Merge branch 'justincc-master'

master-beforevarregion
Justin Clark-Casey (justincc) 2014-01-10 20:19:38 +00:00
commit 5e72de1908
8 changed files with 238 additions and 143 deletions

View File

@ -2763,15 +2763,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController
/// </summary>
private void ApplyNextOwnerPermissions(InventoryItemBase item)
{
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
if (item.InvType == (int)InventoryType.Object)
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
uint perms = item.CurrentPermissions;
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms);
item.CurrentPermissions = perms;
}
item.CurrentPermissions &= item.NextPermissions;
item.BasePermissions &= item.NextPermissions;
item.EveryOnePermissions &= item.NextPermissions;

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@ -0,0 +1,87 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* 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:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* 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
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* 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;
}
/// <summary>
/// Applies an object's folded permissions to its regular permissions.
/// </summary>
/// <param name="foldedPerms">The folded permissions. Only the lowest 7 bits are examined.</param>
/// <param name="mainPerms">The permissions variable to modify.</param>
public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms)
{
if ((foldedPerms & 7) == 0)
return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded
if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0)
mainPerms &= ~(uint)PermissionMask.Copy;
if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0)
mainPerms &= ~(uint)PermissionMask.Transfer;
if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0)
mainPerms &= ~(uint)PermissionMask.Modify;
}
}
}

View File

@ -413,16 +413,27 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (item == null)
return null;
// Can't know creator is the same, so null it in inventory
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
item.CreatorData = objlist[0].RootPart.CreatorData;
if (objlist.Count > 1)
{
item.CreatorId = UUID.Zero.ToString();
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
// If the objects have different creators then don't specify a creator at all
foreach (SceneObjectGroup objectGroup in objlist)
{
if ((objectGroup.RootPart.CreatorID.ToString() != item.CreatorId)
|| (objectGroup.RootPart.CreatorData.ToString() != item.CreatorData))
{
item.CreatorId = UUID.Zero.ToString();
item.CreatorData = string.Empty;
break;
}
}
}
else
{
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
item.CreatorData = objlist[0].RootPart.CreatorData;
item.SaleType = objlist[0].RootPart.ObjectSaleType;
item.SalePrice = objlist[0].RootPart.SalePrice;
}
@ -443,13 +454,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
else
{
AddPermissions(item, objlist[0], objlist, remoteClient);
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
AddPermissions(item, objlist[0], objlist, remoteClient);
m_Scene.AddInventoryItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId)
@ -491,39 +502,42 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
IClientAPI remoteClient)
{
uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move | PermissionMask.Export) | 7;
uint allObjectsNextOwnerPerms = 0x7fffffff;
uint allObjectsEveryOnePerms = 0x7fffffff;
uint allObjectsGroupPerms = 0x7fffffff;
foreach (SceneObjectGroup grp in objsForEffectivePermissions)
{
effectivePerms &= grp.GetEffectivePermissions();
allObjectsNextOwnerPerms &= grp.RootPart.NextOwnerMask;
allObjectsEveryOnePerms &= grp.RootPart.EveryoneMask;
allObjectsGroupPerms &= grp.RootPart.GroupMask;
}
effectivePerms |= (uint)PermissionMask.Move;
//PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
{
uint perms = effectivePerms;
uint nextPerms = (perms & 7) << 13;
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
perms &= ~(uint)PermissionMask.Transfer;
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms);
item.BasePermissions = perms & so.RootPart.NextOwnerMask;
item.BasePermissions = perms & allObjectsNextOwnerPerms;
item.CurrentPermissions = item.BasePermissions;
item.NextPermissions = perms & so.RootPart.NextOwnerMask;
item.EveryOnePermissions = so.RootPart.EveryoneMask & so.RootPart.NextOwnerMask;
item.GroupPermissions = so.RootPart.GroupMask & so.RootPart.NextOwnerMask;
item.NextPermissions = perms & allObjectsNextOwnerPerms;
item.EveryOnePermissions = allObjectsEveryOnePerms & allObjectsNextOwnerPerms;
item.GroupPermissions = allObjectsGroupPerms & allObjectsNextOwnerPerms;
// 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
{
item.BasePermissions = effectivePerms;
item.CurrentPermissions = effectivePerms;
item.NextPermissions = so.RootPart.NextOwnerMask & effectivePerms;
item.EveryOnePermissions = so.RootPart.EveryoneMask & effectivePerms;
item.GroupPermissions = so.RootPart.GroupMask & effectivePerms;
item.NextPermissions = allObjectsNextOwnerPerms & effectivePerms;
item.EveryOnePermissions = allObjectsEveryOnePerms & effectivePerms;
item.GroupPermissions = allObjectsGroupPerms & effectivePerms;
item.CurrentPermissions &=
((uint)PermissionMask.Copy |
@ -534,6 +548,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
7); // Preserve folded permissions
}
//PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions);
return item;
}
@ -809,11 +825,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
group.RootPart.Shape.LastAttachPoint = (byte)group.AttachmentPoint;
}
foreach (SceneObjectPart part in group.Parts)
if (item == null)
{
// Make the rezzer the owner, as this is not necessarily set correctly in the serialized asset.
part.LastOwnerID = part.OwnerID;
part.OwnerID = remoteClient.AgentId;
// 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 +989,17 @@ 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();

View File

@ -198,13 +198,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
item.InvType = (int)InventoryType.Object;
item.Folder = categoryID;
uint nextPerms=(perms & 7) << 13;
if ((nextPerms & (uint)PermissionMask.Copy) == 0)
perms &= ~(uint)PermissionMask.Copy;
if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
perms &= ~(uint)PermissionMask.Transfer;
if ((nextPerms & (uint)PermissionMask.Modify) == 0)
perms &= ~(uint)PermissionMask.Modify;
PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
item.BasePermissions = perms & part.NextOwnerMask;
item.CurrentPermissions = perms & part.NextOwnerMask;

View File

@ -669,17 +669,13 @@ namespace OpenSim.Region.Framework.Scenes
// a mask
if (item.InvType == (int)InventoryType.Object)
{
// Create a safe mask for the current perms
uint foldedPerms = (item.CurrentPermissions & 7) << 13;
foldedPerms |= permsMask;
bool isRootMod = (item.CurrentPermissions &
(uint)PermissionMask.Modify) != 0 ?
true : false;
// Mask the owner perms to the folded perms
ownerPerms &= foldedPerms;
basePerms &= foldedPerms;
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms);
PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms);
// If the root was mod, let the mask reflect that
// We also need to adjust the base here, because
@ -1209,9 +1205,16 @@ namespace OpenSim.Region.Framework.Scenes
{
agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
if (taskItem.InvType == (int)InventoryType.Object)
agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move));
{
uint perms = taskItem.CurrentPermissions;
PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
agentItem.CurrentPermissions = agentItem.BasePermissions;
}
else
{
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
}
agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm;
agentItem.NextPermissions = taskItem.NextPermissions;

View File

@ -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>

View File

@ -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.
rootPart.Name = item.Name;
rootPart.Description = item.Description;
SceneObjectPart[] partList = group.Parts;
// Only do these for the first object if we are rezzing a coalescence.
if (i == 0)
{
rootPart.Name = item.Name;
rootPart.Description = item.Description;
}
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)
@ -1172,14 +1132,11 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}",
// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions);
if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
if (item.InvType == (int)InventoryType.Object)
{
if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
uint perms = item.CurrentPermissions;
PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
item.CurrentPermissions = perms;
}
item.CurrentPermissions &= item.NextPermissions;