* 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
Teravus Ovares 2008-02-10 10:55:57 +00:00
parent e207284fef
commit 85a9834ed8
3 changed files with 184 additions and 53 deletions

View File

@ -80,7 +80,13 @@ namespace OpenSim.Region.Environment
return true;
}
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
// If there is no master avatar, return false
if (m_scene.RegionInfo.MasterAvatarAssignedUUID != null)
{
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
return false;
}
public virtual bool IsEstateManager(LLUUID user)
@ -89,13 +95,20 @@ namespace OpenSim.Region.Environment
{
return true;
}
LLUUID[] estatemanagers = m_scene.RegionInfo.EstateSettings.estateManagers;
for (int i = 0; i < estatemanagers.Length; i++)
if (user != null)
{
if (estatemanagers[i] == user)
return true;
LLUUID[] estatemanagers = m_scene.RegionInfo.EstateSettings.estateManagers;
for (int i = 0; i < estatemanagers.Length; i++)
{
if (estatemanagers[i] == user)
return true;
}
}
// The below is commented out because logically it happens anyway. It's left in for readability
//else
//{
//return false;
//}
return false;
}
@ -153,6 +166,18 @@ namespace OpenSim.Region.Environment
public virtual uint GenerateClientFlags(LLUUID user, LLUUID objID)
{
// Here's the way this works,
// ObjectFlags and Permission flags are two different enumerations
// ObjectFlags, however, tells the client to change what it will allow the user to do.
// So, that means that all of the permissions type ObjectFlags are /temporary/ and only
// supposed to be set when customizing the objectflags for the client.
// These temporary objectflags get computed and added in this function based on the
// Permission mask that's appropriate!
// Outside of this method, they should never be added to objectflags!
// -teravus
if (!m_scene.Entities.ContainsKey(objID))
{
return 0;
@ -170,10 +195,38 @@ namespace OpenSim.Region.Environment
// the administrator object permissions to take effect.
LLUUID objectOwner = task.OwnerID;
uint objectOwnerMask = task.RootPart.ObjectFlags;
objectOwnerMask = ApplyObjectModifyMasks(task.RootPart.OwnerMask, objectOwnerMask);
uint objflags = task.RootPart.ObjectFlags;
uint objectEveryoneMask = task.RootPart.ObjectFlags | task.RootPart.EveryoneMask;
// Remove any of the objectFlags that are temporary. These will get added back if appropriate
// in the next bit of code
objflags &= (uint)LLObject.ObjectFlags.ObjectCopy; // Tells client you can copy the object
objflags &= (uint)LLObject.ObjectFlags.ObjectModify; // tells client you can modify the object
objflags &= (uint)LLObject.ObjectFlags.ObjectMove; // tells client that you can move the object (only, no mod)
objflags &= (uint)LLObject.ObjectFlags.ObjectTransfer; // tells the client that you can /take/ the object if you don't own it
objflags &= (uint)LLObject.ObjectFlags.ObjectYouOwner; // Tells client that you're the owner of the object
objflags &= (uint)LLObject.ObjectFlags.ObjectYouOfficer; // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set
// Creating the three ObjectFlags options for this method to choose from.
bool tasklocked = task.GetLocked(); // more debug needed to apply this, so we're going to set this to false for now
tasklocked = false;
uint objectOwnerMask = ApplyObjectModifyMasks(task.RootPart.OwnerMask, objflags, tasklocked);
objectOwnerMask = AddBackBrokenObjectProperties(task.RootPart, objectOwnerMask);
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner;
uint objectGroupMask = ApplyObjectModifyMasks(task.RootPart.GroupMask, objflags, tasklocked);
objectGroupMask = AddBackBrokenObjectProperties(task.RootPart,objectGroupMask);
uint objectEveryoneMask = ApplyObjectModifyMasks(task.RootPart.EveryoneMask, objflags, tasklocked);
objectEveryoneMask = AddBackBrokenObjectProperties(task.RootPart,objectEveryoneMask);
// Hack to allow collaboration until Groups and Group Permissions are implemented
if ((objectEveryoneMask & (uint)LLObject.ObjectFlags.ObjectMove) != 0)
objectEveryoneMask |= (uint)LLObject.ObjectFlags.ObjectModify;
if (m_bypassPermissions)
return objectOwnerMask;
@ -181,7 +234,6 @@ namespace OpenSim.Region.Environment
// Object owners should be able to edit their own content
if (user == objectOwner)
{
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner;
return objectOwnerMask;
}
@ -189,58 +241,70 @@ namespace OpenSim.Region.Environment
Land parcel = m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
if (parcel != null && parcel.landData.ownerID == user)
return objectOwnerMask;
// Admin objects should not be editable by the above
if (IsAdministrator(objectOwner))
return objectEveryoneMask;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
return objectOwnerMask;
// Admin objects should not be editable by the above
if (IsAdministrator(taskOwner))
return objectEveryoneMask;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
return objectOwnerMask;
if (((objectEveryoneMask & PERM_MOVE) != 0) || ((objectEveryoneMask & PERM_COPY) != 0))
{
if ((objectEveryoneMask & PERM_MOVE) != 0)
objectOwnerMask &= ~PERM_MOVE;
if ((objectEveryoneMask & PERM_COPY) != 0)
objectOwnerMask &= ~PERM_COPY;
objectOwnerMask &= ~PERM_MODIFY;
objectOwnerMask &= ~PERM_TRANS;
return objectOwnerMask;
}
return objectEveryoneMask;
}
private uint AddBackBrokenObjectProperties(SceneObjectPart task, uint objectmask)
{
if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
objectmask |= (uint)LLObject.ObjectFlags.Physics;
if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Scripted) != 0)
objectmask |= (uint)LLObject.ObjectFlags.Scripted;
if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.TemporaryOnRez) != 0)
objectmask |= (uint)LLObject.ObjectFlags.TemporaryOnRez;
if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) != 0)
objectmask |= (uint)LLObject.ObjectFlags.Phantom;
return objectmask;
}
private uint ApplyObjectModifyMasks(uint parentMask, uint objectOwnerMask)
private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask, bool locked)
{
if ((parentMask & (uint)PermissionMask.Copy) != 0)
// We are adding the temporary objectflags to the object's objectflags based on the
// permission flag given. These change the F flags on the client.
if (!locked)
{
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
}
if ((parentMask & (uint)PermissionMask.Move) != 0)
{
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectMove;
}
if ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
}
if ((parentMask & (uint)PermissionMask.Modify) != 0)
{
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectModify;
}
if ((setPermissionMask & (uint)PermissionMask.Move) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectMove;
}
if ((parentMask & (uint)PermissionMask.Transfer) != 0)
{
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
if ((setPermissionMask & (uint)PermissionMask.Modify) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectModify;
}
if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
}
}
return objectOwnerMask;
return objectFlagsMask;
}
protected virtual bool GenericObjectPermission(LLUUID currentUser, LLUUID objId)
@ -254,13 +318,14 @@ namespace OpenSim.Region.Environment
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objId] is SceneObjectGroup))
if ((!(m_scene.Entities[objId] is SceneObjectGroup)))
{
return false;
}
SceneObjectGroup group = (SceneObjectGroup) m_scene.Entities[objId];
SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objId];
LLUUID objectOwner = group.OwnerID;
// Object owners should be able to edit their own content
@ -323,13 +388,20 @@ namespace OpenSim.Region.Environment
return false;
}
// The client
// may request to edit linked parts, and therefore, it needs
// to also check for SceneObjectPart
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[obj] is SceneObjectGroup))
if ((!(m_scene.Entities[obj] is SceneObjectGroup)))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup) m_scene.Entities[obj];
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];
LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.

View File

@ -60,6 +60,7 @@ namespace OpenSim.Region.Environment.Scenes
/// since the group's last persistent backup
/// </summary>
public bool HasGroupChanged = false;
private bool m_locked = false;
private LLVector3 lastPhysGroupPos;
private LLQuaternion lastPhysGroupRot;
@ -1217,7 +1218,15 @@ namespace OpenSim.Region.Environment.Scenes
part.UpdateExtraParam(type, inUse, data);
}
}
public bool GetLocked()
{
return m_locked;
}
public void SetLocked(bool val)
{
m_locked = val;
}
/// <summary>
///
/// </summary>

View File

@ -44,7 +44,19 @@ namespace OpenSim.Region.Environment.Scenes
{
// I don't really know where to put this except here.
// Can't access the OpenSim.Region.ScriptEngine.Common.LSL_BaseClass.Changed constants
[Flags]
public enum ExtraParamType
{
Something1 = 1,
Something2 = 2,
Something3 = 4,
Something4 = 8,
Flexible = 16,
Light = 32,
Sculpt = 48,
Something5 = 64,
Something6 = 128
}
[Flags]
public enum Changed : uint
{
@ -1166,6 +1178,15 @@ namespace OpenSim.Region.Environment.Scenes
public void UpdatePrimFlags(ushort type, bool inUse, byte[] data)
{
//m_log.Info("TSomething1:" + ((type & (ushort)ExtraParamType.Something1) == (ushort)ExtraParamType.Something1));
//m_log.Info("TSomething2:" + ((type & (ushort)ExtraParamType.Something2) == (ushort)ExtraParamType.Something2));
//m_log.Info("TSomething3:" + ((type & (ushort)ExtraParamType.Something3) == (ushort)ExtraParamType.Something3));
//m_log.Info("TSomething4:" + ((type & (ushort)ExtraParamType.Something4) == (ushort)ExtraParamType.Something4));
//m_log.Info("TSomething5:" + ((type & (ushort)ExtraParamType.Something5) == (ushort)ExtraParamType.Something5));
//m_log.Info("TSomething6:" + ((type & (ushort)ExtraParamType.Something6) == (ushort)ExtraParamType.Something6));
bool usePhysics = false;
bool IsTemporary = false;
bool IsPhantom = false;
@ -1173,7 +1194,7 @@ namespace OpenSim.Region.Environment.Scenes
bool wasUsingPhysics = ((ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
//bool IsLocked = false;
int i = 0;
try
{
@ -1579,7 +1600,7 @@ namespace OpenSim.Region.Environment.Scenes
//EveryoneMask |= (uint)57344;
}
//ScheduleFullUpdate();
SendFullUpdateToAllClients();
SendFullUpdateToAllClientsExcept(AgentID);
}
//Field 16 = NextownerMask
if (field == (byte) 16)
@ -1592,11 +1613,28 @@ namespace OpenSim.Region.Environment.Scenes
{
NextOwnerMask |= mask;
}
SendFullUpdateToAllClients();
SendFullUpdateToAllClientsExcept(AgentID);
}
if (field == (byte)2)
{
if (addRemTF == (byte)0)
{
m_parentGroup.SetLocked(true);
//OwnerMask &= ~mask;
}
else
{
m_parentGroup.SetLocked(false);
//OwnerMask |= mask;
}
SendFullUpdateToAllClients();
}
}
}
#region Client Update Methods
public void AddFullUpdateToAllAvatars()
@ -1607,7 +1645,19 @@ namespace OpenSim.Region.Environment.Scenes
avatars[i].QueuePartForUpdate(this);
}
}
public void SendFullUpdateToAllClientsExcept(LLUUID agentID)
{
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
// Ugly reference :(
if (avatars[i].UUID != agentID)
{
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this,
avatars[i].GenerateClientFlags(UUID));
}
}
}
public void AddFullUpdateToAvatar(ScenePresence presence)
{
presence.QueuePartForUpdate(this);