Implement god mode user freezing and unfreezing
See http://opensimulator.org/mantis/view.php?id=4356 Thanks Revolution I performed a subsequent probable bug fix in this patchmysql-performance
parent
eaa424778b
commit
e078fb2e71
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@ -13610,7 +13610,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerGodKickUser != null)
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{
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handlerGodKickUser(gkupack.UserInfo.GodID, gkupack.UserInfo.GodSessionID,
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gkupack.UserInfo.AgentID, (uint)0, gkupack.UserInfo.Reason);
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gkupack.UserInfo.AgentID, gkupack.UserInfo.KickFlags, gkupack.UserInfo.Reason,gkupack.UserInfo);
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}
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}
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else
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@ -98,7 +98,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
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/// <param name="godID">The person doing the kicking</param>
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/// <param name="sessionID">The session of the person doing the kicking</param>
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/// <param name="agentID">the person that is being kicked</param>
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/// <param name="kickflags">This isn't used apparently</param>
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/// <param name="kickflags">Tells what to do to the user</param>
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/// <param name="reason">The message to send to the user after it's been turned into a field</param>
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public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
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{
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@ -110,39 +110,56 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
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{
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if (m_scene.Permissions.IsGod(godID))
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{
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if (agentID == kickUserID)
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if (kickflags == 0)
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{
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string reasonStr = Utils.BytesToString(reason);
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if (agentID == kickUserID)
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{
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string reasonStr = Utils.BytesToString(reason);
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m_scene.ForEachClient(
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delegate(IClientAPI controller)
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{
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if (controller.AgentId != godID)
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controller.Kick(reasonStr);
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}
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);
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// This is a bit crude. It seems the client will be null before it actually stops the thread
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// The thread will kill itself eventually :/
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// Is there another way to make sure *all* clients get this 'inter region' message?
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m_scene.ForEachScenePresence(
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delegate(ScenePresence p)
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{
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if (p.UUID != godID && !p.IsChildAgent)
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{
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// Possibly this should really be p.Close() though that method doesn't send a close
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// to the client
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p.ControllingClient.Close();
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m_scene.ForEachClient(
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delegate(IClientAPI controller)
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{
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if (controller.AgentId != godID)
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controller.Kick(reasonStr);
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}
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}
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);
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}
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else
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{
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m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
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);
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sp.ControllingClient.Kick(Utils.BytesToString(reason));
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sp.ControllingClient.Close();
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// This is a bit crude. It seems the client will be null before it actually stops the thread
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// The thread will kill itself eventually :/
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// Is there another way to make sure *all* clients get this 'inter region' message?
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m_scene.ForEachScenePresence(
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delegate(ScenePresence p)
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{
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if (p.UUID != godID && !p.IsChildAgent)
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{
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// Possibly this should really be p.Close() though that method doesn't send a close
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// to the client
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p.ControllingClient.Close();
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}
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}
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);
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}
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else
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{
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m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
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sp.ControllingClient.Kick(Utils.BytesToString(reason));
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sp.ControllingClient.Close();
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}
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}
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if (kickflags == 1)
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{
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sp.AllowMovement = false;
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m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
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m_dialogModule.SendAlertToUser(godID, "User Frozen");
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}
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if (kickflags == 2)
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{
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sp.AllowMovement = true;
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m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
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m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
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}
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}
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else
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