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authorMelanie2010-11-09 20:18:36 +0100
committerMelanie2010-11-09 20:18:36 +0100
commitdfe11566f43a60aaf0dda466a9425d8a1cc1d2e4 (patch)
tree4c3e865c838b921fb093c289fed7635efca07b35 /OpenSim
parentRemove "OpenSimulator" from startup message (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 5bd72ee..6e0072e 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -90,7 +90,8 @@ namespace OpenSim.Region.CoreModules.World.Land
90 90
91 // caches ExtendedLandData 91 // caches ExtendedLandData
92 private Cache parcelInfoCache; 92 private Cache parcelInfoCache;
93 private Vector3? forcedPosition = null; 93 private Dictionary<UUID, Vector3> forcedPosition =
94 new Dictionary<UUID, Vector3>();
94 95
95 #region INonSharedRegionModule Members 96 #region INonSharedRegionModule Members
96 97
@@ -185,7 +186,7 @@ namespace OpenSim.Region.CoreModules.World.Land
185 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 186 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
186 { 187 {
187 //If we are forcing a position for them to go 188 //If we are forcing a position for them to go
188 if (forcedPosition != null) 189 if (forcedPosition.ContainsKey(remoteClient.AgentId))
189 { 190 {
190 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId); 191 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
191 192
@@ -195,23 +196,23 @@ namespace OpenSim.Region.CoreModules.World.Land
195 196
196 197
197 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines 198 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
198 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) < .2) 199 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
199 { 200 {
200 Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition)); 201 Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
201 forcedPosition = null; 202 forcedPosition.Remove(remoteClient.AgentId);
202 } 203 }
203 //if we are far away, teleport 204 //if we are far away, teleport
204 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) > 3) 205 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
205 { 206 {
206 Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition)); 207 Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
207 clientAvatar.Teleport(forcedPosition.Value); 208 clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
208 forcedPosition = null; 209 forcedPosition.Remove(remoteClient.AgentId);
209 } 210 }
210 else 211 else
211 { 212 {
212 //Forces them toward the forced position we want if they aren't there yet 213 //Forces them toward the forced position we want if they aren't there yet
213 agentData.UseClientAgentPosition = true; 214 agentData.UseClientAgentPosition = true;
214 agentData.ClientAgentPosition = forcedPosition.Value; 215 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
215 } 216 }
216 } 217 }
217 } 218 }
@@ -334,7 +335,7 @@ namespace OpenSim.Region.CoreModules.World.Land
334 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 335 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
335 if (position.HasValue) 336 if (position.HasValue)
336 { 337 {
337 forcedPosition = position; 338 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position;
338 } 339 }
339 } 340 }
340 341
@@ -465,7 +466,7 @@ namespace OpenSim.Region.CoreModules.World.Land
465 parcel.IsBannedFromLand(clientAvatar.UUID)) 466 parcel.IsBannedFromLand(clientAvatar.UUID))
466 { 467 {
467 //once we've sent the message once, keep going toward the target until we are done 468 //once we've sent the message once, keep going toward the target until we are done
468 if (forcedPosition == null) 469 if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
469 { 470 {
470 SendYouAreBannedNotice(clientAvatar); 471 SendYouAreBannedNotice(clientAvatar);
471 ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar)); 472 ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
@@ -474,7 +475,7 @@ namespace OpenSim.Region.CoreModules.World.Land
474 else if (parcel.IsRestrictedFromLand(clientAvatar.UUID)) 475 else if (parcel.IsRestrictedFromLand(clientAvatar.UUID))
475 { 476 {
476 //once we've sent the message once, keep going toward the target until we are done 477 //once we've sent the message once, keep going toward the target until we are done
477 if (forcedPosition == null) 478 if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
478 { 479 {
479 SendYouAreRestrictedNotice(clientAvatar); 480 SendYouAreRestrictedNotice(clientAvatar);
480 ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar)); 481 ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
@@ -483,7 +484,7 @@ namespace OpenSim.Region.CoreModules.World.Land
483 else 484 else
484 { 485 {
485 //when we are finally in a safe place, lets release the forced position lock 486 //when we are finally in a safe place, lets release the forced position lock
486 forcedPosition = null; 487 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
487 } 488 }
488 } 489 }
489 } 490 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index ae48c02..b6d9a02 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4878,7 +4878,6 @@ namespace OpenSim.Region.Framework.Scenes
4878 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); 4878 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
4879 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); 4879 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
4880 return nearestRegionEdgePoint; 4880 return nearestRegionEdgePoint;
4881 return null;
4882 } 4881 }
4883 4882
4884 private Vector3 GetParcelCenterAtGround(ILandObject parcel) 4883 private Vector3 GetParcelCenterAtGround(ILandObject parcel)