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authorMelanie Thielker2017-01-13 23:47:26 +0000
committerMelanie Thielker2017-01-13 23:47:26 +0000
commitda51edb5fe117b96d2a3761a3b735776c8cb05cb (patch)
tree2cdae3825abcda8e26fbd6cbe343a28433c51ca1 /OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
parentMerge branch 'master' of opensimulator.org:/var/git/opensim (diff)
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Fix the new permissions error introduced with the inventory fix
The fix to allow setting perms in inventory accidentally caused folded permissions to be used as a mask for the next owner perms. The current solution isn't optimal but better than anything else we have had. Legacy objects may experience a net loss of permissions if trying to set their perms in inventory, this is deemed preferable to the prior privilege escalation possibility. New items will handle properly.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.Inventory.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs34
1 files changed, 24 insertions, 10 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index cb06540..0d09cef 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -647,7 +647,8 @@ namespace OpenSim.Region.Framework.Scenes
647 // Modify 647 // Modify
648 uint permsMask = ~ ((uint)PermissionMask.Copy | 648 uint permsMask = ~ ((uint)PermissionMask.Copy |
649 (uint)PermissionMask.Transfer | 649 (uint)PermissionMask.Transfer |
650 (uint)PermissionMask.Modify); 650 (uint)PermissionMask.Modify |
651 (uint)PermissionMask.Export);
651 652
652 // Now, reduce the next perms to the mask bits 653 // Now, reduce the next perms to the mask bits
653 // relevant to the operation 654 // relevant to the operation
@@ -677,6 +678,23 @@ namespace OpenSim.Region.Framework.Scenes
677 (uint)PermissionMask.Move; 678 (uint)PermissionMask.Move;
678 uint ownerPerms = item.CurrentPermissions; 679 uint ownerPerms = item.CurrentPermissions;
679 680
681 // These will be applied to the root prim at next rez.
682 // The legacy slam bit (bit 3) and folded permission (bits 0-2)
683 // are preserved due to the above mangling
684 ownerPerms &= nextPerms;
685
686 // Mask the base permissions. This is a conservative
687 // approach altering only the three main perms
688 basePerms &= nextPerms;
689
690 // Mask out the folded portion of the base mask.
691 // While the owner mask carries the actual folded
692 // permissions, the base mask carries the original
693 // base mask, before masking with the folded perms.
694 // We need this later for rezzing.
695 basePerms &= ~(uint)PermissionMask.FoldedMask;
696 basePerms |= ((basePerms >> 13) & 7) | (((basePerms & (uint)PermissionMask.Export) != 0) ? (uint)PermissionMask.FoldedExport : 0);
697
680 // If this is an object, root prim perms may be more 698 // If this is an object, root prim perms may be more
681 // permissive than folded perms. Use folded perms as 699 // permissive than folded perms. Use folded perms as
682 // a mask 700 // a mask
@@ -684,6 +702,9 @@ namespace OpenSim.Region.Framework.Scenes
684 { 702 {
685 // Create a safe mask for the current perms 703 // Create a safe mask for the current perms
686 uint foldedPerms = (item.CurrentPermissions & 7) << 13; 704 uint foldedPerms = (item.CurrentPermissions & 7) << 13;
705 if ((item.CurrentPermissions & (uint)PermissionMask.FoldedExport) != 0)
706 foldedPerms |= (uint)PermissionMask.Export;
707
687 foldedPerms |= permsMask; 708 foldedPerms |= permsMask;
688 709
689 bool isRootMod = (item.CurrentPermissions & 710 bool isRootMod = (item.CurrentPermissions &
@@ -691,6 +712,8 @@ namespace OpenSim.Region.Framework.Scenes
691 true : false; 712 true : false;
692 713
693 // Mask the owner perms to the folded perms 714 // Mask the owner perms to the folded perms
715 // Note that this is only to satisfy the viewer.
716 // The effect of this will be reversed on rez.
694 ownerPerms &= foldedPerms; 717 ownerPerms &= foldedPerms;
695 basePerms &= foldedPerms; 718 basePerms &= foldedPerms;
696 719
@@ -705,15 +728,6 @@ namespace OpenSim.Region.Framework.Scenes
705 } 728 }
706 } 729 }
707 730
708 // These will be applied to the root prim at next rez.
709 // The slam bit (bit 3) and folded permission (bits 0-2)
710 // are preserved due to the above mangling
711 ownerPerms &= nextPerms;
712
713 // Mask the base permissions. This is a conservative
714 // approach altering only the three main perms
715 basePerms &= nextPerms;
716
717 // Assign to the actual item. Make sure the slam bit is 731 // Assign to the actual item. Make sure the slam bit is
718 // set, if it wasn't set before. 732 // set, if it wasn't set before.
719 itemCopy.BasePermissions = basePerms; 733 itemCopy.BasePermissions = basePerms;