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author | Justin Clark-Casey (justincc) | 2010-07-14 17:13:04 +0100 |
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committer | Justin Clark-Casey (justincc) | 2010-07-14 17:13:04 +0100 |
commit | 0080c3b1f4467224885323e7198c91d7e221f75b (patch) | |
tree | 82fcfd5dd7fd3c9df8c467e5a423b792357384b3 /OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |
parent | Fix obvious bug in XInventoryService.GetFolderItems() which was preventing th... (diff) | |
parent | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.Inventory.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 141 |
1 files changed, 106 insertions, 35 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 9ba13ae..2578685 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -265,6 +265,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
265 | public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID, | 265 | public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID, |
266 | UUID itemID, InventoryItemBase itemUpd) | 266 | UUID itemID, InventoryItemBase itemUpd) |
267 | { | 267 | { |
268 | // This one will let people set next perms on items in agent | ||
269 | // inventory. Rut-Roh. Whatever. Make this secure. Yeah. | ||
270 | // | ||
271 | // Passing something to another avatar or a an object will already | ||
268 | InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); | 272 | InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); |
269 | item = InventoryService.GetItem(item); | 273 | item = InventoryService.GetItem(item); |
270 | 274 | ||
@@ -274,11 +278,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
274 | { | 278 | { |
275 | item.Name = itemUpd.Name; | 279 | item.Name = itemUpd.Name; |
276 | item.Description = itemUpd.Description; | 280 | item.Description = itemUpd.Description; |
277 | item.NextPermissions = itemUpd.NextPermissions; | 281 | item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions; |
278 | item.CurrentPermissions |= 8; // Slam! | 282 | item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions; |
279 | item.EveryOnePermissions = itemUpd.EveryOnePermissions; | 283 | item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions; |
280 | item.GroupPermissions = itemUpd.GroupPermissions; | ||
281 | |||
282 | item.GroupID = itemUpd.GroupID; | 284 | item.GroupID = itemUpd.GroupID; |
283 | item.GroupOwned = itemUpd.GroupOwned; | 285 | item.GroupOwned = itemUpd.GroupOwned; |
284 | item.CreationDate = itemUpd.CreationDate; | 286 | item.CreationDate = itemUpd.CreationDate; |
@@ -384,28 +386,103 @@ namespace OpenSim.Region.Framework.Scenes | |||
384 | 386 | ||
385 | if (Permissions.PropagatePermissions() && recipient != senderId) | 387 | if (Permissions.PropagatePermissions() && recipient != senderId) |
386 | { | 388 | { |
387 | // First, make sore base is limited to the next perms | 389 | // Trying to do this right this time. This is evil. If |
388 | itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move); | 390 | // you believe in Good, go elsewhere. Vampires and other |
389 | // By default, current equals base | 391 | // evil creatores only beyond this point. You have been |
390 | itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions; | 392 | // warned. |
391 | 393 | ||
392 | // If this is an object, replace current perms | 394 | // We're going to mask a lot of things by the next perms |
393 | // with folded perms | 395 | // Tweak the next perms to be nicer to our data |
396 | // | ||
397 | // In this mask, all the bits we do NOT want to mess | ||
398 | // with are set. These are: | ||
399 | // | ||
400 | // Transfer | ||
401 | // Copy | ||
402 | // Modufy | ||
403 | uint permsMask = ~ ((uint)PermissionMask.Copy | | ||
404 | (uint)PermissionMask.Transfer | | ||
405 | (uint)PermissionMask.Modify); | ||
406 | |||
407 | // Now, reduce the next perms to the mask bits | ||
408 | // relevant to the operation | ||
409 | uint nextPerms = permsMask | (item.NextPermissions & | ||
410 | ((uint)PermissionMask.Copy | | ||
411 | (uint)PermissionMask.Transfer | | ||
412 | (uint)PermissionMask.Modify)); | ||
413 | |||
414 | // nextPerms now has all bits set, except for the actual | ||
415 | // next permission bits. | ||
416 | |||
417 | // This checks for no mod, no copy, no trans. | ||
418 | // This indicates an error or messed up item. Do it like | ||
419 | // SL and assume trans | ||
420 | if (nextPerms == permsMask) | ||
421 | nextPerms |= (uint)PermissionMask.Transfer; | ||
422 | |||
423 | // Inventory owner perms are the logical AND of the | ||
424 | // folded perms and the root prim perms, however, if | ||
425 | // the root prim is mod, the inventory perms will be | ||
426 | // mod. This happens on "take" and is of little concern | ||
427 | // here, save for preventing escalation | ||
428 | |||
429 | // This hack ensures that items previously permalocked | ||
430 | // get unlocked when they're passed or rezzed | ||
431 | uint basePerms = item.BasePermissions | | ||
432 | (uint)PermissionMask.Move; | ||
433 | uint ownerPerms = item.CurrentPermissions; | ||
434 | |||
435 | // If this is an object, root prim perms may be more | ||
436 | // permissive than folded perms. Use folded perms as | ||
437 | // a mask | ||
394 | if (item.InvType == (int)InventoryType.Object) | 438 | if (item.InvType == (int)InventoryType.Object) |
395 | { | 439 | { |
396 | itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); | 440 | // Create a safe mask for the current perms |
397 | itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13; | 441 | uint foldedPerms = (item.CurrentPermissions & 7) << 13; |
442 | foldedPerms |= permsMask; | ||
443 | |||
444 | bool isRootMod = (item.CurrentPermissions & | ||
445 | (uint)PermissionMask.Modify) != 0 ? | ||
446 | true : false; | ||
447 | |||
448 | // Mask the owner perms to the folded perms | ||
449 | ownerPerms &= foldedPerms; | ||
450 | basePerms &= foldedPerms; | ||
451 | |||
452 | // If the root was mod, let the mask reflect that | ||
453 | // We also need to adjust the base here, because | ||
454 | // we should be able to edit in-inventory perms | ||
455 | // for the root prim, if it's mod. | ||
456 | if (isRootMod) | ||
457 | { | ||
458 | ownerPerms |= (uint)PermissionMask.Modify; | ||
459 | basePerms |= (uint)PermissionMask.Modify; | ||
460 | } | ||
398 | } | 461 | } |
399 | 462 | ||
400 | // Ensure there is no escalation | 463 | // These will be applied to the root prim at next rez. |
401 | itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move); | 464 | // The slam bit (bit 3) and folded permission (bits 0-2) |
465 | // are preserved due to the above mangling | ||
466 | ownerPerms &= nextPerms; | ||
467 | |||
468 | // Mask the base permissions. This is a conservative | ||
469 | // approach altering only the three main perms | ||
470 | basePerms &= nextPerms; | ||
402 | 471 | ||
403 | // Need slam bit on xfer | 472 | // Assign to the actual item. Make sure the slam bit is |
404 | itemCopy.CurrentPermissions |= 8; | 473 | // set, if it wasn't set before. |
474 | itemCopy.BasePermissions = basePerms; | ||
475 | itemCopy.CurrentPermissions = ownerPerms | 16; // Slam | ||
405 | 476 | ||
406 | itemCopy.NextPermissions = item.NextPermissions; | 477 | itemCopy.NextPermissions = item.NextPermissions; |
407 | 478 | ||
408 | itemCopy.EveryOnePermissions = 0; | 479 | // This preserves "everyone can move" |
480 | itemCopy.EveryOnePermissions = item.EveryOnePermissions & | ||
481 | nextPerms; | ||
482 | |||
483 | // Intentionally killing "share with group" here, as | ||
484 | // the recipient will not have the group this is | ||
485 | // set to | ||
409 | itemCopy.GroupPermissions = 0; | 486 | itemCopy.GroupPermissions = 0; |
410 | } | 487 | } |
411 | else | 488 | else |
@@ -903,7 +980,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
903 | else | 980 | else |
904 | agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; | 981 | agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; |
905 | 982 | ||
906 | agentItem.CurrentPermissions |= 8; | 983 | agentItem.CurrentPermissions |= 16; // Slam |
907 | agentItem.NextPermissions = taskItem.NextPermissions; | 984 | agentItem.NextPermissions = taskItem.NextPermissions; |
908 | agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); | 985 | agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); |
909 | agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; | 986 | agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; |
@@ -1094,7 +1171,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1094 | (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); | 1171 | (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); |
1095 | destTaskItem.BasePermissions = srcTaskItem.BasePermissions & | 1172 | destTaskItem.BasePermissions = srcTaskItem.BasePermissions & |
1096 | (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); | 1173 | (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); |
1097 | destTaskItem.CurrentPermissions |= 8; // Slam! | 1174 | destTaskItem.CurrentPermissions |= 16; // Slam! |
1098 | } | 1175 | } |
1099 | } | 1176 | } |
1100 | 1177 | ||
@@ -1478,7 +1555,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1478 | srcTaskItem.NextPermissions; | 1555 | srcTaskItem.NextPermissions; |
1479 | destTaskItem.BasePermissions = srcTaskItem.BasePermissions & | 1556 | destTaskItem.BasePermissions = srcTaskItem.BasePermissions & |
1480 | srcTaskItem.NextPermissions; | 1557 | srcTaskItem.NextPermissions; |
1481 | destTaskItem.CurrentPermissions |= 8; // Slam! | 1558 | destTaskItem.CurrentPermissions |= 16; // Slam! |
1482 | } | 1559 | } |
1483 | } | 1560 | } |
1484 | 1561 | ||
@@ -1864,17 +1941,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1864 | 1941 | ||
1865 | group.SetGroup(sourcePart.GroupID, null); | 1942 | group.SetGroup(sourcePart.GroupID, null); |
1866 | 1943 | ||
1867 | if (rootPart.OwnerID != item.OwnerID) | 1944 | if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0) |
1868 | { | 1945 | { |
1869 | if (Permissions.PropagatePermissions()) | 1946 | if (Permissions.PropagatePermissions()) |
1870 | { | 1947 | { |
1871 | if ((item.CurrentPermissions & 8) != 0) | 1948 | foreach (SceneObjectPart part in partList) |
1872 | { | 1949 | { |
1873 | foreach (SceneObjectPart part in partList) | 1950 | part.EveryoneMask = item.EveryonePermissions; |
1874 | { | 1951 | part.NextOwnerMask = item.NextPermissions; |
1875 | part.EveryoneMask = item.EveryonePermissions; | ||
1876 | part.NextOwnerMask = item.NextPermissions; | ||
1877 | } | ||
1878 | } | 1952 | } |
1879 | group.ApplyNextOwnerPermissions(); | 1953 | group.ApplyNextOwnerPermissions(); |
1880 | } | 1954 | } |
@@ -1882,17 +1956,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1882 | 1956 | ||
1883 | foreach (SceneObjectPart part in partList) | 1957 | foreach (SceneObjectPart part in partList) |
1884 | { | 1958 | { |
1885 | if (part.OwnerID != item.OwnerID) | 1959 | if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0) |
1886 | { | 1960 | { |
1887 | part.LastOwnerID = part.OwnerID; | 1961 | part.LastOwnerID = part.OwnerID; |
1888 | part.OwnerID = item.OwnerID; | 1962 | part.OwnerID = item.OwnerID; |
1889 | part.Inventory.ChangeInventoryOwner(item.OwnerID); | 1963 | part.Inventory.ChangeInventoryOwner(item.OwnerID); |
1890 | } | 1964 | } |
1891 | else if ((item.CurrentPermissions & 8) != 0) // Slam! | 1965 | part.EveryoneMask = item.EveryonePermissions; |
1892 | { | 1966 | part.NextOwnerMask = item.NextPermissions; |
1893 | part.EveryoneMask = item.EveryonePermissions; | ||
1894 | part.NextOwnerMask = item.NextPermissions; | ||
1895 | } | ||
1896 | } | 1967 | } |
1897 | 1968 | ||
1898 | rootPart.TrimPermissions(); | 1969 | rootPart.TrimPermissions(); |