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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_godlevel = 0;
// new level that can be fixed or equal to godlevel, acording to options
protected int m_effectivegodlevel = 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_effectivegodlevel = m_rightsGodLevel;
m_forceGodModeAlwaysOn = false;
}
else if(m_forceGodModeAlwaysOn)
{
m_godlevel = m_rightsGodLevel;
m_effectivegodlevel = m_rightsGodLevel;
}
m_scenePresence.isGod = (m_effectivegodlevel >= 200);
m_scenePresence.isLegacyGod = (m_godlevel >= 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_godlevel = 0;
m_effectivegodlevel = 0;
m_scenePresence.isGod = false;
m_scenePresence.isLegacyGod = false;
return;
}
// legacy some are controled by viewer, others are static
if(m_allowGodActionsWithoutGodMode)
{
if(viewerState)
m_godlevel = m_rightsGodLevel;
else
m_godlevel = 0;
m_effectivegodlevel = m_rightsGodLevel;
}
else
{
// new all change with viewer
if(viewerState)
{
m_godlevel = m_rightsGodLevel;
m_effectivegodlevel = m_rightsGodLevel;
}
else
{
m_godlevel = 0;
m_effectivegodlevel = 0;
}
}
m_scenePresence.isGod = (m_effectivegodlevel >= 200);
m_scenePresence.isLegacyGod = (m_godlevel >= 200);
}
public void SyncViewerState()
{
if(m_lastLevelToViewer == m_godlevel)
return;
m_lastLevelToViewer = m_godlevel;
if(m_scenePresence.IsChildAgent)
return;
m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_godlevel);
}
public void RequestGodMode(bool god)
{
UpdateGodLevels(god);
if(m_lastLevelToViewer != m_godlevel)
{
m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_godlevel);
m_lastLevelToViewer = m_godlevel;
}
}
public OSD State()
{
OSDMap godMap = new OSDMap(2);
bool m_viewerUiIsGod = m_godlevel >= 200;
godMap.Add("ViewerUiIsGod", OSD.FromBoolean(m_viewerUiIsGod));
return godMap;
}
public void SetState(OSD state)
{
bool newstate = false;
if(m_forceGodModeAlwaysOn)
newstate = true;
else
{
if(state != null)
{
OSDMap s = (OSDMap)state;
if (s.ContainsKey("ViewerUiIsGod"))
newstate = s["ViewerUiIsGod"].AsBoolean();
m_lastLevelToViewer = m_godlevel; // we are not changing viewer level by default
}
}
UpdateGodLevels(newstate);
}
public void HasMovedAway()
{
m_lastLevelToViewer = 0;
}
public int UserLevel
{
get { return m_userLevel; }
set { m_userLevel = value; }
}
public int GodLevel
{
get { return m_godlevel; }
}
public int EffectiveLevel
{
get { return m_effectivegodlevel; }
}
}
}
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