nice catch by chi11ken that I was setting the wrong property
parent
6acaabefc3
commit
c5ea70bf93
|
@ -1,257 +1,257 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* 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.
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||||
* * 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.
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||||
*
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||||
* 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
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||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenSim.Framework.PolicyManager
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{
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// ACL Class
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// Modelled after the structure of the Zend ACL Framework Library
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// with one key difference - the tree will search for all matching
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// permissions rather than just the first. Deny permissions will
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// override all others.
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#region ACL Core Class
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/// <summary>
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/// Access Control List Engine
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/// </summary>
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public class ACL
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{
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Dictionary<string, Role> Roles = new Dictionary<string, Role>();
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Dictionary<string, Resource> Resources = new Dictionary<string, Resource>();
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public ACL AddRole(Role role)
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{
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if (Roles.ContainsKey(role.Name))
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throw new AlreadyContainsRoleException(role);
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Roles.Add(role.Name, role);
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return this;
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}
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public ACL AddResource(Resource resource)
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{
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Resources.Add(resource.Name, resource);
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return this;
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}
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public Permission HasPermission(string role, string resource)
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{
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if (!Roles.ContainsKey(role))
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throw new KeyNotFoundException();
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if (!Resources.ContainsKey(resource))
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throw new KeyNotFoundException();
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return Roles[role].RequestPermission(resource);
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}
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public ACL GrantPermission(string role, string resource)
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{
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if (!Roles.ContainsKey(role))
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throw new KeyNotFoundException();
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if (!Resources.ContainsKey(resource))
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throw new KeyNotFoundException();
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Roles[role].GivePermission(resource, Permission.Allow);
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return this;
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}
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public ACL DenyPermission(string role, string resource)
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{
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if (!Roles.ContainsKey(role))
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throw new KeyNotFoundException();
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if (!Resources.ContainsKey(resource))
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throw new KeyNotFoundException();
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Roles[role].GivePermission(resource, Permission.Deny);
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return this;
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}
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public ACL ResetPermission(string role, string resource)
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{
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if (!Roles.ContainsKey(role))
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throw new KeyNotFoundException();
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if (!Resources.ContainsKey(resource))
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throw new KeyNotFoundException();
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Roles[role].GivePermission(resource, Permission.None);
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return this;
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}
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}
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#endregion
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#region Exceptions
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/// <summary>
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/// Thrown when an ACL attempts to add a duplicate role.
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/// </summary>
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public class AlreadyContainsRoleException : Exception
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{
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protected Role m_role;
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public Role ErrorRole
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{
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get { return m_role; }
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}
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public AlreadyContainsRoleException(Role role)
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{
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m_role = role;
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}
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public override string ToString()
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{
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return "This ACL already contains a role called '" + m_role.Name + "'.";
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}
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}
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#endregion
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#region Roles and Resources
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/// <summary>
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/// Does this Role have permission to access a specified Resource?
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/// </summary>
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public enum Permission { Deny, None, Allow };
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/// <summary>
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/// A role class, for use with Users or Groups
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/// </summary>
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public class Role
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{
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private string m_name;
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private Role[] m_parents;
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private Dictionary<string, Permission> m_resources = new Dictionary<string, Permission>();
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public string Name
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{
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get { return m_name; }
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}
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public Permission RequestPermission(string resource)
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{
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return RequestPermission(resource, Permission.None);
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}
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public Permission RequestPermission(string resource, Permission current)
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{
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// Deny permissions always override any others
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if (current == Permission.Deny)
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return current;
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Permission temp = Permission.None;
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// Pickup non-None permissions
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if (m_resources.ContainsKey(resource) && m_resources[resource] != Permission.None)
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temp = m_resources[resource];
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if (m_parents != null)
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{
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foreach (Role parent in m_parents)
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{
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temp = parent.RequestPermission(resource, temp);
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}
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}
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return temp;
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}
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public void GivePermission(string resource, Permission perm)
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{
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m_resources[resource] = perm;
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}
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public Role(string name)
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{
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m_name = name;
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m_parents = null;
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}
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public Role(string name, Role[] parents)
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{
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m_name = name;
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m_parents = parents;
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}
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}
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public class Resource
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{
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private string m_name;
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public string Name
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{
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get { return m_name; }
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}
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public Resource(string name)
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{
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m_name = name;
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}
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}
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#endregion
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#region Tests
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class ACLTester
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{
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public ACLTester()
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{
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ACL acl = new ACL();
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Role Guests = new Role("Guests");
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acl.AddRole(Guests);
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Role[] parents = new Role[0];
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parents[0] = Guests;
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Role JoeGuest = new Role("JoeGuest", parents);
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acl.AddRole(JoeGuest);
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Resource CanBuild = new Resource("CanBuild");
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acl.AddResource(CanBuild);
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acl.GrantPermission("Guests", "CanBuild");
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acl.HasPermission("JoeGuest", "CanBuild");
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}
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}
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#endregion
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}
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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||||
* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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||||
* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
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||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenSim.Framework.PolicyManager
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{
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// ACL Class
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// Modelled after the structure of the Zend ACL Framework Library
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// with one key difference - the tree will search for all matching
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// permissions rather than just the first. Deny permissions will
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// override all others.
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#region ACL Core Class
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/// <summary>
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/// Access Control List Engine
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/// </summary>
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public class ACL
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{
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Dictionary<string, Role> Roles = new Dictionary<string, Role>();
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Dictionary<string, Resource> Resources = new Dictionary<string, Resource>();
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public ACL AddRole(Role role)
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{
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if (Roles.ContainsKey(role.Name))
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throw new AlreadyContainsRoleException(role);
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Roles.Add(role.Name, role);
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return this;
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}
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public ACL AddResource(Resource resource)
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{
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Resources.Add(resource.Name, resource);
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return this;
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}
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public Permission HasPermission(string role, string resource)
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{
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if (!Roles.ContainsKey(role))
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throw new KeyNotFoundException();
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if (!Resources.ContainsKey(resource))
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throw new KeyNotFoundException();
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return Roles[role].RequestPermission(resource);
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}
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public ACL GrantPermission(string role, string resource)
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{
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if (!Roles.ContainsKey(role))
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throw new KeyNotFoundException();
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if (!Resources.ContainsKey(resource))
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throw new KeyNotFoundException();
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Roles[role].GivePermission(resource, Permission.Allow);
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return this;
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}
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public ACL DenyPermission(string role, string resource)
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{
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if (!Roles.ContainsKey(role))
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throw new KeyNotFoundException();
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if (!Resources.ContainsKey(resource))
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throw new KeyNotFoundException();
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Roles[role].GivePermission(resource, Permission.Deny);
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return this;
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}
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public ACL ResetPermission(string role, string resource)
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{
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if (!Roles.ContainsKey(role))
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throw new KeyNotFoundException();
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if (!Resources.ContainsKey(resource))
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throw new KeyNotFoundException();
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Roles[role].GivePermission(resource, Permission.None);
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return this;
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}
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}
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#endregion
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#region Exceptions
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/// <summary>
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/// Thrown when an ACL attempts to add a duplicate role.
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/// </summary>
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public class AlreadyContainsRoleException : Exception
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{
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protected Role m_role;
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public Role ErrorRole
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{
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get { return m_role; }
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}
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public AlreadyContainsRoleException(Role role)
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{
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m_role = role;
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}
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public override string ToString()
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{
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return "This ACL already contains a role called '" + m_role.Name + "'.";
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}
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}
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#endregion
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#region Roles and Resources
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/// <summary>
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/// Does this Role have permission to access a specified Resource?
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/// </summary>
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public enum Permission { Deny, None, Allow };
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/// <summary>
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/// A role class, for use with Users or Groups
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/// </summary>
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public class Role
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{
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private string m_name;
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private Role[] m_parents;
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private Dictionary<string, Permission> m_resources = new Dictionary<string, Permission>();
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public string Name
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{
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get { return m_name; }
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}
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public Permission RequestPermission(string resource)
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{
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return RequestPermission(resource, Permission.None);
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}
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public Permission RequestPermission(string resource, Permission current)
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{
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// Deny permissions always override any others
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if (current == Permission.Deny)
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return current;
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Permission temp = Permission.None;
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// Pickup non-None permissions
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if (m_resources.ContainsKey(resource) && m_resources[resource] != Permission.None)
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temp = m_resources[resource];
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if (m_parents != null)
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{
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foreach (Role parent in m_parents)
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{
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temp = parent.RequestPermission(resource, temp);
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}
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}
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return temp;
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}
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public void GivePermission(string resource, Permission perm)
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{
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m_resources[resource] = perm;
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}
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public Role(string name)
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{
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m_name = name;
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m_parents = null;
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}
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public Role(string name, Role[] parents)
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{
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m_name = name;
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m_parents = parents;
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}
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}
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public class Resource
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{
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private string m_name;
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|
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public string Name
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{
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get { return m_name; }
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}
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|
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public Resource(string name)
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{
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m_name = name;
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}
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}
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#endregion
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#region Tests
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||||
|
||||
class ACLTester
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{
|
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public ACLTester()
|
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{
|
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ACL acl = new ACL();
|
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|
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Role Guests = new Role("Guests");
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acl.AddRole(Guests);
|
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|
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Role[] parents = new Role[0];
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parents[0] = Guests;
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Role JoeGuest = new Role("JoeGuest", parents);
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acl.AddRole(JoeGuest);
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Resource CanBuild = new Resource("CanBuild");
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acl.AddResource(CanBuild);
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acl.GrantPermission("Guests", "CanBuild");
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acl.HasPermission("JoeGuest", "CanBuild");
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}
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}
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#endregion
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}
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|
|
|
@ -137,7 +137,7 @@ namespace OpenSim.Region.Communications.Local
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_login.Agent = response.AgentID;
|
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_login.Session = response.SessionID;
|
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_login.SecureSession = response.SecureSessionID;
|
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_login.CircuitCode = (uint)response.CircuitCode;
|
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_login.CircuitCode = (uint)response.CircuitCode;
|
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_login.StartPos = new LLVector3(128, 128, 70);
|
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_login.CapsPath = capsPath;
|
||||
|
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|
|
|
@ -1,214 +1,214 @@
|
|||
/*
|
||||
* 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.IO;
|
||||
using System.Reflection;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Region.Environment.Interfaces;
|
||||
using OpenSim.Region.Environment.Modules;
|
||||
using OpenSim.Region.Environment.Scenes;
|
||||
using Nini.Config;
|
||||
|
||||
namespace OpenSim.Region.Environment
|
||||
{
|
||||
public class ModuleLoader
|
||||
{
|
||||
public Dictionary<string, Assembly> LoadedAssemblys = new Dictionary<string, Assembly>();
|
||||
|
||||
public List<IRegionModule> LoadedModules = new List<IRegionModule>();
|
||||
public Dictionary<string, IRegionModule> LoadedSharedModules = new Dictionary<string, IRegionModule>();
|
||||
private readonly LogBase m_log;
|
||||
private IConfigSource m_config;
|
||||
|
||||
public ModuleLoader(LogBase log, IConfigSource config)
|
||||
{
|
||||
m_log = log;
|
||||
m_config = config;
|
||||
}
|
||||
|
||||
public void PickupModules(Scene scene, string moduleDir)
|
||||
{
|
||||
DirectoryInfo dir = new DirectoryInfo(moduleDir);
|
||||
|
||||
foreach (FileInfo fileInfo in dir.GetFiles("*.dll"))
|
||||
{
|
||||
LoadRegionModules(fileInfo.FullName, scene);
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadDefaultSharedModules()
|
||||
{
|
||||
DynamicTextureModule dynamicModule = new DynamicTextureModule();
|
||||
LoadedSharedModules.Add(dynamicModule.Name, dynamicModule);
|
||||
ChatModule chat = new ChatModule();
|
||||
LoadedSharedModules.Add(chat.Name, chat);
|
||||
InstantMessageModule imMod = new InstantMessageModule();
|
||||
LoadedSharedModules.Add(imMod.Name, imMod);
|
||||
LoadImageURLModule loadMod = new LoadImageURLModule();
|
||||
LoadedSharedModules.Add(loadMod.Name, loadMod);
|
||||
}
|
||||
|
||||
public void InitialiseSharedModules(Scene scene)
|
||||
{
|
||||
foreach (IRegionModule module in LoadedSharedModules.Values)
|
||||
{
|
||||
module.Initialise(scene, m_config);
|
||||
scene.AddModule(module.Name, module); //should be doing this?
|
||||
}
|
||||
}
|
||||
|
||||
public void InitializeModule(IRegionModule module, Scene scene)
|
||||
{
|
||||
module.Initialise(scene, m_config);
|
||||
scene.AddModule(module.Name, module);
|
||||
LoadedModules.Add(module);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads/initialises a Module instance that can be used by mutliple Regions
|
||||
/// </summary>
|
||||
/// <param name="dllName"></param>
|
||||
/// <param name="moduleName"></param>
|
||||
/// <param name="scene"></param>
|
||||
public void LoadSharedModule(string dllName, string moduleName)
|
||||
{
|
||||
IRegionModule module = LoadModule(dllName, moduleName);
|
||||
if (module != null)
|
||||
{
|
||||
LoadedSharedModules.Add(module.Name, module);
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadRegionModules(string dllName, Scene scene)
|
||||
{
|
||||
IRegionModule[] modules = LoadModules(dllName);
|
||||
|
||||
if (modules.Length > 0)
|
||||
{
|
||||
m_log.Verbose("MODULES", "Found Module Library [{0}]", dllName );
|
||||
foreach (IRegionModule module in modules)
|
||||
{
|
||||
if (!module.IsSharedModule)
|
||||
{
|
||||
m_log.Verbose("MODULES", " [{0}]: Initializing.", module.Name);
|
||||
InitializeModule(module, scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadRegionModule(string dllName, string moduleName, Scene scene)
|
||||
{
|
||||
IRegionModule module = LoadModule(dllName, moduleName);
|
||||
if (module != null)
|
||||
{
|
||||
InitializeModule(module, scene);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads a external Module (if not already loaded) and creates a new instance of it.
|
||||
/// </summary>
|
||||
/// <param name="dllName"></param>
|
||||
/// <param name="moduleName"></param>
|
||||
/// <param name="scene"></param>
|
||||
public IRegionModule LoadModule(string dllName, string moduleName)
|
||||
{
|
||||
IRegionModule[] modules = LoadModules(dllName);
|
||||
|
||||
foreach (IRegionModule module in modules)
|
||||
{
|
||||
if ((module != null) && (module.Name == moduleName))
|
||||
{
|
||||
return module;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public IRegionModule[] LoadModules(string dllName)
|
||||
{
|
||||
List<IRegionModule> modules = new List<IRegionModule>();
|
||||
|
||||
Assembly pluginAssembly;
|
||||
if (!LoadedAssemblys.TryGetValue(dllName, out pluginAssembly ))
|
||||
{
|
||||
try
|
||||
{
|
||||
pluginAssembly = Assembly.LoadFrom(dllName);
|
||||
LoadedAssemblys.Add(dllName, pluginAssembly);
|
||||
}
|
||||
catch( BadImageFormatException e )
|
||||
{
|
||||
m_log.Warn( "MODULES", "The file [{0}] is not a module assembly.", e.FileName );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (pluginAssembly != null)
|
||||
{
|
||||
foreach (Type pluginType in pluginAssembly.GetTypes())
|
||||
{
|
||||
if (pluginType.IsPublic)
|
||||
{
|
||||
if (!pluginType.IsAbstract)
|
||||
{
|
||||
if( pluginType.GetInterface("IRegionModule") != null )
|
||||
{
|
||||
modules.Add((IRegionModule) Activator.CreateInstance(pluginType));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return modules.ToArray();
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
foreach (IRegionModule module in LoadedSharedModules.Values)
|
||||
{
|
||||
module.PostInitialise();
|
||||
}
|
||||
|
||||
foreach (IRegionModule module in LoadedModules)
|
||||
{
|
||||
module.PostInitialise();
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearCache()
|
||||
{
|
||||
LoadedAssemblys.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
* 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.IO;
|
||||
using System.Reflection;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Region.Environment.Interfaces;
|
||||
using OpenSim.Region.Environment.Modules;
|
||||
using OpenSim.Region.Environment.Scenes;
|
||||
using Nini.Config;
|
||||
|
||||
namespace OpenSim.Region.Environment
|
||||
{
|
||||
public class ModuleLoader
|
||||
{
|
||||
public Dictionary<string, Assembly> LoadedAssemblys = new Dictionary<string, Assembly>();
|
||||
|
||||
public List<IRegionModule> LoadedModules = new List<IRegionModule>();
|
||||
public Dictionary<string, IRegionModule> LoadedSharedModules = new Dictionary<string, IRegionModule>();
|
||||
private readonly LogBase m_log;
|
||||
private IConfigSource m_config;
|
||||
|
||||
public ModuleLoader(LogBase log, IConfigSource config)
|
||||
{
|
||||
m_log = log;
|
||||
m_config = config;
|
||||
}
|
||||
|
||||
public void PickupModules(Scene scene, string moduleDir)
|
||||
{
|
||||
DirectoryInfo dir = new DirectoryInfo(moduleDir);
|
||||
|
||||
foreach (FileInfo fileInfo in dir.GetFiles("*.dll"))
|
||||
{
|
||||
LoadRegionModules(fileInfo.FullName, scene);
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadDefaultSharedModules()
|
||||
{
|
||||
DynamicTextureModule dynamicModule = new DynamicTextureModule();
|
||||
LoadedSharedModules.Add(dynamicModule.Name, dynamicModule);
|
||||
ChatModule chat = new ChatModule();
|
||||
LoadedSharedModules.Add(chat.Name, chat);
|
||||
InstantMessageModule imMod = new InstantMessageModule();
|
||||
LoadedSharedModules.Add(imMod.Name, imMod);
|
||||
LoadImageURLModule loadMod = new LoadImageURLModule();
|
||||
LoadedSharedModules.Add(loadMod.Name, loadMod);
|
||||
}
|
||||
|
||||
public void InitialiseSharedModules(Scene scene)
|
||||
{
|
||||
foreach (IRegionModule module in LoadedSharedModules.Values)
|
||||
{
|
||||
module.Initialise(scene, m_config);
|
||||
scene.AddModule(module.Name, module); //should be doing this?
|
||||
}
|
||||
}
|
||||
|
||||
public void InitializeModule(IRegionModule module, Scene scene)
|
||||
{
|
||||
module.Initialise(scene, m_config);
|
||||
scene.AddModule(module.Name, module);
|
||||
LoadedModules.Add(module);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads/initialises a Module instance that can be used by mutliple Regions
|
||||
/// </summary>
|
||||
/// <param name="dllName"></param>
|
||||
/// <param name="moduleName"></param>
|
||||
/// <param name="scene"></param>
|
||||
public void LoadSharedModule(string dllName, string moduleName)
|
||||
{
|
||||
IRegionModule module = LoadModule(dllName, moduleName);
|
||||
if (module != null)
|
||||
{
|
||||
LoadedSharedModules.Add(module.Name, module);
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadRegionModules(string dllName, Scene scene)
|
||||
{
|
||||
IRegionModule[] modules = LoadModules(dllName);
|
||||
|
||||
if (modules.Length > 0)
|
||||
{
|
||||
m_log.Verbose("MODULES", "Found Module Library [{0}]", dllName );
|
||||
foreach (IRegionModule module in modules)
|
||||
{
|
||||
if (!module.IsSharedModule)
|
||||
{
|
||||
m_log.Verbose("MODULES", " [{0}]: Initializing.", module.Name);
|
||||
InitializeModule(module, scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void LoadRegionModule(string dllName, string moduleName, Scene scene)
|
||||
{
|
||||
IRegionModule module = LoadModule(dllName, moduleName);
|
||||
if (module != null)
|
||||
{
|
||||
InitializeModule(module, scene);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads a external Module (if not already loaded) and creates a new instance of it.
|
||||
/// </summary>
|
||||
/// <param name="dllName"></param>
|
||||
/// <param name="moduleName"></param>
|
||||
/// <param name="scene"></param>
|
||||
public IRegionModule LoadModule(string dllName, string moduleName)
|
||||
{
|
||||
IRegionModule[] modules = LoadModules(dllName);
|
||||
|
||||
foreach (IRegionModule module in modules)
|
||||
{
|
||||
if ((module != null) && (module.Name == moduleName))
|
||||
{
|
||||
return module;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public IRegionModule[] LoadModules(string dllName)
|
||||
{
|
||||
List<IRegionModule> modules = new List<IRegionModule>();
|
||||
|
||||
Assembly pluginAssembly;
|
||||
if (!LoadedAssemblys.TryGetValue(dllName, out pluginAssembly ))
|
||||
{
|
||||
try
|
||||
{
|
||||
pluginAssembly = Assembly.LoadFrom(dllName);
|
||||
LoadedAssemblys.Add(dllName, pluginAssembly);
|
||||
}
|
||||
catch( BadImageFormatException e )
|
||||
{
|
||||
m_log.Warn( "MODULES", "The file [{0}] is not a module assembly.", e.FileName );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (pluginAssembly != null)
|
||||
{
|
||||
foreach (Type pluginType in pluginAssembly.GetTypes())
|
||||
{
|
||||
if (pluginType.IsPublic)
|
||||
{
|
||||
if (!pluginType.IsAbstract)
|
||||
{
|
||||
if( pluginType.GetInterface("IRegionModule") != null )
|
||||
{
|
||||
modules.Add((IRegionModule) Activator.CreateInstance(pluginType));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return modules.ToArray();
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
foreach (IRegionModule module in LoadedSharedModules.Values)
|
||||
{
|
||||
module.PostInitialise();
|
||||
}
|
||||
|
||||
foreach (IRegionModule module in LoadedModules)
|
||||
{
|
||||
module.PostInitialise();
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearCache()
|
||||
{
|
||||
LoadedAssemblys.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -345,12 +345,12 @@ namespace OpenSim.Region.Environment.Modules
|
|||
foreach (Scene m_scene in m_scenes)
|
||||
{
|
||||
m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
|
||||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
{
|
||||
avatar.ControllingClient.SendChatMessage(
|
||||
Helpers.StringToField(mess), 255, pos, "IRC:",
|
||||
LLUUID.Zero);
|
||||
{
|
||||
if (!avatar.IsChildAgent)
|
||||
{
|
||||
avatar.ControllingClient.SendChatMessage(
|
||||
Helpers.StringToField(mess), 255, pos, "IRC:",
|
||||
LLUUID.Zero);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
@ -1,328 +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;
|
||||
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
|
||||
}
|
||||
}
|
||||
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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -85,16 +85,16 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
public void LoadCurrentSceneFromXml(string filename)
|
||||
{
|
||||
CurrentOrFirstScene.LoadPrimsFromXml(filename);
|
||||
}
|
||||
|
||||
public void SaveCurrentSceneToXml2(string filename)
|
||||
{
|
||||
CurrentOrFirstScene.SavePrimsToXml2(filename);
|
||||
}
|
||||
|
||||
public void LoadCurrentSceneFromXml2(string filename)
|
||||
{
|
||||
CurrentOrFirstScene.LoadPrimsFromXml2(filename);
|
||||
}
|
||||
|
||||
public void SaveCurrentSceneToXml2(string filename)
|
||||
{
|
||||
CurrentOrFirstScene.SavePrimsToXml2(filename);
|
||||
}
|
||||
|
||||
public void LoadCurrentSceneFromXml2(string filename)
|
||||
{
|
||||
CurrentOrFirstScene.LoadPrimsFromXml2(filename);
|
||||
}
|
||||
|
||||
public bool RunTerrainCmdOnCurrentScene(string[] cmdparams, ref string result)
|
||||
|
|
Loading…
Reference in New Issue