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authorBlueWall2012-01-09 17:54:35 -0500
committerBlueWall2012-01-09 17:54:35 -0500
commitb3a12167d6dd9cbd21c57ca103d8c3f60ba93e73 (patch)
tree4a79726b5dab7060f8a7c63e6bb639de2016b9ce /OpenSim
parentTP Routing debug (diff)
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Use our TeleportFlags
Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs48
2 files changed, 30 insertions, 22 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 027ec96..5e1c768 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2528,7 +2528,7 @@ namespace OpenSim.Region.Framework.Scenes
2528 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2528 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2529 m_eventManager.TriggerOnNewPresence(sp); 2529 m_eventManager.TriggerOnNewPresence(sp);
2530 2530
2531 sp.TeleportFlags = (TeleportFlags)aCircuit.teleportFlags; 2531 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
2532 2532
2533 // The first agent upon login is a root agent by design. 2533 // The first agent upon login is a root agent by design.
2534 // For this agent we will have to rez the attachments. 2534 // For this agent we will have to rez the attachments.
@@ -3333,7 +3333,7 @@ namespace OpenSim.Region.Framework.Scenes
3333 { 3333 {
3334 // Let the SP know how we got here. This has a lot of interesting 3334 // Let the SP know how we got here. This has a lot of interesting
3335 // uses down the line. 3335 // uses down the line.
3336 sp.TeleportFlags = (TeleportFlags)teleportFlags; 3336 sp.TeleportFlags = (TPFlags)teleportFlags;
3337 3337
3338 if (sp.IsChildAgent) 3338 if (sp.IsChildAgent)
3339 { 3339 {
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0837679..d58484e 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{
@@ -3836,30 +3837,11 @@ namespace OpenSim.Region.Framework.Scenes
3836 3837
3837 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3838 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3838 { 3839 {
3839 // Some temporary 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// uint i = 0u;
3847// for (int x = 0; x <= 30 ; x++, i = 1u << x)
3848// {
3849// i = 1u << x;
3850//
3851// if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i)
3852// if (HG == false)
3853// m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString());
3854// else
3855// m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString());
3856// }
3857//
3858// m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3859 3840
3860 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); 3841 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3861 if (land != null) 3842 if (land != null)
3862 { 3843 {
3844 TeleportFlagsDebug();
3863 // If we come in via login, landmark or map, we want to 3845 // If we come in via login, landmark or map, we want to
3864 // honor landing points. If we come in via Lure, we want 3846 // honor landing points. If we come in via Lure, we want
3865 // to ignore them. 3847 // to ignore them.
@@ -3886,5 +3868,31 @@ namespace OpenSim.Region.Framework.Scenes
3886 land.SendLandUpdateToClient(ControllingClient); 3868 land.SendLandUpdateToClient(ControllingClient);
3887 } 3869 }
3888 } 3870 }
3871
3872 private void TeleportFlagsDebug() {
3873
3874 // Some temporary debugging help to show all the TeleportFlags we have...
3875 bool HG = false;
3876 if((m_teleportFlags & TeleportFlags.ViaHGLogin) == TeleportFlags.ViaHGLogin)
3877 HG = true;
3878
3879 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3880
3881 uint i = 0u;
3882 for (int x = 0; x <= 30 ; x++, i = 1u << x)
3883 {
3884 i = 1u << x;
3885
3886 if((m_teleportFlags & (TeleportFlags)i) == (TeleportFlags)i)
3887 if (HG == false)
3888 m_log.InfoFormat("[SCENE PRESENCE]: Teleport Flags include {0}", ((TeleportFlags) i).ToString());
3889 else
3890 m_log.InfoFormat("[SCENE PRESENCE]: HG Teleport Flags include {0}", ((TeleportFlags)i).ToString());
3891 }
3892
3893 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3894
3895 }
3896
3889 } 3897 }
3890} 3898}