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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Xml;
30using System.Collections.Generic;
31using System.Reflection;
32using System.Threading;
33using System.Timers;
34using Timer = System.Timers.Timer;
35using OpenMetaverse;
36using OpenMetaverse.StructuredData;
37using log4net;
38using Nini.Config;
39using OpenSim.Framework;
40using OpenSim.Framework.Client;
41using OpenSim.Framework.Monitoring;
42using OpenSim.Region.Framework.Interfaces;
43using OpenSim.Region.Framework.Scenes.Types;
44using OpenSim.Services.Interfaces;
45
46namespace OpenSim.Region.Framework.Scenes
47{
48 public class GodController
49 {
50 public enum ImplicitGodLevels : int
51 {
52 EstateManager = 210, // estate manager implicit god level
53 RegionOwner = 220 // region owner implicit god level should be >= than estate
54 }
55
56 ScenePresence m_scenePresence;
57 Scene m_scene;
58 protected bool m_allowGridGods;
59 protected bool m_forceGridGodsOnly;
60 protected bool m_regionOwnerIsGod;
61 protected bool m_regionManagerIsGod;
62 protected bool m_forceGodModeAlwaysOn;
63 protected bool m_allowGodActionsWithoutGodMode;
64
65 protected int m_userLevel = 0;
66 // the god level from local or grid user rights
67 protected int m_rightsGodLevel = 0;
68 // the level seen by viewers
69 protected int m_viewergodlevel = 0;
70 // new level that can be fixed or equal to godlevel, acording to options
71 protected int m_godlevel = 0;
72 protected int m_lastLevelToViewer = 0;
73
74 public GodController(Scene scene, ScenePresence sp, int userlevel)
75 {
76 m_scene = scene;
77 m_scenePresence = sp;
78 m_userLevel = userlevel;
79
80 IConfigSource config = scene.Config;
81
82 string[] sections = new string[] { "Startup", "Permissions" };
83
84 // God level is based on UserLevel. Gods will have that
85 // level grid-wide. Others may become god locally but grid
86 // gods are god everywhere.
87 m_allowGridGods =
88 Util.GetConfigVarFromSections<bool>(config,
89 "allow_grid_gods", sections, false);
90
91 // If grid gods are active, dont allow any other gods
92 m_forceGridGodsOnly =
93 Util.GetConfigVarFromSections<bool>(config,
94 "force_grid_gods_only", sections, false);
95
96 if(!m_forceGridGodsOnly)
97 {
98 // The owner of a region is a god in his region only.
99 m_regionOwnerIsGod =
100 Util.GetConfigVarFromSections<bool>(config,
101 "region_owner_is_god", sections, true);
102
103 // Region managers are gods in the regions they manage.
104 m_regionManagerIsGod =
105 Util.GetConfigVarFromSections<bool>(config,
106 "region_manager_is_god", sections, false);
107
108 }
109 else
110 m_allowGridGods = true; // reduce potencial user mistakes
111
112 // God mode should be turned on in the viewer whenever
113 // the user has god rights somewhere. They may choose
114 // to turn it off again, though.
115 m_forceGodModeAlwaysOn =
116 Util.GetConfigVarFromSections<bool>(config,
117 "automatic_gods", sections, false);
118
119 // The user can execute any and all god functions, as
120 // permitted by the viewer UI, without actually "godding
121 // up". This is the default state in 0.8.2.
122 m_allowGodActionsWithoutGodMode =
123 Util.GetConfigVarFromSections<bool>(config,
124 "implicit_gods", sections, false);
125
126 m_rightsGodLevel = CalcRightsGodLevel();
127
128 if(m_allowGodActionsWithoutGodMode)
129 {
130 m_godlevel = m_rightsGodLevel;
131 m_forceGodModeAlwaysOn = false;
132 }
133
134 else if(m_forceGodModeAlwaysOn)
135 {
136 m_viewergodlevel = m_rightsGodLevel;
137 m_godlevel = m_rightsGodLevel;
138 }
139
140 m_scenePresence.IsGod = (m_godlevel >= 200);
141 m_scenePresence.IsViewerUIGod = (m_viewergodlevel >= 200);
142 }
143
144 // calculates god level at sp creation from local and grid user god rights
145 // for now this is assumed static until user leaves region.
146 // later estate and gride level updates may update this
147 protected int CalcRightsGodLevel()
148 {
149 int level = 0;
150 if (m_allowGridGods && m_userLevel >= 200)
151 level = m_userLevel;
152
153 if(m_forceGridGodsOnly || level >= (int)ImplicitGodLevels.RegionOwner)
154 return level;
155
156 if (m_regionOwnerIsGod && m_scene.RegionInfo.EstateSettings.IsEstateOwner(m_scenePresence.UUID))
157 level = (int)ImplicitGodLevels.RegionOwner;
158
159 if(level >= (int)ImplicitGodLevels.EstateManager)
160 return level;
161
162 if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID))
163 level = (int)ImplicitGodLevels.EstateManager;
164
165 return level;
166 }
167
168 protected bool CanBeGod()
169 {
170 return m_rightsGodLevel >= 200;
171 }
172
173 protected void UpdateGodLevels(bool viewerState)
174 {
175 if(!CanBeGod())
176 {
177 m_viewergodlevel = 0;
178 m_godlevel = 0;
179 m_scenePresence.IsGod = false;
180 m_scenePresence.IsViewerUIGod = false;
181 return;
182 }
183
184 // legacy some are controled by viewer, others are static
185 if(m_allowGodActionsWithoutGodMode)
186 {
187 if(viewerState)
188 m_viewergodlevel = m_rightsGodLevel;
189 else
190 m_viewergodlevel = 0;
191
192 m_godlevel = m_rightsGodLevel;
193 }
194 else
195 {
196 // new all change with viewer
197 if(viewerState)
198 {
199 m_viewergodlevel = m_rightsGodLevel;
200 m_godlevel = m_rightsGodLevel;
201 }
202 else
203 {
204 m_viewergodlevel = 0;
205 m_godlevel = 0;
206 }
207 }
208 m_scenePresence.IsGod = (m_godlevel >= 200);
209 m_scenePresence.IsViewerUIGod = (m_viewergodlevel >= 200);
210 }
211
212 public void SyncViewerState()
213 {
214 if(m_lastLevelToViewer == m_viewergodlevel)
215 return;
216
217 m_lastLevelToViewer = m_viewergodlevel;
218
219 if(m_scenePresence.IsChildAgent)
220 return;
221
222 m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_viewergodlevel);
223 }
224
225 public void RequestGodMode(bool god)
226 {
227 UpdateGodLevels(god);
228
229 if(m_lastLevelToViewer != m_viewergodlevel)
230 {
231 m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_viewergodlevel);
232 m_lastLevelToViewer = m_viewergodlevel;
233 }
234 }
235
236 public OSD State()
237 {
238 OSDMap godMap = new OSDMap(2);
239 bool m_viewerUiIsGod = m_viewergodlevel >= 200;
240 godMap.Add("ViewerUiIsGod", OSD.FromBoolean(m_viewerUiIsGod));
241
242 return godMap;
243 }
244
245 public void SetState(OSD state)
246 {
247 bool newstate = false;
248 if(m_forceGodModeAlwaysOn)
249 newstate = m_viewergodlevel >= 200;
250 if(state != null)
251 {
252 OSDMap s = (OSDMap)state;
253
254 if (s.ContainsKey("ViewerUiIsGod"))
255 newstate = s["ViewerUiIsGod"].AsBoolean();
256 m_lastLevelToViewer = m_viewergodlevel; // we are not changing viewer level by default
257 }
258 UpdateGodLevels(newstate);
259 }
260
261 public void HasMovedAway()
262 {
263 m_lastLevelToViewer = 0;
264 if(m_forceGodModeAlwaysOn)
265 {
266 m_viewergodlevel = m_rightsGodLevel;
267 m_godlevel = m_rightsGodLevel;
268 }
269 }
270
271 public int UserLevel
272 {
273 get { return m_userLevel; }
274 set { m_userLevel = value; }
275 }
276
277 public int ViwerUIGodLevel
278 {
279 get { return m_viewergodlevel; }
280 }
281
282 public int GodLevel
283 {
284 get { return m_godlevel; }
285 }
286 }
287}