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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs141
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs23
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs1
4 files changed, 122 insertions, 63 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 9ba13ae..2578685 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -265,6 +265,10 @@ namespace OpenSim.Region.Framework.Scenes
265 public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID, 265 public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
266 UUID itemID, InventoryItemBase itemUpd) 266 UUID itemID, InventoryItemBase itemUpd)
267 { 267 {
268 // This one will let people set next perms on items in agent
269 // inventory. Rut-Roh. Whatever. Make this secure. Yeah.
270 //
271 // Passing something to another avatar or a an object will already
268 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 272 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
269 item = InventoryService.GetItem(item); 273 item = InventoryService.GetItem(item);
270 274
@@ -274,11 +278,9 @@ namespace OpenSim.Region.Framework.Scenes
274 { 278 {
275 item.Name = itemUpd.Name; 279 item.Name = itemUpd.Name;
276 item.Description = itemUpd.Description; 280 item.Description = itemUpd.Description;
277 item.NextPermissions = itemUpd.NextPermissions; 281 item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
278 item.CurrentPermissions |= 8; // Slam! 282 item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
279 item.EveryOnePermissions = itemUpd.EveryOnePermissions; 283 item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
280 item.GroupPermissions = itemUpd.GroupPermissions;
281
282 item.GroupID = itemUpd.GroupID; 284 item.GroupID = itemUpd.GroupID;
283 item.GroupOwned = itemUpd.GroupOwned; 285 item.GroupOwned = itemUpd.GroupOwned;
284 item.CreationDate = itemUpd.CreationDate; 286 item.CreationDate = itemUpd.CreationDate;
@@ -384,28 +386,103 @@ namespace OpenSim.Region.Framework.Scenes
384 386
385 if (Permissions.PropagatePermissions() && recipient != senderId) 387 if (Permissions.PropagatePermissions() && recipient != senderId)
386 { 388 {
387 // First, make sore base is limited to the next perms 389 // Trying to do this right this time. This is evil. If
388 itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move); 390 // you believe in Good, go elsewhere. Vampires and other
389 // By default, current equals base 391 // evil creatores only beyond this point. You have been
390 itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions; 392 // warned.
391 393
392 // If this is an object, replace current perms 394 // We're going to mask a lot of things by the next perms
393 // with folded perms 395 // Tweak the next perms to be nicer to our data
396 //
397 // In this mask, all the bits we do NOT want to mess
398 // with are set. These are:
399 //
400 // Transfer
401 // Copy
402 // Modufy
403 uint permsMask = ~ ((uint)PermissionMask.Copy |
404 (uint)PermissionMask.Transfer |
405 (uint)PermissionMask.Modify);
406
407 // Now, reduce the next perms to the mask bits
408 // relevant to the operation
409 uint nextPerms = permsMask | (item.NextPermissions &
410 ((uint)PermissionMask.Copy |
411 (uint)PermissionMask.Transfer |
412 (uint)PermissionMask.Modify));
413
414 // nextPerms now has all bits set, except for the actual
415 // next permission bits.
416
417 // This checks for no mod, no copy, no trans.
418 // This indicates an error or messed up item. Do it like
419 // SL and assume trans
420 if (nextPerms == permsMask)
421 nextPerms |= (uint)PermissionMask.Transfer;
422
423 // Inventory owner perms are the logical AND of the
424 // folded perms and the root prim perms, however, if
425 // the root prim is mod, the inventory perms will be
426 // mod. This happens on "take" and is of little concern
427 // here, save for preventing escalation
428
429 // This hack ensures that items previously permalocked
430 // get unlocked when they're passed or rezzed
431 uint basePerms = item.BasePermissions |
432 (uint)PermissionMask.Move;
433 uint ownerPerms = item.CurrentPermissions;
434
435 // If this is an object, root prim perms may be more
436 // permissive than folded perms. Use folded perms as
437 // a mask
394 if (item.InvType == (int)InventoryType.Object) 438 if (item.InvType == (int)InventoryType.Object)
395 { 439 {
396 itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer); 440 // Create a safe mask for the current perms
397 itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13; 441 uint foldedPerms = (item.CurrentPermissions & 7) << 13;
442 foldedPerms |= permsMask;
443
444 bool isRootMod = (item.CurrentPermissions &
445 (uint)PermissionMask.Modify) != 0 ?
446 true : false;
447
448 // Mask the owner perms to the folded perms
449 ownerPerms &= foldedPerms;
450 basePerms &= foldedPerms;
451
452 // If the root was mod, let the mask reflect that
453 // We also need to adjust the base here, because
454 // we should be able to edit in-inventory perms
455 // for the root prim, if it's mod.
456 if (isRootMod)
457 {
458 ownerPerms |= (uint)PermissionMask.Modify;
459 basePerms |= (uint)PermissionMask.Modify;
460 }
398 } 461 }
399 462
400 // Ensure there is no escalation 463 // These will be applied to the root prim at next rez.
401 itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move); 464 // The slam bit (bit 3) and folded permission (bits 0-2)
465 // are preserved due to the above mangling
466 ownerPerms &= nextPerms;
467
468 // Mask the base permissions. This is a conservative
469 // approach altering only the three main perms
470 basePerms &= nextPerms;
402 471
403 // Need slam bit on xfer 472 // Assign to the actual item. Make sure the slam bit is
404 itemCopy.CurrentPermissions |= 8; 473 // set, if it wasn't set before.
474 itemCopy.BasePermissions = basePerms;
475 itemCopy.CurrentPermissions = ownerPerms | 16; // Slam
405 476
406 itemCopy.NextPermissions = item.NextPermissions; 477 itemCopy.NextPermissions = item.NextPermissions;
407 478
408 itemCopy.EveryOnePermissions = 0; 479 // This preserves "everyone can move"
480 itemCopy.EveryOnePermissions = item.EveryOnePermissions &
481 nextPerms;
482
483 // Intentionally killing "share with group" here, as
484 // the recipient will not have the group this is
485 // set to
409 itemCopy.GroupPermissions = 0; 486 itemCopy.GroupPermissions = 0;
410 } 487 }
411 else 488 else
@@ -903,7 +980,7 @@ namespace OpenSim.Region.Framework.Scenes
903 else 980 else
904 agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; 981 agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
905 982
906 agentItem.CurrentPermissions |= 8; 983 agentItem.CurrentPermissions |= 16; // Slam
907 agentItem.NextPermissions = taskItem.NextPermissions; 984 agentItem.NextPermissions = taskItem.NextPermissions;
908 agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); 985 agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
909 agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions; 986 agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
@@ -1094,7 +1171,7 @@ namespace OpenSim.Region.Framework.Scenes
1094 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); 1171 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
1095 destTaskItem.BasePermissions = srcTaskItem.BasePermissions & 1172 destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
1096 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move); 1173 (srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
1097 destTaskItem.CurrentPermissions |= 8; // Slam! 1174 destTaskItem.CurrentPermissions |= 16; // Slam!
1098 } 1175 }
1099 } 1176 }
1100 1177
@@ -1478,7 +1555,7 @@ namespace OpenSim.Region.Framework.Scenes
1478 srcTaskItem.NextPermissions; 1555 srcTaskItem.NextPermissions;
1479 destTaskItem.BasePermissions = srcTaskItem.BasePermissions & 1556 destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
1480 srcTaskItem.NextPermissions; 1557 srcTaskItem.NextPermissions;
1481 destTaskItem.CurrentPermissions |= 8; // Slam! 1558 destTaskItem.CurrentPermissions |= 16; // Slam!
1482 } 1559 }
1483 } 1560 }
1484 1561
@@ -1864,17 +1941,14 @@ namespace OpenSim.Region.Framework.Scenes
1864 1941
1865 group.SetGroup(sourcePart.GroupID, null); 1942 group.SetGroup(sourcePart.GroupID, null);
1866 1943
1867 if (rootPart.OwnerID != item.OwnerID) 1944 if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
1868 { 1945 {
1869 if (Permissions.PropagatePermissions()) 1946 if (Permissions.PropagatePermissions())
1870 { 1947 {
1871 if ((item.CurrentPermissions & 8) != 0) 1948 foreach (SceneObjectPart part in partList)
1872 { 1949 {
1873 foreach (SceneObjectPart part in partList) 1950 part.EveryoneMask = item.EveryonePermissions;
1874 { 1951 part.NextOwnerMask = item.NextPermissions;
1875 part.EveryoneMask = item.EveryonePermissions;
1876 part.NextOwnerMask = item.NextPermissions;
1877 }
1878 } 1952 }
1879 group.ApplyNextOwnerPermissions(); 1953 group.ApplyNextOwnerPermissions();
1880 } 1954 }
@@ -1882,17 +1956,14 @@ namespace OpenSim.Region.Framework.Scenes
1882 1956
1883 foreach (SceneObjectPart part in partList) 1957 foreach (SceneObjectPart part in partList)
1884 { 1958 {
1885 if (part.OwnerID != item.OwnerID) 1959 if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
1886 { 1960 {
1887 part.LastOwnerID = part.OwnerID; 1961 part.LastOwnerID = part.OwnerID;
1888 part.OwnerID = item.OwnerID; 1962 part.OwnerID = item.OwnerID;
1889 part.Inventory.ChangeInventoryOwner(item.OwnerID); 1963 part.Inventory.ChangeInventoryOwner(item.OwnerID);
1890 } 1964 }
1891 else if ((item.CurrentPermissions & 8) != 0) // Slam! 1965 part.EveryoneMask = item.EveryonePermissions;
1892 { 1966 part.NextOwnerMask = item.NextPermissions;
1893 part.EveryoneMask = item.EveryonePermissions;
1894 part.NextOwnerMask = item.NextPermissions;
1895 }
1896 } 1967 }
1897 1968
1898 rootPart.TrimPermissions(); 1969 rootPart.TrimPermissions();
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e2ab643..40176ec 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -478,8 +478,6 @@ namespace OpenSim.Region.Framework.Scenes
478 set { m_sceneGraph.RestorePresences = value; } 478 set { m_sceneGraph.RestorePresences = value; }
479 } 479 }
480 480
481 public int objectCapacity = 45000;
482
483 #endregion 481 #endregion
484 482
485 #region BinaryStats 483 #region BinaryStats
@@ -687,7 +685,7 @@ namespace OpenSim.Region.Framework.Scenes
687 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 685 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
688 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 686 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
689 687
690 StatsReporter.SetObjectCapacity(objectCapacity); 688 StatsReporter.SetObjectCapacity(RegionInfo.ObjectCapacity);
691 689
692 // Old 690 // Old
693 /* 691 /*
@@ -4119,20 +4117,6 @@ namespace OpenSim.Region.Framework.Scenes
4119 4117
4120 #region Other Methods 4118 #region Other Methods
4121 4119
4122 public void SetObjectCapacity(int objects)
4123 {
4124 // Region specific config overrides global
4125 //
4126 if (RegionInfo.ObjectCapacity != 0)
4127 objects = RegionInfo.ObjectCapacity;
4128
4129 if (StatsReporter != null)
4130 {
4131 StatsReporter.SetObjectCapacity(objects);
4132 }
4133 objectCapacity = objects;
4134 }
4135
4136 #endregion 4120 #endregion
4137 4121
4138 public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set) 4122 public void HandleObjectPermissionsUpdate(IClientAPI controller, UUID agentID, UUID sessionID, byte field, uint localId, uint mask, byte set)
@@ -4731,7 +4715,7 @@ namespace OpenSim.Region.Framework.Scenes
4731 part.NextOwnerMask; 4715 part.NextOwnerMask;
4732 item.GroupPermissions = part.GroupMask & 4716 item.GroupPermissions = part.GroupMask &
4733 part.NextOwnerMask; 4717 part.NextOwnerMask;
4734 item.CurrentPermissions |= 8; // Slam! 4718 item.CurrentPermissions |= 16; // Slam!
4735 item.CreationDate = Util.UnixTimeSinceEpoch(); 4719 item.CreationDate = Util.UnixTimeSinceEpoch();
4736 4720
4737 if (InventoryService.AddItem(item)) 4721 if (InventoryService.AddItem(item))
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index f7e46af..9a01a28 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -172,13 +172,14 @@ namespace OpenSim.Region.Framework.Scenes
172 taskItem.GroupPermissions = item.GroupPermissions & 172 taskItem.GroupPermissions = item.GroupPermissions &
173 item.NextPermissions; 173 item.NextPermissions;
174 taskItem.NextPermissions = item.NextPermissions; 174 taskItem.NextPermissions = item.NextPermissions;
175 taskItem.CurrentPermissions |= 8; 175 // We're adding this to a prim we don't own. Force
176 // owner change
177 taskItem.CurrentPermissions |= 16; // Slam
176 } 178 }
177 else 179 else
178 { 180 {
179 taskItem.BasePermissions = item.BasePermissions; 181 taskItem.BasePermissions = item.BasePermissions;
180 taskItem.CurrentPermissions = item.CurrentPermissions; 182 taskItem.CurrentPermissions = item.CurrentPermissions;
181 taskItem.CurrentPermissions |= 8;
182 taskItem.EveryonePermissions = item.EveryOnePermissions; 183 taskItem.EveryonePermissions = item.EveryOnePermissions;
183 taskItem.GroupPermissions = item.GroupPermissions; 184 taskItem.GroupPermissions = item.GroupPermissions;
184 taskItem.NextPermissions = item.NextPermissions; 185 taskItem.NextPermissions = item.NextPermissions;
@@ -281,7 +282,7 @@ namespace OpenSim.Region.Framework.Scenes
281 PermissionMask.Move | 282 PermissionMask.Move |
282 PermissionMask.Transfer) | 7; 283 PermissionMask.Transfer) | 7;
283 284
284 uint ownerMask = 0x7ffffff; 285 uint ownerMask = 0x7fffffff;
285 foreach (SceneObjectPart part in m_parts.Values) 286 foreach (SceneObjectPart part in m_parts.Values)
286 { 287 {
287 ownerMask &= part.OwnerMask; 288 ownerMask &= part.OwnerMask;
@@ -295,12 +296,16 @@ namespace OpenSim.Region.Framework.Scenes
295 if ((ownerMask & (uint)PermissionMask.Transfer) == 0) 296 if ((ownerMask & (uint)PermissionMask.Transfer) == 0)
296 perms &= ~(uint)PermissionMask.Transfer; 297 perms &= ~(uint)PermissionMask.Transfer;
297 298
298 if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0) 299 // If root prim permissions are applied here, this would screw
299 perms &= ~((uint)PermissionMask.Modify >> 13); 300 // with in-inventory manipulation of the next owner perms
300 if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0) 301 // in a major way. So, let's move this to the give itself.
301 perms &= ~((uint)PermissionMask.Copy >> 13); 302 // Yes. I know. Evil.
302 if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0) 303// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Modify) == 0)
303 perms &= ~((uint)PermissionMask.Transfer >> 13); 304// perms &= ~((uint)PermissionMask.Modify >> 13);
305// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Copy) == 0)
306// perms &= ~((uint)PermissionMask.Copy >> 13);
307// if ((ownerMask & RootPart.NextOwnerMask & (uint)PermissionMask.Transfer) == 0)
308// perms &= ~((uint)PermissionMask.Transfer >> 13);
304 309
305 return perms; 310 return perms;
306 } 311 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 3a8f168..cabcf37 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -952,7 +952,6 @@ namespace OpenSim.Region.Framework.Scenes
952 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 952 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
953 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) 953 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
954 item.CurrentPermissions &= ~(uint)PermissionMask.Modify; 954 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
955 item.CurrentPermissions |= 8;
956 } 955 }
957 item.CurrentPermissions &= item.NextPermissions; 956 item.CurrentPermissions &= item.NextPermissions;
958 item.BasePermissions &= item.NextPermissions; 957 item.BasePermissions &= item.NextPermissions;