Revamp the return logic to close a privilege escalation loophole.

Estate owner / Master avatar returns would place the item in the
returner's inventory rather than the owner's if the owner was not
in sim.
0.6.2-post-fixes
Melanie Thielker 2008-12-28 23:55:34 +00:00
parent 0125a98a1f
commit 817a10d0aa
1 changed files with 144 additions and 47 deletions

View File

@ -1765,6 +1765,26 @@ namespace OpenSim.Region.Environment.Scenes
}
}
private bool WaitForInventory(CachedUserInfo info)
{
// 200 Seconds wait. This is called in the context of the
// background delete thread, so we can afford to waste time
// here.
//
int count = 200;
while (count > 0)
{
System.Threading.Thread.Sleep(100);
count--;
if (info.HasReceivedInventory)
return true;
}
m_log.DebugFormat("Timed out waiting for inventory of user {0}",
info.UserProfile.ID.ToString());
return false;
}
/// <summary>
/// Delete a scene object from a scene and place in the given avatar's inventory.
/// Returns the UUID of the newly created asset.
@ -1780,55 +1800,66 @@ namespace OpenSim.Region.Environment.Scenes
string sceneObjectXml = objectGroup.ToXmlString();
bool useOwner = false;
// Get the user info of the item destination
//
CachedUserInfo userInfo;
if (remoteClient == null)
if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
action == DeRezAction.SaveToExistingUserInventoryItem)
{
userInfo = CommsManager.UserProfileCacheService.GetUserDetails(objectGroup.RootPart.OwnerID);
// Take or take copy require a taker
// Saving changes requires a local user
//
if (remoteClient == null)
return UUID.Zero;
userInfo = CommsManager.UserProfileCacheService.GetUserDetails(
remoteClient.AgentId);
}
else
{
userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
// All returns / deletes go to the object owner
//
userInfo = CommsManager.UserProfileCacheService.GetUserDetails(
objectGroup.RootPart.OwnerID);
}
if (userInfo == null) // Can't proceed
{
return UUID.Zero;
}
if (!userInfo.HasReceivedInventory)
{
// Async inventory requests will queue, but they will never
// execute unless inventory is actually fetched
//
CommsManager.UserProfileCacheService.RequestInventoryForUser(
userInfo.UserProfile.ID);
}
if (userInfo != null)
{
// If we're deleting someone else's item, it goes back to
// their deleted items folder
// If we're returning someone's item, it goes back to the
// owner's Lost And Found folder.
// Delete is treated like return in this case
// Deleting your own items makes them go to trash
//
if (folderID == UUID.Zero
|| (action == DeRezAction.Delete && objectGroup.OwnerID != remoteClient.AgentId))
{
InventoryFolderBase folder =
userInfo.FindFolderForType(
(int)AssetType.LostAndFoundFolder);
if (folder != null)
{
folderID = folder.ID;
}
else
{
if (userInfo.RootFolder != null)
{
folderID = userInfo.RootFolder.ID;
}
else
{
CommsManager.UserProfileCacheService.RequestInventoryForUser(objectGroup.RootPart.OwnerID);
m_log.WarnFormat("[SCENE] Can't find root folder for user, requesting inventory");
return assetID;
}
}
}
InventoryFolderBase folder = null;
InventoryItemBase item = null;
// No folder type needed
// We don't go here unless we have a user logged in
// so the skeleton is loaded
//
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
item = userInfo.RootFolder.FindItem(objectGroup.RootPart.FromUserInventoryItemID);
item = userInfo.RootFolder.FindItem(
objectGroup.RootPart.FromUserInventoryItemID);
if (null == item)
{
@ -1838,6 +1869,83 @@ namespace OpenSim.Region.Environment.Scenes
return UUID.Zero;
}
}
else
{
// Folder magic
//
if (action == DeRezAction.Delete)
{
// Deleting someone else's item
//
if (remoteClient == null ||
objectGroup.OwnerID != remoteClient.AgentId)
{
// Folder skeleton may not be loaded and we
// have to wait for the inventory to find
// the destination folder
//
if (!WaitForInventory(userInfo))
return UUID.Zero;
folder = userInfo.FindFolderForType(
(int)AssetType.LostAndFoundFolder);
}
else
{
// Assume inventory skeleton was loaded during login
// and all folders can be found
//
folder = userInfo.FindFolderForType(
(int)AssetType.TrashFolder);
}
}
else if (action == DeRezAction.Return)
{
// Wait if needed
//
if (!userInfo.HasReceivedInventory)
{
if (!WaitForInventory(userInfo))
return UUID.Zero;
}
// Dump to lost + found unconditionally
//
folder = userInfo.FindFolderForType(
(int)AssetType.LostAndFoundFolder);
}
if (folderID == UUID.Zero && folder == null)
{
// Catch all. Use lost & found
//
if (!userInfo.HasReceivedInventory)
{
if (!WaitForInventory(userInfo))
return UUID.Zero;
}
folder = userInfo.FindFolderForType(
(int)AssetType.LostAndFoundFolder);
}
if (folder == null) // None of the above
{
folder = userInfo.RootFolder.FindFolder(folderID);
if (folder == null) // Nowhere to put it
{
return UUID.Zero;
}
}
item = new InventoryItemBase();
item.Creator = objectGroup.RootPart.CreatorID;
item.ID = UUID.Random();
item.InvType = (int)InventoryType.Object;
item.Folder = folder.ID;
item.Owner = userInfo.UserProfile.ID;
}
AssetBase asset = CreateAsset(
objectGroup.GetPartName(objectGroup.RootPart.LocalId),
@ -1854,21 +1962,7 @@ namespace OpenSim.Region.Environment.Scenes
}
else
{
item = new InventoryItemBase();
item.Creator = objectGroup.RootPart.CreatorID;
if (action == DeRezAction.TakeCopy || action == DeRezAction.Take)
item.Owner = remoteClient.AgentId;
else // Delete / Return
item.Owner = objectGroup.OwnerID;
item.ID = UUID.Random();
item.AssetID = asset.FullID;
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object;
item.Folder = folderID;
if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && Permissions.PropagatePermissions())
{
@ -1899,6 +1993,9 @@ namespace OpenSim.Region.Environment.Scenes
// TODO: add the new fields (Flags, Sale info, etc)
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
userInfo.AddItem(item);