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authorJohn Hurliman2010-03-10 14:06:12 -0800
committerJohn Hurliman2010-03-10 14:06:12 -0800
commitb18ca2fee6624d63faf0d44dd2d4b7b64c93fc5a (patch)
treec20d8f5be598d70caff0589629427f6450573cf4 /OpenSim/Region/Framework/Scenes
parent* Cleaned up and commented the messy SendInventoryUpdate, fixed a broken debu... (diff)
parentReintroduce a check that was dropped from permissions (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs242
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs28
5 files changed, 262 insertions, 24 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index f0d346f..dc9ae19 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -113,15 +113,15 @@ namespace OpenSim.Region.Framework.Scenes
113 /// Fired when an object is touched/grabbed. 113 /// Fired when an object is touched/grabbed.
114 /// </summary> 114 /// </summary>
115 /// The originalID is the local ID of the part that was actually touched. The localID itself is always that of 115 /// The originalID is the local ID of the part that was actually touched. The localID itself is always that of
116 /// the root part. 116 /// the root part.
117 public event ObjectGrabDelegate OnObjectGrab; 117 public event ObjectGrabDelegate OnObjectGrab;
118 public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs); 118 public delegate void ObjectGrabDelegate(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
119 119
120 public event ObjectGrabDelegate OnObjectGrabbing; 120 public event ObjectGrabDelegate OnObjectGrabbing;
121 public event ObjectDeGrabDelegate OnObjectDeGrab; 121 public event ObjectDeGrabDelegate OnObjectDeGrab;
122 public event ScriptResetDelegate OnScriptReset; 122 public event ScriptResetDelegate OnScriptReset;
123 123
124 public event OnPermissionErrorDelegate OnPermissionError; 124 public event OnPermissionErrorDelegate OnPermissionError;
125 125
126 /// <summary> 126 /// <summary>
127 /// Fired when a new script is created. 127 /// Fired when a new script is created.
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 169
170 public delegate void ClientClosed(UUID clientID, Scene scene); 170 public delegate void ClientClosed(UUID clientID, Scene scene);
171 171
172 public event ClientClosed OnClientClosed; 172 public event ClientClosed OnClientClosed;
173 173
174 /// <summary> 174 /// <summary>
175 /// This is fired when a scene object property that a script might be interested in (such as color, scale or 175 /// This is fired when a scene object property that a script might be interested in (such as color, scale or
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 1eb3117..87a753e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics;
30using System.Drawing; 31using System.Drawing;
31using System.Drawing.Imaging; 32using System.Drawing.Imaging;
32using System.IO; 33using System.IO;
@@ -1975,7 +1976,7 @@ namespace OpenSim.Region.Framework.Scenes
1975 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 1976 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
1976 { 1977 {
1977 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 1978 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
1978 } 1979 }
1979 1980
1980 /// <summary> 1981 /// <summary>
1981 /// Delete every object from the scene 1982 /// Delete every object from the scene
@@ -2643,7 +2644,7 @@ namespace OpenSim.Region.Framework.Scenes
2643 public virtual void SubscribeToClientAttachmentEvents(IClientAPI client) 2644 public virtual void SubscribeToClientAttachmentEvents(IClientAPI client)
2644 { 2645 {
2645 client.OnRezSingleAttachmentFromInv += RezSingleAttachment; 2646 client.OnRezSingleAttachmentFromInv += RezSingleAttachment;
2646 client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachments; 2647 client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachments;
2647 client.OnObjectAttach += m_sceneGraph.AttachObject; 2648 client.OnObjectAttach += m_sceneGraph.AttachObject;
2648 client.OnObjectDetach += m_sceneGraph.DetachObject; 2649 client.OnObjectDetach += m_sceneGraph.DetachObject;
2649 2650
@@ -2695,7 +2696,7 @@ namespace OpenSim.Region.Framework.Scenes
2695 } 2696 }
2696 2697
2697 protected virtual void UnsubscribeToClientEvents(IClientAPI client) 2698 protected virtual void UnsubscribeToClientEvents(IClientAPI client)
2698 { 2699 {
2699 } 2700 }
2700 2701
2701 /// <summary> 2702 /// <summary>
@@ -2796,13 +2797,13 @@ namespace OpenSim.Region.Framework.Scenes
2796 } 2797 }
2797 2798
2798 public virtual void UnSubscribeToClientAttachmentEvents(IClientAPI client) 2799 public virtual void UnSubscribeToClientAttachmentEvents(IClientAPI client)
2799 { 2800 {
2800 client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachments; 2801 client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachments;
2801 client.OnRezSingleAttachmentFromInv -= RezSingleAttachment; 2802 client.OnRezSingleAttachmentFromInv -= RezSingleAttachment;
2802 client.OnObjectAttach -= m_sceneGraph.AttachObject; 2803 client.OnObjectAttach -= m_sceneGraph.AttachObject;
2803 client.OnObjectDetach -= m_sceneGraph.DetachObject; 2804 client.OnObjectDetach -= m_sceneGraph.DetachObject;
2804 2805
2805 if (AttachmentsModule != null) 2806 if (AttachmentsModule != null)
2806 client.OnDetachAttachmentIntoInv -= AttachmentsModule.ShowDetachInUserInventory; 2807 client.OnDetachAttachmentIntoInv -= AttachmentsModule.ShowDetachInUserInventory;
2807 } 2808 }
2808 2809
@@ -3224,6 +3225,7 @@ namespace OpenSim.Region.Framework.Scenes
3224 /// also return a reason.</returns> 3225 /// also return a reason.</returns>
3225 public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason) 3226 public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, out string reason)
3226 { 3227 {
3228 TeleportFlags tp = (TeleportFlags)teleportFlags;
3227 //Teleport flags: 3229 //Teleport flags:
3228 // 3230 //
3229 // TeleportFlags.ViaGodlikeLure - Border Crossing 3231 // TeleportFlags.ViaGodlikeLure - Border Crossing
@@ -3257,6 +3259,17 @@ namespace OpenSim.Region.Framework.Scenes
3257 3259
3258 CapsModule.NewUserConnection(agent); 3260 CapsModule.NewUserConnection(agent);
3259 3261
3262 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3263
3264 //On login or border crossing test land permisions
3265 if (tp != TeleportFlags.Default)
3266 {
3267 if (land != null && !TestLandRestrictions(agent, land, out reason))
3268 {
3269 return false;
3270 }
3271 }
3272
3260 ScenePresence sp = m_sceneGraph.GetScenePresence(agent.AgentID); 3273 ScenePresence sp = m_sceneGraph.GetScenePresence(agent.AgentID);
3261 if (sp != null) 3274 if (sp != null)
3262 { 3275 {
@@ -3329,7 +3342,6 @@ namespace OpenSim.Region.Framework.Scenes
3329 } 3342 }
3330 } 3343 }
3331 // Honor parcel landing type and position. 3344 // Honor parcel landing type and position.
3332 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3333 if (land != null) 3345 if (land != null)
3334 { 3346 {
3335 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3347 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3345,6 +3357,40 @@ namespace OpenSim.Region.Framework.Scenes
3345 return true; 3357 return true;
3346 } 3358 }
3347 3359
3360 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason)
3361 {
3362
3363 bool banned = land.IsBannedFromLand(agent.AgentID);
3364 bool restricted = land.IsRestrictedFromLand(agent.AgentID);
3365
3366 if (banned || restricted)
3367 {
3368 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y);
3369 if (nearestParcel != null)
3370 {
3371 //Move agent to nearest allowed
3372 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3373 agent.startpos.X = newPosition.X;
3374 agent.startpos.Y = newPosition.Y;
3375 }
3376 else
3377 {
3378 if (banned)
3379 {
3380 reason = "Cannot regioncross into banned parcel.";
3381 }
3382 else
3383 {
3384 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
3385 RegionInfo.RegionName);
3386 }
3387 return false;
3388 }
3389 }
3390 reason = "";
3391 return true;
3392 }
3393
3348 /// <summary> 3394 /// <summary>
3349 /// Verifies that the user has a presence on the Grid 3395 /// Verifies that the user has a presence on the Grid
3350 /// </summary> 3396 /// </summary>
@@ -3476,6 +3522,18 @@ namespace OpenSim.Region.Framework.Scenes
3476 return true; 3522 return true;
3477 } 3523 }
3478 3524
3525 private ILandObject GetParcelAtPoint(float x, float y)
3526 {
3527 foreach (var parcel in AllParcels())
3528 {
3529 if (parcel.ContainsPoint((int)x,(int)y))
3530 {
3531 return parcel;
3532 }
3533 }
3534 return null;
3535 }
3536
3479 /// <summary> 3537 /// <summary>
3480 /// Update an AgentCircuitData object with new information 3538 /// Update an AgentCircuitData object with new information
3481 /// </summary> 3539 /// </summary>
@@ -4748,5 +4806,175 @@ namespace OpenSim.Region.Framework.Scenes
4748 { 4806 {
4749 get { return m_allowScriptCrossings; } 4807 get { return m_allowScriptCrossings; }
4750 } 4808 }
4809
4810 public Vector3? GetNearestAllowedPosition(ScenePresence avatar)
4811 {
4812 //simulate to make sure we have pretty up to date positions
4813 PhysicsScene.Simulate(0);
4814
4815 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
4816
4817 if (nearestParcel != null)
4818 {
4819 Vector3 dir = Vector3.Normalize(Vector3.Multiply(avatar.Velocity, -1));
4820 //Try to get a location that feels like where they came from
4821 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4822 if (nearestPoint != null)
4823 {
4824 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4825 return nearestPoint.Value;
4826 }
4827
4828 //Sometimes velocity might be zero (local teleport), so try finding point along path from avatar to center of nearest parcel
4829 Vector3 directionToParcelCenter = Vector3.Subtract(GetParcelCenterAtGround(nearestParcel), avatar.AbsolutePosition);
4830 dir = Vector3.Normalize(directionToParcelCenter);
4831 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4832 if (nearestPoint != null)
4833 {
4834 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4835 return nearestPoint.Value;
4836 }
4837
4838 //Ultimate backup if we have no idea where they are
4839 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
4840 return avatar.lastKnownAllowedPosition;
4841
4842 }
4843
4844 //Go to the edge, this happens in teleporting to a region with no available parcels
4845 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
4846 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
4847 return nearestRegionEdgePoint;
4848 return null;
4849 }
4850
4851 private Vector3 GetParcelCenterAtGround(ILandObject parcel)
4852 {
4853 Vector2 center = GetParcelCenter(parcel);
4854 return GetPositionAtGround(center.X, center.Y);
4855 }
4856
4857 private Vector3? GetNearestPointInParcelAlongDirectionFromPoint(Vector3 pos, Vector3 direction, ILandObject parcel)
4858 {
4859 Vector3 unitDirection = Vector3.Normalize(direction);
4860 //Making distance to search go through some sane limit of distance
4861 for (float distance = 0; distance < Constants.RegionSize * 2; distance += .5f)
4862 {
4863 Vector3 testPos = Vector3.Add(pos, Vector3.Multiply(unitDirection, distance));
4864 if (parcel.ContainsPoint((int)testPos.X, (int)testPos.Y))
4865 {
4866 return testPos;
4867 }
4868 }
4869 return null;
4870 }
4871
4872 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4873 {
4874 List<ILandObject> all = AllParcels();
4875 float minParcelDistance = float.MaxValue;
4876 ILandObject nearestParcel = null;
4877
4878 foreach (var parcel in all)
4879 {
4880 if (!parcel.IsEitherBannedOrRestricted(avatarId))
4881 {
4882 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4883 if (parcelDistance < minParcelDistance)
4884 {
4885 minParcelDistance = parcelDistance;
4886 nearestParcel = parcel;
4887 }
4888 }
4889 }
4890
4891 return nearestParcel;
4892 }
4893
4894 private List<ILandObject> AllParcels()
4895 {
4896 return LandChannel.AllParcels();
4897 }
4898
4899 private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
4900 {
4901 return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
4902 }
4903
4904 //calculate the average center point of a parcel
4905 private Vector2 GetParcelCenter(ILandObject parcel)
4906 {
4907 int count = 0;
4908 int avgx = 0;
4909 int avgy = 0;
4910 for (int x = 0; x < Constants.RegionSize; x++)
4911 {
4912 for (int y = 0; y < Constants.RegionSize; y++)
4913 {
4914 //Just keep a running average as we check if all the points are inside or not
4915 if (parcel.ContainsPoint(x, y))
4916 {
4917 if (count == 0)
4918 {
4919 avgx = x;
4920 avgy = y;
4921 }
4922 else
4923 {
4924 avgx = (avgx * count + x) / (count + 1);
4925 avgy = (avgy * count + y) / (count + 1);
4926 }
4927 count += 1;
4928 }
4929 }
4930 }
4931 return new Vector2(avgx, avgy);
4932 }
4933
4934 private Vector3 GetNearestRegionEdgePosition(ScenePresence avatar)
4935 {
4936 float xdistance = avatar.AbsolutePosition.X < Constants.RegionSize / 2 ? avatar.AbsolutePosition.X : Constants.RegionSize - avatar.AbsolutePosition.X;
4937 float ydistance = avatar.AbsolutePosition.Y < Constants.RegionSize / 2 ? avatar.AbsolutePosition.Y : Constants.RegionSize - avatar.AbsolutePosition.Y;
4938
4939 //find out what vertical edge to go to
4940 if (xdistance < ydistance)
4941 {
4942 if (avatar.AbsolutePosition.X < Constants.RegionSize / 2)
4943 {
4944 return GetPositionAtAvatarHeightOrGroundHeight(avatar, 0.0f, avatar.AbsolutePosition.Y);
4945 }
4946 else
4947 {
4948 return GetPositionAtAvatarHeightOrGroundHeight(avatar, Constants.RegionSize, avatar.AbsolutePosition.Y);
4949 }
4950 }
4951 //find out what horizontal edge to go to
4952 else
4953 {
4954 if (avatar.AbsolutePosition.Y < Constants.RegionSize / 2)
4955 {
4956 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, 0.0f);
4957 }
4958 else
4959 {
4960 return GetPositionAtAvatarHeightOrGroundHeight(avatar, avatar.AbsolutePosition.X, Constants.RegionSize);
4961 }
4962 }
4963 }
4964
4965 private Vector3 GetPositionAtAvatarHeightOrGroundHeight(ScenePresence avatar, float x, float y)
4966 {
4967 Vector3 ground = GetPositionAtGround(x, y);
4968 if (avatar.AbsolutePosition.Z > ground.Z)
4969 {
4970 ground.Z = avatar.AbsolutePosition.Z;
4971 }
4972 return ground;
4973 }
4974
4975 private Vector3 GetPositionAtGround(float x, float y)
4976 {
4977 return new Vector3(x, y, GetGroundHeight(x, y));
4978 }
4751 } 4979 }
4752} 4980}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 37b4fd6..88deedf 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -569,7 +569,7 @@ namespace OpenSim.Region.Framework.Scenes
569 ApplyPhysics(m_scene.m_physicalPrim); 569 ApplyPhysics(m_scene.m_physicalPrim);
570 570
571 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 571 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
572 // for the same object with very different properties. The caller must schedule the update. 572 // for the same object with very different properties. The caller must schedule the update.
573 //ScheduleGroupForFullUpdate(); 573 //ScheduleGroupForFullUpdate();
574 } 574 }
575 575
@@ -2032,11 +2032,11 @@ namespace OpenSim.Region.Framework.Scenes
2032 /// Immediately send a full update for this scene object. 2032 /// Immediately send a full update for this scene object.
2033 /// </summary> 2033 /// </summary>
2034 public void SendGroupFullUpdate() 2034 public void SendGroupFullUpdate()
2035 { 2035 {
2036 if (IsDeleted) 2036 if (IsDeleted)
2037 return; 2037 return;
2038 2038
2039// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2039// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2040 2040
2041 RootPart.SendFullUpdateToAllClients(); 2041 RootPart.SendFullUpdateToAllClients();
2042 2042
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4729382..8967252 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2869,7 +2869,7 @@ namespace OpenSim.Region.Framework.Scenes
2869 { 2869 {
2870 SendFullUpdateToClient(remoteClient, clientFlags); 2870 SendFullUpdateToClient(remoteClient, clientFlags);
2871 } 2871 }
2872 } 2872 }
2873 2873
2874 /// <summary> 2874 /// <summary>
2875 /// Send a full update for this part to all clients. 2875 /// Send a full update for this part to all clients.
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4256be9..7661f1e 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -146,7 +146,8 @@ namespace OpenSim.Region.Framework.Scenes
146 146
147 private float m_sitAvatarHeight = 2.0f; 147 private float m_sitAvatarHeight = 2.0f;
148 148
149 private float m_godlevel; 149 private int m_godLevel;
150 private int m_userLevel;
150 151
151 private bool m_invulnerable = true; 152 private bool m_invulnerable = true;
152 153
@@ -294,9 +295,14 @@ namespace OpenSim.Region.Framework.Scenes
294 get { return m_invulnerable; } 295 get { return m_invulnerable; }
295 } 296 }
296 297
297 public float GodLevel 298 public int UserLevel
298 { 299 {
299 get { return m_godlevel; } 300 get { return m_userLevel; }
301 }
302
303 public int GodLevel
304 {
305 get { return m_godLevel; }
300 } 306 }
301 307
302 public ulong RegionHandle 308 public ulong RegionHandle
@@ -668,6 +674,10 @@ namespace OpenSim.Region.Framework.Scenes
668 m_regionInfo = reginfo; 674 m_regionInfo = reginfo;
669 m_localId = m_scene.AllocateLocalId(); 675 m_localId = m_scene.AllocateLocalId();
670 676
677 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
678
679 m_userLevel = account.UserLevel;
680
671 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 681 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
672 if (gm != null) 682 if (gm != null)
673 m_grouptitle = gm.GetGroupTitle(m_uuid); 683 m_grouptitle = gm.GetGroupTitle(m_uuid);
@@ -2967,17 +2977,17 @@ namespace OpenSim.Region.Framework.Scenes
2967 if (account != null) 2977 if (account != null)
2968 { 2978 {
2969 if (account.UserLevel > 0) 2979 if (account.UserLevel > 0)
2970 m_godlevel = account.UserLevel; 2980 m_godLevel = account.UserLevel;
2971 else 2981 else
2972 m_godlevel = 200; 2982 m_godLevel = 200;
2973 } 2983 }
2974 } 2984 }
2975 else 2985 else
2976 { 2986 {
2977 m_godlevel = 0; 2987 m_godLevel = 0;
2978 } 2988 }
2979 2989
2980 ControllingClient.SendAdminResponse(token, (uint)m_godlevel); 2990 ControllingClient.SendAdminResponse(token, (uint)m_godLevel);
2981 } 2991 }
2982 2992
2983 #region Child Agent Updates 2993 #region Child Agent Updates
@@ -3068,7 +3078,7 @@ namespace OpenSim.Region.Framework.Scenes
3068 cAgent.ControlFlags = (uint)m_AgentControlFlags; 3078 cAgent.ControlFlags = (uint)m_AgentControlFlags;
3069 3079
3070 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3080 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3071 cAgent.GodLevel = (byte)m_godlevel; 3081 cAgent.GodLevel = (byte)m_godLevel;
3072 else 3082 else
3073 cAgent.GodLevel = (byte) 0; 3083 cAgent.GodLevel = (byte) 0;
3074 3084
@@ -3157,7 +3167,7 @@ namespace OpenSim.Region.Framework.Scenes
3157 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; 3167 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
3158 3168
3159 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3169 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3160 m_godlevel = cAgent.GodLevel; 3170 m_godLevel = cAgent.GodLevel;
3161 m_setAlwaysRun = cAgent.AlwaysRun; 3171 m_setAlwaysRun = cAgent.AlwaysRun;
3162 3172
3163 uint i = 0; 3173 uint i = 0;