try save a few ns on chat to avatars
parent
1de010e969
commit
df2536c407
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@ -51,6 +51,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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protected int m_saydistance = 20;
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protected int m_shoutdistance = 100;
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protected int m_whisperdistance = 10;
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protected float m_saydistanceSQ;
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protected float m_shoutdistanceSQ;
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protected float m_whisperdistanceSQ;
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protected List<Scene> m_scenes = new List<Scene>();
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protected List<string> FreezeCache = new List<string>();
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protected string m_adminPrefix = "";
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@ -74,7 +79,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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m_saydistance = m_config.GetInt("say_distance", m_saydistance);
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m_shoutdistance = m_config.GetInt("shout_distance", m_shoutdistance);
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m_adminPrefix = m_config.GetString("admin_prefix", "");
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}
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m_saydistanceSQ = m_saydistance * m_saydistance;
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m_shoutdistanceSQ = m_shoutdistance * m_shoutdistance;
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m_whisperdistanceSQ = m_whisperdistance *m_whisperdistance;
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}
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public virtual void AddRegion(Scene scene)
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@ -407,21 +417,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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UUID fromAgentID, UUID ownerID, string fromName, ChatTypeEnum type,
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string message, ChatSourceType src, bool ignoreDistance)
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{
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if (presence.LifecycleState != ScenePresenceState.Running)
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if (presence.IsDeleted || presence.IsInTransit || !presence.ControllingClient.IsActive)
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return false;
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if (!ignoreDistance)
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{
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float maxDistSQ;
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switch(type)
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{
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case ChatTypeEnum.Whisper:
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maxDistSQ = m_whisperdistanceSQ;
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break;
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case ChatTypeEnum.Say:
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maxDistSQ = m_saydistanceSQ;
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break;
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case ChatTypeEnum.Shout:
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maxDistSQ = m_shoutdistanceSQ;
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break;
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default:
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maxDistSQ = -1f;
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break;
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}
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if(maxDistSQ > 0)
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{
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Vector3 fromRegionPos = fromPos + regionPos;
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Vector3 toRegionPos = presence.AbsolutePosition +
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new Vector3(presence.Scene.RegionInfo.WorldLocX, presence.Scene.RegionInfo.WorldLocY, 0);
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int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
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if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
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type == ChatTypeEnum.Say && dis > m_saydistance ||
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type == ChatTypeEnum.Shout && dis > m_shoutdistance)
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{
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if(maxDistSQ < Vector3.DistanceSquared(toRegionPos, fromRegionPos))
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return false;
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}
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}
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