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/**
 * @file llpermissions.h
 * @brief Permissions structures for objects.
 *
 * $LicenseInfo:firstyear=2002&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2010, Linden Research, Inc.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 *
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#ifndef LL_LLPERMISSIONS_H
#define LL_LLPERMISSIONS_H

#include "llpermissionsflags.h"
#include "llsd.h"
#include "lluuid.h"
#include "llxmlnode.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
{
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 (*note: this is apparently not true, say for textures in inventory, it may return LLUUID::null even if there was 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);

    bool    importLegacyStream(std::istream& input_stream);
    bool    exportLegacyStream(std::ostream& output_stream) const;

    bool operator==(const LLPermissions &rhs) const;
    bool operator!=(const LLPermissions &rhs) const;

    friend std::ostream& operator<<(std::ostream &s, const LLPermissions &perm);

};

// 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