keep intransit flag even if deleted, dont set sog position if in transit
parent
639f128d2c
commit
139044fc79
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@ -552,54 +552,55 @@ namespace OpenSim.Region.Framework.Scenes
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d.BeginInvoke(this, val, CrossAsyncCompleted, d);
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d.BeginInvoke(this, val, CrossAsyncCompleted, d);
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return;
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return;
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}
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}
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}
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if (RootPart.GetStatusSandbox())
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{
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if (RootPart.GetStatusSandbox())
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if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
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{
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{
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RootPart.ScriptSetPhysicsStatus(false);
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if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
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{
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RootPart.ScriptSetPhysicsStatus(false);
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if (Scene != null)
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if (Scene != null)
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Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
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Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
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ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
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ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
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return;
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return;
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}
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}
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}
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}
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bool triggerScriptEvent = m_rootPart.GroupPosition != val;
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bool triggerScriptEvent = m_rootPart.GroupPosition != val;
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if (m_dupeInProgress || IsDeleted)
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if (m_dupeInProgress || IsDeleted)
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triggerScriptEvent = false;
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triggerScriptEvent = false;
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m_rootPart.GroupPosition = val;
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m_rootPart.GroupPosition = val;
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// Restuff the new GroupPosition into each child SOP of the linkset.
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// Restuff the new GroupPosition into each child SOP of the linkset.
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// this is needed because physics may not have linksets but just loose SOPs in world
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// this is needed because physics may not have linksets but just loose SOPs in world
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SceneObjectPart[] parts = m_parts.GetArray();
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SceneObjectPart[] parts = m_parts.GetArray();
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foreach (SceneObjectPart part in parts)
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{
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if (part != m_rootPart)
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part.GroupPosition = val;
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}
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foreach (ScenePresence av in m_linkedAvatars)
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{
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av.sitSOGmoved();
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}
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// now that position is changed tell it to scripts
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if (triggerScriptEvent)
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{
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foreach (SceneObjectPart part in parts)
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foreach (SceneObjectPart part in parts)
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{
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{
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part.TriggerScriptChangedEvent(Changed.POSITION);
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if (part != m_rootPart)
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part.GroupPosition = val;
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}
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}
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}
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Scene.EventManager.TriggerParcelPrimCountTainted();
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foreach (ScenePresence av in m_linkedAvatars)
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{
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av.sitSOGmoved();
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}
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// now that position is changed tell it to scripts
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if (triggerScriptEvent)
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{
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foreach (SceneObjectPart part in parts)
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{
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part.TriggerScriptChangedEvent(Changed.POSITION);
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}
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}
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Scene.EventManager.TriggerParcelPrimCountTainted();
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}
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}
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}
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}
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}
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@ -751,11 +752,7 @@ namespace OpenSim.Region.Framework.Scenes
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SOGCrossDelegate icon = (SOGCrossDelegate)iar.AsyncState;
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SOGCrossDelegate icon = (SOGCrossDelegate)iar.AsyncState;
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SceneObjectGroup sog = icon.EndInvoke(iar);
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SceneObjectGroup sog = icon.EndInvoke(iar);
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if (sog.IsDeleted)
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if (!sog.IsDeleted)
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{
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sog.inTransit = false; // just in case...
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}
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else
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{
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{
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SceneObjectPart rootp = sog.m_rootPart;
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SceneObjectPart rootp = sog.m_rootPart;
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Vector3 oldp = rootp.GroupPosition;
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Vector3 oldp = rootp.GroupPosition;
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