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authorMelanie2012-01-08 23:36:49 +0000
committerMelanie2012-01-08 23:36:49 +0000
commit44cde8d5c6dbb2a7dc55bc13d55264241e7cfa81 (patch)
tree3138757ece50b141d116ee52ee2853a02be7330d /OpenSim/Region/Framework
parentUpdate building instructions (diff)
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Update teleport routing to match Avination
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs74
1 files changed, 58 insertions, 16 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index afd4813..b861c28 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -892,6 +892,8 @@ namespace OpenSim.Region.Framework.Scenes
892 pos.Y = crossedBorder.BorderLine.Z - 1; 892 pos.Y = crossedBorder.BorderLine.Z - 1;
893 } 893 }
894 894
895 CheckAndAdjustLandingPoint(ref pos);
896
895 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 897 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
896 { 898 {
897 m_log.WarnFormat( 899 m_log.WarnFormat(
@@ -1056,6 +1058,7 @@ namespace OpenSim.Region.Framework.Scenes
1056 bool isFlying = Flying; 1058 bool isFlying = Flying;
1057 RemoveFromPhysicalScene(); 1059 RemoveFromPhysicalScene();
1058 Velocity = Vector3.Zero; 1060 Velocity = Vector3.Zero;
1061 CheckLandingPoint(ref pos);
1059 AbsolutePosition = pos; 1062 AbsolutePosition = pos;
1060 AddToPhysicalScene(isFlying); 1063 AddToPhysicalScene(isFlying);
1061 1064
@@ -1066,6 +1069,7 @@ namespace OpenSim.Region.Framework.Scenes
1066 { 1069 {
1067 bool isFlying = Flying; 1070 bool isFlying = Flying;
1068 RemoveFromPhysicalScene(); 1071 RemoveFromPhysicalScene();
1072 CheckLandingPoint(ref pos);
1069 AbsolutePosition = pos; 1073 AbsolutePosition = pos;
1070 AddToPhysicalScene(isFlying); 1074 AddToPhysicalScene(isFlying);
1071 1075
@@ -1181,22 +1185,6 @@ namespace OpenSim.Region.Framework.Scenes
1181 1185
1182 Vector3 look = Velocity; 1186 Vector3 look = Velocity;
1183 1187
1184 // Place avatar according to parcel owner teleport routing...
1185 ILandObject land = Scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y);
1186
1187 if (land != null)
1188 {
1189 // Land owner should be able to land anywhere, others honor settings
1190 if (land.LandData.OwnerID != client.AgentId)
1191 {
1192 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
1193 {
1194 AbsolutePosition = land.LandData.UserLocation;
1195 look = land.LandData.UserLookAt;
1196 }
1197 }
1198 }
1199
1200 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1188 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1201 { 1189 {
1202 look = new Vector3(0.99f, 0.042f, 0); 1190 look = new Vector3(0.99f, 0.042f, 0);
@@ -3820,5 +3808,59 @@ namespace OpenSim.Region.Framework.Scenes
3820 m_reprioritization_called = false; 3808 m_reprioritization_called = false;
3821 } 3809 }
3822 } 3810 }
3811
3812 private void CheckLandingPoint(ref Vector3 pos)
3813 {
3814 // Never constrain lures
3815 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
3816 return;
3817
3818 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
3819 return;
3820
3821 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3822
3823 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3824 land.LandData.UserLocation != Vector3.Zero &&
3825 land.LandData.OwnerID != m_uuid &&
3826 (!m_scene.Permissions.IsGod(m_uuid)) &&
3827 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
3828 {
3829 float curr = Vector3.Distance(AbsolutePosition, pos);
3830 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
3831 pos = land.LandData.UserLocation;
3832 else
3833 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
3834 }
3835 }
3836
3837 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3838 {
3839 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3840 if (land != null)
3841 {
3842 // If we come in via login, landmark or map, we want to
3843 // honor landing points. If we come in via Lure, we want
3844 // to ignore them.
3845 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
3846 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
3847 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
3848 {
3849 // Don't restrict gods, estate managers, or land owners to
3850 // the TP point. This behaviour mimics agni.
3851 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3852 land.LandData.UserLocation != Vector3.Zero &&
3853 GodLevel < 200 &&
3854 ((land.LandData.OwnerID != m_uuid &&
3855 (!m_scene.Permissions.IsGod(m_uuid)) &&
3856 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
3857 {
3858 pos = land.LandData.UserLocation;
3859 }
3860 }
3861
3862 land.SendLandUpdateToClient(ControllingClient);
3863 }
3864 }
3823 } 3865 }
3824} 3866}