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. --- .../CoreModules/World/Estate/TelehubManager.cs | 46 +++++++++++----------- 1 file changed, 22 insertions(+), 24 deletions(-) (limited to 'OpenSim/Region/CoreModules/World/Estate/TelehubManager.cs') diff --git a/OpenSim/Region/CoreModules/World/Estate/TelehubManager.cs b/OpenSim/Region/CoreModules/World/Estate/TelehubManager.cs index 309ef13..ee77ae1 100644 --- a/OpenSim/Region/CoreModules/World/Estate/TelehubManager.cs +++ b/OpenSim/Region/CoreModules/World/Estate/TelehubManager.cs @@ -44,7 +44,6 @@ namespace OpenSim.Region.CoreModules.World.Estate UUID EstateID; bool m_HasTelehub = false; Scene m_Scene; - EstateSettings m_EstateSettings; // This will get an option... Vector3 InitialSpawnPoint = new Vector3(0.0f,0.0f,0.0f); @@ -56,7 +55,6 @@ namespace OpenSim.Region.CoreModules.World.Estate public TelehubManager(Scene scene) { m_Scene = scene; - m_EstateSettings = m_Scene.RegionInfo.EstateSettings; } // Fill our Telehub struct with values @@ -76,17 +74,17 @@ namespace OpenSim.Region.CoreModules.World.Estate // Connect the Telehub public bool Connect(SceneObjectPart part) { - m_EstateSettings.ClearSpawnPoints(); + m_Scene.RegionInfo.RegionSettings.ClearSpawnPoints(); - m_EstateSettings.TelehubObject = part.UUID; - m_EstateSettings.TelehubName = part.Name; - m_EstateSettings.TelehubPos = part.AbsolutePosition; - m_EstateSettings.TelehubRot = part.GetWorldRotation(); + m_Scene.RegionInfo.RegionSettings.TelehubObject = part.UUID; + m_Scene.RegionInfo.RegionSettings.TelehubName = part.Name; + m_Scene.RegionInfo.RegionSettings.TelehubPos = part.AbsolutePosition; + m_Scene.RegionInfo.RegionSettings.TelehubRot = part.GetWorldRotation(); // Clear this for now - m_EstateSettings.AddSpawnPoint(InitialSpawnPoint); - m_EstateSettings.HasTelehub = true; - m_EstateSettings.Save(); + m_Scene.RegionInfo.RegionSettings.AddSpawnPoint(InitialSpawnPoint); + m_Scene.RegionInfo.RegionSettings.HasTelehub = true; + m_Scene.RegionInfo.RegionSettings.Save(); return true; } @@ -96,14 +94,14 @@ namespace OpenSim.Region.CoreModules.World.Estate bool result = false; try{ - m_EstateSettings.TelehubObject = UUID.Zero; - m_EstateSettings.TelehubName = String.Empty; - m_EstateSettings.TelehubPos = Vector3.Zero; + m_Scene.RegionInfo.RegionSettings.TelehubObject = UUID.Zero; + m_Scene.RegionInfo.RegionSettings.TelehubName = String.Empty; + m_Scene.RegionInfo.RegionSettings.TelehubPos = Vector3.Zero; // This is probably wrong! But, HasTelehub will block access - m_EstateSettings.TelehubRot = Quaternion.Identity; - m_EstateSettings.ClearSpawnPoints(); - m_EstateSettings.HasTelehub = false; - m_EstateSettings.Save(); + m_Scene.RegionInfo.RegionSettings.TelehubRot = Quaternion.Identity; + m_Scene.RegionInfo.RegionSettings.ClearSpawnPoints(); + m_Scene.RegionInfo.RegionSettings.HasTelehub = false; + m_Scene.RegionInfo.RegionSettings.Save(); result = true; } catch (Exception ex) @@ -122,22 +120,22 @@ namespace OpenSim.Region.CoreModules.World.Estate public bool AddSpawnPoint(Vector3 point) { - float dist = (float) Util.GetDistanceTo(m_EstateSettings.TelehubPos, point); - Vector3 nvec = Util.GetNormalizedVector(point - m_EstateSettings.TelehubPos); + float dist = (float) Util.GetDistanceTo(m_Scene.RegionInfo.RegionSettings.TelehubPos, point); + Vector3 nvec = Util.GetNormalizedVector(point - m_Scene.RegionInfo.RegionSettings.TelehubPos); Vector3 spoint = nvec * dist; - m_EstateSettings.AddSpawnPoint(spoint); - m_EstateSettings.Save(); + m_Scene.RegionInfo.RegionSettings.AddSpawnPoint(spoint); + m_Scene.RegionInfo.RegionSettings.Save(); return true; } // Remove a SpawnPoint from the Telehub public bool RemoveSpawnPoint(int spawnpoint) { - m_EstateSettings.RemoveSpawnPoint(spawnpoint); - m_EstateSettings.Save(); + m_Scene.RegionInfo.RegionSettings.RemoveSpawnPoint(spawnpoint); + m_Scene.RegionInfo.RegionSettings.Save(); return true; } } -} \ No newline at end of file +} -- cgit v1.1