diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 265129c5c1..37734f40eb 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3460,6 +3460,7 @@ namespace OpenSim.Region.Framework.Scenes } } // Honor parcel landing type and position. + /* ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); if (land != null) { @@ -3468,6 +3469,7 @@ namespace OpenSim.Region.Framework.Scenes agent.startpos = land.LandData.UserLocation; } } + */// This is now handled properly in ScenePresence.MakeRootAgent } m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs index e649139332..0a02d3942f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs +++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs @@ -706,17 +706,42 @@ namespace OpenSim.Region.Framework.Scenes { m_log.DebugFormat( "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation {0} within {1}", - position, m_regionInfo.RegionName); - - // Teleport within the same region - if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0) - { - Vector3 emergencyPos = new Vector3(128, 128, 128); - - m_log.WarnFormat( - "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", - position, avatar.Name, avatar.UUID, emergencyPos); - position = emergencyPos; + position, m_regionInfo.RegionName); + + // Teleport within the same region + if (IsOutsideRegion(avatar.Scene, position) || position.Z < 0) + { + Vector3 emergencyPos = new Vector3(128, 128, 128); + + m_log.WarnFormat( + "[SCENE COMMUNICATION SERVICE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}. Substituting {3}", + position, avatar.Name, avatar.UUID, emergencyPos); + position = emergencyPos; + } + + Vector3 currentPos = avatar.AbsolutePosition; + ILandObject srcLand = m_scene.LandChannel.GetLandObject(currentPos.X, currentPos.Y); + ILandObject destLand = m_scene.LandChannel.GetLandObject(position.X, position.Y); + if (srcLand != null && destLand != null && (teleportFlags & (uint)TeleportFlags.ViaLure) == 0 && (teleportFlags & (uint)TeleportFlags.ViaGodlikeLure) == 0) + { + if (srcLand.LandData.LocalID == destLand.LandData.LocalID) + { + //TPing within the same parcel. If the landing point is restricted, block the TP. + //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. + if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID) + { + avatar.ControllingClient.SendAgentAlertMessage("Can't TP to the destination; landing point set.", false); + position = currentPos; + } + } + else + { + //Tping to a different parcel. Respect the landing point on the destination parcel. + if (destLand.LandData.LandingType == (byte)1 && destLand.LandData.UserLocation != Vector3.Zero && avatar.GodLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar.UUID) && destLand.LandData.OwnerID != avatar.UUID) + { + position = destLand.LandData.UserLocation; + } + } } // TODO: Get proper AVG Height diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index a3ad7ca94f..c3bc96ae4a 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -836,9 +836,24 @@ namespace OpenSim.Region.Framework.Scenes { Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); pos.Y = crossedBorder.BorderLine.Z - 1; + } + + //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. + //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, + //they'll bypass the landing point. But I can't think of any decent way of fixing this. + if (KnownChildRegionHandles.Count == 0) + { + ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); + if (land != null) + { + //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. + if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_godlevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) + { + pos = land.LandData.UserLocation; + } + } } - if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) { Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); @@ -973,9 +988,10 @@ namespace OpenSim.Region.Framework.Scenes public void Teleport(Vector3 pos) { bool isFlying = false; - if (m_physicsActor != null) - isFlying = m_physicsActor.Flying; + if (m_physicsActor != null) + isFlying = m_physicsActor.Flying; + RemoveFromPhysicalScene(); Velocity = Vector3.Zero; AbsolutePosition = pos; @@ -986,7 +1002,8 @@ namespace OpenSim.Region.Framework.Scenes SetHeight(m_appearance.AvatarHeight); } - SendTerseUpdateToAllClients(); + SendTerseUpdateToAllClients(); + } public void TeleportWithMomentum(Vector3 pos)