commented out redundant land owner checks for osTeleportAgent there is
no need for these checks just use Allow_osTeleportAgent = PARCEL_OWNER also increased function to severe threat level to make it harder to accidently enable it for everyone.iar_mods
parent
ec299bfa87
commit
43173f1b0d
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@ -739,7 +739,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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{
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// High because there is no security check. High griefer potential
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// High because there is no security check. High griefer potential
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//
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//
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CheckThreatLevel(ThreatLevel.High, "osTeleportAgent");
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CheckThreatLevel(ThreatLevel.Severe, "osTeleportAgent");
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TeleportAgent(agent, regionName, position, lookat, false);
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TeleportAgent(agent, regionName, position, lookat, false);
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}
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}
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@ -756,11 +756,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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{
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// For osTeleportAgent, agent must be over owners land to avoid abuse
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// For osTeleportAgent, agent must be over owners land to avoid abuse
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// For osTeleportOwner, this restriction isn't necessary
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// For osTeleportOwner, this restriction isn't necessary
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if (relaxRestrictions ||
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m_host.OwnerID
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// commented out because its redundant and uneeded please remove eventually.
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== World.LandChannel.GetLandObject(
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// if (relaxRestrictions ||
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presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
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// m_host.OwnerID
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{
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// == World.LandChannel.GetLandObject(
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// presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
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// {
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// We will launch the teleport on a new thread so that when the script threads are terminated
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// We will launch the teleport on a new thread so that when the script threads are terminated
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// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
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// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
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Util.FireAndForget(
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Util.FireAndForget(
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@ -769,7 +772,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation));
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new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation));
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ScriptSleep(5000);
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ScriptSleep(5000);
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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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}
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@ -778,7 +783,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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{
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// High because there is no security check. High griefer potential
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// High because there is no security check. High griefer potential
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//
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//
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CheckThreatLevel(ThreatLevel.High, "osTeleportAgent");
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CheckThreatLevel(ThreatLevel.Severe, "osTeleportAgent");
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TeleportAgent(agent, regionX, regionY, position, lookat, false);
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TeleportAgent(agent, regionX, regionY, position, lookat, false);
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}
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}
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@ -797,11 +802,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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{
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// For osTeleportAgent, agent must be over owners land to avoid abuse
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// For osTeleportAgent, agent must be over owners land to avoid abuse
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// For osTeleportOwner, this restriction isn't necessary
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// For osTeleportOwner, this restriction isn't necessary
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if (relaxRestrictions ||
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m_host.OwnerID
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// commented out because its redundant and uneeded please remove eventually.
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== World.LandChannel.GetLandObject(
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// if (relaxRestrictions ||
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presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
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// m_host.OwnerID
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{
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// == World.LandChannel.GetLandObject(
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// presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
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// {
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// We will launch the teleport on a new thread so that when the script threads are terminated
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// We will launch the teleport on a new thread so that when the script threads are terminated
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// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
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// before teleport in ScriptInstance.GetXMLState(), we don't end up aborting the one doing the teleporting.
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Util.FireAndForget(
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Util.FireAndForget(
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@ -810,7 +818,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation));
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new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation));
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ScriptSleep(5000);
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ScriptSleep(5000);
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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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}
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