aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/PermissionManager.cs
blob: d32ac0b87056efc95dbd103e822d662aaeed938a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
/*
* 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 OpenSim.Region.Environment.LandManagement;
using OpenSim.Region.Environment.Scenes;

namespace OpenSim.Region.Environment
{
    public class PermissionManager
    {
        protected Scene m_scene;

        // 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(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";

            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

        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;

            // Object owners should be able to edit their own content
            if (user == taskOwner)
                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;
        }

        /// <summary>
        /// Permissions check - can user delete an object?
        /// </summary>
        /// <param name="user">User attempting the delete</param>
        /// <param name="obj">Target object</param>
        /// <returns>Has permission?</returns>
        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 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;

            // Land owner can terraform too
            if (GenericParcelPermission(user, m_scene.LandManager.getLandObject(position.X, position.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);
        }

        #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
    }
}