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
nebadon 2012-01-14 18:36:46 -07:00
parent ec299bfa87
commit 43173f1b0d
1 changed files with 24 additions and 14 deletions

View File

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