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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs46
1 files changed, 29 insertions, 17 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 635bca7..9f9536a 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -40,6 +40,7 @@ using OpenSim.Region.Framework.Scenes.Types;
40using OpenSim.Region.Physics.Manager; 40using OpenSim.Region.Physics.Manager;
41using GridRegion = OpenSim.Services.Interfaces.GridRegion; 41using GridRegion = OpenSim.Services.Interfaces.GridRegion;
42using OpenSim.Services.Interfaces; 42using OpenSim.Services.Interfaces;
43using TeleportFlags = OpenSim.Framework.Constants.TeleportFlags;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
@@ -3845,27 +3846,13 @@ namespace OpenSim.Region.Framework.Scenes
3845 3846
3846 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3847 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3847 { 3848 {
3848// // Some temporary debugging help to show all the TeleportFlags we have...
3849// bool HG = false;
3850// if((m_teleportFlags & (TeleportFlags)Constants.TeleportFlags.ViaHGLogin) == (TeleportFlags)Constants.TeleportFlags.ViaHGLogin)
3851// HG = true;
3852//
3853// m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3854//
3855// for (uint i = 0; i <= 30 ; i++)
3856// {
3857// if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i)
3858// if (HG == false)
3859// m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString());
3860// else
3861// m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString());
3862// }
3863//
3864// m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3865 3849
3866 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); 3850 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3867 if (land != null) 3851 if (land != null)
3868 { 3852 {
3853 if (Scene.DEBUG)
3854 TeleportFlagsDebug();
3855
3869 // If we come in via login, landmark or map, we want to 3856 // If we come in via login, landmark or map, we want to
3870 // honor landing points. If we come in via Lure, we want 3857 // honor landing points. If we come in via Lure, we want
3871 // to ignore them. 3858 // to ignore them.
@@ -4054,5 +4041,30 @@ namespace OpenSim.Region.Framework.Scenes
4054 } 4041 }
4055 }); 4042 });
4056 } 4043 }
4044
4045 private void TeleportFlagsDebug() {
4046
4047 // Some temporary debugging help to show all the TeleportFlags we have...
4048 bool HG = false;
4049 if((m_teleportFlags & TeleportFlags.ViaHGLogin) == TeleportFlags.ViaHGLogin)
4050 HG = true;
4051
4052 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4053
4054 uint i = 0u;
4055 for (int x = 0; x <= 30 ; x++, i = 1u << x)
4056 {
4057 i = 1u << x;
4058
4059 if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i)
4060 if (HG == false)
4061 m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString());
4062 else
4063 m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString());
4064 }
4065
4066 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4067
4068 }
4057 } 4069 }
4058} 4070}