Unify a previous refactor of object return with the older solution. We
really don't need two methods doing the same thing, but differently.avinationmerge
parent
8cbd0d3b5f
commit
f35eb8819c
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@ -915,7 +915,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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foreach (List<SceneObjectGroup> ol in returns.Values)
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{
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if (m_scene.Permissions.CanUseObjectReturn(this, type, remote_client, ol))
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if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol))
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m_scene.returnObjects(ol.ToArray(), remote_client.AgentId);
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}
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}
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@ -200,7 +200,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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m_scene.Permissions.OnIssueEstateCommand += CanIssueEstateCommand; //FULLY IMPLEMENTED
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m_scene.Permissions.OnMoveObject += CanMoveObject; //MAYBE FULLY IMPLEMENTED
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m_scene.Permissions.OnObjectEntry += CanObjectEntry;
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m_scene.Permissions.OnReturnObject += CanReturnObject; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnReturnObjects += CanReturnObjects; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnRezObject += CanRezObject; //MAYBE FULLY IMPLEMENTED
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m_scene.Permissions.OnRunConsoleCommand += CanRunConsoleCommand;
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m_scene.Permissions.OnRunScript += CanRunScript; //NOT YET IMPLEMENTED
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@ -230,7 +230,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnUseObjectReturn += CanUseObjectReturn; //NOT YET IMPLEMENTED
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m_scene.AddCommand(this, "bypass permissions",
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"bypass permissions <true / false>",
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@ -1258,12 +1257,15 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return false;
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}
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private bool CanReturnObject(UUID objectID, UUID returnerID, Scene scene)
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private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
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{
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if (objects.Count == 0)
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return false;
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DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
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if (m_bypassPermissions) return m_bypassPermissionsValue;
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return GenericObjectPermission(returnerID, objectID, false);
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return GenericObjectPermission(user, objects[0].UUID, false);
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}
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private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
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@ -1730,67 +1732,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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return GenericObjectPermission(agentID, prim, false);
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}
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private bool CanUseObjectReturn(ILandObject parcel, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
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{
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DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
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if (m_bypassPermissions) return m_bypassPermissionsValue;
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long powers = 0;
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if (parcel.LandData.GroupID != UUID.Zero)
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client.GetGroupPowers(parcel.LandData.GroupID);
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switch (type)
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{
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case (uint)ObjectReturnType.Owner:
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// Don't let group members return owner's objects, ever
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//
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if (parcel.LandData.IsGroupOwned)
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{
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if ((powers & (long)GroupPowers.ReturnGroupOwned) != 0)
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return true;
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}
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else
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{
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if (parcel.LandData.OwnerID != client.AgentId)
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return false;
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}
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return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupOwned);
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case (uint)ObjectReturnType.Group:
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if (parcel.LandData.OwnerID != client.AgentId)
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{
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// If permissionis granted through a group...
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//
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if ((powers & (long)GroupPowers.ReturnGroupSet) != 0)
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{
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foreach (SceneObjectGroup g in new List<SceneObjectGroup>(retlist))
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{
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// check for and remove group owned objects unless
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// the user also has permissions to return those
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//
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if (g.OwnerID == g.GroupID &&
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((powers & (long)GroupPowers.ReturnGroupOwned) == 0))
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{
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retlist.Remove(g);
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}
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}
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// And allow the operation
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//
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return true;
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}
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}
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return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupSet);
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case (uint)ObjectReturnType.Other:
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if ((powers & (long)GroupPowers.ReturnNonGroup) != 0)
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return true;
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return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnNonGroup);
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case (uint)ObjectReturnType.List:
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break;
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}
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return GenericParcelOwnerPermission(client.AgentId, parcel, 0);
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// Is it correct to be less restrictive for lists of objects to be returned?
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}
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private bool CanCompileScript(UUID ownerUUID, int scriptType, Scene scene) {
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//m_log.DebugFormat("check if {0} is allowed to compile {1}", ownerUUID, scriptType);
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switch (scriptType) {
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@ -1581,9 +1581,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (remoteClient != null)
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{
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permissionToTake =
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Permissions.CanReturnObject(
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grp.UUID,
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remoteClient.AgentId);
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Permissions.CanReturnObjects(
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null,
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remoteClient.AgentId,
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new List<SceneObjectGroup>() {grp});
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permissionToDelete = permissionToTake;
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if (permissionToDelete)
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@ -48,7 +48,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
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public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
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public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
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public delegate bool ReturnObjectHandler(UUID objectID, UUID returnerID, Scene scene);
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public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
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public delegate bool InstantMessageHandler(UUID user, UUID target, Scene startScene);
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public delegate bool InventoryTransferHandler(UUID user, UUID target, Scene startScene);
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public delegate bool ViewScriptHandler(UUID script, UUID objectID, UUID user, Scene scene);
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@ -81,7 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate bool CopyUserInventoryHandler(UUID itemID, UUID userID);
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public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID);
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public delegate bool TeleportHandler(UUID userID, Scene scene);
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public delegate bool UseObjectReturnHandler(ILandObject landData, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene);
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#endregion
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public class ScenePermissions
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@ -107,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
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public event EditObjectInventoryHandler OnEditObjectInventory;
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public event MoveObjectHandler OnMoveObject;
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public event ObjectEntryHandler OnObjectEntry;
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public event ReturnObjectHandler OnReturnObject;
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public event ReturnObjectsHandler OnReturnObjects;
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public event InstantMessageHandler OnInstantMessage;
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public event InventoryTransferHandler OnInventoryTransfer;
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public event ViewScriptHandler OnViewScript;
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@ -140,7 +139,6 @@ namespace OpenSim.Region.Framework.Scenes
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public event CopyUserInventoryHandler OnCopyUserInventory;
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public event DeleteUserInventoryHandler OnDeleteUserInventory;
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public event TeleportHandler OnTeleport;
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public event UseObjectReturnHandler OnUseObjectReturn;
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#endregion
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#region Object Permission Checks
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@ -377,15 +375,15 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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#region RETURN OBJECT
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public bool CanReturnObject(UUID objectID, UUID returnerID)
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public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects)
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{
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ReturnObjectHandler handler = OnReturnObject;
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ReturnObjectsHandler handler = OnReturnObjects;
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if (handler != null)
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{
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Delegate[] list = handler.GetInvocationList();
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foreach (ReturnObjectHandler h in list)
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foreach (ReturnObjectsHandler h in list)
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{
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if (h(objectID, returnerID, m_scene) == false)
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if (h(land, user, objects, m_scene) == false)
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return false;
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}
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}
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@ -949,20 +947,5 @@ namespace OpenSim.Region.Framework.Scenes
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}
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return true;
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}
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public bool CanUseObjectReturn(ILandObject landData, uint type , IClientAPI client, List<SceneObjectGroup> retlist)
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{
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UseObjectReturnHandler handler = OnUseObjectReturn;
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if (handler != null)
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{
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Delegate[] list = handler.GetInvocationList();
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foreach (UseObjectReturnHandler h in list)
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{
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if (h(landData, type, client, retlist, m_scene) == false)
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return false;
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}
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}
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return true;
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}
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}
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}
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@ -922,7 +922,7 @@ namespace OpenSim.Region.RegionCombinerModule
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VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED
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VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED
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VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry;
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VirtualRegion.Permissions.OnReturnObject += BigRegion.PermissionModule.CanReturnObject; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnReturnObjects += BigRegion.PermissionModule.CanReturnObjects; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED
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VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand;
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VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED
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@ -948,7 +948,6 @@ namespace OpenSim.Region.RegionCombinerModule
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VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED
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VirtualRegion.Permissions.OnUseObjectReturn += BigRegion.PermissionModule.CanUseObjectReturn; //NOT YET IMPLEMENTED
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}
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#region console commands
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@ -135,9 +135,9 @@ namespace OpenSim.Region.RegionCombinerModule
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return m_rootScene.Permissions.CanObjectEntry(objectid, enteringregion, newpoint);
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}
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public bool CanReturnObject(UUID objectid, UUID returnerid, Scene scene)
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public bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
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{
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return m_rootScene.Permissions.CanReturnObject(objectid, returnerid);
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return m_rootScene.Permissions.CanReturnObjects(land, user, objects);
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}
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public bool CanRezObject(int objectcount, UUID owner, Vector3 objectposition, Scene scene)
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return m_rootScene.Permissions.CanTeleport(userid);
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}
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public bool CanUseObjectReturn(ILandObject landdata, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
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{
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return m_rootScene.Permissions.CanUseObjectReturn(landdata, type, client, retlist);
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}
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#endregion
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}
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}
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}
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