Yengine: let llminEventDelay do something: it just ignores a more limited set of events than Xengine (neither do as SL)
parent
ac651a168a
commit
72c472f988
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@ -88,10 +88,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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path_update = 40,
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// XMRE specific
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region_cross = 63,
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// marks highest numbered event, ie, number of columns in seht.
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Size = 64
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Size = 41
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}
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}
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@ -930,12 +930,15 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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public void SetMinEventDelay(UUID itemID, double delay)
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{
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XMRInstance instance = GetInstance(itemID);
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if (instance != null)
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instance.MinEventDelay = delay;
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}
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public int GetStartParameter(UUID itemID)
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{
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XMRInstance instance = GetInstance(itemID);
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if(instance == null)
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if (instance == null)
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return 0;
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return instance.StartParam;
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}
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@ -422,9 +422,9 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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object[] saveEHArgs = this.ehArgs;
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ScriptEventCode saveEventCode = this.eventCode;
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this.m_DetectParams = evt.DetectParams;
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this.ehArgs = evt.Params;
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this.eventCode = evc;
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m_DetectParams = evt.DetectParams;
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ehArgs = evt.Params;
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eventCode = evc;
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try
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{
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@ -432,9 +432,9 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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}
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finally
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{
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this.m_DetectParams = saveDetParams;
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this.ehArgs = saveEHArgs;
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this.eventCode = saveEventCode;
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m_DetectParams = saveDetParams;
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ehArgs = saveEHArgs;
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eventCode = saveEventCode;
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}
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// Keep waiting until we find a returnable event or timeout.
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@ -215,5 +215,9 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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// It's born ready, but will be reset when the detach is posted.
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// It will then be set again on suspend/completion
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private ManualResetEvent m_DetachReady = new ManualResetEvent(true);
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// llmineventdelay support
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double m_minEventDelay = 0.0;
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double m_nextEventTime = 0.0;
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}
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}
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@ -298,6 +298,24 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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}
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}
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public double MinEventDelay
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{
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get
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{
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return m_minEventDelay;
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}
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set
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{
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if (value > 0.001)
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m_minEventDelay = value;
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else
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m_minEventDelay = 0.0;
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m_nextEventTime = 0.0; // reset it
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}
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}
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public SceneObjectPart SceneObject
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{
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get
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@ -63,8 +63,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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*/
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public void PostEvent(EventParams evt)
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{
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ScriptEventCode evc = (ScriptEventCode)Enum.Parse(typeof(ScriptEventCode),
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evt.EventName);
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ScriptEventCode evc = (ScriptEventCode)Enum.Parse(typeof(ScriptEventCode), evt.EventName);
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// Put event on end of event queue.
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bool startIt = false;
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@ -86,6 +85,32 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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if(!m_Running && !construct)
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return;
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if(m_minEventDelay != 0)
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{
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switch (evc)
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{
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// ignore some events by time set by llMinEventDelay
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case ScriptEventCode.collision:
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case ScriptEventCode.land_collision:
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case ScriptEventCode.listen:
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case ScriptEventCode.not_at_target:
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case ScriptEventCode.not_at_rot_target:
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case ScriptEventCode.no_sensor:
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case ScriptEventCode.sensor:
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case ScriptEventCode.timer:
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case ScriptEventCode.touch:
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{
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double now = Util.GetTimeStamp();
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if (now < m_nextEventTime)
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return;
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m_nextEventTime = now + m_minEventDelay;
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break;
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}
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default:
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break;
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}
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}
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// Only so many of each event type allowed to queue.
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if((uint)evc < (uint)m_EventCounts.Length)
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{
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@ -124,10 +149,8 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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for(lln2 = m_EventQueue.First; lln2 != null; lln2 = lln2.Next)
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{
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EventParams evt2 = lln2.Value;
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ScriptEventCode evc2 = (ScriptEventCode)Enum.Parse(typeof(ScriptEventCode),
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evt2.EventName);
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if((evc2 != ScriptEventCode.state_entry) &&
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(evc2 != ScriptEventCode.attach))
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ScriptEventCode evc2 = (ScriptEventCode)Enum.Parse(typeof(ScriptEventCode), evt2.EventName);
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if((evc2 != ScriptEventCode.state_entry) && (evc2 != ScriptEventCode.attach))
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break;
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}
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if(lln2 == null)
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