Try to resolve some problems with viewers crashing after hitting parcel banlines or freezing on the banline.
This involves 1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport() 2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1 This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else. This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822xassetservice
parent
9ed4245d9e
commit
90ea00a109
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@ -94,8 +94,11 @@ namespace OpenSim.Region.CoreModules.World.Land
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// caches ExtendedLandData
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// caches ExtendedLandData
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private Cache parcelInfoCache;
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private Cache parcelInfoCache;
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private Dictionary<UUID, Vector3> forcedPosition =
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new Dictionary<UUID, Vector3>();
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/// <summary>
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/// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
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/// </summary>
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private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
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#region INonSharedRegionModule Members
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#region INonSharedRegionModule Members
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@ -224,22 +227,34 @@ namespace OpenSim.Region.CoreModules.World.Land
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//When the avatar walks into a ban line on the ground, it prevents getting stuck
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//When the avatar walks into a ban line on the ground, it prevents getting stuck
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agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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//Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
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//Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
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if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
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if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
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{
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{
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Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
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// m_log.DebugFormat(
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// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
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// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
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forcedPosition.Remove(remoteClient.AgentId);
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forcedPosition.Remove(remoteClient.AgentId);
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}
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}
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//if we are far away, teleport
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//if we are far away, teleport
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else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
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else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
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{
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{
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Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
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Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
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clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
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// m_log.DebugFormat(
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// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
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// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
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m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
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forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
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forcedPosition.Remove(remoteClient.AgentId);
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forcedPosition.Remove(remoteClient.AgentId);
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}
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}
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else
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else
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{
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{
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// m_log.DebugFormat(
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// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
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// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
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//Forces them toward the forced position we want if they aren't there yet
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//Forces them toward the forced position we want if they aren't there yet
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agentData.UseClientAgentPosition = true;
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agentData.UseClientAgentPosition = true;
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agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
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agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
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@ -4699,7 +4699,10 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
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Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
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if (nearestPoint != null)
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if (nearestPoint != null)
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{
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{
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Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
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// m_log.DebugFormat(
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// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
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// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
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return nearestPoint.Value;
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return nearestPoint.Value;
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}
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}
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@ -4709,12 +4712,16 @@ namespace OpenSim.Region.Framework.Scenes
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nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
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nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
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if (nearestPoint != null)
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if (nearestPoint != null)
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{
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{
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Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
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// m_log.DebugFormat(
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// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
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return nearestPoint.Value;
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return nearestPoint.Value;
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}
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}
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//Ultimate backup if we have no idea where they are
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//Ultimate backup if we have no idea where they are
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Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
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// m_log.DebugFormat(
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// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition);
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return avatar.lastKnownAllowedPosition;
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return avatar.lastKnownAllowedPosition;
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}
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}
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@ -5120,7 +5127,7 @@ namespace OpenSim.Region.Framework.Scenes
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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Vector3 agent_control_v3 = new Vector3();
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToTargetUpdate(ref agent_control_v3);
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presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);
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presence.AddNewMovement(agent_control_v3);
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presence.AddNewMovement(agent_control_v3);
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}
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}
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}
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}
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@ -1048,7 +1048,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// <summary>
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///
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/// Do not call this directly. Call Scene.RequestTeleportLocation() instead.
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/// </summary>
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="pos"></param>
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public void Teleport(Vector3 pos)
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public void Teleport(Vector3 pos)
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@ -1522,7 +1522,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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else if (bAllowUpdateMoveToPosition)
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else if (bAllowUpdateMoveToPosition)
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{
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{
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if (HandleMoveToTargetUpdate(ref agent_control_v3))
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// The UseClientAgentPosition is set if parcel ban is forcing the avatar to move to a
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// certain position. It's only check for tolerance on returning to that position is 0.2
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// rather than 1, at which point it removes its force target.
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if (HandleMoveToTargetUpdate(agentData.UseClientAgentPosition ? 0.2 : 1, ref agent_control_v3))
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update_movementflag = true;
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update_movementflag = true;
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}
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}
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}
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}
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@ -1584,7 +1587,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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/// </remarks>
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/// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
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/// <param value="agent_control_v3">Cumulative agent movement that this method will update.</param>
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/// <returns>True if movement has been updated in some way. False otherwise.</returns>
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/// <returns>True if movement has been updated in some way. False otherwise.</returns>
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public bool HandleMoveToTargetUpdate(ref Vector3 agent_control_v3)
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public bool HandleMoveToTargetUpdate(double tolerance, ref Vector3 agent_control_v3)
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
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// m_log.DebugFormat("[SCENE PRESENCE]: Called HandleMoveToTargetUpdate() for {0}", Name);
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@ -1601,7 +1604,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
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// Name, AbsolutePosition, MoveToPositionTarget, distanceToTarget);
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// Check the error term of the current position in relation to the target position
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= 1)
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if (distanceToTarget <= tolerance)
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{
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{
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// We are close enough to the target
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// We are close enough to the target
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AbsolutePosition = MoveToPositionTarget;
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AbsolutePosition = MoveToPositionTarget;
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@ -1777,7 +1780,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
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// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, Rotation);
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Vector3 agent_control_v3 = new Vector3();
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Vector3 agent_control_v3 = new Vector3();
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HandleMoveToTargetUpdate(ref agent_control_v3);
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HandleMoveToTargetUpdate(1, ref agent_control_v3);
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AddNewMovement(agent_control_v3);
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AddNewMovement(agent_control_v3);
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}
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}
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