remove obsolete PrimFlags.ObjectYouOfficer; rearrange GenerateClientFlags(...) with changes: allow estatemanager to move other ppl objects to help solve placement disputes; exclude attachments on that and from same group members
parent
d96bcd8264
commit
e3f7c27c93
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@ -605,19 +605,28 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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}
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#region Object Permissions
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#pragma warning disable 0612
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const uint NOT_DEFAULT_FLAGS = (uint)~(
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PrimFlags.ObjectCopy | // Tells client you can copy the object
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PrimFlags.ObjectModify | // tells client you can modify the object
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PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
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PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
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PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
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PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
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PrimFlags.ObjectOwnerModify // Tells client that you're the owner of the object
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);
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#pragma warning restore 0612
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const uint EXTRAOWNERMASK = (uint)(
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PrimFlags.ObjectYouOwner |
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PrimFlags.ObjectAnyOwner |
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PrimFlags.ObjectOwnerModify
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);
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public uint GenerateClientFlags(UUID user, UUID 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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// ObjectFlags, tells the client what it will allow the user to do.
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SceneObjectPart task = m_scene.GetSceneObjectPart(objID);
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@ -626,52 +635,46 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return (uint)0;
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uint objflags = task.GetEffectiveObjectFlags();
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UUID objectOwner = task.OwnerID;
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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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// libomv will moan about PrimFlags.ObjectYouOfficer being
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// deprecated
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#pragma warning disable 0612
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objflags &= (uint)
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~(PrimFlags.ObjectCopy | // Tells client you can copy the object
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PrimFlags.ObjectModify | // tells client you can modify the object
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PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
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PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
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PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
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PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
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PrimFlags.ObjectOwnerModify | // Tells client that you're the owner of the object
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PrimFlags.ObjectYouOfficer // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set
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);
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#pragma warning restore 0612
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// Creating the three ObjectFlags options for this method to choose from.
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// Customize the OwnerMask
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uint objectOwnerMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
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objectOwnerMask |= (uint)PrimFlags.ObjectYouOwner | (uint)PrimFlags.ObjectAnyOwner | (uint)PrimFlags.ObjectOwnerModify;
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// Customize the GroupMask
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uint objectGroupMask = ApplyObjectModifyMasks(task.GroupMask, objflags);
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// Customize the EveryoneMask
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uint objectEveryoneMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
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if (objectOwner != UUID.Zero)
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objectEveryoneMask |= (uint)PrimFlags.ObjectAnyOwner;
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objflags &= NOT_DEFAULT_FLAGS;
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// get a relevant class for current user on task
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PermissionClass permissionClass = GetPermissionClass(user, task);
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// handle acording
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uint returnMask = 0;
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switch (permissionClass)
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{
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case PermissionClass.Owner:
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return objectOwnerMask;
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// Customize the OwnerMask
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// on next line EveryoneMask possible is redundant
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// but then it should also be on GroupMask
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returnMask = ApplyObjectModifyMasks(task.OwnerMask | task.EveryoneMask, objflags);
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returnMask |= EXTRAOWNERMASK;
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break;
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case PermissionClass.Group:
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return objectGroupMask | objectEveryoneMask;
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// Customize the GroupMask
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returnMask = ApplyObjectModifyMasks(task.GroupMask | task.EveryoneMask, objflags);
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if (task.OwnerID != UUID.Zero)
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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break;
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case PermissionClass.Everyone:
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default:
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return objectEveryoneMask;
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returnMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
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if (task.OwnerID != UUID.Zero)
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returnMask |= (uint)PrimFlags.ObjectAnyOwner;
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// allow estatemanagers to move prims to help solve disputes
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if(!task.ParentGroup.IsAttachment && IsEstateManager(user))
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returnMask |= (uint)PrimFlags.ObjectMove;
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break;
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}
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return returnMask;
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}
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private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask)
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@ -715,31 +718,19 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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if (user == objectOwner)
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return PermissionClass.Owner;
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if (IsFriendWithPerms(user, objectOwner) && !obj.ParentGroup.IsAttachment)
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return PermissionClass.Owner;
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// Estate users should be able to edit anything in the sim if RegionOwnerIsGod is set
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if (m_RegionOwnerIsGod && IsEstateManager(user) && !IsAdministrator(objectOwner))
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return PermissionClass.Owner;
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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 PermissionClass.Owner;
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/* to review later
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// Users should be able to edit what is over their land.
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Vector3 taskPos = obj.AbsolutePosition;
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ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y);
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if (parcel != null && parcel.LandData.OwnerID == user && m_ParcelOwnerIsGod)
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if(!obj.ParentGroup.IsAttachment)
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{
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// Admin objects should not be editable by the above
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if (!IsAdministrator(objectOwner))
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if (IsFriendWithPerms(user, objectOwner) )
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return PermissionClass.Owner;
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// Group permissions
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if (obj.GroupID != UUID.Zero && IsGroupMember(obj.GroupID, user, 0))
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return PermissionClass.Group;
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}
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*/
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// Group permissions
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if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0))
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return PermissionClass.Group;
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return PermissionClass.Everyone;
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}
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@ -179,8 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
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PrimFlags.ObjectTransfer |
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PrimFlags.ObjectYouOwner |
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PrimFlags.ObjectAnyOwner |
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PrimFlags.ObjectOwnerModify |
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PrimFlags.ObjectYouOfficer;
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PrimFlags.ObjectOwnerModify;
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#pragma warning restore 0612
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SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
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