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- /*
- * 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.Collections.Generic;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Interfaces;
- namespace OpenSim.Region.CoreModules.Avatar.Gods
- {
- public class GodsModule : IRegionModule, IGodsModule
- {
- /// <summary>Special UUID for actions that apply to all agents</summary>
- private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
- protected Scene m_scene;
- protected IDialogModule m_dialogModule;
-
- public void Initialise(Scene scene, IConfigSource source)
- {
- m_scene = scene;
- m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
- m_scene.RegisterModuleInterface<IGodsModule>(this);
- m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
- }
-
- public void PostInitialise() {}
- public void Close() {}
- public string Name { get { return "Gods Module"; } }
- public bool IsSharedModule { get { return false; } }
-
- public void SubscribeToClientEvents(IClientAPI client)
- {
- client.OnGodKickUser += KickUser;
- client.OnRequestGodlikePowers += RequestGodlikePowers;
- }
-
- public void UnsubscribeFromClientEvents(IClientAPI client)
- {
- client.OnGodKickUser -= KickUser;
- client.OnRequestGodlikePowers -= RequestGodlikePowers;
- }
-
- public void RequestGodlikePowers(
- UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
- {
- ScenePresence sp = m_scene.GetScenePresence(agentID);
- if (sp != null)
- {
- if (godLike == false)
- {
- sp.GrantGodlikePowers(agentID, sessionID, token, godLike);
- return;
- }
- // First check that this is the sim owner
- if (m_scene.Permissions.IsGod(agentID))
- {
- // Next we check for spoofing.....
- UUID testSessionID = sp.ControllingClient.SessionId;
- if (sessionID == testSessionID)
- {
- if (sessionID == controllingClient.SessionId)
- {
- //m_log.Info("godlike: " + godLike.ToString());
- sp.GrantGodlikePowers(agentID, testSessionID, token, godLike);
- }
- }
- }
- else
- {
- if (m_dialogModule != null)
- m_dialogModule.SendAlertToUser(agentID, "Request for god powers denied");
- }
- }
- }
-
- /// <summary>
- /// Kicks User specified from the simulator. This logs them off of the grid
- /// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes
- /// that you're kicking it even if the avatar's UUID isn't the UUID that the
- /// agent is assigned
- /// </summary>
- /// <param name="godID">The person doing the kicking</param>
- /// <param name="sessionID">The session of the person doing the kicking</param>
- /// <param name="agentID">the person that is being kicked</param>
- /// <param name="kickflags">Tells what to do to the user</param>
- /// <param name="reason">The message to send to the user after it's been turned into a field</param>
- public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
- {
- UUID kickUserID = ALL_AGENTS;
-
- ScenePresence sp = m_scene.GetScenePresence(agentID);
- if (sp != null || agentID == kickUserID)
- {
- if (m_scene.Permissions.IsGod(godID))
- {
- if (kickflags == 0)
- {
- if (agentID == kickUserID)
- {
- string reasonStr = Utils.BytesToString(reason);
- m_scene.ForEachClient(
- delegate(IClientAPI controller)
- {
- if (controller.AgentId != godID)
- controller.Kick(reasonStr);
- }
- );
- // This is a bit crude. It seems the client will be null before it actually stops the thread
- // The thread will kill itself eventually :/
- // Is there another way to make sure *all* clients get this 'inter region' message?
- m_scene.ForEachScenePresence(
- delegate(ScenePresence p)
- {
- if (p.UUID != godID && !p.IsChildAgent)
- {
- // Possibly this should really be p.Close() though that method doesn't send a close
- // to the client
- p.ControllingClient.Close();
- }
- }
- );
- }
- else
- {
- m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
- sp.ControllingClient.Kick(Utils.BytesToString(reason));
- sp.ControllingClient.Close();
- }
- }
-
- if (kickflags == 1)
- {
- sp.AllowMovement = false;
- m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
- m_dialogModule.SendAlertToUser(godID, "User Frozen");
- }
-
- if (kickflags == 2)
- {
- sp.AllowMovement = true;
- m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
- m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
- }
- }
- else
- {
- m_dialogModule.SendAlertToUser(godID, "Kick request denied");
- }
- }
- }
- }
- }
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