From 8e32ce85a7a33730ca6656637d6a720d538c1dfa Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 24 Nov 2011 22:45:29 +0000 Subject: Remove bizarre call to PhysicsScene.Simulate(0) in Scene.GetNearestAllowedPosition() At least on ODE, this wasn't doing any harm but there wasn't any point to it either --- OpenSim/Region/Framework/Scenes/Scene.cs | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 47450ed..9a71cd4 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4633,9 +4633,6 @@ namespace OpenSim.Region.Framework.Scenes public Vector3? GetNearestAllowedPosition(ScenePresence avatar) { - //simulate to make sure we have pretty up to date positions - PhysicsScene.Simulate(0); - ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); if (nearestParcel != null) @@ -4662,12 +4659,13 @@ namespace OpenSim.Region.Framework.Scenes //Ultimate backup if we have no idea where they are Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString()); return avatar.lastKnownAllowedPosition; - } //Go to the edge, this happens in teleporting to a region with no available parcels Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); + //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); + return nearestRegionEdgePoint; } -- cgit v1.1