cleanup a bit presence CheckForBorderCrossing removing dead code

avinationmerge
UbitUmarov 2014-07-23 20:31:54 +01:00
parent d64a50ac9b
commit 237075ce21
1 changed files with 116 additions and 129 deletions

View File

@ -3485,8 +3485,9 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero) if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
return; return;
if (!IsInTransit) if (IsInTransit)
{ return;
Vector3 pos2 = AbsolutePosition; Vector3 pos2 = AbsolutePosition;
Vector3 vel = Velocity; Vector3 vel = Velocity;
int neighbor = 0; int neighbor = 0;
@ -3497,11 +3498,10 @@ namespace OpenSim.Region.Framework.Scenes
pos2.Y = pos2.Y + (vel.Y * timeStep); pos2.Y = pos2.Y + (vel.Y * timeStep);
pos2.Z = pos2.Z + (vel.Z * timeStep); pos2.Z = pos2.Z + (vel.Z * timeStep);
if (!IsInTransit)
{ // m_log.DebugFormat(
// m_log.DebugFormat( // "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}",
// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}", // pos2, Name, Scene.Name);
// pos2, Name, Scene.Name);
// Checks if where it's headed exists a region // Checks if where it's headed exists a region
bool needsTransit = false; bool needsTransit = false;
@ -3574,7 +3574,7 @@ namespace OpenSim.Region.Framework.Scenes
Velocity = Vector3.Zero; Velocity = Vector3.Zero;
AbsolutePosition = pos; AbsolutePosition = pos;
// m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition); // m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
AddToPhysicalScene(isFlying); AddToPhysicalScene(isFlying);
} }
@ -3605,20 +3605,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
} }
}
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>