Moved an external test into the method that uses those preconditions.

iar_mods
Diva Canto 2011-12-21 15:17:26 -08:00
parent 651f9f47d0
commit ddff2f246c
1 changed files with 11 additions and 19 deletions

View File

@ -1162,9 +1162,9 @@ namespace OpenSim.Region.Framework.Scenes
{ {
// DateTime startTime = DateTime.Now; // DateTime startTime = DateTime.Now;
// m_log.DebugFormat( m_log.DebugFormat(
// "[SCENE PRESENCE]: Completing movement of {0} into region {1}", "[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
// client.Name, Scene.RegionInfo.RegionName); client.Name, Scene.RegionInfo.RegionName, AbsolutePosition);
Vector3 look = Velocity; Vector3 look = Velocity;
if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
@ -2383,9 +2383,7 @@ namespace OpenSim.Region.Framework.Scenes
m_lastVelocity = Velocity; m_lastVelocity = Velocity;
} }
// followed suggestion from mic bowman. reversed the two lines below. CheckForBorderCrossing();
if (ParentID == 0 && PhysicsActor != null || ParentID != 0) // Check that we have a physics actor or we're sitting on something
CheckForBorderCrossing();
CheckForSignificantMovement(); // sends update to the modules. CheckForSignificantMovement(); // sends update to the modules.
} }
@ -2741,7 +2739,8 @@ namespace OpenSim.Region.Framework.Scenes
/// </remarks> /// </remarks>
protected void CheckForBorderCrossing() protected void CheckForBorderCrossing()
{ {
if (IsChildAgent) // Check that we we are not a child and have a physics actor or we're sitting on something
if (IsChildAgent || (ParentID == 0 && PhysicsActor != null || ParentID != 0))
return; return;
Vector3 pos2 = AbsolutePosition; Vector3 pos2 = AbsolutePosition;
@ -2757,7 +2756,6 @@ namespace OpenSim.Region.Framework.Scenes
if (!IsInTransit) if (!IsInTransit)
{ {
// Checks if where it's headed exists a region // Checks if where it's headed exists a region
bool needsTransit = false; bool needsTransit = false;
if (m_scene.TestBorderCross(pos2, Cardinals.W)) if (m_scene.TestBorderCross(pos2, Cardinals.W))
{ {
@ -2828,7 +2826,7 @@ namespace OpenSim.Region.Framework.Scenes
Velocity = Vector3.Zero; Velocity = Vector3.Zero;
AbsolutePosition = pos; AbsolutePosition = pos;
// m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition); m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
AddToPhysicalScene(isFlying); AddToPhysicalScene(isFlying);
} }
@ -2862,21 +2860,15 @@ namespace OpenSim.Region.Framework.Scenes
} }
else else
{ {
// We must remove the agent from the physical scene if it has been placed in transit. If we don't,
// then this method continues to be called from ScenePresence.Update() until the handover of the client between
// regions is completed. Since this handover can take more than 1000ms (due to the 1000ms
// event queue polling response from the server), this results in the avatar pausing on the border
// for the handover period.
RemoveFromPhysicalScene();
// This constant has been inferred from experimentation // This constant has been inferred from experimentation
// I'm not sure what this value should be, so I tried a few values. // I'm not sure what this value should be, so I tried a few values.
timeStep = 0.04f; timeStep = 0.04f;
pos2 = AbsolutePosition; pos2 = AbsolutePosition;
pos2.X = pos2.X + (vel.X * timeStep); pos2.X = pos2.X + (vel.X * timeStep);
pos2.Y = pos2.Y + (vel.Y * timeStep); pos2.Y = pos2.Y + (vel.Y * timeStep);
pos2.Z = pos2.Z + (vel.Z * timeStep); // Don't touch the Z
m_pos = pos2; m_pos = pos2;
m_log.ErrorFormat("m_pos={0}", m_pos);
} }
} }