aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/GodController.cs
blob: 937236664f1eebbea15097b82f50a8af0eac1452 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
/*
 * 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;
using System.Xml;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using System.Timers;
using Timer = System.Timers.Timer;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Types;
using OpenSim.Services.Interfaces;

namespace OpenSim.Region.Framework.Scenes
{
    public class GodController
    {
        public enum ImplicitGodLevels : int
        {
            EstateManager = 210,    // estate manager implicit god level
            RegionOwner = 220       // region owner implicit god level should be >= than estate
        }

        ScenePresence m_scenePresence;
        Scene m_scene;
        protected bool m_allowGridGods;
        protected bool m_forceGridGodsOnly;
        protected bool m_regionOwnerIsGod;
        protected bool m_regionManagerIsGod;
        protected bool m_forceGodModeAlwaysOn;
        protected bool m_allowGodActionsWithoutGodMode;

        protected int m_userLevel = 0;
        // the god level from local or grid user rights
        protected int m_rightsGodLevel = 0;
        // the level seen by viewers
        protected int m_viewergodlevel = 0;
        // new level that can be fixed or equal to godlevel, acording to options
        protected int m_godlevel = 0;
        protected int m_lastLevelToViewer = 0;

        public GodController(Scene scene, ScenePresence sp, int userlevel)
        {
            m_scene = scene;
            m_scenePresence = sp;
            m_userLevel = userlevel;

            IConfigSource config = scene.Config;

            string[] sections = new string[] { "Startup", "Permissions" };

            // God level is based on UserLevel. Gods will have that
            // level grid-wide. Others may become god locally but grid
            // gods are god everywhere.
            m_allowGridGods =
                    Util.GetConfigVarFromSections<bool>(config,
                    "allow_grid_gods", sections, false);

            // If grid gods are active, dont allow any other gods
            m_forceGridGodsOnly =
                    Util.GetConfigVarFromSections<bool>(config,
                    "force_grid_gods_only", sections, false);

            if(!m_forceGridGodsOnly)
            {
                // The owner of a region is a god in his region only.
                m_regionOwnerIsGod =
                    Util.GetConfigVarFromSections<bool>(config,
                    "region_owner_is_god", sections, true);

                // Region managers are gods in the regions they manage.
                m_regionManagerIsGod =
                    Util.GetConfigVarFromSections<bool>(config,
                    "region_manager_is_god", sections, false);

            }
            else
                m_allowGridGods = true; // reduce potencial user mistakes
                 
            // God mode should be turned on in the viewer whenever
            // the user has god rights somewhere. They may choose
            // to turn it off again, though.
            m_forceGodModeAlwaysOn =
                    Util.GetConfigVarFromSections<bool>(config,
                    "automatic_gods", sections, false);

            // The user can execute any and all god functions, as
            // permitted by the viewer UI, without actually "godding
            // up". This is the default state in 0.8.2.
            m_allowGodActionsWithoutGodMode =
                    Util.GetConfigVarFromSections<bool>(config,
                    "implicit_gods", sections, false);

            m_rightsGodLevel = CalcRightsGodLevel();

            if(m_allowGodActionsWithoutGodMode)
            {
                m_godlevel = m_rightsGodLevel;
                m_forceGodModeAlwaysOn = false;
            }

            else if(m_forceGodModeAlwaysOn)
            {
                m_viewergodlevel = m_rightsGodLevel;
                m_godlevel = m_rightsGodLevel;
            }

            m_scenePresence.IsGod = (m_godlevel >= 200);
            m_scenePresence.IsViewerUIGod = (m_viewergodlevel >= 200);
        }

        // calculates god level at sp creation from local and grid user god rights
        // for now this is assumed static until user leaves region.
        // later estate and gride level updates may update this
        protected int CalcRightsGodLevel()
        {
            int level = 0;
            if (m_allowGridGods && m_userLevel >= 200)
                level = m_userLevel;

            if(m_forceGridGodsOnly || level >= (int)ImplicitGodLevels.RegionOwner)
                return level;

            if (m_regionOwnerIsGod && m_scene.RegionInfo.EstateSettings.IsEstateOwner(m_scenePresence.UUID))
                level = (int)ImplicitGodLevels.RegionOwner;

            if(level >= (int)ImplicitGodLevels.EstateManager)
                return level;

            if (m_regionManagerIsGod && m_scene.Permissions.IsEstateManager(m_scenePresence.UUID))
                level = (int)ImplicitGodLevels.EstateManager;

            return level;
        }

        protected bool CanBeGod()
        {
            return m_rightsGodLevel >= 200;
        }

        protected void UpdateGodLevels(bool viewerState)
        {
            if(!CanBeGod())
            {
                m_viewergodlevel = 0;
                m_godlevel = 0;
                m_scenePresence.IsGod = false;
                m_scenePresence.IsViewerUIGod = false;
                return;
            }

            // legacy some are controled by viewer, others are static
            if(m_allowGodActionsWithoutGodMode)
            {
                if(viewerState)
                    m_viewergodlevel = m_rightsGodLevel;
                else
                    m_viewergodlevel = 0;

                m_godlevel = m_rightsGodLevel;
            }
            else
            {
                // new all change with viewer
                if(viewerState)
                {
                    m_viewergodlevel = m_rightsGodLevel;
                    m_godlevel = m_rightsGodLevel;
                }
                else
                {
                    m_viewergodlevel = 0;
                    m_godlevel = 0;
                }
            }
            m_scenePresence.IsGod = (m_godlevel >= 200);
            m_scenePresence.IsViewerUIGod = (m_viewergodlevel >= 200);
        }

        public void SyncViewerState()
        {
            if(m_lastLevelToViewer == m_viewergodlevel)
                return;

            m_lastLevelToViewer = m_viewergodlevel;

            if(m_scenePresence.IsChildAgent)
                return;            

            m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_viewergodlevel);
        }

        public void RequestGodMode(bool god)
        {
            UpdateGodLevels(god);

            if(m_lastLevelToViewer != m_viewergodlevel)
            {
                m_scenePresence.ControllingClient.SendAdminResponse(UUID.Zero, (uint)m_viewergodlevel);
                m_lastLevelToViewer = m_viewergodlevel;
            }
        }

       public OSD State()
        {
            OSDMap godMap = new OSDMap(2);
            bool m_viewerUiIsGod = m_viewergodlevel >= 200;
            godMap.Add("ViewerUiIsGod", OSD.FromBoolean(m_viewerUiIsGod));

            return godMap;
        }

        public void SetState(OSD state)
        {
            bool newstate = false;
            if(m_forceGodModeAlwaysOn)
                newstate = m_viewergodlevel >= 200;
            if(state != null)
            {
                OSDMap s = (OSDMap)state;

                if (s.ContainsKey("ViewerUiIsGod"))
                    newstate = s["ViewerUiIsGod"].AsBoolean();
                m_lastLevelToViewer = m_viewergodlevel; // we are not changing viewer level by default
            }       
            UpdateGodLevels(newstate);
        }

        public void HasMovedAway()
        {
            m_lastLevelToViewer = 0;
            if(m_forceGodModeAlwaysOn)
            {
                m_viewergodlevel = m_rightsGodLevel;
                m_godlevel = m_rightsGodLevel;
            }
        }

        public int UserLevel
        {
            get { return m_userLevel; }
            set { m_userLevel = value; }
        }

        public int ViwerUIGodLevel
        {
            get { return m_viewergodlevel; }
        }

        public int GodLevel
        {
            get { return m_godlevel; }
        }
    }
}