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authorMelanie Thielker2017-01-13 23:47:26 +0000
committerMelanie Thielker2017-01-13 23:47:26 +0000
commitda51edb5fe117b96d2a3761a3b735776c8cb05cb (patch)
tree2cdae3825abcda8e26fbd6cbe343a28433c51ca1 /OpenSim
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')
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs34
2 files changed, 46 insertions, 17 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 0104823..f8a2c2e 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -1124,7 +1124,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1124// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1124// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
1125 1125
1126 if ((rootPart.OwnerID != item.Owner) || 1126 if ((rootPart.OwnerID != item.Owner) ||
1127 (item.CurrentPermissions & 16) != 0 || 1127 (item.CurrentPermissions & 8) != 0 ||
1128 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) 1128 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
1129 { 1129 {
1130 //Need to kill the for sale here 1130 //Need to kill the for sale here
@@ -1142,22 +1142,37 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1142 part.RezzerID = item.Owner; 1142 part.RezzerID = item.Owner;
1143 part.Inventory.ChangeInventoryOwner(item.Owner); 1143 part.Inventory.ChangeInventoryOwner(item.Owner);
1144 1144
1145 // This applies the base mask from the item as the next 1145 // Reconstruct the original item's base permissions. They
1146 // permissions for the object. This is correct because the 1146 // can be found in the lower (folded) bits.
1147 // giver's base mask was masked by the giver's next owner 1147 if ((item.BasePermissions & (uint)PermissionMask.FoldedMask) != 0)
1148 // mask, so the base mask equals the original next owner mask. 1148 {
1149 part.NextOwnerMask = item.BasePermissions; 1149 // We have permissions stored there so use them
1150 part.NextOwnerMask = ((item.BasePermissions & 7) << 13);
1151 if ((item.BasePermissions & (uint)PermissionMask.FoldedExport) != 0)
1152 part.NextOwnerMask |= (uint)PermissionMask.Export;
1153 part.NextOwnerMask |= (uint)PermissionMask.Move;
1154 }
1155 else
1156 {
1157 // This is a legacy object and we can't avoid the issues that
1158 // caused perms loss or escalation before, treat it the legacy
1159 // way.
1160 part.NextOwnerMask = item.NextPermissions;
1161 }
1150 } 1162 }
1151 1163
1152 so.ApplyNextOwnerPermissions(); 1164 so.ApplyNextOwnerPermissions();
1153 1165
1154 // In case the user has changed flags on a received item 1166 // In case the user has changed flags on a received item
1155 // we have to apply those changes after the slam. Else we 1167 // we have to apply those changes after the slam. Else we
1156 // get a net loss of permissions 1168 // get a net loss of permissions.
1169 // On legacy objects, this opts for a loss of permissions rather
1170 // than the previous handling that allowed escalation.
1157 foreach (SceneObjectPart part in so.Parts) 1171 foreach (SceneObjectPart part in so.Parts)
1158 { 1172 {
1159 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0) 1173 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1160 { 1174 {
1175 part.GroupMask = item.GroupPermissions & part.BaseMask;
1161 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask; 1176 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1162 part.NextOwnerMask = item.NextPermissions & part.BaseMask; 1177 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1163 } 1178 }
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;