parent
2f61fb0243
commit
f208628667
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@ -2170,6 +2170,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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/// <summary>
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/// Sets the Home Point. The GridService uses this to know where to put a user when they log-in
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="regionHandle"></param>
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/// <param name="position"></param>
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/// <param name="lookAt"></param>
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/// <param name="flags"></param>
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public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
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public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
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{
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{
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UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId);
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UserProfileData UserProfile = CommsManager.UserService.GetUserProfile(remoteClient.AgentId);
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@ -2340,6 +2348,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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/// <summary>
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/// 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.
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///
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/// </summary>
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/// <param name="avatarID"></param>
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/// <param name="regionslst"></param>
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public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst)
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public void HandleRemoveKnownRegionsFromAvatar(UUID avatarID, List<ulong> regionslst)
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{
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{
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ScenePresence av = GetScenePresence(avatarID);
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ScenePresence av = GetScenePresence(avatarID);
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@ -2355,12 +2369,19 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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/// <summary>
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/// Closes all endpoints with the circuitcode provided.
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/// </summary>
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/// <param name="circuitcode">Circuit Code of the endpoint to close</param>
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public override void CloseAllAgents(uint circuitcode)
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public override void CloseAllAgents(uint circuitcode)
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{
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{
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// Called by ClientView to kill all circuit codes
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// Called by ClientView to kill all circuit codes
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ClientManager.CloseAllAgents(circuitcode);
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ClientManager.CloseAllAgents(circuitcode);
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}
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}
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/// <summary>
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/// Inform all other ScenePresences on this Scene that someone else has changed position on the minimap.
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/// </summary>
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public void NotifyMyCoarseLocationChange()
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public void NotifyMyCoarseLocationChange()
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{
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{
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ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
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ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
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@ -2455,9 +2476,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// The return bool should allow for connections to be refused, but as not all calling paths
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/// The return bool should allow for connections to be refused, but as not all calling paths
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/// take proper notice of it let, we allowed banned users in still.
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/// take proper notice of it let, we allowed banned users in still.
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/// </summary>
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="agent">CircuitData of the agent who is connecting</param>
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/// <param name="agent"></param>
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/// <param name="reason">Outputs the reason for the false response on this string</param>
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/// <param name="reason"></param>
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/// <returns>True if the region accepts this agent. False if it does not. False will
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/// also return a reason.</returns>
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public bool NewUserConnection(AgentCircuitData agent, out string reason)
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public bool NewUserConnection(AgentCircuitData agent, out string reason)
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{
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{
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// Don't disable this log message - it's too helpful
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// Don't disable this log message - it's too helpful
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@ -2530,6 +2552,13 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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return true;
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}
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}
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/// <summary>
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/// Verifies that the user has a session on the Grid
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/// </summary>
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/// <param name="agent">Circuit Data of the Agent we're verifying</param>
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/// <param name="reason">Outputs the reason for the false response on this string</param>
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/// <returns>True if the user has a session on the grid. False if it does not. False will
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/// also return a reason.</returns>
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public virtual bool AuthenticateUser(AgentCircuitData agent, out string reason)
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public virtual bool AuthenticateUser(AgentCircuitData agent, out string reason)
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{
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{
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reason = String.Empty;
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reason = String.Empty;
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@ -2542,6 +2571,13 @@ namespace OpenSim.Region.Framework.Scenes
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return result;
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return result;
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}
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}
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/// <summary>
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/// Verify if the user can connect to this region. Checks the banlist and ensures that the region is set for public access
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/// </summary>
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/// <param name="agent">The circuit data for the agent</param>
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/// <param name="reason">outputs the reason to this string</param>
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/// <returns>True if the region accepts this agent. False if it does not. False will
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/// also return a reason.</returns>
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protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason)
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protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason)
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{
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{
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reason = String.Empty;
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reason = String.Empty;
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@ -2600,16 +2636,32 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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return true;
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}
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}
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/// <summary>
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/// Update an AgentCircuitData object with new information
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/// </summary>
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/// <param name="data">Information to update the AgentCircuitData with</param>
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public void UpdateCircuitData(AgentCircuitData data)
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public void UpdateCircuitData(AgentCircuitData data)
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{
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{
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m_authenticateHandler.UpdateAgentData(data);
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m_authenticateHandler.UpdateAgentData(data);
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}
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}
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/// <summary>
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/// Change the Circuit Code for the user's Circuit Data
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/// </summary>
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/// <param name="oldcc">The old Circuit Code. Must match a previous circuit code</param>
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/// <param name="newcc">The new Circuit Code. Must not be an already existing circuit code</param>
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/// <returns>True if we successfully changed it. False if we did not</returns>
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public bool ChangeCircuitCode(uint oldcc, uint newcc)
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public bool ChangeCircuitCode(uint oldcc, uint newcc)
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{
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{
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return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
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return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
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}
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}
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/// <summary>
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/// The Grid has requested that we log-off a user. Log them off.
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/// </summary>
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/// <param name="AvatarID">Unique ID of the avatar to log-off</param>
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/// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
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/// <param name="message">message to display to the user. Reason for being logged off</param>
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public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
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public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
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{
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{
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ScenePresence loggingOffUser = null;
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ScenePresence loggingOffUser = null;
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@ -2675,6 +2727,13 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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/// <summary>
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/// We've got an update about an agent that sees into this region,
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/// send it to ScenePresence for processing It's the full data.
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/// </summary>
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/// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
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/// Appearance, animations, position, etc.</param>
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/// <returns>true if we handled it.</returns>
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public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
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public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
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{
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{
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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@ -2692,6 +2751,12 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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return false;
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}
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}
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/// <summary>
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/// We've got an update about an agent that sees into this region,
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/// send it to ScenePresence for processing It's only positional data
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/// </summary>
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/// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
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/// <returns>true if we handled it.</returns>
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public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData)
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public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData)
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{
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{
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//m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);
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//m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);
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