* 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 sim0.6.8-post-fixes
parent
2913c24c8a
commit
aecaa51063
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@ -98,7 +98,7 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3 m_lastPosition;
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private Vector3 m_lastPosition;
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private Quaternion m_lastRotation;
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private Quaternion m_lastRotation;
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private Vector3 m_lastVelocity;
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private Vector3 m_lastVelocity;
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private int m_lastTerseSent;
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//private int m_lastTerseSent;
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private bool m_updateflag;
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private bool m_updateflag;
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private byte m_movementflag;
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private byte m_movementflag;
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@ -1120,7 +1120,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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else
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{
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{
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if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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!m_velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
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!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
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!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
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!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
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{
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{
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if (CameraConstraintActive)
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if (CameraConstraintActive)
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@ -2110,8 +2110,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (actor == null || !actor.IsColliding)
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if (actor == null || !actor.IsColliding)
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{
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{
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
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if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && actor.Velocity.Z >= 0.0f))
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if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
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{
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{
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// Just started falling
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// Just started falling
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m_animTickFall = Environment.TickCount;
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m_animTickFall = Environment.TickCount;
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@ -2262,7 +2263,11 @@ namespace OpenSim.Region.Framework.Scenes
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direc.Normalize();
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direc.Normalize();
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direc *= 0.03f * 128f * m_speedModifier;
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direc *= 0.03f * 128f * m_speedModifier;
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if (m_physicsActor.Flying)
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PhysicsActor actor = m_physicsActor;
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if (actor != null)
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{
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if (actor.Flying)
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{
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{
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direc *= 4.0f;
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direc *= 4.0f;
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//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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@ -2277,13 +2282,11 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.Info("[AGENT]: Stop FLying");
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// m_log.Info("[AGENT]: Stop FLying");
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//}
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//}
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}
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}
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else
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else if (!actor.Flying && actor.IsColliding)
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{
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if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
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{
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{
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if (direc.Z > 2.0f)
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if (direc.Z > 2.0f)
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{
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{
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direc.Z *= 3;
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direc.Z *= 3.0f;
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// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
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// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
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TrySetMovementAnimation("PREJUMP");
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TrySetMovementAnimation("PREJUMP");
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@ -2307,7 +2310,7 @@ namespace OpenSim.Region.Framework.Scenes
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const float ROTATION_TOLERANCE = 0.01f;
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const float ROTATION_TOLERANCE = 0.01f;
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const float VELOCITY_TOLERANCE = 0.001f;
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const float VELOCITY_TOLERANCE = 0.001f;
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const float POSITION_TOLERANCE = 0.05f;
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const float POSITION_TOLERANCE = 0.05f;
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const int TIME_MS_TOLERANCE = 3000;
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//const int TIME_MS_TOLERANCE = 3000;
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SendPrimUpdates();
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SendPrimUpdates();
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@ -2320,21 +2323,24 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_isChildAgent == false)
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if (m_isChildAgent == false)
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{
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{
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PhysicsActor actor = m_physicsActor;
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PhysicsActor actor = m_physicsActor;
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Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
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// NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
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// grab the latest PhysicsActor velocity, whereas m_velocity is often
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// storing a requested force instead of an actual traveling velocity
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// Throw away duplicate or insignificant updates
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// Throw away duplicate or insignificant updates
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if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
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if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
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!velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
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!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
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!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
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Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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//Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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{
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{
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SendTerseUpdateToAllClients();
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SendTerseUpdateToAllClients();
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// Update the "last" values
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// Update the "last" values
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m_lastPosition = m_pos;
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m_lastPosition = m_pos;
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m_lastRotation = m_bodyRot;
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m_lastRotation = m_bodyRot;
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m_lastVelocity = velocity;
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m_lastVelocity = Velocity;
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m_lastTerseSent = Environment.TickCount;
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//m_lastTerseSent = Environment.TickCount;
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}
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}
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// followed suggestion from mic bowman. reversed the two lines below.
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// followed suggestion from mic bowman. reversed the two lines below.
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