stop using a GetPermissionClass() in GenerateClientFlags since it is not good enough, just process the several cases inline
parent
386a8136c9
commit
0d538cb24c
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@ -479,7 +479,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return false;
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}
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/*
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private bool CheckGroupPowers(ScenePresence sp, UUID groupID, ulong powersMask)
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{
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if(sp == null || sp.ControllingClient == null)
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@ -504,7 +504,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return (grpPowers & powersMask) != 0;
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}
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*/
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/// <summary>
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/// Parse a user set configuration setting
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/// </summary>
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@ -631,27 +631,44 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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#region Object Permissions
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#pragma warning disable 0612
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const uint NOT_DEFAULT_FLAGS = (uint)~(
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PrimFlags.ObjectCopy | // Tells client you can copy the object
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PrimFlags.ObjectModify | // tells client you can modify the object
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PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
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PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
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PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
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PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
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PrimFlags.ObjectOwnerModify // Tells client that you're the owner of the object
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);
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const uint DEFAULT_FLAGS = (uint)~(
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PrimFlags.ObjectCopy | // Tells client you can copy the object
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PrimFlags.ObjectModify | // tells client you can modify the object
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PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
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PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
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PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
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PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
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PrimFlags.ObjectOwnerModify // Tells client that you're the owner of the object
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);
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const uint NOT_DEFAULT_FLAGS = (uint)~(
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PrimFlags.ObjectCopy | // Tells client you can copy the object
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PrimFlags.ObjectModify | // tells client you can modify the object
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PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
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PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
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PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
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PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
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PrimFlags.ObjectOwnerModify // Tells client that you're the owner of the object
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);
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#pragma warning restore 0612
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const uint EXTRAOWNERMASK = (uint)(
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const uint EXTRAOWNERMASK = (uint)(
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PrimFlags.ObjectYouOwner |
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PrimFlags.ObjectAnyOwner
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);
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const uint EXTRAGODMASK = (uint)(
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PrimFlags.ObjectYouOwner |
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PrimFlags.ObjectAnyOwner |
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PrimFlags.ObjectOwnerModify
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PrimFlags.ObjectOwnerModify |
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PrimFlags.ObjectModify |
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PrimFlags.ObjectMove
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);
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public uint GenerateClientFlags(ScenePresence sp, uint curEffectivePerms, UUID objID)
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{
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// ObjectFlags and Permission flags are two different enumerations
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// ObjectFlags, tells the client what it will allow the user to do.
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if(sp == null || curEffectivePerms == 0)
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return (uint)0;
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SceneObjectPart task = m_scene.GetSceneObjectPart(objID);
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@ -659,68 +676,103 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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if (task == null)
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return (uint)0;
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if(curEffectivePerms == 0)
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return 0;
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// Remove any of the objectFlags that are temporary. These will get added back if appropriate
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// in the next bit of code
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uint objflags = curEffectivePerms & NOT_DEFAULT_FLAGS ;
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// get a relevant class for current presence on task
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PermissionClass permissionClass = GetPermissionClass(sp, task);
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uint returnMask;
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// handle acording
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uint returnMask = 0;
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switch (permissionClass)
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// gods have owner rights with Modify and Move always on
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if(sp.IsGod)
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{
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case PermissionClass.Owner:
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// Customize the OwnerMask
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// on next line EveryoneMask possible is redundant
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// but then it should also be on GroupMask
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returnMask = ApplyObjectModifyMasks(task.OwnerMask | task.EveryoneMask, objflags);
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returnMask |= EXTRAOWNERMASK;
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break;
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returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
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returnMask |= EXTRAGODMASK;
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return returnMask;
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}
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case PermissionClass.Group:
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// Customize the GroupMask
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if(task.GroupID == task.OwnerID)
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//bypass option == owner rights
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if (m_bypassPermissions)
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{
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returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
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returnMask |= EXTRAOWNERMASK;
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if((returnMask & (uint)PrimFlags.ObjectModify) != 0)
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returnMask |= (uint)PrimFlags.ObjectOwnerModify;
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return returnMask;
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}
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UUID taskOwnerID = task.OwnerID;
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UUID spID = sp.UUID;
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// owner
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if (spID == taskOwnerID)
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{
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returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
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returnMask |= EXTRAOWNERMASK;
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if((returnMask & (uint)PrimFlags.ObjectModify) != 0)
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returnMask |= (uint)PrimFlags.ObjectOwnerModify;
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return returnMask;
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}
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// if not god or owner, do attachments as everyone
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if(task.ParentGroup.IsAttachment)
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{
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returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
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if (taskOwnerID != UUID.Zero)
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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return returnMask;
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}
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// if friends with rights then owner
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if (IsFriendWithPerms(spID, taskOwnerID))
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{
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returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
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returnMask |= EXTRAOWNERMASK;
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if((returnMask & (uint)PrimFlags.ObjectModify) != 0)
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returnMask |= (uint)PrimFlags.ObjectOwnerModify;
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return returnMask;
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}
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// group owned or shared ?
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UUID taskGroupID = task.GroupID;
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IClientAPI client = sp.ControllingClient;
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if(taskGroupID != UUID.Zero && client != null && client.IsGroupMember(taskGroupID))
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{
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if(taskGroupID == taskOwnerID)
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{
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// object is owned by group, owner rights and group role powers do apply
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if((client.GetGroupPowers(taskGroupID) & (ulong)GroupPowers.ObjectManipulate) != 0)
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// instead forcing active group can be safeguard againts casual mistakes ??
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//if(CheckActiveGroupPowers(sp, task.GroupID, (ulong)GroupPowers.ObjectManipulate))
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{
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// object is owned by group, owner rights do apply
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// we are not limiting to group owned parcel so this work anywhere
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if(CheckGroupPowers(sp, task.GroupID, (ulong)GroupPowers.ObjectManipulate))
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// instead forcing active group can be safeguard againts casual mistakes ??
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//if(CheckActiveGroupPowers(sp, task.GroupID, (ulong)GroupPowers.ObjectManipulate))
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{
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returnMask = ApplyObjectModifyMasks(task.OwnerMask | task.EveryoneMask, objflags);
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returnMask |=
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(uint)PrimFlags.ObjectGroupOwned |
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(uint)PrimFlags.ObjectAnyOwner;
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if((returnMask & (uint)PrimFlags.ObjectModify) != 0)
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returnMask |= (uint)PrimFlags.ObjectOwnerModify;
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}
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else
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{
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// no special rights
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returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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}
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returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
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returnMask |=
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(uint)PrimFlags.ObjectGroupOwned |
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(uint)PrimFlags.ObjectAnyOwner;
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if((returnMask & (uint)PrimFlags.ObjectModify) != 0)
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returnMask |= (uint)PrimFlags.ObjectOwnerModify;
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return returnMask;
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}
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else
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{
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// not group owned, group sharing rights apply
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returnMask = ApplyObjectModifyMasks(task.GroupMask | task.EveryoneMask, objflags);
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if (task.OwnerID != UUID.Zero)
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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}
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break;
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case PermissionClass.Everyone:
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default:
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returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
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if (task.OwnerID != UUID.Zero)
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// no special rights
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returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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break;
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return returnMask;
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}
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}
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else
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{
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// group sharing
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returnMask = ApplyObjectModifyMasks(task.GroupMask, objflags);
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if (taskOwnerID != UUID.Zero)
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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return returnMask;
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}
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}
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// fallback is everyone rights
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returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
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if (taskOwnerID != UUID.Zero)
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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return returnMask;
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}
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@ -752,39 +804,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return objectFlagsMask;
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}
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private PermissionClass GetPermissionClass(ScenePresence sp, SceneObjectPart obj)
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{
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if (obj == null || sp == null)
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return PermissionClass.Everyone;
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if (m_bypassPermissions)
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return PermissionClass.Owner;
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if (sp.IsGod)
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return PermissionClass.Owner;
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UUID user = sp.UUID;
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// Object owners should be able to edit their own content
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UUID objectOwner = obj.OwnerID;
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if (user == objectOwner)
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return PermissionClass.Owner;
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if(!obj.ParentGroup.IsAttachment)
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{
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if (IsFriendWithPerms(user, objectOwner) )
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return PermissionClass.Owner;
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// Group permissions
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// in future group membership must leave llclentViewer, but for now it is there.
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if (obj.GroupID != UUID.Zero && sp.ControllingClient != null && sp.ControllingClient.IsGroupMember(obj.GroupID))
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return PermissionClass.Group;
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}
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return PermissionClass.Everyone;
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}
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// OARs need this method that handles offline users
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public PermissionClass GetPermissionClass(UUID user, SceneObjectPart obj)
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{
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