diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 02d0e02988..bdf314f9d1 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs @@ -99,7 +99,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions private bool m_allowGridGods = false; private bool m_RegionOwnerIsGod = false; private bool m_RegionManagerIsGod = false; - private bool m_ParcelOwnerIsGod = false; private bool m_SimpleBuildPermissions = false; @@ -178,8 +177,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions new string[] { "Startup", "Permissions" }, true); m_RegionManagerIsGod = Util.GetConfigVarFromSections(config, "region_manager_is_god", new string[] { "Startup", "Permissions" }, false); - m_ParcelOwnerIsGod = Util.GetConfigVarFromSections(config, "parcel_owner_is_god", - new string[] { "Startup", "Permissions" }, false); m_SimpleBuildPermissions = Util.GetConfigVarFromSections(config, "simple_build_permissions", new string[] { "Startup", "Permissions" }, false); @@ -718,6 +715,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions if (IsAdministrator(user)) return PermissionClass.Owner; +/* to review later // Users should be able to edit what is over their land. Vector3 taskPos = obj.AbsolutePosition; ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y); @@ -727,7 +725,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions if (!IsAdministrator(objectOwner)) return PermissionClass.Owner; } - +*/ // Group permissions if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0)) return PermissionClass.Group; diff --git a/OpenSim/Region/Framework/Scenes/GodController.cs b/OpenSim/Region/Framework/Scenes/GodController.cs index f8b576cc74..36483fb33e 100644 --- a/OpenSim/Region/Framework/Scenes/GodController.cs +++ b/OpenSim/Region/Framework/Scenes/GodController.cs @@ -53,7 +53,6 @@ namespace OpenSim.Region.Framework.Scenes protected bool m_forceGridGodsOnly; protected bool m_regionOwnerIsGod; protected bool m_regionManagerIsGod; - protected bool m_parcelOwnerIsGod; protected bool m_forceGodModeAlwaysOn; protected bool m_allowGodActionsWithoutGodMode; @@ -94,10 +93,6 @@ namespace OpenSim.Region.Framework.Scenes Util.GetConfigVarFromSections(config, "region_manager_is_god", sections, false); - // Parcel owners are gods in their own parcels only. - m_parcelOwnerIsGod = - Util.GetConfigVarFromSections(config, - "parcel_owner_is_god", sections, false); } else m_allowGridGods = true; // reduce user mistakes increased by this over complex options set @@ -140,14 +135,6 @@ namespace OpenSim.Region.Framework.Scenes if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID)) return true; - if (m_parcelOwnerIsGod) // Skip expensive check if we're already god! - { - Vector3 pos = m_scenePresence.AbsolutePosition; - ILandObject parcel = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); - if (parcel != null && parcel.LandData.OwnerID == m_scenePresence.UUID) - return true; - } - return false; } diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 51b0d3bd5c..f70f7dbe57 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -472,10 +472,6 @@ ; Allow region managers to assume god powers in regions they manage ;region_manager_is_god = false - ; Allow parcel owners to assume god powers in their parcels - ; you really do not want this... - ;parcel_owner_is_god = false - ; God mode should be turned on in the viewer whenever ; the user has god rights somewhere. They may choose ; to turn it off again, though.