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* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted. * ODEPlugin does 'Almost NaN' sanity checks. * ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
151 lines
6.7 KiB
C#
151 lines
6.7 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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namespace OpenSim.Region.CoreModules.Avatar.Gods
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{
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public class GodsModule : IRegionModule, IGodsModule
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{
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protected Scene m_scene;
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protected IDialogModule m_dialogModule;
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public void Initialise(Scene scene, IConfigSource source)
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{
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m_scene = scene;
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m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
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m_scene.RegisterModuleInterface<IGodsModule>(this);
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}
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public void PostInitialise() {}
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public void Close() {}
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public string Name { get { return "Gods Module"; } }
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public bool IsSharedModule { get { return false; } }
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public void RequestGodlikePowers(
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UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentID);
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if (sp != null)
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{
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if (godLike == false)
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{
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sp.GrantGodlikePowers(agentID, sessionID, token, godLike);
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return;
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}
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// First check that this is the sim owner
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if (m_scene.Permissions.IsGod(agentID))
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{
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// Next we check for spoofing.....
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UUID testSessionID = sp.ControllingClient.SessionId;
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if (sessionID == testSessionID)
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{
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if (sessionID == controllingClient.SessionId)
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{
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//m_log.Info("godlike: " + godLike.ToString());
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sp.GrantGodlikePowers(agentID, testSessionID, token, godLike);
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}
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}
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}
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else
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{
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if (m_dialogModule != null)
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m_dialogModule.SendAlertToUser(agentID, "Request for god powers denied");
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}
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}
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}
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/// <summary>
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/// Kicks User specified from the simulator. This logs them off of the grid
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/// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes
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/// that you're kicking it even if the avatar's UUID isn't the UUID that the
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/// agent is assigned
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/// </summary>
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/// <param name="godID">The person doing the kicking</param>
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/// <param name="sessionID">The session of the person doing the kicking</param>
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/// <param name="agentID">the person that is being kicked</param>
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/// <param name="kickflags">This isn't used apparently</param>
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/// <param name="reason">The message to send to the user after it's been turned into a field</param>
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public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
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{
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// For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know.
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UUID kickUserID = new UUID("44e87126e7944ded05b37c42da3d5cdb");
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ScenePresence sp = m_scene.GetScenePresence(agentID);
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if (sp != null || agentID == kickUserID)
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{
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if (m_scene.Permissions.IsGod(godID))
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{
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if (agentID == kickUserID)
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{
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m_scene.ClientManager.ForEachClient(
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delegate(IClientAPI controller)
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{
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if (controller.AgentId != godID)
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controller.Kick(Utils.BytesToString(reason));
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}
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);
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// This is a bit crude. It seems the client will be null before it actually stops the thread
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// The thread will kill itself eventually :/
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// Is there another way to make sure *all* clients get this 'inter region' message?
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m_scene.ForEachScenePresence(
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delegate(ScenePresence p)
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{
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if (p.UUID != godID && !p.IsChildAgent)
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{
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// Possibly this should really be p.Close() though that method doesn't send a close
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// to the client
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p.ControllingClient.Close(true);
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}
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}
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);
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}
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else
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{
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m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
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sp.ControllingClient.Kick(Utils.BytesToString(reason));
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sp.ControllingClient.Close(true);
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}
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}
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else
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{
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m_dialogModule.SendAlertToUser(godID, "Kick request denied");
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}
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}
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}
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}
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} |