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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 OpenSim 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 libsecondlife;
using Nini.Config;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.World.Permissions
{
public class PermissionsModule : IRegionModule, IScenePermissions
{
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;
private uint PERM_LOCKED = (uint)540672;
// Bypasses the permissions engine
private bool m_bypassPermissions = false;
public bool BypassPermissions
{
get { return m_bypassPermissions; }
set { m_bypassPermissions = value; }
}
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
m_scene = scene;
IConfig myConfig = config.Configs["Startup"];
m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
m_scene.RegisterModuleInterface<IScenePermissions>(this);
//Register External Permission Checks!
m_scene.ExternalChecks.addCheckAbandonParcel(this.CanAbandonParcel);
m_scene.ExternalChecks.addCheckCopyObject(this.CanCopyObject);
m_scene.ExternalChecks.addCheckDeRezObject(this.CanDeRezObject);
m_scene.ExternalChecks.addCheckEditEstateTerrain(this.CanEditEstateTerrain);
m_scene.ExternalChecks.addCheckEditObject(this.CanEditObject);
m_scene.ExternalChecks.addCheckEditParcel(this.CanEditParcel);
m_scene.ExternalChecks.addCheckEditScript(this.CanEditScript);
m_scene.ExternalChecks.addCheckInstantMessage(this.CanInstantMessage);
m_scene.ExternalChecks.addCheckInventoryTransfer(this.CanInventoryTransfer);
m_scene.ExternalChecks.addCheckMoveObject(this.CanEditObjectPosition);
m_scene.ExternalChecks.addCheckRestartSim(this.CanRestartSim);
m_scene.ExternalChecks.addCheckReturnObject(this.CanReturnObject);
m_scene.ExternalChecks.addCheckRezObject(this.CanRezObject);
m_scene.ExternalChecks.addCheckBeGodLike(this.CanBeGodLike);
m_scene.ExternalChecks.addCheckRunConsoleCommand(this.CanRunConsoleCommand);
m_scene.ExternalChecks.addCheckRunScript(this.CanRunScript);
m_scene.ExternalChecks.addCheckSellParcel(this.CanSellParcel);
//m_scene.ExternalChecks.addCheckTakeObject; -- NOT YET IMPLEMENTED
m_scene.ExternalChecks.addCheckTerraformLandCommand(this.CanTerraform);
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "PermissionsModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
protected void SendPermissionError(LLUUID user, string reason)
{
m_scene.EventManager.TriggerPermissionError(user, reason);
}
protected bool IsAdministrator(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
// If there is no master avatar, return false
if (m_scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
{
return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
return false;
}
protected bool IsEstateManager(LLUUID user)
{
if (m_bypassPermissions)
{
return true;
}
if (user != LLUUID.Zero)
{
LLUUID[] estatemanagers = m_scene.RegionInfo.EstateSettings.estateManagers;
for (int i = 0; i < estatemanagers.Length; i++)
{
if (estatemanagers[i] == user)
return true;
}
}
return false;
}
protected bool IsGridUser(LLUUID user)
{
return true;
}
protected bool IsGuest(LLUUID user)
{
return false;
}
public bool CanRezObject(int objectCount, LLUUID user, LLVector3 position,Scene scene)
{
bool permission = false;
string reason = "Insufficient permission";
ILandObject land = m_scene.LandChannel.GetLandObject(position.X, position.Y);
if (land == null) return false;
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;
}
/// <see cref="Opensim.Region.Environment.Interfaces.IScenePermissions></see>
public bool CanObjectEntry(LLUUID user, LLVector3 oldPos, LLVector3 newPos)
{
if ((newPos.X > 257f || newPos.X < -1f || newPos.Y > 257f || newPos.Y < -1f))
{
return true;
}
ILandObject land1 = m_scene.LandChannel.GetLandObject(oldPos.X, oldPos.Y);
ILandObject land2 = m_scene.LandChannel.GetLandObject(newPos.X, newPos.Y);
if (land1 == null || land2 == null)
{
return false;
}
if (land2 == null)
{
// need this for crossing borders
return true;
}
if (land1.landData.globalID == land2.landData.globalID)
{
return true;
}
if ((land2.landData.landFlags & ((int)Parcel.ParcelFlags.AllowAllObjectEntry)) != 0)
{
return true;
}
//TODO: check for group rights
if (GenericParcelPermission(user, newPos))
{
return true;
}
SendPermissionError(user, "Not allowed to move objects in this parcel!");
return false;
}
#region Object Permissions
public uint GenerateClientFlags(LLUUID user, LLUUID 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();
LLUUID objectOwner = task.OwnerID;
// 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
LLObject.ObjectFlags.ObjectModify | // tells client you can modify the object
LLObject.ObjectFlags.ObjectMove | // tells client that you can move the object (only, no mod)
LLObject.ObjectFlags.ObjectTransfer | // tells the client that you can /take/ the object if you don't own it
LLObject.ObjectFlags.ObjectYouOwner | // Tells client that you're the owner of the object
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.
// Customize the OwnerMask
uint objectOwnerMask = ApplyObjectModifyMasks(task.OwnerMask, objflags);
objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner;
// Customize the GroupMask
uint objectGroupMask = ApplyObjectModifyMasks(task.GroupMask, objflags);
// Customize the EveryoneMask
uint objectEveryoneMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
// Hack to allow collaboration until Groups and Group Permissions are implemented
if ((objectEveryoneMask & (uint)LLObject.ObjectFlags.ObjectMove) != 0)
objectEveryoneMask |= (uint)LLObject.ObjectFlags.ObjectModify;
if (m_bypassPermissions)
return objectOwnerMask;
// Object owners should be able to edit their own content
if (user == objectOwner)
{
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)
return objectOwnerMask;
// Admin objects should not be editable by the above
if (IsAdministrator(objectOwner))
return objectEveryoneMask;
// Estate users should be able to edit anything in the sim
if (IsEstateManager(user))
return objectOwnerMask;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
return objectOwnerMask;
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)LLObject.ObjectFlags.ObjectCopy;
}
if ((setPermissionMask & (uint)PermissionMask.Move) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectMove;
}
if ((setPermissionMask & (uint)PermissionMask.Modify) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectModify;
}
if ((setPermissionMask & (uint)PermissionMask.Transfer) != 0)
{
objectFlagsMask |= (uint)LLObject.ObjectFlags.ObjectTransfer;
}
return objectFlagsMask;
}
protected bool GenericObjectPermission(LLUUID currentUser, LLUUID objId)
{
// 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];
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)
{
permission = 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;
}
/// <see cref="Opensim.Region.Environment.Interfaces.IScenePermissions></see>
public bool CanDeRezObject(LLUUID obj,LLUUID user, Scene scene)
{
return GenericObjectPermission(user, obj);
}
public bool CanEditObject(LLUUID obj, LLUUID user, Scene scene)
{
return GenericObjectPermission(user, obj);
}
public bool CanEditObjectPosition(LLUUID obj, LLUUID user, Scene scene)
{
bool permission = GenericObjectPermission(user, obj);
if (!permission)
{
if (!m_scene.Entities.ContainsKey(obj))
{
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[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;
// 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(obj))
{
return false;
}
// If it's not an object, we cant edit it.
if ((!(m_scene.Entities[obj] is SceneObjectGroup)))
{
return false;
}
SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[obj];
LLUUID 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 && (user == objectOwner))
return false;
}
return permission;
}
public bool CanCopyObject(int objectCount, LLUUID obj, LLUUID user, Scene scene, LLVector3 objectPosition)
{
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 bool CanReturnObject(LLUUID obj, LLUUID user, Scene scene)
{
return GenericObjectPermission(user, obj);
}
#endregion
#region Communication Permissions
protected 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 bool CanInstantMessage(LLUUID user, LLUUID target, Scene scene)
{
return GenericCommunicationPermission(user, target);
}
public bool CanInventoryTransfer(LLUUID user, LLUUID target, Scene scene)
{
return GenericCommunicationPermission(user, target);
}
#endregion
public bool CanEditScript(LLUUID script, LLUUID user, Scene scene)
{
return IsAdministrator(user);
}
public bool CanRunScript(LLUUID script, LLUUID user, Scene scene)
{
return IsAdministrator(user);
}
public bool CanRunConsoleCommand(LLUUID user, Scene scene)
{
return IsAdministrator(user);
}
public bool CanTerraform(LLUUID user, LLVector3 position, Scene scene)
{
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
ILandObject parcel = m_scene.LandChannel.GetLandObject(X, Y);
if (parcel != null && GenericParcelPermission(user, parcel))
permission = true;
if (!permission)
SendPermissionError(user, "Not authorized to terraform at this location.");
return permission;
}
#region Estate Permissions
public 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 bool CanEditEstateTerrain(LLUUID user, Scene scene)
{
return GenericEstatePermission(user);
}
public bool CanRestartSim(LLUUID user, Scene scene)
{
// Since this is potentially going on a grid...
return GenericEstatePermission(user);
//return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
}
public bool CanBeGodLike(LLUUID user, Scene scene)
{
return GenericEstatePermission(user);
}
#endregion
#region Parcel Permissions
protected bool GenericParcelPermission(LLUUID user, ILandObject 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 bool GenericParcelPermission(LLUUID user, LLVector3 pos)
{
ILandObject parcel = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (parcel == null) return false;
return GenericParcelPermission(user, parcel);
}
public bool CanEditParcel(LLUUID user, ILandObject parcel, Scene scene)
{
return GenericParcelPermission(user, parcel);
}
public bool CanSellParcel(LLUUID user, ILandObject parcel, Scene scene)
{
return GenericParcelPermission(user, parcel);
}
public bool CanAbandonParcel(LLUUID user, ILandObject parcel, Scene scene)
{
return GenericParcelPermission(user, parcel);
}
#endregion
}
}
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