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authorMelanie Thielker2010-07-13 20:40:23 +0200
committerMelanie Thielker2010-07-13 20:40:23 +0200
commit89c1c5c35a7665315e66e46276d1b6066f3cf2b8 (patch)
treeb1edf0bac0289ea41b62b7d21672343d7546292c /OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
parentAdd CreateSelected flag onto objects rezzed from inventory (diff)
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Revamp the permissions propagation. This MAY mess up. Please test.
Change the slam bit from 3 to 4. Assume the old slam bit is always set. The new slam bit is a "changed owner" bit, correcting a bug where an item passed from the creator to another with less than full perms, then back (sale test) would arrive back full perm. Lots of in-code docs.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.Inventory.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs134
1 files changed, 99 insertions, 35 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 38a5456..5796194 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -280,6 +280,10 @@ namespace OpenSim.Region.Framework.Scenes
280 public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID, 280 public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
281 UUID itemID, InventoryItemBase itemUpd) 281 UUID itemID, InventoryItemBase itemUpd)
282 { 282 {
283 // This one will let people set next perms on items in agent
284 // inventory. Rut-Roh. Whatever. Make this secure. Yeah.
285 //
286 // Passing something to another avatar or a an object will already
283 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 287 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
284 item = InventoryService.GetItem(item); 288 item = InventoryService.GetItem(item);
285 289
@@ -289,11 +293,9 @@ namespace OpenSim.Region.Framework.Scenes
289 { 293 {
290 item.Name = itemUpd.Name; 294 item.Name = itemUpd.Name;
291 item.Description = itemUpd.Description; 295 item.Description = itemUpd.Description;
292 item.NextPermissions = itemUpd.NextPermissions; 296 item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
293 item.CurrentPermissions |= 8; // Slam! 297 item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
294 item.EveryOnePermissions = itemUpd.EveryOnePermissions; 298 item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
295 item.GroupPermissions = itemUpd.GroupPermissions;
296
297 item.GroupID = itemUpd.GroupID; 299 item.GroupID = itemUpd.GroupID;
298 item.GroupOwned = itemUpd.GroupOwned; 300 item.GroupOwned = itemUpd.GroupOwned;
299 item.CreationDate = itemUpd.CreationDate; 301 item.CreationDate = itemUpd.CreationDate;
@@ -399,28 +401,96 @@ namespace OpenSim.Region.Framework.Scenes
399 401
400 if (Permissions.PropagatePermissions() && recipient != senderId) 402 if (Permissions.PropagatePermissions() && recipient != senderId)
401 { 403 {
402 // First, make sore base is limited to the next perms 404 // Trying to do this right this time. This is evil. If
403 itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move); 405 // you believe in Good, go elsewhere. Vampires and other
404 // By default, current equals base 406 // evil creatores only beyond this point. You have been
405 itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions; 407 // warned.
406 408
407 // If this is an object, replace current perms 409 // We're going to mask a lot of things by the next perms
408 // with folded perms 410 // Tweak the next perms to be nicer to our data
411 //
412 // In this mask, all the bits we do NOT want to mess
413 // with are set. These are:
414 //
415 // Transfer
416 // Copy
417 // Modufy
418 uint permsMask = ~ ((uint)PermissionMask.Copy |
419 (uint)PermissionMask.Transfer |
420 (uint)PermissionMask.Modify);
421
422 // Now, reduce the next perms to the mask bits
423 // relevant to the operation
424 uint nextPerms = permsMask | (item.NextPermissions &
425 ((uint)PermissionMask.Copy |
426 (uint)PermissionMask.Transfer |
427 (uint)PermissionMask.Modify));
428
429 // nextPerms now has all bits set, except for the actual
430 // next permission bits.
431
432 // This checks for no mod, no copy, no trans.
433 // This indicates an error or messed up item. Do it like
434 // SL and assume trans
435 if (nextPerms == permsMask)
436 nextPerms |= (uint)PermissionMask.Transfer;
437
438 // Inventory owner perms are the logical AND of the
439 // folded perms and the root prim perms, however, if
440 // the root prim is mod, the inventory perms will be
441 // mod. This happens on "take" and is of little concern
442 // here, save for preventing escalation
443
444 // This hack ensures that items previously permalocked
445 // get unlocked when they're passed or rezzed
446 uint basePerms = item.BasePermissions |
447 (uint)PermissionMask.Move;
448 uint ownerPerms = item.CurrentPermissions;
449
450 // Mask the base permissions. This is a conservative
451 // approach altering only the three main perms
452 basePerms &= nextPerms;
453
454 // If this is an object, root prim perms may be more
455 // permissive than folded perms. Use folded perms as
456 // a mask
409 if (item.InvType == (int)InventoryType.Object) 457 if (item.InvType == (int)InventoryType.Object)
410 { 458 {
411 itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); 459 // Create a safe mask for the current perms
412 itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13; 460 uint foldedPerms = (item.CurrentPermissions & 7) << 13;
461 foldedPerms |= permsMask;
462
463 bool isRootMod = (item.CurrentPermissions &
464 (uint)PermissionMask.Modify) != 0 ?
465 true : false;
466
467 // Mask the owner perms to the folded perms
468 ownerPerms &= foldedPerms;
469
470 // If the root was mod, let the mask reflect that
471 if (isRootMod)
472 ownerPerms |= (uint)PermissionMask.Modify;
413 } 473 }
414 474
415 // Ensure there is no escalation 475 // These will be applied to the root prim at next rez.
416 itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move); 476 // The slam bit (bit 3) and folded permission (bits 0-2)
477 // are preserved due to the above mangling
478 ownerPerms &= nextPerms;
417 479
418 // Need slam bit on xfer 480 // Assign to the actual item. Make sure the slam bit is
419 itemCopy.CurrentPermissions |= 8; 481 // set, if it wasn't set before.
482 itemCopy.BasePermissions = basePerms;
483 itemCopy.CurrentPermissions = ownerPerms | 16; // Slam
420 484
421 itemCopy.NextPermissions = item.NextPermissions; 485 itemCopy.NextPermissions = item.NextPermissions;
422 486
423 itemCopy.EveryOnePermissions = 0; 487 // This preserves "everyone can move"
488 itemCopy.EveryOnePermissions = item.EveryOnePermissions &
489 nextPerms;
490
491 // Intentionally killing "share with group" here, as
492 // the recipient will not have the group this is
493 // set to
424 itemCopy.GroupPermissions = 0; 494 itemCopy.GroupPermissions = 0;
425 } 495 }
426 else 496 else
@@ -922,7 +992,7 @@ namespace OpenSim.Region.Framework.Scenes
922 else 992 else
923 agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; 993 agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
924 994
925 agentItem.CurrentPermissions |= 8; 995 agentItem.CurrentPermissions |= 16; // Slam
926 agentItem.NextPermissions = taskItem.NextPermissions; 996 agentItem.NextPermissions = taskItem.NextPermissions;
927 agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); 997 agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
928 agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; 998 agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
@@ -1113,7 +1183,7 @@ namespace OpenSim.Region.Framework.Scenes
1113 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); 1183 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
1114 destTaskItem.BasePermissions = srcTaskItem.BasePermissions & 1184 destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
1115 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); 1185 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
1116 destTaskItem.CurrentPermissions |= 8; // Slam! 1186 destTaskItem.CurrentPermissions |= 16; // Slam!
1117 } 1187 }
1118 } 1188 }
1119 1189
@@ -1497,7 +1567,7 @@ namespace OpenSim.Region.Framework.Scenes
1497 srcTaskItem.NextPermissions; 1567 srcTaskItem.NextPermissions;
1498 destTaskItem.BasePermissions = srcTaskItem.BasePermissions & 1568 destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
1499 srcTaskItem.NextPermissions; 1569 srcTaskItem.NextPermissions;
1500 destTaskItem.CurrentPermissions |= 8; // Slam! 1570 destTaskItem.CurrentPermissions |= 16; // Slam!
1501 } 1571 }
1502 } 1572 }
1503 1573
@@ -1889,17 +1959,14 @@ namespace OpenSim.Region.Framework.Scenes
1889 1959
1890 group.SetGroup(sourcePart.GroupID, null); 1960 group.SetGroup(sourcePart.GroupID, null);
1891 1961
1892 if (rootPart.OwnerID != item.OwnerID) 1962 if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
1893 { 1963 {
1894 if (Permissions.PropagatePermissions()) 1964 if (Permissions.PropagatePermissions())
1895 { 1965 {
1896 if ((item.CurrentPermissions & 8) != 0) 1966 foreach (SceneObjectPart part in partList)
1897 { 1967 {
1898 foreach (SceneObjectPart part in partList) 1968 part.EveryoneMask = item.EveryonePermissions;
1899 { 1969 part.NextOwnerMask = item.NextPermissions;
1900 part.EveryoneMask = item.EveryonePermissions;
1901 part.NextOwnerMask = item.NextPermissions;
1902 }
1903 } 1970 }
1904 group.ApplyNextOwnerPermissions(); 1971 group.ApplyNextOwnerPermissions();
1905 } 1972 }
@@ -1907,17 +1974,14 @@ namespace OpenSim.Region.Framework.Scenes
1907 1974
1908 foreach (SceneObjectPart part in partList) 1975 foreach (SceneObjectPart part in partList)
1909 { 1976 {
1910 if (part.OwnerID != item.OwnerID) 1977 if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
1911 { 1978 {
1912 part.LastOwnerID = part.OwnerID; 1979 part.LastOwnerID = part.OwnerID;
1913 part.OwnerID = item.OwnerID; 1980 part.OwnerID = item.OwnerID;
1914 part.Inventory.ChangeInventoryOwner(item.OwnerID); 1981 part.Inventory.ChangeInventoryOwner(item.OwnerID);
1915 } 1982 }
1916 else if ((item.CurrentPermissions & 8) != 0) // Slam! 1983 part.EveryoneMask = item.EveryonePermissions;
1917 { 1984 part.NextOwnerMask = item.NextPermissions;
1918 part.EveryoneMask = item.EveryonePermissions;
1919 part.NextOwnerMask = item.NextPermissions;
1920 }
1921 } 1985 }
1922 1986
1923 rootPart.TrimPermissions(); 1987 rootPart.TrimPermissions();