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-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs63
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
7 files changed, 69 insertions, 53 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 626f7eb..59968a1 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -615,7 +615,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
615 615
616 // UseCircuitCode handling 616 // UseCircuitCode handling
617 if (packet.Type == PacketType.UseCircuitCode) 617 if (packet.Type == PacketType.UseCircuitCode)
618 { 618 {
619 object[] array = new object[] { buffer, packet }; 619 object[] array = new object[] { buffer, packet };
620 620
621 if (m_asyncPacketHandling) 621 if (m_asyncPacketHandling)
@@ -843,7 +843,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
843 843
844 m_log.DebugFormat( 844 m_log.DebugFormat(
845 "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms", 845 "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
846 buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds); 846 buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
847 } 847 }
848 848
849 private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber) 849 private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 31eb319..6122cc2 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -179,7 +179,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
179 UUID itemID = UUID.Zero; 179 UUID itemID = UUID.Zero;
180 if (sp != null) 180 if (sp != null)
181 { 181 {
182 foreach(SceneObjectGroup grp in sp.Attachments) 182 foreach (SceneObjectGroup grp in sp.Attachments)
183 { 183 {
184 if (grp.GetAttachmentPoint() == (byte)AttachmentPt) 184 if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
185 { 185 {
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 7f482cb..2dd444d 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -61,7 +61,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
61 { 61 {
62 scene.RegisterModuleInterface<IAvatarFactory>(this); 62 scene.RegisterModuleInterface<IAvatarFactory>(this);
63 scene.EventManager.OnNewClient += NewClient; 63 scene.EventManager.OnNewClient += NewClient;
64 64
65 if (config != null) 65 if (config != null)
66 { 66 {
67 IConfig sconfig = config.Configs["Startup"]; 67 IConfig sconfig = config.Configs["Startup"];
@@ -138,7 +138,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
138 138
139 return cached; 139 return cached;
140 } 140 }
141
142 141
143 /// <summary> 142 /// <summary>
144 /// Set appearance data (textureentry and slider settings) received from the client 143 /// Set appearance data (textureentry and slider settings) received from the client
@@ -155,9 +154,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
155 m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}",client.AgentId); 154 m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}",client.AgentId);
156 return; 155 return;
157 } 156 }
158 157
159 bool changed = false; 158 bool changed = false;
160 159
161 // Process the texture entry 160 // Process the texture entry
162 if (textureEntry != null) 161 if (textureEntry != null)
163 { 162 {
@@ -174,7 +173,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
174 }); 173 });
175 } 174 }
176 } 175 }
177 176
178 // Process the visual params, this may change height as well 177 // Process the visual params, this may change height as well
179 if (visualParams != null) 178 if (visualParams != null)
180 { 179 {
@@ -185,14 +184,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
185 sp.SetHeight(sp.Appearance.AvatarHeight); 184 sp.SetHeight(sp.Appearance.AvatarHeight);
186 } 185 }
187 } 186 }
188 187
189 // If something changed in the appearance then queue an appearance save 188 // If something changed in the appearance then queue an appearance save
190 if (changed) 189 if (changed)
191 QueueAppearanceSave(client.AgentId); 190 QueueAppearanceSave(client.AgentId);
192 191
193 // And always queue up an appearance update to send out 192 // And always queue up an appearance update to send out
194 QueueAppearanceSend(client.AgentId); 193 QueueAppearanceSend(client.AgentId);
195 194
196 // Send the appearance back to the avatar 195 // Send the appearance back to the avatar
197 // AvatarAppearance avp = sp.Appearance; 196 // AvatarAppearance avp = sp.Appearance;
198 // sp.ControllingClient.SendAvatarDataImmediate(sp); 197 // sp.ControllingClient.SendAvatarDataImmediate(sp);
@@ -216,35 +215,35 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
216 } 215 }
217 return true; 216 return true;
218 } 217 }
219 218
220 #region UpdateAppearanceTimer 219 #region UpdateAppearanceTimer
221 220
222 public void QueueAppearanceSend(UUID agentid) 221 public void QueueAppearanceSend(UUID agentid)
223 { 222 {
224// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}",agentid); 223// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}", agentid);
225 224
226 // 100 nanoseconds (ticks) we should wait 225 // 100 nanoseconds (ticks) we should wait
227 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000); 226 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000);
228 lock (m_sendqueue) 227 lock (m_sendqueue)
229 { 228 {
230 m_sendqueue[agentid] = timestamp; 229 m_sendqueue[agentid] = timestamp;
231 m_updateTimer.Start(); 230 m_updateTimer.Start();
232 } 231 }
233 } 232 }
234 233
235 public void QueueAppearanceSave(UUID agentid) 234 public void QueueAppearanceSave(UUID agentid)
236 { 235 {
237// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}",agentid); 236// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}", agentid);
238 237
239 // 100 nanoseconds (ticks) we should wait 238 // 100 nanoseconds (ticks) we should wait
240 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000); 239 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000);
241 lock (m_savequeue) 240 lock (m_savequeue)
242 { 241 {
243 m_savequeue[agentid] = timestamp; 242 m_savequeue[agentid] = timestamp;
244 m_updateTimer.Start(); 243 m_updateTimer.Start();
245 } 244 }
246 } 245 }
247 246
248 private void HandleAppearanceSend(UUID agentid) 247 private void HandleAppearanceSend(UUID agentid)
249 { 248 {
250 ScenePresence sp = m_scene.GetScenePresence(agentid); 249 ScenePresence sp = m_scene.GetScenePresence(agentid);
@@ -254,7 +253,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
254 return; 253 return;
255 } 254 }
256 255
257// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Handle appearance send for {0}", agentid); 256// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Handle appearance send for {0}", agentid);
258 257
259 // Send the appearance to everyone in the scene 258 // Send the appearance to everyone in the scene
260 sp.SendAppearanceToAllOtherAgents(); 259 sp.SendAppearanceToAllOtherAgents();
@@ -262,7 +261,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
262 261
263 // Send the appearance back to the avatar 262 // Send the appearance back to the avatar
264 // AvatarAppearance avp = sp.Appearance; 263 // AvatarAppearance avp = sp.Appearance;
265 // sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes()); 264 // sp.ControllingClient.SendAppearance(avp.Owner, avp.VisualParams, avp.Texture.GetBytes());
266 265
267/* 266/*
268// this needs to be fixed, the flag should be on scene presence not the region module 267// this needs to be fixed, the flag should be on scene presence not the region module
@@ -290,11 +289,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
290 private void HandleAppearanceUpdateTimer(object sender, EventArgs ea) 289 private void HandleAppearanceUpdateTimer(object sender, EventArgs ea)
291 { 290 {
292 long now = DateTime.Now.Ticks; 291 long now = DateTime.Now.Ticks;
293 292
294 lock (m_sendqueue) 293 lock (m_sendqueue)
295 { 294 {
296 Dictionary<UUID,long> sends = new Dictionary<UUID,long>(m_sendqueue); 295 Dictionary<UUID, long> sends = new Dictionary<UUID, long>(m_sendqueue);
297 foreach (KeyValuePair<UUID,long> kvp in sends) 296 foreach (KeyValuePair<UUID, long> kvp in sends)
298 { 297 {
299 if (kvp.Value < now) 298 if (kvp.Value < now)
300 { 299 {
@@ -306,8 +305,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
306 305
307 lock (m_savequeue) 306 lock (m_savequeue)
308 { 307 {
309 Dictionary<UUID,long> saves = new Dictionary<UUID,long>(m_savequeue); 308 Dictionary<UUID, long> saves = new Dictionary<UUID, long>(m_savequeue);
310 foreach (KeyValuePair<UUID,long> kvp in saves) 309 foreach (KeyValuePair<UUID, long> kvp in saves)
311 { 310 {
312 if (kvp.Value < now) 311 if (kvp.Value < now)
313 { 312 {
@@ -320,7 +319,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
320 if (m_savequeue.Count == 0 && m_sendqueue.Count == 0) 319 if (m_savequeue.Count == 0 && m_sendqueue.Count == 0)
321 m_updateTimer.Stop(); 320 m_updateTimer.Stop();
322 } 321 }
323 322
324 #endregion 323 #endregion
325 324
326 /// <summary> 325 /// <summary>
@@ -336,8 +335,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
336 } 335 }
337 336
338// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Received request for wearables of {0}", client.AgentId); 337// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Received request for wearables of {0}", client.AgentId);
339 338
340 client.SendWearables(sp.Appearance.Wearables,sp.Appearance.Serial++); 339 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
341 } 340 }
342 341
343 /// <summary> 342 /// <summary>
@@ -353,17 +352,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
353 m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing unable to find presence for {0}", client.AgentId); 352 m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing unable to find presence for {0}", client.AgentId);
354 return; 353 return;
355 } 354 }
356 355
357// m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}",client.AgentId); 356// m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}", client.AgentId);
358 357
359 AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); 358 AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
360 359
361 foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) 360 foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
362 { 361 {
363 if (wear.Type < AvatarWearable.MAX_WEARABLES) 362 if (wear.Type < AvatarWearable.MAX_WEARABLES)
364 avatAppearance.Wearables[wear.Type].Add(wear.ItemID,UUID.Zero); 363 avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero);
365 } 364 }
366 365
367 avatAppearance.GetAssetsFrom(sp.Appearance); 366 avatAppearance.GetAssetsFrom(sp.Appearance);
368 367
369 // This could take awhile since it needs to pull inventory 368 // This could take awhile since it needs to pull inventory
@@ -381,11 +380,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
381 { 380 {
382 for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) 381 for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
383 { 382 {
384 for (int j = 0 ; j < appearance.Wearables[j].Count ; j ++ ) 383 for (int j = 0; j < appearance.Wearables[j].Count; j++)
385 { 384 {
386 if (appearance.Wearables[i][j].ItemID == UUID.Zero) 385 if (appearance.Wearables[i][j].ItemID == UUID.Zero)
387 continue; 386 continue;
388 387
389 // Ignore ruth's assets 388 // Ignore ruth's assets
390 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) 389 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
391 continue; 390 continue;
@@ -399,9 +398,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
399 else 398 else
400 { 399 {
401 m_log.ErrorFormat( 400 m_log.ErrorFormat(
402 "[AVATAR FACTORY MODULE]: Can't find inventory item {0} for {1}, setting to default", 401 "[AVATAR FACTORY MODULE]: Can't find inventory item {0} for {1}, setting to default",
403 appearance.Wearables[i][j].ItemID, (WearableType)i); 402 appearance.Wearables[i][j].ItemID, (WearableType)i);
404 403
405 appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); 404 appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
406 } 405 }
407 } 406 }
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 9df13d8..ab142f7 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -1115,12 +1115,14 @@ namespace OpenSim.Region.CoreModules.World.Estate
1115 if (m_scene.RegionInfo.RegionSettings.AllowLandJoinDivide) 1115 if (m_scene.RegionInfo.RegionSettings.AllowLandJoinDivide)
1116 flags |= RegionFlags.AllowParcelChanges; 1116 flags |= RegionFlags.AllowParcelChanges;
1117 if (m_scene.RegionInfo.RegionSettings.BlockShowInSearch) 1117 if (m_scene.RegionInfo.RegionSettings.BlockShowInSearch)
1118 flags |= (RegionFlags)(1 << 29); 1118 flags |= RegionFlags.BlockParcelSearch;
1119 1119
1120 if (m_scene.RegionInfo.RegionSettings.FixedSun) 1120 if (m_scene.RegionInfo.RegionSettings.FixedSun)
1121 flags |= RegionFlags.SunFixed; 1121 flags |= RegionFlags.SunFixed;
1122 if (m_scene.RegionInfo.RegionSettings.Sandbox) 1122 if (m_scene.RegionInfo.RegionSettings.Sandbox)
1123 flags |= RegionFlags.Sandbox; 1123 flags |= RegionFlags.Sandbox;
1124 if (m_scene.RegionInfo.EstateSettings.AllowVoice)
1125 flags |= RegionFlags.AllowVoice;
1124 1126
1125 // Fudge these to always on, so the menu options activate 1127 // Fudge these to always on, so the menu options activate
1126 // 1128 //
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..dd06be2 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -84,6 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
84 // TODO: need to figure out how allow client agents but deny 84 // TODO: need to figure out how allow client agents but deny
85 // root agents when ACL denies access to root agent 85 // root agents when ACL denies access to root agent
86 public bool m_strictAccessControl = true; 86 public bool m_strictAccessControl = true;
87 public bool m_seeIntoBannedRegion = false;
87 public int MaxUndoCount = 5; 88 public int MaxUndoCount = 5;
88 public bool LoginsDisabled = true; 89 public bool LoginsDisabled = true;
89 public bool LoadingPrims; 90 public bool LoadingPrims;
@@ -683,6 +684,7 @@ namespace OpenSim.Region.Framework.Scenes
683 } 684 }
684 685
685 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 686 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
687 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
686 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false); 688 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
687 689
688 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
@@ -3688,7 +3690,7 @@ namespace OpenSim.Region.Framework.Scenes
3688 3690
3689 if (m_regInfo.EstateSettings != null) 3691 if (m_regInfo.EstateSettings != null)
3690 { 3692 {
3691 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3693 if ((!m_seeIntoBannedRegion) && m_regInfo.EstateSettings.IsBanned(agent.AgentID))
3692 { 3694 {
3693 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3695 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3694 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3696 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3878,6 +3880,19 @@ namespace OpenSim.Region.Framework.Scenes
3878 3880
3879 // We have to wait until the viewer contacts this region after receiving EAC. 3881 // We have to wait until the viewer contacts this region after receiving EAC.
3880 // That calls AddNewClient, which finally creates the ScenePresence 3882 // That calls AddNewClient, which finally creates the ScenePresence
3883 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID))
3884 {
3885 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3886 return false;
3887 }
3888
3889 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3890 if (nearestParcel == null)
3891 {
3892 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: no allowed parcel", cAgentData.AgentID);
3893 return false;
3894 }
3895
3881 int num = m_sceneGraph.GetNumberOfScenePresences(); 3896 int num = m_sceneGraph.GetNumberOfScenePresences();
3882 3897
3883 if (num >= RegionInfo.RegionSettings.AgentLimit) 3898 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -4878,7 +4893,6 @@ namespace OpenSim.Region.Framework.Scenes
4878 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); 4893 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
4879 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); 4894 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
4880 return nearestRegionEdgePoint; 4895 return nearestRegionEdgePoint;
4881 return null;
4882 } 4896 }
4883 4897
4884 private Vector3 GetParcelCenterAtGround(ILandObject parcel) 4898 private Vector3 GetParcelCenterAtGround(ILandObject parcel)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f20eb33..fd23ed2 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1272,7 +1272,7 @@ namespace OpenSim.Region.Framework.Scenes
1272 1272
1273 m_log.DebugFormat( 1273 m_log.DebugFormat(
1274 "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", 1274 "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
1275 client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); 1275 client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
1276 } 1276 }
1277 1277
1278 /// <summary> 1278 /// <summary>