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author | BlueWall | 2012-01-09 13:07:02 -0500 |
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committer | BlueWall | 2012-01-09 13:07:02 -0500 |
commit | 43145c7f673fa038b7e3bfec468e229064c909b7 (patch) | |
tree | a87b99313a48fc3e2b7a0b90b0cc913c24ab019c /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | Fix HG teleport routing (diff) | |
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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.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 18 |
1 files changed, 18 insertions, 0 deletions
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 | |||
3836 | 3836 | ||
3837 | private void CheckAndAdjustLandingPoint(ref Vector3 pos) | 3837 | private void CheckAndAdjustLandingPoint(ref Vector3 pos) |
3838 | { | 3838 | { |
3839 | // Some debugging help to show all the TeleportFlags we have... | ||
3840 | bool HG = false; | ||
3841 | if((m_teleportFlags & (TeleportFlags)Constants.TeleportFlags.ViaHGLogin) == (TeleportFlags)Constants.TeleportFlags.ViaHGLogin) | ||
3842 | HG = true; | ||
3843 | |||
3844 | m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); | ||
3845 | |||
3846 | for (uint i = 0; i <= 30 ; i++) | ||
3847 | { | ||
3848 | if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i) | ||
3849 | if (HG == false) | ||
3850 | m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString()); | ||
3851 | else | ||
3852 | m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString()); | ||
3853 | } | ||
3854 | |||
3855 | m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); | ||
3856 | |||
3839 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | 3857 | ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); |
3840 | if (land != null) | 3858 | if (land != null) |
3841 | { | 3859 | { |