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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.Linq;
- using System.Reflection;
- using log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Services.Interfaces;
- using Mono.Addins;
- using PermissionMask = OpenSim.Framework.PermissionMask;
- namespace OpenSim.Region.CoreModules.World.Permissions
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PermissionsModule")]
- public class PermissionsModule : INonSharedRegionModule, IPermissionsModule
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- protected Scene m_scene;
- protected bool m_Enabled;
- 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_RegionManagerIsGod = false;
- private bool m_ParcelOwnerIsGod = false;
- private bool m_SimpleBuildPermissions = 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;
- private IFriendsModule FriendsModule
- {
- get
- {
- if (m_friendsModule == null)
- m_friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
- return m_friendsModule;
- }
- }
- private IGroupsModule m_groupsModule;
- private IGroupsModule GroupsModule
- {
- get
- {
- if (m_groupsModule == null)
- m_groupsModule = m_scene.RequestModuleInterface<IGroupsModule>();
- return m_groupsModule;
- }
- }
- private IMoapModule m_moapModule;
- private IMoapModule MoapModule
- {
- get
- {
- if (m_moapModule == null)
- m_moapModule = m_scene.RequestModuleInterface<IMoapModule>();
- return m_moapModule;
- }
- }
- #endregion
- #region INonSharedRegionModule Members
- public void Initialise(IConfigSource config)
- {
- string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules",
- new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule");
- List<string> modules = new List<string>(permissionModules.Split(',').Select(m => m.Trim()));
- if (!modules.Contains("DefaultPermissionsModule"))
- return;
- m_Enabled = true;
- m_allowGridGods = Util.GetConfigVarFromSections<bool>(config, "allow_grid_gods",
- new string[] { "Startup", "Permissions" }, false);
- m_bypassPermissions = !Util.GetConfigVarFromSections<bool>(config, "serverside_object_permissions",
- new string[] { "Startup", "Permissions" }, true);
- m_propagatePermissions = Util.GetConfigVarFromSections<bool>(config, "propagate_permissions",
- new string[] { "Startup", "Permissions" }, true);
- m_RegionOwnerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_owner_is_god",
- new string[] { "Startup", "Permissions" }, true);
- m_RegionManagerIsGod = Util.GetConfigVarFromSections<bool>(config, "region_manager_is_god",
- new string[] { "Startup", "Permissions" }, false);
- m_ParcelOwnerIsGod = Util.GetConfigVarFromSections<bool>(config, "parcel_owner_is_god",
- new string[] { "Startup", "Permissions" }, true);
- m_SimpleBuildPermissions = Util.GetConfigVarFromSections<bool>(config, "simple_build_permissions",
- new string[] { "Startup", "Permissions" }, false);
- m_allowedScriptCreators
- = ParseUserSetConfigSetting(config, "allowed_script_creators", m_allowedScriptCreators);
- m_allowedScriptEditors
- = ParseUserSetConfigSetting(config, "allowed_script_editors", m_allowedScriptEditors);
- if (m_bypassPermissions)
- m_log.Info("[PERMISSIONS]: serverside_object_permissions = false in ini file so disabling all region service permission checks");
- else
- m_log.Debug("[PERMISSIONS]: Enabling all region service permission checks");
- string grant = Util.GetConfigVarFromSections<string>(config, "GrantLSL",
- new string[] { "Startup", "Permissions" }, string.Empty);
- if (grant.Length > 0)
- {
- foreach (string uuidl in grant.Split(','))
- {
- string uuid = uuidl.Trim(" \t".ToCharArray());
- GrantLSL.Add(uuid, true);
- }
- }
- grant = Util.GetConfigVarFromSections<string>(config, "GrantCS",
- new string[] { "Startup", "Permissions" }, string.Empty);
- if (grant.Length > 0)
- {
- foreach (string uuidl in grant.Split(','))
- {
- string uuid = uuidl.Trim(" \t".ToCharArray());
- GrantCS.Add(uuid, true);
- }
- }
- grant = Util.GetConfigVarFromSections<string>(config, "GrantVB",
- new string[] { "Startup", "Permissions" }, string.Empty);
- if (grant.Length > 0)
- {
- foreach (string uuidl in grant.Split(','))
- {
- string uuid = uuidl.Trim(" \t".ToCharArray());
- GrantVB.Add(uuid, true);
- }
- }
- grant = Util.GetConfigVarFromSections<string>(config, "GrantJS",
- new string[] { "Startup", "Permissions" }, string.Empty);
- if (grant.Length > 0)
- {
- foreach (string uuidl in grant.Split(','))
- {
- string uuid = uuidl.Trim(" \t".ToCharArray());
- GrantJS.Add(uuid, true);
- }
- }
- grant = Util.GetConfigVarFromSections<string>(config, "GrantYP",
- new string[] { "Startup", "Permissions" }, string.Empty);
- if (grant.Length > 0)
- {
- foreach (string uuidl in grant.Split(','))
- {
- string uuid = uuidl.Trim(" \t".ToCharArray());
- GrantYP.Add(uuid, true);
- }
- }
- }
- public void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_scene = scene;
- scene.RegisterModuleInterface<IPermissionsModule>(this);
- //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.OnIsGridGod += IsGridGod;
- m_scene.Permissions.OnIsAdministrator += IsAdministrator;
- m_scene.Permissions.OnDuplicateObject += CanDuplicateObject;
- m_scene.Permissions.OnDeleteObject += CanDeleteObject;
- m_scene.Permissions.OnEditObject += CanEditObject;
- m_scene.Permissions.OnEditParcelProperties += CanEditParcelProperties;
- m_scene.Permissions.OnInstantMessage += CanInstantMessage;
- m_scene.Permissions.OnInventoryTransfer += CanInventoryTransfer;
- m_scene.Permissions.OnIssueEstateCommand += CanIssueEstateCommand;
- m_scene.Permissions.OnMoveObject += CanMoveObject;
- m_scene.Permissions.OnObjectEntry += CanObjectEntry;
- m_scene.Permissions.OnReturnObjects += CanReturnObjects;
- m_scene.Permissions.OnRezObject += CanRezObject;
- m_scene.Permissions.OnRunConsoleCommand += CanRunConsoleCommand;
- m_scene.Permissions.OnRunScript += CanRunScript;
- 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;
- m_scene.Permissions.OnDelinkObject += CanDelinkObject;
- m_scene.Permissions.OnBuyLand += CanBuyLand;
-
- m_scene.Permissions.OnViewNotecard += CanViewNotecard;
- m_scene.Permissions.OnViewScript += CanViewScript;
- m_scene.Permissions.OnEditNotecard += CanEditNotecard;
- m_scene.Permissions.OnEditScript += CanEditScript;
-
- m_scene.Permissions.OnCreateObjectInventory += CanCreateObjectInventory;
- m_scene.Permissions.OnEditObjectInventory += CanEditObjectInventory;
- m_scene.Permissions.OnCopyObjectInventory += CanCopyObjectInventory;
- m_scene.Permissions.OnDeleteObjectInventory += CanDeleteObjectInventory;
- m_scene.Permissions.OnResetScript += CanResetScript;
-
- m_scene.Permissions.OnCreateUserInventory += CanCreateUserInventory;
- m_scene.Permissions.OnCopyUserInventory += CanCopyUserInventory;
- m_scene.Permissions.OnEditUserInventory += CanEditUserInventory;
- m_scene.Permissions.OnDeleteUserInventory += CanDeleteUserInventory;
-
- m_scene.Permissions.OnTeleport += CanTeleport;
-
- m_scene.Permissions.OnControlPrimMedia += CanControlPrimMedia;
- m_scene.Permissions.OnInteractWithPrimMedia += CanInteractWithPrimMedia;
- m_scene.AddCommand("Users", this, "bypass permissions",
- "bypass permissions <true / false>",
- "Bypass permission checks",
- HandleBypassPermissions);
- m_scene.AddCommand("Users", this, "force permissions",
- "force permissions <true / false>",
- "Force permissions on or off",
- HandleForcePermissions);
- m_scene.AddCommand("Debug", this, "debug permissions",
- "debug permissions <true / false>",
- "Turn on permissions debugging",
- HandleDebugPermissions);
-
- }
- public void RegionLoaded(Scene scene)
- {
- }
- public void RemoveRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_scene.UnregisterModuleInterface<IPermissionsModule>(this);
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "PermissionsModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- #endregion
- #region Console command handlers
- 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);
- }
- }
- #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);
- }
- /// <summary>
- /// 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)
- /// </summary>
- /// <param name="groupID"></param>
- /// <param name="userID"></param>
- /// <param name="powers"></param>
- /// <returns></returns>
- protected bool IsGroupMember(UUID groupID, UUID userID, ulong powers)
- {
- if (null == GroupsModule)
- return false;
- GroupMembershipData gmd = GroupsModule.GetMembershipData(groupID, userID);
- if (gmd != null)
- {
- if (((gmd.GroupPowers != 0) && powers == 0) || (gmd.GroupPowers & powers) == powers)
- return true;
- }
- 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(IConfigSource config, string settingName, UserSet defaultValue)
- {
- UserSet userSet = defaultValue;
- string rawSetting = Util.GetConfigVarFromSections<string>(config, settingName,
- new string[] {"Startup", "Permissions"}, 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 user regarded as an administrator?
- /// </summary>
- /// <param name="user"></param>
- /// <returns></returns>
- protected bool IsAdministrator(UUID user)
- {
- if (user == UUID.Zero)
- return false;
- if (m_scene.RegionInfo.EstateSettings.EstateOwner == user && m_RegionOwnerIsGod)
- return true;
-
- if (IsEstateManager(user) && m_RegionManagerIsGod)
- return true;
- if (IsGridGod(user, null))
- return true;
- return false;
- }
- /// <summary>
- /// Is the given user a God throughout the grid (not just in the current scene)?
- /// </summary>
- /// <param name="user">The user</param>
- /// <param name="scene">Unused, can be null</param>
- /// <returns></returns>
- protected bool IsGridGod(UUID user, Scene scene)
- {
- DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
- if (m_bypassPermissions) return m_bypassPermissionsValue;
- if (user == UUID.Zero) return false;
- if (m_allowGridGods)
- {
- ScenePresence sp = m_scene.GetScenePresence(user);
- if (sp != null)
- return (sp.UserLevel >= 200);
- UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, user);
- if (account != null)
- return (account.UserLevel >= 200);
- }
- return false;
- }
- protected bool IsFriendWithPerms(UUID user, UUID objectOwner)
- {
- if (user == UUID.Zero)
- return false;
- if (FriendsModule == null)
- return false;
- int friendPerms = FriendsModule.GetRightsGrantedByFriend(user, objectOwner);
- return (friendPerms & (int)FriendRights.CanModifyObjects) != 0;
- }
- protected bool IsEstateManager(UUID user)
- {
- if (user == UUID.Zero) return false;
-
- return m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(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;
- PermissionClass permissionClass = GetPermissionClass(user, task);
- switch (permissionClass)
- {
- case PermissionClass.Owner:
- return objectOwnerMask;
- case PermissionClass.Group:
- return objectGroupMask | objectEveryoneMask;
- case PermissionClass.Everyone:
- default:
- 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;
- }
- public PermissionClass GetPermissionClass(UUID user, SceneObjectPart obj)
- {
- if (obj == null)
- return PermissionClass.Everyone;
- if (m_bypassPermissions)
- return PermissionClass.Owner;
- // Object owners should be able to edit their own content
- UUID objectOwner = obj.OwnerID;
- if (user == objectOwner)
- return PermissionClass.Owner;
- if (IsFriendWithPerms(user, objectOwner))
- return PermissionClass.Owner;
- // Estate users should be able to edit anything in the sim if RegionOwnerIsGod is set
- if (m_RegionOwnerIsGod && IsEstateManager(user) && !IsAdministrator(objectOwner))
- return PermissionClass.Owner;
- // Admin should be able to edit anything in the sim (including admin objects)
- if (IsAdministrator(user))
- return PermissionClass.Owner;
- // Users should be able to edit what is over their land.
- Vector3 taskPos = obj.AbsolutePosition;
- ILandObject parcel = m_scene.LandChannel.GetLandObject(taskPos.X, taskPos.Y);
- if (parcel != null && parcel.LandData.OwnerID == user && m_ParcelOwnerIsGod)
- {
- // Admin objects should not be editable by the above
- if (!IsAdministrator(objectOwner))
- return PermissionClass.Owner;
- }
- // Group permissions
- if ((obj.GroupID != UUID.Zero) && IsGroupMember(obj.GroupID, user, 0))
- return PermissionClass.Group;
- return PermissionClass.Everyone;
- }
- /// <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">This is a scene object group UUID</param>
- /// <param name="denyOnLocked"></param>
- /// <returns></returns>
- protected bool GenericObjectPermission(UUID currentUser, UUID objId, bool denyOnLocked)
- {
- // Default: deny
- bool permission = false;
- bool locked = false;
- SceneObjectPart part = m_scene.GetSceneObjectPart(objId);
- if (part == null)
- return false;
- SceneObjectGroup group = part.ParentGroup;
- 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)
- {
- // there is no way that later code can change this back to false
- // so just return true immediately and short circuit the more
- // expensive group checks
- return true;
-
- //permission = true;
- }
- else if (group.IsAttachment)
- {
- permission = false;
- }
- // m_log.DebugFormat(
- // "[PERMISSIONS]: group.GroupID = {0}, part.GroupMask = {1}, isGroupMember = {2} for {3}",
- // group.GroupID,
- // m_scene.GetSceneObjectPart(objId).GroupMask,
- // IsGroupMember(group.GroupID, currentUser, 0),
- // currentUser);
-
- // 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;
- }
- // Friends with benefits should be able to edit the objects too
- if (IsFriendWithPerms(currentUser, objectOwner))
- // Return immediately, so that the administrator can share objects with friends
- 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;
- }
- if (m_SimpleBuildPermissions &&
- (parcel.LandData.Flags & (uint)ParcelFlags.UseAccessList) == 0 && parcel.IsInLandAccessList(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;
- return GenericObjectPermission(editorID, objectID, false);
- }
- private bool CanEditParcelProperties(UUID user, ILandObject parcel, GroupPowers p, Scene scene)
- {
- DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
- if (m_bypassPermissions) return m_bypassPermissionsValue;
- return GenericParcelOwnerPermission(user, parcel, (ulong)p);
- }
- /// <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.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 CanReturnObjects(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene)
- {
- DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
- if (m_bypassPermissions) return m_bypassPermissionsValue;
- GroupPowers powers;
- ILandObject l;
- ScenePresence sp = scene.GetScenePresence(user);
- if (sp == null)
- return false;
- IClientAPI client = sp.ControllingClient;
- foreach (SceneObjectGroup g in new List<SceneObjectGroup>(objects))
- {
- // Any user can return their own objects at any time
- //
- if (GenericObjectPermission(user, g.UUID, false))
- continue;
- // This is a short cut for efficiency. If land is non-null,
- // then all objects are on that parcel and we can save
- // ourselves the checking for each prim. Much faster.
- //
- if (land != null)
- {
- l = land;
- }
- else
- {
- Vector3 pos = g.AbsolutePosition;
- l = scene.LandChannel.GetLandObject(pos.X, pos.Y);
- }
- // If it's not over any land, then we can't do a thing
- if (l == null)
- {
- objects.Remove(g);
- continue;
- }
- // If we own the land outright, then allow
- //
- if (l.LandData.OwnerID == user)
- continue;
- // Group voodoo
- //
- if (l.LandData.IsGroupOwned)
- {
- powers = (GroupPowers)client.GetGroupPowers(l.LandData.GroupID);
- // Not a group member, or no rights at all
- //
- if (powers == (GroupPowers)0)
- {
- objects.Remove(g);
- continue;
- }
- // Group deeded object?
- //
- if (g.OwnerID == l.LandData.GroupID &&
- (powers & GroupPowers.ReturnGroupOwned) == (GroupPowers)0)
- {
- objects.Remove(g);
- continue;
- }
- // Group set object?
- //
- if (g.GroupID == l.LandData.GroupID &&
- (powers & GroupPowers.ReturnGroupSet) == (GroupPowers)0)
- {
- objects.Remove(g);
- continue;
- }
- if ((powers & GroupPowers.ReturnNonGroup) == (GroupPowers)0)
- {
- objects.Remove(g);
- continue;
- }
- // So we can remove all objects from this group land.
- // Fine.
- //
- continue;
- }
- // By default, we can't remove
- //
- objects.Remove(g);
- }
- if (objects.Count == 0)
- return false;
- return true;
- }
- private bool CanRezObject(int objectCount, UUID owner, Vector3 objectPosition, Scene scene)
- {
- DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
- if (m_bypassPermissions) return m_bypassPermissionsValue;
- bool permission = false;
- // m_log.DebugFormat("[PERMISSIONS MODULE]: Checking rez object at {0} in {1}", objectPosition, m_scene.Name);
- 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)m_scene.RegionInfo.RegionSizeX - 1))
- X = ((int)m_scene.RegionInfo.RegionSizeX - 1);
- if (Y > ((int)m_scene.RegionInfo.RegionSizeY - 1))
- Y = ((int)m_scene.RegionInfo.RegionSizeY - 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 GenericObjectPermission(userID, objectID, false);
- }
- private bool CanDelinkObject(UUID userID, UUID objectID)
- {
- DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
- if (m_bypassPermissions) return m_bypassPermissionsValue;
- return GenericObjectPermission(userID, objectID, false);
- }
- 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;
- SceneObjectPart part = m_scene.GetSceneObjectPart(objectID);
- ScenePresence p = m_scene.GetScenePresence(userID);
- if (part == null || p == null)
- return false;
- if (!IsAdministrator(userID))
- {
- if (part.OwnerID != userID)
- {
- // Group permissions
- if ((part.GroupID == UUID.Zero) || (p.ControllingClient.GetGroupPowers(part.GroupID) == 0) || ((part.GroupMask & (uint)PermissionMask.Modify) == 0))
- return false;
- } else {
- if ((part.OwnerMask & (uint)PermissionMask.Modify) == 0)
- return false;
- }
- if ((int)InventoryType.LSL == invType)
- if (m_allowedScriptCreators == UserSet.Administrators)
- 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 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);
- }
-
- private bool CanControlPrimMedia(UUID agentID, UUID primID, int face)
- {
- // m_log.DebugFormat(
- // "[PERMISSONS]: Performing CanControlPrimMedia check with agentID {0}, primID {1}, face {2}",
- // agentID, primID, face);
-
- if (null == MoapModule)
- return false;
-
- SceneObjectPart part = m_scene.GetSceneObjectPart(primID);
- if (null == part)
- return false;
-
- MediaEntry me = MoapModule.GetMediaEntry(part, face);
-
- // If there is no existing media entry then it can be controlled (in this context, created).
- if (null == me)
- return true;
-
- // m_log.DebugFormat(
- // "[PERMISSIONS]: Checking CanControlPrimMedia for {0} on {1} face {2} with control permissions {3}",
- // agentID, primID, face, me.ControlPermissions);
-
- return GenericObjectPermission(agentID, part.ParentGroup.UUID, true);
- }
-
- private bool CanInteractWithPrimMedia(UUID agentID, UUID primID, int face)
- {
- // m_log.DebugFormat(
- // "[PERMISSONS]: Performing CanInteractWithPrimMedia check with agentID {0}, primID {1}, face {2}",
- // agentID, primID, face);
-
- if (null == MoapModule)
- return false;
-
- SceneObjectPart part = m_scene.GetSceneObjectPart(primID);
- if (null == part)
- return false;
-
- MediaEntry me = MoapModule.GetMediaEntry(part, face);
-
- // If there is no existing media entry then it can be controlled (in this context, created).
- if (null == me)
- return true;
-
- // m_log.DebugFormat(
- // "[PERMISSIONS]: Checking CanInteractWithPrimMedia for {0} on {1} face {2} with interact permissions {3}",
- // agentID, primID, face, me.InteractPermissions);
-
- return GenericPrimMediaPermission(part, agentID, me.InteractPermissions);
- }
-
- private bool GenericPrimMediaPermission(SceneObjectPart part, UUID agentID, MediaPermission perms)
- {
- // if (IsAdministrator(agentID))
- // return true;
-
- if ((perms & MediaPermission.Anyone) == MediaPermission.Anyone)
- return true;
- if ((perms & MediaPermission.Owner) == MediaPermission.Owner)
- {
- if (agentID == part.OwnerID)
- return true;
- }
-
- if ((perms & MediaPermission.Group) == MediaPermission.Group)
- {
- if (IsGroupMember(part.GroupID, agentID, 0))
- return true;
- }
-
- return false;
- }
- }
- }
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