varregion: fix bug where destination region is not found and object is

not restored to its original location.
varregion
Robert Adams 2013-12-24 11:51:50 -08:00
parent a01862509e
commit 5c9fa15f30
1 changed files with 61 additions and 47 deletions

View File

@ -1441,6 +1441,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
} }
} }
if (neighbourRegion == null)
m_log.DebugFormat("{0} GetDestination: region not found. Old region name={1} at <{2},{3}> of size <{4},{5}>. Old pos={6}",
LogHeader, scene.RegionInfo.RegionName,
scene.RegionInfo.RegionLocX, scene.RegionInfo.RegionLocY,
scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY,
pos);
else
m_log.DebugFormat("{0} GetDestination: new region={1} at <{2},{3}> of size <{4},{5}>, newpos=<{6},{7}>",
LogHeader, neighbourRegion.RegionName,
neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY,
newpos.X, newpos.Y);
return neighbourRegion; return neighbourRegion;
} }
@ -1560,17 +1572,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// Calls an asynchronous method to do so.. so it doesn't lag the sim. /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary> /// </summary>
public ScenePresence CrossAgentToNewRegionAsync( public ScenePresence CrossAgentToNewRegionAsync(
ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
bool isFlying, string version) bool isFlying, string version)
{ {
m_log.DebugFormat("{0} CrossAgentToNewRegionAsync: new region={1} at <{2},{3}>. newpos={4}",
LogHeader, neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, pos);
if (!CrossAgentToNewRegionPrep(agent, neighbourRegion)) if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
{ {
m_log.DebugFormat("{0} CrossAgentToNewRegionAsync: prep failed. Resetting transfer state", LogHeader);
m_entityTransferStateMachine.ResetFromTransit(agent.UUID); m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
return agent; return agent;
} }
if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying)) if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
{ {
m_log.DebugFormat("{0} CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader);
m_entityTransferStateMachine.ResetFromTransit(agent.UUID); m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
return agent; return agent;
} }
@ -2294,28 +2311,25 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
attemptedPosition.Z); attemptedPosition.Z);
} }
if (destination != null) if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
{ {
if (!CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}", grp.UUID);
{
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}", grp.UUID);
// We are going to move the object back to the old position so long as the old position // We are going to move the object back to the old position so long as the old position
// is in the region // is in the region
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 1.0f, (float)(scene.RegionInfo.RegionSizeX - 1)); oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 1.0f, (float)(scene.RegionInfo.RegionSizeX - 1));
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 1.0f, (float)(scene.RegionInfo.RegionSizeY - 1)); oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 1.0f, (float)(scene.RegionInfo.RegionSizeY - 1));
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 1.0f, Constants.RegionHeight); oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 1.0f, Constants.RegionHeight);
grp.AbsolutePosition = oldGroupPosition; grp.AbsolutePosition = oldGroupPosition;
grp.Velocity = Vector3.Zero; grp.Velocity = Vector3.Zero;
if (grp.RootPart.PhysActor != null) if (grp.RootPart.PhysActor != null)
grp.RootPart.PhysActor.CrossingFailure(); grp.RootPart.PhysActor.CrossingFailure();
if (grp.RootPart.KeyframeMotion != null) if (grp.RootPart.KeyframeMotion != null)
grp.RootPart.KeyframeMotion.CrossingFailure(); grp.RootPart.KeyframeMotion.CrossingFailure();
grp.ScheduleGroupForFullUpdate(); grp.ScheduleGroupForFullUpdate();
}
} }
} }