aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/CoreModules/ServiceConnectorsOut/Authorization/RemoteAuthorizationServiceConnector.cs (unfollow)
Commit message (Collapse)AuthorFilesLines
2012-11-13Last 27 modules' directives (service connectors out).Diva Canto1-0/+2
2011-09-24Don't try and resolve user account for authorization if the agent has come ↵Justin Clark-Casey (justincc)1-1/+11
in via hypergrid. If a user account isn't available, this just passes on the name given by the agent instead. I'm not sure this is particularly useful since I believe that agent names could be faked in this context - it might be no more useful than a viewer agent string. In fact, there might even be an argument that passing on this name provides a false expectation of authenticity. However, I will apply for now. Patch applied from http://opensimulator.org/mantis/view.php?id=5696 Thanks Michelle Argus.
2011-08-23remove mono compiler warningsJustin Clark-Casey (justincc)1-4/+0
2011-07-23Pass the first name and last name from the agent circuit data to the ↵Justin Clark-Casey (justincc)1-8/+16
authorization service rather than from the account. This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account. See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure. It's up to the auth service to decide which data it actually uses. Possibly we should be passing through other info such as agent circuit ip
2011-02-07Thanks Tokeiito for noticing this bug. mantis #5366Diva Canto1-1/+1
2010-01-07* Finished SimulationServiceConnectorDiva Canto1-3/+3
* Started rerouting calls to UserService. * Compiles. May run.
2009-12-07Same for the remote auth connectorMelanie1-1/+1
2009-10-01Formatting cleanup.Jeff Ames1-1/+1
2009-09-16updated the IAuthorizationService interface so that a message is passed back ↵Rob Smart1-2/+3
and can be displayed at the client when an avatar is denied access to a region
2009-09-13Formatting cleanup.Jeff Ames1-1/+1
2009-09-11Minor indentation cleanup.Diva Canto1-2/+3
2009-09-11Changed RemoteAuthorizationServiceConnector so that it implements the ↵Rob Smart1-4/+45
IAuthorization interface method isAuthorizedForRegion looks up user and region data and delegates the remote authorization check to the AuthorizationServiceConnector This keeps the IAuthorization as clean as possible and moves the dependency of using a UserProfileData object out to the connector from the scene.
2009-09-10adding in working functionality for the remote connectorRob Smart1-1/+1
2009-09-10The stubs for an authorization service, at the moment the service will ↵Rob Smart1-19/+18
always grant access to an avatar entering the region if requested.
2009-09-06Revising the user account data interfaces. No user functionality yetMelanie1-2/+2
2009-08-10Replace the Replaceable modules nameMelanie1-1/+1
2009-08-09Finish the renaming and mae things compile againMelanie1-2/+2
2009-07-10Committing the interface change and the addition to the modules to getMelanie Thielker1-0/+6
the ball rolling on replacable modules. No user functionality yet
2009-06-22Committing RemoteUserServiceConnector out connector, local user serviceMelanie Thielker1-2/+23
connector and the glue code.
2009-06-14Renamed Region/CoreModules/ServiceConnectors to ↵diva1-1/+1
Region/CoreModules/ServiceConnectorsOut. No functional changes.
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-05-17Renaming [ServiceConnectors] back to [Modules].diva1-1/+1
2009-05-15Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva1-1/+1
-- please see the example. Affects region servers only. This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
2009-05-11Changes to the new user system to add the modularity developed for the assetMelanie Thielker1-1/+0
system
2009-05-05Add the remote user connector skeletonMelanie Thielker1-5/+2
2009-05-05Change local user connector into a shared moduleMelanie Thielker1-1/+7
2009-05-05Some refactoring. Database is now active in the new user serverMelanie Thielker1-2/+2
2009-05-05Plumb the new server connector logicMelanie Thielker1-17/+34
2009-02-10this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield1-1/+1
NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
2009-02-06This changeset is the step 1 of 2 in refactoringDr Scofield1-2/+2
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-3/+3
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
2008-06-27last round of warning squashing. calling it a day now.Dr Scofield1-8/+8
2008-05-20Add copyright notices.Jeff Ames1-3/+28
Fix spelling typo (Thanks ChrisDown for pointing this out)
2008-05-11Update svn properties.Jeff Ames1-43/+43
2008-05-11* Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow ↵Adam Frisby1-0/+43
them out. * Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.) * Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])