Rework Diva's patch to simplify it
parent
fa30ace67d
commit
321de1f263
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@ -71,6 +71,7 @@ namespace OpenSim.Framework
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bool IsEitherBannedOrRestricted(UUID avatar);
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bool IsEitherBannedOrRestricted(UUID avatar);
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bool IsBannedFromLand(UUID avatar);
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bool IsBannedFromLand(UUID avatar);
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bool IsRestrictedFromLand(UUID avatar);
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bool IsRestrictedFromLand(UUID avatar);
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bool IsInLandAccessList(UUID avatar);
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void SendLandUpdateToClient(IClientAPI remote_client);
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void SendLandUpdateToClient(IClientAPI remote_client);
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void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client);
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void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client);
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List<LandAccessEntry> CreateAccessListArrayByFlag(AccessList flag);
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List<LandAccessEntry> CreateAccessListArrayByFlag(AccessList flag);
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@ -448,8 +448,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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public bool IsRestrictedFromLand(UUID avatar)
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public bool IsRestrictedFromLand(UUID avatar)
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{
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{
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ExpireAccessList();
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if (m_scene.Permissions.IsAdministrator(avatar))
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if (m_scene.Permissions.IsAdministrator(avatar))
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return false;
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return false;
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@ -459,8 +457,16 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (avatar == LandData.OwnerID)
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if (avatar == LandData.OwnerID)
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return false;
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return false;
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if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) > 0)
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if ((LandData.Flags & (uint) ParcelFlags.UseAccessList) == 0)
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return true;
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return (!IsInLandAccessList(avatar));
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}
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public bool IsInLandAccessList(UUID avatar)
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{
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{
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ExpireAccessList();
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if (LandData.ParcelAccessList.FindIndex(
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if (LandData.ParcelAccessList.FindIndex(
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delegate(LandAccessEntry e)
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delegate(LandAccessEntry e)
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{
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{
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@ -469,11 +475,10 @@ namespace OpenSim.Region.CoreModules.World.Land
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return false;
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return false;
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}) == -1)
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}) == -1)
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{
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{
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return true;
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}
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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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return true;
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}
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public void SendLandUpdateToClient(IClientAPI remote_client)
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public void SendLandUpdateToClient(IClientAPI remote_client)
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{
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{
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@ -95,6 +95,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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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_ParcelOwnerIsGod = false;
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private bool m_SimpleBuildPermissions = false;
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/// <value>
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/// <value>
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/// The set of users that are allowed to create scripts. This is only active if permissions are not being
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/// The set of users that are allowed to create scripts. This is only active if permissions are not being
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/// bypassed. This overrides normal permissions.
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/// bypassed. This overrides normal permissions.
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@ -140,6 +142,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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m_RegionManagerIsGod = myConfig.GetBoolean("region_manager_is_god", false);
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m_RegionManagerIsGod = myConfig.GetBoolean("region_manager_is_god", false);
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m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true);
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m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true);
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m_SimpleBuildPermissions = myConfig.GetBoolean("simple_build_permissions", false);
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m_allowedScriptCreators
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m_allowedScriptCreators
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= ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators);
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= ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators);
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m_allowedScriptEditors
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m_allowedScriptEditors
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@ -824,6 +828,10 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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permission = true;
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permission = true;
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}
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}
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if (m_SimpleBuildPermissions &&
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(parcel.LandData.Flags & (uint)ParcelFlags.UseAccessList) == 0 && parcel.IsInLandAccessList(user))
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permission = true;
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return permission;
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return permission;
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}
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}
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