try to make crossings work better. chode no longer prevents crossings i hope

This commit is contained in:
UbitUmarov
2012-02-15 17:08:33 +00:00
parent 04279e36d1
commit a758abaa9f
4 changed files with 80 additions and 30 deletions

View File

@@ -1655,35 +1655,38 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
// Offset the positions for the new region across the border
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
grp.RootPart.GroupPosition = pos;
// NOT here
// If we fail to cross the border, then reset the position of the scene object on that border.
uint x = 0, y = 0;
Utils.LongToUInts(newRegionHandle, out x, out y);
GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent))
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
if (destination != null)
{
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
// 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);
// 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)Constants.RegionSize-1);
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
grp.AbsolutePosition = oldGroupPosition;
grp.ScheduleGroupForFullUpdate();
grp.RootPart.GroupPosition = pos; // only change this if we think there is anywhere to go
if (CrossPrimGroupIntoNewRegion(destination, grp, silent))
return; // we did it
}
// no one or failed lets go back and tell physics to go on
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
grp.AbsolutePosition = oldGroupPosition;
grp.Velocity = Vector3.Zero;
if (grp.RootPart.PhysActor != null)
grp.RootPart.PhysActor.CrossingFailure();
grp.ScheduleGroupForFullUpdate();
}
/// <summary>
/// Move the given scene object into a new region
/// </summary>