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