* Extended our semi-stupid implementation of in world object permissions to show a user's client that it can't edit a prim if it doesn't have permission.

* Permissions is due for a big revamp. The current way it's done is a hack at best.
afrisby
Teravus Ovares 2007-11-30 04:54:15 +00:00
parent 3ab3392def
commit 31cec30aa0
6 changed files with 206 additions and 13 deletions

View File

@ -344,7 +344,7 @@ namespace OpenSim
public UDPServer CreateRegion(RegionInfo regionInfo) public UDPServer CreateRegion(RegionInfo regionInfo)
{ {
UDPServer udpServer; UDPServer udpServer;
Scene scene = SetupScene(regionInfo, out udpServer); Scene scene = SetupScene(regionInfo, out udpServer, m_permissions);
MainLog.Instance.Verbose("MODULES", "Loading Region's Modules"); MainLog.Instance.Verbose("MODULES", "Loading Region's Modules");

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@ -103,7 +103,7 @@ namespace OpenSim.Region.ClientStack
return physicsPluginManager.GetPhysicsScene(engine, meshEngine); return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
} }
protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer) protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
{ {
AgentCircuitManager circuitManager = new AgentCircuitManager(); AgentCircuitManager circuitManager = new AgentCircuitManager();
udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager); udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager);
@ -146,7 +146,8 @@ namespace OpenSim.Region.ClientStack
} }
scene.LandManager.resetSimLandObjects(); scene.LandManager.resetSimLandObjects();
scene.LoadPrimsFromStorage();
scene.LoadPrimsFromStorage(m_permissions);
scene.performParcelPrimCountUpdate(); scene.performParcelPrimCountUpdate();
scene.StartTimer(); scene.StartTimer();

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@ -135,6 +135,114 @@ namespace OpenSim.Region.Environment
#region Object Permissions #region Object Permissions
public virtual bool AnyoneCanCopyPermission(LLUUID user, LLUUID objId)
{
// Default: deny
bool permission = false;
if (!m_scene.Entities.ContainsKey(objId))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objId] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objId];
LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
LLUUID objectOwner = task.OwnerID;
uint objectflags = task.RootPart.EveryoneMask;
// Object owners should be able to edit their own content
if (user == objectOwner)
permission = true;
// If the 'anybody can move' flag is set then allow anyone to move it
if ((objectflags & (uint)LLObject.ObjectFlags.ObjectCopy ) != 0)
permission = true;
// Users should be able to edit what is over their land.
if (m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y).landData.ownerID ==
user)
permission = true;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
permission = true;
// Admin objects should not be editable by the above
if (IsAdministrator(taskOwner))
permission = false;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
permission = true;
return permission;
}
public virtual bool AnyoneCanMovePermission(LLUUID user, LLUUID objId)
{
// Default: deny
bool permission = false;
if (!m_scene.Entities.ContainsKey(objId))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objId] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objId];
LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
LLUUID objectOwner = task.OwnerID;
uint objectflags = task.RootPart.ObjectFlags;
// Object owners should be able to edit their own content
if (user == objectOwner)
permission = true;
// If the 'anybody can move' flag is set then allow anyone to move it
if ((objectflags & (uint)LLObject.ObjectFlags.ObjectMove) != 0)
permission = true;
// Users should be able to edit what is over their land.
if (m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y).landData.ownerID ==
user)
permission = true;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
permission = true;
// Admin objects should not be editable by the above
if (IsAdministrator(taskOwner))
permission = false;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
permission = true;
return permission;
}
protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId) protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId)
{ {
// Default: deny // Default: deny

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@ -733,7 +733,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary> /// <summary>
/// Loads the World's objects /// Loads the World's objects
/// </summary> /// </summary>
public virtual void LoadPrimsFromStorage() public virtual void LoadPrimsFromStorage(bool m_permissions)
{ {
MainLog.Instance.Verbose("Loading objects from datastore"); MainLog.Instance.Verbose("Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(m_regInfo.RegionID); List<SceneObjectGroup> PrimsFromDB = m_storageManager.DataStore.LoadObjects(m_regInfo.RegionID);
@ -741,6 +741,20 @@ namespace OpenSim.Region.Environment.Scenes
{ {
AddEntityFromStorage(prim); AddEntityFromStorage(prim);
SceneObjectPart rootPart = prim.GetChildPart(prim.UUID); SceneObjectPart rootPart = prim.GetChildPart(prim.UUID);
if (m_permissions)
{
rootPart.EveryoneMask = rootPart.ObjectFlags;
rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectModify;
rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectMove;
rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectAnyOwner;
rootPart.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer;
}
else
{
rootPart.EveryoneMask = rootPart.ObjectFlags;
}
bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
rootPart.PhysActor = PhysicsScene.AddPrimShape( rootPart.PhysActor = PhysicsScene.AddPrimShape(
@ -839,7 +853,8 @@ namespace OpenSim.Region.Environment.Scenes
// if grass or tree, make phantom // if grass or tree, make phantom
if ((rootPart.Shape.PCode == 95) || (rootPart.Shape.PCode == 255)) if ((rootPart.Shape.PCode == 95) || (rootPart.Shape.PCode == 255))
{ {
rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom; rootPart.AddFlag(LLObject.ObjectFlags.Phantom);
//rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom;
} }
// if not phantom, add to physics // if not phantom, add to physics
bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim); bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);

View File

@ -466,6 +466,18 @@ namespace OpenSim.Region.Environment.Scenes
LLObject.ObjectFlags.CreateSelected | LLObject.ObjectFlags.CreateSelected |
LLObject.ObjectFlags.ObjectOwnerModify; LLObject.ObjectFlags.ObjectOwnerModify;
if (!ParentGroup.m_scene.PermissionsMngr.BypassPermissions)
{
EveryoneMask = (uint)m_flags;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectCopy;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectModify;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectMove;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectAnyOwner;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer;
}
ScheduleFullUpdate(); ScheduleFullUpdate();
} }
@ -503,6 +515,23 @@ namespace OpenSim.Region.Environment.Scenes
OffsetPosition = position; OffsetPosition = position;
RotationOffset = rotation; RotationOffset = rotation;
ObjectFlags = flags; ObjectFlags = flags;
if (!ParentGroup.m_scene.PermissionsMngr.BypassPermissions)
{
EveryoneMask = (uint)m_flags;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectCopy;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectModify;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectMove;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectAnyOwner;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer;
}
else
{
EveryoneMask = ObjectFlags;
}
bool UsePhysics = ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0); bool UsePhysics = ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0);
doPhysicsPropertyUpdate(UsePhysics, true); doPhysicsPropertyUpdate(UsePhysics, true);
ScheduleFullUpdate(); ScheduleFullUpdate();
@ -519,6 +548,23 @@ namespace OpenSim.Region.Environment.Scenes
{ {
XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart)); XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader); SceneObjectPart newobject = (SceneObjectPart) serializer.Deserialize(xmlReader);
if (!newobject.ParentGroup.m_scene.PermissionsMngr.BypassPermissions)
{
newobject.EveryoneMask = newobject.ObjectFlags;
newobject.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
newobject.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
newobject.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectCopy;
newobject.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectModify;
newobject.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectMove;
newobject.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectAnyOwner;
newobject.EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer;
}
else
{
newobject.EveryoneMask = newobject.ObjectFlags;
}
bool UsePhysics = ((newobject.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0); bool UsePhysics = ((newobject.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0);
newobject.doPhysicsPropertyUpdate(UsePhysics, true); newobject.doPhysicsPropertyUpdate(UsePhysics, true);
@ -711,6 +757,9 @@ namespace OpenSim.Region.Environment.Scenes
{ {
//Console.WriteLine("Adding flag: " + ((LLObject.ObjectFlags) flag).ToString()); //Console.WriteLine("Adding flag: " + ((LLObject.ObjectFlags) flag).ToString());
m_flags |= flag; m_flags |= flag;
BaseMask |= (uint)flag;
GroupMask |= (uint)flag;
EveryoneMask |= (uint)flag;
} }
uint currflag = (uint) m_flags; uint currflag = (uint) m_flags;
//System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + m_flags.ToString()); //System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + m_flags.ToString());
@ -724,6 +773,9 @@ namespace OpenSim.Region.Environment.Scenes
{ {
//Console.WriteLine("Removing flag: " + ((LLObject.ObjectFlags)flag).ToString()); //Console.WriteLine("Removing flag: " + ((LLObject.ObjectFlags)flag).ToString());
m_flags &= ~flag; m_flags &= ~flag;
BaseMask &= ~(uint)flag;
GroupMask &= ~(uint)flag;
EveryoneMask &= ~(uint)flag;
} }
//System.Console.WriteLine("prev: " + prevflag.ToString() + " curr: " + m_flags.ToString()); //System.Console.WriteLine("prev: " + prevflag.ToString() + " curr: " + m_flags.ToString());
//ScheduleFullUpdate(); //ScheduleFullUpdate();
@ -1201,18 +1253,35 @@ namespace OpenSim.Region.Environment.Scenes
} }
break; break;
} }
}
// If you can't edit it, send the base permissions minus the flag to edit
if (!ParentGroup.m_scene.PermissionsMngr.BypassPermissions)
{
if (ParentGroup.m_scene.PermissionsMngr.CanEditObject(remoteClient.AgentId, this.ParentGroup.UUID))
{
//clientFlags = ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectModify;
//clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectMove;
//clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop;
//clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
// Send EveryoneMask
clientFlags = ObjectFlags;
}
else else
{ {
// If you can't edit it, send the base permissions minus the flag to edit clientFlags = ObjectFlags;
if (!ParentGroup.m_scene.PermissionsMngr.CanEditObject(remoteClient.AgentId, this.ParentGroup.UUID)) if (!ParentGroup.m_scene.PermissionsMngr.AnyoneCanCopyPermission(remoteClient.AgentId, this.ParentGroup.UUID))
{ clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectCopy;
clientFlags = ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectModify; if (!ParentGroup.m_scene.PermissionsMngr.AnyoneCanMovePermission(remoteClient.AgentId, this.ParentGroup.UUID))
clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectMove; clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectMove;
clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectModify;
clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop; clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop;
clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer; clientFlags = clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
clientFlags = EveryoneMask;
} }
} }
}
byte[] color = new byte[] { m_color.R, m_color.G, m_color.B, m_color.A }; byte[] color = new byte[] { m_color.R, m_color.G, m_color.B, m_color.A };
remoteClient.SendPrimitiveToClient(m_regionHandle, 64096, LocalID, m_shape, lPos, clientFlags, m_uuid, remoteClient.SendPrimitiveToClient(m_regionHandle, 64096, LocalID, m_shape, lPos, clientFlags, m_uuid,

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@ -98,7 +98,7 @@ namespace SimpleApp
m_moduleLoader = new ModuleLoader(m_log, m_config); m_moduleLoader = new ModuleLoader(m_log, m_config);
m_moduleLoader.LoadDefaultSharedModules(); m_moduleLoader.LoadDefaultSharedModules();
Scene scene = SetupScene(regionInfo, out udpServer); Scene scene = SetupScene(regionInfo, out udpServer, false);
m_moduleLoader.InitialiseSharedModules(scene); m_moduleLoader.InitialiseSharedModules(scene);