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author | Melanie | 2010-03-18 19:58:21 +0000 |
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committer | Melanie | 2010-03-18 19:58:21 +0000 |
commit | e0289bb43231a72055a16902af3d1ae49a44771e (patch) | |
tree | b1d7c6a39d06832dbff510ceeeed5d0a0951d695 /OpenSim/Region/CoreModules | |
parent | Unify a previous refactor of object return with the older solution. We (diff) | |
download | opensim-SC_OLD-e0289bb43231a72055a16902af3d1ae49a44771e.zip opensim-SC_OLD-e0289bb43231a72055a16902af3d1ae49a44771e.tar.gz opensim-SC_OLD-e0289bb43231a72055a16902af3d1ae49a44771e.tar.bz2 opensim-SC_OLD-e0289bb43231a72055a16902af3d1ae49a44771e.tar.xz |
Flesh out the new permission method
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | 99 |
1 files changed, 95 insertions, 4 deletions
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs index 38fc250..4dbdb01 100644 --- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | |||
@@ -1276,13 +1276,104 @@ namespace OpenSim.Region.CoreModules.World.Permissions | |||
1276 | 1276 | ||
1277 | private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene) | 1277 | private bool CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene) |
1278 | { | 1278 | { |
1279 | if (objects.Count == 0) | ||
1280 | return false; | ||
1281 | |||
1282 | DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name); | 1279 | DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name); |
1283 | if (m_bypassPermissions) return m_bypassPermissionsValue; | 1280 | if (m_bypassPermissions) return m_bypassPermissionsValue; |
1284 | 1281 | ||
1285 | return GenericObjectPermission(user, objects[0].UUID, false); | 1282 | GroupPowers powers; |
1283 | ILandObject l; | ||
1284 | |||
1285 | ScenePresence sp = scene.GetScenePresence(user); | ||
1286 | if (sp == null) | ||
1287 | return false; | ||
1288 | |||
1289 | IClientAPI client = sp.ControllingClient; | ||
1290 | |||
1291 | foreach (SceneObjectGroup g in new List<SceneObjectGroup>(objects)) | ||
1292 | { | ||
1293 | // Any user can return their own objects at any time | ||
1294 | // | ||
1295 | if (GenericObjectPermission(user, g.UUID, false)) | ||
1296 | continue; | ||
1297 | |||
1298 | // This is a short cut for efficiency. If land is non-null, | ||
1299 | // then all objects are on that parcel and we can save | ||
1300 | // ourselves the checking for each prim. Much faster. | ||
1301 | // | ||
1302 | if (land != null) | ||
1303 | { | ||
1304 | l = land; | ||
1305 | } | ||
1306 | else | ||
1307 | { | ||
1308 | Vector3 pos = g.AbsolutePosition; | ||
1309 | |||
1310 | l = scene.LandChannel.GetLandObject(pos.X, pos.Y); | ||
1311 | } | ||
1312 | |||
1313 | // If it's not over any land, then we can't do a thing | ||
1314 | if (l == null) | ||
1315 | { | ||
1316 | objects.Remove(g); | ||
1317 | continue; | ||
1318 | } | ||
1319 | |||
1320 | // If we own the land outright, then allow | ||
1321 | // | ||
1322 | if (l.LandData.OwnerID == user) | ||
1323 | continue; | ||
1324 | |||
1325 | // Group voodoo | ||
1326 | // | ||
1327 | if (land.LandData.IsGroupOwned) | ||
1328 | { | ||
1329 | powers = (GroupPowers)client.GetGroupPowers(land.LandData.GroupID); | ||
1330 | // Not a group member, or no rights at all | ||
1331 | // | ||
1332 | if (powers == (GroupPowers)0) | ||
1333 | { | ||
1334 | objects.Remove(g); | ||
1335 | continue; | ||
1336 | } | ||
1337 | |||
1338 | // Group deeded object? | ||
1339 | // | ||
1340 | if (g.OwnerID == l.LandData.GroupID && | ||
1341 | (powers & GroupPowers.ReturnGroupOwned) == (GroupPowers)0) | ||
1342 | { | ||
1343 | objects.Remove(g); | ||
1344 | continue; | ||
1345 | } | ||
1346 | |||
1347 | // Group set object? | ||
1348 | // | ||
1349 | if (g.GroupID == l.LandData.GroupID && | ||
1350 | (powers & GroupPowers.ReturnGroupSet) == (GroupPowers)0) | ||
1351 | { | ||
1352 | objects.Remove(g); | ||
1353 | continue; | ||
1354 | } | ||
1355 | |||
1356 | if ((powers & GroupPowers.ReturnNonGroup) == (GroupPowers)0) | ||
1357 | { | ||
1358 | objects.Remove(g); | ||
1359 | continue; | ||
1360 | } | ||
1361 | |||
1362 | // So we can remove all objects from this group land. | ||
1363 | // Fine. | ||
1364 | // | ||
1365 | continue; | ||
1366 | } | ||
1367 | |||
1368 | // By default, we can't remove | ||
1369 | // | ||
1370 | objects.Remove(g); | ||
1371 | } | ||
1372 | |||
1373 | if (objects.Count == 0) | ||
1374 | return false; | ||
1375 | |||
1376 | return true; | ||
1286 | } | 1377 | } |
1287 | 1378 | ||
1288 | private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) | 1379 | private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene) |