Moved permissions config vars out of [Startup] into [Permissions]. Backwards compatible ([Startup] still being looked up), but please update your configs sometime soon.

user_profiles
Diva Canto 2013-03-01 15:24:22 -08:00
parent efa7227865
commit 20530ee667
4 changed files with 128 additions and 114 deletions

View File

@ -156,9 +156,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
public void Initialise(IConfigSource config)
{
IConfig myConfig = config.Configs["Startup"];
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules",
new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule");
List<string> modules = new List<string>(permissionModules.Split(','));
@ -167,26 +166,34 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_Enabled = true;
m_allowGridGods = myConfig.GetBoolean("allow_grid_gods", false);
m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
m_propagatePermissions = myConfig.GetBoolean("propagate_permissions", true);
m_RegionOwnerIsGod = myConfig.GetBoolean("region_owner_is_god", true);
m_RegionManagerIsGod = myConfig.GetBoolean("region_manager_is_god", false);
m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true);
m_allowGridGods = Util.GetConfigVarFromSections<bool>(config, "allow_grid_gods",
new string[] { "Startup", "Permissions" }, false);
m_bypassPermissions = !Util.GetConfigVarFromSections<bool>(config, "serverside_object_permissions",
new string[] { "Startup", "Permissions" }, true);
m_propagatePermissions = Util.GetConfigVarFromSections<bool>(config, "propagate_permissions",
new string[] { "Startup", "Permissions" }, true);
m_RegionOwnerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_owner_is_god",
new string[] { "Startup", "Permissions" }, true);
m_RegionManagerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_manager_is_god",
new string[] { "Startup", "Permissions" }, false);
m_ParcelOwnerIsGod = Util.GetConfigVarFromSections<bool>(config, "parcel_owner_is_god",
new string[] { "Startup", "Permissions" }, true);
m_SimpleBuildPermissions = myConfig.GetBoolean("simple_build_permissions", false);
m_SimpleBuildPermissions = Util.GetConfigVarFromSections<bool>(config, "simple_build_permissions",
new string[] { "Startup", "Permissions" }, false);
m_allowedScriptCreators
= ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators);
= ParseUserSetConfigSetting(config, "allowed_script_creators", m_allowedScriptCreators);
m_allowedScriptEditors
= ParseUserSetConfigSetting(myConfig, "allowed_script_editors", m_allowedScriptEditors);
= ParseUserSetConfigSetting(config, "allowed_script_editors", m_allowedScriptEditors);
if (m_bypassPermissions)
m_log.Info("[PERMISSIONS]: serverside_object_permissions = false in ini file so disabling all region service permission checks");
else
m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks");
string grant = myConfig.GetString("GrantLSL", "");
string grant = Util.GetConfigVarFromSections<string>(config, "GrantLSL",
new string[] { "Startup", "Permissions" }, string.Empty);
if (grant.Length > 0)
{
foreach (string uuidl in grant.Split(','))
@ -196,7 +203,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
}
}
grant = myConfig.GetString("GrantCS", "");
grant = Util.GetConfigVarFromSections<string>(config, "GrantCS",
new string[] { "Startup", "Permissions" }, string.Empty);
if (grant.Length > 0)
{
foreach (string uuidl in grant.Split(','))
@ -206,7 +214,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
}
}
grant = myConfig.GetString("GrantVB", "");
grant = Util.GetConfigVarFromSections<string>(config, "GrantVB",
new string[] { "Startup", "Permissions" }, string.Empty);
if (grant.Length > 0)
{
foreach (string uuidl in grant.Split(','))
@ -216,7 +225,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
}
}
grant = myConfig.GetString("GrantJS", "");
grant = Util.GetConfigVarFromSections<string>(config, "GrantJS",
new string[] { "Startup", "Permissions" }, string.Empty);
if (grant.Length > 0)
{
foreach (string uuidl in grant.Split(','))
@ -226,7 +236,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
}
}
grant = myConfig.GetString("GrantYP", "");
grant = Util.GetConfigVarFromSections<string>(config, "GrantYP",
new string[] { "Startup", "Permissions" }, string.Empty);
if (grant.Length > 0)
{
foreach (string uuidl in grant.Split(','))
@ -464,11 +475,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions
/// <param name="settingName"></param>
/// <param name="defaultValue">The default value for this attribute</param>
/// <returns>The parsed value</returns>
private static UserSet ParseUserSetConfigSetting(IConfig config, string settingName, UserSet defaultValue)
private static UserSet ParseUserSetConfigSetting(IConfigSource config, string settingName, UserSet defaultValue)
{
UserSet userSet = defaultValue;
string rawSetting = config.GetString(settingName, defaultValue.ToString());
string rawSetting = Util.GetConfigVarFromSections<string>(config, settingName,
new string[] {"Startup", "Permissions"}, defaultValue.ToString());
// Temporary measure to allow 'gods' to be specified in config for consistency's sake. In the long term
// this should disappear.

View File

@ -57,9 +57,10 @@ namespace OpenSim.Region.OptionalModules
public void Initialise(IConfigSource config)
{
IConfig myConfig = config.Configs["Startup"];
//IConfig myConfig = config.Configs["Startup"];
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules",
new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule");
List<string> modules=new List<string>(permissionModules.Split(','));

View File

@ -220,50 +220,6 @@
; physics = basicphysics
; physics = POS
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
;; Permission modules to use, separated by comma.
;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
; permissionmodules = DefaultPermissionsModule
;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
;; These are the parameters for the default permissions module
;;
;; If set to false, then, in theory, the server never carries out
;; permission checks (allowing anybody to copy
;; any item, etc. This may not yet be implemented uniformally.
;; If set to true, then all permissions checks are carried out
; serverside_object_permissions = true
;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
;; This allows users with a UserLevel of 200 or more to assume god
;; powers in the regions in this simulator.
; allow_grid_gods = false
;; This allows some control over permissions
;; please note that this still doesn't duplicate SL, and is not intended to
;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
;; Allow region owners to assume god powers in their regions
; region_owner_is_god = true
;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
;; Allow region managers to assume god powers in regions they manage
; region_manager_is_god = false
;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
;; Allow parcel owners to assume god powers in their parcels
; parcel_owner_is_god = true
;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
;; More control over permissions
;; This is definitely not SL!
;; Provides a simple control for land owners to give build rights to
;; specific avatars in publicly accessible parcels that disallow object
;; creation in general.
;; Owners specific avatars by adding them to the Access List of the parcel
;; without having to use the Groups feature
; simple_build_permissions = false
;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
;; Default script engine to use. Currently, we only have XEngine
; DefaultScriptEngine = "XEngine"
@ -334,6 +290,50 @@
;; got a large number of objects, so you can turn it off here if you'd like.
; DrawPrimOnMapTile = true
[Permissions]
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
;; Permission modules to use, separated by comma.
;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
; permissionmodules = DefaultPermissionsModule
;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
;; These are the parameters for the default permissions module
;;
;; If set to false, then, in theory, the server never carries out
;; permission checks (allowing anybody to copy
;; any item, etc. This may not yet be implemented uniformally.
;; If set to true, then all permissions checks are carried out
; serverside_object_permissions = true
;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
;; This allows users with a UserLevel of 200 or more to assume god
;; powers in the regions in this simulator.
; allow_grid_gods = false
;; This allows some control over permissions
;; please note that this still doesn't duplicate SL, and is not intended to
;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
;; Allow region owners to assume god powers in their regions
; region_owner_is_god = true
;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
;; Allow region managers to assume god powers in regions they manage
; region_manager_is_god = false
;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
;; Allow parcel owners to assume god powers in their parcels
; parcel_owner_is_god = true
;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
;; More control over permissions
;; This is definitely not SL!
;; Provides a simple control for land owners to give build rights to
;; specific avatars in publicly accessible parcels that disallow object
;; creation in general.
;; Owners specific avatars by adding them to the Access List of the parcel
;; without having to use the Groups feature
; simple_build_permissions = false
[Estates]
; If these values are commented out then the user will be asked for estate details when required (this is the normal case).

View File

@ -230,54 +230,6 @@
;physics = modified_BulletX
;physics = BulletSim
; ##
; ## PERMISSIONS
; ##
;permissionmodules = "DefaultPermissionsModule"
; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
; any item, etc. This may not yet be implemented uniformally.
; If set to true, then all permissions checks are carried out
; Default is true
serverside_object_permissions = true
allow_grid_gods = false
; This allows somne control over permissions
; please note that this still doesn't duplicate SL, and is not intended to
;region_owner_is_god = true
;region_manager_is_god = false
;parcel_owner_is_god = true
; Control user types that are allowed to create new scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can create scripts (subject to normal permissions)
; gods - only administrators can create scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_creators = all
; Control user types that are allowed to edit (save) scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can edit scripts (subject to normal permissions)
; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_editors = all
; Provides a simple control for land owners to give build rights to specific avatars
; in publicly accessible parcels that disallow object creation in general.
; Owners specific avatars by adding them to the Access List of the parcel
; without having to use the Groups feature
; Disabled by default
; simple_build_permissions = False
; Minimum user level required to upload assets
;LevelUpload = 0
; ##
; ## SCRIPT ENGINE
; ##
@ -344,6 +296,55 @@
; Use terrain texture for maptiles if true, use shaded green if false
TextureOnMapTile = true
[Permissions]
; ##
; ## PERMISSIONS
; ##
;permissionmodules = "DefaultPermissionsModule"
; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
; any item, etc. This may not yet be implemented uniformally.
; If set to true, then all permissions checks are carried out
; Default is true
serverside_object_permissions = true
allow_grid_gods = false
; This allows somne control over permissions
; please note that this still doesn't duplicate SL, and is not intended to
;region_owner_is_god = true
;region_manager_is_god = false
;parcel_owner_is_god = true
; Control user types that are allowed to create new scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can create scripts (subject to normal permissions)
; gods - only administrators can create scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_creators = all
; Control user types that are allowed to edit (save) scripts
; Only enforced if serviceside_object_permissions is true
;
; Current possible values are
; all - anyone can edit scripts (subject to normal permissions)
; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
; Default value is all
; allowed_script_editors = all
; Provides a simple control for land owners to give build rights to specific avatars
; in publicly accessible parcels that disallow object creation in general.
; Owners specific avatars by adding them to the Access List of the parcel
; without having to use the Groups feature
; Disabled by default
; simple_build_permissions = False
; Minimum user level required to upload assets
;LevelUpload = 0
[RegionReady]
; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled