OpenSimMirror/OpenSim/Framework/EstateSettings.cs

435 lines
12 KiB
C#

/*
* 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 OpenSimulator 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 OpenMetaverse;
namespace OpenSim.Framework
{
public class EstateSettings
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public delegate void SaveDelegate(EstateSettings rs);
public event SaveDelegate OnSave;
// Only the client uses these
//
private uint m_EstateID = 0;
public uint EstateID
{
get { return m_EstateID; }
set { m_EstateID = value; }
}
private string m_EstateName = "My Estate";
public string EstateName
{
get { return m_EstateName; }
set { m_EstateName = value; }
}
private bool m_AllowLandmark = true;
public bool AllowLandmark
{
get { return m_AllowLandmark; }
set { m_AllowLandmark = value; }
}
private bool m_AllowParcelChanges = true;
public bool AllowParcelChanges
{
get { return m_AllowParcelChanges; }
set { m_AllowParcelChanges = value; }
}
private bool m_AllowSetHome = true;
public bool AllowSetHome
{
get { return m_AllowSetHome; }
set { m_AllowSetHome = value; }
}
private uint m_ParentEstateID = 1;
public uint ParentEstateID
{
get { return m_ParentEstateID; }
set { m_ParentEstateID = value; }
}
private float m_BillableFactor = 0.0f;
public float BillableFactor
{
get { return m_BillableFactor; }
set { m_BillableFactor = value; }
}
private int m_PricePerMeter = 1;
public int PricePerMeter
{
get { return m_PricePerMeter; }
set { m_PricePerMeter = value; }
}
private int m_RedirectGridX = 0;
public int RedirectGridX
{
get { return m_RedirectGridX; }
set { m_RedirectGridX = value; }
}
private int m_RedirectGridY = 0;
public int RedirectGridY
{
get { return m_RedirectGridY; }
set { m_RedirectGridY = value; }
}
// Used by the sim
//
private bool m_UseGlobalTime = true;
public bool UseGlobalTime
{
get { return m_UseGlobalTime; }
set { m_UseGlobalTime = value; }
}
private bool m_FixedSun = false;
public bool FixedSun
{
get { return m_FixedSun; }
set { m_FixedSun = value; }
}
private double m_SunPosition = 0.0;
public double SunPosition
{
get { return m_SunPosition; }
set { m_SunPosition = value; }
}
private bool m_AllowVoice = true;
public bool AllowVoice
{
get { return m_AllowVoice; }
set { m_AllowVoice = value; }
}
private bool m_AllowDirectTeleport = true;
public bool AllowDirectTeleport
{
get { return m_AllowDirectTeleport; }
set { m_AllowDirectTeleport = value; }
}
private bool m_DenyAnonymous = false;
public bool DenyAnonymous
{
get { return m_DenyAnonymous; }
set { m_DenyAnonymous = value; }
}
private bool m_DenyIdentified = false;
public bool DenyIdentified
{
get { return m_DenyIdentified; }
set { m_DenyIdentified = value; }
}
private bool m_DenyTransacted = false;
public bool DenyTransacted
{
get { return m_DenyTransacted; }
set { m_DenyTransacted = value; }
}
private bool m_AbuseEmailToEstateOwner = false;
public bool AbuseEmailToEstateOwner
{
get { return m_AbuseEmailToEstateOwner; }
set { m_AbuseEmailToEstateOwner = value; }
}
private bool m_BlockDwell = false;
public bool BlockDwell
{
get { return m_BlockDwell; }
set { m_BlockDwell = value; }
}
private bool m_EstateSkipScripts = false;
public bool EstateSkipScripts
{
get { return m_EstateSkipScripts; }
set { m_EstateSkipScripts = value; }
}
private bool m_ResetHomeOnTeleport = false;
public bool ResetHomeOnTeleport
{
get { return m_ResetHomeOnTeleport; }
set { m_ResetHomeOnTeleport = value; }
}
private bool m_TaxFree = false;
public bool TaxFree
{
get { return m_TaxFree; }
set { m_TaxFree = value; }
}
private bool m_PublicAccess = true;
public bool PublicAccess
{
get { return m_PublicAccess; }
set { m_PublicAccess = value; }
}
private string m_AbuseEmail = String.Empty;
public string AbuseEmail
{
get { return m_AbuseEmail; }
set { m_AbuseEmail= value; }
}
private UUID m_EstateOwner = UUID.Zero;
public UUID EstateOwner
{
get { return m_EstateOwner; }
set { m_EstateOwner = value; }
}
private bool m_DenyMinors = false;
public bool DenyMinors
{
get { return m_DenyMinors; }
set { m_DenyMinors = value; }
}
// All those lists...
//
private List<UUID> l_EstateManagers = new List<UUID>();
public UUID[] EstateManagers
{
get { return l_EstateManagers.ToArray(); }
set { l_EstateManagers = new List<UUID>(value); }
}
private List<EstateBan> l_EstateBans = new List<EstateBan>();
public EstateBan[] EstateBans
{
get { return l_EstateBans.ToArray(); }
set { l_EstateBans = new List<EstateBan>(value); }
}
private List<UUID> l_EstateAccess = new List<UUID>();
public UUID[] EstateAccess
{
get { return l_EstateAccess.ToArray(); }
set { l_EstateAccess = new List<UUID>(value); }
}
private List<UUID> l_EstateGroups = new List<UUID>();
public UUID[] EstateGroups
{
get { return l_EstateGroups.ToArray(); }
set { l_EstateGroups = new List<UUID>(value); }
}
public EstateSettings()
{
}
public void Save()
{
if (OnSave != null)
OnSave(this);
}
public void AddEstateUser(UUID avatarID)
{
if (avatarID == UUID.Zero)
return;
if (!l_EstateAccess.Contains(avatarID))
l_EstateAccess.Add(avatarID);
}
public void RemoveEstateUser(UUID avatarID)
{
if (l_EstateAccess.Contains(avatarID))
l_EstateAccess.Remove(avatarID);
}
public void AddEstateGroup(UUID avatarID)
{
if (avatarID == UUID.Zero)
return;
if (!l_EstateGroups.Contains(avatarID))
l_EstateGroups.Add(avatarID);
}
public void RemoveEstateGroup(UUID avatarID)
{
if (l_EstateGroups.Contains(avatarID))
l_EstateGroups.Remove(avatarID);
}
public void AddEstateManager(UUID avatarID)
{
if (avatarID == UUID.Zero)
return;
if (!l_EstateManagers.Contains(avatarID))
l_EstateManagers.Add(avatarID);
}
public void RemoveEstateManager(UUID avatarID)
{
if (l_EstateManagers.Contains(avatarID))
l_EstateManagers.Remove(avatarID);
}
public bool IsEstateManagerOrOwner(UUID avatarID)
{
if (IsEstateOwner(avatarID))
return true;
return l_EstateManagers.Contains(avatarID);
}
public bool IsEstateOwner(UUID avatarID)
{
if (avatarID == m_EstateOwner)
return true;
return false;
}
public bool IsBanned(UUID avatarID)
{
foreach (EstateBan ban in l_EstateBans)
if (ban.BannedUserID == avatarID)
return true;
return false;
}
public void AddBan(EstateBan ban)
{
if (ban == null)
return;
if (!IsBanned(ban.BannedUserID))
l_EstateBans.Add(ban);
}
public void ClearBans()
{
l_EstateBans.Clear();
}
public void RemoveBan(UUID avatarID)
{
foreach (EstateBan ban in new List<EstateBan>(l_EstateBans))
if (ban.BannedUserID == avatarID)
l_EstateBans.Remove(ban);
}
public bool HasAccess(UUID user)
{
if (IsEstateManagerOrOwner(user))
return true;
return l_EstateAccess.Contains(user);
}
public void SetFromFlags(ulong regionFlags)
{
ResetHomeOnTeleport = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.ResetHomeOnTeleport) == (ulong)OpenMetaverse.RegionFlags.ResetHomeOnTeleport);
BlockDwell = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.BlockDwell) == (ulong)OpenMetaverse.RegionFlags.BlockDwell);
AllowLandmark = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.AllowLandmark) == (ulong)OpenMetaverse.RegionFlags.AllowLandmark);
AllowParcelChanges = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.AllowParcelChanges) == (ulong)OpenMetaverse.RegionFlags.AllowParcelChanges);
AllowSetHome = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.AllowSetHome) == (ulong)OpenMetaverse.RegionFlags.AllowSetHome);
}
public bool GroupAccess(UUID groupID)
{
return l_EstateGroups.Contains(groupID);
}
public Dictionary<string, object> ToMap()
{
Dictionary<string, object> map = new Dictionary<string, object>();
PropertyInfo[] properties = this.GetType().GetProperties(BindingFlags.Public | BindingFlags.Instance);
foreach (PropertyInfo p in properties)
map[p.Name] = p.GetValue(this, null);
return map;
}
public EstateSettings(Dictionary<string, object> map)
{
PropertyInfo[] properties = this.GetType().GetProperties(BindingFlags.Public | BindingFlags.Instance);
foreach (PropertyInfo p in properties)
p.SetValue(this, map[p.Name], null);
}
}
}