From 0b5cdc539c767b526f14cb7e7d97fd83bea14424 Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 29 Dec 2009 18:35:06 +0000 Subject: Change teleports so the TeleportFlags are sent to the destination sim. It can now determine if a connection is from login, teleport or crossing. Needed for a meaningful banlines implementation --- .../Region/Framework/Interfaces/IInterregionComms.cs | 2 +- .../Scenes/Hypergrid/HGSceneCommunicationService.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 20 ++++++++++++++++---- .../Framework/Scenes/SceneCommunicationService.cs | 4 ++-- .../Framework/Scenes/Tests/ScenePresenceTests.cs | 6 +++--- 5 files changed, 23 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs index 8f4d3d5..2d6287f 100644 --- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs +++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs @@ -37,7 +37,7 @@ namespace OpenSim.Region.Framework.Interfaces { #region Agents - bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, out string reason); + bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, uint teleportFlags, out string reason); /// /// Full child agent update. diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs index 0f9c190..416826c 100644 --- a/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/Hypergrid/HGSceneCommunicationService.cs @@ -203,7 +203,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid string reason = String.Empty; //if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit)) - if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason)) + if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, teleportFlags, out reason)) { avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}", reason)); diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index f79eb5d..0e1e2be 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3316,12 +3316,16 @@ namespace OpenSim.Region.Framework.Scenes /// Use NewUserConnection() directly if possible so the return type can refuse connections. /// At the moment nothing actually seems to use this event, /// as everything is switching to calling the NewUserConnection method directly. + /// + /// Now obsoleting this because it doesn't handle teleportFlags propertly + /// /// /// + [Obsolete("Please call NewUserConnection directly.")] public void HandleNewUserConnection(AgentCircuitData agent) { string reason; - NewUserConnection(agent, out reason); + NewUserConnection(agent, 0, out reason); } /// @@ -3334,8 +3338,16 @@ namespace OpenSim.Region.Framework.Scenes /// Outputs the reason for the false response on this string /// True if the region accepts this agent. False if it does not. False will /// also return a reason. - public bool NewUserConnection(AgentCircuitData agent, out string reason) + public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason) { + //Teleport flags: + // + // TeleportFlags.ViaGodlikeLure - Border Crossing + // TeleportFlags.ViaLogin - Login + // TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user + // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport + + if (loginsdisabled) { reason = "Logins Disabled"; @@ -3343,9 +3355,9 @@ namespace OpenSim.Region.Framework.Scenes } // Don't disable this log message - it's too helpful m_log.InfoFormat( - "[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5})", + "[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})", RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, - agent.AgentID, agent.circuitcode); + agent.AgentID, agent.circuitcode, teleportFlags); reason = String.Empty; if (!AuthenticateUser(agent, out reason)) diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index e649139..f49d072 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -286,7 +286,7 @@ namespace OpenSim.Region.Framework.Scenes string reason = String.Empty; - bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, out reason); + bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, 0, out reason); if (regionAccepted && newAgent) { @@ -810,7 +810,7 @@ namespace OpenSim.Region.Framework.Scenes // Let's create an agent there if one doesn't exist yet. //if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit)) - if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason)) + if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, teleportFlags, out reason)) { avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}", reason)); diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs index f495022..f00dd66 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTests.cs @@ -117,7 +117,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests agent.child = true; string reason; - scene.NewUserConnection(agent, out reason); + scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason); testclient = new TestClient(agent, scene); scene.AddNewClient(testclient); @@ -153,7 +153,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests if (acd1 == null) fixNullPresence(); - scene.NewUserConnection(acd1, out reason); + scene.NewUserConnection(acd1, 0, out reason); if (testclient == null) testclient = new TestClient(acd1, scene); scene.AddNewClient(testclient); @@ -242,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests // Adding child agent to region 1001 string reason; - scene2.NewUserConnection(acd1, out reason); + scene2.NewUserConnection(acd1,0, out reason); scene2.AddNewClient(testclient); ScenePresence presence = scene.GetScenePresence(agent1); -- cgit v1.1 From 16a64c400b866d20ed80287f624fff89cc187145 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Wed, 30 Dec 2009 15:01:14 -0500 Subject: * Makes forward and backward key reactions faster by responding to the NUDGE type movements. --- .../Scenes/Animation/ScenePresenceAnimator.cs | 3 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 41 +++++++++++++++++----- 2 files changed, 35 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index c314596..8b1d705 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -156,7 +156,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); // Check control flags - bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; + bool heldForward = + (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 289ba47..4c2de27 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes protected RegionInfo m_regionInfo; protected ulong crossingFromRegion; - private readonly Vector3[] Dir_Vectors = new Vector3[6]; + private readonly Vector3[] Dir_Vectors = new Vector3[9]; // Position of agent's camera in world (region cordinates) protected Vector3 m_CameraCenter; @@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, + DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, + DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG } @@ -717,19 +719,23 @@ namespace OpenSim.Region.Framework.Scenes Dir_Vectors[3] = -Vector3.UnitY; //RIGHT Dir_Vectors[4] = Vector3.UnitZ; //UP Dir_Vectors[5] = -Vector3.UnitZ; //DOWN - Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge + Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge + Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD + Dir_Vectors[7] = -Vector3.UnitX; //BACK } private Vector3[] GetWalkDirectionVectors() { - Vector3[] vector = new Vector3[6]; + Vector3[] vector = new Vector3[9]; vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK vector[2] = Vector3.UnitY; //LEFT vector[3] = -Vector3.UnitY; //RIGHT vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN - vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge + vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge + vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge + vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge return vector; } @@ -1306,6 +1312,9 @@ namespace OpenSim.Region.Framework.Scenes else dirVectors = Dir_Vectors; + // The fact that m_movementflag is a byte needs to be fixed + // it really should be a uint + uint nudgehack = 250; foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) { if (((uint)flags & (uint)DCF) != 0) @@ -1315,24 +1324,40 @@ namespace OpenSim.Region.Framework.Scenes try { agent_control_v3 += dirVectors[i]; + //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); } catch (IndexOutOfRangeException) { // Why did I get this? } - if ((m_movementflag & (uint)DCF) == 0) + if ((m_movementflag & (byte)(uint)DCF) == 0) { + if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) + { + m_movementflag |= (byte)nudgehack; + } m_movementflag += (byte)(uint)DCF; update_movementflag = true; } } else { - if ((m_movementflag & (uint)DCF) != 0) + if ((m_movementflag & (byte)(uint)DCF) != 0 || + ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) + && ((m_movementflag & (byte)nudgehack) == nudgehack)) + ) // This or is for Nudge forward { - m_movementflag -= (byte)(uint)DCF; + m_movementflag -= ((byte)(uint)DCF); + update_movementflag = true; + /* + if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) + && ((m_movementflag & (byte)nudgehack) == nudgehack)) + { + m_log.Debug("Removed Hack flag"); + } + */ } else { @@ -1470,7 +1495,7 @@ namespace OpenSim.Region.Framework.Scenes } } - if (update_movementflag) + if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0)) Animator.UpdateMovementAnimations(); m_scene.EventManager.TriggerOnClientMovement(this); -- cgit v1.1 From e6c71d6df6ef0f2836323c8ae2e59da2d1104f74 Mon Sep 17 00:00:00 2001 From: Teravus Ovares (Dan Olivares) Date: Wed, 30 Dec 2009 15:55:49 -0500 Subject: * Fixes Sitting on the ground. --- .../Framework/Scenes/Animation/ScenePresenceAnimator.cs | 5 ++++- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 11 +++++++++-- 2 files changed, 13 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 8b1d705..fd526eb 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -146,7 +146,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation const float PREJUMP_DELAY = 0.25f; #region Inputs - + if (m_scenePresence.SitGround) + { + return "SIT_GROUND_CONSTRAINED"; + } AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; PhysicsActor actor = m_scenePresence.PhysicsActor; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4c2de27..277081a 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -124,6 +124,7 @@ namespace OpenSim.Region.Framework.Scenes private Vector3? m_forceToApply; private uint m_requestedSitTargetID; private UUID m_requestedSitTargetUUID; + public bool SitGround = false; private SendCourseLocationsMethod m_sendCourseLocationsMethod; @@ -1254,7 +1255,9 @@ namespace OpenSim.Region.Framework.Scenes // TODO: This doesn't prevent the user from walking yet. // Setting parent ID would fix this, if we knew what value // to use. Or we could add a m_isSitting variable. - Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); + //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); + SitGround = true; + } // In the future, these values might need to go global. @@ -1495,7 +1498,7 @@ namespace OpenSim.Region.Framework.Scenes } } - if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0)) + if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) Animator.UpdateMovementAnimations(); m_scene.EventManager.TriggerOnClientMovement(this); @@ -1607,8 +1610,12 @@ namespace OpenSim.Region.Framework.Scenes /// public void StandUp() { + if (SitGround) + SitGround = false; + if (m_parentID != 0) { + m_log.Debug("StandupCode Executed"); SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); if (part != null) { -- cgit v1.1