* Removed the unused m_agentUpdates collection and some extra work that was being done for AgentUpdate packets

* Start LLUDPClients unpaused (this variable is not being used yet)
prioritization
John Hurliman 2009-10-20 15:19:19 -07:00
parent d38f33736c
commit 1833c69568
2 changed files with 34 additions and 94 deletions

View File

@ -98,7 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>True when this connection is alive, otherwise false</summary>
public bool IsConnected = true;
/// <summary>True when this connection is paused, otherwise false</summary>
public bool IsPaused = true;
public bool IsPaused;
/// <summary>Environment.TickCount when the last packet was received for this client</summary>
public int TickLastPacketReceived;
/// <summary>Environment.TickCount of the last time the outgoing packet handler executed for this client</summary>

View File

@ -128,8 +128,6 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_setAlwaysRun;
private bool m_updatesAllowed = true;
private List<AgentUpdateArgs> m_agentUpdates = new List<AgentUpdateArgs>();
private string m_movementAnimation = "DEFAULT";
private long m_animPersistUntil = 0;
private bool m_allowFalling = false;
@ -1090,34 +1088,6 @@ namespace OpenSim.Region.Framework.Scenes
}
// These methods allow to queue up agent updates (like key presses)
// until all attachment scripts are running and the animations from
// AgentDataUpdate have been started. It is essential for combat
// devices, weapons and AOs that keypresses are not processed
// until scripts that are potentially interested in them are
// up and running and that animations a script knows to be running
// from before a crossing are running again
//
public void LockAgentUpdates()
{
m_updatesAllowed = false;
}
public void UnlockAgentUpdates()
{
lock (m_agentUpdates)
{
if (m_updatesAllowed == false)
{
foreach (AgentUpdateArgs a in m_agentUpdates)
RealHandleAgentUpdate(ControllingClient, a);
m_agentUpdates.Clear();
m_updatesAllowed = true;
}
}
}
/// <summary>
/// Callback for the Camera view block check. Gets called with the results of the camera view block test
/// hitYN is true when there's something in the way.
@ -1155,30 +1125,12 @@ namespace OpenSim.Region.Framework.Scenes
}
}
Array m_dirControlFlags = Enum.GetValues(typeof(Dir_ControlFlags));
/// <summary>
/// This is the event handler for client movement. If a client is moving, this event is triggering.
/// </summary>
public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
{
const int AGENT_UPDATE_TIMEOUT_MS = 1000 * 3;
if (System.Threading.Monitor.TryEnter(m_agentUpdates, AGENT_UPDATE_TIMEOUT_MS))
{
try
{
if (m_updatesAllowed)
{
RealHandleAgentUpdate(remoteClient, agentData);
return;
}
m_agentUpdates.Add(agentData);
}
finally { System.Threading.Monitor.Exit(m_agentUpdates); }
}
}
private void RealHandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
{
//if (m_isChildAgent)
//{
@ -1186,18 +1138,17 @@ namespace OpenSim.Region.Framework.Scenes
// return;
//}
m_movementUpdateCount++;
if (m_movementUpdateCount >= int.MaxValue)
m_movementUpdateCount = 1;
m_perfMonMS = Environment.TickCount;
++m_movementUpdateCount;
if (m_movementUpdateCount < 1)
m_movementUpdateCount = 1;
// Must check for standing up even when PhysicsActor is null,
// since sitting currently removes avatar from physical scene
//m_log.Debug("agentPos:" + AbsolutePosition.ToString());
// This is irritating. Really.
if (!AbsolutePosition.IsFinite())
{
RemoveFromPhysicalScene();
@ -1218,19 +1169,17 @@ namespace OpenSim.Region.Framework.Scenes
{
m_LastFinitePos = m_pos;
}
//m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true);
//m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true);
//ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
//if (land != null)
//{
//if (land.landData.landingType == (byte)1 && land.landData.userLocation != Vector3.Zero)
//{
// agent.startpos = land.landData.userLocation;
//}
//if (land.landData.landingType == (byte)1 && land.landData.userLocation != Vector3.Zero)
//{
// agent.startpos = land.landData.userLocation;
//}
//}
m_perfMonMS = Environment.TickCount;
uint flags = agentData.ControlFlags;
Quaternion bodyRotation = agentData.BodyRotation;
@ -1253,7 +1202,7 @@ namespace OpenSim.Region.Framework.Scenes
// The Agent's Draw distance setting
m_DrawDistance = agentData.Far;
if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
{
StandUp();
}
@ -1261,14 +1210,13 @@ namespace OpenSim.Region.Framework.Scenes
// Check if Client has camera in 'follow cam' or 'build' mode.
Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
//m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
// Raycast from the avatar's head to the camera to see if there's anything blocking the view
if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
{
if (m_followCamAuto)
{
Vector3 headadjustment = new Vector3(0, 0, 0.3f);
@ -1276,24 +1224,18 @@ namespace OpenSim.Region.Framework.Scenes
}
}
m_mouseLook = (flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
m_mouseLook = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
lock (scriptedcontrols)
{
if (scriptedcontrols.Count > 0)
{
SendControlToScripts(flags);
flags = RemoveIgnoredControls(flags, IgnoredControls);
}
}
if (PhysicsActor == null)
{
return;
@ -1302,7 +1244,7 @@ namespace OpenSim.Region.Framework.Scenes
if (m_autopilotMoving)
CheckAtSitTarget();
if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
{
// TODO: This doesn't prevent the user from walking yet.
// Setting parent ID would fix this, if we knew what value
@ -1335,13 +1277,13 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsActor.Flying = false;
else
PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
if (PhysicsActor.Flying != oldflying)
{
update_movementflag = true;
}
}
if (q != m_bodyRot)
{
m_bodyRot = q;
@ -1357,15 +1299,15 @@ namespace OpenSim.Region.Framework.Scenes
// use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
// this prevents 'jumping' in inappropriate situations.
if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying))
if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying))
dirVectors = GetWalkDirectionVectors();
else
dirVectors = Dir_Vectors;
foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
foreach (Dir_ControlFlags DCF in m_dirControlFlags)
{
if ((flags & (uint) DCF) != 0)
if ((flags & (uint)DCF) != 0)
{
bResetMoveToPosition = true;
DCFlagKeyPressed = true;
@ -1377,18 +1319,18 @@ namespace OpenSim.Region.Framework.Scenes
{
// Why did I get this?
}
if ((m_movementflag & (uint) DCF) == 0)
if ((m_movementflag & (uint)DCF) == 0)
{
m_movementflag += (byte) (uint) DCF;
m_movementflag += (byte)(uint)DCF;
update_movementflag = true;
}
}
else
{
if ((m_movementflag & (uint) DCF) != 0)
if ((m_movementflag & (uint)DCF) != 0)
{
m_movementflag -= (byte) (uint) DCF;
m_movementflag -= (byte)(uint)DCF;
update_movementflag = true;
}
else
@ -1479,14 +1421,12 @@ namespace OpenSim.Region.Framework.Scenes
}
catch (Exception)
{
//Avoid system crash, can be slower but...
}
}
}
}
// Cause the avatar to stop flying if it's colliding
// with something with the down arrow pressed.
@ -1494,8 +1434,8 @@ namespace OpenSim.Region.Framework.Scenes
if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
{
// Are the landing controls requirements filled?
bool controlland = (((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
bool controlland = (((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
// Are the collision requirements fulfilled?
bool colliding = (m_physicsActor.IsColliding == true);
@ -1508,10 +1448,10 @@ namespace OpenSim.Region.Framework.Scenes
if (update_movementflag || (update_rotation && DCFlagKeyPressed))
{
// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
// m_log.DebugFormat(
// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
// m_log.DebugFormat(
// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
AddNewMovement(agent_control_v3, q);
if (update_movementflag)