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authorMelanie2011-01-27 06:45:53 +0100
committerMelanie2011-01-27 06:45:53 +0100
commit1143e022b41c835bf0d587c2ddd6a70504d78d42 (patch)
tree5f2513536d940723161cc10e8e8efed3486dda7a
parentChange the way landing points are honored (diff)
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Make landing points work on local teleports. Constrain owners and gods to
landing points when coming from off sim (matches agni) to prevent landing in floors or other prims.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs1
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs31
2 files changed, 27 insertions, 5 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 4bf2477..677961d 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -177,6 +177,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
177 sp.ControllingClient.SendTeleportStart(teleportFlags); 177 sp.ControllingClient.SendTeleportStart(teleportFlags);
178 178
179 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 179 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
180 sp.TeleportFlags = (TeleportFlags)teleportFlags;
180 sp.Teleport(position); 181 sp.Teleport(position);
181 182
182 foreach (SceneObjectGroup grp in sp.Attachments) 183 foreach (SceneObjectGroup grp in sp.Attachments)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5440e6c..7445f57 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -954,17 +954,17 @@ namespace OpenSim.Region.Framework.Scenes
954 // If we come in via login, landmark or map, we want to 954 // If we come in via login, landmark or map, we want to
955 // honor landing points. If we come in via Lure, we want 955 // honor landing points. If we come in via Lure, we want
956 // to ignore them. 956 // to ignore them.
957 if ((m_teleportFlags & (TeleportFlags.ViaLogin | 957 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
958 TeleportFlags.ViaLandmark | 958 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
959 TeleportFlags.ViaLocation)) != 0) 959 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
960 { 960 {
961 // Don't restrict gods, estate managers, or land owners to 961 // Don't restrict gods, estate managers, or land owners to
962 // the TP point. This behaviour mimics agni. 962 // the TP point. This behaviour mimics agni.
963 if (land.LandData.LandingType == (byte)LandingType.LandingPoint && 963 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
964 land.LandData.UserLocation != Vector3.Zero && 964 land.LandData.UserLocation != Vector3.Zero &&
965 land.LandData.OwnerID != m_uuid && 965 ((land.LandData.OwnerID != m_uuid &&
966 (!m_scene.Permissions.IsGod(m_uuid)) && 966 (!m_scene.Permissions.IsGod(m_uuid)) &&
967 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) 967 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
968 { 968 {
969 pos = land.LandData.UserLocation; 969 pos = land.LandData.UserLocation;
970 } 970 }
@@ -1158,6 +1158,7 @@ namespace OpenSim.Region.Framework.Scenes
1158 1158
1159 RemoveFromPhysicalScene(); 1159 RemoveFromPhysicalScene();
1160 Velocity = Vector3.Zero; 1160 Velocity = Vector3.Zero;
1161 CheckLandingPoint(ref pos);
1161 AbsolutePosition = pos; 1162 AbsolutePosition = pos;
1162 AddToPhysicalScene(isFlying); 1163 AddToPhysicalScene(isFlying);
1163 if (m_appearance != null) 1164 if (m_appearance != null)
@@ -1177,6 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
1177 isFlying = m_physicsActor.Flying; 1178 isFlying = m_physicsActor.Flying;
1178 1179
1179 RemoveFromPhysicalScene(); 1180 RemoveFromPhysicalScene();
1181 CheckLandingPoint(ref pos);
1180 AbsolutePosition = pos; 1182 AbsolutePosition = pos;
1181 AddToPhysicalScene(isFlying); 1183 AddToPhysicalScene(isFlying);
1182 if (m_appearance != null) 1184 if (m_appearance != null)
@@ -2099,6 +2101,7 @@ namespace OpenSim.Region.Framework.Scenes
2099 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot 2101 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2100 //offsetr = offset * partIRot; 2102 //offsetr = offset * partIRot;
2101// 2103//
2104 // }
2102 // else 2105 // else
2103 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) 2106 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2104 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + 2107 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
@@ -4415,5 +4418,23 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4415 } 4418 }
4416 } 4419 }
4417 } 4420 }
4421
4422 private void CheckLandingPoint(ref Vector3 pos)
4423 {
4424 // Never constrain lures
4425 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
4426 return;
4427
4428 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
4429
4430 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
4431 land.LandData.UserLocation != Vector3.Zero &&
4432 land.LandData.OwnerID != m_uuid &&
4433 (!m_scene.Permissions.IsGod(m_uuid)) &&
4434 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
4435 {
4436 pos = land.LandData.UserLocation;
4437 }
4438 }
4418 } 4439 }
4419} 4440}