Debugging HG teleport routing

Add some temporary debugging to the teleport routing to get a better view of what happens when HG jumps are made.
iar_mods
BlueWall 2012-01-09 13:07:02 -05:00
parent 34c42cdab0
commit 43145c7f67
1 changed files with 18 additions and 0 deletions

View File

@ -3836,6 +3836,24 @@ namespace OpenSim.Region.Framework.Scenes
private void CheckAndAdjustLandingPoint(ref Vector3 pos)
{
// Some debugging help to show all the TeleportFlags we have...
bool HG = false;
if((m_teleportFlags & (TeleportFlags)Constants.TeleportFlags.ViaHGLogin) == (TeleportFlags)Constants.TeleportFlags.ViaHGLogin)
HG = true;
m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
for (uint i = 0; i <= 30 ; i++)
{
if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i)
if (HG == false)
m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString());
else
m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString());
}
m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (land != null)
{