Added config var that we all thought was already there: see_into_region. (Note: different from the defunct see_into_neighboring_sim, which used to control the process from the other end). This enables child agents in neighbors for which the root agent doesn't have permission to be in.
parent
051cf81c9f
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3a6c690e69
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@ -230,6 +230,8 @@ namespace OpenSim.Region.Framework.Scenes
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public int MaxUndoCount { 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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public bool LoginLock = false;
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@ -839,6 +841,8 @@ namespace OpenSim.Region.Framework.Scenes
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//Animation states
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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SeeIntoRegion = startupConfig.GetBoolean("see_into_region", true);
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MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
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PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
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@ -4010,52 +4014,59 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
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}
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List<UUID> agentGroups = new List<UUID>();
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if (m_groupsModule != null)
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// We only test the things below when we want to cut off
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// child agents from being present in the scene for which their root
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// agent isn't allowed. Otherwise, we allow child agents. The test for
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// the root is done elsewhere (QueryAccess)
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if (!SeeIntoRegion)
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{
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GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);
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List<UUID> agentGroups = new List<UUID>();
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if (GroupMembership != null)
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if (m_groupsModule != null)
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{
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for (int i = 0; i < GroupMembership.Length; i++)
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agentGroups.Add(GroupMembership[i].GroupID);
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GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);
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if (GroupMembership != null)
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{
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for (int i = 0; i < GroupMembership.Length; i++)
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agentGroups.Add(GroupMembership[i].GroupID);
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}
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else
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{
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m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
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}
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}
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bool groupAccess = false;
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UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
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if (estateGroups != null)
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{
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foreach (UUID group in estateGroups)
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{
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if (agentGroups.Contains(group))
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{
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groupAccess = true;
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break;
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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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m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
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m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
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}
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}
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bool groupAccess = false;
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UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
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if (estateGroups != null)
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{
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foreach (UUID group in estateGroups)
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if (!RegionInfo.EstateSettings.PublicAccess &&
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!RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
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!groupAccess)
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{
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if (agentGroups.Contains(group))
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{
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groupAccess = true;
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break;
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}
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
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agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
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reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
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RegionInfo.RegionName);
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return false;
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}
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}
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else
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{
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m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
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}
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if (!RegionInfo.EstateSettings.PublicAccess &&
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!RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
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!groupAccess)
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{
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
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agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
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reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
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RegionInfo.RegionName);
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return false;
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}
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// TODO: estate/region settings are not properly hooked up
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// to ILandObject.isRestrictedFromLand()
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@ -86,6 +86,9 @@
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;; from the selected region_info_source.
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allow_regionless = false
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;; Allow child agents to see into the region even if their root counterpart isn't allowed in here
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see_into_region = true
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; Maximum number of position, rotation and scale changes for each prim that the simulator will store for later undos
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; Increasing this number will increase memory usage.
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MaxPrimUndos = 20
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