* 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
parent
d38f33736c
commit
1833c69568
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@ -98,7 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>True when this connection is alive, otherwise false</summary>
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public bool IsConnected = true;
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/// <summary>True when this connection is paused, otherwise false</summary>
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public bool IsPaused = true;
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public bool IsPaused;
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/// <summary>Environment.TickCount when the last packet was received for this client</summary>
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public int TickLastPacketReceived;
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/// <summary>Environment.TickCount of the last time the outgoing packet handler executed for this client</summary>
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@ -128,8 +128,6 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_setAlwaysRun;
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private bool m_updatesAllowed = true;
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private List<AgentUpdateArgs> m_agentUpdates = new List<AgentUpdateArgs>();
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private string m_movementAnimation = "DEFAULT";
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private long m_animPersistUntil = 0;
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private bool m_allowFalling = false;
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@ -1090,34 +1088,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// These methods allow to queue up agent updates (like key presses)
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// until all attachment scripts are running and the animations from
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// AgentDataUpdate have been started. It is essential for combat
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// devices, weapons and AOs that keypresses are not processed
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// until scripts that are potentially interested in them are
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// up and running and that animations a script knows to be running
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// from before a crossing are running again
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//
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public void LockAgentUpdates()
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{
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m_updatesAllowed = false;
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}
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public void UnlockAgentUpdates()
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{
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lock (m_agentUpdates)
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{
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if (m_updatesAllowed == false)
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{
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foreach (AgentUpdateArgs a in m_agentUpdates)
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RealHandleAgentUpdate(ControllingClient, a);
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m_agentUpdates.Clear();
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m_updatesAllowed = true;
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}
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}
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}
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/// <summary>
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/// Callback for the Camera view block check. Gets called with the results of the camera view block test
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/// hitYN is true when there's something in the way.
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@ -1155,30 +1125,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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Array m_dirControlFlags = Enum.GetValues(typeof(Dir_ControlFlags));
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/// <summary>
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/// This is the event handler for client movement. If a client is moving, this event is triggering.
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/// </summary>
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public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
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{
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const int AGENT_UPDATE_TIMEOUT_MS = 1000 * 3;
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if (System.Threading.Monitor.TryEnter(m_agentUpdates, AGENT_UPDATE_TIMEOUT_MS))
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{
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try
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{
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if (m_updatesAllowed)
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{
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RealHandleAgentUpdate(remoteClient, agentData);
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return;
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}
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m_agentUpdates.Add(agentData);
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}
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finally { System.Threading.Monitor.Exit(m_agentUpdates); }
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}
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}
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private void RealHandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
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{
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//if (m_isChildAgent)
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//{
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@ -1186,18 +1138,17 @@ namespace OpenSim.Region.Framework.Scenes
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// return;
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//}
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m_perfMonMS = Environment.TickCount;
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m_movementUpdateCount++;
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if (m_movementUpdateCount >= int.MaxValue)
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++m_movementUpdateCount;
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if (m_movementUpdateCount < 1)
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m_movementUpdateCount = 1;
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// Must check for standing up even when PhysicsActor is null,
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// since sitting currently removes avatar from physical scene
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//m_log.Debug("agentPos:" + AbsolutePosition.ToString());
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// This is irritating. Really.
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if (!AbsolutePosition.IsFinite())
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{
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RemoveFromPhysicalScene();
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@ -1218,19 +1169,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_LastFinitePos = m_pos;
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}
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//m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true);
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//m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true);
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//ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
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//if (land != null)
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//{
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//if (land.landData.landingType == (byte)1 && land.landData.userLocation != Vector3.Zero)
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//{
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// agent.startpos = land.landData.userLocation;
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//}
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//if (land.landData.landingType == (byte)1 && land.landData.userLocation != Vector3.Zero)
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//{
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// agent.startpos = land.landData.userLocation;
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//}
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//}
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m_perfMonMS = Environment.TickCount;
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uint flags = agentData.ControlFlags;
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Quaternion bodyRotation = agentData.BodyRotation;
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@ -1253,7 +1202,7 @@ namespace OpenSim.Region.Framework.Scenes
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// The Agent's Draw distance setting
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m_DrawDistance = agentData.Far;
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if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
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if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
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{
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StandUp();
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}
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@ -1268,7 +1217,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Raycast from the avatar's head to the camera to see if there's anything blocking the view
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if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
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{
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if (m_followCamAuto)
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{
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Vector3 headadjustment = new Vector3(0, 0, 0.3f);
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@ -1276,21 +1224,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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m_mouseLook = (flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
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m_mouseLook = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
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m_leftButtonDown = (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
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lock (scriptedcontrols)
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{
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if (scriptedcontrols.Count > 0)
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{
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SendControlToScripts(flags);
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flags = RemoveIgnoredControls(flags, IgnoredControls);
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}
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}
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@ -1302,7 +1244,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_autopilotMoving)
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CheckAtSitTarget();
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if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
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if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
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{
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// TODO: This doesn't prevent the user from walking yet.
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// Setting parent ID would fix this, if we knew what value
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@ -1363,9 +1305,9 @@ namespace OpenSim.Region.Framework.Scenes
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dirVectors = Dir_Vectors;
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foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
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foreach (Dir_ControlFlags DCF in m_dirControlFlags)
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{
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if ((flags & (uint) DCF) != 0)
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if ((flags & (uint)DCF) != 0)
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{
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bResetMoveToPosition = true;
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DCFlagKeyPressed = true;
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@ -1378,17 +1320,17 @@ namespace OpenSim.Region.Framework.Scenes
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// Why did I get this?
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}
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if ((m_movementflag & (uint) DCF) == 0)
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if ((m_movementflag & (uint)DCF) == 0)
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{
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m_movementflag += (byte) (uint) DCF;
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m_movementflag += (byte)(uint)DCF;
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update_movementflag = true;
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}
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}
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else
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{
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if ((m_movementflag & (uint) DCF) != 0)
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if ((m_movementflag & (uint)DCF) != 0)
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{
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m_movementflag -= (byte) (uint) DCF;
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m_movementflag -= (byte)(uint)DCF;
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update_movementflag = true;
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}
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else
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@ -1479,10 +1421,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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catch (Exception)
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{
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//Avoid system crash, can be slower but...
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}
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}
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}
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}
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@ -1494,8 +1434,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
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{
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// Are the landing controls requirements filled?
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bool controlland = (((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
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((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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bool controlland = (((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
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((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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// Are the collision requirements fulfilled?
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bool colliding = (m_physicsActor.IsColliding == true);
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@ -1508,9 +1448,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (update_movementflag || (update_rotation && DCFlagKeyPressed))
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{
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// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
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// m_log.DebugFormat(
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// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
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// m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
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// m_log.DebugFormat(
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// "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
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AddNewMovement(agent_control_v3, q);
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