add config option automatic_gods. With this option true, users that can be Gods will have that level automaticly without the need request on viewer; Propagate current god level to nearby regions (with local checks)
parent
1a35af229c
commit
1fb01a0099
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@ -89,6 +89,7 @@ namespace OpenSim.Framework
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public Vector3 AtAxis;
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public Vector3 AtAxis;
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public Vector3 LeftAxis;
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public Vector3 LeftAxis;
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public Vector3 UpAxis;
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public Vector3 UpAxis;
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public int GodLevel;
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public bool ChangedGrid;
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public bool ChangedGrid;
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// This probably shouldn't be here
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// This probably shouldn't be here
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@ -116,6 +117,7 @@ namespace OpenSim.Framework
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args["far"] = OSD.FromReal(Far);
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args["far"] = OSD.FromReal(Far);
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args["changed_grid"] = OSD.FromBoolean(ChangedGrid);
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args["changed_grid"] = OSD.FromBoolean(ChangedGrid);
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args["god_level"] = OSD.FromString(GodLevel.ToString());
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if ((Throttles != null) && (Throttles.Length > 0))
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if ((Throttles != null) && (Throttles.Length > 0))
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args["throttles"] = OSD.FromBinary(Throttles);
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args["throttles"] = OSD.FromBinary(Throttles);
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@ -174,6 +176,9 @@ namespace OpenSim.Framework
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if (args["changed_grid"] != null)
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if (args["changed_grid"] != null)
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ChangedGrid = args["changed_grid"].AsBoolean();
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ChangedGrid = args["changed_grid"].AsBoolean();
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if (args["god_level"] != null)
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Int32.TryParse(args["god_level"].AsString(), out GodLevel);
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if (args["far"] != null)
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if (args["far"] != null)
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Far = (float)(args["far"].AsReal());
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Far = (float)(args["far"].AsReal());
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@ -2077,6 +2077,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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agentpos.Position = sp.AbsolutePosition;
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agentpos.Position = sp.AbsolutePosition;
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agentpos.Velocity = sp.Velocity;
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agentpos.Velocity = sp.Velocity;
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agentpos.RegionHandle = currentRegionHandler;
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agentpos.RegionHandle = currentRegionHandler;
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agentpos.GodLevel = sp.GodLevel;
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agentpos.Throttles = spClient.GetThrottlesPacked(1);
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agentpos.Throttles = spClient.GetThrottlesPacked(1);
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// agentpos.ChildrenCapSeeds = seeds;
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// agentpos.ChildrenCapSeeds = seeds;
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@ -316,6 +316,8 @@ namespace OpenSim.Region.Framework.Scenes
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public bool m_seeIntoBannedRegion = false;
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public bool m_seeIntoBannedRegion = false;
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public int MaxUndoCount = 5;
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public int MaxUndoCount = 5;
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public bool AutomaticGodsOption {get; private set; }
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public bool SeeIntoRegion { get; set; }
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public bool SeeIntoRegion { get; set; }
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// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
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// Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
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@ -1207,6 +1209,8 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion Interest Management
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#endregion Interest Management
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AutomaticGodsOption = Util.GetConfigVarFromSections<bool>(config, "automatic_gods",
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new string[] { "Startup", "Permissions" }, true);
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StatsReporter = new SimStatsReporter(this);
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StatsReporter = new SimStatsReporter(this);
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@ -1087,6 +1087,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (account != null)
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if (account != null)
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UserLevel = account.UserLevel;
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UserLevel = account.UserLevel;
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if(!isNPC && m_scene.AutomaticGodsOption && m_scene.Permissions != null)
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{
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if(m_scene.Permissions.IsGod(m_uuid))
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m_godLevel = 200;
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if(m_godLevel < UserLevel)
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m_godLevel = UserLevel;
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}
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// IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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// IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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// if (gm != null)
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// if (gm != null)
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// Grouptitle = gm.GetGroupTitle(m_uuid);
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// Grouptitle = gm.GetGroupTitle(m_uuid);
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@ -4262,6 +4270,7 @@ namespace OpenSim.Region.Framework.Scenes
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agentpos.Position = AbsolutePosition;
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agentpos.Position = AbsolutePosition;
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agentpos.Velocity = Velocity;
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agentpos.Velocity = Velocity;
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agentpos.RegionHandle = RegionHandle;
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agentpos.RegionHandle = RegionHandle;
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agentpos.GodLevel = GodLevel;
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agentpos.Throttles = ControllingClient.GetThrottlesPacked(1);
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agentpos.Throttles = ControllingClient.GetThrottlesPacked(1);
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// Let's get this out of the update loop
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// Let's get this out of the update loop
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@ -4510,6 +4519,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void GrantGodlikePowers(UUID token, bool godStatus)
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public void GrantGodlikePowers(UUID token, bool godStatus)
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{
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{
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if(m_scene.AutomaticGodsOption)
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return;
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int oldgodlevel = GodLevel;
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int oldgodlevel = GodLevel;
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if (godStatus && !isNPC && m_scene.Permissions.IsGod(UUID))
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if (godStatus && !isNPC && m_scene.Permissions.IsGod(UUID))
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@ -4568,6 +4580,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_pos = cAgentData.Position + offset;
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m_pos = cAgentData.Position + offset;
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CameraPosition = cAgentData.Center + offset;
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CameraPosition = cAgentData.Center + offset;
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if(!m_scene.AutomaticGodsOption)
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{
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if(cAgentData.GodLevel >= 200 && m_scene.Permissions.IsGod(m_uuid))
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GodLevel = cAgentData.GodLevel;
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else
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GodLevel = 0;
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}
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if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
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if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
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{
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{
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@ -4627,11 +4646,13 @@ namespace OpenSim.Region.Framework.Scenes
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cAgent.HeadRotation = m_headrotation;
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cAgent.HeadRotation = m_headrotation;
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cAgent.BodyRotation = Rotation;
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cAgent.BodyRotation = Rotation;
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cAgent.ControlFlags = (uint)m_AgentControlFlags;
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cAgent.ControlFlags = (uint)m_AgentControlFlags;
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if(!m_scene.AutomaticGodsOption)
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if (GodLevel > 200 && m_scene.Permissions.IsGod(cAgent.AgentID))
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{
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cAgent.GodLevel = (byte)GodLevel;
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if (GodLevel >= 200 && m_scene.Permissions.IsGod(cAgent.AgentID))
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else
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cAgent.GodLevel = (byte)GodLevel;
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cAgent.GodLevel = (byte) 0;
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else
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cAgent.GodLevel = (byte) 0;
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}
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cAgent.AlwaysRun = SetAlwaysRun;
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cAgent.AlwaysRun = SetAlwaysRun;
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@ -4729,10 +4750,13 @@ namespace OpenSim.Region.Framework.Scenes
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Rotation = cAgent.BodyRotation;
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Rotation = cAgent.BodyRotation;
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m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
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m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
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if (cAgent.GodLevel >200 && m_scene.Permissions.IsGod(cAgent.AgentID))
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if(!m_scene.AutomaticGodsOption)
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GodLevel = cAgent.GodLevel;
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{
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else
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if (cAgent.GodLevel >= 200 && m_scene.Permissions.IsGod(cAgent.AgentID))
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GodLevel = 0;
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GodLevel = cAgent.GodLevel;
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else
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GodLevel = 0;
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}
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SetAlwaysRun = cAgent.AlwaysRun;
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SetAlwaysRun = cAgent.AlwaysRun;
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