handle change of hide avatars flag. Parcel limits edition still need work
parent
cb43dff2dc
commit
ef1f37cf20
|
@ -194,7 +194,8 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
client.OnParcelEjectUser += ClientOnParcelEjectUser;
|
||||
client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
|
||||
client.OnSetStartLocationRequest += ClientOnSetHome;
|
||||
/* avatar is still a child here position is unknow
|
||||
|
||||
/* avatar is still a child here position is unknown
|
||||
EntityBase presenceEntity;
|
||||
if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
|
||||
{
|
||||
|
@ -334,12 +335,13 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
if (!position.HasValue)
|
||||
return;
|
||||
|
||||
bool isFlying = avatar.PhysicsActor.Flying;
|
||||
avatar.RemoveFromPhysicalScene();
|
||||
// land should have no word on avatar physics
|
||||
// bool isFlying = avatar.PhysicsActor.Flying;
|
||||
// avatar.RemoveFromPhysicalScene();
|
||||
|
||||
avatar.AbsolutePosition = (Vector3)position;
|
||||
|
||||
avatar.AddToPhysicalScene(isFlying);
|
||||
// avatar.AddToPhysicalScene(isFlying);
|
||||
}
|
||||
|
||||
public void SendYouAreRestrictedNotice(ScenePresence avatar)
|
||||
|
@ -388,13 +390,15 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
|
||||
public void sendClientInitialLandInfo(IClientAPI remoteClient)
|
||||
{
|
||||
SendParcelOverlay(remoteClient);
|
||||
ScenePresence avatar;
|
||||
|
||||
if (!m_scene.TryGetScenePresence(remoteClient.AgentId, out avatar))
|
||||
return;
|
||||
if (avatar.IsChildAgent)
|
||||
return;
|
||||
|
||||
SendParcelOverlay(remoteClient);
|
||||
|
||||
ILandObject over = GetLandObject(avatar.AbsolutePosition.X,avatar.AbsolutePosition.Y);
|
||||
if (over == null)
|
||||
return;
|
||||
|
@ -416,8 +420,8 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
if (force || NotsameID)
|
||||
{
|
||||
over.SendLandUpdateToClient(avatar.ControllingClient);
|
||||
if (NotsameID)
|
||||
avatar.currentParcelUUID = over.LandData.GlobalID;
|
||||
SendParcelOverlay(avatar.ControllingClient);
|
||||
avatar.currentParcelUUID = over.LandData.GlobalID;
|
||||
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
|
||||
m_scene.RegionInfo.RegionID);
|
||||
}
|
||||
|
@ -1190,15 +1194,16 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
bool needOverlay = false;
|
||||
if (land.UpdateLandProperties(args, remote_client, out snap_selection, out needOverlay))
|
||||
{
|
||||
//parcel
|
||||
//the proprieties to who changed it
|
||||
|
||||
land.SendLandProperties(-10000, true, LandChannel.LAND_RESULT_SINGLE, remote_client);
|
||||
land.SendLandProperties(0, true, LandChannel.LAND_RESULT_SINGLE, remote_client);
|
||||
|
||||
if (needOverlay)
|
||||
{
|
||||
UUID parcelID = land.LandData.GlobalID;
|
||||
m_scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
|
||||
{
|
||||
if (avatar.IsChildAgent)
|
||||
if (avatar.IsDeleted || avatar.IsChildAgent)
|
||||
return;
|
||||
|
||||
IClientAPI client = avatar.ControllingClient;
|
||||
|
@ -1209,6 +1214,8 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
if (client != remote_client || land != aland)
|
||||
aland.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, client);
|
||||
}
|
||||
if (avatar.currentParcelUUID == parcelID)
|
||||
avatar.currentParcelUUID = parcelID; // force parcel flags review
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -153,15 +153,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
lock (parcelLock)
|
||||
{
|
||||
m_previusParcelHide = m_currentParcelHide;
|
||||
m_previusParcelUUID = m_currentParcelUUID;
|
||||
bool oldhide = m_currentParcelHide;
|
||||
bool check = true;
|
||||
if (value != m_currentParcelUUID)
|
||||
{
|
||||
m_previusParcelHide = m_currentParcelHide;
|
||||
m_previusParcelUUID = m_currentParcelUUID;
|
||||
check = false;
|
||||
}
|
||||
m_currentParcelUUID = value;
|
||||
m_currentParcelHide = false;
|
||||
ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y);
|
||||
if (land != null && !land.LandData.SeeAVs)
|
||||
m_currentParcelHide = true;
|
||||
if (m_previusParcelUUID != UUID.Zero)
|
||||
ParcelCrossCheck();
|
||||
ParcelCrossCheck(m_currentParcelUUID,m_previusParcelUUID,m_currentParcelHide, m_previusParcelHide, oldhide,check);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -195,17 +201,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
get
|
||||
{
|
||||
try
|
||||
{
|
||||
lock (parcelLock)
|
||||
{
|
||||
return m_currentParcelHide;
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return m_currentParcelHide;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5312,7 +5308,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
}
|
||||
|
||||
private void ParcelCrossCheck()
|
||||
private void ParcelCrossCheck(UUID currentParcelUUID,UUID previusParcelUUID,
|
||||
bool currentParcelHide, bool previusParcelHide, bool oldhide,bool check)
|
||||
{
|
||||
List<ScenePresence> killsToSendto = new List<ScenePresence>();
|
||||
List<ScenePresence> killsToSendme = new List<ScenePresence>();
|
||||
|
@ -5320,82 +5317,125 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
List<ScenePresence> viewsToSendme = new List<ScenePresence>();
|
||||
List<ScenePresence> allpresences = null;
|
||||
|
||||
if (m_currentParcelHide)
|
||||
if (check)
|
||||
{
|
||||
// now on a private parcel
|
||||
if (currentParcelUUID == null || oldhide == currentParcelHide)
|
||||
return;
|
||||
|
||||
allpresences = m_scene.GetScenePresences();
|
||||
|
||||
if (m_previusParcelHide && m_previusParcelUUID != UUID.Zero)
|
||||
{
|
||||
if (oldhide)
|
||||
{ // where private
|
||||
foreach (ScenePresence p in allpresences)
|
||||
{
|
||||
if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
|
||||
continue;
|
||||
|
||||
// only those on previus parcel need receive kills
|
||||
if (m_previusParcelUUID == p.currentParcelUUID)
|
||||
{
|
||||
killsToSendto.Add(p); // they dont see me
|
||||
killsToSendme.Add(p); // i dont see them
|
||||
}
|
||||
// only those on new parcel need see
|
||||
if (m_currentParcelUUID == p.currentParcelUUID)
|
||||
// those on not on parcel see me
|
||||
if (currentParcelUUID != p.currentParcelUUID)
|
||||
{
|
||||
viewsToSendto.Add(p); // they see me
|
||||
viewsToSendme.Add(p); // i see them
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//was on a public area
|
||||
allpresences = m_scene.GetScenePresences();
|
||||
} // where private end
|
||||
|
||||
else
|
||||
{ // where public
|
||||
foreach (ScenePresence p in allpresences)
|
||||
{
|
||||
if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
|
||||
continue;
|
||||
|
||||
// those not on new parcel dont see me
|
||||
if (m_currentParcelUUID != p.currentParcelUUID)
|
||||
// those not on parcel dont see me
|
||||
if (currentParcelUUID != p.currentParcelUUID)
|
||||
{
|
||||
killsToSendto.Add(p); // they dont see me
|
||||
}
|
||||
else
|
||||
{
|
||||
viewsToSendme.Add(p); // i see those on it
|
||||
}
|
||||
}
|
||||
}
|
||||
allpresences.Clear();
|
||||
} // now on a private parcel end
|
||||
} // where public end
|
||||
|
||||
|
||||
allpresences.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
// now on public parcel
|
||||
if (m_previusParcelHide && m_previusParcelUUID != UUID.Zero)
|
||||
if (currentParcelHide)
|
||||
{
|
||||
// was on private area
|
||||
// now on a private parcel
|
||||
allpresences = m_scene.GetScenePresences();
|
||||
|
||||
foreach (ScenePresence p in allpresences)
|
||||
if (previusParcelHide && previusParcelUUID != UUID.Zero)
|
||||
{
|
||||
if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
|
||||
continue;
|
||||
// only those old parcel need receive kills
|
||||
if (m_previusParcelUUID == p.currentParcelUUID)
|
||||
foreach (ScenePresence p in allpresences)
|
||||
{
|
||||
killsToSendme.Add(p); // i dont see them
|
||||
}
|
||||
else
|
||||
{
|
||||
viewsToSendto.Add(p); // they see me
|
||||
if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
|
||||
continue;
|
||||
|
||||
// only those on previus parcel need receive kills
|
||||
if (previusParcelUUID == p.currentParcelUUID)
|
||||
{
|
||||
killsToSendto.Add(p); // they dont see me
|
||||
killsToSendme.Add(p); // i dont see them
|
||||
}
|
||||
// only those on new parcel need see
|
||||
if (currentParcelUUID == p.currentParcelUUID)
|
||||
{
|
||||
viewsToSendto.Add(p); // they see me
|
||||
viewsToSendme.Add(p); // i see them
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//was on a public area
|
||||
allpresences = m_scene.GetScenePresences();
|
||||
|
||||
foreach (ScenePresence p in allpresences)
|
||||
{
|
||||
if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
|
||||
continue;
|
||||
|
||||
// those not on new parcel dont see me
|
||||
if (currentParcelUUID != p.currentParcelUUID)
|
||||
{
|
||||
killsToSendto.Add(p); // they dont see me
|
||||
}
|
||||
else
|
||||
{
|
||||
viewsToSendme.Add(p); // i see those on it
|
||||
}
|
||||
}
|
||||
}
|
||||
allpresences.Clear();
|
||||
} // now on a private parcel end
|
||||
|
||||
else
|
||||
return; // was on a public area also
|
||||
} // now on public parcel end
|
||||
{
|
||||
// now on public parcel
|
||||
if (previusParcelHide && previusParcelUUID != UUID.Zero)
|
||||
{
|
||||
// was on private area
|
||||
allpresences = m_scene.GetScenePresences();
|
||||
|
||||
foreach (ScenePresence p in allpresences)
|
||||
{
|
||||
if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
|
||||
continue;
|
||||
// only those old parcel need receive kills
|
||||
if (previusParcelUUID == p.currentParcelUUID)
|
||||
{
|
||||
killsToSendme.Add(p); // i dont see them
|
||||
}
|
||||
else
|
||||
{
|
||||
viewsToSendto.Add(p); // they see me
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
return; // was on a public area also
|
||||
} // now on public parcel end
|
||||
}
|
||||
|
||||
// send the things
|
||||
// kill main avatar object
|
||||
|
|
Loading…
Reference in New Issue