* A lot of ugly permissions updates.
** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately ** Separated out the ObjectFlags and the Permission Flags. They're related but not the same ** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions ** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!) ** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true. ** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.ThreadPoolClientBranch
parent
e207284fef
commit
85a9834ed8
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@ -80,22 +80,35 @@ namespace OpenSim.Region.Environment
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return true;
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}
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// If there is no master avatar, return false
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if (m_scene.RegionInfo.MasterAvatarAssignedUUID != null)
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{
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return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
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}
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return false;
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}
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public virtual bool IsEstateManager(LLUUID user)
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{
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if (m_bypassPermissions)
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{
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return true;
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}
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if (user != null)
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{
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LLUUID[] estatemanagers = m_scene.RegionInfo.EstateSettings.estateManagers;
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for (int i = 0; i < estatemanagers.Length; i++)
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{
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if (estatemanagers[i] == user)
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return true;
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}
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}
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// The below is commented out because logically it happens anyway. It's left in for readability
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//else
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//{
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//return false;
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//}
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return false;
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}
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@ -153,6 +166,18 @@ namespace OpenSim.Region.Environment
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public virtual uint GenerateClientFlags(LLUUID user, LLUUID objID)
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{
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// Here's the way this works,
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// ObjectFlags and Permission flags are two different enumerations
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// ObjectFlags, however, tells the client to change what it will allow the user to do.
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// So, that means that all of the permissions type ObjectFlags are /temporary/ and only
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// supposed to be set when customizing the objectflags for the client.
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// These temporary objectflags get computed and added in this function based on the
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// Permission mask that's appropriate!
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// Outside of this method, they should never be added to objectflags!
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// -teravus
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if (!m_scene.Entities.ContainsKey(objID))
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{
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return 0;
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@ -170,10 +195,38 @@ namespace OpenSim.Region.Environment
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// the administrator object permissions to take effect.
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LLUUID objectOwner = task.OwnerID;
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uint objectOwnerMask = task.RootPart.ObjectFlags;
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objectOwnerMask = ApplyObjectModifyMasks(task.RootPart.OwnerMask, objectOwnerMask);
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uint objflags = task.RootPart.ObjectFlags;
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uint objectEveryoneMask = task.RootPart.ObjectFlags | task.RootPart.EveryoneMask;
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// Remove any of the objectFlags that are temporary. These will get added back if appropriate
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// in the next bit of code
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objflags &= (uint)LLObject.ObjectFlags.ObjectCopy; // Tells client you can copy the object
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objflags &= (uint)LLObject.ObjectFlags.ObjectModify; // tells client you can modify the object
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objflags &= (uint)LLObject.ObjectFlags.ObjectMove; // tells client that you can move the object (only, no mod)
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objflags &= (uint)LLObject.ObjectFlags.ObjectTransfer; // tells the client that you can /take/ the object if you don't own it
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objflags &= (uint)LLObject.ObjectFlags.ObjectYouOwner; // Tells client that you're the owner of the object
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objflags &= (uint)LLObject.ObjectFlags.ObjectYouOfficer; // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set
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// Creating the three ObjectFlags options for this method to choose from.
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bool tasklocked = task.GetLocked(); // more debug needed to apply this, so we're going to set this to false for now
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tasklocked = false;
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uint objectOwnerMask = ApplyObjectModifyMasks(task.RootPart.OwnerMask, objflags, tasklocked);
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objectOwnerMask = AddBackBrokenObjectProperties(task.RootPart, objectOwnerMask);
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objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner;
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uint objectGroupMask = ApplyObjectModifyMasks(task.RootPart.GroupMask, objflags, tasklocked);
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objectGroupMask = AddBackBrokenObjectProperties(task.RootPart,objectGroupMask);
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uint objectEveryoneMask = ApplyObjectModifyMasks(task.RootPart.EveryoneMask, objflags, tasklocked);
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objectEveryoneMask = AddBackBrokenObjectProperties(task.RootPart,objectEveryoneMask);
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// Hack to allow collaboration until Groups and Group Permissions are implemented
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if ((objectEveryoneMask & (uint)LLObject.ObjectFlags.ObjectMove) != 0)
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objectEveryoneMask |= (uint)LLObject.ObjectFlags.ObjectModify;
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if (m_bypassPermissions)
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return objectOwnerMask;
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@ -181,7 +234,6 @@ namespace OpenSim.Region.Environment
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// Object owners should be able to edit their own content
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if (user == objectOwner)
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{
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objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner;
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return objectOwnerMask;
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}
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@ -190,57 +242,69 @@ namespace OpenSim.Region.Environment
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if (parcel != null && parcel.landData.ownerID == user)
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return objectOwnerMask;
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// Admin objects should not be editable by the above
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if (IsAdministrator(objectOwner))
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return objectEveryoneMask;
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// Estate users should be able to edit anything in the sim
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if (IsEstateManager(user))
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return objectOwnerMask;
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// Admin objects should not be editable by the above
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if (IsAdministrator(taskOwner))
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return objectEveryoneMask;
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// Admin should be able to edit anything in the sim (including admin objects)
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if (IsAdministrator(user))
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return objectOwnerMask;
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if (((objectEveryoneMask & PERM_MOVE) != 0) || ((objectEveryoneMask & PERM_COPY) != 0))
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{
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if ((objectEveryoneMask & PERM_MOVE) != 0)
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objectOwnerMask &= ~PERM_MOVE;
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if ((objectEveryoneMask & PERM_COPY) != 0)
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objectOwnerMask &= ~PERM_COPY;
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objectOwnerMask &= ~PERM_MODIFY;
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objectOwnerMask &= ~PERM_TRANS;
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return objectOwnerMask;
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}
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return objectEveryoneMask;
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}
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private uint ApplyObjectModifyMasks(uint parentMask, uint objectOwnerMask)
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private uint AddBackBrokenObjectProperties(SceneObjectPart task, uint objectmask)
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{
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if ((parentMask & (uint)PermissionMask.Copy) != 0)
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{
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objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
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if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
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objectmask |= (uint)LLObject.ObjectFlags.Physics;
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if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Scripted) != 0)
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objectmask |= (uint)LLObject.ObjectFlags.Scripted;
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if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.TemporaryOnRez) != 0)
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objectmask |= (uint)LLObject.ObjectFlags.TemporaryOnRez;
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if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) != 0)
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objectmask |= (uint)LLObject.ObjectFlags.Phantom;
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return objectmask;
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}
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if ((parentMask & (uint)PermissionMask.Move) != 0)
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private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask, bool locked)
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{
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objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectMove;
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// We are adding the temporary objectflags to the object's objectflags based on the
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// permission flag given. These change the F flags on the client.
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if (!locked)
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{
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if ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
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{
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objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
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}
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if ((parentMask & (uint)PermissionMask.Modify) != 0)
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if ((setPermissionMask & (uint)PermissionMask.Move) != 0)
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{
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objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectModify;
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objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectMove;
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}
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if ((parentMask & (uint)PermissionMask.Transfer) != 0)
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if ((setPermissionMask & (uint)PermissionMask.Modify) != 0)
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{
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objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
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objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectModify;
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}
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return objectOwnerMask;
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if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
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{
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objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
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}
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}
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return objectFlagsMask;
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}
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protected virtual bool GenericObjectPermission(LLUUID currentUser, LLUUID objId)
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}
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// If it's not an object, we cant edit it.
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if (!(m_scene.Entities[objId] is SceneObjectGroup))
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if ((!(m_scene.Entities[objId] is SceneObjectGroup)))
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{
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return false;
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}
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SceneObjectGroup group = (SceneObjectGroup) m_scene.Entities[objId];
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SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objId];
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LLUUID objectOwner = group.OwnerID;
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return false;
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}
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// The client
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// may request to edit linked parts, and therefore, it needs
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// to also check for SceneObjectPart
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// If it's not an object, we cant edit it.
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if (!(m_scene.Entities[obj] is SceneObjectGroup))
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if ((!(m_scene.Entities[obj] is SceneObjectGroup)))
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{
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return false;
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}
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SceneObjectGroup task = (SceneObjectGroup) m_scene.Entities[obj];
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SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];
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LLUUID taskOwner = null;
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// Added this because at this point in time it wouldn't be wise for
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// the administrator object permissions to take effect.
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@ -60,6 +60,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// since the group's last persistent backup
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/// </summary>
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public bool HasGroupChanged = false;
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private bool m_locked = false;
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private LLVector3 lastPhysGroupPos;
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private LLQuaternion lastPhysGroupRot;
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part.UpdateExtraParam(type, inUse, data);
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}
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}
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public bool GetLocked()
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{
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return m_locked;
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}
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public void SetLocked(bool val)
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{
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m_locked = val;
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}
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/// <summary>
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///
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/// </summary>
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{
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// I don't really know where to put this except here.
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// Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants
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[Flags]
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public enum ExtraParamType
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{
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Something1 = 1,
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Something2 = 2,
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Something3 = 4,
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Something4 = 8,
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Flexible = 16,
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Light = 32,
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Sculpt = 48,
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Something5 = 64,
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Something6 = 128
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}
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[Flags]
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public enum Changed : uint
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{
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@ -1166,6 +1178,15 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdatePrimFlags(ushort type, bool inUse, byte[] data)
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{
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//m_log.Info("TSomething1:" + ((type & (ushort)ExtraParamType.Something1) == (ushort)ExtraParamType.Something1));
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//m_log.Info("TSomething2:" + ((type & (ushort)ExtraParamType.Something2) == (ushort)ExtraParamType.Something2));
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//m_log.Info("TSomething3:" + ((type & (ushort)ExtraParamType.Something3) == (ushort)ExtraParamType.Something3));
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//m_log.Info("TSomething4:" + ((type & (ushort)ExtraParamType.Something4) == (ushort)ExtraParamType.Something4));
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//m_log.Info("TSomething5:" + ((type & (ushort)ExtraParamType.Something5) == (ushort)ExtraParamType.Something5));
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//m_log.Info("TSomething6:" + ((type & (ushort)ExtraParamType.Something6) == (ushort)ExtraParamType.Something6));
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bool usePhysics = false;
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bool IsTemporary = false;
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bool IsPhantom = false;
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@ -1579,7 +1600,7 @@ namespace OpenSim.Region.Environment.Scenes
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//EveryoneMask |= (uint)57344;
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}
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//ScheduleFullUpdate();
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SendFullUpdateToAllClients();
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SendFullUpdateToAllClientsExcept(AgentID);
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}
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//Field 16 = NextownerMask
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if (field == (byte) 16)
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@ -1592,8 +1613,25 @@ namespace OpenSim.Region.Environment.Scenes
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{
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NextOwnerMask |= mask;
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}
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SendFullUpdateToAllClients();
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SendFullUpdateToAllClientsExcept(AgentID);
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}
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if (field == (byte)2)
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{
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if (addRemTF == (byte)0)
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{
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m_parentGroup.SetLocked(true);
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//OwnerMask &= ~mask;
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}
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else
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{
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m_parentGroup.SetLocked(false);
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//OwnerMask |= mask;
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}
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SendFullUpdateToAllClients();
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}
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}
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}
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@ -1607,7 +1645,19 @@ namespace OpenSim.Region.Environment.Scenes
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avatars[i].QueuePartForUpdate(this);
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}
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}
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public void SendFullUpdateToAllClientsExcept(LLUUID agentID)
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{
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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// Ugly reference :(
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if (avatars[i].UUID != agentID)
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{
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m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
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avatars[i].GenerateClientFlags(UUID));
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}
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}
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}
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public void AddFullUpdateToAvatar(ScenePresence presence)
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{
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presence.QueuePartForUpdate(this);
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Loading…
Reference in New Issue