Merge branch 'master' into httptests
commit
01bd578bb0
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@ -375,6 +375,7 @@ namespace OpenSim.Framework
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public string ActiveGroupTitle = null;
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public UUID agentCOF;
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public byte CrossingFlags;
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public byte CrossExtraFlags;
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public Dictionary<ulong, string> ChildrenCapSeeds = null;
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public Animation[] Anims;
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@ -454,6 +455,8 @@ namespace OpenSim.Framework
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args["agent_cof"] = OSD.FromUUID(agentCOF);
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args["crossingflags"] = OSD.FromInteger(CrossingFlags);
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if(CrossingFlags != 0)
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args["crossExtraFlags"] = OSD.FromInteger(CrossExtraFlags);
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args["active_group_id"] = OSD.FromUUID(ActiveGroupID);
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args["active_group_name"] = OSD.FromString(ActiveGroupName);
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@ -646,6 +649,12 @@ namespace OpenSim.Framework
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if (args.ContainsKey("crossingflags") && args["crossingflags"] != null)
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CrossingFlags = (byte)args["crossingflags"].AsInteger();
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if(CrossingFlags != 0)
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{
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if (args.ContainsKey("crossExtraFlags") && args["crossExtraFlags"] != null)
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CrossExtraFlags = (byte)args["crossExtraFlags"].AsInteger();
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}
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if (args.ContainsKey("active_group_id") && args["active_group_id"] != null)
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ActiveGroupID = args["active_group_id"].AsUUID();
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@ -2120,7 +2120,6 @@ namespace OpenSim.Region.Framework.Scenes
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lock (m_returns)
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{
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EventManager.TriggerOnBackup(SimulationDataService, forced);
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m_backingup = false;
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foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
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{
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@ -2151,6 +2150,7 @@ namespace OpenSim.Region.Framework.Scenes
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tr.SendInstantMessage(msg, delegate(bool success) { });
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}
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m_returns.Clear();
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m_backingup = false;
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}
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}
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@ -364,6 +364,7 @@ namespace OpenSim.Region.Framework.Scenes
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//PauPaw:Proper PID Controler for autopilot************
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public bool MovingToTarget { get; private set; }
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public Vector3 MoveToPositionTarget { get; private set; }
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private double m_delayedStop = -1.0;
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/// <summary>
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/// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
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@ -2732,7 +2733,6 @@ namespace OpenSim.Region.Framework.Scenes
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agent_control_v3.Z = 0;
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// else if(AgentControlStopActive %% Velocity.Z <0.01f)
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// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name);
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// If the agent update does move the avatar, then calculate the force ready for the velocity update,
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@ -2741,6 +2741,7 @@ namespace OpenSim.Region.Framework.Scenes
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// held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update
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// if the user rotated whilst holding down AGENT_CONTROL_STOP when already still (which locks the
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// avatar location in place).
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if (update_movementflag
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|| (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0)))
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{
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@ -2757,12 +2758,22 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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AddNewMovement(agent_control_v3);
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if(MovingToTarget ||
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(Animator.currentControlState != ScenePresenceAnimator.motionControlStates.flying &&
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Animator.currentControlState != ScenePresenceAnimator.motionControlStates.onsurface)
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)
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AddNewMovement(agent_control_v3);
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else
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{
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if (MovementFlag != 0)
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AddNewMovement(agent_control_v3);
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else
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m_delayedStop = Util.GetTimeStampMS() + 200.0;
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}
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}
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}
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if (update_movementflag && ParentID == 0)
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if (update_movementflag && ParentID == 0 && m_delayedStop < 0)
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Updating movement animations for {0}", Name);
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Animator.UpdateMovementAnimations();
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@ -3016,6 +3027,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// </param>
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public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
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{
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m_delayedStop = -1;
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if (SitGround)
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StandUp();
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@ -3671,7 +3684,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
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// vec, Rotation, thisAddSpeedModifier, Name);
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m_delayedStop = -1;
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// rotate from avatar coord space to world
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Quaternion rot = Rotation;
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if (!Flying && PresenceType != PresenceType.Npc)
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@ -3689,7 +3702,7 @@ namespace OpenSim.Region.Framework.Scenes
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direc.Z = 0f; // Prevent camera WASD up.
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// odd rescalings
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direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier;
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direc *= 0.032f * 128f * SpeedModifier * thisAddSpeedModifier;
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// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
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@ -3754,10 +3767,19 @@ namespace OpenSim.Region.Framework.Scenes
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if(MovingToTarget)
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{
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m_delayedStop = -1;
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Vector3 control = Vector3.Zero;
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if(HandleMoveToTargetUpdate(1f, ref control))
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AddNewMovement(control);
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}
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else if(m_delayedStop > 0)
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{
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if(IsSatOnObject)
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m_delayedStop = -1;
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else
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if(Util.GetTimeStampMS() > m_delayedStop)
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AddNewMovement(Vector3.Zero);
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}
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if (Appearance.AvatarSize != m_lastSize)
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SendAvatarDataToAllAgents();
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@ -4668,6 +4690,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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cAgent.CrossingFlags = crossingFlags;
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cAgent.CrossingFlags |= 1;
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cAgent.CrossExtraFlags = 0;
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if((LastCommands & ScriptControlled.CONTROL_LBUTTON) != 0)
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cAgent.CrossExtraFlags |= 1;
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if((LastCommands & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
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cAgent.CrossExtraFlags |= 2;
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}
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else
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cAgent.CrossingFlags = 0;
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@ -4782,6 +4809,15 @@ namespace OpenSim.Region.Framework.Scenes
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crossingFlags = cAgent.CrossingFlags;
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gotCrossUpdate = (crossingFlags != 0);
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if(gotCrossUpdate)
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{
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LastCommands &= ~(ScriptControlled.CONTROL_LBUTTON | ScriptControlled.CONTROL_ML_LBUTTON);
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if((cAgent.CrossExtraFlags & 1) != 0)
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LastCommands |= ScriptControlled.CONTROL_LBUTTON;
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if((cAgent.CrossExtraFlags & 2) != 0)
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LastCommands |= ScriptControlled.CONTROL_ML_LBUTTON;
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MouseDown = (cAgent.CrossExtraFlags & 3) != 0;
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}
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haveGroupInformation = false;
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// using this as protocol detection don't want to mess with the numbers for now
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@ -5751,29 +5787,21 @@ namespace OpenSim.Region.Framework.Scenes
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if (scriptedcontrols.Count <= 0)
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return;
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ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
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if (MouseDown)
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ScriptControlled allflags;
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// convert mouse from edge to level
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if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 ||
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(flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
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{
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allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
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if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
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{
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allflags = ScriptControlled.CONTROL_ZERO;
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MouseDown = true;
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}
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allflags = ScriptControlled.CONTROL_ZERO;
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}
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else // recover last state of mouse
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allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
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if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
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{
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allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
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MouseDown = true;
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}
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if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
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{
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allflags |= ScriptControlled.CONTROL_LBUTTON;
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MouseDown = true;
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}
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// find all activated controls, whether the scripts are interested in them or not
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if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
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@ -5837,6 +5865,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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LastCommands = allflags;
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MouseDown = (allflags & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON)) != 0;
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}
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}
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