C# 클래스 Universe.Modules.Permissions.PermissionsModule

상속: INonSharedRegionModule, IPermissionsModule
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe

보호된 프로퍼티들

프로퍼티 타입 설명
m_scene IScene

공개 메소드들

메소드 설명
AddRegion ( IScene scene ) : void
BypassPermissions ( ) : bool
Close ( ) : void
GenerateClientFlags ( UUID user, ISceneChildEntity task ) : uint
GenericEstatePermission ( UUID user ) : bool
GetPermissionClass ( UUID user, ISceneChildEntity obj ) : PermissionClass
HandleBypassPermissions ( IScene scene, string args ) : void
HandleDebugPermissions ( IScene scene, string args ) : void
HandleForcePermissions ( IScene scene, string args ) : void
HandleTransferLandOwnership ( IScene scene, string args ) : void
HandleTransferObjectOwnership ( IScene scene, string args ) : void
HandleTransferOwnership ( IScene scene, string args ) : void
Initialize ( IConfigSource config ) : void
IsInGroup ( UUID user, UUID groupID ) : bool
PropagatePermissions ( ) : bool
RegionLoaded ( IScene scene ) : void
RemoveRegion ( IScene scene ) : void
SetBypassPermissions ( bool value ) : void
SetHomePoint ( UUID userID ) : bool
TakeLandmark ( UUID userID ) : bool

보호된 메소드들

메소드 설명
CheckIsInGodMode ( UUID userID ) : bool
DebugPermissionInformation ( string permissionCalled ) : void
GenericCommunicationPermission ( UUID user, UUID target ) : bool
GenericObjectPermission ( UUID currentUser, UUID objId, bool denyOnLocked ) : bool

General permissions checks for any operation involving an object. These supplement more specific checks implemented by callers.

GenericParcelPermission ( UUID user, ILandObject parcel, ulong groupPowers ) : bool
GenericParcelPermission ( UUID user, System.Vector3 pos, ulong groupPowers ) : bool
IsAdministrator ( UUID user ) : bool

Is the given user an administrator (in other words, a god)?

IsEstateManager ( UUID user ) : bool
IsFriendWithPerms ( UUID user, UUID objectOwner ) : bool
IsGroupMember ( UUID groupID, UUID userID, ulong powers ) : bool
SendPermissionError ( UUID user, string reason ) : void

비공개 메소드들

메소드 설명
ApplyObjectModifyMasks ( uint setPermissionMask, uint objectFlagsMask ) : uint
CanAbandonParcel ( UUID user, ILandObject parcel, IScene scene ) : bool
CanBuyLand ( UUID userID, ILandObject parcel, IScene scene ) : bool
CanCompileScript ( UUID ownerUUID, string scriptType, IScene scene ) : bool
CanControlPrimMedia ( UUID agentID, 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 type in their 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, IScene scene ) : bool
CanDeedParcel ( UUID user, ILandObject parcel, IScene scene ) : bool
CanDeleteObject ( UUID objectID, UUID deleter, IScene scene ) : bool
CanDeleteObjectInventory ( UUID itemID, UUID objectID, UUID userID ) : bool
CanDeleteUserInventory ( UUID itemID, UUID userID ) : bool

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

CanDelinkObject ( UUID userID, UUID objectID ) : bool
CanDuplicateObject ( int objectCount, UUID objectID, UUID owner, IScene scene, System.Vector3 objectPosition ) : bool
CanEditNotecard ( UUID notecard, UUID objectID, UUID user, IScene scene ) : bool

Check whether the specified user can edit the given notecard

CanEditObject ( UUID objectID, UUID editorID, IScene scene ) : bool
CanEditObjectInventory ( UUID objectID, UUID editorID, IScene scene ) : bool
CanEditParcel ( UUID user, ILandObject parcel, IScene scene ) : bool
CanEditParcelAccessList ( UUID userID, ILandObject parcel, uint flags ) : bool
CanEditParcelProperties ( UUID user, ILandObject parcel, GroupPowers p, IScene scene ) : bool
CanEditScript ( UUID script, UUID objectID, UUID user, IScene scene ) : bool

Check whether the specified user can edit the given script

CanEditUserInventory ( UUID itemID, UUID userID ) : bool

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

CanGodTp ( UUID user, UUID target ) : bool
CanInstantMessage ( UUID user, UUID target, IScene startScene ) : bool
CanInteractWithPrimMedia ( UUID agentID, UUID primID, int face ) : bool
CanIssueEstateCommand ( UUID user, IScene requestFromScene, bool ownerCommand ) : bool
CanLinkObject ( UUID userID, UUID objectID ) : bool
CanMoveObject ( UUID objectID, UUID moverID, IScene scene ) : bool
CanObjectEntry ( UUID objectID, bool enteringRegion, System.Vector3 newPoint, UUID OwnerID ) : bool
CanPushObject ( UUID userID, ILandObject parcel ) : bool
CanReclaimParcel ( UUID user, ILandObject parcel, IScene scene ) : bool
CanResetScript ( UUID prim, UUID script, UUID agentID, IScene scene ) : bool
CanReturnObjects ( ILandObject land, UUID user, List objects, IScene scene ) : bool
CanRezObject ( int objectCount, UUID attemptedRezzer, System.Vector3 objectPosition, IScene scene, string &reason ) : bool
CanRunConsoleCommand ( UUID user, IScene requestFromScene ) : bool
CanRunScript ( UUID script, UUID objectID, UUID user, IScene scene ) : bool
CanSellParcel ( UUID user, ILandObject parcel, IScene scene ) : bool
CanSubdivideParcel ( UUID user, ILandObject parcel, IScene scene ) : bool
CanTakeCopyObject ( UUID objectID, UUID userID, IScene inScene ) : bool
CanTakeObject ( UUID objectID, UUID stealer, IScene scene ) : bool
CanTerraformLand ( UUID user, System.Vector3 position, IScene requestFromScene ) : bool
CanViewNotecard ( UUID notecard, UUID objectID, UUID user, IScene scene ) : bool

Check whether the specified user can view the given notecard

CanViewObjectOwners ( UUID userID, ILandObject parcel ) : bool
CanViewScript ( UUID script, UUID objectID, UUID user, IScene scene ) : bool

Check whether the specified user can view the given script

GenericPrimMediaPermission ( ISceneChildEntity part, UUID agentID, MediaPermission perms ) : bool
InternalIsAdministrator ( UUID user, bool checkGodStatus ) : bool

Is the given user an administrator (in other words, a god)?

IsGod ( UUID user, IScene scene ) : bool

메소드 상세

AddRegion() 공개 메소드

public AddRegion ( IScene scene ) : void
scene IScene
리턴 void

BypassPermissions() 공개 메소드

public BypassPermissions ( ) : bool
리턴 bool

CheckIsInGodMode() 보호된 메소드

protected CheckIsInGodMode ( UUID userID ) : bool
userID UUID
리턴 bool

Close() 공개 메소드

public Close ( ) : void
리턴 void

DebugPermissionInformation() 보호된 메소드

protected DebugPermissionInformation ( string permissionCalled ) : void
permissionCalled string
리턴 void

GenerateClientFlags() 공개 메소드

public GenerateClientFlags ( UUID user, ISceneChildEntity task ) : uint
user UUID
task ISceneChildEntity
리턴 uint

GenericCommunicationPermission() 보호된 메소드

protected GenericCommunicationPermission ( UUID user, UUID target ) : bool
user UUID
target UUID
리턴 bool

GenericEstatePermission() 공개 메소드

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

GenericObjectPermission() 보호된 메소드

General permissions checks for any operation involving an object. These supplement more specific checks implemented by callers.
protected GenericObjectPermission ( UUID currentUser, UUID objId, bool denyOnLocked ) : bool
currentUser UUID
objId UUID
denyOnLocked bool
리턴 bool

GenericParcelPermission() 보호된 메소드

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

GenericParcelPermission() 보호된 메소드

protected GenericParcelPermission ( UUID user, System.Vector3 pos, ulong groupPowers ) : bool
user UUID
pos System.Vector3
groupPowers ulong
리턴 bool

GetPermissionClass() 공개 메소드

public GetPermissionClass ( UUID user, ISceneChildEntity obj ) : PermissionClass
user UUID
obj ISceneChildEntity
리턴 PermissionClass

HandleBypassPermissions() 공개 메소드

public HandleBypassPermissions ( IScene scene, string args ) : void
scene IScene
args string
리턴 void

HandleDebugPermissions() 공개 메소드

public HandleDebugPermissions ( IScene scene, string args ) : void
scene IScene
args string
리턴 void

HandleForcePermissions() 공개 메소드

public HandleForcePermissions ( IScene scene, string args ) : void
scene IScene
args string
리턴 void

HandleTransferLandOwnership() 공개 메소드

public HandleTransferLandOwnership ( IScene scene, string args ) : void
scene IScene
args string
리턴 void

HandleTransferObjectOwnership() 공개 메소드

public HandleTransferObjectOwnership ( IScene scene, string args ) : void
scene IScene
args string
리턴 void

HandleTransferOwnership() 공개 메소드

public HandleTransferOwnership ( IScene scene, string args ) : void
scene IScene
args string
리턴 void

Initialize() 공개 메소드

public Initialize ( IConfigSource config ) : void
config IConfigSource
리턴 void

IsAdministrator() 보호된 메소드

Is the given user an administrator (in other words, a god)?
protected IsAdministrator ( UUID user ) : bool
user UUID
리턴 bool

IsEstateManager() 보호된 메소드

protected IsEstateManager ( UUID user ) : bool
user UUID
리턴 bool

IsFriendWithPerms() 보호된 메소드

protected IsFriendWithPerms ( UUID user, UUID objectOwner ) : bool
user UUID
objectOwner UUID
리턴 bool

IsGroupMember() 보호된 메소드

protected IsGroupMember ( UUID groupID, UUID userID, ulong powers ) : bool
groupID UUID
userID UUID
powers ulong
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

RegionLoaded() 공개 메소드

public RegionLoaded ( IScene scene ) : void
scene IScene
리턴 void

RemoveRegion() 공개 메소드

public RemoveRegion ( IScene scene ) : void
scene IScene
리턴 void

SendPermissionError() 보호된 메소드

protected SendPermissionError ( UUID user, string reason ) : void
user UUID
reason string
리턴 void

SetBypassPermissions() 공개 메소드

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

SetHomePoint() 공개 메소드

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

TakeLandmark() 공개 메소드

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

프로퍼티 상세

m_scene 보호되어 있는 프로퍼티

protected IScene m_scene
리턴 IScene