From 91fd9c467083a57e2898594ce3ae764aa0525bb5 Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Tue, 5 Nov 2013 15:42:23 +0200 Subject: Refactored: use a single function to apply an object's folded permissions to its main permissions --- .../RemoteController/RemoteAdminPlugin.cs | 12 +++++------- OpenSim/Framework/PermissionsUtil.cs | 19 +++++++++++++++++++ .../InventoryAccess/InventoryAccessModule.cs | 20 +++++++++----------- .../World/Objects/BuySell/BuySellModule.cs | 8 +------- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 17 ++++++++++------- .../Framework/Scenes/SceneObjectPartInventory.cs | 11 ++++------- 6 files changed, 48 insertions(+), 39 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs index 354f587..811781c 100644 --- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs +++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs @@ -2763,15 +2763,13 @@ namespace OpenSim.ApplicationPlugins.RemoteController /// private void ApplyNextOwnerPermissions(InventoryItemBase item) { - if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) + if (item.InvType == (int)InventoryType.Object) { - if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Copy; - if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; - if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Modify; + uint perms = item.CurrentPermissions; + PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref perms); + item.CurrentPermissions = perms; } + item.CurrentPermissions &= item.NextPermissions; item.BasePermissions &= item.NextPermissions; item.EveryOnePermissions &= item.NextPermissions; diff --git a/OpenSim/Framework/PermissionsUtil.cs b/OpenSim/Framework/PermissionsUtil.cs index 3dce04d..d785a78 100644 --- a/OpenSim/Framework/PermissionsUtil.cs +++ b/OpenSim/Framework/PermissionsUtil.cs @@ -64,5 +64,24 @@ namespace OpenSim.Framework str = "."; return str; } + + /// + /// Applies an object's folded permissions to its regular permissions. + /// + /// The folded permissions. Only the lowest 7 bits are examined. + /// The permissions variable to modify. + public static void ApplyFoldedPermissions(uint foldedPerms, ref uint mainPerms) + { + if ((foldedPerms & 7) == 0) + return; // assume that if the folded permissions are 0 then this means that they weren't actually recorded + + if ((foldedPerms & ((uint)PermissionMask.Copy >> 13)) == 0) + mainPerms &= ~(uint)PermissionMask.Copy; + if ((foldedPerms & ((uint)PermissionMask.Transfer >> 13)) == 0) + mainPerms &= ~(uint)PermissionMask.Transfer; + if ((foldedPerms & ((uint)PermissionMask.Modify >> 13)) == 0) + mainPerms &= ~(uint)PermissionMask.Modify; + } + } } diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index da36ed0..a7e6fdd 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -443,13 +443,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } else { - AddPermissions(item, objlist[0], objlist, remoteClient); - item.CreationDate = Util.UnixTimeSinceEpoch(); item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; + AddPermissions(item, objlist[0], objlist, remoteClient); + m_Scene.AddInventoryItem(item); if (remoteClient != null && item.Owner == remoteClient.AgentId) @@ -495,16 +495,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess effectivePerms &= grp.GetEffectivePermissions(); effectivePerms |= (uint)PermissionMask.Move; + //PermissionsUtil.LogPermissions(item.Name, "Before AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions); + if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) { uint perms = effectivePerms; - uint nextPerms = (perms & 7) << 13; - if ((nextPerms & (uint)PermissionMask.Copy) == 0) - perms &= ~(uint)PermissionMask.Copy; - if ((nextPerms & (uint)PermissionMask.Transfer) == 0) - perms &= ~(uint)PermissionMask.Transfer; - if ((nextPerms & (uint)PermissionMask.Modify) == 0) - perms &= ~(uint)PermissionMask.Modify; + PermissionsUtil.ApplyFoldedPermissions(effectivePerms, ref perms); item.BasePermissions = perms & so.RootPart.NextOwnerMask; item.CurrentPermissions = item.BasePermissions; @@ -530,8 +526,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess (uint)PermissionMask.Move | (uint)PermissionMask.Export | 7); // Preserve folded permissions - } - + } + + //PermissionsUtil.LogPermissions(item.Name, "After AddPermissions", item.BasePermissions, item.CurrentPermissions, item.NextPermissions); + return item; } diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs index 22a53a8..0cb574a 100644 --- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs @@ -198,13 +198,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell item.InvType = (int)InventoryType.Object; item.Folder = categoryID; - uint nextPerms=(perms & 7) << 13; - if ((nextPerms & (uint)PermissionMask.Copy) == 0) - perms &= ~(uint)PermissionMask.Copy; - if ((nextPerms & (uint)PermissionMask.Transfer) == 0) - perms &= ~(uint)PermissionMask.Transfer; - if ((nextPerms & (uint)PermissionMask.Modify) == 0) - perms &= ~(uint)PermissionMask.Modify; + PermissionsUtil.ApplyFoldedPermissions(perms, ref perms); item.BasePermissions = perms & part.NextOwnerMask; item.CurrentPermissions = perms & part.NextOwnerMask; diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 65536db..9cc5cde 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -669,17 +669,13 @@ namespace OpenSim.Region.Framework.Scenes // a mask if (item.InvType == (int)InventoryType.Object) { - // Create a safe mask for the current perms - uint foldedPerms = (item.CurrentPermissions & 7) << 13; - foldedPerms |= permsMask; - bool isRootMod = (item.CurrentPermissions & (uint)PermissionMask.Modify) != 0 ? true : false; // Mask the owner perms to the folded perms - ownerPerms &= foldedPerms; - basePerms &= foldedPerms; + PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref ownerPerms); + PermissionsUtil.ApplyFoldedPermissions(item.CurrentPermissions, ref basePerms); // If the root was mod, let the mask reflect that // We also need to adjust the base here, because @@ -1209,9 +1205,16 @@ namespace OpenSim.Region.Framework.Scenes { agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move); if (taskItem.InvType == (int)InventoryType.Object) - agentItem.CurrentPermissions = agentItem.BasePermissions & (((taskItem.CurrentPermissions & 7) << 13) | (taskItem.CurrentPermissions & (uint)PermissionMask.Move)); + { + uint perms = taskItem.CurrentPermissions; + PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms); + agentItem.BasePermissions = perms | (uint)PermissionMask.Move; + agentItem.CurrentPermissions = agentItem.BasePermissions; + } else + { agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions; + } agentItem.Flags |= (uint)InventoryItemFlags.ObjectSlamPerm; agentItem.NextPermissions = taskItem.NextPermissions; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 5fa01e3..fb8ecd5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -1132,14 +1132,11 @@ namespace OpenSim.Region.Framework.Scenes // "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", // item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); - if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) + if (item.InvType == (int)InventoryType.Object) { - if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Copy; - if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; - if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) - item.CurrentPermissions &= ~(uint)PermissionMask.Modify; + uint perms = item.CurrentPermissions; + PermissionsUtil.ApplyFoldedPermissions(perms, ref perms); + item.CurrentPermissions = perms; } item.CurrentPermissions &= item.NextPermissions; -- cgit v1.1