From 43145c7f673fa038b7e3bfec468e229064c909b7 Mon Sep 17 00:00:00 2001 From: BlueWall Date: Mon, 9 Jan 2012 13:07:02 -0500 Subject: Debugging HG teleport routing Add some temporary debugging to the teleport routing to get a better view of what happens when HG jumps are made. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6990be1..e3a7f3b 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3836,6 +3836,24 @@ namespace OpenSim.Region.Framework.Scenes private void CheckAndAdjustLandingPoint(ref Vector3 pos) { + // Some debugging help to show all the TeleportFlags we have... + bool HG = false; + if((m_teleportFlags & (TeleportFlags)Constants.TeleportFlags.ViaHGLogin) == (TeleportFlags)Constants.TeleportFlags.ViaHGLogin) + HG = true; + + m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); + + for (uint i = 0; i <= 30 ; i++) + { + if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i) + if (HG == false) + m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString()); + else + m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString()); + } + + m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); + ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); if (land != null) { -- cgit v1.1