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authorRobert Adams2013-12-17 06:18:13 -0800
committerRobert Adams2013-12-17 06:18:13 -0800
commit6937eec2588fab5e73c3ddc74c4ddc1bb35e7527 (patch)
tree4372b6dfa7f2e277312c0547a099f6ffeea6e91f /OpenSim/Region/CoreModules/Framework
parentvarregion: rename 'LegacyRegionLocX' back to 'RegionLocX' and same for Y and Z. (diff)
parentFix issue with editing notes for other avatars (diff)
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Merge branch 'master' into varregion
Add new region crossing code to varregion Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
Diffstat (limited to 'OpenSim/Region/CoreModules/Framework')
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs738
1 files changed, 235 insertions, 503 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 1bb3e3b..4954cd9 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -410,7 +410,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
410 /// <param name="sp"></param> 410 /// <param name="sp"></param>
411 /// <param name="position"></param> 411 /// <param name="position"></param>
412 /// <param name="lookAt"></param> 412 /// <param name="lookAt"></param>
413 /// <param name="teleportFlags"></param 413 /// <param name="teleportFlags"></param>
414 private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags) 414 private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
415 { 415 {
416 m_log.DebugFormat( 416 m_log.DebugFormat(
@@ -442,11 +442,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
442 position.Z = newPosZ; 442 position.Z = newPosZ;
443 } 443 }
444 444
445 if (sp.Flying)
446 teleportFlags |= (uint)TeleportFlags.IsFlying;
447
445 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring); 448 m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
446 449
447 sp.ControllingClient.SendTeleportStart(teleportFlags); 450 sp.ControllingClient.SendTeleportStart(teleportFlags);
448 451
449 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 452 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
453 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
450 sp.Velocity = Vector3.Zero; 454 sp.Velocity = Vector3.Zero;
451 sp.Teleport(position); 455 sp.Teleport(position);
452 456
@@ -649,8 +653,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
649 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 653 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
650 // it's actually doing a lot of work. 654 // it's actually doing a lot of work.
651 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 655 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
652 656 if (endPoint == null || endPoint.Address == null)
653 if (endPoint.Address == null)
654 { 657 {
655 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); 658 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
656 659
@@ -689,6 +692,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
689 // both regions 692 // both regions
690 if (sp.ParentID != (uint)0) 693 if (sp.ParentID != (uint)0)
691 sp.StandUp(); 694 sp.StandUp();
695 else if (sp.Flying)
696 teleportFlags |= (uint)TeleportFlags.IsFlying;
692 697
693 if (DisableInterRegionTeleportCancellation) 698 if (DisableInterRegionTeleportCancellation)
694 teleportFlags |= (uint)TeleportFlags.DisableCancel; 699 teleportFlags |= (uint)TeleportFlags.DisableCancel;
@@ -1316,11 +1321,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1316 1321
1317 #region Teleport Home 1322 #region Teleport Home
1318 1323
1319 public virtual void TriggerTeleportHome(UUID id, IClientAPI client) 1324 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
1320 { 1325 {
1321 TeleportHome(id, client); 1326 TeleportHome(id, client);
1322 } 1327 }
1323 1328
1324 public virtual bool TeleportHome(UUID id, IClientAPI client) 1329 public virtual bool TeleportHome(UUID id, IClientAPI client)
1325 { 1330 {
1326 m_log.DebugFormat( 1331 m_log.DebugFormat(
@@ -1331,6 +1336,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1331 1336
1332 if (uinfo != null) 1337 if (uinfo != null)
1333 { 1338 {
1339 if (uinfo.HomeRegionID == UUID.Zero)
1340 {
1341 // can't find the Home region: Tell viewer and abort
1342 m_log.ErrorFormat("{0} No grid user info found for {1} {2}. Cannot send home.",
1343 LogHeader, client.Name, client.AgentId);
1344 client.SendTeleportFailed("You don't have a home position set.");
1345 return false;
1346 }
1334 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 1347 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
1335 if (regionInfo == null) 1348 if (regionInfo == null)
1336 { 1349 {
@@ -1350,9 +1363,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1350 } 1363 }
1351 else 1364 else
1352 { 1365 {
1353 m_log.ErrorFormat( 1366 // can't find the Home region: Tell viewer and abort
1354 "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", 1367 client.SendTeleportFailed("Your home region could not be found.");
1355 client.Name, client.AgentId);
1356 } 1368 }
1357 return false; 1369 return false;
1358 } 1370 }
@@ -1362,177 +1374,21 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1362 1374
1363 #region Agent Crossings 1375 #region Agent Crossings
1364 1376
1365 public bool Cross(ScenePresence agent, bool isFlying) 1377 // Given a position relative to the current region (which has previously been tested to
1378 // see that it is actually outside the current region), find the new region that the
1379 // point is actually in.
1380 // Returns the coordinates and information of the new region or 'null' of it doesn't exist.
1381 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos)
1366 { 1382 {
1367 Scene scene = agent.Scene; 1383 version = String.Empty;
1368 Vector3 pos = agent.AbsolutePosition; 1384 newpos = new Vector3(pos.X, pos.Y, pos.Z);
1369 1385
1370// m_log.DebugFormat( 1386// m_log.DebugFormat(
1371// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name); 1387// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name);
1372 /*
1373
1374 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
1375 uint neighbourx = scene.RegionInfo.LegacyRegionLocX;
1376 uint neighboury = scene.RegionInfo.LegacyRegionLocY;
1377 const float boundaryDistance = 1.7f;
1378 Vector3 northCross = new Vector3(0, boundaryDistance, 0);
1379 Vector3 southCross = new Vector3(0, -1 * boundaryDistance, 0);
1380 Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
1381 Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
1382
1383 // distance into new region to place avatar
1384 const float enterDistance = 0.5f;
1385
1386 if (scene.TestBorderCross(pos + westCross, Cardinals.W))
1387 {
1388 if (scene.TestBorderCross(pos + northCross, Cardinals.N))
1389 {
1390 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
1391 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
1392 }
1393 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
1394 {
1395 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
1396 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
1397 {
1398 neighboury--;
1399 newpos.Y = Constants.RegionSize - enterDistance;
1400 }
1401 else
1402 {
1403 agent.IsInTransit = true;
1404
1405 neighboury = b.TriggerRegionY;
1406 neighbourx = b.TriggerRegionX;
1407
1408 Vector3 newposition = pos;
1409 newposition.X += (scene.RegionInfo.LegacyRegionLocX - neighbourx) * Constants.RegionSize;
1410 newposition.Y += (scene.RegionInfo.LegacyRegionLocY - neighboury) * Constants.RegionSize;
1411 agent.ControllingClient.SendAgentAlertMessage(
1412 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
1413 InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
1414 return true;
1415 }
1416 }
1417
1418 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
1419 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
1420 {
1421 neighbourx--;
1422 newpos.X = Constants.RegionSize - enterDistance;
1423 }
1424 else
1425 {
1426 agent.IsInTransit = true;
1427
1428 neighboury = ba.TriggerRegionY;
1429 neighbourx = ba.TriggerRegionX;
1430
1431 Vector3 newposition = pos;
1432 newposition.X += (scene.RegionInfo.LegacyRegionLocX - neighbourx) * Constants.RegionSize;
1433 newposition.Y += (scene.RegionInfo.LegacyRegionLocY - neighboury) * Constants.RegionSize;
1434 agent.ControllingClient.SendAgentAlertMessage(
1435 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
1436 InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
1437
1438 return true;
1439 }
1440
1441 }
1442 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
1443 {
1444 Border b = scene.GetCrossedBorder(pos + eastCross, Cardinals.E);
1445 neighbourx += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
1446 newpos.X = enterDistance;
1447
1448 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
1449 {
1450 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
1451 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
1452 {
1453 neighboury--;
1454 newpos.Y = Constants.RegionSize - enterDistance;
1455 }
1456 else
1457 {
1458 agent.IsInTransit = true;
1459
1460 neighboury = ba.TriggerRegionY;
1461 neighbourx = ba.TriggerRegionX;
1462 Vector3 newposition = pos;
1463 newposition.X += (scene.RegionInfo.LegacyRegionLocX - neighbourx) * Constants.RegionSize;
1464 newposition.Y += (scene.RegionInfo.LegacyRegionLocY - neighboury) * Constants.RegionSize;
1465 agent.ControllingClient.SendAgentAlertMessage(
1466 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
1467 InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
1468 return true;
1469 }
1470 }
1471 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
1472 {
1473 Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
1474 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
1475 newpos.Y = enterDistance;
1476 }
1477 }
1478 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
1479 {
1480 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
1481 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
1482 {
1483 neighboury--;
1484 newpos.Y = Constants.RegionSize - enterDistance;
1485 }
1486 else
1487 {
1488 agent.IsInTransit = true;
1489
1490 neighboury = b.TriggerRegionY;
1491 neighbourx = b.TriggerRegionX;
1492 Vector3 newposition = pos;
1493 newposition.X += (scene.RegionInfo.LegacyRegionLocX - neighbourx) * Constants.RegionSize;
1494 newposition.Y += (scene.RegionInfo.LegacyRegionLocY - neighboury) * Constants.RegionSize;
1495 agent.ControllingClient.SendAgentAlertMessage(
1496 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
1497 InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
1498 return true;
1499 }
1500 }
1501 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
1502 {
1503 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
1504 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
1505 newpos.Y = enterDistance;
1506 }
1507 */
1508
1509 /*
1510
1511 if (pos.X < boundaryDistance) //West
1512 {
1513 neighbourx--;
1514 newpos.X = Constants.RegionSize - enterDistance;
1515 }
1516 else if (pos.X > Constants.RegionSize - boundaryDistance) // East
1517 {
1518 neighbourx++;
1519 newpos.X = enterDistance;
1520 }
1521
1522 if (pos.Y < boundaryDistance) // South
1523 {
1524 neighboury--;
1525 newpos.Y = Constants.RegionSize - enterDistance;
1526 }
1527 else if (pos.Y > Constants.RegionSize - boundaryDistance) // North
1528 {
1529 neighboury++;
1530 newpos.Y = enterDistance;
1531 }
1532 */
1533 1388
1534 double presenceWorldX = (double)scene.RegionInfo.RegionLocX + pos.X; 1389 // Compute world location of the object's position
1535 double presenceWorldY = (double)scene.RegionInfo.RegionLocY + pos.Y; 1390 double presenceWorldX = (double)scene.RegionInfo.WorldLocX + pos.X;
1391 double presenceWorldY = (double)scene.RegionInfo.WorldLocY + pos.Y;
1536 1392
1537 // Call the grid service to lookup the region containing the new position. 1393 // Call the grid service to lookup the region containing the new position.
1538 GridRegion neighbourRegion = GetRegionContainingWorldLocation(scene.GridService, scene.RegionInfo.ScopeID, 1394 GridRegion neighbourRegion = GetRegionContainingWorldLocation(scene.GridService, scene.RegionInfo.ScopeID,
@@ -1540,63 +1396,73 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1540 1396
1541 if (neighbourRegion != null) 1397 if (neighbourRegion != null)
1542 { 1398 {
1543 Vector3 newRegionRelativeObjectPosition = new Vector3( 1399 // Compute the entity's position relative to the new region
1544 (float)(presenceWorldX - (double)neighbourRegion.RegionLocX), 1400 newpos = new Vector3( (float)(presenceWorldX - (double)neighbourRegion.RegionLocX),
1545 (float)(presenceWorldY - (double)neighbourRegion.RegionLocY), 1401 (float)(presenceWorldY - (double)neighbourRegion.RegionLocY),
1546 pos.Z); 1402 pos.Z);
1547 agent.ControllingClient.SendAgentAlertMessage( 1403
1548 String.Format("Moving you to region {0},{1}", neighbourRegion.RegionCoordX, neighbourRegion.RegionCoordY), false); 1404 // Check if banned from destination region.
1549 InformClientToInitiateTeleportToLocation(agent, (uint)neighbourRegion.RegionCoordX, (uint)neighbourRegion.RegionCoordY,
1550 newRegionRelativeObjectPosition, scene);
1551
1552 ExpiringCache<ulong, DateTime> r; 1405 ExpiringCache<ulong, DateTime> r;
1553 DateTime banUntil; 1406 DateTime banUntil;
1554 1407 if (m_bannedRegions.TryGetValue(agentID, out r))
1555 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 1408 {
1556 { 1409 if (r.TryGetValue(neighbourRegion.RegionHandle, out banUntil))
1557 if (r.TryGetValue(neighbourRegion.RegionHandle, out banUntil)) 1410 {
1558 { 1411 if (DateTime.Now < banUntil)
1559 if (DateTime.Now < banUntil) 1412 {
1560 return false; 1413 // If we're banned from the destination, we just can't go there.
1561 r.Remove(neighbourRegion.RegionHandle); 1414 neighbourRegion = null;
1562 } 1415 }
1563 } 1416 r.Remove(neighbourRegion.RegionHandle);
1564 else 1417 }
1565 { 1418 }
1566 r = null; 1419 else
1420 {
1421 r = null;
1567 } 1422 }
1568 1423
1424 // Check to see if we have access to the target region.
1569 string reason; 1425 string reason;
1570 string version; 1426 if (neighbourRegion != null
1571 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newRegionRelativeObjectPosition, out version, out reason)) 1427 && !scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
1572 { 1428 {
1573 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1574 if (r == null) 1429 if (r == null)
1575 { 1430 {
1576 r = new ExpiringCache<ulong, DateTime>(); 1431 r = new ExpiringCache<ulong, DateTime>();
1577 r.Add(neighbourRegion.RegionHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 1432 r.Add(neighbourRegion.RegionHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1578 1433
1579 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 1434 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
1580 } 1435 }
1581 else 1436 else
1582 { 1437 {
1583 r.Add(neighbourRegion.RegionHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 1438 r.Add(neighbourRegion.RegionHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1584 } 1439 }
1585 return false; 1440 neighbourRegion = null;
1586 } 1441 }
1442 }
1587 1443
1588 agent.IsInTransit = true; 1444 return neighbourRegion;
1445 }
1589 1446
1590 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 1447 public bool Cross(ScenePresence agent, bool isFlying)
1591 d.BeginInvoke(agent, newRegionRelativeObjectPosition, 1448 {
1592 (uint)neighbourRegion.RegionLocX, (uint)neighbourRegion.RegionLocY, 1449 uint x;
1593 neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 1450 uint y;
1594 } 1451 Vector3 newpos;
1595 else 1452 string version;
1453
1454 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out version, out newpos);
1455 if (neighbourRegion == null)
1596 { 1456 {
1597 m_log.ErrorFormat("{0} Cross(sp). Did not find target region. SP.AbsolutePosition={1}", LogHeader, pos); 1457 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1458 return false;
1598 } 1459 }
1599 1460
1461 agent.IsInTransit = true;
1462
1463 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
1464 d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
1465
1600 return true; 1466 return true;
1601 } 1467 }
1602 1468
@@ -1677,52 +1543,49 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1677 icon.EndInvoke(iar); 1543 icon.EndInvoke(iar);
1678 } 1544 }
1679 1545
1680 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version); 1546 public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
1547 {
1548 if (neighbourRegion == null)
1549 return false;
1550
1551 m_entityTransferStateMachine.SetInTransit(agent.UUID);
1552
1553 agent.RemoveFromPhysicalScene();
1554
1555 return true;
1556 }
1681 1557
1682 /// <summary> 1558 /// <summary>
1683 /// This Closes child agents on neighbouring regions 1559 /// This Closes child agents on neighbouring regions
1684 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 1560 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1685 /// </summary> 1561 /// </summary>
1686 protected ScenePresence CrossAgentToNewRegionAsync( 1562 public ScenePresence CrossAgentToNewRegionAsync(
1687 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 1563 ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
1688 bool isFlying, string version) 1564 bool isFlying, string version)
1689 { 1565 {
1690 if (neighbourRegion == null) 1566 if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
1567 {
1568 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1691 return agent; 1569 return agent;
1570 }
1692 1571
1693 if (!m_entityTransferStateMachine.SetInTransit(agent.UUID)) 1572 if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
1694 { 1573 {
1695 m_log.ErrorFormat( 1574 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1696 "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2} - agent is already in transit",
1697 agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName);
1698 return agent; 1575 return agent;
1699 } 1576 }
1700 1577
1701 bool transitWasReset = false; 1578 CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
1579 return agent;
1580 }
1702 1581
1582 public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
1583 {
1703 try 1584 try
1704 { 1585 {
1705 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 1586 AgentData cAgent = new AgentData();
1706
1707 m_log.DebugFormat(
1708 "[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
1709 agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
1710
1711 Scene m_scene = agent.Scene;
1712
1713 if (!agent.ValidateAttachments())
1714 m_log.DebugFormat(
1715 "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
1716 agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
1717
1718 pos = pos + agent.Velocity;
1719 Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
1720
1721 agent.RemoveFromPhysicalScene();
1722
1723 AgentData cAgent = new AgentData();
1724 agent.CopyTo(cAgent); 1587 agent.CopyTo(cAgent);
1725 cAgent.Position = pos; 1588 cAgent.Position = pos + agent.Velocity;
1726 if (isFlying) 1589 if (isFlying)
1727 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY; 1590 cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
1728 1591
@@ -1732,7 +1595,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1732 // Beyond this point, extra cleanup is needed beyond removing transit state 1595 // Beyond this point, extra cleanup is needed beyond removing transit state
1733 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring); 1596 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
1734 1597
1735 if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent)) 1598 if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
1736 { 1599 {
1737 // region doesn't take it 1600 // region doesn't take it
1738 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); 1601 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
@@ -1744,88 +1607,108 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1744 ReInstantiateScripts(agent); 1607 ReInstantiateScripts(agent);
1745 agent.AddToPhysicalScene(isFlying); 1608 agent.AddToPhysicalScene(isFlying);
1746 1609
1747 return agent; 1610 return false;
1748 } 1611 }
1749 1612
1750 //m_log.Debug("BEFORE CROSS"); 1613 }
1751 //Scene.DumpChildrenSeeds(UUID); 1614 catch (Exception e)
1752 //DumpKnownRegions(); 1615 {
1753 string agentcaps; 1616 m_log.ErrorFormat(
1754 if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps)) 1617 "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
1755 { 1618 agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
1756 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.", 1619
1757 neighbourRegion.RegionHandle); 1620 // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
1758 return agent; 1621 return false;
1759 } 1622 }
1623
1624 return true;
1625 }
1760 1626
1761 // No turning back 1627 public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
1762 agent.IsChildAgent = true; 1628 bool isFlying, string version)
1629 {
1630 agent.ControllingClient.RequestClientInfo();
1763 1631
1764 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps); 1632 string agentcaps;
1633 if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
1634 {
1635 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
1636 neighbourRegion.RegionHandle);
1637 return;
1638 }
1765 1639
1766 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); 1640 // No turning back
1641 agent.IsChildAgent = true;
1767 1642
1768 if (m_eqModule != null) 1643 string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
1769 {
1770 m_eqModule.CrossRegion(
1771 neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
1772 capsPath, agent.UUID, agent.ControllingClient.SessionId);
1773 }
1774 else
1775 {
1776 agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
1777 capsPath);
1778 }
1779 1644
1780 // SUCCESS! 1645 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
1781 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
1782 1646
1783 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt. 1647 Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
1784 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1785 1648
1786 agent.MakeChildAgent(); 1649 if (m_eqModule != null)
1650 {
1651 m_eqModule.CrossRegion(
1652 neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
1653 capsPath, agent.UUID, agent.ControllingClient.SessionId);
1654 }
1655 else
1656 {
1657 agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
1658 capsPath);
1659 }
1787 1660
1788 // FIXME: Possibly this should occur lower down after other commands to close other agents, 1661 // SUCCESS!
1789 // but not sure yet what the side effects would be. 1662 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
1790 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1791 transitWasReset = true;
1792 1663
1793 // now we have a child agent in this region. Request all interesting data about other (root) agents 1664 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
1794 agent.SendOtherAgentsAvatarDataToMe(); 1665 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1795 agent.SendOtherAgentsAppearanceToMe();
1796 1666
1797 // Backwards compatibility. Best effort 1667 agent.MakeChildAgent();
1798 if (version == "Unknown" || version == string.Empty)
1799 {
1800 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
1801 Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
1802 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
1803 }
1804 1668
1805 // Next, let's close the child agent connections that are too far away. 1669 // FIXME: Possibly this should occur lower down after other commands to close other agents,
1806 agent.CloseChildAgents(neighbourx, neighboury); 1670 // but not sure yet what the side effects would be.
1671 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1807 1672
1808 AgentHasMovedAway(agent, false); 1673 // now we have a child agent in this region. Request all interesting data about other (root) agents
1809 1674 agent.SendOtherAgentsAvatarDataToMe();
1810 //m_log.Debug("AFTER CROSS"); 1675 agent.SendOtherAgentsAppearanceToMe();
1811 //Scene.DumpChildrenSeeds(UUID);
1812 //DumpKnownRegions();
1813 }
1814 catch (Exception e)
1815 {
1816 m_log.ErrorFormat(
1817 "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
1818 agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
1819 1676
1820 // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc. 1677 // Backwards compatibility. Best effort
1821 } 1678 if (version == "Unknown" || version == string.Empty)
1822 finally
1823 { 1679 {
1824 if (!transitWasReset) 1680 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
1825 m_entityTransferStateMachine.ResetFromTransit(agent.UUID); 1681 Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
1682 CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
1826 } 1683 }
1827 1684
1828 return agent; 1685 // Next, let's close the child agent connections that are too far away.
1686 uint neighbourx;
1687 uint neighboury;
1688
1689 Utils.LongToUInts(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
1690
1691 neighbourx /= Constants.RegionSize;
1692 neighboury /= Constants.RegionSize;
1693
1694 agent.CloseChildAgents(neighbourx, neighboury);
1695
1696 AgentHasMovedAway(agent, false);
1697
1698 // the user may change their profile information in other region,
1699 // so the userinfo in UserProfileCache is not reliable any more, delete it
1700 // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
1701// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
1702// {
1703// m_log.DebugFormat(
1704// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
1705// }
1706
1707 //m_log.Debug("AFTER CROSS");
1708 //Scene.DumpChildrenSeeds(UUID);
1709 //DumpKnownRegions();
1710
1711 return;
1829 } 1712 }
1830 1713
1831 private void CrossAgentToNewRegionCompleted(IAsyncResult iar) 1714 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
@@ -1896,10 +1779,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1896 agent.Id0 = currentAgentCircuit.Id0; 1779 agent.Id0 = currentAgentCircuit.Id0;
1897 } 1780 }
1898 1781
1899 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1782 IPEndPoint external = region.ExternalEndPoint;
1900 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1783 if (external != null)
1784 {
1785 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1786 d.BeginInvoke(sp, agent, region, external, true,
1901 InformClientOfNeighbourCompleted, 1787 InformClientOfNeighbourCompleted,
1902 d); 1788 d);
1789 }
1903 } 1790 }
1904 #endregion 1791 #endregion
1905 1792
@@ -2116,7 +2003,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2116 if (ret == null) 2003 if (ret == null)
2117 { 2004 {
2118 // If the simple lookup failed, search the larger area for a region that contains this point 2005 // If the simple lookup failed, search the larger area for a region that contains this point
2119 double range = (double)Constants.RegionSize + 2; 2006 double range = (double)Constants.RegionSize * 2 + 2;
2120 while (ret == null && range <= (Constants.MaximumRegionSize + Constants.RegionSize)) 2007 while (ret == null && range <= (Constants.MaximumRegionSize + Constants.RegionSize))
2121 { 2008 {
2122 // Get from the grid service a list of regions that might contain this point 2009 // Get from the grid service a list of regions that might contain this point
@@ -2387,175 +2274,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2387 return; 2274 return;
2388 } 2275 }
2389 2276
2390 /*
2391 int thisx = (int)scene.RegionInfo.LegacyRegionLocX;
2392 int thisy = (int)scene.RegionInfo.LegacyRegionLocY;
2393 Vector3 EastCross = new Vector3(0.1f, 0, 0);
2394 Vector3 WestCross = new Vector3(-0.1f, 0, 0);
2395 Vector3 NorthCross = new Vector3(0, 0.1f, 0);
2396 Vector3 SouthCross = new Vector3(0, -0.1f, 0);
2397
2398
2399 // use this default if no borders were crossed (handle of the current region)
2400 ulong newRegionHandle = Util.RegionWorldLocToHandle(scene.RegionInfo.RegionWorldLocX, scene.RegionInfo.RegionWorldLocY);
2401
2402 Vector3 pos = attemptedPosition;
2403
2404 int changeX = 1;
2405 int changeY = 1;
2406
2407 if (scene.TestBorderCross(attemptedPosition + WestCross, Cardinals.W))
2408 {
2409 if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
2410 {
2411
2412 Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
2413
2414 if (crossedBorderx.BorderLine.Z > 0)
2415 {
2416 pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
2417 changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
2418 }
2419 else
2420 pos.X = ((pos.X + Constants.RegionSize));
2421
2422 Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
2423 //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
2424
2425 if (crossedBordery.BorderLine.Z > 0)
2426 {
2427 pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
2428 changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
2429 }
2430 else
2431 pos.Y = ((pos.Y + Constants.RegionSize));
2432
2433
2434
2435 newRegionHandle
2436 = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
2437 (uint)((thisy - changeY) * Constants.RegionSize));
2438 // x - 1
2439 // y - 1
2440 }
2441 else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
2442 {
2443 Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
2444
2445 if (crossedBorderx.BorderLine.Z > 0)
2446 {
2447 pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
2448 changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
2449 }
2450 else
2451 pos.X = ((pos.X + Constants.RegionSize));
2452
2453
2454 Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
2455 //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
2456
2457 if (crossedBordery.BorderLine.Z > 0)
2458 {
2459 pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
2460 changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
2461 }
2462 else
2463 pos.Y = ((pos.Y + Constants.RegionSize));
2464
2465 newRegionHandle
2466 = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
2467 (uint)((thisy + changeY) * Constants.RegionSize));
2468 // x - 1
2469 // y + 1
2470 }
2471 else
2472 {
2473 Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
2474
2475 if (crossedBorderx.BorderLine.Z > 0)
2476 {
2477 pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
2478 changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
2479 }
2480 else
2481 pos.X = ((pos.X + Constants.RegionSize));
2482
2483 newRegionHandle
2484 = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
2485 (uint)(thisy * Constants.RegionSize));
2486 // x - 1
2487 }
2488 }
2489 else if (scene.TestBorderCross(attemptedPosition + EastCross, Cardinals.E))
2490 {
2491 if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
2492 {
2493
2494 pos.X = ((pos.X - Constants.RegionSize));
2495 Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
2496 //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
2497
2498 if (crossedBordery.BorderLine.Z > 0)
2499 {
2500 pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
2501 changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
2502 }
2503 else
2504 pos.Y = ((pos.Y + Constants.RegionSize));
2505
2506
2507 newRegionHandle
2508 = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
2509 (uint)((thisy - changeY) * Constants.RegionSize));
2510 // x + 1
2511 // y - 1
2512 }
2513 else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
2514 {
2515 pos.X = ((pos.X - Constants.RegionSize));
2516 pos.Y = ((pos.Y - Constants.RegionSize));
2517 newRegionHandle
2518 = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
2519 (uint)((thisy + changeY) * Constants.RegionSize));
2520 // x + 1
2521 // y + 1
2522 }
2523 else
2524 {
2525 pos.X = ((pos.X - Constants.RegionSize));
2526 newRegionHandle
2527 = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
2528 (uint)(thisy * Constants.RegionSize));
2529 // x + 1
2530 }
2531 }
2532 else if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
2533 {
2534 Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
2535 //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
2536
2537 if (crossedBordery.BorderLine.Z > 0)
2538 {
2539 pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
2540 changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
2541 }
2542 else
2543 pos.Y = ((pos.Y + Constants.RegionSize));
2544
2545 newRegionHandle
2546 = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize));
2547 // y - 1
2548 }
2549 else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
2550 {
2551
2552 pos.Y = ((pos.Y - Constants.RegionSize));
2553 newRegionHandle
2554 = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + changeY) * Constants.RegionSize));
2555 // y + 1
2556 }
2557 */
2558
2559 // Remember the old group position in case the region lookup fails so position can be restored. 2277 // Remember the old group position in case the region lookup fails so position can be restored.
2560 Vector3 oldGroupPosition = grp.RootPart.GroupPosition; 2278 Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
2561 2279
@@ -2576,30 +2294,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2576 attemptedPosition.Z); 2294 attemptedPosition.Z);
2577 } 2295 }
2578 2296
2579 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 2297 if (destination != null)
2580 { 2298 {
2581 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}", grp.UUID); 2299 if (!CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
2582 2300 {
2583 // We are going to move the object back to the old position so long as the old position 2301 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}", grp.UUID);
2584 // is in the region 2302
2585 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 1.0f, (float)(scene.RegionInfo.RegionSizeX - 1)); 2303 // We are going to move the object back to the old position so long as the old position
2586 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 1.0f, (float)(scene.RegionInfo.RegionSizeY - 1)); 2304 // is in the region
2587 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 1.0f, Constants.RegionHeight); 2305 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 1.0f, (float)(scene.RegionInfo.RegionSizeX - 1));
2588 2306 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 1.0f, (float)(scene.RegionInfo.RegionSizeY - 1));
2589 grp.RootPart.GroupPosition = oldGroupPosition; 2307 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 1.0f, Constants.RegionHeight);
2590 2308
2591 // Need to turn off the physics flags, otherwise the object will continue to attempt to 2309 grp.AbsolutePosition = oldGroupPosition;
2592 // move out of the region creating an infinite loop of failed attempts to cross 2310 grp.Velocity = Vector3.Zero;
2593 grp.UpdatePrimFlags(grp.RootPart.LocalId, false, grp.IsTemporary, grp.IsPhantom, false); 2311 if (grp.RootPart.PhysActor != null)
2594 2312 grp.RootPart.PhysActor.CrossingFailure();
2595 if (grp.RootPart.KeyframeMotion != null) 2313
2596 grp.RootPart.KeyframeMotion.CrossingFailure(); 2314 if (grp.RootPart.KeyframeMotion != null)
2597 2315 grp.RootPart.KeyframeMotion.CrossingFailure();
2598 grp.ScheduleGroupForFullUpdate(); 2316
2317 grp.ScheduleGroupForFullUpdate();
2318 }
2599 } 2319 }
2600 } 2320 }
2601 2321
2602
2603 /// <summary> 2322 /// <summary>
2604 /// Move the given scene object into a new region 2323 /// Move the given scene object into a new region
2605 /// </summary> 2324 /// </summary>
@@ -2650,17 +2369,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2650 grp, e); 2369 grp, e);
2651 } 2370 }
2652 } 2371 }
2372/*
2373 * done on caller ( not in attachments crossing for now)
2653 else 2374 else
2654 { 2375 {
2376
2655 if (!grp.IsDeleted) 2377 if (!grp.IsDeleted)
2656 { 2378 {
2657 PhysicsActor pa = grp.RootPart.PhysActor; 2379 PhysicsActor pa = grp.RootPart.PhysActor;
2658 if (pa != null) 2380 if (pa != null)
2381 {
2659 pa.CrossingFailure(); 2382 pa.CrossingFailure();
2383 if (grp.RootPart.KeyframeMotion != null)
2384 {
2385 // moved to KeyframeMotion.CrossingFailure
2386// grp.RootPart.Velocity = Vector3.Zero;
2387 grp.RootPart.KeyframeMotion.CrossingFailure();
2388// grp.SendGroupRootTerseUpdate();
2389 }
2390 }
2660 } 2391 }
2661 2392
2662 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 2393 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
2663 } 2394 }
2395 */
2664 } 2396 }
2665 else 2397 else
2666 { 2398 {