mirror of
https://github.com/opensim/opensim.git
synced 2026-08-06 17:32:42 +08:00
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
This commit is contained in:
@@ -111,6 +111,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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#region IAvatarFactoryModule
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="texture"></param>
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/// <param name="visualParam"></param>
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public void SetAppearance(IScenePresence sp, AvatarAppearance appearance)
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{
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SetAppearance(sp, appearance.Texture, appearance.VisualParams);
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}
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/// <summary>
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/// Set appearance data (texture asset IDs and slider settings)
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/// </summary>
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@@ -156,14 +165,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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// WriteBakedTexturesReport(sp, m_log.DebugFormat);
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if (!ValidateBakedTextureCache(sp))
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// If bake textures are missing and this is not an NPC, request a rebake from client
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if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
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RequestRebake(sp, true);
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// This appears to be set only in the final stage of the appearance
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// update transaction. In theory, we should be able to do an immediate
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// appearance send and save here.
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}
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// NPC should send to clients immediately and skip saving appearance
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if (((ScenePresence)sp).PresenceType == PresenceType.Npc)
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{
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SendAppearance((ScenePresence)sp);
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return;
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}
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// save only if there were changes, send no matter what (doesn't hurt to send twice)
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if (changed)
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QueueAppearanceSave(sp.ControllingClient.AgentId);
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@@ -174,6 +192,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
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}
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private void SendAppearance(ScenePresence sp)
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{
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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}
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public bool SendAppearance(UUID agentId)
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{
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// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
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@@ -185,12 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return false;
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}
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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SendAppearance(sp);
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return true;
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}
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@@ -626,4 +648,4 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
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}
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}
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}
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}
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@@ -681,11 +681,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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#region Agent Crossings
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public bool Cross(ScenePresence agent, bool isFlying)
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public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
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{
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Scene scene = agent.Scene;
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Vector3 pos = agent.AbsolutePosition;
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Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
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version = String.Empty;
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newpos = new Vector3(pos.X, pos.Y, pos.Z);
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uint neighbourx = scene.RegionInfo.RegionLocX;
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uint neighboury = scene.RegionInfo.RegionLocY;
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const float boundaryDistance = 1.7f;
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@@ -706,53 +705,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
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{
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Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
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if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else
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{
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agent.IsInTransit = true;
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neighboury = b.TriggerRegionY;
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neighbourx = b.TriggerRegionX;
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Vector3 newposition = pos;
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newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
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newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
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InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
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return true;
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}
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
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if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
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{
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neighbourx--;
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newpos.X = Constants.RegionSize - enterDistance;
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}
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else
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{
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agent.IsInTransit = true;
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neighboury = ba.TriggerRegionY;
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neighbourx = ba.TriggerRegionX;
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Vector3 newposition = pos;
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newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
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newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
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InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
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return true;
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}
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neighbourx--;
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newpos.X = Constants.RegionSize - enterDistance;
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}
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else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
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@@ -763,26 +721,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (scene.TestBorderCross(pos + southCross, Cardinals.S))
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{
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Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
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if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else
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{
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agent.IsInTransit = true;
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neighboury = ba.TriggerRegionY;
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neighbourx = ba.TriggerRegionX;
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Vector3 newposition = pos;
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newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
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newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
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InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
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return true;
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}
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
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{
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@@ -790,35 +730,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
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newpos.Y = enterDistance;
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}
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}
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else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
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{
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Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
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if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
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{
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else
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{
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agent.IsInTransit = true;
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neighboury = b.TriggerRegionY;
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neighbourx = b.TriggerRegionX;
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Vector3 newposition = pos;
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newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
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newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
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agent.ControllingClient.SendAgentAlertMessage(
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String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
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InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
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return true;
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}
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neighboury--;
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newpos.Y = Constants.RegionSize - enterDistance;
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}
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else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
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{
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Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
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neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
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newpos.Y = enterDistance;
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@@ -849,19 +769,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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*/
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ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
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xDest = neighbourx;
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yDest = neighboury;
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int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
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ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
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ExpiringCache<ulong, DateTime> r;
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DateTime banUntil;
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if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r))
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if (m_bannedRegions.TryGetValue(agentID, out r))
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{
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if (r.TryGetValue(neighbourHandle, out banUntil))
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{
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if (DateTime.Now < banUntil)
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return false;
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return null;
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r.Remove(neighbourHandle);
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}
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}
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@@ -873,28 +796,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
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string reason;
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string version;
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if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
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if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
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{
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agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
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if (r == null)
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{
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r = new ExpiringCache<ulong, DateTime>();
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r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
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m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45));
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m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
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}
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else
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{
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r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
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}
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return null;
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}
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return neighbourRegion;
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}
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public bool Cross(ScenePresence agent, bool isFlying)
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{
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uint x;
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uint y;
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Vector3 newpos;
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string version;
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GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
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if (neighbourRegion == null)
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{
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agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
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return false;
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}
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agent.IsInTransit = true;
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CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
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d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
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return true;
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}
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@@ -951,13 +889,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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icon.EndInvoke(iar);
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}
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public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
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/// <summary>
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/// This Closes child agents on neighbouring regions
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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protected ScenePresence CrossAgentToNewRegionAsync(
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public ScenePresence CrossAgentToNewRegionAsync(
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ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
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bool isFlying, string version)
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{
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@@ -1731,17 +1667,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
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// Need to turn off the physics flags, otherwise the object will continue to attempt to
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// move out of the region creating an infinite loop of failed attempts to cross
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grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
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// We are going to move the object back to the old position so long as the old position
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// is in the region
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oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
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oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
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oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
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grp.RootPart.GroupPosition = oldGroupPosition;
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// Need to turn off the physics flags, otherwise the object will continue to attempt to
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// move out of the region creating an infinite loop of failed attempts to cross
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grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
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grp.AbsolutePosition = oldGroupPosition;
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grp.ScheduleGroupForFullUpdate();
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}
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@@ -560,12 +560,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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return null;
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userID = remoteClient.AgentId;
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// m_log.DebugFormat(
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// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is {1} {2}",
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// action, remoteClient.Name, userID);
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}
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else
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{
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// All returns / deletes go to the object owner
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//
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userID = so.RootPart.OwnerID;
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// m_log.DebugFormat(
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// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is object owner {1}",
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// action, userID);
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}
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if (userID == UUID.Zero) // Can't proceed
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@@ -651,11 +659,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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// Override and put into where it came from, if it came
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// from anywhere in inventory
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// from anywhere in inventory and the owner is taking it back.
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//
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
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{
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if (so.RootPart.FromFolderID != UUID.Zero)
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if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
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{
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InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
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if (f != null)
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@@ -707,7 +707,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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// Object owners should be able to edit their own content
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if (currentUser == objectOwner)
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{
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permission = true;
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// there is no way that later code can change this back to false
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// so just return true immediately and short circuit the more
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// expensive group checks
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return true;
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//permission = true;
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}
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else if (group.IsAttachment)
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{
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Reference in New Issue
Block a user