Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
5e65bef805
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@ -894,7 +894,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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foreach (List<SceneObjectGroup> ol in returns.Values)
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{
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if (m_scene.Permissions.CanUseObjectReturn(this, type, remote_client, ol))
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if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol))
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m_scene.returnObjects(ol.ToArray(), remote_client.AgentId);
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}
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}
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@ -217,7 +217,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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m_scene.Permissions.OnIssueEstateCommand += CanIssueEstateCommand; //FULLY IMPLEMENTED
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m_scene.Permissions.OnMoveObject += CanMoveObject; //MAYBE FULLY IMPLEMENTED
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m_scene.Permissions.OnObjectEntry += CanObjectEntry;
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m_scene.Permissions.OnReturnObject += CanReturnObject; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnReturnObjects += CanReturnObjects; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnRezObject += CanRezObject; //MAYBE FULLY IMPLEMENTED
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m_scene.Permissions.OnRunConsoleCommand += CanRunConsoleCommand;
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m_scene.Permissions.OnRunScript += CanRunScript; //NOT YET IMPLEMENTED
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@ -247,7 +247,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnUseObjectReturn += CanUseObjectReturn; //NOT YET IMPLEMENTED
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m_scene.AddCommand(this, "bypass permissions",
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"bypass permissions <true / false>",
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@ -1275,12 +1274,106 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return false;
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}
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private bool CanReturnObject(UUID objectID, UUID returnerID, Scene scene)
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private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
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{
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DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
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if (m_bypassPermissions) return m_bypassPermissionsValue;
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return GenericObjectPermission(returnerID, objectID, false);
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GroupPowers powers;
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ILandObject l;
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ScenePresence sp = scene.GetScenePresence(user);
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if (sp == null)
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return false;
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IClientAPI client = sp.ControllingClient;
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foreach (SceneObjectGroup g in new List<SceneObjectGroup>(objects))
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{
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// Any user can return their own objects at any time
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//
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if (GenericObjectPermission(user, g.UUID, false))
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continue;
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// This is a short cut for efficiency. If land is non-null,
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// then all objects are on that parcel and we can save
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// ourselves the checking for each prim. Much faster.
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//
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if (land != null)
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{
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l = land;
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}
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else
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{
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Vector3 pos = g.AbsolutePosition;
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l = scene.LandChannel.GetLandObject(pos.X, pos.Y);
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}
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// If it's not over any land, then we can't do a thing
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if (l == null)
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{
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objects.Remove(g);
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continue;
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}
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// If we own the land outright, then allow
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//
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if (l.LandData.OwnerID == user)
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continue;
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// Group voodoo
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//
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if (land.LandData.IsGroupOwned)
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{
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powers = (GroupPowers)client.GetGroupPowers(land.LandData.GroupID);
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// Not a group member, or no rights at all
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//
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if (powers == (GroupPowers)0)
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{
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objects.Remove(g);
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continue;
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}
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// Group deeded object?
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//
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if (g.OwnerID == l.LandData.GroupID &&
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(powers & GroupPowers.ReturnGroupOwned) == (GroupPowers)0)
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{
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objects.Remove(g);
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continue;
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}
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// Group set object?
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//
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if (g.GroupID == l.LandData.GroupID &&
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(powers & GroupPowers.ReturnGroupSet) == (GroupPowers)0)
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{
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objects.Remove(g);
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continue;
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}
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if ((powers & GroupPowers.ReturnNonGroup) == (GroupPowers)0)
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{
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objects.Remove(g);
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continue;
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}
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// So we can remove all objects from this group land.
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// Fine.
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//
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continue;
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}
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// By default, we can't remove
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//
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objects.Remove(g);
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}
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if (objects.Count == 0)
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return false;
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return true;
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}
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private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
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@ -1747,67 +1840,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return GenericObjectPermission(agentID, prim, false);
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}
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private bool CanUseObjectReturn(ILandObject parcel, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
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{
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DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
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if (m_bypassPermissions) return m_bypassPermissionsValue;
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long powers = 0;
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if (parcel.LandData.GroupID != UUID.Zero)
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client.GetGroupPowers(parcel.LandData.GroupID);
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switch (type)
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{
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case (uint)ObjectReturnType.Owner:
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// Don't let group members return owner's objects, ever
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//
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if (parcel.LandData.IsGroupOwned)
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{
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if ((powers & (long)GroupPowers.ReturnGroupOwned) != 0)
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return true;
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}
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else
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{
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if (parcel.LandData.OwnerID != client.AgentId)
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return false;
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}
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return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupOwned);
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case (uint)ObjectReturnType.Group:
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if (parcel.LandData.OwnerID != client.AgentId)
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{
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// If permissionis granted through a group...
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//
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if ((powers & (long)GroupPowers.ReturnGroupSet) != 0)
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{
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foreach (SceneObjectGroup g in new List<SceneObjectGroup>(retlist))
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{
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// check for and remove group owned objects unless
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// the user also has permissions to return those
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//
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if (g.OwnerID == g.GroupID &&
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((powers & (long)GroupPowers.ReturnGroupOwned) == 0))
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{
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retlist.Remove(g);
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}
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}
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// And allow the operation
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//
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return true;
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}
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}
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return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupSet);
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case (uint)ObjectReturnType.Other:
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if ((powers & (long)GroupPowers.ReturnNonGroup) != 0)
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return true;
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return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnNonGroup);
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case (uint)ObjectReturnType.List:
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break;
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}
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return GenericParcelOwnerPermission(client.AgentId, parcel, 0);
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// Is it correct to be less restrictive for lists of objects to be returned?
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}
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private bool CanCompileScript(UUID ownerUUID, int scriptType, Scene scene) {
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//m_log.DebugFormat("check if {0} is allowed to compile {1}", ownerUUID, scriptType);
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switch (scriptType) {
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@ -1518,9 +1518,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (remoteClient != null)
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{
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permissionToTake =
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Permissions.CanReturnObject(
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grp.UUID,
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remoteClient.AgentId);
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Permissions.CanReturnObjects(
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null,
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remoteClient.AgentId,
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new List<SceneObjectGroup>() {grp});
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permissionToDelete = permissionToTake;
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if (permissionToDelete)
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@ -48,7 +48,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
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public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
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public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
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public delegate bool ReturnObjectHandler(UUID objectID, UUID returnerID, Scene scene);
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public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
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public delegate bool InstantMessageHandler(UUID user, UUID target, Scene startScene);
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public delegate bool InventoryTransferHandler(UUID user, UUID target, Scene startScene);
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public delegate bool ViewScriptHandler(UUID script, UUID objectID, UUID user, Scene scene);
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@ -81,7 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate bool CopyUserInventoryHandler(UUID itemID, UUID userID);
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public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID);
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public delegate bool TeleportHandler(UUID userID, Scene scene);
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public delegate bool UseObjectReturnHandler(ILandObject landData, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene);
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#endregion
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public class ScenePermissions
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@ -107,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
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public event EditObjectInventoryHandler OnEditObjectInventory;
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public event MoveObjectHandler OnMoveObject;
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public event ObjectEntryHandler OnObjectEntry;
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public event ReturnObjectHandler OnReturnObject;
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public event ReturnObjectsHandler OnReturnObjects;
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public event InstantMessageHandler OnInstantMessage;
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public event InventoryTransferHandler OnInventoryTransfer;
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public event ViewScriptHandler OnViewScript;
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@ -140,7 +139,6 @@ namespace OpenSim.Region.Framework.Scenes
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public event CopyUserInventoryHandler OnCopyUserInventory;
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public event DeleteUserInventoryHandler OnDeleteUserInventory;
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public event TeleportHandler OnTeleport;
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public event UseObjectReturnHandler OnUseObjectReturn;
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#endregion
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#region Object Permission Checks
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@ -377,15 +375,15 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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#region RETURN OBJECT
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public bool CanReturnObject(UUID objectID, UUID returnerID)
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public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects)
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{
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ReturnObjectHandler handler = OnReturnObject;
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ReturnObjectsHandler handler = OnReturnObjects;
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if (handler != null)
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{
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Delegate[] list = handler.GetInvocationList();
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foreach (ReturnObjectHandler h in list)
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foreach (ReturnObjectsHandler h in list)
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{
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if (h(objectID, returnerID, m_scene) == false)
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if (h(land, user, objects, m_scene) == false)
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return false;
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}
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}
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@ -949,20 +947,5 @@ namespace OpenSim.Region.Framework.Scenes
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}
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return true;
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}
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public bool CanUseObjectReturn(ILandObject landData, uint type , IClientAPI client, List<SceneObjectGroup> retlist)
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{
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UseObjectReturnHandler handler = OnUseObjectReturn;
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if (handler != null)
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{
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Delegate[] list = handler.GetInvocationList();
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foreach (UseObjectReturnHandler h in list)
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{
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if (h(landData, type, client, retlist, m_scene) == false)
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return false;
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}
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}
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return true;
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}
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}
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}
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@ -1005,7 +1005,7 @@ namespace OpenSim.Region.RegionCombinerModule
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VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED
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VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED
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VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry;
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VirtualRegion.Permissions.OnReturnObject += BigRegion.PermissionModule.CanReturnObject; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnReturnObjects += BigRegion.PermissionModule.CanReturnObjects; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED
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VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand;
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VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED
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@ -1031,7 +1031,6 @@ namespace OpenSim.Region.RegionCombinerModule
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VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnUseObjectReturn += BigRegion.PermissionModule.CanUseObjectReturn; //NOT YET IMPLEMENTED
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}
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#region console commands
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@ -135,9 +135,9 @@ namespace OpenSim.Region.RegionCombinerModule
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return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint);
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}
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public bool CanReturnObject(UUID objectid, UUID returnerid, Scene scene)
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public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
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{
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return m_rootScene.Permissions.CanReturnObject(objectid, returnerid);
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return m_rootScene.Permissions.CanReturnObjects(land, user, objects);
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}
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public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene)
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@ -265,11 +265,6 @@ namespace OpenSim.Region.RegionCombinerModule
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return m_rootScene.Permissions.CanTeleport(userid);
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}
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public bool CanUseObjectReturn(ILandObject landdata, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
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{
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return m_rootScene.Permissions.CanUseObjectReturn(landdata, type, client, retlist);
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}
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#endregion
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}
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}
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