stop using a GetPermissionClass() in GenerateClientFlags since it is not good enough, just process the several cases inline

melanie
UbitUmarov 2017-01-11 22:47:31 +00:00
parent 386a8136c9
commit 0d538cb24c
1 changed files with 117 additions and 98 deletions

View File

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