Properly restore position on crossing failure for mega-regions.
Fix odd "cannot cross into banned parcel" viewer error message when crossing into non-existant region. Proper permission failure messages are now returned.0.8.0.3
parent
877bdcdce1
commit
7fc289c039
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@ -1443,10 +1443,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// see that it is actually outside the current region), find the new region that the
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// see that it is actually outside the current region), find the new region that the
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// point is actually in.
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// point is actually in.
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// Returns the coordinates and information of the new region or 'null' of it doesn't exist.
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// Returns the coordinates and information of the new region or 'null' of it doesn't exist.
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public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos)
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public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos,
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out string version, out Vector3 newpos, out string failureReason)
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{
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{
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version = String.Empty;
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version = String.Empty;
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newpos = pos;
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newpos = pos;
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failureReason = string.Empty;
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// m_log.DebugFormat(
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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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// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name);
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@ -1463,12 +1465,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (neighbourRegion != null)
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if (neighbourRegion != null)
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{
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{
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// Compute the entity's position relative to the new region
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// Compute the entity's position relative to the new region
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newpos = new Vector3( (float)(presenceWorldX - (double)neighbourRegion.RegionLocX),
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newpos = new Vector3((float)(presenceWorldX - (double)neighbourRegion.RegionLocX),
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(float)(presenceWorldY - (double)neighbourRegion.RegionLocY),
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(float)(presenceWorldY - (double)neighbourRegion.RegionLocY),
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pos.Z);
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pos.Z);
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if (m_bannedRegionCache.IfBanned(neighbourRegion.RegionHandle, agentID))
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if (m_bannedRegionCache.IfBanned(neighbourRegion.RegionHandle, agentID))
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{
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{
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failureReason = "Cannot region cross into banned parcel";
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neighbourRegion = null;
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neighbourRegion = null;
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}
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}
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else
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else
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@ -1478,15 +1481,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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}
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// Check to see if we have access to the target region.
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// Check to see if we have access to the target region.
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string reason;
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if (neighbourRegion != null
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if (neighbourRegion != null
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&& !scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
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&& !scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out failureReason))
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{
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{
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// remember banned
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// remember banned
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m_bannedRegionCache.Add(neighbourRegion.RegionHandle, agentID);
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m_bannedRegionCache.Add(neighbourRegion.RegionHandle, agentID);
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neighbourRegion = null;
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neighbourRegion = null;
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}
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}
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}
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}
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else
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{
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// The destination region just doesn't exist
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failureReason = "Cannot cross into non-existant region";
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}
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if (neighbourRegion == null)
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if (neighbourRegion == null)
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m_log.DebugFormat("{0} GetDestination: region not found. Old region name={1} at <{2},{3}> of size <{4},{5}>. Old pos={6}",
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m_log.DebugFormat("{0} GetDestination: region not found. Old region name={1} at <{2},{3}> of size <{4},{5}>. Old pos={6}",
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@ -1509,11 +1516,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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uint y;
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uint y;
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Vector3 newpos;
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Vector3 newpos;
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string version;
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string version;
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string failureReason;
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GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out version, out newpos);
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GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition,
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out version, out newpos, out failureReason);
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if (neighbourRegion == null)
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if (neighbourRegion == null)
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{
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{
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agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
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agent.ControllingClient.SendAlertMessage(failureReason);
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return false;
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return false;
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}
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}
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@ -92,7 +92,8 @@ namespace OpenSim.Region.Framework.Interfaces
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void EnableChildAgent(ScenePresence agent, GridRegion region);
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void EnableChildAgent(ScenePresence agent, GridRegion region);
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GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos);
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GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version,
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out Vector3 newpos, out string reason);
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void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
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void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
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@ -459,6 +459,7 @@ namespace OpenSim.Region.Framework.Scenes
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IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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string version = String.Empty;
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string version = String.Empty;
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Vector3 newpos = Vector3.Zero;
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Vector3 newpos = Vector3.Zero;
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string failureReason = String.Empty;
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OpenSim.Services.Interfaces.GridRegion destination = null;
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OpenSim.Services.Interfaces.GridRegion destination = null;
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if (m_rootPart.KeyframeMotion != null)
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if (m_rootPart.KeyframeMotion != null)
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@ -476,7 +477,7 @@ namespace OpenSim.Region.Framework.Scenes
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// We set the avatar position as being the object
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// We set the avatar position as being the object
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// position to get the region to send to
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// position to get the region to send to
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if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos)) == null)
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if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos, out failureReason)) == null)
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{
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{
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canCross = false;
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canCross = false;
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break;
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break;
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@ -3473,8 +3473,6 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 pos2 = AbsolutePosition;
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Vector3 pos2 = AbsolutePosition;
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Vector3 origPosition = pos2;
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Vector3 origPosition = pos2;
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Vector3 vel = Velocity;
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Vector3 vel = Velocity;
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int neighbor = 0;
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int[] fix = new int[2];
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// Compute the avatar position in the next physics tick.
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// Compute the avatar position in the next physics tick.
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// If the avatar will be crossing, we force the crossing to happen now
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// If the avatar will be crossing, we force the crossing to happen now
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@ -3507,23 +3505,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_requestedSitTargetUUID == UUID.Zero)
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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{
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m_log.DebugFormat("{0} CheckForBorderCrossing: Crossing failed. Restoring old position.", LogHeader);
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m_log.DebugFormat("{0} CheckForBorderCrossing: Crossing failed. Restoring old position.", LogHeader);
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const float borderFudge = 0.1f;
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if (origPosition.X < 0)
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origPosition.X = borderFudge;
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else if (origPosition.X > (float)m_scene.RegionInfo.RegionSizeX)
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origPosition.X = (float)m_scene.RegionInfo.RegionSizeX - borderFudge;
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if (origPosition.Y < 0)
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origPosition.Y = borderFudge;
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else if (origPosition.Y > (float)m_scene.RegionInfo.RegionSizeY)
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origPosition.Y = (float)m_scene.RegionInfo.RegionSizeY - borderFudge;
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Velocity = Vector3.Zero;
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Velocity = Vector3.Zero;
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AbsolutePosition = origPosition;
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AbsolutePosition = EnforceSanityOnPosition(origPosition);
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AddToPhysicalScene(isFlying);
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AddToPhysicalScene(isFlying);
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}
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}
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}
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}
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}
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}
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}
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}
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else
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else
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@ -3541,6 +3529,36 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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// Given a position, make sure it is within the current region.
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// If just outside some border, the returned position will be just inside the border on that side.
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private Vector3 EnforceSanityOnPosition(Vector3 origPosition)
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{
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const float borderFudge = 0.1f;
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Vector3 ret = origPosition;
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// Sanity checking on the position to make sure it is in the region we couldn't cross from
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float extentX = (float)m_scene.RegionInfo.RegionSizeX;
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float extentY = (float)m_scene.RegionInfo.RegionSizeY;
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IRegionCombinerModule combiner = m_scene.RequestModuleInterface<IRegionCombinerModule>();
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if (combiner != null)
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{
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// If a mega-region, the size could be much bigger
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Vector2 megaExtent = combiner.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID);
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extentX = megaExtent.X;
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extentY = megaExtent.Y;
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}
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if (ret.X < 0)
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ret.X = borderFudge;
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else if (ret.X >= extentX)
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ret.X = extentX - borderFudge;
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if (ret.Y < 0)
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ret.Y = borderFudge;
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else if (ret.Y >= extentY)
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ret.Y = extentY - borderFudge;
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return ret;
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}
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/// <summary>
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/// <summary>
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/// Moves the agent outside the region bounds
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/// Moves the agent outside the region bounds
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/// Tells neighbor region that we're crossing to it
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/// Tells neighbor region that we're crossing to it
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