Cleanup unused parts, add some error handling
parent
74c1ed77a4
commit
39c9b656c8
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@ -35,44 +35,22 @@ namespace OpenSim.Region.CoreModules.World.Estate
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{
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public class TelehubManager
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{
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private UUID ObjectID;
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private string ObjectName;
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private Vector3 ObjectPosition;
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Quaternion ObjectRotation;
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List<Vector3> SpawnPoint = new List<Vector3>();
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UUID EstateID;
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bool m_HasTelehub = false;
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Scene m_Scene;
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// This will get an option...
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Vector3 InitialSpawnPoint = new Vector3(0.0f,0.0f,0.0f);
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public bool HasTelehub
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{
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get { return m_HasTelehub; }
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}
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public TelehubManager(Scene scene)
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{
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m_Scene = scene;
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}
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// Fill our Telehub struct with values
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// public Telehub TelehubVals()
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// {
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// // Telehub telehub = new Telehub();
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// EstateSettings telehub = m_EstateSettings;
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//
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// telehub.TelehubObject = ObjectID;
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// telehub.TelehubName = ObjectName;
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// telehub.TelehubPos = ObjectPosition;
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// telehub.TelehubRot = ObjectRotation;
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// telehub. = SpawnPoint;
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// return telehub;
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// }
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// Connect the Telehub
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public bool Connect(SceneObjectPart part)
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{
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bool result = false;
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if (m_Scene.RegionInfo.RegionSettings.HasTelehub)
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return result;
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try
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{
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m_Scene.RegionInfo.RegionSettings.ClearSpawnPoints();
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@ -80,37 +58,42 @@ namespace OpenSim.Region.CoreModules.World.Estate
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m_Scene.RegionInfo.RegionSettings.TelehubName = part.Name;
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m_Scene.RegionInfo.RegionSettings.TelehubPos = part.AbsolutePosition;
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m_Scene.RegionInfo.RegionSettings.TelehubRot = part.GetWorldRotation();
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// Clear this for now
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m_Scene.RegionInfo.RegionSettings.AddSpawnPoint(InitialSpawnPoint);
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m_Scene.RegionInfo.RegionSettings.AddSpawnPoint(new Vector3(0.0f,0.0f,0.0f));
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m_Scene.RegionInfo.RegionSettings.HasTelehub = true;
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m_Scene.RegionInfo.RegionSettings.Save();
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return true;
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}
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// Disconnect the Telehub: Clear it out for now, look at just disableing
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public bool DisConnect(SceneObjectPart part)
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{
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bool result = false;
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try{
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m_Scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero;
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m_Scene.RegionInfo.RegionSettings.TelehubName = String.Empty;
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m_Scene.RegionInfo.RegionSettings.TelehubPos = Vector3.Zero;
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// This is probably wrong! But, HasTelehub will block access
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m_Scene.RegionInfo.RegionSettings.TelehubRot = Quaternion.Identity;
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m_Scene.RegionInfo.RegionSettings.ClearSpawnPoints();
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m_Scene.RegionInfo.RegionSettings.HasTelehub = false;
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m_Scene.RegionInfo.RegionSettings.Save();
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result = true;
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}
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catch (Exception ex)
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{
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result = false;
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}
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finally
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{
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return result;
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}
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// Disconnect the Telehub:
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public bool DisConnect(SceneObjectPart part)
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{
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bool result = false;
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if (!m_Scene.RegionInfo.RegionSettings.HasTelehub)
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return result;
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try
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{
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m_Scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero;
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m_Scene.RegionInfo.RegionSettings.TelehubName = String.Empty;
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m_Scene.RegionInfo.RegionSettings.TelehubPos = Vector3.Zero;
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m_Scene.RegionInfo.RegionSettings.ClearSpawnPoints();
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m_Scene.RegionInfo.RegionSettings.HasTelehub = false;
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m_Scene.RegionInfo.RegionSettings.Save();
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result = true;
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}
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catch (Exception ex)
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{
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result = false;
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}
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return result;
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@ -119,19 +102,35 @@ namespace OpenSim.Region.CoreModules.World.Estate
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// Add a SpawnPoint to the Telehub
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public bool AddSpawnPoint(Vector3 point)
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{
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bool result = false;
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if (!m_Scene.RegionInfo.RegionSettings.HasTelehub)
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return result;
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try
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{
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float dist = (float) Util.GetDistanceTo(m_Scene.RegionInfo.RegionSettings.TelehubPos, point);
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Vector3 nvec = Util.GetNormalizedVector(point - m_Scene.RegionInfo.RegionSettings.TelehubPos);
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Vector3 spoint = nvec * dist;
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m_Scene.RegionInfo.RegionSettings.AddSpawnPoint(spoint);
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m_Scene.RegionInfo.RegionSettings.Save();
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return true;
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result = true;
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}
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catch (Exception ex)
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{
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result = false;
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}
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return result;
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}
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// Remove a SpawnPoint from the Telehub
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public bool RemoveSpawnPoint(int spawnpoint)
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{
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if (!m_Scene.RegionInfo.RegionSettings.HasTelehub)
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return false;
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m_Scene.RegionInfo.RegionSettings.RemoveSpawnPoint(spawnpoint);
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m_Scene.RegionInfo.RegionSettings.Save();
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