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authorMelanie2010-11-09 20:18:36 +0100
committerMelanie2010-11-09 22:15:59 +0000
commit22144eb8f74207fedb1042cbcf9f7ade3e2eca59 (patch)
tree6e56074b4658fb43e7f6283abf531e89ec69bbb7 /OpenSim
parentFormatting cleanup. (diff)
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Fix parcel bans to work only on the avatars they're supposed to work on instead of pushing all avatars, even the ones that are allowed.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs1
2 files changed, 15 insertions, 15 deletions
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 634685a..695202f 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -88,7 +88,8 @@ namespace OpenSim.Region.CoreModules.World.Land
88 88
89 // caches ExtendedLandData 89 // caches ExtendedLandData
90 private Cache parcelInfoCache; 90 private Cache parcelInfoCache;
91 private Vector3? forcedPosition = null; 91 private Dictionary<UUID, Vector3> forcedPosition =
92 new Dictionary<UUID, Vector3>();
92 93
93 #region INonSharedRegionModule Members 94 #region INonSharedRegionModule Members
94 95
@@ -177,7 +178,7 @@ namespace OpenSim.Region.CoreModules.World.Land
177 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 178 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
178 { 179 {
179 //If we are forcing a position for them to go 180 //If we are forcing a position for them to go
180 if (forcedPosition != null) 181 if (forcedPosition.ContainsKey(remoteClient.AgentId))
181 { 182 {
182 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId); 183 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
183 184
@@ -187,23 +188,23 @@ namespace OpenSim.Region.CoreModules.World.Land
187 188
188 189
189 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines 190 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
190 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) < .2) 191 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
191 { 192 {
192 Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition)); 193 Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
193 forcedPosition = null; 194 forcedPosition.Remove(remoteClient.AgentId);
194 } 195 }
195 //if we are far away, teleport 196 //if we are far away, teleport
196 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) > 3) 197 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
197 { 198 {
198 Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition)); 199 Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
199 clientAvatar.Teleport(forcedPosition.Value); 200 clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
200 forcedPosition = null; 201 forcedPosition.Remove(remoteClient.AgentId);
201 } 202 }
202 else 203 else
203 { 204 {
204 //Forces them toward the forced position we want if they aren't there yet 205 //Forces them toward the forced position we want if they aren't there yet
205 agentData.UseClientAgentPosition = true; 206 agentData.UseClientAgentPosition = true;
206 agentData.ClientAgentPosition = forcedPosition.Value; 207 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
207 } 208 }
208 } 209 }
209 } 210 }
@@ -326,7 +327,7 @@ namespace OpenSim.Region.CoreModules.World.Land
326 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 327 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
327 if (position.HasValue) 328 if (position.HasValue)
328 { 329 {
329 forcedPosition = position; 330 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position;
330 } 331 }
331 } 332 }
332 333
@@ -457,7 +458,7 @@ namespace OpenSim.Region.CoreModules.World.Land
457 parcel.IsBannedFromLand(clientAvatar.UUID)) 458 parcel.IsBannedFromLand(clientAvatar.UUID))
458 { 459 {
459 //once we've sent the message once, keep going toward the target until we are done 460 //once we've sent the message once, keep going toward the target until we are done
460 if (forcedPosition == null) 461 if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
461 { 462 {
462 SendYouAreBannedNotice(clientAvatar); 463 SendYouAreBannedNotice(clientAvatar);
463 ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar)); 464 ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
@@ -466,7 +467,7 @@ namespace OpenSim.Region.CoreModules.World.Land
466 else if (parcel.IsRestrictedFromLand(clientAvatar.UUID)) 467 else if (parcel.IsRestrictedFromLand(clientAvatar.UUID))
467 { 468 {
468 //once we've sent the message once, keep going toward the target until we are done 469 //once we've sent the message once, keep going toward the target until we are done
469 if (forcedPosition == null) 470 if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
470 { 471 {
471 SendYouAreRestrictedNotice(clientAvatar); 472 SendYouAreRestrictedNotice(clientAvatar);
472 ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar)); 473 ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
@@ -475,7 +476,7 @@ namespace OpenSim.Region.CoreModules.World.Land
475 else 476 else
476 { 477 {
477 //when we are finally in a safe place, lets release the forced position lock 478 //when we are finally in a safe place, lets release the forced position lock
478 forcedPosition = null; 479 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
479 } 480 }
480 } 481 }
481 } 482 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 94a773d..c5396d5 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4740,7 +4740,6 @@ namespace OpenSim.Region.Framework.Scenes
4740 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); 4740 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
4741 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); 4741 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
4742 return nearestRegionEdgePoint; 4742 return nearestRegionEdgePoint;
4743 return null;
4744 } 4743 }
4745 4744
4746 private Vector3 GetParcelCenterAtGround(ILandObject parcel) 4745 private Vector3 GetParcelCenterAtGround(ILandObject parcel)