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https://github.com/opensim/opensim.git
synced 2026-08-10 19:36:07 +08:00
Merge branch 'master' into presence-refactor
This commit is contained in:
@@ -37,7 +37,7 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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#region Agents
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bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, out string reason);
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bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, uint teleportFlags, out string reason);
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/// <summary>
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/// Full child agent update.
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@@ -146,7 +146,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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const float PREJUMP_DELAY = 0.25f;
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#region Inputs
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if (m_scenePresence.SitGround)
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{
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return "SIT_GROUND_CONSTRAINED";
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}
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AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
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PhysicsActor actor = m_scenePresence.PhysicsActor;
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@@ -156,7 +159,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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// Check control flags
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bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
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bool heldForward =
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(((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));
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bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
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bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
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bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
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@@ -203,7 +203,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
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string reason = String.Empty;
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//if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
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if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason))
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if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, teleportFlags, out reason))
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{
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avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
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reason));
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@@ -3316,12 +3316,16 @@ namespace OpenSim.Region.Framework.Scenes
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/// Use NewUserConnection() directly if possible so the return type can refuse connections.
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/// At the moment nothing actually seems to use this event,
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/// as everything is switching to calling the NewUserConnection method directly.
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///
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/// Now obsoleting this because it doesn't handle teleportFlags propertly
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///
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/// </summary>
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/// <param name="agent"></param>
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[Obsolete("Please call NewUserConnection directly.")]
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public void HandleNewUserConnection(AgentCircuitData agent)
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{
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string reason;
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NewUserConnection(agent, out reason);
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NewUserConnection(agent, 0, out reason);
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}
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/// <summary>
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@@ -3334,8 +3338,16 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="reason">Outputs the reason for the false response on this string</param>
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/// <returns>True if the region accepts this agent. False if it does not. False will
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/// also return a reason.</returns>
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public bool NewUserConnection(AgentCircuitData agent, out string reason)
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public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason)
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{
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//Teleport flags:
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//
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// TeleportFlags.ViaGodlikeLure - Border Crossing
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// TeleportFlags.ViaLogin - Login
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// TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user
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// TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
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if (loginsdisabled)
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{
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reason = "Logins Disabled";
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@@ -3343,9 +3355,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// Don't disable this log message - it's too helpful
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m_log.InfoFormat(
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"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5})",
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"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
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RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
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agent.AgentID, agent.circuitcode);
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agent.AgentID, agent.circuitcode, teleportFlags);
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reason = String.Empty;
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if (!AuthenticateUser(agent, out reason))
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@@ -286,7 +286,7 @@ namespace OpenSim.Region.Framework.Scenes
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string reason = String.Empty;
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bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, out reason);
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bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, 0, out reason);
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if (regionAccepted && newAgent)
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{
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@@ -810,7 +810,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Let's create an agent there if one doesn't exist yet.
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//if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
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if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason))
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if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, teleportFlags, out reason))
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{
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avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
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reason));
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@@ -124,6 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3? m_forceToApply;
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private uint m_requestedSitTargetID;
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private UUID m_requestedSitTargetUUID;
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public bool SitGround = false;
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private SendCourseLocationsMethod m_sendCourseLocationsMethod;
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@@ -169,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected RegionInfo m_regionInfo;
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protected ulong crossingFromRegion;
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private readonly Vector3[] Dir_Vectors = new Vector3[6];
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private readonly Vector3[] Dir_Vectors = new Vector3[9];
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// Position of agent's camera in world (region cordinates)
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protected Vector3 m_CameraCenter;
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@@ -233,6 +234,8 @@ namespace OpenSim.Region.Framework.Scenes
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DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
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DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
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DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
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DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
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DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
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DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
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}
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@@ -717,19 +720,23 @@ namespace OpenSim.Region.Framework.Scenes
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Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
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Dir_Vectors[4] = Vector3.UnitZ; //UP
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Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
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Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
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Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
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Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD
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Dir_Vectors[7] = -Vector3.UnitX; //BACK
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}
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private Vector3[] GetWalkDirectionVectors()
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{
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Vector3[] vector = new Vector3[6];
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Vector3[] vector = new Vector3[9];
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vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
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vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
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vector[2] = Vector3.UnitY; //LEFT
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vector[3] = -Vector3.UnitY; //RIGHT
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vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
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vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
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vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
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vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge
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vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge
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vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge
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return vector;
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}
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@@ -1248,7 +1255,9 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: This doesn't prevent the user from walking yet.
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// Setting parent ID would fix this, if we knew what value
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// to use. Or we could add a m_isSitting variable.
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Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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SitGround = true;
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}
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// In the future, these values might need to go global.
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@@ -1306,6 +1315,9 @@ namespace OpenSim.Region.Framework.Scenes
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else
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dirVectors = Dir_Vectors;
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// The fact that m_movementflag is a byte needs to be fixed
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// it really should be a uint
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uint nudgehack = 250;
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foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
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{
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if (((uint)flags & (uint)DCF) != 0)
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@@ -1315,24 +1327,40 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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agent_control_v3 += dirVectors[i];
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//m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]);
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}
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catch (IndexOutOfRangeException)
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{
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// Why did I get this?
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}
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if ((m_movementflag & (uint)DCF) == 0)
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if ((m_movementflag & (byte)(uint)DCF) == 0)
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{
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if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
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{
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m_movementflag |= (byte)nudgehack;
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}
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m_movementflag += (byte)(uint)DCF;
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update_movementflag = true;
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}
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}
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else
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{
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if ((m_movementflag & (uint)DCF) != 0)
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if ((m_movementflag & (byte)(uint)DCF) != 0 ||
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((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
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&& ((m_movementflag & (byte)nudgehack) == nudgehack))
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) // This or is for Nudge forward
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{
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m_movementflag -= (byte)(uint)DCF;
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m_movementflag -= ((byte)(uint)DCF);
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update_movementflag = true;
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/*
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if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
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&& ((m_movementflag & (byte)nudgehack) == nudgehack))
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{
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m_log.Debug("Removed Hack flag");
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}
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*/
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}
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else
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{
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@@ -1470,7 +1498,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (update_movementflag)
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if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround)
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Animator.UpdateMovementAnimations();
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m_scene.EventManager.TriggerOnClientMovement(this);
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@@ -1582,8 +1610,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void StandUp()
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{
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if (SitGround)
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SitGround = false;
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if (m_parentID != 0)
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{
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m_log.Debug("StandupCode Executed");
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
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if (part != null)
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{
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@@ -117,7 +117,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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agent.child = true;
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string reason;
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scene.NewUserConnection(agent, out reason);
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scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
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testclient = new TestClient(agent, scene);
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scene.AddNewClient(testclient);
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@@ -153,7 +153,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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if (acd1 == null)
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fixNullPresence();
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scene.NewUserConnection(acd1, out reason);
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scene.NewUserConnection(acd1, 0, out reason);
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if (testclient == null)
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testclient = new TestClient(acd1, scene);
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scene.AddNewClient(testclient);
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@@ -242,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// Adding child agent to region 1001
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string reason;
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scene2.NewUserConnection(acd1, out reason);
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scene2.NewUserConnection(acd1,0, out reason);
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scene2.AddNewClient(testclient);
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ScenePresence presence = scene.GetScenePresence(agent1);
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