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Rename "build" privilege to "interact" (backwards-compatibly, of course)
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parent
69bc9224db
commit
932988af46
12
src/auth.cpp
12
src/auth.cpp
@ -28,8 +28,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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std::set<std::string> privsToSet(u64 privs)
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{
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std::set<std::string> s;
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if(privs & PRIV_BUILD)
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s.insert("build");
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if(privs & PRIV_INTERACT)
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s.insert("interact");
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if(privs & PRIV_TELEPORT)
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s.insert("teleport");
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if(privs & PRIV_SETTIME)
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@ -52,8 +52,8 @@ std::set<std::string> privsToSet(u64 privs)
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std::string privsToString(u64 privs)
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{
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std::ostringstream os(std::ios_base::binary);
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if(privs & PRIV_BUILD)
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os<<"build,";
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if(privs & PRIV_INTERACT)
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os<<"interact,";
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if(privs & PRIV_TELEPORT)
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os<<"teleport,";
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if(privs & PRIV_SETTIME)
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@ -89,7 +89,9 @@ u64 stringToPrivs(std::string str)
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{
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std::string s = trim(f.next(","));
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if(s == "build")
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privs |= PRIV_BUILD;
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privs |= PRIV_INTERACT;
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else if(s == "interact")
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privs |= PRIV_INTERACT;
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else if(s == "teleport")
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privs |= PRIV_TELEPORT;
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else if(s == "settime")
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@ -31,7 +31,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// of the player, and define things they're allowed to do. See also
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// the static methods Player::privsToString and stringToPrivs that
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// convert these to human-readable form.
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const u64 PRIV_BUILD = 1; // Can build - i.e. modify the world
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const u64 PRIV_INTERACT = 1; // Can interact
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const u64 PRIV_TELEPORT = 2; // Can teleport
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const u64 PRIV_SETTIME = 4; // Can set the time
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const u64 PRIV_PRIVS = 8; // Can grant and revoke privileges
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@ -46,7 +46,7 @@ const u64 PRIV_PASSWORD = 256; // Can set other players' passwords
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// Default privileges - these can be overriden for new players using the
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// config option "default_privs" - however, this value still applies for
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// players that existed before the privileges system was added.
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const u64 PRIV_DEFAULT = PRIV_BUILD|PRIV_SHOUT;
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const u64 PRIV_DEFAULT = PRIV_INTERACT|PRIV_SHOUT;
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const u64 PRIV_ALL = 0x7FFFFFFFFFFFFFFFULL;
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const u64 PRIV_INVALID = 0x8000000000000000ULL;
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@ -2381,7 +2381,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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}
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else if(command == TOSERVER_SIGNNODETEXT)
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{
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if((getPlayerPrivs(player) & PRIV_BUILD) == 0)
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if((getPlayerPrivs(player) & PRIV_INTERACT) == 0)
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return;
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/*
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u16 command
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@ -2562,7 +2562,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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// Disallow moving items in elsewhere than player's inventory
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// if not allowed to build
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if((getPlayerPrivs(player) & PRIV_BUILD) == 0
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if((getPlayerPrivs(player) & PRIV_INTERACT) == 0
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&& (ma->from_inv != "current_player"
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|| ma->to_inv != "current_player"))
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{
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@ -2628,7 +2628,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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{
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IDropAction *da = (IDropAction*)a;
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// Disallow dropping items if not allowed to build
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if((getPlayerPrivs(player) & PRIV_BUILD) == 0)
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if((getPlayerPrivs(player) & PRIV_INTERACT) == 0)
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{
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delete a;
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return;
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@ -2976,7 +2976,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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/*
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Make sure the player is allowed to do it
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*/
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bool build_priv = (getPlayerPrivs(player) & PRIV_BUILD) != 0;
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bool build_priv = (getPlayerPrivs(player) & PRIV_INTERACT) != 0;
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if(!build_priv)
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{
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infostream<<"Ignoring interaction from player "<<player->getName()
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