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authorMelanie2013-12-16 22:08:02 +0000
committerMelanie2013-12-16 22:08:02 +0000
commitf69e91dc2dfe4de573093199e02e78bcdcff0e9b (patch)
tree4b6b9b216b0eda99bed21bfdf0ce67f143dff6a5 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parentReplace proprietary file header with BSD one (diff)
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This is the acutal sitting avatar crossing code. This commit implements the
actual crossing mechanics for seated avatars, using the supporting code from the previous commits. Physics is not supported yet, although some few bits for them are already in place due to the earlier code drops. With this commit, crossing sitting avatar by "editing" the prim across the border, by using llSetPos or keyframe motion may already be possible. Vehicles will come next.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs154
1 files changed, 152 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f16a8e6..a2e4417 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -429,6 +429,12 @@ namespace OpenSim.Region.Framework.Scenes
429 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 429 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
430 } 430 }
431 431
432 private struct avtocrossInfo
433 {
434 public ScenePresence av;
435 public uint ParentID;
436 }
437
432 /// <summary> 438 /// <summary>
433 /// The absolute position of this scene object in the scene 439 /// The absolute position of this scene object in the scene
434 /// </summary> 440 /// </summary>
@@ -456,13 +462,124 @@ namespace OpenSim.Region.Framework.Scenes
456 || Scene.TestBorderCross(val, Cardinals.S)) 462 || Scene.TestBorderCross(val, Cardinals.S))
457 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 463 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
458 { 464 {
465 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
466 uint x = 0;
467 uint y = 0;
468 string version = String.Empty;
469 Vector3 newpos = Vector3.Zero;
470 OpenSim.Services.Interfaces.GridRegion destination = null;
471
459 if (m_rootPart.KeyframeMotion != null) 472 if (m_rootPart.KeyframeMotion != null)
460 m_rootPart.KeyframeMotion.StartCrossingCheck(); 473 m_rootPart.KeyframeMotion.StartCrossingCheck();
461 474
462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 475 bool canCross = true;
476 foreach (ScenePresence av in m_linkedAvatars)
477 {
478 // We need to cross these agents. First, let's find
479 // out if any of them can't cross for some reason.
480 // We have to deny the crossing entirely if any
481 // of them are banned. Alternatively, we could
482 // unsit banned agents....
483
484
485 // We set the avatar position as being the object
486 // position to get the region to send to
487 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
488 {
489 canCross = false;
490 break;
491 }
492
493 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
494 }
495
496 if (canCross)
497 {
498 // We unparent the SP quietly so that it won't
499 // be made to stand up
500
501 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
502
503 foreach (ScenePresence av in m_linkedAvatars)
504 {
505 avtocrossInfo avinfo = new avtocrossInfo();
506 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
507 if (parentPart != null)
508 av.ParentUUID = parentPart.UUID;
509
510 avinfo.av = av;
511 avinfo.ParentID = av.ParentID;
512 avsToCross.Add(avinfo);
513
514 av.PrevSitOffset = av.OffsetPosition;
515 av.ParentID = 0;
516 }
517
518 // m_linkedAvatars.Clear();
519 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
520
521 // Normalize
522 if (val.X >= Constants.RegionSize)
523 val.X -= Constants.RegionSize;
524 if (val.Y >= Constants.RegionSize)
525 val.Y -= Constants.RegionSize;
526 if (val.X < 0)
527 val.X += Constants.RegionSize;
528 if (val.Y < 0)
529 val.Y += Constants.RegionSize;
530
531 // If it's deleted, crossing was successful
532 if (IsDeleted)
533 {
534 // foreach (ScenePresence av in m_linkedAvatars)
535 foreach (avtocrossInfo avinfo in avsToCross)
536 {
537 ScenePresence av = avinfo.av;
538 if (!av.IsInTransit) // just in case...
539 {
540 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
541
542 av.IsInTransit = true;
543
544 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
545 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
546 }
547 else
548 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
549 }
550 avsToCross.Clear();
551 return;
552 }
553 else // cross failed, put avas back ??
554 {
555 foreach (avtocrossInfo avinfo in avsToCross)
556 {
557 ScenePresence av = avinfo.av;
558 av.ParentUUID = UUID.Zero;
559 av.ParentID = avinfo.ParentID;
560// m_linkedAvatars.Add(av);
561 }
562 }
563 avsToCross.Clear();
564
565 }
566 else
567 {
568 if (m_rootPart.KeyframeMotion != null)
569 m_rootPart.KeyframeMotion.CrossingFailure();
570
571 if (RootPart.PhysActor != null)
572 {
573 RootPart.PhysActor.CrossingFailure();
574 }
575 }
576 Vector3 oldp = AbsolutePosition;
577 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
578 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
579 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
463 } 580 }
464 } 581 }
465 582
466 if (RootPart.GetStatusSandbox()) 583 if (RootPart.GetStatusSandbox())
467 { 584 {
468 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 585 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -496,6 +613,39 @@ namespace OpenSim.Region.Framework.Scenes
496 } 613 }
497 } 614 }
498 615
616 public override Vector3 Velocity
617 {
618 get { return RootPart.Velocity; }
619 set { RootPart.Velocity = value; }
620 }
621
622 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
623 {
624 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
625 ScenePresence agent = icon.EndInvoke(iar);
626
627 //// If the cross was successful, this agent is a child agent
628 if (agent.IsChildAgent)
629 {
630 if (agent.ParentUUID != UUID.Zero)
631 {
632 agent.ParentPart = null;
633// agent.ParentPosition = Vector3.Zero;
634// agent.ParentUUID = UUID.Zero;
635 }
636 }
637
638 agent.ParentUUID = UUID.Zero;
639// agent.Reset();
640// else // Not successful
641// agent.RestoreInCurrentScene();
642
643 // In any case
644 agent.IsInTransit = false;
645
646 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
647 }
648
499 public override uint LocalId 649 public override uint LocalId
500 { 650 {
501 get { return m_rootPart.LocalId; } 651 get { return m_rootPart.LocalId; }