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-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs33
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs6
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs56
4 files changed, 77 insertions, 27 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 9a6dfe1..557555d 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -1655,35 +1655,38 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1655 } 1655 }
1656 1656
1657 // Offset the positions for the new region across the border 1657 // Offset the positions for the new region across the border
1658 Vector3 oldGroupPosition = grp.RootPart.GroupPosition; 1658 // NOT here
1659 grp.RootPart.GroupPosition = pos;
1660 1659
1661 // If we fail to cross the border, then reset the position of the scene object on that border. 1660 // If we fail to cross the border, then reset the position of the scene object on that border.
1662 uint x = 0, y = 0; 1661 uint x = 0, y = 0;
1663 Utils.LongToUInts(newRegionHandle, out x, out y); 1662 Utils.LongToUInts(newRegionHandle, out x, out y);
1664 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1663 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1665 1664
1666 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent)) 1665 Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
1666
1667 if (destination != null)
1667 { 1668 {
1668 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1669 grp.RootPart.GroupPosition = pos; // only change this if we think there is anywhere to go
1670 if (CrossPrimGroupIntoNewRegion(destination, grp, silent))
1671 return; // we did it
1672 }
1669 1673
1670 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1674 // no one or failed lets go back and tell physics to go on
1671 // move out of the region creating an infinite loop of failed attempts to cross 1675 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1672 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false); 1676 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1677 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1673 1678
1674 // We are going to move the object back to the old position so long as the old position 1679 grp.AbsolutePosition = oldGroupPosition;
1675 // is in the region 1680 grp.Velocity = Vector3.Zero;
1676 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
1677 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
1678 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1679 1681
1680 grp.AbsolutePosition = oldGroupPosition; 1682 if (grp.RootPart.PhysActor != null)
1683 grp.RootPart.PhysActor.CrossingFailure();
1681 1684
1682 grp.ScheduleGroupForFullUpdate(); 1685 grp.ScheduleGroupForFullUpdate();
1683 }
1684 } 1686 }
1685 1687
1686 1688
1689
1687 /// <summary> 1690 /// <summary>
1688 /// Move the given scene object into a new region 1691 /// Move the given scene object into a new region
1689 /// </summary> 1692 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 644b78a..77e67ba 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -461,8 +461,11 @@ namespace OpenSim.Region.Framework.Scenes
461 461
462 if (Scene != null) 462 if (Scene != null)
463 { 463 {
464 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 464 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
465 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 465 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
466 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
467 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
468 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
466 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 469 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
467 { 470 {
468 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 471 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
@@ -489,7 +492,7 @@ namespace OpenSim.Region.Framework.Scenes
489 canCross = false; 492 canCross = false;
490 break; 493 break;
491 } 494 }
492 495
493 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); 496 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
494 } 497 }
495 498
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 577c0d3..19dedde 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2620,9 +2620,9 @@ namespace OpenSim.Region.Framework.Scenes
2620 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0); 2620 Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
2621 2621
2622 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2622 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2623 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2623 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2624 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2624 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2625 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2625 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2626 { 2626 {
2627 ParentGroup.AbsolutePosition = newpos; 2627 ParentGroup.AbsolutePosition = newpos;
2628 return; 2628 return;
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
index 42e22ff..95a9741 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -732,13 +732,13 @@ namespace OpenSim.Region.Physics.OdePlugin
732 732
733 public override void CrossingFailure() 733 public override void CrossingFailure()
734 { 734 {
735 m_crossingfailures++; 735 int tmp = Interlocked.Increment(ref m_crossingfailures);
736 if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds) 736 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
737 { 737 {
738 base.RaiseOutOfBounds(_position); 738 base.RaiseOutOfBounds(_position);
739 return; 739 return;
740 } 740 }
741 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) 741 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
742 { 742 {
743 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); 743 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
744 } 744 }
@@ -3042,10 +3042,9 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
3042 d.Vector3 torque = d.BodyGetTorque(Body); 3042 d.Vector3 torque = d.BodyGetTorque(Body);
3043 _torque = new Vector3(torque.X, torque.Y, torque.Z); 3043 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3044 3044
3045 base.RequestPhysicsterseUpdate();
3046 3045
3047//Console.WriteLine("Move {0} at {1}", m_primName, l_position); 3046//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
3048 3047 /*
3049 // Check if outside region 3048 // Check if outside region
3050 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border! 3049 // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
3051 if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence)) 3050 if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
@@ -3112,7 +3111,52 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
3112 return; // Dont process any other motion? 3111 return; // Dont process any other motion?
3113 } // end various methods 3112 } // end various methods
3114 } // end outside region horizontally 3113 } // end outside region horizontally
3115 3114 */
3115 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3116 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3117 )
3118 {
3119 // we are outside current region
3120 // clip position to a stop just outside region and stop it only internally
3121 // do it only once using m_crossingfailures as control
3122 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3123 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3124 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3125 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3126 d.BodySetLinearVel(Body, 0, 0, 0);
3127
3128 if (Interlocked.Exchange(ref m_crossingfailures, 0) == 0)
3129 { // tell base code only once
3130 Interlocked.Increment(ref m_crossingfailures);
3131 base.RequestPhysicsterseUpdate();
3132 }
3133 return;
3134 }
3135
3136 if (Interlocked.Exchange(ref m_crossingfailures, 0) > 1)
3137 {
3138 // main simulator had a crossing failure
3139 // park it inside region
3140 _position.X = Util.Clip(l_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
3141 _position.Y = Util.Clip(l_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
3142 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3143 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3144
3145 m_lastposition = _position;
3146
3147 _velocity = Vector3.Zero;
3148 m_lastVelocity = _velocity;
3149
3150
3151 if (m_type != Vehicle.TYPE_NONE)
3152 Halt();
3153
3154 d.BodySetLinearVel(Body, 0, 0, 0);
3155 base.RequestPhysicsterseUpdate();
3156 return;
3157 }
3158
3159 base.RequestPhysicsterseUpdate();
3116 3160
3117 if (l_position.Z < 0) 3161 if (l_position.Z < 0)
3118 { 3162 {