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/*
* 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 OpenMetaverse;
using Nini.Config;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.Framework;
using OpenSim.Region.Environment.Modules.Framework.InterfaceCommander;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Framework.Communications.Cache;
namespace OpenSim.Region.Environment.Modules.World.Permissions
{
public class PermissionsModule : IRegionModule, ICommandableModule
{
protected Scene m_scene;
private readonly Commander m_commander = new Commander("Permissions");
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Constants
// 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;
#endregion
#region Bypass Permissions / Debug Permissions Stuff
// Bypasses the permissions engine
private bool m_bypassPermissions = false;
private bool m_bypassPermissionsValue = true;
private bool m_debugPermissions = false;
private bool m_allowGridGods = false;
private bool m_RegionOwnerIsGod = false;
private bool m_ParcelOwnerIsGod = false;
#endregion
#region ICommandableModule Members
public ICommander CommandInterface
{
get { throw new System.NotImplementedException(); }
}
private void InterfaceDebugPermissions(Object[] args)
{
if ((bool)args[0] == true)
{
m_debugPermissions = true;
m_log.Info("[PERMISSIONS]: Permissions Debugging Enabled.");
}
else
{
m_debugPermissions = false;
m_log.Info("[PERMISSIONS]: Permissions Debugging Disabled.");
}
}
private void InterfaceBypassPermissions(Object[] args)
{
if ((bool)args[0] == true)
{
m_log.Info("[PERMISSIONS]: Permissions Bypass Enabled.");
m_bypassPermissionsValue = (bool)args[1];
}
else
{
m_bypassPermissions = false;
m_log.Info("[PERMISSIONS]: Permissions Bypass Disabled. Normal Operation.");
}
}
/// <summary>
/// Processes commandline input. Do not call directly.
/// </summary>
/// <param name="args">Commandline arguments</param>
private void EventManager_OnPluginConsole(string[] args)
{
if (args[0] == "permissions")
{
string[] tmpArgs = new string[args.Length - 2];
int i;
for (i = 2; i < args.Length; i++)
tmpArgs[i - 2] = args[i];
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
}
}
#endregion
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
m_scene = scene;
IConfig myConfig = config.Configs["Startup"];
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
List<string> modules=new List<string>(permissionModules.Split(','));
if (!modules.Contains("DefaultPermissionsModule"))
return;
m_allowGridGods = myConfig.GetBoolean("allow_grid_gods", false);
m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
m_RegionOwnerIsGod = myConfig.GetBoolean("region_owner_is_god", true);
m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true);
if (m_bypassPermissions)
m_log.Info("[PERMISSIONS]: serviceside_object_permissions = false in ini file so disabling all region service permission checks");
else
m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks");
//Register functions with Scene External Checks!
m_scene.ExternalChecks.addBypassPermissions(BypassPermissions); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addSetBypassPermissions(SetBypassPermissions); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addPropagatePermissions(PropagatePermissions); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckAbandonParcel(CanAbandonParcel); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckReclaimParcel(CanReclaimParcel); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addGenerateClientFlags(GenerateClientFlags); //NOT YET FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckBeGodLike(CanBeGodLike); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckDuplicateObject(CanDuplicateObject); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckDeleteObject(CanDeleteObject); //MAYBE FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditObject(CanEditObject);//MAYBE FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditObjectInventory(CanEditObjectInventory);//MAYBE FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditParcel(CanEditParcel); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckEditScript(CanEditScript); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckEditNotecard(CanEditNotecard); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckInstantMessage(CanInstantMessage); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckInventoryTransfer(CanInventoryTransfer); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckIssueEstateCommand(CanIssueEstateCommand); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckMoveObject(CanMoveObject); //HOPEFULLY FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckObjectEntry(CanObjectEntry); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckReturnObject(CanReturnObject); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckRezObject(CanRezObject); //HOPEFULLY FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckRunConsoleCommand(CanRunConsoleCommand); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckRunScript(CanRunScript); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckSellParcel(CanSellParcel); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckTakeObject(CanTakeObject); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckTakeCopyObject(CanTakeCopyObject); //FULLY IMPLEMENTED
m_scene.ExternalChecks.addCheckTerraformLand(CanTerraformLand); //FULL IMPLEMENTED (POINT ONLY!!! NOT AREA!!!)
m_scene.ExternalChecks.addCheckViewScript(CanViewScript); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckViewNotecard(CanViewNotecard); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanLinkObject(CanLinkObject); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanDelinkObject(CanDelinkObject); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanBuyLand(CanBuyLand); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanCopyInventory(CanCopyInventory); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanDeleteInventory(CanDeleteInventory); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanCreateInventory(CanCreateInventory); //NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckCanTeleport(CanTeleport); //NOT YET IMPLEMENTED
//Register Debug Commands
Command bypassCommand = new Command("bypass", CommandIntentions.COMMAND_HAZARDOUS, InterfaceBypassPermissions, "Force the permissions a specific way to test permissions");
bypassCommand.AddArgument("enable_bypass_perms", "true to enable bypassing all perms", "Boolean");
bypassCommand.AddArgument("bypass_perms_value", "true/false: true will ignore all perms; false will restrict everything", "Boolean");
m_commander.RegisterCommand("bypass", bypassCommand);
Command debugCommand = new Command("debug", CommandIntentions.COMMAND_STATISTICAL, InterfaceDebugPermissions, "Force the permissions a specific way to test permissions");
debugCommand.AddArgument("enable_debug_perms", "true to enable debugging to console all perms", "Boolean");
m_commander.RegisterCommand("debug", debugCommand);
m_scene.RegisterModuleCommander("CommanderPermissions", m_commander);
m_scene.EventManager.OnPluginConsole += new EventManager.OnPluginConsoleDelegate(EventManager_OnPluginConsole);
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "PermissionsModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
#region Helper Functions
protected void SendPermissionError(UUID user, string reason)
{
m_scene.EventManager.TriggerPermissionError(user, reason);
}
protected void DebugPermissionInformation(string permissionCalled)
{
if (m_debugPermissions)
m_log.Info("[PERMISSIONS]: " + permissionCalled + " was called from " + m_scene.RegionInfo.RegionName);
}
protected bool IsAdministrator(UUID user)
{
if (m_scene.RegionInfo.MasterAvatarAssignedUUID != UUID.Zero)
{
if (m_RegionOwnerIsGod && (m_scene.RegionInfo.MasterAvatarAssignedUUID == user))
return true;
}
if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero)
{
if (m_scene.RegionInfo.EstateSettings.EstateOwner == user)
return true;
}
if (m_allowGridGods)
{
CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(user);
if (profile != null && profile.UserProfile != null)
{
if (profile.UserProfile.GodLevel >= 200)
return true;
}
}
return false;
}
protected bool IsEstateManager(UUID user)
{
return m_scene.RegionInfo.EstateSettings.IsEstateManager(user);
}
#endregion
public bool PropagatePermissions()
{
return false;
}
public bool BypassPermissions()
{
return m_bypassPermissions;
}
public void SetBypassPermissions(bool value)
{
m_bypassPermissions=value;
}
#region Object Permissions
public uint GenerateClientFlags(UUID user, UUID 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();
UUID objectOwner = task.OwnerID;
// Remove any of the objectFlags that are temporary. These will get added back if appropriate
// in the next bit of code
// libomv will moan about PrimFlags.ObjectYouOfficer being
// deprecated
#pragma warning disable 0612
objflags &= (uint)
~(PrimFlags.ObjectCopy | // Tells client you can copy the object
PrimFlags.ObjectModify | // tells client you can modify the object
PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
PrimFlags.ObjectOwnerModify | // Tells client that you're the owner of the object
PrimFlags.ObjectYouOfficer // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set
);
#pragma warning restore 0612
// Creating the three ObjectFlags options for this method to choose from.
// Customize the OwnerMask
uint objectOwnerMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
objectOwnerMask |= (uint)PrimFlags.ObjectYouOwner | (uint)PrimFlags.ObjectAnyOwner | (uint)PrimFlags.ObjectOwnerModify;
// 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)PrimFlags.ObjectMove) != 0)
objectEveryoneMask |= (uint)PrimFlags.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 && m_ParcelOwnerIsGod)
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) && m_RegionOwnerIsGod)
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)PrimFlags.ObjectCopy;
}
if ((setPermissionMask & (uint)PermissionMask.Move) != 0)
{
objectFlagsMask |= (uint)PrimFlags.ObjectMove;
}
if ((setPermissionMask & (uint)PermissionMask.Modify) != 0)
{
objectFlagsMask |= (uint)PrimFlags.ObjectModify;
}
if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
{
objectFlagsMask |= (uint)PrimFlags.ObjectTransfer;
}
return objectFlagsMask;
}
protected bool GenericObjectPermission(UUID currentUser, UUID objId, bool denyOnLocked)
{
// 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];
UUID 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)) && denyOnLocked)
{
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;
}
#endregion
#region Generic Permissions
protected bool GenericCommunicationPermission(UUID user, UUID target)
{
// Setting this to true so that cool stuff can happen until we define what determines Generic Communication Permission
bool permission = true;
string reason = "Only registered users may communicate with another account.";
// Uhh, we need to finish this before we enable it.. because it's blocking all sorts of goodies and features
if (IsAdministrator(user))
permission = true;
if (IsEstateManager(user))
permission = true;
if (!permission)
SendPermissionError(user, reason);
return permission;
}
public bool GenericEstatePermission(UUID 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;
}
protected bool GenericParcelPermission(UUID 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 bool GenericParcelPermission(UUID user, Vector3 pos)
{
ILandObject parcel = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (parcel == null) return false;
return GenericParcelPermission(user, parcel);
}
#endregion
#region Permission Checks
private bool CanAbandonParcel(UUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelPermission(user, parcel);
}
private bool CanReclaimParcel(UUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelPermission(user, parcel);
}
private bool CanBeGodLike(UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return IsAdministrator(user);
}
private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if (!GenericObjectPermission(owner, objectID, true))
{
//They can't even edit the object
return false;
}
//If they can rez, they can duplicate
return CanRezObject(objectCount, owner, objectPosition, scene);
}
private bool CanDeleteObject(UUID objectID, UUID deleter, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(deleter, objectID, false);
}
private bool CanEditObject(UUID objectID, UUID editorID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(editorID, objectID, false);
}
private bool CanEditObjectInventory(UUID objectID, UUID editorID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
// TODO: add group support!
//
if(part.OwnerID != editorID)
return false;
return GenericObjectPermission(editorID, objectID, false);
}
private bool CanEditParcel(UUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelPermission(user, parcel);
}
private bool CanEditScript(UUID script, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return false;
}
private bool CanEditNotecard(UUID notecard, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanInstantMessage(UUID user, UUID target, Scene startScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericCommunicationPermission(user, target);
}
private bool CanInventoryTransfer(UUID user, UUID target, Scene startScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericCommunicationPermission(user, target);
}
private bool CanIssueEstateCommand(UUID user, Scene requestFromScene, bool ownerCommand)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if (IsAdministrator(user))
return true;
if (m_scene.RegionInfo.EstateSettings.IsEstateOwner(user))
return true;
if (ownerCommand)
return false;
return GenericEstatePermission(user);
}
private bool CanMoveObject(UUID objectID, UUID moverID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions)
{
SceneObjectPart part = scene.GetSceneObjectPart(objectID);
if (part.OwnerID != moverID)
{
if (part.ParentGroup != null &&
part.ParentGroup.RootPart != null)
{
if (part.ParentGroup.RootPart.IsAttachment)
return false;
}
}
return m_bypassPermissionsValue;
}
bool permission = GenericObjectPermission(moverID, objectID, true);
if (!permission)
{
if (!m_scene.Entities.ContainsKey(objectID))
{
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[objectID] is SceneObjectGroup)))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
// UUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
// UUID 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(objectID))
{
return false;
}
// If it's not an object, we cant edit it.
if ((!(m_scene.Entities[objectID] is SceneObjectGroup)))
{
return false;
}
SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objectID];
UUID 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 && (moverID == objectOwner))
return false;
}
return permission;
}
private bool CanObjectEntry(UUID objectID, Vector3 newPoint, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
{
return true;
}
ILandObject land = m_scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
if (land == null)
{
return false;
}
if ((land.landData.Flags & ((int)Parcel.ParcelFlags.AllowAPrimitiveEntry)) != 0)
{
return true;
}
//TODO: check for group rights
if (!m_scene.Entities.ContainsKey(objectID))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objectID] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
if (GenericParcelPermission(task.OwnerID, newPoint))
{
return true;
}
//Otherwise, false!
return false;
}
private bool CanReturnObject(UUID objectID, UUID returnerID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(returnerID, objectID, false);
}
private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
bool permission = false;
ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
if (land == null) return false;
if ((land.landData.Flags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
(int)Parcel.ParcelFlags.CreateObjects)
permission = true;
//TODO: check for group rights
if (IsAdministrator(owner))
{
permission = true;
}
if (GenericParcelPermission(owner, objectPosition))
{
permission = true;
}
return permission;
}
private bool CanRunConsoleCommand(UUID user, Scene requestFromScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return IsAdministrator(user);
}
private bool CanRunScript(UUID script, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanSellParcel(UUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelPermission(user, parcel);
}
private bool CanTakeObject(UUID objectID, UUID stealer, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(stealer,objectID, false);
}
private bool CanTakeCopyObject(UUID objectID, UUID userID, Scene inScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
bool permission = GenericObjectPermission(userID, objectID,false);
if (!permission)
{
if (!m_scene.Entities.ContainsKey(objectID))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objectID] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
// UUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
// UUID objectOwner = task.OwnerID;
if ((task.RootPart.EveryoneMask & PERM_COPY) != 0)
permission = true;
}
return permission;
}
private bool CanTerraformLand(UUID user, Vector3 position, Scene requestFromScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
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;
return permission;
}
private bool CanViewScript(UUID script, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return false;
}
private bool CanViewNotecard(UUID notecard, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return false;
}
#endregion
public bool CanLinkObject(UUID userID, UUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanDelinkObject(UUID userID, UUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanBuyLand(UUID userID, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanCopyInventory(UUID itemID, UUID objectID, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanDeleteInventory(UUID itemID, UUID objectID, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanCreateInventory(uint invType, UUID objectID, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
public bool CanTeleport(UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
}
}
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