simplify DeliverChatToAvatars(..) ( hopefully not breaking it )

LSLKeyTest
UbitUmarov 2015-11-24 17:28:05 +00:00
parent a0c3297b37
commit 6d5b405168
1 changed files with 66 additions and 77 deletions

View File

@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
UUID fromID = UUID.Zero;
UUID ownerID = UUID.Zero;
string message = c.Message;
IScene scene = c.Scene;
Scene scene = c.Scene as Scene;
UUID destination = c.Destination;
Vector3 fromPos = c.Position;
Vector3 regionPos = new Vector3(scene.RegionInfo.WorldLocX, scene.RegionInfo.WorldLocY, 0);
@ -217,15 +217,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
if (c.Channel == DEBUG_CHANNEL) c.Type = ChatTypeEnum.DebugChannel;
if(!m_scenes.Contains(scene))
{
m_log.WarnFormat("[CHAT]: message from unkown scene {0} ignored",
scene.RegionInfo.RegionName);
return;
}
switch (sourceType)
{
case ChatSourceType.Agent:
if (!(scene is Scene))
{
m_log.WarnFormat("[CHAT]: scene {0} is not a Scene object, cannot obtain scene presence for {1}",
scene.RegionInfo.RegionName, c.Sender.AgentId);
return;
}
ScenePresence avatar = (scene as Scene).GetScenePresence(c.Sender.AgentId);
fromPos = avatar.AbsolutePosition;
fromName = avatar.Name;
@ -275,7 +276,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
checkParcelHide = false;
if (c.Type < ChatTypeEnum.DebugChannel && destination == UUID.Zero)
{
ILandObject srcland = (scene as Scene).LandChannel.GetLandObject(hidePos.X, hidePos.Y);
ILandObject srcland = scene.LandChannel.GetLandObject(hidePos.X, hidePos.Y);
if (srcland != null && !srcland.LandData.SeeAVs)
{
sourceParcelID = srcland.LandData.GlobalID;
@ -284,29 +285,26 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
}
}
foreach (Scene s in m_scenes)
{
// This should use ForEachClient, but clients don't have a position.
// If camera is moved into client, then camera position can be used
// MT: No, it can't, as chat is heard from the avatar position, not
// the camera position.
s.ForEachScenePresence(
scene.ForEachScenePresence(
delegate(ScenePresence presence)
{
if (receiverIDs.Contains(presence.UUID))
return; // already sent to this presence
if (destination != UUID.Zero && presence.UUID != destination)
return;
ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
if(presence.IsChildAgent)
{
if(checkParcelHide)
return;
if (TrySendChatMessage(presence, fromPos, regionPos, fromID,
ownerID, fromNamePrefix + fromName, c.Type,
message, sourceType, (destination != UUID.Zero)))
receiverIDs.Add(presence.UUID);
return;
}
ILandObject Presencecheck = scene.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
if (Presencecheck != null)
{
// This will pass all chat from objects. Not
// perfect, but it will do. For now. Better
// than the prior behavior of muting all
// objects on a parcel with access restrictions
if (checkParcelHide)
{
if (sourceParcelID != Presencecheck.LandData.GlobalID && presence.GodLevel < 200)
@ -320,18 +318,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
receiverIDs.Add(presence.UUID);
}
}
else if(!checkParcelHide && (presence.IsChildAgent))
{
if (TrySendChatMessage(presence, fromPos, regionPos, fromID,
ownerID, fromNamePrefix + fromName, c.Type,
message, sourceType, (destination != UUID.Zero)))
receiverIDs.Add(presence.UUID);
}
}
);
}
});
(scene as Scene).EventManager.TriggerOnChatToClients(
scene.EventManager.TriggerOnChatToClients(
fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully);
}