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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 OpenSim.Region.Environment.LandManagement;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Region.Environment
- {
- public class PermissionManager
- {
- 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 (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()
- {
- }
- public PermissionManager(Scene scene)
- {
- m_scene = scene;
- }
- public void Initialise(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;
- }
- // If there is no master avatar, return false
- if (m_scene.RegionInfo.MasterAvatarAssignedUUID != null)
- {
- return m_scene.RegionInfo.MasterAvatarAssignedUUID == user;
- }
- return false;
- }
- public virtual bool IsEstateManager(LLUUID user)
- {
- if (m_bypassPermissions)
- {
- return true;
- }
- if (user != null)
- {
- LLUUID[] estatemanagers = m_scene.RegionInfo.EstateSettings.estateManagers;
- for (int i = 0; i < estatemanagers.Length; i++)
- {
- if (estatemanagers[i] == user)
- return true;
- }
- }
- // The below is commented out because logically it happens anyway. It's left in for readability
- //else
- //{
- //return false;
- //}
- 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";
- Land land = m_scene.LandManager.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;
- }
- #region Object Permissions
- public virtual 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
- if (!m_scene.Entities.ContainsKey(objID))
- {
- return 0;
- }
- // If it's not an object, we cant edit it.
- if (!(m_scene.Entities[objID] is SceneObjectGroup))
- {
- return 0;
- }
- SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objID];
- LLUUID objectOwner = task.OwnerID;
- uint objflags = task.RootPart.ObjectFlags;
- // 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.RootPart.OwnerMask, objflags);
- objectOwnerMask |= (uint)LLObject.ObjectFlags.ObjectYouOwner;
- // Customize the GroupMask
- uint objectGroupMask = ApplyObjectModifyMasks(task.RootPart.GroupMask, objflags);
- // Customize the EveryoneMask
- uint objectEveryoneMask = ApplyObjectModifyMasks(task.RootPart.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.
- Land parcel = m_scene.LandManager.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 virtual 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.
- Land parcel = m_scene.LandManager.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;
- }
- /// <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 CanEditObjectPosition(LLUUID user, LLUUID obj)
- {
- 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;
- }
- return permission;
- }
- public virtual bool CanCopyObject(LLUUID user, LLUUID obj)
- {
- 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 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 CanRunConsoleCommand(LLUUID user)
- {
- return IsAdministrator(user);
- }
- public virtual bool CanTerraform(LLUUID user, LLVector3 position)
- {
- 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
- Land parcel = m_scene.LandManager.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 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);
- }
- public virtual bool CanRestartSim(LLUUID user)
- {
- // Since this is potentially going on a grid...
- return GenericEstatePermission(user);
- //return m_scene.RegionInfo.MasterAvatarAssignedUUID == 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)
- {
- Land parcel = m_scene.LandManager.getLandObject(pos.X, pos.Y);
- if (parcel == null) return false;
- return GenericParcelPermission(user, parcel);
- }
- 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
- }
- }
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