C# 클래스 Universe.Framework.SceneInfo.ScenePermissions

파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

공개 메소드들

메소드 설명
AllowedIncomingAgent ( AgentCircuitData agent, bool isRootAgent, string &reason ) : bool

Check to make sure this user has the ability to have an agent in this region. This checks whether they exist in the grid, whether they are banned from the region and more. It is called by the SimulationService in CreateAgent mainly.

AllowedIncomingTeleport ( UUID userID, System.Vector3 Position, uint TeleportFlags, System.Vector3 &newPosition, string &reason ) : bool

Check to see whether the user is actually in this region and then figure out if they can be where they want to be

AllowedOutgoingLocalTeleport ( UUID userID, string &reason ) : bool

Check to make sure the user is allowed to teleport within this region

AllowedOutgoingRemoteTeleport ( UUID userID, string &reason ) : bool

Check to make sure the user can be teleporting out of the region to a remote region. If this is false, the user is denied the ability to leave the region at all.

BypassPermissions ( ) : bool
CanAbandonParcel ( UUID user, ILandObject parcel ) : bool
CanBuyLand ( UUID user, ILandObject parcel ) : bool
CanCompileScript ( UUID ownerUUID, string scriptType ) : bool
CanControlPrimMedia ( UUID userID, UUID primID, int face ) : bool
CanCopyObjectInventory ( UUID itemID, UUID objectID, UUID userID ) : bool
CanCopyUserInventory ( UUID itemID, UUID userID ) : bool

Check whether the specified user is allowed to copy the given inventory item from their own inventory.

CanCreateObjectInventory ( int invType, UUID objectID, UUID userID ) : bool

Check whether the specified user is allowed to directly create the given inventory type in a prim's inventory (e.g. the New Script button in the 1.21 Linden Lab client).

CanCreateUserInventory ( int invType, UUID userID ) : bool

Check whether the specified user is allowed to create the given inventory type in their inventory.

CanDeedObject ( UUID user, UUID group ) : bool
CanDeedParcel ( UUID user, ILandObject parcel ) : bool
CanDeleteObject ( UUID objectID, UUID deleter ) : bool
CanDeleteObjectInventory ( UUID itemID, UUID objectID, UUID userID ) : bool
CanDeleteUserInventory ( UUID itemID, UUID userID ) : bool

Check whether the specified user is allowed to edit the given inventory item within their own inventory.

CanDelinkObject ( UUID user, UUID objectID ) : bool
CanDuplicateObject ( int objectCount, UUID objectID, UUID owner, System.Vector3 objectPosition ) : bool
CanEditNotecard ( UUID script, UUID objectID, UUID user ) : bool
CanEditObject ( UUID objectID, UUID editorID ) : bool
CanEditObjectInventory ( UUID objectID, UUID editorID ) : bool
CanEditParcel ( UUID user, ILandObject parcel ) : bool
CanEditParcelAccessList ( UUID uUID, ILandObject land, uint flags ) : bool
CanEditParcelProperties ( UUID user, ILandObject parcel, GroupPowers groupPowers ) : bool
CanEditScript ( UUID script, UUID objectID, UUID user ) : bool
CanEditUserInventory ( UUID itemID, UUID userID ) : bool

Check whether the specified user is allowed to edit the given inventory item within their own inventory.

CanGodTeleport ( UUID user, UUID target ) : bool

Checks whether the user is in god mode

CanInstantMessage ( UUID user, UUID target ) : bool
CanInteractWithPrimMedia ( UUID userID, UUID primID, int face ) : bool
CanIssueEstateCommand ( UUID user, bool ownerCommand ) : bool
CanLinkObject ( UUID user, UUID objectID ) : bool
CanMoveObject ( UUID objectID, UUID moverID ) : bool
CanObjectEntry ( UUID objectID, bool enteringRegion, System.Vector3 newPoint, UUID OwnerID ) : bool
CanPushObject ( UUID uUID, ILandObject targetlandObj ) : bool
CanReclaimParcel ( UUID user, ILandObject parcel ) : bool
CanResetScript ( UUID prim, UUID script, UUID user ) : bool
CanReturnObjects ( ILandObject land, UUID user, List objects ) : bool
CanRezObject ( int objectCount, UUID owner, System.Vector3 objectPosition, string &reason ) : bool
CanRunConsoleCommand ( UUID user ) : bool
CanRunScript ( UUID script, UUID objectID, UUID user ) : bool
CanSellParcel ( UUID user, ILandObject parcel ) : bool
CanSetHome ( UUID userID ) : bool
CanStartScript ( UUID script, UUID user ) : bool
CanStopScript ( UUID script, UUID user ) : bool
CanSubdivideParcel ( UUID user, ILandObject parcel ) : bool
CanTakeCopyObject ( UUID objectID, UUID userID ) : bool
CanTakeLandmark ( UUID user ) : bool
CanTakeObject ( UUID objectID, UUID AvatarTakingUUID ) : bool
CanTerraformLand ( UUID user, System.Vector3 pos ) : bool
CanViewNotecard ( UUID script, UUID objectID, UUID user ) : bool
CanViewObjectOwners ( UUID uUID, ILandObject targetlandObj ) : bool
CanViewScript ( UUID script, UUID objectID, UUID user ) : bool
GenerateClientFlags ( UUID userID, ISceneChildEntity part ) : uint
GenericParcelPermission ( UUID user, ILandObject parcel, ulong groupPowers ) : bool
IsAdministrator ( UUID user ) : bool

Checks whether the user can be in god mode

IsGod ( UUID user ) : bool

Checks whether the user is in god mode

IsInGroup ( UUID user, UUID groupID ) : bool
PropagatePermissions ( ) : bool
ScenePermissions ( IScene scene ) : System
SetBypassPermissions ( bool value ) : void

메소드 상세

AllowedIncomingAgent() 공개 메소드

Check to make sure this user has the ability to have an agent in this region. This checks whether they exist in the grid, whether they are banned from the region and more. It is called by the SimulationService in CreateAgent mainly.
public AllowedIncomingAgent ( AgentCircuitData agent, bool isRootAgent, string &reason ) : bool
agent Universe.Framework.PresenceInfo.AgentCircuitData The Agent that is coming in
isRootAgent bool Whether this agent will be a root agent
reason string If it fails, this explains why they cannot enter
리턴 bool

AllowedIncomingTeleport() 공개 메소드

Check to see whether the user is actually in this region and then figure out if they can be where they want to be
public AllowedIncomingTeleport ( UUID userID, System.Vector3 Position, uint TeleportFlags, System.Vector3 &newPosition, string &reason ) : bool
userID UUID The user who is teleporting (can be either incoming from a remote region, or a local teleport)
Position System.Vector3 The position the user has requested
TeleportFlags uint
newPosition System.Vector3 The position the user is going to get
reason string If the check fails, this will tell why
리턴 bool

AllowedOutgoingLocalTeleport() 공개 메소드

Check to make sure the user is allowed to teleport within this region
public AllowedOutgoingLocalTeleport ( UUID userID, string &reason ) : bool
userID UUID The user that is attempting to leave
reason string If this check fails, this is the reason why
리턴 bool

AllowedOutgoingRemoteTeleport() 공개 메소드

Check to make sure the user can be teleporting out of the region to a remote region. If this is false, the user is denied the ability to leave the region at all.
public AllowedOutgoingRemoteTeleport ( UUID userID, string &reason ) : bool
userID UUID The user that is attempting to leave the region
reason string If this fails, this explains why it failed
리턴 bool

BypassPermissions() 공개 메소드

public BypassPermissions ( ) : bool
리턴 bool

CanAbandonParcel() 공개 메소드

public CanAbandonParcel ( UUID user, ILandObject parcel ) : bool
user UUID
parcel ILandObject
리턴 bool

CanBuyLand() 공개 메소드

public CanBuyLand ( UUID user, ILandObject parcel ) : bool
user UUID
parcel ILandObject
리턴 bool

CanCompileScript() 공개 메소드

public CanCompileScript ( UUID ownerUUID, string scriptType ) : bool
ownerUUID UUID
scriptType string
리턴 bool

CanControlPrimMedia() 공개 메소드

public CanControlPrimMedia ( UUID userID, UUID primID, int face ) : bool
userID UUID
primID UUID
face int
리턴 bool

CanCopyObjectInventory() 공개 메소드

public CanCopyObjectInventory ( UUID itemID, UUID objectID, UUID userID ) : bool
itemID UUID
objectID UUID
userID UUID
리턴 bool

CanCopyUserInventory() 공개 메소드

Check whether the specified user is allowed to copy the given inventory item from their own inventory.
public CanCopyUserInventory ( UUID itemID, UUID userID ) : bool
itemID UUID
userID UUID
리턴 bool

CanCreateObjectInventory() 공개 메소드

Check whether the specified user is allowed to directly create the given inventory type in a prim's inventory (e.g. the New Script button in the 1.21 Linden Lab client).
public CanCreateObjectInventory ( int invType, UUID objectID, UUID userID ) : bool
invType int
objectID UUID
userID UUID
리턴 bool

CanCreateUserInventory() 공개 메소드

Check whether the specified user is allowed to create the given inventory type in their inventory.
public CanCreateUserInventory ( int invType, UUID userID ) : bool
invType int
userID UUID
리턴 bool

CanDeedObject() 공개 메소드

public CanDeedObject ( UUID user, UUID group ) : bool
user UUID
group UUID
리턴 bool

CanDeedParcel() 공개 메소드

public CanDeedParcel ( UUID user, ILandObject parcel ) : bool
user UUID
parcel ILandObject
리턴 bool

CanDeleteObject() 공개 메소드

public CanDeleteObject ( UUID objectID, UUID deleter ) : bool
objectID UUID
deleter UUID
리턴 bool

CanDeleteObjectInventory() 공개 메소드

public CanDeleteObjectInventory ( UUID itemID, UUID objectID, UUID userID ) : bool
itemID UUID
objectID UUID
userID UUID
리턴 bool

CanDeleteUserInventory() 공개 메소드

Check whether the specified user is allowed to edit the given inventory item within their own inventory.
public CanDeleteUserInventory ( UUID itemID, UUID userID ) : bool
itemID UUID
userID UUID
리턴 bool

CanDelinkObject() 공개 메소드

public CanDelinkObject ( UUID user, UUID objectID ) : bool
user UUID
objectID UUID
리턴 bool

CanDuplicateObject() 공개 메소드

public CanDuplicateObject ( int objectCount, UUID objectID, UUID owner, System.Vector3 objectPosition ) : bool
objectCount int
objectID UUID
owner UUID
objectPosition System.Vector3
리턴 bool

CanEditNotecard() 공개 메소드

public CanEditNotecard ( UUID script, UUID objectID, UUID user ) : bool
script UUID
objectID UUID
user UUID
리턴 bool

CanEditObject() 공개 메소드

public CanEditObject ( UUID objectID, UUID editorID ) : bool
objectID UUID
editorID UUID
리턴 bool

CanEditObjectInventory() 공개 메소드

public CanEditObjectInventory ( UUID objectID, UUID editorID ) : bool
objectID UUID
editorID UUID
리턴 bool

CanEditParcel() 공개 메소드

public CanEditParcel ( UUID user, ILandObject parcel ) : bool
user UUID
parcel ILandObject
리턴 bool

CanEditParcelAccessList() 공개 메소드

public CanEditParcelAccessList ( UUID uUID, ILandObject land, uint flags ) : bool
uUID UUID
land ILandObject
flags uint
리턴 bool

CanEditParcelProperties() 공개 메소드

public CanEditParcelProperties ( UUID user, ILandObject parcel, GroupPowers groupPowers ) : bool
user UUID
parcel ILandObject
groupPowers GroupPowers
리턴 bool

CanEditScript() 공개 메소드

public CanEditScript ( UUID script, UUID objectID, UUID user ) : bool
script UUID
objectID UUID
user UUID
리턴 bool

CanEditUserInventory() 공개 메소드

Check whether the specified user is allowed to edit the given inventory item within their own inventory.
public CanEditUserInventory ( UUID itemID, UUID userID ) : bool
itemID UUID
userID UUID
리턴 bool

CanGodTeleport() 공개 메소드

Checks whether the user is in god mode
public CanGodTeleport ( UUID user, UUID target ) : bool
user UUID
target UUID
리턴 bool

CanInstantMessage() 공개 메소드

public CanInstantMessage ( UUID user, UUID target ) : bool
user UUID
target UUID
리턴 bool

CanInteractWithPrimMedia() 공개 메소드

public CanInteractWithPrimMedia ( UUID userID, UUID primID, int face ) : bool
userID UUID
primID UUID
face int
리턴 bool

CanIssueEstateCommand() 공개 메소드

public CanIssueEstateCommand ( UUID user, bool ownerCommand ) : bool
user UUID
ownerCommand bool
리턴 bool

CanLinkObject() 공개 메소드

public CanLinkObject ( UUID user, UUID objectID ) : bool
user UUID
objectID UUID
리턴 bool

CanMoveObject() 공개 메소드

public CanMoveObject ( UUID objectID, UUID moverID ) : bool
objectID UUID
moverID UUID
리턴 bool

CanObjectEntry() 공개 메소드

public CanObjectEntry ( UUID objectID, bool enteringRegion, System.Vector3 newPoint, UUID OwnerID ) : bool
objectID UUID
enteringRegion bool
newPoint System.Vector3
OwnerID UUID
리턴 bool

CanPushObject() 공개 메소드

public CanPushObject ( UUID uUID, ILandObject targetlandObj ) : bool
uUID UUID
targetlandObj ILandObject
리턴 bool

CanReclaimParcel() 공개 메소드

public CanReclaimParcel ( UUID user, ILandObject parcel ) : bool
user UUID
parcel ILandObject
리턴 bool

CanResetScript() 공개 메소드

public CanResetScript ( UUID prim, UUID script, UUID user ) : bool
prim UUID
script UUID
user UUID
리턴 bool

CanReturnObjects() 공개 메소드

public CanReturnObjects ( ILandObject land, UUID user, List objects ) : bool
land ILandObject
user UUID
objects List
리턴 bool

CanRezObject() 공개 메소드

public CanRezObject ( int objectCount, UUID owner, System.Vector3 objectPosition, string &reason ) : bool
objectCount int
owner UUID
objectPosition System.Vector3
reason string
리턴 bool

CanRunConsoleCommand() 공개 메소드

public CanRunConsoleCommand ( UUID user ) : bool
user UUID
리턴 bool

CanRunScript() 공개 메소드

public CanRunScript ( UUID script, UUID objectID, UUID user ) : bool
script UUID
objectID UUID
user UUID
리턴 bool

CanSellParcel() 공개 메소드

public CanSellParcel ( UUID user, ILandObject parcel ) : bool
user UUID
parcel ILandObject
리턴 bool

CanSetHome() 공개 메소드

public CanSetHome ( UUID userID ) : bool
userID UUID
리턴 bool

CanStartScript() 공개 메소드

public CanStartScript ( UUID script, UUID user ) : bool
script UUID
user UUID
리턴 bool

CanStopScript() 공개 메소드

public CanStopScript ( UUID script, UUID user ) : bool
script UUID
user UUID
리턴 bool

CanSubdivideParcel() 공개 메소드

public CanSubdivideParcel ( UUID user, ILandObject parcel ) : bool
user UUID
parcel ILandObject
리턴 bool

CanTakeCopyObject() 공개 메소드

public CanTakeCopyObject ( UUID objectID, UUID userID ) : bool
objectID UUID
userID UUID
리턴 bool

CanTakeLandmark() 공개 메소드

public CanTakeLandmark ( UUID user ) : bool
user UUID
리턴 bool

CanTakeObject() 공개 메소드

public CanTakeObject ( UUID objectID, UUID AvatarTakingUUID ) : bool
objectID UUID
AvatarTakingUUID UUID
리턴 bool

CanTerraformLand() 공개 메소드

public CanTerraformLand ( UUID user, System.Vector3 pos ) : bool
user UUID
pos System.Vector3
리턴 bool

CanViewNotecard() 공개 메소드

public CanViewNotecard ( UUID script, UUID objectID, UUID user ) : bool
script UUID
objectID UUID
user UUID
리턴 bool

CanViewObjectOwners() 공개 메소드

public CanViewObjectOwners ( UUID uUID, ILandObject targetlandObj ) : bool
uUID UUID
targetlandObj ILandObject
리턴 bool

CanViewScript() 공개 메소드

public CanViewScript ( UUID script, UUID objectID, UUID user ) : bool
script UUID
objectID UUID
user UUID
리턴 bool

GenerateClientFlags() 공개 메소드

public GenerateClientFlags ( UUID userID, ISceneChildEntity part ) : uint
userID UUID
part ISceneChildEntity
리턴 uint

GenericParcelPermission() 공개 메소드

public GenericParcelPermission ( UUID user, ILandObject parcel, ulong groupPowers ) : bool
user UUID
parcel ILandObject
groupPowers ulong
리턴 bool

IsAdministrator() 공개 메소드

Checks whether the user can be in god mode
public IsAdministrator ( UUID user ) : bool
user UUID
리턴 bool

IsGod() 공개 메소드

Checks whether the user is in god mode
public IsGod ( UUID user ) : bool
user UUID
리턴 bool

IsInGroup() 공개 메소드

public IsInGroup ( UUID user, UUID groupID ) : bool
user UUID
groupID UUID
리턴 bool

PropagatePermissions() 공개 메소드

public PropagatePermissions ( ) : bool
리턴 bool

ScenePermissions() 공개 메소드

public ScenePermissions ( IScene scene ) : System
scene IScene
리턴 System

SetBypassPermissions() 공개 메소드

public SetBypassPermissions ( bool value ) : void
value bool
리턴 void