Merge branch 'master' of opensimulator.org:/var/git/opensim

melanie
Melanie Thielker 2017-01-11 23:05:39 +00:00
commit dafb362b60
5 changed files with 184 additions and 88 deletions

View File

@ -1112,7 +1112,7 @@ namespace OpenSim.Framework
/// <param name="localID"></param>
void SendKillObject(List<uint> localID);
void SendPartFullUpdate(ISceneEntity ent, uint? parentID);
// void SendPartFullUpdate(ISceneEntity ent, uint? parentID);
void SendAnimations(UUID[] animID, int[] seqs, UUID sourceAgentId, UUID[] objectIDs);
void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args);

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@ -4126,14 +4126,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
if(mysp != null && !mysp.IsDeleted)
// we should have a presence
if(mysp == null)
return;
if(doCulling)
{
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
else
doCulling = false;
while (maxUpdatesBytes > 0)
{
@ -4330,7 +4333,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (update.Entity is ScenePresence)
ablock = CreateAvatarUpdateBlock((ScenePresence)update.Entity);
else
ablock = CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId);
ablock = CreatePrimUpdateBlock((SceneObjectPart)update.Entity, mysp);
objectUpdateBlocks.Add(ablock);
objectUpdates.Value.Add(update);
maxUpdatesBytes -= ablock.Length;
@ -4462,6 +4465,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
// hack.. dont use
/*
public void SendPartFullUpdate(ISceneEntity ent, uint? parentID)
{
if (ent is SceneObjectPart)
@ -4472,7 +4476,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.RegionData.TimeDilation = Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
ObjectUpdatePacket.ObjectDataBlock blk = CreatePrimUpdateBlock(part, this.m_agentId);
ObjectUpdatePacket.ObjectDataBlock blk = CreatePrimUpdateBlock(part, mysp);
if (parentID.HasValue)
{
blk.ParentID = parentID.Value;
@ -4488,7 +4492,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// updatesThisCall, Name, SceneAgent.IsChildAgent ? "child" : "root", Scene.Name);
//
}
*/
public void ReprioritizeUpdates()
{
lock (m_entityUpdates.SyncRoot)
@ -5726,7 +5730,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return update;
}
protected ObjectUpdatePacket.ObjectDataBlock CreatePrimUpdateBlock(SceneObjectPart data, UUID recipientID)
// protected ObjectUpdatePacket.ObjectDataBlock CreatePrimUpdateBlock(SceneObjectPart data, UUID recipientID)
protected ObjectUpdatePacket.ObjectDataBlock CreatePrimUpdateBlock(SceneObjectPart data, ScenePresence sp)
{
byte[] objectData = new byte[60];
data.RelativePosition.ToBytes(objectData, 0);
@ -5826,12 +5831,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region PrimFlags
PrimFlags flags = (PrimFlags)m_scene.Permissions.GenerateClientFlags(recipientID, data.UUID);
PrimFlags flags = (PrimFlags)m_scene.Permissions.GenerateClientFlags(sp, data.UUID);
// Don't send the CreateSelected flag to everyone
flags &= ~PrimFlags.CreateSelected;
if (recipientID == data.OwnerID)
if (sp.UUID == data.OwnerID)
{
if (data.CreateSelected)
{

View File

@ -479,7 +479,32 @@ namespace OpenSim.Region.CoreModules.World.Permissions
return false;
}
/*
private bool CheckGroupPowers(ScenePresence sp, UUID groupID, ulong powersMask)
{
if(sp == null || sp.ControllingClient == null)
return false;
ulong grpPowers = sp.ControllingClient.GetGroupPowers(groupID);
return (grpPowers & powersMask) != 0;
}
private bool CheckActiveGroupPowers(ScenePresence sp, UUID groupID, ulong powersMask)
{
if(sp == null || sp.ControllingClient == null)
return false;
if(sp.ControllingClient.ActiveGroupId != groupID)
return false;
// activeGroupPowers only get current selected role powers, at least with xmlgroups.
// lets get any role avoiding the extra burden of user also having to change role
// ulong grpPowers = sp.ControllingClient.ActiveGroupPowers(groupID);
ulong grpPowers = sp.ControllingClient.GetGroupPowers(groupID);
return (grpPowers & powersMask) != 0;
}
*/
/// <summary>
/// Parse a user set configuration setting
/// </summary>
@ -605,19 +630,45 @@ namespace OpenSim.Region.CoreModules.World.Permissions
}
#region Object Permissions
#pragma warning disable 0612
const uint DEFAULT_FLAGS = (uint)~(
PrimFlags.ObjectCopy | // Tells client you can copy the object
PrimFlags.ObjectModify | // tells client you can modify the object
PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
PrimFlags.ObjectOwnerModify // Tells client that you're the owner of the object
);
public uint GenerateClientFlags(UUID user, UUID objID)
const uint NOT_DEFAULT_FLAGS = (uint)~(
PrimFlags.ObjectCopy | // Tells client you can copy the object
PrimFlags.ObjectModify | // tells client you can modify the object
PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
PrimFlags.ObjectOwnerModify // Tells client that you're the owner of the object
);
#pragma warning restore 0612
const uint EXTRAOWNERMASK = (uint)(
PrimFlags.ObjectYouOwner |
PrimFlags.ObjectAnyOwner
);
const uint EXTRAGODMASK = (uint)(
PrimFlags.ObjectYouOwner |
PrimFlags.ObjectAnyOwner |
PrimFlags.ObjectOwnerModify |
PrimFlags.ObjectModify |
PrimFlags.ObjectMove
);
public uint GenerateClientFlags(ScenePresence sp, uint curEffectivePerms, UUID 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(sp == null || curEffectivePerms == 0)
return (uint)0;
SceneObjectPart task = m_scene.GetSceneObjectPart(objID);
@ -625,53 +676,104 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (task == null)
return (uint)0;
uint objflags = task.GetEffectiveObjectFlags();
UUID objectOwner = task.OwnerID;
// Remove any of the objectFlags that are temporary. These will get added back if appropriate
// in the next bit of code
uint objflags = curEffectivePerms & NOT_DEFAULT_FLAGS ;
// libomv will moan about PrimFlags.ObjectYouOfficer being
// deprecated
#pragma warning disable 0612
objflags &= (uint)
~(PrimFlags.ObjectCopy | // Tells client you can copy the object
PrimFlags.ObjectModify | // tells client you can modify the object
PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
PrimFlags.ObjectOwnerModify | // Tells client that you're the owner of the object
PrimFlags.ObjectYouOfficer // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set
);
#pragma warning restore 0612
uint returnMask;
// Creating the three ObjectFlags options for this method to choose from.
// Customize the OwnerMask
uint objectOwnerMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
objectOwnerMask |= (uint)PrimFlags.ObjectYouOwner | (uint)PrimFlags.ObjectAnyOwner | (uint)PrimFlags.ObjectOwnerModify;
// Customize the GroupMask
uint objectGroupMask = ApplyObjectModifyMasks(task.GroupMask, objflags);
// Customize the EveryoneMask
uint objectEveryoneMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
if (objectOwner != UUID.Zero)
objectEveryoneMask |= (uint)PrimFlags.ObjectAnyOwner;
PermissionClass permissionClass = GetPermissionClass(user, task);
switch (permissionClass)
// gods have owner rights with Modify and Move always on
if(sp.IsGod)
{
case PermissionClass.Owner:
return objectOwnerMask;
case PermissionClass.Group:
return objectGroupMask | objectEveryoneMask;
case PermissionClass.Everyone:
default:
return objectEveryoneMask;
returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
returnMask |= EXTRAGODMASK;
return returnMask;
}
//bypass option == owner rights
if (m_bypassPermissions)
{
returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
returnMask |= EXTRAOWNERMASK;
if((returnMask & (uint)PrimFlags.ObjectModify) != 0)
returnMask |= (uint)PrimFlags.ObjectOwnerModify;
return returnMask;
}
UUID taskOwnerID = task.OwnerID;
UUID spID = sp.UUID;
// owner
if (spID == taskOwnerID)
{
returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
returnMask |= EXTRAOWNERMASK;
if((returnMask & (uint)PrimFlags.ObjectModify) != 0)
returnMask |= (uint)PrimFlags.ObjectOwnerModify;
return returnMask;
}
// if not god or owner, do attachments as everyone
if(task.ParentGroup.IsAttachment)
{
returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
if (taskOwnerID != UUID.Zero)
returnMask |= (uint)PrimFlags.ObjectAnyOwner;
return returnMask;
}
// if friends with rights then owner
if (IsFriendWithPerms(spID, taskOwnerID))
{
returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
returnMask |= EXTRAOWNERMASK;
if((returnMask & (uint)PrimFlags.ObjectModify) != 0)
returnMask |= (uint)PrimFlags.ObjectOwnerModify;
return returnMask;
}
// group owned or shared ?
UUID taskGroupID = task.GroupID;
IClientAPI client = sp.ControllingClient;
if(taskGroupID != UUID.Zero && client != null && client.IsGroupMember(taskGroupID))
{
if(taskGroupID == taskOwnerID)
{
// object is owned by group, owner rights and group role powers do apply
if((client.GetGroupPowers(taskGroupID) & (ulong)GroupPowers.ObjectManipulate) != 0)
// instead forcing active group can be safeguard againts casual mistakes ??
//if(CheckActiveGroupPowers(sp, task.GroupID, (ulong)GroupPowers.ObjectManipulate))
{
returnMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
returnMask |=
(uint)PrimFlags.ObjectGroupOwned |
(uint)PrimFlags.ObjectAnyOwner;
if((returnMask & (uint)PrimFlags.ObjectModify) != 0)
returnMask |= (uint)PrimFlags.ObjectOwnerModify;
return returnMask;
}
else
{
// no special rights
returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
returnMask |= (uint)PrimFlags.ObjectAnyOwner;
return returnMask;
}
}
else
{
// group sharing
returnMask = ApplyObjectModifyMasks(task.GroupMask, objflags);
if (taskOwnerID != UUID.Zero)
returnMask |= (uint)PrimFlags.ObjectAnyOwner;
return returnMask;
}
}
// fallback is everyone rights
returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
if (taskOwnerID != UUID.Zero)
returnMask |= (uint)PrimFlags.ObjectAnyOwner;
return returnMask;
}
private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask)
@ -702,6 +804,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
return objectFlagsMask;
}
// OARs need this method that handles offline users
public PermissionClass GetPermissionClass(UUID user, SceneObjectPart obj)
{
if (obj == null)
@ -715,31 +818,19 @@ namespace OpenSim.Region.CoreModules.World.Permissions
if (user == objectOwner)
return PermissionClass.Owner;
if (IsFriendWithPerms(user, objectOwner) && !obj.ParentGroup.IsAttachment)
return PermissionClass.Owner;
// Estate users should be able to edit anything in the sim if RegionOwnerIsGod is set
if (m_RegionOwnerIsGod && IsEstateManager(user) && !IsAdministrator(objectOwner))
return PermissionClass.Owner;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
return PermissionClass.Owner;
/* to review later
// Users should be able to edit what is over their land.
Vector3 taskPos = obj.AbsolutePosition;
ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y);
if (parcel != null && parcel.LandData.OwnerID == user && m_ParcelOwnerIsGod)
if(!obj.ParentGroup.IsAttachment)
{
// Admin objects should not be editable by the above
if (!IsAdministrator(objectOwner))
if (IsFriendWithPerms(user, objectOwner) )
return PermissionClass.Owner;
// Group permissions
if (obj.GroupID != UUID.Zero && IsGroupMember(obj.GroupID, user, 0))
return PermissionClass.Group;
}
*/
// Group permissions
if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0))
return PermissionClass.Group;
return PermissionClass.Everyone;
}

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@ -37,7 +37,7 @@ using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
#region Delegates
public delegate uint GenerateClientFlagsHandler(UUID userID, UUID objectID);
public delegate uint GenerateClientFlagsHandler(ScenePresence sp, uint curEffectivePerms, UUID objectID);
public delegate void SetBypassPermissionsHandler(bool value);
public delegate bool BypassPermissionsHandler();
public delegate bool PropagatePermissionsHandler();
@ -167,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
#region Object Permission Checks
public uint GenerateClientFlags(UUID userID, UUID objectID)
public uint GenerateClientFlags(ScenePresence sp, UUID objectID)
{
// libomv will moan about PrimFlags.ObjectYouOfficer being
// obsolete...
@ -179,8 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
PrimFlags.ObjectTransfer |
PrimFlags.ObjectYouOwner |
PrimFlags.ObjectAnyOwner |
PrimFlags.ObjectOwnerModify |
PrimFlags.ObjectYouOfficer;
PrimFlags.ObjectOwnerModify;
#pragma warning restore 0612
SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
@ -196,7 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
Delegate[] list = handlerGenerateClientFlags.GetInvocationList();
foreach (GenerateClientFlagsHandler check in list)
{
perms &= check(userID, objectID);
perms &= check(sp, perms, objectID);
}
}
return perms;

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@ -2233,7 +2233,8 @@ namespace OpenSim.Region.Framework.Scenes
{
if (part.OwnerID != userId)
{
part.LastOwnerID = part.OwnerID;
if(part.GroupID != part.OwnerID)
part.LastOwnerID = part.OwnerID;
part.OwnerID = userId;
}
});