/** Add a lock to an object (primitive). * Set the lock type on thing to boolexp. * This is a primitive routine, to be called by other routines. * It will go somewhat wonky if given a NULL boolexp. * It will allocate memory if called with a string that is not already * in the lock table. * \param player the enactor, for permission checking. * \param thing object on which to set the lock. * \param type type of lock to set. * \param key lock boolexp pointer (should not be NULL!). * \param flags lock flags. * \retval 0 failure. * \retval 1 success. */ int add_lock(dbref player, dbref thing, lock_type type, boolexp key, privbits flags) { lock_list *ll, **t; if (!GoodObject(thing)) { return 0; } ll = getlockstruct_noparent(thing, type); if (ll) { if (!can_write_lock(player, thing, ll)) { free_boolexp(key); return 0; } /* We're replacing an existing lock. */ free_boolexp(ll->key); ll->key = key; ll->creator = player; if (flags != LF_DEFAULT) ll->flags = flags; } else { ll = next_free_lock(Locks(thing)); if (!ll) { /* Oh, this sucks */ do_log(LT_ERR, 0, 0, "Unable to malloc memory for lock_list!"); } else { lock_type real_type = st_insert(type, &lock_names); ll->type = real_type; ll->key = key; ll->creator = player; if (flags == LF_DEFAULT) { const lock_list *l2 = get_lockproto(real_type); if (l2) ll->flags = l2->flags; else ll->flags = 0; } else { ll->flags = flags; } if (!can_write_lock(player, thing, ll)) { st_delete(real_type, &lock_names); free_boolexp(key); return 0; } t = &Locks(thing); while (*t && strcasecmp(L_TYPE(*t), L_TYPE(ll)) < 0) t = &L_NEXT(*t); L_NEXT(ll) = *t; *t = ll; } } return 1; }
static lock_list * getlockstruct(dbref thing, lock_type type) { lock_list *ll; dbref p = thing, ancestor = NOTHING; int cmp, count = 0, ancestor_in_chain = 0; if (GoodObject(thing)) ancestor = Ancestor_Parent(thing); do { for (; GoodObject(p); p = Parent(p)) { if (count++ > 100) return NULL; if (p == ancestor) ancestor_in_chain = 1; ll = Locks(p); while (ll && L_TYPE(ll)) { cmp = strcasecmp(L_TYPE(ll), type); if (cmp == 0) return (p != thing && (ll->flags & LF_PRIVATE)) ? NULL : ll; else if (cmp > 0) break; ll = ll->next; } } p = ancestor; } while (!ancestor_in_chain && !Orphan(thing) && GoodObject(ancestor)); return NULL; }
/** Copy the locks from one object to another. * \param player the enactor. * \param orig the source object. * \param clone the destination object. */ void clone_locks(dbref player, dbref orig, dbref clone) { lock_list *ll; for (ll = Locks(orig); ll; ll = ll->next) { if (!(L_FLAGS(ll) & LF_NOCLONE)) add_lock(player, clone, L_TYPE(ll), dup_bool(L_KEY(ll)), L_FLAGS(ll)); } }
static void ct_generic(dbref player, dbref i, warn_type flags) { if ((flags & W_LOCK_PROBS)) { lock_list *ll; for (ll = Locks(i); ll; ll = L_NEXT(ll)) { check_lock(player, i, L_TYPE(ll), L_KEY(ll)); } } }
void purge_locks(void) { dbref thing; for (thing = 0; thing < db_top; thing++) { lock_list *ll; for (ll = Locks(thing); ll; ll = L_NEXT(ll)) L_KEY(ll) = cleanup_boolexp(L_KEY(ll)); } }
/* Clone an object. The new object is owned by the cloning player */ static dbref clone_object(dbref player, dbref thing, const char *newname, int preserve) { dbref clone; clone = new_object(); Owner(clone) = Owner(player); Name(clone) = NULL; if (newname && *newname) set_name(clone, newname); else set_name(clone, Name(thing)); s_Pennies(clone, Pennies(thing)); AttrCount(clone) = 0; List(clone) = NULL; Locks(clone) = NULL; clone_locks(player, thing, clone); Zone(clone) = Zone(thing); Parent(clone) = Parent(thing); Flags(clone) = clone_flag_bitmask("FLAG", Flags(thing)); if (!preserve) { clear_flag_internal(clone, "WIZARD"); clear_flag_internal(clone, "ROYALTY"); Warnings(clone) = 0; /* zap warnings */ Powers(clone) = new_flag_bitmask("POWER"); /* zap powers */ } else { Powers(clone) = clone_flag_bitmask("POWER", Powers(thing)); Warnings(clone) = Warnings(thing); if (Wizard(clone) || Royalty(clone) || Warnings(clone) || !null_flagmask("POWER", Powers(clone))) notify(player, T ("Warning: @CLONE/PRESERVE on an object with WIZ, ROY, @powers, or @warnings.")); } /* We give the clone the same modification time that its * other clone has, but update the creation time */ ModTime(clone) = ModTime(thing); CreTime(clone) = mudtime; Type(clone) = Type(thing); Contents(clone) = Location(clone) = Next(clone) = NOTHING; if (IsRoom(thing)) Exits(clone) = NOTHING; else Home(clone) = Home(thing); atr_cpy(clone, thing); queue_event(player, "OBJECT`CREATE", "%s,%s", unparse_objid(clone), unparse_objid(thing)); return clone; }
/** Add a lock to an object on db load. * Set the lock type on thing to boolexp. * Used only on db load, when we can't safely test the player's * permissions because they're not loaded yet. * This is a primitive routine, to be called by other routines. * It will go somewhat wonky if given a NULL boolexp. * It will allocate memory if called with a string that is not already * in the lock table. * \param player lock creator. * \param thing object on which to set the lock. * \param type type of lock to set. * \param key lock boolexp pointer (should not be NULL!). * \param flags lock flags. * \retval 0 failure. */ int add_lock_raw(dbref player, dbref thing, lock_type type, boolexp key, privbits flags) { lock_list *ll, **t; lock_type real_type = type; if (!GoodObject(thing)) { return 0; } ll = next_free_lock(Locks(thing)); if (!ll) { /* Oh, this sucks */ do_log(LT_ERR, 0, 0, "Unable to malloc memory for lock_list!"); } else { real_type = st_insert(type, &lock_names); ll->type = real_type; ll->key = key; ll->creator = player; if (flags == LF_DEFAULT) { const lock_list *l2 = get_lockproto(real_type); if (l2) ll->flags = l2->flags; else ll->flags = 0; } else { ll->flags = flags; } t = &Locks(thing); while (*t && strcasecmp(L_TYPE(*t), L_TYPE(ll)) < 0) t = &L_NEXT(*t); L_NEXT(ll) = *t; *t = ll; } return 1; }
static lock_list * getlockstruct_noparent(dbref thing, lock_type type) { lock_list *ll = Locks(thing); int cmp; while (ll && L_TYPE(ll)) { cmp = strcasecmp(L_TYPE(ll), type); if (cmp == 0) return ll; else if (cmp > 0) break; ll = ll->next; } return NULL; }
/** Delete a lock from an object (primitive). * Another primitive routine. * \param player the enactor, for permission checking. * \param thing object on which to remove the lock. * \param type type of lock to remove. */ int delete_lock(dbref player, dbref thing, lock_type type) { lock_list *ll, **llp; if (!GoodObject(thing)) { return 0; } llp = &(Locks(thing)); while (*llp && strcasecmp((*llp)->type, type) != 0) { llp = &((*llp)->next); } if (*llp != NULL) { if (can_write_lock(player, thing, *llp)) { ll = *llp; *llp = ll->next; free_one_lock_list(ll); return 1; } else return 0; } else return 1; }
/** Migrate some number of chunks. * The requested amount is only a guideline; the actual amount * migrated will be more or less due to always migrating all the * attributes, locks, and mail on any given object together. * \param amount the suggested number of attributes to migrate. */ static void migrate_stuff(int amount) { static int start_obj = 0; static chunk_reference_t **refs = NULL; static int refs_size = 0; int end_obj; int actual; ATTR *aptr; lock_list *lptr; MAIL *mp; if (db_top == 0) return; end_obj = start_obj; actual = 0; do { for (aptr = List(end_obj); aptr; aptr = AL_NEXT(aptr)) if (aptr->data != NULL_CHUNK_REFERENCE) actual++; for (lptr = Locks(end_obj); lptr; lptr = L_NEXT(lptr)) if (L_KEY(lptr) != NULL_CHUNK_REFERENCE) actual++; if (IsPlayer(end_obj)) { for (mp = find_exact_starting_point(end_obj); mp; mp = mp->next) if (mp->msgid != NULL_CHUNK_REFERENCE) actual++; } end_obj = (end_obj + 1) % db_top; } while (actual < amount && end_obj != start_obj); if (actual == 0) return; if (!refs || actual > refs_size) { if (refs) mush_free(refs, "migration reference array"); refs = mush_calloc(actual, sizeof(chunk_reference_t *), "migration reference array"); refs_size = actual; if (!refs) mush_panic("Could not allocate migration reference array"); } #ifdef DEBUG_MIGRATE do_rawlog(LT_TRACE, "Migrate asked %d, actual objects #%d to #%d for %d", amount, start_obj, (end_obj + db_top - 1) % db_top, actual); #endif actual = 0; do { for (aptr = List(start_obj); aptr; aptr = AL_NEXT(aptr)) if (aptr->data != NULL_CHUNK_REFERENCE) { refs[actual] = &(aptr->data); actual++; } for (lptr = Locks(start_obj); lptr; lptr = L_NEXT(lptr)) if (L_KEY(lptr) != NULL_CHUNK_REFERENCE) { refs[actual] = &(lptr->key); actual++; } if (IsPlayer(start_obj)) { for (mp = find_exact_starting_point(start_obj); mp; mp = mp->next) if (mp->msgid != NULL_CHUNK_REFERENCE) { refs[actual] = &(mp->msgid); actual++; } } start_obj = (start_obj + 1) % db_top; } while (start_obj != end_obj); chunk_migration(actual, refs); }
// Clones an object and returns the HS_DBREF of the new clone. HS_DBREF CHSInterface::CloneThing(HS_DBREF model) { HS_DBREF clone; #ifdef PENNMUSH // No change in code between versions clone = new_object(); // Copy the basic information from the model to the clone. memcpy(REFDB(clone), REFDB(model), sizeof(struct object)); Owner(clone) = Owner(model); Name(clone) = NULL; // NULL-out some memory pointers we didn't really want copied. db[clone].list = NULL; // Now copy the pointer information. atr_cpy(clone, model); Locks(clone) = NULL; clone_locks(model, model, clone); Zone(clone) = Zone(model); Parent(clone) = Parent(model); Flags(clone) = clone_flag_bitmask("FLAG", Flags(model)); set_name(clone, Name(model)); s_Pennies(clone, Pennies(model)); #ifdef CREATION_TIMES /* * We give the clone the same modification time that its * other clone has, but update the creation time */ db[clone].creation_time = time((time_t *) 0); #endif db[clone].contents = db[clone].location = db[clone].next = NOTHING; #endif #if defined(TM3) || defined(MUX) clone = create_obj(Owner(model), Typeof(model), Name(model), Pennies(model)); //atr_free(clone); s_Name(clone, Name(model)); s_Pennies(clone, Pennies(model)); s_Parent(clone, Parent(model)); #ifdef TM3 atr_cpy(Owner(clone), clone, model); s_Flags(clone, Flags(model)); s_Flags2(clone, Flags2(model)); s_Flags3(clone, Flags3(model)); #endif #ifdef MUX atr_cpy(clone, model); s_Flags(clone, FLAG_WORD1, Flags(model)); s_Flags(clone, FLAG_WORD2, Flags2(model)); s_Flags(clone, FLAG_WORD3, Flags3(model)); s_Home(clone, Home(model)); #endif #endif return clone; }