This commit is contained in:
tengge 2020-05-19 21:41:26 +08:00
parent 546f9c3cd7
commit 2e0086d5fe
2 changed files with 61 additions and 101 deletions

View File

@ -9,108 +9,68 @@ package server
// GetAllAuthorities returns all operating authorities.
func GetAllAuthorities() []AuthorityModel {
return authorities
result := []AuthorityModel{}
for _, authority := range authorities {
result = append(result, AuthorityModel{
ID: string(authority),
Name: string(authority),
})
}
return result
}
var authorities = []AuthorityModel{
// Administrator means the user has all the authorities.
{"Administrator", "Administrator"},
// Login means the user has to log in.
{"LOGIN", "Login"},
// ListAnimation means the user can get the animation list.
{"LIST_ANIMATION", "List Animation"},
// AddAnimation means the user can upload animation.
{"ADD_ANIMATION", "Add Animation"},
// EditAnimation means the user can edit the animation name and thumbnail he uploaded.
{"EDIT_ANIMATION", "Edit Animation"},
// DeleteAnimation means the user can delete the animation he uploaded.
{"DELETE_ANIMATION", "Delete Animation"},
// ListAudio means the user can get the audio list.
{"LIST_AUDIO", "List Audio"},
// AddAudio means the user can upload audio.
{"ADD_AUDIO", "Add Audio"},
// EditAudio means the user can edit audio name and thumbnail he uploaded.
{"EDIT_AUDIO", "Edit Audio"},
// DeleteAudio means the user can delete audio he uploaded.
{"DELETE_AUDIO", "Delete Audio"},
// ListCategory means the user can get his category list.
{"LIST_CATEGORY", "List Category"},
// SaveCategory means the user can add new category.
{"SAVE_CATEGORY", "Save Category"},
// DeleteCategory means the user can delete his category.
{"DELETE_CATEGORY", "Delete Category"},
// ListCharacter means the user can get the character list.
{"LIST_CHARACTER", "List Character"},
// EditCharacter means the user can edit character name and thumbnail he uploaded.
{"EDIT_CHARACTER", "Edit Character"},
// SaveCharacter means the user can save new character he created.
{"SAVE_CHARACTER", "Save Character"},
// DeleteCharacter means the user can delete character he created.
{"DELETE_CHARACTER", "Delete Character"},
// ListMap means the user can get the texture list.
{"LIST_MAP", "List Map"},
// AddMap means the user can add new texture.
{"ADD_MAP", "Add Map"},
// EditMap means the user can edit texture name and thumbnail he uploaded.
{"EDIT_MAP", "Edit Map"},
// DeleteMap means the user can delete the texture he uploaded.
{"DELETE_MAP", "Delete Map"},
// ListMaterial means the user can get the material list.
{"LIST_MATERIAL", "List Material"},
// EditMaterial means the user can edit material name and thumbnail he saved.
{"EDIT_MATERIAL", "Edit Material"},
// SaveMaterial means the user can save a new material.
{"SAVE_MATERIAL", "Save Material"},
// DeleteMaterial means the user can delete the material he saved.
{"DELETE_MATERIAL", "Delete Material"},
// ListMesh means the user can get the mesh list.
{"LIST_MESH", "List Mesh"},
// AddMesh means the user can upload new mesh.
{"ADD_MESH", "Add Mesh"},
// EditMesh means the user can edit mesh name and thumbnail he uploaded.
{"EDIT_MESH", "Edit Mesh"},
// DeleteMesh means the user can delete mesh he uploaded.
{"DELETE_MESH", "Delete Mesh"},
// ListParticle means the user can get the particle list.
{"LIST_PARTICLE", "List Particle"},
// EditParticle means the user can edit particle name and thumbnail he saved.
{"EDIT_PARTICLE", "Edit Particle"},
// SaveParticle means the user can save new particle.
{"SAVE_PARTICLE", "Save Particle"},
// DeleteParticle means the user can delete particle he saved.
{"DELETE_PARTICLE", "Delete Particle"},
// ListPrefab means the user can get prefab list.
{"LIST_PREFAB", "List Prefab"},
// EditPrefab means the user can edit prefab name and thumbnail.
{"EDIT_PREFAB", "Edit Prefab"},
// SavePrefab means the user can save new prefab.
{"SAVE_PREFAB", "SavePrefab"},
// DeletePrefab means the user can delete prefab.
{"DELETE_PREFAB", "Delete Prefab"},
// EditScene means the user can edit scene name and thumbnail he saved.
{"EDIT_SCENE", "Edit Scene"},
// SaveScene means the user can save new scene.
{"SAVE_SCENE", "Save Scene"},
// PublishScene means the user can publish new scene to static content.
{"PUBLISH_SCENE", "Publish Scene"},
// DeleteScene means the user can delete scenes he saved.
{"DELETE_SCENE", "Delete Scene"},
// ListScreenshot means the user can get the screenshot list.
{"LIST_SCREENSHOT", "List Screenshot"},
// AddScreenshot means the user can save new screenshot.
{"ADD_SCREENSHOT", "Add Screenshot"},
// EditScreenshot means the user can edit screenshot name and thumbnail he saved.
{"EDIT_SCREENSHOT", "Edit Screenshot"},
// DeleteScreenshot means the user can delete screenshot he saved.
{"DELETE_SCREENSHOT", "Delete Screenshot"},
// ListVideo means the user can get the video list he saved.
{"LIST_VIDEO", "List Video"},
// AddVideo means the user can record new video and upload.
{"ADD_VIDEO", "Add Video"},
// EditVideo means the user can edit video name and thumbnail he saved.
{"EDIT_VIDEO", "Edit Video"},
// DeleteVideo means the user can delete video he uploaded.
{"DELETE_VIDEO", "Delete Video"},
var authorities = []Authority{
None,
NotInitialized,
Administrator,
Login,
ListAnimation,
AddAnimation,
EditAnimation,
DeleteAnimation,
ListAudio,
AddAudio,
EditAudio,
DeleteAudio,
ListCategory,
SaveCategory,
DeleteCategory,
ListCharacter,
EditCharacter,
SaveCharacter,
DeleteCharacter,
ListTexture,
AddTexture,
EditTexture,
DeleteTexture,
ListMaterial,
EditMaterial,
SaveMaterial,
DeleteMaterial,
ListMesh,
AddMesh,
EditMesh,
DeleteMesh,
ListParticle,
EditParticle,
SaveParticle,
DeleteParticle,
ListPrefab,
EditPrefab,
SavePrefab,
DeletePrefab,
EditScene,
SaveScene,
PublishScene,
DeleteScene,
ListScreenshot,
AddScreenshot,
EditScreenshot,
DeleteScreenshot,
ListVideo,
AddVideo,
EditVideo,
DeleteVideo,
}
// AuthorityModel is operating authority model.

View File

@ -26,7 +26,7 @@ import (
)
func init() {
server.Handle(http.MethodPost, "/api/ExportScene/Run", Scene, server.Administrator)
server.Handle(http.MethodPost, "/api/ExportScene/Run", Scene, server.PublishScene)
}
// Scene publish scene to static contents.