diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 154 |
1 files changed, 44 insertions, 110 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index cf98ef2..a98baea 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -76,6 +76,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
76 | public class ScenePresence : EntityBase, IScenePresence | 76 | public class ScenePresence : EntityBase, IScenePresence |
77 | { | 77 | { |
78 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 78 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
79 | private static readonly String LogHeader = "[SCENE PRESENCE]"; | ||
79 | 80 | ||
80 | // ~ScenePresence() | 81 | // ~ScenePresence() |
81 | // { | 82 | // { |
@@ -749,9 +750,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
749 | foreach (ulong handle in seeds.Keys) | 750 | foreach (ulong handle in seeds.Keys) |
750 | { | 751 | { |
751 | uint x, y; | 752 | uint x, y; |
752 | Utils.LongToUInts(handle, out x, out y); | 753 | Util.RegionHandleToRegionLoc(handle, out x, out y); |
753 | x = x / Constants.RegionSize; | 754 | |
754 | y = y / Constants.RegionSize; | ||
755 | if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) | 755 | if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) |
756 | { | 756 | { |
757 | old.Add(handle); | 757 | old.Add(handle); |
@@ -773,9 +773,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
773 | foreach (KeyValuePair<ulong, string> kvp in KnownRegions) | 773 | foreach (KeyValuePair<ulong, string> kvp in KnownRegions) |
774 | { | 774 | { |
775 | uint x, y; | 775 | uint x, y; |
776 | Utils.LongToUInts(kvp.Key, out x, out y); | 776 | Util.RegionHandleToRegionLoc(kvp.Key, out x, out y); |
777 | x = x / Constants.RegionSize; | ||
778 | y = y / Constants.RegionSize; | ||
779 | m_log.Info(" >> "+x+", "+y+": "+kvp.Value); | 777 | m_log.Info(" >> "+x+", "+y+": "+kvp.Value); |
780 | } | 778 | } |
781 | } | 779 | } |
@@ -1109,7 +1107,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1109 | 1107 | ||
1110 | float posZLimit = 0; | 1108 | float posZLimit = 0; |
1111 | 1109 | ||
1112 | if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) | 1110 | if (pos.X < m_scene.RegionInfo.RegionSizeX && pos.Y < m_scene.RegionInfo.RegionSizeY) |
1113 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; | 1111 | posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; |
1114 | 1112 | ||
1115 | float newPosZ = posZLimit + localAVHeight / 2; | 1113 | float newPosZ = posZLimit + localAVHeight / 2; |
@@ -2362,7 +2360,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2362 | if (regionCombinerModule != null) | 2360 | if (regionCombinerModule != null) |
2363 | regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); | 2361 | regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID); |
2364 | else | 2362 | else |
2365 | regionSize = new Vector2(Constants.RegionSize); | 2363 | regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY); |
2366 | 2364 | ||
2367 | if (pos.X < 0 || pos.X >= regionSize.X | 2365 | if (pos.X < 0 || pos.X >= regionSize.X |
2368 | || pos.Y < 0 || pos.Y >= regionSize.Y | 2366 | || pos.Y < 0 || pos.Y >= regionSize.Y |
@@ -2380,8 +2378,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2380 | // } | 2378 | // } |
2381 | 2379 | ||
2382 | // Get terrain height for sub-region in a megaregion if necessary | 2380 | // Get terrain height for sub-region in a megaregion if necessary |
2383 | int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X); | 2381 | int X = (int)((m_scene.RegionInfo.WorldLocX) + pos.X); |
2384 | int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y); | 2382 | int Y = (int)((m_scene.RegionInfo.WorldLocY) + pos.Y); |
2385 | GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); | 2383 | GridRegion target_region = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y); |
2386 | // If X and Y is NaN, target_region will be null | 2384 | // If X and Y is NaN, target_region will be null |
2387 | if (target_region == null) | 2385 | if (target_region == null) |
@@ -2392,7 +2390,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2392 | if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) | 2390 | if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene)) |
2393 | targetScene = m_scene; | 2391 | targetScene = m_scene; |
2394 | 2392 | ||
2395 | float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)]; | 2393 | float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % regionSize.X), (int)(pos.Y % regionSize.Y)]; |
2396 | pos.Z = Math.Max(terrainHeight, pos.Z); | 2394 | pos.Z = Math.Max(terrainHeight, pos.Z); |
2397 | 2395 | ||
2398 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is | 2396 | // Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is |
@@ -3427,10 +3425,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3427 | if (!IsInTransit) | 3425 | if (!IsInTransit) |
3428 | { | 3426 | { |
3429 | Vector3 pos2 = AbsolutePosition; | 3427 | Vector3 pos2 = AbsolutePosition; |
3428 | Vector3 origPosition = pos2; | ||
3430 | Vector3 vel = Velocity; | 3429 | Vector3 vel = Velocity; |
3431 | int neighbor = 0; | 3430 | int neighbor = 0; |
3432 | int[] fix = new int[2]; | 3431 | int[] fix = new int[2]; |
3433 | 3432 | ||
3433 | // Compute the avatar position in the next physics tick. | ||
3434 | // If the avatar will be crossing, we force the crossing to happen now | ||
3435 | // in the hope that this will make the avatar movement smoother when crossing. | ||
3434 | float timeStep = 0.1f; | 3436 | float timeStep = 0.1f; |
3435 | pos2.X = pos2.X + (vel.X * timeStep); | 3437 | pos2.X = pos2.X + (vel.X * timeStep); |
3436 | pos2.Y = pos2.Y + (vel.Y * timeStep); | 3438 | pos2.Y = pos2.Y + (vel.Y * timeStep); |
@@ -3438,111 +3440,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
3438 | 3440 | ||
3439 | if (!IsInTransit) | 3441 | if (!IsInTransit) |
3440 | { | 3442 | { |
3441 | // m_log.DebugFormat( | 3443 | if (!m_scene.PositionIsInCurrentRegion(pos2)) |
3442 | // "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", | ||
3443 | // pos2, Name, Scene.Name); | ||
3444 | |||
3445 | // Checks if where it's headed exists a region | ||
3446 | bool needsTransit = false; | ||
3447 | if (m_scene.TestBorderCross(pos2, Cardinals.W)) | ||
3448 | { | 3444 | { |
3449 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) | 3445 | m_log.DebugFormat("{0} CheckForBorderCrossing: position outside region. {1} in {2} at pos {3}", |
3450 | { | 3446 | LogHeader, Name, Scene.Name, pos2); |
3451 | needsTransit = true; | 3447 | |
3452 | neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix); | 3448 | // Disconnect from the current region |
3453 | } | 3449 | bool isFlying = Flying; |
3454 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | 3450 | RemoveFromPhysicalScene(); |
3451 | // pos2 is the forcasted position so make that the 'current' position so the crossing | ||
3452 | // code will move us into the newly addressed region. | ||
3453 | m_pos = pos2; | ||
3454 | if (CrossToNewRegion()) | ||
3455 | { | 3455 | { |
3456 | needsTransit = true; | 3456 | AddToPhysicalScene(isFlying); |
3457 | neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix); | ||
3458 | } | 3457 | } |
3459 | else | 3458 | else |
3460 | { | 3459 | { |
3461 | needsTransit = true; | 3460 | // Tried to make crossing happen but it failed. |
3462 | neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix); | ||
3463 | } | ||
3464 | } | ||
3465 | else if (m_scene.TestBorderCross(pos2, Cardinals.E)) | ||
3466 | { | ||
3467 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) | ||
3468 | { | ||
3469 | needsTransit = true; | ||
3470 | neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix); | ||
3471 | } | ||
3472 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | ||
3473 | { | ||
3474 | needsTransit = true; | ||
3475 | neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix); | ||
3476 | } | ||
3477 | else | ||
3478 | { | ||
3479 | needsTransit = true; | ||
3480 | neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix); | ||
3481 | } | ||
3482 | } | ||
3483 | else if (m_scene.TestBorderCross(pos2, Cardinals.S)) | ||
3484 | { | ||
3485 | needsTransit = true; | ||
3486 | neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix); | ||
3487 | } | ||
3488 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | ||
3489 | { | ||
3490 | needsTransit = true; | ||
3491 | neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix); | ||
3492 | } | ||
3493 | |||
3494 | // Makes sure avatar does not end up outside region | ||
3495 | if (neighbor <= 0) | ||
3496 | { | ||
3497 | if (needsTransit) | ||
3498 | { | ||
3499 | if (m_requestedSitTargetUUID == UUID.Zero) | ||
3500 | { | ||
3501 | bool isFlying = Flying; | ||
3502 | RemoveFromPhysicalScene(); | ||
3503 | |||
3504 | Vector3 pos = AbsolutePosition; | ||
3505 | if (AbsolutePosition.X < 0) | ||
3506 | pos.X += Velocity.X * 2; | ||
3507 | else if (AbsolutePosition.X > Constants.RegionSize) | ||
3508 | pos.X -= Velocity.X * 2; | ||
3509 | if (AbsolutePosition.Y < 0) | ||
3510 | pos.Y += Velocity.Y * 2; | ||
3511 | else if (AbsolutePosition.Y > Constants.RegionSize) | ||
3512 | pos.Y -= Velocity.Y * 2; | ||
3513 | Velocity = Vector3.Zero; | ||
3514 | AbsolutePosition = pos; | ||
3515 | |||
3516 | // m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition); | ||
3517 | |||
3518 | AddToPhysicalScene(isFlying); | ||
3519 | } | ||
3520 | } | ||
3521 | } | ||
3522 | else if (neighbor > 0) | ||
3523 | { | ||
3524 | if (!CrossToNewRegion()) | ||
3525 | { | ||
3526 | if (m_requestedSitTargetUUID == UUID.Zero) | 3461 | if (m_requestedSitTargetUUID == UUID.Zero) |
3527 | { | 3462 | { |
3528 | bool isFlying = Flying; | 3463 | m_log.DebugFormat("{0} CheckForBorderCrossing: Crossing failed. Restoring old position.", LogHeader); |
3529 | RemoveFromPhysicalScene(); | 3464 | const float borderFudge = 0.1f; |
3530 | 3465 | ||
3531 | Vector3 pos = AbsolutePosition; | 3466 | if (origPosition.X < 0) |
3532 | if (AbsolutePosition.X < 0) | 3467 | origPosition.X = borderFudge; |
3533 | pos.X += Velocity.X * 2; | 3468 | else if (origPosition.X > (float)m_scene.RegionInfo.RegionSizeX) |
3534 | else if (AbsolutePosition.X > Constants.RegionSize) | 3469 | origPosition.X = (float)m_scene.RegionInfo.RegionSizeX - borderFudge; |
3535 | pos.X -= Velocity.X * 2; | 3470 | if (origPosition.Y < 0) |
3536 | if (AbsolutePosition.Y < 0) | 3471 | origPosition.Y = borderFudge; |
3537 | pos.Y += Velocity.Y * 2; | 3472 | else if (origPosition.Y > (float)m_scene.RegionInfo.RegionSizeY) |
3538 | else if (AbsolutePosition.Y > Constants.RegionSize) | 3473 | origPosition.Y = (float)m_scene.RegionInfo.RegionSizeY - borderFudge; |
3539 | pos.Y -= Velocity.Y * 2; | ||
3540 | Velocity = Vector3.Zero; | 3474 | Velocity = Vector3.Zero; |
3541 | AbsolutePosition = pos; | 3475 | AbsolutePosition = origPosition; |
3542 | 3476 | ||
3543 | AddToPhysicalScene(isFlying); | 3477 | AddToPhysicalScene(isFlying); |
3544 | } | 3478 | } |
3545 | } | 3479 | } |
3480 | |||
3546 | } | 3481 | } |
3547 | } | 3482 | } |
3548 | else | 3483 | else |
@@ -3584,7 +3519,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3584 | 3519 | ||
3585 | // Put the child agent back at the center | 3520 | // Put the child agent back at the center |
3586 | AbsolutePosition | 3521 | AbsolutePosition |
3587 | = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); | 3522 | = new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70); |
3588 | 3523 | ||
3589 | Animator.ResetAnimations(); | 3524 | Animator.ResetAnimations(); |
3590 | } | 3525 | } |
@@ -3611,9 +3546,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3611 | if (handle != Scene.RegionInfo.RegionHandle) | 3546 | if (handle != Scene.RegionInfo.RegionHandle) |
3612 | { | 3547 | { |
3613 | uint x, y; | 3548 | uint x, y; |
3614 | Utils.LongToUInts(handle, out x, out y); | 3549 | Util.RegionHandleToRegionLoc(handle, out x, out y); |
3615 | x = x / Constants.RegionSize; | ||
3616 | y = y / Constants.RegionSize; | ||
3617 | 3550 | ||
3618 | // m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); | 3551 | // m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); |
3619 | // m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); | 3552 | // m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); |
@@ -3694,8 +3627,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3694 | return; | 3627 | return; |
3695 | 3628 | ||
3696 | //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); | 3629 | //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); |
3697 | int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; | 3630 | // Find the distance (in meters) between the two regions |
3698 | int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; | 3631 | uint shiftx = Util.RegionToWorldLoc(rRegionX - tRegionX); |
3632 | uint shifty = Util.RegionToWorldLoc(rRegionY - tRegionY); | ||
3699 | 3633 | ||
3700 | Vector3 offset = new Vector3(shiftx, shifty, 0f); | 3634 | Vector3 offset = new Vector3(shiftx, shifty, 0f); |
3701 | 3635 | ||