another try to prevent double crossing
parent
e59a9a54f1
commit
6600282fe9
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@ -530,29 +530,24 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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Vector3 val = value;
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Vector3 val = value;
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if (Scene != null && !inTransit)
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if (!IsAttachmentCheckFull() && !Scene.LoadingPrims &&
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( Scene.TestBorderCross(val, Cardinals.E) ||
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Scene.TestBorderCross(val, Cardinals.W) ||
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Scene.TestBorderCross(val, Cardinals.N) ||
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Scene.TestBorderCross(val, Cardinals.S))
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)
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{
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{
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if (
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lock (m_parts)
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// (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E)
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{
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// || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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if (!inTransit)
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// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N)
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// || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// Experimental change for better border crossings.
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// The commented out original lines above would, it seems, trigger
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// a border crossing a little early or late depending on which
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// direction the object was moving.
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(Scene.TestBorderCross(val, Cardinals.E)
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|| Scene.TestBorderCross(val, Cardinals.W)
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|| Scene.TestBorderCross(val, Cardinals.N)
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|| Scene.TestBorderCross(val, Cardinals.S))
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&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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{
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{
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inTransit = true;
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inTransit = true;
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SOGCrossDelegate d = CrossAsync;
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SOGCrossDelegate d = CrossAsync;
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d.BeginInvoke(this, val, CrossAsyncCompleted, d);
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d.BeginInvoke(this, val, CrossAsyncCompleted, d);
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}
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return;
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return;
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}
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}
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}
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if (RootPart.GetStatusSandbox())
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if (RootPart.GetStatusSandbox())
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{
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{
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@ -602,7 +597,6 @@ namespace OpenSim.Region.Framework.Scenes
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Scene.EventManager.TriggerParcelPrimCountTainted();
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Scene.EventManager.TriggerParcelPrimCountTainted();
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}
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}
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}
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}
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}
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public SceneObjectGroup CrossAsync(SceneObjectGroup sog, Vector3 val)
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public SceneObjectGroup CrossAsync(SceneObjectGroup sog, Vector3 val)
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{
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{
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