Add the return object permissions fix
parent
c4e4cd5931
commit
5f4dc6fe61
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@ -856,8 +856,11 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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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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m_scene.returnObjects(ol.ToArray(), remote_client.AgentId);
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}
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}
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#endregion
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@ -168,6 +168,7 @@ 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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@ -1523,5 +1524,65 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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// You can reset the scripts in any object you can edit
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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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break;
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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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break;
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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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break;
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case (uint)ObjectReturnType.List:
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break;
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}
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return GenericParcelPermission(client.AgentId, parcel);
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}
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}
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}
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@ -79,6 +79,7 @@ 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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@ -135,6 +136,7 @@ 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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@ -910,5 +912,20 @@ 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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