diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 040cbfcc3b..c578fc02f7 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -118,7 +118,7 @@ namespace OpenSim.Region.Framework.Scenes /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is /// necessary. /// - protected List m_attachments = new List(); + private List m_attachments = new List(); public Object AttachmentsSyncLock { get; private set; } @@ -550,8 +550,12 @@ namespace OpenSim.Region.Framework.Scenes } } - m_pos = value; - ParentPosition = Vector3.Zero; + // Don't update while sitting + if (ParentID == 0) + { + m_pos = value; + ParentPosition = Vector3.Zero; + } //m_log.DebugFormat( // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", @@ -566,6 +570,13 @@ namespace OpenSim.Region.Framework.Scenes public Vector3 OffsetPosition { get { return m_pos; } + set + { + // There is no offset position when not seated + if (ParentID == 0) + return; + m_pos = value; + } } /// @@ -2740,8 +2751,10 @@ namespace OpenSim.Region.Framework.Scenes if (IsChildAgent) return; - // We only do this if we have a physics actor or we're sitting on something - if (ParentID == 0 && PhysicsActor != null || ParentID != 0) + if (ParentID != 0) + return; + + if (!IsInTransit) { Vector3 pos2 = AbsolutePosition; Vector3 vel = Velocity; @@ -3100,30 +3113,28 @@ namespace OpenSim.Region.Framework.Scenes catch { } // Attachment objects - lock (m_attachments) + List attachments = GetAttachments(); + if (attachments.Count > 0) { - if (m_attachments.Count > 0) - { - cAgent.AttachmentObjects = new List(); - cAgent.AttachmentObjectStates = new List(); - // IScriptModule se = m_scene.RequestModuleInterface(); - InTransitScriptStates.Clear(); + cAgent.AttachmentObjects = new List(); + cAgent.AttachmentObjectStates = new List(); +// IScriptModule se = m_scene.RequestModuleInterface(); + InTransitScriptStates.Clear(); - foreach (SceneObjectGroup sog in m_attachments) - { - // We need to make a copy and pass that copy - // because of transfers withn the same sim - ISceneObject clone = sog.CloneForNewScene(); - // Attachment module assumes that GroupPosition holds the offsets...! - ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; - ((SceneObjectGroup)clone).IsAttachment = false; - cAgent.AttachmentObjects.Add(clone); - string state = sog.GetStateSnapshot(); - cAgent.AttachmentObjectStates.Add(state); - InTransitScriptStates.Add(state); - // Let's remove the scripts of the original object here - sog.RemoveScriptInstances(true); - } + foreach (SceneObjectGroup sog in attachments) + { + // We need to make a copy and pass that copy + // because of transfers withn the same sim + ISceneObject clone = sog.CloneForNewScene(); + // Attachment module assumes that GroupPosition holds the offsets...! + ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; + ((SceneObjectGroup)clone).IsAttachment = false; + cAgent.AttachmentObjects.Add(clone); + string state = sog.GetStateSnapshot(); + cAgent.AttachmentObjectStates.Add(state); + InTransitScriptStates.Add(state); + // Let's remove the scripts of the original object here + sog.RemoveScriptInstances(true); } } } @@ -3531,26 +3542,29 @@ namespace OpenSim.Region.Framework.Scenes /// The arguments for the event public void SendScriptEventToAttachments(string eventName, Object[] args) { - if (m_scriptEngines.Length == 0) - return; - - lock (m_attachments) + Util.FireAndForget(delegate(object x) { - foreach (SceneObjectGroup grp in m_attachments) - { - // 16384 is CHANGED_ANIMATION - // - // Send this to all attachment root prims - // - foreach (IScriptModule m in m_scriptEngines) - { - if (m == null) // No script engine loaded - continue; + if (m_scriptEngines.Length == 0) + return; - m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION }); + lock (m_attachments) + { + foreach (SceneObjectGroup grp in m_attachments) + { + // 16384 is CHANGED_ANIMATION + // + // Send this to all attachment root prims + // + foreach (IScriptModule m in m_scriptEngines) + { + if (m == null) // No script engine loaded + continue; + + m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION }); + } } } - } + }); } internal void PushForce(Vector3 impulse)