fix VS creative indentation
parent
a0f26dc6ec
commit
4997a9e87a
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@ -1113,9 +1113,9 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
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//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
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// m_log.InfoFormat(
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// m_log.InfoFormat(
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// "[SCENE]: Upgrading child to root agent for {0} in {1}",
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// "[SCENE]: Upgrading child to root agent for {0} in {1}",
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// Name, m_scene.RegionInfo.RegionName);
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// Name, m_scene.RegionInfo.RegionName);
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if (ParentUUID != UUID.Zero)
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if (ParentUUID != UUID.Zero)
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{
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{
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@ -1148,7 +1148,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
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// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
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// set and prevent the close of the connection on a subsequent re-teleport.
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// set and prevent the close of the connection on a subsequent re-teleport.
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// Should not be needed if we are not trying to tell this region to close
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// Should not be needed if we are not trying to tell this region to close
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// DoNotCloseAfterTeleport = false;
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// DoNotCloseAfterTeleport = false;
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IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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if (gm != null)
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if (gm != null)
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@ -1158,7 +1158,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
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m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
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/* this is now done by groups module on TriggerOnMakeRootAgent(this) below
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/* this should be done by groups module on TriggerOnMakeRootAgent(this) below
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at least XmlIRpcGroups
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at least XmlIRpcGroups
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UUID groupUUID = UUID.Zero;
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UUID groupUUID = UUID.Zero;
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string GroupName = string.Empty;
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string GroupName = string.Empty;
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@ -1191,149 +1191,149 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// ------------------------------------
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// ------------------------------------
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*/
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*/
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if (ParentID == 0)
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if (ParentID == 0)
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{
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// Moved this from SendInitialData to ensure that Appearance is initialized
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// before the inventory is processed in MakeRootAgent. This fixes a race condition
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// related to the handling of attachments
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if (m_scene.TestBorderCross(pos, Cardinals.E))
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{
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Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
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pos.X = crossedBorder.BorderLine.Z - 1;
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}
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if (m_scene.TestBorderCross(pos, Cardinals.N))
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{
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Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
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pos.Y = crossedBorder.BorderLine.Z - 1;
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}
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CheckAndAdjustLandingPoint(ref pos);
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if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
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{
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m_log.WarnFormat(
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"[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
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pos, Name, UUID);
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if (pos.X < 0f) pos.X = 0f;
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if (pos.Y < 0f) pos.Y = 0f;
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if (pos.Z < 0f) pos.Z = 0f;
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}
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float localAVHeight = 1.56f;
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if (Appearance.AvatarHeight > 0)
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localAVHeight = Appearance.AvatarHeight;
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float posZLimit = 0;
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if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
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posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
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float newPosZ = posZLimit + localAVHeight / 2;
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if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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pos.Z = newPosZ;
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}
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AbsolutePosition = pos;
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if (m_teleportFlags == TeleportFlags.Default)
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{
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Vector3 vel = Velocity;
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AddToPhysicalScene(isFlying);
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if (PhysicsActor != null)
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PhysicsActor.SetMomentum(vel);
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}
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else
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AddToPhysicalScene(isFlying);
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// XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
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// location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
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// since it requires a physics actor to be present. If it is left any later, then physics appears to reset
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// the value to a negative position which does not trigger the border cross.
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// This may not be the best location for this.
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CheckForBorderCrossing();
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if (ForceFly)
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{
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Flying = true;
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}
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else if (FlyDisabled)
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{
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Flying = false;
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}
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}
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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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// elsewhere anyway
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// Animator.SendAnimPack();
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m_scene.SwapRootAgentCount(false);
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// The initial login scene presence is already root when it gets here
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// and it has already rezzed the attachments and started their scripts.
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// We do the following only for non-login agents, because their scripts
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// haven't started yet.
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/* moved down
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if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
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{
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// Viewers which have a current outfit folder will actually rez their own attachments. However,
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// viewers without (e.g. v1 viewers) will not, so we still need to make this call.
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if (Scene.AttachmentsModule != null)
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Util.FireAndForget(
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o =>
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{
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{
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// Moved this from SendInitialData to ensure that Appearance is initialized
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// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
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// before the inventory is processed in MakeRootAgent. This fixes a race condition
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// System.Threading.Thread.Sleep(7000);
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// related to the handling of attachments
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if (m_scene.TestBorderCross(pos, Cardinals.E))
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Scene.AttachmentsModule.RezAttachments(this);
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{
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});
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Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
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}
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pos.X = crossedBorder.BorderLine.Z - 1;
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else
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}
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if (m_scene.TestBorderCross(pos, Cardinals.N))
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{
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{
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// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
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Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
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// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
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pos.Y = crossedBorder.BorderLine.Z - 1;
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// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
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}
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// not transporting the required data.
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//
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// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
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// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
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// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
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// not transporting the required data.
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//
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// We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
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// the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
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// which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
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//
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// FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
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// But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
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// is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
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// script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
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//
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// One cannot simply iterate over attachments in a fire and forget thread because this would no longer
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// be locked, allowing race conditions if other code changes the attachments list.
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CheckAndAdjustLandingPoint(ref pos);
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List<SceneObjectGroup> attachments = GetAttachments();
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if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
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if (attachments.Count > 0)
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{
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{
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m_log.WarnFormat(
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m_log.DebugFormat(
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"[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
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"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
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pos, Name, UUID);
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if (pos.X < 0f) pos.X = 0f;
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// Resume scripts this possible should also be moved down after sending the avatar to viewer ?
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if (pos.Y < 0f) pos.Y = 0f;
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foreach (SceneObjectGroup sog in attachments)
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if (pos.Z < 0f) pos.Z = 0f;
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{
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}
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// sending attachments before the avatar ?
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// moved to completemovement where it already was
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float localAVHeight = 1.56f;
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// sog.ScheduleGroupForFullUpdate();
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if (Appearance.AvatarHeight > 0)
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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localAVHeight = Appearance.AvatarHeight;
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sog.ResumeScripts();
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}
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float posZLimit = 0;
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}
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}
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if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
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*/
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posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
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float newPosZ = posZLimit + localAVHeight / 2;
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if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
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{
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pos.Z = newPosZ;
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}
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AbsolutePosition = pos;
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if (m_teleportFlags == TeleportFlags.Default)
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{
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Vector3 vel = Velocity;
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AddToPhysicalScene(isFlying);
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if (PhysicsActor != null)
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PhysicsActor.SetMomentum(vel);
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}
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else
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AddToPhysicalScene(isFlying);
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// XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
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// location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
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// since it requires a physics actor to be present. If it is left any later, then physics appears to reset
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// the value to a negative position which does not trigger the border cross.
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// This may not be the best location for this.
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CheckForBorderCrossing();
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if (ForceFly)
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{
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Flying = true;
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}
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else if (FlyDisabled)
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{
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Flying = false;
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}
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}
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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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// elsewhere anyway
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// Animator.SendAnimPack();
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m_scene.SwapRootAgentCount(false);
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// The initial login scene presence is already root when it gets here
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// and it has already rezzed the attachments and started their scripts.
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// We do the following only for non-login agents, because their scripts
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// haven't started yet.
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/* moved down
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if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0)
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{
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// Viewers which have a current outfit folder will actually rez their own attachments. However,
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// viewers without (e.g. v1 viewers) will not, so we still need to make this call.
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if (Scene.AttachmentsModule != null)
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Util.FireAndForget(
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o =>
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{
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// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None)
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// System.Threading.Thread.Sleep(7000);
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Scene.AttachmentsModule.RezAttachments(this);
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});
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}
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else
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{
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// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
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// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
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// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
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// not transporting the required data.
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//
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// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
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// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
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// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
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// not transporting the required data.
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//
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// We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
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// the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
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// which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
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//
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// FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
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// But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
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// is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
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// script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
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//
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// One cannot simply iterate over attachments in a fire and forget thread because this would no longer
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// be locked, allowing race conditions if other code changes the attachments list.
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List<SceneObjectGroup> attachments = GetAttachments();
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if (attachments.Count > 0)
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
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// Resume scripts this possible should also be moved down after sending the avatar to viewer ?
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foreach (SceneObjectGroup sog in attachments)
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{
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// sending attachments before the avatar ?
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// moved to completemovement where it already was
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// sog.ScheduleGroupForFullUpdate();
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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sog.ResumeScripts();
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}
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}
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}
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*/
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/*
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/*
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllAgents();
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Reference in New Issue