233 lines
7.8 KiB
C#
233 lines
7.8 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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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 bool m_viewerUiIsGod = false;
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protected int m_userLevel = 0;
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public GodController(Scene scene, ScenePresence sp)
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{
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m_scene = scene;
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m_scenePresence = sp;
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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) // damm redundant and error prone option
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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 user mistakes increased by this over complex options set
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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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}
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protected int PotentialGodLevel()
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{
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int godLevel = m_allowGridGods ? m_userLevel : 200;
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if ((!m_forceGridGodsOnly) && m_userLevel < 200)
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godLevel = 200;
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return godLevel;
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}
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protected bool CanBeGod()
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{
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if (m_allowGridGods && m_userLevel > 0)
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return true;
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if(m_forceGridGodsOnly)
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return false;
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if (m_regionOwnerIsGod && m_scene.RegionInfo.EstateSettings.IsEstateOwner(m_scenePresence.UUID))
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return true;
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if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID))
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return true;
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return false;
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}
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public void SyncViewerState()
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{
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bool canBeGod = CanBeGod();
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bool shoudBeGod = m_forceGodModeAlwaysOn ? canBeGod : (m_viewerUiIsGod && canBeGod);
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int godLevel = PotentialGodLevel();
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if (!shoudBeGod)
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godLevel = 0;
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if (m_viewerUiIsGod != shoudBeGod && (!m_scenePresence.IsChildAgent))
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{
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)godLevel);
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m_viewerUiIsGod = shoudBeGod;
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}
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}
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public bool RequestGodMode(bool god)
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{
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// this is used by viewer protocol
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// and they may want a answer
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if (!god)
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{
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, 0);
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m_viewerUiIsGod = false;
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return true;
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}
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if (!CanBeGod())
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return false;
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int godLevel = PotentialGodLevel();
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m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)godLevel);
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m_viewerUiIsGod = true;
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return true;
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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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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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if(state == null)
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return;
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OSDMap s = (OSDMap)state;
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if (s.ContainsKey("ViewerUiIsGod"))
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m_viewerUiIsGod = s["ViewerUiIsGod"].AsBoolean();
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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 GodLevel
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{
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get
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{
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int godLevel = PotentialGodLevel();
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if (!m_viewerUiIsGod)
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godLevel = 0;
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return godLevel;
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}
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}
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public int EffectiveLevel
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{
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get
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{
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int godLevel = PotentialGodLevel();
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if (m_viewerUiIsGod)
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return godLevel;
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if (m_allowGodActionsWithoutGodMode && CanBeGod())
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return godLevel;
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return 0;
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}
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}
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}
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}
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