try to make crossings work better. chode no longer prevents crossings i hope

avinationmerge
UbitUmarov 2012-02-15 17:08:33 +00:00
parent 04279e36d1
commit a758abaa9f
4 changed files with 80 additions and 30 deletions

View File

@ -1655,33 +1655,36 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
// Offset the positions for the new region across the border
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
grp.RootPart.GroupPosition = pos;
// NOT here
// If we fail to cross the border, then reset the position of the scene object on that border.
uint x = 0, y = 0;
Utils.LongToUInts(newRegionHandle, out x, out y);
GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent))
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
if (destination != null)
{
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
grp.RootPart.GroupPosition = pos; // only change this if we think there is anywhere to go
if (CrossPrimGroupIntoNewRegion(destination, grp, silent))
return; // we did it
}
// Need to turn off the physics flags, otherwise the object will continue to attempt to
// move out of the region creating an infinite loop of failed attempts to cross
grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
// We are going to move the object back to the old position so long as the old position
// is in the region
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
// no one or failed lets go back and tell physics to go on
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
grp.AbsolutePosition = oldGroupPosition;
grp.Velocity = Vector3.Zero;
if (grp.RootPart.PhysActor != null)
grp.RootPart.PhysActor.CrossingFailure();
grp.ScheduleGroupForFullUpdate();
}
}
/// <summary>

View File

@ -461,8 +461,11 @@ namespace OpenSim.Region.Framework.Scenes
if (Scene != null)
{
if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
|| Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
// if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
// && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
|| Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
{
IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();

View File

@ -2620,9 +2620,9 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
{
ParentGroup.AbsolutePosition = newpos;
return;

View File

@ -732,13 +732,13 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void CrossingFailure()
{
m_crossingfailures++;
if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
int tmp = Interlocked.Increment(ref m_crossingfailures);
if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
{
base.RaiseOutOfBounds(_position);
return;
}
else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
{
m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
}
@ -3042,10 +3042,9 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
d.Vector3 torque = d.BodyGetTorque(Body);
_torque = new Vector3(torque.X, torque.Y, torque.Z);
base.RequestPhysicsterseUpdate();
//Console.WriteLine("Move {0} at {1}", m_primName, l_position);
/*
// Check if outside region
// In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border!
if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence))
@ -3112,7 +3111,52 @@ Console.WriteLine("ODEPrim JointCreateFixed !!!");
return; // Dont process any other motion?
} // end various methods
} // end outside region horizontally
*/
if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
|| _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
)
{
// we are outside current region
// clip position to a stop just outside region and stop it only internally
// do it only once using m_crossingfailures as control
_position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
_position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
_position.Z = Util.Clip(l_position.Z, -100f, 50000f);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
d.BodySetLinearVel(Body, 0, 0, 0);
if (Interlocked.Exchange(ref m_crossingfailures, 0) == 0)
{ // tell base code only once
Interlocked.Increment(ref m_crossingfailures);
base.RequestPhysicsterseUpdate();
}
return;
}
if (Interlocked.Exchange(ref m_crossingfailures, 0) > 1)
{
// main simulator had a crossing failure
// park it inside region
_position.X = Util.Clip(l_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
_position.Y = Util.Clip(l_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
_position.Z = Util.Clip(l_position.Z, -100f, 50000f);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
m_lastposition = _position;
_velocity = Vector3.Zero;
m_lastVelocity = _velocity;
if (m_type != Vehicle.TYPE_NONE)
Halt();
d.BodySetLinearVel(Body, 0, 0, 0);
base.RequestPhysicsterseUpdate();
return;
}
base.RequestPhysicsterseUpdate();
if (l_position.Z < 0)
{