First part of changing prim's permission flags to use the correct enum (libsl PermissionMask)
parent
771ed747e5
commit
795a339af5
|
@ -41,7 +41,6 @@ namespace OpenSim.Region.Environment.Modules
|
||||||
//this is a first attempt, to start breaking the mess thats called the assetcache up.
|
//this is a first attempt, to start breaking the mess thats called the assetcache up.
|
||||||
// basically this should be the texture sending (to clients) code moved out of assetcache
|
// basically this should be the texture sending (to clients) code moved out of assetcache
|
||||||
//and some small clean up
|
//and some small clean up
|
||||||
// but on first tests it didn't seem to work very well so is currently not in use.
|
|
||||||
public class TextureDownloadModule : IRegionModule
|
public class TextureDownloadModule : IRegionModule
|
||||||
{
|
{
|
||||||
private Scene m_scene;
|
private Scene m_scene;
|
||||||
|
@ -173,5 +172,6 @@ namespace OpenSim.Region.Environment.Modules
|
||||||
sender.Sending = false;
|
sender.Sending = false;
|
||||||
m_scene.AddPendingDownloads(-1);
|
m_scene.AddPendingDownloads(-1);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -172,48 +172,72 @@ namespace OpenSim.Region.Environment
|
||||||
|
|
||||||
//return task.RootPart.ObjectFlags;task.RootPart.ObjectFlags |
|
//return task.RootPart.ObjectFlags;task.RootPart.ObjectFlags |
|
||||||
|
|
||||||
uint OwnerMask = task.RootPart.ObjectFlags | task.RootPart.OwnerMask;
|
uint objectOwnerMask = task.RootPart.ObjectFlags;
|
||||||
uint GroupMask = task.RootPart.ObjectFlags | task.RootPart.GroupMask;
|
|
||||||
uint EveryoneMask = task.RootPart.ObjectFlags | task.RootPart.EveryoneMask;
|
if((task.RootPart.OwnerMask & (uint)PermissionMask.Copy) != 0)
|
||||||
|
{
|
||||||
|
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((task.RootPart.OwnerMask & (uint) PermissionMask.Move) != 0)
|
||||||
|
{
|
||||||
|
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectMove;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((task.RootPart.OwnerMask & (uint) PermissionMask.Modify) != 0)
|
||||||
|
{
|
||||||
|
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectModify;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((task.RootPart.OwnerMask & (uint) PermissionMask.Transfer) != 0)
|
||||||
|
{
|
||||||
|
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint objectGroupMask = task.RootPart.ObjectFlags | task.RootPart.GroupMask;
|
||||||
|
uint objectEveryoneMask = task.RootPart.ObjectFlags | task.RootPart.EveryoneMask;
|
||||||
|
|
||||||
if (m_bypassPermissions)
|
if (m_bypassPermissions)
|
||||||
return OwnerMask;
|
return objectOwnerMask;
|
||||||
|
|
||||||
// Object owners should be able to edit their own content
|
// Object owners should be able to edit their own content
|
||||||
if (user == objectOwner)
|
if (user == objectOwner)
|
||||||
return OwnerMask;
|
{
|
||||||
|
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner;
|
||||||
|
return objectOwnerMask;
|
||||||
|
}
|
||||||
|
|
||||||
// Users should be able to edit what is over their land.
|
// Users should be able to edit what is over their land.
|
||||||
Land parcel = m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
|
Land parcel = m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
|
||||||
if (parcel != null && parcel.landData.ownerID == user)
|
if (parcel != null && parcel.landData.ownerID == user)
|
||||||
return OwnerMask;
|
return objectOwnerMask;
|
||||||
|
|
||||||
// Estate users should be able to edit anything in the sim
|
// Estate users should be able to edit anything in the sim
|
||||||
if (IsEstateManager(user))
|
if (IsEstateManager(user))
|
||||||
return OwnerMask;
|
return objectOwnerMask;
|
||||||
|
|
||||||
// Admin objects should not be editable by the above
|
// Admin objects should not be editable by the above
|
||||||
if (IsAdministrator(taskOwner))
|
if (IsAdministrator(taskOwner))
|
||||||
return EveryoneMask;
|
return objectEveryoneMask;
|
||||||
|
|
||||||
// Admin should be able to edit anything in the sim (including admin objects)
|
// Admin should be able to edit anything in the sim (including admin objects)
|
||||||
if (IsAdministrator(user))
|
if (IsAdministrator(user))
|
||||||
return OwnerMask;
|
return objectOwnerMask;
|
||||||
|
|
||||||
if (((EveryoneMask & PERM_MOVE) != 0) || ((EveryoneMask & PERM_COPY) != 0))
|
if (((objectEveryoneMask & PERM_MOVE) != 0) || ((objectEveryoneMask & PERM_COPY) != 0))
|
||||||
{
|
{
|
||||||
if ((EveryoneMask & PERM_MOVE) != 0)
|
if ((objectEveryoneMask & PERM_MOVE) != 0)
|
||||||
OwnerMask &= ~PERM_MOVE;
|
objectOwnerMask &= ~PERM_MOVE;
|
||||||
|
|
||||||
if ((EveryoneMask & PERM_COPY) != 0)
|
if ((objectEveryoneMask & PERM_COPY) != 0)
|
||||||
OwnerMask &= ~PERM_COPY;
|
objectOwnerMask &= ~PERM_COPY;
|
||||||
|
|
||||||
OwnerMask &= ~PERM_MODIFY;
|
objectOwnerMask &= ~PERM_MODIFY;
|
||||||
OwnerMask &= ~PERM_TRANS;
|
objectOwnerMask &= ~PERM_TRANS;
|
||||||
|
|
||||||
return OwnerMask;
|
return objectOwnerMask;
|
||||||
}
|
}
|
||||||
return EveryoneMask;
|
return objectEveryoneMask;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId)
|
protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId)
|
||||||
|
|
|
@ -44,12 +44,12 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
{
|
{
|
||||||
public partial class SceneObjectPart : IScriptHost
|
public partial class SceneObjectPart : IScriptHost
|
||||||
{
|
{
|
||||||
private const LLObject.ObjectFlags OBJFULL_MASK_GENERAL =
|
private const PermissionMask OBJFULL_MASK_GENERAL =
|
||||||
LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectTransfer;
|
PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Move;
|
||||||
|
|
||||||
private const LLObject.ObjectFlags OBJFULL_MASK_OWNER =
|
private const PermissionMask OBJFULL_MASK_OWNER =
|
||||||
LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectOwnerModify |
|
PermissionMask.Copy | PermissionMask.Modify |
|
||||||
LLObject.ObjectFlags.ObjectTransfer | LLObject.ObjectFlags.ObjectYouOwner;
|
PermissionMask.Transfer;
|
||||||
|
|
||||||
private const uint OBJNEXT_OWNER = 2147483647;
|
private const uint OBJNEXT_OWNER = 2147483647;
|
||||||
|
|
||||||
|
@ -76,10 +76,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
//
|
//
|
||||||
// Main grid has default permissions as follows
|
// Main grid has default permissions as follows
|
||||||
//
|
//
|
||||||
public uint OwnerMask = FULL_MASK_PERMISSIONS_OWNER;
|
public uint OwnerMask =(uint) PermissionMask.All;
|
||||||
public uint NextOwnerMask = OBJNEXT_OWNER;
|
public uint NextOwnerMask = OBJNEXT_OWNER;
|
||||||
public uint GroupMask = (uint) LLObject.ObjectFlags.None;
|
public uint GroupMask = (uint) PermissionMask.None;
|
||||||
public uint EveryoneMask = (uint) LLObject.ObjectFlags.None;
|
public uint EveryoneMask = (uint)PermissionMask.None;
|
||||||
public uint BaseMask = FULL_MASK_PERMISSIONS_OWNER;
|
public uint BaseMask = FULL_MASK_PERMISSIONS_OWNER;
|
||||||
|
|
||||||
protected byte[] m_particleSystem = new byte[0];
|
protected byte[] m_particleSystem = new byte[0];
|
||||||
|
@ -697,20 +697,6 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
public void ApplySanePermissions()
|
public void ApplySanePermissions()
|
||||||
{
|
{
|
||||||
// These are some flags that The OwnerMask should never have
|
// These are some flags that The OwnerMask should never have
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.Physics;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.Phantom;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.Scripted;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.Touch;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.Temporary;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.Money;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
|
|
||||||
OwnerMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
|
|
||||||
|
|
||||||
|
|
||||||
// These are some flags that the next owner mask should never have
|
// These are some flags that the next owner mask should never have
|
||||||
|
@ -754,23 +740,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
|
|
||||||
|
|
||||||
// These are some flags that EveryoneMask should never have
|
// These are some flags that EveryoneMask should never have
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectYouOwner;
|
//EveryoneMask = (uint)OBJFULL_MASK_EVERYONE;
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectTransfer;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectOwnerModify;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ObjectGroupOwned;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Physics;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Phantom;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Scripted;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Touch;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Temporary;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.TemporaryOnRez;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.ZlibCompressed;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.AllowInventoryDrop;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.AnimSource;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.Money;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.CastShadows;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.InventoryEmpty;
|
|
||||||
EveryoneMask &= ~(uint) LLObject.ObjectFlags.CreateSelected;
|
|
||||||
|
|
||||||
|
|
||||||
// These are some flags that ObjectFlags (m_flags) should never have
|
// These are some flags that ObjectFlags (m_flags) should never have
|
||||||
|
|
Loading…
Reference in New Issue