Merge branch 'master' into presence-refactor

This commit is contained in:
Melanie
2009-12-30 22:24:14 +00:00
16 changed files with 173 additions and 37 deletions

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@@ -37,7 +37,7 @@ namespace OpenSim.Region.Framework.Interfaces
{
#region Agents
bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, out string reason);
bool SendCreateChildAgent(ulong regionHandle, AgentCircuitData aCircuit, uint teleportFlags, out string reason);
/// <summary>
/// Full child agent update.

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@@ -146,7 +146,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
const float PREJUMP_DELAY = 0.25f;
#region Inputs
if (m_scenePresence.SitGround)
{
return "SIT_GROUND_CONSTRAINED";
}
AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
PhysicsActor actor = m_scenePresence.PhysicsActor;
@@ -156,7 +159,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
// Check control flags
bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
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;

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@@ -203,7 +203,7 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid
string reason = String.Empty;
//if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason))
if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, teleportFlags, out reason))
{
avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
reason));

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@@ -3316,12 +3316,16 @@ namespace OpenSim.Region.Framework.Scenes
/// Use NewUserConnection() directly if possible so the return type can refuse connections.
/// At the moment nothing actually seems to use this event,
/// as everything is switching to calling the NewUserConnection method directly.
///
/// Now obsoleting this because it doesn't handle teleportFlags propertly
///
/// </summary>
/// <param name="agent"></param>
[Obsolete("Please call NewUserConnection directly.")]
public void HandleNewUserConnection(AgentCircuitData agent)
{
string reason;
NewUserConnection(agent, out reason);
NewUserConnection(agent, 0, out reason);
}
/// <summary>
@@ -3334,8 +3338,16 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="reason">Outputs the reason for the false response on this string</param>
/// <returns>True if the region accepts this agent. False if it does not. False will
/// also return a reason.</returns>
public bool NewUserConnection(AgentCircuitData agent, out string reason)
public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason)
{
//Teleport flags:
//
// TeleportFlags.ViaGodlikeLure - Border Crossing
// TeleportFlags.ViaLogin - Login
// TeleportFlags.TeleportFlags.ViaLure - Teleport request sent by another user
// TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
if (loginsdisabled)
{
reason = "Logins Disabled";
@@ -3343,9 +3355,9 @@ namespace OpenSim.Region.Framework.Scenes
}
// Don't disable this log message - it's too helpful
m_log.InfoFormat(
"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5})",
"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
agent.AgentID, agent.circuitcode);
agent.AgentID, agent.circuitcode, teleportFlags);
reason = String.Empty;
if (!AuthenticateUser(agent, out reason))

View File

@@ -286,7 +286,7 @@ namespace OpenSim.Region.Framework.Scenes
string reason = String.Empty;
bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, out reason);
bool regionAccepted = m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, a, 0, out reason);
if (regionAccepted && newAgent)
{
@@ -810,7 +810,7 @@ namespace OpenSim.Region.Framework.Scenes
// Let's create an agent there if one doesn't exist yet.
//if (!m_commsProvider.InterRegion.InformRegionOfChildAgent(reg.RegionHandle, agentCircuit))
if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, out reason))
if (!m_interregionCommsOut.SendCreateChildAgent(reg.RegionHandle, agentCircuit, teleportFlags, out reason))
{
avatar.ControllingClient.SendTeleportFailed(String.Format("Destination is not accepting teleports: {0}",
reason));

View File

@@ -124,6 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
private Vector3? m_forceToApply;
private uint m_requestedSitTargetID;
private UUID m_requestedSitTargetUUID;
public bool SitGround = false;
private SendCourseLocationsMethod m_sendCourseLocationsMethod;
@@ -169,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
protected RegionInfo m_regionInfo;
protected ulong crossingFromRegion;
private readonly Vector3[] Dir_Vectors = new Vector3[6];
private readonly Vector3[] Dir_Vectors = new Vector3[9];
// Position of agent's camera in world (region cordinates)
protected Vector3 m_CameraCenter;
@@ -233,6 +234,8 @@ namespace OpenSim.Region.Framework.Scenes
DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
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,
DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
}
@@ -717,19 +720,23 @@ namespace OpenSim.Region.Framework.Scenes
Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
Dir_Vectors[4] = Vector3.UnitZ; //UP
Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
Dir_Vectors[5] = 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
}
private Vector3[] GetWalkDirectionVectors()
{
Vector3[] vector = new Vector3[6];
Vector3[] vector = new Vector3[9];
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
vector[5] = 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
return vector;
}
@@ -1248,7 +1255,9 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: This doesn't prevent the user from walking yet.
// Setting parent ID would fix this, if we knew what value
// to use. Or we could add a m_isSitting variable.
Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
SitGround = true;
}
// In the future, these values might need to go global.
@@ -1306,6 +1315,9 @@ namespace OpenSim.Region.Framework.Scenes
else
dirVectors = Dir_Vectors;
// The fact that m_movementflag is a byte needs to be fixed
// it really should be a uint
uint nudgehack = 250;
foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
{
if (((uint)flags & (uint)DCF) != 0)
@@ -1315,24 +1327,40 @@ namespace OpenSim.Region.Framework.Scenes
try
{
agent_control_v3 += dirVectors[i];
//m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]);
}
catch (IndexOutOfRangeException)
{
// Why did I get this?
}
if ((m_movementflag & (uint)DCF) == 0)
if ((m_movementflag & (byte)(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 & (uint)DCF) != 0)
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
{
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
{
@@ -1470,7 +1498,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if (update_movementflag)
if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround)
Animator.UpdateMovementAnimations();
m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1582,8 +1610,12 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void StandUp()
{
if (SitGround)
SitGround = false;
if (m_parentID != 0)
{
m_log.Debug("StandupCode Executed");
SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
if (part != null)
{

View File

@@ -117,7 +117,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
agent.child = true;
string reason;
scene.NewUserConnection(agent, out reason);
scene.NewUserConnection(agent, (uint)TeleportFlags.ViaLogin, out reason);
testclient = new TestClient(agent, scene);
scene.AddNewClient(testclient);
@@ -153,7 +153,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
if (acd1 == null)
fixNullPresence();
scene.NewUserConnection(acd1, out reason);
scene.NewUserConnection(acd1, 0, out reason);
if (testclient == null)
testclient = new TestClient(acd1, scene);
scene.AddNewClient(testclient);
@@ -242,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// Adding child agent to region 1001
string reason;
scene2.NewUserConnection(acd1, out reason);
scene2.NewUserConnection(acd1,0, out reason);
scene2.AddNewClient(testclient);
ScenePresence presence = scene.GetScenePresence(agent1);