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author | UbitUmarov | 2014-07-22 15:56:20 +0100 |
---|---|---|
committer | UbitUmarov | 2014-07-22 15:56:20 +0100 |
commit | fe900b28c69ad0970c273ea25f4194c7f4456520 (patch) | |
tree | 088aea282150822c5345cb94b25602619e9a90dd | |
parent | consider that CrossPrimGroupIntoNewRegion removes DIE_AT_EDGE and (diff) | |
download | opensim-SC_OLD-fe900b28c69ad0970c273ea25f4194c7f4456520.zip opensim-SC_OLD-fe900b28c69ad0970c273ea25f4194c7f4456520.tar.gz opensim-SC_OLD-fe900b28c69ad0970c273ea25f4194c7f4456520.tar.bz2 opensim-SC_OLD-fe900b28c69ad0970c273ea25f4194c7f4456520.tar.xz |
CrossPrimGroupIntoNewRegion does keyframes and physics crossing fails, so
revert previus change assuming it didnt. remove a no longer needed else {}
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 177 |
1 files changed, 86 insertions, 91 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index d4051c0..4ac6743 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -557,121 +557,116 @@ namespace OpenSim.Region.Framework.Scenes | |||
557 | // actually assume this sog was removed from simulation | 557 | // actually assume this sog was removed from simulation |
558 | return; | 558 | return; |
559 | } | 559 | } |
560 | else | 560 | |
561 | if (m_rootPart.KeyframeMotion != null) | ||
562 | m_rootPart.KeyframeMotion.StartCrossingCheck(); | ||
563 | |||
564 | bool canCross = true; | ||
565 | |||
566 | foreach (ScenePresence av in m_linkedAvatars) | ||
561 | { | 567 | { |
562 | if (m_rootPart.KeyframeMotion != null) | 568 | // We need to cross these agents. First, let's find |
563 | m_rootPart.KeyframeMotion.StartCrossingCheck(); | 569 | // out if any of them can't cross for some reason. |
570 | // We have to deny the crossing entirely if any | ||
571 | // of them are banned. Alternatively, we could | ||
572 | // unsit banned agents.... | ||
564 | 573 | ||
565 | bool canCross = true; | ||
566 | 574 | ||
567 | foreach (ScenePresence av in m_linkedAvatars) | 575 | // We set the avatar position as being the object |
576 | // position to get the region to send to | ||
577 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | ||
568 | { | 578 | { |
569 | // We need to cross these agents. First, let's find | 579 | canCross = false; |
570 | // out if any of them can't cross for some reason. | 580 | break; |
571 | // We have to deny the crossing entirely if any | 581 | } |
572 | // of them are banned. Alternatively, we could | ||
573 | // unsit banned agents.... | ||
574 | 582 | ||
583 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
584 | } | ||
575 | 585 | ||
576 | // We set the avatar position as being the object | 586 | if (canCross) |
577 | // position to get the region to send to | 587 | { |
578 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null) | 588 | // We unparent the SP quietly so that it won't |
579 | { | 589 | // be made to stand up |
580 | canCross = false; | ||
581 | break; | ||
582 | } | ||
583 | 590 | ||
584 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | 591 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); |
585 | } | ||
586 | 592 | ||
587 | if (canCross) | 593 | foreach (ScenePresence av in m_linkedAvatars) |
588 | { | 594 | { |
589 | // We unparent the SP quietly so that it won't | 595 | avtocrossInfo avinfo = new avtocrossInfo(); |
590 | // be made to stand up | 596 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); |
597 | if (parentPart != null) | ||
598 | av.ParentUUID = parentPart.UUID; | ||
591 | 599 | ||
592 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); | 600 | avinfo.av = av; |
601 | avinfo.ParentID = av.ParentID; | ||
602 | avsToCross.Add(avinfo); | ||
593 | 603 | ||
594 | foreach (ScenePresence av in m_linkedAvatars) | 604 | av.PrevSitOffset = av.OffsetPosition; |
595 | { | 605 | av.ParentID = 0; |
596 | avtocrossInfo avinfo = new avtocrossInfo(); | 606 | } |
597 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
598 | if (parentPart != null) | ||
599 | av.ParentUUID = parentPart.UUID; | ||
600 | |||
601 | avinfo.av = av; | ||
602 | avinfo.ParentID = av.ParentID; | ||
603 | avsToCross.Add(avinfo); | ||
604 | 607 | ||
605 | av.PrevSitOffset = av.OffsetPosition; | 608 | // m_linkedAvatars.Clear(); |
606 | av.ParentID = 0; | 609 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); |
607 | } | ||
608 | 610 | ||
609 | // m_linkedAvatars.Clear(); | 611 | // Normalize |
610 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | 612 | if (val.X >= Constants.RegionSize) |
611 | 613 | val.X -= Constants.RegionSize; | |
612 | // Normalize | 614 | if (val.Y >= Constants.RegionSize) |
613 | if (val.X >= Constants.RegionSize) | 615 | val.Y -= Constants.RegionSize; |
614 | val.X -= Constants.RegionSize; | 616 | if (val.X < 0) |
615 | if (val.Y >= Constants.RegionSize) | 617 | val.X += Constants.RegionSize; |
616 | val.Y -= Constants.RegionSize; | 618 | if (val.Y < 0) |
617 | if (val.X < 0) | 619 | val.Y += Constants.RegionSize; |
618 | val.X += Constants.RegionSize; | 620 | |
619 | if (val.Y < 0) | 621 | // If it's deleted, crossing was successful |
620 | val.Y += Constants.RegionSize; | 622 | if (IsDeleted) |
621 | 623 | { | |
622 | // If it's deleted, crossing was successful | 624 | // foreach (ScenePresence av in m_linkedAvatars) |
623 | if (IsDeleted) | 625 | foreach (avtocrossInfo avinfo in avsToCross) |
624 | { | ||
625 | // foreach (ScenePresence av in m_linkedAvatars) | ||
626 | foreach (avtocrossInfo avinfo in avsToCross) | ||
627 | { | ||
628 | ScenePresence av = avinfo.av; | ||
629 | if (!av.IsInTransit) // just in case... | ||
630 | { | ||
631 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
632 | |||
633 | av.IsInTransit = true; | ||
634 | |||
635 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
636 | d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
637 | } | ||
638 | else | ||
639 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val); | ||
640 | } | ||
641 | avsToCross.Clear(); | ||
642 | return; | ||
643 | } | ||
644 | else // cross failed, put avas back ?? | ||
645 | { | 626 | { |
646 | foreach (avtocrossInfo avinfo in avsToCross) | 627 | ScenePresence av = avinfo.av; |
628 | if (!av.IsInTransit) // just in case... | ||
647 | { | 629 | { |
648 | ScenePresence av = avinfo.av; | 630 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); |
649 | av.ParentUUID = UUID.Zero; | 631 | |
650 | av.ParentID = avinfo.ParentID; | 632 | av.IsInTransit = true; |
651 | // m_linkedAvatars.Add(av); | 633 | |
634 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
635 | d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); | ||
652 | } | 636 | } |
637 | else | ||
638 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val); | ||
653 | } | 639 | } |
654 | avsToCross.Clear(); | 640 | avsToCross.Clear(); |
655 | 641 | return; | |
656 | } | 642 | } |
657 | // else | 643 | else // cross failed, put avas back ?? |
658 | // we need to do this on all fails | ||
659 | |||
660 | { | 644 | { |
661 | if (m_rootPart.KeyframeMotion != null) | 645 | foreach (avtocrossInfo avinfo in avsToCross) |
662 | m_rootPart.KeyframeMotion.CrossingFailure(); | ||
663 | |||
664 | if (RootPart.PhysActor != null) | ||
665 | { | 646 | { |
666 | RootPart.PhysActor.CrossingFailure(); | 647 | ScenePresence av = avinfo.av; |
648 | av.ParentUUID = UUID.Zero; | ||
649 | av.ParentID = avinfo.ParentID; | ||
650 | // m_linkedAvatars.Add(av); | ||
667 | } | 651 | } |
668 | } | 652 | } |
669 | Vector3 oldp = AbsolutePosition; | 653 | avsToCross.Clear(); |
670 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | 654 | } |
671 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | 655 | else |
672 | // dont crash land StarShips | 656 | { |
673 | // val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | 657 | if (m_rootPart.KeyframeMotion != null) |
658 | m_rootPart.KeyframeMotion.CrossingFailure(); | ||
659 | |||
660 | if (RootPart.PhysActor != null) | ||
661 | { | ||
662 | RootPart.PhysActor.CrossingFailure(); | ||
663 | } | ||
674 | } | 664 | } |
665 | Vector3 oldp = AbsolutePosition; | ||
666 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
667 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f); | ||
668 | // dont crash land StarShips | ||
669 | // val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f); | ||
675 | } | 670 | } |
676 | } | 671 | } |
677 | 672 | ||