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Tell QueryAccess explicitly whether the user is coming in via Teleport or Cross, because the permission checks are different.
Previously we used a heuristic of checking if the entry position is 0 to differentiate between Teleport and Cross, but that doesn't work anymore since we've started providing the precise entry position for cross, too. That's required in order to ensure that the user is allowed to enter the parcel that he's walking into.
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@@ -761,7 +761,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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string reason;
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string version;
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if (!Scene.SimulationService.QueryAccess(
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finalDestination, sp.ControllingClient.AgentId, homeURI, position, out version, out reason))
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finalDestination, sp.ControllingClient.AgentId, homeURI, true, position, out version, out reason))
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{
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sp.ControllingClient.SendTeleportFailed(reason);
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@@ -1510,7 +1510,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Check to see if we have access to the target region.
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if (neighbourRegion != null
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&& !scene.SimulationService.QueryAccess(neighbourRegion, agentID, homeURI, newpos, out version, out failureReason))
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&& !scene.SimulationService.QueryAccess(neighbourRegion, agentID, homeURI, false, newpos, out version, out failureReason))
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{
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// remember banned
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m_bannedRegionCache.Add(neighbourRegion.RegionHandle, agentID);
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@@ -264,7 +264,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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return true;
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}
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public bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, Vector3 position, out string version, out string reason)
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public bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, out string version, out string reason)
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{
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reason = "Communications failure";
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version = ServiceVersion;
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@@ -277,7 +277,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// s.RegionInfo.RegionName, destination.RegionHandle);
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return m_scenes[destination.RegionID].QueryAccess(agentID, agentHomeURI, position, out reason);
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return m_scenes[destination.RegionID].QueryAccess(agentID, agentHomeURI, viaTeleport, position, out reason);
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}
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//m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
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@@ -207,7 +207,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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return m_remoteConnector.UpdateAgent(destination, cAgentData);
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}
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public bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, Vector3 position, out string version, out string reason)
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public bool QueryAccess(GridRegion destination, UUID agentID, string agentHomeURI, bool viaTeleport, Vector3 position, out string version, out string reason)
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{
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reason = "Communications failure";
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version = "Unknown";
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@@ -216,12 +216,12 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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return false;
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// Try local first
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if (m_localBackend.QueryAccess(destination, agentID, agentHomeURI, position, out version, out reason))
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if (m_localBackend.QueryAccess(destination, agentID, agentHomeURI, viaTeleport, position, out version, out reason))
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return true;
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// else do the remote thing
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if (!m_localBackend.IsLocalRegion(destination.RegionID))
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return m_remoteConnector.QueryAccess(destination, agentID, agentHomeURI, position, out version, out reason);
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return m_remoteConnector.QueryAccess(destination, agentID, agentHomeURI, viaTeleport, position, out version, out reason);
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return false;
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}
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