1309 lines
50 KiB
C#
1309 lines
50 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 OpenMetaverse;
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using Nini.Config;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Modules.Framework;
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using OpenSim.Region.Environment.Modules.Framework.InterfaceCommander;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Framework.Communications.Cache;
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namespace OpenSim.Region.Environment.Modules.World.Permissions
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{
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public class PermissionsModule : IRegionModule, ICommandableModule
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{
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protected Scene m_scene;
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private readonly Commander m_commander = new Commander("Permissions");
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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#region Constants
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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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#endregion
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#region Bypass Permissions / Debug Permissions Stuff
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// Bypasses the permissions engine
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private bool m_bypassPermissions = false;
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private bool m_bypassPermissionsValue = true;
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private bool m_debugPermissions = false;
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private bool m_allowGridGods = false;
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private bool m_RegionOwnerIsGod = false;
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private bool m_ParcelOwnerIsGod = false;
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#endregion
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#region ICommandableModule Members
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public ICommander CommandInterface
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{
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get { throw new System.NotImplementedException(); }
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}
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private void InterfaceDebugPermissions(Object[] args)
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{
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if ((bool)args[0] == true)
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{
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m_debugPermissions = true;
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m_log.Info("[PERMISSIONS]: Permissions Debugging Enabled.");
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}
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else
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{
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m_debugPermissions = false;
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m_log.Info("[PERMISSIONS]: Permissions Debugging Disabled.");
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}
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}
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private void InterfaceBypassPermissions(Object[] args)
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{
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if ((bool)args[0] == true)
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{
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m_log.Info("[PERMISSIONS]: Permissions Bypass Enabled.");
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m_bypassPermissionsValue = (bool)args[1];
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}
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else
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{
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m_bypassPermissions = false;
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m_log.Info("[PERMISSIONS]: Permissions Bypass Disabled. Normal Operation.");
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}
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}
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/// <summary>
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/// Processes commandline input. Do not call directly.
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/// </summary>
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/// <param name="args">Commandline arguments</param>
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private void EventManager_OnPluginConsole(string[] args)
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{
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if (args[0] == "permissions")
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{
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string[] tmpArgs = new string[args.Length - 2];
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int i;
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for (i = 2; i < args.Length; i++)
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tmpArgs[i - 2] = args[i];
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m_commander.ProcessConsoleCommand(args[1], tmpArgs);
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}
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}
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#endregion
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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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IConfig myConfig = config.Configs["Startup"];
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string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
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List<string> modules=new List<string>(permissionModules.Split(','));
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if (!modules.Contains("DefaultPermissionsModule"))
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return;
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m_allowGridGods = myConfig.GetBoolean("allow_grid_gods", false);
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m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
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m_RegionOwnerIsGod = myConfig.GetBoolean("region_owner_is_god", true);
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m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true);
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if (m_bypassPermissions)
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m_log.Info("[PERMISSIONS]: serviceside_object_permissions = false in ini file so disabling all region service permission checks");
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else
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m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks");
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//Register functions with Scene External Checks!
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m_scene.ExternalChecks.addBypassPermissions(BypassPermissions); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addSetBypassPermissions(SetBypassPermissions); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addPropagatePermissions(PropagatePermissions); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckAbandonParcel(CanAbandonParcel); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckReclaimParcel(CanReclaimParcel); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addGenerateClientFlags(GenerateClientFlags); //NOT YET FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckBeGodLike(CanBeGodLike); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckDuplicateObject(CanDuplicateObject); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckDeleteObject(CanDeleteObject); //MAYBE FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditObject(CanEditObject);//MAYBE FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditObjectInventory(CanEditObjectInventory);//MAYBE FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditParcel(CanEditParcel); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditScript(CanEditScript); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckEditNotecard(CanEditNotecard); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckInstantMessage(CanInstantMessage); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckInventoryTransfer(CanInventoryTransfer); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckIssueEstateCommand(CanIssueEstateCommand); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckMoveObject(CanMoveObject); //HOPEFULLY FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckObjectEntry(CanObjectEntry); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckReturnObject(CanReturnObject); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckRezObject(CanRezObject); //HOPEFULLY FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckRunConsoleCommand(CanRunConsoleCommand); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckRunScript(CanRunScript); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckSellParcel(CanSellParcel); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckTakeObject(CanTakeObject); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckTakeCopyObject(CanTakeCopyObject); //FULLY IMPLEMENTED
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m_scene.ExternalChecks.addCheckTerraformLand(CanTerraformLand); //FULL IMPLEMENTED (POINT ONLY!!! NOT AREA!!!)
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m_scene.ExternalChecks.addCheckViewScript(CanViewScript); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckViewNotecard(CanViewNotecard); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanLinkObject(CanLinkObject); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanDelinkObject(CanDelinkObject); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanBuyLand(CanBuyLand); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanCopyObjectInventory(CanCopyObjectInventory); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanDeleteObjectInventory(CanDeleteObjectInventory); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanCreateUserInventory(CanCreateUserInventory); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanCopyUserInventory(CanCopyUserInventory); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanEditUserInventory(CanEditUserInventory); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanDeleteUserInventory(CanDeleteUserInventory); //NOT YET IMPLEMENTED
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m_scene.ExternalChecks.addCheckCanTeleport(CanTeleport); //NOT YET IMPLEMENTED
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//Register Debug Commands
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Command bypassCommand = new Command("bypass", CommandIntentions.COMMAND_HAZARDOUS, InterfaceBypassPermissions, "Force the permissions a specific way to test permissions");
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bypassCommand.AddArgument("enable_bypass_perms", "true to enable bypassing all perms", "Boolean");
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bypassCommand.AddArgument("bypass_perms_value", "true/false: true will ignore all perms; false will restrict everything", "Boolean");
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m_commander.RegisterCommand("bypass", bypassCommand);
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Command debugCommand = new Command("debug", CommandIntentions.COMMAND_STATISTICAL, InterfaceDebugPermissions, "Force the permissions a specific way to test permissions");
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debugCommand.AddArgument("enable_debug_perms", "true to enable debugging to console all perms", "Boolean");
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m_commander.RegisterCommand("debug", debugCommand);
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m_scene.RegisterModuleCommander("CommanderPermissions", m_commander);
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m_scene.EventManager.OnPluginConsole += new EventManager.OnPluginConsoleDelegate(EventManager_OnPluginConsole);
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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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#region Helper Functions
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protected void SendPermissionError(UUID 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 void DebugPermissionInformation(string permissionCalled)
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{
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if (m_debugPermissions)
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m_log.Debug("[PERMISSIONS]: " + permissionCalled + " was called from " + m_scene.RegionInfo.RegionName);
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}
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protected bool IsAdministrator(UUID user)
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{
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if (m_scene.RegionInfo.MasterAvatarAssignedUUID != UUID.Zero)
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{
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if (m_RegionOwnerIsGod && (m_scene.RegionInfo.MasterAvatarAssignedUUID == user))
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return true;
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}
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if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero)
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{
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if (m_scene.RegionInfo.EstateSettings.EstateOwner == user)
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return true;
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}
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if (m_allowGridGods)
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{
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CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(user);
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if (profile != null && profile.UserProfile != null)
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{
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if (profile.UserProfile.GodLevel >= 200)
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return true;
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}
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else
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{
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m_log.ErrorFormat("[PERMISSIONS]: Could not find user {0} for administrator check", user);
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}
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}
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return false;
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}
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protected bool IsEstateManager(UUID user)
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{
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return m_scene.RegionInfo.EstateSettings.IsEstateManager(user);
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}
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#endregion
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public bool PropagatePermissions()
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{
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return false;
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}
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public bool BypassPermissions()
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{
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return m_bypassPermissions;
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}
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public void SetBypassPermissions(bool value)
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{
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m_bypassPermissions=value;
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}
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#region Object Permissions
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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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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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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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// Hack to allow collaboration until Groups and Group Permissions are implemented
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if ((objectEveryoneMask & (uint)PrimFlags.ObjectMove) != 0)
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objectEveryoneMask |= (uint)PrimFlags.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 && m_ParcelOwnerIsGod)
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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) && m_RegionOwnerIsGod)
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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)PrimFlags.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)PrimFlags.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)PrimFlags.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)PrimFlags.ObjectTransfer;
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}
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return objectFlagsMask;
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}
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/// <summary>
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/// General permissions checks for any operation involving an object. These supplement more specific checks
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/// implemented by callers.
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/// </summary>
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/// <param name="currentUser"></param>
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/// <param name="objId"></param>
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/// <param name="denyOnLocked"></param>
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/// <returns></returns>
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protected bool GenericObjectPermission(UUID currentUser, UUID objId, bool denyOnLocked)
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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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UUID 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)) && denyOnLocked)
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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)
|
|
if (IsAdministrator(currentUser))
|
|
{
|
|
permission = true;
|
|
}
|
|
|
|
return permission;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Generic Permissions
|
|
protected bool GenericCommunicationPermission(UUID user, UUID target)
|
|
{
|
|
// Setting this to true so that cool stuff can happen until we define what determines Generic Communication Permission
|
|
bool permission = true;
|
|
string reason = "Only registered users may communicate with another account.";
|
|
|
|
// Uhh, we need to finish this before we enable it.. because it's blocking all sorts of goodies and features
|
|
if (IsAdministrator(user))
|
|
permission = true;
|
|
|
|
if (IsEstateManager(user))
|
|
permission = true;
|
|
|
|
if (!permission)
|
|
SendPermissionError(user, reason);
|
|
|
|
return permission;
|
|
}
|
|
|
|
public bool GenericEstatePermission(UUID 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;
|
|
}
|
|
|
|
protected bool GenericParcelPermission(UUID 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 bool GenericParcelPermission(UUID user, Vector3 pos)
|
|
{
|
|
ILandObject parcel = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
|
|
if (parcel == null) return false;
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
#endregion
|
|
|
|
#region Permission Checks
|
|
private bool CanAbandonParcel(UUID user, ILandObject parcel, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
private bool CanReclaimParcel(UUID user, ILandObject parcel, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
private bool CanBeGodLike(UUID user, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return IsAdministrator(user);
|
|
}
|
|
|
|
private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
if (!GenericObjectPermission(owner, objectID, true))
|
|
{
|
|
//They can't even edit the object
|
|
return false;
|
|
}
|
|
//If they can rez, they can duplicate
|
|
return CanRezObject(objectCount, owner, objectPosition, scene);
|
|
}
|
|
|
|
private bool CanDeleteObject(UUID objectID, UUID deleter, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return GenericObjectPermission(deleter, objectID, false);
|
|
}
|
|
|
|
private bool CanEditObject(UUID objectID, UUID editorID, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
|
|
return GenericObjectPermission(editorID, objectID, false);
|
|
}
|
|
|
|
private bool CanEditObjectInventory(UUID objectID, UUID editorID, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
|
|
|
|
// TODO: add group support!
|
|
//
|
|
if (part.OwnerID != editorID)
|
|
return false;
|
|
|
|
return GenericObjectPermission(editorID, objectID, false);
|
|
}
|
|
|
|
private bool CanEditParcel(UUID user, ILandObject parcel, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
private bool CanEditScript(UUID script, UUID objectID, UUID user, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
// If you can view it, you can edit it
|
|
// There is no viewing a no mod script
|
|
//
|
|
return CanViewScript(script, objectID, user, scene);
|
|
}
|
|
|
|
private bool CanEditNotecard(UUID notecard, UUID objectID, UUID user, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
if (objectID == UUID.Zero) // User inventory
|
|
{
|
|
CachedUserInfo userInfo =
|
|
scene.CommsManager.UserProfileCacheService.GetUserDetails(user);
|
|
|
|
if (userInfo == null)
|
|
{
|
|
m_log.ErrorFormat("[PERMISSIONS]: Could not find user {0} for edit notecard check", user);
|
|
return false;
|
|
}
|
|
|
|
if (userInfo.RootFolder == null)
|
|
return false;
|
|
|
|
InventoryItemBase assetRequestItem = userInfo.RootFolder.FindItem(notecard);
|
|
if (assetRequestItem == null) // Library item
|
|
{
|
|
assetRequestItem = scene.CommsManager.UserProfileCacheService.LibraryRoot.FindItem(notecard);
|
|
|
|
if (assetRequestItem != null) // Implicitly readable
|
|
return true;
|
|
}
|
|
|
|
// Notecards must be both mod and copy to be saveable
|
|
// This is because of they're not copy, you can't read
|
|
// them, and if they're not mod, well, then they're
|
|
// not mod. Duh.
|
|
//
|
|
if ((assetRequestItem.CurrentPermissions &
|
|
((uint)PermissionMask.Modify |
|
|
(uint)PermissionMask.Copy)) !=
|
|
((uint)PermissionMask.Modify |
|
|
(uint)PermissionMask.Copy))
|
|
return false;
|
|
}
|
|
else // Prim inventory
|
|
{
|
|
SceneObjectPart part = scene.GetSceneObjectPart(objectID);
|
|
|
|
if (part == null)
|
|
return false;
|
|
|
|
if (part.OwnerID != user)
|
|
return false;
|
|
|
|
if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
|
|
return false;
|
|
|
|
TaskInventoryItem ti = part.GetInventoryItem(notecard);
|
|
|
|
if (ti == null)
|
|
return false;
|
|
|
|
if (ti.OwnerID != user)
|
|
return false;
|
|
|
|
// Require full perms
|
|
if ((ti.CurrentPermissions &
|
|
((uint)PermissionMask.Modify |
|
|
(uint)PermissionMask.Copy)) !=
|
|
((uint)PermissionMask.Modify |
|
|
(uint)PermissionMask.Copy))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool CanInstantMessage(UUID user, UUID target, Scene startScene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
|
|
return GenericCommunicationPermission(user, target);
|
|
}
|
|
|
|
private bool CanInventoryTransfer(UUID user, UUID target, Scene startScene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return GenericCommunicationPermission(user, target);
|
|
}
|
|
|
|
private bool CanIssueEstateCommand(UUID user, Scene requestFromScene, bool ownerCommand)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
if (IsAdministrator(user))
|
|
return true;
|
|
|
|
if (m_scene.RegionInfo.EstateSettings.IsEstateOwner(user))
|
|
return true;
|
|
|
|
if (ownerCommand)
|
|
return false;
|
|
|
|
return GenericEstatePermission(user);
|
|
}
|
|
|
|
private bool CanMoveObject(UUID objectID, UUID moverID, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions)
|
|
{
|
|
SceneObjectPart part = scene.GetSceneObjectPart(objectID);
|
|
if (part.OwnerID != moverID)
|
|
{
|
|
if (part.ParentGroup != null && !part.ParentGroup.IsDeleted)
|
|
{
|
|
if (part.ParentGroup.IsAttachment)
|
|
return false;
|
|
}
|
|
}
|
|
return m_bypassPermissionsValue;
|
|
}
|
|
|
|
bool permission = GenericObjectPermission(moverID, objectID, true);
|
|
if (!permission)
|
|
{
|
|
if (!m_scene.Entities.ContainsKey(objectID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// The client
|
|
// may request to edit linked parts, and therefore, it needs
|
|
// to also check for SceneObjectPart
|
|
|
|
// If it's not an object, we cant edit it.
|
|
if ((!(m_scene.Entities[objectID] is SceneObjectGroup)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
|
|
|
|
|
|
// UUID taskOwner = null;
|
|
// Added this because at this point in time it wouldn't be wise for
|
|
// the administrator object permissions to take effect.
|
|
// UUID objectOwner = task.OwnerID;
|
|
|
|
// Anyone can move
|
|
if ((task.RootPart.EveryoneMask & PERM_MOVE) != 0)
|
|
permission = true;
|
|
|
|
// Locked
|
|
if ((task.RootPart.OwnerMask & PERM_LOCKED) == 0)
|
|
permission = false;
|
|
|
|
}
|
|
else
|
|
{
|
|
bool locked = false;
|
|
if (!m_scene.Entities.ContainsKey(objectID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If it's not an object, we cant edit it.
|
|
if ((!(m_scene.Entities[objectID] is SceneObjectGroup)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objectID];
|
|
|
|
UUID objectOwner = group.OwnerID;
|
|
locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
|
|
|
|
|
|
// This is an exception to the generic object permission.
|
|
// Administrators who lock their objects should not be able to move them,
|
|
// however generic object permission should return true.
|
|
// This keeps locked objects from being affected by random click + drag actions by accident
|
|
// and allows the administrator to grab or delete a locked object.
|
|
|
|
// Administrators and estate managers are still able to click+grab locked objects not
|
|
// owned by them in the scene
|
|
// This is by design.
|
|
|
|
if (locked && (moverID == objectOwner))
|
|
return false;
|
|
}
|
|
return permission;
|
|
}
|
|
|
|
private bool CanObjectEntry(UUID objectID, Vector3 newPoint, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
ILandObject land = m_scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
|
|
|
|
if (land == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ((land.landData.Flags & ((int)Parcel.ParcelFlags.AllowAPrimitiveEntry)) != 0)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//TODO: check for group rights
|
|
|
|
if (!m_scene.Entities.ContainsKey(objectID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If it's not an object, we cant edit it.
|
|
if (!(m_scene.Entities[objectID] is SceneObjectGroup))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
|
|
|
|
if (GenericParcelPermission(task.OwnerID, newPoint))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//Otherwise, false!
|
|
return false;
|
|
}
|
|
|
|
private bool CanReturnObject(UUID objectID, UUID returnerID, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return GenericObjectPermission(returnerID, objectID, false);
|
|
}
|
|
|
|
private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
bool permission = false;
|
|
|
|
ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
|
|
if (land == null) return false;
|
|
|
|
if ((land.landData.Flags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
|
|
(int)Parcel.ParcelFlags.CreateObjects)
|
|
permission = true;
|
|
|
|
//TODO: check for group rights
|
|
|
|
if (IsAdministrator(owner))
|
|
{
|
|
permission = true;
|
|
}
|
|
|
|
if (GenericParcelPermission(owner, objectPosition))
|
|
{
|
|
permission = true;
|
|
}
|
|
|
|
return permission;
|
|
}
|
|
|
|
private bool CanRunConsoleCommand(UUID user, Scene requestFromScene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
|
|
return IsAdministrator(user);
|
|
}
|
|
|
|
private bool CanRunScript(UUID script, UUID objectID, UUID user, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool CanSellParcel(UUID user, ILandObject parcel, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
private bool CanTakeObject(UUID objectID, UUID stealer, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return GenericObjectPermission(stealer,objectID, false);
|
|
}
|
|
|
|
private bool CanTakeCopyObject(UUID objectID, UUID userID, Scene inScene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
bool permission = GenericObjectPermission(userID, objectID,false);
|
|
if (!permission)
|
|
{
|
|
if (!m_scene.Entities.ContainsKey(objectID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If it's not an object, we cant edit it.
|
|
if (!(m_scene.Entities[objectID] is SceneObjectGroup))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
|
|
// UUID taskOwner = null;
|
|
// Added this because at this point in time it wouldn't be wise for
|
|
// the administrator object permissions to take effect.
|
|
// UUID objectOwner = task.OwnerID;
|
|
|
|
|
|
if ((task.RootPart.EveryoneMask & PERM_COPY) != 0)
|
|
permission = true;
|
|
}
|
|
return permission;
|
|
}
|
|
|
|
private bool CanTerraformLand(UUID user, Vector3 position, Scene requestFromScene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
// Estate override
|
|
if (GenericEstatePermission(user))
|
|
return 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;
|
|
|
|
ILandObject parcel = m_scene.LandChannel.GetLandObject(X, Y);
|
|
if (parcel == null)
|
|
return false;
|
|
|
|
// Others allowed to terraform?
|
|
if ((parcel.landData.Flags & ((int)Parcel.ParcelFlags.AllowTerraform)) != 0)
|
|
return true;
|
|
|
|
// Land owner can terraform too
|
|
if (parcel != null && GenericParcelPermission(user, parcel))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
private bool CanViewScript(UUID script, UUID objectID, UUID user, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
if (objectID == UUID.Zero) // User inventory
|
|
{
|
|
CachedUserInfo userInfo =
|
|
scene.CommsManager.UserProfileCacheService.GetUserDetails(user);
|
|
|
|
if (userInfo == null)
|
|
{
|
|
m_log.ErrorFormat("[PERMISSIONS]: Could not find user {0} for administrator check", user);
|
|
return false;
|
|
}
|
|
|
|
if (userInfo.RootFolder == null)
|
|
return false;
|
|
|
|
InventoryItemBase assetRequestItem = userInfo.RootFolder.FindItem(script);
|
|
if (assetRequestItem == null) // Library item
|
|
{
|
|
assetRequestItem = m_scene.CommsManager.UserProfileCacheService.LibraryRoot.FindItem(script);
|
|
|
|
if (assetRequestItem != null) // Implicitly readable
|
|
return true;
|
|
}
|
|
|
|
// SL is rather harebrained here. In SL, a script you
|
|
// have mod/copy no trans is readable. This subverts
|
|
// permissions, but is used in some products, most
|
|
// notably Hippo door plugin and HippoRent 5 networked
|
|
// prim counter.
|
|
// To enable this broken SL-ism, remove Transfer from
|
|
// the below expressions.
|
|
// Trying to improve on SL perms by making a script
|
|
// readable only if it's really full perms
|
|
//
|
|
if ((assetRequestItem.CurrentPermissions &
|
|
((uint)PermissionMask.Modify |
|
|
(uint)PermissionMask.Copy |
|
|
(uint)PermissionMask.Transfer)) !=
|
|
((uint)PermissionMask.Modify |
|
|
(uint)PermissionMask.Copy |
|
|
(uint)PermissionMask.Transfer))
|
|
return false;
|
|
}
|
|
else // Prim inventory
|
|
{
|
|
SceneObjectPart part = scene.GetSceneObjectPart(objectID);
|
|
|
|
if (part == null)
|
|
return false;
|
|
|
|
if (part.OwnerID != user)
|
|
return false;
|
|
|
|
if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
|
|
return false;
|
|
|
|
TaskInventoryItem ti = part.GetInventoryItem(script);
|
|
|
|
if (ti == null)
|
|
return false;
|
|
|
|
if (ti.OwnerID != user)
|
|
return false;
|
|
|
|
// Require full perms
|
|
if ((ti.CurrentPermissions &
|
|
((uint)PermissionMask.Modify |
|
|
(uint)PermissionMask.Copy |
|
|
(uint)PermissionMask.Transfer)) !=
|
|
((uint)PermissionMask.Modify |
|
|
(uint)PermissionMask.Copy |
|
|
(uint)PermissionMask.Transfer))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool CanViewNotecard(UUID notecard, UUID objectID, UUID user, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
if (objectID == UUID.Zero) // User inventory
|
|
{
|
|
CachedUserInfo userInfo =
|
|
scene.CommsManager.UserProfileCacheService.GetUserDetails(user);
|
|
|
|
if (userInfo == null)
|
|
{
|
|
m_log.ErrorFormat("[PERMISSIONS]: Could not find user {0} for view notecard check", user);
|
|
return false;
|
|
}
|
|
|
|
if (userInfo.RootFolder == null)
|
|
return false;
|
|
|
|
InventoryItemBase assetRequestItem = userInfo.RootFolder.FindItem(notecard);
|
|
if (assetRequestItem == null) // Library item
|
|
{
|
|
assetRequestItem = m_scene.CommsManager.UserProfileCacheService.LibraryRoot.FindItem(notecard);
|
|
|
|
if (assetRequestItem != null) // Implicitly readable
|
|
return true;
|
|
}
|
|
|
|
// Notecards are always readable unless no copy
|
|
//
|
|
if ((assetRequestItem.CurrentPermissions &
|
|
(uint)PermissionMask.Copy) !=
|
|
(uint)PermissionMask.Copy)
|
|
return false;
|
|
}
|
|
else // Prim inventory
|
|
{
|
|
SceneObjectPart part = scene.GetSceneObjectPart(objectID);
|
|
|
|
if (part == null)
|
|
return false;
|
|
|
|
if (part.OwnerID != user)
|
|
return false;
|
|
|
|
if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
|
|
return false;
|
|
|
|
TaskInventoryItem ti = part.GetInventoryItem(notecard);
|
|
|
|
if (ti == null)
|
|
return false;
|
|
|
|
if (ti.OwnerID != user)
|
|
return false;
|
|
|
|
// Notecards are always readable unless no copy
|
|
//
|
|
if ((ti.CurrentPermissions &
|
|
(uint)PermissionMask.Copy) !=
|
|
(uint)PermissionMask.Copy)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
public bool CanLinkObject(UUID userID, UUID objectID)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool CanDelinkObject(UUID userID, UUID objectID)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool CanBuyLand(UUID userID, ILandObject parcel, Scene scene)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool CanCopyObjectInventory(UUID itemID, UUID objectID, UUID userID)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool CanDeleteObjectInventory(UUID itemID, UUID objectID, UUID userID)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether the specified user is allowed to directly create the given inventory type in a prim's
|
|
/// inventory (e.g. the New Script button in the 1.21 Linden Lab client).
|
|
/// </summary>
|
|
/// <param name="invType"></param>
|
|
/// <param name="objectID"></param>
|
|
/// <param name="userID"></param>
|
|
/// <returns></returns>
|
|
public bool CanCreateObjectInventory(int invType, UUID objectID, UUID userID)
|
|
{
|
|
//m_log.Debug("[PERMISSIONS]: CanCreateObjectInventory called");
|
|
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether the specified user is allowed to create the given inventory type in their inventory.
|
|
/// </summary>
|
|
/// <param name="invType"></param>
|
|
/// <param name="userID"></param>
|
|
/// <returns></returns>
|
|
public bool CanCreateUserInventory(int invType, UUID userID)
|
|
{
|
|
//m_log.Debug("[PERMISSIONS]: CanCreateAvatarInventory called");
|
|
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether the specified user is allowed to copy the given inventory type in their inventory.
|
|
/// </summary>
|
|
/// <param name="itemID"></param>
|
|
/// <param name="userID"></param>
|
|
/// <returns></returns>
|
|
public bool CanCopyUserInventory(UUID itemID, UUID userID)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether the specified user is allowed to edit the given inventory item within their own inventory.
|
|
/// </summary>
|
|
/// <param name="itemID"></param>
|
|
/// <param name="userID"></param>
|
|
/// <returns></returns>
|
|
public bool CanEditUserInventory(UUID itemID, UUID userID)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether the specified user is allowed to delete the given inventory item from their own inventory.
|
|
/// </summary>
|
|
/// <param name="itemID"></param>
|
|
/// <param name="userID"></param>
|
|
/// <returns></returns>
|
|
public bool CanDeleteUserInventory(UUID itemID, UUID userID)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool CanTeleport(UUID userID)
|
|
{
|
|
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
|
|
if (m_bypassPermissions) return m_bypassPermissionsValue;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
}
|