more changes to GenerateClientFlags(), use already cached presence group information, let it be aware of groups roles. (not exactly as the other grid)

melanie
UbitUmarov 2017-01-11 17:10:29 +00:00
parent e0ab0b3b6b
commit 1253f19325
2 changed files with 62 additions and 10 deletions

View File

@ -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;
}
/// <summary>
/// Parse a user set configuration setting
/// </summary>
@ -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;
}

View File

@ -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;