avoid null ref
parent
c0597e278b
commit
7098091616
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@ -6548,7 +6548,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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LandData landData = lo.LandData;
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IPrimCounts pc = lo.PrimCounts;
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StringBuilder sb = eq.StartEvent("ParcelProperties");
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int cap = 4 * landData.Bitmap.Length / 3 + 2048;
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StringBuilder sb = eq.StartEvent("ParcelProperties", cap);
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LLSDxmlEncode.AddArrayAndMap("ParcelData", sb);
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@ -6586,90 +6586,97 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return 0;
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}
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if (agent.IsChildAgent)
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if (agent.IsChildAgent || agent.IsDeleted)
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return 0; // Fail if they are not in the same region
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// note: in OpenSim, sitting seems to cancel AGENT_ALWAYS_RUN, unlike SL
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if (agent.SetAlwaysRun)
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try
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{
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flags |= ScriptBaseClass.AGENT_ALWAYS_RUN;
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}
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// note: in OpenSim, sitting seems to cancel AGENT_ALWAYS_RUN, unlike SL
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if (agent.SetAlwaysRun)
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{
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flags |= ScriptBaseClass.AGENT_ALWAYS_RUN;
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}
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if (agent.HasAttachments())
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{
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flags |= ScriptBaseClass.AGENT_ATTACHMENTS;
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if (agent.HasScriptedAttachments())
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flags |= ScriptBaseClass.AGENT_SCRIPTED;
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}
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if (agent.HasAttachments())
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{
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flags |= ScriptBaseClass.AGENT_ATTACHMENTS;
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if (agent.HasScriptedAttachments())
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flags |= ScriptBaseClass.AGENT_SCRIPTED;
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}
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if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
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{
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flags |= ScriptBaseClass.AGENT_FLYING;
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flags |= ScriptBaseClass.AGENT_IN_AIR; // flying always implies in-air, even if colliding with e.g. a wall
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}
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if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
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{
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flags |= ScriptBaseClass.AGENT_FLYING;
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flags |= ScriptBaseClass.AGENT_IN_AIR; // flying always implies in-air, even if colliding with e.g. a wall
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}
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if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AWAY) != 0)
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{
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flags |= ScriptBaseClass.AGENT_AWAY;
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}
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if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AWAY) != 0)
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{
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flags |= ScriptBaseClass.AGENT_AWAY;
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}
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UUID busy = new UUID("efcf670c-2d18-8128-973a-034ebc806b67");
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UUID[] anims = agent.Animator.GetAnimationArray();
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if (Array.Exists<UUID>(anims, a => { return a == busy; }))
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{
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flags |= ScriptBaseClass.AGENT_BUSY;
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}
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UUID busy = new UUID("efcf670c-2d18-8128-973a-034ebc806b67");
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UUID[] anims = agent.Animator.GetAnimationArray();
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if (Array.Exists<UUID>(anims, a => { return a == busy; }))
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{
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flags |= ScriptBaseClass.AGENT_BUSY;
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}
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// seems to get unset, even if in mouselook, when avatar is sitting on a prim???
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if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
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{
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flags |= ScriptBaseClass.AGENT_MOUSELOOK;
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}
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// seems to get unset, even if in mouselook, when avatar is sitting on a prim???
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if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0)
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{
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flags |= ScriptBaseClass.AGENT_MOUSELOOK;
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}
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if ((agent.State & (byte)AgentState.Typing) != (byte)0)
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{
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flags |= ScriptBaseClass.AGENT_TYPING;
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}
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if ((agent.State & (byte)AgentState.Typing) != (byte)0)
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{
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flags |= ScriptBaseClass.AGENT_TYPING;
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}
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string agentMovementAnimation = agent.Animator.CurrentMovementAnimation;
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string agentMovementAnimation = agent.Animator.CurrentMovementAnimation;
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if (agentMovementAnimation == "CROUCH")
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{
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flags |= ScriptBaseClass.AGENT_CROUCHING;
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}
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if (agentMovementAnimation == "CROUCH")
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{
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flags |= ScriptBaseClass.AGENT_CROUCHING;
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}
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if (agentMovementAnimation == "WALK" || agentMovementAnimation == "CROUCHWALK")
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{
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flags |= ScriptBaseClass.AGENT_WALKING;
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}
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if (agentMovementAnimation == "WALK" || agentMovementAnimation == "CROUCHWALK")
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{
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flags |= ScriptBaseClass.AGENT_WALKING;
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}
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// not colliding implies in air. Note: flying also implies in-air, even if colliding (see above)
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// not colliding implies in air. Note: flying also implies in-air, even if colliding (see above)
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// note: AGENT_IN_AIR and AGENT_WALKING seem to be mutually exclusive states in SL.
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// note: AGENT_IN_AIR and AGENT_WALKING seem to be mutually exclusive states in SL.
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// note: this may need some tweaking when walking downhill. you "fall down" for a brief instant
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// and don't collide when walking downhill, which instantly registers as in-air, briefly. should
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// there be some minimum non-collision threshold time before claiming the avatar is in-air?
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if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 && !agent.IsColliding )
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{
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flags |= ScriptBaseClass.AGENT_IN_AIR;
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}
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// note: this may need some tweaking when walking downhill. you "fall down" for a brief instant
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// and don't collide when walking downhill, which instantly registers as in-air, briefly. should
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// there be some minimum non-collision threshold time before claiming the avatar is in-air?
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if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 && !agent.IsColliding )
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{
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flags |= ScriptBaseClass.AGENT_IN_AIR;
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}
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if (agent.ParentPart != null)
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{
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flags |= ScriptBaseClass.AGENT_ON_OBJECT;
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flags |= ScriptBaseClass.AGENT_SITTING;
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if (agent.ParentPart != null)
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{
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flags |= ScriptBaseClass.AGENT_ON_OBJECT;
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flags |= ScriptBaseClass.AGENT_SITTING;
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}
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if (agent.Animator.Animations.ImplicitDefaultAnimation.AnimID
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== DefaultAvatarAnimations.AnimsUUIDbyName["SIT_GROUND_CONSTRAINED"])
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{
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flags |= ScriptBaseClass.AGENT_SITTING;
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}
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if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
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{
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flags |= ScriptBaseClass.AGENT_MALE;
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}
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}
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if (agent.Animator.Animations.ImplicitDefaultAnimation.AnimID
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== DefaultAvatarAnimations.AnimsUUIDbyName["SIT_GROUND_CONSTRAINED"])
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catch
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{
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flags |= ScriptBaseClass.AGENT_SITTING;
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}
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if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
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{
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flags |= ScriptBaseClass.AGENT_MALE;
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return 0;
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}
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return flags;
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