From 78448720671e364862ae5c17464ccf112bbf7034 Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 5 Nov 2010 14:46:13 +0100 Subject: Fix merge artefacts --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 73 ++++++------------------ 1 file changed, 18 insertions(+), 55 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index ec39df8..b637317 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -127,7 +127,7 @@ namespace OpenSim.Region.Framework.Scenes private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation private Vector3 m_avUnscriptedSitPos; // for non-scripted prims - private Vector3 m_lastPosition; + private Vector3 m_lastPosition; private Vector3 m_lastWorldPosition; private Quaternion m_lastRotation; private Vector3 m_lastVelocity; @@ -892,11 +892,7 @@ namespace OpenSim.Region.Framework.Scenes m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; -<<<<<<< HEAD m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); -======= - m_scene.SetRootAgentScene(m_uuid); ->>>>>>> 91b1d17... Fix for hanging on "Connecting to region".. caused by packets being processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready. // Moved this from SendInitialData to ensure that m_appearance is initialized // before the inventory is processed in MakeRootAgent. This fixes a race condition @@ -912,7 +908,6 @@ namespace OpenSim.Region.Framework.Scenes { Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); pos.Y = crossedBorder.BorderLine.Z - 1; -<<<<<<< HEAD } //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. @@ -929,24 +924,6 @@ namespace OpenSim.Region.Framework.Scenes pos = land.LandData.UserLocation; } } -======= - } - - //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. - //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, - //they'll bypass the landing point. But I can't think of any decent way of fixing this. - if (KnownChildRegionHandles.Count == 0) - { - ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); - if (land != null) - { - //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. - if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_userLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) - { - pos = land.LandData.UserLocation; - } - } ->>>>>>> 91b1d17... Fix for hanging on "Connecting to region".. caused by packets being processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready. } if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) @@ -1130,8 +1107,8 @@ namespace OpenSim.Region.Framework.Scenes bool isFlying = false; if (m_physicsActor != null) - isFlying = m_physicsActor.Flying; - + isFlying = m_physicsActor.Flying; + RemoveFromPhysicalScene(); Velocity = Vector3.Zero; AbsolutePosition = pos; @@ -1142,7 +1119,7 @@ namespace OpenSim.Region.Framework.Scenes SetHeight(m_appearance.AvatarHeight); } - SendTerseUpdateToAllClients(); + SendTerseUpdateToAllClients(); } @@ -1848,14 +1825,14 @@ namespace OpenSim.Region.Framework.Scenes // else // { // single or child prim -// } - if (part == null) //CW: Part may be gone. llDie() for example. - { - partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); - } - else - { - partRot = part.GetWorldRotation(); +// } + if (part == null) //CW: Part may be gone. llDie() for example. + { + partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); + } + else + { + partRot = part.GetWorldRotation(); } Quaternion partIRot = Quaternion.Inverse(partRot); @@ -1863,7 +1840,6 @@ namespace OpenSim.Region.Framework.Scenes Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av -<<<<<<< HEAD if (m_physicsActor == null) { @@ -1876,24 +1852,11 @@ namespace OpenSim.Region.Framework.Scenes AbsolutePosition = avWorldStandUp; //KF: Fix stand up. part.IsOccupied = false; part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); -======= - - if (m_physicsActor == null) - { - AddToPhysicalScene(false); ->>>>>>> 91b1d17... Fix for hanging on "Connecting to region".. caused by packets being processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready. } - //CW: If the part isn't null then we can set the current position - if (part != null) - { - Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! - AbsolutePosition = avWorldStandUp; //KF: Fix stand up. - part.IsOccupied = false; - } - else - { - //CW: Since the part doesn't exist, a coarse standup position isn't an issue - AbsolutePosition = m_lastWorldPosition; + else + { + //CW: Since the part doesn't exist, a coarse standup position isn't an issue + AbsolutePosition = m_lastWorldPosition; } m_parentPosition = Vector3.Zero; @@ -2057,7 +2020,7 @@ namespace OpenSim.Region.Framework.Scenes // if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) ) { - autopilot = false; // close enough + autopilot = false; // close enough m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. Not using the part's position because returning the AV to the last known standing position is likely to be more friendly, isn't it? */ @@ -2067,7 +2030,7 @@ namespace OpenSim.Region.Framework.Scenes } // else the autopilot will get us close } else - { // its a scripted sit + { // its a scripted sit m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. I *am* using the part's position this time because we have no real idea how far away the avatar is from the sit target. */ -- cgit v1.1