mirror of
https://github.com/opensim/opensim.git
synced 2026-08-07 09:45:47 +08:00
[possible still very broken] mess around keyframes. timer events
threads overlaps, some null objects exceptions, region crossing...
This commit is contained in:
@@ -58,12 +58,31 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3 m_serializedPosition;
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private Keyframe m_currentFrame;
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private List<Keyframe> m_frames = new List<Keyframe>();
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private Keyframe[] m_keyframes;
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[NonSerialized()]
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protected Timer m_timer = new Timer();
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protected Timer m_timer = null;
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// timer lock
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[NonSerialized()]
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private object m_onTimerLock;
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// timer overrun detect
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// prevents overlap or timer events threads frozen on the lock
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[NonSerialized()]
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private bool m_inOnTimer;
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// skip timer events.
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//timer.stop doesn't assure there aren't event threads still being fired
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[NonSerialized()]
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private bool m_skipOnTimer;
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// retry position for cross fail
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[NonSerialized()]
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private Vector3 m_nextPosition;
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[NonSerialized()]
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private SceneObjectGroup m_group;
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@@ -88,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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set
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{
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if (value)
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if (!value)
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{
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// Once we're let go, recompute positions
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if (m_selected)
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@@ -100,7 +119,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (!m_selected)
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m_serializedPosition = m_group.AbsolutePosition;
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}
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m_selected = value; }
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m_selected = value;
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}
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}
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public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
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@@ -111,31 +131,65 @@ namespace OpenSim.Region.Framework.Scenes
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KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
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/*
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* create timer in start()
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* this was creating unneeded timers
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// This will be started when position is updated
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newMotion.m_timer = new Timer();
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newMotion.m_timer.Interval = (int)timerInterval;
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newMotion.m_timer.AutoReset = true;
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newMotion.m_timer.Elapsed += newMotion.OnTimer;
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*/
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newMotion.m_group = grp;
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if (grp != null && grp.IsSelected)
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newMotion.m_selected = true;
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newMotion.m_onTimerLock = new object();
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newMotion.m_skipOnTimer = false;
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newMotion.m_inOnTimer = false;
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return newMotion;
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}
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public void UpdateSceneObject(SceneObjectGroup grp)
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{
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m_group = grp;
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Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
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m_basePosition += offset;
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m_currentFrame.Position += offset;
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for (int i = 0 ; i < m_frames.Count ; i++)
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// lock (m_onTimerLock)
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{
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Keyframe k = m_frames[i];
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k.Position += offset;
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m_frames[i] = k;
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}
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m_skipOnTimer = true;
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if (m_timer != null)
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m_timer.Stop();
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if (m_running)
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Start();
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m_group = grp;
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Vector3 grppos = grp.AbsolutePosition;
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Vector3 offset = grppos - m_serializedPosition;
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// avoid doing it more than once
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// current this will happen draging a prim to other region
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m_serializedPosition = grppos;
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m_basePosition += offset;
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m_currentFrame.Position += offset;
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m_nextPosition += offset;
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/*
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for (int i = 0; i < m_frames.Count; i++)
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{
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Keyframe k = m_frames[i];
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k.Position += offset;
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m_frames[i] = k;
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}
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*/
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for (int i = 0; i < m_frames.Count; i++)
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{
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Keyframe k = m_frames[i];
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k.Position += offset;
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m_frames[i]=k;
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}
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if (m_running)
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Start();
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}
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}
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public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
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@@ -143,13 +197,16 @@ namespace OpenSim.Region.Framework.Scenes
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m_mode = mode;
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m_data = data;
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m_onTimerLock = new object();
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m_group = grp;
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m_basePosition = grp.AbsolutePosition;
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m_baseRotation = grp.GroupRotation;
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/*
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m_timer.Interval = (int)timerInterval;
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m_timer.AutoReset = true;
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m_timer.Elapsed += OnTimer;
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*/
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}
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public void SetKeyframes(Keyframe[] frames)
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@@ -157,19 +214,63 @@ namespace OpenSim.Region.Framework.Scenes
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m_keyframes = frames;
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}
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public void Delete()
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{
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m_skipOnTimer = true;
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m_frames.Clear();
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m_keyframes = null;
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m_running = false;
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if (m_timer == null)
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return;
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m_timer.Stop();
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m_timer.Elapsed -= OnTimer;
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m_timer = null;
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}
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public void Start()
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{
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if (m_keyframes.Length > 0)
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{
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if (m_timer == null)
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{
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m_timer = new Timer();
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m_timer.Interval = (int)timerInterval;
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m_timer.AutoReset = true;
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m_timer.Elapsed += OnTimer;
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}
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m_skipOnTimer = false;
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m_inOnTimer = false;
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m_timer.Start();
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m_running = true;
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m_running = true;
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}
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else
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{
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m_running = false;
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m_skipOnTimer = true;
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if (m_timer != null)
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{
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m_timer.Stop();
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m_timer.Elapsed -= OnTimer;
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m_timer = null;
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}
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}
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}
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public void Stop()
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{
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m_skipOnTimer = true;
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// Failed object creation
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if (m_timer == null)
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return;
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m_timer.Stop();
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m_timer.Elapsed -= OnTimer;
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m_timer = null;
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m_basePosition = m_group.AbsolutePosition;
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m_baseRotation = m_group.GroupRotation;
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@@ -184,6 +285,8 @@ namespace OpenSim.Region.Framework.Scenes
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public void Pause()
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{
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m_skipOnTimer = true;
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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m_group.SendGroupRootTerseUpdate();
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@@ -284,138 +387,197 @@ namespace OpenSim.Region.Framework.Scenes
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protected void OnTimer(object sender, ElapsedEventArgs e)
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{
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if (m_frames.Count == 0)
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if (m_inOnTimer)
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{
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GetNextList();
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if (m_frames.Count == 0)
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{
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Stop();
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return;
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}
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m_currentFrame = m_frames[0];
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}
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if (m_selected)
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{
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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}
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m_log.Error("[KeyFrame]: timer overrun");
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return;
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}
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// Do the frame processing
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double steps = (double)m_currentFrame.TimeMS / timerInterval;
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float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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if (steps <= 1.0)
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// lock (m_onTimerLock)
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{
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m_currentFrame.TimeMS = 0;
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if (m_skipOnTimer)
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return;
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m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
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m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
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}
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else
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{
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Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
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Vector3 motionThisFrame = v / (float)steps;
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v = v * 1000 / m_currentFrame.TimeMS;
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bool update = false;
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if (Vector3.Mag(motionThisFrame) >= 0.05f)
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m_inOnTimer = true;
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try
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{
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m_group.AbsolutePosition += motionThisFrame;
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m_group.RootPart.Velocity = v;
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update = true;
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}
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if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
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{
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Quaternion current = m_group.GroupRotation;
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Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
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float angle = 0;
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float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
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float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
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float aa_bb = aa * bb;
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if (aa_bb == 0)
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if (m_frames.Count == 0)
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{
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angle = 0;
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GetNextList();
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if (m_frames.Count == 0)
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{
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Stop();
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m_inOnTimer = false;
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return;
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}
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m_currentFrame = m_frames[0];
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}
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if (m_selected)
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{
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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}
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m_inOnTimer = false;
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return;
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}
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// Do the frame processing
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double steps = (double)m_currentFrame.TimeMS / timerInterval;
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float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
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if (steps <= 1.0)
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{
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m_currentFrame.TimeMS = 0;
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// m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
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m_nextPosition = (Vector3)m_currentFrame.Position;
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m_group.AbsolutePosition = m_nextPosition;
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m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
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}
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else
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{
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float ab = current.X * step.X +
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current.Y * step.Y +
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current.Z * step.Z +
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current.W * step.W;
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float q = (ab * ab) / aa_bb;
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Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
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Vector3 motionThisFrame = v / (float)steps;
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v = v * 1000 / m_currentFrame.TimeMS;
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if (q > 1.0f)
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bool update = false;
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if (Vector3.Mag(motionThisFrame) >= 0.05f)
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{
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angle = 0;
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// m_group.AbsolutePosition += motionThisFrame;
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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m_group.AbsolutePosition = m_nextPosition;
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m_group.RootPart.Velocity = v;
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update = true;
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}
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else
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if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
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{
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angle = (float)Math.Acos(2 * q - 1);
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Quaternion current = m_group.GroupRotation;
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Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
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float angle = 0;
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float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
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float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
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float aa_bb = aa * bb;
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if (aa_bb == 0)
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{
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angle = 0;
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}
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else
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{
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float ab = current.X * step.X +
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current.Y * step.Y +
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current.Z * step.Z +
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current.W * step.W;
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float q = (ab * ab) / aa_bb;
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if (q > 1.0f)
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{
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angle = 0;
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}
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else
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{
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angle = (float)Math.Acos(2 * q - 1);
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}
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}
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if (angle > 0.01f)
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{
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m_group.UpdateGroupRotationR(step);
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//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
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update = true;
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}
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}
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if (update)
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m_group.SendGroupRootTerseUpdate();
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}
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if (angle > 0.01f)
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m_currentFrame.TimeMS -= (int)timerInterval;
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if (m_currentFrame.TimeMS <= 0)
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{
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m_group.UpdateGroupRotationR(step);
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//m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
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update = true;
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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m_group.SendGroupRootTerseUpdate();
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m_frames.RemoveAt(0);
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if (m_frames.Count > 0)
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m_currentFrame = m_frames[0];
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}
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}
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if (update)
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m_group.SendGroupRootTerseUpdate();
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}
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m_currentFrame.TimeMS -= (int)timerInterval;
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if (m_currentFrame.TimeMS <= 0)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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m_group.SendGroupRootTerseUpdate();
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m_frames.RemoveAt(0);
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if (m_frames.Count > 0)
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m_currentFrame = m_frames[0];
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finally
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{
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m_inOnTimer = false;
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}
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}
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}
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public Byte[] Serialize()
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public Byte[] Serialize(bool StopMoveTimer)
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{
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MemoryStream ms = new MemoryStream();
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m_timer.Stop();
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if (StopMoveTimer && m_timer != null)
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{
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m_skipOnTimer = true;
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m_timer.Stop();
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}
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BinaryFormatter fmt = new BinaryFormatter();
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SceneObjectGroup tmp = m_group;
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m_group = null;
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m_serializedPosition = tmp.AbsolutePosition;
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fmt.Serialize(ms, this);
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m_group = tmp;
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return ms.ToArray();
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// lock (m_onTimerLock)
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{
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BinaryFormatter fmt = new BinaryFormatter();
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SceneObjectGroup tmp = m_group;
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m_group = null;
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if(!m_selected)
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m_serializedPosition = tmp.AbsolutePosition;
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fmt.Serialize(ms, this);
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m_group = tmp;
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return ms.ToArray();
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}
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}
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public void StartCrossingCheck()
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{
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m_skipOnTimer = true;
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if (m_timer != null)
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m_timer.Stop();
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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}
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}
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public void CrossingFailure()
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{
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// The serialization has stopped the timer, so let's wait a moment
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// then retry the crossing. We'll get back here if it fails.
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// if it is a open border there is no serialization
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// so make sure timer is actually stopped
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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Util.FireAndForget(delegate (object x)
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{
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Thread.Sleep(60000);
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if (m_running)
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{
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m_skipOnTimer = false;
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m_timer.Start();
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m_group.AbsolutePosition = m_nextPosition;
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}
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});
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}
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}
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Reference in New Issue
Block a user