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Merge branch 'master' into presence-refactor
This merge was very conflicted. I think I got them all, but I can't be sure. I had to merge to master or risk divergence to the point of unmergeability.
This commit is contained in:
157
OpenSim/Region/CoreModules/World/Access/AccessModule.cs
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157
OpenSim/Region/CoreModules/World/Access/AccessModule.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.World
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{
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public class AccessModule : ISharedRegionModule
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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private List<Scene> m_SceneList = new List<Scene>();
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public void Initialise(IConfigSource config)
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{
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MainConsole.Instance.Commands.AddCommand("access", true,
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"login enable",
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"login enable",
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"Enable simulator logins",
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String.Empty,
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HandleLoginCommand);
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MainConsole.Instance.Commands.AddCommand("access", true,
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"login disable",
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"login disable",
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"Disable simulator logins",
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String.Empty,
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HandleLoginCommand);
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MainConsole.Instance.Commands.AddCommand("access", true,
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"login status",
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"login status",
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"Show login status",
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String.Empty,
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HandleLoginCommand);
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "AccessModule"; }
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public void AddRegion(Scene scene)
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{
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if (!m_SceneList.Contains(scene))
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m_SceneList.Add(scene);
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}
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public void RemoveRegion(Scene scene)
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{
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m_SceneList.Remove(scene);
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void HandleLoginCommand(string module, string[] cmd)
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{
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if ((Scene)MainConsole.Instance.ConsoleScene == null)
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{
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foreach (Scene s in m_SceneList)
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{
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if(!ProcessCommand(s, cmd))
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break;
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}
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}
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else
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{
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ProcessCommand((Scene)MainConsole.Instance.ConsoleScene, cmd);
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}
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}
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bool ProcessCommand(Scene scene, string[] cmd)
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{
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if (cmd.Length < 2)
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{
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MainConsole.Instance.Output("Syntax: login enable|disable|status");
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return false;
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}
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switch (cmd[1])
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{
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case "enable":
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if (scene.LoginsDisabled)
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MainConsole.Instance.Output(String.Format("Enabling logins for region {0}", scene.RegionInfo.RegionName));
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scene.LoginsDisabled = false;
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break;
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case "disable":
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if (!scene.LoginsDisabled)
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MainConsole.Instance.Output(String.Format("Disabling logins for region {0}", scene.RegionInfo.RegionName));
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scene.LoginsDisabled = true;
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break;
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case "status":
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if (scene.LoginsDisabled)
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MainConsole.Instance.Output(String.Format("Login in {0} are disabled", scene.RegionInfo.RegionName));
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else
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MainConsole.Instance.Output(String.Format("Login in {0} are enabled", scene.RegionInfo.RegionName));
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break;
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default:
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MainConsole.Instance.Output("Syntax: login enable|disable|status");
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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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}
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