varregion: fix bug where destination region is not found and object is
not restored to its original location.varregion
parent
a01862509e
commit
5c9fa15f30
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@ -1399,26 +1399,26 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Compute the entity's position relative to the new region
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newpos = new Vector3( (float)(presenceWorldX - (double)neighbourRegion.RegionLocX),
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(float)(presenceWorldY - (double)neighbourRegion.RegionLocY),
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pos.Z);
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// Check if banned from destination region.
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pos.Z);
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// Check if banned from destination region.
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ExpiringCache<ulong, DateTime> r;
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DateTime banUntil;
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if (m_bannedRegions.TryGetValue(agentID, out r))
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{
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if (r.TryGetValue(neighbourRegion.RegionHandle, out banUntil))
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{
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if (DateTime.Now < banUntil)
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{
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// If we're banned from the destination, we just can't go there.
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neighbourRegion = null;
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}
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r.Remove(neighbourRegion.RegionHandle);
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}
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}
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else
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{
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r = null;
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DateTime banUntil;
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if (m_bannedRegions.TryGetValue(agentID, out r))
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{
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if (r.TryGetValue(neighbourRegion.RegionHandle, out banUntil))
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{
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if (DateTime.Now < banUntil)
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{
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// If we're banned from the destination, we just can't go there.
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neighbourRegion = null;
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}
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r.Remove(neighbourRegion.RegionHandle);
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}
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}
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else
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{
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r = null;
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}
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// Check to see if we have access to the target region.
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@ -1434,13 +1434,25 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
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}
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else
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{
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{
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r.Add(neighbourRegion.RegionHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
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}
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neighbourRegion = null;
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}
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}
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neighbourRegion = null;
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}
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}
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if (neighbourRegion == null)
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m_log.DebugFormat("{0} GetDestination: region not found. Old region name={1} at <{2},{3}> of size <{4},{5}>. Old pos={6}",
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LogHeader, scene.RegionInfo.RegionName,
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scene.RegionInfo.RegionLocX, scene.RegionInfo.RegionLocY,
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scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY,
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pos);
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else
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m_log.DebugFormat("{0} GetDestination: new region={1} at <{2},{3}> of size <{4},{5}>, newpos=<{6},{7}>",
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LogHeader, neighbourRegion.RegionName,
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neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY,
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newpos.X, newpos.Y);
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return neighbourRegion;
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}
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@ -1560,17 +1572,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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public ScenePresence CrossAgentToNewRegionAsync(
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ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
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bool isFlying, string version)
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ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
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bool isFlying, string version)
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{
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m_log.DebugFormat("{0} CrossAgentToNewRegionAsync: new region={1} at <{2},{3}>. newpos={4}",
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LogHeader, neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, pos);
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if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
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{
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m_log.DebugFormat("{0} CrossAgentToNewRegionAsync: prep failed. Resetting transfer state", LogHeader);
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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return agent;
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}
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if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
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{
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m_log.DebugFormat("{0} CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader);
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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return agent;
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}
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@ -2294,28 +2311,25 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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attemptedPosition.Z);
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}
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if (destination != null)
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{
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if (!CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
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{
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m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}", grp.UUID);
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// We are going to move the object back to the old position so long as the old position
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// is in the region
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oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 1.0f, (float)(scene.RegionInfo.RegionSizeX - 1));
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oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 1.0f, (float)(scene.RegionInfo.RegionSizeY - 1));
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oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 1.0f, Constants.RegionHeight);
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grp.AbsolutePosition = oldGroupPosition;
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grp.Velocity = Vector3.Zero;
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if (grp.RootPart.PhysActor != null)
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grp.RootPart.PhysActor.CrossingFailure();
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if (grp.RootPart.KeyframeMotion != null)
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grp.RootPart.KeyframeMotion.CrossingFailure();
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grp.ScheduleGroupForFullUpdate();
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}
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if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
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{
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m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}", grp.UUID);
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// We are going to move the object back to the old position so long as the old position
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// is in the region
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oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 1.0f, (float)(scene.RegionInfo.RegionSizeX - 1));
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oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 1.0f, (float)(scene.RegionInfo.RegionSizeY - 1));
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oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 1.0f, Constants.RegionHeight);
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grp.AbsolutePosition = oldGroupPosition;
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grp.Velocity = Vector3.Zero;
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if (grp.RootPart.PhysActor != null)
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grp.RootPart.PhysActor.CrossingFailure();
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if (grp.RootPart.KeyframeMotion != null)
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grp.RootPart.KeyframeMotion.CrossingFailure();
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grp.ScheduleGroupForFullUpdate();
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}
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}
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