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author | UbitUmarov | 2017-01-06 14:48:49 +0000 |
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committer | UbitUmarov | 2017-01-06 15:00:55 +0000 |
commit | 0b912b2acc0eee5eef9214541d380a2862222f0e (patch) | |
tree | 92b74952f71a54b35cb5c9b117df320e34943cab /OpenSim/Region | |
parent | restore parcels avatars visibility god level change correct handling; try to... (diff) | |
download | opensim-SC-0b912b2acc0eee5eef9214541d380a2862222f0e.zip opensim-SC-0b912b2acc0eee5eef9214541d380a2862222f0e.tar.gz opensim-SC-0b912b2acc0eee5eef9214541d380a2862222f0e.tar.bz2 opensim-SC-0b912b2acc0eee5eef9214541d380a2862222f0e.tar.xz |
Remove parcel_owner_is_god option. It is conceptually wrong and with
limited use. Relevant parcel owners can just be made estate managers with better regions management logic
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | 6 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/GodController.cs | 13 |
2 files changed, 2 insertions, 17 deletions
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 02d0e02..bdf314f 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | |||
@@ -99,7 +99,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions | |||
99 | private bool m_allowGridGods = false; | 99 | private bool m_allowGridGods = false; |
100 | private bool m_RegionOwnerIsGod = false; | 100 | private bool m_RegionOwnerIsGod = false; |
101 | private bool m_RegionManagerIsGod = false; | 101 | private bool m_RegionManagerIsGod = false; |
102 | private bool m_ParcelOwnerIsGod = false; | ||
103 | 102 | ||
104 | private bool m_SimpleBuildPermissions = false; | 103 | private bool m_SimpleBuildPermissions = false; |
105 | 104 | ||
@@ -178,8 +177,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions | |||
178 | new string[] { "Startup", "Permissions" }, true); | 177 | new string[] { "Startup", "Permissions" }, true); |
179 | m_RegionManagerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_manager_is_god", | 178 | m_RegionManagerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_manager_is_god", |
180 | new string[] { "Startup", "Permissions" }, false); | 179 | new string[] { "Startup", "Permissions" }, false); |
181 | m_ParcelOwnerIsGod = Util.GetConfigVarFromSections<bool>(config, "parcel_owner_is_god", | ||
182 | new string[] { "Startup", "Permissions" }, false); | ||
183 | 180 | ||
184 | m_SimpleBuildPermissions = Util.GetConfigVarFromSections<bool>(config, "simple_build_permissions", | 181 | m_SimpleBuildPermissions = Util.GetConfigVarFromSections<bool>(config, "simple_build_permissions", |
185 | new string[] { "Startup", "Permissions" }, false); | 182 | new string[] { "Startup", "Permissions" }, false); |
@@ -718,6 +715,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions | |||
718 | if (IsAdministrator(user)) | 715 | if (IsAdministrator(user)) |
719 | return PermissionClass.Owner; | 716 | return PermissionClass.Owner; |
720 | 717 | ||
718 | /* to review later | ||
721 | // Users should be able to edit what is over their land. | 719 | // Users should be able to edit what is over their land. |
722 | Vector3 taskPos = obj.AbsolutePosition; | 720 | Vector3 taskPos = obj.AbsolutePosition; |
723 | ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y); | 721 | ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y); |
@@ -727,7 +725,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions | |||
727 | if (!IsAdministrator(objectOwner)) | 725 | if (!IsAdministrator(objectOwner)) |
728 | return PermissionClass.Owner; | 726 | return PermissionClass.Owner; |
729 | } | 727 | } |
730 | 728 | */ | |
731 | // Group permissions | 729 | // Group permissions |
732 | if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0)) | 730 | if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0)) |
733 | return PermissionClass.Group; | 731 | return PermissionClass.Group; |
diff --git a/OpenSim/Region/Framework/Scenes/GodController.cs b/OpenSim/Region/Framework/Scenes/GodController.cs index f8b576c..36483fb 100644 --- a/OpenSim/Region/Framework/Scenes/GodController.cs +++ b/OpenSim/Region/Framework/Scenes/GodController.cs | |||
@@ -53,7 +53,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
53 | protected bool m_forceGridGodsOnly; | 53 | protected bool m_forceGridGodsOnly; |
54 | protected bool m_regionOwnerIsGod; | 54 | protected bool m_regionOwnerIsGod; |
55 | protected bool m_regionManagerIsGod; | 55 | protected bool m_regionManagerIsGod; |
56 | protected bool m_parcelOwnerIsGod; | ||
57 | protected bool m_forceGodModeAlwaysOn; | 56 | protected bool m_forceGodModeAlwaysOn; |
58 | protected bool m_allowGodActionsWithoutGodMode; | 57 | protected bool m_allowGodActionsWithoutGodMode; |
59 | 58 | ||
@@ -94,10 +93,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
94 | Util.GetConfigVarFromSections<bool>(config, | 93 | Util.GetConfigVarFromSections<bool>(config, |
95 | "region_manager_is_god", sections, false); | 94 | "region_manager_is_god", sections, false); |
96 | 95 | ||
97 | // Parcel owners are gods in their own parcels only. | ||
98 | m_parcelOwnerIsGod = | ||
99 | Util.GetConfigVarFromSections<bool>(config, | ||
100 | "parcel_owner_is_god", sections, false); | ||
101 | } | 96 | } |
102 | else | 97 | else |
103 | m_allowGridGods = true; // reduce user mistakes increased by this over complex options set | 98 | m_allowGridGods = true; // reduce user mistakes increased by this over complex options set |
@@ -140,14 +135,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
140 | if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID)) | 135 | if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID)) |
141 | return true; | 136 | return true; |
142 | 137 | ||
143 | if (m_parcelOwnerIsGod) // Skip expensive check if we're already god! | ||
144 | { | ||
145 | Vector3 pos = m_scenePresence.AbsolutePosition; | ||
146 | ILandObject parcel = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
147 | if (parcel != null && parcel.LandData.OwnerID == m_scenePresence.UUID) | ||
148 | return true; | ||
149 | } | ||
150 | |||
151 | return false; | 138 | return false; |
152 | } | 139 | } |
153 | 140 | ||