aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs
blob: de027026740de1020335c5ea57582295b069c7bc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSim Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using libsecondlife;
using Nini.Config;

using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;

namespace OpenSim.Region.Environment.Modules.World.Permissions
{
    public class PermissionsModule : IRegionModule, IScenePermissions
    {
        protected Scene m_scene;

        // These are here for testing.  They will be taken out
        
        //private uint PERM_ALL = (uint)2147483647;
        private uint PERM_COPY = (uint)32768;
        //private uint PERM_MODIFY = (uint)16384;
        private uint PERM_MOVE = (uint)524288;
        //private uint PERM_TRANS = (uint)8192;
        private uint PERM_LOCKED = (uint)540672;
        
        // Bypasses the permissions engine 
        private bool m_bypassPermissions = false;

        public bool BypassPermissions
        {
            get { return m_bypassPermissions; }
            set { m_bypassPermissions = value; }
        }

        #region IRegionModule Members

        public void Initialise(Scene scene, IConfigSource config)
        {
            m_scene = scene;
            
            // FIXME: Possibly move all permissions related stuff to its own section
            IConfig myConfig = config.Configs["Startup"];
            
            m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", false);            
            
            m_scene.RegisterModuleInterface<IScenePermissions>(this);
        }

        public void PostInitialise()
        {
        }

        public void Close()
        {
        }

        public string Name
        {
            get { return "PermissionsModule"; }
        }

        public bool IsSharedModule
        {
            get { return false; }
        }

        #endregion        

        protected virtual void SendPermissionError(LLUUID user, string reason)
        {
            m_scene.EventManager.TriggerPermissionError(user, reason);
        }

        protected virtual bool IsAdministrator(LLUUID user)
        {
            if (m_bypassPermissions)
            {
                return true;
            }

            // If there is no master avatar, return false
            if (m_scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
            {
                return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
            }

            return false;
        }

        public virtual bool IsEstateManager(LLUUID user)
        {
            if (m_bypassPermissions)
            {
                return true;
            }

            if (user != LLUUID.Zero)
            {
                LLUUID[] estatemanagers = m_scene.RegionInfo.EstateSettings.estateManagers;
                for (int i = 0; i < estatemanagers.Length; i++)
                {
                    if (estatemanagers[i] == user)
                        return true;
                }
            }

            return false;
        }

        protected virtual bool IsGridUser(LLUUID user)
        {
            return true;
        }

        protected virtual bool IsGuest(LLUUID user)
        {
            return false;
        }

        public virtual bool CanRezObject(LLUUID user, LLVector3 position)
        {
            bool permission = false;

            string reason = "Insufficient permission";

            ILandObject land = m_scene.LandChannel.getLandObject(position.X, position.Y);
            if (land == null) return false;

            if ((land.landData.landFlags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
                (int)Parcel.ParcelFlags.CreateObjects)
                permission = true;

            //TODO: check for group rights

            if (IsAdministrator(user))
            {
                permission = true;
            }
            else
            {
                reason = "Not an administrator";
            }

            if (GenericParcelPermission(user, position))
            {
                permission = true;
            }
            else
            {
                reason = "Not the parcel owner";
            }

            if (!permission)
                SendPermissionError(user, reason);

            return permission;
        }

        /// <see cref="Opensim.Region.Environment.Interfaces.IScenePermissions></see>
        public virtual bool CanObjectEntry(LLUUID user, LLVector3 oldPos, LLVector3 newPos)
        {
            if ((newPos.X > 257f || newPos.X < -1f || newPos.Y > 257f || newPos.Y < -1f))
            {
                return true;
            }

            ILandObject land1 = m_scene.LandChannel.getLandObject(oldPos.X, oldPos.Y);
            ILandObject land2 = m_scene.LandChannel.getLandObject(newPos.X, newPos.Y);

            if (land1 == null || land2 == null)
            {
                return false;
            }
            if (land2 == null)
            {
                // need this for crossing borders
                return true;
            }

            if (land1.landData.globalID == land2.landData.globalID)
            {
                return true;
            }

            if ((land2.landData.landFlags & ((int)Parcel.ParcelFlags.AllowAllObjectEntry)) != 0)
            {
                return true;
            }

            //TODO: check for group rights

            if (GenericParcelPermission(user, newPos))
            {
                return true;
            }

            SendPermissionError(user, "Not allowed to move objects in this parcel!");

            return false;
        }

        #region Object Permissions

        public virtual uint GenerateClientFlags(LLUUID user, LLUUID objID)
        {
            // Here's the way this works, 
            // ObjectFlags and Permission flags are two different enumerations
            // ObjectFlags, however, tells the client to change what it will allow the user to do.
            // So, that means that all of the permissions type ObjectFlags are /temporary/ and only 
            // supposed to be set when customizing the objectflags for the client.  

            // These temporary objectflags get computed and added in this function based on the 
            // Permission mask that's appropriate!
            // Outside of this method, they should never be added to objectflags!
            // -teravus

			SceneObjectPart task=m_scene.GetSceneObjectPart(objID);
            
            // this shouldn't ever happen..     return no permissions/objectflags.
            if (task == null)
                return (uint)0;

			uint objflags = task.GetEffectiveObjectFlags();
			LLUUID objectOwner = task.OwnerID;


            // Remove any of the objectFlags that are temporary.  These will get added back if appropriate 
            // in the next bit of code

            objflags &= (uint)
                ~(LLObject.ObjectFlags.ObjectCopy | // Tells client you can copy the object
                  LLObject.ObjectFlags.ObjectModify | // tells client you can modify the object
                  LLObject.ObjectFlags.ObjectMove |   // tells client that you can move the object (only, no mod)
                  LLObject.ObjectFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
                  LLObject.ObjectFlags.ObjectYouOwner | // Tells client that you're the owner of the object
                  LLObject.ObjectFlags.ObjectYouOfficer // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set
                    );

            // Creating the three ObjectFlags options for this method to choose from.
            // Customize the OwnerMask
            uint objectOwnerMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
            objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner;

            // Customize the GroupMask
            uint objectGroupMask = ApplyObjectModifyMasks(task.GroupMask, objflags);

            // Customize the EveryoneMask
            uint objectEveryoneMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);


            // Hack to allow collaboration until Groups and Group Permissions are implemented
            if ((objectEveryoneMask & (uint)LLObject.ObjectFlags.ObjectMove) != 0)
                objectEveryoneMask |= (uint)LLObject.ObjectFlags.ObjectModify;

            if (m_bypassPermissions)
                return objectOwnerMask;

            // Object owners should be able to edit their own content
            if (user == objectOwner)
            {
                return objectOwnerMask;
            }

            // Users should be able to edit what is over their land.
            ILandObject parcel = m_scene.LandChannel.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
            if (parcel != null && parcel.landData.ownerID == user)
                return objectOwnerMask;

            // Admin objects should not be editable by the above
            if (IsAdministrator(objectOwner))
                return objectEveryoneMask;

            // Estate users should be able to edit anything in the sim
            if (IsEstateManager(user))
                return objectOwnerMask;



            // Admin should be able to edit anything in the sim (including admin objects)
            if (IsAdministrator(user))
                return objectOwnerMask;


            return objectEveryoneMask;
        }

        private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask)
        {
            // We are adding the temporary objectflags to the object's objectflags based on the 
            // permission flag given.  These change the F flags on the client.

            if ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
            {
                objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectCopy;
            }

            if ((setPermissionMask & (uint)PermissionMask.Move) != 0)
            {
                objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectMove;
            }

            if ((setPermissionMask & (uint)PermissionMask.Modify) != 0)
            {
                objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectModify;
            }

            if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
            {
                objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
            }

            return objectFlagsMask;
        }

        protected virtual bool GenericObjectPermission(LLUUID currentUser, LLUUID objId)
        {
            // Default: deny
            bool permission = false;
            bool locked = false;

            if (!m_scene.Entities.ContainsKey(objId))
            {
                return false;
            }

            // If it's not an object, we cant edit it.
            if ((!(m_scene.Entities[objId] is SceneObjectGroup)))
            {
                return false;
            }


            SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objId];

            LLUUID objectOwner = group.OwnerID;
            locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);

            // People shouldn't be able to do anything with locked objects, except the Administrator
            // The 'set permissions' runs through a different permission check, so when an object owner 
            // sets an object locked, the only thing that they can do is unlock it.
            //
            // Nobody but the object owner can set permissions on an object
            //

            if (locked && (!IsAdministrator(currentUser)))
            {
                return false;
            }

            // Object owners should be able to edit their own content
            if (currentUser == objectOwner)
            {
                permission = true;
            }

            // Users should be able to edit what is over their land.
            ILandObject parcel = m_scene.LandChannel.getLandObject(group.AbsolutePosition.X, group.AbsolutePosition.Y);
            if ((parcel != null) && (parcel.landData.ownerID == currentUser))
            {
                permission = true;
            }

            // Estate users should be able to edit anything in the sim
            if (IsEstateManager(currentUser))
            {
                permission = true;
            }

            // Admin objects should not be editable by the above
            if (IsAdministrator(objectOwner))
            {
                permission = false;
            }

            // Admin should be able to edit anything in the sim (including admin objects)
            if (IsAdministrator(currentUser))
            {
                permission = true;
            }

            return permission;
        }

        /// <see cref="Opensim.Region.Environment.Interfaces.IScenePermissions></see>
        public virtual bool CanDeRezObject(LLUUID user, LLUUID obj)
        {
            return GenericObjectPermission(user, obj);
        }

        public virtual bool CanEditObject(LLUUID user, LLUUID obj)
        {
            return GenericObjectPermission(user, obj);
        }

        public virtual bool CanEditObjectPosition(LLUUID user, LLUUID obj)
        {
            bool permission = GenericObjectPermission(user, obj);
            if (!permission)
            {
                if (!m_scene.Entities.ContainsKey(obj))
                {
                    return false;
                }

                // The client 
                // may request to edit linked parts, and therefore, it needs 
                // to also check for SceneObjectPart

                // If it's not an object, we cant edit it.
                if ((!(m_scene.Entities[obj] is SceneObjectGroup)))
                {
                    return false;
                }


                SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];


                LLUUID taskOwner = null;
                // Added this because at this point in time it wouldn't be wise for 
                // the administrator object permissions to take effect.
                LLUUID objectOwner = task.OwnerID;

                // Anyone can move
                if ((task.RootPart.EveryoneMask & PERM_MOVE) != 0)
                    permission = true;

                // Locked
                if ((task.RootPart.OwnerMask & PERM_LOCKED) == 0)
                    permission = false;

            }
            else
            {
                bool locked = false;
                if (!m_scene.Entities.ContainsKey(obj))
                {
                    return false;
                }

                // If it's not an object, we cant edit it.
                if ((!(m_scene.Entities[obj] is SceneObjectGroup)))
                {
                    return false;
                }


                SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[obj];

                LLUUID objectOwner = group.OwnerID;
                locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);


                // This is an exception to the generic object permission.
                // Administrators who lock their objects should not be able to move them, 
                // however generic object permission should return true.
                // This keeps locked objects from being affected by random click + drag actions by accident
                // and allows the administrator to grab or delete a locked object.

                // Administrators and estate managers are still able to click+grab locked objects not 
                // owned by them in the scene
                // This is by design.

                if (locked && (user == objectOwner))
                    return false;
            }
            return permission;
        }

        public virtual bool CanCopyObject(LLUUID user, LLUUID obj)
        {
            bool permission = GenericObjectPermission(user, obj);
            if (!permission)
            {
                if (!m_scene.Entities.ContainsKey(obj))
                {
                    return false;
                }

                // If it's not an object, we cant edit it.
                if (!(m_scene.Entities[obj] is SceneObjectGroup))
                {
                    return false;
                }

                SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];
                LLUUID taskOwner = null;
                // Added this because at this point in time it wouldn't be wise for 
                // the administrator object permissions to take effect.
                LLUUID objectOwner = task.OwnerID;
                if ((task.RootPart.EveryoneMask & PERM_COPY) != 0)
                    permission = true;
            }
            return permission;
        }

        public virtual bool CanReturnObject(LLUUID user, LLUUID obj)
        {
            return GenericObjectPermission(user, obj);
        }

        #endregion

        #region Communication Permissions

        protected virtual bool GenericCommunicationPermission(LLUUID user, LLUUID target)
        {
            bool permission = false;
            string reason = "Only registered users may communicate with another account.";

            if (IsGridUser(user))
                permission = true;

            if (!IsGridUser(user))
            {
                permission = false;
                reason = "The person that you are messaging is not a registered user.";
            }
            if (IsAdministrator(user))
                permission = true;

            if (IsEstateManager(user))
                permission = true;

            if (!permission)
                SendPermissionError(user, reason);

            return permission;
        }

        public virtual bool CanInstantMessage(LLUUID user, LLUUID target)
        {
            return GenericCommunicationPermission(user, target);
        }

        public virtual bool CanInventoryTransfer(LLUUID user, LLUUID target)
        {
            return GenericCommunicationPermission(user, target);
        }

        #endregion

        public virtual bool CanEditScript(LLUUID user, LLUUID script)
        {
            return IsAdministrator(user);
        }

        public virtual bool CanRunScript(LLUUID user, LLUUID script)
        {
            return IsAdministrator(user);
        }

        public virtual bool CanRunConsoleCommand(LLUUID user)
        {
            return IsAdministrator(user);
        }

        public virtual bool CanTerraform(LLUUID user, LLVector3 position)
        {
            bool permission = false;

            // Estate override
            if (GenericEstatePermission(user))
                permission = true;

            float X = position.X;
            float Y = position.Y;

            if (X > 255)
                X = 255;
            if (Y > 255)
                Y = 255;
            if (X < 0)
                X = 0;
            if (Y < 0)
                Y = 0;

            // Land owner can terraform too
            ILandObject parcel = m_scene.LandChannel.getLandObject(X, Y);
            if (parcel != null && GenericParcelPermission(user, parcel))
                permission = true;

            if (!permission)
                SendPermissionError(user, "Not authorized to terraform at this location.");

            return permission;
        }

        #region Estate Permissions

        public virtual bool GenericEstatePermission(LLUUID user)
        {
            // Default: deny
            bool permission = false;

            // Estate admins should be able to use estate tools
            if (IsEstateManager(user))
                permission = true;

            // Administrators always have permission
            if (IsAdministrator(user))
                permission = true;

            return permission;
        }

        public virtual bool CanEditEstateTerrain(LLUUID user)
        {
            return GenericEstatePermission(user);
        }

        public virtual bool CanRestartSim(LLUUID user)
        {
            // Since this is potentially going on a grid...    

            return GenericEstatePermission(user);
            //return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
        }

        #endregion

        #region Parcel Permissions

        protected virtual bool GenericParcelPermission(LLUUID user, ILandObject parcel)
        {
            bool permission = false;

            if (parcel.landData.ownerID == user)
            {
                permission = true;
            }

            if (parcel.landData.isGroupOwned)
            {
                // TODO: Need to do some extra checks here. Requires group code.
            }

            if (IsEstateManager(user))
            {
                permission = true;
            }

            if (IsAdministrator(user))
            {
                permission = true;
            }

            return permission;
        }

        protected virtual bool GenericParcelPermission(LLUUID user, LLVector3 pos)
        {
            ILandObject parcel = m_scene.LandChannel.getLandObject(pos.X, pos.Y);
            if (parcel == null) return false;
            return GenericParcelPermission(user, parcel);
        }

        public virtual bool CanEditParcel(LLUUID user, ILandObject parcel)
        {
            return GenericParcelPermission(user, parcel);
        }

        public virtual bool CanSellParcel(LLUUID user, ILandObject parcel)
        {
            return GenericParcelPermission(user, parcel);
        }

        public virtual bool CanAbandonParcel(LLUUID user, ILandObject parcel)
        {
            return GenericParcelPermission(user, parcel);
        }

        #endregion
    }
}