Fix up with core changes

avinationmerge
Melanie 2011-11-05 23:06:59 +00:00
parent facdc9c46e
commit 57194facdc
2 changed files with 31 additions and 57 deletions

View File

@ -675,7 +675,6 @@ namespace OpenSim.Region.Framework.Scenes
m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
if (RegionInfo.NonphysPrimMax > 0)
{
m_maxNonphys = RegionInfo.NonphysPrimMax;

View File

@ -920,61 +920,7 @@ namespace OpenSim.Region.Framework.Scenes
pos.Y = crossedBorder.BorderLine.Z - 1;
}
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (land != null)
{
// If we come in via login, landmark or map, we want to
// honor landing points. If we come in via Lure, we want
// to ignore them.
if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
(m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
(m_teleportFlags & TeleportFlags.ViaLocation) != 0)
{
// Don't restrict gods, estate managers, or land owners to
// the TP point. This behaviour mimics agni.
if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
land.LandData.UserLocation != Vector3.Zero &&
GodLevel < 200 &&
((land.LandData.OwnerID != m_uuid &&
(!m_scene.Permissions.IsGod(m_uuid)) &&
(!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
{
pos = land.LandData.UserLocation;
}
}
land.SendLandUpdateToClient(ControllingClient);
}
if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
{
Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
if (pos.X < 0)
{
emergencyPos.X = (int)Constants.RegionSize + pos.X;
if (!(pos.Y < 0))
emergencyPos.Y = pos.Y;
if (!(pos.Z < 0))
emergencyPos.Z = pos.Z;
}
if (pos.Y < 0)
{
emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
if (!(pos.X < 0))
emergencyPos.X = pos.X;
if (!(pos.Z < 0))
emergencyPos.Z = pos.Z;
}
if (pos.Z < 0)
{
emergencyPos.Z = 128;
if (!(pos.Y < 0))
emergencyPos.Y = pos.Y;
if (!(pos.X < 0))
emergencyPos.X = pos.X;
}
}
CheckAndAdjustLandingPoint(ref pos);
if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
{
@ -1815,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
Name, pos, m_scene.RegionInfo.RegionName);
// Name, pos, m_scene.RegionInfo.RegionName);
if (pos.X < 0 || pos.X >= Constants.RegionSize
|| pos.Y < 0 || pos.Y >= Constants.RegionSize
@ -4062,5 +4008,34 @@ namespace OpenSim.Region.Framework.Scenes
ControllingClient.SendAlertMessage("Can't teleport closer to destination");
}
}
private void CheckAndAdjustLandingPoint(ref Vector3 pos)
{
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (land != null)
{
// If we come in via login, landmark or map, we want to
// honor landing points. If we come in via Lure, we want
// to ignore them.
if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
(m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
(m_teleportFlags & TeleportFlags.ViaLocation) != 0)
{
// Don't restrict gods, estate managers, or land owners to
// the TP point. This behaviour mimics agni.
if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
land.LandData.UserLocation != Vector3.Zero &&
GodLevel < 200 &&
((land.LandData.OwnerID != m_uuid &&
(!m_scene.Permissions.IsGod(m_uuid)) &&
(!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
{
pos = land.LandData.UserLocation;
}
}
land.SendLandUpdateToClient(ControllingClient);
}
}
}
}