* Fixed a NullReferenceException in GetMovementAnimation() and added more protection against NREs in AddNewMovement()

* Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim
0.6.8-post-fixes
John Hurliman 2009-10-29 16:31:48 -07:00
parent 2913c24c8a
commit aecaa51063
1 changed files with 34 additions and 28 deletions

View File

@ -98,7 +98,7 @@ namespace OpenSim.Region.Framework.Scenes
private Vector3 m_lastPosition;
private Quaternion m_lastRotation;
private Vector3 m_lastVelocity;
private int m_lastTerseSent;
//private int m_lastTerseSent;
private bool m_updateflag;
private byte m_movementflag;
@ -1120,7 +1120,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
!m_velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
{
if (CameraConstraintActive)
@ -2110,8 +2110,9 @@ namespace OpenSim.Region.Framework.Scenes
if (actor == null || !actor.IsColliding)
{
float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && actor.Velocity.Z >= 0.0f))
if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
{
// Just started falling
m_animTickFall = Environment.TickCount;
@ -2262,28 +2263,30 @@ namespace OpenSim.Region.Framework.Scenes
direc.Normalize();
direc *= 0.03f * 128f * m_speedModifier;
if (m_physicsActor.Flying)
PhysicsActor actor = m_physicsActor;
if (actor != null)
{
direc *= 4.0f;
//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
//bool colliding = (m_physicsActor.IsColliding==true);
//if (controlland)
// m_log.Info("[AGENT]: landCommand");
//if (colliding)
// m_log.Info("[AGENT]: colliding");
//if (m_physicsActor.Flying && colliding && controlland)
//{
// StopFlying();
// m_log.Info("[AGENT]: Stop FLying");
//}
}
else
{
if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
if (actor.Flying)
{
direc *= 4.0f;
//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
//bool colliding = (m_physicsActor.IsColliding==true);
//if (controlland)
// m_log.Info("[AGENT]: landCommand");
//if (colliding)
// m_log.Info("[AGENT]: colliding");
//if (m_physicsActor.Flying && colliding && controlland)
//{
// StopFlying();
// m_log.Info("[AGENT]: Stop FLying");
//}
}
else if (!actor.Flying && actor.IsColliding)
{
if (direc.Z > 2.0f)
{
direc.Z *= 3;
direc.Z *= 3.0f;
// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
TrySetMovementAnimation("PREJUMP");
@ -2307,7 +2310,7 @@ namespace OpenSim.Region.Framework.Scenes
const float ROTATION_TOLERANCE = 0.01f;
const float VELOCITY_TOLERANCE = 0.001f;
const float POSITION_TOLERANCE = 0.05f;
const int TIME_MS_TOLERANCE = 3000;
//const int TIME_MS_TOLERANCE = 3000;
SendPrimUpdates();
@ -2320,21 +2323,24 @@ namespace OpenSim.Region.Framework.Scenes
if (m_isChildAgent == false)
{
PhysicsActor actor = m_physicsActor;
Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
// NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
// grab the latest PhysicsActor velocity, whereas m_velocity is often
// storing a requested force instead of an actual traveling velocity
// Throw away duplicate or insignificant updates
if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
!velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
//Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
{
SendTerseUpdateToAllClients();
// Update the "last" values
m_lastPosition = m_pos;
m_lastRotation = m_bodyRot;
m_lastVelocity = velocity;
m_lastTerseSent = Environment.TickCount;
m_lastVelocity = Velocity;
//m_lastTerseSent = Environment.TickCount;
}
// followed suggestion from mic bowman. reversed the two lines below.