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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* 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
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
// Temporary fix of wrong GroupPowers constants in OpenMetaverse library
enum GroupPowers : long
{
None = 0,
LandEjectAndFreeze = 1,
Invite = 2,
ReturnGroupSet = 2,
Eject = 4,
ReturnNonGroup = 4,
ChangeOptions = 8,
LandGardening = 8,
CreateRole = 16,
DeedObject = 16,
ModerateChat = 32,
DeleteRole = 32,
RoleProperties = 64,
ObjectManipulate = 64,
ObjectSetForSale = 128,
AssignMemberLimited = 128,
AssignMember = 256,
Accountable = 256,
RemoveMember = 512,
SendNotices = 1024,
ChangeActions = 1024,
ChangeIdentity = 2048,
ReceiveNotices = 2048,
StartProposal = 4096,
LandDeed = 4096,
VoteOnProposal = 8192,
LandRelease = 8192,
LandSetSale = 16384,
LandDivideJoin = 32768,
ReturnGroupOwned = 65536,
JoinChat = 65536,
FindPlaces = 131072,
LandChangeIdentity = 262144,
SetLandingPoint = 524288,
ChangeMedia = 1048576,
LandEdit = 2097152,
LandOptions = 4194304,
AllowEditLand = 8388608,
AllowFly = 16777216,
AllowRez = 33554432,
AllowLandmark = 67108864,
AllowVoiceChat = 134217728,
AllowSetHome = 268435456,
LandManageAllowed = 536870912,
LandManageBanned = 1073741824
}
namespace OpenSim.Region.CoreModules.World.Permissions
{
public class PermissionsModule : IRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Scene m_scene;
private InventoryFolderImpl m_libraryRootFolder;
protected InventoryFolderImpl LibraryRootFolder
{
get
{
if (m_libraryRootFolder != null)
return m_libraryRootFolder;
ILibraryService lib = m_scene.RequestModuleInterface<ILibraryService>();
if (lib != null)
{
m_libraryRootFolder = lib.LibraryRootFolder;
}
return m_libraryRootFolder;
}
}
#region Constants
// 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;
private uint PERM_LOCKED = (uint)540672;
/// <value>
/// Different user set names that come in from the configuration file.
/// </value>
enum UserSet
{
All,
Administrators
};
#endregion
#region Bypass Permissions / Debug Permissions Stuff
// Bypasses the permissions engine
private bool m_bypassPermissions = true;
private bool m_bypassPermissionsValue = true;
private bool m_propagatePermissions = false;
private bool m_debugPermissions = false;
private bool m_allowGridGods = false;
private bool m_RegionOwnerIsGod = false;
private bool m_ParcelOwnerIsGod = false;
/// <value>
/// The set of users that are allowed to create scripts. This is only active if permissions are not being
/// bypassed. This overrides normal permissions.
/// </value>
private UserSet m_allowedScriptCreators = UserSet.All;
/// <value>
/// The set of users that are allowed to edit (save) scripts. This is only active if
/// permissions are not being bypassed. This overrides normal permissions.-
/// </value>
private UserSet m_allowedScriptEditors = UserSet.All;
private Dictionary<string, bool> GrantLSL = new Dictionary<string, bool>();
private Dictionary<string, bool> GrantCS = new Dictionary<string, bool>();
private Dictionary<string, bool> GrantVB = new Dictionary<string, bool>();
private Dictionary<string, bool> GrantJS = new Dictionary<string, bool>();
private Dictionary<string, bool> GrantYP = new Dictionary<string, bool>();
private IFriendsModule m_friendsModule = null;
#endregion
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
m_scene = scene;
IConfig myConfig = config.Configs["Startup"];
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
List<string> modules=new List<string>(permissionModules.Split(','));
if (!modules.Contains("DefaultPermissionsModule"))
return;
m_allowGridGods = myConfig.GetBoolean("allow_grid_gods", false);
m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", false);
m_propagatePermissions = myConfig.GetBoolean("propagate_permissions", true);
m_RegionOwnerIsGod = myConfig.GetBoolean("region_owner_is_god", true);
m_ParcelOwnerIsGod = myConfig.GetBoolean("parcel_owner_is_god", true);
m_allowedScriptCreators
= ParseUserSetConfigSetting(myConfig, "allowed_script_creators", m_allowedScriptCreators);
m_allowedScriptEditors
= ParseUserSetConfigSetting(myConfig, "allowed_script_editors", m_allowedScriptEditors);
if (m_bypassPermissions)
m_log.Info("[PERMISSIONS]: serviceside_object_permissions = false in ini file so disabling all region service permission checks");
else
m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks");
//Register functions with Scene External Checks!
m_scene.Permissions.OnBypassPermissions += BypassPermissions;
m_scene.Permissions.OnSetBypassPermissions += SetBypassPermissions;
m_scene.Permissions.OnPropagatePermissions += PropagatePermissions;
m_scene.Permissions.OnGenerateClientFlags += GenerateClientFlags;
m_scene.Permissions.OnAbandonParcel += CanAbandonParcel;
m_scene.Permissions.OnReclaimParcel += CanReclaimParcel;
m_scene.Permissions.OnDeedParcel += CanDeedParcel;
m_scene.Permissions.OnDeedObject += CanDeedObject;
m_scene.Permissions.OnIsGod += IsGod;
m_scene.Permissions.OnDuplicateObject += CanDuplicateObject;
m_scene.Permissions.OnDeleteObject += CanDeleteObject; //MAYBE FULLY IMPLEMENTED
m_scene.Permissions.OnEditObject += CanEditObject; //MAYBE FULLY IMPLEMENTED
m_scene.Permissions.OnEditParcel += CanEditParcel; //MAYBE FULLY IMPLEMENTED
m_scene.Permissions.OnInstantMessage += CanInstantMessage;
m_scene.Permissions.OnInventoryTransfer += CanInventoryTransfer; //NOT YET IMPLEMENTED
m_scene.Permissions.OnIssueEstateCommand += CanIssueEstateCommand; //FULLY IMPLEMENTED
m_scene.Permissions.OnMoveObject += CanMoveObject; //MAYBE FULLY IMPLEMENTED
m_scene.Permissions.OnObjectEntry += CanObjectEntry;
m_scene.Permissions.OnReturnObject += CanReturnObject; //NOT YET IMPLEMENTED
m_scene.Permissions.OnRezObject += CanRezObject; //MAYBE FULLY IMPLEMENTED
m_scene.Permissions.OnRunConsoleCommand += CanRunConsoleCommand;
m_scene.Permissions.OnRunScript += CanRunScript; //NOT YET IMPLEMENTED
m_scene.Permissions.OnCompileScript += CanCompileScript;
m_scene.Permissions.OnSellParcel += CanSellParcel;
m_scene.Permissions.OnTakeObject += CanTakeObject;
m_scene.Permissions.OnTakeCopyObject += CanTakeCopyObject;
m_scene.Permissions.OnTerraformLand += CanTerraformLand;
m_scene.Permissions.OnLinkObject += CanLinkObject; //NOT YET IMPLEMENTED
m_scene.Permissions.OnDelinkObject += CanDelinkObject; //NOT YET IMPLEMENTED
m_scene.Permissions.OnBuyLand += CanBuyLand; //NOT YET IMPLEMENTED
m_scene.Permissions.OnViewNotecard += CanViewNotecard; //NOT YET IMPLEMENTED
m_scene.Permissions.OnViewScript += CanViewScript; //NOT YET IMPLEMENTED
m_scene.Permissions.OnEditNotecard += CanEditNotecard; //NOT YET IMPLEMENTED
m_scene.Permissions.OnEditScript += CanEditScript; //NOT YET IMPLEMENTED
m_scene.Permissions.OnCreateObjectInventory += CanCreateObjectInventory; //NOT IMPLEMENTED HERE
m_scene.Permissions.OnEditObjectInventory += CanEditObjectInventory;//MAYBE FULLY IMPLEMENTED
m_scene.Permissions.OnCopyObjectInventory += CanCopyObjectInventory; //NOT YET IMPLEMENTED
m_scene.Permissions.OnDeleteObjectInventory += CanDeleteObjectInventory; //NOT YET IMPLEMENTED
m_scene.Permissions.OnResetScript += CanResetScript;
m_scene.Permissions.OnCreateUserInventory += CanCreateUserInventory; //NOT YET IMPLEMENTED
m_scene.Permissions.OnCopyUserInventory += CanCopyUserInventory; //NOT YET IMPLEMENTED
m_scene.Permissions.OnEditUserInventory += CanEditUserInventory; //NOT YET IMPLEMENTED
m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory; //NOT YET IMPLEMENTED
m_scene.Permissions.OnTeleport += CanTeleport; //NOT YET IMPLEMENTED
m_scene.Permissions.OnUseObjectReturn += CanUseObjectReturn; //NOT YET IMPLEMENTED
m_scene.AddCommand(this, "bypass permissions",
"bypass permissions <true / false>",
"Bypass permission checks",
HandleBypassPermissions);
m_scene.AddCommand(this, "force permissions",
"force permissions <true / false>",
"Force permissions on or off",
HandleForcePermissions);
m_scene.AddCommand(this, "debug permissions",
"debug permissions <true / false>",
"Enable permissions debugging",
HandleDebugPermissions);
string grant = myConfig.GetString("GrantLSL","");
if (grant.Length > 0) {
foreach (string uuidl in grant.Split(',')) {
string uuid = uuidl.Trim(" \t".ToCharArray());
GrantLSL.Add(uuid, true);
}
}
grant = myConfig.GetString("GrantCS","");
if (grant.Length > 0) {
foreach (string uuidl in grant.Split(',')) {
string uuid = uuidl.Trim(" \t".ToCharArray());
GrantCS.Add(uuid, true);
}
}
grant = myConfig.GetString("GrantVB","");
if (grant.Length > 0) {
foreach (string uuidl in grant.Split(',')) {
string uuid = uuidl.Trim(" \t".ToCharArray());
GrantVB.Add(uuid, true);
}
}
grant = myConfig.GetString("GrantJS", "");
if (grant.Length > 0)
{
foreach (string uuidl in grant.Split(','))
{
string uuid = uuidl.Trim(" \t".ToCharArray());
GrantJS.Add(uuid, true);
}
}
grant = myConfig.GetString("GrantYP", "");
if (grant.Length > 0)
{
foreach (string uuidl in grant.Split(','))
{
string uuid = uuidl.Trim(" \t".ToCharArray());
GrantYP.Add(uuid, true);
}
}
}
public void HandleBypassPermissions(string module, string[] args)
{
if (m_scene.ConsoleScene() != null &&
m_scene.ConsoleScene() != m_scene)
{
return;
}
if (args.Length > 2)
{
bool val;
if (!bool.TryParse(args[2], out val))
return;
m_bypassPermissions = val;
m_log.InfoFormat(
"[PERMISSIONS]: Set permissions bypass to {0} for {1}",
m_bypassPermissions, m_scene.RegionInfo.RegionName);
}
}
public void HandleForcePermissions(string module, string[] args)
{
if (m_scene.ConsoleScene() != null &&
m_scene.ConsoleScene() != m_scene)
{
return;
}
if (!m_bypassPermissions)
{
m_log.Error("[PERMISSIONS] Permissions can't be forced unless they are bypassed first");
return;
}
if (args.Length > 2)
{
bool val;
if (!bool.TryParse(args[2], out val))
return;
m_bypassPermissionsValue = val;
m_log.InfoFormat("[PERMISSIONS] Forced permissions to {0} in {1}", m_bypassPermissionsValue, m_scene.RegionInfo.RegionName);
}
}
public void HandleDebugPermissions(string module, string[] args)
{
if (m_scene.ConsoleScene() != null &&
m_scene.ConsoleScene() != m_scene)
{
return;
}
if (args.Length > 2)
{
bool val;
if (!bool.TryParse(args[2], out val))
return;
m_debugPermissions = val;
m_log.InfoFormat("[PERMISSIONS] Set permissions debugging to {0} in {1}", m_debugPermissions, m_scene.RegionInfo.RegionName);
}
}
public void PostInitialise()
{
m_friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
if (m_friendsModule == null)
m_log.Error("[PERMISSIONS]: Friends module not found, friend permissions will not work");
else
m_log.Info("[PERMISSIONS]: Friends module found, friend permissions enabled");
}
public void Close()
{
}
public string Name
{
get { return "PermissionsModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
#region Helper Functions
protected void SendPermissionError(UUID user, string reason)
{
m_scene.EventManager.TriggerPermissionError(user, reason);
}
protected void DebugPermissionInformation(string permissionCalled)
{
if (m_debugPermissions)
m_log.Debug("[PERMISSIONS]: " + permissionCalled + " was called from " + m_scene.RegionInfo.RegionName);
}
// Checks if the given group is active and if the user is a group member
// with the powers requested (powers = 0 for no powers check)
protected bool IsGroupMember(UUID groupID, UUID userID, ulong powers)
{
ScenePresence sp = m_scene.GetScenePresence(userID);
if (sp != null)
{
IClientAPI client = sp.ControllingClient;
return ((groupID == client.ActiveGroupId) && (client.ActiveGroupPowers != 0) &&
((powers == 0) || ((client.ActiveGroupPowers & powers) == powers)));
}
return false;
}
/// <summary>
/// Parse a user set configuration setting
/// </summary>
/// <param name="config"></param>
/// <param name="settingName"></param>
/// <param name="defaultValue">The default value for this attribute</param>
/// <returns>The parsed value</returns>
private static UserSet ParseUserSetConfigSetting(IConfig config, string settingName, UserSet defaultValue)
{
UserSet userSet = defaultValue;
string rawSetting = config.GetString(settingName, defaultValue.ToString());
// Temporary measure to allow 'gods' to be specified in config for consistency's sake. In the long term
// this should disappear.
if ("gods" == rawSetting.ToLower())
rawSetting = UserSet.Administrators.ToString();
// Doing it this was so that we can do a case insensitive conversion
try
{
userSet = (UserSet)Enum.Parse(typeof(UserSet), rawSetting, true);
}
catch
{
m_log.ErrorFormat(
"[PERMISSIONS]: {0} is not a valid {1} value, setting to {2}",
rawSetting, settingName, userSet);
}
m_log.DebugFormat("[PERMISSIONS]: {0} {1}", settingName, userSet);
return userSet;
}
/// <summary>
/// Is the given user an administrator (in other words, a god)?
/// </summary>
/// <param name="user"></param>
/// <returns></returns>
protected bool IsAdministrator(UUID user)
{
if (user == UUID.Zero) return false;
if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero)
{
if (m_scene.RegionInfo.EstateSettings.EstateOwner == user)
return true;
}
if (m_allowGridGods)
{
UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, user);
if (account != null)
{
if (account.UserLevel >= 200)
return true;
}
}
return false;
}
protected bool IsFriendWithPerms(UUID user,UUID objectOwner)
{
if (user == UUID.Zero)
return false;
if (m_friendsModule == null)
return false;
List<FriendListItem> profile = m_friendsModule.GetUserFriends(user);
foreach (FriendListItem item in profile)
{
if (item.Friend == objectOwner && (item.FriendPerms & (uint)FriendRights.CanModifyObjects) != 0)
return true;
}
return false;
}
protected bool IsEstateManager(UUID user)
{
if (user == UUID.Zero) return false;
return m_scene.RegionInfo.EstateSettings.IsEstateManager(user);
}
#endregion
public bool PropagatePermissions()
{
if (m_bypassPermissions)
return false;
return m_propagatePermissions;
}
public bool BypassPermissions()
{
return m_bypassPermissions;
}
public void SetBypassPermissions(bool value)
{
m_bypassPermissions=value;
}
#region Object Permissions
public uint GenerateClientFlags(UUID user, UUID objID)
{
// Here's the way this works,
// ObjectFlags and Permission flags are two different enumerations
// ObjectFlags, however, tells the client to change what it will allow the user to do.
// So, that means that all of the permissions type ObjectFlags are /temporary/ and only
// supposed to be set when customizing the objectflags for the client.
// These temporary objectflags get computed and added in this function based on the
// Permission mask that's appropriate!
// Outside of this method, they should never be added to objectflags!
// -teravus
SceneObjectPart task = m_scene.GetSceneObjectPart(objID);
// this shouldn't ever happen.. return no permissions/objectflags.
if (task == null)
return (uint)0;
uint objflags = task.GetEffectiveObjectFlags();
UUID objectOwner = task.OwnerID;
// Remove any of the objectFlags that are temporary. These will get added back if appropriate
// in the next bit of code
// libomv will moan about PrimFlags.ObjectYouOfficer being
// deprecated
#pragma warning disable 0612
objflags &= (uint)
~(PrimFlags.ObjectCopy | // Tells client you can copy the object
PrimFlags.ObjectModify | // tells client you can modify the object
PrimFlags.ObjectMove | // tells client that you can move the object (only, no mod)
PrimFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
PrimFlags.ObjectYouOwner | // Tells client that you're the owner of the object
PrimFlags.ObjectAnyOwner | // Tells client that someone owns the object
PrimFlags.ObjectOwnerModify | // Tells client that you're the owner of the object
PrimFlags.ObjectYouOfficer // Tells client that you've got group object editing permission. Used when ObjectGroupOwned is set
);
#pragma warning restore 0612
// Creating the three ObjectFlags options for this method to choose from.
// Customize the OwnerMask
uint objectOwnerMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
objectOwnerMask |= (uint)PrimFlags.ObjectYouOwner | (uint)PrimFlags.ObjectAnyOwner | (uint)PrimFlags.ObjectOwnerModify;
// Customize the GroupMask
uint objectGroupMask = ApplyObjectModifyMasks(task.GroupMask, objflags);
// Customize the EveryoneMask
uint objectEveryoneMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
if (objectOwner != UUID.Zero)
objectEveryoneMask |= (uint)PrimFlags.ObjectAnyOwner;
if (m_bypassPermissions)
return objectOwnerMask;
// Object owners should be able to edit their own content
if (user == objectOwner)
return objectOwnerMask;
if (IsFriendWithPerms(user, objectOwner))
return objectOwnerMask;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user) && m_RegionOwnerIsGod && !IsAdministrator(objectOwner))
return objectOwnerMask;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
return objectOwnerMask;
// Users should be able to edit what is over their land.
ILandObject parcel = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
if (parcel != null && parcel.LandData.OwnerID == user && m_ParcelOwnerIsGod)
{
// Admin objects should not be editable by the above
if (!IsAdministrator(objectOwner))
return objectOwnerMask;
}
// Group permissions
if ((task.GroupID != UUID.Zero) && IsGroupMember(task.GroupID, user, 0))
return objectGroupMask | objectEveryoneMask;
return objectEveryoneMask;
}
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 ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
{
objectFlagsMask |= (uint)PrimFlags.ObjectCopy;
}
if ((setPermissionMask & (uint)PermissionMask.Move) != 0)
{
objectFlagsMask |= (uint)PrimFlags.ObjectMove;
}
if ((setPermissionMask & (uint)PermissionMask.Modify) != 0)
{
objectFlagsMask |= (uint)PrimFlags.ObjectModify;
}
if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
{
objectFlagsMask |= (uint)PrimFlags.ObjectTransfer;
}
return objectFlagsMask;
}
/// <summary>
/// General permissions checks for any operation involving an object. These supplement more specific checks
/// implemented by callers.
/// </summary>
/// <param name="currentUser"></param>
/// <param name="objId"></param>
/// <param name="denyOnLocked"></param>
/// <returns></returns>
protected bool GenericObjectPermission(UUID currentUser, UUID objId, bool denyOnLocked)
{
// Default: deny
bool permission = false;
bool locked = 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 group = (SceneObjectGroup)m_scene.Entities[objId];
UUID 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)) && denyOnLocked)
{
return false;
}
// Object owners should be able to edit their own content
if (currentUser == objectOwner)
{
permission = true;
}
else if (group.IsAttachment)
{
permission = false;
}
// Group members should be able to edit group objects
if ((group.GroupID != UUID.Zero) && ((m_scene.GetSceneObjectPart(objId).GroupMask & (uint)PermissionMask.Modify) != 0) && IsGroupMember(group.GroupID, currentUser, 0))
{
// Return immediately, so that the administrator can shares group objects
return true;
}
// Users should be able to edit what is over their land.
ILandObject parcel = m_scene.LandChannel.GetLandObject(group.AbsolutePosition.X, group.AbsolutePosition.Y);
if ((parcel != null) && (parcel.LandData.OwnerID == currentUser))
{
permission = true;
}
// Estate users should be able to edit anything in the sim
if (IsEstateManager(currentUser))
{
permission = true;
}
// Admin objects should not be editable by the above
if (IsAdministrator(objectOwner))
{
permission = false;
}
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(currentUser))
{
permission = true;
}
return permission;
}
#endregion
#region Generic Permissions
protected bool GenericCommunicationPermission(UUID user, UUID target)
{
// Setting this to true so that cool stuff can happen until we define what determines Generic Communication Permission
bool permission = true;
string reason = "Only registered users may communicate with another account.";
// Uhh, we need to finish this before we enable it.. because it's blocking all sorts of goodies and features
if (IsAdministrator(user))
permission = true;
if (IsEstateManager(user))
permission = true;
if (!permission)
SendPermissionError(user, reason);
return permission;
}
public bool GenericEstatePermission(UUID 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;
}
protected bool GenericParcelPermission(UUID user, ILandObject parcel, ulong groupPowers)
{
bool permission = false;
if (parcel.LandData.OwnerID == user)
{
permission = true;
}
if ((parcel.LandData.GroupID != UUID.Zero) && IsGroupMember(parcel.LandData.GroupID, user, groupPowers))
{
permission = true;
}
if (IsEstateManager(user))
{
permission = true;
}
if (IsAdministrator(user))
{
permission = true;
}
return permission;
}
protected bool GenericParcelOwnerPermission(UUID user, ILandObject parcel, ulong groupPowers)
{
if (parcel.LandData.OwnerID == user)
{
// Returning immediately so that group deeded objects on group deeded land don't trigger a NRE on
// the subsequent redundant checks when using lParcelMediaCommandList()
// See http://opensimulator.org/mantis/view.php?id=3999 for more details
return true;
}
if (parcel.LandData.IsGroupOwned && IsGroupMember(parcel.LandData.GroupID, user, groupPowers))
{
return true;
}
if (IsEstateManager(user))
{
return true;
}
if (IsAdministrator(user))
{
return true;
}
return false;
}
protected bool GenericParcelPermission(UUID user, Vector3 pos, ulong groupPowers)
{
ILandObject parcel = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (parcel == null) return false;
return GenericParcelPermission(user, parcel, groupPowers);
}
#endregion
#region Permission Checks
private bool CanAbandonParcel(UUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelOwnerPermission(user, parcel, (ulong)GroupPowers.LandRelease);
}
private bool CanReclaimParcel(UUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelOwnerPermission(user, parcel, 0);
}
private bool CanDeedParcel(UUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if (parcel.LandData.OwnerID != user) // Only the owner can deed!
return false;
ScenePresence sp = scene.GetScenePresence(user);
IClientAPI client = sp.ControllingClient;
if ((client.GetGroupPowers(parcel.LandData.GroupID) & (ulong)GroupPowers.LandDeed) == 0)
return false;
return GenericParcelOwnerPermission(user, parcel, (ulong)GroupPowers.LandDeed);
}
private bool CanDeedObject(UUID user, UUID group, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
ScenePresence sp = scene.GetScenePresence(user);
IClientAPI client = sp.ControllingClient;
if ((client.GetGroupPowers(group) & (ulong)GroupPowers.DeedObject) == 0)
return false;
return true;
}
private bool IsGod(UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return IsAdministrator(user);
}
private bool CanDuplicateObject(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if (!GenericObjectPermission(owner, objectID, true))
{
//They can't even edit the object
return false;
}
SceneObjectPart part = scene.GetSceneObjectPart(objectID);
if (part == null)
return false;
if (part.OwnerID == owner)
return ((part.OwnerMask & PERM_COPY) != 0);
if (part.GroupID != UUID.Zero)
{
if ((part.OwnerID == part.GroupID) && ((owner != part.LastOwnerID) || ((part.GroupMask & PERM_TRANS) == 0)))
return false;
if ((part.GroupMask & PERM_COPY) == 0)
return false;
}
//If they can rez, they can duplicate
return CanRezObject(objectCount, owner, objectPosition, scene);
}
private bool CanDeleteObject(UUID objectID, UUID deleter, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(deleter, objectID, false);
}
private bool CanEditObject(UUID objectID, UUID editorID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(editorID, objectID, false);
}
private bool CanEditObjectInventory(UUID objectID, UUID editorID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
// If we selected a sub-prim to edit, the objectID won't represent the object, but only a part.
// We have to check the permissions of the group, though.
if (part.ParentID != 0)
{
objectID = part.ParentUUID;
part = m_scene.GetSceneObjectPart(objectID);
}
return GenericObjectPermission(editorID, objectID, false);
}
private bool CanEditParcel(UUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelOwnerPermission(user, parcel, (ulong)GroupPowers.LandDivideJoin);
}
/// <summary>
/// Check whether the specified user can edit the given script
/// </summary>
/// <param name="script"></param>
/// <param name="objectID"></param>
/// <param name="user"></param>
/// <param name="scene"></param>
/// <returns></returns>
private bool CanEditScript(UUID script, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if (m_allowedScriptEditors == UserSet.Administrators && !IsAdministrator(user))
return false;
// Ordinarily, if you can view it, you can edit it
// There is no viewing a no mod script
//
return CanViewScript(script, objectID, user, scene);
}
/// <summary>
/// Check whether the specified user can edit the given notecard
/// </summary>
/// <param name="notecard"></param>
/// <param name="objectID"></param>
/// <param name="user"></param>
/// <param name="scene"></param>
/// <returns></returns>
private bool CanEditNotecard(UUID notecard, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if (objectID == UUID.Zero) // User inventory
{
IInventoryService invService = m_scene.InventoryService;
InventoryItemBase assetRequestItem = new InventoryItemBase(notecard, user);
assetRequestItem = invService.GetItem(assetRequestItem);
if (assetRequestItem == null && LibraryRootFolder != null) // Library item
{
assetRequestItem = LibraryRootFolder.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)
{
if (part.GroupID == UUID.Zero)
return false;
if (!IsGroupMember(part.GroupID, user, 0))
return false;
if ((part.GroupMask & (uint)PermissionMask.Modify) == 0)
return false;
} else {
if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
return false;
}
TaskInventoryItem ti = part.Inventory.GetInventoryItem(notecard);
if (ti == null)
return false;
if (ti.OwnerID != user)
{
if (ti.GroupID == UUID.Zero)
return false;
if (!IsGroupMember(ti.GroupID, user, 0))
return false;
}
// Require full perms
if ((ti.CurrentPermissions &
((uint)PermissionMask.Modify |
(uint)PermissionMask.Copy)) !=
((uint)PermissionMask.Modify |
(uint)PermissionMask.Copy))
return false;
}
return true;
}
private bool CanInstantMessage(UUID user, UUID target, Scene startScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
// If the sender is an object, check owner instead
//
SceneObjectPart part = startScene.GetSceneObjectPart(user);
if (part != null)
user = part.OwnerID;
return GenericCommunicationPermission(user, target);
}
private bool CanInventoryTransfer(UUID user, UUID target, Scene startScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericCommunicationPermission(user, target);
}
private bool CanIssueEstateCommand(UUID user, Scene requestFromScene, bool ownerCommand)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if (IsAdministrator(user))
return true;
if (m_scene.RegionInfo.EstateSettings.IsEstateOwner(user))
return true;
if (ownerCommand)
return false;
return GenericEstatePermission(user);
}
private bool CanMoveObject(UUID objectID, UUID moverID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions)
{
SceneObjectPart part = scene.GetSceneObjectPart(objectID);
if (part.OwnerID != moverID)
{
if (part.ParentGroup != null && !part.ParentGroup.IsDeleted)
{
if (part.ParentGroup.IsAttachment)
return false;
}
}
return m_bypassPermissionsValue;
}
bool permission = GenericObjectPermission(moverID, objectID, true);
if (!permission)
{
if (!m_scene.Entities.ContainsKey(objectID))
{
return false;
}
// The client
// may request to edit linked parts, and therefore, it needs
// to also check for SceneObjectPart
// If it's not an object, we cant edit it.
if ((!(m_scene.Entities[objectID] is SceneObjectGroup)))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
// UUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
// UUID 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;
}
else
{
bool locked = false;
if (!m_scene.Entities.ContainsKey(objectID))
{
return false;
}
// If it's not an object, we cant edit it.
if ((!(m_scene.Entities[objectID] is SceneObjectGroup)))
{
return false;
}
SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objectID];
UUID objectOwner = group.OwnerID;
locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
// This is an exception to the generic object permission.
// Administrators who lock their objects should not be able to move them,
// however generic object permission should return true.
// This keeps locked objects from being affected by random click + drag actions by accident
// and allows the administrator to grab or delete a locked object.
// Administrators and estate managers are still able to click+grab locked objects not
// owned by them in the scene
// This is by design.
if (locked && (moverID == objectOwner))
return false;
}
return permission;
}
private bool CanObjectEntry(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
{
return true;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
ILandObject land = m_scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
if (!enteringRegion)
{
ILandObject fromland = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
if (fromland == land) // Not entering
return true;
}
if (land == null)
{
return false;
}
if ((land.LandData.Flags & ((int)ParcelFlags.AllowAPrimitiveEntry)) != 0)
{
return true;
}
if (!m_scene.Entities.ContainsKey(objectID))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objectID] is SceneObjectGroup))
{
return false;
}
if (GenericParcelPermission(task.OwnerID, newPoint, 0))
{
return true;
}
//Otherwise, false!
return false;
}
private bool CanReturnObject(UUID objectID, UUID returnerID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(returnerID, objectID, false);
}
private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
bool permission = false;
ILandObject land = m_scene.LandChannel.GetLandObject(objectPosition.X, objectPosition.Y);
if (land == null) return false;
if ((land.LandData.Flags & ((int)ParcelFlags.CreateObjects)) ==
(int)ParcelFlags.CreateObjects)
permission = true;
if (IsAdministrator(owner))
{
permission = true;
}
// Powers are zero, because GroupPowers.AllowRez is not a precondition for rezzing objects
if (GenericParcelPermission(owner, objectPosition, 0))
{
permission = true;
}
return permission;
}
private bool CanRunConsoleCommand(UUID user, Scene requestFromScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return IsAdministrator(user);
}
private bool CanRunScript(UUID script, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanSellParcel(UUID user, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericParcelOwnerPermission(user, parcel, (ulong)GroupPowers.LandSetSale);
}
private bool CanTakeObject(UUID objectID, UUID stealer, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericObjectPermission(stealer,objectID, false);
}
private bool CanTakeCopyObject(UUID objectID, UUID userID, Scene inScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
bool permission = GenericObjectPermission(userID, objectID, false);
if (!permission)
{
if (!m_scene.Entities.ContainsKey(objectID))
{
return false;
}
// If it's not an object, we cant edit it.
if (!(m_scene.Entities[objectID] is SceneObjectGroup))
{
return false;
}
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
// UUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
// UUID objectOwner = task.OwnerID;
if ((task.RootPart.EveryoneMask & PERM_COPY) != 0)
permission = true;
if (task.OwnerID != userID)
{
if ((task.GetEffectivePermissions() & (PERM_COPY | PERM_TRANS)) != (PERM_COPY | PERM_TRANS))
permission = false;
}
else
{
if ((task.GetEffectivePermissions() & PERM_COPY) != PERM_COPY)
permission = false;
}
}
else
{
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
if ((task.GetEffectivePermissions() & (PERM_COPY | PERM_TRANS)) != (PERM_COPY | PERM_TRANS))
permission = false;
}
return permission;
}
private bool CanTerraformLand(UUID user, Vector3 position, Scene requestFromScene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
// Estate override
if (GenericEstatePermission(user))
return true;
float X = position.X;
float Y = position.Y;
if (X > ((int)Constants.RegionSize - 1))
X = ((int)Constants.RegionSize - 1);
if (Y > ((int)Constants.RegionSize - 1))
Y = ((int)Constants.RegionSize - 1);
if (X < 0)
X = 0;
if (Y < 0)
Y = 0;
ILandObject parcel = m_scene.LandChannel.GetLandObject(X, Y);
if (parcel == null)
return false;
// Others allowed to terraform?
if ((parcel.LandData.Flags & ((int)ParcelFlags.AllowTerraform)) != 0)
return true;
// Land owner can terraform too
if (parcel != null && GenericParcelPermission(user, parcel, (ulong)GroupPowers.AllowEditLand))
return true;
return false;
}
/// <summary>
/// Check whether the specified user can view the given script
/// </summary>
/// <param name="script"></param>
/// <param name="objectID"></param>
/// <param name="user"></param>
/// <param name="scene"></param>
/// <returns></returns>
private bool CanViewScript(UUID script, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if (objectID == UUID.Zero) // User inventory
{
IInventoryService invService = m_scene.InventoryService;
InventoryItemBase assetRequestItem = new InventoryItemBase(script, user);
assetRequestItem = invService.GetItem(assetRequestItem);
if (assetRequestItem == null && LibraryRootFolder != null) // Library item
{
assetRequestItem = LibraryRootFolder.FindItem(script);
if (assetRequestItem != null) // Implicitly readable
return true;
}
// SL is rather harebrained here. In SL, a script you
// have mod/copy no trans is readable. This subverts
// permissions, but is used in some products, most
// notably Hippo door plugin and HippoRent 5 networked
// prim counter.
// To enable this broken SL-ism, remove Transfer from
// the below expressions.
// Trying to improve on SL perms by making a script
// readable only if it's really full perms
//
if ((assetRequestItem.CurrentPermissions &
((uint)PermissionMask.Modify |
(uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer)) !=
((uint)PermissionMask.Modify |
(uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer))
return false;
}
else // Prim inventory
{
SceneObjectPart part = scene.GetSceneObjectPart(objectID);
if (part == null)
return false;
if (part.OwnerID != user)
{
if (part.GroupID == UUID.Zero)
return false;
if (!IsGroupMember(part.GroupID, user, 0))
return false;
if ((part.GroupMask & (uint)PermissionMask.Modify) == 0)
return false;
} else {
if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
return false;
}
TaskInventoryItem ti = part.Inventory.GetInventoryItem(script);
if (ti == null)
return false;
if (ti.OwnerID != user)
{
if (ti.GroupID == UUID.Zero)
return false;
if (!IsGroupMember(ti.GroupID, user, 0))
return false;
}
// Require full perms
if ((ti.CurrentPermissions &
((uint)PermissionMask.Modify |
(uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer)) !=
((uint)PermissionMask.Modify |
(uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer))
return false;
}
return true;
}
/// <summary>
/// Check whether the specified user can view the given notecard
/// </summary>
/// <param name="script"></param>
/// <param name="objectID"></param>
/// <param name="user"></param>
/// <param name="scene"></param>
/// <returns></returns>
private bool CanViewNotecard(UUID notecard, UUID objectID, UUID user, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if (objectID == UUID.Zero) // User inventory
{
IInventoryService invService = m_scene.InventoryService;
InventoryItemBase assetRequestItem = new InventoryItemBase(notecard, user);
assetRequestItem = invService.GetItem(assetRequestItem);
if (assetRequestItem == null && LibraryRootFolder != null) // Library item
{
assetRequestItem = LibraryRootFolder.FindItem(notecard);
if (assetRequestItem != null) // Implicitly readable
return true;
}
// Notecards are always readable unless no copy
//
if ((assetRequestItem.CurrentPermissions &
(uint)PermissionMask.Copy) !=
(uint)PermissionMask.Copy)
return false;
}
else // Prim inventory
{
SceneObjectPart part = scene.GetSceneObjectPart(objectID);
if (part == null)
return false;
if (part.OwnerID != user)
{
if (part.GroupID == UUID.Zero)
return false;
if (!IsGroupMember(part.GroupID, user, 0))
return false;
}
if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
return false;
TaskInventoryItem ti = part.Inventory.GetInventoryItem(notecard);
if (ti == null)
return false;
if (ti.OwnerID != user)
{
if (ti.GroupID == UUID.Zero)
return false;
if (!IsGroupMember(ti.GroupID, user, 0))
return false;
}
// Notecards are always readable unless no copy
//
if ((ti.CurrentPermissions &
(uint)PermissionMask.Copy) !=
(uint)PermissionMask.Copy)
return false;
}
return true;
}
#endregion
private bool CanLinkObject(UUID userID, UUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanDelinkObject(UUID userID, UUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanBuyLand(UUID userID, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanCopyObjectInventory(UUID itemID, UUID objectID, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanDeleteObjectInventory(UUID itemID, UUID objectID, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
/// <summary>
/// Check whether the specified user is allowed to directly create the given inventory type in a prim's
/// inventory (e.g. the New Script button in the 1.21 Linden Lab client).
/// </summary>
/// <param name="invType"></param>
/// <param name="objectID"></param>
/// <param name="userID"></param>
/// <returns></returns>
private bool CanCreateObjectInventory(int invType, UUID objectID, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if ((int)InventoryType.LSL == invType)
if (m_allowedScriptCreators == UserSet.Administrators && !IsAdministrator(userID))
return false;
return true;
}
/// <summary>
/// Check whether the specified user is allowed to create the given inventory type in their inventory.
/// </summary>
/// <param name="invType"></param>
/// <param name="userID"></param>
/// <returns></returns>
private bool CanCreateUserInventory(int invType, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
if ((int)InventoryType.LSL == invType)
if (m_allowedScriptCreators == UserSet.Administrators && !IsAdministrator(userID))
return false;
return true;
}
/// <summary>
/// Check whether the specified user is allowed to copy the given inventory type in their inventory.
/// </summary>
/// <param name="itemID"></param>
/// <param name="userID"></param>
/// <returns></returns>
private bool CanCopyUserInventory(UUID itemID, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
/// <summary>
/// Check whether the specified user is allowed to edit the given inventory item within their own inventory.
/// </summary>
/// <param name="itemID"></param>
/// <param name="userID"></param>
/// <returns></returns>
private bool CanEditUserInventory(UUID itemID, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
/// <summary>
/// Check whether the specified user is allowed to delete the given inventory item from their own inventory.
/// </summary>
/// <param name="itemID"></param>
/// <param name="userID"></param>
/// <returns></returns>
private bool CanDeleteUserInventory(UUID itemID, UUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanTeleport(UUID userID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
private bool CanResetScript(UUID prim, UUID script, UUID agentID, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
SceneObjectPart part = m_scene.GetSceneObjectPart(prim);
// If we selected a sub-prim to reset, prim won't represent the object, but only a part.
// We have to check the permissions of the object, though.
if (part.ParentID != 0) prim = part.ParentUUID;
// You can reset the scripts in any object you can edit
return GenericObjectPermission(agentID, prim, false);
}
private bool CanUseObjectReturn(ILandObject parcel, uint type, IClientAPI client, List<SceneObjectGroup> retlist, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
long powers = 0;
if (parcel.LandData.GroupID != UUID.Zero)
client.GetGroupPowers(parcel.LandData.GroupID);
switch (type)
{
case (uint)ObjectReturnType.Owner:
// Don't let group members return owner's objects, ever
//
if (parcel.LandData.IsGroupOwned)
{
if ((powers & (long)GroupPowers.ReturnGroupOwned) != 0)
return true;
}
else
{
if (parcel.LandData.OwnerID != client.AgentId)
return false;
}
return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupOwned);
case (uint)ObjectReturnType.Group:
if (parcel.LandData.OwnerID != client.AgentId)
{
// If permissionis granted through a group...
//
if ((powers & (long)GroupPowers.ReturnGroupSet) != 0)
{
foreach (SceneObjectGroup g in new List<SceneObjectGroup>(retlist))
{
// check for and remove group owned objects unless
// the user also has permissions to return those
//
if (g.OwnerID == g.GroupID &&
((powers & (long)GroupPowers.ReturnGroupOwned) == 0))
{
retlist.Remove(g);
}
}
// And allow the operation
//
return true;
}
}
return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnGroupSet);
case (uint)ObjectReturnType.Other:
if ((powers & (long)GroupPowers.ReturnNonGroup) != 0)
return true;
return GenericParcelOwnerPermission(client.AgentId, parcel, (ulong)GroupPowers.ReturnNonGroup);
case (uint)ObjectReturnType.List:
break;
}
return GenericParcelOwnerPermission(client.AgentId, parcel, 0);
// Is it correct to be less restrictive for lists of objects to be returned?
}
private bool CanCompileScript(UUID ownerUUID, int scriptType, Scene scene) {
//m_log.DebugFormat("check if {0} is allowed to compile {1}", ownerUUID, scriptType);
switch (scriptType) {
case 0:
if (GrantLSL.Count == 0 || GrantLSL.ContainsKey(ownerUUID.ToString())) {
return(true);
}
break;
case 1:
if (GrantCS.Count == 0 || GrantCS.ContainsKey(ownerUUID.ToString())) {
return(true);
}
break;
case 2:
if (GrantVB.Count == 0 || GrantVB.ContainsKey(ownerUUID.ToString())) {
return(true);
}
break;
case 3:
if (GrantJS.Count == 0 || GrantJS.ContainsKey(ownerUUID.ToString()))
{
return (true);
}
break;
case 4:
if (GrantYP.Count == 0 || GrantYP.ContainsKey(ownerUUID.ToString()))
{
return (true);
}
break;
}
return(false);
}
}
}
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