Simple build permissions feature. NOTE: EXPERIMENTAL, DISABLED BY DEFAULT. Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch.
parent
a8c87bab64
commit
6146e7ef25
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@ -63,6 +63,7 @@ namespace OpenSim.Framework
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bool ContainsPoint(int x, int y);
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ILandObject Copy();
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ILandObject MemberwiseCopy();
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void SendLandUpdateToAvatarsOverMe();
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@ -70,6 +71,7 @@ namespace OpenSim.Framework
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void UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client);
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bool IsEitherBannedOrRestricted(UUID avatar);
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bool IsBannedFromLand(UUID avatar);
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bool IsAllowedInLand(UUID avatar);
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bool IsRestrictedFromLand(UUID avatar);
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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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@ -169,6 +169,11 @@ namespace OpenSim.Region.CoreModules.World.Land
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return newLand;
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}
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public ILandObject MemberwiseCopy()
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{
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return (ILandObject)this.MemberwiseClone();
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}
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static overrideParcelMaxPrimCountDelegate overrideParcelMaxPrimCount;
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static overrideSimulatorMaxPrimCountDelegate overrideSimulatorMaxPrimCount;
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@ -242,11 +247,13 @@ namespace OpenSim.Region.CoreModules.World.Land
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m_lastSeqId = seq_id;
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}
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ILandObject landToSend = this;
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m_scene.Permissions.LandObjectForClient(remote_client.AgentId, (ILandObject)this, out landToSend);
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remote_client.SendLandProperties(seq_id,
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snap_selection, request_result, this,
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(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
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GetParcelMaxPrimCount(),
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GetSimulatorMaxPrimCount(), regionFlags);
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snap_selection, request_result, landToSend,
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(float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
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GetParcelMaxPrimCount(),
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GetSimulatorMaxPrimCount(), regionFlags);
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}
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public void UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client)
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@ -475,6 +482,32 @@ namespace OpenSim.Region.CoreModules.World.Land
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return false;
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}
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public bool IsAllowedInLand(UUID avatar)
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{
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ExpireAccessList();
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if (m_scene.Permissions.IsAdministrator(avatar))
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return true;
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if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
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return true;
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if (avatar == LandData.OwnerID)
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return true;
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if (LandData.ParcelAccessList.FindIndex(
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delegate(LandAccessEntry e)
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{
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if (e.AgentID == avatar && e.Flags == AccessList.Access)
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return true;
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return false;
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}) != -1)
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{
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return true;
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}
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return false;
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}
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public void SendLandUpdateToClient(IClientAPI remote_client)
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{
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SendLandProperties(0, false, 0, remote_client);
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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_ParcelOwnerIsGod = false;
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private bool m_SimpleBuildPermissions = false;
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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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/// 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_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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= ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators);
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m_allowedScriptEditors
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@ -206,6 +210,9 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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m_scene.Permissions.OnControlPrimMedia += CanControlPrimMedia;
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m_scene.Permissions.OnInteractWithPrimMedia += CanInteractWithPrimMedia;
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if (m_SimpleBuildPermissions)
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m_scene.Permissions.OnSendLandProperties += GenerateLandProperties;
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m_scene.AddCommand("Users", this, "bypass permissions",
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"bypass permissions <true / false>",
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"Bypass permission checks",
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@ -824,6 +831,10 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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permission = true;
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}
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if (m_SimpleBuildPermissions &&
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(parcel.LandData.Flags & (uint)ParcelFlags.UseAccessList) == 0 && parcel.IsAllowedInLand(user))
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permission = true;
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return permission;
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}
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@ -1966,5 +1977,24 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return false;
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}
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private void GenerateLandProperties(UUID userID, ILandObject realLand, out ILandObject landToSend)
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{
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landToSend = realLand;
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if (m_bypassPermissions) return;
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if (m_SimpleBuildPermissions &&
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!m_scene.Permissions.IsAdministrator(userID) &&
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!realLand.LandData.OwnerID.Equals(userID) &&
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((realLand.LandData.Flags & (uint)ParcelFlags.UseAccessList) == 0 && realLand.IsAllowedInLand(userID)))
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{
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ILandObject clone = realLand.MemberwiseCopy();
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LandData ldata = realLand.LandData.Copy();
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clone.LandData = ldata;
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clone.LandData.Flags |= (uint)(ParcelFlags.AllowAPrimitiveEntry | ParcelFlags.AllowFly | ParcelFlags.AllowOtherScripts | ParcelFlags.CreateObjects);
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landToSend = clone;
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}
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}
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}
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}
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@ -90,6 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate bool TeleportHandler(UUID userID, Scene scene);
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public delegate bool ControlPrimMediaHandler(UUID userID, UUID primID, int face);
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public delegate bool InteractWithPrimMediaHandler(UUID userID, UUID primID, int face);
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public delegate void SendLandPropertiesHandler(UUID userID, ILandObject realLand, out ILandObject landToSend);
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#endregion
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public class ScenePermissions
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@ -157,6 +158,7 @@ namespace OpenSim.Region.Framework.Scenes
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public event TeleportHandler OnTeleport;
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public event ControlPrimMediaHandler OnControlPrimMedia;
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public event InteractWithPrimMediaHandler OnInteractWithPrimMedia;
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public event SendLandPropertiesHandler OnSendLandProperties;
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#endregion
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#region Object Permission Checks
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@ -1098,5 +1100,20 @@ namespace OpenSim.Region.Framework.Scenes
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}
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return true;
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}
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public void LandObjectForClient(UUID userID, ILandObject realLand, out ILandObject landToSend)
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{
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landToSend = realLand;
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SendLandPropertiesHandler handler = OnSendLandProperties;
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if (handler != null)
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{
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Delegate[] list = handler.GetInvocationList();
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foreach (SendLandPropertiesHandler h in list)
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{
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h(userID, realLand, out landToSend);
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}
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}
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}
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}
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}
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@ -194,6 +194,14 @@
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; region_manager_is_god = false
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; parcel_owner_is_god = true
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;; More control over permissions
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;; This is definitely not SL!
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; Provides a simple control for land owners to give build rights to specific avatars
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; in publicly accessible parcels that disallow object creation in general.
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; Owners specific avatars by adding them to the Access List of the parcel
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; without having to use the Groups feature
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; simple_build_permissions = false
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;; Default script engine to use. Currently, we only have XEngine
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; DefaultScriptEngine = "XEngine"
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@ -260,6 +260,13 @@
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; Default value is all
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; allowed_script_editors = all
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; Provides a simple control for land owners to give build rights to
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; publicly accessible parcels that disallow object creation in general.
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; Owners specific avatars by adding them to the Access List of the parcel
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; without having to use the Groups feature
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; Disabled by default
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; simple_build_permissions = False
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; ##
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; ## SCRIPT ENGINE
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; ##
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