From 0c544a85dc62416f6b02c348ec8a27436c0ed931 Mon Sep 17 00:00:00 2001 From: Arthur Valadares Date: Fri, 3 Apr 2009 19:20:23 +0000 Subject: * Fixes issue where of you force your avatar against a region corner, it gets stuck and NonFinite Avatar messages floods console Addresses Mantis #3380 --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 70 ++++++++++++++++++++++-- 1 file changed, 64 insertions(+), 6 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 58a2f2a..db83cb0 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -200,6 +200,10 @@ namespace OpenSim.Region.Framework.Scenes DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG } + protected enum Cardinals + { + N=1,NE,E,SE,S,SW,W,NW + } /// /// Position at which a significant movement was made /// @@ -2260,7 +2264,7 @@ namespace OpenSim.Region.Framework.Scenes } } } - + m_scene.StatsReporter.AddAgentUpdates(avatars.Count); m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); @@ -2517,6 +2521,8 @@ namespace OpenSim.Region.Framework.Scenes Vector3 pos2 = AbsolutePosition; Vector3 vel = Velocity; + int neighbor = 0; + int[] fix = new int[2]; float timeStep = 0.1f; pos2.X = pos2.X + (vel.X*timeStep); @@ -2525,15 +2531,38 @@ namespace OpenSim.Region.Framework.Scenes if (!IsInTransit) { - if ((pos2.X < 0) || (pos2.X > Constants.RegionSize)) + // Checks if where it's headed exists a region + if (pos2.X < 0) { - CrossToNewRegion(); + if (pos2.Y < 0) + neighbor = HaveNeighbor(Cardinals.SW, ref fix); + else if (pos2.Y > Constants.RegionSize) + neighbor = HaveNeighbor(Cardinals.NW, ref fix); + else + neighbor = HaveNeighbor(Cardinals.W, ref fix); } - - if ((pos2.Y < 0) || (pos2.Y > Constants.RegionSize)) + else if (pos2.X > Constants.RegionSize) { + if (pos2.Y < 0) + neighbor = HaveNeighbor(Cardinals.SE, ref fix); + else if (pos2.Y > Constants.RegionSize) + neighbor = HaveNeighbor(Cardinals.NE, ref fix); + else + neighbor = HaveNeighbor(Cardinals.E, ref fix); + } + else if (pos2.Y < 0) + neighbor = HaveNeighbor(Cardinals.S, ref fix); + else if (pos2.Y > Constants.RegionSize) + neighbor = HaveNeighbor(Cardinals.N, ref fix); + + // Makes sure avatar does not end up outside region + if (neighbor < 0) + AbsolutePosition = new Vector3( + AbsolutePosition.X + 3*fix[0], + AbsolutePosition.Y + 3*fix[1], + AbsolutePosition.Z); + else if (neighbor > 0) CrossToNewRegion(); - } } else { @@ -2547,7 +2576,36 @@ namespace OpenSim.Region.Framework.Scenes pos2.Z = pos2.Z + (vel.Z * timeStep); m_pos = pos2; } + } + protected int HaveNeighbor(Cardinals car, ref int[] fix) + { + uint neighbourx = m_regionInfo.RegionLocX; + uint neighboury = m_regionInfo.RegionLocY; + + int dir = (int)car; + + if (dir > 1 && dir < 5) //Heading East + neighbourx++; + else if (dir > 5) // Heading West + neighbourx--; + + if (dir < 3 || dir == 8) // Heading North + neighboury++; + else if (dir > 3 && dir < 7) // Heading Sout + neighboury--; + + ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); + SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle); + + if (neighbourRegion == null) + { + fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx); + fix[1] = (int)(m_regionInfo.RegionLocY - neighboury); + return dir * (-1); + } + else + return dir; } /// -- cgit v1.1