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Fixed several problems with the Sun: some settings didn't work, or were inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
This commit is contained in:
committed by
Justin Clark-Casey (justincc)
parent
24e486e9df
commit
1a6694b264
@@ -118,7 +118,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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{
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uint sun = 0;
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if (!Scene.RegionInfo.EstateSettings.UseGlobalTime)
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if (Scene.RegionInfo.EstateSettings.FixedSun)
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sun = (uint)(Scene.RegionInfo.EstateSettings.SunPosition * 1024.0) + 0x1800;
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UUID estateOwner;
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estateOwner = Scene.RegionInfo.EstateSettings.EstateOwner;
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@@ -1091,6 +1091,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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{
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Scene.RegionInfo.EstateSettings.UseGlobalTime = false;
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Scene.RegionInfo.EstateSettings.SunPosition = (parms2 - 0x1800)/1024.0;
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// Warning: FixedSun should be set to True, otherwise this sun position won't be used.
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}
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if ((parms1 & 0x00000010) != 0)
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@@ -252,12 +252,11 @@ namespace OpenSim.Region.CoreModules
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}
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// TODO: Decouple this, so we can get rid of Linden Hour info
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// Update Region infor with new Sun Position and Hour
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// Update Region with new Sun Vector
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// set estate settings for region access to sun position
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if (receivedEstateToolsSunUpdate)
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{
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m_scene.RegionInfo.RegionSettings.SunVector = Position;
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m_scene.RegionInfo.RegionSettings.SunPosition = GetCurrentTimeAsLindenSunHour();
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}
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}
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@@ -395,7 +394,7 @@ namespace OpenSim.Region.CoreModules
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ready = false;
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// Remove our hooks
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m_scene.EventManager.OnFrame -= SunUpdate;
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m_scene.EventManager.OnFrame -= SunUpdate;
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m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel;
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m_scene.EventManager.OnEstateToolsSunUpdate -= EstateToolsSunUpdate;
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m_scene.EventManager.OnGetCurrentTimeAsLindenSunHour -= GetCurrentTimeAsLindenSunHour;
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@@ -459,26 +458,33 @@ namespace OpenSim.Region.CoreModules
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SunToClient(avatar.ControllingClient);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="FixedTime">Is the sun's position fixed?</param>
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/// <param name="useEstateTime">Use the Region or Estate Sun hour?</param>
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/// <param name="FixedSunHour">What hour of the day is the Sun Fixed at?</param>
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public void EstateToolsSunUpdate(ulong regionHandle, bool FixedSun, bool useEstateTime, float FixedSunHour)
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public void EstateToolsSunUpdate(ulong regionHandle)
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{
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if (m_scene.RegionInfo.RegionHandle == regionHandle)
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{
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float sunFixedHour;
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bool fixedSun;
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if (m_scene.RegionInfo.RegionSettings.UseEstateSun)
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{
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sunFixedHour = (float)m_scene.RegionInfo.EstateSettings.SunPosition;
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fixedSun = m_scene.RegionInfo.EstateSettings.FixedSun;
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}
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else
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{
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sunFixedHour = (float)m_scene.RegionInfo.RegionSettings.SunPosition - 6.0f;
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fixedSun = m_scene.RegionInfo.RegionSettings.FixedSun;
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}
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// Must limit the Sun Hour to 0 ... 24
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while (FixedSunHour > 24.0f)
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FixedSunHour -= 24;
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while (sunFixedHour > 24.0f)
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sunFixedHour -= 24;
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while (FixedSunHour < 0)
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FixedSunHour += 24;
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m_SunFixedHour = FixedSunHour;
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m_SunFixed = FixedSun;
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while (sunFixedHour < 0)
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sunFixedHour += 24;
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m_SunFixedHour = sunFixedHour;
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m_SunFixed = fixedSun;
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// m_log.DebugFormat("[SUN]: Sun Settings Update: Fixed Sun? : {0}", m_SunFixed.ToString());
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// m_log.DebugFormat("[SUN]: Sun Settings Update: Sun Hour : {0}", m_SunFixedHour.ToString());
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@@ -501,7 +507,7 @@ namespace OpenSim.Region.CoreModules
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{
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m_scene.ForEachRootClient(delegate(IClientAPI client)
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{
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SunToClient(client);
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SunToClient(client);
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});
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}
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