Add configurable SpawnPointRouting
Will use one of three selected methods to route avatar landing points when using Telehubs. The setting is in [Startup] using SpawnPointRouting = closest/random/sequence closest: The default setting. Routes avatar to the nearest SpawnPoint to the location. random: Picks random SpawnPoints to land the avatar. sequence: Follows a sequence to place the avatar on the next available SpawnPoint location Conflicts: OpenSim/Region/Framework/Scenes/Scene.csintegration
parent
8b958e7e74
commit
7c229c8b81
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@ -569,6 +569,15 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_sceneGraph.Entities; }
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}
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// can be closest/random/sequence
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private string m_SpawnPointRouting = "closest";
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// used in sequence see: SpawnPoint()
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private int m_SpawnPoint;
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public string SpawnPointRouting
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{
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get { return m_SpawnPointRouting; }
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}
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#endregion Properties
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#region Constructors
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@ -723,6 +732,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
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m_SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
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IConfig packetConfig = m_config.Configs["PacketPool"];
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if (packetConfig != null)
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{
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@ -3405,8 +3416,17 @@ namespace OpenSim.Region.Framework.Scenes
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// Don't disable this log message - it's too helpful
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m_log.DebugFormat(
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"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags ({8}), position {9})",
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RegionInfo.RegionName, (agent.child ? "child" : "root"),agent.firstname, agent.lastname,
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agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, ((TPFlags)teleportFlags).ToString(), agent.startpos);
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RegionInfo.RegionName,
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(agent.child ? "child" : "root"),
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agent.firstname,
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agent.lastname,
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agent.AgentID,
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agent.circuitcode,
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agent.IPAddress,
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agent.Viewer,
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((TPFlags)teleportFlags).ToString(),
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agent.startpos
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);
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if (LoginsDisabled)
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{
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@ -3421,7 +3441,11 @@ namespace OpenSim.Region.Framework.Scenes
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// We have a zombie from a crashed session.
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// Or the same user is trying to be root twice here, won't work.
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// Kill it.
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m_log.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName);
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m_log.DebugFormat(
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"[SCENE]: Zombie scene presence detected for {0} in {1}",
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agent.AgentID,
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RegionInfo.RegionName
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);
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sp.ControllingClient.Close();
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sp = null;
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}
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@ -3445,8 +3469,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (!VerifyUserPresence(agent, out reason))
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return false;
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}
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catch (Exception e)
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} catch (Exception e)
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{
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m_log.ErrorFormat(
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"[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
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@ -3458,8 +3481,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (!AuthorizeUser(agent, out reason))
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return false;
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}
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catch (Exception e)
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} catch (Exception e)
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{
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m_log.ErrorFormat(
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"[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
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@ -3476,8 +3498,7 @@ namespace OpenSim.Region.Framework.Scenes
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CapsModule.SetAgentCapsSeeds(agent);
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CapsModule.CreateCaps(agent.AgentID);
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}
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}
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else
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} else
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{
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// Let the SP know how we got here. This has a lot of interesting
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// uses down the line.
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@ -3541,8 +3562,7 @@ namespace OpenSim.Region.Framework.Scenes
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agent.startpos.Z = 720;
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}
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}
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}
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else
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} else
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{
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if (agent.startpos.X > EastBorders[0].BorderLine.Z)
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{
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@ -3570,8 +3590,17 @@ namespace OpenSim.Region.Framework.Scenes
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List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
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if (spawnpoints.Count > 1)
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{
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// We have multiple SpawnPoints, Route the agent to a random one
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agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count)].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
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// We have multiple SpawnPoints, Route the agent to a random or sequential one
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if (SpawnPointRouting == "random")
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agent.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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else
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agent.startpos = spawnpoints[SpawnPoint()].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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}
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else
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{
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@ -5257,5 +5286,19 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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// manage and select spawn points in sequence
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public int SpawnPoint()
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{
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int spawnpoints = RegionInfo.RegionSettings.SpawnPoints().Count;
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if (spawnpoints == 0)
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return 0;
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m_SpawnPoint++;
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if (m_SpawnPoint > spawnpoints)
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m_SpawnPoint = 1;
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return m_SpawnPoint - 1;
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}
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}
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}
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@ -3934,12 +3934,22 @@ namespace OpenSim.Region.Framework.Scenes
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if (spawnPoints.Length == 0)
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return;
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int index;
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bool selected = false;
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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(telehub.AbsolutePosition, telehub.GroupRotation);
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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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@ -3956,6 +3966,61 @@ namespace OpenSim.Region.Framework.Scenes
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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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{
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index = Util.RandomClass.Next(spawnPoints.Length - 1);
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Vector3 spawnPosition = spawnPoints[index].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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// SpawnPoint sp = spawnPoints[index];
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ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
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if (land == null || land.IsEitherBannedOrRestricted(UUID))
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selected = false;
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else
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selected = true;
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} while ( selected == false);
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pos = spawnPoints[index].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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return;
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case "sequence":
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do
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{
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index = m_scene.SpawnPoint();
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Vector3 spawnPosition = spawnPoints[index].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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// SpawnPoint sp = spawnPoints[index];
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ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
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if (land == null || land.IsEitherBannedOrRestricted(UUID))
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selected = false;
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else
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selected = true;
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} while (selected == false);
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pos = spawnPoints[index].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
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;
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return;
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default:
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return;
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}
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}
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}
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}
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