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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs17
1 files changed, 17 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 18376c3..5f0dbd7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -224,6 +224,12 @@ namespace OpenSim.Region.Framework.Scenes
224 public bool m_clampPrimSize; 224 public bool m_clampPrimSize;
225 public bool m_trustBinaries; 225 public bool m_trustBinaries;
226 public bool m_allowScriptCrossings = true; 226 public bool m_allowScriptCrossings = true;
227
228 /// <summary>
229 /// Can avatars cross from and to this region?
230 /// </summary>
231 public bool AllowAvatarCrossing { get; set; }
232
227 public bool m_useFlySlow; 233 public bool m_useFlySlow;
228 public bool m_useTrashOnDelete = true; 234 public bool m_useTrashOnDelete = true;
229 235
@@ -1023,6 +1029,12 @@ namespace OpenSim.Region.Framework.Scenes
1023 1029
1024 #endregion Region Config 1030 #endregion Region Config
1025 1031
1032 IConfig entityTransferConfig = m_config.Configs["EntityTransfer"];
1033 if (entityTransferConfig != null)
1034 {
1035 AllowAvatarCrossing = entityTransferConfig.GetBoolean("AllowAvatarCrossing", AllowAvatarCrossing);
1036 }
1037
1026 #region Interest Management 1038 #region Interest Management
1027 1039
1028 IConfig interestConfig = m_config.Configs["InterestManagement"]; 1040 IConfig interestConfig = m_config.Configs["InterestManagement"];
@@ -1091,6 +1103,8 @@ namespace OpenSim.Region.Framework.Scenes
1091 CollidablePrims = true; 1103 CollidablePrims = true;
1092 PhysicsEnabled = true; 1104 PhysicsEnabled = true;
1093 1105
1106 AllowAvatarCrossing = true;
1107
1094 PeriodicBackup = true; 1108 PeriodicBackup = true;
1095 UseBackup = true; 1109 UseBackup = true;
1096 1110
@@ -5613,6 +5627,9 @@ namespace OpenSim.Region.Framework.Scenes
5613 return true; 5627 return true;
5614 } 5628 }
5615 5629
5630 if (!AllowAvatarCrossing && !viaTeleport)
5631 return false;
5632
5616 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5633 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5617 // However, the long term fix is to make sure root agent count is always accurate. 5634 // However, the long term fix is to make sure root agent count is always accurate.
5618 m_sceneGraph.RecalculateStats(); 5635 m_sceneGraph.RecalculateStats();