change GenerateClientFlags(...) to work with a scenepresence; make use of the new IsGod to check its God rights; remove the non standard estate manager right to move other ppl prims i added on last commits; coment out a test method i added sometime ago

melanie
UbitUmarov 2017-01-11 01:02:57 +00:00
parent e3f7c27c93
commit e0ab0b3b6b
4 changed files with 54 additions and 20 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);

View File

@ -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

@ -623,7 +623,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
PrimFlags.ObjectOwnerModify
);
public uint GenerateClientFlags(UUID user, UUID objID)
public uint GenerateClientFlags(ScenePresence sp, UUID objID)
{
// ObjectFlags and Permission flags are two different enumerations
// ObjectFlags, tells the client what it will allow the user to do.
@ -641,8 +641,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
objflags &= NOT_DEFAULT_FLAGS;
// get a relevant class for current user on task
PermissionClass permissionClass = GetPermissionClass(user, task);
// get a relevant class for current presence on task
PermissionClass permissionClass = GetPermissionClass(sp, task);
// handle acording
uint returnMask = 0;
@ -668,10 +668,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
if (task.OwnerID != UUID.Zero)
returnMask |= (uint)PrimFlags.ObjectAnyOwner;
// allow estatemanagers to move prims to help solve disputes
if(!task.ParentGroup.IsAttachment && IsEstateManager(user))
returnMask |= (uint)PrimFlags.ObjectMove;
break;
}
return returnMask;
@ -705,6 +701,39 @@ namespace OpenSim.Region.CoreModules.World.Permissions
return objectFlagsMask;
}
private PermissionClass GetPermissionClass(ScenePresence sp, SceneObjectPart obj)
{
if (obj == null || sp == null)
return PermissionClass.Everyone;
if (m_bypassPermissions)
return PermissionClass.Owner;
if (sp.IsGod)
return PermissionClass.Owner;
UUID user = sp.UUID;
// Object owners should be able to edit their own content
UUID objectOwner = obj.OwnerID;
if (user == objectOwner)
return PermissionClass.Owner;
if(!obj.ParentGroup.IsAttachment)
{
if (IsFriendWithPerms(user, objectOwner) )
return PermissionClass.Owner;
// Group permissions
if (obj.GroupID != UUID.Zero && IsGroupMember(obj.GroupID, user, 0))
return PermissionClass.Group;
}
return PermissionClass.Everyone;
}
// OARs need this method that handles offline users
public PermissionClass GetPermissionClass(UUID user, SceneObjectPart obj)
{
if (obj == null)

View File

@ -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, 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...
@ -195,7 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
Delegate[] list = handlerGenerateClientFlags.GetInvocationList();
foreach (GenerateClientFlagsHandler check in list)
{
perms &= check(userID, objectID);
perms &= check(sp, objectID);
}
}
return perms;