* The client prevents the avatar from landing if the avatar is going above an unknown certain speed, so, add a speed check on the server.

* This addresses the 'hump the prim' animation playing while you're moving forward full speed and pressing page down over a prim to land.
0.6.8-post-fixes
Teravus Ovares (Dan Olivares) 2009-11-22 19:26:00 -05:00
parent 8db97f7dab
commit c155099faf
1 changed files with 10 additions and 5 deletions

View File

@ -152,6 +152,8 @@ namespace OpenSim.Region.Framework.Scenes
private Quaternion m_bodyRot= Quaternion.Identity; private Quaternion m_bodyRot= Quaternion.Identity;
private const int LAND_VELOCITYMAG_MAX = 12;
public bool IsRestrictedToRegion; public bool IsRestrictedToRegion;
public string JID = String.Empty; public string JID = String.Empty;
@ -978,8 +980,8 @@ namespace OpenSim.Region.Framework.Scenes
public void StopFlying() public void StopFlying()
{ {
// It turns out to get the agent to stop flying, you have to feed it stop flying velocities // It turns out to get the agent to stop flying, you have to feed it stop flying velocities
// and send a full object update. // There's no explicit message to send the client to tell it to stop flying.. it relies on the
// There's no message to send the client to tell it to stop flying // velocity, collision plane and avatar height
// Add 1/6 the avatar's height to it's position so it doesn't shoot into the air // Add 1/6 the avatar's height to it's position so it doesn't shoot into the air
// when the avatar stands up // when the avatar stands up
@ -993,8 +995,6 @@ namespace OpenSim.Region.Framework.Scenes
AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
} }
Animator.TrySetMovementAnimation("LAND");
//SendFullUpdateToAllClients();
ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
} }
@ -1431,6 +1431,8 @@ namespace OpenSim.Region.Framework.Scenes
// Only do this if we're flying // Only do this if we're flying
if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
{ {
// Landing detection code
// Are the landing controls requirements filled? // Are the landing controls requirements filled?
bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
@ -1440,6 +1442,9 @@ namespace OpenSim.Region.Framework.Scenes
if (m_physicsActor.Flying && colliding && controlland) if (m_physicsActor.Flying && colliding && controlland)
{ {
// nesting this check because LengthSquared() is expensive and we don't
// want to do it every step when flying.
if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
StopFlying(); StopFlying();
} }
} }