Merge branch 'master' into varregion
commit
31bacfbb63
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@ -206,7 +206,7 @@ namespace OpenSim.Data.PGSQL
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DataTable schemaTable = result.GetSchemaTable();
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foreach (DataRow row in schemaTable.Rows)
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m_ColumnNames.Add(row["ColumnName"].ToString());
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m_ColumnNames.Add(row["column_name"].ToString());
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}
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foreach (string s in m_ColumnNames)
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@ -376,7 +376,7 @@ namespace OpenSim.Data.PGSQL
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private List<RegionData> Get(int regionFlags, UUID scopeID)
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{
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string sql = "SELECT * FROM " + m_Realm + " WHERE (flags & " + regionFlags.ToString() + ") <> 0";
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string sql = "SELECT * FROM " + m_Realm + " WHERE (\"flags\" & " + regionFlags.ToString() + ") <> 0";
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if (scopeID != UUID.Zero)
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sql += " AND \"ScopeID\" = :scopeID";
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@ -296,6 +296,11 @@ namespace OpenSim
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"Change the scale of a named prim",
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HandleEditScale);
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m_console.Commands.AddCommand("Objects", false, "rotate scene",
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"rotate scene <degrees>",
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"Rotates all scene objects around x:128, y:128",
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HandleRotateScene);
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m_console.Commands.AddCommand("Users", false, "kick user",
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"kick user <first> <last> [--force] [message]",
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"Kick a user off the simulator",
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@ -505,6 +510,45 @@ namespace OpenSim
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}
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}
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private void HandleRotateScene(string module, string[] args)
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{
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string usage = "Usage: rotate scene <angle in degrees> [centerX centerY] (centerX and centerY are optional and default to Constants.RegionSize / 2";
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float centerX = Constants.RegionSize * 0.5f;
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float centerY = Constants.RegionSize * 0.5f;
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if (args.Length < 3 || args.Length == 4)
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{
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MainConsole.Instance.Output(usage);
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return;
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}
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float angle = (float)(Convert.ToSingle(args[2]) / 180.0 * Math.PI);
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OpenMetaverse.Quaternion rot = OpenMetaverse.Quaternion.CreateFromAxisAngle(0, 0, 1, angle);
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if (args.Length > 4)
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{
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centerX = Convert.ToSingle(args[3]);
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centerY = Convert.ToSingle(args[4]);
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}
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Vector3 center = new Vector3(centerX, centerY, 0.0f);
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SceneManager.ForEachSelectedScene(delegate(Scene scene)
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{
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scene.ForEachSOG(delegate(SceneObjectGroup sog)
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{
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if (sog.AttachmentPoint == 0)
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{
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sog.RootPart.UpdateRotation(rot * sog.GroupRotation);
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Vector3 offset = sog.AbsolutePosition - center;
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offset *= rot;
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sog.UpdateGroupPosition(center + offset);
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}
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});
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});
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}
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/// <summary>
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/// Creates a new region based on the parameters specified. This will ask the user questions on the console
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/// </summary>
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@ -2607,11 +2607,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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AvatarSitResponsePacket avatarSitResponse = new AvatarSitResponsePacket();
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avatarSitResponse.SitObject.ID = TargetID;
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if (CameraAtOffset != Vector3.Zero)
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{
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avatarSitResponse.SitTransform.CameraAtOffset = CameraAtOffset;
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avatarSitResponse.SitTransform.CameraEyeOffset = CameraEyeOffset;
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}
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avatarSitResponse.SitTransform.CameraAtOffset = CameraAtOffset;
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avatarSitResponse.SitTransform.CameraEyeOffset = CameraEyeOffset;
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avatarSitResponse.SitTransform.ForceMouselook = ForceMouseLook;
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avatarSitResponse.SitTransform.AutoPilot = autopilot;
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avatarSitResponse.SitTransform.SitPosition = OffsetPos;
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@ -5051,6 +5048,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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ScenePresence presence = (ScenePresence)entity;
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending terse update to {0} with position {1} in {2}", Name, presence.OffsetPosition, m_scene.Name);
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attachPoint = presence.State;
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collisionPlane = presence.CollisionPlane;
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position = presence.OffsetPosition;
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@ -5170,6 +5170,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending full update to {0} with position {1} in {2}", Name, data.OffsetPosition, m_scene.Name);
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byte[] objectData = new byte[76];
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data.CollisionPlane.ToBytes(objectData, 0);
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@ -5190,7 +5193,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
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data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
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update.ObjectData = objectData;
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update.ParentID = data.ParentID;
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SceneObjectPart parentPart = data.ParentPart;
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if (parentPart != null)
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update.ParentID = parentPart.ParentGroup.LocalId;
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else
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update.ParentID = 0;
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update.PathCurve = 16;
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update.PathScaleX = 100;
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update.PathScaleY = 100;
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@ -12615,6 +12624,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (p is ScenePresence)
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Immediately sending terse agent update for {0} to {1} in {2}",
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// p.Name, Name, Scene.Name);
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// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
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// There's no explicit message to send the client to tell it to stop flying.. it relies on the
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// velocity, collision plane and avatar height
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@ -403,11 +403,18 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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Falling = false;
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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{
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return "CROUCHWALK";
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else if (m_scenePresence.SetAlwaysRun)
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return "RUN";
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else
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return "WALK";
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}
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// We need to prevent these animations if the user tries to make their avatar walk or run whilst
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// specifying AGENT_CONTROL_STOP (pressing down space on viewers).
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else if (!m_scenePresence.AgentControlStopActive)
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{
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if (m_scenePresence.SetAlwaysRun)
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return "RUN";
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else
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return "WALK";
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}
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}
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else if (!m_jumping)
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{
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@ -435,6 +442,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// <returns>'true' if the animation was changed</returns>
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public bool UpdateMovementAnimations()
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{
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Updating movement animations for {0}", m_scenePresence.Name);
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bool ret = false;
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lock (m_animations)
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{
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@ -789,16 +789,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
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}
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}
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// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
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if (SitTargetAvatar != UUID.Zero)
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{
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ScenePresence avatar;
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if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
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{
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avatar.ParentPosition = GetWorldPosition();
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}
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}
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}
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}
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@ -351,15 +351,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Record user movement inputs.
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/// </summary>
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public byte MovementFlag { get; private set; }
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public uint MovementFlag { get; private set; }
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private bool m_updateflag;
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public bool Updated
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{
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set { m_updateflag = value; }
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get { return m_updateflag; }
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}
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/// <summary>
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/// Is the agent stop control flag currently active?
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/// </summary>
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public bool AgentControlStopActive { get; private set; }
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private bool m_invulnerable = true;
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@ -480,8 +477,6 @@ namespace OpenSim.Region.Framework.Scenes
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get { return (IClientCore)ControllingClient; }
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}
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public Vector3 ParentPosition { get; set; }
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/// <summary>
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/// Position of this avatar relative to the region the avatar is in
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/// </summary>
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@ -499,6 +494,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Fetching abs pos where PhysicsActor == null and parent part {0} for {1}", Name, Scene.Name);
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// Obtain the correct position of a seated avatar.
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// In addition to providing the correct position while
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// the avatar is seated, this value will also
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@ -522,7 +518,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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set
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} in {1} to {2}", Name, Scene.Name, value);
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} to {1} in {2}", Name, value, Scene.Name);
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// Util.PrintCallStack();
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if (PhysicsActor != null)
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@ -539,10 +535,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Don't update while sitting. The PhysicsActor above is null whilst sitting.
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if (ParentID == 0)
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{
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m_pos = value;
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ParentPosition = Vector3.Zero;
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}
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//m_log.DebugFormat(
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// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
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@ -769,6 +762,14 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_speedModifier = value; }
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}
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/// <summary>
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/// Modifier for agent movement if we get an AGENT_CONTROL_STOP whilst walking or running
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/// </summary>
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/// <remarks>
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/// AGENT_CONTRL_STOP comes about if user holds down space key on viewers.
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/// </remarks>
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private float AgentControlStopSlowWhilstMoving = 0.5f;
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private bool m_forceFly;
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public bool ForceFly
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|
@ -1635,7 +1636,6 @@ namespace OpenSim.Region.Framework.Scenes
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if ((oldState & (uint)AgentState.Editing) != 0 && State == (uint)AgentState.None)
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ControllingClient.SendAgentTerseUpdate(this);
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|
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PhysicsActor actor = PhysicsActor;
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if (actor == null)
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{
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|
@ -1696,10 +1696,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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dirVectors = Dir_Vectors;
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// The fact that MovementFlag is a byte needs to be fixed
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// it really should be a uint
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// A DIR_CONTROL_FLAG occurs when the user is trying to move in a particular direction.
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uint nudgehack = 250;
|
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foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
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{
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if (((uint)flags & (uint)DCF) != 0)
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|
@ -1716,29 +1713,19 @@ namespace OpenSim.Region.Framework.Scenes
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// Why did I get this?
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}
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|
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if ((MovementFlag & (byte)(uint)DCF) == 0)
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{
|
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if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE ||
|
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DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT_NUDGE)
|
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{
|
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MovementFlag |= (byte)nudgehack;
|
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}
|
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|
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if (((MovementFlag & (uint)DCF) == 0) & !AgentControlStopActive)
|
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{
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//m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with {1}", Name, DCF);
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MovementFlag += (byte)(uint)DCF;
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MovementFlag += (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 ((MovementFlag & (byte)(uint)DCF) != 0 ||
|
||||
((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE ||
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DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT_NUDGE)
|
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&& ((MovementFlag & (byte)nudgehack) == nudgehack))
|
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) // This or is for Nudge forward
|
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if ((MovementFlag & (uint)DCF) != 0)
|
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{
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//m_log.DebugFormat("[SCENE PRESENCE]: Updating MovementFlag for {0} with lack of {1}", Name, DCF);
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MovementFlag -= ((byte)(uint)DCF);
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MovementFlag -= (uint)DCF;
|
||||
update_movementflag = true;
|
||||
|
||||
/*
|
||||
|
@ -1758,6 +1745,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
i++;
|
||||
}
|
||||
|
||||
// Detect AGENT_CONTROL_STOP state changes
|
||||
if (AgentControlStopActive != ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STOP) != 0))
|
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{
|
||||
AgentControlStopActive = !AgentControlStopActive;
|
||||
update_movementflag = true;
|
||||
}
|
||||
|
||||
if (MovingToTarget)
|
||||
{
|
||||
// If the user has pressed a key then we want to cancel any move to target.
|
||||
|
@ -1783,53 +1777,79 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Only do this if we're flying
|
||||
if (Flying && !ForceFly)
|
||||
{
|
||||
// Landing detection code
|
||||
|
||||
// Are the landing controls requirements filled?
|
||||
bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
|
||||
((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
|
||||
|
||||
//m_log.Debug("[CONTROL]: " +flags);
|
||||
// Applies a satisfying roll effect to the avatar when flying.
|
||||
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
|
||||
// Need to stop in mid air if user holds down AGENT_CONTROL_STOP
|
||||
if (AgentControlStopActive)
|
||||
{
|
||||
ApplyFlyingRoll(
|
||||
FLY_ROLL_RADIANS_PER_UPDATE,
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
|
||||
}
|
||||
else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 &&
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
|
||||
{
|
||||
ApplyFlyingRoll(
|
||||
-FLY_ROLL_RADIANS_PER_UPDATE,
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
|
||||
agent_control_v3 = Vector3.Zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_AngularVelocity.Z != 0)
|
||||
m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
|
||||
}
|
||||
// Landing detection code
|
||||
|
||||
if (Flying && IsColliding && controlland)
|
||||
{
|
||||
// nesting this check because LengthSquared() is expensive and we don't
|
||||
// want to do it every step when flying.
|
||||
if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
|
||||
StopFlying();
|
||||
// Are the landing controls requirements filled?
|
||||
bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
|
||||
((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
|
||||
|
||||
//m_log.Debug("[CONTROL]: " +flags);
|
||||
// Applies a satisfying roll effect to the avatar when flying.
|
||||
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
|
||||
{
|
||||
ApplyFlyingRoll(
|
||||
FLY_ROLL_RADIANS_PER_UPDATE,
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
|
||||
}
|
||||
else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 &&
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
|
||||
{
|
||||
ApplyFlyingRoll(
|
||||
-FLY_ROLL_RADIANS_PER_UPDATE,
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
|
||||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_AngularVelocity.Z != 0)
|
||||
m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
|
||||
}
|
||||
|
||||
if (Flying && IsColliding && controlland)
|
||||
{
|
||||
// nesting this check because LengthSquared() is expensive and we don't
|
||||
// want to do it every step when flying.
|
||||
if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
|
||||
StopFlying();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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,
|
||||
// which occurs later in the main scene loop
|
||||
if (update_movementflag || (update_rotation && DCFlagKeyPressed))
|
||||
// We also need to update if the user rotates their avatar whilst it is slow walking/running (if they
|
||||
// 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
|
||||
// avatar location in place).
|
||||
if (update_movementflag
|
||||
|| (update_rotation && DCFlagKeyPressed && (!AgentControlStopActive || MovementFlag != 0)))
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, ur = {4}",
|
||||
// m_scene.RegionInfo.RegionName, agent_control_v3, Name, update_movementflag, update_rotation);
|
||||
// if (update_movementflag || !AgentControlStopActive || MovementFlag != 0)
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: In {0} adding velocity of {1} to {2}, umf = {3}, mf = {4}, ur = {5}",
|
||||
// m_scene.RegionInfo.RegionName, agent_control_v3, Name,
|
||||
// update_movementflag, MovementFlag, update_rotation);
|
||||
|
||||
AddNewMovement(agent_control_v3);
|
||||
float speedModifier;
|
||||
|
||||
if (AgentControlStopActive)
|
||||
speedModifier = AgentControlStopSlowWhilstMoving;
|
||||
else
|
||||
speedModifier = 1;
|
||||
|
||||
AddNewMovement(agent_control_v3, speedModifier);
|
||||
// }
|
||||
}
|
||||
// else
|
||||
// {
|
||||
|
@ -1842,7 +1862,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// }
|
||||
|
||||
if (update_movementflag && ParentID == 0)
|
||||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Updating movement animations for {0}", Name);
|
||||
Animator.UpdateMovementAnimations();
|
||||
}
|
||||
|
||||
SendControlsToScripts(flagsForScripts);
|
||||
}
|
||||
|
@ -2170,13 +2193,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
|
||||
|
||||
bool satOnObject = IsSatOnObject;
|
||||
SceneObjectPart part = ParentPart;
|
||||
SitGround = false;
|
||||
if (PhysicsActor == null)
|
||||
AddToPhysicalScene(false);
|
||||
|
||||
if (ParentID != 0)
|
||||
if (satOnObject)
|
||||
{
|
||||
SceneObjectPart part = ParentPart;
|
||||
TaskInventoryDictionary taskIDict = part.TaskInventory;
|
||||
if (taskIDict != null)
|
||||
{
|
||||
|
@ -2192,21 +2214,64 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
ParentPosition = part.GetWorldPosition();
|
||||
Vector3 sitPartWorldPosition = part.GetWorldPosition();
|
||||
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
|
||||
|
||||
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
||||
ParentPosition = Vector3.Zero;
|
||||
|
||||
ParentID = 0;
|
||||
ParentPart = null;
|
||||
|
||||
Quaternion standRotation;
|
||||
|
||||
if (part.SitTargetAvatar == UUID)
|
||||
{
|
||||
standRotation = part.GetWorldRotation();
|
||||
|
||||
if (!part.IsRoot)
|
||||
standRotation = standRotation * part.SitTargetOrientation;
|
||||
// standRotation = part.RotationOffset * part.SitTargetOrientation;
|
||||
// else
|
||||
// standRotation = part.SitTargetOrientation;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
standRotation = Rotation;
|
||||
}
|
||||
|
||||
//Vector3 standPos = ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
||||
//Vector3 standPos = ParentPosition;
|
||||
|
||||
// Vector3 standPositionAdjustment
|
||||
// = part.SitTargetPosition + new Vector3(0.5f, 0f, m_sitAvatarHeight / 2f);
|
||||
Vector3 adjustmentForSitPosition = part.SitTargetPosition * part.GetWorldRotation();
|
||||
|
||||
// XXX: This is based on the physics capsule sizes. Need to find a better way to read this rather than
|
||||
// hardcoding here.
|
||||
Vector3 adjustmentForSitPose = new Vector3(0.74f, 0f, 0f) * standRotation;
|
||||
|
||||
Vector3 standPos = sitPartWorldPosition + adjustmentForSitPosition + adjustmentForSitPose;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Setting stand to pos {0}, (adjustmentForSitPosition {1}, adjustmentForSitPose {2}) rotation {3} for {4} in {5}",
|
||||
// standPos, adjustmentForSitPosition, adjustmentForSitPose, standRotation, Name, Scene.Name);
|
||||
|
||||
Rotation = standRotation;
|
||||
AbsolutePosition = standPos;
|
||||
}
|
||||
|
||||
// We need to wait until we have calculated proper stand positions before sitting up the physical
|
||||
// avatar to avoid race conditions.
|
||||
if (PhysicsActor == null)
|
||||
AddToPhysicalScene(false);
|
||||
|
||||
if (satOnObject)
|
||||
{
|
||||
SendAvatarDataToAllAgents();
|
||||
m_requestedSitTargetID = 0;
|
||||
|
||||
part.RemoveSittingAvatar(UUID);
|
||||
|
||||
if (part != null)
|
||||
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
||||
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
||||
}
|
||||
|
||||
Animator.TrySetMovementAnimation("STAND");
|
||||
|
@ -2264,7 +2329,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_sitAvatarHeight = PhysicsActor.Size.Z;
|
||||
|
||||
bool canSit = false;
|
||||
Vector3 pos = part.AbsolutePosition + offset;
|
||||
|
||||
if (part.IsSitTargetSet && part.SitTargetAvatar == UUID.Zero)
|
||||
{
|
||||
|
@ -2274,10 +2338,23 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
offset = part.SitTargetPosition;
|
||||
sitOrientation = part.SitTargetOrientation;
|
||||
|
||||
if (!part.IsRoot)
|
||||
{
|
||||
// m_log.DebugFormat("Old sit orient {0}", sitOrientation);
|
||||
sitOrientation = part.RotationOffset * sitOrientation;
|
||||
// m_log.DebugFormat("New sit orient {0}", sitOrientation);
|
||||
// m_log.DebugFormat("Old sit offset {0}", offset);
|
||||
offset = offset * part.RotationOffset;
|
||||
// m_log.DebugFormat("New sit offset {0}", offset);
|
||||
}
|
||||
|
||||
canSit = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 pos = part.AbsolutePosition + offset;
|
||||
|
||||
if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
|
@ -2309,8 +2386,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
cameraEyeOffset = part.GetCameraEyeOffset();
|
||||
forceMouselook = part.GetForceMouselook();
|
||||
|
||||
// An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is
|
||||
// being sat upon.
|
||||
offset += part.OffsetPosition;
|
||||
|
||||
ControllingClient.SendSitResponse(
|
||||
part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
|
||||
part.ParentGroup.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
|
||||
|
||||
m_requestedSitTargetUUID = part.UUID;
|
||||
|
||||
|
@ -2583,14 +2664,29 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
//Quaternion result = (sitTargetOrient * vq) * nq;
|
||||
|
||||
m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
|
||||
Rotation = sitTargetOrient;
|
||||
ParentPosition = part.AbsolutePosition;
|
||||
Vector3 newPos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
|
||||
Quaternion newRot;
|
||||
|
||||
if (part.IsRoot)
|
||||
{
|
||||
newRot = sitTargetOrient;
|
||||
}
|
||||
else
|
||||
{
|
||||
newPos = newPos * part.RotationOffset;
|
||||
newRot = part.RotationOffset * sitTargetOrient;
|
||||
}
|
||||
|
||||
newPos += part.OffsetPosition;
|
||||
|
||||
m_pos = newPos;
|
||||
Rotation = newRot;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pos -= part.AbsolutePosition;
|
||||
ParentPosition = part.AbsolutePosition;
|
||||
// An viewer expects to specify sit positions as offsets to the root prim, even if a child prim is
|
||||
// being sat upon.
|
||||
m_pos -= part.GroupPosition;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
|
||||
|
@ -2652,10 +2748,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Rotate the avatar to the given rotation and apply a movement in the given relative vector
|
||||
/// </summary>
|
||||
/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
|
||||
public void AddNewMovement(Vector3 vec)
|
||||
/// <param name="thisAddSpeedModifier">
|
||||
/// Optional additional speed modifier for this particular add. Default is 1</param>
|
||||
public void AddNewMovement(Vector3 vec, float thisAddSpeedModifier = 1)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name);
|
||||
// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1}, thisAddSpeedModifier {2} for {3}",
|
||||
// vec, Rotation, thisAddSpeedModifier, Name);
|
||||
|
||||
Vector3 direc = vec * Rotation;
|
||||
direc.Normalize();
|
||||
|
@ -2673,7 +2772,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if ((vec.Z == 0f) && !Flying)
|
||||
direc.Z = 0f; // Prevent camera WASD up.
|
||||
|
||||
direc *= 0.03f * 128f * SpeedModifier;
|
||||
direc *= 0.03f * 128f * SpeedModifier * thisAddSpeedModifier;
|
||||
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
|
||||
|
||||
|
@ -2822,6 +2921,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
lastTerseUpdateToAllClientsTick = currentTick;
|
||||
lastPositionSentToAllClients = OffsetPosition;
|
||||
|
||||
// Console.WriteLine("Scheduled update for {0} in {1}", Name, Scene.Name);
|
||||
m_scene.ForEachClient(SendTerseUpdateToClient);
|
||||
}
|
||||
TriggerScenePresenceUpdated();
|
||||
|
@ -3616,8 +3716,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
Vector3 force = m_forceToApply.Value;
|
||||
|
||||
Updated = true;
|
||||
|
||||
Velocity = force;
|
||||
|
||||
m_forceToApply = null;
|
||||
|
|
|
@ -105,7 +105,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
m_scene.LoginLock = true;
|
||||
m_scene.EventManager.OnEmptyScriptCompileQueue += OnEmptyScriptCompileQueue;
|
||||
|
||||
m_log.InfoFormat("[RegionReady]: Region {0} - LOGINS DISABLED DURING INITIALIZATION.", m_scene.Name);
|
||||
// Warn level because the region cannot be used while logins are disabled
|
||||
m_log.WarnFormat("[RegionReady]: Region {0} - LOGINS DISABLED DURING INITIALIZATION.", m_scene.Name);
|
||||
|
||||
if (m_uri != string.Empty)
|
||||
{
|
||||
|
@ -218,7 +219,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
|
|||
// m_log.InfoFormat("[RegionReady]: Logins enabled for {0}, Oar {1}",
|
||||
// m_scene.RegionInfo.RegionName, m_oarFileLoading.ToString());
|
||||
|
||||
m_log.InfoFormat(
|
||||
// Warn level because the region cannot be used while logins are disabled
|
||||
m_log.WarnFormat(
|
||||
"[RegionReady]: INITIALIZATION COMPLETE FOR {0} - LOGINS ENABLED", m_scene.Name);
|
||||
}
|
||||
|
||||
|
|
|
@ -213,7 +213,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
|||
// TestHelpers.EnableLogging();
|
||||
|
||||
TestIntArgEvent("touch_end");
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestLandCollisionEvent()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
TestVectorArgEvent("land_collision");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestLandCollisionStartEvent()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
TestVectorArgEvent("land_collision_start");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestLandCollisionEndEvent()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
TestVectorArgEvent("land_collision_end");
|
||||
}
|
||||
|
||||
|
||||
private void TestIntArgEvent(string eventName)
|
||||
{
|
||||
|
@ -223,6 +251,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
|
|||
TestCompile("default { " + eventName + "(integer n, integer o) {{}} }", true);
|
||||
}
|
||||
|
||||
private void TestVectorArgEvent(string eventName)
|
||||
{
|
||||
TestCompile("default { " + eventName + "(vector v) {} }", false);
|
||||
TestCompile("default { " + eventName + "{{}} }", true);
|
||||
TestCompile("default { " + eventName + "(string s) {{}} }", true);
|
||||
TestCompile("default { " + eventName + "(vector v, vector w) {{}} }", true);
|
||||
}
|
||||
|
||||
private void TestCompile(string script, bool expectException)
|
||||
{
|
||||
bool gotException = false;
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1043,7 +1043,7 @@
|
|||
|
||||
|
||||
[UserProfiles]
|
||||
;# {ProfileURL} {} {Set url to UserProfilesService} {}
|
||||
;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
|
||||
;; Set the value of the url to your UserProfilesService
|
||||
;; If un-set / "" the module is disabled
|
||||
;; ProfileServiceURL = http://127.0.0.1:8002
|
||||
|
|
Loading…
Reference in New Issue