Merge branch 'master' into presence-refactor
commit
a21ce9151b
|
@ -268,7 +268,7 @@ namespace OpenSim.Client.Linden
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else
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{
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string reason;
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if (scene.NewUserConnection(agentData, out reason))
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if (scene.NewUserConnection(agentData, (uint)TeleportFlags.ViaLogin, out reason))
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{
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success = true;
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}
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@ -199,7 +199,7 @@ namespace OpenSim.Client.Linden
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Scene scene;
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if (TryGetRegion(regionHandle, out scene))
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{
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return scene.NewUserConnection(agent, out reason);
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return scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
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}
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reason = "Region not found.";
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return false;
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@ -609,7 +609,7 @@ namespace OpenSim.Client.MXP.PacketHandler
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agent.Appearance = new AvatarAppearance();
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}
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return scene.NewUserConnection(agent, out reason);
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return scene.NewUserConnection(agent, 0, out reason);
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}
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public void PrintDebugInformation()
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@ -45,7 +45,7 @@ namespace OpenSim.Framework.Communications.Clients
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public bool DoCreateChildAgentCall(GridRegion region, AgentCircuitData aCircuit, string authKey, out string reason)
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public bool DoCreateChildAgentCall(GridRegion region, AgentCircuitData aCircuit, string authKey, uint teleportFlags, out string reason)
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{
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reason = String.Empty;
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@ -84,6 +84,7 @@ namespace OpenSim.Framework.Communications.Clients
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// Add the regionhandle of the destination region
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ulong regionHandle = GetRegionHandle(region.RegionHandle);
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args["destination_handle"] = OSD.FromString(regionHandle.ToString());
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args["teleport_flags"] = OSD.FromString(teleportFlags.ToString());
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string strBuffer = "";
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byte[] buffer = new byte[1];
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@ -557,7 +557,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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// Call 'new user' event handler
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string reason;
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if (!homeScene.NewUserConnection(agentData, out reason))
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if (!homeScene.NewUserConnection(agentData, (uint)TeleportFlags.ViaLogin, out reason))
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{
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responseMap["connect"] = OSD.FromBoolean(false);
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responseMap["message"] = OSD.FromString(String.Format("Connection refused: {0}", reason));
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@ -144,7 +144,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
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* Agent-related communications
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*/
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public bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, out string reason)
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public bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, uint teleportFlags, out string reason)
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{
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foreach (Scene s in m_sceneList)
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@ -152,7 +152,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
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if (s.RegionInfo.RegionHandle == regionHandle)
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{
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// m_log.DebugFormat("[LOCAL COMMS]: Found region {0} to send SendCreateChildAgent", regionHandle);
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return s.NewUserConnection(aCircuit, out reason);
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return s.NewUserConnection(aCircuit, teleportFlags, out reason);
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}
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}
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@ -157,10 +157,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
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* Agent-related communications
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*/
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public bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, out string reason)
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public bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, uint teleportFlags, out string reason)
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{
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// Try local first
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if (m_localBackend.SendCreateChildAgent(regionHandle, aCircuit, out reason))
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if (m_localBackend.SendCreateChildAgent(regionHandle, aCircuit, teleportFlags, out reason))
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return true;
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// else do the remote thing
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@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
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{
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m_regionClient.SendUserInformation(regInfo, aCircuit);
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return m_regionClient.DoCreateChildAgentCall(regInfo, aCircuit, "None", out reason);
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return m_regionClient.DoCreateChildAgentCall(regInfo, aCircuit, "None", teleportFlags, out reason);
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}
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//else
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// m_log.Warn("[REST COMMS]: Region not found " + regionHandle);
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@ -437,10 +437,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Interregion
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OSDMap resp = new OSDMap(2);
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string reason = String.Empty;
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uint teleportFlags = 0;
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if (args.ContainsKey("teleport_flags"))
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{
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teleportFlags = args["teleport_flags"].AsUInteger();
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}
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// This is the meaning of POST agent
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m_regionClient.AdjustUserInformation(aCircuit);
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bool result = m_localBackend.SendCreateChildAgent(regionhandle, aCircuit, out reason);
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bool result = m_localBackend.SendCreateChildAgent(regionhandle, aCircuit, teleportFlags, out reason);
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resp["reason"] = OSD.FromString(reason);
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resp["success"] = OSD.FromBoolean(result);
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@ -37,7 +37,7 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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#region Agents
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bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, out string reason);
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bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, uint teleportFlags, out string reason);
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/// <summary>
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/// Full child agent update.
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|
|
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@ -146,7 +146,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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const float PREJUMP_DELAY = 0.25f;
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#region Inputs
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if (m_scenePresence.SitGround)
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{
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return "SIT_GROUND_CONSTRAINED";
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}
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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@ -156,7 +159,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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// Check control flags
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bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
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bool heldForward =
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(((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS));
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bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
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bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
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bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
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@ -203,7 +203,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
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string reason = String.Empty;
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//if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
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if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason))
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if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, teleportFlags, out reason))
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{
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avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
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reason));
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@ -3316,12 +3316,16 @@ namespace OpenSim.Region.Framework.Scenes
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/// Use NewUserConnection() directly if possible so the return type can refuse connections.
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/// At the moment nothing actually seems to use this event,
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/// as everything is switching to calling the NewUserConnection method directly.
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///
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/// Now obsoleting this because it doesn't handle teleportFlags propertly
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///
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/// </summary>
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/// <param name="agent"></param>
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[Obsolete("Please call NewUserConnection directly.")]
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public void HandleNewUserConnection(AgentCircuitData agent)
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{
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string reason;
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NewUserConnection(agent, out reason);
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NewUserConnection(agent, 0, out reason);
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}
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/// <summary>
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@ -3334,8 +3338,16 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="reason">Outputs the reason for the false response on this string</param>
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/// <returns>True if the region accepts this agent. False if it does not. False will
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/// also return a reason.</returns>
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public bool NewUserConnection(AgentCircuitData agent, out string reason)
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public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason)
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{
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//Teleport flags:
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//
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// TeleportFlags.ViaGodlikeLure - Border Crossing
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// TeleportFlags.ViaLogin - Login
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// TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user
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// TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
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|
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|
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if (loginsdisabled)
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{
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reason = "Logins Disabled";
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|
@ -3343,9 +3355,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// Don't disable this log message - it's too helpful
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m_log.InfoFormat(
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"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5})",
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"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
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RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
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agent.AgentID, agent.circuitcode);
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agent.AgentID, agent.circuitcode, teleportFlags);
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reason = String.Empty;
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if (!AuthenticateUser(agent, out reason))
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|
|
|
@ -286,7 +286,7 @@ namespace OpenSim.Region.Framework.Scenes
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string reason = String.Empty;
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bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, out reason);
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bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, 0, out reason);
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if (regionAccepted && newAgent)
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{
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|
@ -810,7 +810,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Let's create an agent there if one doesn't exist yet.
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//if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
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if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason))
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if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, teleportFlags, out reason))
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{
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avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
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reason));
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|
|
|
@ -124,6 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3? m_forceToApply;
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private uint m_requestedSitTargetID;
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private UUID m_requestedSitTargetUUID;
|
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public bool SitGround = false;
|
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|
||||
private SendCourseLocationsMethod m_sendCourseLocationsMethod;
|
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|
||||
|
@ -169,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
protected RegionInfo m_regionInfo;
|
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protected ulong crossingFromRegion;
|
||||
|
||||
private readonly Vector3[] Dir_Vectors = new Vector3[6];
|
||||
private readonly Vector3[] Dir_Vectors = new Vector3[9];
|
||||
|
||||
// Position of agent's camera in world (region cordinates)
|
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protected Vector3 m_CameraCenter;
|
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|
@ -233,6 +234,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
|
||||
DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
|
||||
DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
|
||||
DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
|
||||
DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
|
||||
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
|
||||
}
|
||||
|
||||
|
@ -717,19 +720,23 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
|
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Dir_Vectors[4] = Vector3.UnitZ; //UP
|
||||
Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
|
||||
Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
|
||||
Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
|
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Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD
|
||||
Dir_Vectors[7] = -Vector3.UnitX; //BACK
|
||||
}
|
||||
|
||||
private Vector3[] GetWalkDirectionVectors()
|
||||
{
|
||||
Vector3[] vector = new Vector3[6];
|
||||
Vector3[] vector = new Vector3[9];
|
||||
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
|
||||
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
|
||||
vector[2] = Vector3.UnitY; //LEFT
|
||||
vector[3] = -Vector3.UnitY; //RIGHT
|
||||
vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
|
||||
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
|
||||
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
|
||||
vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
|
||||
vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge
|
||||
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge
|
||||
return vector;
|
||||
}
|
||||
|
||||
|
@ -1248,7 +1255,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// TODO: This doesn't prevent the user from walking yet.
|
||||
// Setting parent ID would fix this, if we knew what value
|
||||
// to use. Or we could add a m_isSitting variable.
|
||||
Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
|
||||
SitGround = true;
|
||||
|
||||
}
|
||||
|
||||
// In the future, these values might need to go global.
|
||||
|
@ -1306,6 +1315,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
else
|
||||
dirVectors = Dir_Vectors;
|
||||
|
||||
// The fact that m_movementflag is a byte needs to be fixed
|
||||
// it really should be a uint
|
||||
uint nudgehack = 250;
|
||||
foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
|
||||
{
|
||||
if (((uint)flags & (uint)DCF) != 0)
|
||||
|
@ -1315,24 +1327,40 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
try
|
||||
{
|
||||
agent_control_v3 += dirVectors[i];
|
||||
//m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]);
|
||||
}
|
||||
catch (IndexOutOfRangeException)
|
||||
{
|
||||
// Why did I get this?
|
||||
}
|
||||
|
||||
if ((m_movementflag & (uint)DCF) == 0)
|
||||
if ((m_movementflag & (byte)(uint)DCF) == 0)
|
||||
{
|
||||
if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
|
||||
{
|
||||
m_movementflag |= (byte)nudgehack;
|
||||
}
|
||||
m_movementflag += (byte)(uint)DCF;
|
||||
update_movementflag = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((m_movementflag & (uint)DCF) != 0)
|
||||
if ((m_movementflag & (byte)(uint)DCF) != 0 ||
|
||||
((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
|
||||
&& ((m_movementflag & (byte)nudgehack) == nudgehack))
|
||||
) // This or is for Nudge forward
|
||||
{
|
||||
m_movementflag -= (byte)(uint)DCF;
|
||||
m_movementflag -= ((byte)(uint)DCF);
|
||||
|
||||
update_movementflag = true;
|
||||
/*
|
||||
if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
|
||||
&& ((m_movementflag & (byte)nudgehack) == nudgehack))
|
||||
{
|
||||
m_log.Debug("Removed Hack flag");
|
||||
}
|
||||
*/
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1470,7 +1498,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
if (update_movementflag)
|
||||
if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround)
|
||||
Animator.UpdateMovementAnimations();
|
||||
|
||||
m_scene.EventManager.TriggerOnClientMovement(this);
|
||||
|
@ -1582,8 +1610,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public void StandUp()
|
||||
{
|
||||
if (SitGround)
|
||||
SitGround = false;
|
||||
|
||||
if (m_parentID != 0)
|
||||
{
|
||||
m_log.Debug("StandupCode Executed");
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
|
||||
if (part != null)
|
||||
{
|
||||
|
|
|
@ -117,7 +117,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
agent.child = true;
|
||||
|
||||
string reason;
|
||||
scene.NewUserConnection(agent, out reason);
|
||||
scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
|
||||
testclient = new TestClient(agent, scene);
|
||||
scene.AddNewClient(testclient);
|
||||
|
||||
|
@ -153,7 +153,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
if (acd1 == null)
|
||||
fixNullPresence();
|
||||
|
||||
scene.NewUserConnection(acd1, out reason);
|
||||
scene.NewUserConnection(acd1, 0, out reason);
|
||||
if (testclient == null)
|
||||
testclient = new TestClient(acd1, scene);
|
||||
scene.AddNewClient(testclient);
|
||||
|
@ -242,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
|
||||
// Adding child agent to region 1001
|
||||
string reason;
|
||||
scene2.NewUserConnection(acd1, out reason);
|
||||
scene2.NewUserConnection(acd1,0, out reason);
|
||||
scene2.AddNewClient(testclient);
|
||||
|
||||
ScenePresence presence = scene.GetScenePresence(agent1);
|
||||
|
|
|
@ -88,7 +88,89 @@ namespace OpenSim.Region.RegionCombinerModule
|
|||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
if (enabledYN)
|
||||
{
|
||||
RegionLoadedDoWork(scene);
|
||||
|
||||
scene.EventManager.OnNewPresence += NewPresence;
|
||||
}
|
||||
}
|
||||
|
||||
private void NewPresence(ScenePresence presence)
|
||||
{
|
||||
if (presence.IsChildAgent)
|
||||
{
|
||||
byte[] throttleData;
|
||||
|
||||
try
|
||||
{
|
||||
throttleData = presence.ControllingClient.GetThrottlesPacked(1);
|
||||
}
|
||||
catch (NotImplementedException)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (throttleData == null)
|
||||
return;
|
||||
|
||||
if (throttleData.Length == 0)
|
||||
return;
|
||||
|
||||
if (throttleData.Length != 28)
|
||||
return;
|
||||
|
||||
byte[] adjData;
|
||||
int pos = 0;
|
||||
|
||||
if (!BitConverter.IsLittleEndian)
|
||||
{
|
||||
byte[] newData = new byte[7 * 4];
|
||||
Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
|
||||
|
||||
for (int i = 0; i < 7; i++)
|
||||
Array.Reverse(newData, i * 4, 4);
|
||||
|
||||
adjData = newData;
|
||||
}
|
||||
else
|
||||
{
|
||||
adjData = throttleData;
|
||||
}
|
||||
|
||||
// 0.125f converts from bits to bytes
|
||||
int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
|
||||
// State is a subcategory of task that we allocate a percentage to
|
||||
|
||||
|
||||
//int total = resend + land + wind + cloud + task + texture + asset;
|
||||
|
||||
byte[] data = new byte[7 * 4];
|
||||
int ii = 0;
|
||||
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4);
|
||||
|
||||
try
|
||||
{
|
||||
presence.ControllingClient.SetChildAgentThrottle(data);
|
||||
}
|
||||
catch (NotImplementedException)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void RegionLoadedDoWork(Scene scene)
|
||||
|
|
|
@ -382,7 +382,7 @@ namespace OpenSim.Tests.Common.Setup
|
|||
|
||||
// We emulate the proper login sequence here by doing things in three stages
|
||||
// Stage 1: simulate login by telling the scene to expect a new user connection
|
||||
scene.NewUserConnection(agentData, out reason);
|
||||
scene.NewUserConnection(agentData, (uint)TeleportFlags.ViaLogin, out reason);
|
||||
|
||||
// Stage 2: add the new client as a child agent to the scene
|
||||
TestClient client = new TestClient(agentData, scene);
|
||||
|
|
Loading…
Reference in New Issue