From 57194facdc4aae3b9498041aad56d4f1942225fc Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 5 Nov 2011 23:06:59 +0000 Subject: [PATCH] Fix up with core changes --- OpenSim/Region/Framework/Scenes/Scene.cs | 1 - .../Region/Framework/Scenes/ScenePresence.cs | 87 +++++++------------ 2 files changed, 31 insertions(+), 57 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 5d4ddea33c..42ce61e688 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -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; diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 76bc390aa0..f3af80852b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -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); + } + } } }