Fix for landing points. Only one scenario is not fully covered by this change, and that is people who teleport from neighbouring regions, who won't get affected by the landing point.

avinationmerge
CasperW 2009-12-26 18:14:12 +01:00
parent a9f4d7a29c
commit 7371c7662a
3 changed files with 59 additions and 15 deletions

View File

@ -3460,6 +3460,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
// Honor parcel landing type and position. // Honor parcel landing type and position.
/*
ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
if (land != null) if (land != null)
{ {
@ -3468,6 +3469,7 @@ namespace OpenSim.Region.Framework.Scenes
agent.startpos = land.LandData.UserLocation; agent.startpos = land.LandData.UserLocation;
} }
} }
*/// This is now handled properly in ScenePresence.MakeRootAgent
} }
m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);

View File

@ -706,17 +706,42 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_log.DebugFormat( m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}", "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}",
position, m_regionInfo.RegionName); position, m_regionInfo.RegionName);
// Teleport within the same region // Teleport within the same region
if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0) if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0)
{ {
Vector3 emergencyPos = new Vector3(128, 128, 128); Vector3 emergencyPos = new Vector3(128, 128, 128);
m_log.WarnFormat( m_log.WarnFormat(
"[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}",
position, avatar.Name, avatar.UUID, emergencyPos); position, avatar.Name, avatar.UUID, emergencyPos);
position = emergencyPos; position = emergencyPos;
}
Vector3 currentPos = avatar.AbsolutePosition;
ILandObject srcLand = m_scene.LandChannel.GetLandObject(currentPos.X, currentPos.Y);
ILandObject destLand = m_scene.LandChannel.GetLandObject(position.X, position.Y);
if (srcLand != null && destLand != null && (teleportFlags & (uint)TeleportFlags.ViaLure) == 0 && (teleportFlags & (uint)TeleportFlags.ViaGodlikeLure) == 0)
{
if (srcLand.LandData.LocalID == destLand.LandData.LocalID)
{
//TPing within the same parcel. If the landing point is restricted, block the TP.
//Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
{
avatar.ControllingClient.SendAgentAlertMessage("Can't TP to the destination; landing point set.", false);
position = currentPos;
}
}
else
{
//Tping to a different parcel. Respect the landing point on the destination parcel.
if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID)
{
position = destLand.LandData.UserLocation;
}
}
} }
// TODO: Get proper AVG Height // TODO: Get proper AVG Height

View File

@ -836,9 +836,24 @@ namespace OpenSim.Region.Framework.Scenes
{ {
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
pos.Y = crossedBorder.BorderLine.Z - 1; pos.Y = crossedBorder.BorderLine.Z - 1;
}
//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,
//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);
if (land != null)
{
//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 && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
{
pos = land.LandData.UserLocation;
}
}
} }
if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 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); Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
@ -973,9 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
public void Teleport(Vector3 pos) public void Teleport(Vector3 pos)
{ {
bool isFlying = false; bool isFlying = false;
if (m_physicsActor != null)
isFlying = m_physicsActor.Flying;
if (m_physicsActor != null)
isFlying = m_physicsActor.Flying;
RemoveFromPhysicalScene(); RemoveFromPhysicalScene();
Velocity = Vector3.Zero; Velocity = Vector3.Zero;
AbsolutePosition = pos; AbsolutePosition = pos;
@ -986,7 +1002,8 @@ namespace OpenSim.Region.Framework.Scenes
SetHeight(m_appearance.AvatarHeight); SetHeight(m_appearance.AvatarHeight);
} }
SendTerseUpdateToAllClients(); SendTerseUpdateToAllClients();
} }
public void TeleportWithMomentum(Vector3 pos) public void TeleportWithMomentum(Vector3 pos)