dont try to cross with avatars on DIE_AT_EDGE or RETURN_AT_EDGE sog

avinationmerge
UbitUmarov 2014-07-22 14:31:47 +01:00
parent 0e4a9e35c7
commit 5269511339
1 changed files with 110 additions and 98 deletions

View File

@ -550,114 +550,126 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 newpos = Vector3.Zero; Vector3 newpos = Vector3.Zero;
OpenSim.Services.Interfaces.GridRegion destination = null; OpenSim.Services.Interfaces.GridRegion destination = null;
if (m_rootPart.KeyframeMotion != null) if (m_rootPart.DIE_AT_EDGE || m_rootPart.RETURN_AT_EDGE)
m_rootPart.KeyframeMotion.StartCrossingCheck();
bool canCross = true;
foreach (ScenePresence av in m_linkedAvatars)
{ {
// We need to cross these agents. First, let's find // this should delete the grp in this case
// out if any of them can't cross for some reason.
// We have to deny the crossing entirely if any
// of them are banned. Alternatively, we could
// unsit banned agents....
// We set the avatar position as being the object
// position to get the region to send to
if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
{
canCross = false;
break;
}
m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
}
if (canCross)
{
// We unparent the SP quietly so that it won't
// be made to stand up
List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
foreach (ScenePresence av in m_linkedAvatars)
{
avtocrossInfo avinfo = new avtocrossInfo();
SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
if (parentPart != null)
av.ParentUUID = parentPart.UUID;
avinfo.av = av;
avinfo.ParentID = av.ParentID;
avsToCross.Add(avinfo);
av.PrevSitOffset = av.OffsetPosition;
av.ParentID = 0;
}
// m_linkedAvatars.Clear();
m_scene.CrossPrimGroupIntoNewRegion(val, this, true); m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
// Normalize
if (val.X >= Constants.RegionSize)
val.X -= Constants.RegionSize;
if (val.Y >= Constants.RegionSize)
val.Y -= Constants.RegionSize;
if (val.X < 0)
val.X += Constants.RegionSize;
if (val.Y < 0)
val.Y += Constants.RegionSize;
// If it's deleted, crossing was successful
if (IsDeleted)
{
// foreach (ScenePresence av in m_linkedAvatars)
foreach (avtocrossInfo avinfo in avsToCross)
{
ScenePresence av = avinfo.av;
if (!av.IsInTransit) // just in case...
{
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
av.IsInTransit = true;
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
}
else
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
}
avsToCross.Clear();
return;
}
else // cross failed, put avas back ??
{
foreach (avtocrossInfo avinfo in avsToCross)
{
ScenePresence av = avinfo.av;
av.ParentUUID = UUID.Zero;
av.ParentID = avinfo.ParentID;
// m_linkedAvatars.Add(av);
}
}
avsToCross.Clear();
} }
else else
{ {
if (m_rootPart.KeyframeMotion != null) if (m_rootPart.KeyframeMotion != null)
m_rootPart.KeyframeMotion.CrossingFailure(); m_rootPart.KeyframeMotion.StartCrossingCheck();
if (RootPart.PhysActor != null) bool canCross = true;
foreach (ScenePresence av in m_linkedAvatars)
{ {
RootPart.PhysActor.CrossingFailure(); // We need to cross these agents. First, let's find
// out if any of them can't cross for some reason.
// We have to deny the crossing entirely if any
// of them are banned. Alternatively, we could
// unsit banned agents....
// We set the avatar position as being the object
// position to get the region to send to
if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
{
canCross = false;
break;
}
m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
} }
if (canCross)
{
// We unparent the SP quietly so that it won't
// be made to stand up
List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
foreach (ScenePresence av in m_linkedAvatars)
{
avtocrossInfo avinfo = new avtocrossInfo();
SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
if (parentPart != null)
av.ParentUUID = parentPart.UUID;
avinfo.av = av;
avinfo.ParentID = av.ParentID;
avsToCross.Add(avinfo);
av.PrevSitOffset = av.OffsetPosition;
av.ParentID = 0;
}
// m_linkedAvatars.Clear();
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
// Normalize
if (val.X >= Constants.RegionSize)
val.X -= Constants.RegionSize;
if (val.Y >= Constants.RegionSize)
val.Y -= Constants.RegionSize;
if (val.X < 0)
val.X += Constants.RegionSize;
if (val.Y < 0)
val.Y += Constants.RegionSize;
// If it's deleted, crossing was successful
if (IsDeleted)
{
// foreach (ScenePresence av in m_linkedAvatars)
foreach (avtocrossInfo avinfo in avsToCross)
{
ScenePresence av = avinfo.av;
if (!av.IsInTransit) // just in case...
{
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
av.IsInTransit = true;
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
}
else
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
}
avsToCross.Clear();
return;
}
else // cross failed, put avas back ??
{
foreach (avtocrossInfo avinfo in avsToCross)
{
ScenePresence av = avinfo.av;
av.ParentUUID = UUID.Zero;
av.ParentID = avinfo.ParentID;
// m_linkedAvatars.Add(av);
}
}
avsToCross.Clear();
}
// else
// we need to do this on all fails
{
if (m_rootPart.KeyframeMotion != null)
m_rootPart.KeyframeMotion.CrossingFailure();
if (RootPart.PhysActor != null)
{
RootPart.PhysActor.CrossingFailure();
}
}
Vector3 oldp = AbsolutePosition;
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
// dont crash land StarShips
// val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
} }
Vector3 oldp = AbsolutePosition;
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
} }
} }