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* This means that caps methods (editing scripts, poss map functions, etc) on non-home regions should now work with servers which are listening for http ports on a non default (9000) port. * If you are running a region server, this may only work properly once your grid server upgrades to this revision * PLEASE NOTE: This shouldn't cause inter-region problems if one end of the connection hasn't upgraded to this revision. However if it does, the instability will persist until the grid and region (and possibly all the region's neighbours) have upgraded to this revision. * This revision also adds extra login related messages, both for success and failure conditions
2228 lines
84 KiB
C#
2228 lines
84 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Types;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Environment.Interfaces;
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using System.Runtime.Serialization;
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using System.Security.Permissions;
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namespace OpenSim.Region.Environment.Scenes
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{
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[Serializable]
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public class ScenePresence : EntityBase, ISerializable
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{
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// ~ScenePresence()
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// {
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// System.Console.WriteLine("[ScenePresence] Destructor called");
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// }
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public static AvatarAnimations Animations = new AvatarAnimations();
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public static byte[] DefaultTexture;
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public LLUUID currentParcelUUID = LLUUID.Zero;
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private List<LLUUID> m_animations = new List<LLUUID>();
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private List<int> m_animationSeqs = new List<int>();
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public Vector3 lastKnownAllowedPosition = new Vector3();
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public bool sentMessageAboutRestrictedParcelFlyingDown = false;
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private bool m_updateflag = false;
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private byte m_movementflag = 0;
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private readonly List<NewForce> m_forcesList = new List<NewForce>();
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private short m_updateCount = 0;
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private uint m_requestedSitTargetID = 0;
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private LLVector3 m_requestedSitOffset = new LLVector3();
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private float m_sitAvatarHeight = 2.0f;
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private float m_godlevel = 0;
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private LLVector3 m_LastChildAgentUpdatePosition = new LLVector3();
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private int m_perfMonMS = 0;
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private bool m_setAlwaysRun = false;
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private Quaternion m_bodyRot;
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public bool IsRestrictedToRegion = false;
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// Agent moves with a PID controller causing a force to be exerted.
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private bool m_newForce = false;
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private bool m_newCoarseLocations = true;
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private bool m_gotAllObjectsInScene = false;
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private LLVector3 m_lastVelocity = LLVector3.Zero;
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// Default AV Height
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private float m_avHeight = 127.0f;
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protected RegionInfo m_regionInfo;
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protected ulong crossingFromRegion = 0;
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private readonly Vector3[] Dir_Vectors = new Vector3[6];
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private LLVector3 lastPhysPos = new LLVector3();
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// Position of agent's camera in world (region cordinates)
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protected Vector3 m_CameraCenter = new Vector3(0, 0, 0);
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// Use these three vectors to figure out what the agent is looking at
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// Convert it to a Matrix and/or Quaternion
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protected Vector3 m_CameraAtAxis = new Vector3(0, 0, 0);
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protected Vector3 m_CameraLeftAxis = new Vector3(0, 0, 0);
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protected Vector3 m_CameraUpAxis = new Vector3(0, 0, 0);
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private uint m_AgentControlFlags = (uint) 0;
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private LLQuaternion m_headrotation = new LLQuaternion();
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private byte m_state = (byte) 0;
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//Reuse the LLVector3 instead of creating a new one on the UpdateMovement method
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private LLVector3 movementvector = new LLVector3();
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private List<LLUUID> m_knownPrimUUID = new List<LLUUID>();
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// Agent's Draw distance.
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protected float m_DrawDistance = 0f;
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protected AvatarAppearance m_appearance;
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//neighbouring regions we have enabled a child agent in
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private readonly List<ulong> m_knownChildRegions = new List<ulong>();
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private SignificantClientMovement handlerSignificantClientMovement = null; //OnSignificantClientMovement;
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/// <summary>
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/// Implemented Control Flags
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/// </summary>
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private enum Dir_ControlFlags
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{
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DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
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DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
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DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
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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_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
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}
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/// <summary>
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/// Position at which a significant movement was made
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/// </summary>
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private LLVector3 posLastSignificantMove = new LLVector3();
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public delegate void SignificantClientMovement(IClientAPI remote_client);
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public event SignificantClientMovement OnSignificantClientMovement;
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private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
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private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
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#region Properties
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/// <summary>
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/// Physical scene representation of this Avatar.
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/// </summary>
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public PhysicsActor PhysicsActor
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{
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set { m_physicsActor = value; }
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get { return m_physicsActor; }
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}
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public byte MovementFlag
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{
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set { m_movementflag = value; }
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get { return m_movementflag; }
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}
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public bool KnownPrim(LLUUID primID)
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{
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if (m_knownPrimUUID.Contains(primID))
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{
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return true;
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}
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m_knownPrimUUID.Add(primID);
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return false;
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}
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public bool Updated
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{
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set { m_updateflag = value; }
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get { return m_updateflag; }
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}
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private readonly ulong m_regionHandle;
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public ulong RegionHandle
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{
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get { return m_regionHandle; }
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}
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public Vector3 CameraPosition
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{
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get { return m_CameraCenter; }
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}
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private readonly string m_firstname;
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public string Firstname
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{
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get { return m_firstname; }
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}
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private readonly string m_lastname;
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public string Lastname
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{
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get { return m_lastname; }
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}
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public float DrawDistance
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{
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get { return m_DrawDistance; }
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}
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protected bool m_allowMovement = true;
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public bool AllowMovement
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{
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get { return m_allowMovement; }
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set { m_allowMovement = value; }
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}
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/// <summary>
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/// This works out to be the ClientView object associated with this avatar, or it's UDP connection manager
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/// </summary>
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private IClientAPI m_controllingClient;
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protected PhysicsActor m_physicsActor;
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public IClientAPI ControllingClient
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{
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get { return m_controllingClient; }
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set { m_controllingClient = value; }
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}
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protected LLVector3 m_parentPosition = new LLVector3();
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/// <summary>
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/// Absolute position of this avatar in 'region cordinates'
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/// </summary>
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public override LLVector3 AbsolutePosition
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{
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get
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{
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if (m_physicsActor != null)
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{
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m_pos.X = m_physicsActor.Position.X;
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m_pos.Y = m_physicsActor.Position.Y;
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m_pos.Z = m_physicsActor.Position.Z;
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}
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return m_parentPosition + m_pos;
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}
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set
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{
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if (m_physicsActor != null)
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{
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try
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{
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lock (m_scene.SyncRoot)
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{
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m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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m_pos = value;
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}
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}
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/// <summary>
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/// Current Velocity of the avatar.
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/// </summary>
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public override LLVector3 Velocity
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{
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get
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{
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if (m_physicsActor != null)
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{
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m_velocity.X = m_physicsActor.Velocity.X;
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m_velocity.Y = m_physicsActor.Velocity.Y;
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m_velocity.Z = m_physicsActor.Velocity.Z;
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}
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return m_velocity;
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}
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set
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{
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if (m_physicsActor != null)
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{
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try
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{
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lock (m_scene.SyncRoot)
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{
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m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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m_velocity = value;
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}
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}
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/// <summary>
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/// If this is true, agent doesn't have a representation in this scene.
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/// this is an agent 'looking into' this scene from a nearby scene(region)
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///
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/// if False, this agent has a representation in this scene
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/// </summary>
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private bool m_isChildAgent = true;
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public bool IsChildAgent
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{
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get { return m_isChildAgent; }
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set { m_isChildAgent = value; }
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}
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private uint m_parentID = 0;
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public uint ParentID
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{
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get { return m_parentID; }
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set { m_parentID = value; }
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}
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/// <summary>
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/// These are the region handles known by the avatar.
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/// </summary>
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public List<ulong> KnownChildRegions
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{
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get { return m_knownChildRegions; }
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}
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#endregion
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#region Constructor(s)
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private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
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{
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m_regionHandle = reginfo.RegionHandle;
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m_controllingClient = client;
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m_firstname = m_controllingClient.FirstName;
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m_lastname = m_controllingClient.LastName;
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m_scene = world;
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m_uuid = client.AgentId;
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m_regionInfo = reginfo;
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m_localId = m_scene.NextLocalId;
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AbsolutePosition = m_controllingClient.StartPos;
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// TODO: m_animations and m_animationSeqs should always be of the same length.
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// Move them into an object to (hopefully) avoid threading issues.
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try
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{
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m_animations.Add(Animations.AnimsLLUUID["STAND"]);
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}
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catch (KeyNotFoundException)
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{
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m_log.Warn("[AVATAR]: KeyNotFound Exception playing avatar stand animation");
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}
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m_animationSeqs.Add(1);
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RegisterToEvents();
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SetDirectionVectors();
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m_scene.LandChannel.sendLandUpdate(this, true);
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}
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
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AvatarWearable[] wearables)
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: this(client, world, reginfo)
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{
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m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
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}
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
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: this(client, world, reginfo)
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{
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m_appearance = appearance;
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}
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public void RegisterToEvents()
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{
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m_controllingClient.OnRequestWearables += SendOwnAppearance;
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m_controllingClient.OnSetAppearance += SetAppearance;
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m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
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m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
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m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
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m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
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m_controllingClient.OnAgentSit += HandleAgentSit;
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m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
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m_controllingClient.OnStartAnim += HandleStartAnim;
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m_controllingClient.OnStopAnim += HandleStopAnim;
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// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
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// ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
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}
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private void SetDirectionVectors()
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{
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Dir_Vectors[0] = new Vector3(1, 0, 0); //FORWARD
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Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
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Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
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Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
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Dir_Vectors[4] = new Vector3(0, 0, 1); //UP
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Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN
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Dir_Vectors[5] = new Vector3(0, 0, -0.5f); //DOWN_Nudge
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}
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#endregion
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/// <summary>
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/// Add the part to the queue of parts for which we need to send an update to the client
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/// </summary>
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/// <param name="part"></param>
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public void QueuePartForUpdate(SceneObjectPart part)
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{
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//if (InterestList.Contains(part.ParentGroup))
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//{
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lock (m_partsUpdateQueue)
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{
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m_partsUpdateQueue.Enqueue(part);
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}
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// }
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}
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public uint GenerateClientFlags(LLUUID ObjectID)
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{
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return m_scene.PermissionsMngr.GenerateClientFlags(m_uuid, ObjectID);
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}
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/// <summary>
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/// Send updates to the client about prims which have been placed on the update queue. We don't
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/// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
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/// timestamp has already been sent.
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/// </summary>
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public void SendPrimUpdates()
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{
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// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
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//{
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// this.UpdateQuadTreeNode();
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//this.RefreshQuadObject();
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//}
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m_perfMonMS = System.Environment.TickCount;
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if (!m_gotAllObjectsInScene)
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{
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if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
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{
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m_scene.SendAllSceneObjectsToClient(this);
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m_gotAllObjectsInScene = true;
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}
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}
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if (m_partsUpdateQueue.Count > 0)
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{
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bool runUpdate = true;
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int updateCount = 0;
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while (runUpdate)
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{
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SceneObjectPart part = m_partsUpdateQueue.Dequeue();
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if (m_updateTimes.ContainsKey(part.UUID))
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{
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ScenePartUpdate update = m_updateTimes[part.UUID];
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// We deal with the possibility that two updates occur at the same unix time
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// at the update point itself.
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampFull);
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part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
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// We'll update to the part's timestamp rather than the current time to
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// avoid the race condition whereby the next tick occurs while we are
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// doing this update. If this happened, then subsequent updates which occurred
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// on the same tick or the next tick of the last update would be ignored.
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update.LastFullUpdateTime = part.TimeStampFull;
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updateCount++;
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}
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampTerse);
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part.SendTerseUpdate(ControllingClient);
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update.LastTerseUpdateTime = part.TimeStampTerse;
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updateCount++;
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}
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}
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else
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{
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//never been sent to client before so do full update
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part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
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ScenePartUpdate update = new ScenePartUpdate();
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update.FullID = part.UUID;
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update.LastFullUpdateTime = part.TimeStampFull;
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m_updateTimes.Add(part.UUID, update);
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updateCount++;
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}
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if (m_partsUpdateQueue.Count < 1 || updateCount > 60)
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{
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runUpdate = false;
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}
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}
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}
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m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
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}
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public void forceAvatarMovement(Vector3 position, Quaternion rotation)
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{
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AddNewMovement(position, rotation);
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}
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#region Status Methods
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/// <summary>
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/// This turns a child agent, into a root agent
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/// This is called when an agent teleports into a region, or if an
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/// agent crosses into this region from a neighbor over the border
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/// </summary>
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public void MakeRootAgent(LLVector3 pos, bool isFlying)
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{
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m_isChildAgent = false;
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AbsolutePosition = pos;
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AddToPhysicalScene();
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m_physicsActor.Flying = isFlying;
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m_scene.SwapRootAgentCount(false);
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m_scene.CommsManager.UserProfileCacheService.UpdateUserInventory(m_uuid);
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m_scene.AddCapsHandler(m_uuid);
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//if (!m_gotAllObjectsInScene)
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//{
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m_scene.SendAllSceneObjectsToClient(this);
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m_scene.LandChannel.sendLandUpdate(this, true);
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//m_gotAllObjectsInScene = true;
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//}
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}
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/// <summary>
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/// This turns a root agent into a child agent
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/// when an agent departs this region for a neighbor, this gets called.
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///
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/// It doesn't get called for a teleport. Reason being, an agent that
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/// teleports out may not be anywhere near this region
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/// </summary>
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public void MakeChildAgent()
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{
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Velocity = new LLVector3(0, 0, 0);
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m_isChildAgent = true;
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m_scene.SwapRootAgentCount(true);
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RemoveFromPhysicalScene();
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m_scene.EventManager.TriggerOnMakeChildAgent(this);
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//this.Pos = new LLVector3(128, 128, 70);
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}
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/// <summary>
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/// Removes physics plugin scene representation of this agent if it exists.
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/// </summary>
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private void RemoveFromPhysicalScene()
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{
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if (PhysicsActor != null)
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{
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m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
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m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
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PhysicsActor = null;
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="pos"></param>
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public void Teleport(LLVector3 pos)
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{
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AbsolutePosition = pos;
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SendTerseUpdateToAllClients();
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}
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/// <summary>
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///
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/// </summary>
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public void StopMovement()
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{
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}
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public void StopFlying()
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{
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// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
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// and send a full object update.
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// There's no message to send the client to tell it to stop flying
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// Add 1/6 the avatar's height to it's position so it doesn't shoot into the air
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// when the avatar stands up
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if (m_avHeight != 127.0f)
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{
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AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (m_avHeight / 6));
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}
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else
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{
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AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6));
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}
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SetMovementAnimation(Animations.AnimsLLUUID["LAND"], 2);
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SendFullUpdateToAllClients();
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}
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public void AddNeighbourRegion(ulong regionHandle)
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{
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if (!m_knownChildRegions.Contains(regionHandle))
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{
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m_knownChildRegions.Add(regionHandle);
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}
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}
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public void RemoveNeighbourRegion(ulong regionHandle)
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{
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if (!m_knownChildRegions.Contains(regionHandle))
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{
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m_knownChildRegions.Remove(regionHandle);
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}
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}
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public List<ulong> GetKnownRegionList()
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{
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return m_knownChildRegions;
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}
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#endregion
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#region Event Handlers
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/// <summary>
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/// Sets avatar height in the phyiscs plugin
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/// </summary>
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internal void SetHeight(float height)
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{
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m_avHeight = height;
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if (PhysicsActor != null)
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{
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PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
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PhysicsActor.Size = SetSize;
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}
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}
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/// <summary>
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/// Complete Avatar's movement into the region
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/// </summary>
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public void CompleteMovement()
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{
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LLVector3 look = Velocity;
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if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
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{
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look = new LLVector3(0.99f, 0.042f, 0);
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}
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m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
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if (m_isChildAgent)
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{
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m_isChildAgent = false;
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//this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
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MakeRootAgent(AbsolutePosition, false);
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}
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}
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/// <summary>
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/// This is the event handler for client movement. If a client is moving, this event is triggering.
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/// </summary>
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public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdatePacket agentData)
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{
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//if (m_isChildAgent)
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//{
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// // Console.WriteLine("DEBUG: HandleAgentUpdate: child agent");
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// return;
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//}
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// Must check for standing up even when PhysicsActor is null,
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// since sitting currently removes avatar from physical scene
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m_perfMonMS = System.Environment.TickCount;
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uint flags = agentData.AgentData.ControlFlags;
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LLQuaternion bodyRotation = agentData.AgentData.BodyRotation;
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// Camera location in world. We'll need to raytrace
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// from this location from time to time.
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m_CameraCenter.x = agentData.AgentData.CameraCenter.X;
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m_CameraCenter.y = agentData.AgentData.CameraCenter.Y;
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m_CameraCenter.z = agentData.AgentData.CameraCenter.Z;
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// Use these three vectors to figure out what the agent is looking at
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// Convert it to a Matrix and/or Quaternion
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m_CameraAtAxis.x = agentData.AgentData.CameraAtAxis.X;
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m_CameraAtAxis.y = agentData.AgentData.CameraAtAxis.Y;
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m_CameraAtAxis.z = agentData.AgentData.CameraAtAxis.Z;
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m_CameraLeftAxis.x = agentData.AgentData.CameraLeftAxis.X;
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m_CameraLeftAxis.y = agentData.AgentData.CameraLeftAxis.Y;
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m_CameraLeftAxis.z = agentData.AgentData.CameraLeftAxis.Z;
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m_CameraUpAxis.x = agentData.AgentData.CameraUpAxis.X;
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m_CameraUpAxis.y = agentData.AgentData.CameraUpAxis.Y;
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m_CameraUpAxis.z = agentData.AgentData.CameraUpAxis.Z;
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// The Agent's Draw distance setting
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m_DrawDistance = agentData.AgentData.Far;
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if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
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{
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StandUp();
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}
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if (PhysicsActor == null)
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|
{
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|
return;
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}
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if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
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|
{
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// TODO: This doesn't quite work yet -- probably a parent ID problem
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// m_parentID = (what should this be?)
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SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"], 1);
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}
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|
// In the future, these values might need to go global.
|
|
// Here's where you get them.
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// m_AgentControlFlags = flags;
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// m_headrotation = agentData.AgentData.HeadRotation;
|
|
// m_state = agentData.AgentData.State;
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|
|
if (m_allowMovement)
|
|
{
|
|
int i = 0;
|
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bool update_movementflag = false;
|
|
bool update_rotation = false;
|
|
bool DCFlagKeyPressed = false;
|
|
Vector3 agent_control_v3 = new Vector3(0, 0, 0);
|
|
Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
|
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bool oldflying = PhysicsActor.Flying;
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PhysicsActor.Flying = ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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if (PhysicsActor.Flying != oldflying)
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{
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|
update_movementflag = true;
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|
}
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|
if (q != m_bodyRot)
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{
|
|
m_bodyRot = q;
|
|
update_rotation = true;
|
|
}
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|
|
if (m_parentID == 0)
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|
{
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|
foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
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{
|
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if ((flags & (uint) DCF) != 0)
|
|
{
|
|
DCFlagKeyPressed = true;
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try
|
|
{
|
|
agent_control_v3 += Dir_Vectors[i];
|
|
}
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|
catch (IndexOutOfRangeException)
|
|
{
|
|
// Why did I get this?
|
|
}
|
|
if ((m_movementflag & (uint) DCF) == 0)
|
|
{
|
|
m_movementflag += (byte) (uint) DCF;
|
|
update_movementflag = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((m_movementflag & (uint) DCF) != 0)
|
|
{
|
|
m_movementflag -= (byte) (uint) DCF;
|
|
update_movementflag = true;
|
|
}
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
// Cause the avatar to stop flying if it's colliding
|
|
// with something with the down arrow pressed.
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|
|
|
// Skip if there's no physicsactor
|
|
if (m_physicsActor != null)
|
|
{
|
|
// Only do this if we're flying
|
|
if (m_physicsActor.Flying)
|
|
{
|
|
// Are the landing controls requirements filled?
|
|
bool controlland = (((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
|
|
((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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|
|
|
// Are the collision requirements fulfilled?
|
|
bool colliding = (m_physicsActor.IsColliding == true);
|
|
|
|
|
|
|
|
if (m_physicsActor.Flying && colliding && controlland)
|
|
{
|
|
StopFlying();
|
|
}
|
|
}
|
|
}
|
|
if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
|
|
{
|
|
AddNewMovement(agent_control_v3, q);
|
|
UpdateMovementAnimations(update_movementflag);
|
|
}
|
|
}
|
|
|
|
m_scene.EventManager.TriggerOnClientMovement(this);
|
|
|
|
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform the logic necessary to stand the client up. This method also executes
|
|
/// the stand animation.
|
|
/// </summary>
|
|
public void StandUp()
|
|
{
|
|
if (m_parentID != 0)
|
|
{
|
|
SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
|
|
if (part != null)
|
|
{
|
|
// Reset sit target.
|
|
if (part.GetAvatarOnSitTarget() == UUID)
|
|
part.SetAvatarOnSitTarget(LLUUID.Zero);
|
|
|
|
m_parentPosition = part.GetWorldPosition();
|
|
}
|
|
|
|
if (m_physicsActor == null)
|
|
{
|
|
AddToPhysicalScene();
|
|
|
|
}
|
|
|
|
m_pos += m_parentPosition + new LLVector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
|
|
m_parentPosition = new LLVector3();
|
|
|
|
|
|
m_parentID = 0;
|
|
SendFullUpdateToAllClients();
|
|
|
|
if (m_physicsActor != null)
|
|
{
|
|
SetHeight(m_avHeight);
|
|
|
|
}
|
|
}
|
|
|
|
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
|
|
}
|
|
|
|
private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
|
|
{
|
|
AvatarSitResponsePacket avatarSitResponse = new AvatarSitResponsePacket();
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|
|
|
avatarSitResponse.SitObject.ID = targetID;
|
|
|
|
bool autopilot = true;
|
|
LLVector3 pos = new LLVector3();
|
|
LLQuaternion sitOrientation = new LLQuaternion(0, 0, 0, 1);
|
|
|
|
SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
|
|
if (part != null)
|
|
{
|
|
// TODO: determine position to sit at based on scene geometry; don't trust offset from client
|
|
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
|
|
|
|
// Is a sit target available?
|
|
Vector3 avSitOffSet = part.GetSitTargetPosition();
|
|
Quaternion avSitOrientation = part.GetSitTargetOrientation();
|
|
LLUUID avOnTargetAlready = part.GetAvatarOnSitTarget();
|
|
|
|
bool SitTargetUnOccupied = (!(avOnTargetAlready != LLUUID.Zero));
|
|
bool SitTargetisSet =
|
|
(!(avSitOffSet.x == 0 && avSitOffSet.y == 0 && avSitOffSet.z == 0 && avSitOrientation.w == 0 &&
|
|
avSitOrientation.x == 0 && avSitOrientation.y == 0 && avSitOrientation.z == 1));
|
|
|
|
if (SitTargetisSet && SitTargetUnOccupied)
|
|
{
|
|
part.SetAvatarOnSitTarget(UUID);
|
|
offset = new LLVector3(avSitOffSet.x, avSitOffSet.y, avSitOffSet.z);
|
|
sitOrientation =
|
|
new LLQuaternion(avSitOrientation.w, avSitOrientation.x, avSitOrientation.y, avSitOrientation.z);
|
|
autopilot = false;
|
|
}
|
|
|
|
pos = part.AbsolutePosition + offset;
|
|
|
|
if (m_physicsActor != null)
|
|
{
|
|
// If we're not using the client autopilot, we're immediately warping the avatar to the location
|
|
// We can remove the physicsActor until they stand up.
|
|
m_sitAvatarHeight = m_physicsActor.Size.Z;
|
|
|
|
if (autopilot)
|
|
{
|
|
if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5)
|
|
{
|
|
autopilot = false;
|
|
|
|
RemoveFromPhysicalScene();
|
|
AbsolutePosition = pos + new LLVector3(0.0f, 0.0f, m_sitAvatarHeight);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RemoveFromPhysicalScene();
|
|
}
|
|
}
|
|
}
|
|
|
|
avatarSitResponse.SitTransform.AutoPilot = autopilot;
|
|
avatarSitResponse.SitTransform.SitPosition = offset;
|
|
avatarSitResponse.SitTransform.SitRotation = sitOrientation;
|
|
|
|
remoteClient.OutPacket(avatarSitResponse, ThrottleOutPacketType.Task);
|
|
|
|
// This calls HandleAgentSit twice, once from here, and the client calls
|
|
// HandleAgentSit itself after it gets to the location
|
|
// It doesn't get to the location until we've moved them there though
|
|
// which happens in HandleAgentSit :P
|
|
if (!autopilot)
|
|
HandleAgentSit(remoteClient, UUID);
|
|
}
|
|
|
|
public void HandleAgentRequestSit(IClientAPI remoteClient, LLUUID agentID, LLUUID targetID, LLVector3 offset)
|
|
{
|
|
if (m_parentID != 0)
|
|
{
|
|
StandUp();
|
|
}
|
|
|
|
|
|
SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
|
|
|
|
if (part != null)
|
|
{
|
|
m_requestedSitTargetID = part.LocalId;
|
|
m_requestedSitOffset = offset;
|
|
}
|
|
else
|
|
{
|
|
m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
|
|
}
|
|
SendSitResponse(remoteClient, targetID, offset);
|
|
}
|
|
|
|
public void HandleAgentSit(IClientAPI remoteClient, LLUUID agentID)
|
|
{
|
|
SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
|
|
|
|
if (part != null)
|
|
{
|
|
if (part.GetAvatarOnSitTarget() == UUID)
|
|
{
|
|
Vector3 sitTargetPos = part.GetSitTargetPosition();
|
|
Quaternion sitTargetOrient = part.GetSitTargetOrientation();
|
|
|
|
//Quaternion vq = new Quaternion(sitTargetPos.x, sitTargetPos.y+0.2f, sitTargetPos.z+0.2f, 0);
|
|
//Quaternion nq = new Quaternion(sitTargetOrient.w, -sitTargetOrient.x, -sitTargetOrient.y, -sitTargetOrient.z);
|
|
|
|
//Quaternion result = (sitTargetOrient * vq) * nq;
|
|
|
|
m_pos = new LLVector3(sitTargetPos.x, sitTargetPos.y, sitTargetPos.z);
|
|
m_bodyRot = sitTargetOrient;
|
|
//Rotation = sitTargetOrient;
|
|
m_parentPosition = part.AbsolutePosition;
|
|
|
|
//SendTerseUpdateToAllClients();
|
|
}
|
|
else
|
|
{
|
|
m_pos -= part.AbsolutePosition;
|
|
m_parentPosition = part.AbsolutePosition;
|
|
}
|
|
}
|
|
|
|
m_parentID = m_requestedSitTargetID;
|
|
|
|
Velocity = new LLVector3(0, 0, 0);
|
|
RemoveFromPhysicalScene();
|
|
|
|
SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1);
|
|
SendFullUpdateToAllClients();
|
|
// This may seem stupid, but Our Full updates don't send avatar rotation :P
|
|
// So we're also sending a terse update (which has avatar rotation)
|
|
SendTerseUpdateToAllClients();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event handler for the 'Always run' setting on the client
|
|
/// Tells the physics plugin to increase speed of movement.
|
|
/// </summary>
|
|
public void HandleSetAlwaysRun(IClientAPI remoteClient, bool SetAlwaysRun)
|
|
{
|
|
m_setAlwaysRun = SetAlwaysRun;
|
|
if (PhysicsActor != null)
|
|
{
|
|
PhysicsActor.SetAlwaysRun = SetAlwaysRun;
|
|
}
|
|
}
|
|
|
|
public void AddAnimation(LLUUID animID, int seq)
|
|
{
|
|
if (!m_animations.Contains(animID))
|
|
{
|
|
m_animations.Add(animID);
|
|
m_animationSeqs.Add(seq);
|
|
SendAnimPack();
|
|
}
|
|
}
|
|
|
|
public void RemoveAnimation(LLUUID animID)
|
|
{
|
|
if (m_animations.Contains(animID))
|
|
{
|
|
if (m_animations[0] == animID)
|
|
{
|
|
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
|
|
}
|
|
else
|
|
{
|
|
m_animations.Remove(animID);
|
|
SendAnimPack();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID, int seq)
|
|
{
|
|
AddAnimation(animID, seq);
|
|
}
|
|
|
|
public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID)
|
|
{
|
|
RemoveAnimation(animID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The movement animation is the first element of the animation list,
|
|
/// reserved for "main" animations that are mutually exclusive,
|
|
/// like flying and sitting, for example.
|
|
/// </summary>
|
|
protected void SetMovementAnimation(LLUUID anim, int seq)
|
|
{
|
|
try
|
|
{
|
|
if (m_animations[0] != anim)
|
|
{
|
|
m_animations[0] = anim;
|
|
m_animationSeqs[0] = seq;
|
|
SendAnimPack();
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
m_log.Warn("[AVATAR]: SetMovementAnimation for avatar failed. Attempting recovery...");
|
|
m_animations[0] = anim;
|
|
m_animationSeqs[0] = seq;
|
|
SendAnimPack();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method handles agent movement related animations
|
|
/// </summary>
|
|
protected void UpdateMovementAnimations(bool update_movementflag)
|
|
{
|
|
|
|
|
|
if (update_movementflag)
|
|
{
|
|
// Are we moving?
|
|
if (m_movementflag != 0)
|
|
{
|
|
// We are moving
|
|
|
|
if (m_physicsActor.Flying)
|
|
{
|
|
// We are flying
|
|
SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
|
|
}
|
|
else if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
|
|
PhysicsActor.IsColliding)
|
|
{
|
|
// Client is pressing the page down button and moving and is colliding with something
|
|
SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
|
|
{
|
|
// Client is moving and falling at a velocity greater then 6 meters per unit
|
|
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 &&
|
|
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
|
|
{
|
|
// Client is moving, and colliding and pressing the page up button but isn't flying
|
|
try
|
|
{
|
|
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
|
|
}
|
|
catch (KeyNotFoundException)
|
|
{ }
|
|
}
|
|
else if (m_setAlwaysRun)
|
|
{
|
|
// We are running
|
|
try
|
|
{
|
|
SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1);
|
|
}
|
|
catch (KeyNotFoundException)
|
|
{ }
|
|
}
|
|
else
|
|
{
|
|
// We're moving, but we're not doing anything else.. so play the stand animation
|
|
try
|
|
{
|
|
SetMovementAnimation(Animations.AnimsLLUUID["WALK"], 1);
|
|
}
|
|
catch (KeyNotFoundException)
|
|
{ }
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Not moving
|
|
|
|
if (((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
|
|
PhysicsActor.IsColliding)
|
|
{
|
|
// Client pressing the page down button
|
|
SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
|
|
{
|
|
// Not colliding and not flying, and we're falling at high speed
|
|
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying &&
|
|
(m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
|
|
{
|
|
// This is the standing jump
|
|
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
|
|
}
|
|
else if (m_physicsActor.Flying)
|
|
{
|
|
// We're flying but not moving
|
|
SetMovementAnimation(Animations.AnimsLLUUID["HOVER"], 1);
|
|
}
|
|
else
|
|
{
|
|
// We're not moving.. and we're not doing anything.. so play the stand animation
|
|
try
|
|
{
|
|
|
|
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
|
|
}
|
|
catch (KeyNotFoundException)
|
|
{ }
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a new movement
|
|
/// </summary>
|
|
protected void AddNewMovement(Vector3 vec, Quaternion rotation)
|
|
{
|
|
if (m_isChildAgent)
|
|
{
|
|
Console.WriteLine("DEBUG: AddNewMovement: child agent");
|
|
return;
|
|
}
|
|
|
|
m_perfMonMS = System.Environment.TickCount;
|
|
|
|
m_rotation = rotation;
|
|
NewForce newVelocity = new NewForce();
|
|
Vector3 direc = rotation*vec;
|
|
direc.Normalize();
|
|
|
|
direc *= 0.03f*128f;
|
|
if (m_physicsActor.Flying)
|
|
{
|
|
direc *= 4;
|
|
//bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
|
|
//bool colliding = (m_physicsActor.IsColliding==true);
|
|
//if (controlland)
|
|
// m_log.Info("[AGENT]: landCommand");
|
|
//if (colliding )
|
|
// m_log.Info("[AGENT]: colliding");
|
|
//if (m_physicsActor.Flying && colliding && controlland)
|
|
//{
|
|
// StopFlying();
|
|
// m_log.Info("[AGENT]: Stop FLying");
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
|
|
{
|
|
//direc.z *= 40;
|
|
if (direc.z > 2.0f)
|
|
{
|
|
direc.z *= 3;
|
|
//System.Console.WriteLine("Jump");
|
|
// PreJump and jump happen too quickly. Many times prejump gets ignored.
|
|
try
|
|
{
|
|
SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"], 1);
|
|
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
|
|
}
|
|
catch (KeyNotFoundException)
|
|
{ }
|
|
}
|
|
}
|
|
}
|
|
|
|
newVelocity.X = direc.x;
|
|
newVelocity.Y = direc.y;
|
|
newVelocity.Z = direc.z;
|
|
m_forcesList.Add(newVelocity);
|
|
|
|
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Overridden Methods
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public override void Update()
|
|
{
|
|
SendPrimUpdates();
|
|
|
|
if (m_newCoarseLocations)
|
|
{
|
|
SendCoarseLocations();
|
|
m_newCoarseLocations = false;
|
|
}
|
|
|
|
if (m_isChildAgent == false)
|
|
{
|
|
if (m_newForce) // user movement 'forces' (ie commands to move)
|
|
{
|
|
SendTerseUpdateToAllClients();
|
|
m_updateCount = 0;
|
|
}
|
|
else if (m_movementflag != 0) // scripted movement (?)
|
|
{
|
|
m_updateCount++;
|
|
if (m_updateCount > 3)
|
|
{
|
|
SendTerseUpdateToAllClients();
|
|
m_updateCount = 0;
|
|
}
|
|
}
|
|
else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement
|
|
{
|
|
|
|
|
|
// Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
|
|
// doing the above assures us that we know what we sent the clients last
|
|
SendTerseUpdateToAllClients();
|
|
m_updateCount = 0;
|
|
|
|
|
|
|
|
}
|
|
|
|
// followed suggestion from mic bowman. reversed the two lines below.
|
|
CheckForBorderCrossing();
|
|
CheckForSignificantMovement(); // sends update to the modules.
|
|
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Update Client(s)
|
|
|
|
/// <summary>
|
|
/// Sends a location update to the client connected to this scenePresence
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendTerseUpdateToClient(IClientAPI remoteClient)
|
|
{
|
|
m_perfMonMS = System.Environment.TickCount;
|
|
|
|
LLVector3 pos = m_pos;
|
|
LLVector3 vel = Velocity;
|
|
LLQuaternion rot = new LLQuaternion(m_bodyRot.x, m_bodyRot.y, m_bodyRot.z, m_bodyRot.w);
|
|
remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new LLVector3(pos.X, pos.Y, pos.Z),
|
|
new LLVector3(vel.X, vel.Y, vel.Z), rot);
|
|
|
|
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
|
|
m_scene.AddAgentUpdates(1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send a location/velocity/accelleration update to all agents in scene
|
|
/// </summary>
|
|
public void SendTerseUpdateToAllClients()
|
|
{
|
|
m_perfMonMS = System.Environment.TickCount;
|
|
|
|
m_scene.Broadcast(SendTerseUpdateToClient);
|
|
|
|
m_lastVelocity = m_velocity;
|
|
lastPhysPos = AbsolutePosition;
|
|
|
|
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
|
|
|
|
}
|
|
|
|
public void SendCoarseLocations()
|
|
{
|
|
m_perfMonMS = System.Environment.TickCount;
|
|
|
|
List<LLVector3> CoarseLocations = new List<LLVector3>();
|
|
List<ScenePresence> avatars = m_scene.GetAvatars();
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
if (avatars[i] != this)
|
|
{
|
|
CoarseLocations.Add(avatars[i].m_pos);
|
|
}
|
|
}
|
|
|
|
m_controllingClient.SendCoarseLocationUpdate(CoarseLocations);
|
|
|
|
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
|
|
}
|
|
|
|
public void CoarseLocationChange()
|
|
{
|
|
m_newCoarseLocations = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
|
|
/// </summary>
|
|
/// <param name="remoteAvatar"></param>
|
|
public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
|
|
{
|
|
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
|
|
LocalId, m_pos, m_appearance.TextureEntry.ToBytes(),
|
|
m_parentID);
|
|
m_scene.AddAgentUpdates(1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell *ALL* agents about this agent
|
|
/// </summary>
|
|
public void SendFullUpdateToAllClients()
|
|
{
|
|
m_perfMonMS = System.Environment.TickCount;
|
|
|
|
List<ScenePresence> avatars = m_scene.GetScenePresences();
|
|
foreach (ScenePresence avatar in avatars)
|
|
{
|
|
SendFullUpdateToOtherClient(avatar);
|
|
if (avatar.LocalId != LocalId)
|
|
{
|
|
if (!avatar.m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
|
|
{
|
|
avatar.SendFullUpdateToOtherClient(this);
|
|
avatar.SendAppearanceToOtherAgent(this);
|
|
}
|
|
}
|
|
}
|
|
m_scene.AddAgentUpdates(avatars.Count);
|
|
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendInitialData()
|
|
{
|
|
m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
|
|
m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
|
|
if (!m_isChildAgent)
|
|
{
|
|
m_scene.InformClientOfNeighbours(this);
|
|
}
|
|
|
|
SendFullUpdateToAllClients();
|
|
SendAppearanceToAllOtherAgents();
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="client"></param>
|
|
public void SendOwnAppearance()
|
|
{
|
|
m_appearance.SendOwnWearables(ControllingClient);
|
|
|
|
// TODO: remove this once the SunModule is slightly more tested
|
|
// m_controllingClient.SendViewerTime(m_scene.TimePhase);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendAppearanceToAllOtherAgents()
|
|
{
|
|
m_perfMonMS=System.Environment.TickCount;
|
|
|
|
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
|
|
{
|
|
if (scenePresence.UUID != UUID)
|
|
{
|
|
m_appearance.SendAppearanceToOtherAgent(scenePresence);
|
|
}
|
|
});
|
|
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
|
|
}
|
|
|
|
public void SendAppearanceToOtherAgent(ScenePresence avatar)
|
|
{
|
|
m_appearance.SendAppearanceToOtherAgent(avatar);
|
|
}
|
|
|
|
public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam)
|
|
{
|
|
m_appearance.SetAppearance(texture, visualParam);
|
|
SetHeight(m_appearance.AvatarHeight);
|
|
|
|
SendAppearanceToAllOtherAgents();
|
|
}
|
|
|
|
public void SetWearable(int wearableId, AvatarWearable wearable)
|
|
{
|
|
m_appearance.SetWearable(ControllingClient, wearableId, wearable);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="animations"></param>
|
|
/// <param name="seqs"></param>
|
|
public void SendAnimPack(LLUUID[] animations, int[] seqs)
|
|
{
|
|
m_scene.Broadcast(
|
|
delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); });
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendAnimPack()
|
|
{
|
|
SendAnimPack(m_animations.ToArray(), m_animationSeqs.ToArray());
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Significant Movement Method
|
|
|
|
/// <summary>
|
|
/// This checks for a significant movement and sends a courselocationchange update
|
|
/// </summary>
|
|
protected void CheckForSignificantMovement()
|
|
{
|
|
if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > 0.5)
|
|
{
|
|
posLastSignificantMove = AbsolutePosition;
|
|
handlerSignificantClientMovement = OnSignificantClientMovement;
|
|
if (handlerSignificantClientMovement != null)
|
|
{
|
|
handlerSignificantClientMovement(m_controllingClient);
|
|
m_scene.NotifyMyCoarseLocationChange();
|
|
}
|
|
}
|
|
|
|
// Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
|
|
if (Util.GetDistanceTo(AbsolutePosition,m_LastChildAgentUpdatePosition) > 32)
|
|
{
|
|
ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
|
|
cadu.ActiveGroupID=LLUUID.Zero.UUID;
|
|
cadu.AgentID = UUID.UUID;
|
|
cadu.alwaysrun = m_setAlwaysRun;
|
|
cadu.AVHeight = m_avHeight;
|
|
LLVector3 tempCameraCenter = new LLVector3(m_CameraCenter.x, m_CameraCenter.y, m_CameraCenter.z);
|
|
cadu.cameraPosition = new sLLVector3(tempCameraCenter);
|
|
cadu.drawdistance = m_DrawDistance;
|
|
cadu.godlevel = m_godlevel;
|
|
cadu.GroupAccess = 0;
|
|
cadu.Position = new sLLVector3(AbsolutePosition);
|
|
cadu.regionHandle = m_scene.RegionInfo.RegionHandle;
|
|
cadu.throttles = ControllingClient.GetThrottlesPacked(1f);
|
|
cadu.Velocity = new sLLVector3(Velocity);
|
|
m_scene.SendOutChildAgentUpdates(cadu,this);
|
|
m_LastChildAgentUpdatePosition.X = AbsolutePosition.X;
|
|
m_LastChildAgentUpdatePosition.Y = AbsolutePosition.Y;
|
|
m_LastChildAgentUpdatePosition.Z = AbsolutePosition.Z;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Border Crossing Methods
|
|
|
|
/// <summary>
|
|
/// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
|
|
/// </summary>
|
|
protected void CheckForBorderCrossing()
|
|
{
|
|
LLVector3 pos2 = AbsolutePosition;
|
|
LLVector3 vel = Velocity;
|
|
|
|
float timeStep = 0.1f;
|
|
pos2.X = pos2.X + (vel.X*timeStep);
|
|
pos2.Y = pos2.Y + (vel.Y*timeStep);
|
|
pos2.Z = pos2.Z + (vel.Z*timeStep);
|
|
|
|
if ((pos2.X < 0) || (pos2.X > Constants.RegionSize))
|
|
{
|
|
CrossToNewRegion();
|
|
}
|
|
|
|
if ((pos2.Y < 0) || (pos2.Y > Constants.RegionSize))
|
|
{
|
|
CrossToNewRegion();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves the agent outside the region bounds
|
|
/// Tells neighbor region that we're crossing to it
|
|
/// If the neighbor accepts, remove the agent's viewable avatar from this scene
|
|
/// set them to a child agent.
|
|
/// </summary>
|
|
protected void CrossToNewRegion()
|
|
{
|
|
LLVector3 pos = AbsolutePosition;
|
|
LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z);
|
|
uint neighbourx = m_regionInfo.RegionLocX;
|
|
uint neighboury = m_regionInfo.RegionLocY;
|
|
|
|
// distance to edge that will trigger crossing
|
|
const float boundaryDistance = 1.7f;
|
|
|
|
// distance into new region to place avatar
|
|
const float enterDistance = 0.1f;
|
|
|
|
if (pos.X < boundaryDistance)
|
|
{
|
|
neighbourx--;
|
|
newpos.X = Constants.RegionSize - enterDistance;
|
|
}
|
|
else if (pos.X > Constants.RegionSize - boundaryDistance)
|
|
{
|
|
neighbourx++;
|
|
newpos.X = enterDistance;
|
|
}
|
|
|
|
if (pos.Y < boundaryDistance)
|
|
{
|
|
neighboury--;
|
|
newpos.Y = Constants.RegionSize - enterDistance;
|
|
}
|
|
else if (pos.Y > Constants.RegionSize - boundaryDistance)
|
|
{
|
|
neighboury++;
|
|
newpos.Y = enterDistance;
|
|
}
|
|
|
|
LLVector3 vel = m_velocity;
|
|
ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
|
SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
|
|
if (neighbourRegion != null)
|
|
{
|
|
bool res =
|
|
m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos,
|
|
m_physicsActor.Flying);
|
|
if (res)
|
|
{
|
|
AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
|
|
|
|
// TODO Should construct this behind a method
|
|
string capsPath =
|
|
"http://" + neighbourRegion.ExternalHostName + ":" + neighbourRegion.HttpPort
|
|
+ "/CAPS/" + circuitdata.CapsPath + "0000/";
|
|
|
|
m_log.DebugFormat(
|
|
"[CONNECTION DEBUGGING]: Sending new CAPS seed url {0} to avatar {1}", capsPath, m_uuid);
|
|
|
|
m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
|
|
capsPath);
|
|
MakeChildAgent();
|
|
m_scene.SendKillObject(m_localId);
|
|
m_scene.NotifyMyCoarseLocationChange();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// This allows the Sim owner the abiility to kick users from their sim currently.
|
|
/// It tells the client that the agent has permission to do so.
|
|
/// </summary>
|
|
public void GrantGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token, bool godStatus)
|
|
{
|
|
GrantGodlikePowersPacket respondPacket = new GrantGodlikePowersPacket();
|
|
GrantGodlikePowersPacket.GrantDataBlock gdb = new GrantGodlikePowersPacket.GrantDataBlock();
|
|
GrantGodlikePowersPacket.AgentDataBlock adb = new GrantGodlikePowersPacket.AgentDataBlock();
|
|
|
|
adb.AgentID = agentID;
|
|
adb.SessionID = sessionID; // More security
|
|
|
|
if (godStatus)
|
|
{
|
|
gdb.GodLevel = (byte)250;
|
|
m_godlevel = 250;
|
|
}
|
|
else
|
|
{
|
|
gdb.GodLevel = (byte)0;
|
|
m_godlevel = 0;
|
|
}
|
|
|
|
gdb.Token = token;
|
|
//respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock;
|
|
respondPacket.GrantData = gdb;
|
|
respondPacket.AgentData = adb;
|
|
ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This updates important decision making data about a child agent
|
|
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
|
|
/// </summary>
|
|
public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
|
|
{
|
|
//
|
|
int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
|
|
int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
|
|
|
|
m_DrawDistance = cAgentData.drawdistance;
|
|
m_pos = new LLVector3(cAgentData.Position.x + shiftx, cAgentData.Position.y + shifty, cAgentData.Position.z);
|
|
|
|
// It's hard to say here.. We can't really tell where the camera position is unless it's in world cordinates from the sending region
|
|
m_CameraCenter =
|
|
new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z);
|
|
|
|
|
|
m_godlevel = cAgentData.godlevel;
|
|
SetHeight(cAgentData.AVHeight);
|
|
|
|
ControllingClient.SetChildAgentThrottle(cAgentData.throttles);
|
|
|
|
|
|
|
|
// Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
|
|
if (m_scene.m_seeIntoRegionFromNeighbor)
|
|
m_scene.SendAllSceneObjectsToClient(this);
|
|
//cAgentData.AVHeight;
|
|
//cAgentData.regionHandle;
|
|
//m_velocity = cAgentData.Velocity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles part of the PID controller function for moving an avatar.
|
|
/// </summary>
|
|
public override void UpdateMovement()
|
|
{
|
|
m_newForce = false;
|
|
lock (m_forcesList)
|
|
{
|
|
if (m_forcesList.Count > 0)
|
|
{
|
|
for (int i = 0; i < m_forcesList.Count; i++)
|
|
{
|
|
NewForce force = m_forcesList[i];
|
|
|
|
m_updateflag = true;
|
|
try
|
|
{
|
|
movementvector.X = force.X;
|
|
movementvector.Y = force.Y;
|
|
movementvector.Z = force.Z;
|
|
Velocity = movementvector;
|
|
}
|
|
catch (System.NullReferenceException)
|
|
{
|
|
// Under extreme load, this returns a NullReference Exception that we can ignore.
|
|
// Ignoring this causes no movement to be sent to the physics engine...
|
|
// which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter!
|
|
}
|
|
m_newForce = true;
|
|
}
|
|
for (int i = 0; i < m_forcesList.Count; i++)
|
|
{
|
|
m_forcesList.RemoveAt(0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static ScenePresence()
|
|
{
|
|
LLObject.TextureEntry textu = AvatarAppearance.GetDefaultTextureEntry();
|
|
DefaultTexture = textu.ToBytes();
|
|
}
|
|
|
|
[Serializable]
|
|
public class NewForce
|
|
{
|
|
public float X;
|
|
public float Y;
|
|
public float Z;
|
|
|
|
public NewForce()
|
|
{
|
|
}
|
|
}
|
|
|
|
[Serializable]
|
|
public class ScenePartUpdate : ISerializable
|
|
{
|
|
public LLUUID FullID;
|
|
public uint LastFullUpdateTime;
|
|
public uint LastTerseUpdateTime;
|
|
|
|
public ScenePartUpdate()
|
|
{
|
|
FullID = LLUUID.Zero;
|
|
LastFullUpdateTime = 0;
|
|
LastTerseUpdateTime = 0;
|
|
}
|
|
|
|
protected ScenePartUpdate(SerializationInfo info, StreamingContext context)
|
|
{
|
|
//System.Console.WriteLine("ScenePartUpdate Deserialize BGN");
|
|
|
|
if (info == null)
|
|
{
|
|
throw new System.ArgumentNullException("info");
|
|
}
|
|
|
|
FullID = new LLUUID((Guid)info.GetValue("FullID", typeof(Guid)));
|
|
LastFullUpdateTime = (uint)info.GetValue("LastFullUpdateTime", typeof(uint));
|
|
LastTerseUpdateTime = (uint)info.GetValue("LastTerseUpdateTime", typeof(uint));
|
|
|
|
//System.Console.WriteLine("ScenePartUpdate Deserialize END");
|
|
}
|
|
|
|
[SecurityPermission(SecurityAction.LinkDemand,
|
|
Flags = SecurityPermissionFlag.SerializationFormatter)]
|
|
public virtual void GetObjectData(
|
|
SerializationInfo info, StreamingContext context)
|
|
{
|
|
if (info == null)
|
|
{
|
|
throw new System.ArgumentNullException("info");
|
|
}
|
|
|
|
info.AddValue("FullID", FullID.UUID);
|
|
info.AddValue("LastFullUpdateTime", LastFullUpdateTime);
|
|
info.AddValue("LastTerseUpdateTime", LastTerseUpdateTime);
|
|
}
|
|
}
|
|
|
|
public override void SetText(string text, Vector3 color, double alpha)
|
|
{
|
|
throw new Exception("Can't set Text on avatar.");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a physical representation of the avatar to the Physics plugin
|
|
/// </summary>
|
|
public void AddToPhysicalScene()
|
|
{
|
|
PhysicsScene scene = m_scene.PhysicsScene;
|
|
|
|
PhysicsVector pVec =
|
|
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
|
|
AbsolutePosition.Z);
|
|
if (m_avHeight == 127.0f)
|
|
{
|
|
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, 1.56f));
|
|
}
|
|
else
|
|
{
|
|
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new PhysicsVector(0, 0, m_avHeight));
|
|
}
|
|
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
|
|
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
|
|
m_physicsActor.LocalID = LocalId;
|
|
}
|
|
|
|
// Event called by the physics plugin to tell the avatar about a collision.
|
|
private void PhysicsCollisionUpdate(EventArgs e)
|
|
{
|
|
bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0;
|
|
UpdateMovementAnimations(isUserMoving);
|
|
}
|
|
|
|
internal void Close()
|
|
{
|
|
lock (m_knownPrimUUID)
|
|
{
|
|
m_knownPrimUUID.Clear();
|
|
}
|
|
lock (m_knownChildRegions)
|
|
{
|
|
m_knownChildRegions.Clear();
|
|
}
|
|
lock (m_updateTimes)
|
|
{
|
|
m_updateTimes.Clear();
|
|
}
|
|
lock (m_partsUpdateQueue)
|
|
{
|
|
m_partsUpdateQueue.Clear();
|
|
}
|
|
|
|
RemoveFromPhysicalScene();
|
|
GC.Collect();
|
|
}
|
|
|
|
public ScenePresence()
|
|
{
|
|
/* JB
|
|
if (Animations == null)
|
|
{
|
|
Animations = new AvatarAnimations();
|
|
Animations.LoadAnims();
|
|
}
|
|
*/
|
|
if (DefaultTexture == null)
|
|
{
|
|
LLObject.TextureEntry textu = AvatarAppearance.GetDefaultTextureEntry();
|
|
DefaultTexture = textu.ToBytes();
|
|
}
|
|
}
|
|
|
|
public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene)
|
|
{
|
|
m_controllingClient = client;
|
|
m_regionInfo = region;
|
|
m_scene = scene;
|
|
RegisterToEvents();
|
|
|
|
/*
|
|
AbsolutePosition = client.StartPos;
|
|
|
|
Animations = new AvatarAnimations();
|
|
Animations.LoadAnims();
|
|
|
|
m_animations = new List<LLUUID>();
|
|
m_animations.Add(Animations.AnimsLLUUID["STAND"]);
|
|
m_animationSeqs.Add(1);
|
|
|
|
SetDirectionVectors();
|
|
*/
|
|
}
|
|
|
|
protected ScenePresence(SerializationInfo info, StreamingContext context)
|
|
: base (info, context)
|
|
{
|
|
//System.Console.WriteLine("ScenePresence Deserialize BGN");
|
|
|
|
if (info == null)
|
|
{
|
|
throw new System.ArgumentNullException("info");
|
|
}
|
|
/* JB
|
|
if (Animations == null)
|
|
{
|
|
Animations = new AvatarAnimations();
|
|
Animations.LoadAnims();
|
|
}
|
|
*/
|
|
if (DefaultTexture == null)
|
|
{
|
|
LLObject.TextureEntry textu = AvatarAppearance.GetDefaultTextureEntry();
|
|
DefaultTexture = textu.ToBytes();
|
|
}
|
|
|
|
List<Guid> animations_work = (List<Guid>)info.GetValue("m_animations", typeof(List<Guid>));
|
|
|
|
foreach (Guid guid in animations_work)
|
|
{
|
|
m_animations.Add(new LLUUID(guid));
|
|
}
|
|
|
|
m_animationSeqs = (List<int>)info.GetValue("m_animationSeqs", typeof(List<int>));
|
|
m_updateflag = (bool)info.GetValue("m_updateflag", typeof(bool));
|
|
m_movementflag = (byte)info.GetValue("m_movementflag", typeof(byte));
|
|
m_forcesList = (List<NewForce>)info.GetValue("m_forcesList", typeof(List<NewForce>));
|
|
m_updateCount = (short)info.GetValue("m_updateCount", typeof(short));
|
|
m_requestedSitTargetID = (uint)info.GetValue("m_requestedSitTargetID", typeof(uint));
|
|
|
|
m_requestedSitOffset
|
|
= new LLVector3(
|
|
(float)info.GetValue("m_requestedSitOffset.X", typeof(float)),
|
|
(float)info.GetValue("m_requestedSitOffset.Y", typeof(float)),
|
|
(float)info.GetValue("m_requestedSitOffset.Z", typeof(float)));
|
|
|
|
m_sitAvatarHeight = (float)info.GetValue("m_sitAvatarHeight", typeof(float));
|
|
m_godlevel = (float)info.GetValue("m_godlevel", typeof(float));
|
|
m_setAlwaysRun = (bool)info.GetValue("m_setAlwaysRun", typeof(bool));
|
|
|
|
m_bodyRot
|
|
= new Quaternion(
|
|
(float)info.GetValue("m_bodyRot.w", typeof(float)),
|
|
(float)info.GetValue("m_bodyRot.x", typeof(float)),
|
|
(float)info.GetValue("m_bodyRot.y", typeof(float)),
|
|
(float)info.GetValue("m_bodyRot.z", typeof(float)));
|
|
|
|
IsRestrictedToRegion = (bool)info.GetValue("IsRestrictedToRegion", typeof(bool));
|
|
m_newForce = (bool)info.GetValue("m_newForce", typeof(bool));
|
|
//m_newAvatar = (bool)info.GetValue("m_newAvatar", typeof(bool));
|
|
m_newCoarseLocations = (bool)info.GetValue("m_newCoarseLocations", typeof(bool));
|
|
m_gotAllObjectsInScene = (bool)info.GetValue("m_gotAllObjectsInScene", typeof(bool));
|
|
m_avHeight = (float)info.GetValue("m_avHeight", typeof(float));
|
|
crossingFromRegion = (ulong)info.GetValue("crossingFromRegion", typeof(ulong));
|
|
|
|
List<float[]> Dir_Vectors_work = (List<float[]>)info.GetValue("Dir_Vectors", typeof(List<float[]>));
|
|
List<Vector3> Dir_Vectors_work2 = new List<Vector3>();
|
|
|
|
foreach (float[] f3 in Dir_Vectors_work)
|
|
{
|
|
Dir_Vectors_work2.Add(new Vector3(f3[0], f3[1], f3[2]));
|
|
}
|
|
|
|
Dir_Vectors = Dir_Vectors_work2.ToArray();
|
|
|
|
lastPhysPos
|
|
= new LLVector3(
|
|
(float)info.GetValue("lastPhysPos.X", typeof(float)),
|
|
(float)info.GetValue("lastPhysPos.Y", typeof(float)),
|
|
(float)info.GetValue("lastPhysPos.Z", typeof(float)));
|
|
|
|
m_CameraCenter
|
|
= new Vector3(
|
|
(float)info.GetValue("m_CameraCenter.X", typeof(float)),
|
|
(float)info.GetValue("m_CameraCenter.Y", typeof(float)),
|
|
(float)info.GetValue("m_CameraCenter.Z", typeof(float)));
|
|
|
|
m_CameraAtAxis
|
|
= new Vector3(
|
|
(float)info.GetValue("m_CameraAtAxis.X", typeof(float)),
|
|
(float)info.GetValue("m_CameraAtAxis.Y", typeof(float)),
|
|
(float)info.GetValue("m_CameraAtAxis.Z", typeof(float)));
|
|
|
|
m_CameraLeftAxis
|
|
= new Vector3(
|
|
(float)info.GetValue("m_CameraLeftAxis.X", typeof(float)),
|
|
(float)info.GetValue("m_CameraLeftAxis.Y", typeof(float)),
|
|
(float)info.GetValue("m_CameraLeftAxis.Z", typeof(float)));
|
|
|
|
m_CameraUpAxis
|
|
= new Vector3(
|
|
(float)info.GetValue("m_CameraUpAxis.X", typeof(float)),
|
|
(float)info.GetValue("m_CameraUpAxis.Y", typeof(float)),
|
|
(float)info.GetValue("m_CameraUpAxis.Z", typeof(float)));
|
|
|
|
m_DrawDistance = (float)info.GetValue("m_DrawDistance", typeof(float));
|
|
m_appearance = (AvatarAppearance)info.GetValue("m_appearance", typeof(AvatarAppearance));
|
|
m_knownChildRegions = (List<ulong>)info.GetValue("m_knownChildRegions", typeof(List<ulong>));
|
|
|
|
posLastSignificantMove
|
|
= new LLVector3(
|
|
(float)info.GetValue("posLastSignificantMove.X", typeof(float)),
|
|
(float)info.GetValue("posLastSignificantMove.Y", typeof(float)),
|
|
(float)info.GetValue("posLastSignificantMove.Z", typeof(float)));
|
|
|
|
// m_partsUpdateQueue = (UpdateQueue)info.GetValue("m_partsUpdateQueue", typeof(UpdateQueue));
|
|
|
|
/*
|
|
Dictionary<Guid, ScenePartUpdate> updateTimes_work
|
|
= (Dictionary<Guid, ScenePartUpdate>)info.GetValue("m_updateTimes", typeof(Dictionary<Guid, ScenePartUpdate>));
|
|
|
|
foreach (Guid id in updateTimes_work.Keys)
|
|
{
|
|
m_updateTimes.Add(new LLUUID(id), updateTimes_work[id]);
|
|
}
|
|
*/
|
|
m_regionHandle = (ulong)info.GetValue("m_regionHandle", typeof(ulong));
|
|
m_firstname = (string)info.GetValue("m_firstname", typeof(string));
|
|
m_lastname = (string)info.GetValue("m_lastname", typeof(string));
|
|
m_allowMovement = (bool)info.GetValue("m_allowMovement", typeof(bool));
|
|
m_parentPosition = new LLVector3((float)info.GetValue("m_parentPosition.X", typeof(float)),
|
|
(float)info.GetValue("m_parentPosition.Y", typeof(float)),
|
|
(float)info.GetValue("m_parentPosition.Z", typeof(float)));
|
|
|
|
m_isChildAgent = (bool)info.GetValue("m_isChildAgent", typeof(bool));
|
|
m_parentID = (uint)info.GetValue("m_parentID", typeof(uint));
|
|
|
|
// for OpenSim_v0.5
|
|
currentParcelUUID = new LLUUID((Guid)info.GetValue("currentParcelUUID", typeof(Guid)));
|
|
|
|
lastKnownAllowedPosition
|
|
= new Vector3(
|
|
(float)info.GetValue("lastKnownAllowedPosition.X", typeof(float)),
|
|
(float)info.GetValue("lastKnownAllowedPosition.Y", typeof(float)),
|
|
(float)info.GetValue("lastKnownAllowedPosition.Z", typeof(float)));
|
|
|
|
sentMessageAboutRestrictedParcelFlyingDown = (bool)info.GetValue("sentMessageAboutRestrictedParcelFlyingDown", typeof(bool));
|
|
|
|
m_LastChildAgentUpdatePosition
|
|
= new LLVector3(
|
|
(float)info.GetValue("m_LastChildAgentUpdatePosition.X", typeof(float)),
|
|
(float)info.GetValue("m_LastChildAgentUpdatePosition.Y", typeof(float)),
|
|
(float)info.GetValue("m_LastChildAgentUpdatePosition.Z", typeof(float)));
|
|
|
|
m_perfMonMS = (int)info.GetValue("m_perfMonMS", typeof(int));
|
|
m_AgentControlFlags = (uint)info.GetValue("m_AgentControlFlags", typeof(uint));
|
|
|
|
m_headrotation
|
|
= new LLQuaternion(
|
|
(float)info.GetValue("m_headrotation.W", typeof(float)),
|
|
(float)info.GetValue("m_headrotation.X", typeof(float)),
|
|
(float)info.GetValue("m_headrotation.Y", typeof(float)),
|
|
(float)info.GetValue("m_headrotation.Z", typeof(float)));
|
|
|
|
m_state = (byte)info.GetValue("m_state", typeof(byte));
|
|
|
|
List<Guid> knownPrimUUID_work = (List<Guid>)info.GetValue("m_knownPrimUUID", typeof(List<Guid>));
|
|
|
|
foreach (Guid id in knownPrimUUID_work)
|
|
{
|
|
m_knownPrimUUID.Add(new LLUUID(id));
|
|
}
|
|
|
|
//System.Console.WriteLine("ScenePresence Deserialize END");
|
|
}
|
|
|
|
[SecurityPermission(SecurityAction.LinkDemand,
|
|
Flags = SecurityPermissionFlag.SerializationFormatter)]
|
|
public override void GetObjectData(
|
|
SerializationInfo info, StreamingContext context)
|
|
{
|
|
if (info == null)
|
|
{
|
|
throw new System.ArgumentNullException("info");
|
|
}
|
|
|
|
base.GetObjectData(info, context);
|
|
|
|
List<Guid> animations_work = new List<Guid>();
|
|
|
|
foreach (LLUUID uuid in m_animations)
|
|
{
|
|
animations_work.Add(uuid.UUID);
|
|
}
|
|
|
|
info.AddValue("m_animations", animations_work);
|
|
|
|
info.AddValue("m_animationSeqs", m_animationSeqs);
|
|
info.AddValue("m_updateflag", m_updateflag);
|
|
info.AddValue("m_movementflag", m_movementflag);
|
|
info.AddValue("m_forcesList", m_forcesList);
|
|
info.AddValue("m_updateCount", m_updateCount);
|
|
info.AddValue("m_requestedSitTargetID", m_requestedSitTargetID);
|
|
|
|
// LLVector3
|
|
info.AddValue("m_requestedSitOffset.X", m_requestedSitOffset.X);
|
|
info.AddValue("m_requestedSitOffset.Y", m_requestedSitOffset.Y);
|
|
info.AddValue("m_requestedSitOffset.Z", m_requestedSitOffset.Z);
|
|
|
|
info.AddValue("m_sitAvatarHeight", m_sitAvatarHeight);
|
|
info.AddValue("m_godlevel", m_godlevel);
|
|
info.AddValue("m_setAlwaysRun", m_setAlwaysRun);
|
|
|
|
// Quaternion
|
|
info.AddValue("m_bodyRot.w", m_bodyRot.w);
|
|
info.AddValue("m_bodyRot.x", m_bodyRot.x);
|
|
info.AddValue("m_bodyRot.y", m_bodyRot.y);
|
|
info.AddValue("m_bodyRot.z", m_bodyRot.z);
|
|
|
|
info.AddValue("IsRestrictedToRegion", IsRestrictedToRegion);
|
|
info.AddValue("m_newForce", m_newForce);
|
|
//info.AddValue("m_newAvatar", m_newAvatar);
|
|
info.AddValue("m_newCoarseLocations", m_newCoarseLocations);
|
|
info.AddValue("m_gotAllObjectsInScene", m_gotAllObjectsInScene);
|
|
info.AddValue("m_avHeight", m_avHeight);
|
|
|
|
// info.AddValue("m_regionInfo", m_regionInfo);
|
|
|
|
info.AddValue("crossingFromRegion", crossingFromRegion);
|
|
|
|
List<float[]> Dir_Vectors_work = new List<float[]>();
|
|
|
|
foreach (Vector3 v3 in Dir_Vectors)
|
|
{
|
|
Dir_Vectors_work.Add(new float[] { v3.x, v3.y, v3.z });
|
|
}
|
|
|
|
info.AddValue("Dir_Vectors", Dir_Vectors_work);
|
|
|
|
// LLVector3
|
|
info.AddValue("lastPhysPos.X", lastPhysPos.X);
|
|
info.AddValue("lastPhysPos.Y", lastPhysPos.Y);
|
|
info.AddValue("lastPhysPos.Z", lastPhysPos.Z);
|
|
|
|
// Vector3
|
|
info.AddValue("m_CameraCenter.X", m_CameraCenter.x);
|
|
info.AddValue("m_CameraCenter.Y", m_CameraCenter.y);
|
|
info.AddValue("m_CameraCenter.Z", m_CameraCenter.z);
|
|
|
|
// Vector3
|
|
info.AddValue("m_CameraAtAxis.X", m_CameraAtAxis.x);
|
|
info.AddValue("m_CameraAtAxis.Y", m_CameraAtAxis.y);
|
|
info.AddValue("m_CameraAtAxis.Z", m_CameraAtAxis.z);
|
|
|
|
// Vector3
|
|
info.AddValue("m_CameraLeftAxis.X", m_CameraLeftAxis.x);
|
|
info.AddValue("m_CameraLeftAxis.Y", m_CameraLeftAxis.y);
|
|
info.AddValue("m_CameraLeftAxis.Z", m_CameraLeftAxis.z);
|
|
|
|
// Vector3
|
|
info.AddValue("m_CameraUpAxis.X", m_CameraUpAxis.x);
|
|
info.AddValue("m_CameraUpAxis.Y", m_CameraUpAxis.y);
|
|
info.AddValue("m_CameraUpAxis.Z", m_CameraUpAxis.z);
|
|
|
|
info.AddValue("m_DrawDistance", m_DrawDistance);
|
|
info.AddValue("m_appearance", m_appearance);
|
|
info.AddValue("m_knownChildRegions", m_knownChildRegions);
|
|
|
|
// LLVector3
|
|
info.AddValue("posLastSignificantMove.X", posLastSignificantMove.X);
|
|
info.AddValue("posLastSignificantMove.Y", posLastSignificantMove.Y);
|
|
info.AddValue("posLastSignificantMove.Z", posLastSignificantMove.Z);
|
|
|
|
//info.AddValue("m_partsUpdateQueue", m_partsUpdateQueue);
|
|
|
|
/*
|
|
Dictionary<Guid, ScenePartUpdate> updateTimes_work = new Dictionary<Guid, ScenePartUpdate>();
|
|
|
|
foreach ( LLUUID id in m_updateTimes.Keys)
|
|
{
|
|
updateTimes_work.Add(id.UUID, m_updateTimes[id]);
|
|
}
|
|
|
|
info.AddValue("m_updateTimes", updateTimes_work);
|
|
*/
|
|
|
|
info.AddValue("m_regionHandle", m_regionHandle);
|
|
info.AddValue("m_firstname", m_firstname);
|
|
info.AddValue("m_lastname", m_lastname);
|
|
info.AddValue("m_allowMovement", m_allowMovement);
|
|
//info.AddValue("m_physicsActor", m_physicsActor);
|
|
info.AddValue("m_parentPosition.X", m_parentPosition.X);
|
|
info.AddValue("m_parentPosition.Y", m_parentPosition.Y);
|
|
info.AddValue("m_parentPosition.Z", m_parentPosition.Z);
|
|
info.AddValue("m_isChildAgent", m_isChildAgent);
|
|
info.AddValue("m_parentID", m_parentID);
|
|
|
|
// for OpenSim_v0.5
|
|
info.AddValue("currentParcelUUID", currentParcelUUID.UUID);
|
|
|
|
info.AddValue("lastKnownAllowedPosition.X", lastKnownAllowedPosition.x);
|
|
info.AddValue("lastKnownAllowedPosition.Y", lastKnownAllowedPosition.y);
|
|
info.AddValue("lastKnownAllowedPosition.Z", lastKnownAllowedPosition.z);
|
|
|
|
info.AddValue("sentMessageAboutRestrictedParcelFlyingDown", sentMessageAboutRestrictedParcelFlyingDown);
|
|
|
|
info.AddValue("m_LastChildAgentUpdatePosition.X", m_LastChildAgentUpdatePosition.X);
|
|
info.AddValue("m_LastChildAgentUpdatePosition.Y", m_LastChildAgentUpdatePosition.Y);
|
|
info.AddValue("m_LastChildAgentUpdatePosition.Z", m_LastChildAgentUpdatePosition.Z);
|
|
|
|
info.AddValue("m_perfMonMS", m_perfMonMS);
|
|
info.AddValue("m_AgentControlFlags", m_AgentControlFlags);
|
|
|
|
info.AddValue("m_headrotation.W", m_headrotation.W);
|
|
info.AddValue("m_headrotation.X", m_headrotation.X);
|
|
info.AddValue("m_headrotation.Y", m_headrotation.Y);
|
|
info.AddValue("m_headrotation.Z", m_headrotation.Z);
|
|
|
|
info.AddValue("m_state", m_state);
|
|
|
|
List<Guid> knownPrimUUID_work = new List<Guid>();
|
|
|
|
foreach (LLUUID id in m_knownPrimUUID)
|
|
{
|
|
knownPrimUUID_work.Add(id.UUID);
|
|
}
|
|
|
|
info.AddValue("m_knownPrimUUID", knownPrimUUID_work);
|
|
}
|
|
}
|
|
}
|