Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

This commit is contained in:
John Hurliman
2010-03-19 15:17:15 -07:00
6 changed files with 112 additions and 102 deletions

View File

@@ -894,7 +894,7 @@ namespace OpenSim.Region.CoreModules.World.Land
foreach (List<SceneObjectGroup> ol in returns.Values)
{
if (m_scene.Permissions.CanUseObjectReturn(this, type, remote_client, ol))
if (m_scene.Permissions.CanReturnObjects(this, remote_client.AgentId, ol))
m_scene.returnObjects(ol.ToArray(), remote_client.AgentId);
}
}

View File

@@ -217,7 +217,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_scene.Permissions.OnIssueEstateCommand += CanIssueEstateCommand; //FULLY IMPLEMENTED
m_scene.Permissions.OnMoveObject += CanMoveObject; //MAYBE FULLY IMPLEMENTED
m_scene.Permissions.OnObjectEntry += CanObjectEntry;
m_scene.Permissions.OnReturnObject += CanReturnObject; //NOT YET IMPLEMENTED
m_scene.Permissions.OnReturnObjects += CanReturnObjects; //NOT YET IMPLEMENTED
m_scene.Permissions.OnRezObject += CanRezObject; //MAYBE FULLY IMPLEMENTED
m_scene.Permissions.OnRunConsoleCommand += CanRunConsoleCommand;
m_scene.Permissions.OnRunScript += CanRunScript; //NOT YET IMPLEMENTED
@@ -247,7 +247,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED
m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
m_scene.Permissions.OnUseObjectReturn += CanUseObjectReturn; //NOT YET IMPLEMENTED
m_scene.AddCommand(this, "bypass permissions",
"bypass permissions <true / false>",
@@ -1275,12 +1274,106 @@ namespace OpenSim.Region.CoreModules.World.Permissions
return false;
}
private bool CanReturnObject(UUID objectID, UUID returnerID, Scene scene)
private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(returnerID, objectID, false);
GroupPowers powers;
ILandObject l;
ScenePresence sp = scene.GetScenePresence(user);
if (sp == null)
return false;
IClientAPI client = sp.ControllingClient;
foreach (SceneObjectGroup g in new List<SceneObjectGroup>(objects))
{
// Any user can return their own objects at any time
//
if (GenericObjectPermission(user, g.UUID, false))
continue;
// This is a short cut for efficiency. If land is non-null,
// then all objects are on that parcel and we can save
// ourselves the checking for each prim. Much faster.
//
if (land != null)
{
l = land;
}
else
{
Vector3 pos = g.AbsolutePosition;
l = scene.LandChannel.GetLandObject(pos.X, pos.Y);
}
// If it's not over any land, then we can't do a thing
if (l == null)
{
objects.Remove(g);
continue;
}
// If we own the land outright, then allow
//
if (l.LandData.OwnerID == user)
continue;
// Group voodoo
//
if (land.LandData.IsGroupOwned)
{
powers = (GroupPowers)client.GetGroupPowers(land.LandData.GroupID);
// Not a group member, or no rights at all
//
if (powers == (GroupPowers)0)
{
objects.Remove(g);
continue;
}
// Group deeded object?
//
if (g.OwnerID == l.LandData.GroupID &&
(powers & GroupPowers.ReturnGroupOwned) == (GroupPowers)0)
{
objects.Remove(g);
continue;
}
// Group set object?
//
if (g.GroupID == l.LandData.GroupID &&
(powers & GroupPowers.ReturnGroupSet) == (GroupPowers)0)
{
objects.Remove(g);
continue;
}
if ((powers & GroupPowers.ReturnNonGroup) == (GroupPowers)0)
{
objects.Remove(g);
continue;
}
// So we can remove all objects from this group land.
// Fine.
//
continue;
}
// By default, we can't remove
//
objects.Remove(g);
}
if (objects.Count == 0)
return false;
return true;
}
private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
@@ -1747,67 +1840,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
return GenericObjectPermission(agentID, prim, false);
}
private bool CanUseObjectReturn(ILandObject parcel, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
long powers = 0;
if (parcel.LandData.GroupID != UUID.Zero)
client.GetGroupPowers(parcel.LandData.GroupID);
switch (type)
{
case (uint)ObjectReturnType.Owner:
// Don't let group members return owner's objects, ever
//
if (parcel.LandData.IsGroupOwned)
{
if ((powers & (long)GroupPowers.ReturnGroupOwned) != 0)
return true;
}
else
{
if (parcel.LandData.OwnerID != client.AgentId)
return false;
}
return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupOwned);
case (uint)ObjectReturnType.Group:
if (parcel.LandData.OwnerID != client.AgentId)
{
// If permissionis granted through a group...
//
if ((powers & (long)GroupPowers.ReturnGroupSet) != 0)
{
foreach (SceneObjectGroup g in new List<SceneObjectGroup>(retlist))
{
// check for and remove group owned objects unless
// the user also has permissions to return those
//
if (g.OwnerID == g.GroupID &&
((powers & (long)GroupPowers.ReturnGroupOwned) == 0))
{
retlist.Remove(g);
}
}
// And allow the operation
//
return true;
}
}
return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupSet);
case (uint)ObjectReturnType.Other:
if ((powers & (long)GroupPowers.ReturnNonGroup) != 0)
return true;
return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnNonGroup);
case (uint)ObjectReturnType.List:
break;
}
return GenericParcelOwnerPermission(client.AgentId, parcel, 0);
// Is it correct to be less restrictive for lists of objects to be returned?
}
private bool CanCompileScript(UUID ownerUUID, int scriptType, Scene scene) {
//m_log.DebugFormat("check if {0} is allowed to compile {1}", ownerUUID, scriptType);
switch (scriptType) {