chance new effective permissions code to ease aggregation on demand( ie on changes). But still doing full aggregation on checks, so still heavy

httptests
UbitUmarov 2017-01-16 19:01:41 +00:00
parent d78f04b326
commit 733072b6a3
5 changed files with 136 additions and 162 deletions

View File

@ -80,15 +80,17 @@ namespace OpenSim.Framework
FoldedMask = 0x0f,
//
Transfer = 1 << 13,
Modify = 1 << 14,
Copy = 1 << 15,
Export = 1 << 16,
Move = 1 << 19,
Damage = 1 << 20,
Transfer = 1 << 13, // 0x02000
Modify = 1 << 14, // 0x04000
Copy = 1 << 15, // 0x08000
Export = 1 << 16, // 0x10000
Move = 1 << 19, // 0x80000
Damage = 1 << 20, // 0x100000 does not seem to be in use
// All does not contain Export, which is special and must be
// explicitly given
All = (1 << 13) | (1 << 14) | (1 << 15) | (1 << 19)
All = 0x8e000,
AllAndExport = 0x9e000,
AllEffective = 0x9e000
}
/// <summary>

View File

@ -278,10 +278,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="datastore"></param>
void ProcessInventoryBackup(ISimulationDataService datastore);
void AggregateEveryOnePerms(ref uint current);
void AggregateGroupOrEveryonePerms(ref uint current);
void AggregateGroupPerms(ref uint current);
void AggregateOwnerPerms(ref uint current);
void AggregateInnerPerms(ref uint owner, ref uint group, ref uint everyone);
uint MaskEffectivePermissions();

View File

@ -259,41 +259,11 @@ namespace OpenSim.Region.Framework.Scenes
// this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc)
// bc this is on heavy duty code paths
// but for now we need to test the concept
AggregateEveryOnePerms();
AggregateDeepPerms();
return m_EffectiveEveryOnePerms;
}
}
public void AggregateEveryOnePerms()
{
lock(PermissionsLock)
{
// get object everyone permissions
uint baseperms = RootPart.EveryoneMask & (uint)PermissionMask.All;
if(baseperms == 0)
{
m_EffectiveEveryOnePerms = 0;
return;
}
uint current = baseperms;
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
part.Inventory.AggregateEveryOnePerms(ref current);
if( current == 0)
break;
}
// recover move
baseperms &= (uint)PermissionMask.Move;
current |= baseperms;
current &= (uint)PermissionMask.All;
m_EffectiveEveryOnePerms = current;
}
}
private uint m_EffectiveGroupPerms;
public uint EffectiveGroupPerms
{
@ -302,42 +272,11 @@ namespace OpenSim.Region.Framework.Scenes
// this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc)
// bc this is on heavy duty code paths
// but for now we need to test the concept
AggregateGroupPerms();
AggregateDeepPerms();
return m_EffectiveGroupPerms;
}
}
public void AggregateGroupPerms()
{
lock(PermissionsLock)
{
// get object everyone permissions
uint baseperms = RootPart.GroupMask & (uint)PermissionMask.All;
if(baseperms == 0)
{
m_EffectiveGroupPerms = 0;
return;
}
uint current = baseperms;
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
part.Inventory.AggregateGroupPerms(ref current);
if( current == 0)
break;
}
// recover modify and move
baseperms &= (uint)(PermissionMask.Move | PermissionMask.Modify );
current |= baseperms;
current &= (uint)PermissionMask.All;
m_EffectiveGroupPerms = current;
}
}
private uint m_EffectiveGroupOrEveryOnePerms;
public uint EffectiveGroupOrEveryOnePerms
{
get
@ -345,38 +284,8 @@ namespace OpenSim.Region.Framework.Scenes
// this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc)
// bc this is on heavy duty code paths
// but for now we need to test the concept
AggregateGroupOrEveryOnePerms();
return m_EffectiveGroupOrEveryOnePerms;
}
}
public void AggregateGroupOrEveryOnePerms()
{
lock(PermissionsLock)
{
// get object everyone permissions
uint baseperms = (RootPart.EveryoneMask | RootPart.GroupMask) & (uint)PermissionMask.All;
if(baseperms == 0)
{
m_EffectiveGroupOrEveryOnePerms = 0;
return;
}
uint current = baseperms;
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
part.Inventory.AggregateGroupOrEveryonePerms(ref current);
if( current == 0)
break;
}
// recover modify and move
baseperms &= (uint)(PermissionMask.Move | PermissionMask.Modify );
current |= baseperms;
current &= (uint)PermissionMask.All;
m_EffectiveGroupOrEveryOnePerms = current;
AggregateDeepPerms();
return m_EffectiveEveryOnePerms | m_EffectiveGroupPerms;
}
}
@ -388,40 +297,111 @@ namespace OpenSim.Region.Framework.Scenes
// this can't be done here but on every place where a change may happen (rez, (de)link, contents , perms, etc)
// bc this is on heavy duty code paths
// but for now we need to test the concept
AggregateOwnerPerms();
AggregateDeepPerms();
return m_EffectiveOwnerPerms;
}
}
public void AggregateOwnerPerms()
// aggregates perms scanning parts and their contents
public void AggregateDeepPerms()
{
lock(PermissionsLock)
{
// get object everyone permissions
uint baseperms = RootPart.OwnerMask & (uint)PermissionMask.All;
// aux
const uint allmask = (uint)PermissionMask.AllEffective;
const uint movemodmask = (uint)(PermissionMask.Move | PermissionMask.Modify);
const uint copytransfermast = (uint)(PermissionMask.Copy | PermissionMask.Transfer);
uint baseOwnerPerms = RootPart.OwnerMask;
uint owner = baseOwnerPerms;
uint baseGroupPerms = RootPart.GroupMask;
uint group = baseGroupPerms;
uint baseEveryonePerms = RootPart.EveryoneMask;
uint everyone = baseEveryonePerms;
if(baseperms == 0)
{
m_EffectiveOwnerPerms = 0;
return;
}
uint current = baseperms;
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
part.Inventory.AggregateOwnerPerms(ref current);
if( current == 0)
break;
part.AggregateInnerPerms();
owner &= part.AggregatedInnerOwnerPerms;
group &= part.AggregatedInnerGroupPerms;
everyone &= part.AggregatedInnerEveryonePerms;
}
// recover modify and move
baseperms &= (uint)(PermissionMask.Move | PermissionMask.Modify );
current |= baseperms;
current &= (uint)PermissionMask.All;
if((current & (uint)(PermissionMask.Copy | PermissionMask.Transfer)) == 0)
current |= (uint)PermissionMask.Transfer;
m_EffectiveOwnerPerms = current;
baseOwnerPerms &= movemodmask;
owner |= baseOwnerPerms;
if((owner & copytransfermast) == 0)
owner |= (uint)PermissionMask.Transfer;
owner &= allmask;
m_EffectiveOwnerPerms = owner;
// recover modify and move
baseGroupPerms &= movemodmask;
group |= baseGroupPerms;
if((group & copytransfermast) == 0)
group |= (uint)PermissionMask.Transfer;
group &= allmask;
m_EffectiveGroupPerms = group;
// recover move
baseEveryonePerms &= (uint)PermissionMask.Move;
everyone |= baseEveryonePerms;
if((everyone & copytransfermast) == 0) // not much sense but as sl
everyone |= (uint)PermissionMask.Transfer;
everyone &= allmask;
m_EffectiveEveryOnePerms = everyone;
}
}
// aggregates perms scanning parts, assuming their contents was already aggregated
public void AggregatePerms()
{
lock(PermissionsLock)
{
// aux
const uint allmask = (uint)PermissionMask.AllEffective;
const uint movemodmask = (uint)(PermissionMask.Move | PermissionMask.Modify);
const uint copytransfermast = (uint)(PermissionMask.Copy | PermissionMask.Transfer);
uint baseOwnerPerms = RootPart.OwnerMask;
uint owner = baseOwnerPerms;
uint baseGroupPerms = RootPart.GroupMask;
uint group = baseGroupPerms;
uint baseEveryonePerms = RootPart.EveryoneMask;
uint everyone = baseEveryonePerms;
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
owner &= part.AggregatedInnerOwnerPerms;
group &= part.AggregatedInnerGroupPerms;
everyone &= part.AggregatedInnerEveryonePerms;
}
// recover modify and move
baseOwnerPerms &= movemodmask;
owner |= baseOwnerPerms;
if((owner & copytransfermast) == 0)
owner |= (uint)PermissionMask.Transfer;
owner &= allmask;
m_EffectiveOwnerPerms = owner;
// recover modify and move
baseGroupPerms &= movemodmask;
group |= baseGroupPerms;
if((group & copytransfermast) == 0)
group |= (uint)PermissionMask.Transfer;
group &= allmask;
m_EffectiveGroupPerms = group;
// recover move
baseEveryonePerms &= (uint)PermissionMask.Move;
everyone |= baseEveryonePerms;
if((everyone & copytransfermast) == 0) // not much sense but as sl
everyone |= (uint)PermissionMask.Transfer;
everyone &= allmask;
m_EffectiveEveryOnePerms = everyone;
}
}

View File

@ -2537,6 +2537,33 @@ namespace OpenSim.Region.Framework.Scenes
return (uint)Flags | (uint)LocalFlags;
}
// some of this lines need be moved to other place later
// effective permitions considering only this part inventory contents perms
public uint AggregatedInnerOwnerPerms {get; private set; }
public uint AggregatedInnerGroupPerms {get; private set; }
public uint AggregatedInnerEveryonePerms {get; private set; }
private object InnerPermsLock = new object();
public void AggregateInnerPerms()
{
const uint mask = (uint)PermissionMask.AllEffective;
uint owner = mask;
uint group = mask;
uint everyone = mask;
lock(InnerPermsLock) // do we really need this?
{
if(Inventory != null)
Inventory.AggregateInnerPerms(ref owner, ref group, ref everyone);
AggregatedInnerOwnerPerms = owner & mask;
AggregatedInnerGroupPerms = group & mask;
AggregatedInnerEveryonePerms = everyone & mask;
}
}
public Vector3 GetGeometricCenter()
{
// this is not real geometric center but a average of positions relative to root prim acording to

View File

@ -1317,48 +1317,16 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// reduce to minimal set
public void AggregateEveryOnePerms(ref uint current)
public void AggregateInnerPerms(ref uint owner, ref uint group, ref uint everyone)
{
foreach (TaskInventoryItem item in m_items.Values)
{
current &= item.EveryonePermissions;
if(current == 0)
break;
owner &= item.CurrentPermissions;
group &= item.GroupPermissions;
everyone &= item.EveryonePermissions;
}
}
public void AggregateGroupPerms(ref uint current)
{
foreach (TaskInventoryItem item in m_items.Values)
{
current &= item.GroupPermissions;
if(current == 0)
break;
}
}
public void AggregateGroupOrEveryonePerms(ref uint current)
{
foreach (TaskInventoryItem item in m_items.Values)
{
current &= (item.GroupPermissions | item.EveryonePermissions);
if(current == 0)
break;
}
}
public void AggregateOwnerPerms(ref uint current)
{
foreach (TaskInventoryItem item in m_items.Values)
{
current &= item.CurrentPermissions;
if(current == 0)
break;
}
}
public uint MaskEffectivePermissions()
{
uint mask=0x7fffffff;