From 68365c20c0b3a3164881398f3bc3710f7960c52d Mon Sep 17 00:00:00 2001 From: Melanie Date: Sun, 22 Jan 2012 11:36:04 +0000 Subject: Move Telehub tables and data from EstateSettings to RegionSettings. This is damage control es EstateSettings is not the place this can be put. EstateSettings is nt unique to a region and therefore would introduce a hard limit of one telehub per estate, completely shutting off the option of having SL style telehubs, e.g. one per region. Whole estate teleport routing can still be implemented id desiresd, this way all options are open while the other way most options get closed off. --- OpenSim/Framework/EstateSettings.cs | 150 ------------------------------------ OpenSim/Framework/RegionSettings.cs | 150 ++++++++++++++++++++++++++++++++++++ 2 files changed, 150 insertions(+), 150 deletions(-) (limited to 'OpenSim/Framework') diff --git a/OpenSim/Framework/EstateSettings.cs b/OpenSim/Framework/EstateSettings.cs index 9bdeab8..2a495b0 100644 --- a/OpenSim/Framework/EstateSettings.cs +++ b/OpenSim/Framework/EstateSettings.cs @@ -373,155 +373,5 @@ namespace OpenSim.Framework return l_EstateAccess.Contains(user); } - - // Telehub support - private bool m_TelehubEnabled = false; - public bool HasTelehub - { - get { return m_TelehubEnabled; } - set { m_TelehubEnabled = value; } - } - - // Connected Telehub object - private UUID m_TelehubObject; - public UUID TelehubObject - { - get - { - if (HasTelehub) - { - return m_TelehubObject; - } - else - { - return UUID.Zero; - } - } - set - { - m_TelehubObject = value; - } - } - - // Connected Telehub name - private string m_TelehubName; - public string TelehubName - { - get - { - if (HasTelehub) - { - return m_TelehubName; - } - else - { - return String.Empty; - } - } - set - { - m_TelehubName = value; - } - } - - // Connected Telehub position - private float m_TelehubPosX; - private float m_TelehubPosY; - private float m_TelehubPosZ; - public Vector3 TelehubPos - { - get - { - if (HasTelehub) - { - Vector3 Pos = new Vector3(m_TelehubPosX, m_TelehubPosY, m_TelehubPosZ); - return Pos; - } - else - { - return Vector3.Zero; - } - } - set - { - - m_TelehubPosX = value.X; - m_TelehubPosY = value.Y; - m_TelehubPosZ = value.Z; - } - } - - // Connected Telehub rotation - private float m_TelehubRotX; - private float m_TelehubRotY; - private float m_TelehubRotZ; - private float m_TelehubRotW; - public Quaternion TelehubRot - { - get - { - if (HasTelehub) - { - Quaternion quat = new Quaternion(); - - quat.X = m_TelehubRotX; - quat.Y = m_TelehubRotY; - quat.Z = m_TelehubRotZ; - quat.W = m_TelehubRotW; - - return quat; - } - else - { - // What else to do?? - Quaternion quat = new Quaternion(); - - quat.X = m_TelehubRotX; - quat.X = m_TelehubRotY; - quat.X = m_TelehubRotZ; - quat.X = m_TelehubRotW; - - return quat; - } - } - set - { - m_TelehubRotX = value.X; - m_TelehubRotY = value.Y; - m_TelehubRotZ = value.Z; - m_TelehubRotW = value.W; - } - } - - // Our Connected Telehub's SpawnPoints - public List l_SpawnPoints = new List(); - - // Add a SpawnPoint - // ** These are not region coordinates ** - // They are relative to the Telehub coordinates - // - public void AddSpawnPoint(Vector3 point) - { - l_SpawnPoints.Add(point); - } - - // Remove a SpawnPoint - public void RemoveSpawnPoint(int point_index) - { - l_SpawnPoints.RemoveAt(point_index); - } - - // Return the List of SpawnPoints - public List SpawnPoints() - { - return l_SpawnPoints; - - } - - // Clear the SpawnPoints List of all entries - public void ClearSpawnPoints() - { - l_SpawnPoints.Clear(); - } } } diff --git a/OpenSim/Framework/RegionSettings.cs b/OpenSim/Framework/RegionSettings.cs index 673cf20..a2dd64f 100644 --- a/OpenSim/Framework/RegionSettings.cs +++ b/OpenSim/Framework/RegionSettings.cs @@ -26,6 +26,7 @@ */ using System; +using System.Collections.Generic; using System.IO; using OpenMetaverse; @@ -397,5 +398,154 @@ namespace OpenSim.Framework set { m_LoadedCreationID = value; } } + // Telehub support + private bool m_TelehubEnabled = false; + public bool HasTelehub + { + get { return m_TelehubEnabled; } + set { m_TelehubEnabled = value; } + } + + // Connected Telehub object + private UUID m_TelehubObject; + public UUID TelehubObject + { + get + { + if (HasTelehub) + { + return m_TelehubObject; + } + else + { + return UUID.Zero; + } + } + set + { + m_TelehubObject = value; + } + } + + // Connected Telehub name + private string m_TelehubName; + public string TelehubName + { + get + { + if (HasTelehub) + { + return m_TelehubName; + } + else + { + return String.Empty; + } + } + set + { + m_TelehubName = value; + } + } + + // Connected Telehub position + private float m_TelehubPosX; + private float m_TelehubPosY; + private float m_TelehubPosZ; + public Vector3 TelehubPos + { + get + { + if (HasTelehub) + { + Vector3 Pos = new Vector3(m_TelehubPosX, m_TelehubPosY, m_TelehubPosZ); + return Pos; + } + else + { + return Vector3.Zero; + } + } + set + { + + m_TelehubPosX = value.X; + m_TelehubPosY = value.Y; + m_TelehubPosZ = value.Z; + } + } + + // Connected Telehub rotation + private float m_TelehubRotX; + private float m_TelehubRotY; + private float m_TelehubRotZ; + private float m_TelehubRotW; + public Quaternion TelehubRot + { + get + { + if (HasTelehub) + { + Quaternion quat = new Quaternion(); + + quat.X = m_TelehubRotX; + quat.Y = m_TelehubRotY; + quat.Z = m_TelehubRotZ; + quat.W = m_TelehubRotW; + + return quat; + } + else + { + // What else to do?? + Quaternion quat = new Quaternion(); + + quat.X = m_TelehubRotX; + quat.X = m_TelehubRotY; + quat.X = m_TelehubRotZ; + quat.X = m_TelehubRotW; + + return quat; + } + } + set + { + m_TelehubRotX = value.X; + m_TelehubRotY = value.Y; + m_TelehubRotZ = value.Z; + m_TelehubRotW = value.W; + } + } + + // Our Connected Telehub's SpawnPoints + public List l_SpawnPoints = new List(); + + // Add a SpawnPoint + // ** These are not region coordinates ** + // They are relative to the Telehub coordinates + // + public void AddSpawnPoint(Vector3 point) + { + l_SpawnPoints.Add(point); + } + + // Remove a SpawnPoint + public void RemoveSpawnPoint(int point_index) + { + l_SpawnPoints.RemoveAt(point_index); + } + + // Return the List of SpawnPoints + public List SpawnPoints() + { + return l_SpawnPoints; + + } + + // Clear the SpawnPoints List of all entries + public void ClearSpawnPoints() + { + l_SpawnPoints.Clear(); + } } } -- cgit v1.1