fix object crossings to other scene on same instance
parent
07a8618c56
commit
0fb033e567
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@ -201,12 +201,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid
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uint regionX = Util.WorldToRegionLoc((uint)x);
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uint regionX = Util.WorldToRegionLoc((uint)x);
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uint regionY = Util.WorldToRegionLoc((uint)y);
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uint regionY = Util.WorldToRegionLoc((uint)y);
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/* we are insane now
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// Sanity check
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// Sanity check
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if ((Util.RegionToWorldLoc(regionX) != (uint)x) || (Util.RegionToWorldLoc(regionY) != (uint)y))
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if ((Util.RegionToWorldLoc(regionX) != (uint)x) || (Util.RegionToWorldLoc(regionY) != (uint)y))
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{
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{
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m_log.WarnFormat("{0} GetRegionByPosition. Bad position requested: not the base of the region. Requested Pos=<{1},{2}>, Should Be=<{3},{4}>",
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m_log.WarnFormat("{0} GetRegionByPosition. Bad position requested: not the base of the region. Requested Pos=<{1},{2}>, Should Be=<{3},{4}>",
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LogHeader, x, y, Util.RegionToWorldLoc(regionX), Util.RegionToWorldLoc(regionY));
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LogHeader, x, y, Util.RegionToWorldLoc(regionX), Util.RegionToWorldLoc(regionY));
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}
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}
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*/
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// First see if it's a neighbour, even if it isn't on this sim.
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// First see if it's a neighbour, even if it isn't on this sim.
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// Neighbour data is cached in memory, so this is fast
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// Neighbour data is cached in memory, so this is fast
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@ -2893,6 +2893,8 @@ namespace OpenSim.Region.Framework.Scenes
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// newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
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// newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
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}
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}
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// Do this as late as possible so that listeners have full access to the incoming object
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// Do this as late as possible so that listeners have full access to the incoming object
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EventManager.TriggerOnIncomingSceneObject(newObject);
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EventManager.TriggerOnIncomingSceneObject(newObject);
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@ -2302,7 +2302,12 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.m_isBackedUp = false;
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dupe.m_isBackedUp = false;
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dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
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dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
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dupe.inTransit = inTransit; // this shouldn't be needed TEST
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// a copy isnt backedup
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dupe.Backup = false;
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dupe.m_isBackedUp = false;
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// a copy is not in transit hopefully
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dupe.inTransit = false;
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// new group as no sitting avatars
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// new group as no sitting avatars
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dupe.m_sittingAvatars = new List<ScenePresence>();
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dupe.m_sittingAvatars = new List<ScenePresence>();
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