From 70d264ee6cfae6cfe90d38460c4087b9956dab6c Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Tue, 23 Sep 2008 03:36:16 +0000 Subject: Update the permissions system to handle scripts and notecards the way it was meant to. No functional changes, just better code --- .../Modules/World/Permissions/PermissionsModule.cs | 66 +++++++++++++++++++++- 1 file changed, 65 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Environment/Modules') diff --git a/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs index ff5ba18..fbdae85 100644 --- a/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs @@ -631,7 +631,10 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name); if (m_bypassPermissions) return m_bypassPermissionsValue; - return false; + // If you can view it, you can edit it + // There is no viewing a no mod script + // + return CanViewScript(script, objectID, user, scene); } private bool CanEditNotecard(UUID notecard, UUID objectID, UUID user, Scene scene) @@ -639,6 +642,67 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name); if (m_bypassPermissions) return m_bypassPermissionsValue; + if (objectID == UUID.Zero) // User inventory + { + CachedUserInfo userInfo = + scene.CommsManager.UserProfileCacheService.GetUserDetails(user); + if (userInfo == null) + return false; + + if (userInfo.RootFolder == null) + return false; + + InventoryItemBase assetRequestItem = userInfo.RootFolder.FindItem(notecard); + if (assetRequestItem == null) // Library item + { + assetRequestItem = m_scene.CommsManager.UserProfileCacheService.LibraryRoot.FindItem(notecard); + + if (assetRequestItem != null) // Implicitly readable + return true; + } + + // Notecards must be both mod and copy to be saveable + // This is because of they're not copy, you can't read + // them, and if they're not mod, well, then they're + // not mod. Duh. + // + if ((assetRequestItem.CurrentPermissions & + ((uint)PermissionMask.Modify | + (uint)PermissionMask.Copy)) != + ((uint)PermissionMask.Modify | + (uint)PermissionMask.Copy)) + return false; + } + else // Prim inventory + { + SceneObjectPart part = scene.GetSceneObjectPart(objectID); + + if (part == null) + return false; + + if (part.OwnerID != user) + return false; + + if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0) + return false; + + TaskInventoryItem ti = part.GetInventoryItem(notecard); + + if (ti == null) + return false; + + if (ti.OwnerID != user) + return false; + + // Require full perms + if ((ti.CurrentPermissions & + ((uint)PermissionMask.Modify | + (uint)PermissionMask.Copy)) != + ((uint)PermissionMask.Modify | + (uint)PermissionMask.Copy)) + return false; + } + return true; } -- cgit v1.1