Files
opensim/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs
Melanie Thielker f629fdb88d Patches #9143 and #9144 (Mantis #1723)
Changes the permissions module to make scripts permissive only when intended
Adds security checks to asset transfers to prevent hacked clients fron
requesting script sources.
Adds security checks to llClientView to verify all aspects of ownership
and permissions for inventory based script retrieval.
2008-07-12 06:24:43 +00:00

975 lines
38 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using libsecondlife;
using Nini.Config;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.Framework;
using OpenSim.Region.Environment.Modules.Framework.InterfaceCommander;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.World.Permissions
{
public class PermissionsModule : IRegionModule, ICommandableModule
{
protected Scene m_scene;
private readonly Commander m_commander = new Commander("Permissions");
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Constants
// These are here for testing. They will be taken out
//private uint PERM_ALL = (uint)2147483647;
private uint PERM_COPY = (uint)32768;
//private uint PERM_MODIFY = (uint)16384;
private uint PERM_MOVE = (uint)524288;
//private uint PERM_TRANS = (uint)8192;
private uint PERM_LOCKED = (uint)540672;
#endregion
#region Bypass Permissions / Debug Permissions Stuff
// Bypasses the permissions engine
private bool m_bypassPermissions = false;
private bool m_bypassPermissionsValue = true;
private bool m_debugPermissions = false;
#endregion
#region ICommandableModule Members
public ICommander CommandInterface
{
get { throw new System.NotImplementedException(); }
}
private void InterfaceDebugPermissions(Object[] args)
{
if ((bool)args[0] == true)
{
m_debugPermissions = true;
m_log.Info("[PERMISSIONS]: Permissions Debugging Enabled.");
}
else
{
m_debugPermissions = false;
m_log.Info("[PERMISSIONS]: Permissions Debugging Disabled.");
}
}
private void InterfaceBypassPermissions(Object[] args)
{
if ((bool)args[0] == true)
{
m_log.Info("[PERMISSIONS]: Permissions Bypass Enabled.");
m_bypassPermissionsValue = (bool)args[1];
}
else
{
m_bypassPermissions = false;
m_log.Info("[PERMISSIONS]: Permissions Bypass Disabled. Normal Operation.");
}
}
/// <summary>
/// Processes commandline input. Do not call directly.
/// </summary>
/// <param name="args">Commandline arguments</param>
private void EventManager_OnPluginConsole(string[] args)
{
if (args[0] == "permissions")
{
string[] tmpArgs = new string[args.Length - 2];
int i;
for (i = 2; i < args.Length; i++)
tmpArgs[i - 2] = args[i];
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
}
}
#endregion
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
m_scene = scene;
IConfig myConfig = config.Configs["Startup"];
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
List<string> modules=new List<string>(permissionModules.Split(','));
if (!modules.Contains("DefaultPermissionsModule"))
return;
m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
if (m_bypassPermissions)
m_log.Info("[PERMISSIONS]: serviceside_object_permissions = false in ini file so disabling all region service permission checks");
else
m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks");
//Register functions with Scene External Checks!
m_scene.ExternalChecks.addBypassPermissions(BypassPermissions); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addSetBypassPermissions(SetBypassPermissions); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addPropagatePermissions(PropagatePermissions); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckAbandonParcel(CanAbandonParcel); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckReclaimParcel(CanReclaimParcel); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addGenerateClientFlags(GenerateClientFlags); //NOT YET FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckBeGodLike(CanBeGodLike); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckDuplicateObject(CanDuplicateObject); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckDeleteObject(CanDeleteObject); //MAYBE FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditObject(CanEditObject);//MAYBE FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditParcel(CanEditParcel); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditScript(CanEditScript); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckEditNotecard(CanEditNotecard); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckInstantMessage(CanInstantMessage); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckInventoryTransfer(CanInventoryTransfer); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckIssueEstateCommand(CanIssueEstateCommand); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckMoveObject(CanMoveObject); //HOPEFULLY FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckObjectEntry(CanObjectEntry); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckReturnObject(CanReturnObject); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckRezObject(CanRezObject); //HOPEFULLY FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckRunConsoleCommand(CanRunConsoleCommand); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckRunScript(CanRunScript); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckSellParcel(CanSellParcel); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckTakeObject(CanTakeObject); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckTakeCopyObject(CanTakeCopyObject); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckTerraformLand(CanTerraformLand); //FULL IMPLEMENTED (POINT ONLY!!! NOT AREA!!!)
m_scene.ExternalChecks.addCheckViewScript(CanViewScript); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckViewNotecard(CanViewNotecard); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanLinkObject(CanLinkObject); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanDelinkObject(CanDelinkObject); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanBuyLand(CanBuyLand); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanCopyInventory(CanCopyInventory); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanDeleteInventory(CanDeleteInventory); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanCreateInventory(CanCreateInventory); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanTeleport(CanTeleport); //NOT YET IMPLEMENTED
//Register Debug Commands
Command bypassCommand = new Command("bypass", InterfaceBypassPermissions, "Force the permissions a specific way to test permissions");
bypassCommand.AddArgument("enable_bypass_perms", "true to enable bypassing all perms", "Boolean");
bypassCommand.AddArgument("bypass_perms_value", "true/false: true will ignore all perms; false will restrict everything", "Boolean");
m_commander.RegisterCommand("bypass", bypassCommand);
Command debugCommand = new Command("debug", InterfaceDebugPermissions, "Force the permissions a specific way to test permissions");
debugCommand.AddArgument("enable_debug_perms", "true to enable debugging to console all perms", "Boolean");
m_commander.RegisterCommand("debug", debugCommand);
m_scene.RegisterModuleCommander("CommanderPermissions", m_commander);
m_scene.EventManager.OnPluginConsole += new EventManager.OnPluginConsoleDelegate(EventManager_OnPluginConsole);
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "PermissionsModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
#region Helper Functions
protected void SendPermissionError(LLUUID user, string reason)
{
m_scene.EventManager.TriggerPermissionError(user, reason);
}
protected void DebugPermissionInformation(string permissionCalled)
{
if (m_debugPermissions)
m_log.Info("[PERMISSIONS]: " + permissionCalled + " was called from " + m_scene.RegionInfo.RegionName);
}
protected bool IsAdministrator(LLUUID user)
{
// m_log.DebugFormat(
// "[PERMISSIONS]: Is adminstrator called for {0} where region master avatar is {1}",
// user, m_scene.RegionInfo.MasterAvatarAssignedUUID);
// If there is no master avatar, return false
if (m_scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
{
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
return false;
}
protected bool IsEstateManager(LLUUID user)
{
if (user != LLUUID.Zero)
{
LLUUID[] estatemanagers = m_scene.RegionInfo.EstateSettings.estateManagers;
foreach (LLUUID estatemanager in estatemanagers)
{
if (estatemanager == user)
return true;
}
}
return false;
}
#endregion
public bool PropagatePermissions()
{
return false;
}
public bool BypassPermissions()
{
return m_bypassPermissions;
}
public void SetBypassPermissions(bool value)
{
m_bypassPermissions=value;
}
#region Object Permissions
public uint GenerateClientFlags(LLUUID user, LLUUID objID)
{
// Here's the way this works,
// ObjectFlags and Permission flags are two different enumerations
// ObjectFlags, however, tells the client to change what it will allow the user to do.
// So, that means that all of the permissions type ObjectFlags are /temporary/ and only
// supposed to be set when customizing the objectflags for the client.
// These temporary objectflags get computed and added in this function based on the
// Permission mask that's appropriate!
// Outside of this method, they should never be added to objectflags!
// -teravus
SceneObjectPart task=m_scene.GetSceneObjectPart(objID);
// this shouldn't ever happen.. return no permissions/objectflags.
if (task == null)
return (uint)0;
uint objflags = task.GetEffectiveObjectFlags();
LLUUID objectOwner = task.OwnerID;
// Remove any of the objectFlags that are temporary. These will get added back if appropriate
// in the next bit of code
objflags &= (uint)
~(LLObject.ObjectFlags.ObjectCopy | // Tells client you can copy the object
LLObject.ObjectFlags.ObjectModify | // tells client you can modify the object
LLObject.ObjectFlags.ObjectMove | // tells client that you can move the object (only, no mod)
LLObject.ObjectFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
LLObject.ObjectFlags.ObjectYouOwner | // Tells client that you're the owner of the object
LLObject.ObjectFlags.ObjectAnyOwner | // Tells client that someone owns the object
LLObject.ObjectFlags.ObjectOwnerModify | // Tells client that you're the owner of the object
LLObject.ObjectFlags.ObjectYouOfficer // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set
);
// Creating the three ObjectFlags options for this method to choose from.
// Customize the OwnerMask
uint objectOwnerMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner | (uint)LLObject.ObjectFlags.ObjectAnyOwner | (uint)LLObject.ObjectFlags.ObjectOwnerModify;
// Customize the GroupMask
// uint objectGroupMask = ApplyObjectModifyMasks(task.GroupMask, objflags);
// Customize the EveryoneMask
uint objectEveryoneMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
// Hack to allow collaboration until Groups and Group Permissions are implemented
if ((objectEveryoneMask & (uint)LLObject.ObjectFlags.ObjectMove) != 0)
objectEveryoneMask |= (uint)LLObject.ObjectFlags.ObjectModify;
if (m_bypassPermissions)
return objectOwnerMask;
// Object owners should be able to edit their own content
if (user == objectOwner)
{
return objectOwnerMask;
}
// Users should be able to edit what is over their land.
ILandObject parcel = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
if (parcel != null && parcel.landData.ownerID == user)
return objectOwnerMask;
// Admin objects should not be editable by the above
if (IsAdministrator(objectOwner))
return objectEveryoneMask;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
return objectOwnerMask;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
return objectOwnerMask;
return objectEveryoneMask;
}
private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask)
{
// We are adding the temporary objectflags to the object's objectflags based on the
// permission flag given. These change the F flags on the client.
if ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
}
if ((setPermissionMask & (uint)PermissionMask.Move) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectMove;
}
if ((setPermissionMask & (uint)PermissionMask.Modify) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectModify;
}
if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
}
return objectFlagsMask;
}
protected bool GenericObjectPermission(LLUUID currentUser, LLUUID objId, bool denyOnLocked)
{
// Default: deny
bool permission = false;
bool locked = false;
if (!m_scene.Entities.ContainsKey(objId))
{
return false;
}
// If it's not an object, we cant edit it.
if ((!(m_scene.Entities[objId] is SceneObjectGroup)))
{
return false;
}
SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objId];
LLUUID objectOwner = group.OwnerID;
locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
// People shouldn't be able to do anything with locked objects, except the Administrator
// The 'set permissions' runs through a different permission check, so when an object owner
// sets an object locked, the only thing that they can do is unlock it.
//
// Nobody but the object owner can set permissions on an object
//
if (locked && (!IsAdministrator(currentUser)) && denyOnLocked)
{
return false;
}
// Object owners should be able to edit their own content
if (currentUser == objectOwner)
{
permission = true;
}
// Users should be able to edit what is over their land.
ILandObject parcel = m_scene.LandChannel.GetLandObject(group.AbsolutePosition.X, group.AbsolutePosition.Y);
if ((parcel != null) && (parcel.landData.ownerID == currentUser))
{
permission = true;
}
// Estate users should be able to edit anything in the sim
if (IsEstateManager(currentUser))
{
permission = true;
}
// Admin objects should not be editable by the above
if (IsAdministrator(objectOwner))
{
permission = false;
}
// 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(LLUUID user, LLUUID 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(LLUUID 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(LLUUID 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(LLUUID user, LLVector3 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(LLUUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelPermission(user, parcel);
}
private bool CanReclaimParcel(LLUUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelPermission(user, parcel);
}
private bool CanBeGodLike(LLUUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return IsAdministrator(user);
}
private bool CanDuplicateObject(int objectCount, LLUUID objectID, LLUUID owner, Scene scene, LLVector3 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(LLUUID objectID, LLUUID deleter, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(deleter, objectID, false);
}
private bool CanEditObject(LLUUID objectID, LLUUID editorID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(editorID, objectID, false);
}
private bool CanEditParcel(LLUUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelPermission(user, parcel);
}
private bool CanEditScript(LLUUID script, LLUUID objectID, LLUUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return false;
}
private bool CanEditNotecard(LLUUID notecard, LLUUID objectID, LLUUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanInstantMessage(LLUUID user, LLUUID target, Scene startScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericCommunicationPermission(user, target);
}
private bool CanInventoryTransfer(LLUUID user, LLUUID target, Scene startScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericCommunicationPermission(user, target);
}
private bool CanIssueEstateCommand(LLUUID user, Scene requestFromScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericEstatePermission(user);
}
private bool CanMoveObject(LLUUID objectID, LLUUID moverID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) 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];
// LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
// LLUUID 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];
LLUUID 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(LLUUID objectID, LLVector3 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.landFlags & ((int)Parcel.ParcelFlags.AllowAllObjectEntry)) != 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(LLUUID objectID, LLUUID returnerID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(returnerID, objectID, false);
}
private bool CanRezObject(int objectCount, LLUUID owner, LLVector3 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.landFlags & ((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(LLUUID user, Scene requestFromScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return IsAdministrator(user);
}
private bool CanRunScript(LLUUID script, LLUUID objectID, LLUUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanSellParcel(LLUUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelPermission(user, parcel);
}
private bool CanTakeObject(LLUUID objectID, LLUUID stealer, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(stealer,objectID, false);
}
private bool CanTakeCopyObject(LLUUID objectID, LLUUID 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];
// LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
// LLUUID objectOwner = task.OwnerID;
if ((task.RootPart.EveryoneMask & PERM_COPY) != 0)
permission = true;
}
return permission;
}
private bool CanTerraformLand(LLUUID user, LLVector3 position, Scene requestFromScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
bool permission = false;
// Estate override
if (GenericEstatePermission(user))
permission = 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;
// Land owner can terraform too
ILandObject parcel = m_scene.LandChannel.GetLandObject(X, Y);
if (parcel != null && GenericParcelPermission(user, parcel))
permission = true;
return permission;
}
private bool CanViewScript(LLUUID script, LLUUID objectID, LLUUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return false;
}
private bool CanViewNotecard(LLUUID notecard, LLUUID objectID, LLUUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return false;
}
#endregion
public bool CanLinkObject(LLUUID userID, LLUUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanDelinkObject(LLUUID userID, LLUUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanBuyLand(LLUUID userID, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanCopyInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanDeleteInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanCreateInventory(uint invType, LLUUID objectID, LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanTeleport(LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
}
}