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; // Bypasses the permissions engine (always returns OK) // disable in any production environment // TODO: Change this to false when permissions are a desired default // TODO: Move to configuration option. private bool m_bypassPermissions = true; public bool BypassPermissions { get { return m_bypassPermissions; } set { m_bypassPermissions = value; } } public PermissionManager(Scene scene) { m_scene = scene; } protected virtual void SendPermissionError(LLUUID user, string reason) { m_scene.EventManager.TriggerPermissionError(user, reason); } protected virtual bool IsAdministrator(LLUUID user) { if (m_bypassPermissions) { return true; } return m_scene.RegionInfo.MasterAvatarAssignedUUID == user; } protected virtual bool IsEstateManager(LLUUID user) { if (m_bypassPermissions) { return true; } return false; } protected virtual bool IsGridUser(LLUUID user) { return true; } protected virtual bool IsGuest(LLUUID user) { return false; } public virtual bool CanRezObject(LLUUID user, LLVector3 position) { bool permission = false; string reason = "Insufficient permission"; if (IsAdministrator(user)) { permission = true; } else { reason = "Not an administrator"; } if (GenericParcelPermission(user, position)) { permission = true; } else { reason = "Not the parcel owner"; } if (!permission) SendPermissionError(user, reason); return permission; } #region Object Permissions protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId) { // Default: deny bool permission = false; if( !m_scene.Entities.ContainsKey( objId )) { return false; } // If it's not an object, we cant edit it. if (!(m_scene.Entities[objId] is SceneObjectGroup)) { return false; } SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objId]; LLUUID taskOwner = null; // Object owners should be able to edit their own content if (user == taskOwner) permission = true; // Users should be able to edit what is over their land. if (m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y).landData.ownerID == user) permission = true; // Estate users should be able to edit anything in the sim if (IsEstateManager(user)) permission = true; // Admin objects should not be editable by the above if (IsAdministrator(taskOwner)) permission = false; // Admin should be able to edit anything in the sim (including admin objects) if (IsAdministrator(user)) permission = true; return permission; } /// /// Permissions check - can user delete an object? /// /// User attempting the delete /// Target object /// Has permission? public virtual bool CanDeRezObject(LLUUID user, LLUUID obj) { return GenericObjectPermission(user, obj); } public virtual bool CanEditObject(LLUUID user, LLUUID obj) { return GenericObjectPermission(user, obj); } public virtual bool CanReturnObject(LLUUID user, LLUUID obj) { return GenericObjectPermission(user, obj); } #endregion #region Communication Permissions public virtual bool GenericCommunicationPermission(LLUUID user, LLUUID target) { bool permission = false; string reason = "Only registered users may communicate with another account."; if (IsGridUser(user)) permission = true; if (!IsGridUser(user)) { permission = false; reason = "The person that you are messaging is not a registered user."; } if (IsAdministrator(user)) permission = true; if (IsEstateManager(user)) permission = true; if (!permission) SendPermissionError(user, reason); return permission; } public virtual bool CanInstantMessage(LLUUID user, LLUUID target) { return GenericCommunicationPermission(user, target); } public virtual bool CanInventoryTransfer(LLUUID user, LLUUID target) { return GenericCommunicationPermission(user, target); } #endregion public virtual bool CanEditScript(LLUUID user, LLUUID script) { return IsAdministrator(user); } public virtual bool CanRunScript(LLUUID user, LLUUID script) { return IsAdministrator(user); } public virtual bool CanTerraform(LLUUID user, LLVector3 position) { bool permission = false; // Estate override if (GenericEstatePermission(user)) permission = true; // Land owner can terraform too if (GenericParcelPermission(user, m_scene.LandManager.getLandObject(position.X, position.Y))) permission = true; if (!permission) SendPermissionError(user, "Not authorized to terraform at this location."); return permission; } #region Estate Permissions protected virtual bool GenericEstatePermission(LLUUID user) { // Default: deny bool permission = false; // Estate admins should be able to use estate tools if (IsEstateManager(user)) permission = true; // Administrators always have permission if (IsAdministrator(user)) permission = true; return permission; } public virtual bool CanEditEstateTerrain(LLUUID user) { return GenericEstatePermission(user); } #endregion #region Parcel Permissions protected virtual bool GenericParcelPermission(LLUUID user, Land parcel) { bool permission = false; if (parcel.landData.ownerID == user) permission = true; if (parcel.landData.isGroupOwned) { // TODO: Need to do some extra checks here. Requires group code. } if(IsEstateManager(user)) permission = true; if (IsAdministrator(user)) permission = true; return permission; } protected virtual bool GenericParcelPermission(LLUUID user, LLVector3 pos) { return GenericParcelPermission(user, m_scene.LandManager.getLandObject(pos.X, pos.Y)); } public virtual bool CanEditParcel(LLUUID user, Land parcel) { return GenericParcelPermission(user, parcel); } public virtual bool CanSellParcel(LLUUID user, Land parcel) { return GenericParcelPermission(user, parcel); } public virtual bool CanAbandonParcel(LLUUID user, Land parcel) { return GenericParcelPermission(user, parcel); } #endregion } }