* Added comments to many methods in the listed files.
parent
eac9bc6889
commit
2349dc2e27
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@ -40,6 +40,9 @@ namespace OpenSim.Framework
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[Serializable]
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public class SearializableRegionInfo
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{
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/// <summary>
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/// This is a serializable version of RegionInfo
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/// </summary>
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public SearializableRegionInfo()
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{
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}
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@ -130,20 +130,20 @@ namespace OpenSim.Region.Environment.Scenes
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}
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protected readonly LandManager m_LandManager;
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// LandManager object instance that manages land related things. Parcel, primcounts etc..
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public LandManager LandManager
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{
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get { return m_LandManager; }
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}
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protected readonly EstateManager m_estateManager;
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// an instance to the physics plugin's Scene object.
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public PhysicsScene PhysicsScene
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{
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set { m_innerScene.PhysicsScene = value; }
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get { return (m_innerScene.PhysicsScene); }
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}
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// This gets locked so things stay thread safe.
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public object SyncRoot
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{
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get { return m_innerScene.m_syncRoot; }
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@ -160,6 +160,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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protected readonly PermissionManager m_permissionManager;
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// This is the instance to the permissions manager.
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// This manages permissions to clients on in world objects
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public PermissionManager PermissionsMngr
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{
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@ -171,11 +173,13 @@ namespace OpenSim.Region.Environment.Scenes
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get { return m_timePhase; }
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}
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// Local reference to the objects in the scene (which are held in innerScene)
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public Dictionary<LLUUID, SceneObjectGroup> Objects
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{
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get { return m_innerScene.SceneObjects; }
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}
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// Reference to all of the agents in the scene (root and child)
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protected Dictionary<LLUUID, ScenePresence> m_scenePresences
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{
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get { return m_innerScene.ScenePresences; }
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@ -267,9 +271,10 @@ namespace OpenSim.Region.Environment.Scenes
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public override bool OtherRegionUp(RegionInfo otherRegion)
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{
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// Another region is up.
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// We have to tell all our ScenePresences about it..
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// and add it to the neighbor list.
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// Another region is up.
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// Gets called from Grid Comms (SceneCommunicationService<---RegionListener<----LocalBackEnd<----OGS1)
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// We have to tell all our ScenePresences about it..
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// and add it to the neighbor list.
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// We only add it to the neighbor list if it's within 1 region from here.
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// Agents may have draw distance values that cross two regions though, so
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@ -324,8 +329,15 @@ namespace OpenSim.Region.Environment.Scenes
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return true;
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}
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// Given float seconds, this will restart the region.
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public virtual void Restart(float seconds)
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{
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// notifications are done in 15 second increments
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// so .. if the number of seconds is less then 15 seconds, it's not really a restart request
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// It's a 'Cancel restart' request.
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// RestartNow() does immediate restarting.
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if (seconds < 15)
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{
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m_restartTimer.Stop();
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@ -333,6 +345,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else
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{
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// Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
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m_restartTimer.Interval = 15000;
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m_incrementsof15seconds = (int) seconds/15;
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m_RestartTimerCounter = 0;
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@ -344,6 +357,10 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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// The Restart timer has occured.
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// We have to figure out if this is a notification or if the number of seconds specified in Restart
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// have elapsed.
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// If they have elapsed, call RestartNow()
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public void RestartTimer_Elapsed(object sender, ElapsedEventArgs e)
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{
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m_RestartTimerCounter++;
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@ -360,6 +377,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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// This causes the region to restart immediatley.
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public void RestartNow()
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{
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MainLog.Instance.Error("REGION", "Closing");
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@ -368,6 +386,11 @@ namespace OpenSim.Region.Environment.Scenes
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base.Restart(0);
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}
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// This is a helper function that notifies root agents in this region that a new sim near them has come up
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// This is in the form of a timer because when an instance of OpenSim.exe is started,
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// Even though the sims initialize, they don't listen until 'all of the sims are initialized'
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// If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it.
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// subsequently the agent will never see the region come back online.
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public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
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{
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m_restartWaitTimer.Stop();
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@ -378,6 +401,7 @@ namespace OpenSim.Region.Environment.Scenes
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ForEachScenePresence(delegate(ScenePresence agent)
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{
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// If agent is a root agent.
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if (!agent.IsChildAgent)
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{
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//agent.ControllingClient.new
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@ -391,14 +415,18 @@ namespace OpenSim.Region.Environment.Scenes
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catch (System.NullReferenceException)
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{
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// This means that we're not booted up completely yet.
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// This shouldn't happen too often anymore.
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}
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}
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// Reset list to nothing.
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m_regionRestartNotifyList.Clear();
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}
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// This is the method that shuts down the scene.
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public override void Close()
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{
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// Kick all ROOT agents with the message, 'The simulator is going down'
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ForEachScenePresence(delegate(ScenePresence avatar)
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{
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if (avatar.KnownChildRegions.Contains(RegionInfo.RegionHandle))
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@ -409,18 +437,23 @@ namespace OpenSim.Region.Environment.Scenes
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avatar.ControllingClient.OutPacket(new libsecondlife.Packets.DisableSimulatorPacket(), ThrottleOutPacketType.Task);
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});
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// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
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Thread.Sleep(500);
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// Stop all client threads.
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ForEachScenePresence(delegate(ScenePresence avatar)
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{
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avatar.ControllingClient.Stop();
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});
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// Stop updating the scene objects and agents.
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m_heartbeatTimer.Close();
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// close the inner scene
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m_innerScene.Close();
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// De-register with region communications (events cleanup)
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UnRegisterReginWithComms();
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// Shut down all non shared modules.
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foreach (IRegionModule module in Modules.Values)
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{
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if (!module.IsSharedModule)
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@ -430,6 +463,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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Modules.Clear();
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// call the base class Close method.
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base.Close();
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}
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@ -530,7 +564,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_lastupdate = DateTime.Now;
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}
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}
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//Updates the time in the viewer.
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private void UpdateInWorldTime()
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{
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m_timeUpdateCount++;
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@ -1234,7 +1268,7 @@ namespace OpenSim.Region.Environment.Scenes
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return true;
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}
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/// <summary>
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///
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/// Tell a single agent to disconnect from the region.
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="agentID"></param>
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@ -1245,6 +1279,7 @@ namespace OpenSim.Region.Environment.Scenes
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ScenePresence presence = m_innerScene.GetScenePresence(agentID);
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if (presence != null)
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{
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// Tell a single agent to disconnect from the region.
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libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket();
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presence.ControllingClient.OutPacket(disable, ThrottleOutPacketType.Task);
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}
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@ -1252,6 +1287,11 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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/// Tell neighboring regions about this agent
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/// When the regions respond with a true value,
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/// tell the agents about the region.
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///
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/// We have to tell the regions about the agents first otherwise it'll deny them access
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///
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/// </summary>
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/// <param name="presence"></param>
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@ -1261,7 +1301,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Tell a neighboring region about this agent
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/// </summary>
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/// <param name="presence"></param>
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/// <param name="region"></param>
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@ -1271,7 +1311,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Requests information about this region from gridcomms
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <returns></returns>
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@ -1281,7 +1321,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Requests textures for map from minimum region to maximum region in world cordinates
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="minX"></param>
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@ -1294,7 +1334,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Tries to teleport agent to other region.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="regionHandle"></param>
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@ -1311,7 +1351,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Agent is crossing the border into a neighbouring region. Tell the neighbour about it!
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="agentID"></param>
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@ -1641,7 +1681,7 @@ namespace OpenSim.Region.Environment.Scenes
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#endregion
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/// <summary>
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///
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/// Causes all clients to get a full object update on all of the objects in the scene.
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/// </summary>
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public void ForceClientUpdate()
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{
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@ -1655,7 +1695,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// This is currently only used for scale (to scale to MegaPrim size)
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/// There is a console command that calls this in OpenSimMain
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/// </summary>
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/// <param name="cmdparams"></param>
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public void HandleEditCommand(string[] cmdparams)
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@ -1682,7 +1723,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Shows various details about the sim based on the parameters supplied by the console command in openSimMain.
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/// </summary>
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/// <param name="showWhat"></param>
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public void Show(string showWhat)
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@ -1726,7 +1767,7 @@ namespace OpenSim.Region.Environment.Scenes
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#region Script Handling Methods
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/// <summary>
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///
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/// Console command handler to send script command to script engine.
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/// </summary>
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/// <param name="args"></param>
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public void SendCommandToPlugins(string[] args)
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@ -189,7 +189,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// This informs all neighboring regions about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
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{
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@ -222,6 +223,10 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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/// <summary>
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/// This informs a single neighboring region about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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public void InformNeighborChildAgent(ScenePresence avatar, RegionInfo region, List<RegionInfo> neighbours)
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{
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AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
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@ -260,7 +265,10 @@ namespace OpenSim.Region.Environment.Scenes
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MainLog.Instance.Notice("INTERGRID", "Failed to inform neighbors that I'm here");
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}
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}
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/// <summary>
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/// Called by scene when region is initialized (not always when it's listening for agents)
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/// This is an inter-region message that informs the surrounding neighbors that the sim is up.
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/// </summary>
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public void InformNeighborsThatRegionisUp(RegionInfo region)
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{
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
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@ -286,6 +294,13 @@ namespace OpenSim.Region.Environment.Scenes
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}
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public delegate void SendChildAgentDataUpdateDelegate(ulong regionHandle, ChildAgentDataUpdate cAgentData);
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/// <summary>
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/// This informs all neighboring regions about the settings of it's child agent.
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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///
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/// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
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///
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/// </summary>
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private void SendChildAgentDataUpdateAsync(ulong regionHandle, ChildAgentDataUpdate cAgentData)
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{
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MainLog.Instance.Notice("INTERGRID", "Informing a neighbor about my agent.");
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@ -317,7 +332,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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///
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/// Helper function to request neighbors from grid-comms
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <returns></returns>
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@ -328,7 +343,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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///
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/// Requests map blocks in area of minX, maxX, minY, MaxY in world cordinates
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/// </summary>
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/// <param name="minX"></param>
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/// <param name="minY"></param>
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@ -61,10 +61,13 @@ namespace OpenSim.Region.Environment.Scenes
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public bool IsRestrictedToRegion = false;
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// Agent moves with a PID controller causing a force to be exerted.
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private bool m_newForce = false;
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private bool m_newAvatar = false;
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private bool m_newCoarseLocations = true;
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private bool m_gotAllObjectsInScene = false;
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// Default AV Height
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private float m_avHeight = 127.0f;
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protected RegionInfo m_regionInfo;
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private readonly Vector3[] Dir_Vectors = new Vector3[6];
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private LLVector3 lastPhysPos = new LLVector3();
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// Position of agent's camera in world
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// Position of agent's camera in world (region cordinates)
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protected Vector3 m_CameraCenter = new Vector3(0, 0, 0);
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// Use these three vectors to figure out what the agent is looking at
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protected AvatarAppearance m_appearance;
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private readonly List<ulong> m_knownChildRegions = new List<ulong>(); //neighbouring regions we have enabled a child agent in
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/// <summary>
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/// Implemented Control Flags
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/// </summary>
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private enum Dir_ControlFlags
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{
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DIR_CONTROL_FLAG_FOWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
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#region Properties
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/// <summary>
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///
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/// Physical scene representation of this Avatar.
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/// </summary>
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public PhysicsActor PhysicsActor
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{
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@ -166,6 +173,10 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_allowMovement = value; }
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}
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/// <summary>
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/// This works out to be the ClientView object associated with this avatar, or it's UDP connection manager
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/// </summary>
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private readonly IClientAPI m_controllingClient;
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protected PhysicsActor m_physicsActor;
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@ -176,6 +187,9 @@ namespace OpenSim.Region.Environment.Scenes
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protected LLVector3 m_parentPosition = new LLVector3();
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/// <summary>
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/// Absolute position of this avatar in 'region cordinates'
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/// </summary>
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public override LLVector3 AbsolutePosition
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{
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get
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@ -209,7 +223,9 @@ namespace OpenSim.Region.Environment.Scenes
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m_pos = value;
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}
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}
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/// <summary>
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/// Current Velocity of the avatar.
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/// </summary>
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public override LLVector3 Velocity
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{
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get
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@ -244,6 +260,12 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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/// If this is true, agent doesn't have a representation in this scene.
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/// this is an agent 'looking into' this scene from a nearby scene(region)
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///
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/// if False, this agent has a representation in this scene
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/// </summary>
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private bool m_isChildAgent = true;
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public bool IsChildAgent
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@ -260,6 +282,9 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_parentID = value; }
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}
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/// <summary>
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/// These are the region handles known by the avatar.
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/// </summary>
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public List<ulong> KnownChildRegions
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{
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get { return m_knownChildRegions; }
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@ -461,7 +486,11 @@ namespace OpenSim.Region.Environment.Scenes
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}
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#region Status Methods
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/// <summary>
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/// This turns a child agent, into a root agent
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/// This is called when an agent teleports into a region, or if an
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/// agent crosses into this region from a neighbor over the border
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/// </summary>
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public void MakeRootAgent(LLVector3 pos, bool isFlying)
|
||||
{
|
||||
|
||||
|
@ -481,7 +510,13 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
//}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This turns a root agent into a child agent
|
||||
/// when an agent departs this region for a neighbor, this gets called.
|
||||
///
|
||||
/// It doesn't get called for a teleport. Reason being, an agent that
|
||||
/// teleports out may not be anywhere near this region
|
||||
/// </summary>
|
||||
public void MakeChildAgent()
|
||||
{
|
||||
Velocity = new LLVector3(0, 0, 0);
|
||||
|
@ -492,6 +527,9 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
//this.Pos = new LLVector3(128, 128, 70);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes physics plugin scene representation of this agent if it exists.
|
||||
/// </summary>
|
||||
private void RemoveFromPhysicalScene()
|
||||
{
|
||||
if (PhysicsActor != null)
|
||||
|
@ -538,7 +576,9 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
/// <summary>
|
||||
/// Sets avatar height in the phyiscs plugin
|
||||
/// </summary>
|
||||
internal void SetHeight(float height)
|
||||
{
|
||||
m_avHeight = height;
|
||||
|
@ -570,7 +610,9 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
MakeRootAgent(AbsolutePosition, false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is the event handler for client movement. If a client is moving, this event is triggering.
|
||||
/// </summary>
|
||||
public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdatePacket agentData)
|
||||
{
|
||||
//if (m_isChildAgent)
|
||||
|
@ -608,26 +650,6 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
// The Agent's Draw distance setting
|
||||
m_DrawDistance = agentData.AgentData.Far;
|
||||
|
||||
// We don't know the agent's draw distance until the first agentUpdate packet
|
||||
//if (m_DrawDistance > 0)
|
||||
//{
|
||||
//if (!m_gotAllObjectsInScene && m_DrawDistance > 0)
|
||||
//{
|
||||
// This will need to end up being a space based invalidator
|
||||
// where we send object updates on spaces in 3d space (possibily a cube)
|
||||
// that the avatar hasn't been surrounding it's draw distance.
|
||||
// It would be better if the distance increased incrementally
|
||||
// until there was no space to update because either the avatar's draw
|
||||
// distance is smaller then the space they've been or the avatar has explored
|
||||
// all the space in the sim.
|
||||
|
||||
//m_scene.SendAllSceneObjectsToClient(this);
|
||||
//m_gotAllObjectsInScene = true;
|
||||
//}
|
||||
//}
|
||||
//MainLog.Instance.Verbose("CAMERA", "AtAxis:" + m_CameraAtAxis.ToString() + " Center:" + m_CameraCenter.ToString() + " LeftAxis:" + m_CameraLeftAxis.ToString() + " UpAxis:" + m_CameraUpAxis.ToString() + " Far:" + m_CameraFar);
|
||||
|
||||
|
||||
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
|
||||
{
|
||||
StandUp();
|
||||
|
@ -793,7 +815,10 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1);
|
||||
SendFullUpdateToAllClients();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event handler for the 'Always run' setting on the client
|
||||
/// Tells the physics plugin to increase speed of movement.
|
||||
/// </summary>
|
||||
public void HandleSetAlwaysRun(IClientAPI remoteClient, bool SetAlwaysRun)
|
||||
{
|
||||
m_setAlwaysRun = SetAlwaysRun;
|
||||
|
@ -853,13 +878,18 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
SendAnimPack();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method handles agent movement related animations
|
||||
/// </summary>
|
||||
protected void UpdateMovementAnimations(bool update_movementflag)
|
||||
{
|
||||
if (update_movementflag)
|
||||
{
|
||||
// Are we moving?
|
||||
if (m_movementflag != 0)
|
||||
{
|
||||
// We are moving
|
||||
// Are we flying
|
||||
if (m_physicsActor.Flying)
|
||||
{
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
|
||||
|
@ -867,18 +897,22 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
else if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
|
||||
PhysicsActor.IsColliding)
|
||||
{
|
||||
// Client is pressing the page down button and moving and is colliding with something
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"], 1);
|
||||
}
|
||||
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
|
||||
{
|
||||
// Client is moving and falling at a velocity greater then 6 meters per unit
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
|
||||
}
|
||||
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
|
||||
{
|
||||
// client is moving, and colliding and pressing the page up button but isn't flying
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
|
||||
}
|
||||
else if (m_setAlwaysRun)
|
||||
{
|
||||
// We are running
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1);
|
||||
}
|
||||
else
|
||||
|
@ -886,29 +920,39 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
// Not moving
|
||||
|
||||
if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
|
||||
PhysicsActor.IsColliding)
|
||||
{
|
||||
// Client pressing the page down button
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"], 1);
|
||||
}
|
||||
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
|
||||
{
|
||||
// Not colliding, and we're not flying and we're falling at a speed of 6m per unit
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
|
||||
}
|
||||
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
|
||||
{
|
||||
// This is the standing jump
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
|
||||
}
|
||||
else if (m_physicsActor.Flying)
|
||||
{
|
||||
// This should probably be HOVER and not Fly
|
||||
// We're not moving and flying
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
|
||||
}
|
||||
else
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
|
||||
// We're not moving.. and we're not doing anything.. so play the stand animation
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a new movement
|
||||
/// </summary>
|
||||
protected void AddNewMovement(Vector3 vec, Quaternion rotation)
|
||||
{
|
||||
if (m_isChildAgent)
|
||||
|
@ -935,6 +979,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
{
|
||||
direc.z *= 3;
|
||||
//System.Console.WriteLine("Jump");
|
||||
// PreJump and jump happen too quickly. Many times prejump gets ignored.
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"], 1);
|
||||
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
|
||||
}
|
||||
|
@ -946,7 +991,9 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
newVelocity.Z = direc.z;
|
||||
m_forcesList.Add(newVelocity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets whether or not the agent is typing.
|
||||
/// </summary>
|
||||
public void setTyping(bool typing)
|
||||
{
|
||||
if (m_isChildAgent)
|
||||
|
@ -1010,7 +1057,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
#region Update Client(s)
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// Sends a location update to the client connected to this scenePresence
|
||||
/// </summary>
|
||||
/// <param name="RemoteClient"></param>
|
||||
public void SendTerseUpdateToClient(IClientAPI RemoteClient)
|
||||
|
@ -1027,7 +1074,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// Send a location/velocity/accelleration update to all agents in scene
|
||||
/// </summary>
|
||||
public void SendTerseUpdateToAllClients()
|
||||
{
|
||||
|
@ -1055,7 +1102,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
|
||||
/// </summary>
|
||||
/// <param name="remoteAvatar"></param>
|
||||
public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
|
||||
|
@ -1063,7 +1110,9 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
|
||||
LocalId, m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tell *ALL* agents about this agent
|
||||
/// </summary>
|
||||
public void SendFullUpdateToAllClients()
|
||||
{
|
||||
List<ScenePresence> avatars = m_scene.GetScenePresences();
|
||||
|
@ -1167,7 +1216,9 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
#endregion
|
||||
|
||||
#region Significant Movement Method
|
||||
|
||||
/// <summary>
|
||||
/// This checks for a significant movement and sends a courselocationchange update
|
||||
/// </summary>
|
||||
protected void CheckForSignificantMovement()
|
||||
{
|
||||
if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > 0.02)
|
||||
|
@ -1186,7 +1237,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
#region Border Crossing Methods
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
|
||||
/// </summary>
|
||||
protected void CheckForBorderCrossing()
|
||||
{
|
||||
|
@ -1210,7 +1261,10 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// Moves the agent outside the region bounds
|
||||
/// Tells neighbor region that we're crossing to it
|
||||
/// If the neighbor accepts, remove the agent's viewable avatar from this scene
|
||||
/// set them to a child agent.
|
||||
/// </summary>
|
||||
protected void CrossToNewRegion()
|
||||
{
|
||||
|
@ -1262,7 +1316,10 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// This allows the Sim owner the abiility to kick users from their sim currently.
|
||||
/// It tells the client that the agent has permission to do so.
|
||||
/// </summary>
|
||||
public void GrantGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token)
|
||||
{
|
||||
GrantGodlikePowersPacket respondPacket = new GrantGodlikePowersPacket();
|
||||
|
@ -1279,6 +1336,10 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
respondPacket.AgentData = adb;
|
||||
ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task);
|
||||
}
|
||||
/// <summary>
|
||||
/// This updates important decision making data about a child agent
|
||||
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
|
||||
/// </summary>
|
||||
public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData)
|
||||
{
|
||||
//
|
||||
|
@ -1301,7 +1362,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// handles part of the PID controller function for moving an avatar.
|
||||
/// </summary>
|
||||
public override void UpdateMovement()
|
||||
{
|
||||
|
@ -1363,6 +1424,9 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
throw new Exception("Can't set Text on avatar.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a physical representation of the avatar to the Physics plugin
|
||||
/// </summary>
|
||||
public void AddToPhysicalScene()
|
||||
{
|
||||
PhysicsScene scene = m_scene.PhysicsScene;
|
||||
|
@ -1375,7 +1439,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
|
||||
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
|
||||
}
|
||||
|
||||
// Event called by the physics plugin to tell the avatar about a collision.
|
||||
private void PhysicsCollisionUpdate(EventArgs e)
|
||||
{
|
||||
bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0;
|
||||
|
|
Loading…
Reference in New Issue