A try to better attachment crossing.
parent
7823ca5c8b
commit
287c724b55
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@ -2414,6 +2414,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (AttachPoint > 30 && ownerID != AgentId) // Someone else's HUD
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return;
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if (parentID == 0)
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return;
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if (rotation.X == rotation.Y && rotation.Y == rotation.Z && rotation.Z == rotation.W && rotation.W == 0)
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rotation = Quaternion.Identity;
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@ -2145,84 +2145,93 @@ namespace OpenSim.Region.Environment.Scenes
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{
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SceneObjectGroup sceneObject = m_serialiser.DeserializeGroupFromXml2(objXMLData);
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// If the user is banned, we won't let any of their objects
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// enter. Period.
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//
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if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
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{
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m_log.Info("[INTERREGION]: Denied prim crossing for "+
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"banned avatar");
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return false;
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}
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// Force allocation of new LocalId
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//
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foreach (SceneObjectPart p in sceneObject.Children.Values)
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p.LocalId = 0;
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AddRestoredSceneObject(sceneObject, true, false);
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SceneObjectPart RootPrim = GetSceneObjectPart(primID);
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if (RootPrim != null)
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if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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if (m_regInfo.EstateSettings.IsBanned(RootPrim.OwnerID))
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if(sceneObject.RootPart.Shape.State != 0)
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{
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SceneObjectGroup grp = RootPrim.ParentGroup;
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if (grp != null)
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DeleteSceneObject(grp, false);
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// Fix up attachment Parent Local ID
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//
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ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
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m_log.Info("[INTERREGION]: Denied prim crossing for banned avatar");
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uint parentLocalID = 0;
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if (sp != null)
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parentLocalID = sp.LocalId;
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return false;
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}
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if (RootPrim.Shape.PCode == (byte)PCode.Prim)
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{
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SceneObjectGroup grp = RootPrim.ParentGroup;
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if((RootPrim.Shape.State == 0) &&
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(!Permissions.CanObjectEntry(RootPrim.UUID,
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true, RootPrim.AbsolutePosition)))
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sceneObject.RootPart.SetParentLocalId(parentLocalID);
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AddRestoredSceneObject(sceneObject, false, false);
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// Handle attachment special case
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//
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SceneObjectPart RootPrim = GetSceneObjectPart(primID);
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RootPrim.SetParentLocalId(parentLocalID);
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if (RootPrim != null)
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{
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SceneObjectGroup grp = RootPrim.ParentGroup;
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if (grp != null)
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{
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DeleteSceneObject(grp, false);
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}
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m_log.DebugFormat("[ATTACHMENT]: Received "+
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"attachment {0}, inworld asset id {1}",
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grp.RootPart.LastOwnerID.ToString(),
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grp.UUID.ToString());
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m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings");
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return false;
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}
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if (grp != null)
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{
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if (RootPrim.Shape.State != 0)
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{
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// Never persist
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m_log.DebugFormat("[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.RootPart.LastOwnerID.ToString(), grp.UUID.ToString());
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grp.DetachFromBackup();
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// Attachment
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ScenePresence sp = GetScenePresence(grp.OwnerID);
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if (sp != null)
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{
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// hack assetID until we get assetID into the XML format.
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// LastOwnerID is used for group deeding, so when you do stuff
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// with the deeded object, it goes back to them
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grp.SetFromAssetID(grp.RootPart.LastOwnerID);
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m_log.DebugFormat("[ATTACHMENT]: Attach to avatar {0}", sp.UUID.ToString());
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AttachObject(sp.ControllingClient, grp.LocalId, (uint)0, grp.GroupRotation, grp.AbsolutePosition, false);
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m_log.DebugFormat("[ATTACHMENT]: Attach "+
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"to avatar {0}",
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sp.UUID.ToString());
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AttachObject(sp.ControllingClient,
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grp.LocalId, (uint)0,
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grp.GroupRotation,
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grp.AbsolutePosition, false);
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}
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else
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{
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// Remove, then add, to ensure the expire
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// time is refreshed. Wouldn't do to
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// have it poof before the avatar gets
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// there.
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//
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
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}
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}
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}
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}
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else
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{
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if (!Permissions.CanObjectEntry(sceneObject.UUID,
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true, sceneObject.AbsolutePosition))
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{
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// Deny non attachments based on parcel settings
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//
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m_log.Info("[INTERREGION]: Denied prim crossing "+
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"because of parcel settings");
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return false;
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}
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}
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AddRestoredSceneObject(sceneObject, true, false);
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}
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return true;
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}
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else
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{
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return false;
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}
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return true;
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}
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#endregion
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@ -592,7 +592,8 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene = scene;
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RegionHandle = m_scene.RegionInfo.RegionHandle;
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m_rootPart.ParentID = 0;
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if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0)
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m_rootPart.ParentID = 0;
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if (m_rootPart.LocalId==0)
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m_rootPart.LocalId = m_scene.AllocateLocalId();
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@ -921,9 +922,10 @@ namespace OpenSim.Region.Environment.Scenes
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public void SetRootPart(SceneObjectPart part)
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{
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part.SetParent(this);
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part.ParentID = 0;
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part.LinkNum = 0;
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m_rootPart = part;
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if (!IsAttachment)
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part.ParentID = 0;
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part.LinkNum = 0;
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// No locking required since the SOG should not be in the scene yet - one can't change root parts after
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// the scene object has been attached to the scene
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