Refactored setting permissions when rezzing items: use the same function when rezzing from user inventory and prim inventory.

Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
master-beforevarregion
Oren Hurvitz 2013-11-04 19:28:24 +02:00 committed by Justin Clark-Casey (justincc)
parent 0155d42b80
commit 13f31fdf85
5 changed files with 159 additions and 93 deletions

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@ -0,0 +1,68 @@
/*
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer in the
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* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using log4net;
namespace OpenSim.Framework
{
public static class PermissionsUtil
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Logs permissions flags. Useful when debugging permission problems.
/// </summary>
/// <param name="message"></param>
public static void LogPermissions(String name, String message, uint basePerm, uint curPerm, uint nextPerm)
{
m_log.DebugFormat("Permissions of \"{0}\" at \"{1}\": Base {2} ({3:X4}), Current {4} ({5:X4}), NextOwner {6} ({7:X4})",
name, message,
PermissionsToString(basePerm), basePerm, PermissionsToString(curPerm), curPerm, PermissionsToString(nextPerm), nextPerm);
}
/// <summary>
/// Converts a permissions bit-mask to a string (e.g., "MCT").
/// </summary>
private static string PermissionsToString(uint perms)
{
string str = "";
if ((perms & (int)PermissionMask.Modify) != 0)
str += "M";
if ((perms & (int)PermissionMask.Copy) != 0)
str += "C";
if ((perms & (int)PermissionMask.Transfer) != 0)
str += "T";
if (str == "")
str = ".";
return str;
}
}
}

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@ -512,10 +512,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
// Magic number badness. Maybe this deserves an enum.
// bit 4 (16) is the "Slam" bit, it means treat as passed
// and apply next owner perms on rez
item.CurrentPermissions |= 16; // Slam!
// apply next owner perms on rez
item.CurrentPermissions |= SceneObjectGroup.SLAM;
}
else
{
@ -809,12 +807,16 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
}
if (item == null)
{
// Change ownership. Normally this is done in DoPreRezWhenFromItem(), but in this case we must do it here.
foreach (SceneObjectPart part in group.Parts)
{
// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
part.LastOwnerID = part.OwnerID;
part.OwnerID = remoteClient.AgentId;
}
}
if (!attachment)
{
@ -969,42 +971,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// "[INVENTORY ACCESS MODULE]: rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
if ((rootPart.OwnerID != item.Owner) ||
(item.CurrentPermissions & 16) != 0)
if ((rootPart.OwnerID != item.Owner) || (item.CurrentPermissions & SceneObjectGroup.SLAM) != 0)
{
//Need to kill the for sale here
rootPart.ObjectSaleType = 0;
rootPart.SalePrice = 10;
if (m_Scene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart part in so.Parts)
{
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
{
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
}
part.GroupMask = 0; // DO NOT propagate here
}
so.ApplyNextOwnerPermissions();
}
}
foreach (SceneObjectPart part in so.Parts)
{
part.FromUserInventoryItemID = fromUserInventoryItemId;
if ((part.OwnerID != item.Owner) ||
(item.CurrentPermissions & 16) != 0)
{
part.Inventory.ChangeInventoryOwner(item.Owner);
part.GroupMask = 0; // DO NOT propagate here
}
part.EveryoneMask = item.EveryOnePermissions;
part.NextOwnerMask = item.NextPermissions;
part.ApplyPermissionsOnRez(item, true, m_Scene);
}
rootPart.TrimPermissions();

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@ -109,6 +109,9 @@ namespace OpenSim.Region.Framework.Scenes
STATUS_ROTATE_Z = 0x008,
}
// This flag has the same purpose as InventoryItemFlags.ObjectSlamPerm
public static readonly uint SLAM = 16;
// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
/// <summary>

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@ -4801,6 +4801,64 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.AddScriptLPS(count);
}
/// <summary>
/// Sets a prim's owner and permissions when it's rezzed.
/// </summary>
/// <param name="item">The inventory item from which the item was rezzed</param>
/// <param name="userInventory">True: the item is being rezzed from the user's inventory. False: from a prim's inventory.</param>
/// <param name="scene">The scene the prim is being rezzed into</param>
public void ApplyPermissionsOnRez(InventoryItemBase item, bool userInventory, Scene scene)
{
if ((OwnerID != item.Owner) || ((item.CurrentPermissions & SceneObjectGroup.SLAM) != 0) || ((item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0))
{
if (scene.Permissions.PropagatePermissions())
{
if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
{
// Apply the item's permissions to the object
//LogPermissions("Before applying item permissions");
if (userInventory)
{
EveryoneMask = item.EveryOnePermissions;
NextOwnerMask = item.NextPermissions;
}
else
{
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
EveryoneMask = item.EveryOnePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
GroupMask = item.GroupPermissions;
}
//LogPermissions("After applying item permissions");
}
}
GroupMask = 0; // DO NOT propagate here
}
if (OwnerID != item.Owner)
{
//LogPermissions("Before ApplyNextOwnerPermissions");
ApplyNextOwnerPermissions();
//LogPermissions("After ApplyNextOwnerPermissions");
LastOwnerID = OwnerID;
OwnerID = item.Owner;
Inventory.ChangeInventoryOwner(item.Owner);
}
}
/// <summary>
/// Logs the prim's permissions. Useful when debugging permission problems.
/// </summary>
/// <param name="message"></param>
private void LogPermissions(String message)
{
PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
}
public void ApplyNextOwnerPermissions()
{
// Export needs to be preserved in the base and everyone

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@ -764,48 +764,27 @@ namespace OpenSim.Region.Framework.Scenes
// Since renaming the item in the inventory does not affect the name stored
// in the serialization, transfer the correct name from the inventory to the
// object itself before we rez.
// Only do these for the first object if we are rezzing a coalescence.
if (i == 0)
{
rootPart.Name = item.Name;
rootPart.Description = item.Description;
SceneObjectPart[] partList = group.Parts;
}
group.SetGroup(m_part.GroupID, null);
// TODO: Remove magic number badness
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
foreach (SceneObjectPart part in group.Parts)
{
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart part in partList)
{
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
part.EveryoneMask = item.EveryonePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
part.GroupMask = item.GroupPermissions;
}
// Convert between InventoryItem classes. You can never have too many similar but slightly different classes :)
InventoryItemBase dest = new InventoryItemBase(item.ItemID, item.OwnerID);
dest.BasePermissions = item.BasePermissions;
dest.CurrentPermissions = item.CurrentPermissions;
dest.EveryOnePermissions = item.EveryonePermissions;
dest.GroupPermissions = item.GroupPermissions;
dest.NextPermissions = item.NextPermissions;
dest.Flags = item.Flags;
group.ApplyNextOwnerPermissions();
}
}
foreach (SceneObjectPart part in partList)
{
// TODO: Remove magic number badness
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.OwnerID;
part.Inventory.ChangeInventoryOwner(item.OwnerID);
}
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
part.EveryoneMask = item.EveryonePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
part.GroupMask = item.GroupPermissions;
part.ApplyPermissionsOnRez(dest, false, m_part.ParentGroup.Scene);
}
rootPart.TrimPermissions();
@ -1131,25 +1110,6 @@ namespace OpenSim.Region.Framework.Scenes
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
mask &= ~((uint)PermissionMask.Modify >> 13);
if (item.InvType != (int)InventoryType.Object)
{
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
mask &= ~((uint)PermissionMask.Copy >> 13);
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
mask &= ~((uint)PermissionMask.Transfer >> 13);
if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
mask &= ~((uint)PermissionMask.Modify >> 13);
}
else
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
mask &= ~((uint)PermissionMask.Copy >> 13);
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
mask &= ~((uint)PermissionMask.Transfer >> 13);
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
mask &= ~((uint)PermissionMask.Modify >> 13);
}
if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
mask &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)