Merge branch 'master' into httptests

httptests
UbitUmarov 2017-06-03 07:08:43 +01:00
commit 01bd578bb0
3 changed files with 60 additions and 22 deletions

View File

@ -375,6 +375,7 @@ namespace OpenSim.Framework
public string ActiveGroupTitle = null; public string ActiveGroupTitle = null;
public UUID agentCOF; public UUID agentCOF;
public byte CrossingFlags; public byte CrossingFlags;
public byte CrossExtraFlags;
public Dictionary<ulong, string> ChildrenCapSeeds = null; public Dictionary<ulong, string> ChildrenCapSeeds = null;
public Animation[] Anims; public Animation[] Anims;
@ -454,6 +455,8 @@ namespace OpenSim.Framework
args["agent_cof"] = OSD.FromUUID(agentCOF); args["agent_cof"] = OSD.FromUUID(agentCOF);
args["crossingflags"] = OSD.FromInteger(CrossingFlags); args["crossingflags"] = OSD.FromInteger(CrossingFlags);
if(CrossingFlags != 0)
args["crossExtraFlags"] = OSD.FromInteger(CrossExtraFlags);
args["active_group_id"] = OSD.FromUUID(ActiveGroupID); args["active_group_id"] = OSD.FromUUID(ActiveGroupID);
args["active_group_name"] = OSD.FromString(ActiveGroupName); args["active_group_name"] = OSD.FromString(ActiveGroupName);
@ -646,6 +649,12 @@ namespace OpenSim.Framework
if (args.ContainsKey("crossingflags") && args["crossingflags"] != null) if (args.ContainsKey("crossingflags") && args["crossingflags"] != null)
CrossingFlags = (byte)args["crossingflags"].AsInteger(); CrossingFlags = (byte)args["crossingflags"].AsInteger();
if(CrossingFlags != 0)
{
if (args.ContainsKey("crossExtraFlags") && args["crossExtraFlags"] != null)
CrossExtraFlags = (byte)args["crossExtraFlags"].AsInteger();
}
if (args.ContainsKey("active_group_id") && args["active_group_id"] != null) if (args.ContainsKey("active_group_id") && args["active_group_id"] != null)
ActiveGroupID = args["active_group_id"].AsUUID(); ActiveGroupID = args["active_group_id"].AsUUID();

View File

@ -2120,7 +2120,6 @@ namespace OpenSim.Region.Framework.Scenes
lock (m_returns) lock (m_returns)
{ {
EventManager.TriggerOnBackup(SimulationDataService, forced); EventManager.TriggerOnBackup(SimulationDataService, forced);
m_backingup = false;
foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns) foreach (KeyValuePair<UUID, ReturnInfo> ret in m_returns)
{ {
@ -2151,6 +2150,7 @@ namespace OpenSim.Region.Framework.Scenes
tr.SendInstantMessage(msg, delegate(bool success) { }); tr.SendInstantMessage(msg, delegate(bool success) { });
} }
m_returns.Clear(); m_returns.Clear();
m_backingup = false;
} }
} }

View File

@ -364,6 +364,7 @@ namespace OpenSim.Region.Framework.Scenes
//PauPaw:Proper PID Controler for autopilot************ //PauPaw:Proper PID Controler for autopilot************
public bool MovingToTarget { get; private set; } public bool MovingToTarget { get; private set; }
public Vector3 MoveToPositionTarget { get; private set; } public Vector3 MoveToPositionTarget { get; private set; }
private double m_delayedStop = -1.0;
/// <summary> /// <summary>
/// Controls whether an avatar automatically moving to a target will land when it gets there (if flying). /// Controls whether an avatar automatically moving to a target will land when it gets there (if flying).
@ -2732,7 +2733,6 @@ namespace OpenSim.Region.Framework.Scenes
agent_control_v3.Z = 0; agent_control_v3.Z = 0;
// else if(AgentControlStopActive %% Velocity.Z <0.01f) // else if(AgentControlStopActive %% Velocity.Z <0.01f)
// m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name); // m_log.DebugFormat("[SCENE PRESENCE]: MovementFlag {0} for {1}", MovementFlag, Name);
// If the agent update does move the avatar, then calculate the force ready for the velocity update, // If the agent update does move the avatar, then calculate the force ready for the velocity update,
@ -2741,6 +2741,7 @@ namespace OpenSim.Region.Framework.Scenes
// held down AGENT_CONTROL_STOP whilst normal walking/running). However, we do not want to update // 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). // avatar location in place).
if (update_movementflag if (update_movementflag
|| (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0))) || (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0)))
{ {
@ -2757,12 +2758,22 @@ namespace OpenSim.Region.Framework.Scenes
} }
else else
{ {
if(MovingToTarget ||
(Animator.currentControlState != ScenePresenceAnimator.motionControlStates.flying &&
Animator.currentControlState != ScenePresenceAnimator.motionControlStates.onsurface)
)
AddNewMovement(agent_control_v3); AddNewMovement(agent_control_v3);
else
{
if (MovementFlag != 0)
AddNewMovement(agent_control_v3);
else
m_delayedStop = Util.GetTimeStampMS() + 200.0;
}
}
} }
} if (update_movementflag && ParentID == 0 && m_delayedStop < 0)
if (update_movementflag && ParentID == 0)
{ {
// m_log.DebugFormat("[SCENE PRESENCE]: Updating movement animations for {0}", Name); // m_log.DebugFormat("[SCENE PRESENCE]: Updating movement animations for {0}", Name);
Animator.UpdateMovementAnimations(); Animator.UpdateMovementAnimations();
@ -3016,6 +3027,8 @@ namespace OpenSim.Region.Framework.Scenes
/// </param> /// </param>
public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget) public void MoveToTarget(Vector3 pos, bool noFly, bool landAtTarget)
{ {
m_delayedStop = -1;
if (SitGround) if (SitGround)
StandUp(); StandUp();
@ -3671,7 +3684,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}", // "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
// vec, Rotation, thisAddSpeedModifier, Name); // vec, Rotation, thisAddSpeedModifier, Name);
m_delayedStop = -1;
// rotate from avatar coord space to world // rotate from avatar coord space to world
Quaternion rot = Rotation; Quaternion rot = Rotation;
if (!Flying && PresenceType != PresenceType.Npc) if (!Flying && PresenceType != PresenceType.Npc)
@ -3689,7 +3702,7 @@ namespace OpenSim.Region.Framework.Scenes
direc.Z = 0f; // Prevent camera WASD up. direc.Z = 0f; // Prevent camera WASD up.
// odd rescalings // odd rescalings
direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier; direc *= 0.032f * 128f * SpeedModifier * thisAddSpeedModifier;
// 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);
@ -3754,10 +3767,19 @@ namespace OpenSim.Region.Framework.Scenes
if(MovingToTarget) if(MovingToTarget)
{ {
m_delayedStop = -1;
Vector3 control = Vector3.Zero; Vector3 control = Vector3.Zero;
if(HandleMoveToTargetUpdate(1f, ref control)) if(HandleMoveToTargetUpdate(1f, ref control))
AddNewMovement(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) if (Appearance.AvatarSize != m_lastSize)
SendAvatarDataToAllAgents(); SendAvatarDataToAllAgents();
@ -4668,6 +4690,11 @@ namespace OpenSim.Region.Framework.Scenes
{ {
cAgent.CrossingFlags = crossingFlags; cAgent.CrossingFlags = crossingFlags;
cAgent.CrossingFlags |= 1; 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 else
cAgent.CrossingFlags = 0; cAgent.CrossingFlags = 0;
@ -4782,6 +4809,15 @@ namespace OpenSim.Region.Framework.Scenes
crossingFlags = cAgent.CrossingFlags; crossingFlags = cAgent.CrossingFlags;
gotCrossUpdate = (crossingFlags != 0); gotCrossUpdate = (crossingFlags != 0);
if(gotCrossUpdate)
{
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; haveGroupInformation = false;
// using this as protocol detection don't want to mess with the numbers for now // using this as protocol detection don't want to mess with the numbers for now
@ -5751,29 +5787,21 @@ namespace OpenSim.Region.Framework.Scenes
if (scriptedcontrols.Count <= 0) if (scriptedcontrols.Count <= 0)
return; return;
ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; ScriptControlled allflags;
// convert mouse from edge to level
if (MouseDown) 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; allflags = ScriptControlled.CONTROL_ZERO;
MouseDown = true;
}
} }
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) if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
{
allflags |= ScriptControlled.CONTROL_ML_LBUTTON; allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
MouseDown = true;
}
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
{
allflags |= ScriptControlled.CONTROL_LBUTTON; allflags |= ScriptControlled.CONTROL_LBUTTON;
MouseDown = true;
}
// find all activated controls, whether the scripts are interested in them or not // 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) if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
@ -5837,6 +5865,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
LastCommands = allflags; LastCommands = allflags;
MouseDown = (allflags & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON)) != 0;
} }
} }