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authorMelanie2011-12-22 16:37:25 +0000
committerMelanie2011-12-22 16:37:25 +0000
commitb970d4f976ec7f264c33948c734a15a2dbf0ac7d (patch)
tree93a3365e4a8a32bdfce1ef92bafc02f79f98d449 /OpenSim/Region/Framework/Scenes
parentMerge branch 'master' into careminster (diff)
parentFixing a bug introduced yesterday. This put the precondition test inside Chec... (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs229
1 files changed, 112 insertions, 117 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 34b3c1d..b0a0046 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1180,10 +1180,10 @@ namespace OpenSim.Region.Framework.Scenes
1180 public void CompleteMovement(IClientAPI client, bool openChildAgents) 1180 public void CompleteMovement(IClientAPI client, bool openChildAgents)
1181 { 1181 {
1182// DateTime startTime = DateTime.Now; 1182// DateTime startTime = DateTime.Now;
1183 1183
1184// m_log.DebugFormat( 1184 m_log.DebugFormat(
1185// "[SCENE PRESENCE]: Completing movement of {0} into region {1}", 1185 "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
1186// client.Name, Scene.RegionInfo.RegionName); 1186 client.Name, Scene.RegionInfo.RegionName, AbsolutePosition);
1187 1187
1188 Vector3 look = Velocity; 1188 Vector3 look = Velocity;
1189 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1189 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
@@ -2405,9 +2405,7 @@ namespace OpenSim.Region.Framework.Scenes
2405 m_lastVelocity = Velocity; 2405 m_lastVelocity = Velocity;
2406 } 2406 }
2407 2407
2408 // followed suggestion from mic bowman. reversed the two lines below. 2408 CheckForBorderCrossing();
2409 if (ParentID == 0 && PhysicsActor != null || ParentID != 0) // Check that we have a physics actor or we're sitting on something
2410 CheckForBorderCrossing();
2411 2409
2412 CheckForSignificantMovement(); // sends update to the modules. 2410 CheckForSignificantMovement(); // sends update to the modules.
2413 } 2411 }
@@ -2760,146 +2758,143 @@ namespace OpenSim.Region.Framework.Scenes
2760 /// </remarks> 2758 /// </remarks>
2761 protected void CheckForBorderCrossing() 2759 protected void CheckForBorderCrossing()
2762 { 2760 {
2763 if (IsChildAgent) 2761 // Check that we we are not a child
2762 if (IsChildAgent)
2764 return; 2763 return;
2765 2764
2766 if (ParentID != 0) 2765 if (ParentID != 0)
2767 return; 2766 return;
2768 2767
2769 Vector3 pos2 = AbsolutePosition;
2770 Vector3 vel = Velocity;
2771 int neighbor = 0;
2772 int[] fix = new int[2];
2773
2774 float timeStep = 0.1f;
2775 pos2.X = pos2.X + (vel.X*timeStep);
2776 pos2.Y = pos2.Y + (vel.Y*timeStep);
2777 pos2.Z = pos2.Z + (vel.Z*timeStep);
2778
2779 if (!IsInTransit) 2768 if (!IsInTransit)
2780 { 2769 {
2781 // Checks if where it's headed exists a region 2770 Vector3 pos2 = AbsolutePosition;
2771 Vector3 vel = Velocity;
2772 int neighbor = 0;
2773 int[] fix = new int[2];
2774
2775 float timeStep = 0.1f;
2776 pos2.X = pos2.X + (vel.X * timeStep);
2777 pos2.Y = pos2.Y + (vel.Y * timeStep);
2778 pos2.Z = pos2.Z + (vel.Z * timeStep);
2782 2779
2783 bool needsTransit = false; 2780 if (!IsInTransit)
2784 if (m_scene.TestBorderCross(pos2, Cardinals.W))
2785 { 2781 {
2786 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2782 // Checks if where it's headed exists a region
2787 { 2783 bool needsTransit = false;
2788 needsTransit = true; 2784 if (m_scene.TestBorderCross(pos2, Cardinals.W))
2789 neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
2790 }
2791 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2792 { 2785 {
2793 needsTransit = true; 2786 if (m_scene.TestBorderCross(pos2, Cardinals.S))
2794 neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix); 2787 {
2788 needsTransit = true;
2789 neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
2790 }
2791 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2792 {
2793 needsTransit = true;
2794 neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
2795 }
2796 else
2797 {
2798 needsTransit = true;
2799 neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
2800 }
2795 } 2801 }
2796 else 2802 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
2797 { 2803 {
2798 needsTransit = true; 2804 if (m_scene.TestBorderCross(pos2, Cardinals.S))
2799 neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix); 2805 {
2806 needsTransit = true;
2807 neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
2808 }
2809 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2810 {
2811 needsTransit = true;
2812 neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
2813 }
2814 else
2815 {
2816 needsTransit = true;
2817 neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
2818 }
2800 } 2819 }
2801 } 2820 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
2802 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
2803 {
2804 if (m_scene.TestBorderCross(pos2, Cardinals.S))
2805 { 2821 {
2806 needsTransit = true; 2822 needsTransit = true;
2807 neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix); 2823 neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
2808 } 2824 }
2809 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2825 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2810 { 2826 {
2811 needsTransit = true; 2827 needsTransit = true;
2812 neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix); 2828 neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
2813 }
2814 else
2815 {
2816 needsTransit = true;
2817 neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
2818 } 2829 }
2819 }
2820 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
2821 {
2822 needsTransit = true;
2823 neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
2824 }
2825 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
2826 {
2827 needsTransit = true;
2828 neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
2829 }
2830 2830
2831 // Makes sure avatar does not end up outside region 2831 // Makes sure avatar does not end up outside region
2832 if (neighbor <= 0) 2832 if (neighbor <= 0)
2833 {
2834 if (needsTransit)
2835 { 2833 {
2836 if (m_requestedSitTargetUUID == UUID.Zero) 2834 if (needsTransit)
2837 { 2835 {
2838 bool isFlying = Flying; 2836 if (m_requestedSitTargetUUID == UUID.Zero)
2839 RemoveFromPhysicalScene(); 2837 {
2840 2838 bool isFlying = Flying;
2841 Vector3 pos = AbsolutePosition; 2839 RemoveFromPhysicalScene();
2842 if (AbsolutePosition.X < 0) 2840
2843 pos.X += Velocity.X * 2; 2841 Vector3 pos = AbsolutePosition;
2844 else if (AbsolutePosition.X > Constants.RegionSize) 2842 if (AbsolutePosition.X < 0)
2845 pos.X -= Velocity.X * 2; 2843 pos.X += Velocity.X * 2;
2846 if (AbsolutePosition.Y < 0) 2844 else if (AbsolutePosition.X > Constants.RegionSize)
2847 pos.Y += Velocity.Y * 2; 2845 pos.X -= Velocity.X * 2;
2848 else if (AbsolutePosition.Y > Constants.RegionSize) 2846 if (AbsolutePosition.Y < 0)
2849 pos.Y -= Velocity.Y * 2; 2847 pos.Y += Velocity.Y * 2;
2850 Velocity = Vector3.Zero; 2848 else if (AbsolutePosition.Y > Constants.RegionSize)
2851 AbsolutePosition = pos; 2849 pos.Y -= Velocity.Y * 2;
2852 2850 Velocity = Vector3.Zero;
2853// m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition); 2851 AbsolutePosition = pos;
2854 2852
2855 AddToPhysicalScene(isFlying); 2853 m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
2854
2855 AddToPhysicalScene(isFlying);
2856 }
2856 } 2857 }
2857 } 2858 }
2858 } 2859 else if (neighbor > 0)
2859 else if (neighbor > 0)
2860 {
2861 if (!CrossToNewRegion())
2862 { 2860 {
2863 if (m_requestedSitTargetUUID == UUID.Zero) 2861 if (!CrossToNewRegion())
2864 { 2862 {
2865 bool isFlying = Flying; 2863 if (m_requestedSitTargetUUID == UUID.Zero)
2866 RemoveFromPhysicalScene(); 2864 {
2867 2865 bool isFlying = Flying;
2868 Vector3 pos = AbsolutePosition; 2866 RemoveFromPhysicalScene();
2869 if (AbsolutePosition.X < 0) 2867
2870 pos.X += Velocity.X * 2; 2868 Vector3 pos = AbsolutePosition;
2871 else if (AbsolutePosition.X > Constants.RegionSize) 2869 if (AbsolutePosition.X < 0)
2872 pos.X -= Velocity.X * 2; 2870 pos.X += Velocity.X * 2;
2873 if (AbsolutePosition.Y < 0) 2871 else if (AbsolutePosition.X > Constants.RegionSize)
2874 pos.Y += Velocity.Y * 2; 2872 pos.X -= Velocity.X * 2;
2875 else if (AbsolutePosition.Y > Constants.RegionSize) 2873 if (AbsolutePosition.Y < 0)
2876 pos.Y -= Velocity.Y * 2; 2874 pos.Y += Velocity.Y * 2;
2877 Velocity = Vector3.Zero; 2875 else if (AbsolutePosition.Y > Constants.RegionSize)
2878 AbsolutePosition = pos; 2876 pos.Y -= Velocity.Y * 2;
2879 2877 Velocity = Vector3.Zero;
2880 AddToPhysicalScene(isFlying); 2878 AbsolutePosition = pos;
2879
2880 AddToPhysicalScene(isFlying);
2881 }
2881 } 2882 }
2882 } 2883 }
2883 } 2884 }
2884 } 2885 else
2885 else 2886 {
2886 { 2887 // This constant has been inferred from experimentation
2887 // We must remove the agent from the physical scene if it has been placed in transit. If we don't, 2888 // I'm not sure what this value should be, so I tried a few values.
2888 // then this method continues to be called from ScenePresence.Update() until the handover of the client between 2889 timeStep = 0.04f;
2889 // regions is completed. Since this handover can take more than 1000ms (due to the 1000ms 2890 pos2 = AbsolutePosition;
2890 // event queue polling response from the server), this results in the avatar pausing on the border 2891 pos2.X = pos2.X + (vel.X * timeStep);
2891 // for the handover period. 2892 pos2.Y = pos2.Y + (vel.Y * timeStep);
2892 RemoveFromPhysicalScene(); 2893 // Don't touch the Z
2893 2894 m_pos = pos2;
2894 // This constant has been inferred from experimentation 2895 m_log.DebugFormat("[SCENE PRESENCE]: In transit m_pos={0}", m_pos);
2895 // I'm not sure what this value should be, so I tried a few values. 2896 }
2896 timeStep = 0.04f; 2897 }
2897 pos2 = AbsolutePosition;
2898 pos2.X = pos2.X + (vel.X * timeStep);
2899 pos2.Y = pos2.Y + (vel.Y * timeStep);
2900 pos2.Z = pos2.Z + (vel.Z * timeStep);
2901 m_pos = pos2;
2902 }
2903 } 2898 }
2904 2899
2905 /// <summary> 2900 /// <summary>