Add Avination's support for parcel eject and freeze

user_profiles
Melanie 2013-04-25 00:24:48 +01:00
parent 1593d795ea
commit 6f3c905744
2 changed files with 110 additions and 15 deletions

View File

@ -210,6 +210,9 @@ namespace OpenSim.Region.CoreModules.World.Land
client.OnParcelInfoRequest += ClientOnParcelInfoRequest; client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
client.OnPreAgentUpdate += ClientOnPreAgentUpdate; client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
client.OnParcelEjectUser += ClientOnParcelEjectUser;
client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
EntityBase presenceEntity; EntityBase presenceEntity;
if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@ -1738,6 +1741,88 @@ namespace OpenSim.Region.CoreModules.World.Land
UpdateLandObject(localID, land.LandData); UpdateLandObject(localID, land.LandData);
} }
Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
{
ScenePresence targetAvatar = null;
((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
ScenePresence parcelManager = null;
((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
System.Threading.Timer Timer;
if (targetAvatar.UserLevel == 0)
{
ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
return;
if (flags == 0)
{
targetAvatar.AllowMovement = false;
targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
Timers.Add(targetAvatar.UUID, Timer);
}
else
{
targetAvatar.AllowMovement = true;
targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
Timers.TryGetValue(targetAvatar.UUID, out Timer);
Timers.Remove(targetAvatar.UUID);
Timer.Dispose();
}
}
}
private void OnEndParcelFrozen(object avatar)
{
ScenePresence targetAvatar = (ScenePresence)avatar;
targetAvatar.AllowMovement = true;
System.Threading.Timer Timer;
Timers.TryGetValue(targetAvatar.UUID, out Timer);
Timers.Remove(targetAvatar.UUID);
targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
}
public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
{
ScenePresence targetAvatar = null;
ScenePresence parcelManager = null;
// Must have presences
if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
!m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
return;
// Cannot eject estate managers or gods
if (m_scene.Permissions.IsAdministrator(target))
return;
// Check if you even have permission to do this
ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
!m_scene.Permissions.IsAdministrator(client.AgentId))
return;
Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
targetAvatar.TeleportWithMomentum(pos, null);
targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
if ((flags & 1) != 0) // Ban TODO: Remove magic number
{
LandAccessEntry entry = new LandAccessEntry();
entry.AgentID = targetAvatar.UUID;
entry.Flags = AccessList.Ban;
entry.Expires = 0; // Perm
land.LandData.ParcelAccessList.Add(entry);
}
}
protected void InstallInterfaces() protected void InstallInterfaces()
{ {
Command clearCommand Command clearCommand

View File

@ -5138,9 +5138,14 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_allowScriptCrossings; } get { return m_allowScriptCrossings; }
} }
public Vector3? GetNearestAllowedPosition(ScenePresence avatar) public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
{ {
ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); return GetNearestAllowedPosition(avatar, null);
}
public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
{
ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
if (nearestParcel != null) if (nearestParcel != null)
{ {
@ -5149,10 +5154,7 @@ namespace OpenSim.Region.Framework.Scenes
Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
if (nearestPoint != null) if (nearestPoint != null)
{ {
// m_log.DebugFormat( Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
return nearestPoint.Value; return nearestPoint.Value;
} }
@ -5162,24 +5164,27 @@ namespace OpenSim.Region.Framework.Scenes
nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
if (nearestPoint != null) if (nearestPoint != null)
{ {
// m_log.DebugFormat( Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
return nearestPoint.Value; return nearestPoint.Value;
} }
//Ultimate backup if we have no idea where they are ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
// m_log.DebugFormat( if (dest != excludeParcel)
// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); {
// Ultimate backup if we have no idea where they are and
// the last allowed position was in another parcel
Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
return avatar.lastKnownAllowedPosition;
}
return avatar.lastKnownAllowedPosition; // else fall through to region edge
} }
//Go to the edge, this happens in teleporting to a region with no available parcels //Go to the edge, this happens in teleporting to a region with no available parcels
Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
//Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
return nearestRegionEdgePoint; return nearestRegionEdgePoint;
} }
@ -5205,6 +5210,11 @@ namespace OpenSim.Region.Framework.Scenes
} }
public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
{
return GetNearestAllowedParcel(avatarId, x, y, null);
}
public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
{ {
List<ILandObject> all = AllParcels(); List<ILandObject> all = AllParcels();
float minParcelDistance = float.MaxValue; float minParcelDistance = float.MaxValue;
@ -5212,7 +5222,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (var parcel in all) foreach (var parcel in all)
{ {
if (!parcel.IsEitherBannedOrRestricted(avatarId)) if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
{ {
float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
if (parcelDistance < minParcelDistance) if (parcelDistance < minParcelDistance)