more changes to god level control. Not that this is work in progress, for now it still works mainly as with option implicit_gods = true. speed up some regions child updates, some cleanup
parent
f46d70ada5
commit
d761a20cce
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@ -47,6 +47,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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public class GodController
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{
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public enum ImplicitGodLevels : int
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{
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EstateManager = 210, // estate manager implicit god level
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RegionOwner = 220 // region owner implicit god level should be >= than estate
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}
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ScenePresence m_scenePresence;
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Scene m_scene;
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protected bool m_allowGridGods;
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@ -56,14 +62,20 @@ namespace OpenSim.Region.Framework.Scenes
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protected bool m_forceGodModeAlwaysOn;
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protected bool m_allowGodActionsWithoutGodMode;
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protected bool m_viewerUiIsGod = false;
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protected int m_userLevel = 0;
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// the god level from local or grid user rights
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protected int m_rightsGodLevel = 0;
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// the level seen by viewers
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protected int m_godlevel = 0;
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// new level that can be fixed or equal to godlevel, acording to options
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protected int m_effectivegodlevel = 0;
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protected int m_lastLevelToViewer = 0;
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public GodController(Scene scene, ScenePresence sp)
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public GodController(Scene scene, ScenePresence sp, int userlevel)
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{
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m_scene = scene;
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m_scenePresence = sp;
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m_userLevel = userlevel;
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IConfigSource config = scene.Config;
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@ -81,7 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
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Util.GetConfigVarFromSections<bool>(config,
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"force_grid_gods_only", sections, false);
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if(!m_forceGridGodsOnly) // damm redundant and error prone option
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if(!m_forceGridGodsOnly)
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{
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// The owner of a region is a god in his region only.
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m_regionOwnerIsGod =
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@ -95,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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m_allowGridGods = true; // reduce user mistakes increased by this over complex options set
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m_allowGridGods = true; // reduce potencial user mistakes
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// God mode should be turned on in the viewer whenever
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// the user has god rights somewhere. They may choose
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@ -110,76 +122,122 @@ namespace OpenSim.Region.Framework.Scenes
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m_allowGodActionsWithoutGodMode =
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Util.GetConfigVarFromSections<bool>(config,
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"implicit_gods", sections, false);
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m_rightsGodLevel = CalcRightsGodLevel();
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if(m_allowGodActionsWithoutGodMode)
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{
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m_effectivegodlevel = m_rightsGodLevel;
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m_forceGodModeAlwaysOn = false;
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}
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else if(m_forceGodModeAlwaysOn)
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{
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m_godlevel = m_rightsGodLevel;
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m_effectivegodlevel = m_rightsGodLevel;
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}
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m_scenePresence.isGod = (m_effectivegodlevel >= 200);
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m_scenePresence.isLegacyGod = (m_godlevel >= 200);
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}
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protected int PotentialGodLevel()
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// calculates god level at sp creation from local and grid user god rights
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// for now this is assumed static until user leaves region.
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// later estate and gride level updates may update this
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protected int CalcRightsGodLevel()
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{
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int godLevel = m_allowGridGods ? m_userLevel : 200;
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if ((!m_forceGridGodsOnly) && m_userLevel < 200)
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godLevel = 200;
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int level = 0;
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if (m_allowGridGods && m_userLevel >= 200)
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level = m_userLevel;
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return godLevel;
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if(m_forceGridGodsOnly || level >= (int)ImplicitGodLevels.RegionOwner)
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return level;
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if (m_regionOwnerIsGod && m_scene.RegionInfo.EstateSettings.IsEstateOwner(m_scenePresence.UUID))
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level = (int)ImplicitGodLevels.RegionOwner;
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if(level >= (int)ImplicitGodLevels.EstateManager)
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return level;
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if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID))
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level = (int)ImplicitGodLevels.EstateManager;
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return level;
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}
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protected bool CanBeGod()
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{
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if (m_allowGridGods && m_userLevel > 0)
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return true;
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return m_rightsGodLevel >= 200;
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}
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if(m_forceGridGodsOnly)
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return false;
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protected void UpdateGodLevels(bool viewerState)
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{
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if(!CanBeGod())
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{
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m_godlevel = 0;
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m_effectivegodlevel = 0;
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m_scenePresence.isGod = false;
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m_scenePresence.isLegacyGod = false;
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return;
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}
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if (m_regionOwnerIsGod && m_scene.RegionInfo.EstateSettings.IsEstateOwner(m_scenePresence.UUID))
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return true;
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// legacy some are controled by viewer, others are static
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if(m_allowGodActionsWithoutGodMode)
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{
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if(viewerState)
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m_godlevel = m_rightsGodLevel;
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else
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m_godlevel = 0;
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if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID))
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return true;
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return false;
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m_effectivegodlevel = m_rightsGodLevel;
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}
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else
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{
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// new all change with viewer
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if(viewerState)
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{
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m_godlevel = m_rightsGodLevel;
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m_effectivegodlevel = m_rightsGodLevel;
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}
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else
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{
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m_godlevel = 0;
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m_effectivegodlevel = 0;
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}
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}
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m_scenePresence.isGod = (m_effectivegodlevel >= 200);
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m_scenePresence.isLegacyGod = (m_godlevel >= 200);
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}
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public void SyncViewerState()
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{
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bool canBeGod = CanBeGod();
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if(m_lastLevelToViewer == m_godlevel)
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return;
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bool shoudBeGod = m_forceGodModeAlwaysOn ? canBeGod : (m_viewerUiIsGod && canBeGod);
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m_lastLevelToViewer = m_godlevel;
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int godLevel = PotentialGodLevel();
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if(m_scenePresence.IsChildAgent)
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return;
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if (!shoudBeGod)
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godLevel = 0;
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if (m_viewerUiIsGod != shoudBeGod && (!m_scenePresence.IsChildAgent))
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{
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)godLevel);
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m_viewerUiIsGod = shoudBeGod;
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}
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_godlevel);
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}
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public bool RequestGodMode(bool god)
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public void RequestGodMode(bool god)
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{
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// this is used by viewer protocol
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// and they may want a answer
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if (!god)
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UpdateGodLevels(god);
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if(m_lastLevelToViewer != m_godlevel)
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{
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, 0);
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m_viewerUiIsGod = false;
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return true;
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_godlevel);
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m_lastLevelToViewer = m_godlevel;
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}
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if (!CanBeGod())
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return false;
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int godLevel = PotentialGodLevel();
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)godLevel);
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m_viewerUiIsGod = true;
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return true;
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}
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public OSD State()
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public OSD State()
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{
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OSDMap godMap = new OSDMap(2);
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bool m_viewerUiIsGod = m_godlevel >= 200;
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godMap.Add("ViewerUiIsGod", OSD.FromBoolean(m_viewerUiIsGod));
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return godMap;
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@ -187,13 +245,26 @@ namespace OpenSim.Region.Framework.Scenes
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public void SetState(OSD state)
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{
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if(state == null)
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return;
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bool newstate = false;
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if(m_forceGodModeAlwaysOn)
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newstate = true;
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else
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{
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if(state != null)
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{
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OSDMap s = (OSDMap)state;
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OSDMap s = (OSDMap)state;
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if (s.ContainsKey("ViewerUiIsGod"))
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newstate = s["ViewerUiIsGod"].AsBoolean();
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m_lastLevelToViewer = m_godlevel; // we are not changing viewer level by default
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}
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}
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UpdateGodLevels(newstate);
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}
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if (s.ContainsKey("ViewerUiIsGod"))
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m_viewerUiIsGod = s["ViewerUiIsGod"].AsBoolean();
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public void HasMovedAway()
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{
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m_lastLevelToViewer = 0;
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}
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public int UserLevel
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@ -204,29 +275,12 @@ namespace OpenSim.Region.Framework.Scenes
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public int GodLevel
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{
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get
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{
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int godLevel = PotentialGodLevel();
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if (!m_viewerUiIsGod)
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godLevel = 0;
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return godLevel;
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}
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get { return m_godlevel; }
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}
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public int EffectiveLevel
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{
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get
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{
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int godLevel = PotentialGodLevel();
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if (m_viewerUiIsGod)
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return godLevel;
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if (m_allowGodActionsWithoutGodMode && CanBeGod())
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return godLevel;
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return 0;
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}
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get { return m_effectivegodlevel; }
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}
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}
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}
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@ -92,6 +92,14 @@ namespace OpenSim.Region.Framework.Scenes
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public bool isNPC { get; private set; }
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// simple yes or no isGOD from god level >= 200
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// should only be set by GodController
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// we have two to suport legacy behaviour
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// isLegacyGod was controlled by viewer in older versions
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// isGod may now be also controled by viewer acording to options
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public bool isLegacyGod { get; set; }
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public bool isGod { get; set; }
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private PresenceType m_presenceType;
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public PresenceType PresenceType {
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get {return m_presenceType;}
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@ -155,7 +163,7 @@ namespace OpenSim.Region.Framework.Scenes
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public static readonly float MOVEMENT = .25f;
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public static readonly float SIGNIFICANT_MOVEMENT = 16.0f;
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public static readonly float CHILDUPDATES_MOVEMENT = 100.0f;
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public static readonly float CHILDUPDATES_TIME = 10000f; // min time between child updates (ms)
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public static readonly float CHILDUPDATES_TIME = 2000f; // min time between child updates (ms)
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private UUID m_previusParcelUUID = UUID.Zero;
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private UUID m_currentParcelUUID = UUID.Zero;
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@ -186,7 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_currentParcelHide = true;
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if (m_previusParcelUUID != UUID.Zero || checksame)
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ParcelCrossCheck(m_currentParcelUUID,m_previusParcelUUID,m_currentParcelHide, m_previusParcelHide, oldhide,checksame);
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ParcelCrossCheck(m_currentParcelUUID, m_previusParcelUUID, m_currentParcelHide, m_previusParcelHide, oldhide,checksame);
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}
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}
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}
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@ -267,8 +275,6 @@ namespace OpenSim.Region.Framework.Scenes
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private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
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private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
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private bool MouseDown = false;
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// private SceneObjectGroup proxyObjectGroup;
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//private SceneObjectPart proxyObjectPart = null;
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public Vector3 lastKnownAllowedPosition;
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public bool sentMessageAboutRestrictedParcelFlyingDown;
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public Vector4 CollisionPlane = Vector4.UnitW;
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@ -281,9 +287,6 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_followCamAuto = false;
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// private object m_forceToApplyLock = new object();
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// private bool m_forceToApplyValid;
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// private Vector3 m_forceToApply;
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private int m_userFlags;
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public int UserFlags
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{
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@ -304,9 +307,6 @@ namespace OpenSim.Region.Framework.Scenes
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set { PhysicsActor.IsColliding = value; }
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}
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// private int m_lastColCount = -1; //KF: Look for Collision chnages
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// private int m_updateCount = 0; //KF: Update Anims for a while
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// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
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private List<uint> m_lastColliders = new List<uint>();
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private TeleportFlags m_teleportFlags;
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@ -332,8 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
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private float m_sitAvatarHeight = 2.0f;
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private bool childUpdatesBusy = false;
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private int lastChildUpdatesTime;
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private bool m_childUpdatesBusy = false;
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private int m_lastChildUpdatesTime;
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private int m_lastChildAgentUpdateGodLevel;
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private float m_lastChildAgentUpdateDrawDistance;
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private Vector3 m_lastChildAgentUpdatePosition;
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// private Vector3 m_lastChildAgentUpdateCamPosition;
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@ -348,8 +350,6 @@ namespace OpenSim.Region.Framework.Scenes
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private float m_healRate = 1f;
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private float m_healRatePerFrame = 0.05f;
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// protected ulong crossingFromRegion;
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private readonly Vector3[] Dir_Vectors = new Vector3[12];
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protected int m_reprioritizationLastTime;
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@ -372,10 +372,7 @@ namespace OpenSim.Region.Framework.Scenes
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private const int NumMovementsBetweenRayCast = 5;
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private bool CameraConstraintActive;
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//private int m_moveToPositionStateStatus;
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//*****************************************************
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//private bool m_collisionEventFlag = false;
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private object m_collisionEventLock = new Object();
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private int m_movementAnimationUpdateCounter = 0;
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@ -529,7 +526,6 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_doingCamRayCast = false;
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public Vector3 CameraPosition { get; set; }
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public Quaternion CameraRotation { get; private set; }
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// Use these three vectors to figure out what the agent is looking at
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@ -589,7 +585,6 @@ namespace OpenSim.Region.Framework.Scenes
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public bool AllowMovement { get; set; }
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private bool m_setAlwaysRun;
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public bool SetAlwaysRun
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{
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get
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@ -613,7 +608,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public byte State { get; set; }
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private AgentManager.ControlFlags m_AgentControlFlags;
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@ -935,27 +929,7 @@ namespace OpenSim.Region.Framework.Scenes
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seeds = Scene.CapsModule.GetChildrenSeeds(UUID);
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else
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seeds = new Dictionary<ulong, string>();
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/* we can't do this anymore
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List<ulong> old = new List<ulong>();
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foreach (ulong handle in seeds.Keys)
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{
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uint x, y;
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Util.RegionHandleToRegionLoc(handle, out x, out y);
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// if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY,))
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{
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old.Add(handle);
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}
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}
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DropOldNeighbours(old);
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if (Scene.CapsModule != null)
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Scene.CapsModule.SetChildrenSeed(UUID, seeds);
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*/
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KnownRegions = seeds;
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//m_log.Debug(" ++++++++++AFTER+++++++++++++ ");
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//DumpKnownRegions();
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}
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public void DumpKnownRegions()
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@ -1045,7 +1019,6 @@ namespace OpenSim.Region.Framework.Scenes
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public ScenePresence(
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IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
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{
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m_scene = world;
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AttachmentsSyncLock = new Object();
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AllowMovement = true;
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@ -1075,9 +1048,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (account != null)
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userlevel = account.UserLevel;
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// GodController = new GodController(world, this, userlevel);
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GodController = new GodController(world, this);
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GodController.UserLevel = userlevel;
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GodController = new GodController(world, this, userlevel);
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// IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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// if (gm != null)
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@ -1091,7 +1062,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_reprioritizationLastDrawDistance = DrawDistance;
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// disable updates workjobs for now
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childUpdatesBusy = true;
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m_childUpdatesBusy = true;
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m_reprioritizationBusy = true;
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AdjustKnownSeeds();
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@ -1294,7 +1265,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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IsChildAgent = false;
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}
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m_log.DebugFormat("[MakeRootAgent] out lock: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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@ -1304,7 +1274,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Should not be needed if we are not trying to tell this region to close
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// DoNotCloseAfterTeleport = false;
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RegionHandle = m_scene.RegionInfo.RegionHandle;
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m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
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@ -1447,7 +1416,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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|
||||
m_log.DebugFormat("[MakeRootAgent] position and physical: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
m_scene.SwapRootAgentCount(false);
|
||||
|
||||
|
@ -1782,17 +1750,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (m_AngularVelocity.Z > 0)
|
||||
{
|
||||
|
||||
float leftOverToMin = m_AngularVelocity.Z - rollMinRadians;
|
||||
if (amount > leftOverToMin)
|
||||
return -leftOverToMin;
|
||||
else
|
||||
return -amount;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
float leftOverToMin = -m_AngularVelocity.Z - rollMinRadians;
|
||||
if (amount > leftOverToMin)
|
||||
return leftOverToMin;
|
||||
|
@ -1801,8 +1766,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// neighbouring regions we have enabled a child agent in
|
||||
// holds the seed cap for the child agent in that region
|
||||
private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
|
||||
|
@ -1815,7 +1778,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private Dictionary<ulong, spRegionSizeInfo> m_knownChildRegionsSizeInfo = new Dictionary<ulong, spRegionSizeInfo>();
|
||||
|
||||
|
||||
public void AddNeighbourRegionSizeInfo(GridRegion region)
|
||||
{
|
||||
lock (m_knownChildRegions)
|
||||
|
@ -1946,7 +1908,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
lock (m_originRegionIDAccessLock)
|
||||
originID = m_originRegionID;
|
||||
|
||||
|
||||
while (originID.Equals(UUID.Zero) && count-- > 0)
|
||||
{
|
||||
lock (m_originRegionIDAccessLock)
|
||||
|
@ -2020,8 +1981,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (!WaitForUpdateAgent(client))
|
||||
// The sending region never sent the UpdateAgent data, we have to refuse
|
||||
return;
|
||||
|
||||
GodController.SyncViewerState();
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] WaitForUpdateAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
@ -2070,13 +2029,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.DebugFormat("[CompleteMovement]: Missing COF for {0} is {1}", client.AgentId, COF);
|
||||
}
|
||||
|
||||
|
||||
// Tell the client that we're totally ready
|
||||
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] MoveAgentIntoRegion: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
|
||||
if (!string.IsNullOrEmpty(m_callbackURI))
|
||||
{
|
||||
// We cannot sleep here since this would hold up the inbound packet processing thread, as
|
||||
|
@ -2105,7 +2062,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
|
||||
// }
|
||||
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
if(m_teleportFlags > 0)
|
||||
|
@ -2125,18 +2081,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.DebugFormat("[CompleteMovement] HG");
|
||||
}
|
||||
|
||||
if(!IsChildAgent && !isNPC)
|
||||
GodController.SyncViewerState();
|
||||
|
||||
// start sending terrain patchs
|
||||
if (!gotCrossUpdate && !isNPC)
|
||||
Scene.SendLayerData(ControllingClient);
|
||||
|
||||
m_previusParcelHide = false;
|
||||
m_previusParcelUUID = UUID.Zero;
|
||||
m_currentParcelHide = false;
|
||||
m_currentParcelUUID = UUID.Zero;
|
||||
|
||||
if(!isNPC)
|
||||
{
|
||||
GodController.SyncViewerState();
|
||||
|
||||
// start sending terrain patchs
|
||||
if (!gotCrossUpdate)
|
||||
Scene.SendLayerData(ControllingClient);
|
||||
}
|
||||
// send initial land overlay and parcel
|
||||
ILandChannel landch = m_scene.LandChannel;
|
||||
if (landch != null)
|
||||
|
@ -2185,7 +2142,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (haveAnims)
|
||||
SendAnimPackToAgent(this, animIDs, animseqs, animsobjs);
|
||||
|
||||
|
||||
// we should be able to receive updates, etc
|
||||
// so release them
|
||||
m_inTransit = false;
|
||||
|
@ -2200,7 +2156,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (p == this)
|
||||
continue;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
continue;
|
||||
|
||||
SendAppearanceToAgentNF(p);
|
||||
|
@ -2250,7 +2206,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
continue;
|
||||
}
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
continue;
|
||||
|
||||
SendAttachmentsToAgentNF(p);
|
||||
|
@ -2267,10 +2223,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_agentTransfer.EnableChildAgents(this);
|
||||
}
|
||||
// let updates be sent, with some delay
|
||||
lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000;
|
||||
childUpdatesBusy = false; // allow them
|
||||
}
|
||||
// let updates be sent, with some delay
|
||||
m_lastChildUpdatesTime = Util.EnvironmentTickCount() + 10000;
|
||||
m_lastChildAgentUpdateGodLevel = GodController.GodLevel;
|
||||
m_lastChildAgentUpdateDrawDistance = DrawDistance;
|
||||
m_lastChildAgentUpdatePosition = AbsolutePosition;
|
||||
m_childUpdatesBusy = false; // allow them
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[CompleteMovement] openChildAgents: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
@ -2300,7 +2259,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_log.DebugFormat("[CompleteMovement] friendsModule: {0}ms", Util.EnvironmentTickCountSubtract(ts));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
finally
|
||||
{
|
||||
|
@ -2309,13 +2267,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
crossingFlags = 0;
|
||||
m_inTransit = false;
|
||||
}
|
||||
// if hide force a check
|
||||
// if (!IsChildAgent && newhide)
|
||||
// {
|
||||
// ParcelLoginCheck(m_currentParcelUUID);
|
||||
// m_currentParcelHide = newhide;
|
||||
// }
|
||||
|
||||
|
||||
m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
|
||||
|
||||
|
@ -3228,7 +3179,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (part == null)
|
||||
return;
|
||||
|
||||
|
||||
if (PhysicsActor != null)
|
||||
m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
|
||||
|
||||
|
@ -3257,7 +3207,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (canSit)
|
||||
{
|
||||
|
||||
if (PhysicsActor != null)
|
||||
{
|
||||
// We can remove the physicsActor until they stand up.
|
||||
|
@ -3368,7 +3317,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return false;
|
||||
}
|
||||
|
||||
|
||||
private bool CanEnterLandPosition(Vector3 testPos)
|
||||
{
|
||||
ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
|
||||
|
@ -3448,7 +3396,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ControllingClient.SendSitResponse(
|
||||
part.ParentGroup.UUID, offset, Orientation, true, cameraAtOffset, cameraEyeOffset, forceMouselook);
|
||||
|
||||
|
||||
SendAvatarDataToAllAgents();
|
||||
|
||||
if (status == 3)
|
||||
|
@ -3658,8 +3605,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Animator.avnChangeAnim(animID, addRemove, sendPack);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Rotate the avatar to the given rotation and apply a movement in the given relative vector
|
||||
/// </summary>
|
||||
|
@ -3866,7 +3811,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (!remoteClient.IsActive)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && p.currentParcelUUID != currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && p.currentParcelUUID != currentParcelUUID && !p.isLegacyGod)
|
||||
return;
|
||||
|
||||
//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
|
||||
|
@ -3976,7 +3921,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// get the avatar, then a kill if can't see it
|
||||
p.SendInitialAvatarDataToAgent(this);
|
||||
|
||||
if (p.ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && GodController.GodLevel < 200)
|
||||
if (p.ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !isLegacyGod)
|
||||
return;
|
||||
|
||||
p.SendAppearanceToAgentNF(this);
|
||||
|
@ -4024,7 +3969,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
foreach (ScenePresence p in presences)
|
||||
{
|
||||
p.ControllingClient.SendAvatarDataImmediate(this);
|
||||
if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
// either just kill the object
|
||||
// p.ControllingClient.SendKillObject(new List<uint> {LocalId});
|
||||
// or also attachments viewer may still know about
|
||||
|
@ -4037,7 +3982,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public void SendInitialAvatarDataToAgent(ScenePresence p)
|
||||
{
|
||||
p.ControllingClient.SendAvatarDataImmediate(this);
|
||||
if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
// either just kill the object
|
||||
// p.ControllingClient.SendKillObject(new List<uint> {LocalId});
|
||||
// or also attachments viewer may still know about
|
||||
|
@ -4051,7 +3996,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public void SendAvatarDataToAgent(ScenePresence avatar)
|
||||
{
|
||||
//m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && !avatar.isLegacyGod)
|
||||
return;
|
||||
avatar.ControllingClient.SendAvatarDataImmediate(this);
|
||||
}
|
||||
|
@ -4096,7 +4041,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID);
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && !avatar.isLegacyGod)
|
||||
return;
|
||||
SendAppearanceToAgentNF(avatar);
|
||||
}
|
||||
|
@ -4112,7 +4057,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (IsChildAgent || Animator == null)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
return;
|
||||
|
||||
Animator.SendAnimPackToClient(p.ControllingClient);
|
||||
|
@ -4123,7 +4068,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (IsChildAgent)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
return;
|
||||
|
||||
p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs);
|
||||
|
@ -4148,7 +4093,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence p)
|
||||
{
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
return;
|
||||
p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs);
|
||||
});
|
||||
|
@ -4183,7 +4128,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if(DrawDistance > minregionSize && m_reprioritizationLastDrawDistance > minregionSize)
|
||||
byDrawdistance = false;
|
||||
else
|
||||
byDrawdistance = (Math.Abs(DrawDistance-m_reprioritizationLastDrawDistance) > 0.5f * limit);
|
||||
byDrawdistance = (Math.Abs(DrawDistance - m_reprioritizationLastDrawDistance) > 0.5f * limit);
|
||||
}
|
||||
|
||||
int tdiff = Util.EnvironmentTickCountSubtract(m_reprioritizationLastTime);
|
||||
|
@ -4232,7 +4177,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// updates priority recalc
|
||||
checkRePrioritization();
|
||||
|
||||
if(childUpdatesBusy)
|
||||
if(m_childUpdatesBusy)
|
||||
return;
|
||||
|
||||
//possible KnownRegionHandles always contains current region and this check is not needed
|
||||
|
@ -4242,37 +4187,52 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if(KnownRegionHandles.Count > minhandles)
|
||||
{
|
||||
int tdiff = Util.EnvironmentTickCountSubtract(lastChildUpdatesTime);
|
||||
if(tdiff > CHILDUPDATES_TIME)
|
||||
int tdiff = Util.EnvironmentTickCountSubtract(m_lastChildUpdatesTime);
|
||||
if(tdiff < CHILDUPDATES_TIME)
|
||||
return;
|
||||
|
||||
bool doUpdate = false;
|
||||
if(m_lastChildAgentUpdateGodLevel != GodController.GodLevel)
|
||||
doUpdate = true;
|
||||
|
||||
if(!doUpdate && Math.Abs(DrawDistance - m_lastChildAgentUpdateDrawDistance) > 32.0f)
|
||||
doUpdate = true;
|
||||
|
||||
if(!doUpdate)
|
||||
{
|
||||
diff = pos - m_lastChildAgentUpdatePosition;
|
||||
if (diff.LengthSquared() > CHILDUPDATES_MOVEMENT)
|
||||
{
|
||||
childUpdatesBusy = true;
|
||||
m_lastChildAgentUpdatePosition = pos;
|
||||
doUpdate = true;
|
||||
}
|
||||
|
||||
if(doUpdate)
|
||||
{
|
||||
m_childUpdatesBusy = true;
|
||||
m_lastChildAgentUpdatePosition = pos;
|
||||
m_lastChildAgentUpdateGodLevel = GodController.GodLevel;
|
||||
m_lastChildAgentUpdateDrawDistance = DrawDistance;
|
||||
// m_lastChildAgentUpdateCamPosition = CameraPosition;
|
||||
|
||||
AgentPosition agentpos = new AgentPosition();
|
||||
agentpos.AgentID = new UUID(UUID.Guid);
|
||||
agentpos.SessionID = ControllingClient.SessionId;
|
||||
agentpos.Size = Appearance.AvatarSize;
|
||||
agentpos.Center = CameraPosition;
|
||||
agentpos.Far = DrawDistance;
|
||||
agentpos.Position = AbsolutePosition;
|
||||
agentpos.Velocity = Velocity;
|
||||
agentpos.RegionHandle = RegionHandle;
|
||||
agentpos.GodData = GodController.State();
|
||||
agentpos.Throttles = ControllingClient.GetThrottlesPacked(1);
|
||||
AgentPosition agentpos = new AgentPosition();
|
||||
agentpos.AgentID = new UUID(UUID.Guid);
|
||||
agentpos.SessionID = ControllingClient.SessionId;
|
||||
agentpos.Size = Appearance.AvatarSize;
|
||||
agentpos.Center = CameraPosition;
|
||||
agentpos.Far = DrawDistance;
|
||||
agentpos.Position = AbsolutePosition;
|
||||
agentpos.Velocity = Velocity;
|
||||
agentpos.RegionHandle = RegionHandle;
|
||||
agentpos.GodData = GodController.State();
|
||||
agentpos.Throttles = ControllingClient.GetThrottlesPacked(1);
|
||||
|
||||
// Let's get this out of the update loop
|
||||
Util.FireAndForget(
|
||||
o =>
|
||||
{
|
||||
m_scene.SendOutChildAgentUpdates(agentpos, this);
|
||||
lastChildUpdatesTime = Util.EnvironmentTickCount();
|
||||
childUpdatesBusy = false;
|
||||
}, null, "ScenePresence.SendOutChildAgentUpdates");
|
||||
}
|
||||
// Let's get this out of the update loop
|
||||
Util.FireAndForget(
|
||||
o =>
|
||||
{
|
||||
m_scene.SendOutChildAgentUpdates(agentpos, this);
|
||||
m_lastChildUpdatesTime = Util.EnvironmentTickCount();
|
||||
m_childUpdatesBusy = false;
|
||||
}, null, "ScenePresence.SendOutChildAgentUpdates");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4513,11 +4473,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (isNPC)
|
||||
return;
|
||||
|
||||
bool wasgod = (GodController.GodLevel >= 200);
|
||||
bool wasgod = isLegacyGod;
|
||||
GodController.RequestGodMode(godStatus);
|
||||
bool isgod = GodController.GodLevel >= 200;
|
||||
if (wasgod != isgod)
|
||||
parcelGodCheck(m_currentParcelUUID, isgod);
|
||||
if (wasgod != isLegacyGod)
|
||||
parcelGodCheck(m_currentParcelUUID);
|
||||
}
|
||||
|
||||
#region Child Agent Updates
|
||||
|
@ -4697,7 +4656,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Quaternion camRot = Util.Axes2Rot(CameraAtAxis, CameraLeftAxis, CameraUpAxis);
|
||||
CameraRotation = camRot;
|
||||
|
||||
|
||||
ParentUUID = cAgent.ParentPart;
|
||||
PrevSitOffset = cAgent.SitOffset;
|
||||
|
||||
|
@ -4883,7 +4841,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Event called by the physics plugin to tell the avatar about a collision.
|
||||
/// </summary>
|
||||
|
@ -4952,7 +4909,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
RaiseCollisionScriptEvents(coldata);
|
||||
|
||||
// Gods do not take damage and Invulnerable is set depending on parcel/region flags
|
||||
if (Invulnerable || GodController.GodLevel > 0)
|
||||
if (Invulnerable || isLegacyGod)
|
||||
return;
|
||||
|
||||
// The following may be better in the ICombatModule
|
||||
|
@ -5237,7 +5194,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (p != this && sog.HasPrivateAttachmentPoint)
|
||||
return;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
return;
|
||||
|
||||
SendTerseUpdateToAgentNF(p);
|
||||
|
@ -5351,7 +5308,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (p == this)
|
||||
continue;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
continue;
|
||||
|
||||
p.ControllingClient.SendEntityUpdate(rootpart, rootflag);
|
||||
|
@ -5403,14 +5360,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (sog.HasPrivateAttachmentPoint)
|
||||
return;
|
||||
|
||||
|
||||
List<ScenePresence> allPresences = m_scene.GetScenePresences();
|
||||
foreach (ScenePresence p in allPresences)
|
||||
{
|
||||
if (p == this)
|
||||
continue;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
continue;
|
||||
|
||||
p.ControllingClient.SendEntityUpdate(rootpart, flag);
|
||||
|
@ -5460,7 +5416,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (p == this)
|
||||
continue;
|
||||
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
continue;
|
||||
|
||||
p.ControllingClient.SendEntityUpdate(part, flag);
|
||||
|
@ -5501,7 +5457,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (p == this)
|
||||
continue;
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
continue;
|
||||
|
||||
p.ControllingClient.SendEntityUpdate(part, flag);
|
||||
|
@ -6139,7 +6095,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// the TP point. This behaviour mimics agni.
|
||||
if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
|
||||
land.LandData.UserLocation != Vector3.Zero &&
|
||||
GodController.GodLevel < 200 &&
|
||||
!isLegacyGod &&
|
||||
((land.LandData.OwnerID != m_uuid &&
|
||||
!m_scene.Permissions.IsGod(m_uuid) &&
|
||||
!m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(m_uuid)) ||
|
||||
|
@ -6164,7 +6120,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
string reason;
|
||||
|
||||
// dont mess with gods
|
||||
if(GodController.GodLevel >= 200 || m_scene.Permissions.IsGod(m_uuid))
|
||||
if(isLegacyGod || m_scene.Permissions.IsGod(m_uuid))
|
||||
return true;
|
||||
|
||||
// respect region owner and managers
|
||||
|
@ -6450,7 +6406,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
}
|
||||
|
||||
private void parcelGodCheck(UUID currentParcelID, bool isGod)
|
||||
private void parcelGodCheck(UUID currentParcelID)
|
||||
{
|
||||
List<ScenePresence> allpresences = m_scene.GetScenePresences();
|
||||
|
||||
|
@ -6461,7 +6417,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (p.ParcelHideThisAvatar && p.currentParcelUUID != currentParcelID)
|
||||
{
|
||||
if (isGod)
|
||||
if (isLegacyGod)
|
||||
p.SendViewTo(this);
|
||||
else
|
||||
p.SendKillTo(this);
|
||||
|
@ -6470,7 +6426,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
private void ParcelCrossCheck(UUID currentParcelID,UUID previusParcelID,
|
||||
bool currentParcelHide, bool previusParcelHide, bool oldhide,bool check)
|
||||
bool currentParcelHide, bool previusParcelHide, bool oldhide, bool check)
|
||||
{
|
||||
List<ScenePresence> killsToSendto = new List<ScenePresence>();
|
||||
List<ScenePresence> killsToSendme = new List<ScenePresence>();
|
||||
|
@ -6512,7 +6468,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
continue;
|
||||
|
||||
// those not on parcel dont see me
|
||||
if (currentParcelID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (currentParcelID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
{
|
||||
killsToSendto.Add(p); // they dont see me
|
||||
}
|
||||
|
@ -6538,9 +6494,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// only those on previus parcel need receive kills
|
||||
if (previusParcelID == p.currentParcelUUID)
|
||||
{
|
||||
if(p.GodController.GodLevel < 200)
|
||||
if(!p.isLegacyGod)
|
||||
killsToSendto.Add(p); // they dont see me
|
||||
if(GodController.GodLevel < 200)
|
||||
if(!isLegacyGod)
|
||||
killsToSendme.Add(p); // i dont see them
|
||||
}
|
||||
// only those on new parcel need see
|
||||
|
@ -6562,7 +6518,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
continue;
|
||||
|
||||
// those not on new parcel dont see me
|
||||
if (currentParcelID != p.currentParcelUUID && p.GodController.GodLevel < 200)
|
||||
if (currentParcelID != p.currentParcelUUID && !p.isLegacyGod)
|
||||
{
|
||||
killsToSendto.Add(p); // they dont see me
|
||||
}
|
||||
|
@ -6588,7 +6544,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
|
||||
continue;
|
||||
// only those old parcel need kills
|
||||
if (previusParcelID == p.currentParcelUUID && GodController.GodLevel < 200)
|
||||
if (previusParcelID == p.currentParcelUUID && !isLegacyGod)
|
||||
{
|
||||
killsToSendme.Add(p); // i dont see them
|
||||
}
|
||||
|
@ -6645,13 +6601,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void HasMovedAway(bool nearRegion)
|
||||
{
|
||||
|
||||
if (nearRegion)
|
||||
{
|
||||
if (Scene.AttachmentsModule != null)
|
||||
Scene.AttachmentsModule.DeleteAttachmentsFromScene(this, true);
|
||||
|
||||
if (!ParcelHideThisAvatar || GodController.GodLevel >= 200)
|
||||
if (!ParcelHideThisAvatar || isLegacyGod)
|
||||
return;
|
||||
|
||||
List<ScenePresence> allpresences = m_scene.GetScenePresences();
|
||||
|
@ -6668,6 +6623,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
GodController.HasMovedAway();
|
||||
List<ScenePresence> allpresences = m_scene.GetScenePresences();
|
||||
foreach (ScenePresence p in allpresences)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue