Merge branch 'master' of /home/opensim/var/repo/opensim
						commit
						5d860d09a3
					
				|  | @ -3939,35 +3939,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
| 
 | ||||
|                     switch (m_scene.SpawnPointRouting) | ||||
|                     { | ||||
|                         case "closest": | ||||
| 
 | ||||
|                             float distance = 9999; | ||||
|                             int closest = -1; | ||||
|          | ||||
|                             for (int i = 0; i < spawnPoints.Length; i++) | ||||
|                             { | ||||
|                                 Vector3 spawnPosition = spawnPoints[i].GetLocation( | ||||
|                                     telehub.AbsolutePosition, | ||||
|                                     telehub.GroupRotation | ||||
|                                 ); | ||||
|                                 Vector3 offset = spawnPosition - pos; | ||||
|                                 float d = Vector3.Mag(offset); | ||||
|                                 if (d >= distance) | ||||
|                                     continue; | ||||
|                                 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y); | ||||
|                                 if (land == null) | ||||
|                                     continue; | ||||
|                                 if (land.IsEitherBannedOrRestricted(UUID)) | ||||
|                                     continue; | ||||
|                                 distance = d; | ||||
|                                 closest = i; | ||||
|                             } | ||||
|                             if (closest == -1) | ||||
|                                 return; | ||||
|                              | ||||
|                             pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); | ||||
|                             return; | ||||
| 
 | ||||
|                         case "random": | ||||
| 
 | ||||
|                             do | ||||
|  | @ -4019,7 +3990,35 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                             return; | ||||
| 
 | ||||
|                         default: | ||||
|                         case "closest": | ||||
| 
 | ||||
|                             float distance = 9999; | ||||
|                             int closest = -1; | ||||
|          | ||||
|                             for (int i = 0; i < spawnPoints.Length; i++) | ||||
|                             { | ||||
|                                 Vector3 spawnPosition = spawnPoints[i].GetLocation( | ||||
|                                     telehub.AbsolutePosition, | ||||
|                                     telehub.GroupRotation | ||||
|                                 ); | ||||
|                                 Vector3 offset = spawnPosition - pos; | ||||
|                                 float d = Vector3.Mag(offset); | ||||
|                                 if (d >= distance) | ||||
|                                     continue; | ||||
|                                 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y); | ||||
|                                 if (land == null) | ||||
|                                     continue; | ||||
|                                 if (land.IsEitherBannedOrRestricted(UUID)) | ||||
|                                     continue; | ||||
|                                 distance = d; | ||||
|                                 closest = i; | ||||
|                             } | ||||
|                             if (closest == -1) | ||||
|                                 return; | ||||
|                              | ||||
|                             pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); | ||||
|                             return; | ||||
| 
 | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|  |  | |||
|  | @ -234,6 +234,73 @@ namespace OpenSim.Region.Framework.Scenes.Tests | |||
|             // position instead). | ||||
| //            Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); | ||||
| 
 | ||||
| //            TestHelpers.DisableLogging(); | ||||
|         } | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Test teleport procedures when the target simulator create agent step is refused. | ||||
|         /// </summary> | ||||
|         [Test] | ||||
|         public void TestSameSimulatorSeparatedRegionsCreateAgentFails() | ||||
|         { | ||||
|             TestHelpers.InMethod(); | ||||
| //            TestHelpers.EnableLogging(); | ||||
| 
 | ||||
|             UUID userId = TestHelpers.ParseTail(0x1); | ||||
|             Vector3 preTeleportPosition = new Vector3(30, 31, 32); | ||||
| 
 | ||||
|             EntityTransferModule etm = new EntityTransferModule(); | ||||
|             LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule(); | ||||
| 
 | ||||
|             IConfigSource config = new IniConfigSource(); | ||||
|             config.AddConfig("Modules"); | ||||
|             config.Configs["Modules"].Set("EntityTransferModule", etm.Name); | ||||
|             config.Configs["Modules"].Set("SimulationServices", lscm.Name); | ||||
| 
 | ||||
|             config.AddConfig("EntityTransfer"); | ||||
| 
 | ||||
|             // In order to run a single threaded regression test we do not want the entity transfer module waiting | ||||
|             // for a callback from the destination scene before removing its avatar data. | ||||
|             config.Configs["EntityTransfer"].Set("wait_for_callback", false); | ||||
| 
 | ||||
|             SceneHelpers sh = new SceneHelpers(); | ||||
|             TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000); | ||||
|             TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1002, 1000); | ||||
| 
 | ||||
|             // Shared scene modules | ||||
|             SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, etm, lscm); | ||||
| 
 | ||||
|             Vector3 teleportPosition = new Vector3(10, 11, 12); | ||||
|             Vector3 teleportLookAt = new Vector3(20, 21, 22); | ||||
| 
 | ||||
|             ScenePresence sp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager); | ||||
|             sp.AbsolutePosition = preTeleportPosition; | ||||
| 
 | ||||
|             // Make sceneB refuse CreateAgent | ||||
|             sceneB.LoginsDisabled = true; | ||||
| 
 | ||||
|             sceneA.RequestTeleportLocation( | ||||
|                 sp.ControllingClient, | ||||
|                 sceneB.RegionInfo.RegionHandle, | ||||
|                 teleportPosition, | ||||
|                 teleportLookAt, | ||||
|                 (uint)TeleportFlags.ViaLocation); | ||||
| 
 | ||||
| //            ((TestClient)sp.ControllingClient).CompleteTeleportClientSide(); | ||||
| 
 | ||||
|             Assert.That(sceneB.GetScenePresence(userId), Is.Null); | ||||
| 
 | ||||
|             ScenePresence sceneASp = sceneA.GetScenePresence(userId); | ||||
|             Assert.That(sceneASp, Is.Not.Null); | ||||
|             Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName)); | ||||
|             Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition)); | ||||
| 
 | ||||
|             // TODO: Add assertions to check correct circuit details in both scenes. | ||||
| 
 | ||||
|             // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera | ||||
|             // position instead). | ||||
| //            Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); | ||||
| 
 | ||||
| //            TestHelpers.DisableLogging(); | ||||
|         } | ||||
| 
 | ||||
|  |  | |||
|  | @ -241,12 +241,12 @@ | |||
|     ;; server to send mail through. | ||||
|     ; emailmodule = DefaultEmailModule | ||||
| 
 | ||||
|     ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequential} closest | ||||
|     ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest | ||||
|     ;; SpawnPointRouting adjusts the landing for incoming avatars. | ||||
|     ;; "closest" will place the avatar at the SpawnPoint located in the closest | ||||
|     ;; available spot to the destination (typically map click/landmark). | ||||
|     ;; "random" will place the avatar on a randomly selected spawnpoint; | ||||
|     ;; "sequential" will place the avatar on the next sequential SpawnPoint | ||||
|     ;; "sequence" will place the avatar on the next sequential SpawnPoint | ||||
|     ; SpawnPointRouting = closest | ||||
| 
 | ||||
| [Estates] | ||||
|  |  | |||
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