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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using System.Runtime.Serialization;
- using System.Security.Permissions;
- using Axiom.Math;
- using libsecondlife;
- using libsecondlife.Packets;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Environment.Types;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Environment.Scenes
- {
- enum ScriptControlled : int
- {
- CONTROL_ZERO = 0,
- CONTROL_FWD = 1,
- CONTROL_BACK = 2,
- CONTROL_LEFT = 4,
- CONTROL_RIGHT = 8,
- CONTROL_UP = 16,
- CONTROL_DOWN = 32,
- CONTROL_ROT_LEFT = 256,
- CONTROL_ROT_RIGHT = 512,
- CONTROL_LBUTTON = 268435456,
- CONTROL_ML_LBUTTON = 1073741824
- }
- struct ScriptControllers
- {
- public LLUUID itemID;
- public uint objID;
- public ScriptControlled ignoreControls;
- public ScriptControlled eventControls;
- }
- [Serializable]
- public class ScenePresence : EntityBase, ISerializable
- {
- // ~ScenePresence()
- // {
- // System.Console.WriteLine("[ScenePresence] Destructor called");
- // }
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public static byte[] DefaultTexture;
- public LLUUID currentParcelUUID = LLUUID.Zero;
- private AnimationSet m_animations = new AnimationSet();
- private Dictionary<LLUUID, ScriptControllers> scriptedcontrols = new Dictionary<LLUUID, ScriptControllers>();
- private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
- private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
- public Vector3 lastKnownAllowedPosition = new Vector3();
- public bool sentMessageAboutRestrictedParcelFlyingDown = false;
- private bool m_updateflag = false;
- private byte m_movementflag = 0;
- private readonly List<NewForce> m_forcesList = new List<NewForce>();
- private short m_updateCount = 0;
- private uint m_requestedSitTargetID = 0;
- private LLVector3 m_requestedSitOffset = new LLVector3();
- private LLVector3 m_LastFinitePos = new LLVector3();
- private float m_sitAvatarHeight = 2.0f;
- private float m_godlevel = 0;
- private bool m_attachmentsTransported = false;
- private bool m_invulnerable = true;
- private LLVector3 m_LastChildAgentUpdatePosition = new LLVector3();
- private int m_perfMonMS = 0;
- private bool m_setAlwaysRun = false;
- private Quaternion m_bodyRot;
- public bool IsRestrictedToRegion = false;
- public string JID = string.Empty;
- // Agent moves with a PID controller causing a force to be exerted.
- private bool m_newForce = false;
- private bool m_newCoarseLocations = true;
- private bool m_gotAllObjectsInScene = false;
- private float m_health = 100f;
- private LLVector3 m_lastVelocity = LLVector3.Zero;
- // Default AV Height
- private float m_avHeight = 127.0f;
- protected RegionInfo m_regionInfo;
- protected ulong crossingFromRegion = 0;
- private readonly Vector3[] Dir_Vectors = new Vector3[6];
- private LLVector3 lastPhysPos = new LLVector3();
- // Position of agent's camera in world (region cordinates)
- protected Vector3 m_CameraCenter = new Vector3(0, 0, 0);
- // Use these three vectors to figure out what the agent is looking at
- // Convert it to a Matrix and/or Quaternion
- protected Vector3 m_CameraAtAxis = new Vector3(0, 0, 0);
- protected Vector3 m_CameraLeftAxis = new Vector3(0, 0, 0);
- protected Vector3 m_CameraUpAxis = new Vector3(0, 0, 0);
- private uint m_AgentControlFlags = (uint) 0;
- private LLQuaternion m_headrotation = new LLQuaternion();
- private byte m_state = (byte) 0;
- //Reuse the LLVector3 instead of creating a new one on the UpdateMovement method
- private LLVector3 movementvector = new LLVector3();
- private List<LLUUID> m_knownPrimUUID = new List<LLUUID>();
- // Agent's Draw distance.
- protected float m_DrawDistance = 0f;
- protected AvatarAppearance m_appearance;
- protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
- //neighbouring regions we have enabled a child agent in
- private readonly List<ulong> m_knownChildRegions = new List<ulong>();
- /// <summary>
- /// Implemented Control Flags
- /// </summary>
- private enum Dir_ControlFlags
- {
- DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
- DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
- DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
- DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
- DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
- DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
- DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
- }
- /// <summary>
- /// Position at which a significant movement was made
- /// </summary>
- private LLVector3 posLastSignificantMove = new LLVector3();
- private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
- private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
- #region Properties
- /// <summary>
- /// Physical scene representation of this Avatar.
- /// </summary>
- public PhysicsActor PhysicsActor
- {
- set { m_physicsActor = value; }
- get { return m_physicsActor; }
- }
- public byte MovementFlag
- {
- set { m_movementflag = value; }
- get { return m_movementflag; }
- }
- public bool KnownPrim(LLUUID primID)
- {
- if (m_knownPrimUUID.Contains(primID))
- {
- return true;
- }
- m_knownPrimUUID.Add(primID);
- return false;
- }
- public bool Updated
- {
- set { m_updateflag = value; }
- get { return m_updateflag; }
- }
- public bool Invulnerable
- {
- set { m_invulnerable = value; }
- get { return m_invulnerable; }
- }
- public float GodLevel
- {
- get { return m_godlevel; }
- }
- private readonly ulong m_regionHandle;
- public ulong RegionHandle
- {
- get { return m_regionHandle; }
- }
- public Vector3 CameraPosition
- {
- get { return m_CameraCenter; }
- }
- private readonly string m_firstname;
- public string Firstname
- {
- get { return m_firstname; }
- }
- private readonly string m_lastname;
- public string Lastname
- {
- get { return m_lastname; }
- }
- public float DrawDistance
- {
- get { return m_DrawDistance; }
- }
- protected bool m_allowMovement = true;
- public bool AllowMovement
- {
- get { return m_allowMovement; }
- set { m_allowMovement = value; }
- }
- /// <summary>
- /// This works out to be the ClientView object associated with this avatar, or it's client connection manager
- /// </summary>
- private IClientAPI m_controllingClient;
- protected PhysicsActor m_physicsActor;
- public IClientAPI ControllingClient
- {
- get { return m_controllingClient; }
- set { m_controllingClient = value; }
- }
- protected LLVector3 m_parentPosition = new LLVector3();
- /// <summary>
- /// Absolute position of this avatar in 'region cordinates'
- /// </summary>
- public override LLVector3 AbsolutePosition
- {
- get
- {
- if (m_physicsActor != null)
- {
- m_pos.X = m_physicsActor.Position.X;
- m_pos.Y = m_physicsActor.Position.Y;
- m_pos.Z = m_physicsActor.Position.Z;
- }
- return m_parentPosition + m_pos;
- }
- set
- {
- if (m_physicsActor != null)
- {
- try
- {
- lock (m_scene.SyncRoot)
- {
- m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e.Message);
- }
- }
- m_pos = value;
- m_parentPosition=new LLVector3(0, 0, 0);
- }
- }
- /// <summary>
- /// Current Velocity of the avatar.
- /// </summary>
- public override LLVector3 Velocity
- {
- get
- {
- if (m_physicsActor != null)
- {
- m_velocity.X = m_physicsActor.Velocity.X;
- m_velocity.Y = m_physicsActor.Velocity.Y;
- m_velocity.Z = m_physicsActor.Velocity.Z;
- }
- return m_velocity;
- }
- set
- {
- if (m_physicsActor != null)
- {
- try
- {
- lock (m_scene.SyncRoot)
- {
- m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
- }
- }
- catch (Exception e)
- {
- Console.WriteLine(e.Message);
- }
- }
- m_velocity = value;
- }
- }
- /// <summary>
- /// If this is true, agent doesn't have a representation in this scene.
- /// this is an agent 'looking into' this scene from a nearby scene(region)
- ///
- /// if False, this agent has a representation in this scene
- /// </summary>
- private bool m_isChildAgent = true;
- public bool IsChildAgent
- {
- get { return m_isChildAgent; }
- set { m_isChildAgent = value; }
- }
- private uint m_parentID = 0;
- public uint ParentID
- {
- get { return m_parentID; }
- set { m_parentID = value; }
- }
- public float Health
- {
- get { return m_health; }
- set { m_health = value; }
- }
- /// <summary>
- /// These are the region handles known by the avatar.
- /// </summary>
- public List<ulong> KnownChildRegions
- {
- get { return m_knownChildRegions; }
- }
- #endregion
- #region Constructor(s)
- private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
- {
- m_regionHandle = reginfo.RegionHandle;
- m_controllingClient = client;
- m_firstname = m_controllingClient.FirstName;
- m_lastname = m_controllingClient.LastName;
- m_scene = world;
- m_uuid = client.AgentId;
- m_regionInfo = reginfo;
- m_localId = m_scene.NextLocalId;
- AbsolutePosition = m_controllingClient.StartPos;
- TrySetMovementAnimation("STAND");
- RegisterToEvents();
- SetDirectionVectors();
-
- }
- public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
- AvatarWearable[] wearables)
- : this(client, world, reginfo)
- {
- m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
- }
- public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
- : this(client, world, reginfo)
- {
- m_appearance = appearance;
- }
- public void RegisterToEvents()
- {
- m_controllingClient.OnRequestWearables += SendOwnAppearance;
- m_controllingClient.OnSetAppearance += SetAppearance;
- m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
- m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
- m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
- m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
- m_controllingClient.OnAgentSit += HandleAgentSit;
- m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
- m_controllingClient.OnStartAnim += HandleStartAnim;
- m_controllingClient.OnStopAnim += HandleStopAnim;
- m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls;
- // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
- // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
- }
- private void SetDirectionVectors()
- {
- Dir_Vectors[0] = new Vector3(1, 0, 0); //FORWARD
- Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
- Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
- Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
- Dir_Vectors[4] = new Vector3(0, 0, 1); //UP
- Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN
- Dir_Vectors[5] = new Vector3(0, 0, -0.5f); //DOWN_Nudge
- }
- #endregion
- /// <summary>
- /// Add the part to the queue of parts for which we need to send an update to the client
- /// </summary>
- /// <param name="part"></param>
- public void QueuePartForUpdate(SceneObjectPart part)
- {
- //if (InterestList.Contains(part.ParentGroup))
- //{
- lock (m_partsUpdateQueue)
- {
- m_partsUpdateQueue.Enqueue(part);
- }
- // }
- }
- public uint GenerateClientFlags(LLUUID ObjectID)
- {
- return m_scene.ExternalChecks.ExternalChecksGenerateClientFlags(m_uuid, ObjectID);
- }
- /// <summary>
- /// Send updates to the client about prims which have been placed on the update queue. We don't
- /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
- /// timestamp has already been sent.
- /// </summary>
- public void SendPrimUpdates()
- {
- // if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
- //{
- // this.UpdateQuadTreeNode();
- //this.RefreshQuadObject();
- //}
- m_perfMonMS = System.Environment.TickCount;
- if (!m_gotAllObjectsInScene)
- {
- if (!m_isChildAgent || m_scene.m_seeIntoRegionFromNeighbor)
- {
- m_scene.SendAllSceneObjectsToClient(this);
- m_gotAllObjectsInScene = true;
- }
- }
- if (m_partsUpdateQueue.Count > 0)
- {
- bool runUpdate = true;
- int updateCount = 0;
- while (runUpdate)
- {
- SceneObjectPart part = m_partsUpdateQueue.Dequeue();
- if (m_updateTimes.ContainsKey(part.UUID))
- {
- ScenePartUpdate update = m_updateTimes[part.UUID];
- // We deal with the possibility that two updates occur at the same unix time
- // at the update point itself.
- if (update.LastFullUpdateTime < part.TimeStampFull)
- {
- // m_log.DebugFormat(
- // "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
- // part.Name, part.UUID, part.TimeStampFull);
- part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
- // We'll update to the part's timestamp rather than the current time to
- // avoid the race condition whereby the next tick occurs while we are
- // doing this update. If this happened, then subsequent updates which occurred
- // on the same tick or the next tick of the last update would be ignored.
- update.LastFullUpdateTime = part.TimeStampFull;
- updateCount++;
- }
- else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
- {
- // m_log.DebugFormat(
- // "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
- // part.Name, part.UUID, part.TimeStampTerse);
- part.SendTerseUpdate(ControllingClient);
- update.LastTerseUpdateTime = part.TimeStampTerse;
- updateCount++;
- }
- }
- else
- {
- //never been sent to client before so do full update
- part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
- ScenePartUpdate update = new ScenePartUpdate();
- update.FullID = part.UUID;
- update.LastFullUpdateTime = part.TimeStampFull;
- m_updateTimes.Add(part.UUID, update);
- updateCount++;
- }
- if (m_partsUpdateQueue.Count < 1 || updateCount > 60)
- {
- runUpdate = false;
- }
- }
- }
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
- }
- public void forceAvatarMovement(Vector3 position, Quaternion rotation)
- {
- AddNewMovement(position, rotation);
- }
- #region Status Methods
- /// <summary>
- /// This turns a child agent, into a root agent
- /// This is called when an agent teleports into a region, or if an
- /// agent crosses into this region from a neighbor over the border
- /// </summary>
- public void MakeRootAgent(LLVector3 pos, bool isFlying)
- {
- // m_log.DebugFormat(
- // "[SCENEPRESENCE]: Upgrading child agent {0}, {1} to a root agent in {2}",
- // Name, UUID, m_scene.RegionInfo.RegionName);
- m_isChildAgent = false;
- AbsolutePosition = pos;
- AddToPhysicalScene();
- m_physicsActor.Flying = isFlying;
- SendAnimPack();
- m_scene.SwapRootAgentCount(false);
- m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid);
- m_scene.AddCapsHandler(m_uuid);
- //if (!m_gotAllObjectsInScene)
- //{
- m_scene.SendAllSceneObjectsToClient(this);
- m_scene.EventManager.TriggerOnMakeRootAgent(this);
- //m_gotAllObjectsInScene = true;
- //}
- }
- /// <summary>
- /// This turns a root agent into a child agent
- /// when an agent departs this region for a neighbor, this gets called.
- ///
- /// It doesn't get called for a teleport. Reason being, an agent that
- /// teleports out may not be anywhere near this region
- /// </summary>
- public void MakeChildAgent()
- {
- m_animations.Clear();
- // m_log.DebugFormat(
- // "[SCENEPRESENCE]: Downgrading child agent {0}, {1} to a root agent in {2}",
- // Name, UUID, m_scene.RegionInfo.RegionName);
- Velocity = new LLVector3(0, 0, 0);
- m_isChildAgent = true;
- m_scene.SwapRootAgentCount(true);
- RemoveFromPhysicalScene();
- m_scene.EventManager.TriggerOnMakeChildAgent(this);
- //this.Pos = new LLVector3(128, 128, 70);
- }
- /// <summary>
- /// Removes physics plugin scene representation of this agent if it exists.
- /// </summary>
- private void RemoveFromPhysicalScene()
- {
- if (PhysicsActor != null)
- {
- m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
- m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
- m_physicsActor.UnSubscribeEvents();
- m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
- PhysicsActor = null;
- }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="pos"></param>
- public void Teleport(LLVector3 pos)
- {
- RemoveFromPhysicalScene();
- Velocity = new LLVector3(0, 0, 0);
- AbsolutePosition = pos;
- AddToPhysicalScene();
- SendTerseUpdateToAllClients();
- }
- /// <summary>
- ///
- /// </summary>
- public void StopMovement()
- {
- }
- public void StopFlying()
- {
- // It turns out to get the agent to stop flying, you have to feed it stop flying velocities
- // and send a full object update.
- // There's no message to send the client to tell it to stop flying
- // Add 1/6 the avatar's height to it's position so it doesn't shoot into the air
- // when the avatar stands up
- if (m_avHeight != 127.0f)
- {
- AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (m_avHeight / 6));
- }
- else
- {
- AbsolutePosition = AbsolutePosition + new LLVector3(0, 0, (1.56f / 6));
- }
- TrySetMovementAnimation("LAND");
- SendFullUpdateToAllClients();
- }
- public void AddNeighbourRegion(ulong regionHandle)
- {
- if (!m_knownChildRegions.Contains(regionHandle))
- {
- m_knownChildRegions.Add(regionHandle);
- }
- }
- public void RemoveNeighbourRegion(ulong regionHandle)
- {
- if (!m_knownChildRegions.Contains(regionHandle))
- {
- m_knownChildRegions.Remove(regionHandle);
- }
- }
- public List<ulong> GetKnownRegionList()
- {
- return m_knownChildRegions;
- }
- #endregion
- #region Event Handlers
- /// <summary>
- /// Sets avatar height in the phyiscs plugin
- /// </summary>
- internal void SetHeight(float height)
- {
- m_avHeight = height;
- if (PhysicsActor != null)
- {
- PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
- PhysicsActor.Size = SetSize;
- }
- }
- /// <summary>
- /// Complete Avatar's movement into the region
- /// </summary>
- public void CompleteMovement()
- {
- LLVector3 look = Velocity;
- if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
- {
- look = new LLVector3(0.99f, 0.042f, 0);
- }
- m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
- if (m_isChildAgent)
- {
- m_isChildAgent = false;
- //this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
- MakeRootAgent(AbsolutePosition, false);
- }
- }
- /// <summary>
- /// This is the event handler for client movement. If a client is moving, this event is triggering.
- /// </summary>
- public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
- {
- //if (m_isChildAgent)
- //{
- // // Console.WriteLine("DEBUG: HandleAgentUpdate: child agent");
- // return;
- //}
- // Must check for standing up even when PhysicsActor is null,
- // since sitting currently removes avatar from physical scene
- //m_log.Debug("agentPos:" + AbsolutePosition.ToString());
-
- // This is irritating. Really.
- if (!AbsolutePosition.IsFinite())
- {
- RemoveFromPhysicalScene();
- m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999902");
- m_pos = m_LastFinitePos;
- if (!m_pos.IsFinite())
- {
- m_pos.X = 127f;
- m_pos.Y = 127f;
- m_pos.Z = 127f;
- m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error# 9999903");
- }
- AddToPhysicalScene();
- }
- else
- {
- m_LastFinitePos = m_pos;
- }
- //m_physicsActor.AddForce(new PhysicsVector(999999999, 99999999, 999999999999999), true);
- //ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
- //if (land != null)
- //{
- //if (land.landData.landingType == (byte)1 && land.landData.userLocation != LLVector3.Zero)
- //{
- // agent.startpos = land.landData.userLocation;
- //}
- //}
- m_perfMonMS = System.Environment.TickCount;
- uint flags = agentData.ControlFlags;
- LLQuaternion bodyRotation = agentData.BodyRotation;
- // Camera location in world. We'll need to raytrace
- // from this location from time to time.
- m_CameraCenter.x = agentData.CameraCenter.X;
- m_CameraCenter.y = agentData.CameraCenter.Y;
- m_CameraCenter.z = agentData.CameraCenter.Z;
- // Use these three vectors to figure out what the agent is looking at
- // Convert it to a Matrix and/or Quaternion
- m_CameraAtAxis.x = agentData.CameraAtAxis.X;
- m_CameraAtAxis.y = agentData.CameraAtAxis.Y;
- m_CameraAtAxis.z = agentData.CameraAtAxis.Z;
- m_CameraLeftAxis.x = agentData.CameraLeftAxis.X;
- m_CameraLeftAxis.y = agentData.CameraLeftAxis.Y;
- m_CameraLeftAxis.z = agentData.CameraLeftAxis.Z;
- m_CameraUpAxis.x = agentData.CameraUpAxis.X;
- m_CameraUpAxis.y = agentData.CameraUpAxis.Y;
- m_CameraUpAxis.z = agentData.CameraUpAxis.Z;
- // The Agent's Draw distance setting
- m_DrawDistance = agentData.Far;
- if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
- {
- StandUp();
- }
- lock (scriptedcontrols)
- {
- if (scriptedcontrols.Count > 0)
- {
- SendControlToScripts(flags, LastCommands);
- flags = this.RemoveIgnoredControls(flags, IgnoredControls);
- }
- }
- if (PhysicsActor == null)
- {
- return;
- }
- if ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
- {
- // TODO: This doesn't enable the "stand up" button on the viewer yet (probably a parent ID problem)
- // m_parentID = ???
- TrySetMovementAnimation("SIT_GROUND");
- }
- // In the future, these values might need to go global.
- // Here's where you get them.
- // m_AgentControlFlags = flags;
- // m_headrotation = agentData.AgentData.HeadRotation;
- // m_state = agentData.AgentData.State;
- if (m_allowMovement)
- {
- int i = 0;
- 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);
- bool oldflying = PhysicsActor.Flying;
- PhysicsActor.Flying = ((flags & (uint) AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
- if (PhysicsActor.Flying != oldflying)
- {
- update_movementflag = true;
- }
- if (q != m_bodyRot)
- {
- m_bodyRot = q;
- update_rotation = true;
- }
- if (m_parentID == 0)
- {
- foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
- {
- if ((flags & (uint) DCF) != 0)
- {
- DCFlagKeyPressed = true;
- try
- {
- agent_control_v3 += Dir_Vectors[i];
- }
- 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.
- // Only do this if we're flying
- if (m_physicsActor != null && 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));
- // 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);
- if (update_movementflag)
- UpdateMovementAnimations();
- }
- }
- 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);
- }
- }
- TrySetMovementAnimation("STAND");
- }
- private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
- {
- 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();
- }
- }
- }
- ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, LLVector3.Zero, LLVector3.Zero, false);
- // 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();
- TrySetMovementAnimation("SIT");
- 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)
- {
- if (m_isChildAgent)
- return;
- if (m_animations.Add(animID, m_controllingClient.NextAnimationSequenceNumber))
- {
- SendAnimPack();
- }
- }
- public void AddAnimation(string name)
- {
- if (m_isChildAgent)
- return;
- LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
- if (animID == LLUUID.Zero)
- return;
- AddAnimation(animID);
- }
- public void RemoveAnimation(LLUUID animID)
- {
- if (m_isChildAgent)
- return;
- if (m_animations.Remove(animID))
- {
- SendAnimPack();
- }
- }
- public void RemoveAnimation(string name)
- {
- if (m_isChildAgent)
- return;
- LLUUID animID = m_controllingClient.GetDefaultAnimation(name);
- if (animID == LLUUID.Zero)
- return;
- RemoveAnimation(animID);
- }
- public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID)
- {
- AddAnimation(animID);
- }
- public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID)
- {
- RemoveAnimation(animID);
- }
- /// <summary>
- /// The movement animation is reserved for "main" animations
- /// that are mutually exclusive, e.g. flying and sitting.
- /// </summary>
- protected void SetMovementAnimation(LLUUID animID)
- {
- if (m_animations.SetDefaultAnimation(animID, m_controllingClient.NextAnimationSequenceNumber))
- {
- SendAnimPack();
- }
- }
- /// <summary>
- /// The movement animation is reserved for "main" animations
- /// that are mutually exclusive, e.g. flying and sitting.
- /// </summary>
- protected void TrySetMovementAnimation(string anim)
- {
- if (m_animations.TrySetDefaultAnimation(anim, m_controllingClient.NextAnimationSequenceNumber))
- {
- SendAnimPack();
- }
- }
- /// <summary>
- /// This method determines the proper movement related animation
- /// </summary>
- protected string GetMovementAnimation()
- {
- if (m_movementflag != 0)
- {
- // We are moving
- if (PhysicsActor != null && PhysicsActor.Flying)
- {
- return "FLY";
- }
- else if (PhysicsActor != null && (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 &&
- PhysicsActor.IsColliding)
- {
- if ((m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 ||
- (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0)
- {
- return "CROUCHWALK";
- }
- else
- {
- return "CROUCH";
- }
- }
- else if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -6)
- {
- return "FALLDOWN";
- }
- else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 1e-6 &&
- (m_movementflag & (uint) AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
- {
- return "JUMP";
- }
- else if (m_setAlwaysRun)
- {
- return "RUN";
- }
- else
- {
- return "WALK";
- }
- }
- else
- {
- // We are not moving
- if (PhysicsActor != null && !PhysicsActor.IsColliding && PhysicsActor.Velocity.Z < -6 && !PhysicsActor.Flying)
- {
- return "FALLDOWN";
- }
- else if (PhysicsActor != null && !PhysicsActor.IsColliding && Velocity.Z > 6 && !PhysicsActor.Flying)
- {
- // HACK: We check if Velocity.Z > 6 for this animation in order to avoid false positives during normal movement.
- // TODO: set this animation only when on the ground and UP_POS is received?
- // This is the standing jump
- return "JUMP";
- }
- else if (PhysicsActor != null && PhysicsActor.Flying)
- {
- return "HOVER";
- }
- else
- {
- return "STAND";
- }
- }
- }
- protected void UpdateMovementAnimations()
- {
- TrySetMovementAnimation(GetMovementAnimation());
- }
- /// <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)
- {
- if (direc.z > 2.0f)
- {
- direc.z *= 3;
- // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
- TrySetMovementAnimation("PREJUMP");
- TrySetMovementAnimation("JUMP");
- }
- }
- }
- 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)
- {
- // 2 stage check is needed.
- if (remoteAvatar == null)
- return;
- IClientAPI cl=remoteAvatar.ControllingClient;
- if (cl == null)
- return;
- if (m_appearance.Texture == null)
- return;
- remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
- LocalId, m_pos, m_appearance.Texture.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()
- {
- // Needed for standalone
- m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
- m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
- m_pos, m_appearance.Texture.ToBytes(), m_parentID);
- if (!m_isChildAgent)
- {
- m_scene.InformClientOfNeighbours(this);
- }
- SendFullUpdateToAllClients();
- SendAppearanceToAllOtherAgents();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="client"></param>
- public void SendOwnAppearance()
- {
- m_log.Info("[APPEARANCE] Sending Own Appearance");
- ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
- // ControllingClient.SendAppearance(
- // m_appearance.Owner,
- // m_appearance.VisualParams,
- // m_appearance.Texture.ToBytes()
- // );
- }
- /// <summary>
- ///
- /// </summary>
- public void SendAppearanceToAllOtherAgents()
- {
- m_log.Info("[APPEARANCE] Sending Appearance to All Other Agents");
- m_perfMonMS=System.Environment.TickCount;
- m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
- {
- if (scenePresence.UUID != UUID)
- {
- SendAppearanceToOtherAgent(scenePresence);
- }
- });
- m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
- }
- public void SendAppearanceToOtherAgent(ScenePresence avatar)
- {
- avatar.ControllingClient.SendAppearance(
- m_appearance.Owner,
- m_appearance.VisualParams,
- m_appearance.Texture.ToBytes()
- );
- }
- public void SetAppearance(byte[] texture, List<byte> visualParam)
- {
- m_log.Info("[APPEARANCE] Setting Appearance");
- m_appearance.SetAppearance(texture, visualParam);
- SetHeight(m_appearance.AvatarHeight);
- m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
- SendAppearanceToAllOtherAgents();
- SendOwnAppearance();
- }
- public void SetWearable(int wearableId, AvatarWearable wearable)
- {
- m_log.Info("[APPEARANCE] Setting Wearable");
- m_appearance.SetWearable(wearableId, wearable);
- m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
- m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
- }
- // Because appearance setting is in a module, we actually need
- // to give it access to our appearance directly, otherwise we
- // get a synchronization issue.
- public AvatarAppearance Appearance {
- get { return m_appearance; }
- set { m_appearance = value; }
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="animations"></param>
- /// <param name="seqs"></param>
- public void SendAnimPack(LLUUID[] animations, int[] seqs)
- {
- if (m_isChildAgent)
- return;
- m_scene.Broadcast(
- delegate(IClientAPI client) { client.SendAnimations(animations, seqs, m_controllingClient.AgentId); });
- }
- /// <summary>
- ///
- /// </summary>
- public void SendAnimPack()
- {
- if (m_isChildAgent)
- return;
- LLUUID[] animIDs;
- int[] sequenceNums;
- m_animations.GetArrays(out animIDs, out sequenceNums);
- SendAnimPack(animIDs, sequenceNums);
- }
- #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;
- m_scene.EventManager.TriggerSignificantClientMovement(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;
- float multiplier = 1;
- int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
- if (innacurateNeighbors != 0)
- {
- multiplier = 1f / (float)innacurateNeighbors;
- }
- if (multiplier <= 0f)
- {
- multiplier = 0.25f;
- }
- //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
- cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier);
- 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()
- {
- if (IsChildAgent)
- return;
- 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)
- {
- // When the neighbour is informed of the border crossing, it will set up CAPS handlers for the avatar
- // This means we need to remove the current caps handler here and possibly compensate later,
- // in case both scenes are being hosted on the same region server. Messy
- m_scene.RemoveCapsHandler(UUID);
- newpos = newpos + (vel);
- 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(
- "[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, m_uuid);
- m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
- capsPath);
- MakeChildAgent();
- CrossAttachmentsIntoNewRegion(neighbourHandle);
- m_scene.SendKillObject(m_localId);
- m_scene.NotifyMyCoarseLocationChange();
- }
- else
- {
- m_scene.AddCapsHandler(UUID);
- }
- }
- }
- #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)
- {
- if (godStatus)
- {
- m_godlevel = 250;
- }
- else
- {
- m_godlevel = 0;
- }
- ControllingClient.SendAdminResponse(token, (uint)m_godlevel);
- }
- /// <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)
- {
- //
- if (!IsChildAgent)
- return;
- 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;
- m_avHeight = cAgentData.AVHeight;
- //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 (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.GetDefaultTexture();
- 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 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 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.SubscribeEvents(1000);
- m_physicsActor.LocalID = LocalId;
- }
- // Event called by the physics plugin to tell the avatar about a collision.
- private void PhysicsCollisionUpdate(EventArgs e)
- {
- if (e == null)
- return;
- CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
- Dictionary<uint, float> coldata = collisionData.m_objCollisionList;
- float starthealth = Health;
- uint killerObj = 0;
- foreach (uint localid in coldata.Keys)
- {
- if (coldata[localid] <= 0.10f || m_invulnerable)
- continue;
- //if (localid == 0)
- //continue;
- Health -= coldata[localid] * 5;
- if (Health <= 0)
- {
- if (localid != 0)
- killerObj = localid;
- }
- //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString());
- }
- //Health = 100;
- if (!m_invulnerable)
- {
- if (starthealth != Health)
- {
- ControllingClient.SendHealth(Health);
- }
- if (m_health <= 0)
- m_scene.EventManager.TriggerAvatarKill(killerObj, this);
- }
- if (Velocity.X > 0 || Velocity.Y > 0)
- UpdateMovementAnimations();
- }
- public void setHealthWithUpdate(float health)
- {
- Health = health;
- ControllingClient.SendHealth(Health);
- }
- internal void Close()
- {
- lock (m_attachments)
- {
- if (!m_attachmentsTransported)
- {
- try
- {
- foreach (SceneObjectGroup grp in m_attachments)
- {
- // ControllingClient may be null at this point!
- m_scene.m_innerScene.DetachSingleAttachmentToInv(grp.GetFromAssetID(), ControllingClient);
- }
- }
- catch (InvalidOperationException)
- {
- m_log.Info("[CLIENT]: Couldn't save attachments. :(");
- }
- m_attachments.Clear();
-
- }
- }
- 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.GetDefaultTexture();
- DefaultTexture = textu.ToBytes();
- }
- }
- public void AddAttachment(SceneObjectGroup gobj)
- {
- lock (m_attachments)
- {
- m_attachments.Add(gobj);
- }
- }
- public void RemoveAttachment(SceneObjectGroup gobj)
- {
- lock (m_attachments)
- {
- if (m_attachments.Contains(gobj))
- {
- m_attachments.Remove(gobj);
- }
- }
- }
- public void CrossAttachmentsIntoNewRegion(ulong regionHandle)
- {
- m_attachmentsTransported = true;
- lock (m_attachments)
- {
-
- foreach (SceneObjectGroup gobj in m_attachments)
- {
- // If the prim group is null then something must have happened to it!
- if (gobj != null)
- {
- // Set the parent localID to 0 so it transfers over properly.
- gobj.RootPart.SetParentLocalId(0);
- gobj.RootPart.m_IsAttachment = false;
- gobj.AbsolutePosition = gobj.RootPart.m_attachedPos;
- gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
- m_scene.CrossPrimGroupIntoNewRegion(regionHandle, gobj);
- }
- }
- m_attachments.Clear();
- }
- }
- 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(m_controllingClient.NextAnimationSequenceNumber);
- SetDirectionVectors();
- */
- }
- protected ScenePresence(SerializationInfo info, StreamingContext context)
- : base (info, context)
- {
- //System.Console.WriteLine("ScenePresence Deserialize BGN");
- if (info == null)
- {
- throw new ArgumentNullException("info");
- }
- /* JB
- if (Animations == null)
- {
- Animations = new AvatarAnimations();
- Animations.LoadAnims();
- }
- */
- if (DefaultTexture == null)
- {
- LLObject.TextureEntry textu = AvatarAppearance.GetDefaultTexture();
- DefaultTexture = textu.ToBytes();
- }
- m_animations = (AnimationSet)info.GetValue("m_animations", typeof(AnimationSet));
- 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 ArgumentNullException("info");
- }
- base.GetObjectData(info, context);
- info.AddValue("m_animations", m_animations);
- 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);
- }
- internal void PushForce(PhysicsVector impulse)
- {
- if (PhysicsActor != null)
- {
- PhysicsActor.AddForce(impulse,true);
- }
- }
- public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, LLUUID Script_item_LLUUID)
- {
- ScriptControllers obj = new ScriptControllers();
- obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
- obj.eventControls = ScriptControlled.CONTROL_ZERO;
- obj.itemID = Script_item_LLUUID;
- obj.objID = Obj_localID;
- if (pass_on == 0 && accept == 0)
- {
- IgnoredControls |= (ScriptControlled)controls;
- obj.ignoreControls = (ScriptControlled)controls;
- }
- if (pass_on == 0 && accept == 1)
- {
- IgnoredControls |= (ScriptControlled)controls;
- obj.ignoreControls = (ScriptControlled)controls;
- obj.eventControls = (ScriptControlled)controls;
- }
- if (pass_on == 1 && accept == 1)
- {
- IgnoredControls = ScriptControlled.CONTROL_ZERO;
- obj.eventControls = (ScriptControlled)controls;
- obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
- }
- lock (scriptedcontrols)
- {
- if (pass_on == 1 && accept == 0)
- {
- IgnoredControls &= ~(ScriptControlled)controls;
- if (scriptedcontrols.ContainsKey(Script_item_LLUUID))
- scriptedcontrols.Remove(Script_item_LLUUID);
- }
- else
- {
- if (scriptedcontrols.ContainsKey(Script_item_LLUUID))
- {
- scriptedcontrols[Script_item_LLUUID] = obj;
- }
- else
- {
- scriptedcontrols.Add(Script_item_LLUUID, obj);
- }
- }
- }
- ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true);
- }
- public void HandleForceReleaseControls(IClientAPI remoteClient, LLUUID agentID)
- {
- IgnoredControls = ScriptControlled.CONTROL_ZERO;
- lock (scriptedcontrols)
- {
- scriptedcontrols.Clear();
- }
- ControllingClient.SendTakeControls(int.MaxValue, false, false);
- }
- public void UnRegisterControlEventsToScript(uint Obj_localID, LLUUID Script_item_LLUUID)
- {
- lock (scriptedcontrols)
- {
- if (scriptedcontrols.ContainsKey(Script_item_LLUUID))
- {
- scriptedcontrols.Remove(Script_item_LLUUID);
- IgnoredControls = ScriptControlled.CONTROL_ZERO;
- foreach (ScriptControllers scData in scriptedcontrols.Values)
- {
- IgnoredControls |= scData.ignoreControls;
- }
- }
- }
- }
- internal void SendControlToScripts(uint flags, ScriptControlled lastFlags)
- {
- ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
- {
- allflags |= ScriptControlled.CONTROL_FWD;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
- {
- allflags |= ScriptControlled.CONTROL_BACK;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
- {
- allflags |= ScriptControlled.CONTROL_UP;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
- {
- allflags |= ScriptControlled.CONTROL_DOWN;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
- {
- allflags |= ScriptControlled.CONTROL_LEFT;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
- {
- allflags |= ScriptControlled.CONTROL_RIGHT;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
- {
- allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
- {
- allflags |= ScriptControlled.CONTROL_ROT_LEFT;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
- {
- allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
- }
- if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
- {
- allflags |= ScriptControlled.CONTROL_LBUTTON;
- }
- ScriptControlled held = ScriptControlled.CONTROL_ZERO;
- ScriptControlled change = ScriptControlled.CONTROL_ZERO;
- foreach (ScriptControlled DCF in Enum.GetValues(typeof (ScriptControlled)))
- {
- // Held
- if ((lastFlags & DCF) != 0 && (allflags & DCF) != 0)
- {
- held |= DCF;
- continue;
- }
- // Not held recently
- if ((lastFlags & DCF) != 0 && (allflags & DCF) == 0)
- {
- change |= DCF;
- continue;
- }
- // Newly pressed.
- if ((lastFlags & DCF) == 0 && (allflags & DCF) != 0)
- {
- change |= DCF;
- continue;
- }
- }
- lock (scriptedcontrols)
- {
- foreach (LLUUID scriptUUID in scriptedcontrols.Keys)
- {
- ScriptControllers scriptControlData = scriptedcontrols[scriptUUID];
- ScriptControlled localHeld = held & scriptControlData.eventControls;
- //if (localHeld != ScriptControlled.CONTROL_ZERO)
- //{
- //int i = 1;
- //}
- ScriptControlled localChange = change & scriptControlData.eventControls;
- m_scene.EventManager.TriggerControlEvent(scriptControlData.objID, scriptUUID, UUID, (uint)localHeld, (uint)localChange);
- }
- }
- LastCommands = allflags;
- }
- internal uint RemoveIgnoredControls(uint flags, ScriptControlled Ignored)
- {
- if (Ignored == ScriptControlled.CONTROL_ZERO)
- return flags;
- if ((Ignored & ScriptControlled.CONTROL_BACK) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
- if ((Ignored & ScriptControlled.CONTROL_FWD) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS);
- if ((Ignored & ScriptControlled.CONTROL_DOWN) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG);
- if ((Ignored & ScriptControlled.CONTROL_UP) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS);
- if ((Ignored & ScriptControlled.CONTROL_LEFT) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
- if ((Ignored & ScriptControlled.CONTROL_RIGHT) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG);
- if ((Ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG);
- if ((Ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS);
- if ((Ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN);
- if ((Ignored & ScriptControlled.CONTROL_LBUTTON) != 0)
- flags &= ~((uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN);
- //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
- //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
- //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
- //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
- //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
- //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
- //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
- return flags;
- }
- }
- }
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