aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Scene.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs390
1 files changed, 192 insertions, 198 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 9061244..97b11c7 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4060,7 +4060,6 @@ namespace OpenSim.Region.Framework.Scenes
4060 return false; 4060 return false;
4061 } 4061 }
4062 4062
4063 ILandObject land;
4064 ScenePresence sp; 4063 ScenePresence sp;
4065 4064
4066 lock (m_removeClientLock) 4065 lock (m_removeClientLock)
@@ -4166,28 +4165,19 @@ namespace OpenSim.Region.Framework.Scenes
4166 // If the checks fail, we remove the circuit. 4165 // If the checks fail, we remove the circuit.
4167 acd.teleportFlags = teleportFlags; 4166 acd.teleportFlags = teleportFlags;
4168 4167
4169 // Remove any preexisting circuit - we don't want duplicates
4170 // This is a stab at preventing avatar "ghosting"
4171 if (vialogin)
4172 m_authenticateHandler.RemoveCircuit(acd.AgentID);
4173
4174 m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
4175
4176 land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y);
4177
4178 // On login test land permisions
4179 if (vialogin) 4168 if (vialogin)
4180 { 4169 {
4181 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>(); 4170 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
4182 if (cache != null) 4171 if (cache != null)
4183 cache.Remove(acd.firstname + " " + acd.lastname); 4172 cache.Remove(acd.firstname + " " + acd.lastname);
4184 if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y)) 4173
4185 { 4174 // Remove any preexisting circuit - we don't want duplicates
4186 m_authenticateHandler.RemoveCircuit(acd.circuitcode); 4175 // This is a stab at preventing avatar "ghosting"
4187 return false; 4176 m_authenticateHandler.RemoveCircuit(acd.AgentID);
4188 }
4189 } 4177 }
4190 4178
4179 m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
4180
4191 if (sp == null) // We don't have an [child] agent here already 4181 if (sp == null) // We don't have an [child] agent here already
4192 { 4182 {
4193 if (requirePresenceLookup) 4183 if (requirePresenceLookup)
@@ -4271,92 +4261,41 @@ namespace OpenSim.Region.Framework.Scenes
4271 CapsModule.ActivateCaps(acd.circuitcode); 4261 CapsModule.ActivateCaps(acd.circuitcode);
4272 } 4262 }
4273 4263
4274 if (vialogin) 4264// if (vialogin)
4275 { 4265// {
4276// CleanDroppedAttachments(); 4266// CleanDroppedAttachments();
4267// }
4277 4268
4278 // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking) 4269 // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
4279 if (acd.startpos.X < 0) acd.startpos.X = 1f; 4270 if (acd.startpos.X < 0)
4280 if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f; 4271 acd.startpos.X = 1f;
4281 if (acd.startpos.Y < 0) acd.startpos.Y = 1f; 4272 else if (acd.startpos.X >= RegionInfo.RegionSizeX)
4282 if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f; 4273 acd.startpos.X = RegionInfo.RegionSizeX - 1f;
4283 4274 if (acd.startpos.Y < 0)
4284// m_log.DebugFormat( 4275 acd.startpos.Y = 1f;
4285// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}", 4276 else if (acd.startpos.Y >= RegionInfo.RegionSizeY)
4286// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); 4277 acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
4287 4278
4288 // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags 4279 // only check access, actual relocations will happen later on ScenePresence MakeRoot
4289 if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && 4280 // allow child agents creation
4290 RegionInfo.EstateSettings.AllowDirectTeleport == false && 4281 if(!godlike || teleportFlags != (uint) TPFlags.Default)
4291 !viahome && !godlike) 4282 {
4292 { 4283 bool checkTeleHub;
4293 SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject); 4284
4294 4285 // don't check hubs if via home or via lure
4295 if (telehub != null) 4286 if((teleportFlags & (uint) TPFlags.ViaHome) != 0
4296 { 4287 || (teleportFlags & (uint) TPFlags.ViaLure) != 0)
4297 // Can have multiple SpawnPoints 4288 checkTeleHub = false;
4298 List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints(); 4289 else
4299 if (spawnpoints.Count > 1) 4290 checkTeleHub = vialogin
4300 { 4291 || (TelehubAllowLandmarks == true ? false : ((teleportFlags & (uint)TPFlags.ViaLandmark) != 0 ))
4301 // We have multiple SpawnPoints, Route the agent to a random or sequential one 4292 || (teleportFlags & (uint) TPFlags.ViaLocation) != 0;
4302 if (SpawnPointRouting == "random") 4293
4303 acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation( 4294 if(!CheckLandPositionAccess(acd.AgentID, true, checkTeleHub, acd.startpos, out reason))
4304 telehub.AbsolutePosition,
4305 telehub.GroupRotation
4306 );
4307 else
4308 acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
4309 telehub.AbsolutePosition,
4310 telehub.GroupRotation
4311 );
4312 }
4313 else if (spawnpoints.Count == 1)
4314 {
4315 // We have a single SpawnPoint and will route the agent to it
4316 acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
4317 }
4318 else
4319 {
4320 m_log.DebugFormat(
4321 "[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
4322 RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
4323 }
4324 }
4325 else
4326 {
4327 m_log.DebugFormat(
4328 "[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
4329 RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
4330 }
4331
4332 // Final permissions check; this time we don't allow changing the position
4333 if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
4334 {
4335 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
4336 return false;
4337 }
4338
4339 return true;
4340 }
4341
4342 // Honor parcel landing type and position.
4343 /*
4344 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
4345 if (land != null)
4346 { 4295 {
4347 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4296 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
4348 { 4297 return false;
4349 acd.startpos = land.LandData.UserLocation;
4350
4351 // Final permissions check; this time we don't allow changing the position
4352 if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
4353 {
4354 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
4355 return false;
4356 }
4357 }
4358 } 4298 }
4359 */// This is now handled properly in ScenePresence.MakeRootAgent
4360 } 4299 }
4361 4300
4362 return true; 4301 return true;
@@ -4406,7 +4345,7 @@ namespace OpenSim.Region.Framework.Scenes
4406 if (nearestParcel != null) 4345 if (nearestParcel != null)
4407 { 4346 {
4408 //Move agent to nearest allowed 4347 //Move agent to nearest allowed
4409 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4348 Vector2 newPosition = GetParcelSafeCorner(nearestParcel);
4410 posX = newPosition.X; 4349 posX = newPosition.X;
4411 posY = newPosition.Y; 4350 posY = newPosition.Y;
4412 } 4351 }
@@ -4468,8 +4407,10 @@ namespace OpenSim.Region.Framework.Scenes
4468 { 4407 {
4469 reason = String.Empty; 4408 reason = String.Empty;
4470 4409
4471 if (!m_strictAccessControl) return true; 4410 if (!m_strictAccessControl)
4472 if (Permissions.IsGod(agent.AgentID)) return true; 4411 return true;
4412 if (Permissions.IsGod(agent.AgentID))
4413 return true;
4473 4414
4474 if (AuthorizationService != null) 4415 if (AuthorizationService != null)
4475 { 4416 {
@@ -4489,99 +4430,85 @@ namespace OpenSim.Region.Framework.Scenes
4489 // the root is done elsewhere (QueryAccess) 4430 // the root is done elsewhere (QueryAccess)
4490 if (!bypassAccessControl) 4431 if (!bypassAccessControl)
4491 { 4432 {
4492 if (RegionInfo.EstateSettings != null) 4433 if(RegionInfo.EstateSettings == null)
4493 { 4434 {
4494 int flags = GetUserFlags(agent.AgentID); 4435 // something is broken? let it get in
4495 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags)) 4436 m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
4496 { 4437 return true;
4497 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
4498 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
4499 reason = String.Format("Denied access to region {0}: You have been banned from that region.",
4500 RegionInfo.RegionName);
4501 return false;
4502 }
4503 } 4438 }
4504 else 4439
4440 // check estate ban
4441 int flags = GetUserFlags(agent.AgentID);
4442 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags))
4505 { 4443 {
4506 m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!"); 4444 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
4445 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
4446 reason = String.Format("Denied access to region {0}: You have been banned from that region.",
4447 RegionInfo.RegionName);
4448 return false;
4507 } 4449 }
4508 4450
4509 List<UUID> agentGroups = new List<UUID>(); 4451 // public access
4452 if (RegionInfo.EstateSettings.PublicAccess)
4453 return true;
4510 4454
4511 if (m_groupsModule != null) 4455 // in access list / owner / manager
4456 if (RegionInfo.EstateSettings.HasAccess(agent.AgentID))
4457 return true;
4458
4459 // finally test groups
4460
4461 if (m_groupsModule == null) // if no groups allow
4462 return true;
4463
4464 UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
4465
4466 if (estateGroups == null)
4512 { 4467 {
4513 GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID); 4468 m_log.ErrorFormat("[CONNECTION BEGIN]: Estate GroupMembership is null!");
4469 return false;
4470 }
4514 4471
4515 if (GroupMembership != null) 4472 if(estateGroups.Length == 0)
4516 { 4473 {
4517 for (int i = 0; i < GroupMembership.Length; i++) 4474 return false;
4518 agentGroups.Add(GroupMembership[i].GroupID);
4519 }
4520 else
4521 {
4522 m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
4523 }
4524 } 4475 }
4525 4476
4526 bool groupAccess = false; 4477 List<UUID> agentGroups = new List<UUID>();
4527 UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups; 4478 GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);
4528 4479
4529 if (estateGroups != null) 4480 if (GroupMembership == null)
4530 { 4481 {
4531 foreach (UUID group in estateGroups) 4482 m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
4532 { 4483 return false;
4533 if (agentGroups.Contains(group))
4534 {
4535 groupAccess = true;
4536 break;
4537 }
4538 }
4539 } 4484 }
4540 else 4485
4486 if(GroupMembership.Length == 0)
4487 return false;
4488
4489 for (int i = 0; i < GroupMembership.Length; i++)
4490 agentGroups.Add(GroupMembership[i].GroupID);
4491
4492 bool groupAccess = false;
4493 foreach (UUID group in estateGroups)
4541 { 4494 {
4542 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); 4495 if (agentGroups.Contains(group))
4496 {
4497 groupAccess = true;
4498 break;
4499 }
4543 } 4500 }
4544 4501
4545 if (!RegionInfo.EstateSettings.PublicAccess && 4502 if (!groupAccess)
4546 !RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
4547 !groupAccess)
4548 { 4503 {
4549 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", 4504 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
4550 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4505 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
4551 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", 4506 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
4552 RegionInfo.RegionName); 4507 RegionInfo.RegionName);
4553 return false; 4508 return false;
4554 } 4509 }
4555 } 4510 }
4556 4511
4557 // TODO: estate/region settings are not properly hooked up
4558 // to ILandObject.isRestrictedFromLand()
4559 // if (null != LandChannel)
4560 // {
4561 // // region seems to have local Id of 1
4562 // ILandObject land = LandChannel.GetLandObject(1);
4563 // if (null != land)
4564 // {
4565 // if (land.isBannedFromLand(agent.AgentID))
4566 // {
4567 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
4568 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
4569 // reason = String.Format("Denied access to private region {0}: You are banned from that region.",
4570 // RegionInfo.RegionName);
4571 // return false;
4572 // }
4573
4574 // if (land.isRestrictedFromLand(agent.AgentID))
4575 // {
4576 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
4577 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
4578 // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
4579 // RegionInfo.RegionName);
4580 // return false;
4581 // }
4582 // }
4583 // }
4584
4585 return true; 4512 return true;
4586 } 4513 }
4587 4514
@@ -5951,6 +5878,14 @@ Environment.Exit(1);
5951 return LandChannel.AllParcels(); 5878 return LandChannel.AllParcels();
5952 } 5879 }
5953 5880
5881 private Vector2 GetParcelSafeCorner(ILandObject parcel)
5882 {
5883 Vector3 start = parcel.StartPoint;
5884 float x = start.X + 2.0f;
5885 float y = start.Y + 2.0f;
5886 return new Vector2(x, y);
5887 }
5888
5954 private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y) 5889 private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
5955 { 5890 {
5956 return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel)); 5891 return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
@@ -5962,9 +5897,16 @@ Environment.Exit(1);
5962 int count = 0; 5897 int count = 0;
5963 int avgx = 0; 5898 int avgx = 0;
5964 int avgy = 0; 5899 int avgy = 0;
5965 for (int x = 0; x < RegionInfo.RegionSizeX; x++) 5900 Vector3 start = parcel.StartPoint;
5901 Vector3 end = parcel.EndPoint;
5902 int startX = (int) start.X;
5903 int startY = (int) start.Y;
5904 int endX = (int) end.X;
5905 int endY = (int) end.Y;
5906
5907 for (int x = startX; x < endX; x += 4)
5966 { 5908 {
5967 for (int y = 0; y < RegionInfo.RegionSizeY; y++) 5909 for (int y = startY; y < endY; y += 4)
5968 { 5910 {
5969 //Just keep a running average as we check if all the points are inside or not 5911 //Just keep a running average as we check if all the points are inside or not
5970 if (parcel.ContainsPoint(x, y)) 5912 if (parcel.ContainsPoint(x, y))
@@ -5983,6 +5925,7 @@ Environment.Exit(1);
5983 } 5925 }
5984 } 5926 }
5985 } 5927 }
5928
5986 return new Vector2(avgx, avgy); 5929 return new Vector2(avgx, avgy);
5987 } 5930 }
5988 5931
@@ -6230,13 +6173,16 @@ Environment.Exit(1);
6230 reason = string.Empty; 6173 reason = string.Empty;
6231 6174
6232 if (Permissions.IsGod(agentID)) 6175 if (Permissions.IsGod(agentID))
6233 {
6234 reason = String.Empty;
6235 return true; 6176 return true;
6236 }
6237 6177
6238 if (!AllowAvatarCrossing && !viaTeleport) 6178 if (!AllowAvatarCrossing && !viaTeleport)
6179 {
6180 reason = "Region Crossing not allowed";
6239 return false; 6181 return false;
6182 }
6183
6184 bool isAdmin = Permissions.IsAdministrator(agentID);
6185 bool isManager = Permissions.IsEstateManager(agentID);
6240 6186
6241 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 6187 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
6242 // However, the long term fix is to make sure root agent count is always accurate. 6188 // However, the long term fix is to make sure root agent count is always accurate.
@@ -6246,7 +6192,7 @@ Environment.Exit(1);
6246 6192
6247 if (num >= RegionInfo.RegionSettings.AgentLimit) 6193 if (num >= RegionInfo.RegionSettings.AgentLimit)
6248 { 6194 {
6249 if (!Permissions.IsAdministrator(agentID)) 6195 if (!(isAdmin || isManager))
6250 { 6196 {
6251 reason = "The region is full"; 6197 reason = "The region is full";
6252 6198
@@ -6284,6 +6230,7 @@ Environment.Exit(1);
6284 if (!AuthorizeUser(aCircuit, false, out reason)) 6230 if (!AuthorizeUser(aCircuit, false, out reason))
6285 { 6231 {
6286 //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); 6232 //m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
6233// reason = "Region authorization fail";
6287 return false; 6234 return false;
6288 } 6235 }
6289 } 6236 }
@@ -6293,53 +6240,101 @@ Environment.Exit(1);
6293 reason = "Error authorizing agent: " + e.Message; 6240 reason = "Error authorizing agent: " + e.Message;
6294 return false; 6241 return false;
6295 } 6242 }
6243
6244 // last check aditional land access restrictions and relocations
6245 // if crossing (viaTeleport false) check only the specified parcel
6246 return CheckLandPositionAccess(agentID, viaTeleport, true, position, out reason);
6247 }
6248
6249 // check access to land.
6250 public bool CheckLandPositionAccess(UUID agentID, bool agentRootCrossing, bool checkTeleHub, Vector3 position, out string reason)
6251 {
6252 reason = string.Empty;
6296 6253
6297 if (viaTeleport) 6254 if (Permissions.IsGod(agentID))
6255 return true;
6256
6257 bool isAdmin = Permissions.IsAdministrator(agentID);
6258 if(isAdmin)
6259 return true;
6260
6261 // also honor estate managers access rights
6262 bool isManager = Permissions.IsEstateManager(agentID);
6263 if(isManager)
6264 return true;
6265
6266 if (!agentRootCrossing)
6298 { 6267 {
6299 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 6268 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
6300 { 6269 {
6301 SceneObjectGroup telehub; 6270 SceneObjectGroup telehub;
6302 if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject)) != null) 6271 if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup (RegionInfo.RegionSettings.TelehubObject)) != null && checkTeleHub)
6303 { 6272 {
6304 List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
6305 bool banned = true; 6273 bool banned = true;
6306 foreach (SpawnPoint sp in spawnPoints) 6274 bool validTelehub = false;
6275 List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
6276 Vector3 spawnPoint;
6277 ILandObject land = null;
6278 Vector3 telehubPosition = telehub.AbsolutePosition;
6279
6280 if(spawnPoints.Count == 0)
6307 { 6281 {
6308 Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation); 6282 // will this ever happen?
6309 ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y); 6283 // if so use the telehub object position
6310 if (land == null) 6284 spawnPoint = telehubPosition;
6311 continue; 6285 land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
6312 if (land.IsEitherBannedOrRestricted(agentID)) 6286 if(land != null && !land.IsEitherBannedOrRestricted(agentID))
6313 continue; 6287 {
6314 banned = false; 6288 banned = false;
6315 break; 6289 validTelehub = true;
6290 }
6291 }
6292 else
6293 {
6294 Quaternion telehubRotation = telehub.GroupRotation;
6295 foreach (SpawnPoint spawn in spawnPoints)
6296 {
6297 spawnPoint = spawn.GetLocation(telehubPosition, telehubRotation);
6298 land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
6299 if (land == null)
6300 continue;
6301 validTelehub = true;
6302 if (!land.IsEitherBannedOrRestricted(agentID))
6303 {
6304 banned = false;
6305 break;
6306 }
6307 }
6316 } 6308 }
6317 6309
6318 if (banned) 6310 if(validTelehub)
6319 { 6311 {
6320 if (Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false) 6312 if (banned)
6321 { 6313 {
6322 reason = "No suitable landing point found"; 6314 reason = "No suitable landing point found";
6323 return false; 6315 return false;
6324 } 6316 }
6325 reason = "Administrative access only"; 6317 else
6326 return true; 6318 return true;
6327 } 6319 }
6320 // possible broken telehub, fall into normal check
6328 } 6321 }
6329 } 6322 }
6330 6323
6331 float posX = 128.0f; 6324 float posX = position.X;
6332 float posY = 128.0f; 6325 float posY = position.Y;
6333 6326
6327 // allow position relocation
6334 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY)) 6328 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
6335 { 6329 {
6336 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID); 6330 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
6337 reason = "You are banned from the region on all parcels"; 6331 reason = "You dont have access to the region parcels";
6338 return false; 6332 return false;
6339 } 6333 }
6340 } 6334 }
6341 else // Walking 6335 else // check for query region crossing only
6342 { 6336 {
6337 // no relocation allowed on crossings
6343 ILandObject land = LandChannel.GetLandObject(position.X, position.Y); 6338 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
6344 if (land == null) 6339 if (land == null)
6345 { 6340 {
@@ -6360,7 +6355,6 @@ Environment.Exit(1);
6360 } 6355 }
6361 } 6356 }
6362 6357
6363 reason = String.Empty;
6364 return true; 6358 return true;
6365 } 6359 }
6366 6360