From 1253f193251d65da24ea081cbe207c9cbd1318ac Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Wed, 11 Jan 2017 17:10:29 +0000 Subject: [PATCH] more changes to GenerateClientFlags(), use already cached presence group information, let it be aware of groups roles. (not exactly as the other grid) --- .../World/Permissions/PermissionsModule.cs | 68 ++++++++++++++++--- .../Framework/Scenes/Scene.Permissions.cs | 4 +- 2 files changed, 62 insertions(+), 10 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 495da8bb75..8fcf44fb11 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs @@ -480,6 +480,31 @@ namespace OpenSim.Region.CoreModules.World.Permissions return false; } + private bool CheckGroupPowers(ScenePresence sp, UUID groupID, ulong powersMask) + { + if(sp == null || sp.ControllingClient == null) + return false; + + ulong grpPowers = sp.ControllingClient.GetGroupPowers(groupID); + + return (grpPowers & powersMask) != 0; + } + + private bool CheckActiveGroupPowers(ScenePresence sp, UUID groupID, ulong powersMask) + { + if(sp == null || sp.ControllingClient == null) + return false; + + if(sp.ControllingClient.ActiveGroupId != groupID) + return false; + // activeGroupPowers only get current selected role powers, at least with xmlgroups. + // lets get any role avoiding the extra burden of user also having to change role + // ulong grpPowers = sp.ControllingClient.ActiveGroupPowers(groupID); + ulong grpPowers = sp.ControllingClient.GetGroupPowers(groupID); + + return (grpPowers & powersMask) != 0; + } + /// /// Parse a user set configuration setting /// @@ -623,7 +648,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions PrimFlags.ObjectOwnerModify ); - public uint GenerateClientFlags(ScenePresence sp, UUID objID) + 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. @@ -634,12 +659,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions if (task == null) return (uint)0; - uint objflags = task.GetEffectiveObjectFlags(); + 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 - - objflags &= NOT_DEFAULT_FLAGS; + uint objflags = curEffectivePerms & NOT_DEFAULT_FLAGS ; // get a relevant class for current presence on task PermissionClass permissionClass = GetPermissionClass(sp, task); @@ -658,9 +683,35 @@ namespace OpenSim.Region.CoreModules.World.Permissions case PermissionClass.Group: // Customize the GroupMask - returnMask = ApplyObjectModifyMasks(task.GroupMask | task.EveryoneMask, objflags); - if (task.OwnerID != UUID.Zero) - returnMask |= (uint)PrimFlags.ObjectAnyOwner; + if(task.GroupID == task.OwnerID) + { + // 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; + } + } + 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: @@ -726,7 +777,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions return PermissionClass.Owner; // Group permissions - if (obj.GroupID != UUID.Zero && IsGroupMember(obj.GroupID, user, 0)) + // 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; } diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs index c4cb6c79a0..e045c437de 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs @@ -37,7 +37,7 @@ using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.Framework.Scenes { #region Delegates - public delegate uint GenerateClientFlagsHandler(ScenePresence sp, UUID objectID); + public delegate uint GenerateClientFlagsHandler(ScenePresence sp, uint curEffectivePerms, UUID objectID); public delegate void SetBypassPermissionsHandler(bool value); public delegate bool BypassPermissionsHandler(); public delegate bool PropagatePermissionsHandler(); @@ -195,7 +195,7 @@ namespace OpenSim.Region.Framework.Scenes Delegate[] list = handlerGenerateClientFlags.GetInvocationList(); foreach (GenerateClientFlagsHandler check in list) { - perms &= check(sp, objectID); + perms &= check(sp, perms, objectID); } } return perms;