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
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34c42cdab0
commit
43145c7f67
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@ -3836,6 +3836,24 @@ namespace OpenSim.Region.Framework.Scenes
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private void CheckAndAdjustLandingPoint(ref Vector3 pos)
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private void CheckAndAdjustLandingPoint(ref Vector3 pos)
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{
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{
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// Some debugging help to show all the TeleportFlags we have...
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bool HG = false;
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if((m_teleportFlags & (TeleportFlags)Constants.TeleportFlags.ViaHGLogin) == (TeleportFlags)Constants.TeleportFlags.ViaHGLogin)
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HG = true;
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m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
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for (uint i = 0; i <= 30 ; i++)
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{
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if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i)
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if (HG == false)
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m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString());
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else
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m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString());
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}
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m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
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ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
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ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
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if (land != null)
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if (land != null)
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{
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{
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