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- moving banned check and public/private check to
Scene.NewUserConnection() - adding reason reporting this enforces estate bans very early on and prevents us from circulating client objects that we'd then have to retract once we realize that the client is not allowed into the region
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@@ -312,6 +312,8 @@ namespace OpenSim.Client.MXP.PacketHandler
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{
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Scene scene = m_scenes[sceneId];
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UUID mxpSessionID = UUID.Random();
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string reason;
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m_log.Debug("[MXP ClientStack]: Session join request success: " + session.SessionId + " (" +
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(session.IsIncoming ? "from" : "to") + " " + session.RemoteEndPoint.Address + ":" +
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@@ -321,7 +323,13 @@ namespace OpenSim.Client.MXP.PacketHandler
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AttachUserAgentToUserProfile(session, mxpSessionID, sceneId, user);
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m_log.Debug("[MXP ClientStack]: Attached UserAgent to UserProfile.");
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m_log.Debug("[MXP ClientStack]: Preparing Scene to Connection...");
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PrepareSceneForConnection(mxpSessionID, sceneId, user);
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if (!PrepareSceneForConnection(mxpSessionID, sceneId, user, out reason))
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{
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m_log.DebugFormat("[MXP ClientStack]: Scene refused connection: {0}", reason);
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DeclineConnection(session, joinRequestMessage);
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tmpRemove.Add(session);
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continue;
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}
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m_log.Debug("[MXP ClientStack]: Prepared Scene to Connection.");
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m_log.Debug("[MXP ClientStack]: Accepting connection...");
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AcceptConnection(session, joinRequestMessage, mxpSessionID, userId);
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@@ -579,7 +587,7 @@ namespace OpenSim.Client.MXP.PacketHandler
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//userService.CommitAgent(ref userProfile);
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}
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private void PrepareSceneForConnection(UUID sessionId, UUID sceneId, UserProfileData userProfile)
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private bool PrepareSceneForConnection(UUID sessionId, UUID sceneId, UserProfileData userProfile, out string reason)
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{
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Scene scene = m_scenes[sceneId];
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CommunicationsManager commsManager = m_scenes[sceneId].CommsManager;
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@@ -603,9 +611,8 @@ namespace OpenSim.Client.MXP.PacketHandler
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m_log.WarnFormat("[INTER]: Appearance not found for {0} {1}. Creating default.", agent.firstname, agent.lastname);
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agent.Appearance = new AvatarAppearance();
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}
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scene.NewUserConnection(agent);
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return scene.NewUserConnection(agent, out reason);
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}
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public void PrintDebugInformation()
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