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-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs472
2 files changed, 255 insertions, 219 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a5a6ef0..4d2cdd9 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -6257,7 +6257,7 @@ Environment.Exit(1);
6257 bool isAdmin = Permissions.IsAdministrator(agentID); 6257 bool isAdmin = Permissions.IsAdministrator(agentID);
6258 if(isAdmin) 6258 if(isAdmin)
6259 return true; 6259 return true;
6260 6260
6261 // also honor estate managers access rights 6261 // also honor estate managers access rights
6262 bool isManager = Permissions.IsEstateManager(agentID); 6262 bool isManager = Permissions.IsEstateManager(agentID);
6263 if(isManager) 6263 if(isManager)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0d2c8c3..4c3bc67 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1119,7 +1119,7 @@ namespace OpenSim.Region.Framework.Scenes
1119 1119
1120 // only in use as part of completemovement 1120 // only in use as part of completemovement
1121 // other uses need fix 1121 // other uses need fix
1122 private bool MakeRootAgent(Vector3 pos, bool isFlying) 1122 private bool MakeRootAgent(Vector3 pos, bool isFlying, ref Vector3 lookat)
1123 { 1123 {
1124 int ts = Util.EnvironmentTickCount(); 1124 int ts = Util.EnvironmentTickCount();
1125 1125
@@ -1198,33 +1198,38 @@ namespace OpenSim.Region.Framework.Scenes
1198 1198
1199 if (ParentID == 0) 1199 if (ParentID == 0)
1200 { 1200 {
1201 CheckAndAdjustLandingPoint(ref pos); 1201 if(!CheckAndAdjustLandingPoint(ref pos, ref lookat))
1202 {
1203 m_log.DebugFormat("[SCENE PRESENCE MakeRootAgent]: houston we have a problem.. {0}({1} got here banned",Name, UUID);
1204 }
1202 1205
1203 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 1206 if (pos.X < 0f || pos.Y < 0f
1207 || pos.X >= m_scene.RegionInfo.RegionSizeX
1208 || pos.Y >= m_scene.RegionInfo.RegionSizeY)
1204 { 1209 {
1205 m_log.WarnFormat( 1210 m_log.WarnFormat(
1206 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 1211 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
1207 pos, Name, UUID); 1212 pos, Name, UUID);
1208 1213
1209 if (pos.X < 0f) pos.X = 0f; 1214 if (pos.X < 0f)
1210 if (pos.Y < 0f) pos.Y = 0f; 1215 pos.X = 0.5f;
1211 if (pos.Z < 0f) pos.Z = 0f; 1216 else if(pos.X >= m_scene.RegionInfo.RegionSizeX)
1217 pos.X = m_scene.RegionInfo.RegionSizeX - 0.5f;
1218 if (pos.Y < 0f)
1219 pos.Y = 0.5f;
1220 else if(pos.Y >= m_scene.RegionInfo.RegionSizeY)
1221 pos.Y = m_scene.RegionInfo.RegionSizeY - 0.5f;
1212 } 1222 }
1213 1223
1214 float localAVHeight = 1.56f; 1224 float localAVHeight = 1.56f;
1215 if (Appearance.AvatarHeight > 0) 1225 if (Appearance.AvatarHeight > 0)
1216 localAVHeight = Appearance.AvatarHeight; 1226 localAVHeight = Appearance.AvatarHeight;
1217 1227
1218 float posZLimit = 0; 1228 float newPosZ = m_scene.GetGroundHeight(pos.X, pos.Y) + .01f;
1219 1229 newPosZ += 0.5f * localAVHeight;
1220 if (pos.X < m_scene.RegionInfo.RegionSizeX && pos.Y < m_scene.RegionInfo.RegionSizeY) 1230 if (newPosZ > pos.Z)
1221 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
1222
1223 float newPosZ = posZLimit + localAVHeight / 2;
1224 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
1225 {
1226 pos.Z = newPosZ; 1231 pos.Z = newPosZ;
1227 } 1232
1228 AbsolutePosition = pos; 1233 AbsolutePosition = pos;
1229 1234
1230// m_log.DebugFormat( 1235// m_log.DebugFormat(
@@ -1254,16 +1259,6 @@ namespace OpenSim.Region.Framework.Scenes
1254 { 1259 {
1255 Flying = false; 1260 Flying = false;
1256 } 1261 }
1257
1258 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
1259 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
1260 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
1261 // the value to a negative position which does not trigger the border cross.
1262 // This may not be the best location for this.
1263
1264
1265 // its not
1266// CheckForBorderCrossing();
1267 } 1262 }
1268 1263
1269 1264
@@ -1456,12 +1451,16 @@ namespace OpenSim.Region.Framework.Scenes
1456 1451
1457 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1452 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
1458 { 1453 {
1454 if(!CheckLocalTPLandingPoint(ref pos))
1455 return;
1456
1459 if (ParentID != (uint)0) 1457 if (ParentID != (uint)0)
1460 StandUp(); 1458 StandUp();
1459
1461 bool isFlying = Flying; 1460 bool isFlying = Flying;
1462 Vector3 vel = Velocity; 1461 Vector3 vel = Velocity;
1463 RemoveFromPhysicalScene(); 1462 RemoveFromPhysicalScene();
1464 CheckLandingPoint(ref pos); 1463
1465 AbsolutePosition = pos; 1464 AbsolutePosition = pos;
1466 AddToPhysicalScene(isFlying); 1465 AddToPhysicalScene(isFlying);
1467 if (PhysicsActor != null) 1466 if (PhysicsActor != null)
@@ -1477,7 +1476,9 @@ namespace OpenSim.Region.Framework.Scenes
1477 1476
1478 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY) 1477 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1479 { 1478 {
1480 CheckLandingPoint(ref newpos); 1479 if(!CheckLocalTPLandingPoint(ref newpos))
1480 return;
1481
1481 AbsolutePosition = newpos; 1482 AbsolutePosition = newpos;
1482 1483
1483 if (newvel.HasValue) 1484 if (newvel.HasValue)
@@ -1811,7 +1812,17 @@ namespace OpenSim.Region.Framework.Scenes
1811 1812
1812 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1813 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1813 1814
1814 if (!MakeRootAgent(AbsolutePosition, flying)) 1815 Vector3 look = Lookat;
1816 if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01))
1817 {
1818 look = Velocity;
1819 look.Z = 0;
1820 look.Normalize();
1821 if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01) )
1822 look = new Vector3(0.99f, 0.042f, 0);
1823 }
1824
1825 if (!MakeRootAgent(AbsolutePosition, flying, ref look))
1815 { 1826 {
1816 m_log.DebugFormat( 1827 m_log.DebugFormat(
1817 "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root", 1828 "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root",
@@ -1822,15 +1833,6 @@ namespace OpenSim.Region.Framework.Scenes
1822 1833
1823 m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); 1834 m_log.DebugFormat("[CompleteMovement] MakeRootAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1824 1835
1825 Vector3 look = Lookat;
1826 if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01))
1827 {
1828 look = Velocity;
1829 look.Z = 0;
1830 look.Normalize();
1831 if ((Math.Abs(look.X) < 0.01) && (Math.Abs(look.Y) < 0.01) )
1832 look = new Vector3(0.99f, 0.042f, 0);
1833 }
1834 1836
1835// start sending terrain patchs 1837// start sending terrain patchs
1836 if (!isNPC) 1838 if (!isNPC)
@@ -1967,13 +1969,13 @@ namespace OpenSim.Region.Framework.Scenes
1967 m_log.DebugFormat("[CompleteMovement] ValidateAndSendAppearanceAndAgentData: {0}ms", Util.EnvironmentTickCountSubtract(ts)); 1969 m_log.DebugFormat("[CompleteMovement] ValidateAndSendAppearanceAndAgentData: {0}ms", Util.EnvironmentTickCountSubtract(ts));
1968 1970
1969 // attachments 1971 // attachments
1970
1971 if (isNPC || IsRealLogin(m_teleportFlags)) 1972 if (isNPC || IsRealLogin(m_teleportFlags))
1972 { 1973 {
1973 if (Scene.AttachmentsModule != null) 1974 if (Scene.AttachmentsModule != null)
1974 // Util.FireAndForget( 1975 // Util.FireAndForget(
1975 // o => 1976 // o =>
1976 // { 1977 // {
1978
1977 if (!isNPC) 1979 if (!isNPC)
1978 Scene.AttachmentsModule.RezAttachments(this); 1980 Scene.AttachmentsModule.RezAttachments(this);
1979 else 1981 else
@@ -1981,6 +1983,7 @@ namespace OpenSim.Region.Framework.Scenes
1981 { 1983 {
1982 Scene.AttachmentsModule.RezAttachments(this); 1984 Scene.AttachmentsModule.RezAttachments(this);
1983 }); 1985 });
1986
1984 // }); 1987 // });
1985 } 1988 }
1986 else 1989 else
@@ -2000,7 +2003,6 @@ namespace OpenSim.Region.Framework.Scenes
2000 { 2003 {
2001 if (p == this) 2004 if (p == this)
2002 { 2005 {
2003 SendTerseUpdateToAgentNF(this);
2004 SendAttachmentsToAgentNF(this); 2006 SendAttachmentsToAgentNF(this);
2005 continue; 2007 continue;
2006 } 2008 }
@@ -2008,7 +2010,6 @@ namespace OpenSim.Region.Framework.Scenes
2008 if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200) 2010 if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
2009 continue; 2011 continue;
2010 2012
2011 SendTerseUpdateToAgentNF(p);
2012 SendAttachmentsToAgentNF(p); 2013 SendAttachmentsToAgentNF(p);
2013 } 2014 }
2014 } 2015 }
@@ -3660,57 +3661,7 @@ namespace OpenSim.Region.Framework.Scenes
3660 } 3661 }
3661 }); 3662 });
3662 } 3663 }
3663
3664 /// <summary>
3665 /// Do everything required once a client completes its movement into a region and becomes
3666 /// a root agent.
3667 /// </summary>
3668 ///
3669/* only called from on place, do done inline there
3670 private void ValidateAndSendAppearanceAndAgentData()
3671 {
3672 //m_log.DebugFormat("[SCENE PRESENCE] SendInitialData: {0} ({1})", Name, UUID);
3673 // Moved this into CompleteMovement to ensure that Appearance is initialized before
3674 // the inventory arrives
3675 // m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
3676
3677 bool cachedappearance = false;
3678
3679 // We have an appearance but we may not have the baked textures. Check the asset cache
3680 // to see if all the baked textures are already here.
3681 if (m_scene.AvatarFactory != null)
3682 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(this);
3683
3684 // If we aren't using a cached appearance, then clear out the baked textures
3685 if (!cachedappearance)
3686 {
3687 if (m_scene.AvatarFactory != null)
3688 m_scene.AvatarFactory.QueueAppearanceSave(UUID);
3689 }
3690
3691 // send avatar object to all viewers so they cross it into region
3692 bool newhide = m_currentParcelHide;
3693 m_currentParcelHide = false;
3694 3664
3695 SendAvatarDataToAllAgents();
3696
3697 // now hide
3698 if (newhide)
3699 {
3700 ParcelLoginCheck(m_currentParcelUUID);
3701 m_currentParcelHide = true;
3702 }
3703
3704 SendAppearanceToAgent(this);
3705
3706 m_inTransit = false;
3707
3708 SendAppearanceToAllOtherAgents();
3709
3710 if(Animator!= null)
3711 Animator.SendAnimPack();
3712 }
3713*/
3714 /// <summary> 3665 /// <summary>
3715 /// Send avatar full data appearance and animations for all other root agents to this agent, this agent 3666 /// Send avatar full data appearance and animations for all other root agents to this agent, this agent
3716 /// can be either a child or root 3667 /// can be either a child or root
@@ -4928,6 +4879,7 @@ namespace OpenSim.Region.Framework.Scenes
4928 public void SendAttachmentsToAgentNF(ScenePresence p) 4879 public void SendAttachmentsToAgentNF(ScenePresence p)
4929 { 4880 {
4930 SendTerseUpdateToAgentNF(p); 4881 SendTerseUpdateToAgentNF(p);
4882// SendAvatarDataToAgentNF(this);
4931 lock (m_attachments) 4883 lock (m_attachments)
4932 { 4884 {
4933 foreach (SceneObjectGroup sog in m_attachments) 4885 foreach (SceneObjectGroup sog in m_attachments)
@@ -5508,166 +5460,258 @@ namespace OpenSim.Region.Framework.Scenes
5508 } 5460 }
5509 } 5461 }
5510 5462
5511 private void CheckLandingPoint(ref Vector3 pos) 5463 // returns true it local teleport allowed and sets the destiny position into pos
5464
5465 private bool CheckLocalTPLandingPoint(ref Vector3 pos)
5512 { 5466 {
5513 // Never constrain lures 5467 // Never constrain lures
5514 if ((TeleportFlags & TeleportFlags.ViaLure) != 0) 5468 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
5515 return; 5469 return true;
5516 5470
5517 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) 5471 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
5518 return; 5472 return true;
5473
5474 // do not constrain gods and estate managers
5475 if(m_scene.Permissions.IsGod(m_uuid) ||
5476 m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))
5477 return true;
5478
5479 // will teleport to a telehub spawn point or landpoint if that results in getting closer to target
5480 // if not the local teleport fails.
5481
5482 float currDistanceSQ = Vector3.DistanceSquared(AbsolutePosition, pos);
5483
5484 // first check telehub
5485
5486 UUID TelehubObjectID = m_scene.RegionInfo.RegionSettings.TelehubObject;
5487 if ( TelehubObjectID != UUID.Zero)
5488 {
5489 SceneObjectGroup telehubSOG = m_scene.GetSceneObjectGroup(TelehubObjectID);
5490 if(telehubSOG != null)
5491 {
5492 Vector3 spawnPos;
5493 float spawnDistSQ;
5494
5495 SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray();
5496 if(spawnPoints.Length == 0)
5497 {
5498 spawnPos = new Vector3(128.0f, 128.0f, pos.Z);
5499 spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos);
5500 }
5501 else
5502 {
5503 Vector3 hubPos = telehubSOG.AbsolutePosition;
5504 Quaternion hubRot = telehubSOG.GroupRotation;
5505
5506 spawnPos = spawnPoints[0].GetLocation(hubPos, hubRot);
5507 spawnDistSQ = Vector3.DistanceSquared(spawnPos, pos);
5508
5509 float testDistSQ;
5510 Vector3 testSpawnPos;
5511 for(int i = 1; i< spawnPoints.Length; i++)
5512 {
5513 testSpawnPos = spawnPoints[i].GetLocation(hubPos, hubRot);
5514 testDistSQ = Vector3.DistanceSquared(testSpawnPos, pos);
5515
5516 if(testDistSQ < spawnDistSQ)
5517 {
5518 spawnPos = testSpawnPos;
5519 spawnDistSQ = testDistSQ;
5520 }
5521 }
5522 }
5523 if (currDistanceSQ < spawnDistSQ)
5524 {
5525 // we are already close
5526 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
5527 return false;
5528 }
5529 else
5530 {
5531 pos = spawnPos;
5532 return true;
5533 }
5534 }
5535 }
5519 5536
5520 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); 5537 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
5521 5538
5522 if (land.LandData.LandingType == (byte)LandingType.LandingPoint && 5539 if (land.LandData.LandingType != (byte)LandingType.LandingPoint
5523 land.LandData.UserLocation != Vector3.Zero && 5540 || land.LandData.OwnerID == m_uuid)
5524 land.LandData.OwnerID != m_uuid && 5541 return true;
5525 (!m_scene.Permissions.IsGod(m_uuid)) && 5542
5526 (!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))) 5543 Vector3 landLocation = land.LandData.UserLocation;
5544 if(landLocation == Vector3.Zero)
5545 return true;
5546
5547 if (currDistanceSQ < Vector3.DistanceSquared(landLocation, pos))
5527 { 5548 {
5528 float curr = Vector3.Distance(AbsolutePosition, pos); 5549 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
5529 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr) 5550 return false;
5530 pos = land.LandData.UserLocation;
5531 else
5532 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
5533 } 5551 }
5552
5553 pos = land.LandData.UserLocation;
5554 return true;
5534 } 5555 }
5535 5556
5536 private void CheckAndAdjustTelehub(SceneObjectGroup telehub, ref Vector3 pos) 5557 const TeleportFlags TeleHubTPFlags = TeleportFlags.ViaLogin
5558 | TeleportFlags.ViaHGLogin | TeleportFlags.ViaLocation;
5559
5560 private bool CheckAndAdjustTelehub(SceneObjectGroup telehub, ref Vector3 pos)
5537 { 5561 {
5538 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == 5562 // forcing telehubs on any tp that reachs this
5539 (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || 5563 if ((m_teleportFlags & TeleHubTPFlags) != 0 ||
5540 (m_scene.TelehubAllowLandmarks == true ? false : ((m_teleportFlags & TeleportFlags.ViaLandmark) != 0 )) || 5564 (m_scene.TelehubAllowLandmarks == true ? false : ((m_teleportFlags & TeleportFlags.ViaLandmark) != 0 )))
5541 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
5542 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)
5543 { 5565 {
5566 ILandObject land;
5567 Vector3 teleHubPosition = telehub.AbsolutePosition;
5544 5568
5545 if (GodLevel < 200 && 5569 SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray();
5546 ((!m_scene.Permissions.IsGod(m_uuid) && 5570 if(spawnPoints.Length == 0)
5547 !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
5548 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
5549 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0))
5550 { 5571 {
5551 SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray(); 5572 land = m_scene.LandChannel.GetLandObject(teleHubPosition.X,teleHubPosition.Y);
5552 if (spawnPoints.Length == 0) 5573 if(land != null)
5553 { 5574 {
5554 pos.X = 128.0f; 5575 pos = teleHubPosition;
5555 pos.Y = 128.0f; 5576 if(land.IsEitherBannedOrRestricted(UUID))
5556 return; 5577 return false;
5578 return true;
5557 } 5579 }
5580 else
5581 return false;
5582 }
5558 5583
5559 int index; 5584 int index;
5560 bool selected = false; 5585 int tries;
5586 bool selected = false;
5587 bool validhub = false;
5588 Vector3 spawnPosition;
5589
5590 Quaternion teleHubRotation = telehub.GroupRotation;
5561 5591
5562 switch (m_scene.SpawnPointRouting) 5592 switch(m_scene.SpawnPointRouting)
5563 { 5593 {
5564 case "random": 5594 case "random":
5595 tries = spawnPoints.Length;
5596 if(tries < 3) // no much sense in random with a few points when there same can have bans
5597 goto case "sequence";
5598 do
5599 {
5600 index = Util.RandomClass.Next(spawnPoints.Length - 1);
5565 5601
5566 if (spawnPoints.Length == 0) 5602 spawnPosition = spawnPoints[index].GetLocation(teleHubPosition, teleHubRotation);
5567 return; 5603 land = m_scene.LandChannel.GetLandObject(spawnPosition.X,spawnPosition.Y);
5568 do 5604 if(land != null && !land.IsEitherBannedOrRestricted(UUID))
5569 { 5605 selected = true;
5570 index = Util.RandomClass.Next(spawnPoints.Length - 1);
5571
5572 Vector3 spawnPosition = spawnPoints[index].GetLocation(
5573 telehub.AbsolutePosition,
5574 telehub.GroupRotation
5575 );
5576 // SpawnPoint sp = spawnPoints[index];
5577 5606
5578 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y); 5607 } while(selected == false && --tries > 0 );
5579 5608
5580 if (land == null || land.IsEitherBannedOrRestricted(UUID)) 5609 if(tries <= 0)
5610 goto case "sequence";
5611
5612 pos = spawnPosition;
5613 return true;
5614
5615 case "sequence":
5616 tries = spawnPoints.Length;
5617 selected = false;
5618 validhub = false;
5619 do
5620 {
5621 index = m_scene.SpawnPoint();
5622 spawnPosition = spawnPoints[index].GetLocation(teleHubPosition, teleHubRotation);
5623 land = m_scene.LandChannel.GetLandObject(spawnPosition.X,spawnPosition.Y);
5624 if(land != null)
5625 {
5626 validhub = true;
5627 if(land.IsEitherBannedOrRestricted(UUID))
5581 selected = false; 5628 selected = false;
5582 else 5629 else
5583 selected = true; 5630 selected = true;
5631 }
5584 5632
5585 } while ( selected == false); 5633 } while(selected == false && --tries > 0);
5586 5634
5587 pos = spawnPoints[index].GetLocation( 5635 if(!validhub)
5588 telehub.AbsolutePosition, 5636 return false;
5589 telehub.GroupRotation
5590 );
5591 return;
5592 5637
5593 case "sequence": 5638 pos = spawnPosition;
5594 5639
5595 do 5640 if(!selected)
5596 { 5641 return false;
5597 index = m_scene.SpawnPoint(); 5642 return true;
5598
5599 Vector3 spawnPosition = spawnPoints[index].GetLocation(
5600 telehub.AbsolutePosition,
5601 telehub.GroupRotation
5602 );
5603 // SpawnPoint sp = spawnPoints[index];
5604
5605 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
5606 if (land == null || land.IsEitherBannedOrRestricted(UUID))
5607 selected = false;
5608 else
5609 selected = true;
5610 5643
5611 } while (selected == false); 5644 default:
5645 case "closest":
5646 float distancesq = float.MaxValue;
5647 int closest = -1;
5648 validhub = false;
5612 5649
5613 pos = spawnPoints[index].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); 5650 for(int i = 0; i < spawnPoints.Length; i++)
5614 ; 5651 {
5615 return; 5652 spawnPosition = spawnPoints[i].GetLocation(teleHubPosition, teleHubRotation);
5653 Vector3 offset = spawnPosition - pos;
5654 float dsq = offset.LengthSquared();
5655 land = m_scene.LandChannel.GetLandObject(spawnPosition.X,spawnPosition.Y);
5656 if(land == null)
5657 continue;
5616 5658
5617 default: 5659 validhub = true;
5618 case "closest": 5660 if(land.IsEitherBannedOrRestricted(UUID))
5661 continue;
5619 5662
5620 float distance = 9999; 5663 if(dsq >= distancesq)
5621 int closest = -1; 5664 continue;
5622 5665 distancesq = dsq;
5623 for (int i = 0; i < spawnPoints.Length; i++) 5666 closest = i;
5624 { 5667 }
5625 Vector3 spawnPosition = spawnPoints[i].GetLocation(
5626 telehub.AbsolutePosition,
5627 telehub.GroupRotation
5628 );
5629 Vector3 offset = spawnPosition - pos;
5630 float d = Vector3.Mag(offset);
5631 if (d >= distance)
5632 continue;
5633 ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
5634 if (land == null)
5635 continue;
5636 if (land.IsEitherBannedOrRestricted(UUID))
5637 continue;
5638 distance = d;
5639 closest = i;
5640 }
5641 if (closest == -1)
5642 return;
5643
5644 pos = spawnPoints[closest].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
5645 return;
5646 5668
5647 } 5669 if(!validhub)
5670 return false;
5671
5672 if(closest < 0)
5673 {
5674 pos = spawnPoints[0].GetLocation(teleHubPosition, teleHubRotation);
5675 return false;
5676 }
5677
5678 pos = spawnPoints[closest].GetLocation(teleHubPosition, teleHubRotation);
5679 return true;
5648 } 5680 }
5649 } 5681 }
5682 return false;
5650 } 5683 }
5651 5684
5652 // Modify landing point based on possible banning, telehubs or parcel restrictions. 5685 const TeleportFlags adicionalLandPointFlags = TeleportFlags.ViaLandmark |
5653 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 5686 TeleportFlags.ViaLocation | TeleportFlags.ViaHGLogin;
5687
5688 // Modify landing point based on telehubs or parcel restrictions.
5689 private bool CheckAndAdjustLandingPoint(ref Vector3 pos, ref Vector3 lookat)
5654 { 5690 {
5655 string reason; 5691 string reason;
5656 5692
5657 // Honor bans 5693 // dont mess with gods
5658 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y)) 5694 if(GodLevel >= 200 || m_scene.Permissions.IsGod(m_uuid))
5659 return; 5695 return true;
5660 5696
5661 SceneObjectGroup telehub = null; 5697 // respect region owner and managers
5662 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 5698 if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))
5699 return true;
5700
5701 if (!m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
5663 { 5702 {
5664 if (!m_scene.RegionInfo.EstateSettings.AllowDirectTeleport) 5703 SceneObjectGroup telehub = null;
5704 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
5665 { 5705 {
5666 CheckAndAdjustTelehub(telehub, ref pos); 5706 if(CheckAndAdjustTelehub(telehub, ref pos))
5667 return; 5707 return true;
5668 } 5708 }
5669 } 5709 }
5670 5710
5711 // Honor bans, actually we don't honour them
5712 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
5713 return false;
5714
5671 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); 5715 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
5672 if (land != null) 5716 if (land != null)
5673 { 5717 {
@@ -5678,28 +5722,20 @@ namespace OpenSim.Region.Framework.Scenes
5678 // honor landing points. If we come in via Lure, we want 5722 // honor landing points. If we come in via Lure, we want
5679 // to ignore them. 5723 // to ignore them.
5680 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == 5724 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) ==
5681 (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) || 5725 (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)
5682 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 || 5726 || (m_teleportFlags & adicionalLandPointFlags) != 0)
5683 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
5684 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)
5685 { 5727 {
5686 // Don't restrict gods, estate managers, or land owners to
5687 // the TP point. This behaviour mimics agni.
5688 if (land.LandData.LandingType == (byte)LandingType.LandingPoint && 5728 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
5689 land.LandData.UserLocation != Vector3.Zero && 5729 land.LandData.UserLocation != Vector3.Zero &&
5690 GodLevel < 200 && 5730 land.LandData.OwnerID != m_uuid )
5691 ((land.LandData.OwnerID != m_uuid &&
5692 !m_scene.Permissions.IsGod(m_uuid) &&
5693 !m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
5694 (m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
5695 (m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0))
5696 { 5731 {
5697 pos = land.LandData.UserLocation; 5732 pos = land.LandData.UserLocation;
5733 if(land.LandData.UserLookAt != Vector3.Zero)
5734 lookat = land.LandData.UserLookAt;
5698 } 5735 }
5699 } 5736 }
5700// this is now done in completeMovement for all cases and not just this
5701// land.SendLandUpdateToClient(ControllingClient);
5702 } 5737 }
5738 return true;
5703 } 5739 }
5704 5740
5705 private DetectedObject CreateDetObject(SceneObjectPart obj) 5741 private DetectedObject CreateDetObject(SceneObjectPart obj)
@@ -6085,7 +6121,7 @@ namespace OpenSim.Region.Framework.Scenes
6085 { 6121 {
6086 foreach (ScenePresence p in killsToSendto) 6122 foreach (ScenePresence p in killsToSendto)
6087 { 6123 {
6088 m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname); 6124// m_log.Debug("[AVATAR]: killTo: " + Lastname + " " + p.Lastname);
6089 SendKillTo(p); 6125 SendKillTo(p);
6090 } 6126 }
6091 } 6127 }
@@ -6094,7 +6130,7 @@ namespace OpenSim.Region.Framework.Scenes
6094 { 6130 {
6095 foreach (ScenePresence p in killsToSendme) 6131 foreach (ScenePresence p in killsToSendme)
6096 { 6132 {
6097 m_log.Debug("[AVATAR]: killToMe: " + Lastname + " " + p.Lastname); 6133// m_log.Debug("[AVATAR]: killToMe: " + Lastname + " " + p.Lastname);
6098 p.SendKillTo(this); 6134 p.SendKillTo(this);
6099 } 6135 }
6100 } 6136 }