* Disabled TCP Remoting Channel Security for InterRegion communication, as it appears we are not implementing this correctly. (need to set up certificates first)

* Documented ACL class
afrisby
Adam Frisby 2007-10-21 22:15:41 +00:00
parent 61397a3410
commit 7f2ec02802
3 changed files with 585 additions and 550 deletions

View File

@ -1,223 +1,257 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.Framework.PolicyManager
{
#region ACL Core Class
/// <summary>
/// Access Control List Engine
/// </summary>
public class ACL
{
Dictionary<string, Role> Roles = new Dictionary<string, Role>();
Dictionary<string, Resource> Resources = new Dictionary<string, Resource>();
public ACL AddRole(Role role)
{
if (Roles.ContainsKey(role.Name))
throw new AlreadyContainsRoleException(role);
Roles.Add(role.Name, role);
return this;
}
public ACL AddResource(Resource resource)
{
Resources.Add(resource.Name, resource);
return this;
}
public Permission HasPermission(string role, string resource)
{
if (!Roles.ContainsKey(role))
throw new KeyNotFoundException();
if (!Resources.ContainsKey(resource))
throw new KeyNotFoundException();
return Roles[role].RequestPermission(resource);
}
public ACL GrantPermission(string role, string resource)
{
if (!Roles.ContainsKey(role))
throw new KeyNotFoundException();
if (!Resources.ContainsKey(resource))
throw new KeyNotFoundException();
Roles[role].GivePermission(resource, Permission.Allow);
return this;
}
public ACL DenyPermission(string role, string resource)
{
if (!Roles.ContainsKey(role))
throw new KeyNotFoundException();
if (!Resources.ContainsKey(resource))
throw new KeyNotFoundException();
Roles[role].GivePermission(resource, Permission.Deny);
return this;
}
public ACL ResetPermission(string role, string resource)
{
if (!Roles.ContainsKey(role))
throw new KeyNotFoundException();
if (!Resources.ContainsKey(resource))
throw new KeyNotFoundException();
Roles[role].GivePermission(resource, Permission.None);
return this;
}
}
#endregion
#region Exceptions
/// <summary>
/// Thrown when an ACL attempts to add a duplicate role.
/// </summary>
public class AlreadyContainsRoleException : Exception
{
protected Role m_role;
public Role ErrorRole
{
get { return m_role; }
}
public AlreadyContainsRoleException(Role role)
{
m_role = role;
}
public override string ToString()
{
return "This ACL already contains a role called '" + m_role.Name + "'.";
}
}
#endregion
#region Roles and Resources
/// <summary>
/// Does this Role have permission to access a specified Resource?
/// </summary>
public enum Permission { Deny, None, Allow };
/// <summary>
/// A role class, for use with Users or Groups
/// </summary>
public class Role
{
private string m_name;
private Role[] m_parents;
private Dictionary<string, Permission> m_resources = new Dictionary<string, Permission>();
public string Name
{
get { return m_name; }
}
public Permission RequestPermission(string resource)
{
return RequestPermission(resource, Permission.None);
}
public Permission RequestPermission(string resource, Permission current)
{
// Deny permissions always override any others
if (current == Permission.Deny)
return current;
Permission temp = Permission.None;
// Pickup non-None permissions
if (m_resources.ContainsKey(resource) && m_resources[resource] != Permission.None)
temp = m_resources[resource];
if (m_parents != null)
{
foreach (Role parent in m_parents)
{
temp = parent.RequestPermission(resource, temp);
}
}
return temp;
}
public void GivePermission(string resource, Permission perm)
{
m_resources[resource] = perm;
}
public Role(string name)
{
m_name = name;
m_parents = null;
}
public Role(string name, Role[] parents)
{
m_name = name;
m_parents = parents;
}
}
public class Resource
{
private string m_name;
public string Name
{
get { return m_name; }
}
public Resource(string name)
{
m_name = name;
}
}
#endregion
#region Tests
class ACLTester
{
public ACLTester()
{
ACL acl = new ACL();
Role Guests = new Role("Guests");
acl.AddRole(Guests);
Role[] parents = new Role[0];
parents[0] = Guests;
Role JoeGuest = new Role("JoeGuest", parents);
acl.AddRole(JoeGuest);
Resource CanBuild = new Resource("CanBuild");
acl.AddResource(CanBuild);
acl.GrantPermission("Guests", "CanBuild");
acl.HasPermission("JoeGuest", "CanBuild");
}
}
#endregion
}
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.Framework.PolicyManager
{
// ACL Class
// Modelled after the structure of the Zend ACL Framework Library
// with one key difference - the tree will search for all matching
// permissions rather than just the first. Deny permissions will
// override all others.
#region ACL Core Class
/// <summary>
/// Access Control List Engine
/// </summary>
public class ACL
{
Dictionary<string, Role> Roles = new Dictionary<string, Role>();
Dictionary<string, Resource> Resources = new Dictionary<string, Resource>();
public ACL AddRole(Role role)
{
if (Roles.ContainsKey(role.Name))
throw new AlreadyContainsRoleException(role);
Roles.Add(role.Name, role);
return this;
}
public ACL AddResource(Resource resource)
{
Resources.Add(resource.Name, resource);
return this;
}
public Permission HasPermission(string role, string resource)
{
if (!Roles.ContainsKey(role))
throw new KeyNotFoundException();
if (!Resources.ContainsKey(resource))
throw new KeyNotFoundException();
return Roles[role].RequestPermission(resource);
}
public ACL GrantPermission(string role, string resource)
{
if (!Roles.ContainsKey(role))
throw new KeyNotFoundException();
if (!Resources.ContainsKey(resource))
throw new KeyNotFoundException();
Roles[role].GivePermission(resource, Permission.Allow);
return this;
}
public ACL DenyPermission(string role, string resource)
{
if (!Roles.ContainsKey(role))
throw new KeyNotFoundException();
if (!Resources.ContainsKey(resource))
throw new KeyNotFoundException();
Roles[role].GivePermission(resource, Permission.Deny);
return this;
}
public ACL ResetPermission(string role, string resource)
{
if (!Roles.ContainsKey(role))
throw new KeyNotFoundException();
if (!Resources.ContainsKey(resource))
throw new KeyNotFoundException();
Roles[role].GivePermission(resource, Permission.None);
return this;
}
}
#endregion
#region Exceptions
/// <summary>
/// Thrown when an ACL attempts to add a duplicate role.
/// </summary>
public class AlreadyContainsRoleException : Exception
{
protected Role m_role;
public Role ErrorRole
{
get { return m_role; }
}
public AlreadyContainsRoleException(Role role)
{
m_role = role;
}
public override string ToString()
{
return "This ACL already contains a role called '" + m_role.Name + "'.";
}
}
#endregion
#region Roles and Resources
/// <summary>
/// Does this Role have permission to access a specified Resource?
/// </summary>
public enum Permission { Deny, None, Allow };
/// <summary>
/// A role class, for use with Users or Groups
/// </summary>
public class Role
{
private string m_name;
private Role[] m_parents;
private Dictionary<string, Permission> m_resources = new Dictionary<string, Permission>();
public string Name
{
get { return m_name; }
}
public Permission RequestPermission(string resource)
{
return RequestPermission(resource, Permission.None);
}
public Permission RequestPermission(string resource, Permission current)
{
// Deny permissions always override any others
if (current == Permission.Deny)
return current;
Permission temp = Permission.None;
// Pickup non-None permissions
if (m_resources.ContainsKey(resource) && m_resources[resource] != Permission.None)
temp = m_resources[resource];
if (m_parents != null)
{
foreach (Role parent in m_parents)
{
temp = parent.RequestPermission(resource, temp);
}
}
return temp;
}
public void GivePermission(string resource, Permission perm)
{
m_resources[resource] = perm;
}
public Role(string name)
{
m_name = name;
m_parents = null;
}
public Role(string name, Role[] parents)
{
m_name = name;
m_parents = parents;
}
}
public class Resource
{
private string m_name;
public string Name
{
get { return m_name; }
}
public Resource(string name)
{
m_name = name;
}
}
#endregion
#region Tests
class ACLTester
{
public ACLTester()
{
ACL acl = new ACL();
Role Guests = new Role("Guests");
acl.AddRole(Guests);
Role[] parents = new Role[0];
parents[0] = Guests;
Role JoeGuest = new Role("JoeGuest", parents);
acl.AddRole(JoeGuest);
Resource CanBuild = new Resource("CanBuild");
acl.AddResource(CanBuild);
acl.GrantPermission("Guests", "CanBuild");
acl.HasPermission("JoeGuest", "CanBuild");
}
}
#endregion
}

View File

@ -327,7 +327,7 @@ namespace OpenSim.Region.Communications.OGS1
private void StartRemoting()
{
TcpChannel ch = new TcpChannel(this.serversInfo.RemotingListenerPort);
ChannelServices.RegisterChannel(ch, true);
ChannelServices.RegisterChannel(ch, false); // Disabled security as Mono doesnt support this.
WellKnownServiceTypeEntry wellType = new WellKnownServiceTypeEntry(typeof(OGS1InterRegionRemoting), "InterRegions", WellKnownObjectMode.Singleton);
RemotingConfiguration.RegisterWellKnownServiceType(wellType);

View File

@ -1,327 +1,328 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using libsecondlife;
using OpenSim.Region.Environment.LandManagement;
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using libsecondlife;
using OpenSim.Region.Environment.LandManagement;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment
{
public class PermissionManager
{
protected Scene m_scene;
// Bypasses the permissions engine (always returns OK)
// disable in any production environment
// TODO: Change this to false when permissions are a desired default
// TODO: Move to configuration option.
private bool m_bypassPermissions = true;
public bool BypassPermissions
{
get { return m_bypassPermissions; }
set { m_bypassPermissions = value; }
}
public PermissionManager(Scene scene)
{
m_scene = scene;
}
protected virtual void SendPermissionError(LLUUID user, string reason)
{
m_scene.EventManager.TriggerPermissionError(user, reason);
}
protected virtual bool IsAdministrator(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
protected virtual bool IsEstateManager(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return false;
}
protected virtual bool IsGridUser(LLUUID user)
{
return true;
}
protected virtual bool IsGuest(LLUUID user)
{
return false;
}
public virtual bool CanRezObject(LLUUID user, LLVector3 position)
{
bool permission = false;
string reason = "Insufficient permission";
if (IsAdministrator(user))
{
permission = true;
}
else
{
reason = "Not an administrator";
}
if (GenericParcelPermission(user, position))
{
permission = true;
}
else
{
reason = "Not the parcel owner";
}
if (!permission)
SendPermissionError(user, reason);
return permission;
}
#region Object Permissions
protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId)
{
// Default: deny
bool permission = false;
if (!m_scene.Entities.ContainsKey(objId))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objId] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup) m_scene.Entities[objId];
LLUUID taskOwner = null;
// Object owners should be able to edit their own content
if (user == taskOwner)
permission = true;
// Users should be able to edit what is over their land.
if (m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y).landData.ownerID ==
user)
permission = true;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
permission = true;
// Admin objects should not be editable by the above
if (IsAdministrator(taskOwner))
permission = false;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
permission = true;
return permission;
}
/// <summary>
/// Permissions check - can user delete an object?
/// </summary>
/// <param name="user">User attempting the delete</param>
/// <param name="obj">Target object</param>
/// <returns>Has permission?</returns>
public virtual bool CanDeRezObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanEditObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanReturnObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
#endregion
#region Communication Permissions
public virtual bool GenericCommunicationPermission(LLUUID user, LLUUID target)
{
bool permission = false;
string reason = "Only registered users may communicate with another account.";
if (IsGridUser(user))
permission = true;
if (!IsGridUser(user))
{
permission = false;
reason = "The person that you are messaging is not a registered user.";
}
if (IsAdministrator(user))
permission = true;
if (IsEstateManager(user))
permission = true;
if (!permission)
SendPermissionError(user, reason);
return permission;
}
public virtual bool CanInstantMessage(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
public virtual bool CanInventoryTransfer(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
#endregion
public virtual bool CanEditScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanRunScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanTerraform(LLUUID user, LLVector3 position)
{
bool permission = false;
// Estate override
if (GenericEstatePermission(user))
permission = true;
// Land owner can terraform too
if (GenericParcelPermission(user, m_scene.LandManager.getLandObject(position.X, position.Y)))
permission = true;
if (!permission)
SendPermissionError(user, "Not authorized to terraform at this location.");
return permission;
}
#region Estate Permissions
protected virtual bool GenericEstatePermission(LLUUID user)
{
// Default: deny
bool permission = false;
// Estate admins should be able to use estate tools
if (IsEstateManager(user))
permission = true;
// Administrators always have permission
if (IsAdministrator(user))
permission = true;
return permission;
}
public virtual bool CanEditEstateTerrain(LLUUID user)
{
return GenericEstatePermission(user);
}
#endregion
#region Parcel Permissions
protected virtual bool GenericParcelPermission(LLUUID user, Land parcel)
{
bool permission = false;
if (parcel.landData.ownerID == user)
permission = true;
if (parcel.landData.isGroupOwned)
{
// TODO: Need to do some extra checks here. Requires group code.
}
if (IsEstateManager(user))
permission = true;
if (IsAdministrator(user))
permission = true;
return permission;
}
protected virtual bool GenericParcelPermission(LLUUID user, LLVector3 pos)
{
return GenericParcelPermission(user, m_scene.LandManager.getLandObject(pos.X, pos.Y));
}
public virtual bool CanEditParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanSellParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanAbandonParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
#endregion
}
}
using OpenSim.Framework.PolicyManager;
namespace OpenSim.Region.Environment
{
public class PermissionManager
{
protected Scene m_scene;
// Bypasses the permissions engine (always returns OK)
// disable in any production environment
// TODO: Change this to false when permissions are a desired default
// TODO: Move to configuration option.
private bool m_bypassPermissions = true;
public bool BypassPermissions
{
get { return m_bypassPermissions; }
set { m_bypassPermissions = value; }
}
public PermissionManager(Scene scene)
{
m_scene = scene;
}
protected virtual void SendPermissionError(LLUUID user, string reason)
{
m_scene.EventManager.TriggerPermissionError(user, reason);
}
protected virtual bool IsAdministrator(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
protected virtual bool IsEstateManager(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return false;
}
protected virtual bool IsGridUser(LLUUID user)
{
return true;
}
protected virtual bool IsGuest(LLUUID user)
{
return false;
}
public virtual bool CanRezObject(LLUUID user, LLVector3 position)
{
bool permission = false;
string reason = "Insufficient permission";
if (IsAdministrator(user))
{
permission = true;
}
else
{
reason = "Not an administrator";
}
if (GenericParcelPermission(user, position))
{
permission = true;
}
else
{
reason = "Not the parcel owner";
}
if (!permission)
SendPermissionError(user, reason);
return permission;
}
#region Object Permissions
protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId)
{
// Default: deny
bool permission = false;
if (!m_scene.Entities.ContainsKey(objId))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objId] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup) m_scene.Entities[objId];
LLUUID taskOwner = null;
// Object owners should be able to edit their own content
if (user == taskOwner)
permission = true;
// Users should be able to edit what is over their land.
if (m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y).landData.ownerID ==
user)
permission = true;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
permission = true;
// Admin objects should not be editable by the above
if (IsAdministrator(taskOwner))
permission = false;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
permission = true;
return permission;
}
/// <summary>
/// Permissions check - can user delete an object?
/// </summary>
/// <param name="user">User attempting the delete</param>
/// <param name="obj">Target object</param>
/// <returns>Has permission?</returns>
public virtual bool CanDeRezObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanEditObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanReturnObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
#endregion
#region Communication Permissions
public virtual bool GenericCommunicationPermission(LLUUID user, LLUUID target)
{
bool permission = false;
string reason = "Only registered users may communicate with another account.";
if (IsGridUser(user))
permission = true;
if (!IsGridUser(user))
{
permission = false;
reason = "The person that you are messaging is not a registered user.";
}
if (IsAdministrator(user))
permission = true;
if (IsEstateManager(user))
permission = true;
if (!permission)
SendPermissionError(user, reason);
return permission;
}
public virtual bool CanInstantMessage(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
public virtual bool CanInventoryTransfer(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
#endregion
public virtual bool CanEditScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanRunScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanTerraform(LLUUID user, LLVector3 position)
{
bool permission = false;
// Estate override
if (GenericEstatePermission(user))
permission = true;
// Land owner can terraform too
if (GenericParcelPermission(user, m_scene.LandManager.getLandObject(position.X, position.Y)))
permission = true;
if (!permission)
SendPermissionError(user, "Not authorized to terraform at this location.");
return permission;
}
#region Estate Permissions
protected virtual bool GenericEstatePermission(LLUUID user)
{
// Default: deny
bool permission = false;
// Estate admins should be able to use estate tools
if (IsEstateManager(user))
permission = true;
// Administrators always have permission
if (IsAdministrator(user))
permission = true;
return permission;
}
public virtual bool CanEditEstateTerrain(LLUUID user)
{
return GenericEstatePermission(user);
}
#endregion
#region Parcel Permissions
protected virtual bool GenericParcelPermission(LLUUID user, Land parcel)
{
bool permission = false;
if (parcel.landData.ownerID == user)
permission = true;
if (parcel.landData.isGroupOwned)
{
// TODO: Need to do some extra checks here. Requires group code.
}
if (IsEstateManager(user))
permission = true;
if (IsAdministrator(user))
permission = true;
return permission;
}
protected virtual bool GenericParcelPermission(LLUUID user, LLVector3 pos)
{
return GenericParcelPermission(user, m_scene.LandManager.getLandObject(pos.X, pos.Y));
}
public virtual bool CanEditParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanSellParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanAbandonParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
#endregion
}
}