From 38f0615ffef1b60d98029ca433d158d97c0d0183 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sun, 10 Feb 2008 21:27:32 +0000 Subject: * This updates adds locking capability. Thanks, lbsa71 for pointing out my bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything. --- OpenSim/Region/Environment/PermissionManager.cs | 93 ++++++++++------------ OpenSim/Region/Environment/Scenes/InnerScene.cs | 1 + .../Region/Environment/Scenes/SceneObjectGroup.cs | 12 +-- .../Region/Environment/Scenes/SceneObjectPart.cs | 9 ++- 4 files changed, 49 insertions(+), 66 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Environment/PermissionManager.cs b/OpenSim/Region/Environment/PermissionManager.cs index bb0a756..47e29a3 100644 --- a/OpenSim/Region/Environment/PermissionManager.cs +++ b/OpenSim/Region/Environment/PermissionManager.cs @@ -42,6 +42,7 @@ namespace OpenSim.Region.Environment private uint PERM_MODIFY = (uint) 16384; private uint PERM_MOVE = (uint) 524288; private uint PERM_TRANS = (uint) 8192; + private uint PERM_LOCKED = (uint) 540672; // Bypasses the permissions engine (always returns OK) // disable in any production environment // TODO: Change this to false when permissions are a desired default @@ -201,28 +202,25 @@ namespace OpenSim.Region.Environment // Remove any of the objectFlags that are temporary. These will get added back if appropriate // in the next bit of code - objflags &= (uint)LLObject.ObjectFlags.ObjectCopy; // Tells client you can copy the object - objflags &= (uint)LLObject.ObjectFlags.ObjectModify; // tells client you can modify the object - objflags &= (uint)LLObject.ObjectFlags.ObjectMove; // tells client that you can move the object (only, no mod) - objflags &= (uint)LLObject.ObjectFlags.ObjectTransfer; // tells the client that you can /take/ the object if you don't own it - objflags &= (uint)LLObject.ObjectFlags.ObjectYouOwner; // Tells client that you're the owner of the object - objflags &= (uint)LLObject.ObjectFlags.ObjectYouOfficer; // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set + objflags &= ~(uint)LLObject.ObjectFlags.ObjectCopy; // Tells client you can copy the object + objflags &= ~(uint)LLObject.ObjectFlags.ObjectModify; // tells client you can modify the object + objflags &= ~(uint)LLObject.ObjectFlags.ObjectMove; // tells client that you can move the object (only, no mod) + objflags &= ~(uint)LLObject.ObjectFlags.ObjectTransfer; // tells the client that you can /take/ the object if you don't own it + objflags &= ~(uint)LLObject.ObjectFlags.ObjectYouOwner; // Tells client that you're the owner of the object + objflags &= ~(uint)LLObject.ObjectFlags.ObjectYouOfficer; // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set // Creating the three ObjectFlags options for this method to choose from. - bool tasklocked = task.GetLocked(); // more debug needed to apply this, so we're going to set this to false for now - tasklocked = false; - - uint objectOwnerMask = ApplyObjectModifyMasks(task.RootPart.OwnerMask, objflags, tasklocked); - objectOwnerMask = AddBackBrokenObjectProperties(task.RootPart, objectOwnerMask); - + // Customize the OwnerMask + uint objectOwnerMask = ApplyObjectModifyMasks(task.RootPart.OwnerMask, objflags); objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner; - uint objectGroupMask = ApplyObjectModifyMasks(task.RootPart.GroupMask, objflags, tasklocked); - objectGroupMask = AddBackBrokenObjectProperties(task.RootPart,objectGroupMask); - - uint objectEveryoneMask = ApplyObjectModifyMasks(task.RootPart.EveryoneMask, objflags, tasklocked); - objectEveryoneMask = AddBackBrokenObjectProperties(task.RootPart,objectEveryoneMask); + // Customize the GroupMask + uint objectGroupMask = ApplyObjectModifyMasks(task.RootPart.GroupMask, objflags); + + // Customize the EveryoneMask + uint objectEveryoneMask = ApplyObjectModifyMasks(task.RootPart.EveryoneMask, objflags); + // Hack to allow collaboration until Groups and Group Permissions are implemented if ((objectEveryoneMask & (uint)LLObject.ObjectFlags.ObjectMove) != 0) @@ -259,44 +257,14 @@ namespace OpenSim.Region.Environment return objectEveryoneMask; } - private uint AddBackBrokenObjectProperties(SceneObjectPart task, uint objectmask) - { - if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0) - objectmask |= (uint)LLObject.ObjectFlags.Physics; - - if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Scripted) != 0) - objectmask |= (uint)LLObject.ObjectFlags.Scripted; - - if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.TemporaryOnRez) != 0) - objectmask |= (uint)LLObject.ObjectFlags.TemporaryOnRez; + - if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) != 0) - objectmask |= (uint)LLObject.ObjectFlags.Phantom; - - if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Touch) != 0) - objectmask |= (uint)LLObject.ObjectFlags.Touch; - - if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.Scripted) != 0) - objectmask |= (uint)LLObject.ObjectFlags.Scripted; - - if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.AllowInventoryDrop) != 0) - objectmask |= (uint)LLObject.ObjectFlags.AllowInventoryDrop; - - - if ((task.ObjectFlags & (uint)LLObject.ObjectFlags.CastShadows) != 0) - objectmask |= (uint)LLObject.ObjectFlags.CastShadows; - - return objectmask; - } - - private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask, bool locked) + 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 (!locked) - { - + if ((setPermissionMask & (uint)PermissionMask.Copy) != 0) { objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectCopy; @@ -316,14 +284,15 @@ namespace OpenSim.Region.Environment { objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectTransfer; } - } + return objectFlagsMask; } - + protected virtual bool GenericObjectPermission(LLUUID currentUser, LLUUID objId) { // Default: deny bool permission = false; + bool locked = false; if (!m_scene.Entities.ContainsKey(objId)) { @@ -340,6 +309,19 @@ namespace OpenSim.Region.Environment SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objId]; LLUUID 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))) + { + return false; + } // Object owners should be able to edit their own content if (currentUser == objectOwner) @@ -419,8 +401,15 @@ namespace OpenSim.Region.Environment // Added this because at this point in time it wouldn't be wise for // the administrator object permissions to take effect. LLUUID 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; + } return permission; } diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index ca3b858..7421957 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs @@ -768,6 +768,7 @@ namespace OpenSim.Region.Environment.Scenes { group.GrabMovement(offset, pos, remoteClient); } + group.SendGroupTerseUpdate(); } } diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index 3cef65c..2917056 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs @@ -60,7 +60,7 @@ namespace OpenSim.Region.Environment.Scenes /// since the group's last persistent backup /// public bool HasGroupChanged = false; - private bool m_locked = false; + private LLVector3 lastPhysGroupPos; private LLQuaternion lastPhysGroupRot; @@ -1225,15 +1225,7 @@ namespace OpenSim.Region.Environment.Scenes Children.Values.CopyTo(partArray, 0); return partArray; } - public bool GetLocked() - { - return m_locked; - } - public void SetLocked(bool val) - { - m_locked = val; - - } + /// /// /// diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index 8c25dfa..06c0472 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs @@ -1620,13 +1620,14 @@ namespace OpenSim.Region.Environment.Scenes { if (addRemTF == (byte)0) { - m_parentGroup.SetLocked(true); - //OwnerMask &= ~mask; + //m_parentGroup.SetLocked(true); + //PermissionMask. + OwnerMask &= ~mask; } else { - m_parentGroup.SetLocked(false); - //OwnerMask |= mask; + //m_parentGroup.SetLocked(false); + OwnerMask |= mask; } SendFullUpdateToAllClients(); -- cgit v1.1