Fix merge artefacts

avinationmerge
Melanie 2010-11-05 14:46:13 +01:00
parent ddd3c6824a
commit 7844872067
2 changed files with 22 additions and 59 deletions

View File

@ -11358,12 +11358,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void ProcessInPacket(Packet packet)
{
if (m_debugPacketLevel >= 255)
m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
if (!ProcessPacketMethod(Pack))
m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
if (!ProcessPacketMethod(packet))
m_log.Warn("[CLIENT]: unhandled packet " + packet.Type);
PacketPool.Instance.ReturnPacket(Pack);
PacketPool.Instance.ReturnPacket(packet);
}
private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)

View File

@ -892,11 +892,7 @@ namespace OpenSim.Region.Framework.Scenes
m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
<<<<<<< HEAD
m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
=======
m_scene.SetRootAgentScene(m_uuid);
>>>>>>> 91b1d17... Fix for hanging on "Connecting to region".. caused by packets being processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready.
// Moved this from SendInitialData to ensure that m_appearance is initialized
// before the inventory is processed in MakeRootAgent. This fixes a race condition
@ -912,7 +908,6 @@ namespace OpenSim.Region.Framework.Scenes
{
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
pos.Y = crossedBorder.BorderLine.Z - 1;
<<<<<<< HEAD
}
//If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
@ -929,24 +924,6 @@ namespace OpenSim.Region.Framework.Scenes
pos = land.LandData.UserLocation;
}
}
=======
}
//If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
//This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
//they'll bypass the landing point. But I can't think of any decent way of fixing this.
if (KnownChildRegionHandles.Count == 0)
{
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (land != null)
{
//Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_userLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
{
pos = land.LandData.UserLocation;
}
}
>>>>>>> 91b1d17... Fix for hanging on "Connecting to region".. caused by packets being processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready.
}
if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
@ -1863,7 +1840,6 @@ namespace OpenSim.Region.Framework.Scenes
Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
<<<<<<< HEAD
if (m_physicsActor == null)
{
@ -1876,19 +1852,6 @@ namespace OpenSim.Region.Framework.Scenes
AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
part.IsOccupied = false;
part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
=======
if (m_physicsActor == null)
{
AddToPhysicalScene(false);
>>>>>>> 91b1d17... Fix for hanging on "Connecting to region".. caused by packets being processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready.
}
//CW: If the part isn't null then we can set the current position
if (part != null)
{
Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
part.IsOccupied = false;
}
else
{