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authorUbitUmarov2019-02-15 01:09:37 +0000
committerUbitUmarov2019-02-15 01:09:37 +0000
commitf58e1f626562778a5491a6bad79b18b3962a6c38 (patch)
treed1e9bb0fe098e7cff3cc18f4b522d995e7c43da2
parentRemove some more cut-and-paste typos in 6dof constraint setup in XNA (diff)
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mantis 8479: deep change DeRezObjects(..) doing independent permitions checks per action. m_useTrashOnDelete should now work except if god deletes, but still not recomended
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs162
2 files changed, 71 insertions, 103 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 7509686..eae6d6f 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -94,19 +94,15 @@ namespace OpenSim.Region.Framework.Scenes
94 m_inventoryDeletes.Enqueue(dtis); 94 m_inventoryDeletes.Enqueue(dtis);
95 } 95 }
96 96
97 if (Enabled)
98 lock (m_inventoryTicker)
99 m_inventoryTicker.Start();
100
101 // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
102 // has gone to inventory, it will reappear in the region again on restart instead of being lost.
103 // This is not ideal since the object will still be available for manipulation when it should be, but it's
104 // better than losing the object for now.
105 if (permissionToDelete) 97 if (permissionToDelete)
106 { 98 {
107 foreach (SceneObjectGroup g in objectGroups) 99 foreach (SceneObjectGroup g in objectGroups)
108 g.DeleteGroupFromScene(false); 100 g.DeleteGroupFromScene(false);
109 } 101 }
102
103 if (Enabled)
104 lock (m_inventoryTicker)
105 m_inventoryTicker.Start();
110 } 106 }
111 107
112 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) 108 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index e6e0354..6450c8b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2110,7 +2110,7 @@ namespace OpenSim.Region.Framework.Scenes
2110 // build a list of eligible objects 2110 // build a list of eligible objects
2111 List<uint> deleteIDs = new List<uint>(); 2111 List<uint> deleteIDs = new List<uint>();
2112 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 2112 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
2113 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>(); 2113 List<SceneObjectGroup> takeCopyGroups = new List<SceneObjectGroup>();
2114 List<SceneObjectGroup> takeDeleteGroups = new List<SceneObjectGroup>(); 2114 List<SceneObjectGroup> takeDeleteGroups = new List<SceneObjectGroup>();
2115 2115
2116 ScenePresence sp = null; 2116 ScenePresence sp = null;
@@ -2119,11 +2119,10 @@ namespace OpenSim.Region.Framework.Scenes
2119 else if(action != DeRezAction.Return) 2119 else if(action != DeRezAction.Return)
2120 return; // only Return can be called without a client 2120 return; // only Return can be called without a client
2121 2121
2122 // Start with true for both, then remove the flags if objects 2122 // this is not as 0.8x code
2123 // that we can't derez are part of the selection 2123 // 0.8x did refuse all operation is not allowed on all objects
2124 bool permissionToTake = true; 2124 // this will do it on allowed objects
2125 bool permissionToTakeCopy = true; 2125 // current viewers only ask if all allowed
2126 bool permissionToDelete = true;
2127 2126
2128 foreach (uint localID in localIDs) 2127 foreach (uint localID in localIDs)
2129 { 2128 {
@@ -2136,8 +2135,8 @@ namespace OpenSim.Region.Framework.Scenes
2136 continue; 2135 continue;
2137 } 2136 }
2138 2137
2139 // Already deleted by someone else 2138 SceneObjectGroup grp = part.ParentGroup;
2140 if (part.ParentGroup.IsDeleted) 2139 if (grp == null || grp.IsDeleted)
2141 { 2140 {
2142 //Client still thinks the object exists, kill it 2141 //Client still thinks the object exists, kill it
2143 deleteIDs.Add(localID); 2142 deleteIDs.Add(localID);
@@ -2145,128 +2144,101 @@ namespace OpenSim.Region.Framework.Scenes
2145 } 2144 }
2146 2145
2147 // Can't delete child prims 2146 // Can't delete child prims
2148 if (part != part.ParentGroup.RootPart) 2147 if (part != grp.RootPart)
2149 continue; 2148 continue;
2150 2149
2151 SceneObjectGroup grp = part.ParentGroup;
2152 if (grp.IsAttachment) 2150 if (grp.IsAttachment)
2153 continue; 2151 {
2152 if(!sp.IsGod || action != DeRezAction.Return || action != DeRezAction.Delete)
2153 continue;
2154 // this may break the attachment, but its a security action
2155 // viewers don't allow it anyways
2156 }
2154 2157
2155 // If child prims have invalid perms, fix them 2158 // If child prims have invalid perms, fix them
2156 grp.AdjustChildPrimPermissions(false); 2159 grp.AdjustChildPrimPermissions(false);
2157 2160
2158 if (remoteClient == null) 2161 switch (action)
2159 { 2162 {
2160 // Autoreturn has a null client. Nothing else does. So 2163 case DeRezAction.SaveToExistingUserInventoryItem:
2161 // allow only returns
2162 if (action != DeRezAction.Return)
2163 { 2164 {
2164 m_log.WarnFormat( 2165 if (Permissions.CanTakeCopyObject(grp, sp))
2165 "[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client", 2166 takeCopyGroups.Add(grp);
2166 action, grp.Name, grp.UUID); 2167 break;
2167 return;
2168 } 2168 }
2169 2169
2170 permissionToTakeCopy = false; 2170 case DeRezAction.TakeCopy:
2171 }
2172 else
2173 {
2174 if (action == DeRezAction.TakeCopy)
2175 { 2171 {
2176 if (!Permissions.CanTakeCopyObject(grp, sp)) 2172 if (Permissions.CanTakeCopyObject(grp, sp))
2177 permissionToTakeCopy = false; 2173 takeCopyGroups.Add(grp);
2174 break;
2178 } 2175 }
2179 else 2176
2177 case DeRezAction.Take:
2180 { 2178 {
2181 permissionToTakeCopy = false; 2179 if (Permissions.CanTakeObject(grp, sp))
2180 takeDeleteGroups.Add(grp);
2181 break;
2182 } 2182 }
2183 if (!Permissions.CanTakeObject(grp, sp))
2184 permissionToTake = false;
2185
2186 if (!Permissions.CanDeleteObject(grp, remoteClient))
2187 permissionToDelete = false;
2188 }
2189
2190 // Handle god perms
2191 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2192 {
2193 permissionToTake = true;
2194 permissionToTakeCopy = true;
2195 permissionToDelete = true;
2196 }
2197
2198 // If we're re-saving, we don't even want to delete
2199 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2200 permissionToDelete = false;
2201 2183
2202 // if we want to take a copy, we also don't want to delete 2184 case DeRezAction.GodTakeCopy:
2203 // Note: after this point, the permissionToTakeCopy flag
2204 // becomes irrelevant. It already includes the permissionToTake
2205 // permission and after excluding no copy items here, we can
2206 // just use that.
2207 if (action == DeRezAction.TakeCopy)
2208 {
2209 // If we don't have permission, stop right here
2210 if (!permissionToTakeCopy)
2211 { 2185 {
2212 remoteClient.SendAlertMessage("You don't have permission to take the object"); 2186 if((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2213 return; 2187 takeCopyGroups.Add(grp);
2188 break;
2214 } 2189 }
2215 2190
2216 permissionToTake = true; 2191 case DeRezAction.Delete:
2217 // Don't delete
2218 permissionToDelete = false;
2219 }
2220
2221 if (action == DeRezAction.Return)
2222 {
2223 if (remoteClient != null)
2224 { 2192 {
2225 if (Permissions.CanReturnObjects( 2193 if (Permissions.CanDeleteObject(grp, remoteClient))
2226 null,
2227 remoteClient,
2228 new List<SceneObjectGroup>() {grp}))
2229 { 2194 {
2230 permissionToTake = true; 2195 if(m_useTrashOnDelete || (sp.IsGod && grp.OwnerID != sp.UUID))
2231 permissionToDelete = true; 2196 takeDeleteGroups.Add(grp);
2232 if(AddToReturns) 2197 else
2233 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, 2198 deleteGroups.Add(grp);
2234 "parcel owner return");
2235 } 2199 }
2200 break;
2236 } 2201 }
2237 else // Auto return passes through here with null agent 2202
2203 case DeRezAction.Return:
2238 { 2204 {
2239 permissionToTake = true; 2205 if (remoteClient != null)
2240 permissionToDelete = true; 2206 {
2207 if (Permissions.CanReturnObjects( null, remoteClient, new List<SceneObjectGroup>() {grp}))
2208 {
2209 takeDeleteGroups.Add(grp);
2210 if (AddToReturns)
2211 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition,
2212 "parcel owner return");
2213 }
2214 }
2215 else // Auto return passes through here with null agent
2216 {
2217 takeDeleteGroups.Add(grp);
2218 }
2219 break;
2241 } 2220 }
2242 }
2243 2221
2244 if (permissionToDelete) 2222 default:
2245 { 2223 break;
2246 if (permissionToTake)
2247 takeDeleteGroups.Add(grp);
2248 else
2249 deleteGroups.Add(grp);
2250 deleteIDs.Add(grp.LocalId);
2251 } 2224 }
2252 else if(permissionToTake)
2253 takeGroups.Add(grp);
2254 } 2225 }
2255 2226
2256 SendKillObject(deleteIDs); 2227 if(deleteIDs.Count > 0)
2228 SendKillObject(deleteIDs);
2257 2229
2258 if (takeDeleteGroups.Count > 0) 2230 if (takeDeleteGroups.Count > 0)
2259 { 2231 {
2260 m_asyncSceneObjectDeleter.DeleteToInventory( 2232 m_asyncSceneObjectDeleter.DeleteToInventory(action, destinationID, takeDeleteGroups,
2261 action, destinationID, takeDeleteGroups, remoteClient, 2233 remoteClient, true);
2262 true);
2263 } 2234 }
2264 if (takeGroups.Count > 0) 2235
2236 if (takeCopyGroups.Count > 0)
2265 { 2237 {
2266 m_asyncSceneObjectDeleter.DeleteToInventory( 2238 m_asyncSceneObjectDeleter.DeleteToInventory(action, destinationID, takeCopyGroups,
2267 action, destinationID, takeGroups, remoteClient, 2239 remoteClient, false);
2268 false);
2269 } 2240 }
2241
2270 if (deleteGroups.Count > 0) 2242 if (deleteGroups.Count > 0)
2271 { 2243 {
2272 foreach (SceneObjectGroup g in deleteGroups) 2244 foreach (SceneObjectGroup g in deleteGroups)