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refactor: Move existing npc owner checks to NPCModule.CheckPermissions() methods and expose on interface for external calls.
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@@ -56,6 +56,24 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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}
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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 "NPCModule"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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}
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public bool IsNPC(UUID agentId, Scene scene)
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{
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// FIXME: This implementation could not just use the ScenePresence.PresenceType (and callers could inspect
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@@ -255,7 +273,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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NPCAvatar av;
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if (m_avatars.TryGetValue(agentID, out av))
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{
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if (av.OwnerID != UUID.Zero && callerID != UUID.Zero && av.OwnerID != callerID)
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if (!CheckPermissions(av, callerID));
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return false;
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scene.RemoveClient(agentID, false);
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@@ -268,22 +286,27 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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return false;
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}
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public void PostInitialise()
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public bool CheckPermissions(UUID npcID, UUID callerID)
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{
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lock (m_avatars)
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{
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NPCAvatar av;
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if (m_avatars.TryGetValue(npcID, out av))
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return CheckPermissions(av, callerID);
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else
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return false;
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}
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}
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public void Close()
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/// <summary>
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/// Check if the caller has permission to manipulate the given NPC.
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/// </summary>
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/// <param name="av"></param>
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/// <param name="callerID"></param>
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/// <returns>true if they do, false if they don't.</returns>
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private bool CheckPermissions(NPCAvatar av, UUID callerID)
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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 "NPCModule"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID;
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}
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}
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}
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