Fix security so it correctly checks the OwnerUUID of an object which contains the script issuing a command
parent
1bdb12c558
commit
81b353c53c
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@ -311,8 +311,19 @@ namespace Flocking
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protected void SimChatSent (Object x, OSChatMessage msg)
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{
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if (msg.Channel != m_chatChannel) return; // not for us
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if (m_allowedControllers.Count > 0)
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{
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bool reject = true;
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if (msg.SenderObject != null)
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{
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UUID ooUUID = ((SceneObjectPart)msg.SenderObject).OwnerID;
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//m_log.InfoFormat("[{0}]: Message from object {1} with OwnerID: {2}", m_name, msg.SenderUUID, ooUUID);
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if (m_allowedControllers.Contains(ooUUID)) reject = false;
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}
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if (m_allowedControllers.Contains(msg.SenderUUID)) reject = false;
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if (m_allowedControllers.Count>0 & !m_allowedControllers.Contains(msg.SenderUUID)) return; // not for us
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if (reject) return; //not for us
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}
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// try and parse a valid cmd from this msg
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string cmd = msg.Message; //.ToLower ();
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@ -125,6 +125,9 @@ which users are allowed to control the module using the 'BirdsAllowedControllers
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but it may also contain one of the pre-defined constants ESTATE_OWNER (evaluates to the UUID of the estate owner) and ESTATE_MANAGER
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(evaluates to a list of estate manager UUIDS).
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* For commands sent from in-world chat, it is the UUID of the avatar sending the command that is checked against the list.
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* For commands sent from a script it is the UUID of the owner of the prim in which the script resides that is checked against the list.
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Bird prims:
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Any currently rezzed in-scene-object can be used as the bird prim. However fps is very much affected by the
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