Fix a security relevant issue with take / take copy

avinationmerge
Melanie 2010-10-09 01:02:57 +02:00
parent 52dd547863
commit ff49a21eca
1 changed files with 71 additions and 57 deletions

View File

@ -1695,6 +1695,7 @@ namespace OpenSim.Region.Framework.Scenes
// build a list of eligible objects
List<uint> deleteIDs = new List<uint>();
List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
// Start with true for both, then remove the flags if objects
// that we can't derez are part of the selection
@ -1727,9 +1728,6 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroup grp = part.ParentGroup;
deleteGroups.Add(grp);
deleteIDs.Add(grp.LocalId);
if (remoteClient == null)
{
// Autoreturn has a null client. Nothing else does. So
@ -1756,73 +1754,89 @@ namespace OpenSim.Region.Framework.Scenes
if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
permissionToDelete = false;
}
}
// Handle god perms
if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
{
permissionToTake = true;
permissionToTakeCopy = true;
permissionToDelete = true;
}
// If we're re-saving, we don't even want to delete
if (action == DeRezAction.SaveToExistingUserInventoryItem)
permissionToDelete = false;
// if we want to take a copy, we also don't want to delete
// Note: after this point, the permissionToTakeCopy flag
// becomes irrelevant. It already includes the permissionToTake
// permission and after excluding no copy items here, we can
// just use that.
if (action == DeRezAction.TakeCopy)
{
// If we don't have permission, stop right here
if (!permissionToTakeCopy)
return;
permissionToTake = true;
// Don't delete
permissionToDelete = false;
}
if (action == DeRezAction.Return)
{
if (remoteClient != null)
// Handle god perms
if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
{
if (Permissions.CanReturnObjects(
null,
remoteClient.AgentId,
deleteGroups))
permissionToTake = true;
permissionToTakeCopy = true;
permissionToDelete = true;
}
// If we're re-saving, we don't even want to delete
if (action == DeRezAction.SaveToExistingUserInventoryItem)
permissionToDelete = false;
// if we want to take a copy, we also don't want to delete
// Note: after this point, the permissionToTakeCopy flag
// becomes irrelevant. It already includes the permissionToTake
// permission and after excluding no copy items here, we can
// just use that.
if (action == DeRezAction.TakeCopy)
{
// If we don't have permission, stop right here
if (!permissionToTakeCopy)
return;
permissionToTake = true;
// Don't delete
permissionToDelete = false;
}
if (action == DeRezAction.Return)
{
if (remoteClient != null)
{
if (Permissions.CanReturnObjects(
null,
remoteClient.AgentId,
deleteGroups))
{
permissionToTake = true;
permissionToDelete = true;
AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
}
}
else // Auto return passes through here with null agent
{
permissionToTake = true;
permissionToDelete = true;
foreach (SceneObjectGroup g in deleteGroups)
{
AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return");
}
}
}
else // Auto return passes through here with null agent
{
permissionToTake = true;
permissionToDelete = true;
if (permissionToTake && (!permissionToDelete))
takeGroups.Add(grp);
if (permissionToDelete)
{
if (permissionToTake)
deleteGroups.Add(grp);
deleteIDs.Add(grp.LocalId);
}
}
}
SendKillObject(deleteIDs);
if (permissionToTake)
{
m_asyncSceneObjectDeleter.DeleteToInventory(
action, destinationID, deleteGroups, remoteClient,
permissionToDelete);
}
else if (permissionToDelete)
if (deleteGroups.Count > 0)
{
foreach (SceneObjectGroup g in deleteGroups)
DeleteSceneObject(g, false);
deleteIDs.Remove(g.LocalId);
m_asyncSceneObjectDeleter.DeleteToInventory(
action, destinationID, deleteGroups, remoteClient,
true);
}
if (takeGroups.Count > 0)
{
m_asyncSceneObjectDeleter.DeleteToInventory(
action, destinationID, takeGroups, remoteClient,
false);
}
if (deleteIDs.Count > 0)
{
foreach (SceneObjectGroup g in deleteGroups)
DeleteSceneObject(g, true);
}
}