Merge branch 'ubitworkvarnew' into avinationmerge

avinationmerge
Melanie Thielker 2015-09-14 19:31:29 +02:00
commit c85df49af5
6 changed files with 43 additions and 13 deletions

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@ -947,3 +947,18 @@ BEGIN;
ALTER TABLE land CHANGE COLUMN LandFlags LandFlags int unsigned default null; ALTER TABLE land CHANGE COLUMN LandFlags LandFlags int unsigned default null;
COMMIT; COMMIT;
:VERSION 51 #---- avination fields
BEGIN;
ALTER TABLE `prims` ADD COLUMN `PassCollisions` tinyint(4) NOT NULL default '0';
ALTER TABLE `prims` ADD COLUMN `Vehicle` TEXT default NULL;
ALTER TABLE `regionsettings` ADD COLUMN `block_search` tinyint(4) NOT NULL default '0';
ALTER TABLE `regionsettings` ADD COLUMN `casino` tinyint(4) NOT NULL default '0';
ALTER TABLE `land` ADD COLUMN `SeeAVs` tinyint(4) NOT NULL default '1';
ALTER TABLE `land` ADD COLUMN `AnyAVSounds` tinyint(4) NOT NULL default '1';
ALTER TABLE `land` ADD COLUMN `GroupAVSounds` tinyint(4) NOT NULL default '1';
COMMIT;

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@ -2607,7 +2607,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
return neighbourRegion; return neighbourRegion;
} }
/* not in use. -> CrossPrimGroupIntoNewRegion
/// <summary> /// <summary>
/// Move the given scene object into a new region depending on which region its absolute position has moved /// Move the given scene object into a new region depending on which region its absolute position has moved
/// into. /// into.
@ -2672,7 +2672,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
grp.ScheduleGroupForFullUpdate(); grp.ScheduleGroupForFullUpdate();
} }
} }
*/
/// <summary> /// <summary>
/// Move the given scene object into a new region /// Move the given scene object into a new region
/// </summary> /// </summary>
@ -2682,7 +2682,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// true if the crossing itself was successful, false on failure /// true if the crossing itself was successful, false on failure
/// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
/// </returns> /// </returns>
public bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent) public bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts)
{ {
//m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<"); //m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
@ -2714,7 +2714,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// We remove the object here // We remove the object here
try try
{ {
grp.Scene.DeleteSceneObject(grp, silent); grp.Scene.DeleteSceneObject(grp, silent, removeScripts);
} }
catch (Exception e) catch (Exception e)
{ {
@ -2764,7 +2764,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
"[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", "[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}",
clone.UUID, destination.RegionName); clone.UUID, destination.RegionName);
CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent); CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent,true);
} }
} }

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@ -96,8 +96,8 @@ namespace OpenSim.Region.Framework.Interfaces
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos); GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos);
GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos); GridRegion GetObjectDestination(SceneObjectGroup grp, Vector3 targetPosition, out Vector3 newpos);
bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, out string version, out string reason); bool checkAgentAccessToRegion(ScenePresence agent, GridRegion destiny, Vector3 position, out string version, out string reason);
void Cross(SceneObjectGroup sog, Vector3 position, bool silent); // void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent); bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent, bool removeScripts);
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version); ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);

View File

@ -2177,7 +2177,7 @@ namespace OpenSim.Region.Framework.Scenes
//// stored in the GridService, because that's what the world map module uses //// stored in the GridService, because that's what the world map module uses
//// to send the map image UUIDs (of other regions) to the viewer... //// to send the map image UUIDs (of other regions) to the viewer...
if (m_generateMaptiles) if (m_generateMaptiles)
RegenerateMaptile(); RegenerateMaptile();
GridRegion region = new GridRegion(RegionInfo); GridRegion region = new GridRegion(RegionInfo);
string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
@ -2709,6 +2709,8 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_sceneGraph.updateScenePartGroup(part, grp); m_sceneGraph.updateScenePartGroup(part, grp);
} }
/* not in use, outdate by async method
/// <summary> /// <summary>
/// Move the given scene object into a new region depending on which region its absolute position has moved /// Move the given scene object into a new region depending on which region its absolute position has moved
/// into. /// into.
@ -2757,6 +2759,7 @@ namespace OpenSim.Region.Framework.Scenes
if (EntityTransferModule != null) if (EntityTransferModule != null)
EntityTransferModule.Cross(grp, attemptedPosition, silent); EntityTransferModule.Cross(grp, attemptedPosition, silent);
} }
*/
// Simple test to see if a position is in the current region. // Simple test to see if a position is in the current region.
// This test is mostly used to see if a region crossing is necessary. // This test is mostly used to see if a region crossing is necessary.

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@ -672,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
if (sog.m_linkedAvatars.Count == 0) if (sog.m_linkedAvatars.Count == 0)
{ {
entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true); entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true, true);
return sog; return sog;
} }
@ -716,7 +716,7 @@ namespace OpenSim.Region.Framework.Scenes
av.ParentID = 0; av.ParentID = 0;
} }
if (entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true)) if (entityTransfer.CrossPrimGroupIntoNewRegion(destination, newpos, sog, true, false))
{ {
foreach (avtocrossInfo avinfo in avsToCross) foreach (avtocrossInfo avinfo in avsToCross)
{ {
@ -730,14 +730,24 @@ namespace OpenSim.Region.Framework.Scenes
// CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; // CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
// d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d); // d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, av.Flying, version); entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, av.Flying, version);
if(av.IsChildAgent) if (av.IsChildAgent)
{ {
// avatar crossed do some extra cleanup
if (av.ParentUUID != UUID.Zero) if (av.ParentUUID != UUID.Zero)
{ {
av.ClearControls(); av.ClearControls();
av.ParentPart = null; av.ParentPart = null;
} }
} }
else
{
// avatar cross failed we need do dedicated standUp
// part of it was done at CrossAgentToNewRegionAsync
// so for now just remove the sog controls
// this may need extra care
av.UnRegisterSeatControls(sog.UUID);
}
av.ParentUUID = UUID.Zero; av.ParentUUID = UUID.Zero;
// In any case // In any case
av.IsInTransit = false; av.IsInTransit = false;
@ -748,6 +758,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar already in transit {0} to {1}", av.Name, val); m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar already in transit {0} to {1}", av.Name, val);
} }
avsToCross.Clear(); avsToCross.Clear();
sog.RemoveScriptInstances(true);
return sog; return sog;
} }
else // cross failed, put avas back ?? else // cross failed, put avas back ??
@ -805,6 +816,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
/* outdated
private void CrossAgentToNewRegionCompleted(ScenePresence agent) private void CrossAgentToNewRegionCompleted(ScenePresence agent)
{ {
//// If the cross was successful, this agent is a child agent //// If the cross was successful, this agent is a child agent
@ -829,7 +841,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname); m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
} }
*/
public override Vector3 Velocity public override Vector3 Velocity
{ {
get { return RootPart.Velocity; } get { return RootPart.Velocity; }

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@ -5264,7 +5264,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
private void UnRegisterSeatControls(UUID obj) public void UnRegisterSeatControls(UUID obj)
{ {
List<UUID> takers = new List<UUID>(); List<UUID> takers = new List<UUID>();