Remove parcel_owner_is_god option. It is conceptually wrong and with
limited use. Relevant parcel owners can just be made estate managers with better regions management logicmelanie
parent
c707955517
commit
0b912b2acc
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@ -99,7 +99,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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private bool m_allowGridGods = false;
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private bool m_allowGridGods = false;
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private bool m_RegionOwnerIsGod = false;
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private bool m_RegionOwnerIsGod = false;
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private bool m_RegionManagerIsGod = false;
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private bool m_RegionManagerIsGod = false;
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private bool m_ParcelOwnerIsGod = false;
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private bool m_SimpleBuildPermissions = false;
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private bool m_SimpleBuildPermissions = false;
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@ -178,8 +177,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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new string[] { "Startup", "Permissions" }, true);
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new string[] { "Startup", "Permissions" }, true);
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m_RegionManagerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_manager_is_god",
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m_RegionManagerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_manager_is_god",
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new string[] { "Startup", "Permissions" }, false);
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new string[] { "Startup", "Permissions" }, false);
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m_ParcelOwnerIsGod = Util.GetConfigVarFromSections<bool>(config, "parcel_owner_is_god",
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new string[] { "Startup", "Permissions" }, false);
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m_SimpleBuildPermissions = Util.GetConfigVarFromSections<bool>(config, "simple_build_permissions",
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m_SimpleBuildPermissions = Util.GetConfigVarFromSections<bool>(config, "simple_build_permissions",
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new string[] { "Startup", "Permissions" }, false);
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new string[] { "Startup", "Permissions" }, false);
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@ -718,6 +715,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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if (IsAdministrator(user))
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if (IsAdministrator(user))
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return PermissionClass.Owner;
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return PermissionClass.Owner;
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/* to review later
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// Users should be able to edit what is over their land.
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// Users should be able to edit what is over their land.
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Vector3 taskPos = obj.AbsolutePosition;
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Vector3 taskPos = obj.AbsolutePosition;
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ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y);
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ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y);
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@ -727,7 +725,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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if (!IsAdministrator(objectOwner))
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if (!IsAdministrator(objectOwner))
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return PermissionClass.Owner;
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return PermissionClass.Owner;
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}
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}
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*/
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// Group permissions
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// Group permissions
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if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0))
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if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0))
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return PermissionClass.Group;
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return PermissionClass.Group;
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@ -53,7 +53,6 @@ namespace OpenSim.Region.Framework.Scenes
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protected bool m_forceGridGodsOnly;
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protected bool m_forceGridGodsOnly;
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protected bool m_regionOwnerIsGod;
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protected bool m_regionOwnerIsGod;
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protected bool m_regionManagerIsGod;
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protected bool m_regionManagerIsGod;
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protected bool m_parcelOwnerIsGod;
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protected bool m_forceGodModeAlwaysOn;
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protected bool m_forceGodModeAlwaysOn;
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protected bool m_allowGodActionsWithoutGodMode;
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protected bool m_allowGodActionsWithoutGodMode;
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@ -94,10 +93,6 @@ namespace OpenSim.Region.Framework.Scenes
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Util.GetConfigVarFromSections<bool>(config,
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Util.GetConfigVarFromSections<bool>(config,
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"region_manager_is_god", sections, false);
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"region_manager_is_god", sections, false);
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// Parcel owners are gods in their own parcels only.
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m_parcelOwnerIsGod =
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Util.GetConfigVarFromSections<bool>(config,
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"parcel_owner_is_god", sections, false);
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}
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}
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else
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else
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m_allowGridGods = true; // reduce user mistakes increased by this over complex options set
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m_allowGridGods = true; // reduce user mistakes increased by this over complex options set
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@ -140,14 +135,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID))
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if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID))
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return true;
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return true;
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if (m_parcelOwnerIsGod) // Skip expensive check if we're already god!
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{
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Vector3 pos = m_scenePresence.AbsolutePosition;
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ILandObject parcel = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
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if (parcel != null && parcel.LandData.OwnerID == m_scenePresence.UUID)
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return true;
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}
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return false;
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return false;
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}
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}
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@ -472,10 +472,6 @@
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; Allow region managers to assume god powers in regions they manage
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; Allow region managers to assume god powers in regions they manage
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;region_manager_is_god = false
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;region_manager_is_god = false
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; Allow parcel owners to assume god powers in their parcels
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; you really do not want this...
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;parcel_owner_is_god = false
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; God mode should be turned on in the viewer whenever
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; God mode should be turned on in the viewer whenever
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; the user has god rights somewhere. They may choose
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; the user has god rights somewhere. They may choose
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; to turn it off again, though.
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; to turn it off again, though.
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