using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Framework.Types;
using OpenSim.Framework.Communications;
using OpenSim.Framework.Servers;
using OpenSim.Region.Capabilities;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.LandManagement;
using libsecondlife;
namespace OpenSim.Region.Environment
{
public class PermissionManager
{
protected Scene m_scene;
public PermissionManager(Scene world)
{
m_scene = world;
}
public delegate void OnPermissionErrorDelegate(LLUUID user, string reason);
public event OnPermissionErrorDelegate OnPermissionError;
protected virtual void SendPermissionError(LLUUID user, string reason)
{
if (OnPermissionError != null)
OnPermissionError(user, reason);
}
protected virtual bool IsAdministrator(LLUUID user)
{
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
protected virtual bool IsEstateManager(LLUUID user)
{
return false;
}
public virtual bool CanRezObject(LLUUID user, LLVector3 position)
{
return true;
}
///
/// Permissions check - can user delete an object?
///
/// User attempting the delete
/// Target object
/// Has permission?
public virtual bool CanDeRezObject(LLUUID user, LLUUID obj)
{
// Default: deny
bool canDeRez = false;
// If it's not an object, we cant derez it.
if (!(m_scene.Entities[obj] is SceneObject))
return false;
SceneObject task = (SceneObject)m_scene.Entities[obj];
LLUUID taskOwner = null; // Since we dont have a 'owner' property on task yet
// Object owners should be able to delete their own content
if (user == taskOwner)
canDeRez = true;
// Users should be able to delete what is over their land.
if (m_scene.LandManager.getLandObject(task.Pos.X, task.Pos.Y).landData.ownerID == user)
canDeRez = true;
// Estate users should be able to delete anything in the sim
if (IsEstateManager(user))
canDeRez = true;
// Admin objects should not be deletable by the above
if (IsAdministrator(taskOwner))
canDeRez = false;
// Admin should be able to delete anything in the sim (including admin objects)
if (IsAdministrator(user))
canDeRez = true;
return canDeRez;
}
public virtual bool CanEditObject(LLUUID user, LLUUID obj)
{
// Permissions for editing fall into the same category as deleting
// May need to add check for "no-mod" items.
return CanDeRezObject(user, obj);
}
public virtual bool CanEditScript(LLUUID user, LLUUID script)
{
return false;
}
public virtual bool CanRunScript(LLUUID user, LLUUID script)
{
return false;
}
public virtual bool CanReturnObject(LLUUID user, LLUUID obj)
{
// Same category as deleting, but eventually will need seperate check
// as sometimes it's better to allow returning only.
return CanDeRezObject(user, obj);
}
public virtual bool CanTerraform(LLUUID user, LLUUID position)
{
return false;
}
public virtual bool CanEditEstateSettings(LLUUID user)
{
// Default: deny
bool canEdit = false;
// Estate admins should be able to use estate tools
if (IsEstateManager(user))
canEdit = true;
// Administrators always have permission
if (IsAdministrator(user))
canEdit = true;
return canEdit;
}
public virtual bool CanEditParcel(LLUUID user, Land parcel)
{
return false;
}
public virtual bool CanSellParcel(LLUUID user, Land parcel)
{
return false;
}
public virtual bool CanAbandonParcel(LLUUID user, Land parcel)
{
return false;
}
}
}