From 1505fbb647f72803efd39aa5e38ad39e6811f6fb Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Tue, 26 Apr 2011 08:54:05 -0700 Subject: Add back the high prioritization for other avatars in the BestAvatarResponsiveness prioritizer. --- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index a7637c0..4595a29 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -165,18 +165,20 @@ namespace OpenSim.Region.Framework.Scenes { if (!presence.IsChildAgent) { + // All avatars other than our own go into pqueue 1 + if (entity is ScenePresence) + return 1; + if (entity is SceneObjectPart) { + // Attachments are high priority, + if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) + return 1; + // Non physical prims are lower priority than physical prims PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; if (physActor == null || !physActor.IsPhysical) pqueue++; - - // Attachments are high priority, - // MIC: shouldn't these already be in the highest priority queue already - // since their root position is same as the avatars? - if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) - pqueue = 1; } } } -- cgit v1.1 From 16f6f55f2d203f9ef40fba85860bb9dbd416bd0f Mon Sep 17 00:00:00 2001 From: dahlia Date: Tue, 26 Apr 2011 16:22:44 -0700 Subject: network traffic reduction - decrease update frequency for moving avatars when velocity is unchanged --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 34 +++++++++++++++++------- 1 file changed, 24 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index ef0eb89..e4413a9 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2340,12 +2340,14 @@ namespace OpenSim.Region.Framework.Scenes #region Update Client(s) + /// /// Sends a location update to the client connected to this scenePresence /// /// public void SendTerseUpdateToClient(IClientAPI remoteClient) { + // If the client is inactive, it's getting its updates from another // server. if (remoteClient.IsActive) @@ -2358,8 +2360,8 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); remoteClient.SendPrimUpdate( - this, - PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity + this, + PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); @@ -2367,16 +2369,31 @@ namespace OpenSim.Region.Framework.Scenes } } + + // vars to support reduced update frequency when velocity is unchanged + private Vector3 lastVelocitySentToAllClients = Vector3.Zero; + private int lastTerseUpdateToAllClientsTick = Util.EnvironmentTickCount(); + /// /// Send a location/velocity/accelleration update to all agents in scene /// public void SendTerseUpdateToAllClients() { - m_perfMonMS = Util.EnvironmentTickCount(); - - m_scene.ForEachClient(SendTerseUpdateToClient); + int currentTick = Util.EnvironmentTickCount(); - m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); + // decrease update frequency when avatar is moving but velocity is not changing + if (m_velocity.Length() < 0.01f + || Vector3.Distance(lastVelocitySentToAllClients, m_velocity) > 0.01f + || currentTick - lastTerseUpdateToAllClientsTick > 1500) + { + m_perfMonMS = currentTick; + lastVelocitySentToAllClients = m_velocity; + lastTerseUpdateToAllClientsTick = currentTick; + + m_scene.ForEachClient(SendTerseUpdateToClient); + + m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); + } } public void SendCoarseLocations(List coarseLocations, List avatarUUIDs) @@ -3268,10 +3285,7 @@ namespace OpenSim.Region.Framework.Scenes m_updateflag = true; - // The magic constant 0.95f seems to make walking feel less jerky, - // probably because it hackishly accounts for the overall latency of - // these Velocity updates -- Diva - Velocity = force * .95F; + Velocity = force; m_forceToApply = null; } -- cgit v1.1 From 50aa93137d052c643a6ed44c32f0b4c5b32da79e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 28 Apr 2011 00:59:21 +0100 Subject: Fix a bug where physical objects rezzed with an initial velocity by script do not receive this velocity. This is a minimal fix for the 0.7.1 release, pending a non copy/paste solution. This hopefully addresses http://opensimulator.org/mantis/view.php?id=5457 The bug was introduced in commit 3ba5eeb --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 0f85925..0b2b01a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -2039,6 +2039,12 @@ namespace OpenSim.Region.Framework.Scenes if (rot != null) group.UpdateGroupRotationR((Quaternion)rot); + // TODO: This needs to be refactored with the similar code in + // SceneGraph.AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) + // possibly by allowing this method to take a null rotation. + if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) + group.RootPart.ApplyImpulse((vel * group.GetMass()), false); + // We can only call this after adding the scene object, since the scene object references the scene // to find out if scripts should be activated at all. group.CreateScriptInstances(param, true, DefaultScriptEngine, 3); -- cgit v1.1 From cd7517ccb9d522f5fecd57523285a0b17c147620 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 28 Apr 2011 22:59:12 +0100 Subject: Stop CHANGED_INVENTORY firing twice if a notecard is edited in prim. Addresses http://opensimulator.org/mantis/view.php?id=5444 Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct. This did not effect scripts. --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 4 ++++ OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | 7 +++++-- 2 files changed, 9 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 0b2b01a..b0f0de6 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -1430,6 +1430,10 @@ namespace OpenSim.Region.Framework.Scenes } else // Updating existing item with new perms etc { +// m_log.DebugFormat( +// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()", +// currentItem.Name, part.Name); + IAgentAssetTransactions agentTransactions = this.RequestModuleInterface(); if (agentTransactions != null) { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 3281eab..3b60f8c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -693,8 +693,9 @@ namespace OpenSim.Region.Framework.Scenes { TaskInventoryItem it = GetInventoryItem(item.ItemID); if (it != null) - { +// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); + item.ParentID = m_part.UUID; item.ParentPartID = m_part.UUID; @@ -711,14 +712,16 @@ namespace OpenSim.Region.Framework.Scenes m_items[item.ItemID] = item; m_inventorySerial++; } - + if (fireScriptEvents) m_part.TriggerScriptChangedEvent(Changed.INVENTORY); + if (considerChanged) { HasInventoryChanged = true; m_part.ParentGroup.HasGroupChanged = true; } + return true; } else -- cgit v1.1 From 9892e115ccdcc8567087041917fb5c7694aa8836 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 28 Apr 2011 20:19:54 -0700 Subject: Fatpack message on agent transfers: 1 message only (UpdateAgent) containing the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service. --- OpenSim/Region/Framework/Scenes/Scene.cs | 4 +- .../Region/Framework/Scenes/SceneObjectGroup.cs | 2 + OpenSim/Region/Framework/Scenes/ScenePresence.cs | 124 +++++---------------- 3 files changed, 32 insertions(+), 98 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 01de824..696c6ee 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2316,7 +2316,9 @@ namespace OpenSim.Region.Framework.Scenes /// public bool IncomingCreateObject(ISceneObject sog) { - //m_log.Debug(" >>> IncomingCreateObject(sog) <<< " + ((SceneObjectGroup)sog).AbsolutePosition + " deleted? " + ((SceneObjectGroup)sog).IsDeleted); + //m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition, + // ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment); + SceneObjectGroup newObject; try { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 19a9506..bccbe68 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3361,6 +3361,8 @@ namespace OpenSim.Region.Framework.Scenes { SceneObjectGroup sog = Copy(false); sog.m_isDeleted = false; + sog.RootPart.IsAttachment = false; + sog.RootPart.GroupPosition = sog.RootPart.AttachedPos; return sog; } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e4413a9..507fc50 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3078,54 +3078,6 @@ namespace OpenSim.Region.Framework.Scenes cAgent.Appearance = new AvatarAppearance(m_appearance); -/* - try - { - // We might not pass the Wearables in all cases... - // They're only needed so that persistent changes to the appearance - // are preserved in the new region where the user is moving to. - // But in Hypergrid we might not let this happen. - int i = 0; - UUID[] wears = new UUID[m_appearance.Wearables.Length * 2]; - foreach (AvatarWearable aw in m_appearance.Wearables) - { - if (aw != null) - { - wears[i++] = aw.ItemID; - wears[i++] = aw.AssetID; - } - else - { - wears[i++] = UUID.Zero; - wears[i++] = UUID.Zero; - } - } - cAgent.Wearables = wears; - - cAgent.VisualParams = m_appearance.VisualParams; - - if (m_appearance.Texture != null) - cAgent.AgentTextures = m_appearance.Texture.GetBytes(); - } - catch (Exception e) - { - m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message); - } - - //Attachments - List attPoints = m_appearance.GetAttachedPoints(); - if (attPoints != null) - { - //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count); - int i = 0; - AvatarAttachment[] attachs = new AvatarAttachment[attPoints.Count]; - foreach (int point in attPoints) - { - attachs[i++] = new AvatarAttachment(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point)); - } - cAgent.Attachments = attachs; - } -*/ lock (scriptedcontrols) { ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; @@ -3145,9 +3097,21 @@ namespace OpenSim.Region.Framework.Scenes } catch { } - // cAgent.GroupID = ?? - // Groups??? - + // Attachment objects + if (m_attachments != null && m_attachments.Count > 0) + { + cAgent.AttachmentObjects = new List(); + cAgent.AttachmentObjectStates = new List(); + IScriptModule se = m_scene.RequestModuleInterface(); + foreach (SceneObjectGroup sog in m_attachments) + { + // We need to make a copy and pass that copy + // because of transfers withn the same sim + ISceneObject clone = sog.CloneForNewScene(); + cAgent.AttachmentObjects.Add(clone); + cAgent.AttachmentObjectStates.Add(sog.GetStateSnapshot()); + } + } } public void CopyFrom(AgentData cAgent) @@ -3188,50 +3152,6 @@ namespace OpenSim.Region.Framework.Scenes AddToPhysicalScene(isFlying); } -/* - uint i = 0; - try - { - if (cAgent.Wearables == null) - cAgent.Wearables = new UUID[0]; - AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2]; - for (uint n = 0; n < cAgent.Wearables.Length; n += 2) - { - UUID itemId = cAgent.Wearables[n]; - UUID assetId = cAgent.Wearables[n + 1]; - wears[i++] = new AvatarWearable(itemId, assetId); - } - // m_appearance.Wearables = wears; - Primitive.TextureEntry textures = null; - if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1) - textures = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length); - - byte[] visuals = null; - - if ((cAgent.VisualParams != null) && (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT)) - visuals = (byte[])cAgent.VisualParams.Clone(); - - m_appearance = new AvatarAppearance(cAgent.AgentID,wears,textures,visuals); - } - catch (Exception e) - { - m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message); - } - - // Attachments - try - { - if (cAgent.Attachments != null) - { - m_appearance.ClearAttachments(); - foreach (AvatarAttachment att in cAgent.Attachments) - { - m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID); - } - } - } - catch { } -*/ try { lock (scriptedcontrols) @@ -3261,8 +3181,18 @@ namespace OpenSim.Region.Framework.Scenes } catch { } - //cAgent.GroupID = ?? - //Groups??? + if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) + { + m_attachments = new List(); + int i = 0; + foreach (ISceneObject so in cAgent.AttachmentObjects) + { + ((SceneObjectGroup)so).LocalId = 0; + ((SceneObjectGroup)so).RootPart.UpdateFlag = 0; + so.SetState(cAgent.AttachmentObjectStates[i++], m_scene); + m_scene.IncomingCreateObject(so); + } + } } public bool CopyAgent(out IAgentData agent) -- cgit v1.1 From 73caa4e94abc920269c2eba8423be49192ef184b Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 29 Apr 2011 08:42:51 -0700 Subject: Minor correction to yesterday's changes. Make normal prim crossing (no attach) work well again. --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 2 -- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 +++ 2 files changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index bccbe68..19a9506 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3361,8 +3361,6 @@ namespace OpenSim.Region.Framework.Scenes { SceneObjectGroup sog = Copy(false); sog.m_isDeleted = false; - sog.RootPart.IsAttachment = false; - sog.RootPart.GroupPosition = sog.RootPart.AttachedPos; return sog; } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 507fc50..fe4a7d1 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3108,6 +3108,9 @@ namespace OpenSim.Region.Framework.Scenes // We need to make a copy and pass that copy // because of transfers withn the same sim ISceneObject clone = sog.CloneForNewScene(); + // Attachment module assumes that GroupPosition holds the offsets...! + ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; + ((SceneObjectGroup)clone).RootPart.IsAttachment = false; cAgent.AttachmentObjects.Add(clone); cAgent.AttachmentObjectStates.Add(sog.GetStateSnapshot()); } -- cgit v1.1 From 0d49611f6db017da16b6099c440b6c1e2b2218b9 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 29 Apr 2011 15:52:06 -0700 Subject: Remove the scripts of the attachments in the departing region and recreate them if fail. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index fe4a7d1..9b9d9da 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3113,6 +3113,8 @@ namespace OpenSim.Region.Framework.Scenes ((SceneObjectGroup)clone).RootPart.IsAttachment = false; cAgent.AttachmentObjects.Add(clone); cAgent.AttachmentObjectStates.Add(sog.GetStateSnapshot()); + // Let's remove the scripts of the original object here + sog.RemoveScriptInstances(true); } } } -- cgit v1.1 From 4d5d6222f7edd7cd9c659571f280076c863a0fb1 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 29 Apr 2011 17:09:48 -0700 Subject: Delaying starting the scripts on TPs and crossings until the agent is root. --- OpenSim/Region/Framework/Scenes/Scene.cs | 22 +++++-------- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 41 ++++++++++++++++++------ 2 files changed, 40 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 696c6ee..2cbe4dc 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1229,7 +1229,6 @@ namespace OpenSim.Region.Framework.Scenes // Increment the frame counter ++Frame; - try { // Check if any objects have reached their targets @@ -2336,9 +2335,13 @@ namespace OpenSim.Region.Framework.Scenes return false; } - newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); - - newObject.ResumeScripts(); + // For attachments, we need to wait until the agent is root + // before we restart the scripts, or else some functions won't work. + if (!newObject.IsAttachment) + { + newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); + newObject.ResumeScripts(); + } // Do this as late as possible so that listeners have full access to the incoming object EventManager.TriggerOnIncomingSceneObject(newObject); @@ -2455,17 +2458,8 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence sp = GetScenePresence(sog.OwnerID); if (sp != null) - { - AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(sp.UUID); + return sp.GetStateSource(); - if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default)) - { - // This will get your attention - //m_log.Error("[XXX] Triggering CHANGED_TELEPORT"); - - return 5; // StateSource.Teleporting - } - } return 2; // StateSource.PrimCrossing } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9b9d9da..1aac09d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -840,6 +840,9 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); + bool wasChild = m_isChildAgent; + m_isChildAgent = false; + IGroupsModule gm = m_scene.RequestModuleInterface(); if (gm != null) m_grouptitle = gm.GetGroupTitle(m_uuid); @@ -929,14 +932,21 @@ namespace OpenSim.Region.Framework.Scenes // Animator.SendAnimPack(); m_scene.SwapRootAgentCount(false); - - //CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid); - //if (userInfo != null) - // userInfo.FetchInventory(); - //else - // m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid); - - m_isChildAgent = false; + + // 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 (wasChild) + { + m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); + // Resume scripts + Attachments.ForEach(delegate(SceneObjectGroup sog) + { + sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); + sog.ResumeScripts(); + }); + } // send the animations of the other presences to me m_scene.ForEachScenePresence(delegate(ScenePresence presence) @@ -948,6 +958,20 @@ namespace OpenSim.Region.Framework.Scenes m_scene.EventManager.TriggerOnMakeRootAgent(this); } + public int GetStateSource() + { + AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(UUID); + + if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default)) + { + // This will get your attention + //m_log.Error("[XXX] Triggering CHANGED_TELEPORT"); + + return 5; // StateSource.Teleporting + } + return 2; // StateSource.PrimCrossing + } + /// /// This turns a root agent into a child agent /// when an agent departs this region for a neighbor, this gets called. @@ -1139,7 +1163,6 @@ namespace OpenSim.Region.Framework.Scenes AbsolutePosition = pos; } - m_isChildAgent = false; bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); MakeRootAgent(AbsolutePosition, m_flying); -- cgit v1.1