/* * 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 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 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 bool GroupAccess(UUID groupID) { return l_EstateGroups.Contains(groupID); } } }