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Add a new permissions check for bulk object returns.
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@@ -795,6 +795,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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Dictionary<UUID,List<SceneObjectGroup>> returns =
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new Dictionary<UUID,List<SceneObjectGroup>>();
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if (!m_scene.Permissions.CanUseObjectReturn(this, type, remote_client))
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return;
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lock (primsOverMe)
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{
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if (type == (uint)ObjectReturnType.Owner)
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@@ -168,6 +168,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
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m_scene.Permissions.OnUseObjectReturn += CanUseObjectReturn; //NOT YET IMPLEMENTED
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m_scene.AddCommand(this, "bypass permissions",
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"bypass permissions <true / false>",
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@@ -1523,5 +1524,13 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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// You can reset the scripts in any object you can edit
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return GenericObjectPermission(agentID, prim, false);
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}
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private bool CanUseObjectReturn(ILandObject parcel, uint type, IClientAPI client, Scene scene)
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{
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DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
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if (m_bypassPermissions) return m_bypassPermissionsValue;
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return GenericParcelPermission(client.AgentId, parcel);
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}
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}
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}
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@@ -79,6 +79,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate bool CopyUserInventoryHandler(UUID itemID, UUID userID);
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public delegate bool DeleteUserInventoryHandler(UUID itemID, UUID userID);
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public delegate bool TeleportHandler(UUID userID, Scene scene);
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public delegate bool UseObjectReturnHandler(ILandObject landData, uint type, IClientAPI client, Scene scene);
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#endregion
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public class ScenePermissions
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@@ -135,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
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public event CopyUserInventoryHandler OnCopyUserInventory;
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public event DeleteUserInventoryHandler OnDeleteUserInventory;
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public event TeleportHandler OnTeleport;
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public event UseObjectReturnHandler OnUseObjectReturn;
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#endregion
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#region Object Permission Checks
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@@ -910,5 +912,20 @@ namespace OpenSim.Region.Framework.Scenes
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}
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return true;
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}
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public bool CanUseObjectReturn(ILandObject landData, uint type , IClientAPI client)
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{
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UseObjectReturnHandler handler = OnUseObjectReturn;
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if (handler != null)
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{
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Delegate[] list = handler.GetInvocationList();
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foreach (UseObjectReturnHandler h in list)
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{
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if (h(landData, type, client, m_scene) == false)
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return false;
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}
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}
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return true;
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}
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}
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}
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