699 lines
23 KiB
C#
699 lines
23 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules.World.Permissions
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{
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public class PermissionsModule : IRegionModule, IScenePermissions
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{
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protected Scene m_scene;
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// These are here for testing. They will be taken out
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//private uint PERM_ALL = (uint)2147483647;
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private uint PERM_COPY = (uint)32768;
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//private uint PERM_MODIFY = (uint)16384;
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private uint PERM_MOVE = (uint)524288;
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//private uint PERM_TRANS = (uint)8192;
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private uint PERM_LOCKED = (uint)540672;
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// Bypasses the permissions engine
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private bool m_bypassPermissions = false;
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public bool BypassPermissions
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{
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get { return m_bypassPermissions; }
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set { m_bypassPermissions = value; }
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}
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#region IRegionModule Members
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public void Initialise(Scene scene, IConfigSource config)
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{
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m_scene = scene;
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// FIXME: Possibly move all permissions related stuff to its own section
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IConfig myConfig = config.Configs["Startup"];
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m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", false);
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m_scene.RegisterModuleInterface<IScenePermissions>(this);
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "PermissionsModule"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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#endregion
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protected virtual void SendPermissionError(LLUUID user, string reason)
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{
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m_scene.EventManager.TriggerPermissionError(user, reason);
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}
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protected virtual bool IsAdministrator(LLUUID user)
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{
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if (m_bypassPermissions)
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{
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return true;
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}
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// If there is no master avatar, return false
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if (m_scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
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{
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return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
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}
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return false;
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}
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public virtual bool IsEstateManager(LLUUID user)
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{
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if (m_bypassPermissions)
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{
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return true;
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}
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if (user != LLUUID.Zero)
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{
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LLUUID[] estatemanagers = m_scene.RegionInfo.EstateSettings.estateManagers;
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for (int i = 0; i < estatemanagers.Length; i++)
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{
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if (estatemanagers[i] == user)
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return true;
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}
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}
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return false;
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}
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protected virtual bool IsGridUser(LLUUID user)
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{
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return true;
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}
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protected virtual bool IsGuest(LLUUID user)
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{
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return false;
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}
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public virtual bool CanRezObject(LLUUID user, LLVector3 position)
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{
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bool permission = false;
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string reason = "Insufficient permission";
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ILandObject land = m_scene.LandChannel.GetLandObject(position.X, position.Y);
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if (land == null) return false;
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if ((land.landData.landFlags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
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(int)Parcel.ParcelFlags.CreateObjects)
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permission = true;
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//TODO: check for group rights
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if (IsAdministrator(user))
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{
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permission = true;
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}
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else
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{
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reason = "Not an administrator";
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}
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if (GenericParcelPermission(user, position))
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{
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permission = true;
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}
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else
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{
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reason = "Not the parcel owner";
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}
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if (!permission)
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SendPermissionError(user, reason);
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return permission;
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}
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/// <see cref="Opensim.Region.Environment.Interfaces.IScenePermissions></see>
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public virtual bool CanObjectEntry(LLUUID user, LLVector3 oldPos, LLVector3 newPos)
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{
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if ((newPos.X > 257f || newPos.X < -1f || newPos.Y > 257f || newPos.Y < -1f))
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{
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return true;
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}
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ILandObject land1 = m_scene.LandChannel.GetLandObject(oldPos.X, oldPos.Y);
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ILandObject land2 = m_scene.LandChannel.GetLandObject(newPos.X, newPos.Y);
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if (land1 == null || land2 == null)
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{
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return false;
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}
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if (land2 == null)
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{
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// need this for crossing borders
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return true;
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}
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if (land1.landData.globalID == land2.landData.globalID)
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{
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return true;
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}
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if ((land2.landData.landFlags & ((int)Parcel.ParcelFlags.AllowAllObjectEntry)) != 0)
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{
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return true;
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}
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//TODO: check for group rights
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if (GenericParcelPermission(user, newPos))
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{
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return true;
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}
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SendPermissionError(user, "Not allowed to move objects in this parcel!");
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return false;
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}
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#region Object Permissions
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public virtual uint GenerateClientFlags(LLUUID user, LLUUID 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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SceneObjectPart task=m_scene.GetSceneObjectPart(objID);
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// this shouldn't ever happen.. return no permissions/objectflags.
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if (task == null)
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return (uint)0;
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uint objflags = task.GetEffectiveObjectFlags();
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LLUUID 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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objflags &= (uint)
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~(LLObject.ObjectFlags.ObjectCopy | // Tells client you can copy the object
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LLObject.ObjectFlags.ObjectModify | // tells client you can modify the object
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LLObject.ObjectFlags.ObjectMove | // tells client that you can move the object (only, no mod)
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LLObject.ObjectFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
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LLObject.ObjectFlags.ObjectYouOwner | // Tells client that you're the owner of the object
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LLObject.ObjectFlags.ObjectYouOfficer // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set
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);
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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)LLObject.ObjectFlags.ObjectYouOwner;
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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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// Hack to allow collaboration until Groups and Group Permissions are implemented
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if ((objectEveryoneMask & (uint)LLObject.ObjectFlags.ObjectMove) != 0)
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objectEveryoneMask |= (uint)LLObject.ObjectFlags.ObjectModify;
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if (m_bypassPermissions)
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return objectOwnerMask;
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// Object owners should be able to edit their own content
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if (user == objectOwner)
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{
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return objectOwnerMask;
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}
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// Users should be able to edit what is over their land.
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ILandObject parcel = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
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if (parcel != null && parcel.landData.ownerID == user)
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return objectOwnerMask;
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// Admin objects should not be editable by the above
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if (IsAdministrator(objectOwner))
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return objectEveryoneMask;
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// Estate users should be able to edit anything in the sim
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if (IsEstateManager(user))
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return objectOwnerMask;
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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 objectOwnerMask;
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return objectEveryoneMask;
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}
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private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask)
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{
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// We are adding the temporary objectflags to the object's objectflags based on the
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// permission flag given. These change the F flags on the client.
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if ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
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{
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objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
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}
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if ((setPermissionMask & (uint)PermissionMask.Move) != 0)
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{
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objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectMove;
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}
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if ((setPermissionMask & (uint)PermissionMask.Modify) != 0)
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{
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objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectModify;
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}
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if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
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{
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objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
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}
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return objectFlagsMask;
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}
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protected virtual bool GenericObjectPermission(LLUUID currentUser, LLUUID objId)
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{
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// Default: deny
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bool permission = false;
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bool locked = false;
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if (!m_scene.Entities.ContainsKey(objId))
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{
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return false;
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}
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// If it's not an object, we cant edit it.
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if ((!(m_scene.Entities[objId] is SceneObjectGroup)))
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{
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return false;
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}
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SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objId];
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LLUUID objectOwner = group.OwnerID;
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locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
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// People shouldn't be able to do anything with locked objects, except the Administrator
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// The 'set permissions' runs through a different permission check, so when an object owner
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// sets an object locked, the only thing that they can do is unlock it.
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//
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// Nobody but the object owner can set permissions on an object
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//
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if (locked && (!IsAdministrator(currentUser)))
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{
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return false;
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}
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// Object owners should be able to edit their own content
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if (currentUser == objectOwner)
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{
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permission = true;
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}
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// Users should be able to edit what is over their land.
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ILandObject parcel = m_scene.LandChannel.GetLandObject(group.AbsolutePosition.X, group.AbsolutePosition.Y);
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if ((parcel != null) && (parcel.landData.ownerID == currentUser))
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{
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permission = true;
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}
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// Estate users should be able to edit anything in the sim
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if (IsEstateManager(currentUser))
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{
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permission = true;
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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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{
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permission = false;
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}
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// Admin should be able to edit anything in the sim (including admin objects)
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if (IsAdministrator(currentUser))
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{
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permission = true;
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}
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return permission;
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}
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/// <see cref="Opensim.Region.Environment.Interfaces.IScenePermissions></see>
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public virtual bool CanDeRezObject(LLUUID user, LLUUID obj)
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{
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return GenericObjectPermission(user, obj);
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}
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public virtual bool CanEditObject(LLUUID user, LLUUID obj)
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{
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return GenericObjectPermission(user, obj);
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}
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public virtual bool CanEditObjectPosition(LLUUID user, LLUUID obj)
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{
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bool permission = GenericObjectPermission(user, obj);
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if (!permission)
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{
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if (!m_scene.Entities.ContainsKey(obj))
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{
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return false;
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}
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// The client
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// may request to edit linked parts, and therefore, it needs
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// to also check for SceneObjectPart
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// If it's not an object, we cant edit it.
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if ((!(m_scene.Entities[obj] is SceneObjectGroup)))
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{
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return false;
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}
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SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];
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LLUUID taskOwner = null;
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// Added this because at this point in time it wouldn't be wise for
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// the administrator object permissions to take effect.
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LLUUID objectOwner = task.OwnerID;
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// Anyone can move
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if ((task.RootPart.EveryoneMask & PERM_MOVE) != 0)
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permission = true;
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// Locked
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if ((task.RootPart.OwnerMask & PERM_LOCKED) == 0)
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permission = false;
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}
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else
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{
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bool locked = false;
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if (!m_scene.Entities.ContainsKey(obj))
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{
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return false;
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}
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// If it's not an object, we cant edit it.
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if ((!(m_scene.Entities[obj] is SceneObjectGroup)))
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{
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return false;
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}
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SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[obj];
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LLUUID objectOwner = group.OwnerID;
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locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
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// This is an exception to the generic object permission.
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// Administrators who lock their objects should not be able to move them,
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// however generic object permission should return true.
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// This keeps locked objects from being affected by random click + drag actions by accident
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// and allows the administrator to grab or delete a locked object.
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// Administrators and estate managers are still able to click+grab locked objects not
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// owned by them in the scene
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// This is by design.
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if (locked && (user == objectOwner))
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return false;
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}
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return permission;
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}
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public virtual bool CanCopyObject(LLUUID user, LLUUID obj)
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{
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bool permission = GenericObjectPermission(user, obj);
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if (!permission)
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{
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if (!m_scene.Entities.ContainsKey(obj))
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{
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return false;
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}
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// If it's not an object, we cant edit it.
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if (!(m_scene.Entities[obj] is SceneObjectGroup))
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{
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return false;
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}
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SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];
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LLUUID taskOwner = null;
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// Added this because at this point in time it wouldn't be wise for
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// the administrator object permissions to take effect.
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LLUUID objectOwner = task.OwnerID;
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if ((task.RootPart.EveryoneMask & PERM_COPY) != 0)
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permission = true;
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}
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return permission;
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}
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public virtual bool CanReturnObject(LLUUID user, LLUUID obj)
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{
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return GenericObjectPermission(user, obj);
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}
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#endregion
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#region Communication Permissions
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protected virtual bool GenericCommunicationPermission(LLUUID user, LLUUID target)
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{
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bool permission = false;
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string reason = "Only registered users may communicate with another account.";
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if (IsGridUser(user))
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permission = true;
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if (!IsGridUser(user))
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{
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permission = false;
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reason = "The person that you are messaging is not a registered user.";
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}
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if (IsAdministrator(user))
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permission = true;
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if (IsEstateManager(user))
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permission = true;
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if (!permission)
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SendPermissionError(user, reason);
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return permission;
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}
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public virtual bool CanInstantMessage(LLUUID user, LLUUID target)
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{
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return GenericCommunicationPermission(user, target);
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}
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public virtual bool CanInventoryTransfer(LLUUID user, LLUUID target)
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{
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return GenericCommunicationPermission(user, target);
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}
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#endregion
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public virtual bool CanEditScript(LLUUID user, LLUUID script)
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{
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return IsAdministrator(user);
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}
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public virtual bool CanRunScript(LLUUID user, LLUUID script)
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{
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return IsAdministrator(user);
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}
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public virtual bool CanRunConsoleCommand(LLUUID user)
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{
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return IsAdministrator(user);
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}
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public virtual bool CanTerraform(LLUUID user, LLVector3 position)
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{
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bool permission = false;
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|
|
|
// Estate override
|
|
if (GenericEstatePermission(user))
|
|
permission = true;
|
|
|
|
float X = position.X;
|
|
float Y = position.Y;
|
|
|
|
if (X > 255)
|
|
X = 255;
|
|
if (Y > 255)
|
|
Y = 255;
|
|
if (X < 0)
|
|
X = 0;
|
|
if (Y < 0)
|
|
Y = 0;
|
|
|
|
// Land owner can terraform too
|
|
ILandObject parcel = m_scene.LandChannel.GetLandObject(X, Y);
|
|
if (parcel != null && GenericParcelPermission(user, parcel))
|
|
permission = true;
|
|
|
|
if (!permission)
|
|
SendPermissionError(user, "Not authorized to terraform at this location.");
|
|
|
|
return permission;
|
|
}
|
|
|
|
#region Estate Permissions
|
|
|
|
public virtual bool GenericEstatePermission(LLUUID user)
|
|
{
|
|
// Default: deny
|
|
bool permission = false;
|
|
|
|
// Estate admins should be able to use estate tools
|
|
if (IsEstateManager(user))
|
|
permission = true;
|
|
|
|
// Administrators always have permission
|
|
if (IsAdministrator(user))
|
|
permission = true;
|
|
|
|
return permission;
|
|
}
|
|
|
|
public virtual bool CanEditEstateTerrain(LLUUID user)
|
|
{
|
|
return GenericEstatePermission(user);
|
|
}
|
|
|
|
public virtual bool CanRestartSim(LLUUID user)
|
|
{
|
|
// Since this is potentially going on a grid...
|
|
|
|
return GenericEstatePermission(user);
|
|
//return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Parcel Permissions
|
|
|
|
protected virtual bool GenericParcelPermission(LLUUID user, ILandObject parcel)
|
|
{
|
|
bool permission = false;
|
|
|
|
if (parcel.landData.ownerID == user)
|
|
{
|
|
permission = true;
|
|
}
|
|
|
|
if (parcel.landData.isGroupOwned)
|
|
{
|
|
// TODO: Need to do some extra checks here. Requires group code.
|
|
}
|
|
|
|
if (IsEstateManager(user))
|
|
{
|
|
permission = true;
|
|
}
|
|
|
|
if (IsAdministrator(user))
|
|
{
|
|
permission = true;
|
|
}
|
|
|
|
return permission;
|
|
}
|
|
|
|
protected virtual bool GenericParcelPermission(LLUUID user, LLVector3 pos)
|
|
{
|
|
ILandObject parcel = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
|
|
if (parcel == null) return false;
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
public virtual bool CanEditParcel(LLUUID user, ILandObject parcel)
|
|
{
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
public virtual bool CanSellParcel(LLUUID user, ILandObject parcel)
|
|
{
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
public virtual bool CanAbandonParcel(LLUUID user, ILandObject parcel)
|
|
{
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|