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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs67
1 files changed, 46 insertions, 21 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index fbe56f6..755b1e6 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -166,7 +166,6 @@ namespace OpenSim.Region.Framework.Scenes
166 protected IConfigSource m_config; 166 protected IConfigSource m_config;
167 protected IRegionSerialiserModule m_serialiser; 167 protected IRegionSerialiserModule m_serialiser;
168 protected IDialogModule m_dialogModule; 168 protected IDialogModule m_dialogModule;
169 protected IEntityTransferModule m_teleportModule;
170 protected ICapabilitiesModule m_capsModule; 169 protected ICapabilitiesModule m_capsModule;
171 protected IGroupsModule m_groupsModule; 170 protected IGroupsModule m_groupsModule;
172 171
@@ -498,6 +497,7 @@ namespace OpenSim.Region.Framework.Scenes
498 } 497 }
499 498
500 public IAttachmentsModule AttachmentsModule { get; set; } 499 public IAttachmentsModule AttachmentsModule { get; set; }
500 public IEntityTransferModule EntityTransferModule { get; private set; }
501 501
502 public IAvatarFactoryModule AvatarFactory 502 public IAvatarFactoryModule AvatarFactory
503 { 503 {
@@ -924,8 +924,8 @@ namespace OpenSim.Region.Framework.Scenes
924 List<ulong> old = new List<ulong>(); 924 List<ulong> old = new List<ulong>();
925 old.Add(otherRegion.RegionHandle); 925 old.Add(otherRegion.RegionHandle);
926 agent.DropOldNeighbours(old); 926 agent.DropOldNeighbours(old);
927 if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc) 927 if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
928 m_teleportModule.EnableChildAgent(agent, otherRegion); 928 EntityTransferModule.EnableChildAgent(agent, otherRegion);
929 }); 929 });
930 } 930 }
931 catch (NullReferenceException) 931 catch (NullReferenceException)
@@ -1062,8 +1062,8 @@ namespace OpenSim.Region.Framework.Scenes
1062 { 1062 {
1063 ForEachRootScenePresence(delegate(ScenePresence agent) 1063 ForEachRootScenePresence(delegate(ScenePresence agent)
1064 { 1064 {
1065 if (m_teleportModule != null && agent.PresenceType != PresenceType.Npc) 1065 if (EntityTransferModule != null && agent.PresenceType != PresenceType.Npc)
1066 m_teleportModule.EnableChildAgent(agent, r); 1066 EntityTransferModule.EnableChildAgent(agent, r);
1067 }); 1067 });
1068 } 1068 }
1069 catch (NullReferenceException) 1069 catch (NullReferenceException)
@@ -1238,7 +1238,7 @@ namespace OpenSim.Region.Framework.Scenes
1238 m_serialiser = RequestModuleInterface<IRegionSerialiserModule>(); 1238 m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
1239 m_dialogModule = RequestModuleInterface<IDialogModule>(); 1239 m_dialogModule = RequestModuleInterface<IDialogModule>();
1240 m_capsModule = RequestModuleInterface<ICapabilitiesModule>(); 1240 m_capsModule = RequestModuleInterface<ICapabilitiesModule>();
1241 m_teleportModule = RequestModuleInterface<IEntityTransferModule>(); 1241 EntityTransferModule = RequestModuleInterface<IEntityTransferModule>();
1242 m_groupsModule = RequestModuleInterface<IGroupsModule>(); 1242 m_groupsModule = RequestModuleInterface<IGroupsModule>();
1243 } 1243 }
1244 1244
@@ -2275,8 +2275,8 @@ namespace OpenSim.Region.Framework.Scenes
2275 return; 2275 return;
2276 } 2276 }
2277 2277
2278 if (m_teleportModule != null) 2278 if (EntityTransferModule != null)
2279 m_teleportModule.Cross(grp, attemptedPosition, silent); 2279 EntityTransferModule.Cross(grp, attemptedPosition, silent);
2280 } 2280 }
2281 2281
2282 public Border GetCrossedBorder(Vector3 position, Cardinals gridline) 2282 public Border GetCrossedBorder(Vector3 position, Cardinals gridline)
@@ -3078,8 +3078,10 @@ namespace OpenSim.Region.Framework.Scenes
3078 /// <param name="client">The IClientAPI for the client</param> 3078 /// <param name="client">The IClientAPI for the client</param>
3079 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3079 public virtual void TeleportClientHome(UUID agentId, IClientAPI client)
3080 { 3080 {
3081 if (m_teleportModule != null) 3081 if (EntityTransferModule != null)
3082 m_teleportModule.TeleportHome(agentId, client); 3082 {
3083 EntityTransferModule.TeleportHome(agentId, client);
3084 }
3083 else 3085 else
3084 { 3086 {
3085 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3087 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
@@ -3638,7 +3640,6 @@ namespace OpenSim.Region.Framework.Scenes
3638 3640
3639 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3641 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason)
3640 { 3642 {
3641
3642 bool banned = land.IsBannedFromLand(agent.AgentID); 3643 bool banned = land.IsBannedFromLand(agent.AgentID);
3643 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3644 bool restricted = land.IsRestrictedFromLand(agent.AgentID);
3644 3645
@@ -4131,8 +4132,10 @@ namespace OpenSim.Region.Framework.Scenes
4131 position.Y -= shifty; 4132 position.Y -= shifty;
4132 } 4133 }
4133 4134
4134 if (m_teleportModule != null) 4135 if (EntityTransferModule != null)
4135 m_teleportModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags); 4136 {
4137 EntityTransferModule.Teleport(sp, regionHandle, position, lookAt, teleportFlags);
4138 }
4136 else 4139 else
4137 { 4140 {
4138 m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active"); 4141 m_log.DebugFormat("[SCENE]: Unable to perform teleports: no AgentTransferModule is active");
@@ -4143,8 +4146,10 @@ namespace OpenSim.Region.Framework.Scenes
4143 4146
4144 public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying) 4147 public bool CrossAgentToNewRegion(ScenePresence agent, bool isFlying)
4145 { 4148 {
4146 if (m_teleportModule != null) 4149 if (EntityTransferModule != null)
4147 return m_teleportModule.Cross(agent, isFlying); 4150 {
4151 return EntityTransferModule.Cross(agent, isFlying);
4152 }
4148 else 4153 else
4149 { 4154 {
4150 m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule"); 4155 m_log.DebugFormat("[SCENE]: Unable to cross agent to neighbouring region, because there is no AgentTransferModule");
@@ -5188,14 +5193,34 @@ namespace OpenSim.Region.Framework.Scenes
5188 throw new Exception(error); 5193 throw new Exception(error);
5189 } 5194 }
5190 5195
5191 // This method is called across the simulation connector to 5196 /// <summary>
5192 // determine if a given agent is allowed in this region 5197 /// This method is called across the simulation connector to
5193 // AS A ROOT AGENT. Returning false here will prevent them 5198 /// determine if a given agent is allowed in this region
5194 // from logging into the region, teleporting into the region 5199 /// AS A ROOT AGENT
5195 // or corssing the broder walking, but will NOT prevent 5200 /// </summary>
5196 // child agent creation, thereby emulating the SL behavior. 5201 /// <remarks>
5202 /// Returning false here will prevent them
5203 /// from logging into the region, teleporting into the region
5204 /// or corssing the broder walking, but will NOT prevent
5205 /// child agent creation, thereby emulating the SL behavior.
5206 /// </remarks>
5207 /// <param name='agentID'></param>
5208 /// <param name='position'></param>
5209 /// <param name='reason'></param>
5210 /// <returns></returns>
5197 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5211 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5198 { 5212 {
5213 if (EntityTransferModule.IsInTransit(agentID))
5214 {
5215 reason = "Agent is already in transit on this region";
5216
5217 m_log.DebugFormat(
5218 "[SCENE]: Denying agent {0} entry into {1} since region already has them registered as in transit",
5219 agentID, RegionInfo.RegionName);
5220
5221 return false;
5222 }
5223
5199 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5224 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5200 // However, the long term fix is to make sure root agent count is always accurate. 5225 // However, the long term fix is to make sure root agent count is always accurate.
5201 m_sceneGraph.RecalculateStats(); 5226 m_sceneGraph.RecalculateStats();