nice catch by chi11ken that I was setting the wrong property

This commit is contained in:
Sean Dague
2007-10-22 15:39:02 +00:00
parent 6acaabefc3
commit c5ea70bf93
6 changed files with 815 additions and 815 deletions

View File

@@ -137,7 +137,7 @@ namespace OpenSim.Region.Communications.Local
_login.Agent = response.AgentID;
_login.Session = response.SessionID;
_login.SecureSession = response.SecureSessionID;
_login.CircuitCode = (uint)response.CircuitCode;
_login.CircuitCode = (uint)response.CircuitCode;
_login.StartPos = new LLVector3(128, 128, 70);
_login.CapsPath = capsPath;

View File

@@ -1,214 +1,214 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules;
using OpenSim.Region.Environment.Scenes;
using Nini.Config;
namespace OpenSim.Region.Environment
{
public class ModuleLoader
{
public Dictionary<string, Assembly> LoadedAssemblys = new Dictionary<string, Assembly>();
public List<IRegionModule> LoadedModules = new List<IRegionModule>();
public Dictionary<string, IRegionModule> LoadedSharedModules = new Dictionary<string, IRegionModule>();
private readonly LogBase m_log;
private IConfigSource m_config;
public ModuleLoader(LogBase log, IConfigSource config)
{
m_log = log;
m_config = config;
}
public void PickupModules(Scene scene, string moduleDir)
{
DirectoryInfo dir = new DirectoryInfo(moduleDir);
foreach (FileInfo fileInfo in dir.GetFiles("*.dll"))
{
LoadRegionModules(fileInfo.FullName, scene);
}
}
public void LoadDefaultSharedModules()
{
DynamicTextureModule dynamicModule = new DynamicTextureModule();
LoadedSharedModules.Add(dynamicModule.Name, dynamicModule);
ChatModule chat = new ChatModule();
LoadedSharedModules.Add(chat.Name, chat);
InstantMessageModule imMod = new InstantMessageModule();
LoadedSharedModules.Add(imMod.Name, imMod);
LoadImageURLModule loadMod = new LoadImageURLModule();
LoadedSharedModules.Add(loadMod.Name, loadMod);
}
public void InitialiseSharedModules(Scene scene)
{
foreach (IRegionModule module in LoadedSharedModules.Values)
{
module.Initialise(scene, m_config);
scene.AddModule(module.Name, module); //should be doing this?
}
}
public void InitializeModule(IRegionModule module, Scene scene)
{
module.Initialise(scene, m_config);
scene.AddModule(module.Name, module);
LoadedModules.Add(module);
}
/// <summary>
/// Loads/initialises a Module instance that can be used by mutliple Regions
/// </summary>
/// <param name="dllName"></param>
/// <param name="moduleName"></param>
/// <param name="scene"></param>
public void LoadSharedModule(string dllName, string moduleName)
{
IRegionModule module = LoadModule(dllName, moduleName);
if (module != null)
{
LoadedSharedModules.Add(module.Name, module);
}
}
public void LoadRegionModules(string dllName, Scene scene)
{
IRegionModule[] modules = LoadModules(dllName);
if (modules.Length > 0)
{
m_log.Verbose("MODULES", "Found Module Library [{0}]", dllName );
foreach (IRegionModule module in modules)
{
if (!module.IsSharedModule)
{
m_log.Verbose("MODULES", " [{0}]: Initializing.", module.Name);
InitializeModule(module, scene);
}
}
}
}
public void LoadRegionModule(string dllName, string moduleName, Scene scene)
{
IRegionModule module = LoadModule(dllName, moduleName);
if (module != null)
{
InitializeModule(module, scene);
}
}
/// <summary>
/// Loads a external Module (if not already loaded) and creates a new instance of it.
/// </summary>
/// <param name="dllName"></param>
/// <param name="moduleName"></param>
/// <param name="scene"></param>
public IRegionModule LoadModule(string dllName, string moduleName)
{
IRegionModule[] modules = LoadModules(dllName);
foreach (IRegionModule module in modules)
{
if ((module != null) && (module.Name == moduleName))
{
return module;
}
}
return null;
}
public IRegionModule[] LoadModules(string dllName)
{
List<IRegionModule> modules = new List<IRegionModule>();
Assembly pluginAssembly;
if (!LoadedAssemblys.TryGetValue(dllName, out pluginAssembly ))
{
try
{
pluginAssembly = Assembly.LoadFrom(dllName);
LoadedAssemblys.Add(dllName, pluginAssembly);
}
catch( BadImageFormatException e )
{
m_log.Warn( "MODULES", "The file [{0}] is not a module assembly.", e.FileName );
}
}
if (pluginAssembly != null)
{
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (pluginType.IsPublic)
{
if (!pluginType.IsAbstract)
{
if( pluginType.GetInterface("IRegionModule") != null )
{
modules.Add((IRegionModule) Activator.CreateInstance(pluginType));
}
}
}
}
}
return modules.ToArray();
}
public void PostInitialise()
{
foreach (IRegionModule module in LoadedSharedModules.Values)
{
module.PostInitialise();
}
foreach (IRegionModule module in LoadedModules)
{
module.PostInitialise();
}
}
public void ClearCache()
{
LoadedAssemblys.Clear();
}
}
}
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules;
using OpenSim.Region.Environment.Scenes;
using Nini.Config;
namespace OpenSim.Region.Environment
{
public class ModuleLoader
{
public Dictionary<string, Assembly> LoadedAssemblys = new Dictionary<string, Assembly>();
public List<IRegionModule> LoadedModules = new List<IRegionModule>();
public Dictionary<string, IRegionModule> LoadedSharedModules = new Dictionary<string, IRegionModule>();
private readonly LogBase m_log;
private IConfigSource m_config;
public ModuleLoader(LogBase log, IConfigSource config)
{
m_log = log;
m_config = config;
}
public void PickupModules(Scene scene, string moduleDir)
{
DirectoryInfo dir = new DirectoryInfo(moduleDir);
foreach (FileInfo fileInfo in dir.GetFiles("*.dll"))
{
LoadRegionModules(fileInfo.FullName, scene);
}
}
public void LoadDefaultSharedModules()
{
DynamicTextureModule dynamicModule = new DynamicTextureModule();
LoadedSharedModules.Add(dynamicModule.Name, dynamicModule);
ChatModule chat = new ChatModule();
LoadedSharedModules.Add(chat.Name, chat);
InstantMessageModule imMod = new InstantMessageModule();
LoadedSharedModules.Add(imMod.Name, imMod);
LoadImageURLModule loadMod = new LoadImageURLModule();
LoadedSharedModules.Add(loadMod.Name, loadMod);
}
public void InitialiseSharedModules(Scene scene)
{
foreach (IRegionModule module in LoadedSharedModules.Values)
{
module.Initialise(scene, m_config);
scene.AddModule(module.Name, module); //should be doing this?
}
}
public void InitializeModule(IRegionModule module, Scene scene)
{
module.Initialise(scene, m_config);
scene.AddModule(module.Name, module);
LoadedModules.Add(module);
}
/// <summary>
/// Loads/initialises a Module instance that can be used by mutliple Regions
/// </summary>
/// <param name="dllName"></param>
/// <param name="moduleName"></param>
/// <param name="scene"></param>
public void LoadSharedModule(string dllName, string moduleName)
{
IRegionModule module = LoadModule(dllName, moduleName);
if (module != null)
{
LoadedSharedModules.Add(module.Name, module);
}
}
public void LoadRegionModules(string dllName, Scene scene)
{
IRegionModule[] modules = LoadModules(dllName);
if (modules.Length > 0)
{
m_log.Verbose("MODULES", "Found Module Library [{0}]", dllName );
foreach (IRegionModule module in modules)
{
if (!module.IsSharedModule)
{
m_log.Verbose("MODULES", " [{0}]: Initializing.", module.Name);
InitializeModule(module, scene);
}
}
}
}
public void LoadRegionModule(string dllName, string moduleName, Scene scene)
{
IRegionModule module = LoadModule(dllName, moduleName);
if (module != null)
{
InitializeModule(module, scene);
}
}
/// <summary>
/// Loads a external Module (if not already loaded) and creates a new instance of it.
/// </summary>
/// <param name="dllName"></param>
/// <param name="moduleName"></param>
/// <param name="scene"></param>
public IRegionModule LoadModule(string dllName, string moduleName)
{
IRegionModule[] modules = LoadModules(dllName);
foreach (IRegionModule module in modules)
{
if ((module != null) && (module.Name == moduleName))
{
return module;
}
}
return null;
}
public IRegionModule[] LoadModules(string dllName)
{
List<IRegionModule> modules = new List<IRegionModule>();
Assembly pluginAssembly;
if (!LoadedAssemblys.TryGetValue(dllName, out pluginAssembly ))
{
try
{
pluginAssembly = Assembly.LoadFrom(dllName);
LoadedAssemblys.Add(dllName, pluginAssembly);
}
catch( BadImageFormatException e )
{
m_log.Warn( "MODULES", "The file [{0}] is not a module assembly.", e.FileName );
}
}
if (pluginAssembly != null)
{
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (pluginType.IsPublic)
{
if (!pluginType.IsAbstract)
{
if( pluginType.GetInterface("IRegionModule") != null )
{
modules.Add((IRegionModule) Activator.CreateInstance(pluginType));
}
}
}
}
}
return modules.ToArray();
}
public void PostInitialise()
{
foreach (IRegionModule module in LoadedSharedModules.Values)
{
module.PostInitialise();
}
foreach (IRegionModule module in LoadedModules)
{
module.PostInitialise();
}
}
public void ClearCache()
{
LoadedAssemblys.Clear();
}
}
}

View File

@@ -345,12 +345,12 @@ namespace OpenSim.Region.Environment.Modules
foreach (Scene m_scene in m_scenes)
{
m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
if (!avatar.IsChildAgent)
{
avatar.ControllingClient.SendChatMessage(
Helpers.StringToField(mess), 255, pos, "IRC:",
LLUUID.Zero);
{
if (!avatar.IsChildAgent)
{
avatar.ControllingClient.SendChatMessage(
Helpers.StringToField(mess), 255, pos, "IRC:",
LLUUID.Zero);
}
});
}

View File

@@ -1,328 +1,328 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using libsecondlife;
using OpenSim.Region.Environment.LandManagement;
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using libsecondlife;
using OpenSim.Region.Environment.LandManagement;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Framework.PolicyManager;
namespace OpenSim.Region.Environment
{
public class PermissionManager
{
protected Scene m_scene;
// Bypasses the permissions engine (always returns OK)
// disable in any production environment
// TODO: Change this to false when permissions are a desired default
// TODO: Move to configuration option.
private bool m_bypassPermissions = true;
public bool BypassPermissions
{
get { return m_bypassPermissions; }
set { m_bypassPermissions = value; }
}
public PermissionManager(Scene scene)
{
m_scene = scene;
}
protected virtual void SendPermissionError(LLUUID user, string reason)
{
m_scene.EventManager.TriggerPermissionError(user, reason);
}
protected virtual bool IsAdministrator(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
protected virtual bool IsEstateManager(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return false;
}
protected virtual bool IsGridUser(LLUUID user)
{
return true;
}
protected virtual bool IsGuest(LLUUID user)
{
return false;
}
public virtual bool CanRezObject(LLUUID user, LLVector3 position)
{
bool permission = false;
string reason = "Insufficient permission";
if (IsAdministrator(user))
{
permission = true;
}
else
{
reason = "Not an administrator";
}
if (GenericParcelPermission(user, position))
{
permission = true;
}
else
{
reason = "Not the parcel owner";
}
if (!permission)
SendPermissionError(user, reason);
return permission;
}
#region Object Permissions
protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId)
{
// Default: deny
bool permission = false;
if (!m_scene.Entities.ContainsKey(objId))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objId] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup) m_scene.Entities[objId];
LLUUID taskOwner = null;
// Object owners should be able to edit their own content
if (user == taskOwner)
permission = true;
// Users should be able to edit what is over their land.
if (m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y).landData.ownerID ==
user)
permission = true;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
permission = true;
// Admin objects should not be editable by the above
if (IsAdministrator(taskOwner))
permission = false;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
permission = true;
return permission;
}
/// <summary>
/// Permissions check - can user delete an object?
/// </summary>
/// <param name="user">User attempting the delete</param>
/// <param name="obj">Target object</param>
/// <returns>Has permission?</returns>
public virtual bool CanDeRezObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanEditObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanReturnObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
#endregion
#region Communication Permissions
public virtual bool GenericCommunicationPermission(LLUUID user, LLUUID target)
{
bool permission = false;
string reason = "Only registered users may communicate with another account.";
if (IsGridUser(user))
permission = true;
if (!IsGridUser(user))
{
permission = false;
reason = "The person that you are messaging is not a registered user.";
}
if (IsAdministrator(user))
permission = true;
if (IsEstateManager(user))
permission = true;
if (!permission)
SendPermissionError(user, reason);
return permission;
}
public virtual bool CanInstantMessage(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
public virtual bool CanInventoryTransfer(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
#endregion
public virtual bool CanEditScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanRunScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanTerraform(LLUUID user, LLVector3 position)
{
bool permission = false;
// Estate override
if (GenericEstatePermission(user))
permission = true;
// Land owner can terraform too
if (GenericParcelPermission(user, m_scene.LandManager.getLandObject(position.X, position.Y)))
permission = true;
if (!permission)
SendPermissionError(user, "Not authorized to terraform at this location.");
return permission;
}
#region Estate Permissions
protected virtual bool GenericEstatePermission(LLUUID user)
{
// Default: deny
bool permission = false;
// Estate admins should be able to use estate tools
if (IsEstateManager(user))
permission = true;
// Administrators always have permission
if (IsAdministrator(user))
permission = true;
return permission;
}
public virtual bool CanEditEstateTerrain(LLUUID user)
{
return GenericEstatePermission(user);
}
#endregion
#region Parcel Permissions
protected virtual bool GenericParcelPermission(LLUUID user, Land parcel)
{
bool permission = false;
if (parcel.landData.ownerID == user)
permission = true;
if (parcel.landData.isGroupOwned)
{
// TODO: Need to do some extra checks here. Requires group code.
}
if (IsEstateManager(user))
permission = true;
if (IsAdministrator(user))
permission = true;
return permission;
}
protected virtual bool GenericParcelPermission(LLUUID user, LLVector3 pos)
{
return GenericParcelPermission(user, m_scene.LandManager.getLandObject(pos.X, pos.Y));
}
public virtual bool CanEditParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanSellParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanAbandonParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
#endregion
}
}
using OpenSim.Framework.PolicyManager;
namespace OpenSim.Region.Environment
{
public class PermissionManager
{
protected Scene m_scene;
// Bypasses the permissions engine (always returns OK)
// disable in any production environment
// TODO: Change this to false when permissions are a desired default
// TODO: Move to configuration option.
private bool m_bypassPermissions = true;
public bool BypassPermissions
{
get { return m_bypassPermissions; }
set { m_bypassPermissions = value; }
}
public PermissionManager(Scene scene)
{
m_scene = scene;
}
protected virtual void SendPermissionError(LLUUID user, string reason)
{
m_scene.EventManager.TriggerPermissionError(user, reason);
}
protected virtual bool IsAdministrator(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
protected virtual bool IsEstateManager(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return false;
}
protected virtual bool IsGridUser(LLUUID user)
{
return true;
}
protected virtual bool IsGuest(LLUUID user)
{
return false;
}
public virtual bool CanRezObject(LLUUID user, LLVector3 position)
{
bool permission = false;
string reason = "Insufficient permission";
if (IsAdministrator(user))
{
permission = true;
}
else
{
reason = "Not an administrator";
}
if (GenericParcelPermission(user, position))
{
permission = true;
}
else
{
reason = "Not the parcel owner";
}
if (!permission)
SendPermissionError(user, reason);
return permission;
}
#region Object Permissions
protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId)
{
// Default: deny
bool permission = false;
if (!m_scene.Entities.ContainsKey(objId))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objId] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup) m_scene.Entities[objId];
LLUUID taskOwner = null;
// Object owners should be able to edit their own content
if (user == taskOwner)
permission = true;
// Users should be able to edit what is over their land.
if (m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y).landData.ownerID ==
user)
permission = true;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
permission = true;
// Admin objects should not be editable by the above
if (IsAdministrator(taskOwner))
permission = false;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
permission = true;
return permission;
}
/// <summary>
/// Permissions check - can user delete an object?
/// </summary>
/// <param name="user">User attempting the delete</param>
/// <param name="obj">Target object</param>
/// <returns>Has permission?</returns>
public virtual bool CanDeRezObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanEditObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanReturnObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
#endregion
#region Communication Permissions
public virtual bool GenericCommunicationPermission(LLUUID user, LLUUID target)
{
bool permission = false;
string reason = "Only registered users may communicate with another account.";
if (IsGridUser(user))
permission = true;
if (!IsGridUser(user))
{
permission = false;
reason = "The person that you are messaging is not a registered user.";
}
if (IsAdministrator(user))
permission = true;
if (IsEstateManager(user))
permission = true;
if (!permission)
SendPermissionError(user, reason);
return permission;
}
public virtual bool CanInstantMessage(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
public virtual bool CanInventoryTransfer(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
#endregion
public virtual bool CanEditScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanRunScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanTerraform(LLUUID user, LLVector3 position)
{
bool permission = false;
// Estate override
if (GenericEstatePermission(user))
permission = true;
// Land owner can terraform too
if (GenericParcelPermission(user, m_scene.LandManager.getLandObject(position.X, position.Y)))
permission = true;
if (!permission)
SendPermissionError(user, "Not authorized to terraform at this location.");
return permission;
}
#region Estate Permissions
protected virtual bool GenericEstatePermission(LLUUID user)
{
// Default: deny
bool permission = false;
// Estate admins should be able to use estate tools
if (IsEstateManager(user))
permission = true;
// Administrators always have permission
if (IsAdministrator(user))
permission = true;
return permission;
}
public virtual bool CanEditEstateTerrain(LLUUID user)
{
return GenericEstatePermission(user);
}
#endregion
#region Parcel Permissions
protected virtual bool GenericParcelPermission(LLUUID user, Land parcel)
{
bool permission = false;
if (parcel.landData.ownerID == user)
permission = true;
if (parcel.landData.isGroupOwned)
{
// TODO: Need to do some extra checks here. Requires group code.
}
if (IsEstateManager(user))
permission = true;
if (IsAdministrator(user))
permission = true;
return permission;
}
protected virtual bool GenericParcelPermission(LLUUID user, LLVector3 pos)
{
return GenericParcelPermission(user, m_scene.LandManager.getLandObject(pos.X, pos.Y));
}
public virtual bool CanEditParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanSellParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanAbandonParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
#endregion
}
}

View File

@@ -85,16 +85,16 @@ namespace OpenSim.Region.Environment.Scenes
public void LoadCurrentSceneFromXml(string filename)
{
CurrentOrFirstScene.LoadPrimsFromXml(filename);
}
public void SaveCurrentSceneToXml2(string filename)
{
CurrentOrFirstScene.SavePrimsToXml2(filename);
}
public void LoadCurrentSceneFromXml2(string filename)
{
CurrentOrFirstScene.LoadPrimsFromXml2(filename);
}
public void SaveCurrentSceneToXml2(string filename)
{
CurrentOrFirstScene.SavePrimsToXml2(filename);
}
public void LoadCurrentSceneFromXml2(string filename)
{
CurrentOrFirstScene.LoadPrimsFromXml2(filename);
}
public bool RunTerrainCmdOnCurrentScene(string[] cmdparams, ref string result)