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 patch
mysql-performance
Justin Clark-Casey (justincc) 2009-11-27 19:23:51 +00:00
parent eaa424778b
commit e078fb2e71
2 changed files with 48 additions and 31 deletions

View File

@ -13610,7 +13610,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (handlerGodKickUser != null)
{
handlerGodKickUser(gkupack.UserInfo.GodID, gkupack.UserInfo.GodSessionID,
gkupack.UserInfo.AgentID, (uint)0, gkupack.UserInfo.Reason);
gkupack.UserInfo.AgentID, gkupack.UserInfo.KickFlags, gkupack.UserInfo.Reason,gkupack.UserInfo);
}
}
else

View File

@ -98,7 +98,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
/// <param name="godID">The person doing the kicking</param>
/// <param name="sessionID">The session of the person doing the kicking</param>
/// <param name="agentID">the person that is being kicked</param>
/// <param name="kickflags">This isn't used apparently</param>
/// <param name="kickflags">Tells what to do to the user</param>
/// <param name="reason">The message to send to the user after it's been turned into a field</param>
public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
{
@ -110,39 +110,56 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
{
if (m_scene.Permissions.IsGod(godID))
{
if (agentID == kickUserID)
if (kickflags == 0)
{
string reasonStr = Utils.BytesToString(reason);
if (agentID == kickUserID)
{
string reasonStr = Utils.BytesToString(reason);
m_scene.ForEachClient(
delegate(IClientAPI controller)
{
if (controller.AgentId != godID)
controller.Kick(reasonStr);
}
);
// This is a bit crude. It seems the client will be null before it actually stops the thread
// The thread will kill itself eventually :/
// Is there another way to make sure *all* clients get this 'inter region' message?
m_scene.ForEachScenePresence(
delegate(ScenePresence p)
{
if (p.UUID != godID && !p.IsChildAgent)
{
// Possibly this should really be p.Close() though that method doesn't send a close
// to the client
p.ControllingClient.Close();
m_scene.ForEachClient(
delegate(IClientAPI controller)
{
if (controller.AgentId != godID)
controller.Kick(reasonStr);
}
}
);
}
else
{
m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
);
sp.ControllingClient.Kick(Utils.BytesToString(reason));
sp.ControllingClient.Close();
// This is a bit crude. It seems the client will be null before it actually stops the thread
// The thread will kill itself eventually :/
// Is there another way to make sure *all* clients get this 'inter region' message?
m_scene.ForEachScenePresence(
delegate(ScenePresence p)
{
if (p.UUID != godID && !p.IsChildAgent)
{
// Possibly this should really be p.Close() though that method doesn't send a close
// to the client
p.ControllingClient.Close();
}
}
);
}
else
{
m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
sp.ControllingClient.Kick(Utils.BytesToString(reason));
sp.ControllingClient.Close();
}
}
if (kickflags == 1)
{
sp.AllowMovement = false;
m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
m_dialogModule.SendAlertToUser(godID, "User Frozen");
}
if (kickflags == 2)
{
sp.AllowMovement = true;
m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
}
}
else