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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;
}
public delegate void OnPermissionErrorDelegate(LLUUID user, string reason);
public event OnPermissionErrorDelegate OnPermissionError;
protected virtual void SendPermissionError(LLUUID user, string reason)
{
if (OnPermissionError != null)
OnPermissionError(user, reason);
}
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;
}
#region Object Permissions
protected virtual bool GenericObjectPermission(LLUUID user, LLUUID obj)
{
// Default: deny
bool permission = false;
// If it's not an object, we cant edit 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 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.Pos.X, task.Pos.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;
}
/// <summary>
/// Permissions check - can user delete an object?
/// </summary>
/// <param name="user">User attempting the delete</param>
/// <param name="obj">Target object</param>
/// <returns>Has permission?</returns>
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
public virtual bool CanEditScript(LLUUID user, LLUUID script)
{
return false;
}
public virtual bool CanRunScript(LLUUID user, LLUUID script)
{
return false;
}
public virtual bool CanTerraform(LLUUID user, LLUUID position)
{
return false;
}
#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;
}
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
}
}
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