try to make a avatar usesable if its siting part didn't cross, or crossed

back. This situation points to that sitted avatars should be sent in same
 http connection that crosses the object
avinationmerge
UbitUmarov 2014-10-28 13:52:00 +00:00
parent f39962430c
commit e4d84d8ff6
1 changed files with 12 additions and 86 deletions

View File

@ -1126,7 +1126,7 @@ namespace OpenSim.Region.Framework.Scenes
ParentID = 0;
ParentPart = null;
PrevSitOffset = Vector3.Zero;
ClearControls();
HandleForceReleaseControls(ControllingClient, UUID); // needs testing
IsLoggingIn = false;
}
else
@ -1211,6 +1211,7 @@ namespace OpenSim.Region.Framework.Scenes
}
AbsolutePosition = pos;
if (m_teleportFlags == TeleportFlags.Default)
{
Vector3 vel = Velocity;
@ -1221,6 +1222,7 @@ namespace OpenSim.Region.Framework.Scenes
else
AddToPhysicalScene(isFlying);
if (ForceFly)
{
Flying = true;
@ -3865,88 +3867,12 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Testing border check for projected position {0} of {1} in {2}",
// pos2, Name, Scene.Name);
/*
// Checks if where it's headed exists a region
int neighbor = 0;
int[] fix = new int[2];
bool needsTransit = false;
if (m_scene.TestBorderCross(pos2, Cardinals.W))
{
if (m_scene.TestBorderCross(pos2, Cardinals.S))
{
needsTransit = true;
neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
}
else if (m_scene.TestBorderCross(pos2, Cardinals.N))
{
needsTransit = true;
neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
}
else
{
needsTransit = true;
neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
}
}
else if (m_scene.TestBorderCross(pos2, Cardinals.E))
{
if (m_scene.TestBorderCross(pos2, Cardinals.S))
{
needsTransit = true;
neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
}
else if (m_scene.TestBorderCross(pos2, Cardinals.N))
{
needsTransit = true;
neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
}
else
{
needsTransit = true;
neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
}
}
else if (m_scene.TestBorderCross(pos2, Cardinals.S))
{
needsTransit = true;
neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
}
else if (m_scene.TestBorderCross(pos2, Cardinals.N))
{
needsTransit = true;
neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
}
// Makes sure avatar does not end up outside region
if (neighbor <= 0)
{
if (needsTransit)
{
CrossToNewRegionFail();
}
}
else if (neighbor > 0)
{
if (!CrossToNewRegion())
{
CrossToNewRegionFail();
}
}
*/
bool needsTransit = false;
if (pos2.X < 0)
needsTransit = true;
else if (pos2.X > m_scene.RegionInfo.RegionSizeX)
needsTransit = true;
else if (pos2.Y < 0)
needsTransit = true;
else if (pos2.Y > m_scene.RegionInfo.RegionSizeY)
needsTransit = true;
if (needsTransit)
if( Scene.TestBorderCross(pos2, Cardinals.E) ||
Scene.TestBorderCross(pos2, Cardinals.W) ||
Scene.TestBorderCross(pos2, Cardinals.N) ||
Scene.TestBorderCross(pos2, Cardinals.S)
)
{
if (!CrossToNewRegion() && m_requestedSitTargetUUID == UUID.Zero)
{