* some refactoring on permissions

* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
ThreadPoolClientBranch
lbsa71 2008-02-11 13:26:55 +00:00
parent c7c567182a
commit c927928245
5 changed files with 85 additions and 109 deletions

View File

@ -37,12 +37,12 @@ namespace OpenSim.Region.Environment
protected Scene m_scene; protected Scene m_scene;
// These are here for testing. They will be taken out // These are here for testing. They will be taken out
private uint PERM_ALL = (uint) 2147483647; private uint PERM_ALL = (uint)2147483647;
private uint PERM_COPY = (uint) 32768; private uint PERM_COPY = (uint)32768;
private uint PERM_MODIFY = (uint) 16384; private uint PERM_MODIFY = (uint)16384;
private uint PERM_MOVE = (uint) 524288; private uint PERM_MOVE = (uint)524288;
private uint PERM_TRANS = (uint) 8192; private uint PERM_TRANS = (uint)8192;
private uint PERM_LOCKED = (uint) 540672; private uint PERM_LOCKED = (uint)540672;
// Bypasses the permissions engine (always returns OK) // Bypasses the permissions engine (always returns OK)
// disable in any production environment // disable in any production environment
// TODO: Change this to false when permissions are a desired default // TODO: Change this to false when permissions are a desired default
@ -108,7 +108,7 @@ namespace OpenSim.Region.Environment
// The below is commented out because logically it happens anyway. It's left in for readability // The below is commented out because logically it happens anyway. It's left in for readability
//else //else
//{ //{
//return false; //return false;
//} //}
return false; return false;
@ -133,8 +133,8 @@ namespace OpenSim.Region.Environment
Land land = m_scene.LandManager.getLandObject(position.X, position.Y); Land land = m_scene.LandManager.getLandObject(position.X, position.Y);
if (land == null) return false; if (land == null) return false;
if ((land.landData.landFlags & ((int) Parcel.ParcelFlags.CreateObjects)) == if ((land.landData.landFlags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
(int) Parcel.ParcelFlags.CreateObjects) (int)Parcel.ParcelFlags.CreateObjects)
permission = true; permission = true;
//TODO: check for group rights //TODO: check for group rights
@ -190,25 +190,23 @@ namespace OpenSim.Region.Environment
return 0; return 0;
} }
SceneObjectGroup task = (SceneObjectGroup) m_scene.Entities[objID]; SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objID];
LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
LLUUID objectOwner = task.OwnerID; LLUUID objectOwner = task.OwnerID;
uint objflags = task.RootPart.ObjectFlags; uint objflags = task.RootPart.ObjectFlags;
// Remove any of the objectFlags that are temporary. These will get added back if appropriate // Remove any of the objectFlags that are temporary. These will get added back if appropriate
// in the next bit of code // in the next bit of code
objflags &= ~(uint)LLObject.ObjectFlags.ObjectCopy; // Tells client you can copy the object objflags &= (uint)
objflags &= ~(uint)LLObject.ObjectFlags.ObjectModify; // tells client you can modify the object ~(LLObject.ObjectFlags.ObjectCopy | // Tells client you can copy the object
objflags &= ~(uint)LLObject.ObjectFlags.ObjectMove; // tells client that you can move the object (only, no mod) LLObject.ObjectFlags.ObjectModify | // tells client you can modify the object
objflags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer; // tells the client that you can /take/ the object if you don't own it LLObject.ObjectFlags.ObjectMove | // tells client that you can move the object (only, no mod)
objflags &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner; // Tells client that you're the owner of the object LLObject.ObjectFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
objflags &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer; // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set LLObject.ObjectFlags.ObjectYouOwner | // Tells client that you're the owner of the object
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. // Creating the three ObjectFlags options for this method to choose from.
// Customize the OwnerMask // Customize the OwnerMask
@ -217,10 +215,10 @@ namespace OpenSim.Region.Environment
// Customize the GroupMask // Customize the GroupMask
uint objectGroupMask = ApplyObjectModifyMasks(task.RootPart.GroupMask, objflags); uint objectGroupMask = ApplyObjectModifyMasks(task.RootPart.GroupMask, objflags);
// Customize the EveryoneMask // Customize the EveryoneMask
uint objectEveryoneMask = ApplyObjectModifyMasks(task.RootPart.EveryoneMask, objflags); uint objectEveryoneMask = ApplyObjectModifyMasks(task.RootPart.EveryoneMask, objflags);
// Hack to allow collaboration until Groups and Group Permissions are implemented // Hack to allow collaboration until Groups and Group Permissions are implemented
if ((objectEveryoneMask & (uint)LLObject.ObjectFlags.ObjectMove) != 0) if ((objectEveryoneMask & (uint)LLObject.ObjectFlags.ObjectMove) != 0)
@ -239,16 +237,16 @@ namespace OpenSim.Region.Environment
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 objectOwnerMask; return objectOwnerMask;
// Admin objects should not be editable by the above // Admin objects should not be editable by the above
if (IsAdministrator(objectOwner)) if (IsAdministrator(objectOwner))
return objectEveryoneMask; return objectEveryoneMask;
// 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 objectOwnerMask; return objectOwnerMask;
// 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))
@ -257,37 +255,37 @@ namespace OpenSim.Region.Environment
return objectEveryoneMask; return objectEveryoneMask;
} }
private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask) private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask)
{ {
// We are adding the temporary objectflags to the object's objectflags based on the // 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. // permission flag given. These change the F flags on the client.
if ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
}
if ((setPermissionMask & (uint)PermissionMask.Move) != 0) if ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
{ {
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectMove; objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
} }
if ((setPermissionMask & (uint)PermissionMask.Modify) != 0) if ((setPermissionMask & (uint)PermissionMask.Move) != 0)
{ {
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectModify; objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectMove;
} }
if ((setPermissionMask & (uint)PermissionMask.Modify) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectModify;
}
if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
}
if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
}
return objectFlagsMask; return objectFlagsMask;
} }
protected virtual bool GenericObjectPermission(LLUUID currentUser, LLUUID objId) protected virtual bool GenericObjectPermission(LLUUID currentUser, LLUUID objId)
{ {
// Default: deny // Default: deny
@ -307,10 +305,10 @@ namespace OpenSim.Region.Environment
SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objId]; SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objId];
LLUUID objectOwner = group.OwnerID; LLUUID objectOwner = group.OwnerID;
locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0); locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
// People shouldn't be able to do anything with locked objects, except the Administrator // People shouldn't be able to do anything with locked objects, except the Administrator
// The 'set permissions' runs through a different permission check, so when an object owner // The 'set permissions' runs through a different permission check, so when an object owner
// sets an object locked, the only thing that they can do is unlock it. // sets an object locked, the only thing that they can do is unlock it.
@ -331,7 +329,7 @@ namespace OpenSim.Region.Environment
// 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(group.AbsolutePosition.X, group.AbsolutePosition.Y); Land parcel = m_scene.LandManager.getLandObject(group.AbsolutePosition.X, group.AbsolutePosition.Y);
if ((parcel != null) && ( parcel.landData.ownerID == currentUser)) if ((parcel != null) && (parcel.landData.ownerID == currentUser))
{ {
permission = true; permission = true;
} }
@ -386,7 +384,7 @@ namespace OpenSim.Region.Environment
// The client // The client
// may request to edit linked parts, and therefore, it needs // may request to edit linked parts, and therefore, it needs
// to also check for SceneObjectPart // to also check for SceneObjectPart
// If it's not an object, we cant edit it. // If it's not an object, we cant edit it.
if ((!(m_scene.Entities[obj] is SceneObjectGroup))) if ((!(m_scene.Entities[obj] is SceneObjectGroup)))
{ {
@ -395,13 +393,13 @@ namespace OpenSim.Region.Environment
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj]; SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];
LLUUID taskOwner = null; LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for // Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect. // the administrator object permissions to take effect.
LLUUID objectOwner = task.OwnerID; LLUUID objectOwner = task.OwnerID;
// Anyone can move // Anyone can move
if ((task.RootPart.EveryoneMask & PERM_MOVE) != 0) if ((task.RootPart.EveryoneMask & PERM_MOVE) != 0)
permission = true; permission = true;
@ -430,7 +428,7 @@ namespace OpenSim.Region.Environment
return false; return false;
} }
SceneObjectGroup task = (SceneObjectGroup) m_scene.Entities[obj]; SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];
LLUUID taskOwner = null; LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for // Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect. // the administrator object permissions to take effect.

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@ -199,7 +199,7 @@ namespace OpenSim.Region.Environment.Scenes
// Update item with new asset // Update item with new asset
item.AssetID = asset.FullID; item.AssetID = asset.FullID;
group.UpdateInventoryItem(item); group.UpdateInventoryItem(item);
group.GetProperites(remoteClient); group.GetProperties(remoteClient);
// Trigger rerunning of script (use TriggerRezScript event, see RezScript) // Trigger rerunning of script (use TriggerRezScript event, see RezScript)
if (isScriptRunning) if (isScriptRunning)
@ -520,7 +520,7 @@ namespace OpenSim.Region.Environment.Scenes
if (group != null) if (group != null)
{ {
int type = group.RemoveInventoryItem(localID, itemID); int type = group.RemoveInventoryItem(localID, itemID);
group.GetProperites(remoteClient); group.GetProperties(remoteClient);
if (type == 10) if (type == 10)
{ {
EventManager.TriggerRemoveScript(localID, itemID); EventManager.TriggerRemoveScript(localID, itemID);
@ -599,7 +599,7 @@ namespace OpenSim.Region.Environment.Scenes
{ {
group.AddInventoryItem(remoteClient, localID, item, copyID); group.AddInventoryItem(remoteClient, localID, item, copyID);
group.StartScript(localID, copyID); group.StartScript(localID, copyID);
group.GetProperites(remoteClient); group.GetProperties(remoteClient);
// m_log.Info( // m_log.Info(
// String.Format("[PRIMINVENTORY]: " + // String.Format("[PRIMINVENTORY]: " +

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@ -106,7 +106,7 @@ namespace OpenSim.Region.Environment.Scenes
{ {
if (((SceneObjectGroup) ent).LocalId == primLocalID) if (((SceneObjectGroup) ent).LocalId == primLocalID)
{ {
((SceneObjectGroup) ent).GetProperites(remoteClient); ((SceneObjectGroup) ent).GetProperties(remoteClient);
((SceneObjectGroup) ent).IsSelected = true; ((SceneObjectGroup) ent).IsSelected = true;
LandManager.setPrimsTainted(); LandManager.setPrimsTainted();
break; break;

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@ -1078,7 +1078,7 @@ namespace OpenSim.Region.Environment.Scenes
/// ///
/// </summary> /// </summary>
/// <param name="client"></param> /// <param name="client"></param>
public void GetProperites(IClientAPI client) public void GetProperties(IClientAPI client)
{ {
ObjectPropertiesPacket proper = (ObjectPropertiesPacket) PacketPool.Instance.GetPacket(PacketType.ObjectProperties); ObjectPropertiesPacket proper = (ObjectPropertiesPacket) PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
// TODO: don't create new blocks if recycling an old packet // TODO: don't create new blocks if recycling an old packet

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@ -1577,65 +1577,43 @@ namespace OpenSim.Region.Environment.Scenes
public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF) public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{ {
bool set = addRemTF == 1;
// Are we the owner? // Are we the owner?
if (AgentID == OwnerID) if (AgentID == OwnerID)
{ {
m_log.Info("[PERMISSIONS]: field: " + field.ToString() + ", mask: " + mask.ToString() + " addRemTF: " + switch (field)
addRemTF.ToString());
//Field 8 = EveryoneMask
if (field == (byte) 8)
{ {
m_log.Info("[PERMISSIONS]: Left over: " + (OwnerMask - EveryoneMask)); case 2:
if (addRemTF == (byte) 0) OwnerMask = ApplyMask(OwnerMask, set, mask);
{ break;
//EveryoneMask = (uint)0; case 4:
EveryoneMask &= ~mask; GroupMask = ApplyMask(GroupMask, set, mask);
//EveryoneMask &= ~(uint)57344; break;
} case 8:
else EveryoneMask = ApplyMask(EveryoneMask, set, mask);
{ break;
//EveryoneMask = (uint)0; case 16:
EveryoneMask |= mask; NextOwnerMask = ApplyMask(NextOwnerMask, set, mask);
//EveryoneMask |= (uint)57344; break;
}
//ScheduleFullUpdate();
SendFullUpdateToAllClientsExcept(AgentID);
}
//Field 16 = NextownerMask
if (field == (byte) 16)
{
if (addRemTF == (byte) 0)
{
NextOwnerMask &= ~mask;
}
else
{
NextOwnerMask |= mask;
}
SendFullUpdateToAllClientsExcept(AgentID);
}
if (field == (byte)2)
{
if (addRemTF == (byte)0)
{
//m_parentGroup.SetLocked(true);
//PermissionMask.
OwnerMask &= ~mask;
}
else
{
//m_parentGroup.SetLocked(false);
OwnerMask |= mask;
}
SendFullUpdateToAllClients();
} }
ScheduleFullUpdate();
} }
} }
private uint ApplyMask(uint val, bool set, uint mask)
{
if (set)
{
return val |= mask;
}
else
{
return val &= ~mask;
}
}
#region Client Update Methods #region Client Update Methods
public void AddFullUpdateToAllAvatars() public void AddFullUpdateToAllAvatars()