add several options for NPC creation so abusive use can be reduced (restrictive by default) UNTESTED
parent
1124d14eb0
commit
feb78b2910
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@ -31,6 +31,16 @@ using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Framework.Interfaces
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{
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// option flags for NPCs
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public enum NPCOptionsFlags : int
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{
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None = 0x00, // no flags (max restriction)
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AllowNotOwned = 0x01, // allow NPCs to be created not Owned
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AllowSenseAsAvatar = 0x02, // allow NPCs to set to be sensed as Avatars
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AllowCloneOtherAvatars = 0x04, // allow NPCs to created cloning a avatar in region
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NoNPCGroup = 0x08 // NPCs will have no group title, otherwise will have "- NPC -"
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}
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/// <summary>
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/// Temporary interface. More methods to come at some point to make NPCs
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/// more object oriented rather than controlling purely through module
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@ -284,5 +294,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// agent, the agent is unowned or the agent was not an NPC.
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/// </returns>
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UUID GetOwner(UUID agentID);
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NPCOptionsFlags NPCOptionFlags {get;}
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}
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}
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@ -52,6 +52,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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private Dictionary<UUID, NPCAvatar> m_avatars =
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new Dictionary<UUID, NPCAvatar>();
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private NPCOptionsFlags m_NPCOptionFlags;
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public NPCOptionsFlags NPCOptionFlags {get {return m_NPCOptionFlags;}}
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public bool Enabled { get; private set; }
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public void Initialise(IConfigSource source)
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@ -59,6 +64,27 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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IConfig config = source.Configs["NPC"];
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Enabled = (config != null && config.GetBoolean("Enabled", false));
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m_NPCOptionFlags = NPCOptionsFlags.None;
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if(Enabled)
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{
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bool opt = false;
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opt = config.GetBoolean("AllowNotOwned", false);
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if(opt)
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m_NPCOptionFlags |= NPCOptionsFlags.AllowNotOwned;
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opt = config.GetBoolean("AllowSenseAsAvatar", false);
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if(opt)
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m_NPCOptionFlags |= NPCOptionsFlags.AllowSenseAsAvatar;
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opt = config.GetBoolean("AllowCloneOtherAvatars", false);
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if(opt)
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m_NPCOptionFlags |= NPCOptionsFlags.AllowCloneOtherAvatars;
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opt = config.GetBoolean("NoNPCGroup", false);
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if(opt)
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m_NPCOptionFlags |= NPCOptionsFlags.NoNPCGroup;
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}
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}
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public void AddRegion(Scene scene)
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@ -141,8 +141,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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internal float m_ScriptDelayFactor = 1.0f;
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internal float m_ScriptDistanceFactor = 1.0f;
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internal bool m_debuggerSafe = false;
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internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
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internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
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protected IUrlModule m_UrlModule = null;
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public void Initialize(
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@ -196,7 +195,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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default:
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break;
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}
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}
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}
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public override Object InitializeLifetimeService()
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{
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@ -2577,8 +2576,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
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m_host.AddScriptLPS(1);
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// have to get the npc module also here to set the default Not Owned
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INPCModule module = World.RequestModuleInterface<INPCModule>();
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if(module == null)
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return new LSL_Key(UUID.Zero.ToString());
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bool owned = (module.NPCOptionFlags & NPCOptionsFlags.AllowNotOwned) == 0;
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return NpcCreate(firstname, lastname, position, notecard, false, false);
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return NpcCreate(firstname, lastname, position, notecard, owned, false);
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}
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public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
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@ -2595,7 +2601,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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private LSL_Key NpcCreate(
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string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
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{
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string groupTitle = String.Empty;
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if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
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return new LSL_Key(UUID.Zero.ToString());
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@ -2603,14 +2608,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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INPCModule module = World.RequestModuleInterface<INPCModule>();
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if (module != null)
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{
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string groupTitle = String.Empty;
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AvatarAppearance appearance = null;
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UUID id;
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if (UUID.TryParse(notecard, out id))
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// check creation options
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NPCOptionsFlags createFlags = module.NPCOptionFlags;
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if((createFlags & NPCOptionsFlags.AllowNotOwned) == 0 && !owned)
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{
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ScenePresence clonePresence = World.GetScenePresence(id);
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if (clonePresence != null)
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appearance = clonePresence.Appearance;
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OSSLError("Not owned NPCs disabled");
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owned = true; // we should get here...
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}
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if((createFlags & NPCOptionsFlags.AllowSenseAsAvatar) == 0 && senseAsAgent)
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{
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OSSLError("NPC allow sense as Avatar disabled");
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senseAsAgent = false;
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}
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if((createFlags & NPCOptionsFlags.NoNPCGroup) == 0)
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{
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if (firstname != String.Empty || lastname != String.Empty)
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{
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if (firstname != "Shown outfit:")
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groupTitle = "- NPC -";
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}
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}
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if((createFlags & NPCOptionsFlags.AllowCloneOtherAvatars) != 0)
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{
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UUID id;
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if (UUID.TryParse(notecard, out id))
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{
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ScenePresence clonePresence = World.GetScenePresence(id);
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if (clonePresence != null)
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appearance = clonePresence.Appearance;
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}
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}
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if (appearance == null)
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@ -1114,6 +1114,21 @@
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[NPC]
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;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
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; Enabled = false
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;; several options to control NPCs creation
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;; should only be set true on special uses.
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;; allow NPCs to be created not Owned {true false} false
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; AllowNotOwned = false
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;; allow NPCs to set to be sensed as Avatars {true false} false
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; AllowSenseAsAvatar = false
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;; allow NPCs to created cloning any avatar in region {true false} false
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; AllowCloneOtherAvatars = false
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;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} false
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; NoNPCGroup = false
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[Terrain]
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