From cbe0841bc96d9ec834b06a0a012a50323698f719 Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 30 Dec 2009 20:13:18 +0000 Subject: [PATCH] Revert "Merge branch 'master' into careminster" This reverts commit 596af3f600462fb1e467714e5b898c10aa3d838b. --- .../Scenes/Animation/ScenePresenceAnimator.cs | 8 -- .../Region/Framework/Scenes/ScenePresence.cs | 57 +------------ .../RegionCombinerModule.cs | 82 ------------------- 3 files changed, 4 insertions(+), 143 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 8f62855758..e98f0e79fe 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -161,18 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); // Check control flags -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs bool heldForward = ((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); bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); -======= - bool heldForward = - (((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)); - bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; - bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; - bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; ->>>>>>> master:OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index f05fe59ecf..c3bc96ae4a 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -173,12 +173,8 @@ namespace OpenSim.Region.Framework.Scenes protected RegionInfo m_regionInfo; protected ulong crossingFromRegion; -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs private readonly Vector3[] Dir_Vectors = new Vector3[11]; private bool m_isNudging = false; -======= - private readonly Vector3[] Dir_Vectors = new Vector3[9]; ->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs // Position of agent's camera in world (region cordinates) protected Vector3 m_CameraCenter; @@ -247,13 +243,9 @@ namespace OpenSim.Region.Framework.Scenes 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, -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, -======= - DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, ->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG } @@ -735,43 +727,27 @@ namespace OpenSim.Region.Framework.Scenes Dir_Vectors[3] = -Vector3.UnitY; //RIGHT Dir_Vectors[4] = Vector3.UnitZ; //UP Dir_Vectors[5] = -Vector3.UnitZ; //DOWN -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge -======= - Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge - Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD - Dir_Vectors[7] = -Vector3.UnitX; //BACK ->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs } private Vector3[] GetWalkDirectionVectors() { -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs Vector3[] vector = new Vector3[11]; -======= - Vector3[] vector = new Vector3[9]; ->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs 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 -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE vector[8] = Vector3.UnitY; //LEFT_NUDGE vector[9] = -Vector3.UnitY; //RIGHT_NUDGE vector[10] = 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 ->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs return vector; } @@ -1387,18 +1363,12 @@ namespace OpenSim.Region.Framework.Scenes else dirVectors = Dir_Vectors; -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs bool[] isNudge = GetDirectionIsNudge(); -======= - // The fact that m_movementflag is a byte needs to be fixed - // it really should be a uint - uint nudgehack = 250; ->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) { if (((uint)flags & (uint)DCF) != 0) @@ -1408,47 +1378,28 @@ namespace OpenSim.Region.Framework.Scenes try { agent_control_v3 += dirVectors[i]; -<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/ScenePresence.cs if (isNudge[i] == false) { Nudging = false; } -======= - //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); ->>>>>>> master:OpenSim/Region/Framework/Scenes/ScenePresence.cs } catch (IndexOutOfRangeException) { // Why did I get this? } - if ((m_movementflag & (byte)(uint)DCF) == 0) + if ((m_movementflag & (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 & (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 + if ((m_movementflag & (uint)DCF) != 0) { - 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 { @@ -1589,7 +1540,7 @@ namespace OpenSim.Region.Framework.Scenes } } - if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0)) + if (update_movementflag) Animator.UpdateMovementAnimations(); m_scene.EventManager.TriggerOnClientMovement(this); diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs index 1a99c833f1..92f060b4cd 100644 --- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs +++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs @@ -88,89 +88,7 @@ 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)