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OpenSim/hack/emergencyPos
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Start:
*** SIMの境界で,座標な不正になった場合に,強制的に ''eme...
- OpenSim/Region/Framework/Scenes/ScenePresence.cs
- MakeRootAgent()
if (pos.X < 0 || pos.X >= (int)Constants.RegionSize || p...
m_log.WarnFormat("[SCENE PRESENCE]: MakeRootAgent() ...
if (pos.X < 0) pos.X = 0;
else if (pos.X >= (int)Constants.RegionSize) pos.X =...
if (pos.Y < 0) pos.Y = 0;
else if (pos.Y >= (int)Constants.RegionSize) pos.Y =...
if (pos.Z < 0) pos.Z = 0;
}
/*
if (pos.X < 0 || pos.X >= (int)Constants.RegionSize || p...
{
Vector3 emergencyPos = new Vector3(((int)Constants.R...
m_log.WarnFormat(
"[SCENE PRESENCE]: MakeRootAgent() was given an ...
pos, Name, UUID, emergencyPos);
pos = emergencyPos;
}
*/
*** 上記の様に変更した場合,CrossToNewRegion() でエラーが...
- OpenSim/Region/Framework/Scenes/ScenePresence.cs
- CrossToNewRegion()
/// <summary>
/// Moves the agent outside the region bounds
/// Tells neighbor region that we're crossing to it
/// If the neighbor accepts, remove the agent's viewable...
/// set them to a child agent.
/// </summary>
protected void CrossToNewRegion()
{
// Fumi.Iseki
if (m_scene==null || m_physicsActor==null) return;
InTransit();
m_scene.CrossAgentToNewRegion(this, m_physicsActor.F...
}
End:
*** SIMの境界で,座標な不正になった場合に,強制的に ''eme...
- OpenSim/Region/Framework/Scenes/ScenePresence.cs
- MakeRootAgent()
if (pos.X < 0 || pos.X >= (int)Constants.RegionSize || p...
m_log.WarnFormat("[SCENE PRESENCE]: MakeRootAgent() ...
if (pos.X < 0) pos.X = 0;
else if (pos.X >= (int)Constants.RegionSize) pos.X =...
if (pos.Y < 0) pos.Y = 0;
else if (pos.Y >= (int)Constants.RegionSize) pos.Y =...
if (pos.Z < 0) pos.Z = 0;
}
/*
if (pos.X < 0 || pos.X >= (int)Constants.RegionSize || p...
{
Vector3 emergencyPos = new Vector3(((int)Constants.R...
m_log.WarnFormat(
"[SCENE PRESENCE]: MakeRootAgent() was given an ...
pos, Name, UUID, emergencyPos);
pos = emergencyPos;
}
*/
*** 上記の様に変更した場合,CrossToNewRegion() でエラーが...
- OpenSim/Region/Framework/Scenes/ScenePresence.cs
- CrossToNewRegion()
/// <summary>
/// Moves the agent outside the region bounds
/// Tells neighbor region that we're crossing to it
/// If the neighbor accepts, remove the agent's viewable...
/// set them to a child agent.
/// </summary>
protected void CrossToNewRegion()
{
// Fumi.Iseki
if (m_scene==null || m_physicsActor==null) return;
InTransit();
m_scene.CrossAgentToNewRegion(this, m_physicsActor.F...
}
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