Formatting cleanup.

This commit is contained in:
Jeff Ames
2008-05-16 01:22:11 +00:00
parent e25818d832
commit 65c5efe43b
261 changed files with 3718 additions and 3831 deletions

View File

@@ -47,7 +47,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
#region Constants
// These are here for testing. They will be taken out
//private uint PERM_ALL = (uint)2147483647;
private uint PERM_COPY = (uint)32768;
//private uint PERM_MODIFY = (uint)16384;
@@ -59,7 +59,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
#region Bypass Permissions / Debug Permissions Stuff
// Bypasses the permissions engine
// Bypasses the permissions engine
private bool m_bypassPermissions = false;
private bool m_bypassPermissionsValue = true;
private bool m_debugPermissions = false;
@@ -126,18 +126,18 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
public void Initialise(Scene scene, IConfigSource config)
{
m_scene = scene;
IConfig myConfig = config.Configs["Startup"];
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
List<string> modules=new List<string>(permissionModules.Split(','));
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
if(!modules.Contains("DefaultPermissionsModule"))
return;
List<string> modules=new List<string>(permissionModules.Split(','));
if (!modules.Contains("DefaultPermissionsModule"))
return;
m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
m_scene.RegisterModuleInterface<IScenePermissions>(this);
//Register functions with Scene External Checks!
@@ -212,7 +212,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
get { return false; }
}
#endregion
#endregion
#region Helper Functions
protected void SendPermissionError(LLUUID user, string reason)
@@ -252,38 +252,38 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
}
#endregion
public bool PropagatePermissions()
{
return false;
}
public bool PropagatePermissions()
{
return false;
}
public bool BypassPermissions()
{
return m_bypassPermissions;
}
public bool BypassPermissions()
{
return m_bypassPermissions;
}
public void SetBypassPermissions(bool value)
{
m_bypassPermissions=value;
}
public void SetBypassPermissions(bool value)
{
m_bypassPermissions=value;
}
#region Object Permissions
public uint GenerateClientFlags(LLUUID user, LLUUID objID)
{
// Here's the way this works,
// Here's the way this works,
// ObjectFlags and Permission flags are two different enumerations
// ObjectFlags, however, tells the client to change what it will allow the user to do.
// So, that means that all of the permissions type ObjectFlags are /temporary/ and only
// supposed to be set when customizing the objectflags for the client.
// So, that means that all of the permissions type ObjectFlags are /temporary/ and only
// supposed to be set when customizing the objectflags for the client.
// These temporary objectflags get computed and added in this function based on the
// These temporary objectflags get computed and added in this function based on the
// Permission mask that's appropriate!
// Outside of this method, they should never be added to objectflags!
// -teravus
SceneObjectPart task=m_scene.GetSceneObjectPart(objID);
// this shouldn't ever happen.. return no permissions/objectflags.
if (task == null)
return (uint)0;
@@ -292,7 +292,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
LLUUID objectOwner = task.OwnerID;
// Remove any of the objectFlags that are temporary. These will get added back if appropriate
// Remove any of the objectFlags that are temporary. These will get added back if appropriate
// in the next bit of code
objflags &= (uint)
@@ -354,7 +354,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask)
{
// We are adding the temporary objectflags to the object's objectflags based on the
// We are adding the temporary objectflags to the object's objectflags based on the
// permission flag given. These change the F flags on the client.
if ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
@@ -404,7 +404,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
// People shouldn't be able to do anything with locked objects, except the Administrator
// The 'set permissions' runs through a different permission check, so when an object owner
// The 'set permissions' runs through a different permission check, so when an object owner
// sets an object locked, the only thing that they can do is unlock it.
//
// Nobody but the object owner can set permissions on an object
@@ -458,7 +458,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
bool permission = false;
string reason = "Only registered users may communicate with another account.";
if (IsAdministrator(user))
permission = true;
@@ -521,7 +521,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
return GenericParcelPermission(user, parcel);
}
#endregion
#region Permission Checks
private bool CanAbandonParcel(LLUUID user, ILandObject parcel, Scene scene)
{
@@ -607,7 +607,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericCommunicationPermission(user, target);
}
@@ -632,8 +632,8 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
return false;
}
// The client
// may request to edit linked parts, and therefore, it needs
// The client
// may request to edit linked parts, and therefore, it needs
// to also check for SceneObjectPart
// If it's not an object, we cant edit it.
@@ -647,7 +647,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
LLUUID objectOwner = task.OwnerID;
@@ -682,12 +682,12 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
// This is an exception to the generic object permission.
// Administrators who lock their objects should not be able to move them,
// Administrators who lock their objects should not be able to move them,
// however generic object permission should return true.
// This keeps locked objects from being affected by random click + drag actions by accident
// and allows the administrator to grab or delete a locked object.
// Administrators and estate managers are still able to click+grab locked objects not
// Administrators and estate managers are still able to click+grab locked objects not
// owned by them in the scene
// This is by design.
@@ -834,7 +834,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
LLUUID objectOwner = task.OwnerID;
@@ -895,61 +895,61 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
#endregion
public bool CanLinkObject(LLUUID userID, LLUUID objectID)
{
public bool CanLinkObject(LLUUID userID, LLUUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanDelinkObject(LLUUID userID, LLUUID objectID)
{
public bool CanDelinkObject(LLUUID userID, LLUUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanBuyLand(LLUUID userID, ILandObject parcel, Scene scene)
{
public bool CanBuyLand(LLUUID userID, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanCopyInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
public bool CanCopyInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanDeleteInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
public bool CanDeleteInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanCreateInventory(uint invType, LLUUID objectID, LLUUID userID)
{
public bool CanCreateInventory(uint invType, LLUUID objectID, LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanTeleport(LLUUID userID)
{
public bool CanTeleport(LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
}