Let estate owners and managers enter nonpublic estates unconditionally.
Let gods go to nonpublic estates as well.0.6.5-rc1
parent
cac6971099
commit
7e972b304b
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@ -360,6 +360,9 @@ namespace OpenSim.Framework
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public bool HasAccess(UUID user)
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public bool HasAccess(UUID user)
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{
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{
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if (IsEstateManager(user))
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return true;
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return l_EstateAccess.Contains(user);
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return l_EstateAccess.Contains(user);
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}
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}
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@ -1848,14 +1848,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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bool welcome = true;
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bool welcome = true;
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if(m_regInfo.EstateSettings.IsBanned(client.AgentId))
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if(m_regInfo.EstateSettings.IsBanned(client.AgentId) && (!Permissions.IsGod(client.AgentId)))
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{
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{
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
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client.AgentId, client.FirstName, client.LastName, RegionInfo.RegionName);
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client.AgentId, client.FirstName, client.LastName, RegionInfo.RegionName);
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client.SendAlertMessage("Denied access to region " + RegionInfo.RegionName + ". You have been banned from that region.");
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client.SendAlertMessage("Denied access to region " + RegionInfo.RegionName + ". You have been banned from that region.");
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welcome = false;
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welcome = false;
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}
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}
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else if (!m_regInfo.EstateSettings.PublicAccess && !m_regInfo.EstateSettings.HasAccess(client.AgentId))
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else if (!m_regInfo.EstateSettings.PublicAccess && !m_regInfo.EstateSettings.HasAccess(client.AgentId) && !Permissions.IsGod(client.AgentId))
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{
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{
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access",
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access",
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client.AgentId, client.FirstName, client.LastName, RegionInfo.RegionName);
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client.AgentId, client.FirstName, client.LastName, RegionInfo.RegionName);
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