Use our TeleportFlags
Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.iar_mods
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95345521f0
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b3a12167d6
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@ -2528,7 +2528,7 @@ namespace OpenSim.Region.Framework.Scenes
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sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
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m_eventManager.TriggerOnNewPresence(sp);
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sp.TeleportFlags = (TeleportFlags)aCircuit.teleportFlags;
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sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
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// The first agent upon login is a root agent by design.
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// For this agent we will have to rez the attachments.
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@ -3333,7 +3333,7 @@ namespace OpenSim.Region.Framework.Scenes
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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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sp.TeleportFlags = (TeleportFlags)teleportFlags;
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sp.TeleportFlags = (TPFlags)teleportFlags;
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if (sp.IsChildAgent)
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{
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@ -40,6 +40,7 @@ using OpenSim.Region.Framework.Scenes.Types;
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using OpenSim.Region.Physics.Manager;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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using OpenSim.Services.Interfaces;
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using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags;
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namespace OpenSim.Region.Framework.Scenes
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{
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@ -3836,30 +3837,11 @@ namespace OpenSim.Region.Framework.Scenes
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private void CheckAndAdjustLandingPoint(ref Vector3 pos)
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{
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// Some temporary debugging help to show all the TeleportFlags we have...
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// bool HG = false;
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// if((m_teleportFlags & (TeleportFlags)Constants.TeleportFlags.ViaHGLogin) == (TeleportFlags)Constants.TeleportFlags.ViaHGLogin)
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// HG = true;
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//
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// m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
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//
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// uint i = 0u;
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// for (int x = 0; x <= 30 ; x++, i = 1u << x)
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// {
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// i = 1u << x;
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//
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// if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i)
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// if (HG == false)
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// m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString());
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// else
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// m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString());
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// }
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//
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// m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
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ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
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if (land != null)
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{
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TeleportFlagsDebug();
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// If we come in via login, landmark or map, we want to
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// honor landing points. If we come in via Lure, we want
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// to ignore them.
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@ -3886,5 +3868,31 @@ namespace OpenSim.Region.Framework.Scenes
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land.SendLandUpdateToClient(ControllingClient);
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}
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}
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private void TeleportFlagsDebug() {
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// Some temporary debugging help to show all the TeleportFlags we have...
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bool HG = false;
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if((m_teleportFlags & TeleportFlags.ViaHGLogin) == TeleportFlags.ViaHGLogin)
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HG = true;
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m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
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uint i = 0u;
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for (int x = 0; x <= 30 ; x++, i = 1u << x)
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{
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i = 1u << x;
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if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i)
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if (HG == false)
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m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString());
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else
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m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString());
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}
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m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
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}
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}
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}
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