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109 lines
3.4 KiB
C#
109 lines
3.4 KiB
C#
using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Capabilities;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.LandManagement;
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using libsecondlife;
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namespace OpenSim.Region.Environment
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{
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public class PermissionManager
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{
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protected Scene m_scene;
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public PermissionManager(Scene world)
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{
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m_scene = world;
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}
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protected virtual bool IsAdministrator(LLUUID user)
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{
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return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
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}
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protected virtual bool IsEstateManager(LLUUID user)
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{
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return false;
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}
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public virtual bool CanRezObject(LLUUID user, LLVector3 position)
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{
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return true;
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}
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/// <summary>
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/// Permissions check - can user delete an object?
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/// </summary>
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/// <param name="user">User attempting the delete</param>
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/// <param name="obj">Target object</param>
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/// <returns>Has permission?</returns>
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public virtual bool CanDeRezObject(LLUUID user, LLUUID obj)
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{
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// Default: deny
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bool canDeRez = false;
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// If it's not an object, we cant derez it.
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if (!(m_scene.Entities[obj] is SceneObject))
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return false;
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SceneObject task = (SceneObject)m_scene.Entities[obj];
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LLUUID taskOwner = null; // Since we dont have a 'owner' property on task yet
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// Object owners should be able to delete their own content
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if (user == taskOwner)
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canDeRez = true;
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// Users should be able to delete what is over their land.
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if (m_scene.LandManager.getLandObject(task.Pos.X, task.Pos.Y).landData.ownerID == user)
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canDeRez = true;
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// Estate users should be able to delete anything in the sim
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if (IsEstateManager(user))
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canDeRez = true;
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// Admin objects should not be deletable by the above
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if (IsAdministrator(taskOwner))
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canDeRez = false;
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// Admin should be able to delete anything in the sim (including admin objects)
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if (IsAdministrator(user))
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canDeRez = true;
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return canDeRez;
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}
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public virtual bool CanEditObject(LLUUID user, LLUUID obj)
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{
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// Permissions for editing fall into the same category as deleting
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// May need to add check for "no-mod" items.
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return CanDeRezObject(user, obj);
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}
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public virtual bool CanEditScript(LLUUID user, LLUUID script)
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{
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return false;
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}
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public virtual bool CanRunScript(LLUUID user, LLUUID script)
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{
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return false;
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}
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public virtual bool CanReturnObject(LLUUID user, LLUUID obj)
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{
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// Same category as deleting, but eventually will need seperate check
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// as sometimes it's better to allow returning only.
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return CanDeRezObject(user, obj);
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}
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public virtual bool CanTerraform(LLUUID user, LLUUID position)
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{
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return false;
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}
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}
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}
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