From d0598c63f38f560ba0daf8ddf71b6218363ac887 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 30 Apr 2012 17:33:08 +0100
Subject: refactor: Simplify by combining SafeSendControlsToScripts() from
fe8e835 into SendControlsToScripts() (instead of SendControlToScripts()).
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 148 ++++++++++++-----------
1 file changed, 75 insertions(+), 73 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3cf7b2a..f1d0926 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1336,7 +1336,7 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsActor actor = PhysicsActor;
if (actor == null)
{
- SafeSendControlsToScripts(flagsForScripts);
+ SendControlsToScripts(flagsForScripts);
return;
}
@@ -1513,25 +1513,12 @@ namespace OpenSim.Region.Framework.Scenes
if (update_movementflag && ParentID == 0)
Animator.UpdateMovementAnimations();
- SafeSendControlsToScripts(flagsForScripts);
+ SendControlsToScripts(flagsForScripts);
}
m_scene.EventManager.TriggerOnClientMovement(this);
}
- private void SafeSendControlsToScripts(uint flagsForScripts)
- {
- lock (scriptedcontrols)
- {
- if (scriptedcontrols.Count > 0)
- {
- // Notify the scripts only after calling UpdateMovementAnimations(), so that if a script
- // (e.g., a walking script) checks which animation is active it will be the correct animation.
- SendControlToScripts(flagsForScripts);
- }
- }
- }
-
///
/// Calculate an update to move the presence to the set target.
///
@@ -3687,77 +3674,92 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- internal void SendControlToScripts(uint flags)
+ private void SendControlsToScripts(uint flags)
{
- ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
-
- if (MouseDown)
+ // Notify the scripts only after calling UpdateMovementAnimations(), so that if a script
+ // (e.g., a walking script) checks which animation is active it will be the correct animation.
+ lock (scriptedcontrols)
{
- 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)
+ if (scriptedcontrols.Count <= 0)
+ return;
+
+ ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
+
+ if (MouseDown)
{
- allflags = ScriptControlled.CONTROL_ZERO;
+ 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;
+ }
+ }
+
+ 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;
+ }
- 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;
- }
+ if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
+ {
+ 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;
+ }
- // 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;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
- {
- 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;
- }
- // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
- if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
- {
- lock (scriptedcontrols)
+ // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
+ if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
{
foreach (KeyValuePair kvp in scriptedcontrols)
{
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
+
if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
{
// only send if still pressed or just changed
@@ -3765,9 +3767,9 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
+
+ LastCommands = allflags;
}
-
- LastCommands = allflags;
}
internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored)
--
cgit v1.1