mirror of
https://github.com/opensim/opensim.git
synced 2026-08-14 09:25:45 +08:00
Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
This commit is contained in:
@@ -1180,10 +1180,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void CompleteMovement(IClientAPI client, bool openChildAgents)
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{
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// DateTime startTime = DateTime.Now;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Completing movement of {0} into region {1}",
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// client.Name, Scene.RegionInfo.RegionName);
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
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client.Name, Scene.RegionInfo.RegionName, AbsolutePosition);
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Vector3 look = Velocity;
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if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
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@@ -2405,9 +2405,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_lastVelocity = Velocity;
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}
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// followed suggestion from mic bowman. reversed the two lines below.
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if (ParentID == 0 && PhysicsActor != null || ParentID != 0) // Check that we have a physics actor or we're sitting on something
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CheckForBorderCrossing();
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CheckForBorderCrossing();
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CheckForSignificantMovement(); // sends update to the modules.
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}
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@@ -2760,146 +2758,143 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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protected void CheckForBorderCrossing()
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{
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if (IsChildAgent)
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// Check that we we are not a child
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if (IsChildAgent)
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return;
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if (ParentID != 0)
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return;
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Vector3 pos2 = AbsolutePosition;
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Vector3 vel = Velocity;
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int neighbor = 0;
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int[] fix = new int[2];
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float timeStep = 0.1f;
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pos2.X = pos2.X + (vel.X*timeStep);
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pos2.Y = pos2.Y + (vel.Y*timeStep);
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pos2.Z = pos2.Z + (vel.Z*timeStep);
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if (!IsInTransit)
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{
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// Checks if where it's headed exists a region
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Vector3 pos2 = AbsolutePosition;
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Vector3 vel = Velocity;
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int neighbor = 0;
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int[] fix = new int[2];
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bool needsTransit = false;
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if (m_scene.TestBorderCross(pos2, Cardinals.W))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.E))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
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}
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// Makes sure avatar does not end up outside region
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if (neighbor <= 0)
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{
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if (needsTransit)
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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// m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
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AddToPhysicalScene(isFlying);
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}
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}
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}
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else if (neighbor > 0)
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{
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if (!CrossToNewRegion())
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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AddToPhysicalScene(isFlying);
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}
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}
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}
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}
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else
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{
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// We must remove the agent from the physical scene if it has been placed in transit. If we don't,
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// then this method continues to be called from ScenePresence.Update() until the handover of the client between
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// regions is completed. Since this handover can take more than 1000ms (due to the 1000ms
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// event queue polling response from the server), this results in the avatar pausing on the border
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// for the handover period.
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RemoveFromPhysicalScene();
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// This constant has been inferred from experimentation
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// I'm not sure what this value should be, so I tried a few values.
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timeStep = 0.04f;
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pos2 = AbsolutePosition;
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float timeStep = 0.1f;
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pos2.X = pos2.X + (vel.X * timeStep);
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pos2.Y = pos2.Y + (vel.Y * timeStep);
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pos2.Z = pos2.Z + (vel.Z * timeStep);
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m_pos = pos2;
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}
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if (!IsInTransit)
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{
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// Checks if where it's headed exists a region
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bool needsTransit = false;
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if (m_scene.TestBorderCross(pos2, Cardinals.W))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.E))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
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}
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// Makes sure avatar does not end up outside region
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if (neighbor <= 0)
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{
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if (needsTransit)
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
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AddToPhysicalScene(isFlying);
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}
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}
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}
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else if (neighbor > 0)
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{
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if (!CrossToNewRegion())
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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AddToPhysicalScene(isFlying);
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}
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}
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}
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}
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else
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{
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// This constant has been inferred from experimentation
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// I'm not sure what this value should be, so I tried a few values.
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timeStep = 0.04f;
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pos2 = AbsolutePosition;
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pos2.X = pos2.X + (vel.X * timeStep);
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pos2.Y = pos2.Y + (vel.Y * timeStep);
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// Don't touch the Z
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m_pos = pos2;
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m_log.DebugFormat("[SCENE PRESENCE]: In transit m_pos={0}", m_pos);
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}
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}
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}
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/// <summary>
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