This started as way to correct Mantis #3158, which I believe should be fixed now. The flying status was temporarily being ignored, which caused the avie to drop sometimes -- there was a race condition. In the process it also fixes that annoying bug in basic physics where the avie would drop half-way to the ground upon region crossings (SetAppearance was missing). Additionally, a lot of child-agent-related code has been cleaned up; namely child agents are now consistently not added to physical scenes, and they also don't have appearances. All of that happens in MakeRoot, consistently.
parent
7731c055e4
commit
3d5a9e6748
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@ -2090,8 +2090,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client)
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{
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AvatarAppearance appearance = null;
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GetAvatarAppearance(client, out appearance);
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AvatarAppearance appearance = new AvatarAppearance();
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//GetAvatarAppearance(client, out appearance);
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ScenePresence avatar = m_sceneGraph.CreateAndAddChildScenePresence(client, appearance);
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//avatar.KnownRegions = GetChildrenSeeds(avatar.UUID);
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@ -2339,7 +2339,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// Don't disable this log message - it's too helpful
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m_log.DebugFormat(
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m_log.InfoFormat(
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"[CONNECTION BEGIN]: Region {0} told of incoming client {1} {2} {3} (circuit code {4})",
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RegionInfo.RegionName, agent.firstname, agent.lastname, agent.AgentID, agent.circuitcode);
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@ -3295,7 +3295,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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catch (Exception e)
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{
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m_log.Info("[BUG]: " + e.ToString());
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m_log.Info("[BUG] in " + RegionInfo.RegionName + ": " + e.ToString());
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}
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}
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}
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@ -646,7 +646,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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{
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m_numRootAgents++;
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presence.AddToPhysicalScene();
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presence.AddToPhysicalScene(false);
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}
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Entities[presence.UUID] = presence;
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@ -611,7 +611,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_controllingClient.OnRequestWearables += SendWearables;
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m_controllingClient.OnSetAppearance += SetAppearance;
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m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
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m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
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//m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
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m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
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m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
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m_controllingClient.OnAgentSit += HandleAgentSit;
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@ -829,7 +829,6 @@ namespace OpenSim.Region.Framework.Scenes
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pos = emergencyPos;
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}
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m_isChildAgent = false;
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float localAVHeight = 1.56f;
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if (m_avHeight != 127.0f)
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@ -845,8 +844,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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AbsolutePosition = pos;
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AddToPhysicalScene();
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m_physicsActor.Flying = isFlying;
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AddToPhysicalScene(isFlying);
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SetHeight(m_appearance.AvatarHeight);
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// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
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// avatar to return to the standing position in mid-air. On login it looks like this is being sent
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@ -861,13 +860,16 @@ namespace OpenSim.Region.Framework.Scenes
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else
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m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
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//m_scene.CapsModule.AddCapsHandler(m_uuid);
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// On the next prim update, all objects will be sent
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//
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m_pendingObjects = null;
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m_isChildAgent = false;
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SendInitialData();
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m_scene.EventManager.TriggerOnMakeRootAgent(this);
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}
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/// <summary>
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@ -916,10 +918,14 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="pos"></param>
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public void Teleport(Vector3 pos)
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{
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bool isFlying = false;
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if (m_physicsActor != null)
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isFlying = m_physicsActor.Flying;
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RemoveFromPhysicalScene();
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Velocity = new Vector3(0, 0, 0);
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AbsolutePosition = pos;
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AddToPhysicalScene();
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AddToPhysicalScene(isFlying);
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SendTerseUpdateToAllClients();
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}
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@ -1021,8 +1027,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_isChildAgent)
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{
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m_isChildAgent = false;
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MakeRootAgent(AbsolutePosition, false);
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bool m_flying = ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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MakeRootAgent(AbsolutePosition, m_flying);
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if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
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{
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@ -1068,7 +1074,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999903");
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}
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AddToPhysicalScene();
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AddToPhysicalScene(false);
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}
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else
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{
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@ -1464,7 +1470,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_physicsActor == null)
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{
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AddToPhysicalScene();
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AddToPhysicalScene(m_physicsActor.Flying);
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}
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m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
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@ -2231,7 +2237,7 @@ namespace OpenSim.Region.Framework.Scenes
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// just to add it back again, but it saves us from having to update
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// 3 variables 10 times a second.
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m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
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AddToPhysicalScene();
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AddToPhysicalScene(m_physicsActor.Flying);
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}
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m_appearance.SetAppearance(texture, visualParam);
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SetHeight(m_appearance.AvatarHeight);
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@ -2420,12 +2426,18 @@ namespace OpenSim.Region.Framework.Scenes
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protected void CrossToNewRegion()
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{
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m_inTransit = true;
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if ((m_physicsActor != null) && m_physicsActor.Flying)
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m_AgentControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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else if ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
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m_AgentControlFlags &= ~(uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
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}
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public void RestoreInCurrentScene()
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{
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AddToPhysicalScene();
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AddToPhysicalScene(false); // not exactly false
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}
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/// <summary>
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@ -2583,10 +2595,6 @@ namespace OpenSim.Region.Framework.Scenes
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cAgent.HeadRotation = m_headrotation;
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cAgent.BodyRotation = m_bodyRot;
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cAgent.ControlFlags = m_AgentControlFlags;
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if ((m_physicsActor != null) && (m_physicsActor.Flying))
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{
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cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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}
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if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
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cAgent.GodLevel = (byte)m_godlevel;
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@ -2625,10 +2633,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_headrotation = cAgent.HeadRotation;
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m_bodyRot = cAgent.BodyRotation;
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m_AgentControlFlags = cAgent.ControlFlags; // We need more flags!
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if (m_physicsActor != null)
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{
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m_physicsActor.Flying = ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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}
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if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
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m_godlevel = cAgent.GodLevel;
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m_setAlwaysRun = cAgent.AlwaysRun;
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@ -2755,7 +2760,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Adds a physical representation of the avatar to the Physics plugin
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/// </summary>
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public void AddToPhysicalScene()
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public void AddToPhysicalScene(bool isFlying)
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{
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PhysicsScene scene = m_scene.PhysicsScene;
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@ -2765,13 +2770,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_avHeight == 127.0f)
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{
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m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, 1.56f));
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m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, 1.56f), isFlying);
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}
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else
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{
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m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, m_avHeight));
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m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, m_avHeight), isFlying);
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}
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//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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m_physicsActor.SubscribeEvents(1000);
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@ -83,10 +83,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
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{
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BasicActor act = new BasicActor();
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act.Position = position;
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act.Flying = isFlying;
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_actors.Add(act);
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return act;
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}
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@ -573,13 +573,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
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{
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z + 20;
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BulletXCharacter newAv = null;
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newAv.Flying = isFlying;
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lock (BulletXLock)
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{
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newAv = new BulletXCharacter(avName, this, pos);
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@ -62,7 +62,7 @@ namespace OpenSim.Region.Physics.Manager
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public abstract void Initialise(IMesher meshmerizer, IConfigSource config);
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public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size);
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public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying);
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public abstract void RemoveAvatar(PhysicsActor actor);
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@ -162,7 +162,7 @@ namespace OpenSim.Region.Physics.Manager
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// Does nothing right now
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
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{
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m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
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return PhysicsActor.Null;
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@ -1313,13 +1313,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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#region Add/Remove Entities
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
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{
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
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newAv.Flying = isFlying;
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_characters.Add(newAv);
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return newAv;
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}
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@ -56,10 +56,11 @@ namespace OpenSim.Region.Physics.POSPlugin
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{
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
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{
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POSCharacter act = new POSCharacter();
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act.Position = position;
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act.Flying = isFlying;
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_characters.Add(act);
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return act;
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}
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@ -102,13 +102,14 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
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{
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Vec3 pos = new Vec3();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
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act.Flying = isFlying;
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act.Position = position;
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_characters.Add(act);
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return act;
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