SOG copy bug fix, now new group has own empty list of sitted avatars. Also changed crossing code to restore sitting avas in case of group cross fail
parent
2af7f50f26
commit
58a1a0710c
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@ -466,6 +466,14 @@ namespace OpenSim.Region.Framework.Scenes
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return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
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}
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private struct avtocrossInfo
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{
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public ScenePresence av;
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public uint ParentID;
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}
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/// <summary>
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/// The absolute position of this scene object in the scene
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/// </summary>
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@ -517,15 +525,24 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// We unparent the SP quietly so that it won't
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// be made to stand up
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List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
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foreach (ScenePresence av in m_linkedAvatars)
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{
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avtocrossInfo avinfo = new avtocrossInfo();
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SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
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if (parentPart != null)
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av.ParentUUID = parentPart.UUID;
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avinfo.av = av;
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avinfo.ParentID = av.ParentID;
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avsToCross.Add(avinfo);
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av.ParentID = 0;
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}
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// m_linkedAvatars.Clear();
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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// Normalize
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@ -541,18 +558,37 @@ namespace OpenSim.Region.Framework.Scenes
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// If it's deleted, crossing was successful
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if (IsDeleted)
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{
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foreach (ScenePresence av in m_linkedAvatars)
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// foreach (ScenePresence av in m_linkedAvatars)
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foreach (avtocrossInfo avinfo in avsToCross)
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{
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m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
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ScenePresence av = avinfo.av;
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if (!av.IsInTransit) // just in case...
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{
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m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
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av.IsInTransit = true;
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av.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
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d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
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CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
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d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
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}
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else
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m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
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}
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avsToCross.Clear();
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return;
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}
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else // cross failed, put avas back ??
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{
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foreach (avtocrossInfo avinfo in avsToCross)
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{
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ScenePresence av = avinfo.av;
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av.ParentUUID = UUID.Zero;
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av.ParentID = avinfo.ParentID;
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// m_linkedAvatars.Add(av);
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}
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}
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avsToCross.Clear();
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}
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else if (RootPart.PhysActor != null)
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{
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@ -565,6 +601,7 @@ namespace OpenSim.Region.Framework.Scenes
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val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
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}
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}
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/* don't see the need but worse don't see where is restored to false if things stay in
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foreach (SceneObjectPart part in m_parts.GetArray())
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{
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@ -640,9 +677,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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agent.ParentPart = null;
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agent.ParentPosition = Vector3.Zero;
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// agent.ParentUUID = UUID.Zero;
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}
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}
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agent.ParentUUID = UUID.Zero;
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// agent.Reset();
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// else // Not successful
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// agent.RestoreInCurrentScene();
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@ -1787,7 +1827,6 @@ namespace OpenSim.Region.Framework.Scenes
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});
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}
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}
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public void AddScriptLPS(int count)
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@ -2069,6 +2108,9 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.m_isBackedUp = false;
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dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
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// new group as no sitting avatars
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dupe.m_linkedAvatars = new List<ScenePresence>();
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// Warning, The following code related to previousAttachmentStatus is needed so that clones of
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// attachments do not bordercross while they're being duplicated. This is hacktastic!
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// Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
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