* Fixes prim crossing. See bug 1050.
* Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,00.6.0-stable
parent
6fec9c789b
commit
a534257b0e
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@ -168,12 +168,25 @@ namespace OpenSim.Region.Environment
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/// <returns>Has permission?</returns>
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public virtual bool CanObjectEntry(LLUUID user, LLVector3 oldPos, LLVector3 newPos)
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{
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if ((newPos.X > 257f || newPos.X < -1f || newPos.Y > 257f || newPos.Y < -1f))
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{
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return true;
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}
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ILandObject land1 = m_scene.LandChannel.getLandObject(oldPos.X, oldPos.Y);
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ILandObject land2 = m_scene.LandChannel.getLandObject(newPos.X, newPos.Y);
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if (land1 == null || land2 == null)
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{
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return false;
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}
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if (land2 == null)
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{
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// need this for crossing borders
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return true;
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}
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if (land1.landData.globalID == land2.landData.globalID)
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{
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@ -314,6 +314,9 @@ namespace OpenSim.Region.Environment.Scenes
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{
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List<EntityBase> EntityList = GetEntities();
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if (AttachmentPt == 0)
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AttachmentPt = (uint)AttachmentPoint.LeftHand;
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foreach (EntityBase obj in EntityList)
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{
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if (obj is SceneObjectGroup)
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@ -1368,14 +1368,19 @@ namespace OpenSim.Region.Environment.Scenes
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m_sceneXmlLoader.SavePrimsToXml2(fileName);
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}
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/// <summary>
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/// Locate New region Handle and offset the prim position for the new region
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///
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/// </summary>
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/// <param name="position">current position of Group</param>
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/// <param name="grp">Scene Object Group that we're crossing</param>
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public void CrossPrimGroupIntoNewRegion(LLVector3 position, SceneObjectGroup grp)
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{
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m_log.Warn("Prim crossing: " + grp.UUID.ToString());
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int thisx = (int)RegionInfo.RegionLocX;
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int thisy = (int)RegionInfo.RegionLocY;
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int primcrossingXMLmethod = 0;
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ulong newRegionHandle = 0;
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LLVector3 pos = position;
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@ -1410,6 +1415,12 @@ namespace OpenSim.Region.Environment.Scenes
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// Offset the positions for the new region across the border
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grp.OffsetForNewRegion(pos);
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CrossPrimGroupIntoNewRegion(newRegionHandle, grp);
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}
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public void CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp)
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{
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int primcrossingXMLmethod = 0;
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if (newRegionHandle != 0)
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{
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bool successYN = false;
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@ -1077,7 +1077,14 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (m_rootPart.UUID == part.UUID)
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{
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part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
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if (m_rootPart.m_IsAttachment)
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{
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part.SendFullUpdateToClient(remoteClient, m_rootPart.m_attachedPos, clientFlags);
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}
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else
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{
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part.SendFullUpdateToClient(remoteClient, AbsolutePosition, clientFlags);
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}
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}
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else
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{
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@ -1094,7 +1101,14 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (m_rootPart.UUID == part.UUID)
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{
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part.SendTerseUpdateToClient(remoteClient, AbsolutePosition);
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if (m_rootPart.m_IsAttachment)
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{
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part.SendTerseUpdateToClient(remoteClient, m_rootPart.m_attachedPos);
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}
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else
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{
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part.SendTerseUpdateToClient(remoteClient, AbsolutePosition);
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}
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}
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else
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{
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@ -2143,6 +2157,11 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
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{
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if (m_rootPart.m_IsAttachment)
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{
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m_rootPart.m_attachedPos = pos;
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}
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AbsolutePosition = pos;
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}
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//we need to do a terse update even if the move wasn't allowed
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@ -103,6 +103,7 @@ namespace OpenSim.Region.Environment.Scenes
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[XmlIgnore] public bool m_IsAttachment = false;
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[XmlIgnore] public uint m_attachmentPoint = (byte)0;
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[XmlIgnore] public LLUUID m_attachedAvatar = LLUUID.Zero;
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[XmlIgnore] public LLVector3 m_attachedPos = LLVector3.Zero;
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public Int32 CreationDate;
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public uint ParentID = 0;
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@ -276,6 +277,15 @@ namespace OpenSim.Region.Environment.Scenes
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m_groupPosition.Y = PhysActor.Position.Y;
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m_groupPosition.Z = PhysActor.Position.Z;
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}
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if (m_IsAttachment)
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{
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ScenePresence sp = m_parentGroup.Scene.GetScenePresence(m_attachedAvatar);
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if (sp != null)
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{
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return sp.AbsolutePosition;
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}
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}
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return m_groupPosition;
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}
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set
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@ -340,7 +350,11 @@ namespace OpenSim.Region.Environment.Scenes
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public LLVector3 AbsolutePosition
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{
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get { return m_offsetPosition + m_groupPosition; }
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get {
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if (m_IsAttachment)
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return GroupPosition;
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return m_offsetPosition + m_groupPosition; }
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}
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protected LLQuaternion m_rotationOffset;
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