From 219ec7ef20ccefb257be5ec650a13758b2a3cda3 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 22 Dec 2011 08:18:03 -0800 Subject: Fixing a bug introduced yesterday. This put the precondition test inside CheckForBorderCrossing the right way. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 214 ++++++++++++----------- 1 file changed, 109 insertions(+), 105 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6f02475..040cbfc 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2736,137 +2736,141 @@ namespace OpenSim.Region.Framework.Scenes /// protected void CheckForBorderCrossing() { - // Check that we we are not a child and have a physics actor or we're sitting on something - if (IsChildAgent || (ParentID == 0 && PhysicsActor != null || ParentID != 0)) + // Check that we we are not a child + if (IsChildAgent) return; - Vector3 pos2 = AbsolutePosition; - Vector3 vel = Velocity; - int neighbor = 0; - int[] fix = new int[2]; + // We only do this if we have a physics actor or we're sitting on something + if (ParentID == 0 && PhysicsActor != null || ParentID != 0) + { + 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); - pos2.Y = pos2.Y + (vel.Y*timeStep); - pos2.Z = pos2.Z + (vel.Z*timeStep); + float timeStep = 0.1f; + pos2.X = pos2.X + (vel.X * timeStep); + pos2.Y = pos2.Y + (vel.Y * timeStep); + pos2.Z = pos2.Z + (vel.Z * timeStep); - if (!IsInTransit) - { - // Checks if where it's headed exists a region - bool needsTransit = false; - if (m_scene.TestBorderCross(pos2, Cardinals.W)) + if (!IsInTransit) { - if (m_scene.TestBorderCross(pos2, Cardinals.S)) + // Checks if where it's headed exists a region + bool needsTransit = false; + if (m_scene.TestBorderCross(pos2, Cardinals.W)) { - needsTransit = true; - neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix); - } - else if (m_scene.TestBorderCross(pos2, Cardinals.N)) - { - needsTransit = true; - neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix); + if (m_scene.TestBorderCross(pos2, Cardinals.S)) + { + needsTransit = true; + neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix); + } + else if (m_scene.TestBorderCross(pos2, Cardinals.N)) + { + needsTransit = true; + neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix); + } + else + { + needsTransit = true; + neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix); + } } - else + else if (m_scene.TestBorderCross(pos2, Cardinals.E)) { - needsTransit = true; - neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix); + if (m_scene.TestBorderCross(pos2, Cardinals.S)) + { + needsTransit = true; + neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix); + } + else if (m_scene.TestBorderCross(pos2, Cardinals.N)) + { + needsTransit = true; + neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix); + } + else + { + needsTransit = true; + neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix); + } } - } - else if (m_scene.TestBorderCross(pos2, Cardinals.E)) - { - if (m_scene.TestBorderCross(pos2, Cardinals.S)) + else if (m_scene.TestBorderCross(pos2, Cardinals.S)) { needsTransit = true; - neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix); } else if (m_scene.TestBorderCross(pos2, Cardinals.N)) { needsTransit = true; - neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix); + neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix); } - else - { - needsTransit = true; - neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix); - } - } - else if (m_scene.TestBorderCross(pos2, Cardinals.S)) - { - needsTransit = true; - neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix); - } - else if (m_scene.TestBorderCross(pos2, Cardinals.N)) - { - needsTransit = true; - neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix); - } - // Makes sure avatar does not end up outside region - if (neighbor <= 0) - { - if (needsTransit) + // Makes sure avatar does not end up outside region + if (neighbor <= 0) { - if (m_requestedSitTargetUUID == UUID.Zero) + if (needsTransit) { - bool isFlying = Flying; - RemoveFromPhysicalScene(); - - Vector3 pos = AbsolutePosition; - if (AbsolutePosition.X < 0) - pos.X += Velocity.X * 2; - else if (AbsolutePosition.X > Constants.RegionSize) - pos.X -= Velocity.X * 2; - if (AbsolutePosition.Y < 0) - pos.Y += Velocity.Y * 2; - else if (AbsolutePosition.Y > Constants.RegionSize) - pos.Y -= Velocity.Y * 2; - Velocity = Vector3.Zero; - AbsolutePosition = pos; - - m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition); - - AddToPhysicalScene(isFlying); + if (m_requestedSitTargetUUID == UUID.Zero) + { + bool isFlying = Flying; + RemoveFromPhysicalScene(); + + Vector3 pos = AbsolutePosition; + if (AbsolutePosition.X < 0) + pos.X += Velocity.X * 2; + else if (AbsolutePosition.X > Constants.RegionSize) + pos.X -= Velocity.X * 2; + if (AbsolutePosition.Y < 0) + pos.Y += Velocity.Y * 2; + else if (AbsolutePosition.Y > Constants.RegionSize) + pos.Y -= Velocity.Y * 2; + Velocity = Vector3.Zero; + AbsolutePosition = pos; + + m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition); + + AddToPhysicalScene(isFlying); + } } } - } - else if (neighbor > 0) - { - if (!CrossToNewRegion()) + else if (neighbor > 0) { - if (m_requestedSitTargetUUID == UUID.Zero) + if (!CrossToNewRegion()) { - bool isFlying = Flying; - RemoveFromPhysicalScene(); - - Vector3 pos = AbsolutePosition; - if (AbsolutePosition.X < 0) - pos.X += Velocity.X * 2; - else if (AbsolutePosition.X > Constants.RegionSize) - pos.X -= Velocity.X * 2; - if (AbsolutePosition.Y < 0) - pos.Y += Velocity.Y * 2; - else if (AbsolutePosition.Y > Constants.RegionSize) - pos.Y -= Velocity.Y * 2; - Velocity = Vector3.Zero; - AbsolutePosition = pos; - - AddToPhysicalScene(isFlying); + if (m_requestedSitTargetUUID == UUID.Zero) + { + bool isFlying = Flying; + RemoveFromPhysicalScene(); + + Vector3 pos = AbsolutePosition; + if (AbsolutePosition.X < 0) + pos.X += Velocity.X * 2; + else if (AbsolutePosition.X > Constants.RegionSize) + pos.X -= Velocity.X * 2; + if (AbsolutePosition.Y < 0) + pos.Y += Velocity.Y * 2; + else if (AbsolutePosition.Y > Constants.RegionSize) + pos.Y -= Velocity.Y * 2; + Velocity = Vector3.Zero; + AbsolutePosition = pos; + + AddToPhysicalScene(isFlying); + } } } } - } - else - { - // This constant has been inferred from experimentation - // I'm not sure what this value should be, so I tried a few values. - timeStep = 0.04f; - pos2 = AbsolutePosition; - pos2.X = pos2.X + (vel.X * timeStep); - pos2.Y = pos2.Y + (vel.Y * timeStep); - // Don't touch the Z - m_pos = pos2; - m_log.ErrorFormat("m_pos={0}", m_pos); - } + else + { + // This constant has been inferred from experimentation + // I'm not sure what this value should be, so I tried a few values. + timeStep = 0.04f; + pos2 = AbsolutePosition; + pos2.X = pos2.X + (vel.X * timeStep); + pos2.Y = pos2.Y + (vel.Y * timeStep); + // Don't touch the Z + m_pos = pos2; + m_log.DebugFormat("[SCENE PRESENCE]: In transit m_pos={0}", m_pos); + } + } } /// -- cgit v1.1