Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
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6ce9ed1a64
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@ -1011,6 +1011,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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version = String.Empty;
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newpos = new Vector3(pos.X, pos.Y, pos.Z);
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name);
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uint neighbourx = scene.RegionInfo.RegionLocX;
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uint neighboury = scene.RegionInfo.RegionLocY;
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const float boundaryDistance = 1.7f;
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@ -33,8 +33,7 @@ using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes
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{
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public class Border
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{
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{
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/// <summary>
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/// Line perpendicular to the Direction Cardinal. Z value is the
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/// </summary>
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@ -81,6 +80,10 @@ namespace OpenSim.Region.Framework.Scenes
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TriggerRegionY = triggerRegionY;
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}
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/// <summary>
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/// Tests to see if the given position would cross this border.
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/// </summary>
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/// <returns></returns>
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public bool TestCross(Vector3 position)
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{
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bool result = false;
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@ -2643,7 +2643,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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return null;
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}
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@ -456,9 +456,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_pos = PhysicsActor.Position;
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//m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
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// m_pos, Name, Scene.RegionInfo.RegionName);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set position of {0} in {1} to {2} via getting AbsolutePosition!",
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// Name, Scene.Name, m_pos);
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}
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else
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{
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@ -485,6 +485,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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set
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting position of {0} in {1} to {2}", Name, Scene.Name, value);
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// Util.PrintCallStack();
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if (PhysicsActor != null)
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{
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try
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@ -1065,6 +1068,13 @@ namespace OpenSim.Region.Framework.Scenes
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else
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AddToPhysicalScene(isFlying);
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// XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
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// location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
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// since it requires a physics actor to be present. If it is left any later, then physics appears to reset
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// the value to a negative position which does not trigger the border cross.
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// This may not be the best location for this.
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CheckForBorderCrossing();
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if (ForceFly)
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{
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Flying = true;
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@ -3121,6 +3131,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (!IsInTransit)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}",
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// pos2, Name, Scene.Name);
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// Checks if where it's headed exists a region
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bool needsTransit = false;
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if (m_scene.TestBorderCross(pos2, Cardinals.W))
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@ -116,6 +116,37 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
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+ "If teleport is true then some extra teleport debug information is logged.\n"
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+ "If updates is true then any frame which exceeds double the maximum desired frame time is logged.",
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HandleDebugSceneSetCommand);
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scene.AddCommand(
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"Regions",
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this, "show borders", "show borders", "Show border information for regions", HandleShowBordersCommand);
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}
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private void HandleShowBordersCommand(string module, string[] args)
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{
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StringBuilder sb = new StringBuilder();
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sb.AppendFormat("Borders for {0}:\n", m_scene.Name);
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ConsoleDisplayTable cdt = new ConsoleDisplayTable();
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cdt.AddColumn("Cross Direction", 15);
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cdt.AddColumn("Line", 34);
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cdt.AddColumn("Trigger Region", 14);
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foreach (Border b in m_scene.NorthBorders)
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cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY));
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foreach (Border b in m_scene.EastBorders)
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cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY));
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foreach (Border b in m_scene.SouthBorders)
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cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY));
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foreach (Border b in m_scene.WestBorders)
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cdt.AddRow(b.CrossDirection, b.BorderLine, string.Format("{0}, {1}", b.TriggerRegionX, b.TriggerRegionY));
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cdt.AddToStringBuilder(sb);
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MainConsole.Instance.Output(sb.ToString());
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}
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private void HandleDebugSceneGetCommand(string module, string[] args)
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@ -415,18 +415,17 @@ namespace OpenSim.Region.RegionCombinerModule
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*/
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#endregion
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// If we're one region over +x y
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// If we're one region over +x y (i.e. root region is to the west)
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//xxx
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//xxy
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//xxx
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if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY >= newConn.PosY)
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{
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connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene);
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break;
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}
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// If we're one region over x +y
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// If we're one region over x +y (i.e. root region is to the south)
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//xyx
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//xxx
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//xxx
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@ -436,7 +435,7 @@ namespace OpenSim.Region.RegionCombinerModule
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break;
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}
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// If we're one region over +x +y
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// If we're one region over +x +y (i.e. root region is to the south-west)
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//xxy
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//xxx
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//xxx
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@ -646,7 +645,6 @@ namespace OpenSim.Region.RegionCombinerModule
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{
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if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
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{
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rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
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lock (rootConn.RegionScene.NorthBorders)
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