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.

0.6.3-post-fixes
diva 2009-02-15 05:00:58 +00:00
parent 7731c055e4
commit 3d5a9e6748
9 changed files with 47 additions and 37 deletions

View File

@ -2090,8 +2090,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client)
{
AvatarAppearance appearance = null;
GetAvatarAppearance(client, out appearance);
AvatarAppearance appearance = new AvatarAppearance();
//GetAvatarAppearance(client, out appearance);
ScenePresence avatar = m_sceneGraph.CreateAndAddChildScenePresence(client, appearance);
//avatar.KnownRegions = GetChildrenSeeds(avatar.UUID);
@ -2339,7 +2339,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// Don't disable this log message - it's too helpful
m_log.DebugFormat(
m_log.InfoFormat(
"[CONNECTION BEGIN]: Region {0} told of incoming client {1} {2} {3} (circuit code {4})",
RegionInfo.RegionName, agent.firstname, agent.lastname, agent.AgentID, agent.circuitcode);
@ -3295,7 +3295,7 @@ namespace OpenSim.Region.Framework.Scenes
}
catch (Exception e)
{
m_log.Info("[BUG]: " + e.ToString());
m_log.Info("[BUG] in " + RegionInfo.RegionName + ": " + e.ToString());
}
}
}

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@ -646,7 +646,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
m_numRootAgents++;
presence.AddToPhysicalScene();
presence.AddToPhysicalScene(false);
}
Entities[presence.UUID] = presence;

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@ -611,7 +611,7 @@ namespace OpenSim.Region.Framework.Scenes
m_controllingClient.OnRequestWearables += SendWearables;
m_controllingClient.OnSetAppearance += SetAppearance;
m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
//m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
m_controllingClient.OnAgentSit += HandleAgentSit;
@ -829,7 +829,6 @@ namespace OpenSim.Region.Framework.Scenes
pos = emergencyPos;
}
m_isChildAgent = false;
float localAVHeight = 1.56f;
if (m_avHeight != 127.0f)
@ -845,8 +844,8 @@ namespace OpenSim.Region.Framework.Scenes
}
AbsolutePosition = pos;
AddToPhysicalScene();
m_physicsActor.Flying = isFlying;
AddToPhysicalScene(isFlying);
SetHeight(m_appearance.AvatarHeight);
// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
// avatar to return to the standing position in mid-air. On login it looks like this is being sent
@ -861,13 +860,16 @@ namespace OpenSim.Region.Framework.Scenes
else
m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
//m_scene.CapsModule.AddCapsHandler(m_uuid);
// On the next prim update, all objects will be sent
//
m_pendingObjects = null;
m_isChildAgent = false;
SendInitialData();
m_scene.EventManager.TriggerOnMakeRootAgent(this);
}
/// <summary>
@ -916,10 +918,14 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="pos"></param>
public void Teleport(Vector3 pos)
{
bool isFlying = false;
if (m_physicsActor != null)
isFlying = m_physicsActor.Flying;
RemoveFromPhysicalScene();
Velocity = new Vector3(0, 0, 0);
AbsolutePosition = pos;
AddToPhysicalScene();
AddToPhysicalScene(isFlying);
SendTerseUpdateToAllClients();
}
@ -1021,8 +1027,8 @@ namespace OpenSim.Region.Framework.Scenes
if (m_isChildAgent)
{
m_isChildAgent = false;
MakeRootAgent(AbsolutePosition, false);
bool m_flying = ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
MakeRootAgent(AbsolutePosition, m_flying);
if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
{
@ -1068,7 +1074,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999903");
}
AddToPhysicalScene();
AddToPhysicalScene(false);
}
else
{
@ -1464,7 +1470,7 @@ namespace OpenSim.Region.Framework.Scenes
if (m_physicsActor == null)
{
AddToPhysicalScene();
AddToPhysicalScene(m_physicsActor.Flying);
}
m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
@ -2231,7 +2237,7 @@ namespace OpenSim.Region.Framework.Scenes
// just to add it back again, but it saves us from having to update
// 3 variables 10 times a second.
m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
AddToPhysicalScene();
AddToPhysicalScene(m_physicsActor.Flying);
}
m_appearance.SetAppearance(texture, visualParam);
SetHeight(m_appearance.AvatarHeight);
@ -2420,12 +2426,18 @@ namespace OpenSim.Region.Framework.Scenes
protected void CrossToNewRegion()
{
m_inTransit = true;
if ((m_physicsActor != null) && m_physicsActor.Flying)
m_AgentControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
else if ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
m_AgentControlFlags &= ~(uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
}
public void RestoreInCurrentScene()
{
AddToPhysicalScene();
AddToPhysicalScene(false); // not exactly false
}
/// <summary>
@ -2583,10 +2595,6 @@ namespace OpenSim.Region.Framework.Scenes
cAgent.HeadRotation = m_headrotation;
cAgent.BodyRotation = m_bodyRot;
cAgent.ControlFlags = m_AgentControlFlags;
if ((m_physicsActor != null) && (m_physicsActor.Flying))
{
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
}
if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
cAgent.GodLevel = (byte)m_godlevel;
@ -2625,10 +2633,7 @@ namespace OpenSim.Region.Framework.Scenes
m_headrotation = cAgent.HeadRotation;
m_bodyRot = cAgent.BodyRotation;
m_AgentControlFlags = cAgent.ControlFlags; // We need more flags!
if (m_physicsActor != null)
{
m_physicsActor.Flying = ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
}
if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
m_godlevel = cAgent.GodLevel;
m_setAlwaysRun = cAgent.AlwaysRun;
@ -2755,7 +2760,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Adds a physical representation of the avatar to the Physics plugin
/// </summary>
public void AddToPhysicalScene()
public void AddToPhysicalScene(bool isFlying)
{
PhysicsScene scene = m_scene.PhysicsScene;
@ -2765,11 +2770,11 @@ namespace OpenSim.Region.Framework.Scenes
if (m_avHeight == 127.0f)
{
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, 1.56f));
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, 1.56f), isFlying);
}
else
{
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, m_avHeight));
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, m_avHeight), isFlying);
}
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;

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@ -83,10 +83,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
{
BasicActor act = new BasicActor();
act.Position = position;
act.Flying = isFlying;
_actors.Add(act);
return act;
}

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@ -573,13 +573,14 @@ namespace OpenSim.Region.Physics.BulletXPlugin
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
{
PhysicsVector pos = new PhysicsVector();
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z + 20;
BulletXCharacter newAv = null;
newAv.Flying = isFlying;
lock (BulletXLock)
{
newAv = new BulletXCharacter(avName, this, pos);

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@ -62,7 +62,7 @@ namespace OpenSim.Region.Physics.Manager
public abstract void Initialise(IMesher meshmerizer, IConfigSource config);
public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size);
public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying);
public abstract void RemoveAvatar(PhysicsActor actor);
@ -162,7 +162,7 @@ namespace OpenSim.Region.Physics.Manager
// Does nothing right now
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
{
m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
return PhysicsActor.Null;

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@ -1313,13 +1313,14 @@ namespace OpenSim.Region.Physics.OdePlugin
#region Add/Remove Entities
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
{
PhysicsVector pos = new PhysicsVector();
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
newAv.Flying = isFlying;
_characters.Add(newAv);
return newAv;
}

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@ -56,10 +56,11 @@ namespace OpenSim.Region.Physics.POSPlugin
{
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
{
POSCharacter act = new POSCharacter();
act.Position = position;
act.Flying = isFlying;
_characters.Add(act);
return act;
}

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@ -102,13 +102,14 @@ namespace OpenSim.Region.Physics.PhysXPlugin
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
{
Vec3 pos = new Vec3();
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
act.Flying = isFlying;
act.Position = position;
_characters.Add(act);
return act;