From 3a8dd24fd1c1aead0a81a4a9d63b59bbf9f10855 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Thu, 4 May 2017 11:37:13 +0100
Subject: move deep effective permissions aggregation to first time use and
not on changes. There flag it is need with InvalidateDeepEffectivePerms().
Add config options PropagateGroupShareOutwards and PropagateAnyOneOutwards
---
OpenSim/Region/Framework/Scenes/Scene.cs | 18 +++-
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 +-
.../Framework/Scenes/SceneObjectGroup.Inventory.cs | 98 +++++-----------------
.../Region/Framework/Scenes/SceneObjectGroup.cs | 2 +-
.../Framework/Scenes/SceneObjectPartInventory.cs | 2 +-
.../Scenes/Serialization/SceneObjectSerializer.cs | 4 +-
.../Scenes/Serialization/SceneXmlLoader.cs | 2 +-
7 files changed, 45 insertions(+), 83 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 715ae5c..205a321 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -239,6 +239,16 @@ namespace OpenSim.Region.Framework.Scenes
public bool LegacySitOffsets = true;
///
+ /// set false to not propagare group rights outwards as legacy did
+ ///
+ public bool PropagateGroupShareOutwards = true;
+
+ ///
+ /// set false to not propagare Everyone rights outwards as legacy did
+ ///
+ public bool PropagateAnyOneOutwards = true;
+
+ ///
/// Can avatars cross from and to this region?
///
public bool AllowAvatarCrossing { get; set; }
@@ -978,7 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
m_maxDrawDistance = startupConfig.GetFloat("MaxDrawDistance", m_maxDrawDistance);
m_maxRegionViewDistance = startupConfig.GetFloat("MaxRegionsViewDistance", m_maxRegionViewDistance);
+ // old versions compatibility
LegacySitOffsets = startupConfig.GetBoolean("LegacySitOffsets", LegacySitOffsets);
+ PropagateGroupShareOutwards = startupConfig.GetBoolean("PropagateGroupShareOutwards", PropagateGroupShareOutwards);
+ PropagateAnyOneOutwards = startupConfig.GetBoolean("PropagateAnyOneOutwards", PropagateAnyOneOutwards);
if (m_defaultDrawDistance > m_maxDrawDistance)
m_defaultDrawDistance = m_maxDrawDistance;
@@ -2390,8 +2403,9 @@ namespace OpenSim.Region.Framework.Scenes
EventManager.TriggerOnSceneObjectLoaded(group);
SceneObjectPart rootPart = group.GetPart(group.UUID);
rootPart.Flags &= ~PrimFlags.Scripted;
- group.AggregateDeepPerms();
+
rootPart.TrimPermissions();
+ group.InvalidateDeepEffectivePerms();
// Don't do this here - it will get done later on when sculpt data is loaded.
// group.CheckSculptAndLoad();
@@ -2662,7 +2676,7 @@ namespace OpenSim.Region.Framework.Scenes
if (UserManagementModule != null)
sceneObject.RootPart.CreatorIdentification = UserManagementModule.GetUserUUI(ownerID);
- sceneObject.AggregateDeepPerms();
+ sceneObject.InvalidateDeepEffectivePerms();;
sceneObject.ScheduleGroupForFullUpdate();
return sceneObject;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a005068..91d2879 100755
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -343,7 +343,7 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.ForceInventoryPersistence();
sceneObject.HasGroupChanged = true;
}
- sceneObject.AggregateDeepPerms();
+ sceneObject.InvalidateDeepEffectivePerms();
return ret;
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 36844a9..95a5887 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -254,13 +254,26 @@ namespace OpenSim.Region.Framework.Scenes
// new test code, to place in better place later
private object m_PermissionsLock = new object();
private bool m_EffectivePermsInvalid = true;
+ private bool m_DeepEffectivePermsInvalid = true;
+ // should called when parts chanced by their contents did not, so we know their cacche is valid
+ // in case of doubt call InvalidateDeepEffectivePerms(), it only costs a bit more cpu time
public void InvalidateEffectivePerms()
{
lock(m_PermissionsLock)
m_EffectivePermsInvalid = true;
}
+ // should called when parts chanced and their contents where accounted for
+ public void InvalidateDeepEffectivePerms()
+ {
+ lock(m_PermissionsLock)
+ {
+ m_DeepEffectivePermsInvalid = true;
+ m_EffectivePermsInvalid = true;
+ }
+ }
+
private uint m_EffectiveEveryOnePerms;
public uint EffectiveEveryOnePerms
{
@@ -317,79 +330,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- // aggregates perms scanning parts and their contents
- // AggregatePerms does same using cached parts content perms
- public void AggregateDeepPerms()
- {
- lock(m_PermissionsLock)
- {
- // aux
- const uint allmask = (uint)PermissionMask.AllEffective;
- const uint movemodmask = (uint)(PermissionMask.Move | PermissionMask.Modify);
- const uint copytransfermask = (uint)(PermissionMask.Copy | PermissionMask.Transfer);
-
- uint basePerms = (RootPart.BaseMask & allmask) | (uint)PermissionMask.Move;
- bool noBaseTransfer = (basePerms & (uint)PermissionMask.Transfer) == 0;
-
- uint rootOwnerPerms = RootPart.OwnerMask;
- uint owner = rootOwnerPerms;
- uint rootGroupPerms = RootPart.GroupMask;
- uint group = rootGroupPerms;
- uint rootEveryonePerms = RootPart.EveryoneMask;
- uint everyone = rootEveryonePerms;
-
- // date is time of writing april 30th 2017
- bool newObject = (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994);
- SceneObjectPart[] parts = m_parts.GetArray();
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
- part.AggregateInnerPerms();
- owner &= part.AggregatedInnerOwnerPerms;
- group &= part.AggregatedInnerGroupPerms;
- if(newObject)
- everyone &= part.AggregatedInnerEveryonePerms;
- }
- // recover modify and move
- rootOwnerPerms &= movemodmask;
- owner |= rootOwnerPerms;
- if((owner & copytransfermask) == 0)
- owner |= (uint)PermissionMask.Transfer;
-
- owner &= basePerms;
- m_EffectiveOwnerPerms = owner;
- uint ownertransfermask = owner & (uint)PermissionMask.Transfer;
-
- // recover modify and move
- rootGroupPerms &= movemodmask;
- group |= rootGroupPerms;
- if(noBaseTransfer)
- group &=~(uint)PermissionMask.Copy;
- else
- group |= ownertransfermask;
-
- uint groupOrEveryone = group;
- m_EffectiveGroupPerms = group & owner;
-
- // recover move
- rootEveryonePerms &= (uint)PermissionMask.Move;
- everyone |= rootEveryonePerms;
- everyone &= ~(uint)PermissionMask.Modify;
- if(noBaseTransfer)
- everyone &=~(uint)PermissionMask.Copy;
- else
- everyone |= ownertransfermask;
-
- groupOrEveryone |= everyone;
-
- m_EffectiveEveryOnePerms = everyone & owner;
- m_EffectiveGroupOrEveryOnePerms = groupOrEveryone & owner;
- m_EffectivePermsInvalid = false;
- }
- }
-
- // aggregates perms scanning parts, assuming their contents was already aggregated and cached
- // ie is AggregateDeepPerms without the part.AggregateInnerPerms() call on parts loop
public void AggregatePerms()
{
lock(m_PermissionsLock)
@@ -410,15 +350,22 @@ namespace OpenSim.Region.Framework.Scenes
uint everyone = rootEveryonePerms;
bool needUpdate = false;
+ bool propGroupOut = Scene.PropagateGroupShareOutwards;
// date is time of writing april 30th 2017
- bool newObject = (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994);
+ bool propAnyOut = Scene.PropagateAnyOneOutwards & (RootPart.CreationDate == 0 || RootPart.CreationDate > 1493574994);
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
+
+ if(m_DeepEffectivePermsInvalid)
+ part.AggregateInnerPerms();
+
owner &= part.AggregatedInnerOwnerPerms;
group &= part.AggregatedInnerGroupPerms;
- if(newObject)
+ if(propGroupOut)
+ group &= part.AggregatedInnerGroupPerms;
+ if(propAnyOut)
everyone &= part.AggregatedInnerEveryonePerms;
}
// recover modify and move
@@ -477,6 +424,7 @@ namespace OpenSim.Region.Framework.Scenes
m_EffectiveGroupOrEveryOnePerms = tmpPerms;
}
+ m_DeepEffectivePermsInvalid = false;
m_EffectivePermsInvalid = false;
if(needUpdate)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e73795e..512656b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2677,7 +2677,7 @@ namespace OpenSim.Region.Framework.Scenes
if (dupe.m_rootPart.PhysActor != null)
dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
- dupe.AggregateDeepPerms();
+ dupe.InvalidateDeepEffectivePerms();
dupe.HasGroupChanged = true;
dupe.AttachToBackup();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 4df1f27..21bc19e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -979,7 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// old code end
rootPart.TrimPermissions();
- group.AggregateDeepPerms();
+ group.InvalidateDeepEffectivePerms();
}
return true;
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 87d1ace..892403b 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -114,7 +114,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
// Script state may, or may not, exist. Not having any, is NOT
// ever a problem.
sceneObject.LoadScriptState(reader);
- sceneObject.AggregateDeepPerms();
+ sceneObject.InvalidateDeepEffectivePerms();
return sceneObject;
}
@@ -278,7 +278,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
// Script state may, or may not, exist. Not having any, is NOT
// ever a problem.
sceneObject.LoadScriptState(doc);
- sceneObject.AggregatePerms();
+// sceneObject.AggregatePerms();
return sceneObject;
}
catch (Exception e)
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs
index 0f022dd..34fdb6d 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs
@@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
//obj.RegenerateFullIDs();
scene.AddNewSceneObject(obj, true);
- obj.AggregateDeepPerms();
+ obj.InvalidateDeepEffectivePerms();
}
}
else
--
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