + } + } + + public void UnRegisterSeatControls(UUID obj) { List takers = new List(); @@ -4610,17 +5820,18 @@ namespace OpenSim.Region.Framework.Scenes public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) { ScriptControllers takecontrols; + SceneObjectPart part = m_scene.GetSceneObjectPart(Obj_localID); lock (scriptedcontrols) { if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols)) { - ScriptControlled sctc = takecontrols.eventControls; + ScriptControlled sctc = takecontrols.eventControls; ControllingClient.SendTakeControls((int)sctc, false, false); ControllingClient.SendTakeControls((int)sctc, true, false); - scriptedcontrols.Remove(Script_item_UUID); + RemoveScriptFromControlNotifications(Script_item_UUID, part); IgnoredControls = ScriptControlled.CONTROL_ZERO; foreach (ScriptControllers scData in scriptedcontrols.Values) { @@ -4639,46 +5850,38 @@ namespace OpenSim.Region.Framework.Scenes if (scriptedcontrols.Count <= 0) return; - ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; - - if (MouseDown) + ScriptControlled allflags; + // convert mouse from edge to level + if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || + (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0) { - allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); - if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0) - { - allflags = ScriptControlled.CONTROL_ZERO; - MouseDown = true; - } + allflags = ScriptControlled.CONTROL_ZERO; } - + else // recover last state of mouse + allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); + if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) - { allflags |= ScriptControlled.CONTROL_ML_LBUTTON; - MouseDown = true; - } - + if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) - { allflags |= ScriptControlled.CONTROL_LBUTTON; - MouseDown = true; - } - + // find all activated controls, whether the scripts are interested in them or not if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) { allflags |= ScriptControlled.CONTROL_FWD; } - + if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) { allflags |= ScriptControlled.CONTROL_BACK; } - + if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) { allflags |= ScriptControlled.CONTROL_UP; } - + if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) { allflags |= ScriptControlled.CONTROL_DOWN; @@ -4688,17 +5891,17 @@ namespace OpenSim.Region.Framework.Scenes { allflags |= ScriptControlled.CONTROL_LEFT; } - + if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) { allflags |= ScriptControlled.CONTROL_RIGHT; } - + if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) { allflags |= ScriptControlled.CONTROL_ROT_RIGHT; } - + if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) { allflags |= ScriptControlled.CONTROL_ROT_LEFT; @@ -4711,7 +5914,7 @@ namespace OpenSim.Region.Framework.Scenes { UUID scriptUUID = kvp.Key; ScriptControllers scriptControlData = kvp.Value; - + ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle ScriptControlled localChange = localHeld ^ localLast; // the changed bits @@ -4723,8 +5926,9 @@ namespace OpenSim.Region.Framework.Scenes } } } - + LastCommands = allflags; + MouseDown = (allflags & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON)) != 0; } } @@ -4765,191 +5969,252 @@ namespace OpenSim.Region.Framework.Scenes return flags; } - private void ReprioritizeUpdates() + // returns true it local teleport allowed and sets the destiny position into pos + + private bool CheckLocalTPLandingPoint(ref Vector3 pos) { - if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time) - { - lock (m_reprioritization_timer) - { - if (!m_reprioritizing) - m_reprioritization_timer.Enabled = m_reprioritizing = true; - else - m_reprioritization_called = true; - } - } - } + // Never constrain lures + if ((TeleportFlags & TeleportFlags.ViaLure) != 0) + return true; - private void Reprioritize(object sender, ElapsedEventArgs e) - { - ControllingClient.ReprioritizeUpdates(); + if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) + return true; - lock (m_reprioritization_timer) + // do not constrain gods and estate managers + if(m_scene.Permissions.IsGod(m_uuid) || + m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) + return true; + + // will teleport to a telehub spawn point or landpoint if that results in getting closer to target + // if not the local teleport fails. + + float currDistanceSQ = Vector3.DistanceSquared(AbsolutePosition, pos); + + // first check telehub + + UUID TelehubObjectID = m_scene.RegionInfo.RegionSettings.TelehubObject; + if ( TelehubObjectID != UUID.Zero) { - m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called; - m_reprioritization_called = false; - } - } + SceneObjectGroup telehubSOG = m_scene.GetSceneObjectGroup(TelehubObjectID); + if(telehubSOG != null) + { + Vector3 spawnPos; + float spawnDistSQ; - private void CheckLandingPoint(ref Vector3 pos) - { - // Never constrain lures - if ((TeleportFlags & TeleportFlags.ViaLure) != 0) - return; + SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray(); + if(spawnPoints.Length == 0) + { + spawnPos = new Vector3(128.0f, 128.0f, pos.Z); + spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos); + } + else + { + Vector3 hubPos = telehubSOG.AbsolutePosition; + Quaternion hubRot = telehubSOG.GroupRotation; - if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) - return; + spawnPos = spawnPoints[0].GetLocation(hubPos, hubRot); + spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos); + + float testDistSQ; + Vector3 testSpawnPos; + for(int i = 1; i< spawnPoints.Length; i++) + { + testSpawnPos = spawnPoints[i].GetLocation(hubPos, hubRot); + testDistSQ = Vector3.DistanceSquared(testSpawnPos, pos); + + if(testDistSQ < spawnDistSQ) + { + spawnPos = testSpawnPos; + spawnDistSQ = testDistSQ; + } + } + } + if (currDistanceSQ < spawnDistSQ) + { + // we are already close + ControllingClient.SendAlertMessage("Can't teleport closer to destination"); + return false; + } + else + { + pos = spawnPos; + return true; + } + } + } ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); - if (land.LandData.LandingType == (byte)LandingType.LandingPoint && - land.LandData.UserLocation != Vector3.Zero && - land.LandData.OwnerID != m_uuid && - (!m_scene.Permissions.IsGod(m_uuid)) && - (!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))) + if (land.LandData.LandingType != (byte)LandingType.LandingPoint + || land.LandData.OwnerID == m_uuid) + return true; + + Vector3 landLocation = land.LandData.UserLocation; + if(landLocation == Vector3.Zero) + return true; + + if (currDistanceSQ < Vector3.DistanceSquared(landLocation, pos)) { - float curr = Vector3.Distance(AbsolutePosition, pos); - if (Vector3.Distance(land.LandData.UserLocation, pos) < curr) - pos = land.LandData.UserLocation; - else - ControllingClient.SendAlertMessage("Can't teleport closer to destination"); + ControllingClient.SendAlertMessage("Can't teleport closer to destination"); + return false; } + + pos = land.LandData.UserLocation; + return true; } - private void CheckAndAdjustTelehub(SceneObjectGroup telehub, ref Vector3 pos) + const TeleportFlags TeleHubTPFlags = TeleportFlags.ViaLogin + | TeleportFlags.ViaHGLogin | TeleportFlags.ViaLocation; + + private bool CheckAndAdjustTelehub(SceneObjectGroup telehub, ref Vector3 pos, ref bool positionChanged) { - if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == - (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || - (m_scene.TelehubAllowLandmarks == true ? false : ((m_teleportFlags & TeleportFlags.ViaLandmark) != 0 )) || - (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || - (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0) + // forcing telehubs on any tp that reachs this + if ((m_teleportFlags & TeleHubTPFlags) != 0 || + (m_scene.TelehubAllowLandmarks == true ? false : ((m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ))) { + ILandObject land; + Vector3 teleHubPosition = telehub.AbsolutePosition; - if (GodLevel < 200 && - ((!m_scene.Permissions.IsGod(m_uuid) && - !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) || - (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || - (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)) + SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray(); + if(spawnPoints.Length == 0) { - SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray(); - if (spawnPoints.Length == 0) + land = m_scene.LandChannel.GetLandObject(teleHubPosition.X,teleHubPosition.Y); + if(land != null) { - if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) - { - pos.X = 128.0f; - pos.Y = 128.0f; - } - return; + pos = teleHubPosition; + if(land.IsEitherBannedOrRestricted(UUID)) + return false; + positionChanged = true; + return true; } + else + return false; + } - int index; - bool selected = false; - - switch (m_scene.SpawnPointRouting) - { - case "random": + int index; + int tries; + bool selected = false; + bool validhub = false; + Vector3 spawnPosition; - if (spawnPoints.Length == 0) - return; - do - { - index = Util.RandomClass.Next(spawnPoints.Length - 1); - - Vector3 spawnPosition = spawnPoints[index].GetLocation( - telehub.AbsolutePosition, - telehub.GroupRotation - ); - // SpawnPoint sp = spawnPoints[index]; + Quaternion teleHubRotation = telehub.GroupRotation; - ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y); + switch(m_scene.SpawnPointRouting) + { + case "random": + tries = spawnPoints.Length; + if(tries < 3) // no much sense in random with a few points when there same can have bans + goto case "sequence"; + do + { + index = Util.RandomClass.Next(spawnPoints.Length - 1); - if (land == null || land.IsEitherBannedOrRestricted(UUID)) - selected = false; - else - selected = true; + spawnPosition = spawnPoints[index].GetLocation(teleHubPosition, teleHubRotation); + land = m_scene.LandChannel.GetLandObject(spawnPosition.X,spawnPosition.Y); + if(land != null && !land.IsEitherBannedOrRestricted(UUID)) + selected = true; - } while ( selected == false); + } while(selected == false && --tries > 0 ); - pos = spawnPoints[index].GetLocation( - telehub.AbsolutePosition, - telehub.GroupRotation - ); - return; + if(tries <= 0) + goto case "sequence"; - case "sequence": + pos = spawnPosition; + return true; - do + case "sequence": + tries = spawnPoints.Length; + selected = false; + validhub = false; + do + { + index = m_scene.SpawnPoint(); + spawnPosition = spawnPoints[index].GetLocation(teleHubPosition, teleHubRotation); + land = m_scene.LandChannel.GetLandObject(spawnPosition.X,spawnPosition.Y); + if(land != null) { - index = m_scene.SpawnPoint(); - - Vector3 spawnPosition = spawnPoints[index].GetLocation( - telehub.AbsolutePosition, - telehub.GroupRotation - ); - // SpawnPoint sp = spawnPoints[index]; - - ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y); - if (land == null || land.IsEitherBannedOrRestricted(UUID)) + validhub = true; + if(land.IsEitherBannedOrRestricted(UUID)) selected = false; else selected = true; + } - } while (selected == false); + } while(selected == false && --tries > 0); - pos = spawnPoints[index].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); - ; - return; + if(!validhub) + return false; - default: - case "closest": + pos = spawnPosition; - float distance = 9999; - int closest = -1; - - for (int i = 0; i < spawnPoints.Length; i++) - { - Vector3 spawnPosition = spawnPoints[i].GetLocation( - telehub.AbsolutePosition, - telehub.GroupRotation - ); - Vector3 offset = spawnPosition - pos; - float d = Vector3.Mag(offset); - if (d >= distance) - continue; - ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y); - if (land == null) - continue; - if (land.IsEitherBannedOrRestricted(UUID)) - continue; - distance = d; - closest = i; - } - if (closest == -1) - return; - - pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); - return; + if(!selected) + return false; + positionChanged = true; + return true; - } + default: + case "closest": + float distancesq = float.MaxValue; + int closest = -1; + validhub = false; + + for(int i = 0; i < spawnPoints.Length; i++) + { + spawnPosition = spawnPoints[i].GetLocation(teleHubPosition, teleHubRotation); + Vector3 offset = spawnPosition - pos; + float dsq = offset.LengthSquared(); + land = m_scene.LandChannel.GetLandObject(spawnPosition.X,spawnPosition.Y); + if(land == null) + continue; + + validhub = true; + if(land.IsEitherBannedOrRestricted(UUID)) + continue; + + if(dsq >= distancesq) + continue; + distancesq = dsq; + closest = i; + } + + if(!validhub) + return false; + + if(closest < 0) + { + pos = spawnPoints[0].GetLocation(teleHubPosition, teleHubRotation); + positionChanged = true; + return false; + } + + pos = spawnPoints[closest].GetLocation(teleHubPosition, teleHubRotation); + positionChanged = true; + return true; } } + return false; } + const TeleportFlags adicionalLandPointFlags = TeleportFlags.ViaLandmark | + TeleportFlags.ViaLocation | TeleportFlags.ViaHGLogin; + // Modify landing point based on possible banning, telehubs or parcel restrictions. - private void CheckAndAdjustLandingPoint(ref Vector3 pos) + // This is the behavior in OpenSim for a very long time, different from SL + private bool CheckAndAdjustLandingPoint_OS(ref Vector3 pos, ref Vector3 lookat, ref bool positionChanged) { string reason; // Honor bans if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y)) - return; + return false; SceneObjectGroup telehub = null; if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) { if (!m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) { - CheckAndAdjustTelehub(telehub, ref pos); - return; + CheckAndAdjustTelehub(telehub, ref pos, ref positionChanged); + return true; } } @@ -4964,27 +6229,84 @@ namespace OpenSim.Region.Framework.Scenes // to ignore them. if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || - (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 || - (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || - (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0) + (m_teleportFlags & adicionalLandPointFlags) != 0) { // Don't restrict gods, estate managers, or land owners to // the TP point. This behaviour mimics agni. if (land.LandData.LandingType == (byte)LandingType.LandingPoint && land.LandData.UserLocation != Vector3.Zero && - GodLevel < 200 && - ((land.LandData.OwnerID != m_uuid && + !IsViewerUIGod && + ((land.LandData.OwnerID != m_uuid && !m_scene.Permissions.IsGod(m_uuid) && - !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) || + !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)) { pos = land.LandData.UserLocation; + positionChanged = true; } } - + land.SendLandUpdateToClient(ControllingClient); } + + return true; + } + + // Modify landing point based on telehubs or parcel restrictions. + // This is a behavior coming from AVN, somewhat mimicking SL + private bool CheckAndAdjustLandingPoint_SL(ref Vector3 pos, ref Vector3 lookat, ref bool positionChanged) + { + string reason; + + // dont mess with gods + if(IsGod) + return true; + + // respect region owner and managers +// if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) +// return true; + + if (!m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) + { + SceneObjectGroup telehub = null; + if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) + { + if(CheckAndAdjustTelehub(telehub, ref pos, ref positionChanged)) + return true; + } + } + + // Honor bans, actually we don't honour them + if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y)) + return false; + + ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); + if (land != null) + { + if (Scene.DebugTeleporting) + TeleportFlagsDebug(); + + // If we come in via login, landmark or map, we want to + // honor landing points. If we come in via Lure, we want + // to ignore them. + if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == + (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) + || (m_teleportFlags & adicionalLandPointFlags) != 0) + { + if (land.LandData.LandingType == (byte)LandingType.LandingPoint && + land.LandData.UserLocation != Vector3.Zero ) + // && + // land.LandData.OwnerID != m_uuid ) + { + pos = land.LandData.UserLocation; + if(land.LandData.UserLookAt != Vector3.Zero) + lookat = land.LandData.UserLookAt; + positionChanged = true; + } + } + } + return true; } private DetectedObject CreateDetObject(SceneObjectPart obj) @@ -4998,6 +6320,7 @@ namespace OpenSim.Region.Framework.Scenes detobj.velVector = obj.Velocity; detobj.colliderType = 0; detobj.groupUUID = obj.GroupID; + detobj.linkNumber = 0; return detobj; } @@ -5011,8 +6334,13 @@ namespace OpenSim.Region.Framework.Scenes detobj.posVector = av.AbsolutePosition; detobj.rotQuat = av.Rotation; detobj.velVector = av.Velocity; - detobj.colliderType = 0; + detobj.colliderType = av.IsNPC ? 0x20 : 0x1; // OpenSim\Region\ScriptEngine\Shared\Helpers.cs + if(av.IsSatOnObject) + detobj.colliderType |= 0x4; //passive + else if(detobj.velVector != Vector3.Zero) + detobj.colliderType |= 0x2; //active detobj.groupUUID = av.ControllingClient.ActiveGroupId; + detobj.linkNumber = 0; return detobj; } @@ -5028,7 +6356,7 @@ namespace OpenSim.Region.Framework.Scenes detobj.velVector = Vector3.Zero; detobj.colliderType = 0; detobj.groupUUID = UUID.Zero; - + detobj.linkNumber = 0; return detobj; } @@ -5095,29 +6423,404 @@ namespace OpenSim.Region.Framework.Scenes } } + private void RaiseCollisionScriptEvents(Dictionary coldata) + { + try + { + List thisHitColliders = new List(); + List endedColliders = new List(); + List startedColliders = new List(); + + if (coldata.Count == 0) + { + if (m_lastColliders.Count == 0) + return; // nothing to do + + foreach (uint localID in m_lastColliders) + { + endedColliders.Add(localID); + } + m_lastColliders.Clear(); + } + else + { + List soundinfolist = new List(); + if(ParcelAllowThisAvatarSounds) + { + CollisionForSoundInfo soundinfo; + ContactPoint curcontact; + + foreach (uint id in coldata.Keys) + { + thisHitColliders.Add(id); + if (!m_lastColliders.Contains(id)) + { + startedColliders.Add(id); + curcontact = coldata[id]; + if (Math.Abs(curcontact.RelativeSpeed) > 0.2) + { + soundinfo = new CollisionForSoundInfo(); + soundinfo.colliderID = id; + soundinfo.position = curcontact.Position; + soundinfo.relativeVel = curcontact.RelativeSpeed; + soundinfolist.Add(soundinfo); + } + } + } + } + else + { + foreach (uint id in coldata.Keys) + { + thisHitColliders.Add(id); + if (!m_lastColliders.Contains(id)) + startedColliders.Add(id); + } + } + // calculate things that ended colliding + foreach (uint localID in m_lastColliders) + { + if (!thisHitColliders.Contains(localID)) + { + endedColliders.Add(localID); + } + } + //add the items that started colliding this time to the last colliders list. + foreach (uint localID in startedColliders) + { + m_lastColliders.Add(localID); + } + // remove things that ended colliding from the last colliders list + foreach (uint localID in endedColliders) + { + m_lastColliders.Remove(localID); + } + + if (soundinfolist.Count > 0) + CollisionSounds.AvatarCollisionSound(this, soundinfolist); + } + + foreach (SceneObjectGroup att in GetAttachments()) + { + SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart); + SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding); + SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd); + + if (startedColliders.Contains(0)) + SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart); + if (m_lastColliders.Contains(0)) + SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding); + if (endedColliders.Contains(0)) + SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd); + } + } + catch { } +// finally +// { +// m_collisionEventFlag = false; +// } + } + private void TeleportFlagsDebug() { - + // Some temporary debugging help to show all the TeleportFlags we have... bool HG = false; if((m_teleportFlags & TeleportFlags.ViaHGLogin) == TeleportFlags.ViaHGLogin) HG = true; - + m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); - + uint i = 0u; for (int x = 0; x <= 30 ; x++, i = 1u << x) { i = 1u << x; - + if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i) if (HG == false) m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString()); else m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString()); } - + m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); - + + } + + private void parcelGodCheck(UUID currentParcelID) + { + List allpresences = m_scene.GetScenePresences(); + + foreach (ScenePresence p in allpresences) + { + if (p.IsDeleted || p.IsChildAgent || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) + continue; + + if (p.ParcelHideThisAvatar && p.currentParcelUUID != currentParcelID) + { + if (IsViewerUIGod) + p.SendViewTo(this); + else + p.SendKillTo(this); + } + } + } + + private void ParcelCrossCheck(UUID currentParcelID,UUID previusParcelID, + bool currentParcelHide, bool previusParcelHide, bool oldhide, bool check) + { + List killsToSendto = new List(); + List killsToSendme = new List(); + List viewsToSendto = new List(); + List viewsToSendme = new List(); + List allpresences = null; + + if (IsInTransit || IsChildAgent) + return; + + if (check) + { + // check is relative to current parcel only + if (oldhide == currentParcelHide) + return; + + allpresences = m_scene.GetScenePresences(); + + if (oldhide) + { // where private + foreach (ScenePresence p in allpresences) + { + if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) + continue; + + // those on not on parcel see me + if (currentParcelID != p.currentParcelUUID) + { + viewsToSendto.Add(p); // they see me + } + } + } // where private end + + else + { // where public + foreach (ScenePresence p in allpresences) + { + if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) + continue; + + // those not on parcel dont see me + if (currentParcelID != p.currentParcelUUID && !p.IsViewerUIGod) + { + killsToSendto.Add(p); // they dont see me + } + } + } // where public end + + allpresences.Clear(); + } + else + { + if (currentParcelHide) + { + // now on a private parcel + allpresences = m_scene.GetScenePresences(); + + if (previusParcelHide && previusParcelID != UUID.Zero) + { + foreach (ScenePresence p in allpresences) + { + if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) + continue; + + // only those on previus parcel need receive kills + if (previusParcelID == p.currentParcelUUID) + { + if(!p.IsViewerUIGod) + killsToSendto.Add(p); // they dont see me + if(!IsViewerUIGod) + killsToSendme.Add(p); // i dont see them + } + // only those on new parcel need see + if (currentParcelID == p.currentParcelUUID) + { + viewsToSendto.Add(p); // they see me + viewsToSendme.Add(p); // i see them + } + } + } + else + { + //was on a public area + allpresences = m_scene.GetScenePresences(); + + foreach (ScenePresence p in allpresences) + { + if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) + continue; + + // those not on new parcel dont see me + if (currentParcelID != p.currentParcelUUID && !p.IsViewerUIGod) + { + killsToSendto.Add(p); // they dont see me + } + else + { + viewsToSendme.Add(p); // i see those on it + } + } + } + allpresences.Clear(); + } // now on a private parcel end + + else + { + // now on public parcel + if (previusParcelHide && previusParcelID != UUID.Zero) + { + // was on private area + allpresences = m_scene.GetScenePresences(); + + foreach (ScenePresence p in allpresences) + { + if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) + continue; + // only those old parcel need kills + if (previusParcelID == p.currentParcelUUID && !IsViewerUIGod) + { + killsToSendme.Add(p); // i dont see them + } + else + { + viewsToSendto.Add(p); // they see me + } + } + } + else + return; // was on a public area also + } // now on public parcel end + } + + // send the things + + if (killsToSendto.Count > 0) + { + foreach (ScenePresence p in killsToSendto) + { +// m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname); + SendKillTo(p); + } + } + + if (killsToSendme.Count > 0) + { + foreach (ScenePresence p in killsToSendme) + { +// m_log.Debug("[AVATAR]: killToMe: " + Lastname + " " + p.Lastname); + p.SendKillTo(this); + } + } + + if (viewsToSendto.Count > 0) + { + foreach (ScenePresence p in viewsToSendto) + { + SendViewTo(p); + } + } + + if (viewsToSendme.Count > 0 ) + { + foreach (ScenePresence p in viewsToSendme) + { + if (p.IsChildAgent) + continue; +// m_log.Debug("[AVATAR]: viewMe: " + Lastname + "<-" + p.Lastname); + p.SendViewTo(this); + } + } + } + + public void HasMovedAway(bool nearRegion) + { + if (nearRegion) + { + if (Scene.AttachmentsModule != null) + Scene.AttachmentsModule.DeleteAttachmentsFromScene(this, true); + + if (!ParcelHideThisAvatar || IsViewerUIGod) + return; + + List allpresences = m_scene.GetScenePresences(); + foreach (ScenePresence p in allpresences) + { + if (p.IsDeleted || p == this || p.IsChildAgent || p.ControllingClient == null || !p.ControllingClient.IsActive) + continue; + + if (p.currentParcelUUID == m_currentParcelUUID) + { + p.SendKillTo(this); + } + } + } + else + { + GodController.HasMovedAway(); + List allpresences = m_scene.GetScenePresences(); + foreach (ScenePresence p in allpresences) + { + if (p == this) + continue; + SendKillTo(p); + if (!p.IsChildAgent) + p.SendKillTo(this); + } + + if (Scene.AttachmentsModule != null) + Scene.AttachmentsModule.DeleteAttachmentsFromScene(this, true); + } + } + + +// kill with attachs root kills + public void SendKillTo(ScenePresence p) + { + List ids = new List(m_attachments.Count + 1); + foreach (SceneObjectGroup sog in m_attachments) + { + ids.Add(sog.RootPart.LocalId); + } + + ids.Add(LocalId); + p.ControllingClient.SendKillObject(ids); + } + +/* +// kill with hack + public void SendKillTo(ScenePresence p) + { + foreach (SceneObjectGroup sog in m_attachments) + p.ControllingClient.SendPartFullUpdate(sog.RootPart, LocalId + 1); + p.ControllingClient.SendKillObject(new List { LocalId }); + } +*/ + public void SendViewTo(ScenePresence p) + { + SendAvatarDataToAgentNF(p); + SendAppearanceToAgent(p); + if (Animator != null) + Animator.SendAnimPackToClient(p.ControllingClient); + SendAttachmentsToAgentNF(p); + } + + public void SetAnimationOverride(string animState, UUID animID) + { + Overrides.SetOverride(animState, animID); +// Animator.SendAnimPack(); + Animator.ForceUpdateMovementAnimations(); + } + + public UUID GetAnimationOverride(string animState) + { + return Overrides.GetOverriddenAnimation(animState); } } } -- cgit v1.1 From cdb1851f438349a8721c0d9cef54837d0b302189 Mon Sep 17 00:00:00 2001 From: onefang Date: Tue, 4 Jun 2019 00:50:59 +1000 Subject: Warnings-- --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 74f765d..8055f92 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes public class ScenePresence : EntityBase, IScenePresence { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private static readonly String LogHeader = "[SCENE PRESENCE]"; +// private static readonly String LogHeader = "[SCENE PRESENCE]"; // ~ScenePresence() // { -- cgit v1.1 From 5b752dd4b7fd2600157ec90da5051623afe1dc4d Mon Sep 17 00:00:00 2001 From: onefang Date: Sun, 21 Jul 2019 21:25:11 +1000 Subject: TPs from scripts avoid all that silly raycasting nonsense, just go where we ask. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 8055f92..c0543fd 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1370,7 +1370,7 @@ namespace OpenSim.Region.Framework.Scenes || (m_teleportFlags & TeleportFlags.ViaLocation) != 0 || (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0); - if(checkPhysics) + if(checkPhysics && (m_teleportFlags & TeleportFlags.ViaScript) == 0) { // land check was done above RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull; -- cgit v1.1 From 15b2a91ffc6d240277a852aa750a0259ae6a2a17 Mon Sep 17 00:00:00 2001 From: onefang Date: Wed, 24 Jul 2019 05:49:26 +1000 Subject: For the "teleport from above" case, do the right thing. Which includes looking for designated floor prims, which have ^ as the first character of their description. Don't do "teleport from above" when we have proper coords. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 54 +++++++++++++++++------- 1 file changed, 39 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index c0543fd..ff8d2fe 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -166,6 +166,7 @@ namespace OpenSim.Region.Framework.Scenes public static readonly float CHILDUPDATES_MOVEMENT = 100.0f; public static readonly float CHILDUPDATES_TIME = 2000f; // min time between child updates (ms) + private UUID m_previusParcelUUID = UUID.Zero; private UUID m_currentParcelUUID = UUID.Zero; private bool m_previusParcelHide = false; @@ -1362,15 +1363,18 @@ namespace OpenSim.Region.Framework.Scenes if (groundHeight > pos.Z) pos.Z = groundHeight; + if (((m_teleportFlags & TeleportFlags.ViaMap) == 0) && (Math.Truncate(pos.Z) == pos.Z)) + m_teleportFlags |= TeleportFlags.ViaMap; bool checkPhysics = !positionChanged && m_scene.SupportsRayCastFiltered() && pos.Z < physTestHeight && ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) - || (m_teleportFlags & TeleportFlags.ViaLocation) != 0 +//// || (m_teleportFlags & TeleportFlags.ViaLocation) != 0 + || (m_teleportFlags & TeleportFlags.ViaMap) != 0 || (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0); - if(checkPhysics && (m_teleportFlags & TeleportFlags.ViaScript) == 0) + if(checkPhysics && ((m_teleportFlags & TeleportFlags.ViaScript) == 0)) { // land check was done above RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull; @@ -1397,26 +1401,46 @@ namespace OpenSim.Region.Framework.Scenes return a.Depth.CompareTo(b.Depth); }); - int sel = 0; + int sel = -1; int count = physresults.Count; float curd = physresults[0].Depth; float nextd = curd + PhysMinSkipGap; float maxDepth = dist - pos.Z; - for(int i = 1; i < count; i++) + // Try to find a designated floor. + for(int i = 0; i < count; i++) { - curd = physresults[i].Depth; - if(curd >= nextd) - { - sel = i; - if(curd >= maxDepth) - break; - } - nextd = curd + PhysMinSkipGap; + SceneObjectPart part = m_scene.GetSceneObjectPart(physresults[i].ConsumerID); + if ((null != part) && (string.Empty != part.Description) && ('^' == part.Description[0])) + { + sel = i; + dest = physresults[sel].Pos.Z; + break; + } + } + + if (-1 == sel) + { + sel = 0; + for (int i = 1; i < count; i++) + { + curd = physresults[i].Depth; + if(curd >= nextd) + { + sel = i; + if(curd >= maxDepth) + break; + } + nextd = curd + PhysMinSkipGap; + } + dest = physresults[sel].Pos.Z; } - dest = physresults[sel].Pos.Z; } dest += localAVHalfHeight; +if ((m_teleportFlags & TeleportFlags.ViaMap) != 0) + m_log.InfoFormat("[SCENE PRESENCE]: Teleport from above, for {0} @ {1}, landing height {2}", Name, pos, dest); +else + m_log.ErrorFormat("[SCENE PRESENCE]: Teleport from above NOMAP, for {0} @ {1}, landing height {2}", Name, pos, dest); if(dest > pos.Z) pos.Z = dest; } @@ -1681,7 +1705,7 @@ namespace OpenSim.Region.Framework.Scenes AddToPhysicalScene(isFlying); SendTerseUpdateToAllClients(); } - +/* Not called from anywhere. public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY) { if(!CheckLocalTPLandingPoint(ref newpos)) @@ -1715,7 +1739,7 @@ namespace OpenSim.Region.Framework.Scenes } SendTerseUpdateToAllClients(); } - +*/ public void StopFlying() { if (IsInTransit) -- cgit v1.1 From 55262c8e1c6338662e0cff6563fe500531edfe32 Mon Sep 17 00:00:00 2001 From: onefang Date: Wed, 24 Jul 2019 18:27:05 +1000 Subject: Allow sitting on attachments, and attaching tings with people sitting on them. Now we have to fix all the viewers that though it would be great to enshrine this bug in viewer side. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index ff8d2fe..6aa5047 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3419,11 +3419,11 @@ else SendSitResponse(targetID, offset, Quaternion.Identity); } - // returns false if does not suport so older sit can be tried + // returns false if does not support so older sit can be tried public bool PhysicsSit(SceneObjectPart part, Vector3 offset) { - if (part == null || part.ParentGroup.IsAttachment) - return true; +//// if (part == null || part.ParentGroup.IsAttachment) +//// return true; if ( m_scene.PhysicsScene == null) return false; @@ -3549,14 +3549,14 @@ else if (part != null) { - if (part.ParentGroup.IsAttachment) - { - m_log.WarnFormat( - "[SCENE PRESENCE]: Avatar {0} tried to sit on part {1} from object {2} in {3} but this is an attachment for avatar id {4}", - Name, part.Name, part.ParentGroup.Name, Scene.Name, part.ParentGroup.AttachedAvatar); - - return; - } +//// if (part.ParentGroup.IsAttachment) +//// { +//// m_log.WarnFormat( +//// "[SCENE PRESENCE]: Avatar {0} tried to sit on part {1} from object {2} in {3} but this is an attachment for avatar id {4}", +//// Name, part.Name, part.ParentGroup.Name, Scene.Name, part.ParentGroup.AttachedAvatar); +//// +//// return; +//// } if (part.SitTargetAvatar == UUID) { -- cgit v1.1 From 981a407bbe5ce17445fb8b2d7d4816a9e7cb5ae0 Mon Sep 17 00:00:00 2001 From: onefang Date: Thu, 15 Aug 2019 04:36:20 +1000 Subject: Teleport home from off grid shouldn't land on roofs either. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6aa5047..5d311aa 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1374,7 +1374,7 @@ namespace OpenSim.Region.Framework.Scenes || (m_teleportFlags & TeleportFlags.ViaMap) != 0 || (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0); - if(checkPhysics && ((m_teleportFlags & TeleportFlags.ViaScript) == 0)) + if(checkPhysics && ((m_teleportFlags & TeleportFlags.ViaScript) == 0) && ((m_teleportFlags & TeleportFlags.ViaHome) == 0)) { // land check was done above RayFilterFlags rayfilter = RayFilterFlags.BackFaceCull; -- cgit v1.1