/* * 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.Collections.Generic; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.CoreModules.Avatar.Gods { public class GodsModule : IRegionModule, IGodsModule { protected Scene m_scene; protected IDialogModule m_dialogModule; public void Initialise(Scene scene, IConfigSource source) { m_scene = scene; m_dialogModule = m_scene.RequestModuleInterface(); m_scene.RegisterModuleInterface(this); } public void PostInitialise() {} public void Close() {} public string Name { get { return "Gods Module"; } } public bool IsSharedModule { get { return false; } } public void RequestGodlikePowers( UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) { ScenePresence sp = m_scene.GetScenePresence(agentID); if (sp != null) { if (godLike == false) { sp.GrantGodlikePowers(agentID, sessionID, token, godLike); return; } // First check that this is the sim owner if (m_scene.Permissions.IsGod(agentID)) { // Next we check for spoofing..... UUID testSessionID = sp.ControllingClient.SessionId; if (sessionID == testSessionID) { if (sessionID == controllingClient.SessionId) { //m_log.Info("godlike: " + godLike.ToString()); sp.GrantGodlikePowers(agentID, testSessionID, token, godLike); } } } else { if (m_dialogModule != null) m_dialogModule.SendAlertToUser(agentID, "Request for god powers denied"); } } } /// /// Kicks User specified from the simulator. This logs them off of the grid /// If the client gets the UUID: 44e87126e7944ded05b37c42da3d5cdb it assumes /// that you're kicking it even if the avatar's UUID isn't the UUID that the /// agent is assigned /// /// The person doing the kicking /// The session of the person doing the kicking /// the person that is being kicked /// This isn't used apparently /// The message to send to the user after it's been turned into a field public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) { // For some reason the client sends this seemingly hard coded UUID for kicking everyone. Dun-know. UUID kickUserID = new UUID("44e87126e7944ded05b37c42da3d5cdb"); ScenePresence sp = m_scene.GetScenePresence(agentID); if (sp != null || agentID == kickUserID) { if (m_scene.Permissions.IsGod(godID)) { if (agentID == kickUserID) { m_scene.ClientManager.ForEachClient( delegate(IClientAPI controller) { if (controller.AgentId != godID) controller.Kick(Utils.BytesToString(reason)); } ); // This is a bit crude. It seems the client will be null before it actually stops the thread // The thread will kill itself eventually :/ // Is there another way to make sure *all* clients get this 'inter region' message? m_scene.ForEachScenePresence( delegate(ScenePresence p) { if (p.UUID != godID && !p.IsChildAgent) { // Possibly this should really be p.Close() though that method doesn't send a close // to the client p.ControllingClient.Close(true); } } ); } else { m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent); sp.ControllingClient.Kick(Utils.BytesToString(reason)); sp.ControllingClient.Close(true); } } else { m_dialogModule.SendAlertToUser(godID, "Kick request denied"); } } } } }