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; public PermissionManager(Scene world) { m_scene = world; } protected virtual bool IsAdministrator(LLUUID user) { return m_scene.RegionInfo.MasterAvatarAssignedUUID == user; } protected virtual bool IsEstateManager(LLUUID user) { return false; } public virtual bool CanRezObject(LLUUID user, LLVector3 position) { return true; } /// /// Permissions check - can user delete an object? /// /// User attempting the delete /// Target object /// Has permission? public virtual bool CanDeRezObject(LLUUID user, LLUUID obj) { // Default: deny bool canDeRez = false; // If it's not an object, we cant derez it. if (!(m_scene.Entities[obj] is SceneObject)) return false; SceneObject task = (SceneObject)m_scene.Entities[obj]; LLUUID taskOwner = null; // Since we dont have a 'owner' property on task yet // Object owners should be able to delete their own content if (user == taskOwner) canDeRez = true; // Users should be able to delete what is over their land. if (m_scene.LandManager.getLandObject(task.Pos.X, task.Pos.Y).landData.ownerID == user) canDeRez = true; // Estate users should be able to delete anything in the sim if (IsEstateManager(user)) canDeRez = true; // Admin objects should not be deletable by the above if (IsAdministrator(taskOwner)) canDeRez = false; // Admin should be able to delete anything in the sim (including admin objects) if (IsAdministrator(user)) canDeRez = true; return canDeRez; } public virtual bool CanEditObject(LLUUID user, LLUUID obj) { // Permissions for editing fall into the same category as deleting // May need to add check for "no-mod" items. return CanDeRezObject(user, obj); } public virtual bool CanEditScript(LLUUID user, LLUUID script) { return false; } public virtual bool CanRunScript(LLUUID user, LLUUID script) { return false; } public virtual bool CanReturnObject(LLUUID user, LLUUID obj) { // Same category as deleting, but eventually will need seperate check // as sometimes it's better to allow returning only. return CanDeRezObject(user, obj); } public virtual bool CanTerraform(LLUUID user, LLUUID position) { return false; } } }