* Add allowed_script_editors to OpenSim.ini in the same fashion as allowed_script_creators.
* This allows one to override normal OpenSim permissions and prevent non-gods from editing any scripts. This allows edit ability to be rescinded after it has been given, and prevents the security hole where a single script with liberal perms would allow code changes. * The default setting remains the existing one of never overruling normal edit permissions. * These two settings may be enough to stop non-gods entering artbirary script code in a closed grid/standalone configuration.0.6.1-post-fixes
parent
7ced8d136a
commit
6052ed4707
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@ -87,10 +87,10 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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private UserSet m_allowedScriptCreators = UserSet.All;
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/// <value>
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/// The set of users that are allowed to view (and in Second Life, edit) scripts. This is only active if
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/// The set of users that are allowed to edit (save) scripts. This is only active if
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/// permissions are not being bypassed. This overrides normal permissions.-
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/// </value>
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//private UserSet m_allowedScriptViewers = UserSet.All;
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private UserSet m_allowedScriptEditors = UserSet.All;
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#endregion
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@ -171,6 +171,8 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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m_allowedScriptCreators
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= ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators);
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m_allowedScriptEditors
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= ParseUserSetConfigSetting(myConfig, "allowed_script_editors", m_allowedScriptEditors);
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if (m_bypassPermissions)
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m_log.Info("[PERMISSIONS]: serviceside_object_permissions = false in ini file so disabling all region service permission checks");
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@ -239,7 +241,6 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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m_scene.EventManager.OnPluginConsole += new EventManager.OnPluginConsoleDelegate(EventManager_OnPluginConsole);
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}
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public void PostInitialise()
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{
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}
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@ -302,7 +303,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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rawSetting, settingName, userSet);
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}
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//m_log.DebugFormat("[PERMISSIONS]: {0} {1}", settingName, userSet);
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m_log.DebugFormat("[PERMISSIONS]: {0} {1}", settingName, userSet);
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return userSet;
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}
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@ -724,8 +725,11 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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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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// If you can view it, you can edit it
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if (m_allowedScriptEditors == UserSet.Administrators && !IsAdministrator(user))
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return false;
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// Ordinarily, if you can view it, you can edit it
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// There is no viewing a no mod script
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//
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return CanViewScript(script, objectID, user, scene);
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@ -817,7 +821,6 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
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if (m_bypassPermissions) return m_bypassPermissionsValue;
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return GenericCommunicationPermission(user, target);
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}
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@ -1128,7 +1131,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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private bool CanViewScript(UUID script, UUID objectID, UUID user, 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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if (m_bypassPermissions) return m_bypassPermissionsValue;
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if (objectID == UUID.Zero) // User inventory
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{
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@ -1139,7 +1142,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
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{
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m_log.ErrorFormat("[PERMISSIONS]: Could not find user {0} for administrator check", user);
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return false;
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}
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}
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if (userInfo.RootFolder == null)
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return false;
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@ -141,6 +141,15 @@
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; Default value is all
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; allowed_script_creators = all
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; Control user types that are allowed to edit (save) scripts
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; Only enforced if serviceside_object_permissions is true
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;
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; Current possible values are
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; all - anyone can edit scripts (subject to normal permissions)
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; gods - only administrators can edit scripts (as long as allow_grid_gods is true)
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; Default value is all
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; allowed_script_editors = all
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; ##
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; ## SCRIPT ENGINE
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; ##
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