Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
521ad080f1
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@ -3948,35 +3948,6 @@ namespace OpenSim.Region.Framework.Scenes
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switch (m_scene.SpawnPointRouting)
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{
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case "closest":
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float distance = 9999;
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int closest = -1;
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for (int i = 0; i < spawnPoints.Length; i++)
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{
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Vector3 spawnPosition = spawnPoints[i].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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Vector3 offset = spawnPosition - pos;
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float d = Vector3.Mag(offset);
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if (d >= distance)
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continue;
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ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
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if (land == null)
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continue;
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if (land.IsEitherBannedOrRestricted(UUID))
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continue;
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distance = d;
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closest = i;
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}
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if (closest == -1)
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return;
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pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
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return;
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case "random":
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do
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@ -4028,7 +3999,35 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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default:
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case "closest":
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float distance = 9999;
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int closest = -1;
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for (int i = 0; i < spawnPoints.Length; i++)
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{
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Vector3 spawnPosition = spawnPoints[i].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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Vector3 offset = spawnPosition - pos;
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float d = Vector3.Mag(offset);
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if (d >= distance)
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continue;
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ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
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if (land == null)
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continue;
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if (land.IsEitherBannedOrRestricted(UUID))
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continue;
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distance = d;
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closest = i;
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}
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if (closest == -1)
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return;
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pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
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return;
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}
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}
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}
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@ -241,12 +241,12 @@
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;; server to send mail through.
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; emailmodule = DefaultEmailModule
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;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequential} closest
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;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
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;; SpawnPointRouting adjusts the landing for incoming avatars.
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;; "closest" will place the avatar at the SpawnPoint located in the closest
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;; available spot to the destination (typically map click/landmark).
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;; "random" will place the avatar on a randomly selected spawnpoint;
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;; "sequential" will place the avatar on the next sequential SpawnPoint
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;; "sequence" will place the avatar on the next sequential SpawnPoint
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; SpawnPointRouting = closest
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[Estates]
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