Fix teleport/telehub issue:
Fix bug that allowed only login access to regions with mis-configured telehubs. Administrators now have teleport access when there exists a mis-configured telehub in the region. Estate owners are now placed at region center in the absence of spawnpoints instead of being denied access. Grid Gods are unrestricted. All others are denied access to the region until spawnpoints are assigned to the telehub object.0.7.4-extended
parent
5a2895977a
commit
2be88cd46c
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@ -5459,10 +5459,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (banned)
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if (banned)
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{
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if(Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
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{
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{
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reason = "No suitable landing point found";
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reason = "No suitable landing point found";
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return false;
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return false;
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}
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}
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reason = "Administrative access only";
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return true;
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}
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}
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}
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}
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}
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}
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}
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@ -3880,6 +3880,7 @@ namespace OpenSim.Region.Framework.Scenes
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(m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
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(m_teleportFlags & TeleportFlags.ViaLocation) != 0 ||
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(m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)
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(m_teleportFlags & Constants.TeleportFlags.ViaHGLogin) != 0)
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{
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{
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if (GodLevel < 200 &&
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if (GodLevel < 200 &&
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((!m_scene.Permissions.IsGod(m_uuid) &&
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((!m_scene.Permissions.IsGod(m_uuid) &&
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!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
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!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
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@ -3888,7 +3889,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray();
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SpawnPoint[] spawnPoints = m_scene.RegionInfo.RegionSettings.SpawnPoints().ToArray();
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if (spawnPoints.Length == 0)
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if (spawnPoints.Length == 0)
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{
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if(m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid))
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{
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pos.X = 128.0f;
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pos.Y = 128.0f;
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}
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return;
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return;
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}
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int index;
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int index;
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bool selected = false;
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bool selected = false;
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@ -3908,7 +3916,8 @@ namespace OpenSim.Region.Framework.Scenes
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// SpawnPoint sp = spawnPoints[index];
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// SpawnPoint sp = spawnPoints[index];
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ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
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ILandObject land = m_scene.LandChannel.GetLandObject(spawnPosition.X, spawnPosition.Y);
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if (land == null || land.IsEitherBannedOrRestricted(UUID))
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if (spawnPoints.Length == 0)
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return; if (land == null || land.IsEitherBannedOrRestricted(UUID))
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selected = false;
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selected = false;
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else
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else
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selected = true;
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selected = true;
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