Files
SingularityViewer/indra/llinventory/llpermissions.h
Shyotl 332cfdb532 Updated llinventory to something closer to V2's implementation. Mostly just restructuring.
Most the changes are due to InventoryObjectList* changing to LLInventoryObject::object_list_t*, LLInventoryItem::II_FLAGS* changing to LLInventoryItemFlags::II_FLAGS* and also const'ing.
Certain perms for certain asset types(callcard&landmarks) have been laxed, as per LL's V2.
LLInventoryType now does lookups mostly though new lldictionary class.
LLLandmark using boost for callbacks, instead of custom class structure.
2011-04-28 01:43:44 -05:00

467 lines
18 KiB
C++

/**
* @file llpermissions.h
* @brief Permissions structures for objects.
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#ifndef LL_LLPERMISSIONS_H
#define LL_LLPERMISSIONS_H
#include "llpermissionsflags.h"
#include "llsd.h"
#include "lluuid.h"
#include "llxmlnode.h"
#include "reflective.h"
#include "llinventorytype.h"
// prototypes
class LLMessageSystem;
extern void mask_to_string(U32 mask, char* str);
extern std::string mask_to_string(U32 mask);
template<class T> class LLMetaClassT;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLPermissions
//
// Class which encapsulates object and inventory permissions/ownership/etc.
//
// Permissions where originally a static state creator/owner and set
// of cap bits. Since then, it has grown to include group information,
// last owner, masks for different people. The implementation has been
// chosen such that a uuid is stored for each current/past owner, and
// a bitmask is stored for the base permissions, owner permissions,
// group permissions, and everyone else permissions.
//
// The base permissions represent the most permissive state that the
// permissions can possibly be in. Thus, if the base permissions do
// not allow copying, no one can ever copy the object. The permissions
// also maintain a tree-like hierarchy of permissions, thus, if we
// (for sake of discussions) denote more permissive as '>', then this
// is invariant:
//
// base mask >= owner mask >= group mask
// >= everyone mask
// >= next owner mask
// NOTE: the group mask does not effect everyone or next, everyone
// does not effect group or next, etc.
//
// It is considered a fair use right to move or delete any object you
// own. Another fair use right is the ability to give away anything
// which you cannot copy. One way to look at that is that if you have
// a unique item, you can always give that one copy you have to
// someone else.
//
// Most of the bitmask is easy to understand, PERM_COPY means you can
// copy !PERM_TRANSFER means you cannot transfer, etc. Given that we
// now track the concept of 'next owner' inside of the permissions
// object, we can describe some new meta-meaning to the PERM_MODIFY
// flag. PERM_MODIFY is usually meant to note if you can change an
// item, but since we record next owner permissions, we can interpret
// a no-modify object as 'you cannot modify this object and you cannot
// make derivative works.' When evaluating functionality, and
// comparisons against permissions, keep this concept in mind for
// logical consistency.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLPermissions : public LLReflective
{
private:
LLUUID mCreator; // null if object created by system
LLUUID mOwner; // null if object "unowned" (owned by system)
LLUUID mLastOwner; // object's last owner
LLUUID mGroup; // The group association
PermissionMask mMaskBase; // initially permissive, progressively AND restricted by each owner
PermissionMask mMaskOwner; // set by owner, applies to owner only, restricts lower permissions
PermissionMask mMaskEveryone; // set by owner, applies to everyone else
PermissionMask mMaskGroup; // set by owner, applies to group that is associated with permissions
PermissionMask mMaskNextOwner; // set by owner, applied to base on transfer.
// Usually set in the fixOwnership() method based on current uuid
// values.
bool mIsGroupOwned;
// Correct for fair use - you can never take away the right to
// move stuff you own, and you can never take away the right to
// transfer something you cannot otherwise copy.
void fixFairUse();
// Fix internal consistency for group/agent ownership
void fixOwnership();
public:
static const LLPermissions DEFAULT;
LLPermissions(); // defaults to created by system
//~LLPermissions();
// base initialization code
void init(const LLUUID& creator, const LLUUID& owner,
const LLUUID& last_owner, const LLUUID& group);
void initMasks(PermissionMask base, PermissionMask owner,
PermissionMask everyone, PermissionMask group,
PermissionMask next);
// adjust permissions based on inventory type.
void initMasks(LLInventoryType::EType type);
//
// ACCESSORS
//
// return the agent_id of the agent that created the item
const LLUUID& getCreator() const { return mCreator; }
// return the agent_id of the owner. returns LLUUID::null if group
// owned or public (a really big group).
const LLUUID& getOwner() const { return mOwner; }
// return the group_id of the group associated with the
// object.
const LLUUID& getGroup() const { return mGroup; }
// return the agent_id of the last agent owner. Only returns
// LLUUID::null if there has never been a previous owner.
const LLUUID& getLastOwner() const { return mLastOwner; }
U32 getMaskBase() const { return mMaskBase; }
U32 getMaskOwner() const { return mMaskOwner; }
U32 getMaskGroup() const { return mMaskGroup; }
U32 getMaskEveryone() const { return mMaskEveryone; }
U32 getMaskNextOwner() const { return mMaskNextOwner; }
// return TRUE if the object has any owner
bool isOwned() const { return (mOwner.notNull() || mIsGroupOwned); }
// return TRUE if group_id is owner.
bool isGroupOwned() const { return mIsGroupOwned; }
// This API returns TRUE if the object is owned at all, and FALSE
// otherwise. If it is owned at all, owner id is filled with
// either the owner id or the group id, and the is_group_owned
// parameter is appropriately filled. The values of owner_id and
// is_group_owned are not changed if the object is not owned.
BOOL getOwnership(LLUUID& owner_id, BOOL& is_group_owned) const;
// Gets the 'safe' owner. This should never return LLUUID::null.
// If no group owned, return the agent owner id normally.
// If group owned, return the group id.
// If not owned, return a random uuid which should have no power.
LLUUID getSafeOwner() const;
// return a cheap crc
U32 getCRC32() const;
//
// MANIPULATORS
//
// Fix hierarchy of permissions, applies appropriate permissions
// at each level to ensure that base permissions are respected,
// and also ensures that if base cannot transfer, then group and
// other cannot copy.
void fix();
// All of these methods just do exactly what they say. There is no
// permissions checking to see if the operation is allowed, and do
// not fix the permissions hierarchy. So please only use these
// methods when you are know what you're doing and coding on
// behalf of the system - ie, acting as god.
void set(const LLPermissions& permissions);
void setMaskBase(U32 mask) { mMaskBase = mask; }
void setMaskOwner(U32 mask) { mMaskOwner = mask; }
void setMaskEveryone(U32 mask) { mMaskEveryone = mask;}
void setMaskGroup(U32 mask) { mMaskGroup = mask;}
void setMaskNext(U32 mask) { mMaskNextOwner = mask; }
// Allow accumulation of permissions. Results in the tightest
// permissions possible. In the case of clashing UUIDs, it sets
// the ID to LLUUID::null.
void accumulate(const LLPermissions& perm);
//
// CHECKED MANIPULATORS
//
// These functions return true on success. They return false if
// the given agent isn't allowed to make the change. You can pass
// LLUUID::null as the agent id if the change is being made by the
// simulator itself, not on behalf of any agent - this will always
// succeed. Passing in group id of LLUUID:null means no group, and
// does not offer special permission to do anything.
// saves last owner, sets current owner, and sets the group.
// set is_atomic = true means that this permission represents
// an atomic permission and not a collection of permissions.
// Currently, the only way to have a collection is when an object
// has inventory and is then itself rolled up into an inventory
// item.
BOOL setOwnerAndGroup(const LLUUID& agent, const LLUUID& owner, const LLUUID& group, bool is_atomic);
// only call this if you know what you're doing
// there are usually perm-bit consequences when the
// ownerhsip changes
void yesReallySetOwner(const LLUUID& owner, bool group_owned);
// Last owner doesn't have much in the way of permissions so it's
//not too dangerous to do this.
void setLastOwner(const LLUUID& last_owner);
// saves last owner, sets owner to uuid null, sets group
// owned. group_id must be the group of the object (that's who it
// is being deeded to) and the object must be group
// modify. Technically, the agent id and group id are not
// necessary, but I wanted this function to look like the other
// checked manipulators (since that is how it is used.) If the
// agent is the system or (group == mGroup and group modify and
// owner transfer) then this function will deed the permissions,
// set the next owner mask, and return TRUE. Otherwise, no change
// is effected, and the function returns FALSE.
BOOL deedToGroup(const LLUUID& agent, const LLUUID& group);
// Attempt to set or clear the given bitmask. Returns TRUE if you
// are allowed to modify the permissions. If you attempt to turn
// on bits not allowed by the base bits, the function will return
// TRUE, but those bits will not be set.
BOOL setBaseBits( const LLUUID& agent, BOOL set, PermissionMask bits);
BOOL setOwnerBits( const LLUUID& agent, BOOL set, PermissionMask bits);
BOOL setGroupBits( const LLUUID& agent, const LLUUID& group, BOOL set, PermissionMask bits);
BOOL setEveryoneBits(const LLUUID& agent, const LLUUID& group, BOOL set, PermissionMask bits);
BOOL setNextOwnerBits(const LLUUID& agent, const LLUUID& group, BOOL set, PermissionMask bits);
// This is currently only used in the Viewer to handle calling cards
// where the creator is actually used to store the target. Use with care.
void setCreator(const LLUUID& creator) { mCreator = creator; }
//
// METHODS
//
// All the allow* functions return true if the given agent or
// group can perform the function. Prefer using this set of
// operations to check permissions on an object. These return
// true if the given agent or group can perform the function.
// They also return true if the object isn't owned, or the
// requesting agent is a system agent. See llpermissionsflags.h
// for bits.
bool allowOperationBy(PermissionBit op, const LLUUID& agent, const LLUUID& group = LLUUID::null) const;
inline bool allowModifyBy(const LLUUID &agent_id) const;
inline bool allowCopyBy(const LLUUID& agent_id) const;
inline bool allowMoveBy(const LLUUID& agent_id) const;
inline bool allowModifyBy(const LLUUID &agent_id, const LLUUID& group) const;
inline bool allowCopyBy(const LLUUID& agent_id, const LLUUID& group) const;
inline bool allowMoveBy(const LLUUID &agent_id, const LLUUID &group) const;
// This somewhat specialized function is meant for testing if the
// current owner is allowed to transfer to the specified agent id.
inline bool allowTransferTo(const LLUUID &agent_id) const;
//
// DEPRECATED.
//
// These return true if the given agent can perform the function.
// They also return true if the object isn't owned, or the
// requesting agent is a system agent. See llpermissionsflags.h
// for bits.
//BOOL allowDeleteBy(const LLUUID& agent_id) const { return allowModifyBy(agent_id); }
//BOOL allowEditBy(const LLUUID& agent_id) const { return allowModifyBy(agent_id); }
// saves last owner and sets current owner
//BOOL setOwner(const LLUUID& agent, const LLUUID& owner);
// This method saves the last owner, sets the current owner to the
// one provided, and sets the base mask as indicated.
//BOOL setOwner(const LLUUID& agent, const LLUUID& owner, U32 new_base_mask);
// Attempt to set or clear the given bitmask. Returns TRUE if you
// are allowed to modify the permissions. If you attempt to turn
// on bits not allowed by the base bits, the function will return
// TRUE, but those bits will not be set.
//BOOL setGroupBits( const LLUUID& agent, BOOL set, PermissionMask bits);
//BOOL setEveryoneBits(const LLUUID& agent, BOOL set, PermissionMask bits);
//
// MISC METHODS and OPERATORS
//
LLSD packMessage() const;
void unpackMessage(LLSD perms);
// For messaging system support
void packMessage(LLMessageSystem* msg) const;
void unpackMessage(LLMessageSystem* msg, const char* block, S32 block_num = 0);
// Load/save support
BOOL importFile(LLFILE* fp);
BOOL exportFile(LLFILE* fp) const;
BOOL importLegacyStream(std::istream& input_stream);
BOOL exportLegacyStream(std::ostream& output_stream) const;
LLXMLNode *exportFileXML() const;
bool importXML(LLXMLNode* node);
bool operator==(const LLPermissions &rhs) const;
bool operator!=(const LLPermissions &rhs) const;
friend std::ostream& operator<<(std::ostream &s, const LLPermissions &perm);
// Reflection.
friend class LLMetaClassT<LLPermissions>;
virtual const LLMetaClass& getMetaClass() const;
};
// Inlines
bool LLPermissions::allowModifyBy(const LLUUID& agent, const LLUUID& group) const
{
return allowOperationBy(PERM_MODIFY, agent, group);
}
bool LLPermissions::allowCopyBy(const LLUUID& agent, const LLUUID& group) const
{
return allowOperationBy(PERM_COPY, agent, group);
}
bool LLPermissions::allowMoveBy(const LLUUID& agent, const LLUUID& group) const
{
return allowOperationBy(PERM_MOVE, agent, group);
}
bool LLPermissions::allowModifyBy(const LLUUID& agent) const
{
return allowOperationBy(PERM_MODIFY, agent, LLUUID::null);
}
bool LLPermissions::allowCopyBy(const LLUUID& agent) const
{
return allowOperationBy(PERM_COPY, agent, LLUUID::null);
}
bool LLPermissions::allowMoveBy(const LLUUID& agent) const
{
return allowOperationBy(PERM_MOVE, agent, LLUUID::null);
}
bool LLPermissions::allowTransferTo(const LLUUID &agent_id) const
{
if (mIsGroupOwned)
{
return allowOperationBy(PERM_TRANSFER, mGroup, mGroup);
}
else
{
return ((mOwner == agent_id) ? TRUE : allowOperationBy(PERM_TRANSFER, mOwner));
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class LLAggregatePermissions
//
// Class which encapsulates object and inventory permissions,
// ownership, etc. Currently, it only aggregates PERM_COPY,
// PERM_MODIFY, and PERM_TRANSFER.
//
// Usually you will construct an instance and hand the object several
// permissions masks to aggregate the copy, modify, and
// transferability into a nice trinary value.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LLAggregatePermissions
{
public:
enum EValue
{
AP_EMPTY = 0x00,
AP_NONE = 0x01,
AP_SOME = 0x02,
AP_ALL = 0x03
};
// construct an empty aggregate permissions
LLAggregatePermissions();
// pass in a PERM_COPY, PERM_TRANSFER, etc, and get out a EValue
// enumeration describing the current aggregate permissions.
EValue getValue(PermissionBit bit) const;
// returns the permissions packed into the 6 LSB of a U8:
// 00TTMMCC
// where TT = transfer, MM = modify, and CC = copy
// LSB is to the right
U8 getU8() const;
// return TRUE is the aggregate permissions are empty, otherwise FALSE.
BOOL isEmpty() const ;
// pass in a PERM_COPY, PERM_TRANSFER, etc, and an EValue
// enumeration to specifically set that value. Not implemented
// because I'm not sure it's a useful api.
//void setValue(PermissionBit bit, EValue);
// Given a mask, aggregate the useful permissions.
void aggregate(PermissionMask mask);
// Aggregate aggregates
void aggregate(const LLAggregatePermissions& ag);
// message handling
void packMessage(LLMessageSystem* msg, const char* field) const;
void unpackMessage(LLMessageSystem* msg, const char* block, const char *field, S32 block_num = 0);
static const LLAggregatePermissions empty;
friend std::ostream& operator<<(std::ostream &s, const LLAggregatePermissions &perm);
protected:
enum EPermIndex
{
PI_COPY = 0,
PI_MODIFY = 1,
PI_TRANSFER = 2,
PI_END = 3,
PI_COUNT = 3
};
void aggregateBit(EPermIndex idx, BOOL allowed);
void aggregateIndex(EPermIndex idx, U8 bits);
static EPermIndex perm2PermIndex(PermissionBit bit);
// structure used to store the aggregate so far.
U8 mBits[PI_COUNT];
};
// These functions convert between structured data and permissions as
// appropriate for serialization. The permissions are a map of things
// like 'creator_id', 'owner_id', etc, with the value copied from the
// permission object.
LLSD ll_create_sd_from_permissions(const LLPermissions& perm);
LLPermissions ll_permissions_from_sd(const LLSD& sd_perm);
#endif