more changes to GenerateClientFlags(), use already cached presence group information, let it be aware of groups roles. (not exactly as the other grid)
parent
e0ab0b3b6b
commit
1253f19325
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@ -480,6 +480,31 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return false;
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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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return false;
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ulong grpPowers = sp.ControllingClient.GetGroupPowers(groupID);
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return (grpPowers & powersMask) != 0;
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}
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private bool CheckActiveGroupPowers(ScenePresence sp, UUID groupID, ulong powersMask)
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{
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if(sp == null || sp.ControllingClient == null)
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return false;
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if(sp.ControllingClient.ActiveGroupId != groupID)
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return false;
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// activeGroupPowers only get current selected role powers, at least with xmlgroups.
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// lets get any role avoiding the extra burden of user also having to change role
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// ulong grpPowers = sp.ControllingClient.ActiveGroupPowers(groupID);
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ulong grpPowers = sp.ControllingClient.GetGroupPowers(groupID);
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return (grpPowers & powersMask) != 0;
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}
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/// <summary>
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/// <summary>
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/// Parse a user set configuration setting
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/// Parse a user set configuration setting
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/// </summary>
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/// </summary>
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@ -623,7 +648,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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PrimFlags.ObjectOwnerModify
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PrimFlags.ObjectOwnerModify
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);
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);
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public uint GenerateClientFlags(ScenePresence sp, UUID objID)
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public uint GenerateClientFlags(ScenePresence sp, uint curEffectivePerms, UUID objID)
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{
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{
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// ObjectFlags and Permission flags are two different enumerations
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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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// ObjectFlags, tells the client what it will allow the user to do.
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@ -634,12 +659,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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if (task == null)
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if (task == null)
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return (uint)0;
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return (uint)0;
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uint objflags = task.GetEffectiveObjectFlags();
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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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// 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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// in the next bit of code
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uint objflags = curEffectivePerms & NOT_DEFAULT_FLAGS ;
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objflags &= NOT_DEFAULT_FLAGS;
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// get a relevant class for current presence on task
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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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PermissionClass permissionClass = GetPermissionClass(sp, task);
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@ -658,9 +683,35 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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case PermissionClass.Group:
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case PermissionClass.Group:
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// Customize the GroupMask
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// Customize the GroupMask
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if(task.GroupID == task.OwnerID)
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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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}
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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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returnMask = ApplyObjectModifyMasks(task.GroupMask | task.EveryoneMask, objflags);
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if (task.OwnerID != UUID.Zero)
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if (task.OwnerID != UUID.Zero)
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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}
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break;
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break;
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case PermissionClass.Everyone:
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case PermissionClass.Everyone:
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@ -726,7 +777,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return PermissionClass.Owner;
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return PermissionClass.Owner;
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// Group permissions
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// Group permissions
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if (obj.GroupID != UUID.Zero && IsGroupMember(obj.GroupID, user, 0))
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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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return PermissionClass.Group;
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}
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}
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@ -37,7 +37,7 @@ using OpenSim.Region.Framework.Interfaces;
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namespace OpenSim.Region.Framework.Scenes
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namespace OpenSim.Region.Framework.Scenes
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{
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{
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#region Delegates
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#region Delegates
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public delegate uint GenerateClientFlagsHandler(ScenePresence sp, UUID objectID);
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public delegate uint GenerateClientFlagsHandler(ScenePresence sp, uint curEffectivePerms, UUID objectID);
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public delegate void SetBypassPermissionsHandler(bool value);
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public delegate void SetBypassPermissionsHandler(bool value);
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public delegate bool BypassPermissionsHandler();
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public delegate bool BypassPermissionsHandler();
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public delegate bool PropagatePermissionsHandler();
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public delegate bool PropagatePermissionsHandler();
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@ -195,7 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
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Delegate[] list = handlerGenerateClientFlags.GetInvocationList();
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Delegate[] list = handlerGenerateClientFlags.GetInvocationList();
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foreach (GenerateClientFlagsHandler check in list)
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foreach (GenerateClientFlagsHandler check in list)
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{
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{
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perms &= check(sp, objectID);
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perms &= check(sp, perms, objectID);
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}
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}
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}
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}
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return perms;
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return perms;
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