GodsModule.cs 6.7 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System.Collections.Generic;
  28. using Nini.Config;
  29. using OpenMetaverse;
  30. using OpenSim.Framework;
  31. using OpenSim.Region.Framework.Scenes;
  32. using OpenSim.Region.Framework.Interfaces;
  33. namespace OpenSim.Region.CoreModules.Avatar.Gods
  34. {
  35. public class GodsModule : IRegionModule, IGodsModule
  36. {
  37. protected Scene m_scene;
  38. protected IDialogModule m_dialogModule;
  39. public void Initialise(Scene scene, IConfigSource source)
  40. {
  41. m_scene = scene;
  42. m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
  43. m_scene.RegisterModuleInterface<IGodsModule>(this);
  44. }
  45. public void PostInitialise() {}
  46. public void Close() {}
  47. public string Name { get { return "Gods Module"; } }
  48. public bool IsSharedModule { get { return false; } }
  49. public void RequestGodlikePowers(
  50. UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
  51. {
  52. ScenePresence sp = m_scene.GetScenePresence(agentID);
  53. if (sp != null)
  54. {
  55. if (godLike == false)
  56. {
  57. sp.GrantGodlikePowers(agentID, sessionID, token, godLike);
  58. return;
  59. }
  60. // First check that this is the sim owner
  61. if (m_scene.Permissions.IsGod(agentID))
  62. {
  63. // Next we check for spoofing.....
  64. UUID testSessionID = sp.ControllingClient.SessionId;
  65. if (sessionID == testSessionID)
  66. {
  67. if (sessionID == controllingClient.SessionId)
  68. {
  69. //m_log.Info("godlike: " + godLike.ToString());
  70. sp.GrantGodlikePowers(agentID, testSessionID, token, godLike);
  71. }
  72. }
  73. }
  74. else
  75. {
  76. if (m_dialogModule != null)
  77. m_dialogModule.SendAlertToUser(agentID, "Request for god powers denied");
  78. }
  79. }
  80. }
  81. /// <summary>
  82. /// Kicks User specified from the simulator. This logs them off of the grid
  83. /// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes
  84. /// that you're kicking it even if the avatar's UUID isn't the UUID that the
  85. /// agent is assigned
  86. /// </summary>
  87. /// <param name="godID">The person doing the kicking</param>
  88. /// <param name="sessionID">The session of the person doing the kicking</param>
  89. /// <param name="agentID">the person that is being kicked</param>
  90. /// <param name="kickflags">This isn't used apparently</param>
  91. /// <param name="reason">The message to send to the user after it's been turned into a field</param>
  92. public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
  93. {
  94. // For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know.
  95. UUID kickUserID = new UUID("44e87126e7944ded05b37c42da3d5cdb");
  96. ScenePresence sp = m_scene.GetScenePresence(agentID);
  97. if (sp != null || agentID == kickUserID)
  98. {
  99. if (m_scene.Permissions.IsGod(godID))
  100. {
  101. if (agentID == kickUserID)
  102. {
  103. m_scene.ClientManager.ForEachClient(
  104. delegate(IClientAPI controller)
  105. {
  106. if (controller.AgentId != godID)
  107. controller.Kick(Utils.BytesToString(reason));
  108. }
  109. );
  110. // This is a bit crude. It seems the client will be null before it actually stops the thread
  111. // The thread will kill itself eventually :/
  112. // Is there another way to make sure *all* clients get this 'inter region' message?
  113. m_scene.ForEachScenePresence(
  114. delegate(ScenePresence p)
  115. {
  116. if (p.UUID != godID && !p.IsChildAgent)
  117. {
  118. // Possibly this should really be p.Close() though that method doesn't send a close
  119. // to the client
  120. p.ControllingClient.Close(true);
  121. }
  122. }
  123. );
  124. }
  125. else
  126. {
  127. m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
  128. sp.ControllingClient.Kick(Utils.BytesToString(reason));
  129. sp.ControllingClient.Close(true);
  130. }
  131. }
  132. else
  133. {
  134. m_dialogModule.SendAlertToUser(godID, "Kick request denied");
  135. }
  136. }
  137. }
  138. }
  139. }