288 lines
10 KiB
C#
288 lines
10 KiB
C#
/*
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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 OpenSimulator 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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using System;
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using System.Xml;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using System.Timers;
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using Timer = System.Timers.Timer;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Client;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Types;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.Framework.Scenes
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{
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public class GodController
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{
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public enum ImplicitGodLevels : int
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{
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EstateManager = 210, // estate manager implicit god level
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RegionOwner = 220 // region owner implicit god level should be >= than estate
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}
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ScenePresence m_scenePresence;
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Scene m_scene;
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protected bool m_allowGridGods;
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protected bool m_forceGridGodsOnly;
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protected bool m_regionOwnerIsGod;
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protected bool m_regionManagerIsGod;
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protected bool m_forceGodModeAlwaysOn;
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protected bool m_allowGodActionsWithoutGodMode;
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protected int m_userLevel = 0;
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// the god level from local or grid user rights
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protected int m_rightsGodLevel = 0;
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// the level seen by viewers
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protected int m_viewergodlevel = 0;
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// new level that can be fixed or equal to godlevel, acording to options
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protected int m_godlevel = 0;
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protected int m_lastLevelToViewer = 0;
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public GodController(Scene scene, ScenePresence sp, int userlevel)
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{
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m_scene = scene;
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m_scenePresence = sp;
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m_userLevel = userlevel;
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IConfigSource config = scene.Config;
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string[] sections = new string[] { "Startup", "Permissions" };
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// God level is based on UserLevel. Gods will have that
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// level grid-wide. Others may become god locally but grid
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// gods are god everywhere.
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m_allowGridGods =
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Util.GetConfigVarFromSections<bool>(config,
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"allow_grid_gods", sections, false);
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// If grid gods are active, dont allow any other gods
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m_forceGridGodsOnly =
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Util.GetConfigVarFromSections<bool>(config,
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"force_grid_gods_only", sections, false);
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if(!m_forceGridGodsOnly)
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{
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// The owner of a region is a god in his region only.
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m_regionOwnerIsGod =
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Util.GetConfigVarFromSections<bool>(config,
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"region_owner_is_god", sections, true);
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// Region managers are gods in the regions they manage.
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m_regionManagerIsGod =
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Util.GetConfigVarFromSections<bool>(config,
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"region_manager_is_god", sections, false);
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}
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else
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m_allowGridGods = true; // reduce potencial user mistakes
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// God mode should be turned on in the viewer whenever
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// the user has god rights somewhere. They may choose
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// to turn it off again, though.
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m_forceGodModeAlwaysOn =
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Util.GetConfigVarFromSections<bool>(config,
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"automatic_gods", sections, false);
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// The user can execute any and all god functions, as
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// permitted by the viewer UI, without actually "godding
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// up". This is the default state in 0.8.2.
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m_allowGodActionsWithoutGodMode =
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Util.GetConfigVarFromSections<bool>(config,
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"implicit_gods", sections, false);
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m_rightsGodLevel = CalcRightsGodLevel();
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if(m_allowGodActionsWithoutGodMode)
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{
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m_godlevel = m_rightsGodLevel;
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m_forceGodModeAlwaysOn = false;
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}
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else if(m_forceGodModeAlwaysOn)
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{
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m_viewergodlevel = m_rightsGodLevel;
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m_godlevel = m_rightsGodLevel;
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}
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m_scenePresence.IsGod = (m_godlevel >= 200);
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m_scenePresence.IsViewerUIGod = (m_viewergodlevel >= 200);
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}
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// calculates god level at sp creation from local and grid user god rights
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// for now this is assumed static until user leaves region.
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// later estate and gride level updates may update this
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protected int CalcRightsGodLevel()
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{
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int level = 0;
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if (m_allowGridGods && m_userLevel >= 200)
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level = m_userLevel;
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if(m_forceGridGodsOnly || level >= (int)ImplicitGodLevels.RegionOwner)
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return level;
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if (m_regionOwnerIsGod && m_scene.RegionInfo.EstateSettings.IsEstateOwner(m_scenePresence.UUID))
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level = (int)ImplicitGodLevels.RegionOwner;
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if(level >= (int)ImplicitGodLevels.EstateManager)
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return level;
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if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID))
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level = (int)ImplicitGodLevels.EstateManager;
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return level;
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}
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protected bool CanBeGod()
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{
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return m_rightsGodLevel >= 200;
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}
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protected void UpdateGodLevels(bool viewerState)
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{
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if(!CanBeGod())
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{
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m_viewergodlevel = 0;
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m_godlevel = 0;
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m_scenePresence.IsGod = false;
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m_scenePresence.IsViewerUIGod = false;
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return;
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}
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// legacy some are controled by viewer, others are static
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if(m_allowGodActionsWithoutGodMode)
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{
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if(viewerState)
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m_viewergodlevel = m_rightsGodLevel;
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else
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m_viewergodlevel = 0;
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m_godlevel = m_rightsGodLevel;
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}
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else
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{
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// new all change with viewer
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if(viewerState)
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{
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m_viewergodlevel = m_rightsGodLevel;
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m_godlevel = m_rightsGodLevel;
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}
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else
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{
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m_viewergodlevel = 0;
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m_godlevel = 0;
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}
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}
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m_scenePresence.IsGod = (m_godlevel >= 200);
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m_scenePresence.IsViewerUIGod = (m_viewergodlevel >= 200);
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}
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public void SyncViewerState()
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{
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if(m_lastLevelToViewer == m_viewergodlevel)
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return;
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m_lastLevelToViewer = m_viewergodlevel;
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if(m_scenePresence.IsChildAgent)
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return;
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_viewergodlevel);
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}
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public void RequestGodMode(bool god)
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{
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UpdateGodLevels(god);
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if(m_lastLevelToViewer != m_viewergodlevel)
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{
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_viewergodlevel);
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m_lastLevelToViewer = m_viewergodlevel;
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}
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}
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public OSD State()
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{
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OSDMap godMap = new OSDMap(2);
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bool m_viewerUiIsGod = m_viewergodlevel >= 200;
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godMap.Add("ViewerUiIsGod", OSD.FromBoolean(m_viewerUiIsGod));
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return godMap;
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}
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public void SetState(OSD state)
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{
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bool newstate = false;
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if(m_forceGodModeAlwaysOn)
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newstate = m_viewergodlevel >= 200;
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if(state != null)
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{
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OSDMap s = (OSDMap)state;
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if (s.ContainsKey("ViewerUiIsGod"))
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newstate = s["ViewerUiIsGod"].AsBoolean();
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m_lastLevelToViewer = m_viewergodlevel; // we are not changing viewer level by default
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}
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UpdateGodLevels(newstate);
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}
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public void HasMovedAway()
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{
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m_lastLevelToViewer = 0;
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if(m_forceGodModeAlwaysOn)
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{
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m_viewergodlevel = m_rightsGodLevel;
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m_godlevel = m_rightsGodLevel;
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}
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}
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public int UserLevel
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{
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get { return m_userLevel; }
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set { m_userLevel = value; }
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}
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public int ViwerUIGodLevel
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{
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get { return m_viewergodlevel; }
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}
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public int GodLevel
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{
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get { return m_godlevel; }
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}
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}
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}
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