Fixing a bug introduced yesterday. This put the precondition test inside CheckForBorderCrossing the right way.

iar_mods
Diva Canto 2011-12-22 08:18:03 -08:00
parent bb0c6a498b
commit 219ec7ef20
1 changed files with 129 additions and 125 deletions

View File

@ -2736,137 +2736,141 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks> /// </remarks>
protected void CheckForBorderCrossing() protected void CheckForBorderCrossing()
{ {
// Check that we we are not a child and have a physics actor or we're sitting on something // Check that we we are not a child
if (IsChildAgent || (ParentID == 0 && PhysicsActor != null || ParentID != 0)) if (IsChildAgent)
return; return;
Vector3 pos2 = AbsolutePosition; // We only do this if we have a physics actor or we're sitting on something
Vector3 vel = Velocity; if (ParentID == 0 && PhysicsActor != null || ParentID != 0)
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);
if (!IsInTransit)
{ {
// Checks if where it's headed exists a region Vector3 pos2 = AbsolutePosition;
bool needsTransit = false; Vector3 vel = Velocity;
if (m_scene.TestBorderCross(pos2, Cardinals.W)) int neighbor = 0;
{ int[] fix = new int[2];
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 if (m_scene.TestBorderCross(pos2, Cardinals.E))
{
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.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 float timeStep = 0.1f;
if (neighbor <= 0)
{
if (needsTransit)
{
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())
{
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.X = pos2.X + (vel.X * timeStep);
pos2.Y = pos2.Y + (vel.Y * timeStep); pos2.Y = pos2.Y + (vel.Y * timeStep);
// Don't touch the Z pos2.Z = pos2.Z + (vel.Z * timeStep);
m_pos = pos2;
m_log.ErrorFormat("m_pos={0}", m_pos); if (!IsInTransit)
} {
// Checks if where it's headed exists a region
bool needsTransit = false;
if (m_scene.TestBorderCross(pos2, Cardinals.W))
{
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 if (m_scene.TestBorderCross(pos2, Cardinals.E))
{
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.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)
{
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())
{
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.DebugFormat("[SCENE PRESENCE]: In transit m_pos={0}", m_pos);
}
}
} }
/// <summary> /// <summary>