Files
opensim/OpenSim/Region/OptionalModules/RegionCombinerModule/RegionCombinerPermissionModule.cs
Robert Adams e5367d822b Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.

Merge branch 'osmaster' into mbworknew1
2015-09-08 04:54:16 -07:00

271 lines
9.8 KiB
C#

/*
* 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 OpenSimulator 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.RegionCombinerModule
{
public class RegionCombinerPermissionModule
{
private Scene m_rootScene;
public RegionCombinerPermissionModule(Scene RootScene)
{
m_rootScene = RootScene;
}
#region Permission Override
public bool BypassPermissions()
{
return m_rootScene.Permissions.BypassPermissions();
}
public void SetBypassPermissions(bool value)
{
m_rootScene.Permissions.SetBypassPermissions(value);
}
public bool PropagatePermissions()
{
return m_rootScene.Permissions.PropagatePermissions();
}
public uint GenerateClientFlags(UUID userid, UUID objectidid)
{
return m_rootScene.Permissions.GenerateClientFlags(userid,objectidid);
}
public bool CanAbandonParcel(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanAbandonParcel(user,parcel);
}
public bool CanReclaimParcel(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanReclaimParcel(user, parcel);
}
public bool CanDeedParcel(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanDeedParcel(user, parcel);
}
public bool CanDeedObject(UUID user, UUID @group, Scene scene)
{
return m_rootScene.Permissions.CanDeedObject(user,@group);
}
public bool IsGod(UUID user, Scene requestfromscene)
{
return m_rootScene.Permissions.IsGod(user);
}
public bool CanDuplicateObject(int objectcount, UUID objectid, UUID owner, Scene scene, Vector3 objectposition)
{
return m_rootScene.Permissions.CanDuplicateObject(objectcount, objectid, owner, objectposition);
}
public bool CanDeleteObject(UUID objectid, UUID deleter, Scene scene)
{
return m_rootScene.Permissions.CanDeleteObject(objectid, deleter);
}
public bool CanEditObject(UUID objectid, UUID editorid, Scene scene)
{
return m_rootScene.Permissions.CanEditObject(objectid, editorid);
}
public bool CanEditParcelProperties(UUID user, ILandObject parcel, GroupPowers g, Scene scene, bool allowManager)
{
return m_rootScene.Permissions.CanEditParcelProperties(user, parcel, g, allowManager);
}
public bool CanInstantMessage(UUID user, UUID target, Scene startscene)
{
return m_rootScene.Permissions.CanInstantMessage(user, target);
}
public bool CanInventoryTransfer(UUID user, UUID target, Scene startscene)
{
return m_rootScene.Permissions.CanInventoryTransfer(user, target);
}
public bool CanIssueEstateCommand(UUID user, Scene requestfromscene, bool ownercommand)
{
return m_rootScene.Permissions.CanIssueEstateCommand(user, ownercommand);
}
public bool CanMoveObject(UUID objectid, UUID moverid, Scene scene)
{
return m_rootScene.Permissions.CanMoveObject(objectid, moverid);
}
public bool CanObjectEntry(UUID objectid, bool enteringregion, Vector3 newpoint, Scene scene)
{
return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint);
}
public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
{
return m_rootScene.Permissions.CanReturnObjects(land, user, objects);
}
public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene)
{
return m_rootScene.Permissions.CanRezObject(objectcount, owner, objectposition);
}
public bool CanRunConsoleCommand(UUID user, Scene requestfromscene)
{
return m_rootScene.Permissions.CanRunConsoleCommand(user);
}
public bool CanRunScript(UUID script, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanRunScript(script, objectid, user);
}
public bool CanCompileScript(UUID owneruuid, int scripttype, Scene scene)
{
return m_rootScene.Permissions.CanCompileScript(owneruuid, scripttype);
}
public bool CanSellParcel(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanSellParcel(user, parcel);
}
public bool CanTakeObject(UUID objectid, UUID stealer, Scene scene)
{
return m_rootScene.Permissions.CanTakeObject(objectid, stealer);
}
public bool CanTakeCopyObject(UUID objectid, UUID userid, Scene inscene)
{
return m_rootScene.Permissions.CanTakeObject(objectid, userid);
}
public bool CanTerraformLand(UUID user, Vector3 position, Scene requestfromscene)
{
return m_rootScene.Permissions.CanTerraformLand(user, position);
}
public bool CanLinkObject(UUID user, UUID objectid)
{
return m_rootScene.Permissions.CanLinkObject(user, objectid);
}
public bool CanDelinkObject(UUID user, UUID objectid)
{
return m_rootScene.Permissions.CanDelinkObject(user, objectid);
}
public bool CanBuyLand(UUID user, ILandObject parcel, Scene scene)
{
return m_rootScene.Permissions.CanBuyLand(user, parcel);
}
public bool CanViewNotecard(UUID script, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanViewNotecard(script, objectid, user);
}
public bool CanViewScript(UUID script, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanViewScript(script, objectid, user);
}
public bool CanEditNotecard(UUID notecard, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanEditNotecard(notecard, objectid, user);
}
public bool CanEditScript(UUID script, UUID objectid, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanEditScript(script, objectid, user);
}
public bool CanCreateObjectInventory(int invtype, UUID objectid, UUID userid)
{
return m_rootScene.Permissions.CanCreateObjectInventory(invtype, objectid, userid);
}
public bool CanEditObjectInventory(UUID objectid, UUID editorid, Scene scene)
{
return m_rootScene.Permissions.CanEditObjectInventory(objectid, editorid);
}
public bool CanCopyObjectInventory(UUID itemid, UUID objectid, UUID userid)
{
return m_rootScene.Permissions.CanCopyObjectInventory(itemid, objectid, userid);
}
public bool CanDeleteObjectInventory(UUID itemid, UUID objectid, UUID userid)
{
return m_rootScene.Permissions.CanDeleteObjectInventory(itemid, objectid, userid);
}
public bool CanResetScript(UUID prim, UUID script, UUID user, Scene scene)
{
return m_rootScene.Permissions.CanResetScript(prim, script, user);
}
public bool CanCreateUserInventory(int invtype, UUID userid)
{
return m_rootScene.Permissions.CanCreateUserInventory(invtype, userid);
}
public bool CanCopyUserInventory(UUID itemid, UUID userid)
{
return m_rootScene.Permissions.CanCopyUserInventory(itemid, userid);
}
public bool CanEditUserInventory(UUID itemid, UUID userid)
{
return m_rootScene.Permissions.CanEditUserInventory(itemid, userid);
}
public bool CanDeleteUserInventory(UUID itemid, UUID userid)
{
return m_rootScene.Permissions.CanDeleteUserInventory(itemid, userid);
}
public bool CanTeleport(UUID userid, Scene scene)
{
return m_rootScene.Permissions.CanTeleport(userid);
}
#endregion
}
}