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authorMic Bowman2011-12-22 16:59:51 -0800
committerMic Bowman2011-12-22 16:59:51 -0800
commit456c89a7a30c5c2ec2e228beb717b9c611106364 (patch)
tree8871461f99f06890cc552b60bf080557f7bf077b
parentfix the UsesPhysics flag to reference the physics flag rather than the tempon... (diff)
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Fixes some problems with objects that attempt to cross a region boundary
into a region that does not exist. This is particularly problematic for physical objects where the velocity continues to move them out of the region causing an infinite number of failed region crossings. The patch forces an object that fails a crossing to be non-physical and moves it back into the starting region.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs24
1 files changed, 24 insertions, 0 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index b9d5d32..098e5cb 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -1705,6 +1705,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1705 uint x = 0, y = 0; 1705 uint x = 0, y = 0;
1706 Utils.LongToUInts(newRegionHandle, out x, out y); 1706 Utils.LongToUInts(newRegionHandle, out x, out y);
1707 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1707 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1708
1709 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent))
1710 {
1711 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
1712
1713 // We are going to move the object back to the old position so long as the old position
1714 // is in the region
1715 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
1716 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
1717 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1718
1719 grp.RootPart.GroupPosition = oldGroupPosition;
1720
1721 // Need to turn off the physics flags, otherwise the object will continue to attempt to
1722 // move out of the region creating an infinite loop of failed attempts to cross
1723 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1724
1725 grp.ScheduleGroupForFullUpdate();
1726 }
1727
1728
1729
1730
1731
1708 if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent)) 1732 if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
1709 { 1733 {
1710 grp.RootPart.GroupPosition = oldGroupPosition; 1734 grp.RootPart.GroupPosition = oldGroupPosition;