* Refactored Permissions into ScenePresence as requested by MW

* Un-hackerized generating the client_flags 
* Now handling the ObjectPermissions Update packet 
* Warning: Backup your prim before updating.  If you fail to do so and something goes wrong then, All Yr prim are belong to us!
This commit is contained in:
Teravus Ovares
2007-12-05 06:44:32 +00:00
parent a24b6fe924
commit bb824eadee
10 changed files with 321 additions and 132 deletions

View File

@@ -44,8 +44,12 @@ namespace OpenSim.Region.Environment.Scenes
{
public class SceneObjectPart : IScriptHost
{
private const uint FULL_MASK_PERMISSIONS = 2147483647;
private const LLObject.ObjectFlags OBJFULL_MASK_GENERAL = LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectTransfer;
private const LLObject.ObjectFlags OBJFULL_MASK_OWNER = LLObject.ObjectFlags.ObjectCopy | LLObject.ObjectFlags.ObjectModify | LLObject.ObjectFlags.ObjectOwnerModify | LLObject.ObjectFlags.ObjectTransfer | LLObject.ObjectFlags.ObjectYouOwner;
private const uint OBJNEXT_OWNER = 2147483647;
private const uint FULL_MASK_PERMISSIONS_GENERAL = 2147483647;
private const uint FULL_MASK_PERMISSIONS_OWNER = 2147483647;
private string m_inventoryFileName = "";
private LLUUID m_folderID = LLUUID.Zero;
@@ -64,11 +68,13 @@ namespace OpenSim.Region.Environment.Scenes
public Int32 CreationDate;
public uint ParentID = 0;
public uint OwnerMask = FULL_MASK_PERMISSIONS;
public uint NextOwnerMask = FULL_MASK_PERMISSIONS;
public uint GroupMask = FULL_MASK_PERMISSIONS;
public uint EveryoneMask = FULL_MASK_PERMISSIONS;
public uint BaseMask = FULL_MASK_PERMISSIONS;
// Main grid has default permissions as follows
//
public uint OwnerMask = FULL_MASK_PERMISSIONS_OWNER;
public uint NextOwnerMask = OBJNEXT_OWNER;
public uint GroupMask = (uint) LLObject.ObjectFlags.None;
public uint EveryoneMask = (uint) LLObject.ObjectFlags.None;
public uint BaseMask = FULL_MASK_PERMISSIONS_OWNER;
protected byte[] m_particleSystem = new byte[0];
@@ -463,17 +469,11 @@ namespace OpenSim.Region.Environment.Scenes
m_folderID = LLUUID.Random();
m_flags = 0;
m_flags |= LLObject.ObjectFlags.ObjectModify |
LLObject.ObjectFlags.ObjectCopy |
LLObject.ObjectFlags.ObjectYouOwner |
LLObject.ObjectFlags.Touch |
LLObject.ObjectFlags.ObjectMove |
LLObject.ObjectFlags.AllowInventoryDrop |
LLObject.ObjectFlags.ObjectTransfer |
LLObject.ObjectFlags.CreateSelected |
LLObject.ObjectFlags.ObjectOwnerModify;
m_flags |= LLObject.ObjectFlags.Touch |
LLObject.ObjectFlags.AllowInventoryDrop |
LLObject.ObjectFlags.CreateSelected;
ApplyPermissions();
ApplySanePermissions();
ScheduleFullUpdate();
}
@@ -511,7 +511,7 @@ namespace OpenSim.Region.Environment.Scenes
RotationOffset = rotation;
ObjectFlags = flags;
ApplyPermissions();
ApplySanePermissions();
// ApplyPhysics();
ScheduleFullUpdate();
@@ -552,24 +552,99 @@ namespace OpenSim.Region.Environment.Scenes
DoPhysicsPropertyUpdate(usePhysics, true);
}
public void ApplyPermissions()
public void ApplyNextOwnerPermissions()
{
if (!ParentGroup.m_scene.PermissionsMngr.BypassPermissions)
{
EveryoneMask = ObjectFlags;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectCopy;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectModify;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectMove;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectAnyOwner;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer;
}
else
{
EveryoneMask = ObjectFlags;
}
BaseMask = NextOwnerMask;
OwnerMask = NextOwnerMask;
}
public void ApplySanePermissions()
{
// These are some flags that The OwnerMask should never have
OwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectGroupOwned;
OwnerMask &= ~(uint)LLObject.ObjectFlags.Physics;
OwnerMask &= ~(uint)LLObject.ObjectFlags.Phantom;
OwnerMask &= ~(uint)LLObject.ObjectFlags.Scripted;
OwnerMask &= ~(uint)LLObject.ObjectFlags.Touch;
OwnerMask &= ~(uint)LLObject.ObjectFlags.Temporary;
OwnerMask &= ~(uint)LLObject.ObjectFlags.TemporaryOnRez;
OwnerMask &= ~(uint)LLObject.ObjectFlags.ZlibCompressed;
OwnerMask &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop;
OwnerMask &= ~(uint)LLObject.ObjectFlags.AnimSource;
OwnerMask &= ~(uint)LLObject.ObjectFlags.Money;
OwnerMask &= ~(uint)LLObject.ObjectFlags.CastShadows;
OwnerMask &= ~(uint)LLObject.ObjectFlags.InventoryEmpty;
OwnerMask &= ~(uint)LLObject.ObjectFlags.CreateSelected;
// These are some flags that the next owner mask should never have
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectOwnerModify;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ObjectGroupOwned;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Physics;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Phantom;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Scripted;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Touch;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Temporary;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.TemporaryOnRez;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.ZlibCompressed;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.AnimSource;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.Money;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.CastShadows;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.InventoryEmpty;
NextOwnerMask &= ~(uint)LLObject.ObjectFlags.CreateSelected;
// These are some flags that the GroupMask should never have
GroupMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
GroupMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
GroupMask &= ~(uint)LLObject.ObjectFlags.ObjectOwnerModify;
GroupMask &= ~(uint)LLObject.ObjectFlags.ObjectGroupOwned;
GroupMask &= ~(uint)LLObject.ObjectFlags.Physics;
GroupMask &= ~(uint)LLObject.ObjectFlags.Phantom;
GroupMask &= ~(uint)LLObject.ObjectFlags.Scripted;
GroupMask &= ~(uint)LLObject.ObjectFlags.Touch;
GroupMask &= ~(uint)LLObject.ObjectFlags.Temporary;
GroupMask &= ~(uint)LLObject.ObjectFlags.TemporaryOnRez;
GroupMask &= ~(uint)LLObject.ObjectFlags.ZlibCompressed;
GroupMask &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop;
GroupMask &= ~(uint)LLObject.ObjectFlags.AnimSource;
GroupMask &= ~(uint)LLObject.ObjectFlags.Money;
GroupMask &= ~(uint)LLObject.ObjectFlags.CastShadows;
GroupMask &= ~(uint)LLObject.ObjectFlags.InventoryEmpty;
GroupMask &= ~(uint)LLObject.ObjectFlags.CreateSelected;
// These are some flags that EveryoneMask should never have
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectOwnerModify;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ObjectGroupOwned;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.Physics;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.Phantom;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.Scripted;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.Touch;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.Temporary;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.TemporaryOnRez;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.ZlibCompressed;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.AnimSource;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.Money;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.CastShadows;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.InventoryEmpty;
EveryoneMask &= ~(uint)LLObject.ObjectFlags.CreateSelected;
// These are some flags that ObjectFlags (m_flags) should never have
ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner;
ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectOwnerModify;
ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer;
ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectCopy;
ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectModify;
ObjectFlags &= ~(uint)LLObject.ObjectFlags.ObjectMove;
}
/// <summary>
@@ -774,9 +849,7 @@ namespace OpenSim.Region.Environment.Scenes
{
//Console.WriteLine("Adding flag: " + ((LLObject.ObjectFlags) flag).ToString());
m_flags |= flag;
BaseMask |= (uint)flag;
GroupMask |= (uint)flag;
EveryoneMask |= (uint)flag;
}
uint currflag = (uint)m_flags;
//System.Console.WriteLine("Aprev: " + prevflag.ToString() + " curr: " + m_flags.ToString());
@@ -790,9 +863,7 @@ namespace OpenSim.Region.Environment.Scenes
{
//Console.WriteLine("Removing flag: " + ((LLObject.ObjectFlags)flag).ToString());
m_flags &= ~flag;
BaseMask &= ~(uint)flag;
GroupMask &= ~(uint)flag;
EveryoneMask &= ~(uint)flag;
}
//System.Console.WriteLine("prev: " + prevflag.ToString() + " curr: " + m_flags.ToString());
//ScheduleFullUpdate();
@@ -1198,6 +1269,51 @@ namespace OpenSim.Region.Environment.Scenes
#endregion
public void UpdatePermissions(LLUUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
// Are we the owner?
if (AgentID == OwnerID)
{
MainLog.Instance.Verbose("PERMISSIONS", "field: " + field.ToString() + ", mask: " + mask.ToString() + " addRemTF: " + addRemTF.ToString());
//Field 8 = EveryoneMask
if (field == (byte)8)
{
MainLog.Instance.Verbose("PERMISSIONS", "Left over: " + (OwnerMask - EveryoneMask));
if (addRemTF == (byte)0)
{
//EveryoneMask = (uint)0;
EveryoneMask &= ~mask;
//EveryoneMask &= ~(uint)57344;
}
else
{
//EveryoneMask = (uint)0;
EveryoneMask |= mask;
//EveryoneMask |= (uint)57344;
}
ScheduleFullUpdate();
}
//Field 16 = NextownerMask
if (field == (byte)16)
{
if (addRemTF == (byte)0)
{
NextOwnerMask &= ~mask;
}
else
{
NextOwnerMask |= mask;
}
ScheduleFullUpdate();
}
}
}
#region Client Update Methods
public void AddFullUpdateToAllAvatars()
@@ -1222,7 +1338,8 @@ namespace OpenSim.Region.Environment.Scenes
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this);
// Ugly reference :(
m_parentGroup.SendPartFullUpdate(avatars[i].ControllingClient, this, avatars[i].GenerateClientFlags(this.UUID));
}
}
@@ -1230,20 +1347,20 @@ namespace OpenSim.Region.Environment.Scenes
///
/// </summary>
/// <param name="remoteClient"></param>
public void SendFullUpdate(IClientAPI remoteClient)
public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
{
m_parentGroup.SendPartFullUpdate(remoteClient, this);
m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
public void SendFullUpdateToClient(IClientAPI remoteClient)
public void SendFullUpdateToClient(IClientAPI remoteClient, uint clientflags)
{
LLVector3 lPos;
lPos = OffsetPosition;
SendFullUpdateToClient(remoteClient, lPos);
SendFullUpdateToClient(remoteClient, lPos, clientflags);
}
/// <summary>
@@ -1251,56 +1368,13 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="lPos"></param>
public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos)
public void SendFullUpdateToClient(IClientAPI remoteClient, LLVector3 lPos, uint clientFlags)
{
LLQuaternion lRot;
lRot = RotationOffset;
uint clientFlags = ObjectFlags & ~(uint)LLObject.ObjectFlags.CreateSelected;
List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
foreach (ScenePresence s in avatars)
if (remoteClient.AgentId == OwnerID)
{
if (s.m_uuid == OwnerID)
{
if (s.ControllingClient == remoteClient)
{
clientFlags = ObjectFlags;
m_flags &= ~LLObject.ObjectFlags.CreateSelected;
}
break;
}
}
// If you can't edit it, send the base permissions minus the flag to edit
// We're going to be moving this into ScenePresence and the PermissionsManager itself.
if (!ParentGroup.m_scene.PermissionsMngr.BypassPermissions)
{
if (ParentGroup.m_scene.PermissionsMngr.CanEditObject(remoteClient.AgentId, this.ParentGroup.UUID))
{
// we should be merging the objectflags with the ownermask here.
// TODO: Future refactoring here.
clientFlags = ObjectFlags;
}
else
{
//clientFlags = ObjectFlags;
clientFlags = EveryoneMask;
if (!ParentGroup.m_scene.PermissionsMngr.AnyoneCanCopyPermission(remoteClient.AgentId, this.ParentGroup.UUID))
{
clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectCopy;
}
if (!ParentGroup.m_scene.PermissionsMngr.AnyoneCanMovePermission(remoteClient.AgentId, this.ParentGroup.UUID))
{
clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectMove;
}
clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectModify;
clientFlags &= ~(uint)LLObject.ObjectFlags.AllowInventoryDrop;
clientFlags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer;
}
clientFlags &= ~(uint)LLObject.ObjectFlags.CreateSelected;
}
@@ -1479,11 +1553,11 @@ namespace OpenSim.Region.Environment.Scenes
public LLUUID item_id = LLUUID.Zero;
public LLUUID parent_id = LLUUID.Zero; //parent folder id
public uint base_mask = FULL_MASK_PERMISSIONS;
public uint owner_mask = FULL_MASK_PERMISSIONS;
public uint group_mask = FULL_MASK_PERMISSIONS;
public uint everyone_mask = FULL_MASK_PERMISSIONS;
public uint next_owner_mask = FULL_MASK_PERMISSIONS;
public uint base_mask = FULL_MASK_PERMISSIONS_GENERAL;
public uint owner_mask = FULL_MASK_PERMISSIONS_GENERAL;
public uint group_mask = FULL_MASK_PERMISSIONS_GENERAL;
public uint everyone_mask = FULL_MASK_PERMISSIONS_GENERAL;
public uint next_owner_mask = FULL_MASK_PERMISSIONS_GENERAL;
public LLUUID creator_id = LLUUID.Zero;
public LLUUID owner_id = LLUUID.Zero;
public LLUUID last_owner_id = LLUUID.Zero;