Pull prim crossing/teleport checks up into Scene.IncomingCreateObject() from Scene.AddObject()
Only IncomingCreateObject() needs these checks. General object adding does not need to perform crossing perm checks0.7.4.1
parent
f6e5791ecd
commit
43a2da9edb
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@ -2495,7 +2495,16 @@ namespace OpenSim.Region.Framework.Scenes
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}
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catch (Exception e)
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{
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m_log.WarnFormat("[SCENE]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
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m_log.WarnFormat("[INTERREGION]: Problem casting object, exception {0}{1}", e.Message, e.StackTrace);
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return false;
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}
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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 (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID))
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{
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m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
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return false;
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}
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@ -2504,14 +2513,28 @@ namespace OpenSim.Region.Framework.Scenes
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if (!AddSceneObject(newObject))
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{
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m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
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m_log.DebugFormat(
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"[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName);
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return false;
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}
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if (!newObject.IsAttachment)
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{
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// FIXME: It would be better to never add the scene object at all rather than add it and then delete
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// it
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if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.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 because of parcel settings");
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DeleteSceneObject(newObject, false);
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return false;
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}
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// For attachments, we need to wait until the agent is root
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// before we restart the scripts, or else some functions won't work.
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if (!newObject.IsAttachment)
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{
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newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
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newObject.ResumeScripts();
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}
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@ -2531,16 +2554,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
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public bool AddSceneObject(SceneObjectGroup sceneObject)
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{
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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 (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
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{
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m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
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return false;
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}
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sceneObject.SetScene(this);
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// Force allocation of new LocalId
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