Fix parcel bans to work only on the avatars they're supposed to work on instead of pushing all avatars, even the ones that are allowed.
parent
ae9c4a4d11
commit
22144eb8f7
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@ -88,7 +88,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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// caches ExtendedLandData
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private Cache parcelInfoCache;
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private Vector3? forcedPosition = null;
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private Dictionary<UUID, Vector3> forcedPosition =
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new Dictionary<UUID, Vector3>();
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#region INonSharedRegionModule Members
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@ -177,7 +178,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
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{
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//If we are forcing a position for them to go
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if (forcedPosition != null)
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if (forcedPosition.ContainsKey(remoteClient.AgentId))
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{
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ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
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@ -187,23 +188,23 @@ namespace OpenSim.Region.CoreModules.World.Land
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//Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
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if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) < .2)
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if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
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{
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Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition));
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forcedPosition = null;
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Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
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forcedPosition.Remove(remoteClient.AgentId);
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}
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//if we are far away, teleport
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else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) > 3)
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else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
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{
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Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition));
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clientAvatar.Teleport(forcedPosition.Value);
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forcedPosition = null;
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Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition));
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clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]);
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forcedPosition.Remove(remoteClient.AgentId);
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}
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else
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{
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//Forces them toward the forced position we want if they aren't there yet
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agentData.UseClientAgentPosition = true;
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agentData.ClientAgentPosition = forcedPosition.Value;
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agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
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}
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}
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}
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@ -326,7 +327,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (m_scene.Permissions.IsGod(avatar.UUID)) return;
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if (position.HasValue)
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{
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forcedPosition = position;
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forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position;
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}
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}
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@ -457,7 +458,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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parcel.IsBannedFromLand(clientAvatar.UUID))
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{
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//once we've sent the message once, keep going toward the target until we are done
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if (forcedPosition == null)
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if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
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{
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SendYouAreBannedNotice(clientAvatar);
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ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
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@ -466,7 +467,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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else if (parcel.IsRestrictedFromLand(clientAvatar.UUID))
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{
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//once we've sent the message once, keep going toward the target until we are done
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if (forcedPosition == null)
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if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId))
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{
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SendYouAreRestrictedNotice(clientAvatar);
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ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar));
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@ -475,7 +476,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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else
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{
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//when we are finally in a safe place, lets release the forced position lock
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forcedPosition = null;
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forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
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}
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}
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}
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@ -4740,7 +4740,6 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
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//Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
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return nearestRegionEdgePoint;
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return null;
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}
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private Vector3 GetParcelCenterAtGround(ILandObject parcel)
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