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Try to resolve some problems with viewers crashing after hitting parcel banlines or freezing on the banline.
This involves 1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport() 2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1 This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else. This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
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@@ -94,8 +94,11 @@ namespace OpenSim.Region.CoreModules.World.Land
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// caches ExtendedLandData
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private Cache parcelInfoCache;
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private Dictionary<UUID, Vector3> forcedPosition =
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new Dictionary<UUID, Vector3>();
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/// <summary>
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/// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
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/// </summary>
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private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
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#region INonSharedRegionModule Members
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@@ -224,22 +227,34 @@ namespace OpenSim.Region.CoreModules.World.Land
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//When the avatar walks into a ban line on the ground, it prevents getting stuck
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agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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//Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
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if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
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{
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Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
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// m_log.DebugFormat(
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// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
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// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
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forcedPosition.Remove(remoteClient.AgentId);
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}
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//if we are far away, teleport
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else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
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{
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Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
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clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
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Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
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// m_log.DebugFormat(
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// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
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// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
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m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
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forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
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forcedPosition.Remove(remoteClient.AgentId);
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}
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else
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{
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// m_log.DebugFormat(
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// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
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// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
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//Forces them toward the forced position we want if they aren't there yet
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agentData.UseClientAgentPosition = true;
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agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
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