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authorTom Grimshaw2010-05-19 13:44:59 -0700
committerTom Grimshaw2010-05-19 13:44:59 -0700
commitf77f9ecd8f3f94ccc6d69c7625fd1eacfa9250d7 (patch)
tree82bb9f0ef147ee8e987f4cb2a02a7b5e19b674df /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentFix a null reference issue in cmGetAvatarList() (diff)
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Fix a nullref issue in SitAltitudeCallback
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs103
1 files changed, 53 insertions, 50 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 565438d..68acabe 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -128,7 +128,7 @@ namespace OpenSim.Region.Framework.Scenes
128 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation 129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims 130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
131 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition; 132 private Vector3 m_lastWorldPosition;
133 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
134 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
@@ -857,22 +857,22 @@ namespace OpenSim.Region.Framework.Scenes
857 { 857 {
858 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 858 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
859 pos.Y = crossedBorder.BorderLine.Z - 1; 859 pos.Y = crossedBorder.BorderLine.Z - 1;
860 } 860 }
861 861
862 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. 862 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
863 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, 863 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
864 //they'll bypass the landing point. But I can't think of any decent way of fixing this. 864 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
865 if (KnownChildRegionHandles.Count == 0) 865 if (KnownChildRegionHandles.Count == 0)
866 { 866 {
867 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); 867 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
868 if (land != null) 868 if (land != null)
869 { 869 {
870 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. 870 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
871 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) 871 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
872 { 872 {
873 pos = land.LandData.UserLocation; 873 pos = land.LandData.UserLocation;
874 } 874 }
875 } 875 }
876 } 876 }
877 877
878 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 878 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
@@ -1036,8 +1036,8 @@ namespace OpenSim.Region.Framework.Scenes
1036 bool isFlying = false; 1036 bool isFlying = false;
1037 1037
1038 if (m_physicsActor != null) 1038 if (m_physicsActor != null)
1039 isFlying = m_physicsActor.Flying; 1039 isFlying = m_physicsActor.Flying;
1040 1040
1041 RemoveFromPhysicalScene(); 1041 RemoveFromPhysicalScene();
1042 Velocity = Vector3.Zero; 1042 Velocity = Vector3.Zero;
1043 AbsolutePosition = pos; 1043 AbsolutePosition = pos;
@@ -1048,7 +1048,7 @@ namespace OpenSim.Region.Framework.Scenes
1048 SetHeight(m_appearance.AvatarHeight); 1048 SetHeight(m_appearance.AvatarHeight);
1049 } 1049 }
1050 1050
1051 SendTerseUpdateToAllClients(); 1051 SendTerseUpdateToAllClients();
1052 1052
1053 } 1053 }
1054 1054
@@ -1736,14 +1736,14 @@ namespace OpenSim.Region.Framework.Scenes
1736// else 1736// else
1737// { // single or child prim 1737// { // single or child prim
1738 1738
1739// } 1739// }
1740 if (part == null) //CW: Part may be gone. llDie() for example. 1740 if (part == null) //CW: Part may be gone. llDie() for example.
1741 { 1741 {
1742 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 1742 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1743 } 1743 }
1744 else 1744 else
1745 { 1745 {
1746 partRot = part.GetWorldRotation(); 1746 partRot = part.GetWorldRotation();
1747 } 1747 }
1748 1748
1749 Quaternion partIRot = Quaternion.Inverse(partRot); 1749 Quaternion partIRot = Quaternion.Inverse(partRot);
@@ -1751,22 +1751,22 @@ namespace OpenSim.Region.Framework.Scenes
1751 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av 1751 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1752 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av 1752 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1753 1753
1754 1754
1755 if (m_physicsActor == null) 1755 if (m_physicsActor == null)
1756 { 1756 {
1757 AddToPhysicalScene(false); 1757 AddToPhysicalScene(false);
1758 } 1758 }
1759 //CW: If the part isn't null then we can set the current position 1759 //CW: If the part isn't null then we can set the current position
1760 if (part != null) 1760 if (part != null)
1761 { 1761 {
1762 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset! 1762 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1763 AbsolutePosition = avWorldStandUp; //KF: Fix stand up. 1763 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1764 part.IsOccupied = false; 1764 part.IsOccupied = false;
1765 } 1765 }
1766 else 1766 else
1767 { 1767 {
1768 //CW: Since the part doesn't exist, a coarse standup position isn't an issue 1768 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1769 AbsolutePosition = m_lastWorldPosition; 1769 AbsolutePosition = m_lastWorldPosition;
1770 } 1770 }
1771 1771
1772 m_parentPosition = Vector3.Zero; 1772 m_parentPosition = Vector3.Zero;
@@ -1920,7 +1920,7 @@ namespace OpenSim.Region.Framework.Scenes
1920// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) 1920// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1921 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) 1921 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1922 { 1922 {
1923 autopilot = false; // close enough 1923 autopilot = false; // close enough
1924 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. 1924 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1925 Not using the part's position because returning the AV to the last known standing 1925 Not using the part's position because returning the AV to the last known standing
1926 position is likely to be more friendly, isn't it? */ 1926 position is likely to be more friendly, isn't it? */
@@ -1929,7 +1929,7 @@ namespace OpenSim.Region.Framework.Scenes
1929 } // else the autopilot will get us close 1929 } // else the autopilot will get us close
1930 } 1930 }
1931 else 1931 else
1932 { // its a scripted sit 1932 { // its a scripted sit
1933 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. 1933 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1934 I *am* using the part's position this time because we have no real idea how far away 1934 I *am* using the part's position this time because we have no real idea how far away
1935 the avatar is from the sit target. */ 1935 the avatar is from the sit target. */
@@ -2357,11 +2357,14 @@ namespace OpenSim.Region.Framework.Scenes
2357// { // single or child prim 2357// { // single or child prim
2358 partIRot = Quaternion.Inverse(part.GetWorldRotation()); 2358 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2359// } 2359// }
2360 float offZ = collisionPoint.Z - m_initialSitTarget.Z; 2360 if (m_initialSitTarget != null)
2361 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction 2361 {
2362//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); 2362 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2363 m_pos += offset; 2363 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2364// ControllingClient.SendClearFollowCamProperties(part.UUID); 2364 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2365 m_pos += offset;
2366 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2367 }
2365 2368
2366 } 2369 }
2367 } // End SitAltitudeCallback KF. 2370 } // End SitAltitudeCallback KF.