|
@@ -265,6 +265,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|
public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
|
|
public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
|
|
UUID itemID, InventoryItemBase itemUpd)
|
|
UUID itemID, InventoryItemBase itemUpd)
|
|
{
|
|
{
|
|
|
|
+ // This one will let people set next perms on items in agent
|
|
|
|
+ // inventory. Rut-Roh. Whatever. Make this secure. Yeah.
|
|
|
|
+ //
|
|
|
|
+ // Passing something to another avatar or a an object will already
|
|
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
|
|
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
|
|
item = InventoryService.GetItem(item);
|
|
item = InventoryService.GetItem(item);
|
|
|
|
|
|
@@ -274,11 +278,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|
{
|
|
{
|
|
item.Name = itemUpd.Name;
|
|
item.Name = itemUpd.Name;
|
|
item.Description = itemUpd.Description;
|
|
item.Description = itemUpd.Description;
|
|
- item.NextPermissions = itemUpd.NextPermissions;
|
|
|
|
- item.CurrentPermissions |= 8; // Slam!
|
|
|
|
- item.EveryOnePermissions = itemUpd.EveryOnePermissions;
|
|
|
|
- item.GroupPermissions = itemUpd.GroupPermissions;
|
|
|
|
-
|
|
|
|
|
|
+ item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
|
|
|
|
+ item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
|
|
|
|
+ item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
|
|
item.GroupID = itemUpd.GroupID;
|
|
item.GroupID = itemUpd.GroupID;
|
|
item.GroupOwned = itemUpd.GroupOwned;
|
|
item.GroupOwned = itemUpd.GroupOwned;
|
|
item.CreationDate = itemUpd.CreationDate;
|
|
item.CreationDate = itemUpd.CreationDate;
|
|
@@ -384,28 +386,103 @@ namespace OpenSim.Region.Framework.Scenes
|
|
|
|
|
|
if (Permissions.PropagatePermissions() && recipient != senderId)
|
|
if (Permissions.PropagatePermissions() && recipient != senderId)
|
|
{
|
|
{
|
|
- // First, make sore base is limited to the next perms
|
|
|
|
- itemCopy.BasePermissions = item.BasePermissions & (item.NextPermissions | (uint)PermissionMask.Move);
|
|
|
|
- // By default, current equals base
|
|
|
|
- itemCopy.CurrentPermissions = itemCopy.BasePermissions & item.CurrentPermissions;
|
|
|
|
-
|
|
|
|
- // If this is an object, replace current perms
|
|
|
|
- // with folded perms
|
|
|
|
|
|
+ // Trying to do this right this time. This is evil. If
|
|
|
|
+ // you believe in Good, go elsewhere. Vampires and other
|
|
|
|
+ // evil creatores only beyond this point. You have been
|
|
|
|
+ // warned.
|
|
|
|
+
|
|
|
|
+ // We're going to mask a lot of things by the next perms
|
|
|
|
+ // Tweak the next perms to be nicer to our data
|
|
|
|
+ //
|
|
|
|
+ // In this mask, all the bits we do NOT want to mess
|
|
|
|
+ // with are set. These are:
|
|
|
|
+ //
|
|
|
|
+ // Transfer
|
|
|
|
+ // Copy
|
|
|
|
+ // Modufy
|
|
|
|
+ uint permsMask = ~ ((uint)PermissionMask.Copy |
|
|
|
|
+ (uint)PermissionMask.Transfer |
|
|
|
|
+ (uint)PermissionMask.Modify);
|
|
|
|
+
|
|
|
|
+ // Now, reduce the next perms to the mask bits
|
|
|
|
+ // relevant to the operation
|
|
|
|
+ uint nextPerms = permsMask | (item.NextPermissions &
|
|
|
|
+ ((uint)PermissionMask.Copy |
|
|
|
|
+ (uint)PermissionMask.Transfer |
|
|
|
|
+ (uint)PermissionMask.Modify));
|
|
|
|
+
|
|
|
|
+ // nextPerms now has all bits set, except for the actual
|
|
|
|
+ // next permission bits.
|
|
|
|
+
|
|
|
|
+ // This checks for no mod, no copy, no trans.
|
|
|
|
+ // This indicates an error or messed up item. Do it like
|
|
|
|
+ // SL and assume trans
|
|
|
|
+ if (nextPerms == permsMask)
|
|
|
|
+ nextPerms |= (uint)PermissionMask.Transfer;
|
|
|
|
+
|
|
|
|
+ // Inventory owner perms are the logical AND of the
|
|
|
|
+ // folded perms and the root prim perms, however, if
|
|
|
|
+ // the root prim is mod, the inventory perms will be
|
|
|
|
+ // mod. This happens on "take" and is of little concern
|
|
|
|
+ // here, save for preventing escalation
|
|
|
|
+
|
|
|
|
+ // This hack ensures that items previously permalocked
|
|
|
|
+ // get unlocked when they're passed or rezzed
|
|
|
|
+ uint basePerms = item.BasePermissions |
|
|
|
|
+ (uint)PermissionMask.Move;
|
|
|
|
+ uint ownerPerms = item.CurrentPermissions;
|
|
|
|
+
|
|
|
|
+ // If this is an object, root prim perms may be more
|
|
|
|
+ // permissive than folded perms. Use folded perms as
|
|
|
|
+ // a mask
|
|
if (item.InvType == (int)InventoryType.Object)
|
|
if (item.InvType == (int)InventoryType.Object)
|
|
{
|
|
{
|
|
- itemCopy.CurrentPermissions &= ~(uint)(PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
|
|
|
|
- itemCopy.CurrentPermissions |= (item.CurrentPermissions & 7) << 13;
|
|
|
|
|
|
+ // 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;
|
|
|
|
+
|
|
|
|
+ // If the root was mod, let the mask reflect that
|
|
|
|
+ // We also need to adjust the base here, because
|
|
|
|
+ // we should be able to edit in-inventory perms
|
|
|
|
+ // for the root prim, if it's mod.
|
|
|
|
+ if (isRootMod)
|
|
|
|
+ {
|
|
|
|
+ ownerPerms |= (uint)PermissionMask.Modify;
|
|
|
|
+ basePerms |= (uint)PermissionMask.Modify;
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
- // Ensure there is no escalation
|
|
|
|
- itemCopy.CurrentPermissions &= (item.NextPermissions | (uint)PermissionMask.Move);
|
|
|
|
|
|
+ // These will be applied to the root prim at next rez.
|
|
|
|
+ // The slam bit (bit 3) and folded permission (bits 0-2)
|
|
|
|
+ // are preserved due to the above mangling
|
|
|
|
+ ownerPerms &= nextPerms;
|
|
|
|
+
|
|
|
|
+ // Mask the base permissions. This is a conservative
|
|
|
|
+ // approach altering only the three main perms
|
|
|
|
+ basePerms &= nextPerms;
|
|
|
|
|
|
- // Need slam bit on xfer
|
|
|
|
- itemCopy.CurrentPermissions |= 8;
|
|
|
|
|
|
+ // Assign to the actual item. Make sure the slam bit is
|
|
|
|
+ // set, if it wasn't set before.
|
|
|
|
+ itemCopy.BasePermissions = basePerms;
|
|
|
|
+ itemCopy.CurrentPermissions = ownerPerms | 16; // Slam
|
|
|
|
|
|
itemCopy.NextPermissions = item.NextPermissions;
|
|
itemCopy.NextPermissions = item.NextPermissions;
|
|
|
|
|
|
- itemCopy.EveryOnePermissions = 0;
|
|
|
|
|
|
+ // This preserves "everyone can move"
|
|
|
|
+ itemCopy.EveryOnePermissions = item.EveryOnePermissions &
|
|
|
|
+ nextPerms;
|
|
|
|
+
|
|
|
|
+ // Intentionally killing "share with group" here, as
|
|
|
|
+ // the recipient will not have the group this is
|
|
|
|
+ // set to
|
|
itemCopy.GroupPermissions = 0;
|
|
itemCopy.GroupPermissions = 0;
|
|
}
|
|
}
|
|
else
|
|
else
|
|
@@ -903,7 +980,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|
else
|
|
else
|
|
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
|
|
agentItem.CurrentPermissions = agentItem.BasePermissions & taskItem.CurrentPermissions;
|
|
|
|
|
|
- agentItem.CurrentPermissions |= 8;
|
|
|
|
|
|
+ agentItem.CurrentPermissions |= 16; // Slam
|
|
agentItem.NextPermissions = taskItem.NextPermissions;
|
|
agentItem.NextPermissions = taskItem.NextPermissions;
|
|
agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
agentItem.EveryOnePermissions = taskItem.EveryonePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
|
|
agentItem.GroupPermissions = taskItem.GroupPermissions & taskItem.NextPermissions;
|
|
@@ -1094,7 +1171,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
|
|
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
|
|
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
(srcTaskItem.NextPermissions | (uint)PermissionMask.Move);
|
|
- destTaskItem.CurrentPermissions |= 8; // Slam!
|
|
|
|
|
|
+ destTaskItem.CurrentPermissions |= 16; // Slam!
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
@@ -1478,7 +1555,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|
srcTaskItem.NextPermissions;
|
|
srcTaskItem.NextPermissions;
|
|
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
|
|
destTaskItem.BasePermissions = srcTaskItem.BasePermissions &
|
|
srcTaskItem.NextPermissions;
|
|
srcTaskItem.NextPermissions;
|
|
- destTaskItem.CurrentPermissions |= 8; // Slam!
|
|
|
|
|
|
+ destTaskItem.CurrentPermissions |= 16; // Slam!
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
@@ -1864,17 +1941,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|
|
|
|
|
group.SetGroup(sourcePart.GroupID, null);
|
|
group.SetGroup(sourcePart.GroupID, null);
|
|
|
|
|
|
- if (rootPart.OwnerID != item.OwnerID)
|
|
|
|
|
|
+ if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
|
|
{
|
|
{
|
|
if (Permissions.PropagatePermissions())
|
|
if (Permissions.PropagatePermissions())
|
|
{
|
|
{
|
|
- if ((item.CurrentPermissions & 8) != 0)
|
|
|
|
|
|
+ foreach (SceneObjectPart part in partList)
|
|
{
|
|
{
|
|
- foreach (SceneObjectPart part in partList)
|
|
|
|
- {
|
|
|
|
- part.EveryoneMask = item.EveryonePermissions;
|
|
|
|
- part.NextOwnerMask = item.NextPermissions;
|
|
|
|
- }
|
|
|
|
|
|
+ part.EveryoneMask = item.EveryonePermissions;
|
|
|
|
+ part.NextOwnerMask = item.NextPermissions;
|
|
}
|
|
}
|
|
group.ApplyNextOwnerPermissions();
|
|
group.ApplyNextOwnerPermissions();
|
|
}
|
|
}
|
|
@@ -1882,17 +1956,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|
|
|
|
|
foreach (SceneObjectPart part in partList)
|
|
foreach (SceneObjectPart part in partList)
|
|
{
|
|
{
|
|
- if (part.OwnerID != item.OwnerID)
|
|
|
|
|
|
+ if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
|
|
{
|
|
{
|
|
part.LastOwnerID = part.OwnerID;
|
|
part.LastOwnerID = part.OwnerID;
|
|
part.OwnerID = item.OwnerID;
|
|
part.OwnerID = item.OwnerID;
|
|
part.Inventory.ChangeInventoryOwner(item.OwnerID);
|
|
part.Inventory.ChangeInventoryOwner(item.OwnerID);
|
|
}
|
|
}
|
|
- else if ((item.CurrentPermissions & 8) != 0) // Slam!
|
|
|
|
- {
|
|
|
|
- part.EveryoneMask = item.EveryonePermissions;
|
|
|
|
- part.NextOwnerMask = item.NextPermissions;
|
|
|
|
- }
|
|
|
|
|
|
+ part.EveryoneMask = item.EveryonePermissions;
|
|
|
|
+ part.NextOwnerMask = item.NextPermissions;
|
|
}
|
|
}
|
|
|
|
|
|
rootPart.TrimPermissions();
|
|
rootPart.TrimPermissions();
|