Fix merge artefacts
parent
ddd3c6824a
commit
7844872067
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@ -11358,12 +11358,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void ProcessInPacket(Packet packet)
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{
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if (m_debugPacketLevel >= 255)
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m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
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m_log.DebugFormat("[CLIENT]: Packet IN {0}", packet.Type);
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if (!ProcessPacketMethod(Pack))
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m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
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if (!ProcessPacketMethod(packet))
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m_log.Warn("[CLIENT]: unhandled packet " + packet.Type);
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PacketPool.Instance.ReturnPacket(Pack);
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PacketPool.Instance.ReturnPacket(packet);
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}
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private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
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@ -892,11 +892,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
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<<<<<<< HEAD
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m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
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=======
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m_scene.SetRootAgentScene(m_uuid);
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>>>>>>> 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.
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// Moved this from SendInitialData to ensure that m_appearance is initialized
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// before the inventory is processed in MakeRootAgent. This fixes a race condition
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@ -912,7 +908,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
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pos.Y = crossedBorder.BorderLine.Z - 1;
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<<<<<<< HEAD
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}
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//If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
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@ -929,24 +924,6 @@ namespace OpenSim.Region.Framework.Scenes
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pos = land.LandData.UserLocation;
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}
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}
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=======
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}
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//If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
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//This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
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//they'll bypass the landing point. But I can't think of any decent way of fixing this.
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if (KnownChildRegionHandles.Count == 0)
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{
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ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
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if (land != null)
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{
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//Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
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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)
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{
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pos = land.LandData.UserLocation;
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}
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}
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>>>>>>> 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.
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}
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if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
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@ -1863,7 +1840,6 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
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Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
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<<<<<<< HEAD
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if (m_physicsActor == null)
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{
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@ -1876,19 +1852,6 @@ namespace OpenSim.Region.Framework.Scenes
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AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
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part.IsOccupied = false;
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part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
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=======
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if (m_physicsActor == null)
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{
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AddToPhysicalScene(false);
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>>>>>>> 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.
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}
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//CW: If the part isn't null then we can set the current position
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if (part != null)
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{
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Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
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AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
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part.IsOccupied = false;
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}
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else
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{
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