mirror of
https://github.com/opensim/opensim.git
synced 2026-08-07 17:55:48 +08:00
Merge branch 'master' into varregion
Add new region crossing code to varregion Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
This commit is contained in:
@@ -410,7 +410,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// <param name="sp"></param>
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/// <param name="position"></param>
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/// <param name="lookAt"></param>
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/// <param name="teleportFlags"></param
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/// <param name="teleportFlags"></param>
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private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
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{
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m_log.DebugFormat(
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@@ -442,11 +442,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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position.Z = newPosZ;
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}
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if (sp.Flying)
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teleportFlags |= (uint)TeleportFlags.IsFlying;
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);
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sp.ControllingClient.SendTeleportStart(teleportFlags);
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sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
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sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
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sp.Velocity = Vector3.Zero;
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sp.Teleport(position);
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@@ -649,8 +653,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
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// it's actually doing a lot of work.
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IPEndPoint endPoint = finalDestination.ExternalEndPoint;
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if (endPoint.Address == null)
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if (endPoint == null || endPoint.Address == null)
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{
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sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
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@@ -689,6 +692,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// both regions
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if (sp.ParentID != (uint)0)
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sp.StandUp();
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else if (sp.Flying)
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teleportFlags |= (uint)TeleportFlags.IsFlying;
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if (DisableInterRegionTeleportCancellation)
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teleportFlags |= (uint)TeleportFlags.DisableCancel;
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@@ -1316,11 +1321,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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#region Teleport Home
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public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
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{
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TeleportHome(id, client);
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}
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public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
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{
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TeleportHome(id, client);
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}
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public virtual bool TeleportHome(UUID id, IClientAPI client)
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{
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m_log.DebugFormat(
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@@ -1331,6 +1336,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (uinfo != null)
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{
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if (uinfo.HomeRegionID == UUID.Zero)
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{
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// can't find the Home region: Tell viewer and abort
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m_log.ErrorFormat("{0} No grid user info found for {1} {2}. Cannot send home.",
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LogHeader, client.Name, client.AgentId);
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client.SendTeleportFailed("You don't have a home position set.");
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return false;
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}
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GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
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if (regionInfo == null)
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{
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@@ -1350,9 +1363,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else
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{
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.",
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client.Name, client.AgentId);
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// can't find the Home region: Tell viewer and abort
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client.SendTeleportFailed("Your home region could not be found.");
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}
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return false;
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}
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@@ -1362,177 +1374,21 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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#region Agent Crossings
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public bool Cross(ScenePresence agent, bool isFlying)
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// Given a position relative to the current region (which has previously been tested to
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// see that it is actually outside the current region), find the new region that the
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// point is actually in.
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// Returns the coordinates and information of the new region or 'null' of it doesn't exist.
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public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out string version, out Vector3 newpos)
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{
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Scene scene = agent.Scene;
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Vector3 pos = agent.AbsolutePosition;
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version = String.Empty;
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newpos = new Vector3(pos.X, pos.Y, pos.Z);
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER MODULE]: Crossing agent {0} at pos {1} in {2}", agent.Name, pos, scene.Name);
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/*
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Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
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uint neighbourx = scene.RegionInfo.LegacyRegionLocX;
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uint neighboury = scene.RegionInfo.LegacyRegionLocY;
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const float boundaryDistance = 1.7f;
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Vector3 northCross = new Vector3(0, boundaryDistance, 0);
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Vector3 southCross = new Vector3(0, -1 * boundaryDistance, 0);
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Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
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Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);
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// distance into new region to place avatar
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const float enterDistance = 0.5f;
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if (scene.TestBorderCross(pos + westCross, Cardinals.W))
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{
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if (scene.TestBorderCross(pos + northCross, Cardinals.N))
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{
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Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
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neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
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}
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else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
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{
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Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
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if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else
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{
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agent.IsInTransit = true;
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neighboury = b.TriggerRegionY;
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neighbourx = b.TriggerRegionX;
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Vector3 newposition = pos;
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newposition.X += (scene.RegionInfo.LegacyRegionLocX - neighbourx) * Constants.RegionSize;
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newposition.Y += (scene.RegionInfo.LegacyRegionLocY - neighboury) * Constants.RegionSize;
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
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InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
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return true;
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}
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}
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Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
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if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
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{
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neighbourx--;
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newpos.X = Constants.RegionSize - enterDistance;
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}
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else
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{
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agent.IsInTransit = true;
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neighboury = ba.TriggerRegionY;
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neighbourx = ba.TriggerRegionX;
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Vector3 newposition = pos;
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newposition.X += (scene.RegionInfo.LegacyRegionLocX - neighbourx) * Constants.RegionSize;
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newposition.Y += (scene.RegionInfo.LegacyRegionLocY - neighboury) * Constants.RegionSize;
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
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InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
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return true;
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}
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}
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else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
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{
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Border b = scene.GetCrossedBorder(pos + eastCross, Cardinals.E);
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neighbourx += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
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newpos.X = enterDistance;
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if (scene.TestBorderCross(pos + southCross, Cardinals.S))
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{
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Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
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if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else
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{
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agent.IsInTransit = true;
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neighboury = ba.TriggerRegionY;
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neighbourx = ba.TriggerRegionX;
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Vector3 newposition = pos;
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newposition.X += (scene.RegionInfo.LegacyRegionLocX - neighbourx) * Constants.RegionSize;
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newposition.Y += (scene.RegionInfo.LegacyRegionLocY - neighboury) * Constants.RegionSize;
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
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InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
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return true;
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}
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}
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else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
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{
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Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
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neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
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newpos.Y = enterDistance;
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}
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}
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else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
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{
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Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
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if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else
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{
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agent.IsInTransit = true;
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neighboury = b.TriggerRegionY;
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neighbourx = b.TriggerRegionX;
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Vector3 newposition = pos;
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newposition.X += (scene.RegionInfo.LegacyRegionLocX - neighbourx) * Constants.RegionSize;
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newposition.Y += (scene.RegionInfo.LegacyRegionLocY - neighboury) * Constants.RegionSize;
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
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InformClientToInitiateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
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return true;
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}
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}
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else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
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{
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Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
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neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
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newpos.Y = enterDistance;
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}
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*/
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/*
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if (pos.X < boundaryDistance) //West
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{
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neighbourx--;
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newpos.X = Constants.RegionSize - enterDistance;
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}
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else if (pos.X > Constants.RegionSize - boundaryDistance) // East
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{
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neighbourx++;
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newpos.X = enterDistance;
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}
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if (pos.Y < boundaryDistance) // South
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else if (pos.Y > Constants.RegionSize - boundaryDistance) // North
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{
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neighboury++;
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newpos.Y = enterDistance;
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}
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*/
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double presenceWorldX = (double)scene.RegionInfo.RegionLocX + pos.X;
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double presenceWorldY = (double)scene.RegionInfo.RegionLocY + pos.Y;
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// Compute world location of the object's position
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double presenceWorldX = (double)scene.RegionInfo.WorldLocX + pos.X;
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double presenceWorldY = (double)scene.RegionInfo.WorldLocY + pos.Y;
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// Call the grid service to lookup the region containing the new position.
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GridRegion neighbourRegion = GetRegionContainingWorldLocation(scene.GridService, scene.RegionInfo.ScopeID,
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@@ -1540,63 +1396,73 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (neighbourRegion != null)
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{
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Vector3 newRegionRelativeObjectPosition = new Vector3(
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(float)(presenceWorldX - (double)neighbourRegion.RegionLocX),
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(float)(presenceWorldY - (double)neighbourRegion.RegionLocY),
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pos.Z);
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourRegion.RegionCoordX, neighbourRegion.RegionCoordY), false);
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InformClientToInitiateTeleportToLocation(agent, (uint)neighbourRegion.RegionCoordX, (uint)neighbourRegion.RegionCoordY,
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newRegionRelativeObjectPosition, scene);
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// Compute the entity's position relative to the new region
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newpos = new Vector3( (float)(presenceWorldX - (double)neighbourRegion.RegionLocX),
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(float)(presenceWorldY - (double)neighbourRegion.RegionLocY),
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pos.Z);
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// Check if banned from destination region.
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ExpiringCache<ulong, DateTime> r;
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DateTime banUntil;
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if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r))
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{
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if (r.TryGetValue(neighbourRegion.RegionHandle, out banUntil))
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{
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if (DateTime.Now < banUntil)
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return false;
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r.Remove(neighbourRegion.RegionHandle);
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}
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}
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else
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{
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r = null;
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DateTime banUntil;
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if (m_bannedRegions.TryGetValue(agentID, out r))
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{
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if (r.TryGetValue(neighbourRegion.RegionHandle, out banUntil))
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{
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if (DateTime.Now < banUntil)
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{
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// If we're banned from the destination, we just can't go there.
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neighbourRegion = null;
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}
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r.Remove(neighbourRegion.RegionHandle);
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}
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}
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else
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{
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r = null;
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}
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// Check to see if we have access to the target region.
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string reason;
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string version;
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if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newRegionRelativeObjectPosition, out version, out reason))
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if (neighbourRegion != null
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&& !scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
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{
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agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
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if (r == null)
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{
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r = new ExpiringCache<ulong, DateTime>();
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r.Add(neighbourRegion.RegionHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
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m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45));
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m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
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}
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else
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{
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{
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r.Add(neighbourRegion.RegionHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
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}
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return false;
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}
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agent.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
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d.BeginInvoke(agent, newRegionRelativeObjectPosition,
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(uint)neighbourRegion.RegionLocX, (uint)neighbourRegion.RegionLocY,
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neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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}
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neighbourRegion = null;
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}
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}
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else
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return neighbourRegion;
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}
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public bool Cross(ScenePresence agent, bool isFlying)
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{
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uint x;
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uint y;
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Vector3 newpos;
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string version;
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GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out version, out newpos);
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if (neighbourRegion == null)
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{
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m_log.ErrorFormat("{0} Cross(sp). Did not find target region. SP.AbsolutePosition={1}", LogHeader, pos);
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agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
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return false;
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}
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agent.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
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d.BeginInvoke(agent, newpos, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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return true;
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}
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@@ -1677,52 +1543,49 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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icon.EndInvoke(iar);
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}
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public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
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public bool CrossAgentToNewRegionPrep(ScenePresence agent, GridRegion neighbourRegion)
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{
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if (neighbourRegion == null)
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return false;
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|
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m_entityTransferStateMachine.SetInTransit(agent.UUID);
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agent.RemoveFromPhysicalScene();
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return true;
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}
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/// <summary>
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/// This Closes child agents on neighbouring regions
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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protected ScenePresence CrossAgentToNewRegionAsync(
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ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
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public ScenePresence CrossAgentToNewRegionAsync(
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ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
|
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bool isFlying, string version)
|
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{
|
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if (neighbourRegion == null)
|
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return agent;
|
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|
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if (!m_entityTransferStateMachine.SetInTransit(agent.UUID))
|
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if (!CrossAgentToNewRegionPrep(agent, neighbourRegion))
|
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{
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2} - agent is already in transit",
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agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName);
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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return agent;
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}
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|
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bool transitWasReset = false;
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if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying))
|
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{
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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return agent;
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}
|
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|
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CrossAgentToNewRegionPost(agent, pos, neighbourRegion, isFlying, version);
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return agent;
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}
|
||||
|
||||
public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying)
|
||||
{
|
||||
try
|
||||
{
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ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
|
||||
agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
|
||||
|
||||
Scene m_scene = agent.Scene;
|
||||
|
||||
if (!agent.ValidateAttachments())
|
||||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
|
||||
agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
|
||||
|
||||
pos = pos + agent.Velocity;
|
||||
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
|
||||
|
||||
agent.RemoveFromPhysicalScene();
|
||||
|
||||
AgentData cAgent = new AgentData();
|
||||
AgentData cAgent = new AgentData();
|
||||
agent.CopyTo(cAgent);
|
||||
cAgent.Position = pos;
|
||||
cAgent.Position = pos + agent.Velocity;
|
||||
if (isFlying)
|
||||
cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
|
||||
|
||||
@@ -1732,7 +1595,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
// Beyond this point, extra cleanup is needed beyond removing transit state
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);
|
||||
|
||||
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
||||
if (!agent.Scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
||||
{
|
||||
// region doesn't take it
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
|
||||
@@ -1744,72 +1607,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
ReInstantiateScripts(agent);
|
||||
agent.AddToPhysicalScene(isFlying);
|
||||
|
||||
return agent;
|
||||
return false;
|
||||
}
|
||||
|
||||
//m_log.Debug("BEFORE CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
string agentcaps;
|
||||
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
|
||||
{
|
||||
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
|
||||
neighbourRegion.RegionHandle);
|
||||
return agent;
|
||||
}
|
||||
|
||||
// No turning back
|
||||
agent.IsChildAgent = true;
|
||||
|
||||
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
|
||||
|
||||
if (m_eqModule != null)
|
||||
{
|
||||
m_eqModule.CrossRegion(
|
||||
neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
|
||||
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath);
|
||||
}
|
||||
|
||||
// SUCCESS!
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
|
||||
|
||||
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
|
||||
|
||||
agent.MakeChildAgent();
|
||||
|
||||
// FIXME: Possibly this should occur lower down after other commands to close other agents,
|
||||
// but not sure yet what the side effects would be.
|
||||
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
||||
transitWasReset = true;
|
||||
|
||||
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
||||
agent.SendOtherAgentsAvatarDataToMe();
|
||||
agent.SendOtherAgentsAppearanceToMe();
|
||||
|
||||
// Backwards compatibility. Best effort
|
||||
if (version == "Unknown" || version == string.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
|
||||
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
|
||||
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
||||
}
|
||||
|
||||
// Next, let's close the child agent connections that are too far away.
|
||||
agent.CloseChildAgents(neighbourx, neighboury);
|
||||
|
||||
AgentHasMovedAway(agent, false);
|
||||
|
||||
//m_log.Debug("AFTER CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -1818,14 +1618,97 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
|
||||
|
||||
// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (!transitWasReset)
|
||||
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
||||
return false;
|
||||
}
|
||||
|
||||
return agent;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
|
||||
bool isFlying, string version)
|
||||
{
|
||||
agent.ControllingClient.RequestClientInfo();
|
||||
|
||||
string agentcaps;
|
||||
if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
|
||||
{
|
||||
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
|
||||
neighbourRegion.RegionHandle);
|
||||
return;
|
||||
}
|
||||
|
||||
// No turning back
|
||||
agent.IsChildAgent = true;
|
||||
|
||||
string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);
|
||||
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
|
||||
|
||||
Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);
|
||||
|
||||
if (m_eqModule != null)
|
||||
{
|
||||
m_eqModule.CrossRegion(
|
||||
neighbourRegion.RegionHandle, pos + agent.Velocity, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
|
||||
capsPath, agent.UUID, agent.ControllingClient.SessionId);
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.ControllingClient.CrossRegion(neighbourRegion.RegionHandle, pos + agent.Velocity, agent.Velocity, neighbourRegion.ExternalEndPoint,
|
||||
capsPath);
|
||||
}
|
||||
|
||||
// SUCCESS!
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);
|
||||
|
||||
// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
|
||||
m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
|
||||
|
||||
agent.MakeChildAgent();
|
||||
|
||||
// FIXME: Possibly this should occur lower down after other commands to close other agents,
|
||||
// but not sure yet what the side effects would be.
|
||||
m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
|
||||
|
||||
// now we have a child agent in this region. Request all interesting data about other (root) agents
|
||||
agent.SendOtherAgentsAvatarDataToMe();
|
||||
agent.SendOtherAgentsAppearanceToMe();
|
||||
|
||||
// Backwards compatibility. Best effort
|
||||
if (version == "Unknown" || version == string.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
|
||||
Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
|
||||
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
||||
}
|
||||
|
||||
// Next, let's close the child agent connections that are too far away.
|
||||
uint neighbourx;
|
||||
uint neighboury;
|
||||
|
||||
Utils.LongToUInts(neighbourRegion.RegionHandle, out neighbourx, out neighboury);
|
||||
|
||||
neighbourx /= Constants.RegionSize;
|
||||
neighboury /= Constants.RegionSize;
|
||||
|
||||
agent.CloseChildAgents(neighbourx, neighboury);
|
||||
|
||||
AgentHasMovedAway(agent, false);
|
||||
|
||||
// the user may change their profile information in other region,
|
||||
// so the userinfo in UserProfileCache is not reliable any more, delete it
|
||||
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
|
||||
// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
|
||||
// }
|
||||
|
||||
//m_log.Debug("AFTER CROSS");
|
||||
//Scene.DumpChildrenSeeds(UUID);
|
||||
//DumpKnownRegions();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
|
||||
@@ -1896,10 +1779,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
agent.Id0 = currentAgentCircuit.Id0;
|
||||
}
|
||||
|
||||
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
|
||||
d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true,
|
||||
IPEndPoint external = region.ExternalEndPoint;
|
||||
if (external != null)
|
||||
{
|
||||
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
|
||||
d.BeginInvoke(sp, agent, region, external, true,
|
||||
InformClientOfNeighbourCompleted,
|
||||
d);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -2116,7 +2003,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
if (ret == null)
|
||||
{
|
||||
// If the simple lookup failed, search the larger area for a region that contains this point
|
||||
double range = (double)Constants.RegionSize + 2;
|
||||
double range = (double)Constants.RegionSize * 2 + 2;
|
||||
while (ret == null && range <= (Constants.MaximumRegionSize + Constants.RegionSize))
|
||||
{
|
||||
// Get from the grid service a list of regions that might contain this point
|
||||
@@ -2387,175 +2274,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
int thisx = (int)scene.RegionInfo.LegacyRegionLocX;
|
||||
int thisy = (int)scene.RegionInfo.LegacyRegionLocY;
|
||||
Vector3 EastCross = new Vector3(0.1f, 0, 0);
|
||||
Vector3 WestCross = new Vector3(-0.1f, 0, 0);
|
||||
Vector3 NorthCross = new Vector3(0, 0.1f, 0);
|
||||
Vector3 SouthCross = new Vector3(0, -0.1f, 0);
|
||||
|
||||
|
||||
// use this default if no borders were crossed (handle of the current region)
|
||||
ulong newRegionHandle = Util.RegionWorldLocToHandle(scene.RegionInfo.RegionWorldLocX, scene.RegionInfo.RegionWorldLocY);
|
||||
|
||||
Vector3 pos = attemptedPosition;
|
||||
|
||||
int changeX = 1;
|
||||
int changeY = 1;
|
||||
|
||||
if (scene.TestBorderCross(attemptedPosition + WestCross, Cardinals.W))
|
||||
{
|
||||
if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
|
||||
{
|
||||
|
||||
Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
|
||||
|
||||
if (crossedBorderx.BorderLine.Z > 0)
|
||||
{
|
||||
pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
|
||||
changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
|
||||
}
|
||||
else
|
||||
pos.X = ((pos.X + Constants.RegionSize));
|
||||
|
||||
Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
|
||||
//(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
|
||||
|
||||
if (crossedBordery.BorderLine.Z > 0)
|
||||
{
|
||||
pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
|
||||
changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
|
||||
}
|
||||
else
|
||||
pos.Y = ((pos.Y + Constants.RegionSize));
|
||||
|
||||
|
||||
|
||||
newRegionHandle
|
||||
= Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
|
||||
(uint)((thisy - changeY) * Constants.RegionSize));
|
||||
// x - 1
|
||||
// y - 1
|
||||
}
|
||||
else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
|
||||
{
|
||||
Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
|
||||
|
||||
if (crossedBorderx.BorderLine.Z > 0)
|
||||
{
|
||||
pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
|
||||
changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
|
||||
}
|
||||
else
|
||||
pos.X = ((pos.X + Constants.RegionSize));
|
||||
|
||||
|
||||
Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
|
||||
//(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
|
||||
|
||||
if (crossedBordery.BorderLine.Z > 0)
|
||||
{
|
||||
pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
|
||||
changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
|
||||
}
|
||||
else
|
||||
pos.Y = ((pos.Y + Constants.RegionSize));
|
||||
|
||||
newRegionHandle
|
||||
= Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
|
||||
(uint)((thisy + changeY) * Constants.RegionSize));
|
||||
// x - 1
|
||||
// y + 1
|
||||
}
|
||||
else
|
||||
{
|
||||
Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);
|
||||
|
||||
if (crossedBorderx.BorderLine.Z > 0)
|
||||
{
|
||||
pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
|
||||
changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
|
||||
}
|
||||
else
|
||||
pos.X = ((pos.X + Constants.RegionSize));
|
||||
|
||||
newRegionHandle
|
||||
= Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
|
||||
(uint)(thisy * Constants.RegionSize));
|
||||
// x - 1
|
||||
}
|
||||
}
|
||||
else if (scene.TestBorderCross(attemptedPosition + EastCross, Cardinals.E))
|
||||
{
|
||||
if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
|
||||
{
|
||||
|
||||
pos.X = ((pos.X - Constants.RegionSize));
|
||||
Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
|
||||
//(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
|
||||
|
||||
if (crossedBordery.BorderLine.Z > 0)
|
||||
{
|
||||
pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
|
||||
changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
|
||||
}
|
||||
else
|
||||
pos.Y = ((pos.Y + Constants.RegionSize));
|
||||
|
||||
|
||||
newRegionHandle
|
||||
= Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
|
||||
(uint)((thisy - changeY) * Constants.RegionSize));
|
||||
// x + 1
|
||||
// y - 1
|
||||
}
|
||||
else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
|
||||
{
|
||||
pos.X = ((pos.X - Constants.RegionSize));
|
||||
pos.Y = ((pos.Y - Constants.RegionSize));
|
||||
newRegionHandle
|
||||
= Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
|
||||
(uint)((thisy + changeY) * Constants.RegionSize));
|
||||
// x + 1
|
||||
// y + 1
|
||||
}
|
||||
else
|
||||
{
|
||||
pos.X = ((pos.X - Constants.RegionSize));
|
||||
newRegionHandle
|
||||
= Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
|
||||
(uint)(thisy * Constants.RegionSize));
|
||||
// x + 1
|
||||
}
|
||||
}
|
||||
else if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
|
||||
{
|
||||
Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
|
||||
//(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)
|
||||
|
||||
if (crossedBordery.BorderLine.Z > 0)
|
||||
{
|
||||
pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
|
||||
changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
|
||||
}
|
||||
else
|
||||
pos.Y = ((pos.Y + Constants.RegionSize));
|
||||
|
||||
newRegionHandle
|
||||
= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize));
|
||||
// y - 1
|
||||
}
|
||||
else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
|
||||
{
|
||||
|
||||
pos.Y = ((pos.Y - Constants.RegionSize));
|
||||
newRegionHandle
|
||||
= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + changeY) * Constants.RegionSize));
|
||||
// y + 1
|
||||
}
|
||||
*/
|
||||
|
||||
// Remember the old group position in case the region lookup fails so position can be restored.
|
||||
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
|
||||
|
||||
@@ -2576,30 +2294,31 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
attemptedPosition.Z);
|
||||
}
|
||||
|
||||
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
|
||||
{
|
||||
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}", grp.UUID);
|
||||
|
||||
// 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)(scene.RegionInfo.RegionSizeX - 1));
|
||||
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 1.0f, (float)(scene.RegionInfo.RegionSizeY - 1));
|
||||
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 1.0f, Constants.RegionHeight);
|
||||
|
||||
grp.RootPart.GroupPosition = oldGroupPosition;
|
||||
|
||||
// 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);
|
||||
|
||||
if (grp.RootPart.KeyframeMotion != null)
|
||||
grp.RootPart.KeyframeMotion.CrossingFailure();
|
||||
|
||||
grp.ScheduleGroupForFullUpdate();
|
||||
if (destination != null)
|
||||
{
|
||||
if (!CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
|
||||
{
|
||||
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}", grp.UUID);
|
||||
|
||||
// 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)(scene.RegionInfo.RegionSizeX - 1));
|
||||
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 1.0f, (float)(scene.RegionInfo.RegionSizeY - 1));
|
||||
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 1.0f, Constants.RegionHeight);
|
||||
|
||||
grp.AbsolutePosition = oldGroupPosition;
|
||||
grp.Velocity = Vector3.Zero;
|
||||
if (grp.RootPart.PhysActor != null)
|
||||
grp.RootPart.PhysActor.CrossingFailure();
|
||||
|
||||
if (grp.RootPart.KeyframeMotion != null)
|
||||
grp.RootPart.KeyframeMotion.CrossingFailure();
|
||||
|
||||
grp.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Move the given scene object into a new region
|
||||
/// </summary>
|
||||
@@ -2650,17 +2369,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
grp, e);
|
||||
}
|
||||
}
|
||||
/*
|
||||
* done on caller ( not in attachments crossing for now)
|
||||
else
|
||||
{
|
||||
|
||||
if (!grp.IsDeleted)
|
||||
{
|
||||
PhysicsActor pa = grp.RootPart.PhysActor;
|
||||
if (pa != null)
|
||||
{
|
||||
pa.CrossingFailure();
|
||||
if (grp.RootPart.KeyframeMotion != null)
|
||||
{
|
||||
// moved to KeyframeMotion.CrossingFailure
|
||||
// grp.RootPart.Velocity = Vector3.Zero;
|
||||
grp.RootPart.KeyframeMotion.CrossingFailure();
|
||||
// grp.SendGroupRootTerseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
|
||||
}
|
||||
*/
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user