Added basic security. Module can now be limited ton accept commands from ESTATE_OWNER, ESTATE_MANAGER or list of UUIDs
parent
e749c7a6db
commit
1bdb12c558
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@ -78,6 +78,7 @@ namespace Flocking
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private int m_maxHeight;
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private Vector3 m_shoutPos = new Vector3(128f, 128f, 30f);
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static object m_sync = new object();
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private List<UUID> m_allowedControllers = new List<UUID>();
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public IConfigSource m_config;
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@ -133,25 +134,60 @@ namespace Flocking
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if (m_startup)
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{
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m_scene = scene;
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m_enabled = cnf.GetBoolean("BirdsEnabled", false);
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m_chatChannel = cnf.GetInt("BirdsChatChannel", 118);
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m_birdPrim = cnf.GetString("BirdsPrim", "birdPrim");
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m_flockSize = cnf.GetInt("BirdsFlockSize", 50);
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m_flockSize = cnf.GetInt("BirdsFlockSize", 20);
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m_maxFlockSize = cnf.GetInt("BirdsMaxFlockSize", 100);
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m_maxSpeed = cnf.GetFloat("BirdsMaxSpeed", 3f);
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m_maxForce = cnf.GetFloat("BirdsMaxForce", 0.25f);
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m_maxSpeed = cnf.GetFloat("BirdsMaxSpeed", 1.5f);
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m_maxForce = cnf.GetFloat("BirdsMaxForce", 0.2f);
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m_neighbourDistance = cnf.GetFloat("BirdsNeighbourDistance", 25f);
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m_desiredSeparation = cnf.GetFloat("BirdsDesiredSeparation", 20f);
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m_desiredSeparation = cnf.GetFloat("BirdsDesiredSeparation", 10f);
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m_tolerance = cnf.GetFloat("BirdsTolerance", 5f);
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m_borderSize = cnf.GetFloat("BirdsRegionBorderSize", 5f);
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m_maxHeight = cnf.GetInt("BirdsMaxHeight", 256);
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m_maxHeight = cnf.GetInt("BirdsMaxHeight", 75);
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m_frameUpdateRate = cnf.GetInt("BirdsUpdateEveryNFrames", 1);
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m_log.InfoFormat("[{0}] Module is {1} listening for commands on channel {2} with Flock Size {3}", m_name, m_enabled?"enabled and":"disabled, but", m_chatChannel, m_flockSize);
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string allowedControllers = cnf.GetString("BirdsAllowedControllers", UUID.Zero.ToString());
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if (allowedControllers != UUID.Zero.ToString())
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{
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string[] ac = allowedControllers.Split(new char[] { ',' });
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UUID acUUID;
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for (int i = 0; i < ac.Length; i++)
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{
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string value = ac[i].Trim();
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if (value == "ESTATE_OWNER")
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{
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UUID eoUUID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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m_allowedControllers.Add(eoUUID);
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m_log.InfoFormat("[{0}] Added Estate Owner UUID: {1} to list of allowed users", m_name, eoUUID.ToString());
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continue;
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}
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if (value == "ESTATE_MANAGER")
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{
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foreach (UUID emUUID in m_scene.RegionInfo.EstateSettings.EstateManagers)
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{
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m_allowedControllers.Add(emUUID);
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m_log.InfoFormat("[{0}] Added Estate Manager UUID: {1} to list of allowed users", m_name, emUUID.ToString());
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}
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continue;
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}
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if (UUID.TryParse(ac[i].Trim(), out acUUID))
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{
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m_allowedControllers.Add(acUUID);
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m_log.InfoFormat("[{0}] Added UUID: {1} to list of allowed users", m_name, acUUID.ToString());
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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_log.InfoFormat("[{0}] No command security was defined in the config. Any user may possibly configure this module from a script!", m_name);
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}
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m_log.InfoFormat("[{0}] Module is {1} listening for commands on channel {2} with Flock Size {3}", m_name, m_enabled ? "enabled and" : "disabled, but still", m_chatChannel, m_flockSize);
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m_scene = scene;
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m_console = MainConsole.Instance;
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//register commands with the scene
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RegisterCommands();
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@ -159,7 +195,7 @@ namespace Flocking
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m_scene.EventManager.OnFrame += FlockUpdate;
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m_scene.EventManager.OnChatFromClient += SimChatSent; //listen for commands sent from the client
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m_scene.EventManager.OnChatFromWorld += SimChatSent;
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m_scene.EventManager.OnPrimsLoaded += PrimsLoaded;
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m_scene.EventManager.OnPrimsLoaded += PrimsLoaded;
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// init module
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m_model = new FlockingModel(m_name, m_maxSpeed, m_maxForce, m_neighbourDistance, m_desiredSeparation, m_tolerance, m_borderSize);
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@ -171,6 +207,7 @@ namespace Flocking
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FlockInitialise();
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}
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else m_log.InfoFormat("[{0}] Module is disabled in Region {1}", m_name, scene.RegionInfo.RegionName);
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}
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public void RegionLoaded (Scene scene)
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@ -273,8 +310,9 @@ namespace Flocking
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protected void SimChatSent (Object x, OSChatMessage msg)
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{
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if (msg.Channel != m_chatChannel)
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return; // not for us
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if (msg.Channel != m_chatChannel) return; // not for us
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if (m_allowedControllers.Count>0 & !m_allowedControllers.Contains(msg.SenderUUID)) return; // not for us
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// try and parse a valid cmd from this msg
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string cmd = msg.Message; //.ToLower ();
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11
README.md
11
README.md
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@ -76,6 +76,9 @@ Here is an example config:
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;however this can be overridden to the name of an existing prim that
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;needs to already exist in the scene - i.e. be rezzed in the region.
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;who is allowed to send commands via chat or script: list of UUIDs or ESTATE_OWNER or ESTATE_MANAGER
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;or everyone if not specified
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BirdsAllowedControllers = ESTATE_OWNER, ESTATE_MANAGER, 12345678-1234-1234-1234-123456789abc
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Various runtime commands control the flocking module behaviour - described below. These can either be invoked
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@ -114,6 +117,14 @@ These commands are great for playing with the flock dynamics in real time:
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Of course if distance is less than separation then the birds will never flock. The other way around and they will always
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eventually form one or more flocks.
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Security:
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By default anyone can send commands to the module from within a script or via the in-world chat on the 'BirdsChatChannel' channel.
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You should use a high negative value for channel if you want to allow script access, but not in-world chat. Further you can restrict
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which users are allowed to control the module using the 'BirdsAllowedControllers' setting. This is a comma separated list of user UUIDs,
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but it may also contain one of the pre-defined constants ESTATE_OWNER (evaluates to the UUID of the estate owner) and ESTATE_MANAGER
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(evaluates to a list of estate manager UUIDS).
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Bird prims:
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Any currently rezzed in-scene-object can be used as the bird prim. However fps is very much affected by the
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@ -16,3 +16,7 @@
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BirdsPrim = SeaGull1 ;By default the module will create a flock of plain wooden spheres,
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;however this can be overridden to the name of an existing prim that
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;needs to already exist in the scene - i.e. be rezzed in the region.
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;who is allowed to send commands via chat or script: list of UUIDs or ESTATE_OWNER or ESTATE_MANAGER
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;or everyone if not specified
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BirdsAllowedControllers = ESTATE_OWNER, ESTATE_MANAGER, 12345678-1234-1234-1234-123456789abc
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