* minor : Comments

* Also re-trigger Panda.
arthursv
Teravus Ovares (Dan Olivares) 2009-08-14 21:37:25 -04:00
parent 2f61fb0243
commit f208628667
1 changed files with 68 additions and 3 deletions

View File

@ -2170,6 +2170,14 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
/// <summary>
/// Sets the Home Point. The GridService uses this to know where to put a user when they log-in
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="regionHandle"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <param name="flags"></param>
public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
{ {
UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId); UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId);
@ -2340,6 +2348,12 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
/// <summary>
/// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry.
///
/// </summary>
/// <param name="avatarID"></param>
/// <param name="regionslst"></param>
public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst) public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst)
{ {
ScenePresence av = GetScenePresence(avatarID); ScenePresence av = GetScenePresence(avatarID);
@ -2355,12 +2369,19 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
/// <summary>
/// Closes all endpoints with the circuitcode provided.
/// </summary>
/// <param name="circuitcode">Circuit Code of the endpoint to close</param>
public override void CloseAllAgents(uint circuitcode) public override void CloseAllAgents(uint circuitcode)
{ {
// Called by ClientView to kill all circuit codes // Called by ClientView to kill all circuit codes
ClientManager.CloseAllAgents(circuitcode); ClientManager.CloseAllAgents(circuitcode);
} }
/// <summary>
/// Inform all other ScenePresences on this Scene that someone else has changed position on the minimap.
/// </summary>
public void NotifyMyCoarseLocationChange() public void NotifyMyCoarseLocationChange()
{ {
ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); }); ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
@ -2455,9 +2476,10 @@ namespace OpenSim.Region.Framework.Scenes
/// The return bool should allow for connections to be refused, but as not all calling paths /// The return bool should allow for connections to be refused, but as not all calling paths
/// take proper notice of it let, we allowed banned users in still. /// take proper notice of it let, we allowed banned users in still.
/// </summary> /// </summary>
/// <param name="regionHandle"></param> /// <param name="agent">CircuitData of the agent who is connecting</param>
/// <param name="agent"></param> /// <param name="reason">Outputs the reason for the false response on this string</param>
/// <param name="reason"></param> /// <returns>True if the region accepts this agent. False if it does not. False will
/// also return a reason.</returns>
public bool NewUserConnection(AgentCircuitData agent, out string reason) public bool NewUserConnection(AgentCircuitData agent, out string reason)
{ {
// Don't disable this log message - it's too helpful // Don't disable this log message - it's too helpful
@ -2530,6 +2552,13 @@ namespace OpenSim.Region.Framework.Scenes
return true; return true;
} }
/// <summary>
/// Verifies that the user has a session on the Grid
/// </summary>
/// <param name="agent">Circuit Data of the Agent we're verifying</param>
/// <param name="reason">Outputs the reason for the false response on this string</param>
/// <returns>True if the user has a session on the grid. False if it does not. False will
/// also return a reason.</returns>
public virtual bool AuthenticateUser(AgentCircuitData agent, out string reason) public virtual bool AuthenticateUser(AgentCircuitData agent, out string reason)
{ {
reason = String.Empty; reason = String.Empty;
@ -2542,6 +2571,13 @@ namespace OpenSim.Region.Framework.Scenes
return result; return result;
} }
/// <summary>
/// Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access
/// </summary>
/// <param name="agent">The circuit data for the agent</param>
/// <param name="reason">outputs the reason to this string</param>
/// <returns>True if the region accepts this agent. False if it does not. False will
/// also return a reason.</returns>
protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason) protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason)
{ {
reason = String.Empty; reason = String.Empty;
@ -2600,16 +2636,32 @@ namespace OpenSim.Region.Framework.Scenes
return true; return true;
} }
/// <summary>
/// Update an AgentCircuitData object with new information
/// </summary>
/// <param name="data">Information to update the AgentCircuitData with</param>
public void UpdateCircuitData(AgentCircuitData data) public void UpdateCircuitData(AgentCircuitData data)
{ {
m_authenticateHandler.UpdateAgentData(data); m_authenticateHandler.UpdateAgentData(data);
} }
/// <summary>
/// Change the Circuit Code for the user's Circuit Data
/// </summary>
/// <param name="oldcc">The old Circuit Code. Must match a previous circuit code</param>
/// <param name="newcc">The new Circuit Code. Must not be an already existing circuit code</param>
/// <returns>True if we successfully changed it. False if we did not</returns>
public bool ChangeCircuitCode(uint oldcc, uint newcc) public bool ChangeCircuitCode(uint oldcc, uint newcc)
{ {
return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
} }
/// <summary>
/// The Grid has requested that we log-off a user. Log them off.
/// </summary>
/// <param name="AvatarID">Unique ID of the avatar to log-off</param>
/// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
/// <param name="message">message to display to the user. Reason for being logged off</param>
public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
{ {
ScenePresence loggingOffUser = null; ScenePresence loggingOffUser = null;
@ -2675,6 +2727,13 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
/// <summary>
/// We've got an update about an agent that sees into this region,
/// send it to ScenePresence for processing It's the full data.
/// </summary>
/// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
/// Appearance, animations, position, etc.</param>
/// <returns>true if we handled it.</returns>
public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData) public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
@ -2692,6 +2751,12 @@ namespace OpenSim.Region.Framework.Scenes
return false; return false;
} }
/// <summary>
/// We've got an update about an agent that sees into this region,
/// send it to ScenePresence for processing It's only positional data
/// </summary>
/// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
/// <returns>true if we handled it.</returns>
public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData) public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData)
{ {
//m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName); //m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);