several changes to region and land access control - this may be a bit broken now
parent
79945cff7c
commit
f3c03aaa62
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@ -4060,7 +4060,6 @@ 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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ILandObject land;
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ScenePresence sp;
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ScenePresence sp;
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lock (m_removeClientLock)
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lock (m_removeClientLock)
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@ -4166,28 +4165,19 @@ namespace OpenSim.Region.Framework.Scenes
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// If the checks fail, we remove the circuit.
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// If the checks fail, we remove the circuit.
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acd.teleportFlags = teleportFlags;
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acd.teleportFlags = teleportFlags;
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// Remove any preexisting circuit - we don't want duplicates
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// This is a stab at preventing avatar "ghosting"
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if (vialogin)
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m_authenticateHandler.RemoveCircuit(acd.AgentID);
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m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
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land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y);
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// On login test land permisions
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if (vialogin)
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if (vialogin)
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{
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{
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IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
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IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
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if (cache != null)
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if (cache != null)
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cache.Remove(acd.firstname + " " + acd.lastname);
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cache.Remove(acd.firstname + " " + acd.lastname);
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if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y))
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{
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// Remove any preexisting circuit - we don't want duplicates
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m_authenticateHandler.RemoveCircuit(acd.circuitcode);
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// This is a stab at preventing avatar "ghosting"
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return false;
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m_authenticateHandler.RemoveCircuit(acd.AgentID);
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}
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}
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}
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m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
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if (sp == null) // We don't have an [child] agent here already
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if (sp == null) // We don't have an [child] agent here already
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{
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{
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if (requirePresenceLookup)
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if (requirePresenceLookup)
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@ -4271,92 +4261,41 @@ namespace OpenSim.Region.Framework.Scenes
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CapsModule.ActivateCaps(acd.circuitcode);
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CapsModule.ActivateCaps(acd.circuitcode);
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}
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}
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if (vialogin)
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// if (vialogin)
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{
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// {
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// CleanDroppedAttachments();
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// CleanDroppedAttachments();
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// }
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// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
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// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
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if (acd.startpos.X < 0) acd.startpos.X = 1f;
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if (acd.startpos.X < 0)
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if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f;
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acd.startpos.X = 1f;
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if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
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else if (acd.startpos.X >= RegionInfo.RegionSizeX)
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if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
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acd.startpos.X = RegionInfo.RegionSizeX - 1f;
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if (acd.startpos.Y < 0)
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acd.startpos.Y = 1f;
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else if (acd.startpos.Y >= RegionInfo.RegionSizeY)
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acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
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// m_log.DebugFormat(
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// only check access, actual relocations will happen later on ScenePresence MakeRoot
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// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
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// allow child agents creation
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// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
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if(!godlike || teleportFlags != (uint) TPFlags.Default)
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{
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bool checkTeleHub;
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// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
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// don't check hubs if via home or via lure
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if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
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if((teleportFlags & (uint) TPFlags.ViaHome) != 0
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RegionInfo.EstateSettings.AllowDirectTeleport == false &&
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|| (teleportFlags & (uint) TPFlags.ViaLure) != 0)
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!viahome && !godlike)
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checkTeleHub = false;
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else
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checkTeleHub = vialogin
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|| (TelehubAllowLandmarks == true ? false : ((teleportFlags & (uint)TPFlags.ViaLandmark) != 0 ))
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|| (teleportFlags & (uint) TPFlags.ViaLocation) != 0;
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if(!CheckLandPositionAccess(acd.AgentID, true, checkTeleHub, acd.startpos, out reason))
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{
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{
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SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
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m_authenticateHandler.RemoveCircuit(acd.circuitcode);
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return false;
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if (telehub != null)
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{
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// Can have multiple SpawnPoints
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List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
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if (spawnpoints.Count > 1)
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{
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// We have multiple SpawnPoints, Route the agent to a random or sequential one
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if (SpawnPointRouting == "random")
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acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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else
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acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
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telehub.AbsolutePosition,
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telehub.GroupRotation
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);
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}
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else if (spawnpoints.Count == 1)
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{
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// We have a single SpawnPoint and will route the agent to it
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acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
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}
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else
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{
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m_log.DebugFormat(
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"[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
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RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
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}
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}
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else
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{
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m_log.DebugFormat(
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"[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
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RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
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}
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// Final permissions check; this time we don't allow changing the position
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if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
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{
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m_authenticateHandler.RemoveCircuit(acd.circuitcode);
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return false;
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}
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return true;
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}
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}
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// Honor parcel landing type and position.
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/*
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ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
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if (land != null)
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{
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if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
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{
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acd.startpos = land.LandData.UserLocation;
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// Final permissions check; this time we don't allow changing the position
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if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
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{
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m_authenticateHandler.RemoveCircuit(acd.circuitcode);
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return false;
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}
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}
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}
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*/// This is now handled properly in ScenePresence.MakeRootAgent
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}
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}
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return true;
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return true;
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@ -4406,7 +4345,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (nearestParcel != null)
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if (nearestParcel != null)
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{
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{
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//Move agent to nearest allowed
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//Move agent to nearest allowed
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Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
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Vector2 newPosition = GetParcelSafeCorner(nearestParcel);
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posX = newPosition.X;
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posX = newPosition.X;
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posY = newPosition.Y;
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posY = newPosition.Y;
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}
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}
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@ -4468,8 +4407,10 @@ namespace OpenSim.Region.Framework.Scenes
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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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if (!m_strictAccessControl) return true;
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if (!m_strictAccessControl)
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if (Permissions.IsGod(agent.AgentID)) return true;
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return true;
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if (Permissions.IsGod(agent.AgentID))
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return true;
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if (AuthorizationService != null)
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if (AuthorizationService != null)
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{
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{
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@ -4489,99 +4430,85 @@ namespace OpenSim.Region.Framework.Scenes
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// the root is done elsewhere (QueryAccess)
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// the root is done elsewhere (QueryAccess)
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if (!bypassAccessControl)
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if (!bypassAccessControl)
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{
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{
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if (RegionInfo.EstateSettings != null)
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if(RegionInfo.EstateSettings == null)
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{
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int flags = GetUserFlags(agent.AgentID);
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if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags))
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{
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
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agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
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reason = String.Format("Denied access to region {0}: You have been banned from that region.",
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RegionInfo.RegionName);
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return false;
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}
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}
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else
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{
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{
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// something is broken? let it get in
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m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
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m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
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return true;
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}
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// check estate ban
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int flags = GetUserFlags(agent.AgentID);
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if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags))
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{
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
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agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
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reason = String.Format("Denied access to region {0}: You have been banned from that region.",
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RegionInfo.RegionName);
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return false;
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}
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// public access
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if (RegionInfo.EstateSettings.PublicAccess)
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return true;
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// in access list / owner / manager
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if (RegionInfo.EstateSettings.HasAccess(agent.AgentID))
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return true;
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// finally test groups
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if (m_groupsModule == null) // if no groups allow
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return true;
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UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
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if (estateGroups == null)
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{
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m_log.ErrorFormat("[CONNECTION BEGIN]: Estate GroupMembership is null!");
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return false;
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}
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if(estateGroups.Length == 0)
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{
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return false;
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}
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}
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List<UUID> agentGroups = new List<UUID>();
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List<UUID> agentGroups = new List<UUID>();
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GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);
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if (m_groupsModule != null)
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if (GroupMembership == null)
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{
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{
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GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);
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m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
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return false;
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if (GroupMembership != null)
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{
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for (int i = 0; i < GroupMembership.Length; i++)
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agentGroups.Add(GroupMembership[i].GroupID);
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}
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else
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{
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m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
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}
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}
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}
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if(GroupMembership.Length == 0)
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return false;
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for (int i = 0; i < GroupMembership.Length; i++)
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agentGroups.Add(GroupMembership[i].GroupID);
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bool groupAccess = false;
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bool groupAccess = false;
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UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
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foreach (UUID group in estateGroups)
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if (estateGroups != null)
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{
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{
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foreach (UUID group in estateGroups)
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if (agentGroups.Contains(group))
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{
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{
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if (agentGroups.Contains(group))
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groupAccess = true;
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{
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break;
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groupAccess = true;
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break;
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}
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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_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
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}
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if (!RegionInfo.EstateSettings.PublicAccess &&
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if (!groupAccess)
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!RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
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!groupAccess)
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{
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{
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
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agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
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agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
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reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
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reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
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RegionInfo.RegionName);
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RegionInfo.RegionName);
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return false;
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return false;
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}
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}
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}
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}
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// TODO: estate/region settings are not properly hooked up
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// to ILandObject.isRestrictedFromLand()
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// if (null != LandChannel)
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// {
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// // region seems to have local Id of 1
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// ILandObject land = LandChannel.GetLandObject(1);
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// if (null != land)
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// {
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// if (land.isBannedFromLand(agent.AgentID))
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// {
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// m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
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// agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
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// reason = String.Format("Denied access to private region {0}: You are banned from that region.",
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// RegionInfo.RegionName);
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// return false;
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// }
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// if (land.isRestrictedFromLand(agent.AgentID))
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// {
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// m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
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// agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
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// reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
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// RegionInfo.RegionName);
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// return false;
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// }
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// }
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// }
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return true;
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return true;
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}
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}
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return LandChannel.AllParcels();
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return LandChannel.AllParcels();
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}
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}
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private Vector2 GetParcelSafeCorner(ILandObject parcel)
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{
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Vector3 start = parcel.StartPoint;
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float x = start.X + 2.0f;
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float y = start.Y + 2.0f;
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return new Vector2(x, y);
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}
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private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
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private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
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{
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{
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return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
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return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
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@ -5962,9 +5897,16 @@ Environment.Exit(1);
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int count = 0;
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int count = 0;
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int avgx = 0;
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int avgx = 0;
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int avgy = 0;
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int avgy = 0;
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for (int x = 0; x < RegionInfo.RegionSizeX; x++)
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Vector3 start = parcel.StartPoint;
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Vector3 end = parcel.EndPoint;
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int startX = (int) start.X;
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int startY = (int) start.Y;
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int endX = (int) end.X;
|
||||||
|
int endY = (int) end.Y;
|
||||||
|
|
||||||
|
for (int x = startX; x < endX; x += 4)
|
||||||
{
|
{
|
||||||
for (int y = 0; y < RegionInfo.RegionSizeY; y++)
|
for (int y = startY; y < endY; y += 4)
|
||||||
{
|
{
|
||||||
//Just keep a running average as we check if all the points are inside or not
|
//Just keep a running average as we check if all the points are inside or not
|
||||||
if (parcel.ContainsPoint(x, y))
|
if (parcel.ContainsPoint(x, y))
|
||||||
|
@ -5983,6 +5925,7 @@ Environment.Exit(1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return new Vector2(avgx, avgy);
|
return new Vector2(avgx, avgy);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -6230,13 +6173,16 @@ Environment.Exit(1);
|
||||||
reason = string.Empty;
|
reason = string.Empty;
|
||||||
|
|
||||||
if (Permissions.IsGod(agentID))
|
if (Permissions.IsGod(agentID))
|
||||||
{
|
|
||||||
reason = String.Empty;
|
|
||||||
return true;
|
return true;
|
||||||
}
|
|
||||||
|
|
||||||
if (!AllowAvatarCrossing && !viaTeleport)
|
if (!AllowAvatarCrossing && !viaTeleport)
|
||||||
|
{
|
||||||
|
reason = "Region Crossing not allowed";
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool isAdmin = Permissions.IsAdministrator(agentID);
|
||||||
|
bool isManager = Permissions.IsEstateManager(agentID);
|
||||||
|
|
||||||
// FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
|
// FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
|
||||||
// However, the long term fix is to make sure root agent count is always accurate.
|
// However, the long term fix is to make sure root agent count is always accurate.
|
||||||
|
@ -6246,7 +6192,7 @@ Environment.Exit(1);
|
||||||
|
|
||||||
if (num >= RegionInfo.RegionSettings.AgentLimit)
|
if (num >= RegionInfo.RegionSettings.AgentLimit)
|
||||||
{
|
{
|
||||||
if (!Permissions.IsAdministrator(agentID))
|
if (!(isAdmin || isManager))
|
||||||
{
|
{
|
||||||
reason = "The region is full";
|
reason = "The region is full";
|
||||||
|
|
||||||
|
@ -6284,6 +6230,7 @@ Environment.Exit(1);
|
||||||
if (!AuthorizeUser(aCircuit, false, out reason))
|
if (!AuthorizeUser(aCircuit, false, out reason))
|
||||||
{
|
{
|
||||||
//m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
|
//m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
|
||||||
|
// reason = "Region authorization fail";
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -6293,53 +6240,101 @@ Environment.Exit(1);
|
||||||
reason = "Error authorizing agent: " + e.Message;
|
reason = "Error authorizing agent: " + e.Message;
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// last check aditional land access restrictions and relocations
|
||||||
|
// if crossing (viaTeleport false) check only the specified parcel
|
||||||
|
return CheckLandPositionAccess(agentID, viaTeleport, true, position, out reason);
|
||||||
|
}
|
||||||
|
|
||||||
if (viaTeleport)
|
// check access to land.
|
||||||
|
public bool CheckLandPositionAccess(UUID agentID, bool agentRootCrossing, bool checkTeleHub, Vector3 position, out string reason)
|
||||||
|
{
|
||||||
|
reason = string.Empty;
|
||||||
|
|
||||||
|
if (Permissions.IsGod(agentID))
|
||||||
|
return true;
|
||||||
|
|
||||||
|
bool isAdmin = Permissions.IsAdministrator(agentID);
|
||||||
|
if(isAdmin)
|
||||||
|
return true;
|
||||||
|
|
||||||
|
// also honor estate managers access rights
|
||||||
|
bool isManager = Permissions.IsEstateManager(agentID);
|
||||||
|
if(isManager)
|
||||||
|
return true;
|
||||||
|
|
||||||
|
if (!agentRootCrossing)
|
||||||
{
|
{
|
||||||
if (!RegionInfo.EstateSettings.AllowDirectTeleport)
|
if (!RegionInfo.EstateSettings.AllowDirectTeleport)
|
||||||
{
|
{
|
||||||
SceneObjectGroup telehub;
|
SceneObjectGroup telehub;
|
||||||
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject)) != null)
|
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup (RegionInfo.RegionSettings.TelehubObject)) != null && checkTeleHub)
|
||||||
{
|
{
|
||||||
List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
|
|
||||||
bool banned = true;
|
bool banned = true;
|
||||||
foreach (SpawnPoint sp in spawnPoints)
|
bool validTelehub = false;
|
||||||
|
List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
|
||||||
|
Vector3 spawnPoint;
|
||||||
|
ILandObject land = null;
|
||||||
|
Vector3 telehubPosition = telehub.AbsolutePosition;
|
||||||
|
|
||||||
|
if(spawnPoints.Count == 0)
|
||||||
{
|
{
|
||||||
Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
|
// will this ever happen?
|
||||||
ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
|
// if so use the telehub object position
|
||||||
if (land == null)
|
spawnPoint = telehubPosition;
|
||||||
continue;
|
land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
|
||||||
if (land.IsEitherBannedOrRestricted(agentID))
|
if(land != null && !land.IsEitherBannedOrRestricted(agentID))
|
||||||
continue;
|
{
|
||||||
banned = false;
|
banned = false;
|
||||||
break;
|
validTelehub = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Quaternion telehubRotation = telehub.GroupRotation;
|
||||||
|
foreach (SpawnPoint spawn in spawnPoints)
|
||||||
|
{
|
||||||
|
spawnPoint = spawn.GetLocation(telehubPosition, telehubRotation);
|
||||||
|
land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
|
||||||
|
if (land == null)
|
||||||
|
continue;
|
||||||
|
validTelehub = true;
|
||||||
|
if (!land.IsEitherBannedOrRestricted(agentID))
|
||||||
|
{
|
||||||
|
banned = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (banned)
|
if(validTelehub)
|
||||||
{
|
{
|
||||||
if (Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
|
if (banned)
|
||||||
{
|
{
|
||||||
reason = "No suitable landing point found";
|
reason = "No suitable landing point found";
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
reason = "Administrative access only";
|
else
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
// possible broken telehub, fall into normal check
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
float posX = 128.0f;
|
float posX = position.X;
|
||||||
float posY = 128.0f;
|
float posY = position.Y;
|
||||||
|
|
||||||
|
// allow position relocation
|
||||||
if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
|
if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
|
||||||
{
|
{
|
||||||
// m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
|
// m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
|
||||||
reason = "You are banned from the region on all parcels";
|
reason = "You dont have access to the region parcels";
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else // Walking
|
else // check for query region crossing only
|
||||||
{
|
{
|
||||||
|
// no relocation allowed on crossings
|
||||||
ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
|
ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
|
||||||
if (land == null)
|
if (land == null)
|
||||||
{
|
{
|
||||||
|
@ -6360,7 +6355,6 @@ Environment.Exit(1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
reason = String.Empty;
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue