several changes to region and land access control - this may be a bit broken now

LSLKeyTest
UbitUmarov 2015-12-13 11:31:06 +00:00
parent 79945cff7c
commit f3c03aaa62
1 changed files with 192 additions and 198 deletions

View File

@ -4060,7 +4060,6 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
ILandObject land;
ScenePresence sp;
lock (m_removeClientLock)
@ -4166,28 +4165,19 @@ namespace OpenSim.Region.Framework.Scenes
// If the checks fail, we remove the circuit.
acd.teleportFlags = teleportFlags;
// Remove any preexisting circuit - we don't want duplicates
// This is a stab at preventing avatar "ghosting"
if (vialogin)
m_authenticateHandler.RemoveCircuit(acd.AgentID);
m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
land = LandChannel.GetLandObject(acd.startpos.X, acd.startpos.Y);
// On login test land permisions
if (vialogin)
{
IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
if (cache != null)
cache.Remove(acd.firstname + " " + acd.lastname);
if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y))
{
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
// Remove any preexisting circuit - we don't want duplicates
// This is a stab at preventing avatar "ghosting"
m_authenticateHandler.RemoveCircuit(acd.AgentID);
}
m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd);
if (sp == null) // We don't have an [child] agent here already
{
if (requirePresenceLookup)
@ -4271,92 +4261,41 @@ namespace OpenSim.Region.Framework.Scenes
CapsModule.ActivateCaps(acd.circuitcode);
}
if (vialogin)
{
// if (vialogin)
// {
// CleanDroppedAttachments();
// }
// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
if (acd.startpos.X < 0) acd.startpos.X = 1f;
if (acd.startpos.X >= RegionInfo.RegionSizeX) acd.startpos.X = RegionInfo.RegionSizeX - 1f;
if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
if (acd.startpos.X < 0)
acd.startpos.X = 1f;
else if (acd.startpos.X >= RegionInfo.RegionSizeX)
acd.startpos.X = RegionInfo.RegionSizeX - 1f;
if (acd.startpos.Y < 0)
acd.startpos.Y = 1f;
else if (acd.startpos.Y >= RegionInfo.RegionSizeY)
acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
// m_log.DebugFormat(
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
// only check access, actual relocations will happen later on ScenePresence MakeRoot
// allow child agents creation
if(!godlike || teleportFlags != (uint) TPFlags.Default)
{
bool checkTeleHub;
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
RegionInfo.EstateSettings.AllowDirectTeleport == false &&
!viahome && !godlike)
{
SceneObjectGroup telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject);
if (telehub != null)
{
// Can have multiple SpawnPoints
List<SpawnPoint> spawnpoints = RegionInfo.RegionSettings.SpawnPoints();
if (spawnpoints.Count > 1)
{
// We have multiple SpawnPoints, Route the agent to a random or sequential one
if (SpawnPointRouting == "random")
acd.startpos = spawnpoints[Util.RandomClass.Next(spawnpoints.Count) - 1].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
// don't check hubs if via home or via lure
if((teleportFlags & (uint) TPFlags.ViaHome) != 0
|| (teleportFlags & (uint) TPFlags.ViaLure) != 0)
checkTeleHub = false;
else
acd.startpos = spawnpoints[SpawnPoint()].GetLocation(
telehub.AbsolutePosition,
telehub.GroupRotation
);
}
else if (spawnpoints.Count == 1)
{
// We have a single SpawnPoint and will route the agent to it
acd.startpos = spawnpoints[0].GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
}
else
{
m_log.DebugFormat(
"[SCENE]: No spawnpoints defined for telehub {0} for {1} in {2}. Continuing.",
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
}
}
else
{
m_log.DebugFormat(
"[SCENE]: No telehub {0} found to direct {1} in {2}. Continuing.",
RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
}
checkTeleHub = vialogin
|| (TelehubAllowLandmarks == true ? false : ((teleportFlags & (uint)TPFlags.ViaLandmark) != 0 ))
|| (teleportFlags & (uint) TPFlags.ViaLocation) != 0;
// Final permissions check; this time we don't allow changing the position
if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
if(!CheckLandPositionAccess(acd.AgentID, true, checkTeleHub, acd.startpos, out reason))
{
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
return true;
}
// Honor parcel landing type and position.
/*
ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
if (land != null)
{
if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
{
acd.startpos = land.LandData.UserLocation;
// Final permissions check; this time we don't allow changing the position
if (!IsPositionAllowed(acd.AgentID, acd.startpos, ref reason))
{
m_authenticateHandler.RemoveCircuit(acd.circuitcode);
return false;
}
}
}
*/// This is now handled properly in ScenePresence.MakeRootAgent
}
return true;
@ -4406,7 +4345,7 @@ namespace OpenSim.Region.Framework.Scenes
if (nearestParcel != null)
{
//Move agent to nearest allowed
Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
Vector2 newPosition = GetParcelSafeCorner(nearestParcel);
posX = newPosition.X;
posY = newPosition.Y;
}
@ -4468,8 +4407,10 @@ namespace OpenSim.Region.Framework.Scenes
{
reason = String.Empty;
if (!m_strictAccessControl) return true;
if (Permissions.IsGod(agent.AgentID)) return true;
if (!m_strictAccessControl)
return true;
if (Permissions.IsGod(agent.AgentID))
return true;
if (AuthorizationService != null)
{
@ -4489,8 +4430,14 @@ namespace OpenSim.Region.Framework.Scenes
// the root is done elsewhere (QueryAccess)
if (!bypassAccessControl)
{
if (RegionInfo.EstateSettings != null)
if(RegionInfo.EstateSettings == null)
{
// something is broken? let it get in
m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
return true;
}
// check estate ban
int flags = GetUserFlags(agent.AgentID);
if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags))
{
@ -4500,34 +4447,49 @@ namespace OpenSim.Region.Framework.Scenes
RegionInfo.RegionName);
return false;
}
}
else
// public access
if (RegionInfo.EstateSettings.PublicAccess)
return true;
// in access list / owner / manager
if (RegionInfo.EstateSettings.HasAccess(agent.AgentID))
return true;
// finally test groups
if (m_groupsModule == null) // if no groups allow
return true;
UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
if (estateGroups == null)
{
m_log.ErrorFormat("[CONNECTION BEGIN]: Estate Settings is null!");
m_log.ErrorFormat("[CONNECTION BEGIN]: Estate GroupMembership is null!");
return false;
}
if(estateGroups.Length == 0)
{
return false;
}
List<UUID> agentGroups = new List<UUID>();
if (m_groupsModule != null)
{
GroupMembershipData[] GroupMembership = m_groupsModule.GetMembershipData(agent.AgentID);
if (GroupMembership != null)
{
for (int i = 0; i < GroupMembership.Length; i++)
agentGroups.Add(GroupMembership[i].GroupID);
}
else
if (GroupMembership == null)
{
m_log.ErrorFormat("[CONNECTION BEGIN]: GroupMembership is null!");
return false;
}
}
if(GroupMembership.Length == 0)
return false;
for (int i = 0; i < GroupMembership.Length; i++)
agentGroups.Add(GroupMembership[i].GroupID);
bool groupAccess = false;
UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
if (estateGroups != null)
{
foreach (UUID group in estateGroups)
{
if (agentGroups.Contains(group))
@ -4536,15 +4498,8 @@ namespace OpenSim.Region.Framework.Scenes
break;
}
}
}
else
{
m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
}
if (!RegionInfo.EstateSettings.PublicAccess &&
!RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
!groupAccess)
if (!groupAccess)
{
m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@ -4554,34 +4509,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// TODO: estate/region settings are not properly hooked up
// to ILandObject.isRestrictedFromLand()
// if (null != LandChannel)
// {
// // region seems to have local Id of 1
// ILandObject land = LandChannel.GetLandObject(1);
// if (null != land)
// {
// if (land.isBannedFromLand(agent.AgentID))
// {
// m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
// agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
// reason = String.Format("Denied access to private region {0}: You are banned from that region.",
// RegionInfo.RegionName);
// return false;
// }
// if (land.isRestrictedFromLand(agent.AgentID))
// {
// m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
// agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
// reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
// RegionInfo.RegionName);
// return false;
// }
// }
// }
return true;
}
@ -5951,6 +5878,14 @@ Environment.Exit(1);
return LandChannel.AllParcels();
}
private Vector2 GetParcelSafeCorner(ILandObject parcel)
{
Vector3 start = parcel.StartPoint;
float x = start.X + 2.0f;
float y = start.Y + 2.0f;
return new Vector2(x, y);
}
private float GetParcelDistancefromPoint(ILandObject parcel, float x, float y)
{
return Vector2.Distance(new Vector2(x, y), GetParcelCenter(parcel));
@ -5962,9 +5897,16 @@ Environment.Exit(1);
int count = 0;
int avgx = 0;
int avgy = 0;
for (int x = 0; x < RegionInfo.RegionSizeX; x++)
Vector3 start = parcel.StartPoint;
Vector3 end = parcel.EndPoint;
int startX = (int) start.X;
int startY = (int) start.Y;
int endX = (int) end.X;
int endY = (int) end.Y;
for (int x = startX; x < endX; x += 4)
{
for (int y = 0; y < RegionInfo.RegionSizeY; y++)
for (int y = startY; y < endY; y += 4)
{
//Just keep a running average as we check if all the points are inside or not
if (parcel.ContainsPoint(x, y))
@ -5983,6 +5925,7 @@ Environment.Exit(1);
}
}
}
return new Vector2(avgx, avgy);
}
@ -6230,13 +6173,16 @@ Environment.Exit(1);
reason = string.Empty;
if (Permissions.IsGod(agentID))
{
reason = String.Empty;
return true;
}
if (!AllowAvatarCrossing && !viaTeleport)
{
reason = "Region Crossing not allowed";
return false;
}
bool isAdmin = Permissions.IsAdministrator(agentID);
bool isManager = Permissions.IsEstateManager(agentID);
// FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
// However, the long term fix is to make sure root agent count is always accurate.
@ -6246,7 +6192,7 @@ Environment.Exit(1);
if (num >= RegionInfo.RegionSettings.AgentLimit)
{
if (!Permissions.IsAdministrator(agentID))
if (!(isAdmin || isManager))
{
reason = "The region is full";
@ -6284,6 +6230,7 @@ Environment.Exit(1);
if (!AuthorizeUser(aCircuit, false, out reason))
{
//m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
// reason = "Region authorization fail";
return false;
}
}
@ -6294,52 +6241,100 @@ Environment.Exit(1);
return false;
}
if (viaTeleport)
// last check aditional land access restrictions and relocations
// if crossing (viaTeleport false) check only the specified parcel
return CheckLandPositionAccess(agentID, viaTeleport, true, position, out reason);
}
// check access to land.
public bool CheckLandPositionAccess(UUID agentID, bool agentRootCrossing, bool checkTeleHub, Vector3 position, out string reason)
{
reason = string.Empty;
if (Permissions.IsGod(agentID))
return true;
bool isAdmin = Permissions.IsAdministrator(agentID);
if(isAdmin)
return true;
// also honor estate managers access rights
bool isManager = Permissions.IsEstateManager(agentID);
if(isManager)
return true;
if (!agentRootCrossing)
{
if (!RegionInfo.EstateSettings.AllowDirectTeleport)
{
SceneObjectGroup telehub;
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup(RegionInfo.RegionSettings.TelehubObject)) != null)
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup (RegionInfo.RegionSettings.TelehubObject)) != null && checkTeleHub)
{
List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
bool banned = true;
foreach (SpawnPoint sp in spawnPoints)
bool validTelehub = false;
List<SpawnPoint> spawnPoints = RegionInfo.RegionSettings.SpawnPoints();
Vector3 spawnPoint;
ILandObject land = null;
Vector3 telehubPosition = telehub.AbsolutePosition;
if(spawnPoints.Count == 0)
{
Vector3 spawnPoint = sp.GetLocation(telehub.AbsolutePosition, telehub.GroupRotation);
ILandObject land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
// will this ever happen?
// if so use the telehub object position
spawnPoint = telehubPosition;
land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
if(land != null && !land.IsEitherBannedOrRestricted(agentID))
{
banned = false;
validTelehub = true;
}
}
else
{
Quaternion telehubRotation = telehub.GroupRotation;
foreach (SpawnPoint spawn in spawnPoints)
{
spawnPoint = spawn.GetLocation(telehubPosition, telehubRotation);
land = LandChannel.GetLandObject(spawnPoint.X, spawnPoint.Y);
if (land == null)
continue;
if (land.IsEitherBannedOrRestricted(agentID))
continue;
validTelehub = true;
if (!land.IsEitherBannedOrRestricted(agentID))
{
banned = false;
break;
}
}
}
if (banned)
if(validTelehub)
{
if (Permissions.IsAdministrator(agentID) == false || Permissions.IsGridGod(agentID) == false)
if (banned)
{
reason = "No suitable landing point found";
return false;
}
reason = "Administrative access only";
else
return true;
}
// possible broken telehub, fall into normal check
}
}
float posX = 128.0f;
float posY = 128.0f;
float posX = position.X;
float posY = position.Y;
// allow position relocation
if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
{
// m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
reason = "You are banned from the region on all parcels";
reason = "You dont have access to the region parcels";
return false;
}
}
else // Walking
else // check for query region crossing only
{
// no relocation allowed on crossings
ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
if (land == null)
{
@ -6360,7 +6355,6 @@ Environment.Exit(1);
}
}
reason = String.Empty;
return true;
}