[Potentially broken] keyframes changes.. since it's there, use timer for
crossing retries and not still another thread, etc...avinationmerge
parent
ef6e007a4c
commit
72ac0665b2
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@ -53,9 +53,9 @@ namespace OpenSim.Region.Framework.Scenes
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public Vector3 AngularVelocity;
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};
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private Vector3 m_serializedPosition;
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private Vector3 m_basePosition;
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private Quaternion m_baseRotation;
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private Vector3 m_serializedPosition;
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private Keyframe m_currentFrame;
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@ -78,7 +78,13 @@ namespace OpenSim.Region.Framework.Scenes
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// skip timer events.
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//timer.stop doesn't assure there aren't event threads still being fired
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[NonSerialized()]
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private bool m_skipOnTimer;
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private bool m_timerStopped;
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[NonSerialized()]
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private bool m_crossing;
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[NonSerialized()]
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private int m_crossFailcntr;
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// retry position for cross fail
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[NonSerialized()]
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@ -107,6 +113,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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set
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{
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m_crossing = false;
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m_crossFailcntr = 0;
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if (!value)
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{
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// Once we're let go, recompute positions
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@ -117,39 +125,58 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// Save selection position in case we get moved
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if (!m_selected)
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{
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StopTimer();
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m_serializedPosition = m_group.AbsolutePosition;
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}
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}
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m_selected = value;
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}
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}
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private void StartTimer()
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{
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if (m_timer == null)
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return;
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m_timerStopped = false;
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m_timer.Start();
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}
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private void StopTimer()
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{
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if (m_timer == null || m_timerStopped)
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return;
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m_timerStopped = true;
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m_timer.Stop();
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}
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public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
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{
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MemoryStream ms = new MemoryStream(data);
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KeyframeMotion newMotion = null;
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try
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{
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MemoryStream ms = new MemoryStream(data);
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BinaryFormatter fmt = new BinaryFormatter();
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KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
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newMotion = (KeyframeMotion)fmt.Deserialize(ms);
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/*
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* create timer in start()
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* this was creating unneeded timers
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// This will be started when position is updated
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newMotion.m_timer = new Timer();
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newMotion.m_timer.Interval = (int)timerInterval;
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newMotion.m_timer.AutoReset = true;
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newMotion.m_timer.Elapsed += newMotion.OnTimer;
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*/
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newMotion.m_group = grp;
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if (grp != null && grp.IsSelected)
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newMotion.m_selected = true;
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newMotion.m_onTimerLock = new object();
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newMotion.m_skipOnTimer = false;
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newMotion.m_timerStopped = false;
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newMotion.m_inOnTimer = false;
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newMotion.m_crossing = false;
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newMotion.m_crossFailcntr = 0;
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}
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catch
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{
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newMotion = null;
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}
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return newMotion;
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}
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@ -157,9 +184,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// lock (m_onTimerLock)
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{
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m_skipOnTimer = true;
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if (m_timer != null)
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m_timer.Stop();
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m_crossing = false;
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m_crossFailcntr = 0;
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StopTimer();
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m_group = grp;
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Vector3 grppos = grp.AbsolutePosition;
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@ -172,14 +199,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_currentFrame.Position += offset;
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m_nextPosition += offset;
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/*
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for (int i = 0; i < m_frames.Count; i++)
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{
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Keyframe k = m_frames[i];
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k.Position += offset;
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m_frames[i] = k;
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}
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*/
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for (int i = 0; i < m_frames.Count; i++)
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{
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Keyframe k = m_frames[i];
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@ -202,11 +222,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_group = grp;
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m_basePosition = grp.AbsolutePosition;
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m_baseRotation = grp.GroupRotation;
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/*
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m_timer.Interval = (int)timerInterval;
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m_timer.AutoReset = true;
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m_timer.Elapsed += OnTimer;
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*/
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m_crossing = false;
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m_crossFailcntr = 0;
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}
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public void SetKeyframes(Keyframe[] frames)
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@ -216,21 +233,23 @@ namespace OpenSim.Region.Framework.Scenes
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public void Delete()
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{
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m_skipOnTimer = true;
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m_running = false;
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m_crossing = false;
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m_crossFailcntr = 0;
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StopTimer();
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m_frames.Clear();
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m_keyframes = null;
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m_running = false;
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if (m_timer == null)
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return;
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m_timer.Stop();
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m_timer.Elapsed -= OnTimer;
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m_timer = null;
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}
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public void Start()
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{
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m_crossing = false;
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m_crossFailcntr = 0;
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if (m_keyframes.Length > 0)
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{
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if (m_timer == null)
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@ -241,19 +260,16 @@ namespace OpenSim.Region.Framework.Scenes
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m_timer.Elapsed += OnTimer;
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}
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m_skipOnTimer = false;
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m_inOnTimer = false;
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m_timer.Start();
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StartTimer();
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m_running = true;
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}
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else
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{
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m_running = false;
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m_skipOnTimer = true;
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if (m_timer != null)
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{
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m_timer.Stop();
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StopTimer();
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m_timer.Elapsed -= OnTimer;
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m_timer = null;
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}
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@ -262,13 +278,11 @@ namespace OpenSim.Region.Framework.Scenes
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public void Stop()
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{
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m_skipOnTimer = true;
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m_running = false;
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m_crossing = false;
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m_crossFailcntr = 0;
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// Failed object creation
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if (m_timer == null)
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return;
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m_timer.Stop();
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StopTimer();
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m_timer.Elapsed -= OnTimer;
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m_timer = null;
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@ -280,19 +294,17 @@ namespace OpenSim.Region.Framework.Scenes
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m_group.SendGroupRootTerseUpdate();
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m_frames.Clear();
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m_running = false;
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}
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public void Pause()
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{
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m_skipOnTimer = true;
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m_running = false;
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m_crossFailcntr = 0;
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StopTimer();
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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m_group.SendGroupRootTerseUpdate();
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m_timer.Stop();
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m_running = false;
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}
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private void GetNextList()
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@ -325,9 +337,16 @@ namespace OpenSim.Region.Framework.Scenes
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Keyframe k = m_keyframes[i];
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if (k.Position.HasValue)
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k.Position = (k.Position * direction) + pos;
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{
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k.Position = (k.Position * direction);
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// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
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k.Position += pos;
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}
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else
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{
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k.Position = pos;
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// k.Velocity = Vector3.Zero;
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}
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k.StartRotation = rot;
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if (k.Rotation.HasValue)
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@ -341,6 +360,8 @@ namespace OpenSim.Region.Framework.Scenes
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k.Rotation = rot;
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}
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/* ang vel not in use for now
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float angle = 0;
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float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
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@ -370,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
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*/
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k.TimeTotal = k.TimeMS;
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m_frames.Add(k);
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@ -387,20 +409,56 @@ namespace OpenSim.Region.Framework.Scenes
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protected void OnTimer(object sender, ElapsedEventArgs e)
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{
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if (m_inOnTimer)
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if (m_timerStopped) // trap events still in air even after a timer.stop
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return;
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if (m_inOnTimer) // don't let overruns to happen
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{
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m_log.Error("[KeyFrame]: timer overrun");
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m_log.Warn("[KeyFrame]: timer overrun");
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return;
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}
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// lock (m_onTimerLock)
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{
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if (m_skipOnTimer)
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if (m_group == null)
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return;
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// lock (m_onTimerLock)
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{
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m_inOnTimer = true;
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bool update = false;
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try
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{
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if (m_selected)
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{
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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}
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m_inOnTimer = false;
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return;
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}
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if (m_crossing)
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{
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// if crossing and timer running then cross failed
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// wait some time then
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// retry to set the position that evtually caused the outbound
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// if still outside region this will call startCrossing below
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m_crossing = false;
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m_group.AbsolutePosition = m_nextPosition;
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if (!m_crossing)
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{
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StopTimer();
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m_timer.Interval = timerInterval;
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StartTimer();
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}
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m_inOnTimer = false;
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return;
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}
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if (m_frames.Count == 0)
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{
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GetNextList();
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@ -413,41 +471,41 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_currentFrame = m_frames[0];
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m_currentFrame.TimeMS += (int)timerInterval;
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//force a update on a keyframe transition
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update = true;
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}
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if (m_selected)
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{
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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}
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m_inOnTimer = false;
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return;
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}
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m_currentFrame.TimeMS -= (int)timerInterval;
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// Do the frame processing
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double steps = (double)m_currentFrame.TimeMS / timerInterval;
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float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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if (steps <= 1.0)
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if (steps <= 0.0)
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{
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m_currentFrame.TimeMS = 0;
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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// m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
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m_nextPosition = (Vector3)m_currentFrame.Position;
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m_group.AbsolutePosition = m_nextPosition;
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m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
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m_frames.RemoveAt(0);
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if (m_frames.Count > 0)
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m_currentFrame = m_frames[0];
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update = true;
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}
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else
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{
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float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
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Vector3 motionThisFrame = v / (float)steps;
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v = v * 1000 / m_currentFrame.TimeMS;
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bool update = false;
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if (Vector3.Mag(motionThisFrame) >= 0.05f)
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{
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// m_group.AbsolutePosition += motionThisFrame;
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@ -463,8 +521,8 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion current = m_group.GroupRotation;
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Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
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float angle = 0;
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/* use simpler change detection
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* float angle = 0;
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float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
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float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
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@ -493,6 +551,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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if (angle > 0.01f)
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*/
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if(Math.Abs(step.X -current.X) > 0.001f
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|| Math.Abs(step.Y -current.Y) > 0.001f
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|| Math.Abs(step.Z -current.Z) > 0.001f)
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// assuming w is a dependente var
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{
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m_group.UpdateGroupRotationR(step);
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//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
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@ -500,25 +564,22 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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if (update)
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m_group.SendGroupRootTerseUpdate();
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}
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m_currentFrame.TimeMS -= (int)timerInterval;
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if (m_currentFrame.TimeMS <= 0)
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catch ( Exception ex)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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m_group.SendGroupRootTerseUpdate();
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// still happening sometimes
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// lets try to see what
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m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
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}
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m_frames.RemoveAt(0);
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if (m_frames.Count > 0)
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m_currentFrame = m_frames[0];
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}
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}
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finally
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{
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// make sure we do not let this frozen
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m_inOnTimer = false;
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}
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}
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@ -528,10 +589,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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MemoryStream ms = new MemoryStream();
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if (StopMoveTimer && m_timer != null)
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{
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m_skipOnTimer = true;
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m_timer.Stop();
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}
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StopTimer();
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// lock (m_onTimerLock)
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{
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@ -548,10 +606,9 @@ namespace OpenSim.Region.Framework.Scenes
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public void StartCrossingCheck()
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{
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m_skipOnTimer = true;
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if (m_timer != null)
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m_timer.Stop();
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StopTimer();
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m_crossing = true;
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// to remove / retune to smoth crossings
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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@ -561,24 +618,17 @@ namespace OpenSim.Region.Framework.Scenes
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public void CrossingFailure()
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{
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// The serialization has stopped the timer, so let's wait a moment
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// then retry the crossing. We'll get back here if it fails.
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// if it is a open border there is no serialization
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// so make sure timer is actually stopped
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if (m_group != null)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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Util.FireAndForget(delegate (object x)
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if (m_running && m_timer != null)
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{
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Thread.Sleep(60000);
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if (m_running)
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{
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m_skipOnTimer = false;
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m_timer.Start();
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m_group.AbsolutePosition = m_nextPosition;
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m_timer.Interval = 60000;
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StartTimer();
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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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