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* Remember, your admin user and estate managers can move locked objects that are not owned by them. That functionality differs from the Linden way of thinking and it's by design! It is not a bug! Create a non-god user and use that as your normal account.
651 lines
21 KiB
C#
651 lines
21 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 OpenSim.Region.Environment.LandManagement;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment
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{
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public class PermissionManager
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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 (always returns OK)
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// disable in any production environment
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// TODO: Change this to false when permissions are a desired default
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// TODO: Move to configuration option.
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private bool m_bypassPermissions = true;
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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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public PermissionManager()
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{
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}
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public PermissionManager(Scene scene)
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{
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m_scene = scene;
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}
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public void Initialise(Scene scene)
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{
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m_scene = scene;
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}
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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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Land land = m_scene.LandManager.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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#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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if (!m_scene.Entities.ContainsKey(objID))
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{
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return 0;
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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 0;
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}
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SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objID];
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LLUUID objectOwner = task.OwnerID;
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uint objflags = task.RootPart.ObjectFlags;
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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.RootPart.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.RootPart.GroupMask, objflags);
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// Customize the EveryoneMask
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uint objectEveryoneMask = ApplyObjectModifyMasks(task.RootPart.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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Land parcel = m_scene.LandManager.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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Land parcel = m_scene.LandManager.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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/// <summary>
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/// Permissions check - can user delete an object?
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/// </summary>
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/// <param name="user">User attempting the delete</param>
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/// <param name="obj">Target object</param>
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/// <returns>Has permission?</returns>
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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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public 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
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if (GenericEstatePermission(user))
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permission = true;
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float X = position.X;
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float Y = position.Y;
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if (X > 255)
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X = 255;
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if (Y > 255)
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Y = 255;
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if (X < 0)
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X = 0;
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if (Y < 0)
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Y = 0;
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// Land owner can terraform too
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Land parcel = m_scene.LandManager.getLandObject(X, Y);
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if (parcel != null && GenericParcelPermission(user, parcel))
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permission = true;
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if (!permission)
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SendPermissionError(user, "Not authorized to terraform at this location.");
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return permission;
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}
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#region Estate Permissions
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public virtual bool GenericEstatePermission(LLUUID user)
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{
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// Default: deny
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bool permission = false;
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// Estate admins should be able to use estate tools
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if (IsEstateManager(user))
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permission = true;
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// Administrators always have permission
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if (IsAdministrator(user))
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permission = true;
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return permission;
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}
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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, Land 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)
|
|
{
|
|
Land parcel = m_scene.LandManager.getLandObject(pos.X, pos.Y);
|
|
if (parcel == null) return false;
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
public virtual bool CanEditParcel(LLUUID user, Land parcel)
|
|
{
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
public virtual bool CanSellParcel(LLUUID user, Land parcel)
|
|
{
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
public virtual bool CanAbandonParcel(LLUUID user, Land parcel)
|
|
{
|
|
return GenericParcelPermission(user, parcel);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|