/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
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* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
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*/
using libsecondlife;
using OpenSim.Region.Environment.LandManagement;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment
{
public class PermissionManager
{
protected Scene m_scene;
// These are here for testing. They will be taken out
private uint PERM_ALL = (uint)2147483647;
private uint PERM_COPY = (uint)32768;
private uint PERM_MODIFY = (uint)16384;
private uint PERM_MOVE = (uint)524288;
private uint PERM_TRANS = (uint)8192;
// Bypasses the permissions engine (always returns OK)
// disable in any production environment
// TODO: Change this to false when permissions are a desired default
// TODO: Move to configuration option.
private bool m_bypassPermissions = true;
public bool BypassPermissions
{
get { return m_bypassPermissions; }
set { m_bypassPermissions = value; }
}
public PermissionManager()
{
}
public PermissionManager(Scene scene)
{
m_scene = scene;
}
public void Initialise(Scene scene)
{
m_scene = scene;
}
protected virtual void SendPermissionError(LLUUID user, string reason)
{
m_scene.EventManager.TriggerPermissionError(user, reason);
}
protected virtual bool IsAdministrator(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
protected virtual bool IsEstateManager(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
return false;
}
protected virtual bool IsGridUser(LLUUID user)
{
return true;
}
protected virtual bool IsGuest(LLUUID user)
{
return false;
}
public virtual bool CanRezObject(LLUUID user, LLVector3 position)
{
bool permission = false;
string reason = "Insufficient permission";
Land land = this.m_scene.LandManager.getLandObject(position.X, position.Y);
if ((land.landData.landFlags & ((int)Parcel.ParcelFlags.CreateObjects)) == (int)Parcel.ParcelFlags.CreateObjects)
permission = true;
//TODO: check for group rights
if (IsAdministrator(user))
{
permission = true;
}
else
{
reason = "Not an administrator";
}
if (GenericParcelPermission(user, position))
{
permission = true;
}
else
{
reason = "Not the parcel owner";
}
if (!permission)
SendPermissionError(user, reason);
return permission;
}
#region Object Permissions
public virtual uint GenerateClientFlags(LLUUID user, LLUUID objID)
{
if (!m_scene.Entities.ContainsKey(objID))
{
return 0;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objID] is SceneObjectGroup))
{
return 0;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objID];
LLUUID taskOwner = null;
// 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;
//return task.RootPart.ObjectFlags;task.RootPart.ObjectFlags |
uint OwnerMask = task.RootPart.ObjectFlags | task.RootPart.OwnerMask;
uint GroupMask = task.RootPart.ObjectFlags | task.RootPart.GroupMask;
uint EveryoneMask = task.RootPart.ObjectFlags | task.RootPart.EveryoneMask;
if (m_bypassPermissions)
return OwnerMask;
// Object owners should be able to edit their own content
if (user == objectOwner)
return OwnerMask;
// Users should be able to edit what is over their land.
if (m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y).landData.ownerID ==
user)
return OwnerMask;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
return OwnerMask;
// Admin objects should not be editable by the above
if (IsAdministrator(taskOwner))
return EveryoneMask;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
return OwnerMask;
if (((EveryoneMask & PERM_MOVE) != 0) || ((EveryoneMask & PERM_COPY) != 0))
{
if ((EveryoneMask & PERM_MOVE) != 0)
OwnerMask &= ~PERM_MOVE;
if ((EveryoneMask & PERM_COPY) != 0)
OwnerMask &= ~PERM_COPY;
OwnerMask &= ~PERM_MODIFY;
OwnerMask &= ~PERM_TRANS;
return OwnerMask;
}
return EveryoneMask;
}
protected virtual bool GenericObjectPermission(LLUUID user, LLUUID objId)
{
// Default: deny
bool permission = false;
if (!m_scene.Entities.ContainsKey(objId))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objId] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup) m_scene.Entities[objId];
LLUUID taskOwner = null;
// 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;
// Object owners should be able to edit their own content
if (user == objectOwner)
permission = true;
// Users should be able to edit what is over their land.
if (m_scene.LandManager.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y).landData.ownerID ==
user)
permission = true;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
permission = true;
// Admin objects should not be editable by the above
if (IsAdministrator(taskOwner))
permission = false;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
permission = true;
return permission;
}
///
/// Permissions check - can user delete an object?
///
/// User attempting the delete
/// Target object
/// Has permission?
public virtual bool CanDeRezObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanEditObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
public virtual bool CanEditObjectPosition(LLUUID user, LLUUID obj)
{
bool permission = GenericObjectPermission(user,obj);
if (!permission)
{
if (!m_scene.Entities.ContainsKey(obj))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[obj] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];
LLUUID taskOwner = null;
// 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;
if ((task.RootPart.EveryoneMask & PERM_MOVE) != 0)
permission = true;
}
return permission;
}
public virtual bool CanCopyObject(LLUUID user, LLUUID obj)
{
bool permission = GenericObjectPermission(user, obj);
if (!permission)
{
if (!m_scene.Entities.ContainsKey(obj))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[obj] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[obj];
LLUUID taskOwner = null;
// 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;
if ((task.RootPart.EveryoneMask & PERM_COPY) != 0)
permission = true;
}
return permission;
}
public virtual bool CanReturnObject(LLUUID user, LLUUID obj)
{
return GenericObjectPermission(user, obj);
}
#endregion
#region Communication Permissions
public virtual bool GenericCommunicationPermission(LLUUID user, LLUUID target)
{
bool permission = false;
string reason = "Only registered users may communicate with another account.";
if (IsGridUser(user))
permission = true;
if (!IsGridUser(user))
{
permission = false;
reason = "The person that you are messaging is not a registered user.";
}
if (IsAdministrator(user))
permission = true;
if (IsEstateManager(user))
permission = true;
if (!permission)
SendPermissionError(user, reason);
return permission;
}
public virtual bool CanInstantMessage(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
public virtual bool CanInventoryTransfer(LLUUID user, LLUUID target)
{
return GenericCommunicationPermission(user, target);
}
#endregion
public virtual bool CanEditScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanRunScript(LLUUID user, LLUUID script)
{
return IsAdministrator(user);
}
public virtual bool CanTerraform(LLUUID user, LLVector3 position)
{
bool permission = false;
// Estate override
if (GenericEstatePermission(user))
permission = true;
float X = position.X;
float Y = position.Y;
if (X > 255)
X = 255;
if (Y > 255)
Y = 255;
if (X < 0)
X = 0;
if (Y < 0)
Y = 0;
// Land owner can terraform too
if (GenericParcelPermission(user, m_scene.LandManager.getLandObject(X, Y)))
permission = true;
if (!permission)
SendPermissionError(user, "Not authorized to terraform at this location.");
return permission;
}
#region Estate Permissions
protected virtual bool GenericEstatePermission(LLUUID user)
{
// Default: deny
bool permission = false;
// Estate admins should be able to use estate tools
if (IsEstateManager(user))
permission = true;
// Administrators always have permission
if (IsAdministrator(user))
permission = true;
return permission;
}
public virtual bool CanEditEstateTerrain(LLUUID user)
{
return GenericEstatePermission(user);
}
public virtual bool CanRestartSim(LLUUID user)
{
// Since this is potentially going on a grid...
//return GenericEstatePermission(AgentId);
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
#endregion
#region Parcel Permissions
protected virtual bool GenericParcelPermission(LLUUID user, Land parcel)
{
bool permission = false;
if (parcel.landData.ownerID == user)
permission = true;
if (parcel.landData.isGroupOwned)
{
// TODO: Need to do some extra checks here. Requires group code.
}
if (IsEstateManager(user))
permission = true;
if (IsAdministrator(user))
permission = true;
return permission;
}
protected virtual bool GenericParcelPermission(LLUUID user, LLVector3 pos)
{
return GenericParcelPermission(user, m_scene.LandManager.getLandObject(pos.X, pos.Y));
}
public virtual bool CanEditParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanSellParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
public virtual bool CanAbandonParcel(LLUUID user, Land parcel)
{
return GenericParcelPermission(user, parcel);
}
#endregion
}
}