* Hook up create new object event in the permissions module

* Switch default for serverside_object_permissions from false to true - it seems more natural that we enforce permissions by default rather than not!
* Add some explanation in OpenSim.ini.example for serverside_object_permissions
0.6.1-post-fixes
Justin Clarke Casey 2008-11-14 15:36:46 +00:00
parent b43c056c5f
commit 8372880c75
3 changed files with 9 additions and 3 deletions

View File

@ -162,7 +162,6 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
m_scene.ExternalChecks.addCheckDuplicateObject(CanDuplicateObject); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckDeleteObject(CanDeleteObject); //MAYBE FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditObject(CanEditObject);//MAYBE FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditObjectInventory(CanEditObjectInventory);//MAYBE FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditParcel(CanEditParcel); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditScript(CanEditScript); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckEditNotecard(CanEditNotecard); //NOT YET IMPLEMENTED
@ -184,6 +183,8 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
m_scene.ExternalChecks.addCheckCanLinkObject(CanLinkObject); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanDelinkObject(CanDelinkObject); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanBuyLand(CanBuyLand); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanCreateObjectInventory(CanCreateObjectInventory); //NOT IMPLEMENTED HERE
m_scene.ExternalChecks.addCheckEditObjectInventory(CanEditObjectInventory);//MAYBE FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckCanCopyObjectInventory(CanCopyObjectInventory); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanDeleteObjectInventory(CanDeleteObjectInventory); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanCreateUserInventory(CanCreateUserInventory); //NOT YET IMPLEMENTED

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@ -1326,7 +1326,7 @@ namespace OpenSim.Region.Environment.Scenes
UUID itemID = itemBase.ID;
UUID copyID = UUID.Random();
if (itemID != UUID.Zero) // transferred from an avatar inventory to the prim's pinventory
if (itemID != UUID.Zero) // transferred from an avatar inventory to the prim's inventory
{
CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);

View File

@ -109,7 +109,12 @@
; ##
;permissionmodules = "DefaultPermissionsModule"
serverside_object_permissions = false
; 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 = false
; This allows somne control over permissions