Merge branch 'master' into careminster-presence-refactor

This commit is contained in:
Melanie
2011-02-19 01:59:49 +00:00
18 changed files with 585 additions and 418 deletions

View File

@@ -690,10 +690,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
//
CheckThreatLevel(ThreatLevel.High, "osTeleportAgent");
TeleportAgent(agent, regionName, position, lookat);
TeleportAgent(agent, regionName, position, lookat, false);
}
private void TeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
private void TeleportAgent(string agent, string regionName,
LSL_Types.Vector3 position, LSL_Types.Vector3 lookat, bool relaxRestrictions)
{
m_host.AddScriptLPS(1);
UUID agentId = new UUID();
@@ -702,25 +703,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
ScenePresence presence = World.GetScenePresence(agentId);
if (presence != null)
{
// agent must be over owners land to avoid abuse
if (m_host.OwnerID
// For osTeleportAgent, agent must be over owners land to avoid abuse
// For osTeleportOwner, this restriction isn't necessary
if (relaxRestrictions ||
m_host.OwnerID
== World.LandChannel.GetLandObject(
presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
{
// Check for hostname, attempt to make a HG link,
// and convert the regionName to the target region
if (regionName.Contains(".") && regionName.Contains(":"))
{
// Even though we use none of the results, we need to perform this call because it appears
// to have some the side effect of setting up hypergrid teleport locations.
World.GridService.GetRegionsByName(World.RegionInfo.ScopeID, regionName, 1);
// List<GridRegion> regions = World.GridService.GetRegionsByName(World.RegionInfo.ScopeID, regionName, 1);
string[] parts = regionName.Split(new char[] { ':' });
if (parts.Length > 2)
regionName = parts[0] + ':' + parts[1] + "/ " + parts[2];
regionName = "http://" + regionName;
}
World.RequestTeleportLocation(presence.ControllingClient, regionName,
new Vector3((float)position.x, (float)position.y, (float)position.z),
new Vector3((float)lookat.x, (float)lookat.y, (float)lookat.z), (uint)TPFlags.ViaLocation);
@@ -737,10 +726,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
//
CheckThreatLevel(ThreatLevel.High, "osTeleportAgent");
TeleportAgent(agent, regionX, regionY, position, lookat);
TeleportAgent(agent, regionX, regionY, position, lookat, false);
}
private void TeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
private void TeleportAgent(string agent, int regionX, int regionY,
LSL_Types.Vector3 position, LSL_Types.Vector3 lookat, bool relaxRestrictions)
{
ulong regionHandle = Util.UIntsToLong(((uint)regionX * (uint)Constants.RegionSize), ((uint)regionY * (uint)Constants.RegionSize));
@@ -751,8 +741,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
ScenePresence presence = World.GetScenePresence(agentId);
if (presence != null)
{
// agent must be over owners land to avoid abuse
if (m_host.OwnerID
// For osTeleportAgent, agent must be over owners land to avoid abuse
// For osTeleportOwner, this restriction isn't necessary
if (relaxRestrictions ||
m_host.OwnerID
== World.LandChannel.GetLandObject(
presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
{
@@ -775,7 +767,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// Threat level None because this is what can already be done with the World Map in the viewer
CheckThreatLevel(ThreatLevel.None, "osTeleportOwner");
TeleportAgent(m_host.OwnerID.ToString(), regionName, position, lookat);
TeleportAgent(m_host.OwnerID.ToString(), regionName, position, lookat, true);
}
public void osTeleportOwner(LSL_Types.Vector3 position, LSL_Types.Vector3 lookat)
@@ -787,7 +779,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
CheckThreatLevel(ThreatLevel.None, "osTeleportOwner");
TeleportAgent(m_host.OwnerID.ToString(), regionX, regionY, position, lookat);
TeleportAgent(m_host.OwnerID.ToString(), regionX, regionY, position, lookat, true);
}
// Functions that get information from the agent itself.