Send parcel data upon becoming root. This will make streams play and build

flags be set properly
avinationmerge
Melanie 2010-11-18 04:18:43 +01:00
parent 095e3aae67
commit 47f0468995
1 changed files with 5 additions and 3 deletions

View File

@ -915,10 +915,10 @@ namespace OpenSim.Region.Framework.Scenes
//If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
//This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
//they'll bypass the landing point. But I can't think of any decent way of fixing this. //they'll bypass the landing point. But I can't think of any decent way of fixing this.
if (KnownChildRegionHandles.Count == 0)
{
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (land != null) if (land != null)
{
if (KnownChildRegionHandles.Count == 0)
{ {
//Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
@ -926,6 +926,8 @@ namespace OpenSim.Region.Framework.Scenes
pos = land.LandData.UserLocation; pos = land.LandData.UserLocation;
} }
} }
land.SendLandUpdateToClient(ControllingClient);
} }
if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)